(https://s-media-cache-ak0.pinimg.com/736x/13/18/8d/13188d955d58c4fa2a6f7d402a3780cc--fantasy-art-men-fantasy-rpg.jpg)<br/><br/><span class="bbc_u"><strong>Character Name</strong></span><br/><br/>Hafkar Arak-Mul<br/><br/>Age: 27<br/><br/>Appearance: 1,91 m tall, muscled with black hair and pitch black eyes, Hafkar embodies the beauty-ideal of his people. He tends to wear Blue or Red cloths of his people, to put emphasis on his claim to rule.<br/><br/>Personality: Hafkar is no leader. He may have a certain regal bearing on him, but even that quickly vanishes when he has one of his fits of megalomania. But despite that he is neither truly insane, nor stupid, and might be able to actually attain what his madness drives him to seek. Aside from that he is quite good natured and kind, willing to help, as long as he is treated with the respect he thinks he deserves.<br/><br/><strong>Facts</strong><br/><br/>Fact 1 exiled noble of the desert states: Born into the royal family,Hafkar inherited his inhumanly beautiful looks, and his equally inhuman megalomania. He learned the ways of the desert as well as the laws of their people, but always saw himself above those petty affairs even demanding the throne for himself, a deed that quickly saw him out of the shelter of the oasis.<br/>Fact 2 a noble's education and training, magically talented, but due to his nature he never received any training in it. He was taught in military tactics and leadership as part of it, but never showed any talent at either.<br/>Fact 3 Still sees himself a member of the Oasis People, albeit the first among them. One Day he intends to return to the desert and claiming what he thinks is rightfully his. its just a matter of time... and the wealth and troops he has yet to raise. The oasis states and their ruler fear that day.<br/>Fact 4 Found an old tome  containing a spell of the gate while wandering around after his exile<br/>Fact 5 The expedition on which he found the tome was sponsored by the Vissian Sforza family, a fact he has mixed feelings about, but still: he owes them a debt of gratitude. this connection goes both ways though, as the Sforza have taken interest in him and intend to stay in his good graces by furthering his planes(as far as they know them) as best as they can from time to time.<br/>Fact 6 He established his own faction, the Great Caravan of the Sun Prince's Chosen.<br/><br/><strong>Attributes</strong><br/>Str: 15 (+1)<br/>Dex:11 (0)<br/>Con: 16 (+2)<br/>Int: 14 (+1)<br/>Wis:15 (+1)<br/>Cha: 6(-1)<br/><br/><strong>Saves</strong><br/>Hardiness: 10(Base 12 -2 con)<br/>Evasion: 11(Base 12 -1 int)<br/>Spirit: 11(base 12 -1wis)<br/><br/><strong>Other Stats</strong><br/>HP:  25/25<br/>AC:  3<br/>Fray Dice: 1d8<br/>Effort:  5/5<br/>Influence:  5/5<br/>Wealth: 4<br/>A Big caravan(roughly 50.000 people) loaded with drugs and goods from the oasis states, plunder from a minor ruin, the same where he found the tome.<br/>2 dominion left to spend<br/>(8 Dominion) Blessing of the Sun Prince's chosen: Everyone who worships him, is an acknowledged part of the Caravan and is staying with the caravan is perpetuallly refreshed, and not in the need of eating, drinking, resting or breathing (as untireing inspiration but constant)<br/><span class="bbc_u"><strong>Words &amp; Gifts</strong></span><br/><br/><strong>Sun</strong>(may shed daylight at will up to 200 feet, vision survives even the removal of their eyes, can pierce blindfolds and is never impaired by darkness or mist. Immune to fire)<br/><br/>Sunlit Sight<br/>Commit effort.  See, hear and be heard at any place you have been before and that is currently lit by direct sunlight<br/><br/>Sunstrike<br/>Commit effort for the scene. Hit a visible foe for 1d10/lvl or 1d6 if the sun is not in the sky. Otherworldly beings such as angels always take 1d10 and roll twice and take the worst result. smite action, only useable every other round<br/><br/>Creations First Light<br/>Commit effort. Your vision penetrates all non-magical barriers up to the horizon. See through illusions and the true form of Shapeshifters.<br/><br/><strong>Endurance</strong>(con up to 16, do not need to eat, drink, sleep or breathe)<br/><br/>Harder than this<br/>commit effort. become immune to one particular physical peril or special attack as long as the effort remains committed<br/>Undying<br/>can only be killed by a word powered or divine effect<br/><br/>Body of Iron Will<br/>AC 3, immune to environmental conditions like heat, cold or even vacuum<br/><br/><strong>Sorcery</strong><br/>Adept of the Way<br/>1 Barred Gates of Forbiddance: forbid a subject from entering a certain place as small as a single room or as big as a nation. Worthy foes get a spirit save, no save for lesser foes.<br/>2 Ranks of Pale Bone Raise 1d6 hit dice per level. humans 1 hd monsters may have more<br/>3 Seal of Regal Dominion Subjugate the will of the subject. Lesser Foes get no save, Worthy foes get a spirit save + another each time a hateful command is received<br/>4 Sunder the lesser Spell (found in a Tome)<br/><br/><strong>Apotheosis</strong><br/>Sanctify Shrine<br/>Smite the Apostate<br/>Hear Prayer<br/><br/>2 Free points to buy gifts from<br/><br/><span class="bbc_u"><strong>Weapons</strong></span><br/><br/>2 handed falcata: +5 for 1d10+1 dmg str based<br/>Dagger +5 for 1d6+1 str based dmg<br/><br/>/// additional information:<br/><br/>Goal: Short term: secure a base for himself to collect wealth and raise an army<br/>Mid Term: Invade the Oasis States<br/>Long Term: Conquer the world<br/><br/>Question to everyone: what are our relationships?