Dec Mar Apr
Previous capture 10 Next capture
2014 2016 2017
2 captures
29 Dec 2014 - 10 Mar 2016
About this capture
http://brilliantgameologists.com
March 10, 2016, 08:29:00 AM *
Welcome, Guest. Please login or register.

Login with username, password and session length
News: These boards are now READ ONLY. We've started over! So don't try posting here. Go here www.minmaxboards.com
 
   Home   Help Search Members Login Register  
Pages: 1 2 3 4 »
  Print  
Author Topic: Is there a list of ways to gain actions?  (Read 27061 times)
0 Members and 1 Guest are viewing this topic.
Ikeren
That monkey with the orange ass cheeks
****
Posts: 224


Email
« on: March 18, 2010, 01:54:56 PM »

Breaking the action economy:

In DND, the true economy is how much you are capable of doing in a single round. Even the most powerful wizard is improved, because ultimately, 2 rounds worth of actions >>> 1 round worth of actions.

The following are allowed:
Modifying actions (turning swift to move to standard, etc)
Abilities that reduce actions (turning full round actions to standard, move actions as swift, etc).
Repeating Actions: Letting you double full attack, etc.
Providing something that would normally take an action for free or cheaper: I'm not sure if I want to include combat moves as free actions/swift actions/no actions/part of standard attacks in here. Trip is normally a standard action; a free trip attack on a standard attack action is still a standard action used. For now I'm skipping this sort of thing.




This will eventually turn into a handbook:

Items:
Belt of Battle: MIC: 12000gp, 3 charges a day: 1/2/3 charges spent as a swift action gain you another move/standard/full round action.
Chronocharm of the Horizon Walker: MIC: 500 gp, 1 charge day: Swift action to gain you a move action for half your total movement rate.
Glyph Rune (Lesser, Greater): MIC page 162, 1000/4000 gp. Let you convert any spell into a glyph rune (lesser = below level 2, and greater = above level 5, so what the hell is up with that 3 level gap?). See glyph of warding description here: http://www.d20srd.org/srd/spells/glyphOfWarding.htm. Can carry it fine until you attach the glyph to a surface. So the idea is you put it in a bandolier and open a bunch of bandolier pockets, or line the interior of a box with them, key them with your command word, then open the box. Get as many buffs as you want as a move action. Expect your DM to be moderately unimpressed.
Metamagic Rods: See appropriate metamagic effects below.
Rod of Many Wands: (Complete Mage 128, 27,000 gp)  Allows the firing of up to three wands simultaneously as a full round action, at the cost of extra charges.
Bloodspike, Tempo: Magic of Eberron page 141, 150gp. Stab it into you (dealing 1 point of piercing damage), and take a move action expending the potion as no action sometime within the next hour (or it dissipates, useless).

Feats:
Travel Devotion, Complete Champion, pg 62. 1/day, for 1 minute, you can move up to your speed as a swift action (each round). You can not 5 foot step in rounds where you use this ability. Can also pay 2 turn attempts, or take the feat multiple times, for another charge.
Action Surge(ECS): allows you to spend 2 Action Points to get a free standard or move action Requires the action point variant
FEAT: Heroic Surge (Age of Mortals 50).  Once per day per 4 levels, you get an extra standard action before or after your normal actions.  Usable no more than 1/round.

Class Features:
Eternal Blade Class Feature Level 10: Island in Time: Once per encounter, gain a full round action whenever you want as an immediate action. This does not effect your initiative. For example: Full round at init 15. Full round at init 14. Next combat round, full round (minus the swift action) at Init 15 again.
Ruby Knight Vindicator 7: Spend turn undead for swift action. Book doesn't limit it to 1/round, but a sane DM will.
Thrall of Demogorgan 4: BOVD, Page 68: Dual Actions: Twice day, take two full rounds worth of actions in the same round. (4 level dip also gets you 4 BAB, 2 caster levels, Fear, Hypnosis, and 2 NA. No hard Pre-requisites except 2 useless feats/4 BAB).
Swiftblade 9 (http://www.wizards.com/default.asp?x=dnd/prc/20070327): Perpetual Options (Ex): When hasted, you can choose to make an extra move or extra standard action under the effect of haste.
Factotum 8: Cunning Surge: Dungeonscape Page 15: Spend 3 inspiration points, gain extra standard action on your turn. Factotum gets 10 over 20 levels (5 at level 8), and inspiration refills each encounter. Font of inspiration feat (http://www.wizards.com/default.asp?x=dnd/frcc/20070606) lets you pump that up some more.
War Weaver 1-5: Heroes of Battle: Has a tapastry that lets you drop buffs on allies precasted into the tapastry (1-5, depending on class levels) as a move action.
Atavist 10: Races of Eberron Page 133. expend psionic focus, gain a standard or move action
Anima Mage: Tome of Magic page 50.  free metammagic 3/day and immediate action spell 1/day.
Swordsage 20: Dual Boost, Tome of Battle: Use 2 boosts in a single round.


