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{{Infobox concept
{{Infobox world
| name = Pulsant
| name = Pulsant
| image =  
| image =  
| caption = Technical healer and aether-vial specialist
| caption = Ranged vial-and-syringe healers who deliver vital support from afar
| type = Playable Class
| type = Class / Variant
| location = Across Aeloria, strongest in expedition teams and airship crews
}}
}}


'''The Pulsant''' is the technical healer of a Calythera party. Pulsants carry portable aether vials and calibrated syringes to restore function to injured allies, stabilize overloaded hemotech devices, and perform emergency field repairs during expeditions or combat. They keep teams operational in the harsh environments of Aeloria by mending wounds and recalibrating systems mid-fight.
'''Calythera Archives – Entry 65 – Pulsant'''


Pulsants rely on Intelligence for precise vial mixing and calibration, with Constitution supporting sustained field work under strain. They manage a limited number of prepared aether vials that represent their daily charges.
Pulsants are specialized ranged support operatives who deliver healing and curative effects through precisely thrown or shot vials and syringes. Using pressurized hemotech launchers and etched glass reservoirs, they fire stabilizing serums, restorative compounds, and emergency antidotes across the battlefield to keep allies functional in the most dangerous conditions. Every dose is a calculated mechanical intervention — pressurized aether infusion, carefully mixed reagents, and calibrated delivery systems. While their support is invaluable, their fragile glass ammunition and limited supply make every shot a strategic decision. This archive entry details the training, tools, and life-saving role of Pulsants in Calythera.


== Core Mechanics ==
'''Pulsants''' are ranged healers who excel at delivering vital serums and antidotes via thrown vials or specialized launchers.


* '''Hit Dice:''' 1d8 per Pulsant level
== Core Capabilities ==
* '''Hit Points at 1st Level:''' 8 + Constitution modifier
----
* '''Hit Points at Higher Levels:''' 1d8 (or 5) + Constitution modifier per level after 1st
Pulsants rely on **Dexterity** for accurate delivery and **Wisdom** for proper dosing and timing. They carry a bandolier of fragile etched-glass vials and syringes loaded with pressurized restorative compounds. Their primary weapon is a compact hemotech launcher (or thrown vials at shorter range) that allows them to support allies from a safe distance without entering melee.
* '''Proficiencies:''' Light armor, simple weapons, tinker's tools, alchemist's supplies (for vial preparation); Saving Throws: Intelligence, Constitution
* '''Vial Charges:''' Intelligence modifier + Pulsant level per long rest. Each charge is one prepared aether vial.
* '''Mend (Level 1):''' As an action, expend one charge to heal a creature within 30 ft for 1d8 + Intelligence modifier hit points. This scales at higher levels (2d8 at 5th, 3d8 at 11th, 4d8 at 17th).
* '''Extra Mend (Level 6):''' When you use Mend, you can expend an additional charge to heal a second target within range.


== Builds ==
== Key Techniques ==
----
* **Vital Injection** — Launch or throw a syringe/vial that delivers immediate hit point restoration or temporary hit points through rapid aether-infused serum absorption.
* **Cleansing Dose** — Fire a curative vial that neutralizes poisons, stabilizes failing hemotech implants, or clears resonance strain effects.
* **Overcharge Serum** — A riskier high-potency dose that grants enhanced speed, strength, or focus for a short time, but carries a chance of backlash if overused.
* **Area Mist Vial** — Shatter a vial on impact to create a small cloud of restorative mist that provides minor healing or resistance to allies in the area.


* '''Forge Alchemist Build''': Focuses on stronger single-target heals and temporary buffs through specialized vial mixtures. Gains bonuses to critical heals and can create emergency stabilization vials that grant temporary hit points or resistance to overload damage.
Pulsants manage a limited number of prepared doses per long rest (refilled at forges or medical stations) and must carefully track their ammunition in prolonged engagements.
* '''Vein Medic Build''': Focuses on rapid, multi-target healing and debuff removal. Better at spreading heals across the party and removing resonance strain, exhaustion, or minor aether corruption effects.
 
Higher levels add features such as Vial Chain (spread healing to additional targets), Critical Stabilization (massive heal on critical success), Overcharge Injection (temporary ability boost with recoil risk), and mastery of field repairs that can restore broken hemotech devices mid-combat.


