Darya Wasti


Race: Tiefling
Homeland: Zhentil Keep
Age: 55
Class: Cleric / Thief
Kit: Planeswalker
Alignment: Non-good
Religion: Shar
Level: Cleric 5th / Thief 6th
Experience: 28,732 / 28,732
Final XP Tally: 63,254
Next Level: 27500 / 40,000
Max Level: Cleric: 12 / Thief 15

Ability Scores:

Stamina 17 (18/01) Weight Allowance: 85 (135) lbs Movement Bonus +1
Muscle 11 Max Press 115 lbs Attack +0 Damage +0 Feat of Strength 13%
Aim 13 Missile Attack +0
Balance 12 Surprise +0 AC +0
Health 14 System Shock 80% Poison Save +0 PSPs +0 Regeneration 0
Fitness 11 (13) Resurrection 75% (85%) Hit Points +0
Reason 14 Max Spell Level 7th Max Spells/Level 19 PSPs +1 Illusion Immunity: none
Knowledge 12 Bonus Profs 3 Bonus Paths 1 Learn Spell 50%
Intuition 17 Spell Failure 0% Bonus Runes 3 Bonus Spells 1st x2, 2nd x2, 3rd x1 Earned XP +10%
Willpower 11 Mental Save +0 PSPs +0 Spell Immunity: none
Leadership 11 Max Henchmen: 4 NPC Loyalty +0
Appearance 10 NPC Reactions +0


  • NPC Reaction: +0
  • Surprise: +0
  • Initiative: +0
  • Movement: 13 (16 with Giant’s Boots)

Combat Statistics:
Hit Points: 4/19
Armor Class: 17 (Base/Piercing) / 18 (Bludgeoning) / 19 (Slashing)
Base Attack Bonus: +2
Saves: Roll 1d20. The result must be equal to or greater than the saving throw number

  • Paralyzation/Poison/Death: 9
  • Rod/Staff/Wand: 12
  • Petrification/Polymorph: 11
  • Breath Weapon: 15
  • Spells: 13
  • Fear: 12
  • Horror: 13
  • Madness: 16
Weapons # Att Att Bonus Dmg Type Dmg (M) *Dmg (L) Speed Range Special
Sword of The Sands 1 +2 Slashing 1d6+1 1d8+1 4 1
Katana 1 +2 Slashing 1d10 1d12 4 1
Dart 3 +2 Piercing 1d3 1d2 2 10/20/40
Persistence 1 ? by arrow by arrow (M) by arrow (L) 2 50/100/150
weapon (Level 4 Cleric bonus)

Non-Weapon Proficiencies Available Groups: Spiritual, Sorcerous, Detection, Larceny, Social

Proficiency Proficiency Score Notes
Language Racial Bonus (Common) Knowledge 12 X slot
Language Racial Bonus (Yugoloth) Knowledge 12 X slot
Language Planeswalker Bonus (Planar Slang) Knowledge 12 X slot
Language Homeland Bonus (Tharian) Knowledge 12 X slot
Language Homeland Bonus (Zhent Argot) Knowledge 12 X slot
Language Class Bonus (Thieves’ Cant) Knowledge 12 X slot
Zentil Keep Larceny Bonus 1 (Sabatoge) Reason 14-1 X slot
Zhentil Keep Larceny Bonus 2 (Trap Setting) Intuition 17 X slot
Zentil Keep Bonus (Social – Local History Moonsea) Knowledge 12 X slot
Zhentil Keep Bonus (Dark Lore) Knowledge 12-3 X slot
Thief 1 (Sorcerous – Soothsaying) Reason 14 Slot 1
Thief 2 (Sorcerous – Soothsaying) Reason 14 Slot 2
Thief 3 (Literacy) Knowledge 12+1 Slot 1
Thief 4 (Literacy) Knowledge 12+1 Slot 2
Thief 5 (Literacy) Knowledge 12+1 Slot 3
Thief 6(Used by Portal Feel) Intuition 17-3 Slot 1
Thief 7 (Used by Portal Feel) Intuition 17-3 Slot 2
Thief 8 (Used by Planar Sense) Intuition 17-3 Slot 1
Knowledge Bonus 1 (Used by Planar Sense) Intuition 17-3 Proficiency Score Slot 2
Thief Lvl 2 (Ceremony) Proficiency Score 1 slot
Thief Lvl 4 (Display Weapon Prowess) Balance 12 1 slot
Thief Lvl 6 (Display Weapon Prowess) Balance 12 2 slot
Shar Bonus 1 (Blindfighting) Intuition 17 X slot
Shar Bonus 2 (Hiding) Reason 14-1 X slot
Shar Bonus 3 (Religion) Intuition 17 X slot
Planeswalker Bonus 1 (Direction Sense) Intuition 17 X slot
Planeswalker Bonus 2 (Academic – Netherworld Knowledge) Knowledge 12-3 X slot
Planeswalker Bonus 3 (Survival – The Abyss Reason 14 X slot
Planeswalker Required 1 (Planar Sense) Proficiency Score 2 slot
Planeswalker Required 2 (Portal Feel) Proficiency Score 2 slot
Knowledge Bonus 2 (Portal Feel) Intuition 17 2 slot
Knowledge Bonus 3 (Portal Feel) Intuition 17 2 slot

