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Bilikarr Sparks: A Sample Savant

Bilikarr Sparks: A Sample Savant

Gnome Savant, by Chris McFann

(Avatars of Legend by Justin “Black Fang” Sluder; Illustration by Chris McFann)

Kobold Quarterly #18 debuted the savant, a generalist base class for the Pathfinder RPG. With the knowledge of the ages and a flair for the dramatic, the savant learns heroics from the tomes he reads and summons avatars of legend with the stories he tells. As a generalist class, it is designed to fill whatever role the party needs. However, it is also a complex class for advanced players. To help visualize the class, meet Bilikarr Sparks, iconic gnome savant.

A portly little man and proud owner of the most spectacularly curled mustache of this generation, the gnome finds glee in rocking his round body while sitting on a stone. He aims his grin your way and asks with a flair for life, “Care for a story?”

Bilikarr Sparks                            CR 7

XP 51,000
Male gnome savant 8
CG small Humanoid (gnome)
Init +6; Senses low-light vision, Perception +11 …

AC 17, touch 14, flat-footed 13; (+3 armor, +2 Dex, +1 dodge, +1 size)
hp 55 (8d8 +16)
Fort +9, Ref +5, Will +7; +2 vs illusions
Defensive Abilities defensive training

Spd 20 ft.
Melee +6/+1 sickle (1d4-2)
Ranged +10 masterwork heavy crossbow (1d8/19-20)
Space 5 ft.; Reach 5 ft.
Special Attacks hatred, greater trade (1 hour)*, trades (5, 12 min/day)*

Avatars of Legend—Enolctz Zird (drow ranger), Tat Farlang (half-elf monk), Thora (dwarf magus)
Wild TalentSniper: skill familiarity (Stealth) and extraordinary emulation (sneak attack +4d6)
Abilityanimal companion (druid), bravery +2 (fighter), divine grace (paladin), evasion (rogue), fast movement +20 ft (monk), lore master (bard), trapfinding (rogue), sneak attack +4d6 (rogue)
Equipmentchainshirt, full plate, gnome hooked hammer, rapier
FeatsCombat Expertise, Combat Reflexes, Defensive Combat Training, Dodge, Improved Feint, Improved Initiative, Improved Trip, Mobility, Pointe Blank Shot, Precise Shot, Shot on the Run, Spell Focus, Spring Attack, Toughness, Weapon Finesse
SkillsAcrobatics, Appraise, Bluff, Craft, Diplomacy, Disguise, Intimidate, Knowledge, Linguistics, Perception, Perform, Profession, Sense Motive, Stealth, Use Magic Device
Spells (CL 8, concentration +13)
2nd—acid arrow, aid, bear’s endurance, blur, bull’s strength, cat’s grace, cure moderate wounds, detect thoughts, eagle’s splendor, fox’s cunning, hideous laughter, owl’s wisdom, remove paralysis, restoration, lesser, scorching ray, see invisibility, sound burst, and summon monster II
1st—alarm, bless, charm person, comprehend languages, cure light wounds, detect chaos/evil/good/law, endure elements, enlarge person, hide from undead, identify, magic missile, mount, sanctuary, summon monster I, true strike, and unseen servant
0—acid splash, detect magic, flare, guidance, know direction, light, mage hand, mending, message, prestidigitation, stabilize and summon instrument

Gnome Spell-Like Abilities (CL 8th, concentration +13)
1/day—dancing lights, ghost sound (DC 14), prestidigitation, speak with animals

Str 6, Dex 14, Con 14, Int 13, Wis 10, Cha 19
Base Atk +6; CMB +3; CMD 15
Feats Dodge, Mobility, Pointe Blank Shot, Shot on the Run
Skills Appraise +8, Bluff +19, Diplomacy +19, Linguistics +8, Perception +13, and Use Magic Device +19
Languages Common, Draconic, Dwarven, Giant, Gnome, Orc, Sylvan
SQ gnome magic, share trade, style (narrator), weapon familiarity
Combat Gear bag of holding type I, notebook, potion of cure moderate wounds, potions of invisibility (2); Other Gear +1 leather armor, +1 sickle, masterwork light crossbow with 20 bolts, cloak of resistance +1, 30 gp

