I was actually surprised how easy this was to put together and it actually seems pretty close to the comic book character. One thing I'm not clear on if it Brawler's Fury actually counts as the Two-Weapon Fighting Feat line or not. If it does then this build is valid, if not, well the Brawler suddenly becomes much less attractive. While Steve Roger's Super Serum is permanent, this guy has to make a new one every time his wears off (2.5 hours).
A full round attack would start at +27, hit up to 6 times and do 2D6+31 19-20/x2. A Pummeling Charge would be devastating. HP are only a 154 when the Super Serum is in effect which isn't great but there are a few feats that can be easily swapped around. Saves are decent and has enough skill points to invest in some useful skills. Plus, throwing your shield and having bounce off 6 opponents before returning to your hand is just cool.
Not super optimized but could hold her own in combat. One of my first builds from the ACG that turned out surprisingly well.
Human Brawler (Mutagenic Mauler, Shield Champion) 15
N Medium humanoid (human)
Init +4; Senses Perception +23
AC 35, touch 14, flat-footed 35 (+9 armor, +8 shield, +4 natural, +4 deflection)
hp 124 (15d10+30)
Fort +16, Ref +14, Will +17
Defensive Abilities fortification 25%
Speed 30 ft.
Melee light shield bash +30/+25/+20 (2d6+17/19-20) and
unarmed strike +23/+18/+13 (2d6+8)
Special Attacks brawler's flurry
Str 27, Dex 10, Con 14, Int 10, Wis 20, Cha 10
Base Atk +15; CMB +23; CMD 37
Feats Greater Shield Focus, Greater Weapon Focus (shield, light), Greater Weapon Specialization (shield, light), Improved Critical (shield, light), Improved Initiative, Improved Shield Bash, Improved Unarmed Strike, Iron Will, Power Attack, Pummeling Charge, Pummeling Style, Quick Draw, Shield Focus, Shield Master, Shield Slam, Weapon Focus (shield, light), Weapon Specialization (shield, light)
Skills Acrobatics +16, Intimidate +18, Knowledge (dungeoneering) +18, Knowledge (local) +18, Perception +23, Sense Motive +23
SQ champion's defense, close weapon mastery, knockout, mutagen, mutagen damage bonus, mutagen discoveries (greater mutagen, preserve organs), returning shield, throw shield, unarmed strike
Combat Gear mutagen (greater); Other Gear +5 chain shirt, +5 light wooden quickdraw shield, amulet of natural armor +4, belt of giant strength +6, cloak of resistance +5, headband of inspired wisdom +6, ring of protection +4, 8,547 gp
Brawler's Flurry +13/+13/+8/+8/+3/+3 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Champion's Defense (1/day) (Ex) When reduced to 0 hp by wep att, attempt Fort save to absorb half dam with shield.
Close Weapon Mastery (Ex) Weapons of the close group deal dam as unarmed strike at -4 levels.
Fortification 25% You have a chance to negate critical hits on attacks.
Greater Mutagen (Su) The alchemist’s mutagen now grants a +4 natural armor bonus, a +6 alchemical bonus to one physical ability score (Strength, Dexterity, or Constitution), and a +4 alchemical bonus to a second physical ability score. The alchemist takes a –2 penalty on
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Knockout (2/day, DC 25) (Ex) Declare before attack, if hit then foe is unconscious 1d6 rds (Fort neg), resave each rd.
Mutagen (DC 17) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 150 min.
Mutagen Damage Bonus +3 (Su) When in mutagenic form, gain a bonus to melee damage.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Preserve Organs 25% The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damag
Pummeling Charge When using Pummeling Style, make Pummeling Style atk at end of charge.
Pummeling Style As full-rd act, make normal full attack or flurry, adding all dmg together into 1 hit.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Returning Shield (Ex) Thrown shield ricochets off multiple surfaces (or foes) to return.
Shield Focus +1 Shield AC
Shield Master No off-hand penalties for shield bashes, add a shield's enhancement bonus to attack rolls.
Shield Slam Shield Bash attack gives a free bull rush on a hit.
Throw Shield (Ex) Gain the benefit of Far shot when throw shields. Can use certain maneuvers at range.
Unarmed Strike (2d6) Extra unarmed strike dam, no off-hand dam reduction and don't need free hands to att.
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