Sniping Skills (3.5e Variant Rule)

== Sniping Skills ==

Introduction
Sniping is fairly brief in D&D, only amounting to hiding with penalty and attacking. Neither optimized nor well thought out, consider the following expanded use of skills to help make sniping feel, well, like sniping. A sniper is not merely hidden, his patience, his aim, and his care place him in a position where he may strike more accurately than one flying around the battlefield firing wildly.

Rule Mechanics
Sniping now has use with the Concentration skill. You may choose to make a single attack as a full-attack action, and make a Concentration check as part of it. For every 10 points you exceed DC 0, you gain a +1 bonus to your attack and +2 to your damage roll, allowing you to hit more accurately at the expense of your rate of fire. Any bonus damage is precision damage, and does not work on creatures immune to critical hits.

Failing to make the minimum DC 10 DC does not penalize you besides the action taken to make a single attack.

Examples
Cricket the Sniper wishes to hit a target who is escaping on a bouncy wagon ride. She is not moving herself. She drops prone, takes a full-attack action, and makes a Concentration check of 43. Because they are moving the base DC of 0 has +20 added to it. 43 exceeds DC 20 twice, letting her gain +2 to her attack and +4 to damage.

Later she pursues the wounded enemy on horseback. She snipes again, with a check result of 61. She is not prone (+10) and both her and the enemy are undergoing vigorous motion (+20 and +20), for a total of 50. She only exceeds the DC by one step, and gains +1 to attack and +2 to damage.