Planewalker Wizard (Character Kit)

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When wizards from the Prime come to Sigil, they're often disappointed to find that out on the planes, a wizard's just another berk. No special treatment, no particular status—just another magic-using cutter. On the Great Ring, even a nupperibo has magical powers, and more folk have magic resistance than not (or so it seems), so prime wizards can pike their haughty attitudes.
Planewalker wizards, on the other hand, know the chant. They're in on the fact that it's not so much how many fireballs a body can toss, but knowing when to cast a fireball and when to use a rock to mud instead. More important, they know not to always rely on their spells, because magic is like a tiefling hireling—it won't always work just 'cause you want it to.
Wizards who've seen the different planes and traveled the Great Road know a little of the dark of things. They're privy to a few secrets that the average basher doesn't know. If planewalking wizards have a bit of attitude, it's not because of what they can do; rather, it's because of what they've seen, what they've done, and (most important) what they know.
Role: Planewalker wizards are not the studious book-bound types—they are men and women of action, playing vital roles in all things. Such wizards (whether mages or specialists) are usually catalysts and facilitators. These bloods can cause a fair amount of trouble with those spells of theirs, but it's hard to argue the usefulness of an airy water spell when a sod's been thrust into the Elemental Plane of Water.
Powerful wizards who know what they're doing are as dangerous as any fiend, so wizards're important facets of armies, thieving operations, and any other organization that might find itself in a dangerous situation (and that's everyone, friend).
They're also known for their ability to get things done quickly and efficiently. A dimension door'll get a basher past a sulfurous chasm right quick, and there's no better way to give a githyanki hunting party the laugh than with a nondetection spell. Learn the tricks and a body'll soon be a planewalker worthy of respect.
Weapon Proficiencies: Any weapons normally allowed for wizards.
Nonweapon Proficiencies: 
* Required—Portal feel.
* Recommended—Planar survival (any), planology, spell recovery.
Equipment: As a normal wizard.
Special Benefits: Having dealt with the races and creatures native to the planes since their first days as apprentices, planewalker wizards had to cope with those creatures' magic resistance. These cutters have learned to overcome some of this resistance to their spells by reducing a foe's magic resistance by 5% plus 1% per level of the wizard.
This means that when an 8th-level planewalker mage casts a spell on a bebilith with the standard 50% MR, the creature has only a 37% chance to resist the spell.
Special Hindrances: Although they learn the various magical variations from plane to plane, how to deal with spell keys, and ways to cope with the changing accesses to planar pathways, all planewalker wizards have one failing. There's always a plane that a body can't quite get the hang of—no matter what. To reflect this, the DM and the player should decide on one plane (not a demiplane) where the planewalker wizard can't make any spell keys work. No matter what, the wizard will never be able to understand how magic on that particular plane works, even with the proper keys.