Eagle Knight of Andoran

Waylund Wyllt's page

99 posts. Alias of WaylundWyllt.


Full Name

Waylund Wyllt

Race

Human | HP: 11/11 | AC: 13 (13 Tch, 10 Fl) | CMB: +0, CMD: 13 | F: +1, R: +3, W: +0 | Init: +7 | Perc: -2, SM: -2

Classes/Levels

| Speed 30ft | Acid Dart: 7/7 | Spells: 1st 0/2 | Active conditions: None.

Gender

Male LG Human (Taldan) Wizard 1

Size

Medium

Age

27

Alignment

Lawful Good

Deity

Prophecies of Kalistrade

Location

Port of Sothis, Osirion

Languages

Celestial, Infernal, Draconic,Osiriani, Common (Taldan)

Occupation

Merchant

Strength 10
Dexterity 16
Constitution 13
Intelligence 19
Wisdom 7
Charisma 8

About Waylund Wyllt

♪♫♬The Wily Wizard Waylund Wyllt.♬♫♪

#Bot me: Waylund will choose to cast from range if possible and within a five foot step of cover. Sleep is his go to spell, and he likes to have nap prepared if he suspects combat. He'll general have Noble avoid direct combat.

Combat:

Initiative: +7 (+3dex+4Improved Initiative)
CMB: 0
CMD: +13 0+0+3

Defenses
Armor Class: 13 [17 with mage armor]
Flat Footed AC: 10 [14 with mage armor]
Touch AC: 13 [17 with mage armor]
Hit Points: 11/11 6+1con+3Toughness+1FC

Offense
Base Attack Bonus (BAB): +0
Melee: 0
Ranged: +3

CMB: 0
CMD: +13 0+0+3

Saving Throws
Fortitude: +1
Reflex: +3
Will: +0

Ability Scores:

20 Point buy, +2 Int (Human)
Ability Scores
Strength: 10
Dexterity: 16
Constitution: 13
Intelligence: 19
Wisdom: 7
Charisma: 8

Ability Modifiers
Strength: 0
Dexterity: 3
Constitution: 1
Intelligence: 4
Wisdom: -2
Charisma: -1

Languages:

Celestial, Infernal, Draconic, Osiriani, Common

Traits, Feats and Class Abilites:
Feats

Improved Initiative (Combat): Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on initiative checks.

Toughness: You have enhanced physical stamina (giggity). You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Scribe Scroll (1st lvl Class Feat) You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.

Traits

Student of Philosophy: You were trained in a now-defunct philosophical tradition—such as that of the now-destroyed magic universities or astrologers—and learned to use logic and reason to persuade others. You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).

Extremely Fashionable: You really know how to make a good impression when you’re dressed well. Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (Diplomacy) Is a Class Skill.

Skills:

Adventure Ranks: 8 Ranks [+2Class+1Race+4int+1FC]
Background Ranks: 2

Background Skills
Appraise: +8 [1ranks3inclass+4int]
Profession Merchant: +2 [1ranks+3inclass-2Wis]

Adventure Skills
Trained
Knowledge Arcane +8 [1ranks+3inclass+4int]
Knowledge Planes +8 [1ranks+3inclass+4int]
Knowledge History +8 [1ranks+3inclass+4int]
Knowledge Local +8 [1ranks+3inclass+4int]
Knowledge Nature +8 [1ranks+3inclass+4int]
Knowledge Engineering +8 [1ranks+3inclass+4int]
Spellcraft +8 [1ranks+3inclass+4int]
Diplomacy +8 [1ranks+3inClassTrait+4IntTrait]+[+1withJewelry]

Non-Trained
Fly +3 [+3dex]
Bluff +4 [+4IntTrait]

Spell Books and Arcane Schools:

Spells Prepared for the Day

Cantrips (4)
Prestidigitation
Detect Magic
Read Magic
Drench

1st Level
Sleep
Grease

Spell Book: The Wyllt Grimoire

Known Wizard Cantrips: All not of Necromancy or Abjuration
Known lvl 1
Sleep
School enchantment (compulsion) [mind-affecting];
Casting Time 1 round
Components V, S, M (fine sand, rose petals, or a live cricket)
Range medium (100 ft. + 10 ft./level)
Area one or more living creatures within a 10-ft.-radius burst
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes
A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.

Color Spray
School illusion (pattern) [mind-affecting];
Casting Time 1 standard action
Components V, S, M (red, yellow, and blue powder or colored sand)
Range 15 ft.
Area cone-shaped burst
Duration instantaneous; see text
Saving Throw Will negates; Spell Resistance yes
A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its HD.
2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)
3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.
5 or more HD: The creature is stunned for 1 round.
Sightless creatures are not affected by color spray.

