Ghostslayer Soul: Offense: Coffin Maker; weapon recharge 2: This attack deals Wounds to undead and prevents the target from shifting into the astral plane for 2 turns. Defense: You take half-damage from Undead Utility: Astral Projection   Ghostknight Soul: Offense: Spirit Strike; weapon recharge 1: Sacrifice 1 wound, this attack gains +3 to its roll. Defense: Spirit Regeneration; instant/automatic recharge 1: Sacrifice 1 Wound to regain all Hits. Utility: Commune   Witchhunter Soul: Offense: Mageslayer; weapon recharge 2: An enemy struck by this attack is Silenced for two turns. Defense: Hostile Spells effect you at DC+2. Utility: Spellbreaker   Pugilist Soul: Offense: Knockout Punch; recharge 2: On success knock the enemy Helpless, they gain -2 to recover. This applies to others helping them recover, we well as skills like Tumble. Defense: Outboxer Style; passive: DR 3 against melee attacks. Doesn't effect Ranged, spells, etc. Utility: Shatter [Noncombat Uses Only]   Gambler Soul: Offense: Graceful Dice; instant/automatic recharge 4: Roll a d4, add the result to your rolls this turn Defense: Skull Dice; instant/automatic recharge 4: Roll a d4, subtract the result from enemy target's rolls this turn. Utility: Lucky Number; passive: If you crit a roll while in combat, you can 'pocket' the crit. Your roll instead counts as a minimum success, and you store the crit for later use. At any time, even during a later combat, you may choose to invoke the stored crit instead of rolling. You must declare you are doing this BEFORE rolling an action. You can only pocket one crit at a time   Myrmidon: Offense: Close-In; instant/automatic recharge 3: When you roll a 10 to attack you may immediatly make a normal attack [Attack, Cleave, Dual Attack, etc]. Defense: Parry; automatic/instant recharge 2: Reduce the damage of an incoming attack by the damage you deal this turn [highest damage if multiple targets] Utility: Hawkeye   Swordsage: Offense: Enchanted Blade; passive: Select two Elemental Effects you have access to through Skills or Souls. You may apply them to your normal attacks. Defense: Cut Magic; instant recharge 2: On a success negate one Spell targeting you this turn [if it is an AoE it is negated for all targets]. Utility: Adaptible Style: Once an encounter you may reselect all your Souls as though out of combat.   Berserker: Offense: Rage; passive: You gain +2 Normal Attacks [Cleave, Dual Attack, etc]. You cannot use Weapon skills. Defense: Juggernaut; passive: You may perform actions while Helpless. Attacks against you still deal Wounds, and you must roll as an action to recover. Utility: Show Them That You Rock   Warblade: Offense: Great Cleave; weapon recharge 2: Hits all enemies nearby. Defense: Iron Heart Surge; recharge 1: Negate all status effects currently effecting you [including Helpless]. This skill may be used while Helpless. Skills: Tactician; instant: On success you know all an Opponent's Skills [except those granted by Souls].   Thief: Offense: Sneak Attack; weapon recharge 3: On a success you become Stealthed. Defense: Narrow Escape; recharge 4: This skill can only be used while Helpless. On success, recover and become Stealthed. Utility: +2 Thief Actions [Pickpocketing, Stealing, Lockpicking, etc]   Aegis: Offense: Armed Ally: Spell; Turns your current weapon into a minion [HW: 6/1]. Turning it back into a weapon is Automatic. If the minion dies in battle, it reverts into a - 1 weapon. Defense: Mystic Armor; spell recharge 4: Summons a Mystical Armor [usually worn], a Pet with [HW: 10/1]. This Pet can take no actions. As long as Mystic Armor is alive, enemies cannot target you [even with AoEs]. Utility: Griffon Flight   Summoner: Offense: Summon Familiar; Spell recharge 3: Summons a mystical Familiar with [HW: 8/1] and either +1 Attacks, Flight, or Telekinesis, selected when cast. Defense: Heal Minion; Spell: Heal one summoned Pet [yours or others] to full Hits and recover 1 wound. Utility: Pet Mastery x2   Warlord: Offense:: Glorify Defense:: Rally; Instant Recharge 1: Remove Helpless from one Ally. They may act immediatly. Utility: Inspire   Mirror Warrior: Effect: Mirror Warrior occupies your Glavo, Sildo, and Ilo Slots. Once a combat declare one Enemy. You are treated as being equipped with the same Souls as that Enemy until the end of combat. Mirror Warrior cannot copy Astra.   Glavo Specialist: Effect: When equipped in any Slot, you may equip Glavo in both your remaining Slots.   Sildo Specialist: Effect: When equipped in any Slot, you may equip Sildo in both your remaining Slots.   Ilo Specialist: Effect: When equipped in any Slot, you may equip Ilo in both your remaining Slots.   Archivist*: Offense: Studious Assailant; passive: Any Skill, Spell, or Attack you use on an enemy gains +1 to all future uses against that enemy. This extends to future encounters. Defense: Long-Term Memory; passive: Any Skill, Spell, or Attack used on you gains -1 to all future uses against you by that enemy. This extends to future encounters. Utility: Patient Observer; automatic recharge 2: By careful observation of a given task you gain insight into its workings. You gain +2 to all rolls next turn.   Toonster*: Offense: Toon Attack; spell recharge 1: You attack through comical manipulation of the environment or summoning of weaponry [such as calling a falling anvil or giant mallet]. Anything created by this spell vanishes at the start of your next turn. This spell's damage cannot be reduced through Dodge/Block, DR, or other effects. Defense: Toon Avoidance; instant spell recharge 4: You negate an incoming source of damage through comical means, such as teleporting to a nearby hidden location, temporarily disgusing yourself to avoid detection, or fleeing at high speeds. This skill cannot be used to replicate the effects of other skills in other contexts. Utility: Toon Force; spell recharge 1: You may replicate the effect of the skills Disguise, Hat Magic, or Pegasus Flight on success. All effects of this spell and anything created by it ends in two turns.   Numeri Hunter Soul*: Offense: Seal Anima; spell recharge 1: The target loses access to its Glavo, Sildo, or Ilo [your choice] for three turns. Defense: Parma Anima; passive: The first attack/skill granted by or modified by a Soul, used on you in a given battle fails and the user is rendered Helpless. Utility: Detect Numeri; passive: You are aware of the presence of any Numeri within a medium range, including through walls and barriers, as well as their Road. This works even if they are stealthed or in the astral plane.   *: Subject to revision.