Quote Originally Posted by aimlessPolymath View Post
L5 is totally fine, then- it's just poorly worded. "Overcomes DR as though it were aligned with Good and Evil" is what you want.


"Whenever one of your attacks hits, your sheer force is unleashed in a massive blast. Draw a 15-foot cone emitting from the struck target; those within this area must make a Reflex save (DC 10 + 1/2 level + Strength) or take 1d6 slashing and bludgeoning damage per four levels."
The number of words doesn't really change, I think, but it evokes the same idea while - or you could give Cleave/Great Cleave as bonus feats, which is even simpler.
Also, works at lower levels too.
That is perfect. I have two new version I need some input on. The first one will be the archetype and the second will be the class.

Branded (v7) - Archetype

The Brand (SU): At 2nd level, The Branded are cursed by powerful forces that draw the forces of darkness and light to her and had to learn how to identify such forces early on to survive. The branded can cast the Detect Alignment spell as spell-like ability at will. The branded has a +2 competence bonus to knowledge planes skill checks. This replaces the Fighter Bonus Feat at 2nd level.

Mind of Steel (EX): At 2nd level, Warriors Trance now gains a +1 morale bonus to will saves made against spells or spell-like abilities with the Mind-Affecting descriptor. This bonus increases by +1 for every four levels beyond 2nd, Feats that affect Bravery also affect this. This replaces Bravery.

Warriors Trance (EX) At 3rd level, The Branded may enter a trance as a Swift Action, granting the Branded the following bonuses, her movement speed increases by 5 feet. Once per Warriors Trance she may reroll a single will saving throw, she must take the new result even if it is worse. She gains a +1 Morale Bonus to Attack and Damage rolls. Warriors Trance lasts for five rounds. the branded may choose to end her trance as a free action otherwise it ends when she becomes unconscious or when the time limit is reached. This replaces armor training at 3rd level.

Weapon Against Fate (SU): At 5th level, While in Warriors Trance, as a free action The Branded may use the power of her brand to empower this weapon to be treated as being either Good or Evil aligned for the purposes of overcoming Damage Reduction.This lasts until her Warriors Trance ends, she cannot have both types active at the same time. This replaces weapon training at 5th level.

Zest for Battle (EX): At 7th level, If the Branded would make a will save, as an immediate action she may enter her Warriors Trance before making the save. This replaces armor training at 7th level.

Bound by Fate (SU): At 9th level, While in Warriors Trance, as a swift action you can channel your Brands power into your weapon giving it a number of abilities, these abilities can only be used one at a time and last until your trance ends. These abilities are; Ghost touch, Bane Evil Outsider, Bane Good Outsider. When using Bound by Fate your weapon is treated as a Silver weapon for the purposes of overcoming Damage Reduction. This Replaces Weapon Training at 9th level.

Master of Fate (SU): At 13th level, Bound by Fate has access to Called, [ability 2], [ability 3] and can now have up to two abilities active a once.When using Bound by Fate your weapon is treated as both a Cold Iron and Silver weapon for the purposes of overcoming Damage Reduction. This Replaces Weapon Training at 13th level.

Marked by the cursed (SU): At 17th level, As a Swift Action, The Branded may use her Brand to curse a single Evil or Good outsider that is within 60 feet of her, so long as the outsider is on the same plane as her she can track it. The Branded gains a +2 Morale bonus to attack and damage rolls made against it. If the outsider is killed by the branded or her party members she may place it onto another suitable target as an immediate action, this does not count toward the brandeds daily uses. The Branded can only use this ability once a day. This Replaces Weapon Training at 17th level.

(SU): At 19th level, Your attacks made against outsiders under your Marked by the cursed ability now anchors them for 1 round, this functions like the Dimensional Anchor spell. The bonuses granted by Marked by the cursed increases to a +3. This Replaces Armor Mastery

Berserker (EX): At 20th level, Your attacks are now treated as touch attacks and Whenever one of your attacks hits, the sheer force of your might is unleashed in a massive blast. Draw a 15 foot cone emitting from the struck target; those within this area must make a Reflex save (DC 10 + half your branded level + STR mod) or take 1d6 slashing and bludgeoning damage per four levels. This replaces Weapon Mastery.


Here is the class
Rage* (EX): The Branded gains the Barbarian Rage class ability, this functions like the Barbarian’s Rage class ability unless stated otherwise.

The Brand (SU): At 1st level, The Branded are cursed by powerful forces that draw the forces of darkness and light to her and had to learn how to identify such forces early on to survive. The branded can cast the Detect Alignment spell as spell-like ability at will. The branded has a +2 competence bonus to knowledge planes skill checks.

