Ok, well assuming that you want this to be a balanced kind of thing, there are a few basic things that need to happen just to start. First, the entire second skill has to go. Entirely. It's unsalvagable. Second, the first skill should be split into two consecutive levels that each give "just" +1 to all 6 primary stats. These two levels are the "entry fee" that you pay to get into the rest of the skill, where the meat is. Psycharmor's passive stat bonuses should go away, but the active skill is fine It's basically "you spend 25% of your turns much harder to hurt", which is fine as a level. Seasoned Veteran would be fine if you just take the Magic Reflect away. It's definitely on the strong side, but not so much that it's breaking. Desolate Arts needs to choose between the +3 spell/melee power and everything else. Either one of those is a very strong level on it's own; both at the same time is nuts. True Indy Fan needs to lose the active skill, it steps too directly on Archaeology's toes. The +5 Trap Level is far too strong, it should be dropped to +2. And Plunder is broken anway, so having it doesn't do anything. Deth Stalker is actually fine as a capstone skill to me. That's my take on it, take it or leave it.