Sniper Rifle, Variant (3.5e Equipment)

Technically One-Handed -8: If not held in two hands, the firer suffers a -8 penalty to hit.

Long Range: Beyond the first three increments, the length of each increment is increased to 2000'.

High Tech: The price to enchant a Sniper Rifle is doubled.

Masterwork: The exacting precision requirements of a Sniper Rifle mean that all Sniper Rifles are masterwork. Sniper Rifles are instantly jammed (unable to fire) by immersion in salt water, mud, sand, or similar dirty things. Unjamming a jammed Sniper Rifle takes one minute.

Noisy: The Listen check DC to hear a sniper rifle being fired is -30.

Muzzle Flash: You get an extra -10 to your Hide check to hide while firing a Sniper Rifle.

Clips: Each clip costs 50 gp, weighs 2 pounds, and contains 10 shots. Reloading the Sniper Rifle is a full-round action which provokes attacks of opportunity.

The following equipment only matters in the context of the Sniper Rifle, so it is listed here.