A man's duty
Now he can even change his equipment
on the fly,
to unsummon my swords! IIRC, he had the Helm of Balduran...
We are really giving him too many advantages...
I have to surrender, then. The Deva would be enough, anyway.
IMHO a high level mage is needed to beat him, with these
assumptions, and the Cloak
But with a dual... ok, as you wish Glod.
Let's do the long way... *sigh*
This is my char, spell selection, choices of contingencies
and all.
Equipment:
Ioun Stone (just one),Celestial Fury, D'akkon Blade, Robe of Vecna,
Ring of Wizardry, Boots of Speed, Girdle of Strenght (any),
Amulet of Power, Improved Cloak of Prot. +2
HP: around 130. Consider the fighter levels, 24 hp if you cast
Find Familiar in ToB (ever noticed?) ecc. (I had 180 in the end, with a
card from the deck, Lum machine, Wong Fei's Stone and all....)
Let's not consider the Immunity to Normal Weapons, but Find Familiar
is a right for every mage...
Or take less HPs if you wish.
Once reactivated the Kensai, this char died only in two
circumstances (forcing me to reload):
-First time vs Improved Abazigal.
Two Dragons at once, she remained alone after a blink and
was hit by unavoidable stunning wing buffets by the TWO dragons
and their breaths killed her, as she didn't raise her protections..
-The FINAL Ascension battle. This needed a lot of reloads, but
if you've tried it, this is no surprising at all!!!!
In the rest of the game, she always, always survived
ANY fight, bosses or not, sorrounded by hordes of "whirlwinding"
fighters or not.
I only had to reload sometimes when Immie died, or when Sarevok was
not resurrectable...
I cannot even figure Keldorn as a problem....
Of course, reducing the level, we have to remove something,
and things would become a little harder.
Let's say level 12/16 so I can't be contradicted.
Being the defense the primary concern for this char (read the post..)
we'll remove the offensive or fancy spells when needed.
Removing the GrandMastery patch, as you ask, we have 3 attacks
per round. (not important, but I always strike first... Kensai
have a speed bonus and CF has already speed 1).
Now, the point is that practically every combat spell has 0 casting
time. This means you can cast them at the rate of 1/round without
being interrupted (this could happen only if YOU allow it, setting
autopause when hit and casting in that very pause...
In truth they should be considered
"Spells_Casted_At_Will").
So, even if Keldorn takes the time to dispel them, every round
you can gain time and one or two free attacks.
Choose from:
Stoneskin (allright, this CAN be dispelled by Carsomyr), Imp.Invisibility,
Shadow Door, Prot.Magical Weapons, Mirror Image, Imp. Haste (so 6 attacks
round until dispelled) Mislead.
Then I have Minor Sequencer: Mirror Image + Blur
Sequencer: Mirror Image + Imp. Invisibility + Stoneskin.
Then I have at least the normal contingency, being level 16 I cannot
choose from level 6, so let's put there Shadow Door or Stoneskin.
As a LAST resort the Trigger: Imp. Haste, Tenser, Mislead.
(Hp doubled... you're healed... ahahahah)
Good moment to cast would be when he launches a whirlwind.
(I've done it many times in game), so he wouldn't be able
to use another special ability for that round.
IF, for some reason, he hits you twice, disengage him IMMEDIATLY.
If he has boots of speed as well, he can follow.
(In truth, even with boots of speed he should be slower because
of the complete armor, while the Kensai is free. But I'm not
sure how it is implemented with the boots, so let's say he's fast)
So stop, he reaches you, strike (you hit first, remember?)
Now, thinking about it, maybe you could even go for Hit and Run
tactics
Or maybe he could stop and use the crossbow... you could use
Melf's Meteor then, 10 attacks round, assuming he dispels them
fast, you'll deliver in any case more damage than his crossbow
(the cloak absorbs only the fire damage, the meteors have the highest
rate and you add the kensai bonuses.....)
But these are all hollows words. In truth I'd go for another tactic.
We start from a certain distance, you said.
I would cast Spell Immunity: Abjuration as first spell, then I would
run for a while, EVEN ACCEPTING SOME RANGED DAMAGE, then I would
cast Spell Immunity: Divination.
So all the spells listed above would have TEN times their effectiveness.
And let him summon his Deva. Who cares?
And when you're hasted....
Do I really need to add more?
Ok.
If he fails his save just ONCE, he gets stunned by CF...
I may seem arrogant, but I'm sure, if I was controlling the char,
it would be a win.
The Kensai/Mage has ALL the necessary: melee capabilities,
spells to help in any situation, quickness of action...
No match.
This all said without changing the chart!!!
If allowed to prepare for him, I would set the sequencer
Invisibility, Non Detection, Haste, so I would be really
faster, and cast all of my protections in safety,
then I would use the trigger Lower Resistance x3 and go
for melee.
When he's low on HPs.... Power Word: Stun!
This way I could even remove all of his gear and spare
his life, for my friend Aubrey!!!
For a regular mage, who can't harm him in melee, it's another
story
.....OOOooooooooof!!!!!
EDIT: hmmm, Inquisitors are immune to hold... now stun is another
thing, it has even a different symbol on the character screen...
But, if he's immune to stun too, then I'll have to kill him!
Sorry Aubrey!