Xixchil (CSH)

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==Xixchil==
Xixchil are six-limbed insectoid beings with body structures much like that of a praying mantis. Their forward limbs are long and hook-like, with sharp retractable blades, while their center pair of limbs are smaller, and are often fitted with delicate mechanical manipulators.
The xixchil decorate themselves through surgical modification (see the Body Manipulation special proficiency described later). A typical xixchil will have gems, jewels, and precious metals fitted to its exoskeleton and formed into exquisite and unique shapes.
The overriding xixchil philosophy is "survival of the fittest." Each individual is expected to improve itself through study and surgical modification. Xixchil surgeons can accomplish amazing transformations, allowing each xixchil to be a nearly unique being.
This philosophy extends to xixchil morality as well. An individual's allegiance is first to itself, then to its family, and finally to society. Xixchil adventurers will sometimes accord their party-mates the status of "family," but the xixchil are rarely willing to sacrifice themselves to help even then.
Adventuring xixchil wander the universe, seeking ever more prestige through experience and discovering more and more utilitarian "treasures." Xixchil aesthetics are much different from those of humans and demihumans, however. The xixchil find as much beauty in an efficient killing machine as a dwarf does in a well-fashioned piece of jewelry.
Xixchil can be fighters (maximum of 14th level), thieves (maximum of 15th level), or mages (maximum of 5th level). They may be multi-classed fighter/thieves but may not otherwise adopt multiple classes.
The xixchil use mandible clicks and spoken words to augment their gestures with abstract subtleties. Their language is related to that of the rastipedes, but it is a different tongue. They can speak common and other human and demihuman languages as well.
Xixchil exoskeletons are very tough, providing them with a base armor class of 5. Like rastipedes, xixchil cannot wear armor, but xixchil fighters may have metal protection affixed to their bodies by surgeons up to a maximum of AC -4. 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. (Thus, full plate, with a base armor class of 1, costs 8,000 gp. Surgical armor of AC 0 costs 12,000 gp; AC -1 costs 16,000 gp, and so on to a maximum of 28,000 gp for AC -4.
Similarly, the unmodified retracting blades on xixchil forelimbs can attack as a glaive-guisarme (2d4 hp vs. small to medium opponents, 2d6 hp vs. large opponents). The xixchil may attack with both forearms without penalty for two-handed combat, as if they had the Ambidexterity weapon proficiency (see Chapter 5 of this book).
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. Note, however, that xixchil may not use normal weapons; they may employ only their original forelimbs and any body modifications.
Xixchil have one additional capability of note in combat. 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.
Xixchil add 1 to their Dexterity (for their graceful movements and precise central limbs) and +1 to their Constitution (because of the rigors of the winnowing process of xixchil youth). However, they subtract 2 from their Charisma because of their self-centeredness.
Xixchil exclusive Nonweapon Proficiency: Body Manipulation (Proficiency)