Spells:

Lesser Celerity: Bard/Wiz/Sorc 2: PHB 2 Pg 105: Immediate action (interrupting others turn), take a move action. Dazed till end of next turn. Need a way to be immune to daze (In Surreal's list, look for "Ways to gain immunity to daze/stun")
Celerity: Bard/Wiz/Sorc 4: PHB 2 Pg 105: As Lesser Celerity, but gain a standard action.
Greater Celerity: Wiz/Sorc 8: PHB 2 page 105: As Celerity, but gain a full round action.
Time Stop: PHB: Wiz/Sorc/Trickery 9: Gain 1d4+1 rounds to act; possibly extendable or maximizable; can't traget creatures. Swiftblade 10 has an ability that produces this effect.
Persistent Time Stop: PHB/Complete Arcane Feat: Arguably gives you 24 hours in a single round. Semi TO, and DM may not allow that reading.
Snake's Swiftness: SPC Page 193: Dru 1, Wiz/Sorc 2: Standard action, close range, one ally makes an immediate ranged or melee attack. Does not stack with haste or haste like effects.
Snake's Swiftness, Mass: SPC Page 193: Dru 2, Wiz/Sorc 3: Standard action, medium range; ally and allies within 20 foot burst of target get snake's swiftness.
Teleport Spells + Quicken: Move appropriate distance as swift action, saving your movement.
Eyes of the Orcale: Cle 6/Wiz6/sorc6/Wujen 6: Dragon Magic page 66/67. 1 round/level till expended, gain +2 (+3 if dragonblooded) insight to reflex saves/ac, and can ready a single standard action at the end of your turn, regardless of actions taken. Readying the action ends the spell.
arcane spellsurge Sorc7. Dragon Magic: turns all your standard action spells to swift action, full rounds to standards, and anything higher to one round less
Evard's Menacing Tentacles from PHBII gratns 2 free tentacle attacks/round,
Cloud of Knives from PHB2, grants a free flying dagger attack/round, and
Lord of the SKy DragonMagic lets a character use a Swift Action to make a ranged electric attack.

Metamagic:
Quicken Spell (PHB) --- Cast a spell as a swift action.
    --- Note: There are numerous actions that mimic this ability, including sudden metamagic quicken, rods of metamagic, quickcast (Duskblade class feature), various abilities allowing casting during various attack manouvers (Daggerspell mage), and this ability for certain spells or schools (Abjurant Champion (extend spells lower than 3) and Swiftblade (Haste Spells)).
Repeat Spell Complete Arcane Page 83: +3 bonus --- Spell cast gets repeated at the same target the following round as no action.
Rapid Spell, Complete Divine Page 83, +1 bonus: Full round spells become standard action.
Twin Spell, Complete Arcane Page 84: +4 bonus --- Spell gets cast a second time at the same target immediately as no action.

Tome of Battle Maouvers:
White Raven Tactics: White Raven 3: Give "an ally" (if your DM lets you use it on yourself, be happy) a turn on your init count -1
Moment of Alacrity: Diamond Mind 6: Boost, swift action: Improve your initiative count by 20. Can act back to back if lower on the initiative pole than enemies by less than 20.
Quicksilver Motion: Diamond Mind 7: Boost, swift action: Gain a move action.
Time Stands Still: Diamond Mind 9: Full attack, initiate this manouver to gain another full attack.
Sudden Leap: Tome of Battle, Tiger 1, Boost. — Swift action, jump check, move an appropriate amount.
Shifting Defence: Tome of Battle: Setting Sun 5, Stance: 5 foot step with every missed attack as immediate action, consumes AoO.
Order forged from Chaos: Tome of Battle: White Raven 6: Move action to initiate, allies within 30 feet immediately take move action.
Shadow Blink: Tome of Battle: Shadow 7: Swift action, Teleport 50 feet through shadows.

Psionics:
Anticipatory Strike:  It's like Psionic White Raven Tactics, except you can only affect yourself with it.
Sense Danger:  Let's you manifest any power as an immediate action during the surprise round or first round of combat as long as the nomral manifesting time isn't longer than 1 standard action and it costs 1 power point.
Synchronicity
Synchronicity is my favorite action granter, ever.

thats because it grants readied actions, the Lords of all Actions. readied actions are taken in response to an event. normally this must be specified when you ready the action, but this is not required with synchronicity. this means these actions can be taken at ANY point during the duration. including during your opponents turn. This is like an immediate action, except you can quite easily have more of them, and they have the size of a standard action.

quickened synchronicity costs 7 pp. thats like a fourth level power, which makes it like celerity, without daze, and it can be abused much more easily(linked power).

also, you can persist it, to have an "Oh fuck" trigger ready that doesn't require you to not be flatfooted.

