Mok-Tar version with Arowain's CHA enhancement
Here's the most absurd thing I could come up with:
I'm embarrassed and proud at the same time.
Mok-Tar, Male Knuk Rgr1/MartialArtist1(Beyond Monks)/Clr1/Pal1/Hero4/TribalProtector2/SinghRager4
Knuk : (ECL +2) Medium sized humanoid (feline)
+2 natural armor bonus
Special: Low-light vision, multiattack, 4 arms (4 claw attacks + bite attack)
STR +2, DEX +4, WIS +2, CHA +2
Reflex saves +2, Will saves +2
Favored Class: Ranger
Average about 7' tall, males have horns, kinda like cat people
HP 226 (2d8+9d10+4d4+150)
Init +12 (Dex); Spd 40 ft (80 ft with Boots of S&S)
AC 32 (+8 Rhino Studded Leather armor with Magic Vestment, +2 large steel shield, +12 Dex, +2 natural, +4 Haste, +2 Deflection, -2 while charging, -2 while in Lion’s Fury, -4 Gargantuan size)
- or AC 79 with Divine Shield, 126 with Divine Armor also up, 173 when using Defending weapon full.
BAB +11/+6/+1
Attacks 9 attacks normally (4 arms w/ Multidexterity, Multi-Weapon Fighting and Impr. MWF)
+32/+32/+32/+32/+27/+27/+27/+27/+22 melee (11 BAB, +20 STR, +1 Divine Favor, +2 while charging, -2 Multi-Weapon Fighting)
13 attacks when hasted, Righteous Wrath’ed, with Tribal Protector, and flurry of blows +73/+73/+73/+73/+73/+73/+73/+73/+68/+68/+68/+68/+63 melee (+47 Divine Shield, +2 RWotF, -2 flurry of blows, -2 Wild Fighting, -4 Gargantuan size)
Damage: (2d8+40 Gargantuan shield bash while charging, double STR bonus from Off-Hand Weapon Expert & Power Lunge, +47 using Divine Shield, +47 with Divine Might, +10 with Spikes, +2 Improved Weaponry, +1 Divine Favor, +2 RWotF)
could be up to +11 more from Power Attack and +11 from Reckless Attack
- ranged attack from Shield #3 (Ranged, Distance shield) has 300 ft range (30 ft from Ranged, doubled by Distance, 5 range increments being a thrown weapon)
SA spells, turn undead
SQ Favored Enemy (aberrations), unarmed strike, flurry of blows, detect evil, divine grace, divine health, lay on hands, Great Ki Shout, Lion’s Fury, Remain Conscious, Lion’s Pounce
Alignment: Lawful Good
Saves:
Fort +76 (+16 base, +10 CON, +47 CHA, +2 RWotF, +1 resistance)
Ref +71 (+7 base, +12 DEX, +47 CHA, +2 Knuk, +2 RWotF, +1 resistance)
Will +62 (+7 base, +1 WIS, +47 CHA, +2 Knuk, +2 RWotF, +2 Iron Will, +1 resistance)
Abilities:
Str 18 (+2 racial, +4 from superpower, +8 from Arms of Nyr, +8 from Double-Empowered Bull’s Strength, +4 from Rage spell, +4 from Lion’s Fury)
Dex 14 (+4 from race, +8 from Arms of Nyr, +8 from Double-Empowered Cat’s Grace)
Con 14 (+8 from Double-Empowered Endurance, +4 from Rage spell, +4 from Lion’s Fury)
Int 12
Wis 10 (12)
Cha 18 (+2 racial, +24 from superpower, +4 from Command Shield, +48 from Arowain’s Insane-Empowered Eagle’s Splendor

, +3 levelups, +1 inherent, +4 with Charm domain on)
Modified Ability Scores: 48 STR (+20 bonus), 34 DEX (+12 bonus), CON 30 (+10 bonus), INT 12, WIS 12, CHA 104 (+47 bonus)
Skills: Perform (Dance) 5 ranks (+31), Jump 5 ranks (+50), Iajutsu Focus 18 ranks (+42) (worth 9d6 damage each strike in first round), Wilderness Lore 4 (+5)
Feats: (Multidexterity, Multi-Weapon Fighting, Improved Multi-Weapon Fighting, Track), Iron Will, Ki Shout (OA), Extra Turning, Divine Vigor*, Heroic Powers (FCtF)**, Leadership, Shield Expert (S&F) (from Tribal Protector),
Power Attack, Divine Might (DotF), Improved Shield Bash (DotF), Shield Charge (DotF), Divine Shield (DotF), Power Lunge (S&F), Cleave, Great Cleave, Reckless Attack (QF), Off-Hand Weapon Expert (QF), Distract (QF), Dancing Charge (Beyond Monks), Divine Armor (NBoF), Quicken Turning (DotF), Quicken Divine Channeling (NBoF), Super-Charge Power (FCtF), (last 17 feats gained from superpowers)
Equipment:
Shield #1: +1 Darkwood Shield of Command 9,257 gp for defensive cost
Shield #2:1 +1 Wrathful Healing, Bashing Darkwood Lion's Shield 9,427 gp for defensive cost + 32,000 for offensive cost = 41,427 gp
Shield #3: +1 Ranged, Distance Energy Draining Darkwood Lion's Shield 14,427 +18,000 for offensive cost = 38,427 gp
Shield #3: +1 Energy Draining Defending Darkwood Lion's Shield 14,427 + 8,000 offensive cost = 29,427 gp
Rhino Armor of Speed (made from Studded Leather instead of hide) 26,165 gp
4 Arms of Nyr (51,200 gp’s total – each provides +2 STR, +2 DEX. +2 non-stacking Deflection to AC)
Tome of Leadership +1 (27,500 gp)
Heward’s Handy Haversack (2,000 gp), Phylactery of Faithfullness (1,500 gp), Ioun stone (purple) (12,000 gp) (stored spell – Teleport), Boots of Striding & Springing (2,500 gp), Cloak of Resistance +1 (1,000 gp), Ring of Jumping (2,000 gp), Brooch of Shielding (1,500 gp), Potion of See Invisibility (300 gp), MW drum (100 gp)
Scrolls:
Magic Weapon x 3, Obscuring Mist x 2
Dagger x2, Wand of Cure Light Wounds 750 gp, Wand of Smite (R&R) (paladin) 750 gp, Potion of Fly 750 gp, 3 flasks Holy Water, common adventuring gear.
