There is an unseen world all around you. On the streets and in the halls of power, in your dreams and across the bizarre planes of the multiverse, there are those who walk among us like giants among ants, twisting reality to their wills in their search for ancient knowledge. Now pull back the curtain of the mundane world and learn the secrets of these occult masters—if you dare!
Pathfinder RPG Occult Adventures is an indispensable companion to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds upon over 15 years of system development and an Open Playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into a new era.
Pathfinder RPG Occult Adventures includes:
Six new occult base classes—the energy-shaping kineticist, the spirit-calling medium, the deceptive mesmerist, the mind-bending psychic, the uncanny occultist, and the phantom-binding spiritualist.
Archetypes for all of the new classes, as well as a broad selection of strange and mysterious archetypes and class options for existing characters.
New feats to flesh out your occult character, plus a whole new way to use existing skills to become a master of faith healing, hypnotism, psychometry, and more!
More than 100 spells using the all-new psychic magic system, plus rituals that grant even non-spellcasting characters occult power! Explore worlds beyond imagining with dream voyage, or defend yourself from mental threats with tower of iron will!
Rules and advice to help you steep your game in the occult, from chakras and deadly mindscapes to possession, psychic duels, and the Esoteric Planes.
A wide variety of new magic items, such as the eerie spirit mirror and the peculiar tin cap, plus new cursed items and powerful artifacts.
... and much, much more!
ISBN-13: 978-1-60125-762-8
Other Resources: This product is also available on the following platforms:
I believe it was a couple years ago that I interviewed Erik Mona and asked him about his thoughts on Ultimate Psionics. He was actually really excited about it, and told me that he was glad someone had done the psionics and power point system such justice, because Paizo had different plans. With an almost childish glee in his eyes, Erik described to me his dream of a book with classes and mechanics informed by Lovecraftian mythos and new age spiritualism, with a healthy dose of 19th century mysticism for good measure.
Time passed. Paizo released its Advanced Class Guide, a book so poorly edited and sublimely uninspired that I had almost given up hope that we'd see anything as amazing and awesome as the Alchemist, Oracle, or Witch from the Advanced Player's Guide, the first book where they really came out and said "We're Paizo, and this is what we're about". But where the Advanced Class Guide was a barely redeemable slog of mostly uninspired and largely formulaic class design with very few bright spots, Occult Adventures immediately leaps off the shelf as something special, something that shows that spark of creativity and healthy dose of love from the writers and contributors that is hard to quantify or explain but which is immediately recognizable in their work, and which was very much Paizo's hallmark when the Pathfinder Core Rulebook first came on the scene.
Occult Adventures features 6 new "psychic" classes, the Kineticist, Medium, Mesmerist, Occultist, Psychic, and Spiritualist. I'll touch on each of them briefly-
The Kineticist: This is your classic elementalist, with mechanics clearly inspired by 3.5 D&D's Warlock. You have 5 elements to choose from starting out, either aether, air, earth, fire, or water. Your chosen element will determine the basic characteristics of your primary attack form, the kinetic blast, and most of your ancillary abilities. At 7th level you gain the ability to either hyper-specialize in your chosen element, or gain access to a secondary element. In practice, playing the Kineticist is actually very simple. You have your "simple blast" which is an at will ranged attack where you shoot your chosen element at the enemy. Later you'll receive "composite blasts" which are essentially upgraded versions of your simple blast that incorporate either your secondary element or give you new facility with your primary element if you chose to specialize. Rounding the Kineticist out are Wild Talents, which are divided into a small list of Defense Wild Talents, and a very expansive list of Infusion Wild Talents. The Defense talents are gained at 2nd level and are entirely determined by the element you chose to focus on. Essentially, you get a barrier or form of the same element type that either whirls around you protectively, surrounds you in a protective layer of flame that sears anyone who strikes you, or something similar. Infusions are your main opportunity to customize your character, choosing new ways to use your kinetic blast that may include launching yourself through the air with blasts of flame, creating a giant ball of earth and bowling your enemies over with it, wreathing the battlefield in a fog of ice that slows and chills your opponents, or something similar. The Kineticist is very much the psychic analogue to the Fighter - easy to pick up and play, but relatively limited in scope and power.
