Evan Riggs's page

Organized Play Member. 195 posts. No reviews. No lists. 1 wishlist. 4 Organized Play characters.


Sovereign Court

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Hello all.

First i want to give thanks to my players: Paul, Alsainder, Drakol, Pigoni, Scott, Silvair, and to be added Kana. Rptools.net for the maptools program, and the writers of pathfinder and thunderscape.

Next this is an accounting of my players, their characters and their stories. Which i ask my players to remember this is a public forums, do not be vulgar or explicit in your information.

also my DMNPC, Silk - Silk joins the party when the player attendance drops below 4, but i only DM for 3+ players. If what they are going into is dramatically overwhelming for them or their levels i add her in to balance things. also similar to how Cimri is run in HV ap, i run Silk the same way in that when they level she levels, therefore she cannot be a cohort and she doesnt get exp cuts.

Silk - Lvl 5 Cybersoldier/ lvl 1 Esoteric Magus

the character was based physically on Gally aka Battle Angel

http://img13.deviantart.net/15c9/i/2014/119/f/d/gally__battle_angel_alita_g unnm_by_ryokai-d7ghqze.png

however it is emotionally based on my former Shadowrun character and her hiistory is a female parody of the movie D.A.R.Y.L.

http://www.imdb.com/title/tt0088979/

now given this had to be further adapted to reflect Shadowrun 2075, or in the case of this thread, Numeria, Irongods.

okay so enough build up.

Silk - 5'2", 127lbs, Tian female, grew up in the technic league area of Starfall. she is cybernetically enhanced and the below is her information

14, 17, 10, 14, 10, 10.

Human - Technologist
1st - Exotic Weapon Firearms
F1 - Combat Reflexes
F2 - Weapon Focus Fire Arms
3rd - Weapon Finesse
F4 - Weapon Spec Fire Arms
F5 - Cybernetic Combat
5th - Rapid Reload Firearms
6 - M1 - Spell Combat (Will rarely use it)
6 - M1 - Arcane Pool (3/day) OOO
6 - M1 - Improved Unarmed Strike
6 - M1 - Unarmed Spellstrike (Will heavily Use it)
6 - M1 - Diminished Spellcasting
6 - M1 - Light Armor Casting
6 - M1 - Cantrips
6 - M1 - Spellbook
-----------------------------Next Level------------------------------
7th - Craft Tech Items
7 - F6 - Weapon Spec Slam
-----------------------------------------------------------------------
xp - na
Traits
Rich Parents
-----------------Spells are in Androffan and on a scrap sheet of Glaucite)----------------------------
a capital letter O = a spell is prepared
0th level spells - 2/day These spells will not be altered
Prestidigitation (used to stay clean)
Light (self only, and only if needed)

1st Level spells - 1/day
Shocking Grasp
Enlarge Person
Shield
Snowball
True Strike

Gear
Cyber Arm - 04,750gp
Cyber Arm - 04,750gp
1x Skintight Jump Suit Free Outfit
1x Leather Armor MW
(Form Fit Leather Armor)

Paired Cyber Arms -
1) can lift and carry double the normal maximum weight
2) +5 circumstance bonus on Climb checks.
3) +5 bonus to CMD against disarm attempts, with 1 handed light weapons or 2 handed
weapons

5th - Cybernetic Combat (Ex): (Replaces Weapon Training 1)
1) +1 bonus on attack rolls with implanted weapons, cybernetic arms, and melee or thrown
weapons wielded with a cybernetic arm.
2) Weapons wielded with two cybernetic arms receive double the bonus, except when such weapons are thrown.
3) This damage bonus increases by 1 for every 4 levels gained.
4) This attack bonus does not stack with the attack bonus for weapon training.
5) Cyber-Slam slam attack (1d6 points of bludgeoning damage)

Improved Implantation (Ex) Armor Training 2 and 4
1) 7th - Increase Cyber implantation points by half level split as decided between Con and Int
May increase Brain max enhancements by 1
May Increase Body max enhancments by 1
2) 15th - May increase Body enhancements by 2 more

Resilience (Ex) Replaces Armor Mastery
1) 19th - Gain 5 temporary hit points for each piece of implanted cybertech in his body.
Lost temporary hit points are recovered at the rate of 10 points per hour.

