Well here are the current starting Classes some of them have descriptions, but others don't, but they will soon, so just ignore that.
Pick Pocket - You learned to be a simple thief at a young age learning to steal, flee from the guards, and hide from the suspicious looks of possible targets, but this way of life left little time for studying, school, and other such trivial means making you far less intelligent than you would have if you hadn't been fending for yourself on the streets.
Starting Status:
HP - 20/20
Inventory Slots - 4/8
MP - 0/0
SP - 0/0
Speed - 2
Starting Gear:
Rusty Dagger (D-1, AS-4, S-1, AP-0)
Black Cloak (PD-0, MD-0, SD-0, Stealth +1)
Worn Peasent Rags (PD-0, MD-0, SD-0)
Bags of Coins (58 C, 2 S)
Starting Bonuses, and Penalties:
-2 to Willpower, Intelligence, Charisma, and Spirituality
+2 to Agility, Speed, and Luck
Magi Trainee - You learned the ways of magic from your master whether he be an old hermit in a secluded hut, or great magi in a Magician's School, but your training is incomplete, and all your magic realies completely on rituals, and spellbooks. You are severly weak physically, because of this, but you can use any form of magic as long as you have a book containign the spell, the ritual materials, or have actually managed to imprint a spell for your use.
Starting Status:
HP - 10/10
Inventory Slots - 3/5
MP - 30/30
SP - 0/0
Speed - 1
Starting Gear:
Wooden Staff (D-2, AS-1, S-1, AP-0)
Basic Spellbook (Contains Basic Spells (Level 1 Spells))
Ritual Ingredients (Contains enough stuff for 6 Level 1 Rituals, 6/6)
Magi Robes (PD-0, MD-1, SD-0)
Starting Bonuses, and Penalties:
+2 to Willpower, and Intelligence
-2 to Agility, Strength, Endurance, Spirituality
Can only used Magic from Spellbooks, Scrolls, Grimores, Tomes, and Imprinted Spells
Hunter - You hunted, foraged, and trapped to make a living to keep you, your family, or loved one afloat, and have thus learned the fine arts of Marksmanship, and Trapping. These skills increased your finese, and speed, but have harmed your studying time.
Starting Status:
HP - 15/15
Inventory Slots - 3/7
MP - 0/0
SP - 0/0
Speed - 2
Starting Gear:
Wooden Hunting Bow (D-3, AS-1, S-2, AP-1)
Quiver of Arrows (50/50 Arrows, DM-0, AM-0)
Leather Jerkin (PD-1, MD-0, SD-0)
Bag of Dried Meat Strips (12/12, Heal 5 HP per Strip)
Starting Bonuses, and Penalties:
+2 to Agility, and Speed
-2 to Willpower, Intelligence, Endurance
+1 to Damage with Bow Weapons
Student - Most of your life has been devoted to studying, writing, and learning all you can from the numerous books, and teachers that you have read, and studied under. Your time studying has made you smarter, but your physical abilites have been weakened due to little action.
Starting Status:
HP - 10/10
Inventory Slots - 4/6
MP - 0/0
SP - 0/0
Speed - 1
Starting Gear:
Empty Book (Costs 15 Ink Units)
Roll of Parchment (5/5, Costs 5 Ink Units Each)
Quill, and Ink Well (25/25)
Scholar Robes (PD-0, MD-0, SD-0)
Starting Bonuses, and Penalties:
-2 to Strength, Endurance, Agility, Speed, Spiritulality
+3 to Intelligence, Willpower
Can Craft Level 1 Scrolls, and Spellbooks with sufficent supplies, and records
Monk
Starting Status:
HP - 20/20
Inventory Slots 3/8
MP - 0/0
SP - 10/10
Speed - 2
Starting Gear:
Fists (D-1, AS-5, S-0, AP-0)
Monk Ropes (PD-0, MD-0, SD-1)
Bag of Coins (89 C, 4 S)
Scroll of (?)