The Medium: Another 3.5 inspired class, the Medium has some distinct similarities to the 3.5 Binder, where you essentially channel an outside entity into your body to borrow its power and skills. The Medium holds a ritual called a "Seance" to invite a spirit to inhabit his form, and then gains abilities based on the chosen spirit. For example, you could channel the spirit of the Archmage to gain improved spellcasting abilities, the spirit of the Champion to become a superior melee combatant, or the spirit of the Heirophant to become a potent healer. The spirit abilities of the Medium are shored up by a variety of thematic abilities and a fairly solid 4 level spellcasting list. This is a really great class for that player who can never quite make up their mind about how they want to fit into the party, as it gives them a high degree of flexibility and the option to be a skillful rogueish character one day, an indestructible tank the next, and then wrap up the week as the party healer. The class is surprisingly effective at filling any of its available roles, something that's a little unusual in a "jack of all trades" chassis, but which I very much enjoy.
The Mesmerist: So, this class flew entirely under my radar when Paizo was running their playtest. It was this kind of not-very-great remake of the 3.5 Beguiler, and it just fell flat. I can't really explain what happened between then and the final release, but I can tell you that whatever it was, it was awesome. The Mesmerist is probably my favorite class in the book, combining an at-will debuff called Hypnotice Stare with a very high facility at feinting and a slew of cool abilities and rider effects. The Mesmerist has 6 level spellcasting with an excellent selection of spells to choose from, 6+Int skills with a skill list that's probably second only to the Rogue in its scope, and in addition to the various abilities tied to its Hypnotic Stare, it has "Tricks" it can use to plant magical effects inside itself or an ally that can be triggered to grant benefits like an illusionary flanking partner, a shadow double that takes some of the damage you might have taken and redirects it to another target, and more. Add in the Touch Treatment ability which allows the Mesmerist to cure a variety of negative mental status effects, and you have a potent and well-rounded character who can is both an excellent adventurer in his own right and a fantastic contributor to any group.
The Occultist: Where the Mesmerist really seemed to undergo an incredible transformation between the close of the playtest and the final release, the Occultist just.... didn't. This was my favorite class in playtest, but ti definitely had some flaws that I was hoping would get ironed out. Unfortunately, most of them didn't, so we're left with a class that is solid and interesting, but struggles to successfully fill roles other than skill monkey. It seems like it can be an effective blaster, a powerful battlefield controller, or even a deadly warrior in its own right, but unfortunately, many of its abilities simply don't scale well enough to stay relevant for any length of time. In fact, some abilities that desperately needed buffing during the playtest got nerfed by the final release!
The Occultist is a 3/4 BAB, 6 level spellcasting, INT based class with 4+Int skill points and the potential for a fairly reasonable spell list. I say "potential" because of how the Occultist gains access to his spells. The Occultist gains a variety of "Implements" that serve two purposes: the first, is that they can be invested with "Focus" and grant a variety of supernatural abilities depending on the school of magic the Focus is associated with and the amount of class resource you dedicate to unlocking additional abilities. The second, is that the implements serve as "keys" to the Occultist's spell list. An Occultist who uses a Necromancy implement gains access to Necromancy spells, one who uses an Abjuration implement gets Abjuration spells, etc. The number of types of implements you can use expands as you level up. Ultimately, for me, the Occultist just lacks the flexibility and power to be interesting, and instead ends up being more of a "magical Rogue" who uses magical relics instead of sneak attacking. The class is great at being a scout or trap finder, reasonable at being a party buffer, and just kind of falls flat elsewhere after the first few levels. There are going to be people who absolutely love this class and the way it lets them play a kind of Miskatonic archaeologist, but it doesn't make it onto my personal favorites list.
The Psychic: I actually don't have a lot to say here. It's a 9th level spellcaster with a cool list of psychic spells, a "Phrenic Pool" that can be used to apply various "Phrenic Amplifications" that modify its spells as they're cast, and who gains a variety of psychic disciplines that are reliant on a secondary ability score (either Wisdom or Charisma in addition to the Psychic's core spellcasting attribute of Intelligence) and help modify and personalize the Psychic similarly to domains or arcane schools, but better fleshed out. It's a solid class that plays fairly similarly to a Wizard or Sorcerer, but with a more distinct flavor and some new mechanics.
