Here's a fun build we just had in our Carrion Crown campaign.
Half-Orc, with the Orc Bloodline.
Note the HO favored class advantage that lets you add half your level to your fire spells. And the Bloodline Arcana lets you add an additional +1 dmg per die rolled on all your damaging spells. Those two combine to make your fire spells truly amazing.
Also, you get lots of great stat buffs as you level, and can cast Transformation on yourself, use Power of Giants to grow to Large size and hit the frontlines with the fighters. When you aren't doing that, your Defending Greataxe can buff your defenses.
Lots of fun.
TRAVEON WYVERNSPUR CR 15
Male Half-Orc Sorcerer 16
CN Medium Humanoid (Orc, Orc)
Init +2; Senses Darkvision (60 feet); Perception +0
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DEFENSE
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AC 33, touch 17, flat-footed 31. . (+8 armor, +2 Dex, +8 natural, +5 deflection)
hp 130 (16d6+64)
Fort +11, Ref +7, Will +10
Immune fear
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OFFENSE
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Spd 30 ft.
Melee +5 Defending Adamantine Greataxe +20/+15 (1d12+14/20/x3)
Sorcerer Spells Known (CL 16, +14 melee touch, +10 ranged touch):
8 (4/day) Incendiary Cloud (DC 27)
7 (6/day) Delayed Blast Fireball (DC 26), Prismatic Spray (DC 26), Firebrand (DC 26)
6 (7/day) Contingency (DC 25), Transformation (DC 25), Contagious Flame, Tar Pool (DC 25)
5 (8/day) Fire Snake (DC 24), Fabricate, Permanency, Cloudkill (DC 24), Acidic Spray (DC 24)
4 (8/day) Black Tentacles, Wall of Fire, Detonate (DC 23), Obsidian Flow (DC 23), Volcanic Storm
3 (8/day) Elemental Aura (DC 22), Arcane Sight (DC 22), Dispel Magic, Fireball (DC 22)
2 (8/day) Resist Energy (DC 21), Rage, Acid Arrow, Flaming Sphere (DC 21), Bull's Strength (DC 21), Scorching Ray, Burning Arc (DC 21)
1 (9/day) Magic Missile, Mage Armor (DC 20), Burning Hands (DC 20), True Strike (DC 20), Burning Disarm (DC 20), Unerring Weapon
0 (at will) Ray of Frost, Disrupt Undead, Acid Splash, Detect Poison, Read Magic (DC 19), Detect Magic, Mage Hand, Mending, Message
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STATISTICS
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Str 18/22, Dex 14, Con 14/18, Int 10, Wis 10, Cha 22/28
Base Atk +8; CMB +14; CMD 31
Feats Cleave, Cleaving Finish, Death or Glory (+4), Elemental Spell: Cold, Eschew Materials, Great Cleave, Great Fortitude, Ironhide, Maximize Spell, Power Attack -3/+6, Weapon Focus: Greataxe
Traits Elemental Pupil: Fire, Unbreakable Hate
Skills Bluff +28, Intimidate +11, Use Magic Device +28
Languages Common, Orc
SQ +8 Fire Spell Damage, Fearless (Ex), Orc, Orc Ferocity (1/day), Power of Giants (16 minutes/day) (Sp), Touch of Rage +8 (12/day) (Sp)
Combat Gear +5 Defending Adamantine Greataxe; Other Gear Amulet of Natural Armor +5, Belt of Physical Might, STR & CON +4, Bracers of Armor, +8, Headband of Alluring Charisma, +6, Ring of Protection, +5
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SPECIAL ABILITIES
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+8 Fire Spell Damage Add +1/2 to fire spell damage.
Cleave If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC.
Cleaving Finish Make additional attack if opponent is knocked out
Darkvision (60 feet) You can see in the dark (black and white vision only).
Death or Glory (+4) Gain +4 on attack, damage, and critical rolls vs. Large or larger opponents
Elemental Pupil: Fire +1 dam when cast damaging spells of chosen element.
Elemental Spell: Cold You can cast a spell with half or all its damage type replaced with this feat's damage type.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fearless (Ex) At 3rd level, you gain a +4 bonus on saving throws made against fear and a +1 natural armor bonus. At 9th level, you lose your light sensitivity, gain immunity to fear, and your natural armor bonus increases to +2.
Immune to Fear (Ex) You are immune to all fear effects.
Ironhide Your skin is thicker and more resilient than that of most of your people. Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Orc Bloodline Arcana: Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Orc Ferocity (1/day) 1/day, when brought below 0 HP but not killed, you can fight on for 1 more round as if disabled. The next round, unless brought to at least 0 HP, you immediately fall unconscious and begin dying.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Power of Giants (16 minutes/day) (Sp) At 15th level, you may grow to Large size as a standard action. At this size you gain a +6 size bonus to Strength, a -2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus. You may return to your normal size as a stand
Touch of Rage +8 (12/day) (Sp) Morale Bonus on attack rolls, damage rools, and Will saving throws equal to +8