Dunno if I would call this a challenge, but maybe more of a thought experiment. It's @TalonofAnathrax's fault for putting me in the right mindset for this.
This is a multi-part challenge.
First, you must decide if you want to be a Mind Dragon or a Mighty Mind Dragon. Each of them are spoiler'd below for ease of reference. "Mighty" is a very strong template, so why would you want to pass on it? It comes with a straight power boost, including tons of bonus HP, enhanced AC, BAB, and melee damage, spell power, poison potency, skill points, etc.
If you choose to be a regular Adult Mind Dragon, however, you also start with five additional class levels (or PRC levels if you qualify for them) and the ability to further customize yourself using a Sovereign Archetype. Basically, you'll be a CR 15 Dragon regardless of your choice.
For example, you could choose the Loredrake Sovereign Archetype and complete five levels of Dragon Mystic (or any other full caster progression), which allow raise your caster level to at least 19th level and you would be able to cast up to 8th level spells. Or you could go in a completely different direction and use the Wyrm of War Archetype to gain some extra combat feats and become a Martial Initiator. There are other Archetypes which would give you other abilities, including access to Cleric spells, though you wouldn't be able to start with the ability to cast any spells higher than 7th level.
Either way you choose, nothing stops you from advancing further after you start, except for the difficulty involved in a CR 15 creature gathering enough XP to level.
Adult Mind Dragon - 61 to 1,000 years (CR 10)
Size/Type: Huge Dragon
Hit Dice: 12d12 + 72 (150 HP)
Initiative: +0
Speed: Ground: 60 ft, Fly: 240 ft (Good)
Armor Class: 23 (-2 Size, +15 Natural), Touch 8, Flat-Footed 23
Base Attack/Grapple: +12/+20
Attack: Tail Sting +20 (2d6+15 plus poison)
Full Attack: Tail Sting +20 (2d6+15 plus poison), Bite +15 (2d8+10), 2 Claws +15 (2d6+5), 2 Wings +15 (1d8+5), Crush +20 (2d8+15)
Space/Reach: 15 ft./10 ft. (10ft. with bite, 30 ft. with tail)
Special Attacks: Poison
Special Qualities: Blindsense 60 ft, Darkvision 120 ft, Low-Light Vision, Immunity to Sleep & Paralysis, Spell Resistance 24, Telepathy 240 ft
Saves: Fort +14, Ref +8, Will +13
Abilities: Str 30, Dex 11, Con 23, Int 16, Wis 16, Cha 18
Skills: Bluff +5, Diplomacy +5, Sense Motive +5, plus 135 points
Feats: Iron Will(B), Mindsight(B), Practiced Spellcaster(B), plus 5 feats
Languages: Draconic, plus 3 languages
Alignment: Any Good
Poison (Ex): Injury, Fortitude DC 24; Initial Damage: 1d6 Wisdom damage, plus Dazed for 1 round, Secondary Damage: 2d6 Wisdom damage, plus Stunned for 1d4 minutes. The save DC is Constitution-based and includes a +2 Racial bonus.
Spell Tail (Ex): By default, Mind Dragons deliver Touch spells using their long flexible tails rather than their shorter less dexterous claws. They can choose whether or not to inflict damage or inject their poison when making tail-based Touch attacks.
Alternate Forms (Su): If they learn the Alter Self spell, Adult Mind Dragons can assume one of two different forms, that of either a Tiny-sized Pseudodragon or a unique Medium-sized Human.
Telepathy (Su): Mind Dragons can communicate Telepathically with any creature who speaks one of its known languages, provided they are within 240 feet.
Informed Prediction (Su): If the Mind Dragon has successfully used Detect Thoughts against a creature within 24 hours, it gains a +2 Dodge bonus against that creature's attacks and a +2 Insight bonus on saves against that creature's spells and special attacks.
Skills: Mind Dragons gain a +5 Racial bonus to Bluff, Diplomacy, and Sense Motive checks.
Spell-Like Abilities (Sp): Caster Level: 12th, At Will: Detect Thoughts (DC 16), 1/Day: Dream, Mind Blank, Phantasmal Killer (DC 18), Telepathic Bond.
Spellcasting: Adult Mind Dragons cast spells as 9th level Sorcerers.