The Spiritualist: So, the Spiritualist takes one of the more divisive classes, the Summoner, and reimagines it as a psychic character with a personal spirit. The Spiritualist is a 6 level CHA reliant spellcaster who gets a very solid spell list, a variety of supernatural abilities, and a protective spirit called a Phantom. The Spiritualist's spell list includes a decent (though not comprehensive) list of healing spells, allowing them to step up into the healer role with some degree of success. If you're familiar with the Summoner, the phantom is essentially a powered down eidolon with a few unique psychic twists and abilities to it. Where the eidolon is customized via evolutions, the phantom gains an emotional focus, the driving force that keeps it tethered to the Spiritualist and the world of the leaving. As an example, a phantom's emotional focus could be Despair (perhaps its the soul of one of the Spiritualist's loved ones who committed suicide and was unable to move on?), and the phantom would gain a variety of abilities keyed around that theme, such as attacks that weaken an enemy's ability to fight back and an Aura of Despair.
One of the things that really surprised me about the book was the quality and quantity of the archetypes. The mechanical quality of many of Paizo's archetypes seems to fluctuate quite a bit even within the same book, with the majority of their archetypes ending up in the "flavorful but not particularly spectacular" pile, with the occasional amazing archetype like the Zen Archer monk or Vanguard slayer. The archetypes in Occult Adventures are consistently awesome. I struggle to find any I don't like, and in quite a few cases, like the Vexing Daredevil mesmerist or the Necroccultist occultist, I actually like them significantly more than the base class. There is a huge wealth of material in the archetypes section, covering all of the Paizo classes. In addition to the Vexing Daredevil and Necroccultist I already mentioned, some other stand-outs are the Ghost Rider cavalier (the name pretty much covers it, you ride a ghost), the Sensate fighter (who sacrifices heavy armor proficiency but gets an improved skill list, replaces Bravery with a Guarded Senses ability that protects against a variety of sensory based effects, trades Armor Training for Uncanny Dodge, Improved Uncanny, Dodge, and Evasion, trades Armor Mastery for at-will blindsense and true seeing, trades Weapon Training for a Centered Senses ability that provides a bonus to attack and damage rolls of any weapon the Sensate wields and boosts their Will save, and trades Weapon Mastery for Precision, which allows the Sensate to roll twice and take the better result when confirming a critical hit and forces enemies to roll twice and take the lower result when confirming a critical hit against the Sensate), and the Mindblade magus (who can form weapons out of psychic energy and even create two weapons in that manner and still use Spell Combat).
This is a great book. It feel like these are the classes and magic that Golarion was always meant to have, and it feels like Paizo's entire collective heart and soul was poured into making this thing awesome. The fluff and flavor are top notch, the mechanics are excellent, and everything about this book is a reminder of what the team at Paizo are truly capable of.
Occult Adventures is a great addition to your players collections offering tools to create new characters that could not be done in the past.
As many will say the Kineticist is the hands down best of the book but each class has their own niche that they fill in the game.
Paizo is experimenting with new mechanics all throughout this book and while they don't all hit the mark the fact that they are playing around a lot more experimentally now will hopefully lead to greater things in future
First, thanks very much to Paizo for crowdsourcing the playtest of this material.
There are an overwhelming amount of options. Each of the new classes looks fun and interesting, and nothing I would want to sit on a shelf and never look at again. I think I'd want to play every class! Perhaps the names don't always fit the classes, but what seems lacking in flavor really gets going when you introduce the archetypes. I appreciate that the archetypes are multi-cultural as well.
The downside is, not all these classes are going to fit in well with a typical campaign. Mesmerist, for example, looks fantastic as a supporting character, but would not be survivable at all in a hack and slash style dungeon crawl. There's nothing broken overall that I can find, but there are a few things that border on ridiculous. Chakras, for example, as written don't make sense to have a character take extra feats just to make two saving throws every round, all for a set of wimpy powers.
I was trying to hold off on purchasing a copy of this PDF because I have just been less than impressed with what Paizo has had to offer lately. Especially with sense/needless errata, but that's for a different rant thread.
Then, I started reading some reviews from other folks.
And I got curious.
I had dismissed Pathfinder as a relic system not long ago, having converted to 5e.
But this book makes me want to play in a Pathfinder game again.
The classes presented are much better than I had expected. Even the kineticist (the gimpy-Avatar-3.5-warlock-class) and the psychic (what I originally felt was the least inspired piece of the whole thing in the playtest) surprised me.