== Risks and Limitations ==
== Risks and Limitations ==
 
----
Pulsants have limited charges per long rest. Overuse forces them to brew emergency vials on the spot, which requires time and raw materials. Failed calibrations can cause vial rupture, wasting the charge and causing minor damage or temporary overload. All healing and stabilization is purely mechanical — aether-infused compounds delivered through calibrated syringes and pressure injectors. No magical effects.
Glass vials are fragile — a solid hit to the Pulsant can shatter their supply and cause dangerous reagent leaks. Overdosing an ally or using high-potency serums too frequently risks resonance backlash, temporary numbness, or hemotech rejection in the recipient. In severely depleted aether zones their compounds lose potency, forcing Pulsants to rely on basic bandages and emergency field repairs.


== Role in Calythera ==
== Role in Calythera ==
 
----
Pulsants are essential on any serious expedition, airship crew, or relic retrieval team operating in unstable aether zones. They are highly valued in the Verdis Covenant and Starwrought Enclave for their ability to keep teams functional in harsh conditions. During festivals and debt-cycle enforcement actions, they often serve as field medics for both coalition forces and independent groups. Their presence can mean the difference between a successful recovery and total mechanical failure in the field.
Pulsants are highly valued members of relic-hunting expeditions, airship crews, and caravan guard detachments. Their ability to keep fighters operational at range makes them essential for any group venturing into the Wastes or facing rift-storm hazards. While less common in major coalition armies (who prefer more heavily armored medics), independent teams and House Corvayne frequently recruit Pulsants for their mobility and precision under fire.


== See also ==
== See also ==
* [[Playable Races]]
* [[Playable Races]]
* [[Hemotech]]
* [[Hemotech]]
* [[Aether]]
* [[Relic Delves]]
* [[The Wastes]]
 
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[[Category:Aeloria]]
[[Category:Class]]
[[Category:Class]]
[[Category:Mechanics]]
[[Category:People]]
[[Category:Game Rules]]

Latest revision as of 10:46, 16 May 2026

Pulsant
Ranged vial-and-syringe healers who deliver vital support from afar
Type Class / Variant
Location Across Aeloria, strongest in expedition teams and airship crews


Calythera Archives – Entry 65 – Pulsant

Pulsants are specialized ranged support operatives who deliver healing and curative effects through precisely thrown or shot vials and syringes. Using pressurized hemotech launchers and etched glass reservoirs, they fire stabilizing serums, restorative compounds, and emergency antidotes across the battlefield to keep allies functional in the most dangerous conditions. Every dose is a calculated mechanical intervention — pressurized aether infusion, carefully mixed reagents, and calibrated delivery systems. While their support is invaluable, their fragile glass ammunition and limited supply make every shot a strategic decision. This archive entry details the training, tools, and life-saving role of Pulsants in Calythera.

Pulsants are ranged healers who excel at delivering vital serums and antidotes via thrown vials or specialized launchers.

Core Capabilities


Pulsants rely on **Dexterity** for accurate delivery and **Wisdom** for proper dosing and timing. They carry a bandolier of fragile etched-glass vials and syringes loaded with pressurized restorative compounds. Their primary weapon is a compact hemotech launcher (or thrown vials at shorter range) that allows them to support allies from a safe distance without entering melee.

Key Techniques


  • **Vital Injection** — Launch or throw a syringe/vial that delivers immediate hit point restoration or temporary hit points through rapid aether-infused serum absorption.
  • **Cleansing Dose** — Fire a curative vial that neutralizes poisons, stabilizes failing hemotech implants, or clears resonance strain effects.
  • **Overcharge Serum** — A riskier high-potency dose that grants enhanced speed, strength, or focus for a short time, but carries a chance of backlash if overused.
  • **Area Mist Vial** — Shatter a vial on impact to create a small cloud of restorative mist that provides minor healing or resistance to allies in the area.

Pulsants manage a limited number of prepared doses per long rest (refilled at forges or medical stations) and must carefully track their ammunition in prolonged engagements.

Risks and Limitations


Glass vials are fragile — a solid hit to the Pulsant can shatter their supply and cause dangerous reagent leaks. Overdosing an ally or using high-potency serums too frequently risks resonance backlash, temporary numbness, or hemotech rejection in the recipient. In severely depleted aether zones their compounds lose potency, forcing Pulsants to rely on basic bandages and emergency field repairs.

Role in Calythera


Pulsants are highly valued members of relic-hunting expeditions, airship crews, and caravan guard detachments. Their ability to keep fighters operational at range makes them essential for any group venturing into the Wastes or facing rift-storm hazards. While less common in major coalition armies (who prefer more heavily armored medics), independent teams and House Corvayne frequently recruit Pulsants for their mobility and precision under fire.

See also

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