I don't know too many people who would claim that a level 9 Barbarian is overpowered.
My podcast co-host, @
Azmyth is of the view that Barbarians are overpowered at any level. My current Barbarian in our
Legacy of Fire campaign has persuaded him of this. Kyrano is a variant based off of
Big Grimm, our barbarian Invulnerable Rager we did on the podcast's Character Concept Workshop. It does not help that the damage dealing power of the Barbarian class at low level tends to break most PFS Scenarios, either. Azmyth hates them.
I have also demonstrated repeatedly with this and another fighter character of mine that a simple 1st level CL1 potion of
Enlarge Person is, when looking at the bang for the buck,
easily the most cost effective magic item in the game. Personally, I think the rules need revising to stop this from being made into a potion which takes instant effect. It's too good in potion form.
The below sheet shows him as he normally is in combat,
Raging, enlarged, hasted and buffed, this Gnoll Barbarian shows why the 9th level Synthesist is not all that and a bag of chips. Next feat brings
Improved Finishing Cleave to the table, too. This guy
regularly does 100+ hit points a round. If he crits, it's north of 170/rnd.
His AC makes him easy to hit, but with DR4 and blur (typical buff), he can take it. Moreover, he dishes out far more than most can throw at him.
Broken?
Quite possibly.

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K'YRANO 'GHU CR 8
Male Gnoll Barbarian (Invulnerable Rager) 9
CN Large Humanoid (Gnoll)
Init +2;
Senses Darkvision (60 feet); Perception +18
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DEFENSE
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AC 18, touch 10, flat-footed 15. . (+7 armor, +2 Dex, -1 size, +1 natural, +2 deflection, +1 dodge)
hp 132 (9d12+54)
Fort +15,
Ref +9,
Will +11
DR 4/—, 8/lethal;
Resist fire 2, Extreme Endurance (Fire)
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OFFENSE
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Spd 70 ft.
Melee Goreshred (Great Axe)+21/+21/+16 (3d6+24/20/x3
Human Bane Great Axe)
. . Dagger +19/+19/+14 (1d6+15/19-20/x2) and
. . Entropan +20/+20/+15 (3d6+23/20/x3) and
. . Unarmed Strike +19/+19/+14 (1d4+15/20/x2)
Ranged Masterwork Longbow, Composite (Str +5) +17/+17/+12 (1d8+6/20/x3)
Space 10 ft.;
Reach 10 ft.
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STATISTICS
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Str 17/27,
Dex 16/14,
Con 18/22,
Int 11,
Wis 12,
Cha 9
Base Atk +9;
CMB +18;
CMD 29
Feats All Gnolls Must Die, Cleave, Cleaving Finish, Great Cleave, Intimidating Prowess, Power Attack -3/+6, Vital Strike
Traits Finding Haleen: Barbarian, Killer
Skills Acrobatics +15, Appraise +1, Bluff +2, Climb +14, Diplomacy +2, Disguise +2, Escape Artist +3, Fly +1, Handle Animal +4, Heal +3, Intimidate +19, Knowledge (Local) +5, Knowledge (Nature) +8, Linguistics +2, Perception +18, Ride +8, Sense Motive +2, Stealth +7, Survival +11, Swim +14
Languages Common, Gnoll
SQ Fast Movement +10 (Ex), Intimidating Glare (Ex), Rage (24 rounds/day) (Ex), Raging Leaper +9 (Ex), Reckless Abandon (+/-3) (Ex), Ring of Jumping, Terrifying Howl (DC 22) (Ex)
Combat Gear +3 Mithral Chain Shirt, Arrows (20), Dagger, Entropan, Goreshred, Masterwork Longbow, Composite (Str +5);
Other Gear Adventurer's Sash (6 @ 0 lbs), Amulet of Natural Armor +1, Backpack (empty), Boots of Striding and Springing, Potion of Cure Light Wounds (3), Potion of Cure Moderate Wounds (3), Potion of Enlarge Person (4), Pouch, belt (3 @ 0 lbs), Ring of Jumping, Ring of Protection, +2
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SPECIAL ABILITIES
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All Gnolls Must Die You get a +2 bonus on all Will saving throws and +2 to hit and damage gnolls
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
Damage Reduction (4/-) You have Damage Reduction against all attacks.
Damage Reduction (8/lethal) You have Damage Reduction against non-lethal damage
Damage Resistance, Fire (2) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Extreme Endurance: Fire (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability replace
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Intimidating Glare (Ex) While raging, use Intimidate to shake your opponents.
Killer Add weapon's critical modifier to its critical bonus damage.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rage (24 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Leaper +9 (Ex) Acrobatics: Jump +9
Reckless Abandon (+/-3) (Ex) Trade AC penalty for to hit bonus while raging.
Ring of Jumping This ring continually allows the wearer to leap about, providing a +5 competence bonus on all his Jump checks.
Terrifying Howl (DC 22) (Ex) While raging, howl to panic shaken foes.
Vital Strike Standard action: x2 weapon damage dice.
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