Dragonforces

Breathing Accuracy: The Dragoon can expend 1 MP separate from the cost of a breath Dragonforce to change the area of effect of a breath Dragonforce to a 30 foot line.

Breathing Sniper: The Dragoon can expend 3 MP separate from the cost of a breath Dragonforce to change the area of effect to a single ranged attack against flat-footed AC, without a save to half damage.

Breath Expansion: The Dragoon can expend 2 MP separate from the cost of a breath Dragonforce to increase the area of effect to a 30 foot cone.

Scales Of The Dragon: As an immediate action, a dragoon can expend MP to gain resistance against one element for one source of damage, at a ratio of 1 MP spent to 2 resistance gained. If the dragoon spends at least 10 MP, they instead gain Strong: Element.

Dragonwing: As part of any movement, such as a charge, run or move action, the Dragoon can expend MP up to a maximum equal to ½ their dragoon level (minimum 2) to gain a boost to their movement, at a ratio of 5 feet bonus per 2 MP spent. This does not get halved if used in addition to Jump.

Dragonflight: As a swift action, the Dragoon can expend 5 MP to gain a 30 foot fly speed with clumsy maneuverability, for a number of rounds equal to their constitution modifier. They may extend this duration by 1 round for an additional 2 MP, spent when that round begins, and may do so for an additional number of rounds equal to their focus modifier. While flying, Jump functions on any charge, using their flight speed as their effective end speed for Jump.
Prerequisite: Dragonwing

True Dragonflight: Instead of spending 6 MP with Dragonflight, the Dragoon may spend 10 MP to gain a 40 foot fly speed with good maneuverability, and adds their focus modifier to the base duration. Otherwise, this follows the rules of Dragonflight
Prerequisite: Dragonflight

Breath Infusion: Instead of performing a cone with a breath Dragonforce, the Dragoon can infuse their weapon for a number of rounds equal to their focus modifier, at a cost of 2 MP. The weapon deals an additional 1d6 damage and deals physElem damage of that type. Using Breath Infusion is a move action.

Billowing Breath (Su): The dragoon can use his Breath weapon to manipulate the fog of war. When the dragoon uses his dragon breath ability, instead of dealing damage he may choose to blanket the area in distracting elements pertaining to his breath as a free action. Smoke and ash for Fire, minor dust devils for Wind, brief spouts of rain for Water, etc. Doing so grant creatures within the area of his breath concealment (20%) for a number of rounds equal to his focus modifier. The smog of billowing breath is treated like smoke in that it is largely stationary and the proper weather effects pertaining to the element may dissipate the billowing breath (this may be subject to DM discretion).

Breath and Tail (Ex): A dragoon can combine the feral maneuvers of dragons to put their foes off-balance. When a dragoon successfully damage a creature with his dragon breath ability, he may spend an immediate action to move up to half his speed and make a trip combat maneuver towards the damaged creature without provoking an attack of opportunity. The maneuver is made at a -2 penalty. This ability can be performed in vice versa as well. When a dragoon successfully trips a hostile creature, he may spend an immediate action to use his dragon breath ability, paying the MP cost as normal. However, his dragon breath suffers a -2 circumstance penalty to its DC in turn. Prerequisites: Dragoon 8

Dragon's Descent (Ex): The dragoon mimics the fury of an angered Wyrm. As a full-round action, a dragoon makes either a Acrobatics (jump) check or uses the movement provided by his Jump ability to jump to a square within range. While the dragoon is in mid-flight, he may use his dragon breath ability, aiming it downward or upwards. He may add any modifications to his breath ability during this time. When used in this way, his breath ability effects any objects or creatures in the squares between his starting position and his destination. At 8th level, a dragoon may add the bonus damage from his Jump ability to the damage of his breath if he spends 1 point of additional MP as part of the action.
Prerequisites: Dragoon 4

Sky Stride (Su): Whenever a dragoon is in mid-air and successfully strikes a target with a Jump, they can slow their descent in the air as if they are under Chocofeather spell, for 1 round as an immediate action. In addition, should a dragoon find or make their own leverage during free fall, they may use that leverage to leap horizontally without losing height during their turn.

Sky Dance (Su): Whenever a dragoon jumps vertically in the air (Be it with Acrobatics or with his jump ability), they may spend 1 MP to temporarily use magic to create a translucent, semi-solid, piece of leverage in the air, preventing their fall. This semi-solid leverage can only occupy a 5ft square of unoccupied space beneath the dragoon's feet. A dragoon may treat the leverage as solid ground for the purposes of Acrobatic prerequisites and for movement. The leverage lasts until the end of the dragoon's next turn. Prerequisites: Dragoon 6

Clinging Breath (Su) A Dragoon may spend 2 MP to add the following effect to their dragon breath Dragonforce:
Your breath Dragonforce has its normal effect, but also clings to anything caught in its area. A clinging breath Dragonforce lasts for 1 round. In the round after you breathe, the clinging breath Dragonforce deals half of the damage it dealt in the previous round. Creatures that avoid damage from the breath Dragonforce (such as creatures with the evasion special quality or incorporeal creatures) do not take the extra damage. For example, a dragoon deals 12 Fire damage with a clinging breath Dragonforce (6 on a successful save). Next turn, those creatures take 6 fire damage (3 on a successful save)

A foe can take a full-round action to attempt to remove the clinging breath Dragonforce before taking any additional damage. It takes a successful Reflex saving throw (same DC as your normal breath dragonforce) to remove the effect. Rolling around on the ground grants a +2 bonus on the saving throw, but leaves the foe prone. A clinging breath Dragonforce cannot be removed or smothered by jumping into water. A clinging breath Dragonforce can be magically dispelled (DC equal to your breath weapon save DC).

This can only be applied to a breath Dragonforce that has an instantaneous duration that deals damage of any kind.

A Dragoon may spend multiples of 2 MP on this Dragonforce - each 2 MP spent increases the clinging breath's duration by 1 round.

Lingering Breath (Su)A Dragoon may spend 3 MP and add the following effect to their dragon breath Dragonforce:

Your breath Dragonforce has its normal effects, but also remains as a lingering cloud of the same shape and size as the original breath Dragonforce. This cloud lasts 1 round.

Foes caught in the breath weapon's area when you breathe take no additional damage from the lingering breath weapon, provided they leave the cloud by the shortest available route on their next turn. Otherwise, anyone who touches or enters the cloud while it lasts takes one-half of the breath weapon's normal effects; any saving throw the breath weapon normally allows still applies. Damaging breath weapons deal one-half their normal damage, and breath weapons with effects that have durations last for half the normal time. If a creature is affected by the same nondamaging breath weapon twice, the effects do not stack.

For example, a dragoon performs a lingering dragon breath attack that deals 5d6 Fire damage. Creatures caught in the area take the damage and get a reflex save as normal. The breath lingers for one round. While that lasts, any creature touching or entering the area takes the 5d6 fire damage again, and receives a reflex save to half as normal. Creatures in the cone do not take damage if they leave by the shortest possible route.

A Dragoon may spend multiples of 3 MP on this Dragonforce - each 3 MP spent increases the lingering cloud's duration by 1 round.

Prerequisites: Dragoon level 8, Clinging Breath

Metabreath Expertise (Su): A dragoon may take this Dragonforce multiple times. Each time this is taken, they may select one of the following metamagic feats, and can spend MP as normal to apply them to the dragon breath Dragonforce, as if it was a spell. The Dragoon must meet the prerequisites of the metamagic feat to select it.

Flaring Spell, Maximize Spell, Empower Spell, Merciful Spell, Quicken Spell, Rime Spell, Selective Spell, Widen Spell.