Ptu Classes

This page will discuss any and all changes and refluffings of classes in the PTU core book, Game of Throhs, and The Blessed and the Dammned (for information on splatbooks in Aatos, see PTU Splatbooks. One of the main issues that this page addresses is how the many classes fit into the magic system of Aatos. I will also include a list of homebrew that I highly recommend including in any Aatos campaign. I also address a few other tidbits of information related to classes and how they interact with Aatos.

New Rule: The Technology Education skill has been replaced by Symbology Education. The revolve around much the same material, as Symbol Magic replaces much of the technological gadgets in the canon Pokeverse. Replace any prerequisites inside classes/features/edges appropriately.

PTU Core Classes

While technically not classes, most features/edges that work with technology are instead seen as symbol magic. For more information, see the PTU Items page for how items in the PTU books intersect with Symbol Magic. The classes below are classes that use magic of some form, and they are listed with their specific classification of magic. In general, here's a good rule of thumb: equipment things run on symbol magic, Mystic Senses is Seele Magic, and Elemental Connection is Image/Wild magic.

Dancer: The Dancer's ability to transfer combat stages to its allies lies in its inherent abilities to merge with them, one of the core tenants of Selee Magic. It's a weak form of it however, and not really considered an actual mage.
Medic: These trainers specialize in harnessing the power of restorative symbol magic to an intense degree.
Musician: Musicians are a rather eclectic variety of Image Magic users, but their mastery over creating and controlling sound waves is unrivaled among combatants.
Researcher: While some of this class is simply special training and knowledge, the branches or Artificer, Climatology, Gadgeteer, and Paleontology all use symbol magic to varying degrees.
Hex Maniac: While it isn't an Elemental Connection class, Hex Maniac is Image Magic.
Oracle: Oracle is a Seele Magic class that focuses on bonding not only with the spirits of others, but also yourself (creating the effects such as Scry and Augury).
Sage: Much like Hex Maniac, Sage is an Image Magic class that lacks the Elemental Connection tag.
Aura Guardian: This class is technically Image Magic, but it approaches Wild Magic in terms of narrative significance. It would be a good gateway class for those seeking to advance in Wild Magic.
Channeler: The classic and most common type of Selee Magic practitioner, and the one that characterizes the entire school of magic.
Ninja: Ninja is a mix of manipulation of physical poison and specialized Image Magic.
Telekinetic: Another common Image Magic practitioner.
Telepath: As with the other psychics, Telepath also uses Image Magic.
Warper: Less common than the other three, Warper rounds out the big four Image Magic schools.

PTU Game of Throhs Classes

No mechanical changes for any class, although it should be explained exactly how these classes fit into the magic system of Aatos. I highly recommend reading the Magic page, and cannot stress enough that Wild Magic is rare and thought to be the stuff of fairytales. If a player really wants to play an elementalist class, I highly recommend working with your DM. At the very least, your character should not be aware of the type of magic (at least, not initially) instead thinking it to be a bastardized type of image magic.

Arcanist: Arcanist is a powerful Symbol Magic user who materializes effects with the help of their Arcane Weapon.
Rune Master: Selee magic practitioners who specialize in working with Unknown.
Elementalist: Wild Magic practitioners who merge themselves with the very elements to work their magic. Earth Shaker, Wind Runner, Spark Master, and Prism have all reemerged in the past few centuries, and are viewed as Image Magic. The others remain freak anomalies that, while possible, occur so rarely that most people can't even contemplate their existence.

PTU The Blessed and the Damned Classes

While there are no explicit changes in how the classes are done, due to a different conceptualization of the Pantheon, you should work with your DM to see how the different gifts should be changed depending on how my portfolios differ from the PTU dev's portfolios. I've also included minor, major, and pact gifts for both Arceus and Famin so that your players can access connections with gods either ignored in Blessed and the Damned or new to Aatos.

Arceus [+2 Any Stat]
Minor Gift: Plate Soul
Prerequisites: GM Permission
You can sense the presence of Pokémon of a given Type within 10 meters of you based on which type of plate you hold.

Major Gift: Multitype
Prerequisites: Plate Soul, GM Permission
You become a different type, depending on the type of plate you hold. You gain the weaknesses, resistances, and immunities of that type, as well as all other benefits of being of that type.

Major Gift: Purify
Prerequisites: Plate Soul, GM Permission
One use per Week
Target: One corrupted pokemon touched by the user.
Effect: Roll 1d20, on an 11 or higher, the pokemon becomes purified and under your command. On a 10 or lower, Purify fails and nothing happens, but the use of Purify is not considered expended.
(I recommend that this major gift be granted for Celebi as well in the place of Sprouter)

Pact Gift: Judgement
Prerequisites: Multitype, Purify, GM Permission
You learn the move judgement. It's type is determined by what type plate you hold.

Famin [+2 Any Stat]
Minor Gift: Plate Soul
Prerequisites: GM Permission
You can sense the presence of Pokémon of a given Type within 10 meters of you based on which type of plate you hold.

Major Gift: Multitype
Prerequisites: Plate Soul, GM Permission
You become a different type, depending on the type of plate you hold. You gain the weaknesses, resistances, and immunities of that type, as well as all other benefits of being of that type.

Major Gift: Corrupt
Prerequisites: Plate Soul, GM Permission
One use per Week
Target: One uncorrupted pokemon touched by the user.
Effect: Roll 1d20, on an 11 or higher, the pokemon becomes corrupted and obeys your commands. On a 10 or lower, Corrupt fails and nothing happens, but the use of Corrupt is not considered expended.
(I recommend that this major gift be granted for Celebi as well in the place of Sprouter)

Pact Gift: Damnation
Prerequisites: Multitype, Corrupt, GM Permission
You learn the move Damnation. Damnation is mechanically identical to Judgement and is Famin's signature move. It's type is determined by what type plate you hold.

PTU Homebrew Classes

Below are a series of homebrew classes that I think would have value being included in Aatos. As with all homebrew, be especially sure that both you and the GM have looked over it carefully and approve it. Currently they are not built into the wiki, instead only linked to the original sources.

Copycat: Copycats are Seele magicians who, instead of forming connections with pokemon, they instead form connections with people. Possessing the power to change their own shape through this magic, Copycats make excellent spies, informants, thieves, and other individuals who value anonymity above all else.

PTU Archetypes: While not classes themselves, these are optional reimaginations of classes that already existed. They take a base class and change between 3-4 features to shift the focus and abilities of the class. These are sometimes Aatos specific and sometimes simply options that aren't represented in the PTU canon but that aren't terribly different enough to warrant their own individual class.

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