Lem

Psalm Nackle's page

455 posts. Alias of Gnomezrule.


Full Name

Sprout Whymsle Bluetongue Psalm Nackle of Ravenroost

Race

Male Forest Gnome NG Hermit Druid of the Mountain Circle 3

Classes/Levels

AC 16 HP 22 Passive Perception 15 Init +2 Proficency Bonus +2 Spell Attack Modifier +5 Spell DC 13 Inspiration 1

Homepage URL

Psalm Nackle

Strength 11
Dexterity 14
Constitution 14
Intelligence 16
Wisdom 16
Charisma 14

About Psalm Nackle

Psalm Nackle
Male Forest Gnome Druid 3
Small humanoid, neutral good

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Armor Class 16 (hide armor, shield)
Hit Points 22 (3d8+6)
Speed 25 ft.
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STR 11 (+0), DEX 14 (+2), CON 14 (+2), INT 16 (+3), WIS 16 (+3), CHA 14 (+2)
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Saving Throws Int +5 (Advantage vs. magic), Wis +5 (Advantage vs. magic)
Skills Medicine +5, Nature +5, Perception +5, Religion +5
Senses darkvision 60 ft., passive Perception 15
Languages Common, Druidic, Elvish, Gnomish

Actions:

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Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 1d6+2 slashing damage.

Sling. Ranged Weapon Attack: +4 to hit, range 30 ft./120 ft., one target.
Hit: 1d4+2 bludgeoning damage.

Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
Hit: 1 bludgeoning damage.

Spellcasting:
Spell slots: finishing a long rest restores any expended spell slots. You can cast a druid spell as a ritual if that spell has the ritual tag and the spell is prepared. Spellcasting focus: druidic focus.
Cantrips Known. Minor Illusion (Gnome), Poison Spray, & Thorn Whip
1st Level Spells 4 slots Prepared; Animal Friendship, Cure Wounds, Thunderwave, & Healing Word
2nd Level Spells 2 Slots Prepared; Spider Climb (circle), Spike Growth (circle), Hold Person, & Moonbeam

Equipment :
Explorer's Pack: (Backpack (2 gp) (5 lbs), Bedroll (1 gp) (7 lbs), Mess Kit (0.2 gp) (1 lb), Tinderbox (0.5 gp) (1 lb), 10 Torches (0.1 gp) (10 lbs total), 10 Days Rations (5 gp) (20 lbs total), Waterskin (0.2 gp) (5 lbs when full) , 50' Hemp Rope (1 gp) (10 lbs)), Hide armor, Scimitar, shield, Sling, 95.5gp

Forest Gnome Racial Abilities:
+2 Intelligence, +1 Dexterity
Size. Small
Speed. 25ft
Darkvision 60ft
Gnome Cunning. advantage on all Int, Wis and Cha saving throws against magic
Natural Illusionist. you know the Minor Illusion cantrip (illusion) cast 1 act, range 30 ft, duration 1 min, component SM
create sound or image of object (5ft cube), investigation check ⱽˢ spell DC to determine illusion. Your spellcasting ability for this cantrip is Intelligence, DC 13.
Speak with Small Beasts. communicate simple ideas to Small or smaller beasts
Languages. Common, Gnomish

Background:
Hermit
Region. Republic of Byrthem
Feature. Discovery: The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history...
Psalm's discovery happened once upon an almost moonless night, as he wandered around being unable to sleep. Psalm, wandering in a mountain cave, as he many times liked to do, just happened to find a hidden set of tunnels that led him to wander by a long secret cave entrance. There he overheard a conversation in d'rak (unable to understand the words, but fully capable of identifying the guttural tongue as that of the orcs). Psalm snuck his way into the cave, and witnessed one of the rare encounters between a small party of Drow, and an orc raid party (reminding them of their bargain before they went a-raiding). Being the only "civil" person around, and unable to understand the language, Psalm came back into town with his strange tale of elves with dark skin, and was completely ignored and discounted. "You were just dreaming!" even his close friends said, but in his heart, he knows what he saw.
Life Of Seclusion. I needed to commune with nature, far from civilization.
Skills. Medicine +5, Religion +5
Tools. Herbalism kit
Lifestyle. Poor, 2 sp per day
Languages. One of your choice- Elvish
Personality Traits: 1- The leader of my community had something wise to
say on every topic, and I am eager to share that
wisdom. 2- I often get lost in my own thoughts and
contemplation, becoming oblivious to my
surroundings.
Ideal: Greater Good. My gifts are meant to be shared with
all, not used for my own benefit. (Good)
Bond: I’m still seeking the enlightenment I pursued in my
seclusion, and it still eludes me.

