Vadin
2007-07-15, 10:40 AM
So my retake on the races, inspired by David Edding's series of books, The Belgariad, reflects the differences inherent in members of the same species that live in different regions and have different cultural values and environmental influences.
General Elves
Size: Medium size.
Base speed: 30 ft.
Untiring: Immunity to sleep spells and effects.
Special: Low-light vision.
Raised in the Trees
Racial Feats: Elves are automatically proficient with the longbow, composite longbow, shortbow, and composite shortbow, as they spend most of their time hunting from a distance in tree branches.
Observant: +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Blessed With Magic
Racial Feat: Spell Focus demonstrates their inherent skill at a chosen type of magic.
Let the Magic Flow:These elves gain a +2 racial bonus on saving throws against spells and spell-like effects.
Tougher than Average
Racial Feat: Toughness and Endurance shows their natural hardiness in relation to other elves.
Free to Expand: Without most elves fragile bodies, these elves are granted the gift of more free time as they don't have to worry as much about illness and fatigue. They are granted one more skill point per level, and four more at level one.
General Dwarves
Size: Medium size
Base speed: 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Special: Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
Battle-Ready
Weapon Familiarity: Battle-Ready dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Anceint Foes: +1 racial bonus on attack rolls against orcs and goblinoids, and a +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
Forge-Born
Tougher Stuff: +2 racial bonus on saving throws against poison.
Trained Eye: +2 racial bonus on Appraise checks that are related to stone or metal items.
Learned Creation: +2 racial bonus on Craft checks that are related to stone or metal.
Natural Armor: Forge-Born Dwarves have +1 natural armor, and are thus eligible to take feats to improve their natural armor.
Stone-Priest
Stonecunning: This ability grants a Stone-Priest dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A Stone-Priest dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. They can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Face the Flow: +2 racial bonus on saving throws against spells and spell-like effects.
Humans
Size: Medium.
Base Speed: 30 ft.
Fast Learners: Humans have one extra skill point per level and four extra at level one. In addition, they may pick any skill except Use Magic Device to become a permanent class skill. The permanent class skill gains a +1 bonus.
Varied Lifestyles: Humans gain an extra feat at level 1, which is in addition to the feat normally gained at level 1.
General Halflings
Size: Small. As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
Base Speed: 20 ft.
Sneaky
Take it all in: Sneaky halflings try and notice everything around them, like places to hide in and things they can climb up. This confers to them +2 racial bonuses on Climb, Jump, Hide, and Search checks
Aim Between the Eyes: +1 racial bonus on attack rolls with thrown weapons and slings.
Collapsible Skeleton: Sneaky Halflings can fit into areas that would normally be too small for them and can fit into areas normally sized for Tiny creatures.
Persuasive
Confidence: A Persuasive halfling gains a +2 morale bonus on saving throws against fear.
Fast-Talker: Persuasive halflings have a +1 racial bonus on all Charisma based skills except for Handle Animal and Use Magic Device and +1 racial bonus Disguise and Sense Motive.
Sleight of Hand: A Persuasive halfling is skilled at fooling opponents at all times, especially in combat. When using the feint maneuver against animals and nonhuman opponents, no penalty is taken. It is still impossible to feint against nonintelligent creatures, however.
Survivor
Racial Feat: Survivor Halflings are used to tracking down their own prey and as such gain the track feat at level 1.
Hangin' On: A Sruvivor halfling is granted a +1 racial bonus on all saving throws.
Fast Getaway: Survivor halflings have stronger legs than most halflings, and as such gain +10 ft to their base movement speed and a +4 bonus on Swim and Climb checks.
Home in the Wild: A Survivor halfling gains a +4 bonus on Survival checks unless the skill is being used in the manner described in the Track feat.
General Gnomes
Size: Small. As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
Base Speed: 20 ft.
Special: Low-light Vision
Keen Eyed: +2 racial bonus on saving throws against illusions.
Undergnome
Thick-Skinned: Undergnomes gain DR 1/-, reflecting their thicker skin and tougher hides.
Tunnel Hearing: Undergnomes listen to the vibrations of the stone and earth around them, granting a +2 racial bonus on Listen checks.
Tunnel Feeling: Undergnomes are granted +2 racial bonuses to Search and Knowledge: Dungeoneering from their time spent among the dungeonesque tunnels, dwellings, and alleys of their stone cities beneath the surface.
Burrowspeak: 1/Day—speak with animals (burrowing mammal only, duration 1 minute) is granted, a gift from the animals they mimic so closely in their everyday activities.