Spells Known (Caster Level 12th): Spell DC = 10 + 4 (CHA) + Spell Level
Level 0: Eight spells known (6/day)
Level 1: Five spells known (6+1/day)
Level 2: Four spells known (6+1/day)
Level 3: Three spells known (6+1/day)
Level 4: Two spell known (4+1/day)
Mighty Adult Mind Dragon (CR 15)
Size/Type: Huge Dragon
Hit Dice: 12d12 + 72 + 120[Mighty] (274 HP)
Initiative: +5 (Mighty)
Speed: Ground: 90 ft, Fly: 270 ft (Good)
Armor Class: 28 (-2 Size, +5 Dodge, +15 Natural), Touch 13, Flat-Footed 23
Base Attack/Grapple: +17/+25; Melee (+25/+33), Ranged (+15)
Attack: Tail Sting +25 (2d6+20 plus poison)
Full Attack: Tail Sting +25 (2d6+20 plus poison), Bite +20 (2d8+15), 2 Claws +20 (2d6+10), 2 Wings +20 (1d8+10), Crush +20 (2d8+20)
Space/Reach: 15 ft./10 ft. (10ft. with bite, 30 ft. with tail)
Special Attacks: Poison
Special Qualities: Damage Reduction 4/--, Blindsense 60 ft, Darkvision 120 ft, Low-Light Vision, Immunity to Sleep & Paralysis, Immunity to Mind-Affecting effects, Spell Resistance 27, Telepathy 240 ft
Saves: Fort +19, Ref +13, Will +18
Abilities: Str 30, Dex 11, Con 23, Int 16, Wis 16, Cha 18
Skills*: Bluff +5, Diplomacy +5, Sense Motive +5, plus 135 Skill Points; *NOTE: All skills, even untrained ones, benefit from a +5 Competence bonus to all skill checks.
Feats: Iron Will(B), Mindsight(B), Practiced Spellcaster(B), plus 5 feats
Languages: Draconic, plus 3 Languages
Alignment: Any Good
Poison (Ex): Injury, Fortitude DC 31; Initial Damage: 1d6 Wisdom damage, plus Dazed for 1 round, Secondary Damage: 2d6 Wisdom damage, plus Stunned for 1d4 minutes. The save DC is Constitution-based and includes a +2 Racial bonus.
Spell Tail (Ex): By default, Mind Dragons deliver Touch spells using their long flexible tails rather than their shorter less dexterous claws. They can choose whether or not to inflict damage or inject their poison when making tail-based Touch attacks.
Alternate Forms (Su): Using their Alter Self spell, Mind Dragons can assume one of two different forms, that of either a Tiny-sized Pseudodragon or a unique Medium-sized Human.
Telepathy (Su): Mind Dragons can communicate Telepathically with any creature who speaks one of its known languages, provided they are within 240 feet.
Informed Prediction (Su): If the Mind Dragon has successfully used Detect Thoughts against a creature within 24 hours, it gains a +2 Dodge bonus against that creature's attacks and a +2 Insight bonus on saves against that creature's spells and special attacks.
Skills: Mind Dragons gain a +5 Racial bonus to Bluff, Diplomacy, and Sense Motive checks.
Spell-Like Abilities (Sp): Caster Level: 12th, At Will: Detect Thoughts (DC 25), 1/Day: Dream, Mind Blank, Phantasmal Killer (DC 27), Telepathic Bond
Spellcasting: Adult Mind Dragons cast spells as 9th level Sorcerers.
Spells Known (Caster Level 12th): Spell DC: 10 + 4 (CHA) + 7 (Mighty) = 21 + Spell Level
Level 0: Eight spells known (6/day)
Level 1: Five spells known (6+1/day)
Level 2: Four spells known (6+1/day)
Level 3: Three spells known (6+1/day)
Level 4: Two spells known (4+1/day)
Second, you have to choose when and where you start.
Option 1) You wake up in the Flesh Forge among the latest batch of Mind Dragons grown by the Imperium. You are either a standard Mighty Mind Dragon or a customized Mind Dragon which developed far outside the expectations of the Fleshcrafters. Dragon Dreams are funny like that! The advantages of this choice should be obvious; You aren't alone, but are instead surrounded by friends and allies, the Imperium spares no expense to equip you in enchanted equipment worth a king's ransom, and should you fall in battle, only the most catastrophic turn of events will prevent your Resurrection from being a priority. Disadvantages of this option include A) Your meta-knowledge is of very little use, B) You've got a boss (a pretty good boss by any standards, but still...), and the Imperium has a lot of enemies.
