The Adventurer

The Adventurer is the true jack-of-all-trades, as they gain free ability score increases as they gain experience. The caveat is that they are forced to spread these scores out at least a little - so an adventurer will not really be able to match up with a fighter in terms of combat ability, nor will they be able to match a wizard's spell ability, but they can also spread themselves farther than any other class.

The Adventurer has three variants - the Commando, the Explorer, and the Wanderer

## The Default Adventurer

The Adventurer has 8 skill points per level and a d8 hit die.

### Skill Tricks

The Adventurer gets bonus skill tricks as they level. They gain one at every even level. These skill tricks do not count against a player's normal maximum of skill tricks.

These skill tricks are good for one tier one skill trick. Up to two can be held between levels at any time, and they may be combined to purchase higher-tier tricks. Additionally, these bonus skill tricks can be combined to unlock character skills by spending three at a time.

These skill tricks cannot be used to purchase combat maneuvers unless the combat maneuver is also considered a skill trick.

### Ability Score Increases

The Adventurer gains bonuses to ability scores as they level. At every odd level, they can add one point to an ability score as if they had increased it through leveling.  They cannot place a point on the same ability twice in a row.

## The Commando

The Commando has 8 skill points per level and a d10 hit die.

The Commando is an Adventurer variant that trades skill tricks for survivability. They differ from the default Adventurer in that they have a higher hit dice in exchange for a slower acquisition of skill tricks.

### Skill Tricks

The Commando gets bonus skill tricks as they level. They gain one at level two and every four levels thereafter. These skill tricks do not count against a player's normal maximum of skill tricks.

These skill tricks are good for one tier one skill trick. Up to two can be held between levels at any time, and they may be combined to purchase higher-tier tricks. Additionally, these bonus skill tricks can be combined to unlock character skills by spending three at a time.

These skill tricks cannot be used to purchase combat maneuvers unless the combat maneuver is also considered a skill trick.

### Ability Score Increases

The Commando gains bonuses to ability scores as they level. At every odd level, they can add one point to an ability score as if they had increased it through leveling.  They cannot place a point on the same ability twice in a row.

## The Explorer

The Explorer has 8 skill points per level and a d8 hit die.

The Explorer is an Adventurer variant that trades ability score increases for survivability. They gain bonuses to their saves in exchange for a slower rate of ability score increase.

### Skill Tricks

The Explorer gets bonus skill tricks as they level. They gain one at every even level. These skill tricks do not count against a player's normal maximum of skill tricks.

These skill tricks are good for one tier one skill trick. Up to two can be held between levels at any time, and they may be combined to purchase higher-tier tricks. Additionally, these bonus skill tricks can be combined to unlock character skills by spending three at a time.

These skill tricks cannot be used to purchase combat maneuvers unless the combat maneuver is also considered a skill trick.

### Ability Score Increases

The Explorer gains bonuses to ability scores as they level. At level one and at every other odd level afterwards, they can add one point to an ability score as if they had increased it through leveling.  They cannot place a point on the same ability twice in a row.

###  Save Bonus

Starting at level three and at every other odd level afterwards, the Explorer gains one bonus save point which can be added to any save they desire. This bonus point stacks with all other bonuses.

## The Wanderer

The Wanderer has 8 skill points per level and a d10 hit die.

The Wanderer is an Adventurer variant that has a little bit of everything. They differ from the default Adventurer in that they have a higher hit dice and additional save bonuses in exchange for fewer skill tricks and a slower progression of ability score increases.

### Skill Tricks

The Wanderer gets bonus skill tricks as they level. They gain one at level two and every four levels thereafter. These skill tricks do not count against a player's normal maximum of skill tricks.

These skill tricks are good for one tier one skill trick. Up to two can be held between levels at any time, and they may be combined to purchase higher-tier tricks. Additionally, these bonus skill tricks can be combined to unlock character skills by spending three at a time.

These skill tricks cannot be used to purchase combat maneuvers unless the combat maneuver is also considered a skill trick.

### Ability Score Increases

The Wanderer gains bonuses to ability scores as they level. At level one and at every other odd level afterwards, they can add one point to an ability score as if they had increased it through leveling.  They cannot place a point on the same ability twice in a row.

###  Save Bonus

Starting at level three and at every other odd level afterwards, the Wanderer gains one bonus save point which can be added to any save they desire. This bonus point stacks with all other bonuses.