Went with a full party of Lizardman for the +resist all can start with 50 base in all resists with passive and trait. All my chars have 70+ resists and my frontline one has 100 cold resist using neck and other 90+ poison/cold resist from the tomes. So my frontline is just about immune to cold elementals and my backline only gets hit for about 5 from the ice spells. I can let fire elementals freely suicide into me and my party is still all about 70% health. I am extremely happy with my choice.
Lizadman Rogue - Dual wield light weapons
Lizardman Fighter - Heavy weapon + shield, the 25% less cost for skills really helps as later the skills get costly and a barbarian likely can't cast due to such low energy
Bane devastate costs 80 energy to cast and hits for HUGE damage, I have crit for 630 with this skill
Lizardman Alchemist - Alchemist 4 ATM
At this skill level you can create a potion that turns a char into a bear and it's VERY strong, drains 1 energy per second but the damage hits for about 60 with short delay. Makes your alchemist into quite a fighter. At alchemist 5 you can create a necromancer potion which will likely be stronger. I have the recipe but not sure what this potion will do yet.
Lizardman Wizard - Fire 4 Air 3
Going for the meteor spell, need Fire 5 and air 3. Strongest spell in the game I have seen so far