Tactics
Silk is a trained Soldier, she doesn't like to lead she likes to follow. She prefers to use a slam over the chainsword, if the opponent is a real threat she'll use it. She doesn't like to be touched she wont kill for it unless harm was intended. In a group she fiercely defends those she is ordered to guard. Asking and ordered to do something is not the same. She doesn't see anyone as a friend or enemy. only threats and opposition. If they attack her they are a threat. Civilians talk, or try to intimidate. Soldiers don't talk they kill, incapacitate, pacify others to be Civilians.

now the tactics above is how i played her in shadowrun. its how i portray her here in IG as well.

now as a DM i am allowing one of her cyber slam attacks to be used in place of her unarmed spellstrike. don't know if the rules will normally allow her spellstrike to work that way and i really don't care either. its working that way in this game.

ok, i request that the players from my game speak on their own behalf but before they do the present line up is

Gnome Alchemist Scientist/ Steam Wright, Cohort - Tanea from book 2
Human Wizard
Android Golem Mage
Human Thunder Scout
Winter Elf Maddog Barbarian/ w Tiger from the mammoth lords tribes.
Cleric of Brigh
and Alsainder i don't remember what he is playing coming into it.

Sovereign Court

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Nex's Realm - How tf do we get out of here?!

Under Castle Korvosa - Sorshen Awakens

Alaznist's Dungeon - the mega dungeon west of Varisia

Alkenstar = dead magic game

Sovereign Court

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i never said anything about a bracer of dexterity. the player in question was throwing ideas out then he caught hell from you, he never said he was commiting to playing it. its not a competition, i defended the player because another playyer was unjustly accusing him of being op. and he wasnt, its got nothing to do with favortisms, because i dont use it, i screw over each player equally. as for his arkon, i wasnt grasping their methods, and because you refused to allow me to figure it out in my own way and consistently bicker it the status we are presently at has developed.

when i say things like i dont care about blah, its because i really dont care what another player thinks about how i run my games. am i going to find something balanced, am i going to discuss the matter with X player, sure is it any other players' need to know about what decision the dm comes up with. NO. as long as he is fair to the situation and consistent with his rules.

sure i dont always start my players out on the exact same equal footing, because i am trying to stay consistent to region, story, and a progressed timeline of game. The rules and the story make it fun and balanced to me, not just the rules and not just the story but both together.

honestly if i was in your game, its your rules. PERIOD. if ross byers is running a game its his rules PERIOD. in my game, its my rules PERIOD.
thats how i feel about the game. I am only speaking about how i feel a DM should be.

So kibitz about your complaints all you like in the overall scheme of how the game shiould be in your big one opinion. Ill do it my way, someone else will do it their way.

I really dont give a hoot about your opinion or the others' opinion, and you shouldnt care about mine.

Sovereign Court

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this whole discussion stems from my rpg game in infrno.net where a player considered, regressing his character from a legion archon, to an advanced lantern archon (i allowed monsters in beginning game book 1, of Serpent's skull) with levels in synthesist summoner. now aside from the berating nature of diasent and flowery angry passages about how peoples personal lives suck in a private skype call.

he has argued the points of conjecture over the 'base form' of the eidolon for the past week now.

I refuse, all of you obviously refuse, to see it his way.

While yes the synthesist is a power house hybrid class, and yes you can with minor usage of the character, no magic items and a good dexterity pull off a hi 20's ac by lvl 4 in the class. Play testing of the class went out before it was printed. What sort of play testing? Well I have heard stories from authors of PF. Such as, hey a room of munchkins, break the game show us whats wrong then we'll fix it. Sums up the jist of the story.

so while I dont have a PHD in trolling out insults to others' intelligences, jobs, and ability to write games. I do however know that there are cardinal rules in gaming. The gm has the right to change the game as he sees fit. The gm can throw out any rule that gets in the way of having fun. But as long as the GM stays consistent with their decisions with conviction of their house rules no player should really complain all that much.

so yeah an advanced lantern archon needs the other PCs to go up 3 levels before it can advance 1, but just that one time (CR 3).

and a legion archon must wait a lot longer.