*see Kobold Quarterly #18, The Savant, pg 18

Bilikarr Sparks may be a product of his own tall tales. The portly gnome answers simple questions like “where did you come from?” and “why are you here?” with hyperbole, similes, and epic yarns. Instead, he tells of the time a mountain crumbled at his feet because he convinced a cave not to support its oppressive rocky master. He brings up that the first time he picked up a rapier was the day he won the tournament of fencers, basing his unpredictable style on the manner in which his mother stirred gumbo. He regales an especially attentive audience with the fable about how the yrthak found its sonic lance. Some press the issue, particularly reporters, guards, and inquisitors particularly curious why no divine magic or paper trail can narrow down his home country or trace the Sparks lineage. With trademark joie de vive, Bilikarr acknowledges that he could go into such trifling details of his younger days, or he could tell the joke that cost Kibsinney his princedom.

Avatars of Legend

As a savant, Bilikarr Sparks often regales his compatriots and fans with tales of legendary warriors. So potent is his prose, he can summon tangible aspects of these warriors to fight at his side. The following are sample avatars of legend:

Tat Farlang                     CR 5

“Don’t go telling people you’ve never seen anything move as fast as Tat Farlang. They’ll know your lying, cause no one’s ever seen how fast Tat Farlang can move.”
—Bilikarr Sparks

XP 1,600
Male half-elf monk 6
LN Medium humanoid (elf)
+8; Senses low-light vision; Perception +13

AC 18, touch 18, flat-footed 13 (+4 Dex, +1 dodge, +1 monk, +2 Wis)
hp 30 (6d8)
Fort +5, Ref +10, Will +8; +4 vs. enchantment
Defensive Abilities evasion; Immune disease, sleep

Speed 40 ft.
Melee unarmed strike +9 (1d8+1) or flurry of blows +9/+9/+4 (1d8+1)
Ranged mwk shuriken +9 (1d2+1) or mwk shuriken +9/+9/+4 (1d2+1)
Special Attacks flurry of blows, stunning fist (6/day, DC 15, fatigued)

Str 12, Dex 18, Con 8, Int 13, Wis 14, Cha 10
Base Atk +4; CMB +7 (+9 disarm); CMD 23 (25 vs. disarm)
Feats Deflect Arrows, Dodge, Improved Disarm, Improved Initiative, Improved Unarmed Strike, Skill Focus (Acrobatics), Stunning Fist, Weapon Finesse, Weapon Focus (unarmed strike)
Skills Acrobatics +16, Climb +10, Perception +13, Stealth +13, Swim +10; Racial Modifiers +2 Perception
Languages Common, Elven, Goblin
SQ adaptability, elf blood, fast movement, high jump, ki pool (5 points, magic), multitalented, maneuver training, slow fall 30 ft.
Gear mwk shuriken (50), cloak of resistance +1

Monasteries see dozens of failed monks leave because they could not give themselves fully to the discipline. As a half-elf, Tat Farlang has the advantage of not belonging anywhere and outliving half of his family while maturing far more quickly than the other half. He had the time to dedicate himself fully to his study, becoming the prototypical martial artist.

Enolctz Zird                    CR 5

“Though his tone may be as dark as his brother drow, his heart shone gold as a surface elf.”
—Bilikarr Sparks

XP 15,000
NG male medium Humanoid (elf) ranger 6
Init +x; Senses darkvision 120 ft.; Perception +13

AC 18, touch 15, flat-footed 13; (+3 armor, +4 Dex, +1 dodge)
hp 43 (6d10 +6)
Fort +6, Ref +9, Will +3; +5 vs enchantment
Immune sleep; SR 12
Weaknesses light blindness

Spd 30 ft.
Melee 2 +1 scimitar +4/+4/-1 (1d6+2/18-20)
Ranged longbow +10/+5 (1d8/×3)
Space 5 ft.; Reach 5 ft.
Special Attacks favored enemy (orcs +4, undead +2), favored terrain (underground +2)
Spell-like Abilities (CL 6th)
1/day—dancing lights, darkness, faerie fire
Spells Prepared (CL 3rd; concentration +4)
1st—entangle (DC 11), magic fang

