Planewalker Warrior (Character Kit)

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Although most folks think of warriors as pretty common bashers, there's no denying that being handy with a sword is, well, handy. If a body's not a fighter himself, there's nothing better than having a strong arm he can trust watching his back.
It's also true that handing some berk a blade doesn't make him a true warrior. Fighters with real talent, some style, and a measure of skill are just as rare as any other type of blood.
This kit is most appropriate for fighters, although it can be modified for rangers or paladins.
Role: Planewalker warriors are experienced fighters who know that bashing someone with an axe doesn't solve every problem. They've heard tales and seen firsthand what the multiverse holds, and they know they can't defeat everything that comes along. There's always somebody, or something, tougher out there. Nevertheless, they have the skill and the style—and the knowledge—that enables them to get out of virtually any scrape.
Most planewalker warriors are at least a little interested in acquiring jink—economics of necessity an important concept in any cutter's mind—and often use their skills and strength to earn their keep. Those warriors looking for work can easily find employment guarding a merchant caravan through a portal, escorting wealthy travelers, or watching over someone's tower. Planewalker warriors are also hired to retrieve things—anything stolen, lost, or just something sought. (The "something" can be anything from a rare herb to a gate key to a yugoloth's true name.)
On prime worlds, a typical warrior might be a former blacksmith, butcher, or barkeep. On the planes, most are professional warriors. Oh, they might have had to learn to sail a ship, build a wall, or some other such skill on one of their many adventures, but for the most part, they're not common sods who decided to don some armor and call themselves fighters.
Weapon Proficiencies: While planewalker warriors can train and fight with any weapon they wish, most pay particular attention to their weapons. Many fighters feel that the weapon defines the warrior; others think that one sword's as good as another, since they'll all put a body in the dead-book in the hands of a skilled wielder. The former folks use flashier, ornate weapons that clearly make a statement of origin or intent—such as a mace covered in horrible, leering faces forged on Pandemonium, or a clockwork crossbow from Automata.
Nonweapon Proficiencies:
: Bonus— Planar survival (one plane).
: Required— Planar sense.
: Recommended— Direction sense, planar survival (another plane), portal feel, survival (any).
Equipment: Planewalker warriors begin the game with a simple portal key to a permanent portal connecting two locations of the player's choice.
Special Benefits: Because planewalkers know the dark of various planar entities that can be hit only by magical weapons, they reduce the required enchantment by one step. Therefore, a creature that can be hit only by +3 or better weapons can be harmed by a planewalker warrior with a +2 weapon. This ability does not reduce the required enchantment below +1, so creatures that can be harmed only by magical weapons still cannot be struck by nonmagical arms.
Special Hindrances: Planewalking warriors can't start out the campaign with secondary skills or proficiencies that don't directly aid them in their profession. That is, blacksmithing, brewing, carpentry, and similar proficiencies are not acceptable, while riding or weather sense might be justified.