First round (before combat)
Against undead or outsiders (unless he has some reason to think them not evil)
Howirk casts protection from evil on himself and attempts to get safely behind a front-line fighter.
Against humanoids
Howirk casts charm person (Will save DC 18) on creature he ascertains most likely to be leader. If this fails, Howirk casts protection from evil on himself and attempts to get safely behind a front-line fighter during the next round.
Against all others
Howirk casts ghost sound (Will save DC 16) to simulate the sound of an approaching dragon or other predator.
Order of Actions in Subsequent Rounds (once combat begins)
Howirk casts protection from evil on a front-line fighter (unless he has some reason to think the opponent is not evil) and attempts to find cover outside of the combat zone.
Howirk casts daze (Will save DC 17) on the nearest humanoid opponent that does not threaten him and draws his dagger.
Howirk draws his first dagger and throws it at the nearest opponent that does not threaten him.
[dice=Ranged Attack (Dagger)]1d20+3[/dice]
[dice=Damage (dagger)(P)]1d4[/dice]
Howirk next draws his blowgun and fires it at the nearest opponent that does not threaten him.
[dice=Ranged Attack (Blowgun)]1d20+3[/dice]
[dice=Damage (dart)(P)]1d2[/dice]
If opponent is adjacent, Howirk uses his Corrupting Touch (Su) on the opponent and tries to tumble away.
[dice=Melee Touch (target shaken)]
[dice=Acrobatics (Tumble)]1d20+3[/dice]1d20-1[/dice]
If the above tactics do not work, Howirk uses his dagger to attack and then tumble away.
[dice=Melee Attack (Dagger)]1d20-1[/dice]
[dice=Damage (dagger)(P/S)]1d4-2[/dice]
[dice=Acrobatics (Tumble)]1d20+3[/dice]