Also, bear in mind that was the Spider-man movie version, where he's only had to face pretty easy threats, and he isn't supremely powerful (you don't see him dodging bullets yet, for one). However, if I were doing the comic version of Spidey that is out now, I'd just guestimate him as somewhere around level 30 or so.
Oh, and this is using
Four-Color to Fantasy rules. Bear in mind that I'm typing this from a different computer, so I'm just trying to remember power costs in my head.
We'll make him a Specialist (photographer and scientist) 5/Fighter 4/Hero 21.
- Danger Sense (11 HrPs): Persistent. Genetic. Spider-man is never surprised, and always know of impending danger; he is never flat-footed. Base rank 11.
- Entangle (11 ranks): Activated. Genetic. Spider-man can create an entangling web in a 5-foot area, up to Long range, as a free action once per round. Reflex DC 15 to avoid. Base rank 8. Medium range (2 ranks), long range (1 rank).
- Evasion (14 HrPs): Persistent. Genetic. Spider-man has the evasion ability; on a successful Reflex save to take half damage, he instead takes no damage. On a failed save, he takes half damage. Base rank 6. Improved evasion (8 ranks).
- Flight (5 HrPs): Persistent. Genetic. Spider-man can fly at his base movement with poor manueverability, and can only move as long as there is some solid object no more than 90 feet away to the side or above. He cannot hover or move upward unless there is a solid object above him. He shoots strands of webbing from hs hands, that attach to objects, from which he swings. Base rank 8. Movement restricted by local terrain (3 HrP reduction). It's not actually flight, but the rules are effectively the same.
- Gadgets, Various (8 HrPs): I don't know what all he'd have, but there'd be a nice variety of little things.
- Heightened Constitution (12 HrPs): Persistent. +8 Constitution. Base rank 3. Increased effect x3 (9 ranks).
- Heightened Defenses (insight) (18 HrPs): Persistent. Genetic. +9 insight bonus to AC. Base rank 2. Increased effect x8 (16 ranks).
- Heightened Defenses (haste) (8 HrPs): Persistent. Genetic. +4 haste bonus to AC. Base rank 2. Increased effect x3 (6 ranks).
- Heightened Dexterity (21 HrPs): Persistent. +14 Dexterity. Base rank 3. Increased effect x6 (18 ranks).
- Spiderclimb (5 HrPs): Persistent. Genetic. Can climb walls and ceilings with ease, by crawling on hands and knees. Has an effective +25 bonus to climb checks. Base rank 5.
- Super Agility (22 HrPs): Persistent. Genetic. +11 bonus to AC, Reflex saves, initiative, and Dexterity-based checks. Base rank 2. Increased effect x10 (20 ranks). Does not aid ranged attack rolls.
- Super Speed (4 HrPs): Persistent. Movement increased by +40 ft. per round. Base rank 1. Increased speed x4 (4 ranks). Applies only to 'flight' (0 HrP reduction).
- Super Strength (20 ranks): Persistent. Genetic. +10 bonus to damage and Strength-based checks, and an effective +20 Strength for the purposes of lifting. Base rank 2. Increased effect x9 (18 ranks). Does not aid attack rolls.
- Uncanny Dodge (9 ranks): Persistent. Genetic. Gains uncanny dodge ability equivalent to a 6th level rogue. Base rank 6. Heightened effect x3 (3 ranks).
Again, let's assume Pete started out as Str 8, Dex 10, Con 10, Int 16, Wis 14, Cha 13, with 4 hit points. He ends up 30 level, so he puts his 7 stat increases into Dexterity and Charisma. His actual stats end up being Str 8, Dex 28, Con 18, Int 16, Wis 14, Cha 16, with 209 hit points. Then, we add on an extra faux +22 Dex and faux +20 Str, neither of which enhance his attack rolls. Gives him an effective Str of 28, and an effective Dex of 50.
He gains a mad insight and haste bonus to AC (+13 total). His Dexterity is phenomenal. He's never surprised, and even when flat-footed, he almost always retains his Dexterity bonus to AC. His AC is 43, not to mention his dodge and mobility and spring attack feats.
His saves are Fort +17, Ref +40, and Will +16.
So his feats are, by this point Improved Unarmed Strike, Weapon Finesse (unarmed), Weapon Focus (unarmed), Weapon Specialization (unarmed), Dodge, Mobility, Spring Attack, Expertise, Whirlwind Attack, Flyby Attack, Combat Reflexes, and a couple Skill Focuses. He might also have taken some of the super feats, but I can't recall the whole list from the book now, so I won't try. He might even take some epic feats, though I don't own the ELH.
He gets 3 attacks per round, though they're only at +21/+16/+11. If he hits, he does a respectable d3+11. He's more of a finesse guy than a big bruiser.
By the way, I just came up with a new idea for a super feat, that lets you move so fast that you can flank a person yourself, with no assistance. Hmm.
So, does this seem more convincing? If you want to, you can always give him more levels, or maybe swap out some of the fighter levels for more Hero levels to up his Strength further. It all depends on how tough you want to make him. Right now he could theoretically beat up an ancient wyrm gold Dragon on his own, though it would take him a
really long time, but that's a big magical critter, so the comparison isn't fair since Spidey doesn't have any magic items.