E6 gestalt would be pretty cool. [/notsosubtlefishing]
Hey Tarrasque-- any such suggestions for me? When you said "unarmed damage to 3d6", I realized that I am not worthy when it comes to character-stacking.
Mind, you still have another couple level 6 feats (one for hitting level 6, one for 20,000 XP, one for 25,000 XP).
Lessee... *Looks up Drow Skirmisher.* *Looks up drow longknife.* Looks like the longknife's just a shortsword that can be thrown. And Drow Skirmisher seems to be a fairly petty benefit. It's essentially exotic weapon proficiency to weapons you either don't use or can't make very good use of, and a conditional modifier that you really can't put to very good use.
Normally, I'd suggest Swift Hunter, but Greater Manyshot is just out of reach. So instead, I suggest rearranging to Rogue4/Ranger2. Endurance and a first-level animal companion don't do much for you. Unfortunately, Rogue5 would cost you a feat and a point of BAB, but you can advance Sneak Attack with Capstone Training.
For damage, one good way to get off a lot of attacks for piling on Sneak Attack is Master Thrower. This would be through Prestige Training, mind, but the keys here are Palm Throw, which doubles the number of small thrown weapons you can throw (but you don't apply that strength bonus you don't have) and Weak Spot, the class's capstone, which requires Ultimate Mastery, but is totally worth it since it turns your thrown weapon attacks (which are already doubled) into touch attacks. With two-weapon fighting and rapid shot in the mix, that comes out to six attacks a round, easily, all of which can have Sneak Attack applied. Mind, Quick Draw is essential here. You may want Rogue3/Fighter1/Ranger2 for this one.
The lower-end, more expensive version of this trick is the potion-throwing Rogue. Dual-wielding and throwing acid flasks and alchemist's fire lets you get off those sneak attack touch attacks.
It's also pretty much essential to have a reliable way of applying Sneak Attack. Even getting people flat-footed by throwing around marbles (Complete Scoundrel) is helpful. The easiest trick is combining Dark Lantern (Tome of Magic, page 156) and Ring of the Darkhidden (Magic Item Compendium, page 122). The former provides shadowy illumination, allowing you to hide, and the latter hides you from Darkvision. The two essentially combine to provide Hide in Plain Sight for only 3,000g. However, only really works with good stealth skills; you need those to be very high in order to be reliable. You may have some good items pumping it up, but I'd still advise taking max ranks in Hide and Move Silently as a supplement.
Combining Quick with a Con score of 12 is dangerous. Particularly since you need to be within 30' to get your Sneak Attack off. But traits and flaws were prohibited back on page two, making it somewhat moot.
Ideally, how can I make that +5 Intelligence and +5 Charisma work better for me? I already have it so that I use my Int + Cha on most skills, and I use my INT bonus instead of my CON for HP and DEX for Reflex.
My, I am popular. Though there's really not a whole lot you can do with that charisma without either a lot of class levels (cutting into Factotum) or Iaijutsu Master. Marshal simply isn't a very good class. You'd probably be better off with some class that advances your BAB, to keep you viable. Even if it's just Factotum6. And you may be better off forgoing that monstrous charisma in favor of simply good charisma, with better stats all around (such as decent dexterity and constitution). Then again, motivating rituals can be powerful, and Rin has a few knowledge-boosters in her own arsenal.
Mind over Matter isn't any good, if I'm recalling it right; it's only intelligence to HP at level 1, with an additional +1 HP for every metamagic feat you take, so Improved Toughness would be better. However, as I only have a vague idea of where it's from, and I don't want to go diving through FR stuff, I'm not quite sure what it does. (Hint: ANNOTATE!)
One of the few good benefits you can get from that charisma with a mostly-Factotum is Charming the Arrow
, pending DM approval, if and only if you're a fey. Which is rare, though half-nymph (wherever it's from- I'm guessing half-fey) probably does that. Though I've never heard of a male half-nymph. Though making yourself an archer with this party could be bad; we're short melee presence.
Magic Device Attunement is just flat not a very good feat. A Wand is DC20 to activate, and you get a +2 bonus if you've ever activated it before. You have +17. Activate it once, and you're literally guaranteed success. Other than that, all you have are scrolls, which are single-use, making Magic Device Attunement pretty unimportant.
Force of Personality (Complete Adventurer) adds charisma to will saves. It's fairly straightforward.
I have no idea what the Insightful feat is or where it comes from. (Hint: ANNOTATE!)
Then... there are the Slippers of Battledancing (DMG2, page 272). This one requires some huge reach. As in trading in a big stack of experience points for money, as it costs 33,750. However, so long as you move at least 10' in a round, it lets you apply charisma instead of Dex/Str to attack and damage with a one-handed or light melee weapon. Approval required, as DMG2 is not a listed sourcebook.
Honorable mention to Self-Aware and Tantric, sexual feats from the Book of Erotic Fantasy that boost charisma and intelligence respectively.
And finally, your skill points are spread thin. Really thin. You may want to do some pruning. And Open-Minded is a fairly pointless feat at this point.
Looking over some of the templates, I see "Base Skill Points are now (6+Int mod) * (Racial HD+3)." What exactly does that mean?
If you're looking at the half-fey template, that refers to racial hit die. You don't have those, so you don't have to worry about it. If you had
racial hit die, it would mean a shift from N+ skill points to the fey 6+. Though mind, Fiend Folio isn't on the approved list, so you'd need to run that by Triangle.