Some questions about the book:
Astral Beacon (page 33): Does the free action grant access to all the lesser, intermediate, greater and supreme powers of all five spirits for one round, or is that not the case?
Inspiring Call (page 36): Does the competence bonus granted by this ability stack with the champion’s spirit bonus?
Mesmerist Tricks: In the playtest document, a trick could be implemented for a limited amount of time. Has that been done away with, so that once a trick has been implanted it remains until used? If it is the case that it’s been removed, then well done! (Note that some of the new feats, ie. Ready For Battle and Ready For Pain, refer to the trick’s duration. I suspect that those are errors.)
The battle host archetype (page 100): “At 1st level, a battle host forms a supernatural bond with a specific weapon, suit of armor, or shield. This selection is permanent and can never be changed. The bonded item is masterwork quality and the battle host begins play with it at no cost.”
The bolded wording here is a bit problematic. No sensible GM is going to allow a 1st-level character to have a set of masterwork full plate for free. BUT, if the character is allowed a set of masterwork studded leather for example, then the character’s AC will badly fall behind as he levels up. A character can’t change the bonded item to a different material, such as adamantine or mithril either. Is the ability really meant to be so restrictive?
The necroccultist archetype (page 100-101). Regarding Necromantic Bond, is my understanding correct? At 1st-level, you gain two implements (as normal), but they must both be from the necromancy school. At levels 2, 6, 10, and 18, you gain implements that can be from any school. At level 14, you gain the DC boost to necromancy spells/focus powers. At level 20, for implement mastery you must choose the necromancy school. At every level from 2-20, you gain an extra necromancy spell known from the wizard spell list. Is this correct?