CLASS INTRODUCTION<br/><br/>I will now list each class, and their starting scores.<br/><br/>Fighter: Fighters are the backbone of any group. They are the people who are right on the frontlines, giving protection to the weaker members of the party. When it comes to challenges of strength or endurance, fighters are the best choice. However, they are particularly susceptible to magic.<br/><br/>Cleric: Not as tough as a fighter, but still able to get into the fray. Clerics are the groups healers. While they can certainly do some damage in combat, their main job is to help weakened friends recover with there support magic, curing wounds and poisons. Clerics for the most part are fairly rounded.<br/><br/>Thief: If you want a lock picked, who better then a thief? Thieves are key to any dungeon adventuring. While any member can try and pick a lock, because of their high initial dexterity score, Thieves are much more likely to pick a lock or disarm a trap.<br/><br/>Mage:  A mage is a person skilled in the magical arts.  They have the ability to wield a variety of spells, some of them offensive, some of them used to help there allies.  A good mage is an invaluable asset in a tight situation.