The Avenging Monster: Hellhound (10 PL/150pp)StatisticsStr:
: 10 (+0) Con
: 10 (+0) Wis
: 14 (+2) Cha
: 10 (+0)
12 (+24); Notice
12 (+14); Search
8 (+8); Sense Motive
: +12 (14)Feats:
; Attack Focus
(Melee); Attack Specialization
(Unarmed) 2; Chokehold
; Dodge Focus
(Intimidate); Fearless; Improved Critical: Unarmed (19-20); Improved Grab; Luck
2; Power AttackPowersEnhanced Strength
Extra: Enhanced Constitution
Extra: Flight 5
(250 MPH) [5pp]
Extra: Immunity 16
(aging, fire damage, life support, need for sleep) [16pp]
Extra: Impervious Toughness
Extra: Super Strength 5
45 tons) [5pp]
Extra: Magic 14
(Extra: Area: Conical
Alternate Power: Drain
10 (Any one at any time; Power Feat: Slow Fade 4 [1 hour]);
Alternate Power: Emotion Control
10 (Flaw: One Emotion [Despair] and;Super Senses Array Sin-Sight
: (Accurate, Acute, Detect: Evil); Scent: (Accurate, Acute, Tracking 3, Extended 3); Dark Vision;
Alternate Power: Possession
4; [linked: Mimic
Alternate Power: Nauseate
6 [linked: Paralyze
: +3; +4 melee; +8 unarmedDamage
: +12 unarmed; +8 hellfireGrapple
+4 (+8 Dodge Focus, +2 Flat-footed)Init:
+12 (Impervious); Fort
: +12; Ref
: +5 Will
Stats 16 + Skills 11 + Feats 16 + Powers 88 + Combat 14 + Saves 13 + Drawbacks -8 =
So this would be my suggestion!
*NOTES: Okay, so you might be wondering what Iím doing here.
Powers: I returned to a 1st edition rule to make your character scream badass and
give him a vast repertoire on the battlefield. Thatís the Extra Rule, which is not as prominent in 2nd edition M&M, since the alternate power rule rules supreme. However, I was really shooting for an ultra-powerful behemoth, a Black Adam lite. Since a lot of the powers are now in the magic spectrum, youíll have to Ącastď the spells, too. But of course, that only requires that you not be bound.
I feel like the magic spectrum would allow your character to grow, too. You could always make the spells stronger and/or add more alternate powers to your magical array.
Skills: I got rid of stealth and survival because of a) your immunities and b) because it seems silly for a guy that can hit as hard as a air-to-land missile to be sneaking around. Since you can fly in and out, and since youíll probably have more qualified sneakers on the field, I felt that it was a redundant power.
Furthermore, I employed an optional house rule from the D&D 3.0 Barbarian/Ranger/Druid handbook, which allows you to use your strength modifier instead of your charisma modifier in your intimidate check. Coupled with your despair, you will definitely not need some of feats.
Also, I think that Kenneth should be fun to play as also. He should be like the Heroic Everyman from Agents of Freedom
. I am sort of against the rage x4 with a strength of 10, but would nevertheless like to see Kenneth as a PL 5 with 100pp. That way, he's fun to play as, too.
I will be posting my suggestion for Kenneth some time today.