Semi-final sheet reviews inbound. . .
Screaming Maw:
Possibly reduce heal formula due to the issues we discussed, otherwise fine.
Isla:
Specify the rounding used on Rules of Movement.
Put your total RES after items in parentheses after your actual stat.
Arane:
Clarify when resets occur on CCC. I'm also not sure how often you'll actually get to eat foes; ask Fish on this one.
Limit the range on Web Withdraw to (Level).
Make Heighten Sense an active and/or nerf it to a bonus on rolls to detect stealthed enemies. Currently this is stronger than Nobunga's perk.
Nuadran:
Not a massive fan of the affinities, but consult Fish on these. As far as I know, these are supposed to be less specific abilities and more "what kinds of magic are you good at."
Level scaling seems fine on your masks. Gaining one every two levels seems reasonable.
Specify what you mean by "special attacks" on Black Water Shell. If it means status infliction, change this to a level-scaling resistance bonus, not outright immunity.
Consult with Fish if ignoring obstacles is fine with White Fire Snake. It -should- be acceptable, though.
Hecate:
The positive portion of Manipulation Specialist seems to scale a bit too well. Maybe just 1*the enemy's stat, instead. It should also impose a malus to resisting her statuses, rather than outright being unresistable, or increase her effective SYN only when opposed rolls are made to resist a status.
The wording seems a bit shaky on Circuit Disruption, but it otherwise looks fine to me.
Omnus:
RES is not a damage stat. Pick something else.
Just make each stack of Grow last two turns, and have each usage refresh the duration. Easier to track that way.
Root might be slightly too good, but tentative pass for now.
Slam is fine other than the aforementioned RES thing.
Burning Revenge should be "attacked an ally in the last three turns" or similar. Otherwise it looks fine to me.
No Escape! does entirely too much damage. Try SYN damage instead, and specify how long the wall of flame lasts.
Fiery Passion looks alright as long as the cooldown starts after the skill ends. You might want to specify that it can be ended early.
Possible nerf on the Basic Heal as part of a general reduction on the efficiency of heals. Consult the large piscine one.
Cold Embrace might last too long for what it does. Consider changing to (ALVL+1) duration scaling, or similar.
Sabaros's Basic Attack needs to go or take a heavy nerf. A two turn banish is way too good. Same story with the defense. Though, note that this would be a good action to take later.
Void Beam and Light Beam are fine, but currently redundant. Consider adding some sort of small rider effects to each.
Balance is ridiculously good. Halve this, maybe reduce it a bit more after that, and then it should be fine.
Andrew:
Specify a duration (or channeling) on Warped Space. Otherwise this looks fine.
Screechwing: No issues.
Rustle:
Slide should be a free action with a cooldown, and should scale somehow. Possibly with another rider effect.
Elaborate a bit on your formations.
August:
Both Perks need massive buffs. They're both quite weak at the moment. Additionally, your Flaw may be excessively crippling.
Divining Light is probably doable without an action at all. Therefore, you have 6 AP to spend, as your basics do not consume AP.
Ali:
Minor nitpick, but I'd still like it if you gave Summons a proper name.
Consider adding a small rider effect to Deathgleam.
Specify what Blind does, in detail. Consult Fish for how strong it should be.
Edwinn:
Berserk may need a buff. Perhaps a bonus Basic Attack every other turn?
Feint attack also weak. Add some sort of bonus damage or rider effect, or get some sort of bonus back for failure.
Rest can scale by ALVL or even ALVL*2. Alternatively, give it a small heal as well.
Nia:
Needs a status list, or specify that it stores statuses from allies.
Joshua: Needs to be completed, obviously.