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?

Option #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.
 
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Option #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.
Cool plan, but working for ASWAH-Viserys still seems nicer :D
 
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?

Working for Viserys in Option 1 is clearly the superior option (best boss) especially since that seems like the scenario where the world is intact for me to actually enjoy, but if I had to pick between the latter two... I'd pick number 2 and not number 3.

Yes, the Void is a problem, but there are a LOT of problems that I'd want our Viserys around to handle. I'd rather show up as an ally and eventual vassal with a truly competent Viserys rather than figure things out on my own with delusional cunt Viserys who probably gets himself killed in the first few months of magic's return. Our Viserys is strong, but personal strength isn't what makes him dangerous. What makes him dangerous is how he gets so many radically different people and gods to work together for a single cause. I'd want to live in a world where R'hllor and the Moonsinger Goddess could team up to bitchslap Tiamat.
 
I only declined to pick Option #2 because I am worried my butterflies will fuck everything up.

Too risky, if I prevent the Dragon Reborn from growing into the person they need to be WE'RE ALL FUCKED. I'm not the chosen one! I need to be carried!

#3 at least allows me to cheat like hell while everyone's pants are down and solidify my position quickly, then pray like hell that I killed all my immediate enemies and gained enough genuine allies that my Friend-to-Enemy scale never goes quite off the charts. And I'm still likely to get betrayed by someone, since It's Westeros. Which is why I'll have several "fuck this shit I'm out" contingencies specifically aimed at potential betrayal avenues, up to and including literally being stabbed in the back.
 
@Goldfish Speaking of which, if I was #3 optioned, my human persona as a Dragon Sorcerer would be Maegor, that one Targaryen who is probably still alive by canon era but I guess just not extremely relevant. Or if dead, no one really thinks about him, so one can assume I could pass myself off as him with relative ease.

Long lost uncle coming straight out of the blue to rescue you from the Dothraki savage and also simultaneously "smacking some sense" into your idiot brother? Who reunites you with your long lost nephew? Who actually tries to teach you how to be awesome and use magic and bitchslap your enemies with your own hands instead of relying on idiot men to do the work for you since they're drooling over your tits too much to be of any real use?

I can even trollishly redeem the name of Maegor as a peacemaker while my alternate personas do all the dirty work. Who's gonna fucking know, MINDBLANK BITCHES. :V
 
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.

At least that's what comes to mind at first.
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.

Second and Third are hard... But the Celestial Planes being fucked just makes #2 too much of an Eldritch horror-esque "there's no victory against Them".

I feel I can do a more than adequate job at conquering the world than fighting something that destroyed Mt Celestia and is currently nearly done fucking Elysium.

So Custom > Mighty (even if Mighty is really, really worthy of the name), 1 > 3 > 2.

@edit: Tho, come to think of it, the odds of me perma-dying are likely lower with 3 than 1. Celestial influence balances out the rampant evils coming back, and I have a very nice "manual" to follow.
 
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Still prefer 1. It is the only chance I'd get of having my cake and eating it too, as well as being able to make friends without constantly looking over my shoulder for betrayal. I'm legitimately worried that the biggest threat to me in #3 is myself, after I go insane from paranoia.
 
Options 3, its the best options. Billions of souls are not suffering. I leave this bumfuck plane. Go the plane of earth, probably form a small city of giant or stuff. Probably form small inter planar navy to help fight the others. Help some archons and point them at the plane to help people. Probably planar bind some strong non sentients monsters to help pad out the army. Probably take the forge if thats a thing. Go to the africa continent to tame some dinos. Things like that.
 
Option 1 is easy mode, yes please give me all the sweet backup. Option 2 would mostly lead to me avoiding the Companions and things that'd be handled by them early on, so maybe stay in Sothoryos a while or just go straight for Slaver's Bay and make sure there's no way for a cult of Asmodeus to ever sprout there.

Option 3 is an interesting one. The name of the game is 'acquire Daenerys', both because she's a guaranteed PC and because Tiamat is bound to also want her and fuck Tiamat. After that, well I'm already conveniently a Dragon so might as well throw the Targaryen banner over my shoulder and carry it.
 
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Alright, I'm just going to post some templates from the book I discussed earlier and hope it's alright. As stated before, there's no publicly available copy of these that I'd be allowed to link here, so you're just going to have to take my word for it.

Among virtually every race, a feral variety exists. Dogs, cats, and other common, domesticated animals have their wild counterparts. So do humans and many other humanoid races. Indeed, to the keen observer, this phenomenon is seen among almost all the creatures of the world. Is it evidence the primeval side of nature is alive and well.