This whole argument is, as it seems to me. That Diasent cant accept someone with a lower GPA than his own being right about anything.
And that any player (regardless if able to do so or not) should not build a character using the full extent of the RAW in their favor.

Sovereign Court

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Level---BAB-----Fort----Ref-----Will----Special
1--------0-------2-------0-------2------Breath Weapon 1d6, Dragon Subtype, Spell-like Ability (1st)
2--------1-------3-------0-------3------Invocation
3--------2-------3-------1-------3------Breath Weapon 2d6, Scales of the Wyrm +1 (Resist 5)
4--------3-------4-------1-------4------Invocation, Spell-like Ability (1st - 2nd)
5--------3-------4-------1-------4------Breath Weapon 3d6, DR 1/magic
6--------4-------5-------2-------5------Invocation
7--------5-------5-------2-------5------Breath Weapon 4d6, Scales of the Wyrm +2 (Resist 10)
8--------6/1-----6-------2-------6------Invocation, Spell Like Ability (1st - 4th)
9--------6/1-----6-------3-------6------Breath Weapon 5d6, DR 2/magic, Medium Armor Proficiency
10-------7/2-----7-------3-------7------Invocation
11-------8/3-----7-------3-------7------Breath Weapon 6d6, Scales of the Wyrm +3 (Resist 15)
12-------9/4-----8-------4-------8------Invocation, Spell-like Ability (1st - 6th)
13-------9/4-----8-------4-------8------Breath Weapon 7d6, DR 3/magic
14-------10/5----9-------4-------9------Invocation
15-------11/6/1--9-------5-------9------Breath Weapon 8d6, Scales of the Wyrm +4 (Resist 20)
16-------12/7/2--10------5-------10-----Invocation, Spell-like Ability (1st - 8th)
17-------12/7/2--10------5-------10-----Breath Weapon 9d6, DR 4/magic
18-------13/8/3--11------6-------11-----Invocation
19-------14/9/4--11------6-------11-----Breath Weapon 10d6, Mastery of the Wyrm (Immunity), Heavy Armor Proficiency
20-------15/10/5--12------6-------12----Grand Invocation, Dragon Immunities, Spell-like Ability (1st - 9th)
-
Dragon Fire Adept
Hit Dice per class level: 1d10
-
Skills Per level: 6 + Int modifier:
Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Intimidate, Knowledge, Linguistics, Perception, Sense Motive, Spellcraft, and Use Magic Device
-
Weapon Proficiencies: Dragonfire Adepts are skilled in the use of all simple weapons. Light Armor, no shields.
-
Breath Weapon (su): Class level + Con mod per day: may use their breath weapon. The Reflex save DC is 10 + ½ Dragonfire Adepts class levels + Con modifier, for half. Area is a 15 foot cone or a 30 foot line, chosen and never changed. This is an elemental attack based on your chosen Scales of the Wyrm color: Fire (Gold, Brass, or Red), Cold (Silver or White), Acid (Black, Green, or Copper), Electricity (Blue or Bronze). This breath weapon adds your Constitution
modifier to the damage dealt.
-
Invocations: at every even level select one invocation from the list below (EX – always active, SU – uses a breath weapon.(Breath effects; may only apply one breath effect to any breath weapon attack at a time unless otherwise noted).

Invocations
-
Least: no mimium requirements
Aquatic Adaptation (ex/su): EX: may breathe underwater, and gain a swim speed equal to your land speed. SU: and you may use your breath weapon underwater normally.

Sickening Breath (su): This is a cone effect, the duration is a number of rounds = to the number of dice rolled (5d6 = 5 rounds), the save is to cut the duration by half round down minimum 1 round).

