So I have no clue what to play :/


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Or build a Roleplay based character instead of a game-based character. For instance a blind Ranger, or see if the DM will allow you to play a twin-peg legged Goblin rogue.
Why stop at two pegs? You're missing a chance to be completely useless if you hold yourself back like that.

Furthermore, how is a weak character better for roleplaying than a powerful one? Is there some sort of dichotomy going on here that I am unaware of?
 
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Dread Necromancer 5?
You can be neutral or evil (Nuetral fits better in most parties).
You can be a debuff, summoner, or undead master.
Rapid Spell feat in Complete Divine lets you cast as standard action Summon undead (+1 spell slot adjustment).

Practical Metamagic lowers slot adjustment from metamagic. Requires Dragonblood. So you could be a Spell-Scale race (+2 Cha/-2 Con).
 

I would be remiss if I didn't also plug the bard as well. One amusing gimmick is to bring a laptop with your mp3 library and pick an appropriate song whenever performing bardic music. Make the character the speaker for the group.

Another thought might be a character focused on nature. A druid or ranger might be a good pick - the ranger could also focus on archery per other suggestions.

Yet another thought is a seriously focused specialist wizard. The other mage can cover general purpose stuff, so play someone who is really good at one of the schools. A conjurer might be an interesting choice, particularly if you've got access to a copy of Complete Mage (for the focused specialist alternate class ability and the Master Specialist prestige class) and can get the DM to ok the specialist variants from Unearthed Arcana (for the rapid summoning ability for the conjurer). Play it up and summon creatures to fight and perform tasks that are beneath you. An enchanter or illusionist might be kind of interesting too.
 


I personally like to play characters that compliment other characters. To do this list the weaknesses and the strengths of each character what spells or buffs would dramatically enhance the other character. A tank may be tough, but with stoneskin and superior resistance, they are a combat monster. Another option is become great a shutting down opponents. For example an abjuration master specialist can negate most spell casters thrown against the party and free the tanks and rogue up to do damage.
 

To compliment the post above from Allegro, add in some Opponent hindering spells or spell-like abilities, such as Strength or Dex draining spells. It'll make most combats a bit more smooth, and with drained strength, makes anyone the thingamajigger hits a lot less painful.
 

You could consider doing what I suggest for persons making GURPS characters:
Build your character's story first, then assign applicable skills and powers.

If you don't know what to be, why not be a bit of everything? I would strongly consider Bard 1/Warlock 4 working towards the Chameleon prestige class.

Bard and Warlock have many complimentary skills and, with the proper Invocations, can be the ultimate 'face' of the party. Take Bard 1 for the skill boost, then pump Warlock til you get the 3d6 Eldritch Blast (level 5, I believe). By then, you should be able to qualify for the PrC.

The Able Learner feat is in (IIRC) Races of Destiny and allows you to spend full skill points on cross-class skills instead of half-points. This is what make the multi-classing skills work and will allow you to qualify for the Chameleon PrC at character level 7.
 


Try playing something off the wall...like one of my Mage-Brute builds.

http://www.enworld.org/forum/general-rpg-discussion/239192-forked-thread-mage-brute-revisited.html
http://www.enworld.org/forum/d-d-legacy-discussion/269953-mage-brute-3-a.html

The basic idea behind the build in general is an arcanist who doesn't or rarely cast spells. Instead, he channels his arcane energies into various attacks and such. In the meantime, he drifts farther towards the point than most arcanists, and tends to wear heavier armor than most...even if he's not a member of a class with armored spellcasting (since he's usually not casting his spells anyway).

Since spells are seldom used in and of themselves, he can opt for more unusual utility or out-of-combat spells than most, and rely on things like Arcane Strike and the Heritage or Reserve feats for arcane attacks.
 

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