Wizard:PL: 11
Str 12 [22] (+1/+6) Dex 16 (+3) Con 14 (+2) Int 24 (+7) Wis 18 (+4) Cha 16 (+3)
Skills: Aerobatics 6 (+9), Bluff 8 (+11), Craft (Electronic) 8 (+15), Craft (Mechanical) 8 (+15), Disable Device 6 (+13), Diplomacy 6 (+9), Escape Artist 6 (+9), Gather Information 8 (+11), Intimidate 8 (+11), Investigate 4 (+11), Knowledge (Current Events) 6 (+13), Knowledge (Physical Sciences) 8 (+15), Knowledge (Pop Culture) 6 (+13), Knowledge (Streetwise) 6 (+13), Knowledge (Technology) 8 (+15), Notice 6 (+10), Sleight of Hand 6 (+9), Sense Motive 6 (+10), Stealth 8 (+11)
Feats: Aerobatic Bluff, Assessment, Attack Focus (Melee) 4, Attack Spec. (Power Glove Blast) 2, Challenges 3 (Discrete Inquiry; Durable Lie; Powerful Intimidation), Defensive Attack, Dodge Focus 2, Favored Environment [airborne] 2 (+2 defense), Eidetic Memory, Evasion, Improved Defense, Improved Initiative, Improved Overrun, Inspire 2, Inventor, Luck 2, Master Plan, Move-By Action, Power Attack, Precise Shot, Seize Initiative, Set-Up, Skill Mastery [Disable Device; Escape Artist; Knowledge {Physical Sciences}; Knowledge {Technology}], Teamwork 2, Taunt, Well-Informed
Powers: Device {Wizard Battlesuit} 6 (hard to lose)
--Flight 5
--Force Field 5 (Extra: Impervious)
--Protection 5 (Extra: Impervious)
Device {Power Gloves} 6 (hard to lose)
--Blast 12
-Alt. Power: Typhoon Sphere 12 [Air Control-Tornado]
--Enhanced Feats 3 (Chokehold; Improved Grab; Improved Grapple)
--Enhanced Strength 10
--Super Strength 2
Device {Flying Discs} 4 (easy to lose)
--Gravity Control 10
Saves: Toughness +12*/+7*/+2 [*Battle suit & Force Field (Impervious)/*Battlesuit (Impervious)]
Fort +4
Ref +7
Will +9
Combat: Attack +4/+8 (melee)/+8 (power glove blast)
Damage +6 (unarmed)/+12 (blast/typhoon sphere)
Defense +9 [airborne]/+7 [grounded] (+3 [airborne]/+2 [grounded] flat-footed)
Initiative +7
Drawbacks: Normal Identity (-4 pts)
Costs: Attributes 40+ Skills 32+ Feats 37+ Powers 60+ Saves 11+ Combat 18-Drawbacks 4= 194 pts. 
The brains behind the Frightful Four, the Wizard. Something of a genius himself he decided to take on a life of crime because he was bored and he thought it would be something to take on the Human Torch. Since then the Wizard has only really fought against the FF and nine times outta ten he has formed one version or another of the Frightful Four to help him beat them.

Not that it’s done him any good, but he keeps trying, most versions of the Frightful Four include Sandman and the Trapster and a new fourth member, but most of the time the new member is the one that screws them over and allows the FF to win. Which is kinda crappy for them since it seems that up until the betrayal the Frightful Four are winning the fight.

Ironically Wizard’s latest attempt with the Frightful Four was something of a dark mirror version of the FF as he recruited his ex-wife Salamandra who was some kind of dragon-woman, their daughter Cole, who could manipulate gravity and Hydro-Man (
another long-time member who has been used in place of Sandman since the two of them can’t seem to get along). Once again though his new member, Cole, betrayed him once she found out he only wanted her on the team once he discovered her powers.

Seems like as smart as he is, the Wizard will never learn.

Basically Wizard is a inventor type whose powers all come from his gear, and it’s all pretty powerful stuff. That together with his amount of skills and feats make him fairly expensive, but when working on villains the point/PL ratio is kinda optional so I don’t feel bad about it too much. Besides he's supposed to be able to challenge a couple members of the FF all on his own so it helps to have lots of skills & feats!