Starting Bonuses, and Penalties:
+1 to Strength, Endurance, Agility, Speed, Spirituality
-2 to Luck, Charisma
+2 to Unarmed Damage
(?) = The God you Choose in your character Sheet
Herbalist
Starting Status:
HP - 10/10
Inventory Slots 3/6
MP - 0/0
SP - 0/0
Speed - 1
Starting Gear:
Peasent Rags (PD-0, MD-0, SD-0)
Mortar, and Pestle (Used to Craft Herbal Concoctions)
Bag of Random Herbs (20/20)
Starting Bonuses, and Penalties:
-2 to Endurance, Strength
-1 to Agility, Speed
+2 to Willpower, Intelligence, Charisma
Can Craft Herbal Concoctions
Smith
Starting Status:
HP - 8/8
Inventory Slots 2/8
MP - 0/0
SP - 0/0
Speed - 1
Starting Gear:
Blacksmithing Tools
Deed to (?)
Starting Bonuses, and Penalties:
-2 to Intelligence, Willpower, Agility
+2 to Strength, Endurance
+1 to Smithing
Can Smith Weapons, and Armor at your Smithy
(?) = Name your Smithy, and that will go their (Your Smithy also has a house on the grounds containing food, and smithing materials as well as a safe place to sleep which heals your hp)
Cravan Trader
Starting Status:
HP - 10/10
Inventory Slots 3/6
MP - 0/0
SP - 0/0
Speed - 1
Starting Gear:
Trader Robes (PD-0, MD-0, SD-0, +1 to Barter, & Speech Rolls)
Caravan Deed
Bag of COins (15 S, 5 G)
Starting Bonuses, and Penalties:
-2 to Strength, Enduarnce, Agility
+2 to Intelligence, Charisma, Luck
+1 to Barter, and Speech Rolls
Guardsmen Trainee
Starting Status:
HP - 25/25
Inventory Slots 5/10
MP - 0/0
SP - 0/0
Speed - 2
Starting Gear:
Wooden Spear (D-1, AS-3, S-3, AP-1)
Wooden Round Shield (BC-25%, SC-10%)
Worn Leather Armor (PD-3, MD-0, SD-0)
Bag of Dried Meats (6/6, Heal 15 HP per Piece)
Wineskin full of Water (12/12, Heals 3 Hp for 5 Turns)
Starting Bonuses, and Penalties:
+2 to Strength, Endurance, Agility, Speed
-4 to Intelligence, Willpower
+2 to Physical Damage with Spears, or Swords
Lesser-Priest
Starting Status:
HP - 10/10
Inventory Slots 0/6
MP - 25/25
SP - 25/25
Speed - 1
Starting Gear:
Wooden Staff (D-3, AS-1, S-1, AP-0)
Priest Robes (PD-0, MD-1, SD-2)
1st Pillar, Book of Prayers (Allows use of Cetain Level 1 Prayers)
Scroll of (?)
Starting Bonuses, and Penalties:
+2 to Intelligence, Charimsa, Luck, Willpower, Spirtuality
-3 to Agility, Speed, Endurance
-1 to Strength
Can use Prayers if a Prayer Book for that Pillar (Level) is owned
(?)= Random Spell
Perfomer
Starting Status:
HP - 10/10
Inventory Slots 0/8
MP - 0/0
SP - 0/0
Speed - 2
Starting Gear:
Travelling Performers Clothes (PD-0, MD-0, SD-0)
Small Knife (D-1, AS-5, S-0, AP-0)
Bag of Coins (45 C, 5 S)
Bag of Tricks (15/15, Required for the Use of Tricks, and Certain Skills)
Starting Bonuses, and Penalties:
+2 to Speed, Agility, Luck
+1 to Strength, Endurance, Charisma
-3 to Spirituality
Wanderer
Starting Status:
HP - 15/15
Inventory Slots 3/8
MP - 0/0
SP - 0/0
Speed - 2
Starting Gear:
Worn Shortsword (D-2, AS-2, S-3, AP-1)
Worn Peddlar Rags (PD-0, MD-0, SD-0)
Bag of Dried Meat Strips (12/12, Heal 5 HP per Strip)
Starting Bonuses, and Penalties:
+2 to Strength, Endurance, Agility, Speed
-2 to Intelligence, Willpower, Spirituality
+1 to Damage with Swords
EDIT: Added the other three starting classes since I decided to limit the starting classes a bit (I think I removed three, or so from the starting number), and I am now working on the Titles, and Rank Systems a bit which will soon be done after I add 10-20 Titles, and work out some kinks.