"Savage" is an inherited template that can be added to any living creature (referred to hereafter as the "base creature"). A savage differs from the base creature as follows.
Speed: Add 10 feet to all modes of movement.

Armor Class: Natural armor improves by +1.

Attack: Fierce and remorseless, and with larger natural weapons, a savage creature's damage with its natural attacks improves as if it were one size larger than it is. Creatures without natural weapons gain Improved Unarmed Strike as a bonus feat instead.

Special Qualities: Savages gain the following. Low-Light Vision (Ex): A savage creature can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. It retains the ability to distinguish color and detail under these conditions. If the base creature already possesses low-light vision, the savage creature adds one to the multiplier of the distance it can see. Scent (Ex): A savage creature can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Savage creatures can identify familiar odors just as humans do familiar sights. See Chapter 7 of the MM for details on this ability.

Abilities: Modify as follows: Strength +2, Dexterity +2, Constitution +2, Intelligence –4, Wisdom +2, and Charisma –2. A savage creature's minimum ability score for Charisma and Intelligence is 2 or the base creature's, whichever is lower.

Skills: Climb and Survival become class skills for savage creatures capable of these skills. Savage creatures capable of using Climb, Jump, Survival, and Swim get a +2 racial bonus on checks with these skills. They lose any racial bonuses to skills that come from a technologically advanced culture, perhaps retaining those that could be considered "genetic." For example, a savage dwarf loses the +2 racial bonus on Craft and Appraise checks. Savage creatures seldom know any language other than their own, which is often Sylvan.

Feats: A savage creature gains Alertness a bonus feat. Creatures with no natural attack gain Improved Unarmed Strike as a bonus feat. Environment: Wilderness appropriate to the base creature's preferred climate. Organization: Often solitary or paired, but sometimes the same as base creature.

Challenge Rating: +1. Alignment: A savage creature's alignment moves one step toward true neutral from that of the base creature.

Advancement: Those savage creatures that favor a character class often favor barbarian or druid (pick one), instead of any other class. Level Adjustment: +2.

In nature, some members of a species are much faster than the norm for their kind. Other individuals are enhanced via magical means. Both are quickened.

"Quickened" is a template that can be added to any creature (referred to hereafter as the "base creature"). A quickened differs from the base creature as follows.
Type: Animals and vermin become magical beasts. Humanoids become monstrous humanoids.

Speed: Increases by +50% in all modes.

Special Qualities: Quickened gain the following. Quickening (Ex): Once per day, plus once per 6 Hit Dice, a quickened creature moves and acts more quickly than normal for a number of rounds equal to the creature's Hit Dice. On its turn, the creature may take an extra standard action, either before or after its standard and move actions for a turn. It also gains a +4 dodge bonus to AC. After using the ability, the creature is fatigued until it can rest for an hour (–10 minutes per point of Constitution bonus; +10 minutes per point of Constitution penalty, minimum 10 minutes). The creature may otherwise use this ability every 1d4+1 rounds after the last use expired, but suffers exhaustion if the ability is used while the creature is fatigued.

Abilities: Modify as follows: Strength –2, Dexterity +6.

Feats: A quickened creature gains Weapon Finesse as a bonus feat if its Dexterity is now higher than its Strength. All quickened with Dexterity scores of 13 or higher gain Combat Reflexes and Improved Initiative as bonus feats. Quickened creatures often replace power-oriented feats with the likes of Dodge and Mobility. Challenge Rating: +1. Level Adjustment: +2

Flying creatures are often just winged versions of landbound beings. Others fly using physical means, such as gas sacs, or by way of the supernatural. Wings come about via anything from deific meddling to natural evolution, from draconic or celestial heritage to magical experimentation. Those creatures that fly without wings have just as many possible origins, mundane to miraculous. No matter what the source of the trait, all flying creatures can take to the air, whether for fight, flight, or fun.

"Flying" is a template that can be added to any creature that does not already have a fly speed (referred to hereafter as the "base creature"). Unless a creature breathes air (or doesn't breathe), it gains little benefit from a fly speed. A flying creature differs from the base creature as follows.

Size: Natural flying creatures usually have lightweight frames, and they therefore weigh 30% to 50% less than their terrestrial counterparts do. Supernatural flyers may or may not have such a feature.