Silent Image
School illusion (figment);
Casting Time 1 standard action
Components V, S, F (a bit of fleece)
Range long (400 ft. + 40 ft./level)
Effect visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
Duration concentration
Saving Throw Will disbelief (if interacted with); Spell Resistance no
This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.

Grease
School conjuration (creation)
Casting Time 1 standard action
Components V, S, M (butter)
Range close (25 ft. + 5 ft./2 levels)
Target one object or 10-ft. square
Duration 1 min./level (D)
Save see text; SR no

A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.

The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.
Mage Armor
School conjuration (creation) [force];
Casting Time 1 standard action
Components V, S, F (a piece of cured leather)
Range touch
Target creature touched
Duration 1 hour/level (D)
Saving Throw Will negates (harmless); Spell Resistance no
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.
Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.
Mount
School conjuration (summoning); Level sorcerer/wizard 1
Casting Time 1 round
Components V, S, M (a bit of horse hair)
Range close (25 ft. + 5 ft./2 levels)
Effect one mount
Duration 2 hours/level (D)
Saving Throw none; Spell Resistance no
You summon a light horse or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle.

Unseen Servant
School conjuration (creation); Level bard 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M (a piece of string and a bit of wood)
Range close (25 ft. + 5 ft./2 levels)
Effect one invisible, mindless, shapeless servant
Duration 1 hour/level
Saving Throw none; Spell Resistance no
An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can't perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can't be used untrained. This servant cannot fly, climb, or even swim (though it can walk on water). Its base speed is 15 feet.

The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no saves against attacks.) If you attempt to send it beyond the spell's range (measured from your current position), the servant ceases to exist.

Arcane School
Conjuration Arcane School. Waylund focuses on the study of summoning monsters and magic alike to bend to his will.
Summoner’s Charm (Su) Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.

Acid Dart (Sp) As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.

Dimensional Steps (Sp)
At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.
Opposition School
Necromancy
Abjuration


Cantrip Additions Pending GM Approval:
Extend Stay
School conjuration; Level antipaladin 0, bard 0, cleric/oracle 0, sorcerer/wizard 0, summoner 0, witch 0
CASTING: Casting Time 1 round, Components V, S, F/DF (a tiny bag and a small candle)
Range close (25 ft. + 5 ft./2 levels)
EFFECT: Duration special - Saving Throw none; Spell Resistance no
You spend time strengthening and preparing the bond of a creature you will summon onto this plane. If the next spell cast is a Summon Monster spell, increase the duration of the Summon spell by 1 round.

Acid Puddle
School conjuration (creation) [acid]; Level inquisitor 0, magus 0,sorcerer/wizard 0, summoner 0, witch 0
CASTING: Casting Time 1 round, Components V, S
Range close (25 ft. + 5 ft./2 levels)
EFFECT
Effect one puddle of acid
Duration 1 round/level
Saving Throw Reflex negates; Spell Resistance yes
Acid seeps up from the ground, creating a 5 foot by 5 foot puddle that is a half an inch deep. Creatures entering or starting their turn on the acid make a save vs reflex or take 1d3 damage.

Hitch Post
School conjuration (creation); Level bard 0, cleric/oracle 0, sorcerer/wizard 0, summoner 0, witch 0’;
CASTING: Casting Time 1 round, Components V, S, F/DF (a piece of wood)
Range close (25 ft. + 5 ft./2 levels) - Duration 1 hour/level (D)
EFFECT: Saving Throw none; Spell Resistance no
Raise from the earth a post suitable for hitching a horse or similar animal to. Animals hitched to this post will not try to escape if not threatened. If an animal is stolen from the post, you receive a mental alarm, like from the spell alarm.

Short Trip
School conjuration (teleportation); Level bard 0, magus 0, Sorcerer/wizard 0,summoner 0, witch 0;
CASTING, Casting Time 1 hour, Components V
Range 5 feet, Target self, Duration instantaneous
EFFECT: Saving Throw none; Spell Resistance no
By concentrating for 1 hour uninterrupted, you may teleport 5 feet. If you arrive in a place that is already occupied by a solid body, you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 5 feet of the intended location. If there is no free space within 5 feet, take an additional 2d6 points of damage and are shunted to a free space within 10 feet. If there is no free space within 15 feet, you take an additional 4d6 points of damage and the spell simply fails.