Option 2) You wake up in the Flesh Forge as it explodes in a fiery conflagration which completely destroys the structure and much of the ruins of Goggossos, though you are unscathed except for a few scrapes and bruises. It is the 12th Day of the Ninth Month, 289 AC, the day the quest starts and ASWAH diverges from ASOIAF canon. You should have been decanted from your pod as in Option 1, but something went very wrong and Tiamat was able to strike against the Imperium's affront to Dragonkind (i.e. Tiamat). Among the advantages of this start, you have years of priceless meta-knowledge, you're a CR 15 Dragon(!), and for a long time to come you will be among the Powers (with a capital P) with very little that can stand in the way of your plans. Unfortunately, you can't have the good without the bad. The Flesh Forge, a priceless relic of a bygone era, in the not so distant future it could have been critical to the survival of humanity upon Planetos. You're alone, short on funds, and you have no enchanted gear. Worst of all, however, is that you have Tiamat's attention. She doesn't know what happened (no knowledge from her future self made the trip back with you), but she got a whiff of her own power and turned her attention to the exploding Flesh Forge quickly enough to get a metaphysical eyeful of you. A new species of Dragon that she wasn't aware of, who doesn't worship her, and who somehow came into being in an explosion caused, at least in part, by her power. You better keep your Mind Blank SLA running 24/7 and it would be advised to take advantage of shape-shifting magic as often as possible.
Option 3) Sorta like Option 2, but Tiamat exploded the Flesh Forge extra hard. She didn't knock you into the past, but into an alternate reality entirely. You wake up to an exploding Flesh Forge in 298 AC, on the day Jon Arryn dies by poison. It's ASOIAF canon...except magic has just awakened and the Plane of Balance is once again open for business. All of the threats from ASWAH, not to mention those one is exposed to by simply existing in the D&D 3.5/Pathfinder cosmology, are now on the table, with just one exception. There is no Void and the Celestial Planes were never sundered. The Others are still a threat, of course, but they're no longer linked to the non-existent Void. Your meta-knowledge is still good up to a certain point, but that will rapidly change, so you will have to be quick if you want to exploit it to any significant degree. There might not be a Void nibbling at the edges of reality, but shit is still pretty screwed up and will only get worse as magic returns, and this time there is no Viserys around to save everyone. The Viserys in this timeline is, of course, a delusional cunt and completely useless.
So, what would you do?
Cool plan, but working for ASWAH-Viserys still seems nicerOption #1, since I could geek out, live in the lap of luxury, kick the can down the road on a lot of major problems and assume someone smarter, more competent and more committed than me will figure it out with me just helping where I can. One can also assume that my ability to pass along some "secondhand knowledge" as a huge prize obtained from delving deep, deep into the Dragon Dream could give Viserys a serious leg-up if phrased correctly, and make me temporarily Favored Minion #1, which I would capitalize on as much as possible.
Things could still go horribly wrong, but... so could they in either of the other two. In fact they are more likely to.
If I was forced to pick between either of the latter two. Difficult. One can assume canon gets a bad ending since there has really been nothing to convince me otherwise that anyone is doing anything reasonably competent or smart. Dany has mismanaged Mereen completely and it doesn't seem likely she'd handle having power very well. Our Dany even seems to know she's not cut out for ruling and would have to adapt and lean on advisers extremely hard for a lot of the shit Viserys does handily.
Westeros is already in a shitty position, but at canon start, not the worst one. I would grab Dany after crushing Drogo for the extra bit of legitimacy and before he can fuck up her psyche more than Viserys already has, then either kill Viserys as an obstacle with Dany unaware, or if that is unfeasible "reeducate him". I can think of plenty of ways to do so.
Using the legitimacy these two grant me, and with a couple years to spare, I bee-line it Aegon the Fake using what magic I have available to suss out his current locale, probably and presumably somewhere in the Rhoynish region, and then also appropriate him (and possibly JonCon). Two to "Three" Targs for the price of one or none. Also neatly curtails Viserys problems. Aegon is the rightful heir, after all! To anyone who gives a shit, anyway, I know we justify our own claim by some roundabout technical accounting of the law.
