Pyske said:
Not to be contrary, but just to offer some advice based on my experience, I've always found it easier to play multiple PCs (and have them feel like multiple PCs) the more different they are from each other.
That's been my experience as well. Otherwise, you just wind up playing the same pc, only with two different sets of stats. Gets boring.
I'd find out what types of sorceror and rogue your pal is planning on playing. Archer rogue? TWF rogue? Social rogue? Illusion sorceror? Magic Missile sorceror? Stealthy sorceror? If he hasn't decided, then I'd sieze the initiative and make him react to your choices
For this particular campaign, I'd go with characters with wilderness skills. Sounds like the campaign is all about travel (travel in a potentially hostile land), so you need someone with wilderness lore and intuit direction. So, Ranger or Barbarian as your fighter choice, or a Cleric with the Travel domain as your cleric choice (wild lore is class skill).
So, specifically, how about:
1. Elf Cleric (Travel and Elf domains). Wants very much to travel home to the elves. Archer. Feat: Precise Shot. Progresses as straight up cleric. Attributes ranked for Dex, Wis, Int, Cha, Con, Str.
2. Dwarf Barbarian, progresses as Fighter. Afflicted with wanderlust, reveres same god as Elf cleric. Wears light armor (if the party is focused on long distance travel, they'll want everyone to have a base move of 30). Feat: Extra Rage. Attributes ranked for Str, Con, Dex, Wis, Int, Cha.