Birdfood's hybridization funnel

Birdfood’s hybridization funnel: The funnel can be used to combine two alchemical products into one. Combining like this takes 10 minutes and a DC 15 craft(alchemy) check. Failing this check wastes both alchemical objects. These mixtures cannot be further combined. This replaces the normal rules for hybridization funnel

Edit: This funnel can only be used to make approved combinations. Birdfood's experiments are already approved. Creating a new combination requires a DC 25 craft(alchemy) check and one week for the DM to develop the new item.

1000 gold, CL 3 minor transmutation, minor wondrous item

### Birdfood’s experiments:

Birdfood's formula book includes these recipes that can be used with the hybridization funnel

Burst jar (35gp) + shard gel (25gp) = pop mines (60gp)

This pulsing green gel instantly crystallizes into needle-like shards upon contact with the air. You can throw a flask of shard gel as a splash weapon. A direct hit deals 1d4 points of piercing damage as the shards penetrate the target’s flesh. The target’s square and each square adjacent to it are covered in shards that function like caltrops. When a character enters a square that contains these caltrops, some of the shards explode under foot. These shards also halve the affected character’s speed until they are successfully healed by any magic healing or a DC 15 heal check. This replaces a caltop’s normal effect. A DC 12 reflex save negates the damage, the speed reduction, and the prone effect. Triggering the caltrops does not reduce the effect of future interactions with caltops in that square.The caltrops last for 5 rounds before dissolving into harmless green sludge.

Starcandle (5gp) + smokestick (20gp) = smoke streaker (25gp)

When lit, this foot-long wooden tube immediately launches a flaming pyrotechnic “candle” 50ft and fires another on each of the next 4 rounds. You may direct the candle in a line or make a ranged touch attack with a -4 nonproficiency penalty. The projectiles deal 1 point of fire damage if they hit; on a critical hit, the target is also blinded for 1 round. The projectiles leave behind a cloud of smoke in squares the projectile passes through for 1 round. The smoke blocks line of sight through it and grants concealment to anyone inside of the smoke. The smoke dissipates immediately when exposed to a moderate or higher wind. Directing the candle on subsequent turns takes a move action each round. If you do not direct it, you must drop the smoke streaker and it fires in a random direction until picked up or until the duration expires.

Dancing peonies (50gp) + flash powder (50gp) = flash mob (100gp)

This disk contains several small, round paper packets filled with a flashing and banging propellant and pierced with several irregular holes, which causes each packet to dance and jump as the firework burns. Lighting and throwing the flash mob is a standard action. After 1 round it fills a 5ft radius area with erratic explosions. Each turn that a character is in an affected square, they take 1d4 fire damage and are denied dexterity to AC for 1 round. A DC 13 reflex save negates both effects. The flash mob remain active for 5 rounds.