Offensive skill: Knowledge (religion)
Defensive skills: Concentration, Escape Artist, Knowledge (religion), Knowledge (the planes)
Glyph use: One per level or HD of the target
You snatch the very soul from a victim, leaving his body alive but unconscious. If the heist is successful, his soul is stored in your glyphs. Once per round as a free action, you may speak a sentence to the imprisoned soul, but it is under no compulsion to answer. As a full-round action, you may attempt to probe the imprisoned soul for one memory or fact, but it gets a Will save (DC 10+1/2 your class level+your INT mod) to resist. You can use heists such as Steal Memory and Steal Belief on the imprisoned soul. If released, the soul returns to its body (if alive) or travels to the appropriate afterlife (if not). The imprisoned soul can be used for all sorts of villainous activities if your DM allows it (see the Book of Vile Darkness for examples).