My group is starting the world's largest dungeon at lv1 with 15 point buy. I am seeking advice on the composition of classes in the party - especially for the 1 remaining player.
Our current lineup is: 1 healing Oracle, 1 debuff witch, Crit farming TWF fighter, aged cavalier, a gun monk and 1 undecided player.
I played it only briefly, and the things we noted were;
No summoning. Playing a summoner, conjuration specialist, druid or other summoning-centric character type will blow, as some of your class goodies (like a druid's spontaneous summon nature's ally ability, or ability to replace a dead companion) won't work.
Not much in the way of training / spell research opportunities, making the wizard a sad panda. I assume that, eventually, the setting has to deal with that, but for the first few levels, our wizard had the spells he started with, +2 / level. A witch might have the same issue.
I'd stick to a class that isn't dependent on a particular sort of item, since you may never see another gun or spiked chain or elven curve blade in your life, other than the one you start the game with, and not weighed down with class features that you won't get to use (like summoning).
It might actually be a decent place for a Monk, since the class isn't quite as dependent on gear or spells or other stuff that are utterly at the whim of the GM to place as treasure for you.
If you go with a spellcaster (preferably a cleric, who loses the least here), some sort of item crafting feats might help the others with their specialty gear needs.