Ok, Spike's edits:
Comments appreciated, as I need to understand this thing a little more. 2 Skill/Feat pp went to Feats. Other 5pp went to Container with a little left over to edit as needed.
Abilities and Saves stay the same, no changes there.
[sblock=Combat]Combat (20pp): Attack (10pp) +5 (+8 Melee/+12Spikes) [Spikes +12 dmg], Defense (10pp) 22 (12 flat-footed), Init +6, Grapple +12, Knockback -10[/sblock]
[sblock=Skills and Feats] Major changes here, as he needs a few more options besides impaling people. Removed Luck 2, replaced with Improved Trip and Improved Throw.
Feats (20pp): Attack Focus 3 (Melee), Uncanny Dodge (hearing), Dodge Focus 7, Fearless, Taunt, Diehard, Move by Action, Instant Up, Evasion 2, *Improved Trip, *Improved Throw[/sblock]
[sblock=Container Power]Powers (70pp):
Container 7 (Mutant Skeleton; Power Feat: Innate) (36 pp)
Enhanced Skeletal Structure:
(10pp) Permanent Density 3 [+6 Strength, Protection 1 (Extra: Impervious), Immovable 1, Super Strength 1, Mass x2, Extra: Duration (Continuous); Flaw: Permanent, Drawback: Noticeable(His Protection takes the form of a form of exoskeleton, with some of the armored plating revealing itself on his shoulders, back, chest, legs, arms, and crown.)]
(6pp) Protection 5 (Impervious 1)
(1pp) Elongation 1 (Move action to grow spiked limbs, standard action to attack range 10’)
(12pp) Strike 5 (Extra: Penetrating 5, PF: Mighty, Accurate x2); Drawback: Only Lethal Damage)
(2pp) Super-Movement 2 (Wall-Crawling 2, Full Speed)
(2pp) Immovable 2 (+2 Bonus to Knockback, +8 vs trip/push/rush/throw)[/sblock]
That leaves 2pp left to spend on the container array, but I need some help. When taking the Mighty Power Feat, don't I have to take ranks in that for each +1 STR bonus I want to tack onto the damage? So, with Mighty as is, am I able to only add +1 Str bonus to damage from the power feat, or the full +7?