Planeswalker Special Abilities

Plane Visited Y/N Familiarity
The Abyss
(s.p. the 4th layer — called The Bloodrift)
Y Survival Proficient
Water Y Basic
Nine Hells Y Basic
Hades Y Basic
Limbo Visited Y Basic
Ysgard Visited Y Unadept

Homeland Special Abilities

  • Members of the Zhentarim get unlimited access into and out of the Keep, and do not have to pay for training (as long as they return to the Keep to do so).
    *Any Zhentish character starts with a full suit of banded mail, a medium-sized shield, and a single melee weapon of his or her choice for free.
    *Characters from Zhentil Keep gain 2 free Non-weapon proficiency slots at 1st level, which must be spent on proficiencies from the Larceny Proficiency Group.
    *The spellcasters of Zhentil Keep are masters of combat-oriented spells and can bring down even the mightiest enemies with their devastating magic. They cast all offensive spells that deal direct hit point damage as if they were two experience levels higher than they actually are. Thus, a 5th-level wizard casts a fireball spell as if he has attained 7th level, for example.

Homeland Special Disadvantages
*Zhentil Keep has been the source of much evil in the Realms for quite a long time. All NPC encounters are penalized at -4 for Zhentil Keep natives.
*Zhentarim and Zhentilar agents are forced to funnel 50% of their funds (before expenses) back to Zhentil Keep. Failure to do so results in the issuance of a death warrant that few can escape.
*Zhent spellcasters suffer a reduction in magical ability when casting divination spells, all such spellcasters must lower their effective caster level by two when casting such spells (minimum 1st). This reduction applies to spells cast personally or invoked with magical items.

Weapon Proficiencies (4 slots):

  • Weapon Darts (Cleric/Thief level 1)
  • Weapon Broad Blades Slot 1 (Cleric/Thief level 1)
  • Weapon Broad Blades Slot 1 (Cleric/Thief level 4)
  • Weapon Broad Blades Slot 1 (Zhentil Keep)

Special Powers (Tiefling):

Tiefling infravision enables them to discern gradients of heat within 60 feet of darkness.
*Random Ability 1
: Cast Fog Cloud once per day
Random Ability 2: Cast Detect Magic thrice per day (2 remaining)
Random Ability 3: Resistant to infection. Gain Advantage on saving throws against disease
Random Ability 4: Psychic Aegis. You have a fragment of the strange mental powers of your fiendish forebears, allowing you to defend yourself against mental attacks. You gain 2 psionic power points per level and know 1 telepathic defense mode of your choice (these stack with any other psionic powers or talents).
Random Ability 5: You gain an additional +1 racial bonus to your Charisma score (to a maximum of 20)

Psychic Aegis Abilities
Psionic power points: 12
Telepathic Defense Modes known (1): Tower of The Iron Will (Willpower check -2 / Costs 6 psionic points)

*Appearance 1: Digits abnormally long
*Appearance 2: Glowing red eyes
*Appearance 3: Underdeveloped facial features (no ear canals)

