The Adventurer class is the catch-all for heroes who don’t fit so neatly into the other three categories. Perhaps your mercenary spent her girlhood at a psychic academy, or maybe your combat medic knows more about using a laser rifle than most physicians do. You can use the Adventurer class to customize your hero’s abilities, trading focus for wider versatility.
Adventurers split their focus between different spheres, gaining weaker versions of each class’ benefits. For example, an Adventurer who is a psionic warrior-adept might have considerable powers of telekinetic force and a brutal expertise at bare-handed combat, but they won’t have access to the wider psionic potential of an unrestricted Psychic or the death-defying combat luck of a hardened Warrior.
To define your Adventurer’s abilities, pick two of the following three partial classes.
Partial Expert
You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist, though Diplomat, Starfarer, Healer, or some other focus might suit better.
Gain an extra skill point every time you gain a character level which can be spent on any non-psychic, non-combat skill.
Partial Psychic
You are a restricted psychic. Pick one psychic discipline as a bonus skill at level-0.
You can improve this skill with foci or skill points gained from advancing a level, but you cannot learn or improve any other psychic skill.
Your maximum Effort equals 1 plus this psychic skill’s level plus the best of your Wisdom or Constitution modifiers, down to a minimum of 1.
Partial Warrior
You gain a free level in a combat focus related to your background.
Gain +1 to your attack bonus at first and fifth levels.
Gain 2 extra maximum hit points each level.
Thus, at first level, you’d roll 1d6+2 for your maximum hit points. At second, you’d roll 2d6+4, and so forth.
Hit Points and Attack Bonus
To get your starting maximum hit points, roll 1d6 and add your Constitution modifier, to a minimum of 1 hit point.
Adventurers who’ve taken the Partial Warrior option add 2 hit points to their maximum.
The base attack bonus for Adventurers is equal to half their character level, rounded down, so +0 at first level.
If the PC has taken the Partial Warrior option their class bonus increases this to +1 at first level.