Weapons2

Deku stick – A deku stick is a strong, rigid length of wood harvested from large trees or plant creatures such as Deku Babas. It is treated as a quarterstaff with the fragile defect.
Deku nut – A deku nut has a range increment of 10 feet and detonates on contact to deal 1 point of bludgeoning damage (this damage is not modified by Strength). Anyone struck by a seedpod must succeed at a DC 10 Fortitude save or be blinded and deafened for 1 round. Deku nuts may also be used as normal ammunition for slings and slingshots.
Bomb – Thrown improvised weapon that deals 1d6 fire damage in a 10 foot radius after three rounds after being activated. Item can also be used to knock down fake walls or knock back an enemy; DC13 vs Strength. There are improved version that can be purchased.
Bombchu – An odd looking maneuverable bomb named after a creature it does not resemble. It travels across and around any surface and is extremely inaccurate as a weapon. The item once activated will explode after five rounds dealing 1d6 fire damage to everything in a 10 foot radius. This item in addition to being thrown can be put on any surface and it will travel 10 feet per round till its timer goes off and it explodes There are improved versions that can be purchased.

Magic Weapons and Ammunition

Master Sword – +5 Holy Longsword. In the presence of evil, the Master Sword glows with the strength of a torch. This weapon is believed to be the only weapon that can harm an ancient evil being, the nature of which is lost to history. Also as a full round action you may perform Whirlwind Attack. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. If you already have Whirlwind Attack add +2 to hit and all damage is considered a critical.
Ordon Sword – +2 Fierce Longsword. The Ordon Sword was forged by the Goron as a gift to the Royal Family of Hyrule together with the Ordon Shield. The steel from which the Ordon Sword is forged is inlaid with horns from Ordon Goats. The sword was lost before it reached the Hyrule castle. If the user of this weapon also is using the Ordon shield then it gains the following effect. Whenever the Ordon Sword hits its target, it knockbacks a target 5 feet in addition to dealing normal damage. The save is 10 + Strength + half your HD. You also may double the damage from the fierce effect.
Kokiri Sword – +2 Sure Striking Short Sword. In the hands of a Korkori or Skull kid the weapon also gains the smoking effect.
Biggoron Sword – Large sized +2 Defending Keen Greatsword. This weapon was forged over 7 years by a famous Goron blacksmith, and can only be wielded by a large creature or a medium creature of considerable strength and skill.
Fairy Bow – +2 Distance Seeking Longbow. This bow is wielded by expert fairy hunters deep in the lost woods. it can be wielded on horseback with the same ease of a shortbow.
Fairy Slingshot – +2 Improved stunning Sling (1d6). Any target hit by this weapon is stunned for 1 round (Fortitude DC 15 negates, DC 20 if the wielder has more than one fairy)
Wind Boomerang – +2 Returning boomerang. Acts as a gust of wind spell, and can pick up objects weighing less than 15 pounds, returning them to the wielder.
Deku Tree Branch – +1 Quarterstaff (1d8 damage, use wisdom as bonus damage). This is a branch of the Great Deku tree and is usually a gift to great seers. This staff also grants the wielder an addition first and second level level spell.
Megaton Hammer – +2 Two-handed Warhammer (2d6 bludgeoning). This hammer deals an additional 2d8 sonic damage, making a powerful racket that can be heard up to 500 feet away. the hammer deals double damage to objects.
Hookshot Simple One-handed ranged weapon
1d6 damage x2 critical Range 15ft Piercing Damage
Hookshots are a rare devices first created long ago by an unknown tinker. It appears to be a cylinder that slides over the user’s hand and has a spear point protruding from the front. Pulling a trigger on this inside handle launches the spear, which is attached to a thin chain with a maximum reach of 15ft on most models. Pulling the trigger again, a free action, retracts the chain. If the target takes damage, it must make a Reflex save DC 10 + Damage dealt. If the target fails, it is impaled. An impaled creature can only move at half speed and cannot run or charge. The impaled target can be kept within 15ft of the wielder by winning an opposed strength check. If the wielder looses, the hookshot is pulled from his grip. The target can pull the spear from itself if it has a free hand as a standard action, which deals the same damage as it did initially. The spear can also be removed by pulling the trigger again with the same results. A hookshot can also be used to target an inanimate object with a harness of 5 or less as a standard action. If the wielder hits, he can pull the trigger again and be pulled up to the object. This movement provokes an attack of opportunity as normal. A medium hookshot can support 500 lbs, a small can support half as much. Hookshots require an incredible level of skill to make and rare metals to be strong enough to function, as such they are always masterwork, this is factored into the price.
Longshot Martial One-handed ranged weapon
1d8 damage x2 critical Range 30ft Piercing Damage
Longshots are a rare devices first created long ago by an unknown tinker. It appears to be a cylinder that slides over the user’s hand and has a spear point protruding from the front. Pulling a trigger on this inside handle launches the spear, which is attached to a thin chain with a maximum reach of 30ft on most models. Pulling the trigor again, a free action, retracts the chain. If the target takes damage, it must make a Reflex save DC 10 + Double the Damage dealt. If the target fails, it is impaled. An impaled creature can only move at half speed and cannot run or charge. The impaled target can be kept within 15ft of the wielder by winning an opposed strength check. If the wielder looses, the Longshots is pulled from his grip. The target can pull the spear from itself if it has a free hand as a standard action, which deals the same damage as it did initially. The spear can also be removed by pulling the trigger again with the same results. A hookshot can also be used to target an inanimate object with a harness of 5 or less as a standard action. If the wielder hits, he can pull the trigger again and be pulled up to the object. This movement provokes an attack of opportunity as normal. A medium hookshot can support 500 lbs, a small can support half as much. Hookshots require an incredable level of skill to make and rare metals to be strong enough to function, as such they are always masterwork, this is factored into the price.
Clawshot Martial One handed ranged weapon
1d10 damage x2 critical Range 25ft Piercing Damage
This rodlike item has a short chain and claw at the end. It functions as a +1 returning javelin, except that its grip remains in your hand while the claw strikes at the end of its magically extended chain.

