Hi, just a quick overview. I'm playing in a skulls and shackles adventure path we just finished the final encounter of the first book. This bumped us up two levels which was nice. The downside was a party member died during the final fight, leaving my orc fighter as the only front line warrior. I'm not particularly used to pathfinder but I played alot of 4e and my knee jerk reaction to being the only melle target is to shore up my offenses so I'm the most tempting target. To do that I was debating dipping into barbarian. I'm a Two-Handed fighter so this seemed to have alot of synergy. But I can't decide if the barbarian thing should be a one level dip or if I should keep on going down that path. The barbarian rage powers are very nice but the issue is I'm already two levels into fighter some part of me thinks using the extra feats for additional rage rounds per day, and getting some duelists gloves to stack with my furious weapon would keep my damage relevant.
Currently the party consists of five level four members
A bard (disruptive spellcasting and singing)
An alchemist (Vanilla but I think he's going to specialize in bombs)
A sea witch (From what I understand she'll be buffing and hitting with save or sucks)
A musketeer gunslinger (amazing damage in about a level)
And me Fighter 3 Barbarian 1
My stat blocks included thanks for giving this the once over.
Unnamed Hero
Male Orc Barbarian 1 Fighter (Two-Handed Fighter) 3
CN Medium Humanoid (orc)
Init +2; Senses darkvision; Perception +4
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Defense
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AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 42 (1d12+3d10+12)
Fort +8, Ref +3, Will +1
Defensive Abilities ferocity
Weakness light sensitivity
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Offense
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Speed 30 ft.
Melee Dagger +9 (1d4+5/19-20/x2) and
Masterwork Falchion +11 (2d4+7/18-20/x2)
Ranged Shortbow, Comp. (Str +0) +6 (1d6/x3)
Special Attacks overhand chop, rage (7 rounds/day), shattering strike +1
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Statistics
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Str 20, Dex 14, Con 16, Int 10, Wis 10, Cha 10
Base Atk +4; CMB +9 (+10 Sundering); CMD 21 (22 vs. Sunder)
Feats Cleave, Furious Focus, Power Attack -2/+4, Weapon Focus (Falchion)
Traits Buccaneer's Blood
Skills Acrobatics -2, Climb +9, Escape Artist -2, Fly -2, Intimidate +7, Perception +4, Profession (sailor)
+7, Ride -2, Stealth -2, Swim +5
Languages Common, Orc
SQ fast movement +10
Other Gear Agile breastplate, Armored coat, Dagger, Masterwork Falchion, Shortbow, Comp. (Str +0),
Weapon cord, 152 PP, 2 GP, 9 SP
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Special Abilities
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Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Ferocity (Ex) Fight without penalty even while disabled or dying.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each
turn.
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.
Overhand Chop (Ex) Single attacks with two-handed weapons receive double STR bonus.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Shattering Strike +1 (Ex) +1 Sunder and damage vs. objects.
Weapon cord Attached weapon can be recovered as a swift action.