And then I read the Occultist, Medium, and Spiritualist classes.
And I felt like Pathfinder was new again.
And that's before delving into all the items, variant rules, and magical doo-dads!
I loved psionics in 3.X, but this book almost blows that system out of the water. In my mind, at least.
This book is a reminder to everyone that Paizo is capable of producing great things.
Now, if only the vigilante showed any promise... but, that is yet another rant...
Great book. No monsters, but who cares? BUY THIS THING.
I don't review many products, but this really deserved it. Others have given detailed reviews of the mechanics and such, so I'll be brief and just give a general impression. Starting with a caveat: I did not want to like this book. I'm a huge fan of the power points psionic system and I thought Dreamscarred did a great job updating it to Pathfinder. But I always give the Paizo team a shot, because they can do really great things. And it was well deserved - you can very easily love both, because Paizo knocked the ball out of the park and made something completely different that feels at once intuitively built on existing material and at the same time very innovative, just as they did with the old "Revisited" series.
THE TAKEAWAY: This is hands down one of the best roleplaying books I've ever read. I'm excited in a way I haven't been since the APG came out, and I think this is actually better, because more than just really interesting rules that inspire creativity, Occult Adventures really captures a theme that makes the game itself feel new.
Paizo team, you've done it again. You've made the old new again. Occult Adventures reminds me of what made me fall in love with RPGs decades ago. Thanks you.
I'm sure I'll be mentioning the First World, but I see that as more of a myth/fairy realm than something occult and esoteric. I'm also not spending a lot of time on the Plane of Shadow.
Yes but fey(especially faeries) were popular subject at the same time period as mediums, occultism, and psychic related phenomenon that inspired this book.
Characters capable of manipulating ki will be able to goof around with their chakras to unlock cool powers and abilities.
We _might_ do a feat or something that allows non-ki users to manipulate their chakras, but I haven't quite gotten to that part yet, as I'm focused on getting the core system correct.
i truly hope that this quote do not mean that we will have all the 32+6 Mythic paths using chakras to cast all the same psychic cosmic power
Please, do not let that happen!!
A psychic commoner and a psychic expert... then all the prestige classes, if so, the monster can do the same?
I want my Psychic ki master slime blasting monks around :3
Characters capable of manipulating ki will be able to goof around with their chakras to unlock cool powers and abilities.
We _might_ do a feat or something that allows non-ki users to manipulate their chakras, but I haven't quite gotten to that part yet, as I'm focused on getting the core system correct.
i truly hope that this quote do not mean that we will have all the 32+6 Mythic paths using chakras to cast all the same psychic cosmic power
Please, do not let that happen!!
A psychic commoner and a psychic expert... then all the prestige classes, if so, the monster can do the same?
I want my Psychic ki master slime blasting monks around :3
Just because a PC, the rarest of rare beings already in any campaign setting, takes a particular feat doesn't mean that suddenly every NPC and monster in that setting takes that same feat.
Very much looking forward to this, now for a variety of reasons. Also sad to see SMH toward psionics. Oh well, DSP products still sell, so some people can just continue to cry all they want; luckily, it won't make any difference to the industry.
As I continue to write and flesh out my fan-created adventure series, Return of the Annunaki, I will certainly continue using DSP materials (via Ultimate Psionics), and once this product is released (as we did with Advanced Class Guide), the amazing Justin Sluder and I will put together NPCs that include a diverse set of materials, including both psionics and psychic magic. I don't plan on including these materials until the mechanics are finalized, however - which means that these new classes and material will not be included in Book One, which already has a completed outline and drafts (along with the completed 1st-level adventure, 'The Crime Ring').
Kundalini energy will be talked about by NPCs/PCs in 3rd-level, 'To Enter the Serpent's Den,' revealed by a young naga patron of the Nagajoran nobility. This energy system is represented by two intertwined curving lines on the floor of an encounter area within the Nagajoran Royal Palace, and serves as the basis for ancient naga spirituality, which is linked back to Vudra. So, yay for Kundalini being included in core materials!
the xiao, I am currently writing a section on ki, kundalini/serpent-fire, and chakras, which I imagine could be used to create a fakir. It's on my mind, too.
