Pulsant
| Pulsant | |
|---|---|
| Pulsed aether discharge and burst specialist | |
| Type | Playable Class |
| Found In | |
| Related Systems | |
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 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.
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 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.
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.
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
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.