Re: Nwm - I waived the prerequisite feats for the ascetic, mainly because it was so in-character. Like I say, balancing characters at this level is something of an intuitive exercise for me.
Which brings me finally to Ortwin. Ortwin has a technical ECL of 28, and probably an 'effective' ECL of around 24 because of the multiclassing shaft. Gear-wise, he is underpowered for a character of his level, and I'm still trying to contrive something in-story to redress the balance. He is King Ortwin, after all.
Note that Githla now has the adamantine descriptor. Story-wise, the scimitar was supposed to be able to 'cut through anything,' and in its 1e version it was a +3 flying scimitar of sharpness (anybody remember the Flying Scimitar of Tusmit?) - something that obviously had to be somehow translated to 3e terms. With the 3.5 (or 3.25) change, with new DR rules, something had to give, and the adamantine descriptor seemed natural.
Rob insisted on retaining his Perform skill eclecticism, even at the expense of other skills, so I can't fault him for that. I'm allowing stacked synergy bonuses for performance though, and I'll wing these as necessary. E.g.:
Ortwin sings (Sing +31) a comic (+2 Synergy from Perform: comedy) lampoon of Mostin (+2 Synergy from Knowledge: arcana) accompanied by his lute (+2 Synergy from Perform: lute), for a total bonus of +37. Seems reasonable to me. Perform is only somewhat less unsatisfactory now than in 3e.
Ortwin the Satyr
Male satyr fighter 6 / rogue 8 / bard 7; CR 25; Medium fey; HD 5d6+20 plus 6d10+24 plus 8d6+32 plus 7d6+28; hp 210; Init +10; Spd 40ft.; AC 28, touch 16, flatfooted 22; Base Atk +18; Grp +19; Atk +29 melee (1d6+7/12-20, +4 adamantine keen returning throwing scimitar); Full Atk: +29/+24/+19/+14 (1d6+7/12-20, +4 adamantine keen returning throwing scimitar; SA bardic music, pipes (charm, fear or sleep), sneak attack, spells; SQ damage reduction 5/cold iron, evasion, improved uncanny dodge, low-light vision, trap sense, uncanny dodge; SV Fort +15 Ref +24 Will +15; AL CG; Str 13 Dex 23 Con 18 Int 16 Wis 12 Cha 24.
Skills and Feats: Bluff +49, Climb +8, Disguise +27 (+29 acting), Hide +30, Knowledge (Arcana) +8, Listen +25, Move Silently +30, Open Lock +16, Perform (comedy) +16, Perform (string instruments) +21, Perform (oratory) +21, Perform (sing) +31, Perform (wind instruments) +21, Search +13, Sleight of Hand +18, Spot +25, Swim +7, Use Magic Device +27; Alertness, Brew Potion, Combat Expertise, Dodge, Epic Skill Focus (Bluff), Improved Critical (Scimitar), Improved Initiative, Mobility, Skill Focus (Bluff), Spring Attack, Weapon Finesse, Weapon Focus (Scimitar), Weapon Specialization (Scimitar), Whirlwind Attack.
Spells: (3/5/4/2 spells per day; Save DC 17+ spell level). Spells known: 0 - Dancing Lights, Daze, Flare, Light, Read Magic, Prestidigitation; 1st – Sleep, Charm Person, Cure Light Wounds, Alarm, Ventriloquism; 2nd – Silence, Cat's Grace, Glitterdust, Detect Thoughts; 3rd – Major Image, Scrying. The Save DCs are Charisma-based.
Bardic Knowledge: Ortwin may make a special bardic knowledge check with a +10 bonus to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. He may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
Bardic Music: Ortwin has the bardic music ability of a 7th level bard.
Evasion (Ex): Ortwin can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.
Improved Uncanny Dodge (Ex): Ortwin can no longer be flanked. This defense denies another rogue the ability to sneak attack Ortwin by flanking him, unless the attacker has at least four more rogue levels than Ortwin does.
Pipes (Su): Ortwin can play a variety of magical tunes on his pan pipes. When he plays, all creatures within a 60-foot spread (except satyrs) must succeed on a DC 18 Will save or be affected by charm person, sleep, or fear (caster level 10th; Ortwin chooses the tune and its effect). In the hands of other beings, these pipes have no special powers. A creature that successfully saves against any of the pipe’s effects cannot be affected by Ortwin’s pipes for 24 hours. The save DC is Charisma-based.
Sneak Attack: If Ortwin can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for 4d6 extra damage. Ortwin’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when he flanks his target. Should Ortwin score a critical hit with a sneak attack, this extra damage is not multiplied.
Trapfinding: Ortwin can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. He can use the Disable Device skill to disarm magic traps. If he beats a trap’s DC by 10 or more with a Disable Device check, he can study a trap, figure out how it works, and bypass it without disarming it.
Trap Sense (Ex): Ortwin has an intuitive sense that alerts him to danger from traps, giving him a +2 bonus on Reflex saves made to avoid traps and a +2 dodge bonus to AC against attacks made by traps.
Uncanny Dodge (Ex): Ortwin can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. He still loses his Dexterity bonus to AC if immobilized.
Skills: Ortwin benefits from a +4 racial bonus on Hide, Listen, Move Silently, Perform, and Spot checks.
Possessions: +4 adamantine keen returning throwing scimitar, +5 studded leather armor, +1 (+3 mighty) composite longbow of enervation, 12x +3 arrows, cloak of displacement (major), +4 collar of charisma, winged boots, satyr’s pipes, hat of disguise, masterwork lute. [Other stuff not included to avoid spoilers].