For dwarves, smithing is not merely metalwork; it is a way of life. The soulforged go even further, honing and hardening their very souls. They share much in common with paladins and serve many of the same roles, be it stalwart defender or steady healer, but devote themselves in service to the Forgefather and his children.
Some choose to follow the way of the blade, others find comfort in the arcane arts. But sometimes that choice is hard to make. Melding magic and weapon play is quite a feat, but if executed properly, it's wielder can become one of the fiercest forces on the battlefield. Channeling spells through their weapon of choice, Spellswords can dish out massive amounts of damage, while also supporting the people they fight beside, making sure they don't fall prey to the slings of battle.
A scoundrel never fights fair, using every dirty trick in the book to gain any advantage they can and leveraging those advantages as hard as they can. Hidden daggers, pocket sand, aiming below the belt, nothing is off limits. Not all scoundrels are bad folks, but not a single one of them has even an ounce of chivalry or honor. If they ever do find themselves in a fair fight you can bet they'll be hightailin' it.
Sometimes faith, alone, is not enough to defend against that which we don't fully understand. Crusaders know this, and took up arms and trained themselves to shield civilization against otherworldly foes formed or summoned from dark magic.
Their abilities center around the ideal that to help others one must be able to help themselves, and to strengthen the resolve to better themselves, they must have the goal to help and defend others. Over time through training and faith they become the worst nightmare to necromancers, fiends, and all others who fear the light.
The Tinker is always at the ready to repair a piece of gear or create a crazy new contraption. The innovative mind of the tinker is useful far beyond the workshop. With clever ideas applied to any situation it gets wrapped up in, unanticipated successes are found. Aside from the occasional explosion or malfunctioning portal, the Tinker makes a wonderful companion on any adventure. The craftsmanship of the Tinker is only out-shined by the curiosity for the unknown and yet-to-be-thought ideas.
The savage cares nothing about the consequences their deeds or the view any society has on them. Tormenting the living and desecrating the dead are pleasurable activities, not only the pass-time of doing it, but also the shear joy of seeing the horrified faces of those who happen onto their handy work. They have no respect for anyone, including family, who they would slaughter in an instant to make even the slightest of gains.