Sage Master

Cricketman Ardent 8
Small Monsterous Humanoid (psionic)
Hit Dice: 4d8+16 + 8d6+32 (94 hp)
Initiative: +7
Speed: 30 ft. (6 squares), climb 30 ft., fly 40 ft. (clumsy)
Armor Class: 18 (+3 dex, +2 luck, +2 natural, +1 size), touch 16, flat-footed 15
Base Attack/Grapple: +12/+7
Attack: Slam +15 melee (1d4-1) or sling +15 melee (1d3-1)
Full attack: 4 slams +15 melee (1d4-1) plus bite +10 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, psionics
Special Qualities: Blacktea, darkvision 60 ft., deadwood dread, glide, jademind, luck of the cricket, natural camouflage, naturally psionic, one with his surroundings
Saves: Fort +10, Ref +9, Will +16
Abilities: Str 8, Dex 17, Con 19, Int 16, Wis 24, Cha 12
Skills: Autohypnosis +27, Climb +7, Concentration +21 (+23 while focused), Jump +7, Knowledge (nature) +23, Knowledge (psionics) +10, Listen +16, Profession (gardener) +18, Psicraft +8, Spot +16, Survival +18, Swim +7
Feats: Extend Power, Iron Will, *Practised Manifester, Psionic Meditation, Weapon Finesse(B), Up the Walls
Environment: Any mountains
Organization: Solitary or school (3-8 cricketmen)
Challenge Rating: 13
Treasure: Standard
Alignment: Always True Neutral or Neutral Good
Advancement: By character class
Level Adjustment: -

* From Complete Psionic

Cricketmen engage in a great many exercises that taxes both body and mind, but despite this they are naturally pacifistic. Only to defend themselves, their students, or their garden, will they resort to combat. They fight intelligently then, attempting to lead their opponent into traps or dangerous terrain while tampering with their sense through their natural mental powers. A cricketman, though no coward, will eventually submit if the alternative would be to die. They prefer to only incapacitate their opponents and drag them far from their lands if possible.

Ardent Powers Known (88 power points; Manifester level 12th):
1st - Chameleon, Know Direction and Location, Metaphysical Claw
2nd - Animal Affinity, Psionic Scent, Serenity
3rd - Time Hop, Touchsight
4th - Metamorphosis

Primary Mantles
Knowledge, Natural World

Secondary Mantles
Repose, Time

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.

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 30 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.