I don't know what the class names mean, because in this game what's really defining is the skills you pick
(INT magical skillset: air earth water fire wicthery, DEX skillsets: scoundrel and marksman, STR skillset: man at arms).

Anyway, at some point in the game, you will be able to redo your characters if you want (full respec, including for companions), so no worries there.

If you want to build a balanced group, well typically there's one magic user with all INT school invested at 1 or 2 minimum, one STR man at arms who's tanking (not necessarily with shield, dualwield or two-handed is fine) and one DEX marksman. The last slot (if you don't have any lonewolf) is either another mage which is built complementary with the first one, or a scoundrel.
Each of them can invest spare points in a non-combat skillset or leadership (it gives bonus to the group but not the wearer).
Leadership is best invested on a mage, Charisma is best invested on one of the two main characters (preferably the one with petpal if you took it), Crafting on whomever but preferentially the one who took scientist as talent, Lucky Charm/Telekinesis on the character you use to loot containers.
Currently Barter, Sneaking, Stealing and Lockpicking aren't worth investing in.

To know if you have spare points in a skillset, just know that it's generally useless to go above your level/3 (not useful to go above 1 before level 3, not useful to go above 2 before level 6 etc...).
But skillsets other than mage are usually paired with a weapon ability.

Last edited by Chrest; 25/11/15 08:31 AM.