Created By
Eiji-kun (talk)
Date Created: 11-19-07
Status: Complete
Editing: Please feel free to edit constructively!

Sniper Rifle

Exotic Two-Handed Projectile

Cost: 400 gp
Damage (Small): 3d6
Damage (Medium)1: 4d6
Critical: 20/×4
Range Increment: 300
Weight2: 12 lbs
Type3: Piercing
HP4: 10
Hardness: 5

1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.

The sniper rifle is a powerful firearm which works best at long range. With a long barrel, the shot remains stable on course for some time. The magazine holds 5 shots before needing to be reloaded as a full round action which provokes attacks of opportunity. Due to the low rate of fire, the sniper rifle can only fire once per round, regardless of your BAB. In addition, you take a -4 penalty to attack to attempting to fire within 30 feet of the target. Sneak attacks and other precision damage made with the sniper rifle extend the range which they can be made by an additional 60 feet.

In older-time campaigns the sniper rifle may show up as a bizzare clockwork device powered by alchemetical means, but the result is the same.

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