Pain in truth- module set upDivine ClassTome of Conversion
Game Designer | Scars of Amethyst

• Designed original campaign worlds, narrative modules, and mechanical systems for D&D 5E, Pathfinder 1E, Pathfinder 2E, and Starfinder.
• Created full class frameworks, archetypes, and progression systems that balance narrative identity with mechanical fairness.
• Built modular tools, including a complete 5E to Pathfinder 1E conversion system and reusable encounter design frameworks.
• Integrated lore, stakes, and encounter pacing into cohesive, choice-driven campaign content.
• Led large-scale playtests and iterated on feedback to refine balance, flow, and branching outcomes.

Divine Class
01
Creating a “Jedi-Like” Fantasy in Starfinder

In Starfinder 1E, many of my players wanted to play a true Jedi fantasy, not just in theme, but in mechanics.

They wanted to wield a glowing blade in close combat while using telekinetic powers to push, pull, and control enemies. Just as important, they wanted flexibility.

Some envisioned fast, dexterity-based duelists, while others wanted wise mystics or charismatic leaders.

The Solarian came close, but it did not fully deliver that experience.

This created a clear design problem. I needed to build a class that blended swordplay and telekinesis in a way that felt powerful, flexible, and balanced within Starfinder.

02
The Blade Defines the Character

I anchored the class around blade identity.

Each blade color represents a core ability score and defines the Divine’s combat style and role.

Red (Strength) are brutal frontline warriors.

Orange (Dexterity) are fast, agile duelists.

Yellow (Constitution) are resilient defenders.

Green (Intelligence) are tactical battlefield
controllers.

Blue (Wisdom) are disciplined mystics.

Purple (Charisma) are charismatic leaders who influence the fight.

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

03
A Universal Ability Pool

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.

04
Balancing Against Existing Classes

I built the Divine using Starfinder’s class and leveling structure as a foundation, designing its full progression from level 1 to 20 and ensuring it remained competitive at every tier.

I then playtested the class with three different groups across multiple level ranges, using their feedback to refine abilities, resource costs, and scaling until it felt fun, flexible, and balanced across playstyles.

05
A New Class With Its Own Identity

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.