Tonkin

Racial Traits 	Racial Traits 	Race Point Cost
Type 	Humanoid (tonberry) 	0
Size 	Small 	0
Base Speed 	Slow 	-1
Ability Score Modifiers	Standard (+2 Dex, +2 Wis, –2 Str)	0
Languages 	Standard 	0
Defense 	Fearless 	1
Feat and Skill 	Murderous Aura 	2
Feat and Skill 	Sneaky 	5
Magical 	Lantern Bearer 	2
Magical 	Limited Telepathy 	3
Movement 	Swift as Shadows 	3
Offense 	Serrated Wound 	3
Senses 	Low-Light Vision 	1
Weakness 	Unable to Cast 	-4
Total 	Total 	15
Tonkins are the offshoot race of their tonberry brethren. They are a (mostly) peaceful race, keeping to themselves. Tonkins are small, usually no taller than three feet. They have green skin, round heads with small snouts, yellow eyes and a fish tail. Its unsure what gender they are, as they all look the same. Although mute, they communicate through their limited telepathy.
==Standard Racial Traits==
*Ability Score Racial Traits: Tonkins tend to be very agile and cunning in nature, but their small stature makes them weaker than most races. They gain +2 Dexterity, +2 Wisdom, and –2 Strength.
*Type: Tonkins are Humanoid creatures with the tonberry subtype.
*Size: Tonkins 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.
*Base Speed: Tonkins have a base speed of 20 feet on land. Tonkins’ speed are never modified by armor or encumbrance.
*Languages: Tonkins begin play understanding (but not speaking) (see limited telepathy) Common and Tonberry. Tonkins with high Intelligence scores can choose from the following: Aklo, Auran, Draconic, Goblin, Numish, and Sylvan. See the Linguistics skill page for more information about these languages.
===Defense Racial Traits===
*Fearless: Tonkins receive a +2 racial bonus on saves against fear spells and effects.
===Feat and Skill Racial Traits===
*Murderous Aura: Tonkins let off an aura that makes most quake at the sight of them. Tonkins gain a +4 racial bonus to intimidation checks used to demoralize an opponent.
*Sneaky: Tonkins gain a +4 racial bonus on Stealth checks.
===Magical Racial Trait===
*Lantern Bearer: Tonkins are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spells or effects they cast (including spell-like and supernatural abilities). If a Tonkin has an Intelligence of 10 or higher, it may use torchlight at will as a spell-like ability.
*Limited Telepathy: Tonkins are able to mentally communicate with any creature within 30 feet with whom they share a language.
===Movement Racial Trait===
*Swift as Shadows: Tonkins reduce the penalty for using Stealth while moving at full speed by 5, and reduce the Stealth check penalty for sniping by 10.
===Offense Racial Traits===
*Serrated Wound: When tonkins damage an opponent with a light piercing melee weapon, they deal an extra 1d4 bleed damage. This ability does not stack with other special abilities, attacks, or items that allow them to deal bleed damage.
===Senses Racial Traits===
*Low-Light Vision: Tonkins can see twice as far as humes in conditions of dim light.
===Weakness Racial Traits===
*Unable to Cast: Due to their nature of being mutes, tonkins are unable to cast spells normally without either Silent Spell or Telepathic Spellcaster feat.
==Alternate Racial Traits==
The following alternate racial traits may be selected in place of one or more of the standard racial traits above.
=====Replaces Sneaky, Swift as Shadows=====
*Curiosity: Some tonkins are naturally inquisitive about the world around them. Tonkins with this racial trait gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead. This racial trait replaces sneaky and swift as shadows.
=====Replaces Serrated Wound=====
*Cornered Fury: Whenever a tonkin with this racial trait is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class. This racial trait replaces serrated wound.
=====Replaces Swift as Shadows=====
*Dexterous Tail: Tonkins 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 swift as shadows.
*Keen Senses: Some tonkins have a keener sense of smell and sight. They receive a +2 racial bonus on Perception checks. This racial trait replaces swift as shadows.
===Variant Tonkin Heritages===
Although many tonkins follow the general model of the tonkin, many more do not. Those of different lineages may evince dramatically different manifestations of their heritage, both in appearance and in ability. Here are 2 different potential heritages for tonkin PCs. If you choose to use a specific bloodline instead of the general rules for creating a tonkin, you should work with your GM to ensure that your character’s appearance reflects that bloodline.
*Alternate Ability: While most tonkins have a +4 bonus on Stealth checks, those of the variant heritages listed below gain a modifier to a different skill.
==Table: Variant Elvaan Heritages==
Heritage 	Ability Modifiers 	Alternate Skill Modifier 	Description
Palekin 	+2 INT, +2 DEX, -2 STR	Knowledge (Dungeoneering)	Rather than the normal tonberry ancestry of their kind, these tonkins are instead descended from paleberries, their heritage betrayed by their white skin and icy blue eyes.
