| StreamOfTheSky |
If you get to Barb 12, you want Come and Get Me. If you get to Barb 10, you want the entire Beast Totem tree. If you expect to not reach 10 or spend little time at or above it, ignore the entire Beast Totem tree.
Reckless Abandon is solid for any Barb. Superstition is good if you're human and using their favored class option of boosting Superstition bonus. If you're not willing to go "all in" like that, don't take it; having to save against helpful allied spells in the heat of combat isn't worth the small save boost (which RAW overlaps and does not stack w/ rage's will save boost -- ask your DM to houserule that nonsense away). If you get Superstition, get Ghost Rager at 6 to boost your touch AC a lot. You could also get Witch Hunter; I'm not a fan but lots of others are.
The 1/rage powers all suck if you only use them once per encounter. However, if you obtain fatigue immunity (oracle dip is for that, but you'd not gain the immunity till character level 9 -- Barb 8 / Oracle 1) you can use them every round by using your rage in one round increments, with a new rage each new round. If you do this, Strength Surge, Spell Sunder, and Knockdown all become pretty cool, as does Eater of Magic if you reach level 10.