TTRPG Game Designer | Scars of Amethyst

• Designed original campaign worlds, narrative modules, and mechanical systems across D&D 5E, Pathfinder 1E, Pathfinder 2E, and Starfinder.
• Created complete divine class frameworks, custom archetypes, and progression systems that balance narrative identity with mechanical fairness.
• Built modular mechanical tools, including a full D&D 5E to Pathfinder 1E conversion system and reusable encounter design frameworks.
• Integrated lore, stakes, and encounter pacing into game-ready content focused on player choice and long-term campaign cohesion.
• Ran large-scale playtests and iterative revisions, refining encounter balance, narrative flow, and branching outcomes based on player feedback.

Pain in Truth - Module Setup
Divine Class
Tome of Conversion

Divine Class

In Starfinder 1E, many of my players wanted to play something that felt like a Jedi.

Not just thematically, but mechanically.

They wanted to be strong sword wielders who could fight up close with a glowing blade.

They also wanted telekinetic powers that let them push, pull, and control enemies.

Just as important, they wanted those powers to support different playstyles.

Some wanted to be fast, dexterity-based duelists.
Others wanted to be wise mystics or charismatic leaders who shaped fights through supernatural abilities.

The Solarian came close, but it did not deliver that full fantasy.

That created a clear design problem for me.

I needed to build a class that blended swordplay and telekinesis in a way that felt powerful, flexible, and balanced within Starfinder, without just copying an existing class.

Creating a “Jedi-Like” Fantasy in Starfinder

I anchored the entire class around the idea of blade identity.

Each blade color represents a core ability score and defines how the Divine approaches combat, powers, and roleplay.

Red (Strength)
A brutal, force-driven warrior. Red Divines focus on raw power, heavy strikes, and overwhelming physical presence. They push enemies back with sheer force and dominate the battlefield through direct aggression.

Orange (Dexterity)
A fast, agile duelist. Orange Divines rely on speed, precision, and mobility, darting between enemies, avoiding attacks, and striking where it hurts most.

Yellow (Constitution)
A resilient frontline fighter. Yellow Divines channel their soul energy into endurance and durability, allowing them to hold the line, absorb punishment, and protect allies.

Green (Intelligence)
A tactical and analytical wielder. Green Divines use calculated positioning, clever abilities, and battlefield control to outthink their enemies rather than overpower them.

Blue (Wisdom)
A disciplined mystic. Blue Divines focus on awareness, perception, and spiritual control, using their powers to predict, disrupt, and guide the flow of combat.

Purple (Charisma)
A force of personality. Purple Divines bend the battlefield through presence, leadership, and emotional influence, empowering allies and destabilizing foes through sheer will.

This made blade color more than visual flavor.
It became the player’s core identity and how they experienced the class.

The Blade Defines the Character

One Class, Multiple Playstyles

With blade colors as the foundation, I split the class into distinct paths.

Each path supported a different role and playstyle depending on the chosen stat, ensuring that two Divine characters could feel radically different at the table.

This kept the class flexible while avoiding overlap with existing Starfinder roles.

I still wanted shared abilities that reinforced the fantasy, like pushing or pulling enemies with raw soul energy.

To support this, I designed a point-based resource pool that all Divines draw from.
Each path gained unique abilities automatically through leveling, while also selecting from a shared pool of powers available to every Divine.

This allowed customization without fragmenting the class.

A Universal Ability Pool

I used Starfinder’s existing class and leveling structure as a foundation, building the Divine from level 1 to 20.

As the class progressed, I added additional features and abilities to ensure it stayed competitive and mechanically on par with other classes at every tier of play.

Balancing Against Existing Classes

I playtested the Divine with three different groups.

Some tests focused on specific level brackets.
Others played the class from level 1 through higher-level progression.

Based on feedback, I adjusted abilities, resource costs, and scaling until the class felt fun, flexible, and balanced across playstyles.

Testing Across Levels and Groups

The final result was the Divine, a class powered by soul magic rather than the Force.

It delivers the fantasy players were asking for while remaining mechanically distinct from Solarians and fully integrated into the Starfinder system.

The class provides:
Clear player identity
Multiple viable playstyles
Strong narrative hooks
System-appropriate balance

Most importantly, it gave players something Starfinder didn’t previously offer, without breaking what already worked.

A New Class With Its Own Identity