The Scribe NPC
by Ed Greenwood


  • write
  • copy
  • counterfeit
  • illustrate
  • recognize magickal script
  • Scribe Special Abilities A (Copy) B (Counterfeit) C (Illustrate) D (Recognize magickal script)
    - Advancement -
    Thongolir
    Classes Dragon 62 Best of Dragon, Vol. IV Dragon


    1. SUBCLASS = n/a
    2. SOCIAL CLASS MINIMUM = <>
    3. ABILITY SCORE MINIMUMS
        STRENGTH = 6
        INTELLIGENCE = 16 (*17)
        WISDOM = 10
        DEXTERITY = 15 (*17)
        CONSTITUTION = 6
        CHARISMA = 6
        COMELINESS = 3
    4. POSSIBLE RACES & MAX. LEVEL ATTAINABLE = all races, unlimited advancement for all races
    5. MULTI-CLASS POSSIBILITIES = none (no dual-classing, either)
    6. HIT DIE TYPE = d4
    7. MAXIMUM NUMBER OF HIT DICE = 10
    8. SPELL ABILITY = yes
    9. ARMOR PERMITTED = any
    10. SHIELD PERMITTED = any
    11. WEAPONS PERMITTED = any
    12. OIL PERMITTED = <>
    13. POISON PERMITTED = <>
    14. ALIGNMENT = any (typically N-oriented)
    15. STARTING MONEY = <3d10 x 10 gp?>
    16. WEAPON PROFICIENCIES = <1>
    17. NON-PROFICIENCY PENALTY = <-5>
    18. NON-WEAPON PROFICIENCIES = Read/write in all languages. Calligraphy. Heraldric proficiencies. Painting. (Bonus proficiencies). <5?>
    19. STARTING AGE = <human: 24+2d8?>
    20. COMBAT = always attacks as a L1 fighter
    21. SAVING THROWS = as fighter
    22. MAGIC ITEMS = all not restricted to another class. any scroll they can read.

    Akin to the sages and magic-users of the AD&D™ world are
    those few artists who combine extraordinary craftsmanship
    with a mastery of the social and magical uses of language and
    symbols — the scribes. Most scribes make their livings as servants
    to courts or large merchant companies, although a few do
    free-lance work in large cities. Most scribes are keen students
    and collectors of maps, codes, fragments of lost languages,
    armorial bearings, signs, runes, and glyphs.

    Scribes may be of human or demi-human racial stock (including
    crossbreeds), and of any alignment. The mercenary
    nature of a scribe’s profession and the breadth of views and
    ideas to which he or she is exposed lead most scribes to be of
    neutral-oriented alignments.

    To become a scribe, a NPC must have minimum
    ability scores of 16 in intelligence, 15 in dexterity, and 10
    in wisdom. Once the profession is undertaken, an individual
    cannot lose scribe status by decreases in these ability scores
    (although these changes may affect the performance of a
    scribe). Scribes may not be multi-classed, nor may they have
    two classes; their work and studies are too time-consuming to
    allow for irrelevant training. Scribes possessing both intelligence
    and dexterity scores of 17 or greater add 10% to earned
    experience points.

    Few scribes advance beyond the level of Scholar, and fewer
    still attain the title of Scribe. Higher Atlars are rare indeed, and
    are known by no special titles if they continue to advance in
    levels. There are no restrictions to level advancement because
    of racial stock or ability scores.

    SCRIBES TABLE I
    Experience points Experience level 4-sided dice for accumulated HP Level title Special Abilities
    0—2,250 1 1 Clerk A, B, C, D
    2,251—4,500 2 2 Amanuensis -
    4,501—9,000 3 3 Chirographer -
    9,001—18,000 4 4 Illuminator -
    18,001—35,000 5 5 Scrivener A (from memory)
    35,001—60,000 6 6 Cartographer -
    60,001—95,000 7 7 Scholar -
    95,001—145,000 8 8 Limner -
    145,001—220,000 9 9 Scribe -
    220,001—400,000 10 10 Master Scribe -
    400,001—600,000 11 10+3 Atlar Spell use
    600,001—800,000 12 10+6 Higher Atlar -

    200,000 experience points per level of experience beyond
    12th.
    Scribes gain 3 hit points per level after the 10th.

