Ever since I plaid the dragon shaman back in 3.5, I've loved him. My friend and I worked on modding a Dragon Shaman for pathfinder, and using that mod, I'm currently working on a Dragon Shaman for the card game. I myself won't have a chance to play test him until i can scrounge up money for sleeves, so bear with me on this.
First up is the new trait, aura. When designing him, I wanted his auras to be the big selling point for him. The best place for auras were under spell cards, but they weren't arcane or divine, so i created a new aura trait for them. The aura trait for the dragon shaman is listed under Constitution, as constitution is a valuable ability for the class. Because of having aura spell cards, I did attempt to create a bunch of aura cards as well, both basic and not basic... The only thing I really haven't done is the card and skill feats. Anyway, here he is.
Torke the Dragon Shaman (keywords: Male, Dwarf, Dragon Shaman)
Strength d6
Constitution d12 Aura +2, Fort +2
Dexterity d6
Intelligence d4
Wisdom d6 Perception +2
Charisma d8
Hand 5 (6)
Proficiency light armor
Special 1: Discard (recharge) a card to add 1d6 acid, cold, electricity, or fire to a combat check.
Special 2: Discard a card to reduce combat damage dealt to you by 1 (2)
Special 3: (aura spells can be used by characters at different location)
starter deck layout
Weapon 1 (Mace)
Spells 6 (Aura of Draconic Power, Aura of Lightning Strike x2, Aura of Vitality, Aura of Dragon Scales, Aura of Flight)
Armor 1 (Leather Armor)
Item 2 (Potion of Hiding, Codex)
Ally 2 (Night Watch, Sage)
Blessings 3 (Blessing of the Gods)
Alright, that's him. To explain the meaning behind his powers: Special 1 imitates his dragon breath, special 2 imitates his dragon scales which would increase his natural armor, special 3 imitates his aura changing from a 30' radius to 60'.
When it came to the basic auras, they function like most of the basic spells, but can be cast on any character at the same location as the dragon shaman since in the table top version, the dragon shaman's a party buffer. I can't remember if that's how non attack spells normally work at the moment or not...
Basic Auras
Aura of Accuracy (works like Guidance)
Aura of Dragon Scales (works like Arcane Armor)
Aura of Vitality (works like Cure)
Aura of Flight (works like Levitate)
Aura of Lightning Strike (works like Lightning Touch)
Aura of Draconic Power (works like Inflict)
Aura of Frightful Presence (works like Invisibility/Sanctuary)
Aura of Slumber (works like sleep)
Non-basic auras (where I'll probably need the most feedback because nothing seems too broken while I'm designing it.)
Aura of Prowess: is speed and strength as one aura, but can only give 3 to either a dex or str check, not both.
Aura of Energy Shield: adds 1d6 to a failed check after damage has already been done to the character. (how the actual aura works if you're wondering why I have it work this way)
Aura of Dragon Greed: Get a bonus dice when attempting to acquire a boon
Aura of Chromatic Resistance: Arcane Armor, but specifically for acid, cold, electricity, or fire damage
Aura of Motivation: Reroll a failed check, but you must keep the second roll.
Lot of stuff. That's all I have at the moment. The basic auras will have acquire and recharge checks that are the same as the basic card their emulating. The non-basic one's I'll figure out checks later when I have my cards to study. They're at home and I'm currently not. Hope everything here looks good to you guys and maybe will consider playing one.