  • Appearance 4: Blunt teeth
  • Appearance 5: Avian Snood

Special Features (Cleric):
*Safe haven, food, and board within the temple. In exchange, the cleric is expected to help the other clergy present. This hospitality is automatically extended to as many companions as the priest has levels. (A generous and gracious temple may extend it to anyone.)
*A loan. Moneys borrowed may equal up to twice the cleric’s level times a hundred (in gold pieces). The loan must be repaid within 30 days.
*Muscle. An cleirc may request the services of a number of 1st-level fighters equaling twice the priest’s level. All fighters will be equipped with chain mail and the traditional weapon of their faith (i.e. warhammers for Tyr or battle axes for Tempus). The time of service cannot exceed the cleric’s level in days, and the purpose of the mission should somehow advance the cause of the priest’s faith.
*A cleric assistant of the same faith. The helper’s experience level equals half that of the priest served, rounded down; up to a maximum of 4th level. The assistant may be kept for up to one week per level of the priest before having to leave.

  • Turn Undead/Command Undead:* See Cleric Page

*Additional bonuses granted at levels 8 and 9.

Special Features (Thief):

  • Do not suffer the normal penalty for free climbing (climbing without tools), and gain a bonus to Climbing checks equal to their AC bonus from Balance if any.
    *All Thieves gain a bonus to surprise opponents, but only if the cleric is not in metal armor. Even then, the thief must either be alone or 90 feet or more away from his party to gain this bonus. If he fulfills these conditions, he moves so silently that opponents suffer a -4 penalty to their surprise die rolls. If the thief must open a door or screen to attack, this penalty is reduced to -2.
    *When attacking someone by surprise and from behind, a thief can improve his chance to successfully hit (+4 modifier for rear attack and negate the target’s shield and Balance bonuses) and greatly increase the amount of damage his blow causes. To use this ability, the thief must be behind his victim and the victim must be unaware that the thief intends to attack him. If an enemy sees the thief, hears him approach from a blind side, or is warned by another, he is not caught unaware, and the backstab is handled like a normal attack (although bonuses for a rear attack still apply).
Level Backstab Damage
1-4 x2
5-8 x3
9-12 x4
13+ x5

*Use Scrolls: Starting at 10th level, any Thief with the Literacy proficiency may attempt to use both Wizardly and Priestly magical scrolls by making a successful Literacy check. On a failed check, the scroll backfires in some way.
*Followers: (See Thief Page)

Special Features (Shar):
*All clerics of Shar can see in the dark, courtesy of infravision. This has a range of 60-ft. for those without infravision or adds 60-ft. of infravision for those who have it already.
*In combat against worshipers of Selune, clerics of Shar get a +1 to attack and damage rolls, and a +4 bonus to their morale. If there are multiple opponents, the cleric will ignore them and focus on a target known to be a worshiper of Selûne.
*Clerics of Shar can both command and turn undead.
*Clerics of Shar can cast forget once per level, each day.
*A cleric of Shar’s augury is always successful, even though they give the results in riddles and evasive phrases.
*A cleric of Shar of 3rd level or higher can act as an oracle, telling the future for one questioner per day. The base chance of accuracy is 40%, plus 5% per level above 3rd.
*At 5th level, the cleric can cast darkness three times a day.
*Once a day, a cleric of 5th level or higher can utter a soothing word that will eliminate one bad memory from the victim, provided the latter allows the cleric to use this ability on them.
*A cleric of 7th level or higher has access to a special perfume. If the smeller fails a save vs. poison when within 5-ft. of the cleric, they are affected by a forget spell. One application lasts for a day. Clerics of Shar are immune to the perfume’s effects. If anyone else wears the perfume, they smell as if sprayed by a skunk (-4 temporary Charisma loss).
*At 7th level, clerics of Shar can cast continual darkness once a day.
*Starting at 9th level, the cleric can call upon the power of Shar once during the week of the new moon. This power grants an increase in experience levels as if he drank a potion of heroism. These effects last until the immediate melee encounter is over. This power affects only the cleric and is not nullified by his experience levels like a potion of heroism is.

Special Disadvantage (Shar):
*Clerics of Shar are not suited for combat. They fight at a -4 penalty to hit in bright sunlight, or during the full moon. They are also surprised on a 1-4 on a d10 under those conditions.
*Despite their semi-benevolence, clerics of Shar are often identified with the evils brought by the rest of Shar’s faithful and suffer a -2 reaction penalty accordingly.