    In combat, a scribe has no weapon or armor restrictions, but
    always attacks as a first-level fighter, regardless of level of
    experience as a scribe. A scribe makes saving throws as a
    fighter of level equal to his or her own scribe level.

    A scribe may
    employ all magic items not specifically restricted to another
    class, and may cast spells from all scrolls which the scribe can
    read. For example, an illusionist’s scroll would be unreadable to
    a scribe who had not learned the secret language of that profession,
    although that same scribe could copy the unreadable
    script, as detailed later — and many scrolls would require a
    Read Magic on the part of the scribe wishing to use them, if the
    spells were not ones the scribe had encountered before.

    Upon reaching the level of Atlar (11th), ascribe gains limited
    spell-casting ability. He or she may memorize 2 spells, plus 1
    additional spell per point of intelligence above 16, studying to
    gain them as magic-users do. For each level of experience
    beyond 11th attained by the scribe, he or she gains the ability to
    learn 2 additional spells; however, the variety of spells a scribe
    may cast is quite limited (see hereafter). Scribes are subject to
    the same requirements of rest, material components, and freedom
    from disturbance while casting that magic-users are. Just
    like other spell-casting characters, a scribe cannot make a
    physical attack and cast a spell in the same round.

    A scribe must acquire spells; they are not granted to him or
    her by the gods. When first learning to use a new spell, a scribe
    must be tutored by a spell caster whose class employs that
    spell, and who is personally familiar with the spell. Thereafter,
    the scribe can memorize the spell unaided. A scribe casts all
    spells as a magic-user, illusionist, or cleric of the same level as
    himself or herself, and in the case of the Glyph of Warding spell,
    cannot cast glyphs restricted to a god of an alignment he or she
    does not share.

    Note that the abilities (described hereafter) of a scribe include
    the effects of a Write spell, but this does not require any
    magic on the part of a scribe.

    If a campaign includes new spells (not found in the AD&D
    rules), such as those devised by player characters, a scribe
    given the opportunity to learn them will be able to use all spells
    related to symbols or script. A scribe is otherwise limited to the
    spells listed in Scribes Table II, all of them cast exactly as
    described in the PH.

    SCRIBES TABLE II
    Spells usable by scribes
    Comprehend Languages (as the 1st-level magic-user spell)
    Confuse Languages (reverse of Comprehend Languages)
    Erase (as the 1st-level magic-user spell)
    Explosive Runes (as the 3rd-level magic-user spell)
    Glyph of Warding (as the 3rd-level cleric spell)
    Illusionary Script (as the 3rd-level illusionist spell)
    Legend Lore (as the 6th-level magic-user spell)
    Read Magic (as the 1st-level magic-user spell)
    Symbol (as the 8th-level magic-user spell)
    Unreadable Magic (reverse of Read Magic)

    Note: A scribe’s effective level as a spell-caster is equal to his
    or her actual scribe experience level minus 10; thus, when an
    11th-level scribe first gains spell-using ability, he or she casts
    those spells as though the individual were at the first experience
    level of the class to which the spell belongs.

    A scribe can memorize a number of spells up to the limit
    allowed by experience level and intelligence; the level of the
    spells memorized does not matter. (For instance, an Atlar, immediately
    upon gaining spell-using ability, can memorize a pair
    of Symbol spells if he or she so desires, and is not restricted to
    first-level spells like Erase and Comprehend Languages). A
    scribe may not devise his or her own spells, nor does a scribe
    have the expertise to modify a known spell.

    Scribe special abilities
    Spell-casting is a power gained only through much study and
    the development of a scribe’s distinctive special abilities. It is
    these abilities that will shape (and permit the continuance of, by
    putting food on the table) a scribe’s life. They are as follows:

    All scribes have the ability to draft and execute records, letters, and documents of accepted local style and form, and
    to design motifs, armorial bearings, and illustrations acceptable as regards style and content, in local (and trading) society.

    Scribes are wordsmiths and artists; their work is always of good
    quality, and often contains codes, hidden messages, and symbolism,
    either at the request of a client or out of a craftsman’s
    pride in his or her work.

