The liixak (LEE-shauk; IPA: ˈli.ʃɔk) are known by various names in lands far from their jungle home. Typically known as cat-people or the jaguar-men, they star in tales of adventure where some unwary caravan is set upon by these savage beasts that burst from the shadows and carry off travelers to become a gruesome feast.

In truth, liixak are no more feral and cannibalistic than your average dwarf or elf. When human refugees fled from Chakha to the jungles, the liixak welcomed them, and over time they grew strong together as Aldeemah-Ruhl. Their numbers have dwindled since the Cataclysm and the Scourging of Ruhl, their ancestral capital, but a sizeable population still resides in the jungles.

Physical Description: In general, liixak are slender but muscular. They stand roughly a foot shorter than humans, but often appear even shorter due to a natural tendency to stoop. They have feline features, such as slitted eyes, catlike ears, short facial whiskers and a 2-to-5-foot tail. Their fur is soft and fine, often yellow-orange with black or brown rosettes from their head to their tail, down their back and sides. Other colorings, from red to brown to black, are not unheard-of.

Society: Historically, liixak were a hunter-gatherer society with strong democratic principles. Choice of hunting patterns and grazing lands were made by all adults, while other specific positions were "elected" for as long as needed, and such positions could always be recalled at any time. Ruhl was a yearly meeting place for trade and friendly competitions. Not everyone would show every year, but tribes would attempt to visit at least once every five years. Eventually, a year-round presence developed there and it became a labyrinth of crazy streets and crazier buildings. Aldeemah was patterned after it, but in a much more organized fashion.

Relations: Typically, liixak get along with all races. They have the least experience with dwarves, but a mutual respect exists nonetheless. They are much more likely to accept half-orcs and half-elves, as liixak see other humanoids as largely the same.

Alignment and Religion: The prototypical liixak is neutral good. Their mix of chaotic-leaning tribal and lawful-leaning democracy tend to cancel each other out. Their curious nature makes them lean good, as it's easier to sate curiosity without malice than it is with it.

Adventurers: Their hunter-gatherer background lends itself to being druids and rangers, the latter often using the Unseen Pouncer archetype. But there is also a strong tradition of wizards, barbarians and swashbucklers in their oral history that many modern liixak seek to emulate.


Male Names:

Female Names:

Liixak Racial Traits:

Alternate Racial Traits:

Alternate Favored Class Bonuses:

AlchemistGain 1/6 of a new discovery.
BarbarianAdd 1 to the barbarian's Fast Movement bonus. In combat this has no effect unless the barbarian has selected this reward 5 times (or another increment of 5); a speed of 34 feet is effectively the same as a speed of 30 feet, for example.
BardAdd +1/2 to the bard's bardic knowledge bonus.
BloodragerAdd 1 to the bloodrager's Fast Movement bonus. In combat this has no effect unless the bloodrager has selected this reward 5 times (or another increment of 5); a speed of 34 feet is effectively the same as a speed of 30 feet, for example.
CavalierAdd +1/4 to the cavalier's banner bonus.
ClericSelect one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds 1/2 to the number of uses per day of that domain power.
DruidAdd 1 hit point to the druid's animal companion. If the druid ever replaces their animal companion, the new animal companion gains these bonus hit points.
FighterAdd 1 to the fighter's CMD when resisting a trip or dirty trick attempt.
GunslingerAdd +1/3 on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus.
HunterGain 1/6 of a bonus teamwork feat.
InquisitorAdd +1/2 to the inquisitor's track bonus.
MagusAdd one of the following weapon special abilities to the list of weapon special abilities that may be added to the magus's weapon via use of the arcane pool: allying, conductive, corrosive, corrosive burst, defending, ghost touch, menacing, merciful, mighty cleaving, vicious. Once an ability has been selected with this reward, it cannot be changed.
OR: Gain 1/6 of a new magus arcana.
MonkAdd 1 to the monk's base land speed. In combat this option has no effect unless the monk has selected it five times (or another increment of five). This bonus stacks with the monk's fast movement class feature and applies under the same conditions as that feature.
OracleAdd one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
PaladinAdd +1/2 hit point to the paladin's lay on hands ability (whether using it to heal or harm).
RangerAdd +1/4 to a single existing favored enemy bonus (maximum bonus +1 per favored enemy).
RogueAdd a +1/2 bonus on Bluff checks to feint and Sleight of Hand checks to pickpocket.
ShamanAdd +1/6 to the shaman's class level for the purpose of determining the effects of one hex.
ShifterAdd a +1/2 bonus on wild empathy checks to influence animals and magical beasts that are feline or normally encountered in jungles.
SorcererSelect 1 bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
SummonerAdd 1 hit point to the summoner's eidolon.
WarpriestAdd +1/2 to the number of times per day the warpriest can use blessings, but he can use these additional blessings on only those from the Animal, Chaos, Darkness, Plant, Sun or Trickery domains.
WitchAdd one spell from the witch spell list to the witch's familiar. This spell must be at least one level lower than the highest-level spell she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
WizardSelect one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.