Locate Close Friend
School divination; Level bard 0,cleric/oracle 0, druid 0, inquisitor 0,paladin 1, ranger 1, sorcerer/wizard 0, witch0
CASTING
Casting Time 1 standard action
Components V, S
Range 100 ft Target or Area one creature whom you have been travelling with for a month
EFFECT
Range 100 ft Target or Area one creature whom you have been travelling with for a month
Duration instantaneous
Saving Throw none; Spell Resistance no
You are given a yes or no on if a close friend, someone you have known for at least a month and are on good terms, are not trying to betray, and are currently travelling with is within 100 feet of your current location.

Detect Doors
School divination; Level alchemist 0, bard 0, sorcerer/ wizard 0, witch 0
CASTING: Casting Time 1 standard action, Components V, S
Range 60 ft., Area cone-shaped emanation - Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no
EFFECT: You can detect doors, but only doors that are not hidden or secret. This spell can be used while blind, in obscuring mists, smoke, total darkness or if in a crowd where the doors are not apparent. The amount of information revealed depends on how long you study an area or subject.
1st Round: Presence or absence of doors.
2nd Round: Number of doors and the location of each. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Each round, you can turn to detect doors in a new area

Good Shot
School divination; Level alchemist 0, inquisitor 0, magus 0, sorcerer/wizard 0
CASTING: Casting Time 1 standard action Components V, F (tiny bow)
EFFECT: Range personal, Target you
Duration see text
You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll is not affected by the miss chance that applies to attackers trying to strike a concealed target.

Understand Picture
School divination; Level antipaladin 1, bard 0, cleric/oracle 0, druid 0,inquisitor 0, magus 0, paladin 1, ranger 1, sorcerer/wizard 0, summoner 0,witch 0
CASTING: Casting Time 1 standard action, Components V, S, F (a feather dipped in ink)
EFFECT: Range personal, Target you, Duration instantaneous
You understand the what a picture is attempting to portray. The picture must be whole and no part must be missing. If you do not know anything about the subject of the picture, for example, a monster you have never encountered before, then the spell fails. The skill in crafting the picture is not important, rather the intent of the artist.
Determine Mood
School divination; Level alchemist 0, bard 1, sorcerer/ wizard 0, witch 0
CASTING Casting Time 1 standard action Components V, S
EFFECT Range personal ,Target you, Duration 1/round per level
You gain a +2 bonus to your Sense Motive check.

Determine Familiar
School divination; Level bard 0,cleric/oracle 0, druid 0, inquisitor 0,paladin 1, ranger 1, sorcerer/wizard 0, witch 0
CASTING Casting Time 1 standard action, Components V, S
EFFECT: Range 100 ft, Target or Area one creature
Duration instantaneous
Saving Throw none; Spell Resistance no
You know if a magical beast is a familiar to a magical using creature with class levels, such as wizard or sorcerer. It does not work with druid’s animal companions or paladins mounts.

Hiccup
School enchantment (compulsion) [emotion, mind-affecting];
Level bard 0, sorcerer/wizard 0, witch 0
CASTING: Casting Time 1 standard action, Components V, S
EFFECT: Range touch, Target one creature - Duration 10 minutes/level
Saving Throw Will negates; Spell resistance yes
The target creature gets the hiccups. This can cause a -2 circumstance penalty to diplomacy in certain settings, such as a fancy party, or somewhere where you need to look tough.

Nap
School enchantment (compulsion) [mind-affecting]; Level bard 0,sorcerer/wizard 0, witch 0;
CASTING: Casting Time 1 round Components V, S, M (fine sand, rose petals, or a live cricket)
EFFECT: Range medium (100 ft. + 10 ft./level) Area one living creature - Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
A nap spell causes a magical slumber to come upon a 1 HD creature. Sleeping creatures are helpless.
Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Nap does not target unconscious creatures, constructs, or undead creatures.

Word Substitution
School enchantment (compulsion) [emotion, mind-affecting];
Level bard 0, sorcerer/wizard 0, witch 0
CASTING: Casting Time 1 standard action Components V, S
EFFECT: Range close (25 ft. + 5 ft./2 levels), Target one creature
Duration 1 minute/level Saving Throw Will negates; Spell Resistance yes The when the target of this spell intends to say one word, he or she instead says another word. The target word and the substitution must be said as part of the casting, and the target creature must be able to understand the two words.
For example, someone might intend to say “My best work is here” but would say “My worst work is here”. Another example would be saying "Highness" whenever they intend to say "Waylund."

After each time the word is said, the target gets another saving throw with a cumulative +1 bonus.
Waylund’s Prank
School evocation (force); Level sorcerer/wizard 0
CASTING: Casting Time 1 standard action
Components V, S, F (The caster’s own leg*)
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target one creature or object - Duration 1 hour (D)
Saving Throw Fortitude negates; Spell Resistance yes
A leg comprised of force attempts to knock down the creature or object. The force leg attempts a trip combat maneuver using the caster’s CMB.

