Tonberries are strange beings native to the natural world. Little is known about their history as the accounts change from region to region. Some say tonberries are the remnants of a country of scholars, mutated by disease (FF14). Others say that they are aberrations born of the chaos between space and time (FF13). Some claim them to be daemons born of humans mutated by daemonblight (FF15). The whole truth is unclear.
Tonberries are usually small, usually no taller than three feet, although some games feature giant variants. They have green skin, round heads with small snouts, yellow eyes and a fish tail. They wear dark brown cloaks with hoods and carry an old-fashioned lantern and a small butcher knife.
Tonberries usually reside within caves and attack alone. Although some do form small, subterranean communities. Legend has it that a kingdom of tonberries existed in ages past - an opulent testament to a civilization bent on spiritual ascendency. The result of that pursuit is evident in their current forms.
Table: Starting Adulthood Ranges
| Adulthood | Intuitive | Self-Taught | Trained |
| After 18 Years | +1d3 years (19 - 21 Years) | +1d4 years (19 - 22 Years) | +2d4 years (20 - 28 Years) |
Table: Random Height and Weight
| Gender | Base Height | Height Modifier | Base Weight | Weight Modifier |
| Male | 2 ft. 9 in. | +2d4 in. (2 ft. 11 in. - 3 ft. 5 in.) | 35 | +2d4 lbs (37 - 43) |
| Female | 2 ft. 6 in. | +2d4 in. (2 ft. 10 in. - 3 ft. 4 in.) | 35 | +2d4 lbs (37 - 43) |
Standard Racial Traits
Ability Score Racial Traits: Tonberries tend to be very agile and menacing (or sometimes “cute”), but their small stature makes them weaker than most races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
Size: Tonberries are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Type: Tonberries are the Outsiders with the (native) subtype.
Base Speed: Tonberries tend to waddle with their small feet, causing them to have a base speed of 20ft. Their speed is never modified by armor or encumbrance.
Languages: Tonberries begin play speaking Common and Ton. Tonberries with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Amphibian: Tonberries are Amphibious, allowing them to breathe both air and water.
Persistence: A tonberry cares not for the throngs of panic. When they set their sights on a target, they will pursue it. Their stoic expression almost never flinches and their slow speed belies their relentless nature. Tonberries receive a +4 racial bonus to saving throws against fear effects.
Implacable: Tonberries are naturally resistant to anything that would slow their advance. Tonberries are immune to any condition or effect that would reduce their base speed, such as entangled, but are not immune to other penalties or effects provided by the condition. This does not make the tonberry immune to terrain-based movement reductions (Such as difficult terrain).
Feat and Skill Racial Traits
Menacing: Although adorable in most bright light; when darkness comes - a tonberry can seem threatening to even a behemoth. Tonberries receive a +4 racial bonus to Intimidate checks when in dim light or darkness and ignores the penalty to Intimidate for being smaller than the opponent.
Skulker: Tonberries are notorious for seeming to appear out of nowhere. The soles of their feet nary make a sound - even on a gravelly road. Tonberries receive a +2 racial bonus on Stealth checks.
Magical Racial Traits
Otherworldly Light: All tonberries carry a mystical lantern that sheds an otherworldly glow. This lantern is treated as a hooded lantern except the light only ceases to burn when a tonberry sleeps or concentrates (a free action) to snuff the glow. The light from this lantern is never fully snuffed by magical darkness. As long as a tonberry is holding this lantern, they are immune to light based effects and conditions (such as dazzled).
Offensive Racial Traits
A Knife in the Hand: Tonberries are extremely deadly in the use of knife-like weapons. Tonberries gain Weapon Proficiency (light blades) as a bonus feat.
A Knife in the Ribs: When a tonberry deals damage with a weapon from the Light Blades weapon group, they treat themselves as one size category larger for determining the size of the weapon die. If the target is flat footed, or under a condition related to fear (such as shaken), they receive a +3 circumstance bonus to the damage roll.
Senses and Skill Racial Traits
Darkvision: Tonberries can see up to 60ft in the dark.
Weakness Racial Traits
Easily Staggered: A tonberry does not take well to being stalled by strength or effects that interrupt their pace. A tonberry takes a -2 penalty to saving throws against all effects that inflict the staggered, slowed or stunned condition.
Alternate Racial Traits
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.
Keen Senses: Some tonberries have a keener sense of smell and sight. They receive a +2 racial bonus on Perception checks. This racial trait replaces skulker.
Murderberry: Some tonberries take exceptionally well to vocations of death. When a tonberry coup de graces a dying opponent, they can increase the DC of the Fortitude Save by 1 per die of damage dealt. This replaces a knife in the hand.
Traces of Royalty: Some tonberries may be descendants of a King Tonberry - their trademark resilience is a testament to their lineage. Tonberries with this trait receive a +1 racial bonus to all saving throws. This replaces a knife in the ribs.
Blueberry Roots: Some tonberries are born with a peculiar elemental affinity, living their life with frost white skin and azure eyes telling of their nature. Tonberries with this racial trait take 1 less point of damage per die when affected by an effect that inflicts ice or holy damage, and gain a +2 on all saving throws against effects with the ice or holy descriptor. This trait replaces otherworldly light.
Sense Power: Some tonberries use their psychic empathy to sense danger. A tonberry with this trait can use Perception instead of a Knowledge skill to learn how many Hit Dice a creature has. The tonberry must be able to see the creature in order to use this trait. This replaces otherworldly light.
Dexterous Tail: Tonberries with this trait have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces skulker.
Sharpened Knife: Tonberries with this trait that threaten a critical against a flat-footed opponent can roll twice, taking the better result for the confirmation check. This racial trait replaces a knife in the ribs.
Racial Feats
Karmic Defense: A tonberry with this feat can weaponize its emotions in response to hostile stimuli. Once per day when the tonberry is hit by a creature within 30ft, they can force the aggressor to make a Will Save (DC 10 + half your character level + Charisma modifier) as an immediate action. On a failure that creature takes 1d6 points of damage per hit dice you possess and gains the Cursed Condition for 1 minute afterwards.
Prerequisites: Tonberry, three or more Hit Dice.
Otherworldly Radiance: You call on the ever-churning glow of the spirit in your lantern. You may use [[daylight]] as a spell-like ability, three times per day. Your caster level is equal to your character level.
Prerequisites: Tonberry, must have the Otherworldly Light racial trait.
Deep Seated Grudge: You weapon your deep seated spite against your foes. You can cast Everyone’s Grudge as a spell-like ability, up to three times per day. Your caster level is equal to your character level and you treat the spell as if it was augmented by an amount of MP equal to your character level.
Prerequisites: Tonberry, three or more Hit Dice.
Grudge Fighter: Some tonberries hold a grudge so fierce that they can stab through defenses. A tonberry with this trait becomes more fierce to those who wrong them. When a tonberry is struck and suffers hit point damage they start to hold a "grudge" against the aggressing creature, granting the tonberry a +2 bonus on Bluff, Intimidate, Perception and Sense Motive as well as a +2 bonus on attack and damage rolls against them. These benefits last until the target of his grudge is dead or flees combat. A tonberry can only have one grudge at a time.
Prerequisites: Tonberry