Ghostgnome
Ethereal Magics: Add +2 to the Difficulty Class for all saving throws against illusion spells cast by ghostgnomes. This adjustment stacks with those from similar effects, such as the Spell Focus feat.
Illusory Gifts: A ghostgnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + ghostgnome’s Cha modifier + spell level.
Illusive Twitches: Ghostgnomes gain a +2 racial bonus on Move Silently, Hide, and Sleight of Hand checks.
Grudgegnome
Know Your Tools: Grudgegnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
Remember the Enemies: +1 racial bonus on attack rolls and a +4 racial bonus to AC against kobolds, goblinoids (including goblins, hobgoblins, and bugbears) and creatures of the giant type (such as ogres, trolls, and hill giants).
Read the Past: Grudgegnomes gain a +2 racial bonus on Knoweledge: History checks.
General Kobolds
Stat Penalty: Suffering much the same curse as other small races, kobolds take a -2 penalty to strength. Unlike their mammalian brothers, kobolds also suffer from -2 constitution.
Size: Small. As a Small creature, a kobold gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
Base Speed: 30 ft.
Special: Dark-Vision out to 60 ft.
Scaly Hides: Kobolds have a +1 natural armor bonus.
Dungeon Dweller
Find the Foods: A Dungeon Dweller Kobold receives a +2 bonus on Craft(Trapmaking) and Search checks thanks to their prolonged amounts of time spent in subterranean environments.
Duck and Weave: Their life revolves around escaping monsters and escaping adventurers. As such, they've developed some trick to help protect themselves. Dungeon Dweller Kobolds gain the Dodge feat as a racial bonus feat, but apply its +1 dodge bonus to AC against all enemies, meaning they need not choose just one to apply its benefits to.
Drake Kin
Claws of the Beast: Drake Kin Kobolds gain two claw attacks that deal 1d4 damage each. In a full attack, one claw must be the primary claw and the other must be the secondary, taking a -5 penalty to attack. Claws of the Beast may be considered monk weapons and used in conjunction with the Flurry of Blows class feature. If a character's unarmed damage would increase, their claw damage increase one step as well.
Fear Not the Brother: Drake Kin Kobolds know well the cries of their brethren dragons, and gain a +4 bonus on saves to resist fear effects, including but not limited to those of dragons.
Curious
Look at That: A Curious Kobold gains a +2 bonus on Search, Spot, and Listen checks from trying to take in all of their surroundings at once.
Been There, Done That: Curious Kobolds develop strange resistances to magic. A Curious Kobold gains a +1 to his saving throw bonus against any spell that allows a save and has affected him before. This +1 bonus does not accumulate each time a particular spell affects him, but only the first time, meaning that the bonus granted by this ability will never increase past +1.
Relic Fused (By Spikes01k)
Relic fused was modified by an ancient society of wondrous power. They were able to combine living humanoids with magical devices. For the most part they appear human, but they have a number of small gems seemingly randomly implanted in their body that glow slightly on command. These gems do not produce enough light to be of any help with vision in dark areas. however. Also ,a large portion of a relic fused body is covered in mechanical looking metal, making parts of them look much like a Warforged and leaving other areas completely human. As little as a tenth of their body may be covered, or as much as three whole limbs.
General Relic Fused
Stat Penalty: Their terrible creation process gives them a -2 to any physical stat they choose.
Size: Medium Size.
Base Speed: 30 ft.
Special: Darkvision 30 ft.
Transmutation Master
Remember the Method: A Transmutation Master remembers parts of how he was created, and the magic of transforming comes naturally to him. When he gains a new level spells in a Vancian casting class (classes with spells per day), he can add one spell of the Transmutation school to his list of spells known for free.
It Comes Naturally: On character creation, a Transmutation Master picks one 0 level Transmutation spell that he can cast once per day with a caster level equal to his character level.
Rock Solid
Racial Feat: This relic fused is more suited to a harder life than most. They receive the Endurance feat as a bonus racial feat.
Unwavering: They can hold their breath three times longer than a normal human can, and gain a +1 racial bonus on Fortitude and Will saves.
Rocky Skin: They gain a +1 Natural Armor Bonus, and are eligible to improve this armor bonus with monster feats that increase.
Shielded
Steel Skin: At least two limbs or an equivalent amountof space on their body is covered with metal. The magical aspect of their body's coating has provided them with a great deal more protection than most. These relic fused's base armor (their AC without armor, DEX, or any other bonuses) is 12 instead of 10, and as such can never be denied them be the attack touch or flat-footed.
Stop the Blow: Shielded Relic Fused gain a +2 racial bonus on Fortitude saves.