Puuuleeeease an archetype for the monk at least! Or even a feat chain. I remember the austerity feats from the Yogi class of Monty's top d20 content back in the day. Something like that would be a start.
The design team thought that we didn't need another eastern mysticism martial type like a yogi, because monks are kind of based off a lot of those traditions already. I'm not sure I 100% agree, but when this book is done I will agree a lot more than I did three months ago. :)
Well, the same could have been said of the Cavalier, Witch and most if not all of the hybrid and variant classes.
However, a variant monk class would be a very nice addition, like a reverse brawler, instead going to the other side of the spectrum (more supernatural, less fighting). Specially since nothing screams psychic magic, inner power, looking inward and mastery of one's body using the mind than a yogi/fakir, which is something no class from the book conveys. Which is a shame really.
Really liked all classes after a thorough reading, and I think at the end of the day the Mesmerist in the right campaign would be a blast to play!
There's a considerable part of me that's wishing for rules for the ghost rider cavalier to gain a possessed motorcycle mount instead of a steed. (Compatible with the Technology Guide, of course!)
After listening to the podcast, I'm not so sure I'm interested in this anymore. It really sounds like neither Erik nor Brandon are terribly invested in the book.
I kid, of course. They're brimming with infectious enthusiasm.
Out of curiosity, are you intending to touch on alchemy, particularly the more spiritual aspects of it? While alchemy relates to chemistry, it also has roots in Hermeticism and other esoteric practices, for pursuing personal transformation and perfection, both physical and spiritual. Isaac Newton was big into alchemy...and I believe there was even a form of alchemy practiced in India...Nāgārjuna Siddha and Nityanātha Siddha, I think were prominent Indian alchemists? Well, I'd understand if it doesn't touch on it, but I think it would be cool if it did.
Many people working on Occult Adventures are interested in Hermeticism and esoteric alchemy. I wouldn't be surprised if some of that flavor finds its way into the book!
I confess, this is the first product announcement from Paizo that just doesn't interest me. New age mumbo jumbo won't ever be useful in my games... ah well, not every product can be for every person. Regardless, I hope everyone that's enthusiastically waiting for this has fun with it.
Characters capable of manipulating ki will be able to goof around with their chakras to unlock cool powers and abilities.
We _might_ do a feat or something that allows non-ki users to manipulate their chakras, but I haven't quite gotten to that part yet, as I'm focused on getting the core system correct.
Honestly, I think this is a good idea. Expanding chakra use to other martials would be really awesome. Either with feats or with archetypes. I think it'd be cool to play a fighter that uses ki and unlocked chakra potential. Or a reincarnating kineticist that unlocks all seven chakras to control the Avatar State achieve enlightenment.
:)
Also, will some Amerindian mysticism be present in this? Things like spirit quests, Mayan medicine, hallucinogenic snuff, reincarnation, tonalli, naguals, and totemism, etc. I remember briefly reading about chulel, the word for soul in Tzotzil people, acting in a similar way to chakra but is made up of 13 parts in the human body.
I confess, this is the first product announcement from Paizo that just doesn't interest me. New age mumbo jumbo won't ever be useful in my games... ah well, not every product can be for every person. Regardless, I hope everyone that's enthusiastically waiting for this has fun with it.
I can't speak in any official capacity about this, but from my understanding OA isn't so much "New Age" as in crystals and all that nonsense, so much as it is golden-era mysticism, the kind of stuff you'd see in the early 1900s and fantasy interpretations.
I think there's going to be a lot of stuff for all types of players in this book, beyond just the new classes. It might be worth keeping an open mind about. :)
I'm all about old school Vancian magic, so I remain skeptical on how useful it will be for me or my games... but like I said, I hope it serves others well.
@Unseelie: From the playtest, the magic still uses the Vancian system, it's just "psychic magic" instead of arcane or divine. You should check out the playtest document before you give up on it completely. :)
So, where do they actually nail down which new releases will be part of official PFS play and which won't? I can never tell.
(Yes, I know about the PFS Additional Resources document for stuff that's already been published... I'm talking about upcoming stuff.)
There's not any official announcement about which upcoming content enters the Pathfinder Society Organized Play campaign before it shows up on the Additional Resources page. Occasionally Mike or I post some predictions in response to people's inquiries, but we really have to sit down with the material and discuss the final product to know what would benefit the campaign and what would harm it. We're excited about all of the products and try to open up a large amount from each.
