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Askar
(d20 class)

The armed citizenry of settlements large and small. They represent the typical and most common warrior of the Islands - your basic fighter.

One of the "Warrior" classes available for adventurers in the Islands of The New Arabian Adventure.

(see the 'Arabian Adventures' TSR™ rulebook for detailed rules & descriptions) Bibliography

d20 System Rules - by Kaevelian

Base Attack Bonus: As Fighter
Saving Throws: As Fighter
Alignment: Any
Hit Die: d10

Skills:
Class skills are as follows: Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Ride (Dex), Swim (Str), Knowledge (Hometown related) (Int), Listen (Wis), Spot (Wis), Perform (Music related) (Cha), Appraise (Int) and Disguise (Cha).

Skill Point at 1st Level (2 + Int modifier) ?4.
Skill Points after 1st: 2 + Int modifier

Weapon and Armor Proficiency: Askar's are Proficient in all simple and martial weapons and all armor. Armor check penalties apply for all armor heavier than leather. Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment. For every AC a character has above +3 due to armor/shields, the character suffers a -1 penalty to attack rolls, skill checks and ability checks.

Bonus Feats: Askar's gain Bonus Feats as a fighter.

Weapon Specialization: Askar's may specialize as a fighter.

Hometown Advantage: An Askar attempting to use any skills related to his hometown, or with the integration of people in his hometown (such as his Knowledge and Perform skills, the Difficulty is reduced by 2. This reflects the Askar's familiarity with his home and the local people who inhabit the area.

Classes