The first thing I want to say is that I love the monster as created here:
However, I want to be able to create a tonberry enemy with class levels to use in a campaign that I am running, so I have created a race sheet for them. I tried to keep their clumsiness and karmic lantern intact (not nearly as powerful, of course), and I was hoping to receive some input on the abilities as I've laid them out. Are they too weak? Could they be broken in a situation that I'm not thinking of? Any suggestions on filling out the race to 10RP?
Without dragging it out any more, here it is at a race builder score of ~6RP (along with a new tonberry feat):
Type: Humanoid (tonberry)
-2 Dexterity, +2 Wisdom, +2 Strength: Tonberry are old souls with strong bodies, but they are not very quick and are prone to clumsiness.
Size: Tonberry are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their CMB and to CMD, and a +4 size bonus on Stealth checks.
Base speed: Tonberry have a base land and swim speed of 20 feet, but their speed is never modified by armor or encumbrance. Further, if a tonberry moves more than 20 ft in a round, there is a 20% chance that they will fall prone in the 25 ft square. This fall can be negated with a DC 15 Acrobatics. If they were swimming, they become off-balance instead and must use a move action that provokes AoOs to right themselves.
Round and clumsy: Tonberry are very awkward in motion and balance, resulting in a -4 penalty to Ride and Fly, and a -2 penalty to Acrobatics. If the tonberry has 5 ranks in Ride or Fly, the penalties to that skill are reduced to -2.
Oh look. People: Tonberry have a strange knack for coming across intruders at inopportune times (for the intruder). As a result, tonberry have a +3 racial bonus to perception checks. If they were able to act in a surprise round, they gain a +2 luck bonus to initiative for that combat.
Lantern in one hand: Tonberry can summon a tonberry lantern into a free hand as a free action once per round. This lantern provides light for 60 feet, and dim light for 120 feet. The lantern disappears one round after the tonberry releases it.
Weapon in the other: When holding a weapon in one hand and a tonberry lantern in the other, they gain the benefit of Improved Critical for that weapon.
Karmic storage: When tonberry are struck in battle and they are holding their tonberry lantern, the tonberry lantern gains karmic counters equal to 1/2 of the damage taken.
Karmic backlash: As a standard action that does not provoke AoOs, the tonberry can wave the tonberry lantern at a target within 60 ft and spend up to double their CL of karmic counters to deal that much damage to the target. Will save for half damage.
Languages: Common and tonberry. Tonberry with high intelligence scores can choose any languages as bonus languages (other than secret languages such as Druidic), but they generally do not speak.
Behavior: Most tonberry are lawful, self-appointed guardians. They have a tendency to pick a location and dedicate all of their time to upholding the will of the owner. For example, if a tonberry takes up residence in the home of a ruler, he is a stalwart guardian of the ruler with a natural knack for coming across intruders. If the tonberry comes across strangers that are not violating any rules, they will follow them to keep an eye on them. Any misbehavior is sharply punished with a jab from the tonberry's knife, preferably in conjunction with "DOINK!".
If a tonberry spends 2 rounds studying a creature, the next attack against that creature deals extra damage equal to the CL of the tonberry (this damage is not multiplied on a crit). Studying is a standard action that does not provoke AoOs. If the tonberry begins to study a creature other than the one it was previously studying, the benefit is lost against the previous creature.
EDIT: Took out the climb speed. It doesn't really make sense. They have a fish tail for swimming, though, so I left that in.