Priest Spells: Caster level 5th (7th for damaging spells, 3rd for Divinations)

1st 2nd 3rd 4th 5th 6th 7th
5 5 2

Major Spheres: All, Animal, Combat, Divination, Earth, Guardian, Protection, Sun
Minor Spheres: Necromantic, Travelers

Spell List:
1st: Beneficence, Bless, Ceremony, Combine, Detect Magic, Om, Orison, Purify Food and Drink, Purify Self, Sanctify Ghi, Scribe, Animal Companion, Animal Friendship (1-29), Animal Sanctuary (1-30), Beastmask, Call Animal or Bird, Calm Animals, Invisibility to Animals, Revitalize Animal, Detect Snares and Pits, Locate Animals or Plants, Blood Bond, Magical Stone (2-102), Weapon Bless (3-125), Petrify Wood, Detect Balance, Detect Disease, Detect Evil, Detect Harmony, Detect Poison, Detect Predator, Detect Untruth, Discern Elven Influence, Divining Rod (1-220), Empathy, Find Water, Know Faction, Know History, Omen (2-150), Read Languages, Trance, Treasure Scent, Detect Metals and Minerals, Spectral Senses, Analyze Balance, Predict Weather, Sense Direction, Sacred Guardian, Whisperward, Claws of Velsharoon, Cloak of Dark Power, Dispel Fatigue (1-212), Ebony Hand, Eternal Sleep, Invisibility to Undead, Skeletal Servant, Spider Climb, Undead Battlemight, Deflection, Endure Cold/Heat, Protection from Evil, Protection from Prime, Protection from Silver, Rainshield, Resist, Restful Sleep, Ring of Hands, Waterfloat, Spark of Blinding, Sunscorch, Dark Path – Shar (1-180), Easy Road, Journey’s Orison, Know Direction (2-80)

2nd: Chant, Moondance, Mystic Transfer, Protesction from Orisons, Sanctify, Animal Eyes, Animal Speech (1-30), Animal Spy (1-31), Beastspite, Charm Person or Mamal, Ecdysis, Gift of Speech, Protection from Animals, Protection from Serpents, Snake Summoning, Wild Deer Speed, Snake Charm, Bat Sense, Speak wit Animals, Messenger, Detect Charm, Protection from Charm, Arm Hammers, Enhance Turning, Gloom, Spirtual Hammer, Aid (1-18), Augry (1-47), Commune with Lesser Spirits, Death Talisman, Detect LIfe, Find Traps, Know Alignment, Know Language, Tracking, Warning, Warp Sense, Hear Heartbeat, Iron Vigil, Silence, 15-ft. Radius, Wyvern Watch, Death Curse (1-187), Fortitude, Exorcism, Resist Turning (2-212), Revenance, Restore Strength, Death Prayer, Priest Lock, Protection from Spirits, Resist Acid and Corrosion, Resist Fire/Cold, Steep Soma-juice, Withdraw, Create Mirage, Aura of Confort, Dark Fire, LIghten Load, Pass Without Notice

3rd: Bestow Minor Curse, Circle of Secrets, Dispel Magic, Oath, Remove Curse, Animal Trick, Control Animal, Hold Animal, Insect Ward, Invisibilty to Animals (10-ft. Radius), Lions Claws, Oxen Strength, Possess Animal, Protection from Insects, Spirit Animal Form, Summon Insects, Totem Beast, Converse with Sea Creatures, Bladedance, Castigate (1-101), Dismiss Undead, Frenzy of the Celts, Prayer, Reverse Fossilization, Unearthly-Choir, Blacklight (Shar), Call Spirit, Detect Cured Item, Detect Illusion, Dream Vision, Find Portal (1-270), Locate Object, Sympathetic Magic, That Art Thou, Speak with Dead, Extradimensional Detection, Curse of Black Sand, Dust Shield, Eartnehair, Meld into Stone, Oil Spray, Sand Spray, Stone Shape, Stoneiron, Protection from Earth, Glyph of Warding, Animate Dead, Corpse Wither, Death’s Door, Eyes of the Undead, Feign Death, Life Drain, Spirit Bind, Whip of Shar, Negative Plane Protection, Remove Paralysis, Conceal Item, Fostered Protection, Hold Undead, Inkjet, Invisibility to Spirits, Line of Protection, Magical Vestment, Protection from Amorphs, Resist Injury, Venom Immunity, Wind and Rain Protection, Armor of Darkness -Shar (1-41), Starshine, Sunblade, Warmth, Create Campsite, Helping Hand, Know Customs

