m_weight_valuem_destructionm_illusionm_aura_strengthm_powersm_mythicm_legendary_weaponm_alm_intm_fulltextm_costm_requirementsm_cham_communicationm_baseitemm_linktextm_cost_valuem_namem_wism_groupm_evocationm_sensesm_price_valuem_egom_conjurationm_major_artifact_flagm_weightm_magicitemsm_necromancym_slotm_pricem_divinationm_transmutationm_scalingm_minor_artifact_flagm_clm_languagesm_auram_universalm_abjurationm_enchantmentm_sourcem_description
20faint000

Hybridization Funnel

Aura faint transmutation; CL 3rd
Slot none; Price 200 gp; Weight 2 lbs.

DESCRIPTION

This two-spouted funnel is used to safely mix two alchemical splash weapons into a single flask. Using the vial requires 10 minutes and a DC 25 Craft (alchemy) check; a half-elf has a +5 bonus on this check. Failing the check means both splash weapon are destroyed. Success means the two materials are safely mixed into one vial that is the same volume as a normal splash weapon vial; when thrown as a splash weapon, the mixture has the effects of both component substances and creatures are affected as if hit by both. The mixture becomes inert after 24 hours. Only liquids may be mixed with the funnel. The bearer can use it to mix an alchemical splash weapon with either holy water or unholy water, but the Craft (alchemy) DC increases to 30; half-elves still get the +5 bonus on this check. The funnel does not work on potions, elixirs, extracts, or other materials. Mixing a substance with a similar or identical substance (such as alchemist's fire with alchemist's fire) has no effect. A mixture cannot be combined with another mixture.


CONSTRUCTION

Requirements Craft Wondrous Item, fabricate or combine extracts discovery; Cost 100 gp
10000Craft Wondrous Item, fabricate or combine extracts discovery0NULL100Hybridization Funnel0Wondrous Item0200002 lbs.0none2000103faint transmutation000Ultimate EquipmentThis two-spouted funnel is used to safely mix two alchemical splash weapons into a single flask. Using the vial requires 10 minutes and a DC 25 Craft (alchemy) check; a half-elf has a +5 bonus on this check. Failing the check means both splash weapon are destroyed. Success means the two materials are safely mixed into one vial that is the same volume as a normal splash weapon vial; when thrown as a splash weapon, the mixture has the effects of both component substances and creatures are affected as if hit by both. The mixture becomes inert after 24 hours. Only liquids may be mixed with the funnel. The bearer can use it to mix an alchemical splash weapon with either holy water or unholy water, but the Craft (alchemy) DC increases to 30; half-elves still get the +5 bonus on this check. The funnel does not work on potions, elixirs, extracts, or other materials. Mixing a substance with a similar or identical substance (such as alchemist's fire with alchemist's fire) has no effect. A mixture cannot be combined with another mixture.