Max hattax
Max hattax
Sheet
AC 10 · HP 7 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- PersuasionCHA
- ReligionWIS
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
9 featuresAlways on
- Sneak AttackLevel 1
When Once per turn when Max hits with a finesse or ranged weapon and has advantage, or when an enemy of the target is within 5 feet of the target.
Max deals an extra 1d6 damage once per turn when he meets the Sneak Attack conditions using a finesse or ranged weapon.
- ExpertiseLevel 1
Max can add his proficiency bonus twice to ability checks made with Stealth and thieves' tools. He cannot choose the same proficient skill or tool more than once.
- Thieves' CantLevel 1
Max knows the secret mix of dialect, jargon, and code used by rogues. He can recognize such messages and communicate hidden messages through ordinary conversation.
- Ability Score IncreaseHumanAll ability scores increase by 1.
- SizeHumanMedium.
- SpeedHuman30 feet.
- LanguagesHumanCommon and one additional language.
- Human VersatilityHumanHumans gain broad adaptability through increased ability scores and an additional language.
- City SecretsUrchin
Max knows the secret paths through the city, including alleys, rooftops, sewer entrances, narrow passages, and other hidden routes. He can guide companions through a settlement at twice their normal travel speed, provided he is not being pursued.
Gear
12 itemsWeapons
- RapierA finesse melee weapon with a 1d8 piercing damage die.
- ShortbowA ranged weapon with a normal range of 80 feet and a 1d6 piercing damage die.
- 2×DaggerLightweight knives suitable for throwing or close combat, each dealing 1d4 piercing damage.
Armor
- Leather armorLeather armor, providing base AC 11.
Tools
- Small knifeA small knife used as a practical tool and emergency weapon.
Gear
- 20×ArrowsStandard ammunition for the shortbow.
- Burglar's packA pack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Map of the cityA crude map of the city, including routes known only to street children.
- Pet mouseA tiny mouse that Max rescued from a drain. It rides in his coat pocket and is named King of Clubs.
- Token of departed parentsA keepsake from Max's parents, consisting of a bent metal button etched with a nearly erased symbol.
- Common clothesRagged but serviceable clothing assembled from discarded garments.
Purse
- 10×Gold piecesLoose starting currency.
Appearance
Max is a wiry human teenager with shaggy black hair tipped in vivid purple. He wears a battered purple hat, a long dark purple coat, a black shirt, patched green pants, and scuffed black boots. He tends to stand too close when speaking, as if testing whether people will back away. His eyes constantly track doors, windows, pockets, and the hands of everyone in the room. A pair of playing cards is usually fanned between his fingers, and he wears a crooked half-smile that suggests he has already guessed how a conversation will end.
Mannerisms
Max shuffles playing cards whenever he is thinking, flips one card against the back of his hand when he is lying, and tilts his purple hat lower whenever someone asks about his father. He rarely sits with his back to a wall. When entering a room, he looks at exits first, people second, and valuables third.
Personality
Max is quick-tongued, suspicious, and restless. He treats conversation like a card game, constantly bluffing, probing, and watching for tells. He acts cocky around adults but becomes fiercely protective of frightened children and anyone being pushed around by someone stronger. Beneath his bravado is a lonely boy desperate to prove that he can protect his father and uncover the truth about the thing that broke his mind.
Ideals
Freedom. No one owns Max, no law, gang, god, or family member. He will choose his own path, even if the choice leads somewhere dangerous.
Bonds
Max's father is the only family he has left, and Max refuses to abandon him, even though the man's mind has been unraveling for years. When Max's father was a teenager, he saw something impossible beneath the city, something he claims was watching from behind the world. Since then, he has suffered terrifying episodes, drawing the same strange pattern over and over and warning Max never to trust a door that opens by itself. Max believes the truth may be hidden in the city's forgotten tunnels, and he intends to find it before whatever his father saw finds them.
Flaws
Max assumes every kindness has a hidden price, and he would rather lie badly than admit he is frightened. He cannot resist investigating forbidden doors, strange symbols, or anyone who mentions things his father saw. When cornered, he becomes reckless and theatrical, convinced that one more trick will solve everything.
Quirks
Background
Max Hattax grew up in the narrow streets behind the market district, where a quick hand and a quicker exit mattered more than family names. His mother disappeared when he was young, leaving him and his father to survive by repairing cheap toys, running errands, and occasionally taking things that did not belong to them. Max learned to sleep lightly, read a room before entering it, and use city routes that even watch patrols forgot existed. A pair of playing cards became his favorite tools for practicing misdirection, timing, and the art of making people look exactly where he wanted them to look.
“Max learned to sleep lightly, read a room before entering it, and use city routes that even watch patrols forgot existed.”
- Background
- Urchin
Connections
Species
Human
Media
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