Hush (Dr. Thomas Elliot)
Hush (Dr. Thomas Elliot) is a fictional supervillain appearing in comic books published by DC Comics, commonly as an adversary of the superhero Batman. Hush first appeared in Batman #609 (January 2003) as part of the 12-issue storyline Batman: Hush. He was created by Jeph Loeb and Jim Lee. The character serves as a former friend-turn-criminal foil personality to the Dark Knight Detective.
The character has been portrayed in live-action as a kid by Cole Vallis and Gordon Winarick in Gotham, and by Gabriel Mann in the first season of Batwoman which marks the first live-action appearance of the Hush persona. Warren Christie portrays the character disguised as Bruce Wayne.
Originally Posted by Kain Darkwind of the Dicefreaks forums.
Thomas Elliot, Hush | |
Medium humanoid (human) | |
Wounds | 20 WP, 178 VP (17d8+85) |
Initiative | +8 |
Speed | 30 ft. |
Armor Class | 22 (+8 defense, +4 Dexterity), touch 22, flat-footed 18 |
Base Attack /Grapple | +17/+22 |
Attack | Unarmed strike +26 melee (1d10+9) or 2 handguns +26 ranged (2d6) |
Full Attack | Unarmed strike +26/+21/+16/+11 melee (1d10+9) or 2 handguns +26/+21/+16/+11 ranged (2d6) |
Face/Reach | 5 ft./5 ft. |
Special Attacks | Marksman, martial arts, master tactician, sudden strike +2d6 |
Special Qualities | Evasion, master surgeon |
Saves | Fort +15, Ref +14, Will +19 |
Abilities | Strength 20, Dexterity 18, Constitution 20, Intelligence 23, Wisdom 24, Charisma 18 |
Skills | Balance +14, Bluff +24, Computer Use +15, Craft (pharmaceutical) +20, Diplomacy +22, Disguise +18, Hide +22, Intimidate +16, Knowledge (art) +16, Knowledge (behavioral sciences) +26, Knowledge (business)+12, Knowledge (earth and life science) +19, Knowledge (streetwise) +14, Knowledge (tactics) +26, Jump +18, Listen +20, Move Silently +22, Research +21, Sense Motive +27, Spot +20, Swim +12, Treat Injury +42, Tumble +18 |
Feats | Burst Fire, Combat Expertise, Combat Intuition, Combat Reflexes, Dodge, Double Tap, Improved Disarm, Improved Feint, Improved Initiative, Iron Will, Medical Expert, Mobility, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Skill Focus (treat injury), Surgery |
Climate/Terrain | Gotham City |
Organization | Solitary (unique) |
Challenge Rating | 17 |
Treasure | Equipment |
Alignment | Neutral Evil |
Marksman (Ex)
Hush is an expert gunfighter. He gains several benefits from his training in this area.
- +4 bonus to attack rolls when using any gun
- As a standard action, Hush can shoot once a weapon on each of his hand, at no penalty. As a full round action, ha can attack with both weapons as if he had the Perfect Two Weapon Fighting feat, at no penalty.
- Quick Draw, Point Blank Shot and Precise Shot as bonus feats
- Attacks of opportunity caused by him using a gun while threatened suffer a -6 penalty.
Martial Arts (Ex)
Hush is a highly trained martial artist. He gains bonus fighter feats as a fighter of half his hit die and unarmed damage and feats, as a monk of half his hit die.
- -Hush gains a +4 bonus to attack and damage rolls when fighting unarmed.
- -Moderate defense bonus
- -Hush’ s unarmed strikes deal bludgeoning, slashing, or piercing damage, as he sees fit. It is a free action to change the type of damage he deals.
Master Surgeon (Ex)
Hush is one of the best surgeons in the world, being able to perform incredibly complex operations in the worst conditions.
- +10 bonus to treat Injury checks
- +5 bonus to Craft (pharmaceutical) and Knowledge (Earth and life sciences)
- Skill Mastery : Treat Injury
Hush can revive a character reduced to -10 hit points or lower. If Hush is able to administer aid within 3 minutes of the character’s death, he or she can make a Treat Injury check. The DC for this check is 40, and the Hush can’t take 10 or take 20. If the check succeeds, the dead character can make a Fortitude save (DC 20) to stabilize and be restored to 1d6 hit points.
If Hush fails the skill check or the patient fails the Fortitude save, the dead character can’t be restored.
Master Tactician (Ex)
Hush is an expert at manipulation and planning. He creates plans by making successful Knowledge (tactics) (DC 20) This make the target of his plan take a penalty to attack and damage rolls of -2 against Hush and provides him a +2 bonus to attack and damage rolls against his target. Both the bonuses and the penalties are increased by 1 per every extra 10 points in his check above 20.
- When making a plan, Hush may integrate different skill checks to further perfect his tactics.
- By adding a successful Bluff (DC 20) Hush’s target takes a -2 morale penalty to initiative checks against him. This penalty increases by -1 for every extra 5 points in the check above 20.
- By adding a successful Knowledge (behavioral sciences) (DC 20) to the plan, Hush’s target gain a -2 penalty on saves against Hush. The save penalty is increased by -1 per every 10 points on the check beyond 20.
- By adding a Sense Motive check (DC 20) Hush’s target takes a -2 penalty to ability checks and skill checks against Hush. This penalty increases by -1 for every extra 5 points in the check above 20.
- Creating a plan takes 1 day. By taking a -10 penalty in all the checks involved, Hush is able to create a plan in 1 hour.
If Hush takes a full week to make his plan, he gains a +10 bonus to all the involved checks. By taking a full month, he gains a +20 bonus to those checks.
Possessions
Hush normally carries a pair of masterwork handguns.