Here's what I ended up submitting to the DM BTW:
Vorin Madclaw, Male Dwarf Barbarian3 Fighter2 Battlerager2 CR 7; Size: M Type HUMANOID; HD (5d12)+(2d10)+21; hp 79; Init +2 (+2 Dex); Spd Walk 30'; AC 22 (flatfooted 22, touch 12), Berserking Greataxe +12/+7 (1d12+7 20/x3) or Armor Blades +12/+7 (1d6+4 20/x3) or Light Crossbow +9 (1d8 19-20/x2); SA: +1 racial bonus on attack rolls against orcs and goblinoids, +2 racial bonus on Appraise and Craft checks that are related to stone or metal, +4 racial bonus on saving throws against poison, +2 racial bonus on saving throws against spells and spell-like effects, +2 insight bonus on saving throws against all mind-affecting spells and effects, +4 Dodge bonus to Armor Class against monsters of the giant type, Bonuses when enraged (STR +4, CON +4, Willpower +2, AC -2, HP 14), Fearless, Gruff, Uncanny Dodge (can't be flatfooted), Rage (Ex) 2 times/day (8 rounds), Rock Gut, Stability, Stonecunning, Trap Sense (Ex) +1; Vision: Darkvision (60') AL: CG; Sv: Fort +14, Ref +5, Will +5; Str 19, Dex 14, Con 16, Int 10, Wis 10, Cha 6
Skills and Feats: Climb +6, Diplomacy -6*, Intimidate +14, Jump +6, Knowledge (Religion) +2, Listen +10, Perform (Sing) -4, Tumble +4; Bullheaded, Cleave, Close-Quarter Fighting, Endurance, Intimidating Rage, Power Attack
Possessions: Articulated Masterwork Full Plate +1 with Armor Blades, Berserking Greataxe +1, Cloak of Resistance +2, Ring of Protection +1, Shirt of Natural Armor +1, Light Crossbow, 2 Cases of 10 Bolts, Explorer's Outfit, Spiked Helmet
Fearless (Ex): At 2nd level, a battlerager becomes immune to fear and similar effects. He also gains a +2 insight bonus on saves against all mind-affecting spells and effects.
Gruff (Ex): Battleragers are known to be rude, uncouth, and violent. They suffer a -4 penalty on all Charisma ability checks and Charisma-based skill checks, except for Intimidate checks. Battleragers receive a +2 bonus on all Intimidate checks.
Rock Gut (Ex): A battlerager’s natural resistance to poison is stronger than most dwarves. At first level, his +2 racial bonus on saving throws against poison increases to a +4 racial bonus.
Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
*With a -6 to Diplomacy Vorin will cause NPC’s to react to him as one category more unfriendly unless he rolls a 7 or higher on his reaction check. If the NPC is already unfriendly, they will be hostile towards Vorin unless he rolls an 11 or higher on his reaction check. If the NPC is already hostile towards Vorin, he is not capable of improving the situation even if he rolls a 20.
Raging: hp 93, AC 20, Attack +16/+11 (1d12+12), Fort +16, Ref +5, Will +7 – fatigued after 8 rounds
Background: A former member of the Gutbuster Brigade under Thibbledorf Pwent, he was shamed when in a frenzy he slew one of his squad. Named ‘Madclaw’ by an elf contingent up from Silverymoon, Vorin has traveled the world to escape his shame. Vorin has a habit of taking suicidal missions, though as yet, none have killed the tough as nails dwarf. He was last seen to be roaring his way through ice worms with the Wolf Lodge Rashemi berserkers. Word has it he was drawn further south by tale of a prison for evil so deadly, none could hope to survive its depths.