Typical Encounters
Jungle Patrol: Pair of Set-Touched, EL 5
Medium Humanoid (Human, Reptilian, Psionic)
HD: 4d8 (18 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
AC: 17 (+1 Dex, +1 natural, +4 inertial armor, +1 buckler), touch 11, flat-footed 16
BAB/Grapple: +3/+3
Attack: Dagger +4 (1d4 plus poison, 19/x2) or thrown dagger +4 (1d4 plus poison, 19/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Psionics
Special Qualities: Darkvision 60 ft., detect poison, poison use, PR 15, wild shape
Saves: Fort +1, Ref +2, Will +5
Abilities: Str 10, Dex 12, Con 10, Int 12, Wis 13, Cha 9
Skills: Concentration +4, Hide +4, Move Silently +4, Listen +4, Spot +4, Survival +8
Feats: Weapon Finesse (B), Psionic Talent (B), Track, Speed of Thought
Equipment
Each scout carries three daggers coated with black adder venom (DC 11, 1d6/1d6 Con damage).
Psionics
Scout 1: 6/9 Power Points. Powers: Inertial Armor, Entangling Ectoplasm, Missive, Know Direction and Location, Control Light
Scout 2: 6/9 Power Points. Powers: Inertial Armor, Entangling Ectoplasm, Missive, Far Hand, Detect Psionics
Encounter: These are the less-charismatic Set Touched who have been forced into the lowest level of service: jungle patrol. Assume they have already spent one PP on inertial armor prior to the encounter -- armor statistics already factored in above. The statistics assume that the Jungle Patrol scouts have each used 3 PP prior to the encounter; in general, assign each scout 9-1d6 PP to represent expending power points over the course of his patrol.
The scouts of the Jungle Patrol have exactly one goal, if they should detect the PCs: to get away. They will hinder the PCs progress if the PCs seem capable of catching them (using entangling ectoplasm), but in general they will use their powers to conceal their presence (control light) and create distractions (far hand). They try to communicate silently, using missive if one sees something complex that must be immediately communicated, or needs to communicate a complex plan.
The scouts will use their snake forms if forced into melee combat, or to escape detection, or if they need to swim. Their statistics in medium viper form are:
Initiative: +3
Speed: 30 ft. (6 squares), climb 30 ft., swim 30 ft.
AC: 20 (+3 Dex, +3 natural, +4 inertial armor), touch 13, flat-footed 17
BAB/Grapple: +3/+2
Attack: Bite +6 (1d4-1 plus poison, 20/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Psionics, Poison
Special Qualities: Darkvision 60 ft., detect poison, poison use, PR 15, wild shape
Saves: Fort +1, Ref +4, Will +5
Abilities: Str 8, Dex 17, Con 11, Int 12, Wis 13, Cha 9
Skills: Concentration +4, Hide +6, Move Silently +6, Listen +4, Spot +4, Survival +8
Poison: DC 11, 1d6/1d6 Con