14,000 gp’s substituted for 7 Hero Points (see Heroic Powers** feat)
Money: 260,000 available (+ 59,000 cohort wealth) :: 263,400 currently used (~249,400 on gear)
Experience: 120,000 XP
Domains: Charm and Nobility
Charm domain - You can boost your Charisma by 4 points once per day. Activating this power is a free action. The Charisma increase lasts 1 minute.
Nobility domain - Once per day, as a standard action, you grant allies a +2 morale bonus to saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls for CHA bonus # of rounds.
Spells: 3 / 2+1 -
Create Water, Detect Magic, Virtue / Smite x2, Charm Person (domain)
Super Powers:
Alternate Form (0 HrP): Mystical. Persistent. When invoking Divine power, Mok-Tar’s eyes become aflame with red fire, and his voice impacts people like a lion’s roar does. His feet leave a tiny trail of fire behind when he charges. Special HrP reduction.
Heightened Mental Ability (18 HrP): Mystical. Persistent. Mok-Tar gains +24 to Charisma. Base rank 2. Increased Effect x11 (22 ranks). Gadget, external (-4 HrP Reduction, counts double), Encumbrance Restricted (-2 HrP reduction, only in light or no armor, counts double).
Heightened Physical Ability (3 HrP): Mystical. Persistent. Mok-Tar gains +4 to Strength. Base rank 3. Increased Effect x1 (3 ranks). Gadget, external (-2 HrP Reduction), Encumbrance Restricted (-1 HrP reduction).
Gain Feat (1 HrP): Mystical. Persistent. Power Attack. Encumbrance Restricted (-1 HrP).
Gain Feat (1 HrP): Mystical. Persistent. Divine Might. Encumbrance Restricted (-1 HrP).
You can spend a turning attempt to gain your CHA bonus to all weapon damage rolls for CHA bonus rounds. This is a free action (errata in FAQ).
Gain Feat (1 HrP): Mystical. Persistent. Improved Shield Bash. Encumbrance Restricted (-1 HrP).
Gain Feat (1 HrP): Mystical. Persistent. Shield Charge. Encumbrance Restricted (-1 HrP).
While using a shield in a shield bash attack during a charge, your attacks do double damage.
Gain Feat (1 HrP): Mystical. Persistent. Cleave. Encumbrance Restricted (-1 HrP).
Gain Feat (1 HrP): Mystical. Persistent. Great Cleave. Encumbrance Restricted (-1 HrP).
Gain Feat (1 HrP): Mystical. Persistent. Power Lunge. Encumbrance Restricted (-1 HrP).
During a charge, your STR bonus to damage is doubled.
Gain Feat (1 HrP): Mystical. Persistent. Divine Shield. Encumbrance Restricted (-1 HrP).
You can spend a turning attempt to gain an enhancement bonus to your Shield for CHA bonus rounds. This bonus is for both offensive and defensive purposes (free action by extension from FAQ)
Gain Feat (1 HrP): Mystical. Persistent. Reckless Attack (QF). Encumbrance Restricted (-1 HrP).
You can take a penalty to your AC of no greater than your BAB and gain a equal bonus to damage till the next round.
Gain Feat (1 HrP): Mystical. Persistent. Off-Hand Weapon Expert (QF). Encumbrance Restricted (-1 HrP).
Your off-hand attacks do full strength damage, instead of half.
Gain Feat (1 HrP): Mystical. Persistent. Distract (QF). Encumbrance Restricted (-1 HrP).