Draconic Combat (ex): gain a natural Bite, Claw, Claw attack Bite 1d8 + str, Claws 1d6 + str. (scale damage up or down based on DFA's creature size.

Beguiling Influence (ex): Gain a competence bonus to Bluff, Diplomacy, and Intimidate checks = to half your class levels.

Breath of the Night (Su): Breath a Fog Cloud Spell, (not useable with Five Fold Breath) your class level is its caster level.

Breath of Darkness (Su): Breathe the Darkness as the spell.

Deafening Roar (su): this is a cone effect, the duration is a number of rounds = to the number of dice rolled (5d6 = 5 rounds), the save is to cut the duration by half round down minimum 1 round).

Draconic Knowledge (Ex): Gain a bonus on knowledge checks and spellcraft checks = to ½ your class levels round down minimum +1.

Endure Exposure (Su): target gains immunity to your breath weapon effects, and endure elements.

Magic Insight (Su): Continuous Detect Magic.

See the Unseen (Ex): Gain Darkvision 60’ & Tremor sense 10' per level radius.
-
Lesser 6th lvl minimum requirement
Extend Breath Weapon (su): +5 feet per 2 levels in this class to the cone or line.

Breath Weapon Admixture (su): apply a second energy type to your breath weapon.

Shaped Breath (su): This is a line effect that you may change its shape (the angle it travels left, right, up, down, etc.) a number of squares = to your constitution modifier but the breath weapon must remain continuous.

Slow Breath (su): This is a Cone effect, the duration is a number of rounds = to the number of dice rolled (5d6 = 5 rounds), the save is to cut the duration by half round down minimum 1 round).

Weakening Breath (su): This is a cone effect, the duration is a number of rounds = to the number of dice rolled (5d6 = 5 rounds), the save is to cut the duration by half round down minimum 1 round).

Cloud Breath (su): your breath weapon creates a 20' radius cloud.

Enduring Breath (su): Breath weapon deals its damage = to the number of dice rolled (5d6 = 5 rounds), the save is to cut the duration by half round down minimum 1 round).

Draconic Flight(ex): You grow spectral dragon wings, speed equal to base land speed, good maneuverability, +4 vs forced march tests.

Frightful Presence (su): any creature affected by your breath weapon and fails their save versus its effect is also shaken for 1 minute per die of damage rolled. This is a fear effect.

Void Sense (ex): Gain, Blind sense 30’

Voracious Dispelling Breath (su): as Dispel magic but deals damage per level of the spell effect removed (no save vs this damaging effect).
-
Greater Invocations 12th level minimum requirement
Sleep Breath (su): This is a cone effect, the duration is a number of rounds = to the number of dice rolled (5d6 = 5 rounds), the save is to cut the duration by half round down minimum 1 round).

Thunder Breath (su): This breath effect deals sonic damage instead of the normal, cone effect only.

Force Breath (su): this is a line shaped breath dealing force damage and can affect incorporeal creatures normally.

Aura of the Dragon (su): your breath weapon is inverted to sheath you in an aura of your energy, dealing 1 point of damage per die normally rolled, spell resistance WILL apply to this effect. Any creature striking you with a natural or non-reach melee weapon suffers this damage.

Draconic Toughness (ex): Gain the Toughness feat, if you have the toughness feat gain +1 HP per level instead.

Wingstorm (ex): (Must have Draconic flight): You may use your spectral wings to create a storm of wind around you, All creatures in 20 feet roll vs Fly skill check if flying or Fortitude if not flying. The DC is as if you had used your breath weapon. Those that fail are pushed back up to 25 feet max distance away, if they strike an object or another creature and traveled more than 5 feet they take falling damage based on the distance traveled.
-
Dark Invocations 18th minimum level requirement
Disintegrating Breath (su): This is a line effect and deals double damage and can cause disintegration to an affected creature.

Greater Draconic Flight (ex): (must have draconic flight) Increase your flight speed by 30 feet and gain perfect maneuverability.

