|Jak the Looney Alchemist|
Why beat on drums when you can beat on your enemies? Dual wield light maces or improvised clubs (see mallets or drum-sticks) and rhythmically bash their faces in! Wear a field drum / marching toms / small drums on a shoulder strap so that you can start your performance before entering melee, then incorporate your enemies skulls into your magical rhythms.
Percussionists in RL often use whatever they can find and is laying around them as instruments. If you can hit it and it makes a noise when you do, it's a percussion instrument.
Some weapon/musical instrument ideas:
Axe/guitar combo. This offers amazing heavy metal puns too.
Flute/blowgun combo. I'd give you stealth bonuses on surprise attacks while performing.
Rapier/saw combo. You can make amazing sounds by warping a vibrating saw different ways. A flexible rapier should be able to handle that. Magic would help too.
Maraca/mace. Nuff said. Plus bonus cha-cha sounds in combat!
Musical shuriken, play them like spoons.
Bow/violin. Use the bow as an arrow (ha! double pun bonus!)
I actually have no problem with the El Kabong approach. Just beat the heck out of enemies with a two-handed steel guitar. You should even be able to get one enchanted for perform and attack/damage.
Or be a skiffle-bard, and specialize in unarmed combat...
There's an old RPG for the PS2 called Ephemeral Fantasia which had a bard, literally, as the main character. He used a guitar with a sword being embedded into it lengthwise, drawing the hilt out from the part with all the adjustment knobs whenever combat started. I'd say that would make a fairly good weapon/instrument combo without delving too much into cheese territory. (Not that that's a bad thing. XD )
|El Baron de los Banditos|
In the Adventurer's Armoury, there is a trait that allows for the tools of a job (which would normally incur improvisation penalties) to be used as regular weapons. It goes into examples, with lutes being "fragile and not sturdy weapons."
In a non-PFS setting, though, I don't see why anyone would have an issue with a darkwood/magically enhanced instruments as a weapon.
There is a Totem Spear From the Curse of the Crimson Throne AP. It's a Sklar-Quah spear that functions as a wind instrument. It is Exotic.
Sorry to necro an old thread, but I came in here looking for ways I could use Summon Instrument in combat, and I think I found it.
It's a long time after this thread has been closed, but if anyone is seeking an answer from now on, there is an item from the Advanced Class Guide called "Lute of the Battle Ready."
Price 2,000 gp; Slot none; CL 3rd; Weight 3 lbs.; Aura faint transmutation
These magic items are usually crafted as lutes, though they can be fashioned as other instruments. On command three times per day, the lute can transform into a +1 spear, +1 longsword, or +1 battleaxe. The type of the weapon the instrument transforms into must be chosen at creation, and the weapon must be appropriately sized for the user of the instrument. The instrument takes weapon form for 1 minute, or until its wielder uses another command word to transform it back to its normal form.
Cost 1,000 gp; Feats Craft Wondrous Item; Spells shillelagh
I love this thread and am glad it has been revived.
You can absolutely use Throw Anything to chuck cowbells at your foes with no penalty, and you can use Deadly Aim to increase the damage. (If you just want to hit them over the head with your guitar, you'd want Catch Off-Guard and Power Attack.) In both cases, gloves of improvised might are your best friend.
Note that if you're throwing stuff, this is a pretty slow method unless you pre-conjure a bunch of cowbells before battle. Some GMs (including me) might not allow Quick Draw to work with improvised weapons as well, so pre-stashing them might still limit you to one throw per turn.
I played around with the idea and came up with this build
Double Fisted Flautist (Rogue)
Key concepts: A brawler that can flurry with improvised weapons
Race Trait: Light Bringer
Trait: Surprise Weapon, Adopted, Minor Wishcraft
Archetypes: Makeshift Scrapper
Feats: Shikigami Style(1st), Shikigami Mimicry(3rd), Shikigami Manipulation(5th), Equipment Trick[Instrument or Ladder](7th),
Bonus Feats: Catch off Guard(1st), Throw Anything(1st), Improvised Weapon Mastery(12th)
Suggested Feats: Improvisational Focus
Suggested Gear: Gloves of Improvised Might, Cracked Pale Green Prism
Key Features: • You can cast the spell Instant Instrument at will to always have an improvised weapon on hand.
• At 5th level your flute will deal (1d4 base -> 3d6+str)
Especially if you went
barbarian bloodrager instead of rogue.