Singe
School evocation (fire); Level sorcerer/wizard 0
CASTING: Casting Time 1 standard action Components V, S
EFFECT: Range close (25 ft. + 5 ft./2 levels)
Effect Duration instantaneous, Saving Throw none; Spell Resistance Yes
You cause a flame to strike the target with a successful ranged touch attack. The spell deals 1d3 points of fire damage.

Disrupt Construct
School evocation [electricity]; Level magus 0, sorcerer/wizard 0, witch 0
CASTING: Casting Time 1 standard action Components V, S
EFFECT: Range close (25 ft. + 5 ft./2 levels) - Effect ray
Duration instantaneous - Saving Throw none; Spell Resistance yes
A ray of low powered electricity projects from your pointing finger. To non-construct targets, the ray is unpleasant, but not harmful. Constructs take 1d6 electrical damage.

Jolt Trap
School evocation [electricity]; Level alchemist 0, magus 0, sorcerer/wizard 0
CASTING: Casting Time 1 standard action, Components V, S, M (a wire)
EFFECT: Range touch Target a small object or smaller
Duration 10 minutes/level or until discharged Saving Throw Reflex negates (harmless); Spell Resistance Yes
You trap an object so that when someone touches object without speaking a passphrase set at casting, they must make a Reflex save or be shocked, taking 1d3 electrical damage.

Magic Dart
School evocation [force]; Level sorcerer/wizard 0
CASTING: Casting Time 1 standard action, Components V, S
EFFECT Range medium (10 ft. + 10 ft./level)
Targets one creature, Duration instantaneous
Saving Throw none; Spell Resistance yes
A dart of magical energy shoots forth from your fingertip and strikes its target, dealing 1 point of force damage. The dart strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Objects are not damaged by the spell.

Phantom Odor
School illusion (figment); Level bard 0, magus 0, sorcerer/wizard 0
CASTING: Casting Time 1 standard action
Components V, S, M (a bit of cheese)
EFFECT Range close (25 ft. + 5 ft./2 levels)
Effect illusory smell Duration 1 round/level (D)
Saving Throw Will disbelief; Spell Resistance no
Phantom Odor allows you to create a smell that recedes, approaches, or remains at a fixed place. You choose what type of smell the spell creates when casting it and cannot thereafter change the smells basic character.
The intensity of smell created depends on your level. You can produce as much smell as four flowers per caster level (maximum 40 flowers). The scent produced can be virtually any type of odor but it must be a smell the caster has experience before. Anyone who smells the Phantom Odor receives a Will save to disbelieve. Ghost smell can enhance the effectiveness of a silent image spell. Ghost Smell be made permanent with a permanency spell.

Dramatic Thunder and Lightning
School illusion (figment); Level bard 0, magus 0, sorcerer/wizard 0
CASTING: Casting Time 1 standard action, Components V, S, M (a bit of rice and metal)
EFFECT: Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Effect illusory lightning and thunder Duration 1 hour/level (D)
Saving Throw no; Spell Resistance no
A flash of lightning and roll thunder occurs on a specific verbal or movement based queue that the target performs. The queue might be a specific word like “murder” or “frau blucher,” or a specific action like snapping their fingers.

Haircut
School illusion (glamer); Level alchemist 0, bard 0, inquisitor 0,sorcerer/wizard 0;
CASTING: Casting Time 1 standard action Components V, S
The Wyllt Grimoire Specifies the somatic component as tapping out “shave and a haircut, two bits” on something.
EFFECT: Range personal, Target you Duration 1 hour /level (D)
You may change the look of your hair, including facial hair. You may modify one of the following aspects per casting, the length, the color, or the baldness

Puff
School illusion (pattern) [mind-affecting]; Level magus 0, sorcerer/wizard 0
CASTING: Casting Time 1 standard action
Components V, S, M (Smoke from a lit Pipe or Cigar)
EFFECT: Range 10 ft. - Target one living creature, Duration instantaneous; see text
Saving Throw Will negates; Spell Resistance yes
You puff a small cloud of smoke at the target which seems to grow large to that creature. If the target is 2 HD or less and fails its will save The creature is blinded and stunned for 1 round, then blinded for 1 round.

