Xixchil (Race)

Can exceed the level limits for the allowable classes if they have high prime requisite scores (DMG Table 8).
Have the unique Nonweapon Proficiency Body Manipulation that allows them to augment the bodies of others. 
They cannot use normal weapons and only their natural limbs and body modifications.
Special Advantages:
* Natural AC is 5 from their exoskeletons.
** Fighters can augment their natural armor can be surgically augmented.
** Costs for surgical modifications up to AC 1 are double that of equivalent human armor; costs for AC 0 and better add an additional 4,000 gp for each armor class level.
* The retracting blades on xixchil forelimbs can attack as a glaive-guisarme (2d4 hp vs. small to medium opponents, 2d6 hp vs. large opponents).
** May attack with both forearms without penalty for two-handed combat, as if they had the Ambidexterity weapon proficiency.
* Xixchil fighters may also surgically add up to two additional attacking limbs: special limbs in the form of maces, blowguns, mancatchers, or other weapons. These limbs cost five times what the equivalent weapon would (see the Player's Handbook, Chapter 6).
** Using these additional limbs along with the forearms invokes penalties as if two weapons were being used (see the Player's Handbook, Chapter 9, "Attacking with Two Weapons").
* Higher-level fighters get multiple attacks with one limb (including those added through body modification), just as if a weapon were being used, plus one additional attack per extra limb.
* Each mantis-warrior can construct a person-specific poison from its own body secretions. To do this, the xixchil must first taste the victim; usually, this is done by licking one of the xixchil's weapons after a successful attack. One round later, the xixchil's saliva becomes a deadly injective poison (Type X).
** Xixchil deliver this poison either by biting (for 1d4 points of damage) or by spitting the poison onto the finger-blades on their forelimbs. A successful hit with either forces the target to save vs. poison at -4. A successful save indicates that the poison was ineffective, and the xixchil can never again attempt to poison that creature. If the victim fails to save against poisoned finger-blades, the poison doubles the damage from the xixchil's blow. On a successful poisoned bite (which injects a more concentrated version of the poison), the xixchil's target takes a number of hit points of damage equal to the xixchil's total hit points. Any damage taken from a xixchil's poison is effective immediately.
** Alternatively, the xixchil can choose to secrete a personalized anesthetic. If the victim fails a saving throw vs. poison, the anesthetic paralyzes the victim for 1-6 turns. The anesthetic, however, is ineffectual against creatures of Large size or larger, or creatures with more hit dice or levels than the level of the xixchil.
** The xixchil may only secrete poisons or anesthetics a maximum of three times per day (total). Outside of the xixchil's body the secretions last only 10 turns before they break down and becomes useless.
Special Disadvantages:
* Impossible to wear any type of armor
* Cannot use shields or normal weapons
 Racial Adjustment for Thieves
PP	OL	F/RT	MS 	HS 	DN	CW 	RL
5%	5%	10% 	-5%	-5%	5%	-10%	-5%