"I will not hear you speak about my home in this manner!"

Askars are the default civilized warrior in Al-Qadim. They serve as city and caravan guards and the personal guard of the nobility. They are urbane, literate and in a good position to become rulers themselves someday. Their one flaw is a tendency towards chauvinism and nationalism. Even in their country of origin they tend to believe their particular city is the best the country has to offer.

Just about any Fighter qualifies easily.

Special: Cannot be illiterate
Feats: Weapon Focus (Scimitar or Spear), Weapon Specialization (Scimitar or Spear), any other Fighter Feat
Skills: Craft (armor, weapons) 4 ranks

Class Skills
The Askar's class skills (and the key ability for each skill) are Appraise (Int), Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex) and Spot (Wis).
Skills Points at Each Level : 2 + int

Hit Dice: d10

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +0    Local Celebrity
2. +2    +3     +0     +0    Guardsman
3. +3    +3     +1     +1    Military Training
4. +4    +4     +1     +1    Local Celebrity
5. +5    +4     +1     +1    Guardsman
6. +6    +5     +2     +2    Military Training
7. +7    +5     +2     +2    Local Celebrity
8. +8    +6     +2     +2    Guardsman
9. +9    +6     +3     +3    Military Training
10.+10   +7     +3     +3    Veteran
Weapon Proficiencies: An Askar gains no new weapon or armor proficiencies.

Local Celebrity (Ex): At 1st Level you gain a +2 Circumstance Bonus on Diplomacy and Gather Information Checks made against members of your home city. At 4th Level you gain a +2 Circumstance Bonus on Intimidation and Sense Motive Checks made against targets who are not natives of your city. At 7th Level you gain a +2 Circumstance Bonus on Knowledge (Local, Nobility) Checks.

Guardsman (Ex): At 2nd Level you gain a +1 Bonus on Listen and Spot Checks, as well as Saving Throws meant to avoid Fatigue or Exhaustion. This Bonus increases to +2 at Level 5 and +3 at Level 8.

Military Training (Ex): At 3rd Level you gain a +1 Bonus to Attack and Initiative rolls while defending your city, it's inhabitants, or an Ally. This increases to +2 at Level 6, and +3 at Level 9.

Veteran (Ex): At 10th Level you are immune to Mind-Affecting Effects.

Your town is the best town. You know it's the best town because it's yours. And everyone else is nothing by way of comparison. Sure, your town might be a dirt farm, but it's a very moral, upstanding dirt farm.
Combat: You tend to be a bog standard guardsman. Combat tends to be infrequent, but quite desperate when it does. Staying alert is your friend.
Advancement: Your advancement depends on the needs of your city.
Resources: Most Askars enjoy the patronage of the city, so depending on how stingy the locals are you can usually enjoy things like discounts from the local merchants.

"Do not discuss politics with the guards..."
Askars can sometimes be local celebrities, and even the ones who aren't are still 'local boys'. At least to the locals. The worst Askar can be violent bigots who bring shame to the profession.
Daily Life: Generally you spend your days guarding something or someone. With luck there are no raids on your shift.
Organizations: All Askar belong to their local army or militia, and many belong to Merchants Guilds or other civic associations.

NPC Reaction
Locals love you. Outsiders...not so much.

This assumes you're a local guard, which may be difficult to craft adventures in which you aren't traveling on behalf of the town or it's inhabitants.
Adaptation: This is meant for Al-Qadim, but can be used as a generic local militia PrC.
Encounters: PC's will generally see Askar when entering their city or any important location within it. They might also be guarding merchants or nobles who are traveling.

Sample Encounter
EL 12: The PC's are entering a town for supplies, and are halted by the local guards

Init +0, Senses: Listen +, Spot +,
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
Speed ft. ( squares)
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
Abilities Str , Dex , Con , Int , Wis , Cha


Hit Die: d10
Skills Points at Each Level : 2 + int
Guardsman At Level 22 and every 4 Levels thereafter your Guardsman Bonus increases +1.
Military Training At Level 23 and every 4 Levels thereafter your Military Training Bonus increases +1.
Bonus Feats: The Epic Askar gains a Bonus Feat every 3 levels higher than 20th

Zakharan Ogre Racial Feats

Social Butterfly
You adopt well to new societies due to your need to fit in.
Prerequisites: Zakharan Ogre
Benefits: This is effectively the same as Wanderer's Diplomacy (see PHB 2), but you need to be an Ogre instead of a halfling.

Ogrima Heritage
You have Ogrima blood, which causes you considerable societal prejudice.
Prerequisites: Zakharan Ogre, Cha 13+
Benefits: You may cast one of the following at will as a Sorcerer whose Caster Level is equal to half your Hit Dice: Alter Self, Blur. Attitudes of Zakharan Ogres towards you can never be better than Unfriendly.

You are well used to combating Ogre Magi.
Prerequisites: Zakharan Ogre, Wis 13+
Benefits: You gain a +1 Resistance Bonus on Willpower Saves.

Improved Oni-Killer
You have received further combat training.
Prerequisites: Oni-Killer
Benefits: You gain a +1 Resistance Bonus on Reflex Saves.