Instill Vulnerability (su): your breath weapon (line or cone) causes those who fail their save versus your breath weapon to gain vulnerability for 1 hour per die normally rolled. Creatures that normally have immunity to your breath effect retain their immunity without the need to save.

Paralyzing Breath (su): this is a cone effect, the duration is a number of rounds = to the number of dice rolled (5d6 = 5 rounds), the save is to cut the duration by half round down minimum 1 round).

Five Fold Breath (su): Breathe five different breath effects simultaneously, but only 1 set of dice is rolled. May not be combined with Disintegrating Breath.
-
Scales of the Wyrm (ex): Natural Armor +1 and Resistance 5 is gained at these levels and they take on a coloration of the dragon to which your bloodline runs; Fire (Gold, Brass, or Red), Cold (Silver or White), Acid (Black, Green, or Copper), and Electricity (Blue or Bronze). Natural Armor +1 - +4. At 19th lvl you have mastered the draconic form granting you energy Immunity to your chosen colors elemental effects.

Magic of the Wyrm (ex): Gain Damage Reduction magic and at lvl 20 you gain immunity to paralysis, sleep magic.

Spell-like Abilities: Gain a spell like ability useable at will. at 4th level and every 4 levels thereafter gain one additional spell like ability and add one spell like ability to your list of spell like abilities. Each time a new spell like ability is gained all previous spell like abilities gained through this classes list of abilities goes up one. Example: 1st lvl 1 ability. 4th lvl the 1st lvl ability is 2/day. at 8th lvl the others are 3/day, 2/day, 1/day. etc at 12th 16th and 20th.
Pick one class list of spells. Arcane: if based on Sorcerer/wizard. Divine: if based on Cleric/Oracle. your spell like abilities are chosen from that list from their forward.

-
New Feat
Extra Invocation
Prerequisite: Dragonfire Adept 2nd or higher level.
Benefit: Gain one invocation, must meet the perquisites level for it still.

New Feat
Extra Breath
Prerequisite: Dragonfire Adept
Benefit: Gain 2 extra uses of your breath weapon per day.

this is based on your suggestions and my interpretation.

Sovereign Court

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Level-BAB---Fort----Ref-----Will----Special
1--------0------2-------0-------2------Breath Weapon 1d6, Dragon type
2--------1------3-------0-------3------Invocation
3--------2------3-------1-------3------Breath Weapon 2d6, Scales of the Wyrm +1 (Resist 5)
4--------3------4-------1-------4------Invocation
5--------3------4-------1-------4------Breath Weapon 3d6, DR 1/magic
6--------4------5-------2-------5------Invocation
7--------5------5-------2-------5------Breath Weapon 4d6, Scales of the Wyrm +2 (Resist 10)
8--------6/1----6-------2-------6------Invocation
9--------6/1----6-------3-------6------Breath Weapon 5d6, DR 2/magic
10-------7/2----7-------3-------7------Invocation
11-------8/3----7-------3-------7------Breath Weapon 6d6, Scales of the Wyrm +3 (Resist 15)
12-------9/4----8-------4-------8------Invocation
13-------9/4----8-------4-------8------Breath Weapon 7d6, DR 3/magic
14-------10/5---9-------4-------9------Invocation
15-------11/6/1-9-------5-------9------Breath Weapon 8d6, Scales of the Wyrm +4 (Resist 20)
16-------12/7/2-10------5-------10-----Invocation
17-------12/7/2-10------5-------10-----Breath Weapon 9d6, DR 4/magic
18-------13/8/3-11------6-------11-----Invocation
19-------14/9/4-11------6-------11-----Breath Weapon 10d6, Mastery of the Wyrm (Immunity)
20------15/10/5-12------6-------12-----Grand Invocation, Dragon Immunities
-
Dragon Fire Adept
Hit Dice per class level: 1d8
-
Skills Per level: 6 + Int modifier:
Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Intimidate, Knowledge, Linguistics, Perception, Sense Motive, Spellcraft, and Use Magic Device
-
Weapon Proficiencies: Dragonfire Adepts are skilled in the use of all simple weapons. However they are not skilled in the use of any armor or shields.
-
Breath Weapon (su): Class level + Con mod per day: may use their breath weapon. The Reflex save DC is 10 + ½ Dragonfire Adepts class levels + Con modifier, for half. Area is a 15 foot cone or a 30 foot line, chosen and never changed. This is an elemental attack based on your chosen Scales of the Wyrm color: Fire (Gold, Brass, or Red), Cold (Silver or White), Acid (Black, Green, or Copper), Electricity (Blue or Bronze). This breath weapon adds your Constitution
modifier to the damage dealt.
-
Invocations: at every even level select one invocation from the list below (EX – always active, SU – uses a breath weapon, SP – at will), (Breath effects; may only apply one breath effect to any breath weapon attack at a time unless otherwise noted), The spell like invocations use the effective spells level for determining DC of its resistance, 10 + spells effective level + con modifier.
-
-
Least: 2nd level Minimum requirements
Aquatic Adaptation (ex/su): EX: may breathe underwater, and gain a swim speed equal to your land speed. SU: and you may use your breath weapon underwater normally.

