This is a barbarian build I'm thinking of playing in an upcoming Adventure Path (not sure which one -- currently DMing Serpent's Skull).
While I love optimized characters, I also enjoyed themed characters. The barbarian build below is a fusion of the two. Decent in the number crunch, but also very flavourful.
The theme is totem rage powers, getting as many as I can. Here it is:
Buthrakaur the Pale, Half-Orc Totem Warrior Invulnerable Rager Barbarian
Starting Attributes (using 20-point buy):
Str 18, Dex 14, Con 14, Int 7, Wis 11, Cha 13.
Favoured Class: Barbarian (+1 rage point per level)
Alternate Racial Trait: Scavenger (replaces Intimidating)
Traits: Dump Salvager (+3 to Perception to notice concealed things)
Level-by-level breakdown:
Barbarian 1 - Fast movement, rage
Feats: Skill Focus (Survival)
Barbarian 2 - Rage power (animal fury), invulnerability
Barbarian 3 - Extreme endurance (cold) +1
Feat: Eldritch Heritage (orc - touch of rage)
Barbarian 4 - Rage power (lesser beast totem)
+1 to Cha
Barbarian 5 -
Feat: Extra Rage Power (lesser fiend totem)
Barbarian 6 - Extreme endurance +2, rage power (hive totem)
Barbarian 7 -
Feat: Extra Rage Power (fiend totem)
Barbarian 8 - Rage power (beast totem)
+1 to Cha
Barbarian 9 - Extreme endurance +3
Feat: Extra Rage Power (hive totem resilience)
Barbarian 10 - Rage power (greater beast totem)
Barbarian 11 - Greater Rage
Feat: Improved Eldritch Heritage (orc - strength of the beast)
Barbarian 12 - Extreme endurance +4, rage power (hive totem toxicity)
+1 to Cha
Barbarian 13 -
Feat: Extra Rage Power (lesser spirit totem)
Barbarian 14 - Indomitable will, rage power (world serpent totem)
Barbarian 15 - Extreme endurance +5
Feat: Extra Rage Power (world serpent spirit)
Barbarian 16 - Damage reduction 4/-, rage power (world serpent totem unity)
+1 to Cha
Barbarian 17 - Tireless rage
Feat: Greater Eldritch Heritage (orc - power of giants)
Barbarian 18 - Extreme endurance +6, rage power (spirit totem)
Barbarian 19 -
Feat: Extra Rage Power (greater spirit totem)
Barbarian 20 - Mighty rage, rage power (lesser chaos totem)
+1 to Cha
Desired Weapons: (furious flaming great)sword of the planes, oathbow
Desired Armour: +5 rhino hide armour (+9 AC)
Desired Magical Gear: ring of protection +5, belt of physical prowess (Strength/Constitution) +6, boots of striding and springing, cloak of the bat, efficient quiver, helm of fearsome mien, raven bracers, snakeskin tunic, amulet of mighty fists (+3)
Totem Power Breakdown:
Animal Fury: bite that deals 1d4 + half Str modifier damage; attack at -5 if part of a full attack.
Beast Totem, Lesser: two claw attacks that deal 1d6 slashing + Str modifier. Primary attacks.
Beast Totem: +1 natural armour bonus. Increases by +1 for every 4 levels attained.
Beast Totem, Greater: Gain pounce. Claw damage increases to 1d8/x3.
Chaos Totem, Lesser: +1 deflection bonus to AC against the attacks of lawful creatures and +1 resistance bonus on saving throw against confusion, insanity, polymorph, and effects with lawful descriptor. Increases by +1 for every chaos totem power.
Fiend Totem, Lesser: horns that deal 1d8 piercing + Str modifier . Primary.
Fiend Totem: dozens of wicked barbs from body. Anyone striking with a melee weapon, an unarmed strike, or natural weapon takes 1d6 piercing damage.
Hive Totem: half damage from swarms of vermin. +1 bonus on Strength ability checks and to CMD against bull rush, drag, and trip attempts for every four barbarian levels.
Hive Totem Resilience: No damage from swarms of vermin, +1 on combat maneuver checks and to CMD when grappling for every four barbarian levels.
Hive Totem Toxicity: Animal fury bite damage increases by one step and decreases penalty on attack rolls with bite to -2. Injury toxin (once per round for four rounds, deals 1d3 Con, cure of one save. DC 10 + 1/2 barbarian level + Con modifier.)
Spirit Totem, Lesser: Spirit wisps attack adjacent foe. Slam attack that deals 1d4 + Cha modifier negative energy damage.
Spirit Totem: 20% miss chance by foes not adjacent.
Spirit Totem, Greater: Adjacent living enemies take 1d8 negative energy damage. Spirit wisps can attack up to 15 ft. away and deal 1d6 points of negative energy damage.
World Serpent Totem: +1 insight bonus to AC against outsiders and aberrations. Increases by one for every World Serpent rage power, excluding this one.
World Serpent Spirit: weapons considered chaotic-, evil-, good-, lawful-aligned for overcoming damage reduction. +1 resistance bonus on saving throws against spells with alignment descriptors or come from outsiders or aberrations. Increases by one for every World Serpent rage power, excluding this one.
World Serpent Totem Unity: doubles fast movement and cannot be knocked prone. Doubles insight bonus to AC against attack rolls made by an aberration or outsider to confirm a critical.
Commentary: I went with a high Charisma, and by putting all the level increases into Charisma, was able to qualify for the Eldritch Heritage (orc bloodline) feat line. This nets me a +6 inherent bonus to Strength at level 17, as well as the super-nifty Power of Giants ability. This ability allows Buthrakaur to grow to Large size, with a +6 size bonus to Strength, -2 to Dex, +4 to Constitution, and +4 natural armour.
Strength while enlarged and raging is 44 (18 base + 6 inherent + 8 morale + 6 enhancement + 6 size), for a whopping +17 to damage.
The idea is to pounce around the battlefield, dealing full attacks to targets within 80ft. Each of these attacks is +2d6 because of rhino armour. And just bounce back and forth between two or more enemies, laying into them with 5 attacks (poisonous bite, 2 claws, gore, spirit wisp), relying on AC 35 and DR 10/- to withstand attacks of opportunity. And if anyone does hit, they take damage from fiend totem's wicked barbs.
Hive Totem grants bonuses to CMD in case someone makes an attack of opportunity with a trip or grapple or something, while World Serpent Totem Unity ensures I can't be knocked prone. The end result is a high-damage, decent AC pouncer with multiple attacks that bypass a good portion of CR, and can take a hit or two.
Attacks (rage): <- I think the math is correct
bite +38 (1d6+10 plus poison plus 2d6 charge)
claw +40 (1d8+18 plus 2d6 charge)
claw +40 (1d8+18 plus 2d6 charge)
gore +40 (1d8+18 plus 2d6 charge)
spirit wisp +24 (1d6+4)
Any thoughts?