famousringo said:
As for clerics, they're one of the most powerful base classes in the game, in exchange for the not-so-fun role of spending a lot of spell slots keeping their comrades in the action. Their skill selection kinda stinks, though. If you don't mind being support and being accountable to a church/god, I say more power to you. There are some good prestige classes out there for them, but they tend to be limited depending on what god you worship. If you're starting at low level, I suggest you persuade the party to get you a wand of Cure Light Wounds ASAP, it's the most economical way to heal once your spells have run dry, and there are going to be situations that you just have to heal through.
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That is the beauty, and terror of the 3.5 Cleric though. They can memorize whichever spells they need, and then transform them into a heal spell of the appropriate level via the divine skill or whatever it is called. So long as they are mildly conservative with spell usage then you have a seriously nasty character who can destroy things pretty quickly. More so if you can get the wan, which shouldn't be terribly hard.
The party looks fine. It could stand to have some more magic running around, but it shouldn't cripple you to lack it. Wizards do become the most amazing class late game so long as you know how to work them though. It involves not a small amount of knowing how exactly to phrase a Wish spell. Even still it would never be a good idea to deprive a team of a cleric for a wizard. You can pole and prod the cleric spell list to achieve many of the same results.