Victim said:
Sounds like you want a damaging Aura as well.
Aura would be nice! So, for Damage Aura, I would need Damage at 4pp/rank minimum. Then the Selective Feat to make sure I don't accidentally affect an ally. Maybe even a little knockback for some fun.
Nice idea! Not sure how to go about building that power, but here's what I have so far:
Spike
Abilities (28pp): STR: 22 [18] (+6), DEX: 14 (+2), CON: 20 (+5), INT: 12 (+1), WIS: 12 (+1), CHA: 12 (+1)
Powers (64pp):
Container 6 (Mutant Skeleton; Power Feat: Innate) (31 pp)
Enhanced Skeletal Structure:
(9pp)Permanent Density 3 [+6 Strength, Toughness +1 (Extra: Impervious), Immovable 1, Super Strength 1, Mass x2]
(4pp)Protection 4
(12pp)Strike 5 (Extra: Penetrating; PF: Accurate 2, Mighty; Drawback: Only Lethal Damage)
(3pp)Super-Movement 2 (Wall-Crawling 2, Full Speed, Hands and Feet free)
(2pp)Regeneration: Resurrection 2 (24hours)
Regeneration (22pp) (3pp Bruised 1 per round with no rest, 6pp Injured 1 per round with no rest, 4pp Staggered 1 round, 6pp Disabled 1 round; 2pp Ability Damage 1 hour, PF: Persistent)
Immunity 2 (Aging, Poison)
Speed 1
Super Senses 8 (Hearing [Extended 1, Acute 1, Accurate 2], Tremorsense 3, Danger Sense 1)