  • Prepared Spells:
    • 1st: Protection from Evil, Sacred Guardian, Dark Path, Cloak of Dark Power, Know History
  • 2nd: Augury, Restore Strength, Spiritual Hammer, Withdraw, Priest Lock, Augury
  • 3rd: Oath, Whip of Shar

Active Spells:

  • Sacred Guardian: on Eol
    *Weapon Bless on Eol’s non magical sword intended for dead pope


Advancement Notes

  • Armor Allowed Thief: Leather, Padded, Studded Leather, Elven Chain
  • Armor Allowed Cleric: Any Armor or Shields
  • Weapons Allowed (Thief): club, dagger, dart, hand crossbow, knife, lasso, pistol, quarterstaff, short bow, sling, any one-handed sword
  • Weapons Allowed (Cleric): Any One-handed weapons


Base Speed: 13

Total Weight of Gear: 81 lbs.

Unencumbered Light Moderate Heavy Severe
Weight 0 – 135 lbs. N/A N/A N/A 136+ lbs.
Movement 13 9 7 4 1
Attack Penalty 0 0 -1 -2 -4
AC Penalty 0 0 0 -1 -3

Born in Zhentil Keep and raised under the strict theocracy Darya has known much oppression, mainly due to her Tiefling lineage which makes up a small minority of the keep. At a young age her Tiefling parents were deemed heretics of the government, disloyal or rather, not loyal enough to the aims of the city. As they were put to the sword Darya merely smiled and logically concluded that they would pay their penance, for better or worse, in the afterlife. Despite these minor setbacks, life in the Keep came easy to her. Initially adept at sneak-thieving, burglary and pick-pocketing, Darya fit right in with her peers. Her ugly appearance and demeanor merely added to the manner in which she was viewed as adept by her peers.

In her early adult she was approached by a local member of the Zhentil Keep Theocracy and given a robe. As she put it on she immediately noted that it possessed a single face on it: A plump halfling woman in her late tweens with curly golden locks and rosy cheeks. ‘This robe’, said the mentor, ‘will provide you with a mask and false identity at all times. Use it well, for it carries a heavy burden. You must travel to the Abyss and gain favor of the goddess Shar. ’The Abyss!?!’, Darya exclaimed. ‘The Abyss,’ replied the mentor. And so over the course of many years Darya traveled between the Material plane within the Zhentil Keep and to the Abyss. It was here that she became entwined in the Blood War, occasionally reporting her deeds back to her Zhentharim Superiors but always building a stronger connection to Shar. She now serves the latter before the former and her trips back to Zhentil Keep have somewhat decreased in frequency. For the time being this has been acceptable, so long as she is able to report her deeds or provide updates. However, it could be problematic in a situation where her ‘loyalties’ were deemed to serve self-interest rather than the interests of The Keep. Such loyalties have indeed been an issue in regards to the company she takes. After a fierce battle Darya was picking over bodies of the deceased when she was mistook for a Night Hag by Eol Egolmoth The Darkfriend. She kindly corrected him and, over many long years began slowly converting him as a follower of Shar. The two have traveled together ever since and Darya often provides services of soothsaying and confessor.

Darya is known to converse with the faces on her magical robe at times. She usually does this at a murmur and in Yugoloth. Each face within her robe is a ‘Heretic’ that she has ‘dispatched’ at some point in her adventuring life.

Some of the creatures that she ‘converses’ with from time to time include:

Fossak the Heretic
Grg the Large
Liu the sweet
Sweety blue eyes
Meshanna the Heretic
Gaz the shifty
Azra The Troll
Handsomeness Squalfrim
Iselota the Handsome

Darya Wasti

Ruins of Adventure Brand_Darklight MKC