GM Note:<br/><br/>In order to provide a fair and just ruling, I suppose it is time to explore what Pathfinder has to say about wyverns and training.<br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">Wyverns are <span class="bbc_u"><strong>nasty, brutish, and violent</strong></span> reptilian beasts akin to more powerful dragons. They <span class="bbc_u"><strong>are always aggressive and impatient</strong></span>, and are quick to resort to force in order to accomplish their goals. For this reason, dragons generally look down upon wyverns, considering their distant cousins nothing more than <span class="bbc_u"><strong>primitive savages</strong></span> with a distinct lack of style or wit. In most cases, this generalization is spot-on. Although far from animalistic in intellect, and capable of speech, <span class="bbc_u"><strong>most wyverns simply can’t be bothered with the subtlety of diplomacy, and prefer to fight first and parley later</strong></span>, and even then <span class="bbc_u"><strong>only if faced with a foe they can neither defeat nor flee from</strong></span>.<br/><br/><em>GM Note:</em>  Wyverns are like primitive savages.  It seems like he might fit in well thematically with the Sept.  Also, I suppose we have entered into the "parley" phase of the encounter.  He has to try to negotiate from you, as you are "a foe they can neither defeat nor flee from.<br/><br/>Wyverns are territorial creatures. Though they occasionally hunt in small groups for large prey, they are <strong>generally solitary creatures,</strong> hunting in areas ranging in size from 100 to 200 square miles. Wyverns have been known to fight to the death among themselves for the right to hunt a territory rich with prey.<br/><br/>Although constantly hungry and prone to mayhem, a <span class="bbc_u"><strong>wyvern that can be befriended</strong></span> (usually through a delicate combination of flattery, intimidation, food, and treasure) becomes a powerful ally. They often serve giants and monstrous humanoids as guardians, and some lizardfolk and boggard tribes even use them as mounts, although such arrangements are quite costly in terms of food and gold, for few are the wyverns who would willingly serve as steeds for lesser creatures for long.<br/><br/><em>GM Note:</em>  So, wyverns can be befriended, and they can serve as steeds for lesser creatures, but at a cost.  But you aren't a lesser creature, Grim.  You are a creature that bested it in a physical contest that you had no business winning.  Interesting...<br/><br/>A wyvern is about 16 feet in length, half of which is tail. The average wyvern weighs 2,000 pounds.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>All right.  Now let's see what Diplomacy has to say.<br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">Influence Attitude<br/>You can change the initial attitudes of nonplayer characters with a successful check. The DC of this check depends on the creature’s starting attitude toward you, adjusted by its Charisma modifier.<br/><br/>Succeed– If you succeed, the character’s attitude toward you is improved by one step. For every 5 by which your check result exceeds the DC, the character’s attitude toward you increases by one additional step. A creature’s attitude cannot be shifted more than two steps up in this way, although the GM can override this rule in some situations.<br/><br/>Fail– If you fail the check by 4 or less, the character’s attitude toward you is unchanged. If you fail by 5 or more, the character’s attitude toward you is decreased by one step.<br/><br/>You cannot use Diplomacy against a creature that does not understand you or has an Intelligence of 3 or less. Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future. Any attitude shift caused through Diplomacy generally lasts for 1d4 hours but can last much longer or shorter depending upon the situation (GM discretion).<br/><br/>Retry? You cannot use Diplomacy to influence a given creature’s attitude more than once in a 24 hour period. If a request is refused, the result does not change with additional checks, although other requests might be made.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>So, I suppose there must be several diplomacy checks.<br/><br/>Round 1: DC 24 (Hostile);<br/>Round 2: DC 19 (Unfriendly);<br/>Round 3: DC 14 (Indifferent);<br/>Round 4: DC  9 (Friendly);<br/>Round 5: DC 4 (Helpful).<br/><br/>Given your high diplomacy roll, the beast would now be at "unfriendly."  I would count a wyvern as being monstrous.  You may put the creature into a better mood with additional diplomacy rolls.<br/>