Here's my observations for your monk, Poto. Monk's really rock at high level!
1- you have no CHA listed. An easy enough error, since it's the least monk-intensive stat. Assuming you started with a STR of 12 and added all four of your level ups to STR, then you have exactly 32 points, which means you have a CHA of 8.
High STR monks are sweet.
2- hit points are right, check.
3- AC is 10 + 6 Wis +6 Dex +5 nat +5 def +3 monk SQ, check.
4- I believe you're missing a feat. You should have 1-1-3-6-9-12-15... nope, you're right, I can't count. I'm assuming the order you wrote them down isn't the order you took them in, because Improved Critical and Weapon Focus: unarmed are both too early. Juggling those two to later makes it all work, so it's ok. With that kind of Tumble total, Spring Attack is pretty wasted unless we face creatures with more than 20 of reach or ones with under 20 feet of move and a lot of attacks. In almost all other cases you're better off just moving in with Tumble, then standing there and delivering a good hit, then large numbers of follow-up hits on the second round.
Since we don't have a cleric yet, the second option isn't quite as appealing, I understand. You have a good armor class, so Dodge isn't that helpful. Personally, I'd dump that whole feat chain for Combat Reflexes, Close Quarter Fighting and Blindsight-5', since you have the wisdom while wearing your periapt. Some DMs won't let magic items help you qualify for a feat, so Blindsight is iffy.
Lightning Reflexes gives you a +2 Reflex save, to your already impressive +21. Assuming a min-maxed caster, he'll be cracking out a DC 10+8 level + 6 stat + 4 greater spell focus +1 spellcasting prodigy +2-6 archmage = DC 27- 31. That's a twinked and munchy 8th level spell from a guy who spent a prestige class and three feats, and you're beating it half the time. I think Lightning Reflexes is overkill, but it's up to you.
If you do keep Lightning Reflexes, you might consider taking Prone Fighting in place of one of the other Spring Attack chain feats. (Like in lieu of my blindsight recommendation above, because you only qualify via the periapt.)
5- Should be 95 skill points. Assuming those first numbers are the skill points, they're all correct, but if so, your characteristics adds are wrong. Should be:
Tumble 10+6 +2 jump synergy=18
Jump 10+6 Dex + 2 tumble synergy=18
Balance 10+6 Dex +2 tumble synergy=18
Climb 10+6 Str=16
Swim 10+6 Str=16
Listen 10+6 Wis=16
Escape artist 10+6 Dex=16
Move silently 15+6 Dex=21
Hide 10+6 Dex=16
Excape artist probably won't help you so much, because your STR + BAB is so high already. It will help you if you get weakened somehow, and has other uses than avoiding grabs. If you're really concerned about being grabbed, get Close Quarter Fighting and Combat Reflexes.
If you ditch Escape artists, cross-class Spot 5 ranks would give you a +11 total spot. On a decent roll you'll get everyone except the dedicated stealth monsters, rogues, assassins, rangers and their ilk. Of course, those are the ones we're worried about. Hopefully my divination spells will cover this hole in the team.
6 Saves. All at +21 total. Dang monks. Most impressive. Coupled with improved evasion, I want you on point.
Overall: fantastic stuff. Hope I helped.
Greg