Speed: A winged creature gains a fly speed equal to the base creature's highest speed doubled. You may make the creature slower on the ground, trading increments of 10 feet of base land speed for 5 feet of air speed. In general, no more than 20 feet should be traded in this way. A creature with wings like a bird's or a bat's usually has average maneuverability. Wingless flyers usually have good maneuverability. Maneuverability can be increased by one step by giving up 10 feet of speed. Perfect maneuverability should be reserved for creatures with insectlike wings or wingless flyers.

Abilities: Modify as follows: Dexterity +2, Constitution –2.

Special Qualities: A wingless flyer must select one version of the following (either extraordinary or supernatural): Flight (Ex or Su): The flying creature's body is (naturally or supernaturally) lighter than air, allowing the creature to fly. Its body always operates as though affected by a feather fall effect, even when the creature is unconscious or dead.

Feats: Flying creatures gain access to feats requiring a fly speed, such as Flyby Attack, Hover, and Wingover—consider trading some of the base creature's normal feats for these feats. See Chapter 6 of the MM for more details. Challenge Rating: +1. Level Adjustment: +1 to +2 (fast and good or better maneuverability). ]

Dreadnaughts are truly fearsome foes dedicated to war and slaughter, able to deal and withstand enormous amounts of damage in combat. Elite warriors of the world fear fighting dreadnaughts, and some secretly desire to undergo the painful and arduous ritual necessary to become one. In fact, only those deemed worthy can even survive this rite.

"Dreadnaught" is an acquired template that can be added to any living creature (referred to hereafter as the "base creature"). The creature should be among the toughest of its kind in order to survive the transformation into a dreadnaught. A dreadnaught differs from the base creature as follows.

Type: Animals and vermin become magical beasts. Humanoids become monstrous humanoids.

Hit Dice: Dreadnaughts have maximum hit points per Hit Die.

Armor Class: Natural armor improves by +4.

Attack: A dreadnaught's natural weapons are considered magic weapons for overcoming damage reduction.

Special Attacks: Dreadnaughts gains the following:
Felling Strike (Ex): Once per day, plus an additional time per 10 Hit Dice, when a dreadnaught scores a successful critical hit, it can elect to make a felling strike by rolling again. If the result of this third roll would hit the target, the target takes the full damage from the critical hit as normal but must also make a Fortitude saving throw (DC 10 + damage dealt) or die.
Punishing Strike (Ex): Once per day, plus an additional time per 10 Hit Dice, a dreadnaught may make a mighty attack against any one opponent, adding its Charisma bonus (positive only) as a bonus on the attack roll and its Hit Dice total as a bonus on the damage roll. Use of this ability must be declared before making the attack. If the attack misses, that punishing strike attempt is wasted. This ability may only be used every fourth round.
Rapid Strike (Sp): Once per day, plus an additional time per 5 Hit Dice, a dreadnaught may grant itself the effects of a haste spell (self only). Caster level equals the dreadnaught's Hit Dice.

Special Qualities: Dreadnaughts gain the following:
Damage Reduction (Su): A dreadnaught has damage reduction equal to its Hit Dice, which can only be overcome by magic weapons.
Immunities (Ex): Dreadnaughts are immune to disease, poison, paralysis, stunning, and all mind-influencing spells and effects.
Resistance (Ex): Dreadnaughts have energy resistance 10 against one type of energy (acid, cold, electricity, fire, or sonic) for every 4 Hit Dice it has (minimum 1 type). This resistance can be applied to the same energy type more than once, adding +10 to the overall amount of resistance each time. For example, an 8-HD dreadnaught could have both resistance to fire 10 and resistance to cold 10, or just resistance to fire 20.
Spell Resistance (Ex): A dreadnaught has spell resistance equal to 10 + its Hit Dice.

Abilities: Modify as follows: Strength +4, Dexterity +4, Constitution +6, Charisma +2.

Feats: A dreadnaught gains Endurance as a bonus feat.

Organization: Dreadnaughts are often solitary, or they are unique individuals among normal members of the base creature type. Sometimes dreadnaughts can be found in gangs (2–5). Challenge Rating: +1 plus 20% (maximum +4). Level Adjustment: +5.

Either through studious dedication, regular meditation, or random mutation, psionic creatures are able to tap the vast, secret resources of their minds to call forth mysterious and innate mental powers. By use of these abilities, the psionic creature is able to defend itself or attack its opponents, unleashing the fury of the mind in devastating new ways.

"Psionic" is a template that can be added to any creature with an Intelligence score (referred to hereafter as the "base creature"). A psionic creature differs from the base creature as follows.

Type: Animals become magical beasts. All creatures acquire the psionic subtype.

