Coming along nicely!
A few more things:
1) Your character meets his Attack/Damage caps exactly, provided that you take a Tradeoff for +3 damage, -3 attack (you should probably note this tradeoff on the sheet). This will give you limits of +8 attack and +14 damage, which is met exactly by your Strike power.
2) You added some feats, but didn't add the cost of the feats to your total. You have 23 feats now, not 17, so this costs 23 pp.
3) You can't buy your Toughness save up directly. You need something like the Protection power to do it. So you have to get rid of these 5 pp.
4) You are over your Defense/Toughness cap even without those 5 pp spent. Without those 5 pp, you have a +13 bonus to Defense and a +12 Toughness save. However, at PL 11 you can only have +11 Defense/+11 Toughness, not counting tradeoffs (so your total bonus to defense + bonus to toughness save has to be +22 or less).
5) To fix (4), you need to lose three points of bonus to Defense/Toughness. Your call. Do you see yourself as a being harder to hurt, harder to hit, or even?
6) Super-Senses 2 (Darkvision) (2 pp) seems very thematically appropriate.
7) As another Alternate Power of your Hellfire Control effect, consider something uniquely demonic and destructive. For example: "Sever Soul" Strike 12 (Extra: Alternate Save: Will, Flaw: Tiring, Power Feats: Affects Incorporeal 2). This power costs 14 pp, so it can be acquired as an alternate power for 1 pp. As it is Tiring (causes fatigue when used), you won't want to use this one too often.
But for 1 pp, it gives you a good haymaker. Tiring is a pretty severe flaw for (-1) so if you wanted to use a power like this often, take something less restrictive instead (for example, Flaw: Full Action is a relatively unrestrictive -1 flaw and would represent charging up the effect). This power might be too flavor themed towards doing lethal damage for your tastes, but there should be some very destructive demonic power that's ok.
A few more things:
1) Your character meets his Attack/Damage caps exactly, provided that you take a Tradeoff for +3 damage, -3 attack (you should probably note this tradeoff on the sheet). This will give you limits of +8 attack and +14 damage, which is met exactly by your Strike power.
2) You added some feats, but didn't add the cost of the feats to your total. You have 23 feats now, not 17, so this costs 23 pp.
3) You can't buy your Toughness save up directly. You need something like the Protection power to do it. So you have to get rid of these 5 pp.
4) You are over your Defense/Toughness cap even without those 5 pp spent. Without those 5 pp, you have a +13 bonus to Defense and a +12 Toughness save. However, at PL 11 you can only have +11 Defense/+11 Toughness, not counting tradeoffs (so your total bonus to defense + bonus to toughness save has to be +22 or less).
5) To fix (4), you need to lose three points of bonus to Defense/Toughness. Your call. Do you see yourself as a being harder to hurt, harder to hit, or even?
6) Super-Senses 2 (Darkvision) (2 pp) seems very thematically appropriate.
7) As another Alternate Power of your Hellfire Control effect, consider something uniquely demonic and destructive. For example: "Sever Soul" Strike 12 (Extra: Alternate Save: Will, Flaw: Tiring, Power Feats: Affects Incorporeal 2). This power costs 14 pp, so it can be acquired as an alternate power for 1 pp. As it is Tiring (causes fatigue when used), you won't want to use this one too often.
But for 1 pp, it gives you a good haymaker. Tiring is a pretty severe flaw for (-1) so if you wanted to use a power like this often, take something less restrictive instead (for example, Flaw: Full Action is a relatively unrestrictive -1 flaw and would represent charging up the effect). This power might be too flavor themed towards doing lethal damage for your tastes, but there should be some very destructive demonic power that's ok.
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