Alastir Wade

Marty McFly's page

182 posts. Alias of Newf.


Full Name

Dr. Marty McFly

Race

Elf

Classes/Levels

Alchemist/ Level 1

Gender

Male

Size

Medium

Age

103

Special Abilities

Alchemists...... make good moonshine

Alignment

Chaotic Neutral

Deity

God of Death

Location

Turandy

Languages

Common, Elf, Sylvan, Ignan, Dwarven, Orc, Infernal

Occupation

Alchemist

Strength 11
Dexterity 16
Constitution 13
Intelligence 20
Wisdom 11
Charisma 8

About Marty McFly

Dr. McFly is an elf alchemist who has been recently released from a high security asylum after being imprisoned for 22 years. An IQ of 204, he is considered a genius beyond geniuses, delving deep into the maddening mysteries of science. His radical studies in science have eroded his ethical and moral boundaries to a near non-existent level.

Dr. McFly was involved in a secret military project for the militia, known as the "Derka Derka" Project. It involved created various types of bombs (fire, acid, hallucinogen, poison gas), attaching them to a delayed fuse and vest, strapping them on prisoners/ commoners and blowing them up amidst enemy forces. Upon public discovery of the project, it was deemed "unethical" (to this day Marty fails to see why), the militia was quick to deny any involvement and an arrest warrant was sent out for Dr. McFly. Unfortunately, Dr. McFly didn't go out without a fight.

The first patrol stormed the lab to find a heavily mutated Dr. McFly, who then ripped apart the poor, unsuspecting, low-ranking soldiers. Morphing back to normal, he calmly grabbed his dagger, ripped open their bodies and implanted acid bombs, placing the corpses in the entrance to his lab. The second patrol was heard screaming amid explosions as they ran away, their faces half melted off. It finally took an experienced, wary section of guards and spell casters to storm the lab and seize Dr. McFly, subsequently chained and sent off to a mental health facility. To this day, the rumours still circulate the village as to the various experiments the militia carried out of his lab.

Hp: 14
AC: 15
Touch: 13
Flat-footed: 12
Init: +5 (Dex + 3, initiative trait +2)
Saves:
Fort: +4
Reflex: +6
Will: +0
BAB +1

Throw bomb: +6 attack, 1d6+6 dmg, range 20ft
Shortbow: +4 attack (4 with PB feat) 1d6 dmg (+1 with PB), range 60 ft
Rapier: +1 attack 1d6 damage, 18-20 x2 crit

Skill Modifiers:
Appraise: 9 (5+1+3)
Craft Alchemy: 13 (5+2+6)
Craft Weapon: 9 (5+1+3)
Craft Armour: 9 (5+1+3)
Craft Carpentry: 9 (5+1+3)
Craft Trap: 9 (5+1+3)
Disable Device: 7 (3+1+3)
Knowledge Arcana: 9 (5+1+3)
Knowledge Nature: 9 (5+1+3)
Perception: 7 (0+2+5)
Survival: 4 (0+1+3)
Fly: 7 (3+1+3)
Heal: 5 (1+1+3)
Sleight of Hand: 7 (3+1+3)
Spellcraft: 11 (5+1+5)
Use Magic Device: 3 (-1+1+3)

Feats:
Point Blank
Throw Anything
Brew Potion

Special Abilities:
Alchemy
Alchemist Bomb
Mutagen
Immune to Magic Sleep
Low light vision
+2 Spell resistance
+2 saving throw against enchantments and effects
Use poison
Poison resistance +2

Mutagen: Dexterity (+2 NA, +4 Dex, -2 Wis, 10 min/ level alchemist)

Extracts/ day:

Lvl 1- 4
Lvl 2- 1

Traits:
Reactionary, combat (Init +2)
Gifted Adept, magic (+1 caster level to extract of my choice: Form of the Dragon I)

Discovery: Precise Bombs

Gear:

Shortbow
20x arrows
Rapier
Leather Armour
Backpack
Bedroll
1-Man tent
Blanket, winter
Artisan's outfit
Jug, Clay
Good meals x 8
Potion: Mage Hand x2
Potion: Open/Close x1
Potion: message x 1
Empty Vials x 10
3x Jars for preserving materials
1x Alchemy lab, portable

Formulae Book:

Lvl1:
Cure Light Wounds
Crafter's Fortune
True Strike
Shield
Enlarge Person
Disguise Self
Detect Secret Doors
Endure Elements

Lvl2:
False Life

Free gold: 19.91gp
Alchemy materials: 20gp
Science Fund: 12.5gp