Sickening Breath (su): This is a cone effect, the duration is a number of rounds = to the number of dice rolled (5d6 = 5 rounds), the save is to cut the duration by half round down minimum 1 round).

Draconic Combat (ex): gain a natural Bite, Claw, Claw attack Bite 1d8 + str, Claws 1d6 + str.

Beguiling Influence (ex): Gain a competence bonus to Bluff, Diplomacy, and Intimidate checks = to half your class levels.

Breath of the Night (Sp): Create a Fog Cloud Spell, (not useable with Five Fold Breath) your class level is its caster level.

Darkness (Sp): Create Darkness as the spell.

Deafening Roar (su): this is a cone effect, the duration is a number of rounds = to the number of dice rolled (5d6 = 5 rounds), the save is to cut the duration by half round down minimum 1 round).

Draconic Knowledge (Ex): Gain a bonus on knowledge checks and spellcraft checks = to ½ your class levels round down minimum +1.

Endure Exposure (Sp); Self: Endure Elements. Others: target gains immunity to your breath weapon effects, and endure elements.

Magic Insight (Sp): Detect Magic and while it is active, Identify: by touch as the spell no components required.

Scalding Gust (Sp): Gust of Wind, and deal your breath weapon damage to those in the effect equal to 1 point per die of damage. + con mod. The damage is still taken even if the save is made.

See the Unseen (Ex/Sp): EX: Gain Darkvision 60’/ SP: See Invisibility as the spell.
-
-
Lesser 6th lvl minimum requirement
Charm (Sp): Charm Monster as the spell (except limited to one creature at a time).

Extend Breath Weapon (su): +5 feet per 2 levels in this class to the cone or line.

Breath Weapon Admixture (su): apply a second energy type to your breath weapon.

Shaped Breath (su): This is a line effect that you may change its shape (the angle it travels left, right, up, down, etc.) a number of squares = to your constitution modifier but the breath weapon must remain continuous.

Slow Breath (su): This is a Cone effect, the duration is a number of rounds = to the number of dice rolled (5d6 = 5 rounds), the save is to cut the duration by half round down minimum 1 round).

Weakening Breath (su): This is a cone effect, the duration is a number of rounds = to the number of dice rolled (5d6 = 5 rounds), the save is to cut the duration by half round down minimum 1 round).

Cloud Breath (su): your breath weapon creates a 20' radius cloud.

Enduring Breath (su): Breath weapon deals its damage = to the number of dice rolled (5d6 = 5 rounds), the save is to cut the duration by half round down minimum 1 round).

Draconic Flight(ex): You grow spectral dragon wings, speed equal to base land speed, good maneuverability, +4 vs forced march tests.

Frightful Presence (su): any creature affected by your breath weapon and fails their save versus its effect is also shaken for 1 minute per die of damage rolled. This is a fear effect.

Void Sense (ex): Gain, Blind sense 30’

Voracious Dispelling Breath (su): as Dispel magic but deals damage per level of the spell effect removed (no save vs this damaging effect).

