Breaking the mold
My druid is not what you'd call archtypal.
He is an orc, and a gothi (priest) of a tribe of orcs who have rejected their evil gods and turned instead to the worship of nature spirits - animism. He is true neutral, but not in the sense of seeking balance among forces; instead, he is neutral in the way animals are neutral: he is amoral. He isn't very intelligent, even for an orc, but he's very wise. He tends to make decisions slowly, as he ponders things with common sense but little ability to think critically. He often draws upon his knowledge of orcish tribal lore (they have an oral history tradition, which the gothi keep) to compare what he is faced with to what his ancestors faced. If he can draw a parallel it helps him decide. If not, he decides based on what is best for his tribe.
He has a
ring of tongues given to him by the dwarves as a symbol of unity between their two peoples - earned by helping dwarvish interests many times over. Being wise enough to know that he is incredibly stupid, he performed a task for a wizard and thereby earned an intricately scrollworked headband that increased his intelligence. After earning the respect of the dwarf weaponsmith in the party with sweat, blood, and sacrifice, that dwarf crafted him a fine adamantine glaive, which was later enchanted.
Yrgach's greatest concern is for food and safety for his tribe - and by extension, his adventuring party. Orcish culture doesn't allow for the concept of friendship, but he has bled with his party, making them all his blood brothers. He would die for any one of them, not because it is the "good" thing to do ("good" and "evil" are relative to him), but because that is what brothers in blood do for one another under the laws of his people. It is that determination that led the orcs to freedom from the harsh rule of their hobgoblin masters.
Yrgach (
ur-gotch)
Orc male Barbarian 1/Druid 6; medium sized humanoid (orc); HD 1d12+2 + 6d8+12; hps 53; Init +1 (+1 Dex); Speed 40 ft; AC 13 (+1 Dex, +2 Armour); Attack: BAB: +5;
+1 adamantine glaive +8 melee (1d10+4), or longbow +6 ranged (1d8); SV Fort +10, Ref +4, Will +9; AL N; Str 15, Dex 13, Con 14, Int 6 (8), Wis 16, Cha 7.
Languages: Common, Druidic, Orc.
Skills: Bluff +2, Bonemending +4, Concentration +11, Diplomacy +2, Intimidate +2, Knowledge (nature) +4, Knowledge (orc lore) +7, Profession (herbalist) +4, Sense Motive +7, Survival +10.
Feats: Create Infusion, Extend Spell, Natural Spell.
Special Abilities: Fast movement, rage (1/day), animal companion (dire owl), nature sense, wild empathy +4, woodland stride, trackless step, resist nature's lure,
wild shape (2/day).
Spells: 5/4/4/3. Prepared spells vary, but usually include
boarskin (barkskin),
greater magic fang, and
goodgrub (goodberry).
Permanent Magic Items:
- Oathbreaker: +1 grumdek glaive, crafted by Nim, son of Domel.
- Yagra's Gift: leather headband wrapped in golden leaves, +2 Int and +5 Concentration.
- Sharz Dwarmar's Ring: Permanent tongues, +4 Bluff, Diplomacy, Intimidate, and Sense Motive.
- +1 periapt of resistance