Druids use their potent combat skills to champion nature, and move quickly through natural terrain. Along with spells that restore vitality and turn plants into allies, they can converse with animals, and even call upon a wolf or other animal to aid them.
Rangers are skilled hunters that focus on a single hated foe. They are also woodsmen, able to follow spoor and tracks, and fight with either two weapons or a bow.
Monks are spiritual unarmed combatants that use their focus and discipline to deliver powerful punches and kicks - some of which even leave the enemy dazed and unable to respond.
Sorcerers have the blood of dragons in their veins, and call upon this legacy to create magical effects. Sheets of flame, protection against the influence of fiends, and a grasp that zaps its recipient are all effects the sorcerer can manifest.
There you go, that's your eleven - now you need to tell us what they're for.
Barbarians can move swiftly, enter a rage that makes them stronger and harder to kill, and remain standing after dreadful blows.
Bards can manipulate the emotions of others through talk and song, inspire their allies and beguile the weak-minded with their music.
Clerics can take up arms to defend their allies, heal the injured, terrify undead and remove fear.
Druids use their potent combat skills to champion nature, and move quickly through natural terrain. Along with spells that restore vitality and turn plants into allies, they can converse with animals, and even call upon a wolf or other animal to aid them.
Fighters are skilled in combat with heavy armor and weaponry.
Monks are spiritual unarmed combatants that use their focus and discipline to deliver powerful punches and kicks - some of which even leave the enemy dazed and unable to respond.
Paladins are holy warriors, who can detect the presence of evil in their enemies and strike back against it. They are also initiate healers, capable of sending holy light from their hands to heal the wounds of the downtrodden. They are courageous, wearing heavy armor to defend against their foes and wielding mighty weaponry to strike back against them.
Rangers are skilled hunters that focus on a single hated foe. They are also woodsmen, able to follow spoor and tracks, and fight with either two weapons or a bow.
The [rogue] excels at performing acts of larceny. They can detect and disable traps or build traps of their own. In addition they can provide reconnaisance and they can deal additional damage by striking at an opponent's weak spot.
Sorcerers have the blood of dragons in their veins, and call upon this legacy to create magical effects. Sheets of flame, protection against the influence of fiends, and a grasp that zaps its recipient are all effects the sorcerer can manifest.
Wizards can read and detect magic, create magical light and sound, and move objects at a distance by concentrating. They can strike foes with magic missiles or shield themselves from harm.
EDIT:
Humans are versatile and clever, able to pick up any skill or discipline they choose.
Dwarves are sturdy and honourable, with an uncanny knowledge of stonework and metallurgy. They hate goblins and giants.
Elves are flighty and arrogant, with keen senses and a graceful presence. They can see far with only a little light to guide them.
Gnomes are cunning and good-humoured, with an affinity for illusion spells and the ability to converse with burrowing animals.
Half-elves are gregarious and observant, able to mix with all sorts of people.
Half-orcs are violent and short-tempered, with the brutal strength and nightvision of their ancestors.
Halflings are quick and lucky, bestowed with bravery and excellent throwing arms.