You have always found yourself up against better armed and better armored targets. Be they city guards or members of tougher species. You ignore 1 point of DR in combat.
One of your parents, or perhaps both, was a legendary hero or evil lord. Maybe at one point you tried to escape their shadow and be your own person, but everybody saw you as the child of that epic warrior. Rather then go against it, you've made it your goal to be just as good, if not better, then your parent(s). You gain a +1 to Gather Information checks as everybody knows who you are, and are keeping track of your exploits.
You were in your early life a slave of Drow in the underdark. Somehow you escaped by overcoming your captors. In your preparations to escape you conditioned yourself to resist their poison and magic. You get a +2 trait bonus to saving throws against common drow poisons (Drow poison being the most common but others may be included with the GM's consent). You also receive a +2 trait bonus to saving throws against spells and spell-like abilities from drow and fey.
You were once a king or queen and your people decided to remove you from the throne. Out of kindness, they have granted you some money because you ruled for so long. Add 100 pp, 500 gp, and 300 sp to your starting wealth.
Your exploration of the magic for calling animals has increased your overall aptitude for summoning creatures. Once per day, you may cast one conjuration (summoning) spell as if your caster level were 2 higher than normal.
You have been raised in the shadow of big cats. Years of stalking and hunting in the Mwangi Jungles have given you a +1 trait bonus on Stealth checks, and it is always a class skill for you.
It is a Homily of Erastil that the first gift you ever receive is your family. When that proves false, or is sundered, Erastil blesses adoption into a new family. You are such an adopted child, you receive a +1 trait bonus to will saves from the certainty of your self worth. You also detect as a true born child of your adoptive parent(s) regardless of race or nationality, and qualify in a single instance as a member of that race or nationality. For example a Dwarf raised by Elves, would qualify as an Elf for the Arcane Archer Prestige Class.
Erastil is depicted as a man with the head of a stag and bearing a longbow, both the hunter and the hunted. You gain a +1 bonus to Survival, which is always considered a class skill for you. If you share the results of your Hunting for Foraging (or Farming) with others freely, they each recover an additional 1 HP per HD they have the next time they recover HP.
As you size up the wizard, his frail frame barely able to lift his sword, he swings awkwardly, catching you off guard with a deceptively strong blow you previously thought impossible from a man of his build.
You have spent your whole life trying to mask an inherent weakness. Through countless hours of training you have managed to eliminate this weakness altogether and perhaps even turn it into a strength. You may substitute one aspect of an ability score for which you possess a negative modifier (i.e. a score of 9 or below) and instead substitute a +1 modifier to one aspect which that stat governs. This may be to attack rolls, damage rolls, a saving throw, or two skills. If the character chooses hit points or armor class, they instead lessen the penalty by one.