Special Attacks: Psionic creatures gain the following.
Psi-Like Abilities: A psionic creature gains a number of points equal to twice its Hit Dice. These points may be spent on psionic powers, which cost a number of points equal to their levels. For example, ego whip costs 2 points, since it's a 2nd-level power. A power's level can be no more than one-half the creature's Hit Dice (round up). Expending a number of points equal to the power's level allows the creature to use the ability once per day. Paying twice this amount allows the creature to use the ability three times per day. Using three times the power's level in points allows the creature to use the psi-like ability at will. A point expenditure equal to four times the power's level allows the creature to effectively have the ability constantly in effect. At will or constant abilities may be labeled supernatural (Su), instead of psi-like, at your discretion. Constant effects still have a manifester level and may be temporarily dispelled. If its constant power is dispelled, the psionic creature can reestablish the power as a free action on its turn. Psionic creatures do not need a minimum score in any ability to use their psi-like abilities. They manifest their abilities as if they were psions of a level equal to their Hit Dice. Saving throw DCs are based on the creature's highest mental ability score.

Power Resistance (Ex): A psionic creature that has spell resistance has power resistance at the same level.

Special Qualities: Psionic creatures gain the following. Telepathy (Su): For 2 points, a base creature can purchase this quality. A psionic creature with this special quality and an Intelligence score above 2 can communicate telepathically with any language-speaking creature within 25 feet (+5 feet per 2 Hit Dice). Creatures with Intelligence scores of 2 or less can communicate only emotional content.

Challenge Rating: +1. Add an additional +1 for 7 to 15 Hit Dice and another +1 for 16 or more Hit Dice.

Advancement: A psionic creature may add its inherent manifester level to its level in the psion class (if any) for determining the manifester level of psi-like abilities.

Level Adjustment: Variable.

Spellpowered are creatures that have inherent spell-like abilities not generally found in others of their type. The origins of these additional powers are myriad, but the product is always a creature (or group of creatures) that possesses an additional, atypical capacity for magic, with powers that vary from broad and eclectic to very focused and themed.

"Spellpowered" is template that can be added to any creature (referred to hereafter as the "base creature"). A spellpowered creature differs from the base creature as follows.

Type: Animals and vermin become magical beasts. Special Attacks: Spellpowered gain the following.

Spell-Like Abilities: A spellpowered creature gains a number of points equal to twice its racial Hit Dice. These points are spent on spells, which cost a number of points equal to their respective levels, with first level spells costing 1 point, second level spells costing 2, and so on (0-level spells cost ½ point). For example, fireball costs 3 points, since it is a 3rd-level spell. Regardless, a spellpowered creature cannot possess a spell that has a level exceeding one-half the creature's Hit Dice (round up). Expending a number of points equal to the spell's level allows the creature to use the ability once per day. Paying twice this amount allows the creature to use the ability three times per day. Using three times the spell's level in points allows the creature to use the spell-like ability at will. A point expenditure equal to four times the spell level allows the creature to effectively have the ability constantly in effect. At will or constant abilities may be labeled supernatural (Su), instead of spell-like, at your discretion. Constant effects still have a caster level and may be temporarily dispelled. If its constant power is dispelled, the spellpowered creature can reestablish the power as a free action on its turn. Spellpowered creatures do not need a minimum score in any ability to use their spell-like abilities. Caster level equals the spellpowered creature's Hit Dice. Saving throw DCs are based on the creature's highest mental ability score.

Challenge Rating: +1. Add an additional +1 for 7 to 15 Hit Dice and another +1 for 16 or more Hit Dice.

There's other interesting things in this book, but they've got massive tables that are a pain in the ass to copy.

Here's another thing that'd be perfect for our enemies:

According to the sages of old, certain creatures are inexplicably drawn to the powerful energies of utter destruction. These beings share an affinity for the void and seek to join with it in oblivion, believing or sensing it to be the ultimate fate of all existence. Somehow, in very rare instances, beings become suffused with a minute amount of the energy of ultimate annihilation, making them carriers of the void and harbingers of doom to those who encounter them.

"Voidspawn" is an acquired template that can be added to any creature (referred to hereafter as the "base creature"). A voidspawn differs from the base creature as follows.

Type: Change to outsider, unless the creature is a construct or undead. Constructs and undead retain their types. Add the native subtype, if appropriate. Creatures with the lawful subtype lose that subtype. All creatures gain the chaotic subtype.

Armor Class: Voidspawn have a swirling field of protective energy that grants a +4 deflection bonus to Armor Class.

