Aaenshi (4e Race)

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Aaenshi[edit]

A race of bipedal foxes, these ancient warriors possess all the cunning and speed of their namesakes.

Little_Muse_by_darknatasha.jpg
Little Muse by darknatasha at DeviantArt
Racial Traits
Average Height: 5'0"-7'0"
Average Weight: 120-180 lb.
Ability Scores: +2 Dexterity, +2 Intelligence or Charisma
Size: Medium
Speed: 6 squares
Vision: Low-Light
Languages: Common, Elven, and your choice of one other.
Skill Bonuses: +2 Acrobatics, +2 Perception
Fox's Cunning: You have an ability to tap into your namesakes cunning. When bloodied, You gain a +2 bonus to Bluff checks and Stealth checks.
Ashen Claws: All of your unarmed attacks deal Fire damage.
Plague Survivor: You gain a +2 bonus to Endurance checks against a disease.
Shared Mind: You may ignore the first dominated effect during an encounter, and after ignoring the effect, you enter a Chaos state. In this state, you may act as if you had dominated yourself, and must attack any creature adjacent to you (Save Ends).
Rapid Burrow: You can use rapid burrow as an encounter power.



Rapid Burrow Aaenshi Racial Power
Everyone knows that foxes are best at digging. You are better. Digging your claws into the ground, you rip and tear at the ground until you are right under the enemy. They never saw it coming.
Encounter Star.gif Fire
Standard Action Melee
Requirement: You must be bloodied
Target: One creature
Attack: Dexterity + 2 Vs. Reflex
Hit: 1d6 + Dexterity modifier fire damage.
  • Level 11: Dexterity + 4, 2d6 damage.
  • Level 21: Dexterity + 6, 3d6 damage.
Special: Before you attack, shift your speed.


Wild and free, aaenshi can be destructive. Evil aaenshi burrow under towns and live in the burrows for centuries, then strike when the townsfolk least expect it. Good aaenshi have learned how to control their destructive natures, though they occasionally lose control of their emotions and go on wild rampages, unleashing primal power on their enemies.

Play an Aaenshi if you want...

  • To be like a fox.
  • To have more than one side to yourself.
  • To be able to dig under your enemies.
  • To be a member of a race that favors any class.

Physical Qualities[edit]

Aaenshi are a mysterious folk. They look like a cross between a fox and an elf, with a little red dragon thrown in. Their slender bodies show elf origin, and their fur can be any shade of blue, gray, or reddish-orange, pointing to foxes. A hot temper and claws to match point to red dragons. Aaenshi never become obese, and nearly always recover from sickness. Overall, Aaneshi live to be about 2000 years or more, and reach maturity in 4 years.

Playing an Aaenshi[edit]

Aaenshi are different. Very, very different. They nearly always have two sides to them, usually a more neutral side, and a side that only seeks to destroy. Aaenshi nearly always try to wrest control of themselves, and have a high sense of logic. Since they live a very long time, Aaenshi often are deeply tortured. They, and they only, can claim the right of Avandra's Children.

The history of the Aaenshi begins when Avandra created them to serve as her agents. Though they did for a while, they eventually betrayed her, because she had made them flawed. She made them with a fatal desire to kill. Those who were lucky to survive were cast down from her kingdom eventually overcame this desire. This led to them building an empire to rival that of the Bael Turath and Arkosia combined, long before the creation of either. But this led to a war. A long, bloody uprising from the new agents of Avandra- the human empire of Kaln. They eventually won and destroyed all but the most remote Aaenshi settlements.

Aaenshi Characteristics: Fast, smart, agile, durable, deceptive.

Male Names: Ash, Dartik, Valolth

Female Names: Lunith, Malakron, Xaaenthih

Aaenshi Adventurers[edit]

Three sample aaenshi adventurers are described below.

Valolth is an aaenshi ranger.Valolth has not been in the world very long.He has enjoyed the sunshine, the wind, and most of all, the parties.He was always a nature guy, so he decided to become a ranger.He ventured into the woods and found a stic to make his bow, and more sticks, bird feathers and sharp stones for his arrows.Then he took a sharp stone, a stick, and a little animal hide to make a dagger.He is a strict omnivore(same amount of meat and veggies every meal), so he survived in the forest.When he was 1,232 he met an adventuring party.They invited him to join their fellowship, and he gladly accepted.He is adventurous and brave.

Lunith is an aaenshi avenger.When Lunith was 20 her home was attacked by an evil horde of hobgoblins. Only Lunith and her great-grandmother Xaaenthih escaped.They fled to the nearest human town for safety, but Xaaenthih died of exhaustion once they reached the human town of Mooncrest.Lunith was angry, and she wished to avenge her dead clan, so she became an avenger.She went to Bugsbee's Amazing Equipment Shack and got elven-made equipment.Then she went to a tavern and joined the first adventuring party she saw.She is easily provoked and very vicious when provoked.

Dartik is an aaenshi rogue. When Dartik was 500 years old, he snuck out of his home for a life of adventure(also, he had gotten tired of pickpocketing the same people). Dartik decided to become a rogue, seeing as he had snuck out of his home. Then he went to the nearby city of Tyrinaria.He stole his equipment from a fancy dwarf-made equipment store. He then used his high Diplomacy score to convince a warlord named Than Blueblade that he would be perfect in an adventuring party like Than's. He is fast and cunning.

Aaenshi Utility Powers[edit]

When your aaenshi character gains a class utility power after 1st level, you can forgo taking a power granted to you by your class. Instead you gain a aaenshi utility power of the same level or lower.

Shafted Aaenshi Utility 2
You collapse the ground underneath your foe.
Daily
Free Action Personal
Trigger: You use your rapid burrow racial power.
Requirement: You must be adjacent to the target of your rapid burrow.
Effect: You create a 10' deep pit in the square occupied by the target of your rapid burrow. The target may make a saving throw to catch themselves as though they had been forced over the pit. If they catch themselves, they slide to an adjacent square. If they cannot otherwise avoid falling, they suffer 1d10 damage and are knocked prone. Climbing the wall requires a DC 15 Athletics check.



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