Planar Professions (PWH)

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Prime characters are naturally allowed the full range of class options found on their prime-material worlds. Planar characters are usually limited to the classes found in the Player's Handbook, unless a player presents a compelling argument to the DM to allow otherwise. The following sets forth a few general planewalker attitudes about the standard AD&D classes, and notes how they're different on the planes.
Fighters: Found everywhere throughout the multiverse, fighters are possibly the most common sort of folks around. Though they haven't got the power of magic on their side, the best ones have a knack for surviving the nastiest situations. More important, they know when not to fight, and how to win a confrontation without ever lifting a sword.
Rangers: While Sigil ain't got much use for rangers, they're real savvy cutters out on a lot of the planes. Since rangers have to adapt to their environments, most of them find one area to call kip and stick to it. Rangers are usually most at home on the Upper Planes, given their alignment restrictions.
Paladins: Planewalker paladins are not the headstrong "kill every evil thing they see" type. Berks with that attitude don't last long. Instead, these holy warriors are champions and defenders of their faith, carrying out the duties set before them from their power, its proxy, or some high-up priest. Also, since they're much closer to their deities, they're treated with above-average respect and awe—or extraordinary suspicion and fear.
Mages and Specialist Wizards: The differences between mages and specialists are practically nonexistent—it just doesn't matter to nonwizards. Obviously each school of magic has its advantages and disadvantages over the others (see the chapter titled "Magic on the Planes" for particulars), but the real way that wizards can stand out from their peers is by showing they've got what it takes to make their spells useful on the planes. And since the planes themselves are so innately magical, they've really got to shine to prove themselves.
Clerics and Specialty Priests: Priests are treated with as much caution as paladins, since they're so close to their powers. The difference between clerics and specialty priests is irrelevant to most, though certain types of specialty priests—like druids—may be a little more difficult to work into a planar campaign.
Thieves: On the Upper Planes they're cads and criminals; on the Lower, they're admired for their skills. 'Course, plenty of good-aligned thieves can prove themselves noble and honest—it just takes a bit longer for anyone to believe them.
Bards: If they emphasize the thiefly part of their craft, they're treated as thieves. Otherwise, bards can find a warm welcome on the Upper Planes as jacks-of-all-trades or be despised on the Lower as useless fops.
Other Classes: Psionicists are basically wizards, as far as most planewalkers are concerned—although their highly trained minds are certainly worthy of respect in a place where the power of minds and beliefs can change the multiverse. A warning to over-eager psionicists, though: Plenty of planar creatures have mental powers as well, and are just as willing to brain-blast a sod into oblivion as they are to claw him to shreds.
As for variants on classes that've developed on prime worlds, they're viewed for the most part as nothing more than different ways of going about the same thing. For some reason planars can't fathom, primes have a way of deliberately limiting their full potential with strange restrictions, like the wizards whose magic obeys the pull of the moons of Krynn or the defilers of Athas who destroy the land when they cast spells. In the planar point of view, the multiverse offers challenges enough; why hinder a body's abilities before he's even begun?