
Kneebrace |

Hello all,
I'm having significant trouble settling on my barbarians rage powers. Any other build advice is welcome as well.
Something to know about the campaign:
-Pirate themed, so plenty of hot boat on boat action.
-Magic items are rare, so minimal magic loot.
-The campaign will get to level 12 or 13, at most.
-20 point buy, PCs can have only one 7 and one 8 attribute score. I'm stuck as a Half-Orc.
-This campaign just shifted to PF from 4e. I am slightly unfamiliar with some of the new bits that PF added to 3.5, like combat maneuver details.
-Variable party attendance: The game goes on, regardless of who's there. If a player isn't there, then neither is the PC. So, somedays we'll have a dedicated healer + off-healers, and on others, it'll me, a fighter, and a wizard.
My guy:
Half-Orc Barbarian (Invulnerable Rager), 6th level
Str 20, Dex 16, Con 13, Int 8, Wis 10, Cha 7
Magic gear given: +1 Furious greataxe, +1 mitral breastplate
So, I'm kinda undecided on what rage powers to take, and am asking you fellows more familiar with the system.
What I'm thinking:
1. Knockback: Nothing like taking an enemy out of a fight like launching them overboard.
2. Reckless Abandon: +2 to hit for -2 AC. Sure, my AC sucks while raging anyways. If I choose this, I may swap my Dex & Con.
3. Renewed Vigor: Emergency heal button.
Other options:
1. Superstition/WH/Spell Sunder: Nifty trick, but I'd loathe to lose Knockback, so I'd have to swap a feat or wait until later for Spell Sunder.
2. Knockdown: Meh 'cause it's only 1/rage.
3. Strength Surge: Helps out big with combat maneuvers 1/rage. If taken, I'd reconsider Knockdown.
4. Lesser Elemental Rage: This power sucks, but the next one in the tree is okay, especially if there's little opportunity for a better magic axe than I've got.
Thank you for reading, and thank you even more to those responding with advice.