Survivor of Fate (Ex): The branded has to lead a terrible life and has grown become stronger from it. At 2nd level, a branded gains the endurance feat as a bonus feats.

Weapon of Anger (SU): At 3rd level, as a free action, the branded can infuse her weapon with the power of her brand, the weapon is treated as if it was a Silver weapon for the purposes of overcoming Damage Reduction.

Rage Powers (Ex): Starting at 4th level, the branded gains the Barbarian Rage Powers.She gains another rage power for every four levels of The Branded attained after 4th level. The branded gains the benefits of rage powers only while raging, and some of these powers require the branded to take an action first. Unless otherwise noted, the branded cannot select an individual power more than once.

Survivor of Fate (EX): At 4th level, the branded gains the Diehard feat as a bonus feat.

Mark of Reckoning (SU): At 5th level, As a Swift Action, The Branded may use her Brand to mark a single creature of that is an outsider that is within 60 feet of her. If the outsider isn’t of the Evil or Good subtype the mark only tracks them for 24 hours, the tracking stops if marked creature leaves the plane you are on. so long as the outsider is on the same plane as her she can track it. If the outsider is one of those subtypes mark also gives them a -2 attack Profane bonus, if the marked target is killed by you or your party, you can shift your mark to the nearest suitable target as a immediate action, if you kill the target you gain temporary hp equal to half your character level.

Survivor of Fate (EX): At 6th level, the branded gains the Raging Vitality feat as a bonus feat.

Weapon of Hatred (SU) At 7th level, Weapon of anger now also is treated as both Cold Iron and Silver weapon for the purposes of overcoming Damage Reduction.

Smoldering Anger (Ex): At 8th level, while raging the branded gains Damage Reduction /— equals half her Branded level, this damage reduction is doubled when fighting outsiders.

Instrument of Vengeance (SU): At 9th level, As a Standard action while fighting a creature under the effects of Mark of Reckoning she may use the power of her brand to empower her weapon to be treated as either a holy or unholy weapon for the purposes of overcoming Damage Reduction, lasts for a number of rounds equal to half the branded level.

Survivor of Fate (EX): At 10th level, the branded gains the Toughness feat as bonus feat. The branded competence bonus to knowledge planes skill checks increases to a +4.

Frenzied (EX): At 11th level, While raging when the branded reduces a creature to 0 or lower hit point that is half her branded level or higher she gains a pool of temporary hit points equal to 10 + half the branded level, these temporary hit points stack with each other and the temporary hit points granted by your rage. In addition the branded gains a +1 Circumstance bonus to her attack rolls for every to creatures reduced to 0 hp or lower to a maximum of +5 circumstance bonus. The attack bonus is removed when your rage ends or the branded is disabled or falls unconscious.

Mark of Doom (SU): At 13th level, As a move action the branded may use her brand to mark a creature, giving that creature a -2 profane penalty to their AC for 1d4 rounds, this penalty is doubled when used on an outsider.

Efficient Rage (EX): At 14th level, the brandeds rage ability not longer reduces her AC

Fearsome Glare (EX): At 15th level, while raging, as a standard action the branded can give off a fearsome glare, enemies within a 15ft cone of the branded must make a will save of DC10 + half the branded level + your str mod or become shaken for 1d4 rounds, if the enemies were outsiders they become Frightened instead. If the branded has the Terrifying Howl (Ex) rage power the fearsome glare sends the non outsiders into a Frightened condition and outsiders into a Panicked condition instead and the DC is raised by 3.

Tireless Rage (Ex): Starting at 17th level The Branded no longer becomes fatigued at the end of her rage.

Mark of Death (SU): at 19th level, Mark of doom now also reduces their movement half, the profane penalty is increased to a -3. If the creature is an outsider your attacks now anchors them for 1 round, this functions like the Dimensional Anchor spell.

Berserker (SU): At 20th level, the branded is in a constant state of Protection From Alignment spell. Whenever one of your attacks hits, the sheer force of your might is unleashed in a massive blast. Draw a 15 foot cone emitting from the struck target; those within this area must make a Reflex save (DC 10 + half your branded level + STR mod) or take 1d6 slashing and bludgeoning damage per four levels.

Class Proficiency
Class Skills
The Branded class skills: Acrobatics (DEX), Climb (STR), Craft (INT), (WIS), Intimidate (CHA), Knowledge (Planes) (INT), Profession, ride (DEX), survival (WIS), swim (STR)
Skill ranks per level 4 + int modifier

Weapon and Armor Proficiency: the branded is proficient with all simple and martial weapons and with all armors

Class requirements
Alignment: Any but evil or lawful
Hit Die: d10.
Starting wealth 5D6 x 10gp