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.

• Led large-scale playtests and iterated on feedback to refine balance, flow, and branching outcomes.

• Integrated lore, stakes, and encounter pacing into cohesive, choice-driven campaign content.

Divine Class
01
The Jedi Fantasy
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.
02
Flexibility Was Essential
Just as important, players wanted flexibility.

Some envisioned fast, dexterity-based duelists, while others wanted wise mystics or charismatic leaders. Any solution needed to support a wide range of character fantasies without forcing players into a single build path.
03
The Design Challenge
The Solarian (pictured on the right) came close, but it did not fully deliver the experience my players were looking for.

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.
04
Building Around Identity
I anchored the class around blade identity.

Each blade color represented a core ability score and defined the Divine's combat style and role within the party.
05
More Than Visual Flavor
Each blade color supported a different fantasy:

Red (Strength) focused on brutal frontline combat.
Orange (Dexterity) emphasized speed and agility.
Yellow (Constitution) excelled at defense and durability.
Green (Intelligence) specialized in battlefield control.
Blue (Wisdom) embodied disciplined mysticism.
Purple (Charisma) led and influenced the flow of battle.

This made blade color more than a visual choice. It became the player's core identity and shaped how they experienced the class.
06
Preserving the Core Fantasy
I still wanted every Divine to share abilities that reinforced the core fantasy, such as pushing or pulling enemies with raw soul energy.

Regardless of blade color, players needed to feel like they were wielding the same underlying power.
07
A Shared Resource System
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 powers from a shared pool available to every Divine.
08
Customization Without Fragmentation
This approach allowed players to customize their characters without fragmenting the class into six completely separate experiences.

Every Divine felt distinct, while still sharing the same mechanical foundation and class fantasy.
09
Balancing Through Playtesting
I built the Divine using Starfinder's existing class and leveling structure as a foundation, designing its progression from level 1 to 20 while ensuring it remained competitive at every tier of play.

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 a variety of playstyles.
10
The Final Result
The final result was the Divine, a class powered by soul magic rather than the Force.

It delivered the fantasy players were asking for while remaining mechanically distinct from the Solarian and fully integrated into the Starfinder system.
11
Expanding the System
The class provided clear player identity, multiple viable playstyles, strong narrative hooks, and system-appropriate balance.

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