D&D 3e (3.0/3.5) Rules
by Clive Squire
The aboleth savants are the powerful spellcasters of the aboleth race. Aboleth savants have only recently begun to surface. It is theorized that the upsurge in chaotic magical energies during the Summer of Chaos and the subsequent theft of the world are linked to this. Aboleth savants are spellcasters that channel the divine power of the Dark Gods and wield the strange powers of Primal Sorcery. Aboleth savants seek out arcane or divine knowledge and are power hungry, almost to the extreme. By researching down the dark paths they swim, they open up new avenues of learning and terror.
To qualify to become an aboleth savant, a creature must meet the following requirements.
The aboleth savant's class skills (and the key ability for each skill) are Concentration (Con), Decipher Script (Int), Intimidate (Cha), Knowledge (any) (Int), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points per Level: 2 + Intelligence modifier.
All of the following are class features for the aboleth savant prestige class.
Weapon & Armour Proficiencies: The aboleth savant gains no additional proficiencies with any type of weapons or armour.
See Invisible (Sp): The aboleth savant is able to detect invisible creatures or objects, just as if they were under the effects of the 2nd-level wizard spell of the same name. They do this a number of times per day equal to 3 + their Charisma modifier and is treated as being cast by a sorcerer equal to the aboleth savant's Hit Dice.
Natural Armour (Ex): At 1st level, and again at 4th level, 8th level and 10th level, the aboleth savant's natural armour bonus improves by +1.
Enslave Focus (Su): At 2nd level, the aboleth savant's enslavement ability gains a +2 to its DC. The aboleth savant gains an additional +2 at 8th level.
Bonus Feat: At 3rd level, 5th level and 7th level, the aboleth savant gains a bonus feat, which must be selected from the following list - Augment Summoning, Brew Potion, Craft Magic Arms & Armour, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Empower Spell, Enlarge Spell, Eschew Materials, Extend Spell, Extra Turning, Forge Ring, Greater Spell Focus (enchantment), Greater Spell Penetration, Heighten Spell, Improved Counterspell, Improved Turning, Maximize Spell, Quicken Spell, Scribe Scroll, Silent Spell, Spell Focus (enchantment), Spell Penetration, Still Spell and Widen Spell. The aboleth savant need not meet the requirements for a feat to gain it.
Glyphs (Sp): Aboleth savants can create special glyphs depending on their level, which create a variety of effects. The glyphs can be created up to 3 times per day and appear in some glowing-like light effect directly in front of the aboleth savant, shedding light equal to that of the light spell.
Sample Aboleth Savant
Bhe-zeo-quim can speak Aboleth, Aquan, and Undercommon.
Enslave (Su): Three times per day, an aboleth can attempt to enslave any one living creature within 30 feet. The target must succeed on a DC 19 Will save or be affected as though by a dominate person spell (caster level 16th). An enslaved creature obeys the aboleth's telepathic commands until freed by remove curse, and can attempt a new Will save every 24 hours to break free. The control is also broken if the aboleth dies or travels more than 1 mile from its slave. The save DC is Charisma-based.
Spell-like Abilities (Sp): At will-hypnotic pattern (DC 16), illusory wall (DC 18), mirage arcana (DC 19), persistent image (DC 19), programmed image (DC 20), project image (DC 21), veil (DC 20). Effective caster level 16th. The save DC's are Charisma-based.
Slime (Ex): A blow from an aboleth's tentacle can cause a terrible affliction. A creature hit by a tentacle must succeed on a DC 19 Fortitude save or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. The slime reduces the creature's natural armour bonus by 1 (but never to less than 0). The save DC is Constitution-based. A remove disease spell cast before the transformation is complete will restore an afflicted creature to normal. Afterward, however, only a heal or mass heal spell can reverse the affliction.
Mucus Cloud (Ex): An aboleth underwater surrounds itself with a viscous cloud of mucus roughly 1 foot thick. Any creature coming into contact with and inhaling this substance must succeed on a DC 19 Fortitude save or lose the ability to breathe air for the next 3 hours. An affected creature suffocates in 2d6 minutes if removed from the water. Renewed contact with the mucus cloud and failing another Fortitude save continues the effect for another 3 hours. The save DC is Constitution-based.
Skills: An aboleth has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
See Invisible (Sp): The aboleth savant is able to detect invisible creatures or objects, just as if it was under the effects of the 2nd-level wizard spell of the same name. It does this a number of times per day equal to 3 + the aboleth savant's Charisma modifier and is treated as being cast by a sorcerer equal to the aboleth savant's Hit Dice.
Domains and Granted Powers: Domains - Chaos & Evil; Granted Powers - cast all chaos and evil spells at +1 caster level.
Cleric Spells: 6/5/4/4/3; DC 14 + spell level; 0th: cure minor wounds, detect magic, inflict minor wounds, light, read magic, resistance; 1st: command, doom, inflict light wounds (x2), protection from good*; 2nd: darkness, hold person (x2), shatter*, spiritual weapon; 3rd: bestow curse, deeper darkness, magic circle against law*, protection from energy (x2); 4th: chaos hammer*, lesser planar ally, maximized inflict light wounds, poison (x2); *Domain spell.
Sorcerer Spells Known: 6/7/7/5; DC 14 + spell level; 0th: acid splash, daze, detect magic, ghost sound, mage hand, open/close, read magic; 1st: mage armour, obscuring mist, ray of enfeeblement, sleep, summon monster I; 2nd: invisibility, protection from arrows, summon monster II; 3rd: haste, summon monster III.
This item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast.