The arcane warrior represents a fighting class of magic user who is trained to defend and uphold the orders of the High Council of the Wizards’ Cabal. These specialists are dispatched to subdue magical revolts or rogue sorcerers who threaten Blackmoor’s people or the control of the Cabal. Arcane warriors are stationed at the Wizards’ Watch and at Coot’s Watch to keep a steady eye on the Egg of Coot’s plots and its thralls who seek to destroy the Wizards’ Cabal.
At an early age, the potential arcane warrior begins training by swearing to a lifelong oath to protect and honor the Cabal and the will of its leaders. Should an arcane warrior ever break this oath, he faces the council’s judgment and, likely, death.
Adventures: Arcane warriors are sent on adventures to gain experience as well as to find and retrieve powerful magic items. The Wizards’ Cabal cares little for gold and normally allows arcane warriors to keep any money they might find on such journeys as long as they return safely with the requested items.
Characteristics: Arcane warriors are the defenders of arcane magical powers in Blackmoor. The core abilities of arcane warriors center on their authorization to police the use of arcane magic. Arcane warriors are also the front-line fighters of the Wizards’ Cabal, using their warrior training and natural resistance to magic to defeat their foes. Common folk fear magic and know that they can rely on arcane warriors to protect them from chaotic mages who would bring calamity upon them. In a group of adventurers, an arcane warrior brings prestige to the party in a manner similar to that of a paladin.
Code of Conduct: An Arcane Warrior is bound to carry out the orders of his superiors, as long as they are in good standing with the Wizards’ Cabal. Arcane Warriors are bound to respect legitimate authority and to act with honor. They are required to apprehend or slay anyone who wields magic without the Cabal’s approval and those who use magic to harm innocents. An arcane warrior who violates this code of conduct is subject to trial within the Wizards’ Cabal and may be subject to punishment.
Quote above taken from Dave Arneson's Blackmoor copyright 2004 Zeitgeist Games. This class has been adapted from d20 rules in that book. For additional details, pick up a copy of the source book.
Arcane Warriors gain a +2 class bonus to Strength or Intelligence, as long as it isn't the same ability you increase with your +2 racial bonus.
Arcane Warriors cannot multi-class. The only exception is if they stop being arcane warriors (see Code of Conduct below).
At 1st level, an arcane warrior starts with a melee weapon or two, a ranged weapon if they want it, armor, a shield, and standard non-magical gear that is suggested by the character's backgrounds.
Gold Pieces
Barbarians may start with either 25 gp or 1d6 x 10 gp.
Armor
Melee Weapons
Ranged Weapons
Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level dependent.
Melee Attack
At-Will
Target: One enemy
Attack: Strength + Level vs. AC
Hit: WEAPON + Strength damage
Miss: Damage equal to your level
Ranged Attack
At-Will
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage
Miss: —
All arcane warriors have the following class features:
Detect Magic
The arcane warrior can detect magical effects as a quick action. This can be done at will.
Threatening
Whenever an enemy attempts to disengage from you, it takes a penalty to its check equal to your Dexterity or Constitution modifier, whichever is higher.
The penalty doesn't apply if you are stunned, grabbed, or otherwise incapable of making an opportunity attack.
Adventurer Feat Whenever an enemy fails to disengage from you, you also deal damage to that enemy equal to your Dexterity or Constitution modifier. At 5th level, damage is double the modifier. At 8th level, it's triple.
Champion Feat Whenever a non-mook enemy fails to disengage from you, it's vulnerable to your attacks for the rest of the battle.
Secret Language
The Wizards’ Cabal teaches all arcane warriors Profectorrin, a secret language that they use to communicate with fellow arcane warriors.
Spells
Arcane warriors use the Wizard spell list for all of their spells. They also use spell-books like wizards do.
Adventurer Feat The warrior also gains use of Cantrips.
Champion Feat The arcane warrior can gain the Cantrip Mastery talent from the wizard talent list (but not its feat).
Code of Conduct
If the arcane warrior betrays or leaves the Wizard's Cabal, they cannot gain any additional levels of arcane warrior. They effectively cease to advance as an arcane warrior. They can begin multiclassing automatically in another class the next level, but are always "stuck" at the level of arcane warrior in which they left the order. Only a remarkable change of events and re-instatement into the Cabal can reverse this.
Choose three of the following class talents. You get an additional arcane warrior class talent at 4th level, 7th level, 9th level and 10th level.
Arcane Fortitude
The Adventurer-tier arcane warrior gains a bonus to saving throws equal to his Charisma modifier (if positive). This bonus increases to Charisma Modifier +2 at level 5 and 2x Charisma modifier at level 7. If the arcane warrior's Charisma modifier is negative but this is the only Talent available to be taken, the arcane warrior gets a +2 bonus to saving throws.
Fey Touched
The arcane warrior gains +2 bonus to spells that target their Mental Defense but do not inflict damage. In addition, they cannot be put to sleep or affected with a Charm Person spell.
Arcane Armor
The Adventurer-tier arcane warrior gains a +1 bonus to armor class when wearing medium or heavy armor. This bonus increases to +2 at Champion tier and +3 at Epic tier.
Dispel Magic
The Adventurer-tier arcane warrior gains a daily use of the Counter-Magic spell from the wizard's High Arcana Talent. This increases to two daily uses at Champion Tier and changes to a once-per-battle usage at Epic tier.
Martial Training
The Adventurer-tier arcane warrior gains use of one fighter maneuver. They gain another at Champion tier and two more at Epic tier.
Cabal Training
The Adventurer-tier arcane warrior gains use of one wizard talent. They gain another at Champion tier and two more at Epic tier.
Extra Magic
The Adventurer-tier arcane warrior gains one additional spell slot at their lowest level available. They gain another at Champion tier (for a total of two extra). At Epic Tier, they gain one spell slot of their lower available level and one of their higher.