Human Barbarian, Level 1
STR 16 / DEX 14 / CON 18 / INT 8 / WIS 8 / CHA 9
AC: 18 (10 + 6 armor + 2 dex) or 16 (10 + 6 armor + 2 dex - 2 while raging)
HP: 26 (28 if raging)
Fortitude save: +7 (+9 if raging)
Reflex save: +2
Will save: -1 (+1 if raging)
Initiative: +2
Stabilize: +9 (Factor in the "Hard to Kill" trait as well for added survivability)
Favored class bonus: +1 HP
Attacks
Quarterstaff: +4(/+7 while raging) to attack, 1d6/1d6 +6(/+9 while raging), x2 on crit
Skills: Survival (+3/+8), Climb (+3/+8), Swim (+3/+8)
(Survival gets an additional +5 on specific activities as specified in the Survivalist trait. Climb and Swim have alternating bonuses depending if your character is wearing armor at that moment.)
Equipment: Chainmail (150 gold), Quarterstaff (0 gold)
Alternate human racial, "Heart of the Wilderness":
(Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.)
Feats
Toughness (+3 hit points)
Tribal Scars (+6 hit points. Bear Belt: +1 on fortitude saves, +2 on intimidate checks)
Traits
Survivalist (You gain a +5 trait bonus on all Survival skill checks made to get along in the wild, travel in severe weather, keep from getting lost, or predict the weather.)
Hard to Kill (When you are attempting a Constitution check to stabilize when dying, the penalty on the check is only half your negative hit point total instead of your full negative hit point total.)
Tips
#1) If your going to be on a mission that involves treking to a location after several days and your asked by your GM why you don't have rations, explain that you have a good survival roll to forage for food and get water. If your GM permits it, you can also ask to take 10 or take 20 on your survival. Doing so automatically gets you a 18 or a 28 when looking for food/water.
#2) If your party is generous enough, ask for 5 gold pieces so you can buy yourself a greatclub as it does more damage than your quarterstaff.
#3) Always be in the front of the party and always be the first to open every door. Why every door? Well if its a booby-trapped door, you will take a hit, but it is very rare and almost nigh-impossible to die at low levels.
Example: I was with a party in the sewer and we had no rogue, I was in the front, a trap triggers and hits me and rolls max damage, dealing 19 damage to me and me only. Such an amount would have most characters spiraling to the floor and now in negative hit points as they would be dying, however I was still up with 7 HP left and all I had to ask was the cleric heal me up with their wand of cure light.
#4) You have a higher survival rate when dying compared to other players. When you factor in you have a +9 to stabilize and a -9 penalty equal to half your negative hit point total, 18, you only need to get a flat 10 or better on the roll to survive as you have no penalty or bonus. For a normal wizard for instance, with a CON score of 12 and a hit point total of 7, they have a -5 penalty to stabilize and need to get effectively a 15 or better on their d20 roll.
Also you need to factor in even if your dying and unconscious and the healer cant' get to you, you only die if you reach your constituon score with negative hit points. Which is in fact 18. You can survive a few turns longer than other players with a lesser Constitution score while you are dying and trying to stabilize. Plus like we talked earlier, you have a better chance of stabilizing than most other players.
#5) Your rage will get you the following: +3 damage and +2 to hit (+7 to hit total and 1d6/1d6+9,x2 damage total). +2 hit points (28 from 26), -2 AC (16 from 18), an effective +1 on your will save (+1 from -1).