Recently a friend informed me that the trait Magical Knack (adds a caster level for each level in a non-casting class up to +2) is not legal for Pathfinder Society play. Since I have a Paladin2/Sorcerer1 with that very trait, I found out I was playing an illegal character.
Some Background
I love to create and make viable odd combinations. Paladin/Sorcerer has some synergy, but is generally not a good choice because of the Paladin's MAD, the fact that Charisma is kind of a dump stat, Sorcerer spell level progression is already slow, multi-classing caster and non-caster classes is poorly handled by the rules and armor-reliant classes don't go well with classes with abilities are hampered by armor. My character would be a mediocre tank and damage dealer and relatively poor spellcaster until character level 8 or so. My combination Paladin/Sorcerer was tremendously aided by the trait Magical Knack, which boosted its viability by a lot. However, this turned out to be not legal.
My Choices
1. Swap the Magical Knack trait for another
2. Remake the character minimally
3. Remake the character completely
4. Ignore the fact that Magical Knack is not legal.
5. Campaign for legalization of Magical Knack
6. Dump the character entirely and create a new one
1. Just select another trait for Magical Knack and keep playing a fairly suboptimal character. Slightly illegal, since changing a character trait after creation is not allowed by the Pathfinder rules.
2. Change the trait, continue as single-class Paladin and consider the single Sorcerer level and associated feats largely wasted. Again, slightly illegal, since I am not allowed to change the trait, but I'm caught between two illegal options, since I'm not allowed to keep it too. Not my favorite option obviously.
3. Just forget about the whole multi-class Sorcerer thing, go for a single class Paladin and just retro-actively change abilities, feats, skills etc. to create a decent single-class Paladin. Illegal and this cheating according to the rules, but since there is no history of my character available, no one would ever know. My secondmost preferred option.
4. Continue playing as if nothing is wrong. Most DM's will never check legality of a character anyway, nor do many know what traits are exactly legal and what are not. Yeah, I know, its cheating, and I don't like this option at all.
5. Get Magical Knack legal for play. Obviously my favored option, since it both solves all my problems. In fact, I'm perfectly happy with the rules making Magical Knack legal only for Sorcerers, Paladins and/or the particular combination, because I suspect the trait was not made illegal for play with this particular combination in mind.
6. Certainly a possible option. Just incovenient in the sense that a lot of players where I used to play with on and off all have their characters progressed into the level 3 range by now, and I'm not to keen of going out with a new level 1 character together with a group of lvl3's
Question
What do you think I should do? What do you think the odds are of getting Magical Knack re-evaluated (even if only for specific combinations) as a legal trait?