OOC
Nice. Now, each score has a “modifier” attached to it, typically ranging from 0 to +5 starting from a score of 10, and increasing at every even number, beginning at 12.
For example, a score of 10 would provide a +0 modifier. 12-13 would be +1, 14-15 would be +2, and so on.
Any score below 10 starts to get negative modifiers (10 representing an average human’s level of ability, 18 representing the upper limits of excellence, starting out).
So right now, you’re sitting on a couple of -1 modifiers with your 9s. The INT isn’t such a big deal, but the WIS can hurt. For example, a tricksy fairy or enterprising sorceress decides to hit you with a charm spell, your WIS is the stat used to see if it lands. Currently, you’re getting a -1 penalty to that roll. This is why barbarians make luscious targets for that kind of thing.
Modifiers are the real scores, and apply to various game scenarios.
Enter the racial bonuses:
As a “variant human” (exceptional human), you get to increase two of your ability scores by 1 each. Since the modifiers increase at every “even” numbered score interval, it’s advantageous to bump up some of your odd numbered scores.
Since your WIS is getting you a bothersome penalty, increasing it to 10 would at least bring that -1 to a flat +0.
Since your almighty CON score is sitting at a +2 mod, you could also bump it up to 16, and get yourself a +3 mod.
His physical stats are starting to look about like what you’d expect from someone who’s good at taking hits and dispensing physical punishment.
Notate your scores, with their modifiers in parentheses, then we’ll get into “skills.”