Walk Unseen (Sp): Invisibility as the spell
-
-
Greater Invocations 12th level minimum requirement
Sleep Breath (su): This is a cone effect, the duration is a number of rounds = to the number of dice rolled (5d6 = 5 rounds), the save is to cut the duration by half round down minimum 1 round).

Thunder Breath (su): This breath effect deals sonic damage instead of the normal, cone effect only.

Force Breath (su): this is a line shaped breath dealing force damage and can affect incorporeal creatures normally.

Aura of the Dragon (su): your breath weapon is inverted to sheath you in an aura of your energy, dealing 1 point of damage per die normally rolled, spell resistance WILL apply to this effect. Any creature striking you with a natural or non-reach melee weapon suffers this damage.

Chilling Fog (Sp): Solid Fog as the spell, each creature in it takes damage equal to (2) two cold damage per die of damage you would normally deal with your breath weapon, at the start of the victims' turns.

Devour Magic (Sp): Touch to use Greater Dispel Magic as the spell, gaining 5 temporary HP per spell level dispelled (or 1 HP per spell level dispelled), the temporary hp fade after 1 minute (you must take either all HP healing or all Temp HP when you use the ability, this is not a permenant choice. You cannot devour your own invocations.

Draconic Toughness (ex): Gain the Toughness feat, if you have the toughness feat gain +1 HP per level instead.

Wingstorm (ex): (Must have Draconic flight): You may use your spectral wings to create a storm of wind around you, All creatures in 20 feet roll vs Fly skill check if flying or Fortitude if not flying. The DC is as if you had used your breath weapon. Those that fail are pushed back up to 25 feet max distance away, if they strike an object or another creature and traveled more than 5 feet they take falling damage based on the distance traveled.
-
-
Dark Invocations 18th minimum level requirement
Disintegrating Breath (su): This is a line effect and deals double damage and can cause disintegration to an affected creature.

Greater Draconic Flight (ex): (must have draconic flight) Increase your flight speed by 30 feet and gain perfect maneuverability.

Instill Vulnerability (su): your breath weapon (line or cone) causes those who fail their save versus your breath weapon to gain vulnerability for 1 hour per die normally rolled. Creatures that normally have immunity to your breath effect retain their immunity without the need to save.

Perilous Veil (sp): Veil as the spell, if the subject resists the effects of veil they are subjected to your breaths basic damage as normal except it is subject to a Spell resistance test if available. This damage is not savable.

Paralyzing Breath (su): this is a cone effect, the duration is a number of rounds = to the number of dice rolled (5d6 = 5 rounds), the save is to cut the duration by half round down minimum 1 round).

Five Fold Breath (su): Breathe five different breath effects simultaneously, but only 1 set of dice is rolled. May not be combined with Disintegrating Breath.
-
-
Scales of the Wyrm (ex): Natural Armor +1 and Resistance 5 is gained at these levels and they take on a coloration of the dragon to which your bloodline runs; Fire (Gold, Brass, or Red), Cold (Silver or White), Acid (Black, Green, or Copper), and Electricity (Blue or Bronze). Natural Armor +1 - +4. At 19th lvl you have mastered the draconic form granting you energy Immunity to your chosen colors elemental effects.

Magic of the Wyrm (ex): Gain Damage Reduction magic and at lvl 20 you gain immunity to paralysis, sleep magic.
-
-
New Feat
Extra Invocation
Prerequisite: Dragonfire Adept 2nd or higher level.
Benefit: Gain one invocation, must meet the perquisites level for it still.

New Feat
Extra Breath
Prerequisite: Dragonfire Adept
Benefit: Gain 2 extra uses of your breath weapon per day.
------
The inspiration of this class is my joy of playing the 3.5 edition Dragonfire Adept in the Dragon Magic book.
I felt the class could use some revisioning for pathfinder games run with my friends and the classes inspiration for conversion was the alchemist.

I hope you all enjoy the idea
Evan