Backgrounds
Backgrounds provide a character's stat bonus and give him a +2 bonus to Profession checks relating to his background.
Physical Jobs
Fisherman, laborer, or pack mule, your pre-adventuring profession has granted you a +2 bonus to strength.
Skilled Jobs
Before you became an adventurer, you were an acrobat, a message carrier, or a professional racer and thusly have +2 dexterity.
Tough Jobs
Some time ago, you worked as a blacksmith in a forge, or a cart-pusher in a mine, and have been gifted with +2 constitution.
Intellectual Jobs
You studied as a scholar, taught at a university, or helped the commoners navigate your local library. Your high-minded pursuits have granted you with +2 intelligence.
Natural Jobs
You have a +2 bonus to wisdom thanks to your previous employment as a tracker, a priest, or the local healer.
Persuasive Jobs
Whether you were a diplomat, a merchant, or a lobbyist for the underprivileged, your time spent talking with people of all varieties and types have trained you well and given you +2 charisma.
Wildcard Jobs
An amnesiac, a jester, a vagabond, or some other such odd job, you've been gifted in an unusual way. Add +2 to any one stat.
Character Flaws
Weak
As a child, you were never as strong as your friends, and it takes some extra work for you to build up your body. Your naturally lower muscle mass curses you with -2 STR.
Clumsy
Others call you an oaf, a klutz, even a 'doofus'. You know it's not really your fault though, you were born with a -2 penalty to DEX.
Frail
Maybe you got hurt a lot or were always sick with something. Either way, you just aren't as tough as other people are and, consequently, have -2 CON.
Unaware
You were always really focused, or totally unaware. With little gray area, you rarely noticed the little things around you unless people pointed them out. You have a -2 penalty to WIS as a result of your on-off attention.
Slow
When people tried to teach you, it always took a little longer for you than it did for the other kids. You needed some extra explaining when you learned the rules for new games and never had a head for numbers because of your -2 INT penalty.
Introspective
Maybe you always spent more time alone than you did with other people, and never learned to pick up on body language. Maybe you were more concerned with learning than with playing with other kids and observing social dynamics at work. No matter your story, you've got a -2 penalty to CHA.
Weird
You might have had a terrible illness. Maybe you've got a lot of extra fingers that get in the way. Maybe you're just really ugly. For some reason or another, you have a -2 penalty to one chosen stat.
General Elves
Size: Medium size.
Base speed: 30 ft.
Untiring: Immunity to sleep spells and effects.
Special: Low-light vision.
Raised in the Trees
Racial Feats: Elves are automatically proficient with the longbow, composite longbow, shortbow, and composite shortbow, as they spend most of their time hunting from a distance in tree branches.
Observant: +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Blessed With Magic
Racial Feat: Spell Focus demonstrates their inherent skill at a chosen type of magic.
Let the Magic Flow:These elves gain a +2 racial bonus on saving throws against spells and spell-like effects.
Tougher than Average
Racial Feat: Toughness and Endurance shows their natural hardiness in relation to other elves.
Free to Expand: Without most elves fragile bodies, these elves are granted the gift of more free time as they don't have to worry as much about illness and fatigue. They are granted one more skill point per level, and four more at level one.
General Dwarves
Size: Medium size
Base speed: 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Special: Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
Battle-Ready
Weapon Familiarity: Battle-Ready dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Anceint Foes: +1 racial bonus on attack rolls against orcs and goblinoids, and a +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
Forge-Born
Tougher Stuff: +2 racial bonus on saving throws against poison.
Trained Eye: +2 racial bonus on Appraise checks that are related to stone or metal items.
Learned Creation: +2 racial bonus on Craft checks that are related to stone or metal.
Natural Armor: Forge-Born Dwarves have +1 natural armor, and are thus eligible to take feats to improve their natural armor.
Stone-Priest
Stonecunning: This ability grants a Stone-Priest dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A Stone-Priest dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. They can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Face the Flow: +2 racial bonus on saving throws against spells and spell-like effects.
Humans
Size: Medium.
Base Speed: 30 ft.
Fast Learners: Humans have one extra skill point per level and four extra at level one. In addition, they may pick any skill except Use Magic Device to become a permanent class skill. The permanent class skill gains a +1 bonus.
Varied Lifestyles: Humans gain an extra feat at level 1, which is in addition to the feat normally gained at level 1.
General Halflings
Size: Small. As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
Base Speed: 20 ft.