Waylund’s Ire
School illusion (Phantasm); Level bard 0, magus 0, sorcerer/wizard 0
CASTING: Casting Time 1 standard action - Components V, S, M (a tiny mask)
EFFECT: Range 25 ft. - Target one living creature
Effect a scary voice. Duration 1 round - Saving Throw Will disbelief; Spell Resistance yes
Speaking directly to one creature, they hear your voice differently than everyone else. Your voice become macabre and high pitched to them. If the target fails a saving throw vs Will, the target is shaken for one round. This is a fear-based effect.

Dictate
School illusion (pattern); Level bard 0, magus 0, sorcerer/wizard 0
CASTING: Casting Time 1 standard action - Components V, S, M (ink)
EFFECT: Range 10 feet Target a book or other collection of paper
Effect written words
Duration 1 hour/level
As you speak during the duration of the spell, your words and only your words appear magically on the designated collection of paper. The ink is real and is part of the material components of the spell.

Diverting Tracks
School illusion (figment); Level bard 0, magus 0, sorcerer/ wizard 0
CASTING: Casting Time 1 standard action -Components V, S, M (a bit of dust)
EFFECT: Range close (25 ft. + 5 ft./2 levels) -Effect fake tracks
Duration 10 minutes/level (D)
Saving Throw Will disbelief; Spell Resistance no
When cast upon clearly visible tracks, a separate set of illusory tracks appears in a different random, but
diverging direction, going as far as the range of the spell. A character trying to determine which are the
real tracks can make a DC 20 Perception check to determine which tracks are real.

Wealth and Equipment:

Worn by or Carried On Waylund the Day the Party leaves Eto Total Weight 20lbs

Pesant outfit
Poncho
Signet Ring
Long Gloves
Traveling Spellbook
Spell component Pouch
Quarter Staff
Falconry Gauntlent
Scroll Case
Parchment Sheet
Dagger
Scroll of Sleep
String/Twine
fish hook
whetstone
Common Backpack
Flint and Steel
Candle x 4

Stowed on Camel
Mercenary League Officer's Dress/Field Uniform (Outfit, Explorer’s)
Aiguillette, Campaign Medals (Decorative Trim)
Silk Cloak (Ostentatious garment)
Scriver’s kit
Soldier Outfit
Grooming Kit
Shaving Kit
Mess Kit
Familiar Satchel
Pen
Pesant outfit
Merchant's Scales
Sealing Wax
Parchment Sheet
Soap
bedroll
Waterproof Bag
Candle x5

Coin In His pocket
Seven Silver

Background:

Waylund is a scion of the main branch of the the Wyllt family, an influential merchant clan within the Kalistocracy of Druma. Waylund, as per family tradition is a follower of the Prophecies of Kalistrade. When it was discovered that a young Wyalund had a natural talent for the Arcane he was sent to Korvosa in Varisia to study at the famed Wizard's College, Academae.

There, Waylund gave ten years of his life to become a highly talented Conjurer. Unlike many, he not only survived the often fatal lessons and examinations but impressed the faculty enough to serve as a tutor to younger students and continue his studies with the great masters of the school even after his graduation.
After a few years, Waylund chose to return to Druma but rather than take up a full time executive post within the family’s merchant Cartel he was recruited by the Mercenary league for a position with the Thousand Shield’s mysterious School Arcane.

The Mercenary League is the national military of the nation of Druma. Its members are are also known as the "Blackjackets" because they wear black uniforms and black coats in contrast to the majority of Druma's residents, who are followers of the Prophecies of Kalistrade and are thus clad all in white.

Waylund enjoyed the opportunities for both adventure and expanding his knowledge of the Arcane provided by the League – however, his family soon began pressuring him to fulfill his duties to the Wyllt Cartel.

This came to a head, very publicly, at a masquerade ball hosted by the League. A drunken cousin loudly declare that Wayland had no business sense and that the Wyllt Cartel was better of without him.
Waylund, perhaps a bit more into his cups than normal, boasted that he could build a trade empire with just the change in his pocket.
The wager was set, the Adventure begun.

Familiar - Gyrfalcon Named Noble:

Video of a Gyrfalcon
Falcon Acrobatics

HAWK CR 1/3
N Tiny animal
Init +3; Senses low-light vision; Perception +14

DEFENSE
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 5 (1d8)
Fort +2, Ref +5, Will +2

OFFENSE
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 7

Base Atk +0; CMB +1; CMD 9

Feats Weapon Finesse

Skills Fly +7, Perception +14; Racial Modifier +8 Perception

Falconers prize these majestic birds as trained hunting companions if raised from chicks and properly instructed.The master of a hawk familiar gains a +3 bonus on sight-based and opposed Perception checks in bright light.

ECOLOGY:Temperate forests, solitary or in pairs.