Imeri Cirtas

== Description ==
Imeri Cirtas (I'm-ear-E, Sir-taus) is a wood elf celestial warlock in the Firebreathing Kittens Guild. Who also has her pet Couatl Nahiri, who is her link to Qotal, her god, and who she also has a pact with. 
=== Appearance ===
Imeri has blonde hair and blue eyes, and stands at 5 foot 4, and weighing at 140 lbs. She is a 124 year old Wood Elf. She usually wears a scarf that has a hood attached to it. After episode 52 she died her hair black, and cut it to a shoulder length bob. She also has a pair of tiger ears that she keeps hidden under her olive green hooded scarf. She usually is wearing a burgundy colored tank top, and a pair of black leggings with brown Daphne side buckle tall boots. Imeri also has her nails painted with burgundy nail polish as well. Scratches from a tiger can also be seen on her left bicep. 
=== Personality ===
Imeri is very kind, and not greedy at all. She's always giving money to those in need if he has it to spare, and very protective, Being a mother brings on a certain aspect of taking care of those in the guild, and anyone they may be out to help.
== Biography ==
=== Background ===
Born to her parents Diollis, and Elmeth Cirtas. Her Mother is an academic, father was a laborer. She was born in her home, and has 3 siblings; an older brother Thurat,  older brother Khodot, well, and her twin sister Annistren. her oldest brother  is alive, but doing poorly due to relationship issues with an ex wife who he had family with. her twin sister is also very successful in her own right. her father abandoned her at a young age, going to fulfill his pact with his patron. Imeri and her mother, and brothers and sisters lived a modest lifestyle in a apartment in a rundown neighborhood. Imeri had a few close friends growing up, her 3 girlfriends Enre, Phiese, and Arvalle. Imeri was always good at making friends, and loved being around people. She had a normal childhood, but would often get into trouble, but always managed to talk her way out of it. At the age of 18 her father's patron searched her out, determined to bind her to the same agreement. After years of training Imeri got her first taste of battle when some goblins tried to come into the village. Many of her friends had passed away during the battle, but she made it out unscathed. She also did a job for a local temple, in which she rid the city of a Were-Tiger, but she did not make it out unscathed, having been scratched by the tiger, leaving scars of the scratch for her left bicep, if she returns to the temple she would receive healing up to her max HP for her assistance. Imeri also had a run in with a female Half-Orc Warlock named Karoki, the two became enemies after a scuffle that wasn't her fault. Imeri has a husband Thola, and her son Cilgi that she's working for.
=== Firebreathing Kittens ===
==== Be Our Guest ====
On vacation at McCail Island.
==== Saskahorn ====
Imeri went on a quest
==== Kamar's Big Day Out ====
Imeri went on a quest with Rose, Moxxy, and Runt. discovered that the unicorn was actually Couatl. After this episode Imeri with the help of her new god managed to shake off the pact that she inherited from her father, and allowed her to enter into a new one with Qotal.
==== Stone Golem Castle ====
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==== The Old Switcheroo ====
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==== Thanks Its Got Pockets ====
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==== Happy Little Trees ====
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==== Triumph For Tyr ====
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==== Dr. Pascal's Potionarium ====
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==== A Sweet Solution ====
Opened up Suklaa Imports in Niqamui.
==== Missing Person's Report ====
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==== Burning Flan ====
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==== The Pandemonium Prison Predicament ====
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==== Danger Under The Desert ====
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==== It's Raining Cats and Frogs ====
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==== Hell If I Know ====
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==== Monkeying Around ====
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==== With The Fishes ====
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==== Meet Your Maker ====
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==== Puzzles and Pickpockets ====
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==== They Come At Night ====
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==== The Eye of Truth ====
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==== All Work and No Play ====
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==== Lagomorphs in the Labyrinth====
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== Relationships ==
* Diollis Cirtas - (Father)
* Elmeth Cirtas - (Mother)
* Thurat Cirtas - (Brother)
* Khodot Cirtas - (Brother)
* Annistren Cirtas - (Twin Sister)
* Thola - husband 
* Cilgi - (Son)
=== Paul Nahlawi ===
Rescued him on McCail Island, freeing him from prison. Gave him 20 gold to help home repairs.
=== Nahiri ===
Nahiri is the Coatl that travels with her, and her link to Qotal. The two get along really well, and Imeri makes sure that she takes really good care of Nahiri. Nahiri was with her on every adventure for a while, but eventually Imeri found it easier to keep Nahiri at home with her husband for most adventures. But brings him out from time to time.
=== Qotal ===
Imeri is very blessed to have Qotal. From the time that her father had disappeared, and she was forced into the pact with the old one who her father had pawned her off to. After meeting the Couatl in Kamar's Big Day Out, she had trained herself with Qotal, and together they managed to break the pact between the two, and in return being a Warlock Imeri vowed her life to Qotal. And vowed to help those in need as she let her new powers of heeling flow through her.
=== Suklaa Imports ===
Suklaa Imports is Imeri's bakery which imports baked goods from Suklaa after the events of A Sweet Solution.
== Character Information ==
=== Quests ===
* Be Our Guest
* Saskahorn
* Kamar's Big Day Out
* Stone Golem Castle
* The Old Switcheroo
* Thanks! It's Got Pockets!
