Amazing Powerhouse (Powerhouse 20): HD 20d10+60; HP 170; Init +2; Spd 50 ft. (40 ft. in armor); Defense 27, touch 27, flatfooted 25 (+2 Dex, +15 Class); BAB +20; Atk +29 melee (1d6+18, Aluminum Baseball Bat), +23 ranged (3d10+2, Browning BPS), or +24 ranged (3d6+8, Colt Python); SQ Melee Master; AL Gang; SV Fort +15, Ref +8, Will +5, Rec +12; Rep +11; Str 22, Dex 14, Con 16, Int 10, Wis 8, Cha 12.
Occupation: Mobster: Perks (Weapons- Precision Strike; Weapons- Aggressive Stance; Professional Salary)
Skills: Athletics 23 (+28), Crime 4 (+4), Firearms 23 (+25), Influence 4 (+5), Perception 4 (+3), Streetwise 4 (+3), Unarmed 23 (+28), Weapons 23 (+28)
Feats: Advanced Strength Training, Armed Defense (38 Defense against melee when not flat-footed), Attack Focus (Aluminum Baseball Bat), Attack Focus (Colt Python), Attack Focus (Browning BPS), Attack Focus (Unarmed), Attack Specialization (Browning BPS), Attack Specialization (Aluminum Baseball Bat), Attack Specialization (Colt Python), Attack Specialization (Unarmed), Career Advancement, Cleave, Combat Martial Arts, Defensive Martial Arts, Endurance Training, Enemy (rival crime family), Improved Strength Training, Greater Attack Focus (Aluminum Baseball Bat), Greater Attack Specialization (Aluminum Baseball Bat), Move-By Action, Point Blank Shot, Prone Fighting, Strength Training, Quick Draw
Access/Contacts/Followers: Confidential Access, 2nd Level Follower (3)
Possessions: Masterwork (Attack, Damage) Aluminum Baseball Bat, Knife, Colt Python, 18 rounds, Browning BPS, 10-gauge shotgun shells (20), Forced Entry Unit (9 DR)
Chuck's Comments: The Powerhouse took a dip into the unarmed pool, having seen how easily someone (like the Empath) could make a disarm or trip specialist, the Powerhouse took steps to protect himself.
When disarming and tripping aren't purposely crippled, arcane combat options, lots more players try them. Imagine that.