If you strike a creature up to one size larger than you with the clawshot, your foe must immediately make a Fortitude save (DC 10 + 1/2 your Hit Dice + your Strength modifier). On a failed save, either the target is pulled into the closest square adjacent to you or you can be pulled to the target, the user may choose. Creatures which are too large to be affected, or which are securely fastened to other creatures or objects, automatically resist without making a saving throw, and you may use the claw shot to pull yourself to the target only. You can drop the clawshot’s grip to avoid being pulled (but see below).

Objects can be pulled in the same manner as creatures, but do not receive a saving throw. You must still save to avoid being pulled if an object is too large, or firmly secured. Objects with hardness greater than 5 are immune to being pulled, and you are not pulled in return.

The chawshot’s barb does not remain attached to creatures or objects it pulls, returning (like other returning weapons) to its grip and assuming its unextended form by the start of your next turn. Unlike other returning weapons, the clawshot always returns to the square containing its grip end, and is automatically caught. If you drop a clawshot’s grip to prevent being pulled, the grip instead returns to the barb and the clawshot falls to the ground beside its last target.

Ammunition
Light Arrows – Arrows empowered with the essence of the Light of the Sacred Realms. Adds light descriptor and +2 Light damage
Silver Arrows – Silver arrows crafted to be the bane of evil. Adds 2d2 good damage to any successful attack on a evil creature.
Fire Arrows – Arrows emblazoned with the essence of the Fires of Din or the heat of the Sun. Add 1d6 fire damage to any successful attack and can light flammable materials.
Ice Arrows – Arrows with the chill of ice crafted into their arrow-heads. Add 1d6 cold damage to any successful attack and can put out torches.

Weapons2

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