* Happy Little Trees
* Triumph For Tyr
* Dr. Pascal's Potionarium
* A Sweet Solution
* Missing Person's Report
* Burning Flan
* The Pandemonium Prison Predicament
* Danger Under The Desert
* It's Raining Cats and Frogs
* Hell If I Know
* Monkeying Around
* With The Fishes
* Meet Your Maker
* Puzzles and Pickpockets
* They Come At Night
* The Eye of Truth
* All Work and No Play
* Lagomorphs in the Labyrinth
=== Notable Items ===
==== Current Items ====
* To be listed
==== Former Items ====
* Vial of Poison from Paul
==== Abilities ====
* Otherworldly Patron (Those Who Dwell In Darkness, alien collective)
* Pact Magic (all cast as 1st level spells)
* Awakened Mind (telepathy to 30 feet)
* Healing Light: At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.
As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
Your pool regains all expended dice when you finish a long rest.
* Pact Boon: Pact of the Tome: Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If they don’t appear on the warlock spell list, they are nonetheless warlock spells for you.
If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die. (Spare the Dying, Mending, True Strike)
* Radiant Soul: Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.
* Celestial Resistance: Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.
* Searing Vengeance: Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn. Once you use this feature, you can’t use it again until you finish a long rest.
* Eldritch Master: At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.
* Mystic Arcanum
** 6th Level - True Seeing: This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.
** 7th Level - Plane Shift: You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the GM's discretion.
Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.
You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.
** 8th Level - Demiplane: You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side.
Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.
** 9th Level - Foresight: You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.
This spell immediately ends if you cast it again before its duration ends.
* Eldritch Invocations
** Agonizing Blast (Add Charisma mod to damage from Eldritch Blast)
** Eldritch Sight (detect magic at will)
** Gift of the Depths (You can breathe underwater, and you gain a swimming speed equal to your walking speed. You can also cast water breathing once without expending a spell slot. You regain the ability to do so when you finish a long rest.)
** Book of Ancient Secrets (You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class’s spell list (the two needn’t be from the same list). The spells appear in the book and don’t count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.)
** Whispers of the Grave (You can cast speak with dead at will, without expending a spell slot.)
** Aspect of the Moon (You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.)
** Eldritch Spear (When you cast eldritch blast, its range is 300 feet.)
** Beguiling Influence (You gain proficiency in the Deception and Persuasion skills.)
==== Feats ====
* Speech of the Ancient Beasts: You have a special connection with the natural world. Great beasts regard you as their kin, and you possess the ability to speak the languages of the most powerful and mystic of their kind. You gain the following benefits:
** Beasts of Large size or larger have a friendly disposition toward you unless you have attacked them.
** You have advantage on Charisma checks made against beasts that are of Large size or larger.
** You can speak and understand Giant Eagle, Giant Elk, and Giant Owl. You can otherwise be understood by any beast of Large size or larger, whether or not they speak a language. Beasts with Intelligence scores of 4 or lower may only be able to understand simple concepts.
* Alert: Always on the lookout for danger, you gain the following benefits:
** You gain a +5 bonus to initiative.
** You can't be surprised while you are conscious.
** Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.
* Lucky: You have inexplicable luck that seems to kick in at just the right moment.
** You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
** You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
** You regain your expended luck points when you finish a long rest
==== Elf Abilities ====
* Darkvision (60 feet)
* Elf Weapon Training (swords, bows)
* Fey Ancestry (vs. charm, no sleep)
* Keen Senses (Perception)
* Mask of the Wild (hide outdoors)
* Trance (4 hrs. as 8 hrs. sleep)
==== Nahiri's Stats and abilities ====
* Tiny beast
* lawful good
* Armor Class: 17
* Hit Points: 5(2d4)
* Speed: 30 ft., fly 60 ft., swim 30 ft.
* STR: 12(+1), DEX 20(+5), CON 11(+0), INT 10(+0), WIS 14(+2), CHA 18(+4)
* Saving Throws: DEX +10, WIS +7
* Damage Resistances: Radiant, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
* Damage Immunities: Psychic
* Condition Immunities: Charmed
* Senses: Blindsight 10 ft.
* Passive Perception: 12
* Languages: Limited
* Telepathy - The pact boon couatl can magically communicate simple ideas, emotions and images telepathically to the owner of the pact.
* Challenge1/8 (25 XP)
* Flyby - The pact boon couatl doesn't provoke opportunity attacks when it flies out of an enemy's reach
* Trusted Messenger. The pact boon couatl can act as a reliable courier and will deliver written messages, unerringly, at the request of it's owner.
* Darkvision. Darkvision up to 60 feet
* Rebirth - If a pact boon couatl drops to zero hit points it will be reborn at the dawn of the next day.
* Ranger's Companion - The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to 
use its reaction, such as when making an opportunity attack. Actions Beast Master Bonus. The companion gains an additional bonus to attack and damage rolls equal to the ranger's proficiency bonus (not included in the attack descriptions below). Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 2 (1d4) radiant damage.
== Business Tie Ins outside of Guild ==
* Runs Suklaa Imports (Generates 100 Gold every 5 weeks)
== Quotations ==
== Trivia ==
Imeri stayed in room 143 at The Bliss in the episode Be Our Guest.
In the episode Ragnarok at 1 hour and 4 minutes, Imeri says she has four ears.
Category:Characters
Category:Firebreathing Kittens