Hullors from the Finnish scene.
We had a smallish test of the ACG classes a few days ago. Two scenarios and 5 of the new classes in all, with yours truly playing a shaman. I'll be posting some data from my point of view and linking this thread to our IRC channel in hopes that the rest of the gang decide to wander in at some point. Without further ado then:
I used Paurun, Dwarf Shaman of nature lvl 1. The idea behind the class choice was that there'd be a wealth of new abilities to test, so both Arcanist and Swashbuckler were off the table. The rest of the party consisted of a bloodrager(Wayang), an investigator (Elf) a slayer (Halfling) and a warpriest of Iomedae(Human). In word, an unplanned circus troupe of a motley crew as things tend to go in PFS.
Initially the Shaman played as a regular high AC Cleric, but once we got up to speed, which I figure was sometime past the boss party of First Steps part 1, a power disparity between the two classed begun to rear its ugly head. Bear with my comparisons between the classes, for though it does not correlate with the hybrid class' parts themselves(oracle and witch), they play very similarly.
Anyway, since a Shaman loses the Channel Energy feature in the outset and only gains it back if proper spirit abilities are taken, it looks like a Shaman and a Cleric of equal level and diposition would play pretty similarly, but, PFS being the way it is, skills were a deciding factor, funnily enough.
Here's the nitty and gritty. A Shaman has a lot to do in a session. relatively. Those two skill points more might not seem a lot, but are a huge thing in an idiosyncratic campaign such as the Society. Home campaigns might have dedicated skill characters, but in PFS nothing goes as planned and one might find themself in a party of six sorcerers of all things. 4+Int adds to versatility, something a Cleric sorely lacks.
Gear proficiencies bare a mention, I guess. Simple is enough for me, since it supports races with weapon proficiencies and I like the fact that they are not proficient with shields at all. But only if the final version has some spirits give out shield and better armor proficiencies. It fits the flavor of them not being as militant as inquisitor and clerics, but hopefully players are still given a choice of picking up some of that militaristic feel.
Then on to the special abilities of the class: I guess the choice of Spirit speaks for itself. Nature's Whispers is very powerful, just like its predecessor Sidestep Secret. However, this one runs on Wisdom, which is likely the most ubiquitously referenced stat in the system, ruling over a saving throw, two incredibly useful skills(Perception & Sense Motive) both of which directly contribute to the success of any a party, and also has a good list of synergies with multiclassing(Sensei and Inquisitor come to mind). Make it a casting stat too and suddenly Shamans become almost SAD.
Hexes, in turn, were pretty disappointing, with erosion curse doing just about nothing and life leach being too weak. With them being spread out thin over the levels, I don't see players picking this class to use hexes at all. Spirit magic, too, felt hardly there. Once a day per spell level simulates domain spells to an extent, but it misses the best part of the Oracle: interesting spell lists thanks to mystery spells.
With that said, it otherwise functioned just like every other divine caster I've played: first level is about rationing abilities and spells and walking softly while carrying a big weapon.
In any case, I'm intrigued what chances the class might see in the future.
[exeunt, pursued by the laundry.]
Edit: yeah corrected some errors.