Sneaky
Take it all in: Sneaky halflings try and notice everything around them, like places to hide in and things they can climb up. This confers to them +2 racial bonuses on Climb, Jump, Hide, and Search checks
Aim Between the Eyes: +1 racial bonus on attack rolls with thrown weapons and slings.
Collapsible Skeleton: Sneaky Halflings can fit into areas that would normally be too small for them and can fit into areas normally sized for Tiny creatures.
Persuasive
Confidence: A Persuasive halfling gains a +2 morale bonus on saving throws against fear.
Fast-Talker: Persuasive halflings have a +1 racial bonus on all Charisma based skills except for Handle Animal and Use Magic Device and +1 racial bonus Disguise and Sense Motive.
Sleight of Hand: A Persuasive halfling is skilled at fooling opponents at all times, especially in combat. When using the feint maneuver against animals and nonhuman opponents, no penalty is taken. It is still impossible to feint against nonintelligent creatures, however.
Survivor
Racial Feat: Survivor Halflings are used to tracking down their own prey and as such gain the track feat at level 1.
Hangin' On: A Sruvivor halfling is granted a +1 racial bonus on all saving throws.
Fast Getaway: Survivor halflings have stronger legs than most halflings, and as such gain +10 ft to their base movement speed and a +4 bonus on Swim and Climb checks.
Home in the Wild: A Survivor halfling gains a +4 bonus on Survival checks unless the skill is being used in the manner described in the Track feat.
General Gnomes
Size: Small. As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
Base Speed: 20 ft.
Special: Low-light Vision
Keen Eyed: +2 racial bonus on saving throws against illusions.
Undergnome
Thick-Skinned: Undergnomes gain DR 1/-, reflecting their thicker skin and tougher hides.
Tunnel Hearing: Undergnomes listen to the vibrations of the stone and earth around them, granting a +2 racial bonus on Listen checks.
Tunnel Feeling: Undergnomes are granted +2 racial bonuses to Search and Knowledge: Dungeoneering from their time spent among the dungeonesque tunnels, dwellings, and alleys of their stone cities beneath the surface.
Burrowspeak: 1/Day—speak with animals (burrowing mammal only, duration 1 minute) is granted, a gift from the animals they mimic so closely in their everyday activities.
Ghostgnome
Ethereal Magics: Add +2 to the Difficulty Class for all saving throws against illusion spells cast by ghostgnomes. This adjustment stacks with those from similar effects, such as the Spell Focus feat.
Illusory Gifts: A ghostgnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + ghostgnome’s Cha modifier + spell level.
Illusive Twitches: Ghostgnomes gain a +2 racial bonus on Move Silently, Hide, and Sleight of Hand checks.
Grudgegnome
Know Your Tools: Grudgegnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
Remember the Enemies: +1 racial bonus on attack rolls and a +4 racial bonus to AC against kobolds, goblinoids (including goblins, hobgoblins, and bugbears) and creatures of the giant type (such as ogres, trolls, and hill giants).
Read the Past: Grudgegnomes gain a +2 racial bonus on Knoweledge: History checks.
General Kobolds
Stat Penalty: Suffering much the same curse as other small races, kobolds take a -2 penalty to strength. Unlike their mammalian brothers, kobolds also suffer from -2 constitution.
Size: Small. As a Small creature, a kobold gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
Base Speed: 30 ft.
Special: Dark-Vision out to 60 ft.
Scaly Hides: Kobolds have a +1 natural armor bonus.
Dungeon Dweller
Find the Foods: A Dungeon Dweller Kobold receives a +2 bonus on Craft(Trapmaking) and Search checks thanks to their prolonged amounts of time spent in subterranean environments.
Duck and Weave: Their life revolves around escaping monsters and escaping adventurers. As such, they've developed some trick to help protect themselves. Dungeon Dweller Kobolds gain the Dodge feat as a racial bonus feat, but apply its +1 dodge bonus to AC against all enemies, meaning they need not choose just one to apply its benefits to.
Drake Kin
Claws of the Beast: Drake Kin Kobolds gain two claw attacks that deal 1d4 damage each. In a full attack, one claw must be the primary claw and the other must be the secondary, taking a -5 penalty to attack. Claws of the Beast may be considered monk weapons and used in conjunction with the Flurry of Blows class feature. If a character's unarmed damage would increase, their claw damage increase one step as well.
Fear Not the Brother: Drake Kin Kobolds know well the cries of their brethren dragons, and gain a +4 bonus on saves to resist fear effects, including but not limited to those of dragons.
Curious
Look at That: A Curious Kobold gains a +2 bonus on Search, Spot, and Listen checks from trying to take in all of their surroundings at once.
