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Silkcraft Mastery II (4e Feat)
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Silkcraft Mastery II
Your silk cuts deeper. Your traps are more devious.
Prerequisite: 11th level, Ettercap (4e Race), Silkcraft Mastery I
Benefit: You are granted several benefits:
- Weapons created with your silkcraft powers now have a +4 enchantment bonus and cause an extra 4d6 damage on a critical hit.
- The zone of spiderwebs created by your web silkcraft power is now close blast 5.
- When you use Cord silkcraft to create a tripwire, you can anchor one against an obstacle up to 10 squares away or anchor two against obstacles up to 5 squares away.
- Instead of creating a weapon or a trap, you can manafacture one of the following items. This takes one hour.
- Backpack (PHB)
- Bedroll (PHB)
- Belt Pouch (PHB)
- Camouflaged Clothing (MME)
- Cloth Armor (PHB)
- Cold Weather Clothing (MME)
- Desert Clothing (MME)
- Fine clothing (PHB)
- Footpads (PHB)
- Hidden Item Compartment (MME)
- Sack (MME)
- Snare (MME)
- Silk rope, 50 ft. (PHB)
- Tent (PHB)
- Waterskin (PHB)
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