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Barbarian, perhaps? He's usually one or two dice of damage, then a humongous bonus from his strength, two-handed weapon, and power attack. And with rage powers, he can be quite the force on the battlefield.
Yep. For Barbarian, you basically have two numbers: Non-Raging damage and Raging Damage (both with Power Attack, because you basically always use that). You need to do some math to get them, but once you've got 'em they don't change much.
Alternately, an Archery Ranger or Fighter. They have one damage number (since you should also basically always use Deadly Aim). Though they are something of a one-trick-pony in combat.

Duriel_Jones |

I would suggest a Human Musket Master gunslinger.
Stats something like STR: 7 DEX: 19 CON: 11 INT: 14 WIS: 16 CHA: 10
Combat is straightforward and you will only be rolling two dice ( a d20 and a d12) until you hit iteratives.
With 7 skill points a level you will have the ability to contribute outside of combat.
Should you wish to diversify you could always take a couple of levels in Inquisitor for some divine spell casting, Wis to initiative and knowledge checks, in addition to some nifty judgments.

Sindalla |

It'll take a few levels, but I'm with everyone else on the barbarian idea. You could go the Vital Strike + Furious Finish route. Vital Strike normally requires you roll a bunch of dice, but:
Furious Finish
You channel all of your rage into one massive blow to crush your enemy.
Prerequisite: Rage class feature, Vital Strike, base attack bonus +6.
Benefit: While raging, when you use the Vital Strike feat, you can choose not to roll your damage dice and instead deal damage equal to the maximum roll possible on those damage dice. If you do, your rage immediately ends, and you are fatigued (even if you would not normally be).

Anguish |
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So simply put I suck at adding up handfulls of dice. Monk, rogue, wizard...all good dpr but way too many dice and variables.
I am looking for something simple that still packs a wallup.
any paizo published work 25 point buy minimal bookkeeping and not a one trick pony
I know I'm not answering your question, but I am trying to help.
There's a "trick" when doing math... make it easy. Always make it easy.
There are numbers that are easier and there are numbers that are harder to work with. Try to always work with easy numbers.
If you roll a fist full of dice, group them on the table in front of you. See that 6? Put it beside a 4. Now you've got 10. Slid those two to the side. See that 2? Find it a 3. Now you've got a group of 5. Hey... see that 5? Put it with the 2 and the 3 so the group becomes 10. Slide those to the side, with the first dice, but not touching the first set. Rinse, repeat.
What you'll end up with is a bunch of groups of dice, each group containing 10. Sure, there'll be a little leftover, but that should be minimal. Count your piles. Add the stragglers... oh, look... 73!
Adding dice can be fast if you let it be. Just don't actually count. Group.
Just a suggestion.
Also, if you can teach yourself, cheat. Don't add 19 and 19. That's... work. Most people will do that the long addition way, putting 19 over 19, then adding the 9s in the "ones column" to get 18. Well, carry the one, add the two 1s in the "tens column" to get 2, only you've got that carried 1 so it's really 3, so the answer is... 38.
What a horrid waste of time. 19 is really 20, right? I mean, it's really close. It's just one too small. But we're friends, so let's just pretend it's 20. Well, 20 + 20 is easy... it's 40. Only we cheated... we've got 1 and 1 too much there. So 40 - 2. 38. Guaranteed to be faster.
Sure, with big numbers you'll need to do long addition, but for doing damage addition, always try to find those "easy numbers" to work with and keep track of how much you cheated and correct it at the end. Soon you'll see "13 + 18" as "12 + 18 is obviously 30, only I need one more than that, so 31".