Druid Abilities:

Armor Proficiencies Light & medium armor, shields (druids will not wear armor or use shields made of metal)
Weapon Proficiencies Club, dagger, dart, javelin, mace, quarterstaff, scimitar, sickle, sling, spear
Tools Herbalism kit
Saving Throw Intelligence, Wisdom
Skills Choose 2 Nature +5, Perception, Religion +5
Druidic You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know Druidic automatically spot such a message. Others can spot the message with a successful DC15 Wisdom (Perception) check but can’t decipher it without magic.
Wildshape Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have
seen before, Vou can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table.
At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4th or lower that doesn't have a flying or swimming speed. You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn, You automatically revert if you fall unconscious, drop to O hit points, or die.
While you are transformed, the following rules apply:
Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form
to 0 hit points, you aren't knocked unconscious. You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.
You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense. You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new
form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Circle of the Mountain The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition, These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic, The circle's wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is inl1uenced by the land where you were initiated into the circle's mysterious rites.
Bonus Cantrip When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice: Guidance.
Natural Recovery Starling at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature, During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest. For example, when you are a 4th-levei druid, you can recover up to two levels worth of spell slots, you can recover either a 2nd-level slot or two 1st-leveI slots.
Circle Spells Your mystical connection to the land infills you with the ability to cast certain spells, At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid, Choose that land: arctic, coast, desert, forest, grassland. mountain, swamp, or underdark and consult the associated list of spells. Once you gain access to a circle spell you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Personality:
Psalm is playful and witty in verbal exchanges and while he does not speak in rhyme (always) he does use language rather poetically. He is prone to probing questions in discussions as he is used to fireside philosophical debates. Overall he seems to many odd who don't have the patience for his odd syntax, whether it is intentional or an artifact of his fist language bleeding through ignoring the grammar of the common tongue. Psalm is kind and is often looking out for others he considers less fortunate or creatures he meets.

Appearance:
Psalm is crowned with a shock or yellow gold hair that shifts platinum in the sun. His face is framed by shaggy sideburns, "chops." tracing along his jawline. Below his lower lip there is another shock of facial hair that extends like a downward horn below his chin. His eyes are a deep hunter green eyes with little white around the edge, like many gnomes. His eyebrows flare out so wide they can be seen peaeking out if approached from behind. His frame is light and sinewy. His clothing is a flurry of earth tones predominantly greens and browns. His emerald dyed green leather armor is traced by lighter green vines. His pants are stripped with wide pale green stripes over a deep sage. His boots are clunky showing signs of dwarven cobbling favored of spelunkers and mountaineers. Gear is well made and sturdy but closer view shows nicks of wear and tear. His clothes also show the tell-tale signs of patches and rough stitching.

Backstory:
Forest Gnomes have lived along the border of the Elven Kingdom and the Highlands past reckoning. Trading freely with both the humans of the highlands and the elves when needed, though such forays are rare. The gnomes lived comfortably in small secluded villages. Sprout Whymsle Bluetongue Psalm Nackle grew up in the village of Ravenroost. The village named in honor of one Aldellion's sacred birds. Ravenroost was a unique nestled on the eastern slopes of the Grumorjak Mountains where the give way to Marwood. Ravenroost is not a large community but ambitious in design. The heart of the village is nestled in a cliffside glade that has a number of underground structures, collectively as the Grand Burrow, that go back into caves. The village surrounding the glade has many homes beneath the roots of trees as well is in the branches of the larger trees the locals call this section of the village "The Nestles". But for some the trees were not high enough. Some of the other buildings and homes were built above the glade up the slopes of the mountains above the glade in small nooks, caves or flat areas often called "The True Roost." It receives few visitors but as the town has good relations with the elves and close enough relations with the barbarians of the Highlands. Ravenroost is Psalm's first home. Nimbly playing through winding craggy paths connecting the Grand Burrow to the True Roost or sliding down ziplines from the True Roost to the waiting arms of the Nestles.

