Init: +3. Senses: Perception +23. Ac: 25, touch 24, flat-footed 22 (+1 armor, +1 deflection, +3 Dex, +5 monk, +5 Wis).
Hp: 112 (15d8+45).
Fortitude: +12. Reflex: +13. Will: +15; +2 vs. enchantment. Defensive Abilities: improved evasion. Immune: disease, poison. Sr: 25.
Speed: 80 ft.. Melee: unarmed +15/+10/+5 (2d10+3/19-20 plus 1d6 electricity) or unarmed flurry of blows +17/+17/+12/+12/+7/+7 (2d10+3/19-20 plus 1d6 electricity) or kama +14/+9/+4 (1d6+3) or kama flurry of blows +16/+16/+11/+11/+6/+6 (1d6+3). Ranged: +1 sling +15 (1d4+4). Special Attacks: flurry of blows, quivering palm (DC 22), stunning fist (16/day, DC 22, fatigued, sickened, staggered). Strength: 17. Dexterity: 16. Constitution: 14. Intelligence: 10. Wisdom: 20. Charisma: 8.
Base Attack: +11. Cmb: +18 (+22 to trip). Cmd: 38 (40 vs. trip).
Feats: Gorgon's Fist, Greater Trip, Improved Critical (unarmed strike), Improved Trip, Improved Unarmed Strike, Improved Vital Strike, Lunge, Medusa's Wrath, Power Attack, Scorpion Style, Skill Focus (Acrobatics), Snatch Arrows, Spring Attack, Stunning Fist, Vital Strike, Weapon Focus (unarmed strike).
Skills: Acrobatics +25 (+60 jump), Climb +10, Escape Artist +10, Heal +10, Knowledge (history) +5, Knowledge (religion) +5, Perception +23, Profession (gardener) +10, Sense Motive +20, Stealth +20, Survival +6, Swim +10.
Languages: Common. Special Qualities: abundant step, fast movement, high jump, ki pool (12 points, lawful, magic), maneuver training, slow fall 70 ft., wholeness of body. Combat Gear: oil of align weapon (2), potion of cure light wounds (2). Other Gear: kama, +1 sling with 10 bullets, amulet of mighty fists (shock), belt of physical perfection +2, bracers of armor +1, cloak of resistance +1, headband of inspired wisdom +2, monk's robe, ring of protection +1. Boon: Masters can lend their own and their school's reputation to the PCs, granting a +2 bonus for 1 month on Leadership checks to attract followers or to attract a monk cohort..
Masters are the undisputed champions of unarmed combat, able to focus their inner strength into a single devastating blow or a barrage of attacks that leave their enemies dazed and reeling. A master can be a unique arena champion or an emissary from a distant empire. Masters may travel with a cohort of 10 battle monks from their academy (CR 16).