Great Sensei

Cricketman Monk 3, Fist of Zuoken 5
Small Monsterous Humanoid (psionic)
Hit Dice: 4d8+16 + 3d8+12 + 5d8+20 (101 hp)
Initiative: +6
Speed: 50 ft. (6 squares), climb 50 ft., fly 60 ft. (clumsy)
Armor Class: 26 (+4 dex, +1 intrinsic, +2 luck, +2 natural, +1 size, +6 wisdom), touch 24, flat-footed 22
Base Attack/Grapple: +9/+4
Attack: Unarmed Strike +13 melee (1d8-1) or sling +15 melee (1d3-1)
Full attack: 4 unarmed strikes +13 melee (1d8-1) plus bite +13 melee (1d4-2 plus poison) or sling +15 melee (1d3-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ki strike, poison, psi-like abilities
Special Qualities: Blacktea, darkvision 60 ft., deadwood dread, evasion, flurry of blows, glide, jademind, luck of the cricket, natural camouflage, naturally psionic, one with his surroundings
Saves: Fort +12, Ref +15, Will +16
Abilities: Str 9, Dex 18, Con 19, Int 16, Wis 22, Cha 8
Skills: Autohypnosis +25, Climb +19, Concentration +24, Jump +7, Knowledge (nature) +21, Listen +21, Profession (gardener) +21, Spot +21, Survival +15, Swim +13
Feats: Deflect Arrows, Iron Will, Psionic Fist, Psionic Meditation, Stunning Fist, Unavoidable Strike, Up the Walls, Weapon Finesse(B), Zen Archery
Environment: Any mountains
Organization: Solitary or school (3-8 cricketmen)
Challenge Rating: 13
Treasure: Standard
Alignment: True Neutral
Advancement: By character class
Level Adjustment: -


Blacktea (Ex):
From their earliest age a Cricketman is given a tea brewed of bits of the most dangerous plants about. As they age the dosage is increased until they are completely immune to any kind of imbibed poison. They also gain a +2 bonus to ignore the affects of other poison types.

Deadwood Dread (Ex):
A cricketman has an unusual weakness, that of non-living wood. Any exclusively wooden weapon that deals damage to a cricketman sickens him for as many rounds as the damage that was dealt. He may make a fortitude save to resist being sickened (DC equals 5 + damage dealt). Penalties from multiple blows from wooden weapons do not stack, though once the duration is over he may be sickened again. As well, while standing on a deadwood surface, he is sickened for the duration. These penalties stack with that from deadwood damage. Shoes or a mat is enough to negate his sickness from the surface.

A cricketman who is somehow imprisoned in a wooden object, such as as box or cage, is paralyzed.

Evasion (Ex): If the cricketman makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Flurry of Blows (Ex): When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus. A monk must use a full attack action to strike with a flurry of blows.

When using flurry of blows, a monk may attack only with unarmed strikes or with special, non-wood, monk weapons. She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus x 1-1/2 or x 1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk canít use any weapon other than a special monk weapon as part of a flurry of blows.

Glide (Ex):
A cricketman can use its wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. A cricketman glides at a speed of 60 feet (clumsy meuverability). Even if a cricketman's maneuverability improves, he can't hover while gliding. A cricketman can't glide while carrying a medium or heavy load.
If a cricketman becomes unconscious or helpless while in midair it instinctively manifests its catfall power, though otherwise falls normally.

Jademind (Su):
Cricketmen are strangely difficult to spy upon and gains the benfits of the Escape Detection power as a 10th level manifester. As well, he also gains a +2 bonus on saving throws against spells and effects from the school of enchantment. Lastly, a cricketman is immune to all sleep spells and effects.

Ki Strike (Su): A cricketman's unarmed attacks are empowered with ki. His unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction.

Luck of the Cricket (Su):
A cricketman is naturally lucky, and has a +2 luck bonus to Armor Class, initiatives, saves, and skill checks. This luck bonus stacks with any other luck bonus it may gain from another source. This bonus extends to any ally within 20 feet of the cricketman.

Natural Camouflage (Ex):
A cricketman gains a +10 bonus to hide checks in forested locales.

Naturally Psionic: A cricketman gains 2 bonus power points.

One With His Surroundings (Ex):
A Cricketman is naturally in tune with his surroundings, wherever he might go, and gains a +6 insight bonus to Climb, Jump, and Swim checks.

Poison (Ex): Bite, initial damage 1d6 Strength, secondary damage unconsciousness, DC 14 + Con modifier. As well, a cricketman may breathe upon an item made of alchemical silver, which immediately turns black and loses its properties.

Psi-like Abilities:
At will/Catfall, Clairvoyant Sense, Sensitivity to Psychic Impressions, Synesthete; 3/day Call to Mind, Body Equilibrium, Psionic True Seeing, Precognition; 1/day Mass Cloud Mind, Remote Viewing. Manifester level 8th. Save DC's are Wisdom based.

Psychic Warrior Powers Known: (Power points 32; Manifester level 5th; Save DC 16 + power level):
1st - Biofeedback, Compression
2nd - Wall Walker, Body Adjustment
3rd - Empathic Feedback

Still Mind (Ex): The cricketman gains a +2 bonus on saving throws against spells and effects from the school of enchantment.