So what do I do with my three Targs? Well for one thing I will have already killed Illyrio with extreme prejudice. I assume I have acted quickly enough, it will take at least a couple of weeks to a month for the news to reach Varys. I pick a spot to bunk down my nascent gravy train and go to King's Landing to kill the hell out of Baelish and Varys, ensuring Bobby B and Ned return to King's Landing in relative chaos, since I don't expect any of the leftover Small Council to prevent the Golden Cunt from fucking things up within a week.
While they're busy self-destructing without the chief schemers from keeping things at a nice simmering boil, I retrieve my prizes and head over to grab my "steal one get one free" army, the Golden Company, and then I start poking around Westeros subverting Lords I know will be amenable to an alliance with me, err, I mean, House Targaryen.
I have three dragon eggs and the knowledge of how to get some use out of them, some Flesh to Stone shouldn't be hard to get my hands on. Bam, three potential dragon riders (one reason to reformat Viserys, if nothing else, a bit of symmetry and maybe a bit of regret that I got the knockoff variant and it'd be a shame to just kill him), one True Dragon mastermind. I will be far and away unstoppable before they are grown enough to pose even a moderate threat to my person, but they in the mean time add extreme strategic and political depth to my schemes. Add on nearly a whole extra year of growth before it's Go Time with the Cold Ones.
I will proceed to poke around locating force multipliers before someone relevant (from the sea, the planes or elsewhere) respond to my schemes, dragon eggs, Valyrian Steel, lore, whatever. When things have exploded into civil war, rather than drag things out I will assassinate the leaders from each opposing side through a variety of methods. I am not above employing Faceless Men if they are not beyond working with me. I am the best chance the world has at the moment, if only because I have made it so.
Finally I will eliminate the remaining resistance through guile and charm, mostly using the three Targ-shaped levers I collected to do so. A fortuitous marriage in the right place will neatly take care of a lot of my problems.
I become the Evil Vizier, the Power Behind the Power, the Invisible Hand behind the Throne. First Westeros, then the world. All who oppose me shall be crushed without mercy.
That's only if I'm forced to pick the "Bargain Bin" options Goldfish gave.
Dunno if I would call this a challenge, but maybe more of a thought experiment. It's @TalonofAnathrax's fault for putting me in the right mindset for this.
This is a multi-part challenge.
First, you must decide if you want to be a Mind Dragon or a Mighty Mind Dragon. Each of them are spoiler'd below for ease of reference. "Mighty" is a very strong template, so why would you want to pass on it? It comes with a straight power boost, including tons of bonus HP, enhanced AC, BAB, and melee damage, spell power, poison potency, skill points, etc.
If you choose to be a regular Adult Mind Dragon, however, you also start with five additional class levels (or PRC levels if you qualify for them) and the ability to further customize yourself using a Sovereign Archetype. Basically, you'll be a CR 15 Dragon regardless of your choice.
For example, you could choose the Loredrake Sovereign Archetype and complete five levels of Dragon Mystic (or any other full caster progression), which allow raise your caster level to at least 19th level and you would be able to cast up to 8th level spells. Or you could go in a completely different direction and use the Wyrm of War Archetype to gain some extra combat feats and become a Martial Initiator. There are other Archetypes which would give you other abilities, including access to Cleric spells, though you wouldn't be able to start with the ability to cast any spells higher than 7th level.
Either way you choose, nothing stops you from advancing further after you start, except for the difficulty involved in a CR 15 creature gathering enough XP to level.
Adult Mind Dragon - 61 to 1,000 years (CR 10)
Size/Type: Huge Dragon
Hit Dice: 12d12 + 72 (150 HP)
Initiative: +0
Speed: Ground: 60 ft, Fly: 240 ft (Good)
Armor Class: 23 (-2 Size, +15 Natural), Touch 8, Flat-Footed 23
Base Attack/Grapple: +12/+20
Attack: Tail Sting +20 (2d6+15 plus poison)
Full Attack: Tail Sting +20 (2d6+15 plus poison), Bite +15 (2d8+10), 2 Claws +15 (2d6+5), 2 Wings +15 (1d8+5), Crush +20 (2d8+15)
Space/Reach: 15 ft./10 ft. (10ft. with bite, 30 ft. with tail)
Special Attacks: Poison
Special Qualities: Blindsense 60 ft, Darkvision 120 ft, Low-Light Vision, Immunity to Sleep & Paralysis, Spell Resistance 24, Telepathy 240 ft
Saves: Fort +14, Ref +8, Will +13
Abilities: Str 30, Dex 11, Con 23, Int 16, Wis 16, Cha 18
Skills: Bluff +5, Diplomacy +5, Sense Motive +5, plus 135 points
Feats: Iron Will(B), Mindsight(B), Practiced Spellcaster(B), plus 5 feats
Languages: Draconic, plus 3 languages
Alignment: Any Good
Poison (Ex): Injury, Fortitude DC 24; Initial Damage: 1d6 Wisdom damage, plus Dazed for 1 round, Secondary Damage: 2d6 Wisdom damage, plus Stunned for 1d4 minutes. The save DC is Constitution-based and includes a +2 Racial bonus.