Sprout Whymsle Bluetongue Psalm was born to the family Gnackle. Only 4 names preceding his kin-name suggests he is young or boring or in Psalm's case has lived as a hermit in relative seclusion for much of his life. Among gnomes names come and go or are added on as the years go on like a snowball rolling downhill the list grows. When Psalm's mother, Tipani, told his father, Badger, the news that they were going have a baby the two quickly began referring to the child as Sprout in the months before birth. When he was born Sprout was given the "official" name of Whymsle. A happy and playful child Tipani would joke that Whymsle's name stuck so well he would never earn another. That might have been true if Whymsle did not gather rare Yogon Berries and used them to spike the fruit punch at the Festival of Returning Waters, an annual celebration when the winter temps break and the mountain streams flow unfrozen. The punch tasted sticky sweet but the deep blue of the berry stayed on the tongue for a week. From then on Whymsle earned the moniker of Bluetongue. Which lasted until he had lived among the Druids of the Mountain Circle for several years. Bluetongue was not a terrible singer and often wrote songs and poems of his travels describing the beauty of the world or Aldellion's graces. The other Druids named him Psalm.

When it came time for Bluetongue to pick a trade to apprentice in he knew he wanted to see more of the world but he did not have mindset for combat. Nor was he of the mind for the sedentary life of an artisan. He had always been a devout follower of Aldellion and as such chose to train as a druid. He lived many years in the mountains learning the secrets of the wild. Traveling into the Highland Realm, the forests of the Elves and south among the northern provinces of the Republic. Others served in an intense sense of devotion which stole the joy from live and made the world less vibrant. Bluetongue enjoyed the company of the contemplators though dull their minds moved different and made him consider new things. They tolerated Bluetongue's Gnomish sensibilities in their discussions much more after he explained that while they looked for some sort of enlightenment Psalm suggested that the path lay in rapture and wonder.

A recent visitor to the Mountain Circle gathering a druid who also serves in the Order of the Wild, a human woman, Juniper Thistledown was seeking some answers about news from the Highland Realm. The hope shared by most that the news might help quell some of the recent hostilities along the southern borders of the Highland Realm and the Republic. Having never had the opportunity to travel so far down river Psalm offered to accompany the woman. The journey was uneventful the two joined up with some other rangers of the Order of the Wild and they made their way south to the capital.

Current Mission:
Note from a ranger in Briarhill. The town of Blueblossom Haven, in the Midvale province of the Republic. Reports of dead animals with no explanation. Possible plague. Taxed resources, possible politics have resulted in little Republic help. Worse two children, Lillith and Bethyn, have also fallen. Strange that the disease has moved from livestock to the nieces of a Senator who got no help from the republic. Lillith and Bethyn are children of Senator Akassa.

People We Have Met:
Senator Akassa
Captain Cefna of the Tacking Lady
Ruby- 2nd Watch Foreman of the Tacking Lady, hooked up with Psalm before we arrived in Blue Blossom
Mayor Camatil of Blue Blossom Haven
Priestess Ithrelas- Priestess of the Temple of Light
Burga the Butcher- local businessman, told us about possible moles
Local Animals- mentioned new arrivals.
Ryne a local peasant lead us to a body. Said he had gutted and eaten one of the creatures that had died.
Grugiz- Brought Supplies to dead wizard.
Galador- runs a general store. Mentioned Grugiz. Might be mixed up in things.
Arthugh's Journal

Giant Mole:
Medium beast, Unaligned
CR 1/4 (50 XP), HomeBrew
Giant Badger
Medium beast, Unaligned
Armor Class 12
Hit Points 13 (2d8+4)
Speed 30 ft., burrow 20 ft.
STR 12 (+1) DEX 15 (+2) CON 10 (+0) INT 2 (-4) WIS 12 (+1) CHA 5 (-3)
Senses Darkvision 30 Ft., tremorsense (60), passive Perception 11
Challenge 1/4 (50 XP)
Actions
Claws 1d20 + 3 1d4+1