    If a tutor is available, a scribe may acquire mastery of one
    language per point of intelligence, in addition to the alignment,
    racial, and common tongues already known by the scribe. If
    several inscriptions of some length are available, a scribe may
    (and this is the only case where a scribe may “teach himself”)
    through study achieve a mastery of the written (not spoken)
    form of a language — including codes and secret languages,
    such as that shared by illusionists. This mastery, unless improved
    by a tutor, will begin at 80% accuracy and increase by
    2% for every level the scribe attains thereafter.

    Special ability A (Copy): A scribe can copy inscriptions and script
    (regardless of whether these are in a language known to the
    scribe) and all symbols or representations (including protective
    circles, runes, glyphs, and the like). This includes spell
    formulae — unless such are cursed or trapped in such a way as
    to preclude a complete visual examination of them, or are
    concealed by an Unreadable Magic spell.

    At 5th level, a scribe gains the ability to perform this skill from
    memory, the amount that can be retained in such a way increasing
    with level, intelligence, and wisdom (determined specifically
    by the DM).

    The percentages given for this ability in Table III are to be
    applied to codes or magical formulae only; mundane material
    can be copied correctly with far greater ease (double the
    chance of success given in the table, to a maximum of 100%).

    Special ability B (Counterfeit): A scribe can counterfeit the script and
    presentation of an original (given the necessary ingredients to
    match colors of ink, and so on). The chance of fooling or
    convincing an individual familiar with the original increases
    with the level of the scribe, reaching a maximum of 99%. Note
    that a copy can contain errors or omissions and still fool an
    individual who is familiar with the original. A DM can also use
    this ability to govern situations where a scribe sketches a portrait
    of an individual to show to others, wanting to know if other
    persons have seen the individual in question. A successful
    result indicated on an attempt like this means the scribe has
    composed a clear, unmistakable likeness of the person.

    <compare with the article on forgery>

    Special ability C (Illustrate): Scribes are illustrators of exceptional skill,
    and with experience they can master perspective, proportion,
    and the ability to capture the likeness of a being, even from
    memory. From practice of these faculties they gain the ability to
    correctly judge distances and sizes (area and volume), merely
    from quick visual examination. The accuracy of such judgements
    increases with advancement in levels.

    Special ability D (Recognize Magickal Script): Scribes have the ability to recognize “at a
    glance” that symbols or script are magical in nature. With experience,
    they perfect the ability to identify the precise nature of a
    particular specimen or specimens. A scribe can tell whether a
    certain inscription is a spell formula — but not what spell it is,
    unless the scribe is familiar with that spell. A scribe can tell
    whether a piece of script or a written design is cursed, guarded
    by Explosive Runes or Unreadable Magic, whether is it lllusionary
    Script or not, whether a particular rune is a Symbol or Glyph
    of Warding or not (and if so, what its particular nature is, if the
    spell in question is familiar to the scribe), or whether an inscription
    is normal script upon which Nystul’s Magic Aura or Leomund’s
    Trap has been cast, and so on.

    This identification, if successfully attempted, will not trigger
    any release of magic connected with the symbol or script. Only
    one attempt per specimen may be made by a scribe. If unsuccessful,
    the scribe may not try again on a particular inscription
    until he or she attains a new level. An unsuccessful attempt may
    also (at the DM’s option) unleash any magic contained in protective
    or “trap” spells upon the unfortunate scribe.

    Atlars and Higher Atlars can make scrolls of spells whose
    formulae they possess, and can inscribe protective pentagrams,
    circles, and signs, whether or not they know or comprehend
    the spell in question. (For details of such protective inscriptions,
    refer to the DMG and issue #56 of
    DRAGON™ Magazine.) There is a 10% chance of error in such
    activities, with a modifier of -5% if the scribe is familiar with the
    spell and has performed the action (making the scroll or rune)
    successfully before, and (cumulative with the first modifier)
    -5% if supervised by a spellcaster of sufficient level and proper
    class to cast the spell in question, and who has prior experience
    with the spell.

