EOB2
Dwarf Fighter
Dwarf Fighter
Half-Elf Cleric/Mage
Half-Elf Cleric/Mage
You will later pick up a Dwarf Cleric, and an Elven Mage.
The front two characters serve as a shield wall, as long as they are alive nothing can touch whoever is behind them in melee. So you give them full plate, helms, shields, etc. If one cleric goes down for whatever reason you have a backup, but most importantly and essentially...DnD almost *always* boils down to how many fireball spells you have at the ready, so this setup revolves entirely around having two mages (3 after picking up the NPC).
My current Cleric/Mage duo are 7/7 w/ 18 INT each giving them two fireball spells each, or 4 6d7 AOE spells total. That's massive burst damage that I use to soften/annihilate enemy packs (they are always in packs, like Dungeon Master). If any survive, my melee guys finish them off while the mages cast magic missile at the darkness!
Not sure if joking or not, but the problems I see, except for the one Delmair posted about the Frost Giants (plus some others) being able to hit any member of the party, are these:
# Your Mages will gain levels too slowly to be as powerful as they could be in EOB2.
# Your Mages, being multiclass, will ALWAYS have low HP.
# Judging from your screenshot, you're still only in the first tower of three. The second tower has petrifying monsters, and if you don't have a Mage that can cast Stone to Flesh by then, you'll have to rely on Magic Dust, which is in limited supply.
# Speaking of your current location, the top floor of the first tower has monsters that are immune to magic. You'll be coming across many more of those in the third tower, so all those fireballs aren't gonna do much there.
# What's worse, the second tower also has a 'test' in which ALL your spellcasters must remove ALL their spellbooks and Holy Symbols. That means no spellcasting and no healing spells cast while resting. And you WILL be taking tons of damage in this test.
# Also, with your slow Mage level advancements, it'll take a LONG time before you'll be able to cast True Seeing, which is a 'must-cast' spell in EOB.
# But all of the above points only apply for EOB2. Importing this party into EOB3 will give you many more problems to deal with, of which the Mage level restrictions are just the start.
In short, while your party configuration and tactics are powerful on the offensive, their defense leaves a lot to be desired.