This is the one I had been designing for Orisa.
Barbarian
Skills: As Core Rulebook I
Hit Dice: As Core Rulebook I
BAB: As Core Rule Book I
Saves: As Core Rule Book I
1: Rage*, Two Weapon Fighting, Enhanced Speed*
2: Ambidexiterity
3: Dual Weapon Fighting
4: Twin Weapon Style
5: Rage 2 / day*, Natural armor +2
6: Spell Resistence 5
7:
8: Rage 3 / day*
9:
10: Natural Armor +4
11: Damage Reduction 1 / -
12: Rage 4 / day*, Spell Resistence 10
13:
14: Damage Redcution 2 / -
15: Natural Armor +6, greater rage*
16: Rage 5 / day*
17: Damage Reduction 3 / -
18: Spell Resistence 15
19:
20: Natural Armor +8 Rage 6 / day*, no longer winded after rage*, damage reduction 4 / -
* As Core Rule Book I.
Dual Weapon Fighting (ex) This ability lowers the penalty for fighting with two weapon by an addtional -2. A light weapon and normal weapon, or two light weapons may now be wielded at no penalty. Two medium normal weapons may now be wielded at only a -2 penalty.
Twin Weapon (ex) This ability reduces the penalty of fighting with two weapons by 2 if both weapons are of the exact same type. Example: Two long swords.
A barbarian may only use his virtual feats of Ambidexterity and Two Weapon Fighting, and his Dual Weapon Fighting and Twin Weapon abilites if wearing light or less armor.
Natural Armor: The barbarians armor is similar to natural armor, and is a natrual armor bonus. It does not stack, however, with any armor bonus provided by medium or heavy armor (Including those made of mithril or otherwise constructed so as to be of a lighter class than they would be if standard.).
Spell Resistence: The barbarian may only make use of his spell resistence if wearing light or lesser armor. A great majority of this spell resistence comes from the barbarian's belief that is beyond the power of magic and harm. Wearing heavier armor is admiting to being able to be harmed and thus undermines much of the barbarian's natrual will and spell resistence.