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Created page with "{{Infobox concept | name = Pulsant | image = | caption = Pulsed aether discharge and burst specialist | type = Playable Class }} '''The Pulsant''' is a class focused on rapid, high-intensity aether pulse discharges through handheld or shoulder-mounted emitters. Pulsants excel at burst damage, crowd control through shockwaves, and temporary area denial via repeated pressure waves. They trade sustained output for explosive spikes of power. Pulsants rely on Dexterity for..."
 
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{{Infobox concept
{{Infobox world
| name = Pulsant
| name = Pulsant
| image =  
| image =  
| caption = Pulsed aether discharge and burst 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 a class focused on rapid, high-intensity aether pulse discharges through handheld or shoulder-mounted emitters. Pulsants excel at burst damage, crowd control through shockwaves, and temporary area denial via repeated pressure waves. They trade sustained output for explosive spikes of power.
'''Calythera Archives – Entry 65 – Pulsant'''


Pulsants rely on Dexterity for targeting and Constitution for managing heat buildup. They are the mobile artillery of expeditions and defense crews, delivering devastating short-range or mid-range pulses at the cost of significant mechanical strain.
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 and medium armor, simple weapons, crossbows, tinker's tools; Saving Throws: Dexterity, Constitution
* '''Heat Gauge:''' Each pulse builds heat. Higher tiers unlock stronger discharges but increase the risk of emitter overheating or feedback.
* '''Build Choice (Level 1):''' Single-Core Build (high single-target bursts) or Multi-Core Build (rapid area pulses with reduced individual power).
* '''Aether Pulse (Level 1):''' As an action, fire a pressurized aether pulse (2d6 force or thunder damage + Dex mod, range 30/90 ft, with push or prone effect on high damage rolls).


Higher levels add features such as Overcharged Pulse (temporary massive damage with severe heat cost), Harmonic Resonance (chain pulses between targets), Cooling Cycle, and eventual mastery of sustained burst fire without catastrophic overheating.
== 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 ==
== Risks and Limitations ==
 
----
Pulsants must carefully manage heat buildup. High-tier discharges risk emitter meltdown (temporary weapon disable), feedback blast (self-damage), or resonance inversion (uncontrolled area effect). Prolonged firing without cooldown periods leads to exhaustion or permanent device degradation. All effects are purely mechanical — pressurized aether chambers, etched discharge nozzles, and heat-dissipating alloy casings.
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.
 
Pulsants dominate in burst-heavy or breakthrough scenarios but become vulnerable during sustained engagements or if forced into close quarters without support.


== Role in Calythera ==
== Role in Calythera ==
 
----
Pulsants are valued in the Starwrought Enclave and Ironclad Dominion for airship deck defense, mine clearing, and rapid response teams. They also serve as elite shock support during festival security and high-risk relic retrieval operations. Their ability to deliver overwhelming bursts of force makes them effective against clustered threats, though their high heat management needs limit prolonged use in deep Wastes expeditions.
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

Join the Calythera Archives Receive new Archives episodes, D&D one-shots, and behind-the-scenes notes every Wednesday.

Join the Archives