Spell Tail (Ex): By default, Mind Dragons deliver Touch spells using their long flexible tails rather than their shorter less dexterous claws. They can choose whether or not to inflict damage or inject their poison when making tail-based Touch attacks.
Alternate Forms (Su): If they learn the Alter Self spell, Adult Mind Dragons can assume one of two different forms, that of either a Tiny-sized Pseudodragon or a unique Medium-sized Human.
Telepathy (Su): Mind Dragons can communicate Telepathically with any creature who speaks one of its known languages, provided they are within 240 feet.
Informed Prediction (Su): If the Mind Dragon has successfully used Detect Thoughts against a creature within 24 hours, it gains a +2 Dodge bonus against that creature's attacks and a +2 Insight bonus on saves against that creature's spells and special attacks.
Skills: Mind Dragons gain a +5 Racial bonus to Bluff, Diplomacy, and Sense Motive checks.
Spell-Like Abilities (Sp): Caster Level: 12th, At Will: Detect Thoughts (DC 16), 1/Day: Dream, Mind Blank, Phantasmal Killer (DC 18), Telepathic Bond.
Spellcasting: Adult Mind Dragons cast spells as 9th level Sorcerers.
Spells Known (Caster Level 12th): Spell DC = 10 + 4 (CHA) + Spell Level
Level 0: Eight spells known (6/day)
Level 1: Five spells known (6+1/day)
Level 2: Four spells known (6+1/day)
Level 3: Three spells known (6+1/day)
Level 4: Two spell known (4+1/day)
Mighty Adult Mind Dragon (CR 15)
Size/Type: Huge Dragon
Hit Dice: 12d12 + 72 + 120[Mighty] (274 HP)
Initiative: +5 (Mighty)
Speed: Ground: 90 ft, Fly: 270 ft (Good)
Armor Class: 28 (-2 Size, +5 Dodge, +15 Natural), Touch 13, Flat-Footed 23
Base Attack/Grapple: +17/+25; Melee (+25/+33), Ranged (+15)
Attack: Tail Sting +25 (2d6+20 plus poison)
Full Attack: Tail Sting +25 (2d6+20 plus poison), Bite +20 (2d8+15), 2 Claws +20 (2d6+10), 2 Wings +20 (1d8+10), Crush +20 (2d8+20)
Space/Reach: 15 ft./10 ft. (10ft. with bite, 30 ft. with tail)
Special Attacks: Poison
Special Qualities: Damage Reduction 4/--, Blindsense 60 ft, Darkvision 120 ft, Low-Light Vision, Immunity to Sleep & Paralysis, Immunity to Mind-Affecting effects, Spell Resistance 27, Telepathy 240 ft
Saves: Fort +19, Ref +13, Will +18
Abilities: Str 30, Dex 11, Con 23, Int 16, Wis 16, Cha 18
Skills*: Bluff +5, Diplomacy +5, Sense Motive +5, plus 135 Skill Points; *NOTE: All skills, even untrained ones, benefit from a +5 Competence bonus to all skill checks.
Feats: Iron Will(B), Mindsight(B), Practiced Spellcaster(B), plus 5 feats
Languages: Draconic, plus 3 Languages
Alignment: Any Good
Poison (Ex): Injury, Fortitude DC 31; Initial Damage: 1d6 Wisdom damage, plus Dazed for 1 round, Secondary Damage: 2d6 Wisdom damage, plus Stunned for 1d4 minutes. The save DC is Constitution-based and includes a +2 Racial bonus.
