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Max hattax - AI-generated fantasy Character

Max hattax

Human · Rogue · Level 1 · Urchin

Max hattax

Max is quick-tongued, suspicious, and restless.
AC10
HP7/7
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 10 · HP 7 · 30 ft.
AlignmentChaotic NeutralGenderMaleAge16 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • PersuasionCHA
  • ReligionWIS
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' tools,
Disguise kit

Languages

Common,
Undercommon

Features

9 features

Always 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 items

Weapons

  • Rapier
    A finesse melee weapon with a 1d8 piercing damage die.
  • Shortbow
    A ranged weapon with a normal range of 80 feet and a 1d6 piercing damage die.
  • 2×
    Dagger
    Lightweight knives suitable for throwing or close combat, each dealing 1d4 piercing damage.

Armor

  • Leather armor
    Leather armor, providing base AC 11.

Tools

  • Small knife
    A small knife used as a practical tool and emergency weapon.

Gear

  • 20×
    Arrows
    Standard ammunition for the shortbow.
  • Burglar's pack
    A pack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
  • Map of the city
    A crude map of the city, including routes known only to street children.
  • Pet mouse
    A tiny mouse that Max rescued from a drain. It rides in his coat pocket and is named King of Clubs.
  • Token of departed parents
    A keepsake from Max's parents, consisting of a bent metal button etched with a nearly erased symbol.
  • Common clothes
    Ragged but serviceable clothing assembled from discarded garments.

Purse

  • 10×
    Gold pieces
    Loose 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

Names his pet mouse King of Clubs and consults it before making risky choices.
Keeps one playing card from every important encounter.
Collects keys even when he does not know what they open.
Whistles three notes whenever he senses he is being followed.

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.”
From their backstory
Background
Urchin

Connections

Species

Human

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