Str 12, Dex 18, Con 12, Int 10, Wis 13, Cha 10
Base Atk +6; CMB +7; CMD 21
Feats Combat Reflexes, Dodge, Double Slice, Two Weapon Defense, Two Weapon Fighting
Skills Climb +4, Handle Animal +4, Knowledge (dungeoneering) +6, Knowledge (geography) +9, Perception +13, Stealth +13, Survival +11, Swim +4
Languages Elven, Undercommon
SQ hunter’s bond (companion – Ravy’Whneugdn’A), poison use, track +3, wild empathy +5
Gear masterwork studded leather, +1 scimitar x2


Female panther
N Medium animal
Init +4; Senses low-light vision, scent; Perception +8

AC 22, touch 17, flat-footed 15 (+6 Dex, +5 natural, +1 dodge)
hp 39 (6d8+12)
Fort +7, Ref +10, Will +3
Defensive Abilities evasion

Speed 50 ft.
Melee bite +9 (1d6+4 plus trip), 2 claws +8 (1d3+4)

Str 18, Dex 21, Con 14, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +8; CMD 23
Feats Combat Reflexes, Dodge, Weapon Focus (bite)
Skills Acrobatics +9, Stealth +9, Perception +8
Special Qualities evasion, sprint

It’s an old tale, but a good one. Enolctz Zird was just born the wrong race. Noble, brave, witty, none of the things associated with drow—even frowned upon by the underworldly elves. The legend of Enolctz Zird and his faithful panther friend Ravy’Whneugdn’a is of repeated prejudice, overcoming aversion, and ultimately being a hero in the face of opposition.

Thora the Hammer Maiden  CR 5

“Leave it to a dwarf to turn a knack for magic into a better way to strike with a hammer.”
—Bilikarr Sparks

XP 1,600
Female dwarf magus (kensai) 6
N Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +0

AC 16, touch 14, flat-footed 13 (+2 armor, +1 deflection, +3 Dex)
hp 48 (6d8+18)
Fort +7, Ref +3, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities canny defense**

Speed 20 ft.
Melee +1 throwing returning warhammer +8 (1d8+13/x3)
Ranged +1 throwing returning warhammer +7 (1d8+7/x3)
Special Attacks perfect strike**, spell combat (-2 attack)*, spellstrike*; +1 on attack rolls against goblinoid and orc humanoids
Magus Spells Prepared (CL 6th; concentration +8)
2nd—bear’s endurance (DC 14), cat’s grace (DC 14), shatter (DC 14)
1st—enlarge person (DC 13), expeditious retreat, jump (DC 13), true strike
0 (at will)—daze (DC 12), flare (DC 12), mage hand, spark (DC 12)

Str 18, Dex 13, Con 14, Int 14, Wis 10, Cha 8
Base Atk +4; CMB +8 (+12 sunder); CMD 22 (24 vs. sunder, +26 vs. bull-rush, trip)
Feats Dazzling Display, Distance Thrower**, Improved Sunder, Power Attack, Weapon Focus (warhammer)
Skills Climb +13, Intimidate +8, Knowledge (planes) +11, Spellcraft +11
Languages Common, Dwarven, Giant, Terran
SQ arcane pool (5 points, +2)*, diminished spellcasting**, magus arcana (arcane accuracy, maneuver mastery [sunder])*
Gear +1 throwing returning warhammer, belt of giant strength +2, bracers of armor +1, ring of protection +1
*See Ultimate Magic.
**See Ultimate Combat.

Were it not for echoes of dwarven baritones bouncing through the mountains, civilization might never have heard of Thora the Hammer Maiden. Always with her nose to the parchment, her clan thought she would waste her natural size and strength. And yet, when challenged to spar or forced to defend the stronghold, Thora could make a hammer she barely touched dominate a battle better than her militant brethren. How aware she was that her warfield mastery directly related to her interests in the arcane, that’s a tale for another day.

(This post is Product Identity.)

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