Its all about Actions
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Action Shenanigans that can be played to optimize yourself in combat.
Mount (Extra Move Action) PHB
Celerity, Greater (Obvious) Spell Compendium
Greater Arcane Fusion (Again) Complete Arcane
Arcane Spellsurge Dragon Magic
Spellblade Tennis Magic of Faerun
Belt of Battle Magic Item Compendium
Leadership (Extra Character) DMG
Familiar (UMD+Share Spell) PHB
Animal Companion PHB
Timestop PHB
Synchronicity Expanded Psionics Handbook
Schism Expanded Psionics Handbook
Twin Spell Complete Arcane
Repeat Spell Complete Arcane
Quicken Spell Complete Arcane
Sanctum + Arcane Fusion Tome and Blood
Simbul’s Spell Trigger Player’s Guide to Faerun
Contingency Player’s Handbook
Chain Contingency Tome and Blood
Spell Matrix, Greater Spell Compendium
Simbul’s Spell Sequencer Magic of Faerun
Craft Contingent Spell Unapproachable EastBattlemagic Perception [Heroes of Battle] is a free action counterspell.
Linked Power [CPsi] and Twin Power [CPsi] are all obvious means of breaking the action economy.
Symbiont (For share spells) Ebberon Campaign Setting and Magic of Ebberon -
[Source: Mercenaries; AEG]
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SYNCHRONICITY
Clairsentience
Level: Psion/wilder 1
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round
Power Points: 1
You gain a brief glimpse into the future that allows you to arrange a coincidence of events.When you manifest this power, you can ready a standard action (without spending an action to do so) and use it whenever you choose during the next round. Unlike the normal use of readied actions, you need not specify the condition under which you will take your readied action. If you do not perform your readied action before your next turn, you lose that action.
Augment: If you spend 2 additional power points, you do not need to specify the standard action you are readying. In effect, you can take your normal move action and then take any standard action at some later point in the round, depending on how events unfold.
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Linked Power
( Complete Psionic, p. 62)[Metapsionic]
You can link a power to the power you manifest in this round so that it goes off next round.
Prerequisite
Benefit
To use this feat, you must expend your psionic focus.
Manifesting a power altered by this feat means that you must choose two powers–one you intend to manifest in this round, and one you intend to manifest in the next round. The power that is manifested in this round is not altered in any way, nor is the linked power that goes off in the next round–however, you do not need to spend any of your actions or power points next round to manifest the linked power.
The linked power is automatically targeted on the same area or target as the power you manifest in this round (if the power you manifest this round has no area or target, choose an area or target in this round for the linked power to affect in the next round). If the same creature is targeted by both powers, the target experiences all the effects of both powers individually and receives a saving throw (if applicable) for each.
In some cases, such as a psionic charm followed by a linked psionic charm, failing both saving throws results in redundant effects (although, in this example, any ally of the target would have to succeed on two dispel attempts to free the target from the charm effect). It is possible that by the time the linked power comes into effect on the following round, the area where it goes off or the target that it affects no longer has relevance.
On the other hand, you are free on the subsequent round to take actions normally. Using this feat increases the power point cost of the power manifested this round by a number equal to the power point cost of the linked power.
Thus if you manifest energy stun (3 power points) and energy burst (5 power points) as the linked power, the metapsionic cost is 8. The total of power points you spend in this manner cannot exceed your manifester level. -
Schism
Telepathy [Mind-Affecting]
Level: Telepath 4
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
Power Points: 7
Your mind splits into two independent parts. Each part functions in complete autonomy, like two characters in one body. Your new “second mind” does not control your body physically but is free to take one standard action in each round if the action is purely mental (such as manifesting a power) in the same round you take your normal actions.Your second mind can manifest powers using your power point reserve, but only as if your manifester level were six lower than it is. Your second mind doesn’t provoke attacks of opportunity when manifesting a power, because doing so doesn’t distract your primary mind.
Your second mind takes its first action on your turn in the round after schism is manifested.
Both your minds communicate with each other telepathically. If you are subject to a compulsion or charm effect while you are of two minds, make a second saving throw if you fail the first. If you fail both, then the schism ends and you are affected normally by the power. If you fail just one, the schism ends immediately, but you are not subject to the compulsion or charm.
Your second mind does not gain any advantages if you are subject to a haste effect, although you gain the overall standard benefits.
