Trainz said:
			
		
	
	
		
		
			Well that's a bit rough. One wants to play a Wizard, and the other is hard-set on a rogue.
 
 Anyways, with all the feedback provided here, I have decided to make my sales pitch with all the info provided in the thread, and then let them play whatever they want.
 
 It IS a very undead intensive campaign, and if they don't take the clue, then so be it.
 
 I'm not pulling any punches for their lack of foresight.
		
		
	 
For the wizard there's always the Mystic Theurge class. Say that you'll allow up to three levels of wizard or rogue, and you'll allow PrC's. You could also  allow *anyspell* to qualify him for the Mystic Theurge. Now THERE's an overpowered idea.
For the rogue, make a divine trickster class. Nearly identical to the AT, but better in every way. (IE better saves, all good to represent clerical and roguish training, and better BAB, 1/2, the worst of the two, AND better HP, d6, the worst of the two. Keep the skill points and skill list of the trickster.)
Yea, yea, it's harsh. On the other hand, I thought that it would be really cool to have a campaign of all casters. And they really would learn the class and it's strengths that way. I wouldn't say it's too harsh at all, really. It's simply the setting of the game. All PC's are clerics. Could be quite fun. Play the rogue and the mage later. ^_^
Of course, to be fair, a party of all clerics really would mess up your campaign, don't you think? They'd likely overpower the game as written, you'd have to tweak it UP!