Pulsant
| Pulsant | |
|---|---|
| Technical healer and aether-vial specialist | |
| Type | Playable Class |
| Found In | |
| Related Systems | |
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.
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.
Core Mechanics
- Hit Dice: 1d8 per Pulsant level
- Hit Points at 1st Level: 8 + Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per level after 1st
- 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
- 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.
- 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
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.
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.