Been There, Done That: Curious Kobolds develop strange resistances to magic. A Curious Kobold gains a +1 to his saving throw bonus against any spell that allows a save and has affected him before. This +1 bonus does not accumulate each time a particular spell affects him, but only the first time, meaning that the bonus granted by this ability will never increase past +1.
Relic Fused (By Spikes01k)
Relic fused was modified by an ancient society of wondrous power. They were able to combine living humanoids with magical devices. For the most part they appear human, but they have a number of small gems seemingly randomly implanted in their body that glow slightly on command. These gems do not produce enough light to be of any help with vision in dark areas. however. Also ,a large portion of a relic fused body is covered in mechanical looking metal, making parts of them look much like a Warforged and leaving other areas completely human. As little as a tenth of their body may be covered, or as much as three whole limbs.
General Relic Fused
Stat Penalty: Their terrible creation process gives them a -2 to any physical stat they choose.
Size: Medium Size.
Base Speed: 30 ft.
Special: Darkvision 30 ft.
Transmutation Master
Remember the Method: A Transmutation Master remembers parts of how he was created, and the magic of transforming comes naturally to him. When he gains a new level spells in a Vancian casting class (classes with spells per day), he can add one spell of the Transmutation school to his list of spells known for free.
It Comes Naturally: On character creation, a Transmutation Master picks one 0 level Transmutation spell that he can cast once per day with a caster level equal to his character level.
Rock Solid
Racial Feat: This relic fused is more suited to a harder life than most. They receive the Endurance feat as a bonus racial feat.
Unwavering: They can hold their breath three times longer than a normal human can, and gain a +1 racial bonus on Fortitude and Will saves.
Rocky Skin: They gain a +1 Natural Armor Bonus, and are eligible to improve this armor bonus with monster feats that increase.
Shielded
Steel Skin: At least two limbs or an equivalent amountof space on their body is covered with metal. The magical aspect of their body's coating has provided them with a great deal more protection than most. These relic fused's base armor (their AC without armor, DEX, or any other bonuses) is 12 instead of 10, and as such can never be denied them be the attack touch or flat-footed.
Stop the Blow: Shielded Relic Fused gain a +2 racial bonus on Fortitude saves.
Backgrounds
Backgrounds provide a character's stat bonus and give him a +2 bonus to Profession checks relating to his background.
Physical Jobs
Fisherman, laborer, or pack mule, your pre-adventuring profession has granted you a +2 bonus to strength.
Skilled Jobs
Before you became an adventurer, you were an acrobat, a message carrier, or a professional racer and thusly have +2 dexterity.
Tough Jobs
Some time ago, you worked as a blacksmith in a forge, or a cart-pusher in a mine, and have been gifted with +2 constitution.
Intellectual Jobs
You studied as a scholar, taught at a university, or helped the commoners navigate your local library. Your high-minded pursuits have granted you with +2 intelligence.
Natural Jobs
You have a +2 bonus to wisdom thanks to your previous employment as a tracker, a priest, or the local healer.
Persuasive Jobs
Whether you were a diplomat, a merchant, or a lobbyist for the underprivileged, your time spent talking with people of all varieties and types have trained you well and given you +2 charisma.
Wildcard Jobs
An amnesiac, a jester, a vagabond, or some other such odd job, you've been gifted in an unusual way. Add +2 to any one stat.
Character Flaws
Weak
As a child, you were never as strong as your friends, and it takes some extra work for you to build up your body. Your naturally lower muscle mass curses you with -2 STR.
Clumsy
Others call you an oaf, a klutz, even a 'doofus'. You know it's not really your fault though, you were born with a -2 penalty to DEX.
Frail
Maybe you got hurt a lot or were always sick with something. Either way, you just aren't as tough as other people are and, consequently, have -2 CON.
Unaware
You were always really focused, or totally unaware. With little gray area, you rarely noticed the little things around you unless people pointed them out. You have a -2 penalty to WIS as a result of your on-off attention.
Slow
When people tried to teach you, it always took a little longer for you than it did for the other kids. You needed some extra explaining when you learned the rules for new games and never had a head for numbers because of your -2 INT penalty.
Introspective
Maybe you always spent more time alone than you did with other people, and never learned to pick up on body language. Maybe you were more concerned with learning than with playing with other kids and observing social dynamics at work. No matter your story, you've got a -2 penalty to CHA.
Weird
You might have had a terrible illness. Maybe you've got a lot of extra fingers that get in the way. Maybe you're just really ugly. For some reason or another, you have a -2 penalty to one chosen stat.