
Wiggz |

We've got three great characters (I think they've been mentioned in one of the other threads:
Tiefling Paladin (Oath of Vengeance, Oath Against Fiends) with a tremendous backstory and a devotee to Iomedae and male & female twin Aasimar Dervishes of Dawn with dips in both MoMS and Unarmed Fighter - together with some teamwork feats they are an absolutely devastating pair... and their concept is cool too, playing off one another as the redemption and retribution sides of the Sarenrae faith. All three will be strong melee combatants, capable of combat-healing and buffing themselves.
Which leaves me. I've basically got two choices before me.
The first is a Human Sorcerer (Fey) who's strength is going to primarily be a HUGE selection of known spells. He'll take the Arcane Bloodline through the Eldritch Heritage feats and serve as the party's caster extraordinarre, taking a 'swiss army knife' approach to spell selection (though he'll be strongest with Enchantments).
The second is a Halfling Archeologist who dips Halfling Opportunist and then takes levels of Lore Warden. He'll be great for traps, knowledge skills and combat-wise he'll fight with two kukri's and specialize in Dirty Tricks. He should also be a good source of comic relief which we usually only occasionally indulge in.
And therein lies the rub. The Halfling would be the most interesting character to play from an RP-perspective, especially when the others seemed so obviously destined for greatness while he's just this tagalong with a talent for getting both in and out of trouble... whereas the Sorcerer would be much more fun to play from a mechanical perspctive - I've always wanted to play a Sorcerer with a wide variety of spells to choose from. Both seem like they have things to offer the group, though long-term the Sorcerer seems like the strongest choice given the challenges they'll be likely to face.
Thoughts? If it makes a difference, pertinent houserules include a ban on Dazing Spell and Paladins don't get the at will Detect Evil ability (our GM believes Paladins should be able to use their own judgement, and view Detect Evil at will as a crutch to their code). Also, we'll be starting out at 2nd level as usual.

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What Tangent said. My husband and I have a steadfast rule that players play what they what to play--not what will fit the group. A good GM will adapt to suit. :)
It sounds like, in the long run, you'll enjoy the halfling more. You'll get to explore a lot of "lost" or foreign sites during the campaign.