Attack: A voidspawn's natural weapons, as well as any weapons it wields, are considered chaotic-aligned for overcoming damage reduction. Due to the entropy around it, the voidspawn deals extra damage with its natural attacks. The damage is equal to good damage for the creature's size according to Table 1–3: Creature Attributes by Size (page 13). The maximum extra damage is 1d8, however, and it cannot exceed the original attack's damage. The damage is doubled on a critical hit. Creatures warded against chaos take only half of this supplemental damage (round down, minimum 0), while creatures with the chaotic subtype are immune to it.

Special Attacks: Voidspawn gain the following.
Annihilating Strike (Su): Whenever a voidspawn makes a successful critical hit with a natural attack, the struck opponent must make a Fortitude save (DC 10 + one-half of the voidspawn's HD + its Charisma modifier) or have its body disintegrated by the powerful energy of utter annihilation manifested by the strike. Those who make the save take the normal damage from the critical hit.
Annihilating Touch (Su): Once per day, plus once per 5 Hit Dice, a voidspawn can use its entropic field to disintegrate nonsentient objects. The voidspawn must touch the object or make a touch attack against a carried or worn item. Carried or magic items are entitled to a Fortitude saving throw (DC 10 + one-half of the voidspawn's HD + its Charisma modifier). Up to a 10- foot cube of nonsentient matter is affected, so the ability disintegrates only part of any very large object or structure. Objects that make the save still take 2d6 points of damage plus 1d6 per 4 Hit Dice the voidspawn possesses. The voidspawn may use this ability as a free action (still limited in uses per day) against an object that strikes it. If the striking object is destroyed, it deals no damage to the voidspawn. This field goes off randomly as well, starting at 2d10% at the beginning of a day, increasing 2d10% per hour, and resetting to the base 2d10% when it does finally discharge. Roll against the generated percentage every hour—the voidspawn never knows when the discharge is about to occur. When the field spontaneously discharges, everything touching or touched by the voidspawn must make a save as indicated above. This includes the floor of a room, water surrounding a swimming voidspawn, and so on. The ability still only affects 10 cubic feet of matter, but makes it impossible for a voidspawn to keep items for long.
Aura of Fear (Su): The voidspawn constantly radiates energies that cause fear in normal beings. Creatures within a 30-foot radius of a voidspawn must succeed on a Will save (DC 10 + one-half of the voidspawn's HD + its Charisma modifier) or become frightened for 1 round plus 1 round per 2 HD the voidspawn possesses. Those who make the save cannot be affected by the same voidspawn's aura for 24 hours. This is a mind-affecting fear effect. Opponents with more Hit Dice than the voidspawn are unaffected.

Special Qualities: Voidspawn gain the following.
Resistances (Ex): Entropy protects the voidspawn, granting it resistance to acid, cold, fire, electricity, and sonic damage equal to its Hit Dice.
Self-Annihilation (Su): (Optional) The voidspawn runs a cumulative 1% chance per month that it will need to make a Fortitude save (DC 5 + 1 per previous attempt) or succumb to its own annihilation energy, being utterly destroyed forever. Ultimately, all voidspawn are destroyed by their internal energies.

Abilities: Modify as follows: Charisma +2. Organization: Usually solitary, occasionally in small groups (the smallest the base creature offers).

Challenge Rating: +1 plus 30% (maximum +4). Alignment: Always chaotic, never good. Level Adjustment: +2.
 
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*
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.
 
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 posted a Cleric-Monster of Legend CR 20 proposal a while back.

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.
 
Eventually. I'm trying to figure out the best combo.

We'd want it to have Druid casting for sure, the more the better.
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.
 
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.
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.
 
--[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.
Keep in mind, we don't know if these informations Islin had are real.
He thought so, but he was a pawn. We might have triggered unknown defences by going his path.
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 think I can do better than that on Divine Magic.
I take Loredrake to be a level 11 Sorcerer, then I take some Cleric levels until I qualify for a draconic PrC that offers the Divine Conversation feature.
Now I have 11 +4 levels of Cleric casting, for those nice level 8 divine spells.
And all I had to do was sell my soul to a dragon god.

But that's okay, I'll just take Dispassionate Watcher of Chronepsis, take the 3rd option and dokument the fall of civilisation on Planetos.
 
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.
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.

Which is why the "make Felzath the Seer great again!" did not enter the plan of rewards for DA-tree, stopping at making him a "mere" Zomok instead.

But, ah, whatever really.
I expressed my thought, I got heard, I don't really care beyond that.
Not even to argue "my point", yes.

If ya come up with something interesting for a Champion-tree of theirs I'll be happy to have a look at that.
 
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