AC 14, touch 12, flat-footed 12 (+2 Dex, +2 Armor)
hp 20 (2d10+4)
Fort +5, Ref +5, Will +2
Resist acid 5, cold 5, electricity 5
Speed 30 ft.
Spell-Like Abilities Alter Self (1/day)
Melee: Mug + 8 (1d4+6)
Str 18, Dex 14, Con 14, Int 8, Wis 14, Cha 14
Base Atk +2; CMB +6; CMD 18
Feats Catch Off-Guard (Mug Only), Power Attack, Weapon Focus (Mug)
Traits Humble Beginnings (Mug), Surprise Weapon
SQ Scion of Humanity
Catch Off-Guard Hank does not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks he makes with an improvised melee weapon.
Damage Resistance, Acid (5) Hank has the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) Hank has the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) Hank has the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) Hank can see in the dark (black and white vision only).
Freebooter's Bane At 1st level, Hank can, as a move action, indicate an enemy in combat and rally his allies to focus on that target. Hank and his allies gain a +1 bonus on weapon attack and damage rolls against the target. This ability applies only to allies who can see or hear Hank and who are within 30 feet of him at the time she activates this ability. The freebooter’s bane lasts until the target dies or the freebooter selects a new target.
Power Attack Hank can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls.
Scion of Humanity Hank counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. He can pass for human without using the Disguise skill.
Track Hank adds +1 to Survival skill checks made to follow tracks.
Wild Empathy Hank can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). Hank rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.