Bag of Marbles is my favorite way to go, weighing in at around 2 lbs and can be used as early level CC with adding a trip square on the field.
If your GM permits this, the sky is the limit. Put, say, alchemists' fire inside a bag and then shoot the bag at the enemy. The container is destroyed... but the content can still do its job.
A Detached Hand will "acts as a wizard’s familiar, using your character level as your effective wizard level". Does that mean it can take Familiar archetypes, provided it has the required abilities to replace?
I think only the Elemental archetype is actually available, but a flying, Auran-speaking hand would be... interesting. And since a Detached Hand is posessed by a "ghost, spirit, or outsider", having an air elemental spirit in your pinky matches the fluff.
Once you lived ten lives in the wilds already, it becomes time to get a taste of civilization. And the Society is a good way to encounter many different cultures without becoming too attached to specific cities or nations.
Another wrench in the works is that Secret of Magical Discipline allows you to cast a spell. But while Brew Potion expends spells, you're not actually casting them.
Edit: at 4th level, a Herbalist Druid "can create concoctions of spells from any spell list, as long as she can cast the spell". So a literal reading of that would make the whole trick work after all, I think.
A Drill Sergeant. Always shouting. Always rude, crude and in-your-face.
"Singing? Playing the violin? Are you trying to mock me, child? Get out there and kill me some Orcs, or I'll play you like a violin. And child, you'd be the one singing then!"
The Coax Information Rogue Talent allows a character to use the Diplomacy of Bluff skills when bullying someone into being cooperative. But what exactly does the PC say in such a case?
Specifically: the Bluff skill has a lot of feats, traits and class abilities that improve specific uses of the Bluff skill - like lying, or specifically telling an outrageous lie, or hiding your intentions, or claiming to be innocent... et cetera. So it's rather significant to know what type of Bluff it takes to make someone "friendly" for 1d6 × 10 minutes. Does anyone know?
Douglas Muir 406 wrote:
It gets better. Weightlessness isn't part of the Levitate spell, and so it has to be seen as an effect separate from the ability to move objects around: stuff will remain weightless for as long as the Prestidigitation spell lasts!Let a few flasks of Alchemists' Fire hover for an hour, before they fall and cause a conflagration. Or combine it with the Lasting Changes effect, and make all your possessions of one pound or less, now weigh nothing at all for the duration of a day's march.
That's a tricky question to answer. Both are described as mixtures of cloth and metal, so you'd have to ask your GM which of those is the "dominant factor" in granting the Armor Class bonus.
Personally, I'd say that it's metal in case of the Haramaki, and any fibre you could conceivably call "silk" for the Silken Ceremonial Armor.
Though I should probably agree with you, nagging doubts remain. The chosen feat is, after all, not actually a part of the evolution - unlike your example for the Skilled evolution. Extra Feat does just that: you get an extra feat. There are no limitations in choice (except needing to meet the feat's prerequisites) and the feat does its own thing, instead of granting a bonus directly tied to the evolution.
Perhaps Extra Feat should be given the same limitations that were used to nerf the Paragon Surge spell: a limitation to one feat per day.
If a Twinned Summoner's Eidolon has the Shared Evolution evolution, it can pass on one of its evolutions to the Summoner. If it was to pick the Extra Feat evolution for that... can the Summoner pick another feat than the Eidolon had?
I saw no rules barring it, but if true, the Summoner and their Eidolon could start playing "Feat Ping Pong": passing the Extra Feat evolution back and forth between each other and picking a new feat every time. That sort of flexibility would be a serious increase in power to the Summoner.
how do I go about determining its special ability?
You don't. It doesn't have a special ability, apart from being "+1".
And is it the same process for weapons?
Mostly. Some magical weapons shed light, but most people seem to forget/ignore that anyway.
What is meant by base price? Like +1 bonus compared to a gp value...
The reverse, actually. The "base price" is the value of the armour (or weapon) if it wasn't magical. So for your +1 Leather Armour, the base price is 160gp (10 for being a leather armour, and 150 for being of "masterwork" quality).
What exactly do you want this character to be good at, and is it meant as a PC or an NPC?
Also: a Bard makes everyone better at what they do already; a Sensei is more about granting new abilities. In both cases, the size and composition of their party is relevant. So who will your Bardonk be hanging out with?
Poisonous gas is always good. As for minions: just something that keeps the place clean I'd think. A Skeleton with a broom maybe. And I'd go with the simplest of tricks: