Class

Pulse Knight

Controller / Skirmisher

A martial conduit of living pulse — forged through bond, will, and blade.

Hit Died10
PrimaryDEX and WIS
SavesWIS, DEX
ResourcePulse Points
RigNo Rig
Armor
Light and Medium armor
Weapons
Simple and martial weapons
Key Mechanic
Pulse Points (PP)
Subclass
Pulse Doctrine (chosen at Level 3)
Rule Break

Pulse Points expire at end of turn — every round you must choose how to spend them. Your defense (Deflect Harm) and offense (Blade Symbiosis) both draw from the same per-turn pool.

Archetype: Bonded blade controller-skirmisher

Pulse Knights fight through a living bond between warrior and blade. Through discipline, movement, and sharpened will, they enter a state of resonance in which each exchange of combat generates fleeting surges of force called Pulse Points. These bursts of power exist only in the moment — released through motion, timing, and intent. A Pulse Knight is a seamless pairing of self and weapon, using that symbiosis to pressure enemies, break formations, deny reactions, and flow from one target to the next.

The Pulse Knight tradition emerged not from any Essa institution or Rig forge, but from the old bonded-blade schools of the Shatterds interior. Practitioners develop a discipline called resonance — a cultivated symbiosis between warrior and weapon that generates kinetic and telekinetic force without a Rig, without vials, and without a Feedback Save. They are not spellcasters. They are martial masters who bend reality slightly through sheer disciplined will.

Pulse Knight — Shatterds Sourcebook
Key Mechanic: Pulse Points (PP)
At the start of each turn, you gain Pulse Points (1 at levels 1–4, 2 at 5–10, 3 at 11–16, 4 at 17–20). Unspent PP expire at end of turn — they cannot be banked or saved. Spend It or Lose It: every round demands a choice. Technique Save DC = 8 + PB + WIS. Technique Attack = PB + WIS.

Essa Interaction

The Pulse Knight uses no Rig and no vials. All techniques are generated through the bonded blade — magical effects of disciplined will, not spells. Damage is Force type. The class competes with top-tier martial classes through per-turn control, fluid repositioning, and bond-fueled techniques.

Class Features

Techniques

Character Level316/52 unlocked
Showing 16 of 52 techniques

Level Progression

LevelFeaturesPP/Turn
1Bonded Resonance, Pulse Techniques, Blade Symbiosis1
2Flow Step, Deflect Harm1
3Pulse Doctrine1
4ASI1
5Extra Attack, Improved Flow2
6Kinetic Draw2
7Split Focus2
8ASI2
9Relentless Motion2
10Surge Reflex2
11Empowered Bond3
12ASI3
13Unbroken Will3
14Forceful Exchange3
15Improved Split Focus3
16ASI3
17Master Pulse Flow4
18Perfect Deflection4
19Epic Boon4
20Ascendant Pulse Knight4
pulse knightnativecontrollerskirmisherbonded bladeforceno rig