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Hermit

Years of solitude in a remote hideaway left this life rough around the edges, adventuring now the first real return to other people.

Granted Features
Automatic:
Failed research still turns up an answer, just not a trustworthy one: you learn one true fact and one false one, indistinguishable.

In an isolated place-like a cave, remote oasis, or secluded mansion-you lived a life of solitude. Adventuring might represent your first foray out among other people in some time. This might be a welcome reprieve from solitude or an unwanted change, but in either case, you're likely still rough around the edges.

Choose two attribute boosts. One must be to Constitution or Intelligence, and one is a free attribute boost.

You're trained in your choice of either the Nature or the Occultism skill, as well as a Lore skill related to the terrain you lived in as a hermit (such as Cave Lore or Desert Lore). You gain the Dubious Knowledge skill feat.

Boosts CON, INT