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Flash of Experience
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'''Flash of Experience''' is an easy trick to get a quick level in [[Pathfinder]]. You can abuse this build to gain a level for absolutely free... before the GM socks you in the head, that is. Afterwards just become Heisenberg. You can make this build at 1st level, with 2 feats, and a single Oracle revelation. ==The Build== #Pump INT to 18, take Human with a +2 bonus for that sweet 20 INT #Take 1 level in Oracle, select the Cyclopean Seer archetype. #Pick up Skill Focus (Craft(alchemy)) #Pick up the Flash of Insight Revelation. 1/day you can choose the results of any dice roll. #For your bonus 1st level feat, take Abundant Revelations selecting Flash of Insight. Now you can use it 2/day as an immediate action. #Put your rank into Craft (alchemy). You should have a bonus of +12 = 1(rank) + 3(class skill) + 3(skill focus) + 5(INT mod). #Taking 10, make the drug Strange Fluids for 250gp. The build is now complete. Take your dose of strange fluid and using Flash of Insight, select 100 on the percentile roll for the exceptional table. Then do it again, and select 10 to enter a magic coma and instantly gain a level. Sell cheaper drugs to earn money, then take as many Strange Fluid doses as you want to get Wings, Immortality, whatever you feel like. As a side note, this build can also instantly kill people vulnerable to Vorpal weapons, provided you have one - since you can select a crit on your d20, then a crit to confirm. ===However=== First, you can't actually take the Flash of Insight Revelation at 1st-level, as Cyclopean Seers lose their 1-st level Revelation for the Assume Fate ability, meaning you have to wait until 3rd-level at the earliest. Second, Flash of Insight can specifically only be used to alter an action taken by the user. Strange Fluids (actually Numerian Fluids, for the record) are inherently unstable, with the random outcome being innate to the fluid itself. Nothing the drinker does can influence the result, so the argument can be made that they are not a valid target for Flash of Insight. Finally, while RAW, it is entirely fair for a DM to prevent a player from crafting Strange Fluids, as they require materials that are impossible to obtain on Golarion outside of Numeria (requiring engine fluid, coolant, hydraulic fluid and more, which typically come from crashed starships). [[Category: Pathfinder]][[Category:Gamebreaking]]
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