I wrote this up to give new players an overview of each of the AD&D classes. High level abilities aren't always included. In Segeo UI font, it fits cleanly on one page and is easily readable.
Note that the bard has been rewritten as a first level class. My games rarely make it that high, so I figured I would throw those players a bone and let them go for it right off the bat.
Bards, [ask for handout] (12 intelligence, 12 dexterity, 15 charisma) – Bards are wandering musicians and storytellers, combining combat, thievery, and magic. Bards can inspire allies and charm NPCs with their music, know a large number of languages, and have a knack for legends and lore, which may even allow them to identify certain magic items.
Cleric, pg 20 (9 wisdom; non-True Neutral alignment) - Clerics bear a certain resemblance to religious orders of knighthood of medieval times. They are skilled combatants but are forbidden by their religious codes from using edged and/or pointed weapons that shed blood. For their dedication, clerics are granted a number of protective/curative spells and the ability to turn away undead.
Druid, pg 20 (12 wisdom, 15 charisma; True Neutral alignment) – Druids are a sub-class of cleric that can be visualized as medieval cousins of what the ancient Celtic sect would have become had it survived the Roman conquest. While similar to the cleric’s, druid spells are more offensive in nature and attuned to the outdoors, but their spell casting ability power is spoiled by metal armor. They are limited to the club, dagger, dart, hammer, scimitar, sling, spear, and staff.
Fighter, pg 22 (9 strength, 7 constitution) – Fighters are the best all-around combatants, processing skill with many weapons and increasing quickly in level.
Paladin, pg 22 (12 strength, 9 intelligence, 13 wisdom, 9 constitution, 17 charisma; Lawful Good alignment) – A sub-class of fighter, paladins take on a strict code of conduct in exchange for the ability to detect evil at a distance of 60’, make all saving throws at +2, are immune to all forms of disease, may lay on hands to cure 2 hp per level each day, cure disease once per week per 5 experience levels, and emanate continuous protection from evil.
Ranger, pg 25 (13 strength, 13 intelligence, 14 wisdom, 14 constitution; any Good alignment) – Rangers are a sub-class of fighter adept at woodcraft and giant-slaying. Rangers add +1 per level to melee damage against “giant class” foes, surprise opponents 50% of the time in the wilderness and have only a 1 in 6 chance to be surprised themselves. Finally, rangers may track foes in outdoor and underground dungeon settings.
Magic-User, pg 25 (9 intelligence, 6 dexterity) – Magic-users draw upon arcane power in order to exercise powerful spells of an offensive, informational, and utilitarian nature, but are very week combatants, unable to use armor or any weapons besides the dagger, dart, or staff.
Illusionist, pg 26 (15 intelligence, 16 dexterity) – Illusionists are a sub-class of magic-user, favoring glamour and phantasm to flashy, offensive and utilitarian spells.
Thief, pg 26 (9 dexterity; any Neutral or Evil alignment) – Thieves have a number of special skills: pick pockets, open locks, find/remove traps, move silently, hide in shadows, listen at doors, climb sheer surfaces, and (at 4th level) read languages. They may wear only leather armor, but may wield clubs, daggers, darts, slings, and swords. In combat, thieves are most effective when using stealth to backstab foes for double damage. Finally all thieves know the secret ‘Thieves’ Cant’ language.
Assassin, pg 28 (12 strength, 11 intelligence, 12 dexterity; any Evil alignment) – Assassins are a sub-class of thief whose primary function is killing. With surprise, an assassin may attack on the assassination table, which gives a roughly 50% of immediately dispatching the victim. Furthermore assassins may use any weapon and are skilled in disguise, spying, and gain the use (at 3rd level) of all the thief’s special skills, albeit at a lower chance of success.
Monk, pg 30 (15 strength, 15 wisdom, 15 dexterity, 11 constitution; any Lawful alignment) – Monks are monastic ascetics and wandering eastern mystics. Monks may avoid missiles with a saving throw versus paralysis and gain increased unarmored AC, movement speed, armed/unarmed damage, and a decreased change of being surprised. Starting at 3rd level, monks also gain the use of the thief’s special skills and an odd conglomeration of seemingly unrelated special abilities of their own.