    This chance for error is to be combined with that detailed
    under “Failure,” DMG p. 117-118, when the manufacture of a
    scroll is being attempted. Refer to the DMG, p. 121, for fees
    charged by scribes for manufactured scrolls. The cost to a
    customer for the creation of a scroll by a scribe will always be at
    least equal to the prescribed Gold Piece Sale Value for that
    scroll, unless special circumstances prevail. <with regards to this, the price may be twice that indicated, as these are sale values, which are typically set at 50% - prespos>

    Much of a scribe’s time is spent executing letters and documents,
    for the scribe is a master of the etiquette of both local
    society and international politics and trade communications.

    Such mundane work earns most scribes their bread and butter.
    Most scribes seek employment with a sage or spell-caster,
    preferring that over working for a court or a wealthy patron, and
    in turn preferring that second alternative over free-lance work,
    which tends to bring assignments either tedious or too difficult
    to undertake at the payment offered.

    Note: All abilities reach their greatest chance of success at
    12th level, and do not increase thereafter.

    SCRIBES TABLE III
    Percentage chance of success of special abilities
                        Experience level of scribe
    Special 
    ability
    1st 2nd 3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th
    25  33  42  52  63  75  88  99  100  100  100  100
    15 25  35  45  55  65  75 85  95  99  99 99
    12  19  26  33  40  52  64  76  88  90  96
    7 13  20  28  37  47  58  70  83  97  99  99

    Advancement
    A scribe gains XP through the practice of his
    or her craft: the perfect execution of a difficult portrait or design,
    or the development of innovations in the format, content,
    or accomplishment of a task.

    Determination of an innovation or an exceptional or “perfect”
    execution is governed by the DM, and may be found by rolling
    percentile dice every time a scribe applies his or her skills to a
    task of moderate (or greater) complexity. A modified score of
    96 or higher denotes such an occurrence.

    The dice roll is modified by +01 if the scribe has INT of 18 or higher, and by +01 for each week spent on the project
    (such time being considered as more or less continuous work
    on the project, the scribe’s attention being divided only between
    this work and his or her minimum physical needs).

    For each previous innovation or exceptional execution a
    scribe has made in work directly related to the task at hand, he
    or she gets another die roll, choosing the better (or best, if more

    than one extra roll is deserved) result as the measure of his or
    her performance of the task.
    Each such successful innovation or exceptional execution is
    worth a base value of 500 Experience Points, modified by plus
    or minus 200 points at the DM’s discretion (taking into account
    the circumstances and nature of the task, prior experience of
    the scribe in the particular field, and other variables).
    If the roll fails, and no innovation or outstanding work is
    performed, a scribe still gains at least one point of experience
    for successful completion (to the satisfaction of the scribe’s
    client or patron, or if for the scribe’s own benefit, completion to
    a practical, usable form) of all tasks of moderate (or greater)
    complexity.

    A scribe can also gain experience by the study of maps or
    records new to the character, at the rate of 10-60 (d6 x 10)
    Experience Points for each such source consulted, as long as
    the DM judges the source(s) to contain appreciable information
    new to the scribe.

    A scribe gains no direct experience awards for success in
    combat or in the winning of treasure.

    To advance to a new experience level, a scribe who has
    accumulated the necessary experience points must study
    under another scribe or a sage, or must receive training from a
    bard or spell-caster plus an artist, a cartographer, or an engineer.
    If a scribe’s tutor is of a classed profession, he or she must
    be of a level higher than the scribe’s own present level. Tutors of
    non-classed professions must be considered by the DM to have
    relevant knowledge or skills that will appreciably further the
    abilities of the scribe. A scribe of 10th or higher level will almost
    certainly require the services of a tutor from one of the spellcasting
    classes to advance to a new level.

    Obviously, the level-by-level progress of a scribe tends to
    take much time — and most scribes will consent to provide
    maps, letters, and on-the-spot dungeon surveys for adventurers
    only in return for large amounts of money. Time spent away
    from books, writing table, and easel is time wasted, you see....

    zb

    <"Now I've written the whole thing: for Christ's sake give me a drink" - Anon.>

    8.

    Wilshire the Unfortunate

    7.

    Barth, Cartographer

    6.

    I8.IV

    5.

     

    4.

    3.
    The Egyptian Scribe, Raphael Von Ambros

    2.

    1.