Gnolins (home-brewed race):
Goblins and gnomes often battle for space. Occasionally these conflicts cause a mixing of the two species. The children born of these unions are known as gnolins. These offspring are always sterile.

The life of a gnolin is almost always a difficult one. If raised by goblins, the gnolin is often seen as a worthless creature, often little better than a slave. Because goblins reproduce so much, gnolins are not valued. This often causes the gnolins to either leave the tribe as soon as possible, or to try to prove their worth to the tribe in battle. Sturdier than their goblin cousins, gnolins will often become barbarians or barbarian/rogues.

If on the other hand, gnomes raise him, the gnolin often finds himself the object of pity. Though not usually treated as a complete outcast, the gnolin is often not included in many of the training that the gnomes get.

Personality: Gnolins tend to be melancholy. They tend to have very little sense of humor, much to the dismay of their gnome cousins. What humor they do tend to have is often very dark and cruel. Though usually gnolins love animals, much like their gnome ancestors. Often this is kept secret by the gnolin, even to their gnome relatives.

Physical Description: Gnolins stand about 3 to 3-1/2 feet tall and weigh 40 to 45 pounds. Their skin is usually yellowish and their eyes are often a dull blue. Gnolins tend to dress in the fashion of the culture they were raised in. Gnolins reach adulthood at about age 20, and they typically live about 120 years, though most often die before reaching adulthood when raised by goblins.

Relations: If a gnolin is raised by goblins, they often share the view of the other races that goblins have. If raced by gnomes, gnolins usually get along with their more studious cousins, though they have a hard time relating to gnomes who often play pranks. Dwarves and elves often mistrust gnolins, due to their goblin heritage. Humans, half-elves, and halflings are usually excepting of gnolins as just another breed of creature. Half-orcs probably get along best with gnolins, due to their common status as half-monsters. Though usually half-orcs will bully gnolins into doing what they want, much like the relationship between their monstrous ancestors.

Alignment: Due to the gnolin’s goblin and gnome heritage, they tend toward both good and evil in equal proportions. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable. Gnolins raised among goblins and willing to live out their lives with them are usually the evil ones.

Gnolin Lands: Gnolins have no lands of their own, but they most often live among goblins. Of the other races, humans and gnomes are the ones most likely to accept gnolins.

Religion: Depending on where a gnolin is raised, he may worship Garl Glittergold or Maglubiyet. Though quite a few gnolins do not worship any specific deity or they worship Olidammara.

Language: Gnolins will know either gnome or goblin depending on which culture they were raised in.

Names: Gnolins have either goblin or gnome names, though in either case their names tend to be demeaning.

Adventures: Gnolins often feel like outsiders to the culture in which they are raised; usually feeling undervalued or disturbed by the constant pranks of those around them. They may take up adventuring to find a place where they might feel at ease. Also due to their sterility, gnolins find it hard to settle down and develop long term relationships with others. This may cause good gnolins to seek out those in need, in a hope that some aspect of themselves will carry on through the deeds they do. While evil gnolins may seek to spread as much suffering as they themselves feel. Some gnolins may dedicate themselves fully to some particular profession or field of study, while others may seek to experience all life has to offer.

GNOLIN RACIAL TRAITS

* +2 Constitution, +2 Dexterity, -2 Strength, -2 Charisma: Gnolin’s gain the benefits of their parents, but also their weaknesses.

* Small: As a small creature, a gnolin gains a +1 size bonus to armor class, a +1 size bonus to attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a medium character.

* Gnolin base land speed is 30 feet. They have the quickness of their goblin ancestors.

* Darkvision: Gnolins (and goblins) can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and gnolins can function just fine with no light at all.

* Mixed Blood: For all effects related to race, a gnolin is considered a gnome and a goblin. Gnolins, for example, are just as vulnerable to special effects that affect goblins or gnomes as their full blood ancestors are, and they can use magic items that are only usable by goblins or gnomes. For effects that relate to goblins or gnomes (e.g. rangers favored enemy) only use the higher value.

* +2 racial bonus on Listen checks: Gnolins have keen ears.

* +2 racial bonus on Craft (alchemy) checks: A gnolins sensitive nose allows him to monitor alchemical processes by smell.

* +4 racial bonus to Move Silently checks: Gnolins are very good at being quiet.

* +4 racial bonus to Ride (canine) checks: Just like their goblin ancestors, gnolins are able to ride very well. This bonus only applies if a gnolin is riding some sort of canine (riding dog, wolf, etc.).

* Automatic Languages: Common and Goblin (if raised by goblins) or Gnome (if raised by gnomes). Bonus Languages: Dwarven, Elven, Giant, Orc, and Goblin or Gnome. Just like their ancestors, gnolins commonly know the languages of their enemies and allies. Gnolins also have the ability to speak to burrowing mammals (badger, fox, rabbit, or the like) as their gnome ancestors do.

* Spell-Like Abilities: 1/day – speak with animals (burrowing mammal only, duration 1 minute).

* Sterile: Gnolins are unable to have offspring of any kind.

* Favored Class: Rogue. A multiclass gnolin’s rogue class does not count when determining whether he takes an experience point penalty.

* Level Adjustment: +1

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