Planewalker Priest (Character Kit)

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Out on the planes, nobody's got to watch their backs more than priests. Sure, they've got a power backing them up, but that means they've got automatic enemies as well. A priest of Lathander is asking for a lot of extra trouble if he makes his way to Gehenna, just as a cleric of Morgion is going to have his hands full on Ysgard. (That doesn't mean priests can't travel to realms of gods that oppose their powers—it happens all the time. Sometimes a blood's just got to do what he's got to do).
Depending on what plane they're on, priests are usually either the best or the least prepared of any planewalker. Planewalker priests know that their deities' power diminishes and increases depending on where they stand, and so they're prepared for these contingencies. A priest of St Cuthbert named Henton was known for saying that while some of his spells worked only some of the time on some of the planes, a cudgel applied forcefully to a berk's skull worked anytime, anywhere.
Like other planewalkers, the real measure of a priest isn't so much what he can do as what (and who) he knows. Contacts are important to a planewalker priest, since he knows it's essential to remain well-lanned.
Power keys are immeasurably helpful, but a body can't count on having them. In fact, planewalker priests have to learn not to count on their spells at all—they come and go with alarming regularity. Instead, scrolls and magical items become the priest's best friend, and in a fight, priests need to rely on weapons and normal combat skills.
This kit is appropriate for clerics and most specialty priests.
Role: Moreso than their prime-material counterparts, planewalking priests are the direct representatives of their chosen deities. As they travel the planes, they act as the eyes, ears, and sometimes the manipulative hands of the powers they serve. As such, they develop relationships with folks throughout the Great Ring (and to some extent, the Inner Planes), malting friends and contacts wherever they go.
Weapon Proficiencies: As normal priests.
Nonweapon Proficiencies: 
* Bonus—Etiquette.
* Required—Local history (power's realm).
* Recommended—Ancient history, planology, religion.
Equipment: As a normal priest.
Special Benefits: Planewalking priests have two very different benefits. The first is simple and straightforward. Since they cannot rely on having spells to cast as they move about the planes, planewalker priests have honed their combat skills. On a plane where his spellcasting powers are diminished, a planewalker priest gains a +1 bonus to attack and damage rolls. Until after 10th level, this keeps the priest on a comparable (albeit still slightly weaker) standing with a fighter of similar level.
Second, planewalker priests have contacts scattered throughout the planes. The player should pick three planes where his character knows someone. These contacts may be friends, mere acquaintances, or even bashers that the priest knows only through mutual acquaintances. Nevertheless, they can be sources of information and help. The DM should determine the exact location and nature of these contacts, possibly creating them as full-fledged NPCs.
Special Hindrances:Planewalker priests are frequently called upon to serve their powers directly on missions throughout the planes. Planewalker priests must obey any command of the proxies of their deity, who commonly give them tasks. Priests find themselves saddled with additional responsibilities and errands to run for their high-ups as they travel the planes. They also must keep a constant eye and ear on situations that may affect their power's domain or agenda.