As a free action, you may attempt to distract any foe with INT greater than 3. If you can succeed at a CHA check at DC 10 + opponent’s character level or HD, you will cause him to take only partial actions in his next round of combat.
Gain Feat (1 HrP): Mystical. Persistent. Dancing Charge (Beyond Monks). Magical (-1 HrP).
Prerequisite: Perform (Dance) 5 ranks.
You don’t need to move in a straight line to charge. This feat cannot be used while wearing medium or heavy armor.
Gain Feat (1 HrP): Mystical. Persistent. Divine Armor (NBoF). Encumbrance Restricted (-1 HrP).
Prerequisite: Ability to turn or rebuke undead, Cha 13+, Divine Vigor, Extra Turning.
Benefit: By spending one of your turn or rebuke undead attempts, your armor or body gains a sacred bonus to AC equal to your CHA bonus for that many rounds, which is fully effective against incorporeal creatures. When active, your armor or body glows with divine light in a radius of 5 feet.
Gain Feat (1 HrP): Mystical. Persistent. Quicken Turning (DotF). Magical (-1 HrP).
Gain Feat (1 HrP): Mystical. Persistent. Quicken Divine Channeling (NBoF). Magical (-1 HrP).
Gain Feat (1 HrP): Mystical. Persistent. Super-Charge Power (FCtF) (Super-Feat). Encumbrance Restricted (-1 HrP).
You can use your own life-force to fuel your powers.
As a full-round action, Mok-Tar can gain a number of virtual ranks to any power (notably Heightened Mental Ability), lasting for one minute. For each virtual rank that he gains, he takes 5 points of damage. Since this is not an actual increase in Hero Point cost, he is not restricted by the normal limit of character + Hero Points in a single power, so he can increase the power as much as he is willing.
Improved Weaponry (2 HrP): Mystical. Persistent. Mok-Tar deals an extra +2 damage when using a shield. Base Rank 3. Encumbrance Restricted (-1 HrP).
Sizeshift (2 HrP): Mystical. Activated. As a standard action, you may change your size. Your gear changes size with you, but your ability scores do not change, nor your speed. You suffer AC and attack bonus penalties if increasing your size category.
When Gargantuan, face is 15’ x 15’ and reach is 20’. AC and attack penalty is –4. Base Rank 1. Medium to Gangantuan (3 ranks). Quicken Super Power (+4 HrP enhancement), Damaging, 4 point of damage with each activation (-3 HrP Reduction), Encumbrance Restricted (-1 HrP), Gadget, external (-2 HrP Reduction).
Circumstance Injury (2 bonus HrP’s) Personal Restriction.
Mok-Tar suffers 1 damage per round whenever around Siamese cats (Rare).
* Divine Vigor feat description: You may spend a turning attempt to gain a +10 ft bonus to movement, as well as +2 enhancement bonus to CON for your CHA bonus in minutes.
** Heroic Powers feat description: Substitute 14,000 gp’s for 7 Hero Points.
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Cohort:
Karnak
Clr15 (Cleric of the Olympian Pantheon : Domains are Madness & Travel)
Feats: Extend Spell, Persistent Spell, Empower Spell
He casts the following Double-Empowered buff spells each day on Mok-Tar:
Eagle's Splendor
Cat's Grace
Bull's Strength
Endurance
Also:
Magic Vestment (3rd) +5 to AC on Mok-Tar’s armor
Persistent Divine Favor (5th) (+1 luck bonus to attack & damage) (thru Ioun stone)
Persistent Divine Power (5th) (Gains +5 BAB, +15 temporary hp’s) (cast by Arowain, thru ioun stone)
Spikes (3rd) - +10 DMG, 19-20/x2 –
DotF on each shield (4 spells total)
Righteous Wrath of the Faithful (DotF, 7th) : additional attack each round at highest attack bonus, also +2 morale bonus to attack, damage rolls, and saves, as well as 2d8 temporary hp's.
Followers:
A lot.

135 1st lvel, 13 2nd level, 7 3rd, 4 4th, 2 5th and 2 6th level followers at Mok-Tar's disposal.
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notes :
Sick stats:
damage is multiplied by 3 for each attack when charging (which doesn't have to be in straight line, within 160 feet).
When he grows to Gargantuan size, his reach is 20', and his shield grows from 1d6 to 2d8 damage. Damage totals don’t include any of the entirely probable massive-extra-attacks that he would get with 20' Reach and Great Cleave.
Average damage if all hit is ... geez! I hadn't added it till now, but that's X,XXX damage in one round!
And that's without Power Attacking or Reckless Attacking, which would bring it to 5,148 damage.
Also 9d6 damage per attack from Iajutsu Focus on the first round’s attacks.
Also he could burn hit points to Super-Charge, 5 hp's to 1 HrP ratio. For example, if he did himself 50 points of damage, he could increase his CHA by 10, getting a +5 more to CHA, increasing the damage by around 420 to 540 points.
Next level, BTW, it's even sicker: Divine Hammer gets his CHA bonus to attack and damage.
will edit in actual damage calculation when i get the chance...