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ANTICIPATORY STRIKE
Psychoportation
Level: Psion/wilder 2
Display: Auditory
Manifesting Time: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 3
You take your normal action for the round at the time that you manifest this power, rather than waiting for your turn to come up in the initiative sequence. In subsequent rounds, your place in the initiative order does not change—you anticipate your action for this round only.You can take a standard action and a move action, or a full- round action, just as you could if you were taking your action at your normal place in initiative order. You can’t activate this power if you’re flat-footed, and you can’t use the power a second time until after your next turn has passed.
For example, if you normally act on initiative count 15, you could use this power to take your turn again on initiative count 12, but this means that you wouldn’t be able to act on the next round’s initiative count 15 (since you’ve already used that turn’s actions), and you wouldn’t be able to use the power again until after your next turn (that is, after the next round’s initiative count 15).
Augment: If you spend 2 additional power points, your place in the initiative order changes, much as if you had delayed (but you may move earlier in the initiative order rather than later).
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Repeat Spell [Metamagic]
Prerequisite
Any other metamagic feat.Benefit
A repeated spell is automatically cast again at the beginning of your next round of actions. No matter where you are, the secondary spell originates from the same location and affects the same area as the primary spell. If the repeated spell designates a target, the secondary spell retargets the same target if the target is within 30 feet of its original position; otherwise the secondary spell fails to go off. A repeated spell uses up a spell slot three levels higher than the spell’s actual level. Repeat Spell cannot be used on spells with a range of touch. -
Belt of Battle
Category: other
Description:
Price (Item Level): 12,000 gp (13th)
Body Slot: Waist
Aura: Moderate; (DC 19) transmutation
Activation: — and swift (mental)
Weight: —This leather belt bears a platinum buckle set with three small black pearls.
A belt of battle helps you avoid being caught off guard in combat and allows occasional bursts of extra activity. While worn, it grants you a +2 competence bonus on initiative checks. This is a continuous effect and requires no activation.In addition, a belt of battle has 3 charges, which are renewed each day at dawn.
Each time you activate the belt, one of the black pearls set into its buckle turns white. The pearls return to normal when the ring’s charges renew. Spending 1 or more charges grants you an extra action, which must be taken immediately (before you take any other action).1 charge: 1 move action.
2 charges: 1 standard action.
3 charges: 1 full-round action. -
Arcane Fusion, Greater
(Complete Mage, p. 96)Universal
Level: Sorcerer 8,
Components: V, S, see text
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: InstantaneousYou weave two powerful spells together in your mind and release them in a single intertwined display of magical prowess.
This spell works like arcane fusion, except that you choose any 4th-level or lower sorcerer spell that you know and any 7th-level or lower sorcerer spell that you know to cast together.
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Celerity Greater
Transmutation
Level: Sorcerer/wizard 8
Components:v
Casting Time: 1 immediate action
Range: personal
Target: you
Duration: Instantaneous
Source: Player’s Handbook IIThis spell works like Celerity, except upon casting this spell you can immediately take a full-round action (or a standard action plus a move action, or two move actions). After performing this action, you are dazed until the end of your next turn.
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Multispell [Epic]
Prerequisites
Quicken Spell, ability to cast 9th-level arcane or divine spells.Benefit
The character may cast one additional quickened spell in a round.Special
A character can gain this feat multiple times. Its effects stack. -
Eyes of the Oracle
(Dragon Magic)Divination
Level: Cleric 6, Sorcerer 6, Wizard 6, Wu Jen 6 (all),
Components: V, S, M,
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level or until expendedVague, translucent shadows of your body’s form move just out of sync with your own motions, a visible sign that you exist in two places in time.
You can see into the future, slightly anticipating your opponents’ next moves.
You gain a +2 insight bonus to Armor Class and a +2 insight bonus on Reflex saves.
Additionally, at the end of your turn, you can ready a single standard action regardless of the number of actions taken this turn.Thus, you can move at your movement rate, make a single attack, and then at the end of your turn ready an action to cast a single spell with a casting time of one standard action.
This behaves as a readied action in all other ways, including the change in your initiative.
If you take the readied action, the spell’s effect ends immediately.
Special: If you are of the dragonblood subtype (see page 4), your bonus to Armor Class and on Reflex saves improves to +3.