...because it can be quite a shock to new players.
Ch. 1 was indeed quite a shock to NWN players when initially released. At least to the few who dared to even play at the time after an initial response of multiple pages of comments going on and on about how hard it was.
Low level combat is kind of trash when it comes to RNG but there are ways to mitigate it, abuse of summons and bows/crossbows are one...
Exactly, I was saying stuff very similar to this in response to those pages of complaints. It is true that D&D rules are hard on low level chars, and especially low level mages, but resources enabling them to succeed are there if you look for them.
Just finished up SF:2 (using the same character I beat SF1 with) that was amazing, it really reminded me of playing BG2 had a similar feel during the game. What an ending I want to see how part three plays out looking forward to kicking quite a few peoples asses that escaped maybe there will be a way to stop them from teleporting away this time. Hardest fight for me hands down was the goblin sub-boss Gorav I wasn't ready for that scimitar of his.
This is my dude at the end of part 2, I really want to fix him up a bit it for the next chapter...
Gorav can indeed be really tough if you are not ready for him (and he was even tougher in the initial release, I toned him down a bit in v.1.02). The two Hobgoblin bosses are a bit of a subtle joke on my part, in that I tried to give them capabilities and tactics similar to what Player Characters often have, including even a technique for coming back from the dead, so that players accustomed to sweeping trashmob goblins aside with ease in other games and modules would instead end up feeling a bit like those trashmob goblins presumably do when they have to go up against adventurers. Putting the shoe on the other foot as it were.
Is there anything in particular about your character you think needs fixing? I cannot see what feats or skills you have, but from the information visible, the chief issue that appears is that with only one early level of Bard you could not have done much in the way of Tumble skill dumps and thus might have a lower than optimal AC. Personally, I would also have been inclined not to min/max quite so much and put a few more points into INT and CHA for more skills and the ability to cast a few Bard spells (since one would normally take mulitple levels of Bard anyway for the aforementioned Tumble skill dumps), and also taken Bard at 1st level for more skill points, but that may be more personal preference than something unambiguously better. If you are trying to make a character who is basically just a Fighter, but with RDD ability increases, what you are doing could work well enough. Some power builders might have put off the last two (or more) RDD levels for epic levels so it would penalize BAB less, but that would mean going for a much longer time without those Ability increases, so that also would not be unambiguously better. Some power builders tend to think a little too much in terms of Lvl 40 builds, I suspect, and forget about what one needs to do to survive until reaching 40.
As an aside, it is something of an oddity of NWN/D&D rules that THE skill a melee warrior would want to take, Tumble, is not a class skill of Fighters and other warrior classes, and that two of the Prestige classes that best complement a Fighter or similar warrior-type, RDD and Palemaster, require a rather irrelevant dip into a spell-casting class, a situation that heavily encourages weird, cheesy builds.