Liixak Archetype: Unseen Pouncer (Ranger)

With few roads through the jungle, the Unseen Pouncer has many advantages over an invading foe.

[ Display entire Unseen Pouncer progression table ]
Level Abilities Sneak Attack damage
1st 1st favored terrain, track, wild empathy
2nd Combat style feat
3rd Sneak attack, Endurance 1d6
4th Hunter's bond 1d6
5th 2nd favored terrain 1d6
6th Sneak attack improves, combat style feat 2d6
7th Woodland stride 2d6
8th Swift tracker 2d6
9th Sneak attack improves, evasion 3d6
10th 3rd favored terrain, combat style feat 3d6
11th Quarry 3d6
12th Sneak attack improves, camoflage 4d6
13th Instant quarry 4d6
14th Combat style feat 4d6
15th Sneak attack improves, 4th favored terrain 5d6
16th Improved evasion 5d6
17th Hide in plain sight 5d6
18th Sneak attack improves, combat style feat 6d6
19th Improved quarry 6d6
20th 5th favored terrain, quarry master 6d6

Liixak Archetype: Spirited Claw (Swashbuckler)

The Spirited Claw embodies the passion, daring and panache of the liixak swashbucklers of legend.

[ Display entire Spirited Claw progression table ]
Level Abilities Deeds
1st Panache, swashbuckler finesse Derring-do, dodging panache, opportune parry and riposte
2nd Charmed life 3/day
3rd Nimble +1 Kip up, magic claws, precise strike, swashbuckler initiative
4th Expert Claws
5th Swashbuckler weapon training +1
6th Charmed life 4/day
7th Nimble +2 Magic claws (silver/cold iron), whirlwind of claws
8th Bonus feat
9th Swashbuckler weapon training +2
10th Charmed life 5/day
11th Nimble +3 Evasive, subtle blade, swashbuckler's grace
12th Bonus feat
13th Swashbuckler weapon training +3
14th Charmed life 6/day
15th Nimble +4 Dizzying defense, swashbuckler's edge
16th Bonus feat
17th Swashbuckler weapon training +4
18th Charmed life 7/day
19th Nimble +5 Cheat death, deadly stab, magic claws (adamantine)
20th Bonus feat, swashbuckler weapon mastery

Liixak Vital Statistics:

Random Starting Ages
Adulthood Intuitive Self-Taught Trained
16 years +1d6 +1d8 +2d8
Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
40 years 60 years 80 years +2d20 years
1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4ft 10in +2d8in 120 lbs ×6 lbs
Female 4ft 5in +2d8in 85 lbs ×6 lbs

Liixak Race Traits


You have seen things that cannot be unseen, but it has strengthened your mind.

You gain +1 trait bonus to Will saves.

Aid Focus

When you put your mind to it, you can be pretty helpful!

Three times a day, you can focus your attention on an Aid Another action. If you successfully perform it, you grant a +4 bonus instead of the normal +2. If you fail, you still grant a +1 bonus. But if your failure was on a natural 1, it causes you to give a -2 penalty instead.

Improved Focus

You have put even more focus into a focused skill.

You gain a +1 trait bonus to a skill of your choice. You cannot take this trait if you do not have the Keen Senses, Quiet, or Distracted Focus racial trait(s), and the skill chosen must be one improved by the racial trait(s) you have. In addition, the skill you choose is always considered a class skill for you.

Deft Claw

You are trained in disarming opponents with false claws.

You are proficient with the tekko-kagi, and you gain a +1 trait bonus when using it to perform a disarm or sunder combat maneuver.

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