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.
CHARACTER CLASSES
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.
Always enjoyed the pseudo-Medieval implied setting where Jesuits wander the earth beating a** with their bare hands.
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