Tonkin Royalty	+2 DEX, +2 CHA, -2 STR	Diplomacy 	These tonkins are descended from tonberry royalty. They usually wear golden crowns to signify their heritage.
==Age, Height and Weight==
Table: Elvaan Starting Ages:
Adulthood	Intuitive	Self-taught	Trained
10 	+1d4 	+2d4 	+3d4
Table: Aging Effects:
Middle age	Old 	Venerable	Maximum age
70 years 	106 years	140 years	+4d20 years
Table: Height and Weight
Gender 	Base height	Height modifier	Base weight	Weight modifier
Tonkin, Male 	2 ft. 8 in.	+2d6 in.
(2 ft. 10 in.-3ft. 8 in.)	30 lbs. 	+(2d6x2 lbs.)
(34 - 54 lbs.)
Tonkin, Female	2 ft. 6 in.	+2d6 in.
(2 ft. 8 in.-3ft. 6 in.)	25 lbs. 	+(2d6x2 lbs.)
(29 - 49 lbs.)
==Racial Feats==
The following feats are available to an elvaan character who meets the prerequisites.
*Advanced Telepathy (Tonkin/Antica)
**You have learned to cast your thoughts further with your telepathy.
**Prerequisite(s): Tonkin or antica, limited telepathy.
**BENEFIT: Your limited telepathy’s range has doubled, allowing you to communicate with any number of creatures within 60 feet up to a max equal to your Intelligence, Wisdom, or Charisma modifier, regardless if you share a common language or not.
**Normal: A tonkin/antica’s limited telepathy’s range is 30 feet and must share a common language to understand.
*Gunslinger (Combat, Variety of Races)
**You have learned how to fire the big guns.
**Prerequisite(s): Goblin, gnath, moogle, tarutaru, mandragora, tonkin, or palico.
**BENEFIT: You can wield Medium firearms without taking the penalty for an inappropriately sized weapon.
**Normal: You take a –2 penalty when using an inappropriately sized weapon.
*Improved Tonberry Nobility (Tonkin)
**Your magical heritage is more potent than that of your peers, as demonstrated by your superior spell-like abilities.
**Prerequisite(s): Int 15, Wis 15, or Cha 15, Level 11th+, Tonberry Nobility, able to use tonkin spell-like abilities, tonkin.
**BENEFIT: You may use your daylight spell-like ability, four times per day. You also gain Everyone’s Grudge as a spell-like ability once per day, using your character level as your caster level. In addition, there is a 30% chance when you take damage from an attack or spell made by a foe, you gain an additional use of Everyone’s Grudge that you may use immediately, as a free action that can be used outside your turn, against the character that damaged you. This extra use can only be made against your assailant and only on the round you receive damage. This ability can be used a number of times per round equal to your Dexterity modifier and you also increase the damage by 1 point each time it is used. You cannot use this ability on the same opponent more than twice per round.
*Lantern Fighter (Combat, Tonkin)
**You have learned to wield a lantern with deadly accuracy.
**Prerequisite(s): Tonkin.
**BENEFIT: You treat a lantern as a light weapon that deals bludgeoning damage equal to that of a light mace of its size plus 1 point of fire damage, and you do not incur penalties as you would for using it as an improvised weapon.
*Telepathic Spellcaster
**You have learned to cast spells telepathically.
**Prerequisite(s): Tonkin or antica, limited telepathy.
**BENEFIT: You can cast spells as long as the creature you’re targeting is within range of your telepathy.
**Normal: A tonkin/antica can’t cast spells with verbal components.
**Special: You may only select this feat at 1st level.
*Tonberry Nobility
**Your attunement with your lantern courses with power, granting you another spell-like ability.
**Prequisitie(s): Able to use tonkin spell-like abilities, tonkin.
**BENEFIT: You may use daylight as a spell-like ability, three times per day. Your caster level is equal to your character level.
==Racial Archetypes==
The following racial archetypes are available to tonkins: 
*Grudge Holder (Dark Knight; Tonkin)
*Knife Master (Thief; Tonkin)
*Lantern-Bearer (Astrologian; Tonkin)
*
==Favored Class Options==
The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
* Archer: Add +1/3 bonus to the archer’s Aim bonus for attack and damage rolls.
* Astrologian: Add +1/4 to the astrologian’s Reflex saving throws versus area effects.
* Dark Knight: Add +1 to the dark knight’s holy element resistance (maximum +10).
* Fighter: Add +1 to the fighter’s CMD when resisting a dirty trick or steal attempt.
* Medic: The medic gains +1/6 of an additional 1d6 points of surgical precision damage.
* Monk: Add +1 to the monk’s CMD when resisting a grapple and +1/2 to the number of stunning fists he can attempt per day.
* Thief: Add +1/3 on critical hit confirmation rolls made while using sneak attack (maximum bonus of +5). This bonus does not stack with Critical Focus.