Spell Tail (Ex): By default, Mind Dragons deliver Touch spells using their long flexible tails rather than their shorter less dexterous claws. They can choose whether or not to inflict damage or inject their poison when making tail-based Touch attacks.
Alternate Forms (Su): Using their Alter Self spell, Mind Dragons can assume one of two different forms, that of either a Tiny-sized Pseudodragon or a unique Medium-sized Human.
Telepathy (Su): Mind Dragons can communicate Telepathically with any creature who speaks one of its known languages, provided they are within 240 feet.
Informed Prediction (Su): If the Mind Dragon has successfully used Detect Thoughts against a creature within 24 hours, it gains a +2 Dodge bonus against that creature's attacks and a +2 Insight bonus on saves against that creature's spells and special attacks.
Skills: Mind Dragons gain a +5 Racial bonus to Bluff, Diplomacy, and Sense Motive checks.
Spell-Like Abilities (Sp): Caster Level: 12th, At Will: Detect Thoughts (DC 23), 1/Day: Dream, Mind Blank, Phantasmal Killer (DC 25), Telepathic Bond
Spellcasting: Adult Mind Dragons cast spells as 9th level Sorcerers.
Spells Known (Caster Level 12th): Spell DC: 10 + 4 (CHA) + 7 (Mighty) = 21 + Spell Level
Level 0: Eight spells known (6/day)
Level 1: Five spells known (6+1/day)
Level 2: Four spells known (6+1/day)
Level 3: Three spells known (6+1/day)
Level 4: Two spells known (4+1/day)
Second, you have to choose when and where you start.
Option 1) You wake up in the Flesh Forge among the latest batch of Mind Dragons grown by the Imperium. You are either a standard Mighty Mind Dragon or a customized Mind Dragon which developed far outside the expectations of the Fleshcrafters. Dragon Dreams are funny like that! The advantages of this choice should be obvious; You aren't alone, but are instead surrounded by friends and allies, the Imperium spares no expense to equip you in enchanted equipment worth a king's ransom, and should you fall in battle, only the most catastrophic turn of events will prevent your Resurrection from being a priority. Disadvantages of this option include A) Your meta-knowledge is of very little use, B) You've got a boss (a pretty good boss by any standards, but still...), and the Imperium has a lot of enemies.
Option 2) You wake up in the Flesh Forge as it explodes in a fiery conflagration which completely destroys the structure and much of the ruins of Goggossos, though you are unscathed except for a few scrapes and bruises. It is the 12th Day of the Ninth Month, 289 AC, the day the quest starts and ASWAH diverges from ASOIAF canon. You should have been decanted from your pod as in Option 1, but something went very wrong and Tiamat was able to strike against the Imperium's affront to Dragonkind (i.e. Tiamat). Among the advantages of this start, you have years of priceless meta-knowledge, you're a CR 15 Dragon(!), and for a long time to come you will be among the Powers (with a capital P) with very little that can stand in the way of your plans. Unfortunately, you can't have the good without the bad. The Flesh Forge, a priceless relic of a bygone era, has been destroyed. In the not so distant future it could have been critical to the survival of humanity upon Planetos. You're alone, short on funds, and you have no enchanted gear. Worst of all, however, is that you have Tiamat's attention. She doesn't know what happened (no knowledge from her future self made the trip back with you), but she got a whiff of her own power and turned her attention to the exploding Flesh Forge quickly enough to get a metaphysical eye full of you. A new species of Dragon that she wasn't aware of, who doesn't worship her, and who somehow came into being in an explosion caused, at least in part, by her power. You better keep your Mind Blank SLA running 24/7 and it would be advised to take advantage of shape-shifting magic as often as possible.
Option 3) Sorta like Option 2, but Tiamat exploded the Flesh Forge extra hard. She didn't knock you into the past, but into an alternate reality entirely. You wake up to an exploding Flesh Forge in 298 AC, on the day Jon Arryn dies by poison. It's ASOIAF canon...except magic has just awakened and the Plane of Balance is once again open for business. All of the threats from ASWAH, not to mention those one is exposed to by simply existing in the D&D 3.5/Pathfinder cosmology, are now on the table, with just one exception. There is no Void and the Celestial Planes were never sundered. The Others are still a threat, of course, but they're no longer linked to the non-existent Void. Your meta-knowledge is still good up to a certain point, but that will rapidly change, so you will have to be quick if you want to exploit it to any significant degree. There might not be a Void nibbling at the edges of reality, but shit is still pretty screwed up and will only get worse as magic returns, and this time there is no Viserys around to save everyone. The Viserys in this timeline is, of course, a delusional cunt and completely useless.
