I'm going to echo these comments. Power critical is a nearly useless feat, all it does is give you a bonus to confirm critical hits - and your normal to-hit bonus will be enough to confirm criticals. Better choices are power attack (+5 to melee damage per hit), toughness (+23 HP at level 20 and it unlocks racial toughness enhancement for more HP), empower healing or maximize (to bump up your self-healing).
I also think that you're wasting starting build points in Intelligence. All it gives you is some extra skill points, and you don't need all those you include in the build. Specifically:
- Hide/Move Silently: you don't need to have these higher than the mid-20s (at most). At those levels, with gear you can get your skill high enough to sneak by anything.
- Swim: basically useless. I can only think of one quest where swim skill is helpful (for one specific point of the quest), and you can just memorize Merfolk's Blessing when you want to buff swimming.
- Search: It helps you to spot secret doors and lower level traps. However, you can't find traps that have a difficulty above 20 unless you have a rogue level, secret doors usually have lower difficulties (sub-20) and are uncommon at high levels.
- Heal: Completely unnecessary. You can't use it on yourself and it takes too much time to use on a party member when in combat - cure light wounds is a much smarter way to bring up an incapacitated character. It gives you a few more points when you rest at a shrine, but at heal 8 you're talking probably 2-4 hp at most.
- Jump: The maximum useful value of Jump is 40. You can go beyond that, but get no extra benefit. And rangers get the first level spell, Jump that gives +10/+20/+30 at levels 1/5/9. So, you really don't need more than 10 base skill.
You spend 6 build points on Int that you could use on something that would help you much more, like Str or Con or Dex.