In general, we avoid larger alternate rules systems like the words of power in Ultimate Magic and performance combat in Ultimate Combat. On rare occasions, a scenario might use these rules, but providing them for everyday use as player options means one more significant subsystem that a GM must understand in order to run a game.
Are we going to get any word from the designers regarding what they learned from the playtest, and potential changes/directions for these classes in the final product ?
nighttree, with the APG they previewed the classes and new iconics over the approximately 3 month period before the book came out, so I imagine they'll do something similar here - so I wouldn't expect such info until late April or so. Generally Paizo doesn't like to talk about the post playtest changes until things are finalized, which wont happen for a while. But we'll see...
Are we going to get any word from the designers regarding what they learned from the playtest, and potential changes/directions for these classes in the final product ?
Are we going to get any word from the designers regarding what they learned from the playtest, and potential changes/directions for these classes in the final product ?
Yes. In the form of a big book.
It's always nice when people jump in to provide dumb responses. As I understand it, a meeting was supposed to happen last week that got moved (possibly) to this week and from that meeting we will see some feedback. Enough, hopefully, to make these classes closer to what the end product will be once the book comes out.
As I think of the Vulcans in Star Trek, River Tam in Fire Fly, and all the ancient schools in Dune, will there be a section in Occult Adventures about using these classes in a Sci-Fi setting?
nighttree, with the APG they previewed the classes and new iconics over the approximately 3 month period before the book came out, so I imagine they'll do something similar here - so I wouldn't expect such info until late April or so. Generally Paizo doesn't like to talk about the post playtest changes until things are finalized, which wont happen for a while. But we'll see...
Medium and kineticist will each get a post mortem at some point sooner and well before that, composed of comments about the playtest and teasers about the direction of the classes towards their new forms.
nighttree, with the APG they previewed the classes and new iconics over the approximately 3 month period before the book came out, so I imagine they'll do something similar here - so I wouldn't expect such info until late April or so. Generally Paizo doesn't like to talk about the post playtest changes until things are finalized, which wont happen for a while. But we'll see...
Medium and kineticist will each get a post mortem at some point sooner and well before that, composed of comments about the playtest and teasers about the direction of the classes towards their new forms.
Many thanks Mark. I heard comments to this effect from several of the Dev's...looking foreword to hearing these.
It is a great podcast, thanks for it. It seems to me the feeling is that in PF Wizard, Demons, Orcs and Dragons have become too mundane, too known. Occult adventures is trying to introduce a bit more mystery back into the game. I am certainly looking forward to reading some of the more fluffy stuff mentioned!
So, where do they actually nail down which new releases will be part of official PFS play and which won't? I can never tell.
(Yes, I know about the PFS Additional Resources document for stuff that's already been published... I'm talking about upcoming stuff.)
All classes are able to be part of PFS play. Not necessarily all archetypes. Archetypes are usually restricted. Out of the base classes, only the Anti is restricted out right because it requires chaotic evil alignment to play.
I'm looking forward to this book, and plan on getting it when it is released as a PDF (so much easier to keep track of all my books on my laptop than on a bookshelf).
I've always wanted to play a psychic character, but my GM isn't a fan of third-party content so I could never use any Dreamscarred Press books (so wanted to play an Aegis or Psychic Warrior). Now that Paizo has it's own psychic-styled classes, I plan on using them soon.
Of all the classes I've seen in the Playtest, I think that the Kineticist will be my favorite, based on what there is for it currently. The ability to use your kinetic blast with a weapon via the Kinetic Blade form infusion is going to be a big seller for me.
I am hoping to see at least one archtype for the various core classes, and hopefully some fun mechanics for the classes in ACG. I was not impressed with ACO, and hope this book will have better options for them.
I agree DekoTheBarbarian, the kineticist is my favorite as well, I also like the Mesmerist, Psychic, and Spiritualist. I can't wait to see what else is in this book as well.
Fifty-four Medium spirits... I can't wait. Not to mention archetypes! Considering we've already got the peanut-butter-chocolate of Liar/Rakshasa, I'm looking forward to more fun combos.
I really hope there will be an archetype or something that meshes the alchemist with the occultist's implement features... I'd call it "Artificer" for my games :)