Spawn
PL 10/PP 159
Attributes: STR 22, DEX 16, CON 0, INT 14, WIS 16, CHA 10
Skills:
Acrobatics 8+3 = 11
Bluff 4+1 = 5
Climb 4+6 = 10
Computers 4+2 = 6
Disguise 8+1 = 9
Intimidate 12+6 = 18
Knowledge [Arcane] 4+2 = 6
Notice 8+3 = 11
Search 8+2 = 10
Stealth 8+3 = 11
Feats:
Ambidexterity, Benefit [STR Bonus for Intimidate], Diehard, Dodge Focus 5, Favored Opponent [Hellspawn 2, Heaven-Sent 2], Fearless, Move-By Action, Power Attack, Rage 1, Redirect, Ritualist, Sneak Attack 3, Startle
Powers:
Immunity [FORT]
Regeneration [Ressurection 2, Bruised 2, Injured 2, Disabled 4]
Spiked Chains 4 [Critical Strike Extended Reach 4 Improved Critical 5 Penetrating Damage]
Concealment [Visual 1]
The Costume [Protection 10, Morph 1]
The Cape [Gliding Flight 3, A.P.: Shield 3]
Hellspawn Magic [Fading Ranged Damage 6]
Initiative/Defense: +3/+7 [+1 Flat-Footed, With Cape: +10]
Saves: FORT [IMMUNE], REF +3, WILL +8, TOUGH +10
Attack/Damage: +5/+6 [+5 Chain]
Drawbacks:
Vulnerable [Holy Magic, Major, Common, +4]
Weakness [Heavenly Outposts, Minor Attack Drain, 1/Round, +5]
DVD Commentary:
Spawn...is hard to stat up.
I chalk this up to the fact that the guy is a freaking god [literally...McFarlane has a poor sense of power scale when it comes to his characters...] and therefore can do whatever the heck he wants. In a vague attempt to emulate this, I ended up giving Spawn numerous ways to hit his caps.
Spawn's defensive power came out nicely. His +5 Dodge Bonus and base of +2 Defense, when combined with his cape's Defensive Mode, peaks him up to +10 Defense - maxing out his caps. His offensive power, however, is a little tricksier.
His Rage ups his unarmed damage to +8, allowing him to go toe-to-toe with the toughest Hellspawn and Angels in the world. If he manages to Sneak Attack an enemy, he gets to add up +5 to his attack - making a devestating strike against whosoever he chooses as long as he's got the ability to reach [and at 25-foot reach, he's got plenty of reach!].
Finally, Spawn, on the run from Heavenly and Hellish enemies, knows how to fight them very well, and can deliver Critical Hits against them when he uses his chain [a very good reason to do so, by the way, if the lowered damage isn't your cup of tea], peaking up to +10 damage right there with a Sneak Attack. In addition, because he knows how to fight their magics, he's picked up a little bit of it, but not much - Spawn's Necroplasm reserves, for all intents and purposes, are best saved for real desparate situations. HOWEVER, in Story Situations, Spawn is willing to burn that Necroplasm off, assuming it flips off God or Satan or whoever. Extra Effort allows him to perform some fun tricks with his 6-points of Hellspawned Magic, such as healing, teleporting, and Ressurection.




