| Full Name | Zan Tirish | 
			
			
			
				
					| Classes/Levels | INACTIVE - GAME DIED | 
			
			
			
				
					| Size | Medium | 
			
			
				
					| Age | 24 | 
			
			
			
				
					| Alignment | Lawful Good | 
			
			
			
				
					| Location | Sigil | 
			
			
				
					| Languages | Common, Dwarvish, Giant, Primordial | 
			
			
			
			
				
					| Strength | 10 | 
			
			
				
					| Dexterity | 16 | 
			
			
				
					| Constitution | 12 | 
			
			
				
					| Intelligence | 10 | 
			
			
				
					| Wisdom | 15 | 
			
			
				
					| Charisma | 11 | 
			
		
	 
	
		About Zan Tirish
		Zan Tirish
LG Human Ranger 2/Monk 1
Initiative +3; Senses Perception +4
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Defense
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AC 15 (+2 Wis, +3 Dex)
HP 24 (2d10 + 1d8, +3 Con)
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Offense
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Melee Shortsword +5 (1d6+3)
Melee Unarmed Strike +5 (1d4+3)
Ranged Longbow +7 (1d8+3)
Spells Prepared (CL 2nd):
* 1st (2/day)—cure wounds, hunter's mark
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Statistics
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Str 10, Dex 16, Con 12, Int 10, Wis 15, Cha 11
Languages: Common, Dwarvish, Giant, Primordial
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Skills
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Athletics +2 (+2 proficiency)
Insight +4 (+2 proficiency, +2 Wis)
Perception +4 (+2 proficiency, +2 Wis)
Stealth +5 (+2 proficiency, +3 Dex)
Survival +4 (+2 proficiency, +2 Wis)
Background: Transcendent Order (Cipher)
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Feats
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Sharpshooter: You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
* Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
* Your ranged weapon attacks ignore half cover and three-quarters cover.
* Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
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Gear
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Leather armor
Two shortswords
Explorer's pack
Longbow and 20 arrows
Hourglass
10 gp
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Special Abilities
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Weapon and Armor Proficiency: Simple and martial weapons, light and medium armor, shields.
Saving Throws: Strength and Dexterity
Ranger 2
Favored Enemy: Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.
Chosen enemy: Monstrosities
Natural Explorer: You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:
• You ignore difficult terrain.
• You have advantage on initiative rolls.
• On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:
• Difficult terrain doesn’t slow your group’s travel.
• Your group can’t become lost except by magical means.
• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
• If you are traveling alone, you can move stealthily at a normal pace.
• When you forage, you find twice as much food as you normally would.
• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Fighting Style: At 2nd level, you adopt a particular style of 
fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
Spellcasting: By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.
Monk 1
Unarmored Defense: At 1st level, if you wear no armor nor shield your AC is 10+DEX mod+WIS mod, this is lost and replaced by the normal armor AC and shield bonus if you equip armor or a shield.
Martial Arts: You have mastery over unarmed combat and certain types of weapons called Monk weapons which are short swords or any simple melee weapon that does not have the Heavy or Two-Handed property. You gain the following benefits while you are not using armor, nor shield, and only using monk weapons or are unarmed.
You can use your DEX modifier instead of the STR modifier for attacks and damage rolls while using unarmed strikes or you monk weapon.
Your unarmed strikes deal 1d4 damage, this d4 changes as you gain monk levels: to a d6 at level 5, to a d8 at level 11 and to a d10 at level 17. You also can use this die to replace your monk weapon strike damage.
When you use your attack action to use your monk weapon or an unarmed strike, you can use your bonus action to deal an additional unarmed strike, if you have not used your bonus action yet. 
Certain monasteries use monk weapons in their training. These weapons are simple weapons with an Asian martial arts weapons inspiration. You can chose any simple weapon from the weapon table [PHB] and use it as a monk weapon, for example: you can wield a nunchaku which is two wood sticks connected by a chain. (Here you use the club stats, but it works as a monk weapon for you; while the club normally deals 1d4 bludgeoning damage and the strength mod, when you reach level 5, with your martial arts you can use your Dexterity modifier, and a d6 to deal the damage with your nunchaku).
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Backstory
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Description: Zan is whipcord lean and has callused hands from use of the bow. She keeps her plain brown hair tidy in a simple braid, but her eyes are a notable cloudy sky blue. She has a small set of tattooed blue dots along her cheekbones just under her eyes, each forming an arc that accentuates her orbits. Her skin is a brownish-yellow tone that blends well with temperate mountain flora. She often wears a kerchief over her mouth, sometimes pulled up to her nose.
When traveling, which is often, Zan carries a simple bow that she sometimes bounces on her shoulder, and the most basic of goods in her pack.
Hair: Brown, braided
Eyes: Cloudy sky blue
Height: 5' 6"
Weight: 141 lbs.
Age: 24 years
Background: Zan comes from Ecstasy, the gate-town of Elysium. She was part of a small family that traded in tea and herbs. In keeping with the nature of Elysium, Zan was encouraged to "find her own path," and she did so by deciding to climb. She paid brief visits to Mount Celestia and to Bytopia, learning bits and pieces of the outdoorswoman's craft, but did not fully commit to trying to scale either one. Instead, she followed her insticts, which led her naturally to fitting in with the Ciphers.
Having spent five years climbing planar mountains for spiritual experiences, she eventually returned to Sigil to visit the Great Gymnasium, learn more about other members of the Faction, and resupply before tackling something a little more difficult - a trip to a less-friendly mountaintop, like one in one of the neutral or evil planes.
Personality Traits: Zan comes off as quiet and cryptic, sometimes a bit aloof. In truth she simply does not feel that she has much worth expressing through words. Like most Ciphers she feels that action is a better barometer.
Though she is a dedicated Cipher, Zan has an appreciation for detail work and fine craftsmanship - she loves a well-crafted garden, for instance, and appreciates beauty in architecture or in art.
Zan tends to lead an orderly life, and is a creature of habits. She also has a strong feeling of protectiveness toward her associates.
Although she loves the outdoors and enjoys mountain climbing and appreciates the beauty of forests and lakes, she doesn't hate Sigil. She appreciates that people have carved an improbable home out of such a wild and strange place. She finds the city full of curiosities - though she wouldn't want to spend her life there.