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011001000110111101100011 "Doc" is a former back alley doc who now works in the crew as their robotic magic slinger.

Class
Doc is a level 3 Technomancer.

Theme
Theme is Roboticist

Race
Racial abilities from the SRO race:
 * Darkvision SROs can see up to 60 feet in the dark.
 * Healing Circuit In addition to being constructs and thus able to benefit from spells like make whole, SROs count as living creatures for the purposes of magic healing effects that work on living creatures, though the number of Hit Points restored in such cases is halved. A character must use the Engineering skill to perform the tasks of the Medicine skill on SROs. SROs also heal naturally over time as living creatures do, and can benefit from magic or technology that can bring constructs back from the dead, as well as effects that normally can’t (such as raise dead).
 * Robotic SROs are immune to bleed, disease, death effects, poison, nonlethal damage, and sleep effects unless those effects specify they affect constructs. SROs can be affected by effects or spells that normally target only humanoids, but receive a +4 racial bonus to saving throws against such effects. SROs can eat and drink, though they don’t need to, and they must recharge their internal batteries by entering an off-line mode that is similar to sleep for 8 hours every day. SROs do not breathe or suffer the normal environmental effects of being in a vacuum.
 * Integrated Equipment An SRO has an internal, integrated standard datajack and comm unit. If an SRO is helpless, these can be removed or destroyed without damaging the SRO. They can be replaced or upgraded for the normal price of this equipment. An SRO has an additional built- in cybernetic component with an item level no greater than half the SRO’s character level (minimum item level 1). Each time the SRO gains a level, they can swap out this piece of equipment at no additional cost to represent internal reconfigurations. These pieces of equipment don’t count against the systems in which an SRO can install cybernetics.

Feats
Arm Extensions As a move action, you can extend your natural reach by 10 feet, retaining this benefit until you retract your reach to normal as another move action. While your arms are extended, you take a −2 penalty to attack rolls with weapons wielded in your hands and to Dexterity- and Strength-based ability checks and skill checks. You can use this ability to grab an object or surface and pull yourself to that item or surface as a full action, or you can anchor yourself where you are to lower yourself to another surface. When doing so, you move 15 feet as if using a fly speed with perfect maneuverability, ending your movement in a square adjacent to the chosen object or surface. If your movement does not end on solid ground, you either fall or must begin climbing the surface you grabbed (your choice).

Management Role
Accountant You're good with the numbers and it pays off. Whenever you get a direct credit reward or receive any income that is not split or given for the whole party, you gain an extra 5%. You can roll the accountant profession skill once per day with a DC10 + (2 * Your level) with a max DC20 to gain 15% instead.

Appearance
Describe his appearance here.

Pre-Crew History
On Aballon, Doc ran a run down mechanic shop/scrap store for small/minor mechanical items. By night, he was a back alley doctor for a local chapter of the Aspis Consortium. One night, mid surgery, his store was hit by a raid from the Free Captains; looking for STOs to capture to be slaves on their ships. While the members of the Consortium and the Free Captains were mid shoot out, Doc escaped out of a back door and fled the planet.