Planewalking Kits (PWH)

__TOC__
Naturally, not every warrior is a simple fighter, and not every cleric is a benevolent healer; every cutter is different, with her own strengths and weaknesses. One way to individualize characters is through the use of kits. Characters who come to the PLANESCAPE setting from the Prime Material Plane (and therefore, any of the AD&D worlds) have access to the different kits found throughout various published products. The Dungeon Master should make sure that he looks over the players' options very carefully—with so many kits available, things can easily get out of hand.
Further, DMs may wish to give NPC planars access to kits. Obviously, the elves of Alfheim might use kits presented in The Complete Book of Elves, and the dwarves of Mount Clangeddin kits from The Complete Book of Dwarves. Other obvious parallels abound as well.
But what about the folks in Sigil? What about those bloods who have traveled some of the Great Ring, jaunted to and from the Inner Planes, and soared through the Ethereal—simply as a matter of course? Well, these characters are called planewalkers, whether they're fighters, wizards, or bards. A planewalker kit is provided below for each of the four basic character groups (warrior, wizard, priest, and rogue). It's recommended that if native planar characters wish to use kits, they stick to these. Note that kits are different from factions, and that neither has bearing on the other.
* Planewalker Warrior
* Planewalker Wizard
* Planewalker Priest
* Planewalker Rogue
==Kit Structure==
Each character kit presented here is described and detailed individually, with an overview presented at the beginning of each section. In addition, each kit contains the following information.
Role: This section examines the role that characters created with the kit play in the total scheme of things. But since the planes are unimaginably big and any class can fill any number of roles, these kits must remain generalized and a little vague.
Weapon Proficiencies: Certain in kits may require a body to acquire particular weapon proficiencies. These proficiencies are gained through the normal procedures. Other kits restrict or recommend certain weapons.
Nonweapon Proficiencies: Some of the kits also require that the character possess particular nonweapon proficiencies. Bonus proficiencies are granted automatically at no cost. Required proficiencies are gained normally and must be taken with proficiency slots; required proficiencies should be drawn from the appropriate character class proficiency group. Recommended proficiencies are optional (but useful and appropriate to the kit), and are gained normally. If a recommended proficiency comes from a group not listed for the character's class, the proficiency costs one additional slot as normal (unless the specific kit states otherwise).
Equipment: Some kits impose restrictions or requirements concerning a character's use of equipment. Other kits may allow characters who use the kit to automatically begin the game with certain items. This section describes such benefits.
Special Benefits: Every kit has advantages that make it worth dealing with the restrictions and mandatory proficiencies. These benefits are presented here, and vary greatly from kit to kit.
Special Hindrances: All kits have particular drawbacks, which are presented in this section.
Finally, the DM may decide to allow multiclassed player characters may select a kit for one of their classes, not both—a fighter/mage can either be a planewalker warrior or a planewalker wizard, as suits the character's nature.