So, what would you do?
A Loredrake Mind Dragon Ur-Priest 2/Theurge 3 is not bad. Just enough for the ever amazing Bloodwish, and more than enough Clerical goodies. Ends up with 9ths from both in four more levels, and finishes the whole Ur-Priest progression by 20 exactly.
First one seems the least "work" in the sense that while I'd have a lot of things to do if I so wished, the world isn't resting on my shoulders.
Before Bloodraven, this also adequately summed up Viserys interactions with the Sealord.To add to the above, has anyone else noticed how most of the time before the last few months, most of the time when we poked Brynden, it was basically a long version of "Look Uncle, look what I did!" *preen*
All of my yes.Before Bloodraven, this also adequately summed up Viserys interactions with the Sealord.
Also: Make a dozen Plant-Imbued Shadow-Creature Sorcerer Druid Ravens for Bloodravens birthday.
Make Bloodraven a giant Treant Champion of the Old Gods.All of my yes.
Also this reminds me of my desire to make a giant Treant Champion of the Old Gods.
Eventually. I'm trying to figure out the best combo.
Eventually. I'm trying to figure out the best combo.
We'd want it to have Druid casting for sure, the more the better.
Any chance we could get the Old Gods to empower an appropriate creature with Monster of Legend like Yss did? Here's the bones of a plan, this assumes we finished the Lys forge upgrades.
Start with a Treant (CR 8), it's appropriate. Give it Advanced and Bladeleaf (CR10), then Blood Magic (CR 12), Greenbound (CR 14), and +4 HD for CR 15, where the OG can step in and add Cleric and MoL for CR 20.
Is there a way to give it Druid casting instead of Cleric casting? Druid spells are far more thematically congruent with the Old Gods.I posted a Cleric-Monster of Legend CR 20 proposal a while back.
Mind, while we can go beyond CR15 with them laying their blessing on a creation, we probably shouldn't until their debts with Seven and Westerosi houses are cleared.Eventually. I'm trying to figure out the best combo.
We'd want it to have Druid casting for sure, the more the better.
I think these fears are unfounded, @egoo.Mind, while we can go beyond CR15 with them laying their blessing on a creation, we probably shouldn't until their debts with Seven and Westerosi houses are cleared.
About 6 months at most on that, tbh, the timetable is running wild on fire nowadays.
Zomok could have been a CR22 beastie, but OGs would have promptly started lighting shit on fire with extensive use of greens. :/
That aside, the Monster of Legend is basically all-encompassing "this thing will murder shit dead"-template we can apply via a blessing.
Provably with something else on top, even.
Nirah is just a beaut with it.
Edit: ninja'ed on MoL, oh well.
Keep in mind, we don't know if these informations Islin had are real.--[X] Once greetings have been exchanged, go on to fully explain what happened with Islin, how he learned that we wished to meet with Galzerai and used that in an attempt to bring us into conflict. Islin had extremely detailed information on Galzerai's defenses, such that, had we followed his directions, we would have been able to penetrate almost to the heart of the Wyrm's realm undetected by wards, watch posts, or bystanders. We tell him this not only so that he may secure these vulnerabilities, but so that he may be able to use the knowledge to root out other traitors in his midst.
I think I can do better than that on Divine Magic.For example, you could choose the Loredrake Sovereign Archetype and complete five levels of Dragon Mystic (or any other full caster progression), which allow raise your caster level to at least 19th level and you would be able to cast up to 8th level spells. Or you could go in a completely different direction and use the Wyrm of War Archetype to gain some extra combat feats and become a Martial Initiator. There are other Archetypes which would give you other abilities, including access to Cleric spells, though you wouldn't be able to start with the ability to cast any spells higher than 7th level.
I'm pretty sure that DP straight-up told us the creature of such power would be controlled by OGs alone, and then mentioned them having grievances.I think these fears are unfounded, @egoo.
There are voices of the Old Gods that are cranky old men, sure, but Bloodraven is the one at the reigns.