Hustle:

Schism:



Truename Magic(ToM):
Quicken Utterance: use utterances as a swift action as long as you can make your Truespeak checks
Temporal Twist: one free attack
Temporal Spiral: one extra move action


Racial Features:
Choker, Quickness: d20 SRD: Quickness (Su): Gain an extra standard action or more action during each round. Someone please give me a way to get SU traits of creatures.
Druid Choker: Take the feat Abberant Wildshape(LoM). Then take the feat Assume Supernaral Ability(SS), which allows you to take the supernatural(Su) powers of any creature you wildshape/polymorph etc. into. Now you can wildshape into Choker for instant action economy.
Elan Choker: Because Elans are already Abberations, a simple Alter Self spell with the Assume Supernatural Abilities feat gives them Choker fun potentailly at 1st level with the right feats.

Chronotyryn, Fiend Folio Page 33. Large Magical Beast (Extraplanar). Dual Action (Su): Get 2 full round actions (including 2 five foot steps) per round.
Sharn: Look this creature up.

Minions:
Familiars: Numerous tricks about getting familiars to use UMD skill, etc, all let your familiar act productively on your turn.
Followers/Cohort (Leadership, Thrallherd): Gain actions on your behalf. Check here: http://web.archive.org/web/20071015201036rn_1/forums.gleemax.com/wotc_archive/index.php/t-763024
Animal Companions: Fight on your behalf.

Other Tricks:

Avoiding/Mitigating Sleep: Does not make any action faster, but allows you to act more in a day, abstractly.
planes with the timeless trait.:
demiplanes with a different time ratio:

More things that do:

Modifying actions (turning swift to move to standard, etc)
Abilities that reduce actions (turning full round actions to standard, move actions as swift, etc).
Gaining new actions.
« Last Edit: March 23, 2010, 03:05:09 AM by Ikeren » Logged

Littha
Man in Gorilla Suit
*****
Posts: 2155



Email
« Reply #1 on: March 18, 2010, 01:57:12 PM »

There are a few psionic powers too...
Logged

Lycanthromancer
Organ Grinder
*****
Posts: 4003



Email
« Reply #2 on: March 18, 2010, 02:04:05 PM »

Minions are good.
Logged

Masculine men like masculine things. Masculine men are masculine. Therefore, liking masculine men is masculine.

I dare anyone to find a hole in that logic.
______________________________________
I'm a writer. These are my stories. Some are even SFW! (Warning: Mostly Gay.)
My awesome poster collection. (Warning, some are NSFW.)
Agita's awesome poster collection.
+1 Lycanthromancer
Which book is Lycanthromancer in?
Lyca ... is in the book. Yes he is.
 Big Grin
shit.. concerning psionics optimization, lycan IS the book
PhaedrusXY
Organ Grinder
*****
Posts: 8022


Advanced Spambot


« Reply #3 on: March 18, 2010, 02:17:04 PM »

I don't think there is one, and it is certainly a good idea, as the "action economy" is the real economy of D&D.  Big Grin
Logged

A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
Rebel7284
Grape ape
*****
Posts: 1585


« Reply #4 on: March 18, 2010, 02:31:23 PM »

Technically most of the ways listed already don't _gain_ any actions, just convert from one type of action to another.
Logged

Negative level on a chicken would make it a wight the next day.  Chicken the other wight meat. -borg286
Hallack
Hong Kong
****
Posts: 1344



« Reply #5 on: March 18, 2010, 02:42:26 PM »

White Raven Tactics- Grants another turn to ally
Celerity Series of spells- for move, standard, and full rounds actions
Time Stands Still- for another full round attack
Swiftblade Class feature- for 3.0 haste extra standard action
Travel Devotion -convert swift to move action
Belt of Battle
Time Stop
Various Chrono Charm magic Items I believe as well.

Well, that is a short list that I can think of off top of my head.  There are many more I am sure.
Logged

Placeholder - T'tosc
Littha
Man in Gorilla Suit
*****
Posts: 2155



Email
« Reply #6 on: March 18, 2010, 02:45:59 PM »

Hustle, Schism and Synchronicity
Logged

Tonymitsu
Bi-Curious George
****
Posts: 400


« Reply #7 on: March 18, 2010, 02:57:49 PM »

Hustle, Schism and Synchronicity

Anticipatory Strike:  It's like Psionic White Raven Tactics, except you can only affect yourself with it.

Sense Danger:  Let's you manifest any power as an immediate action during the surprise round or first round of combat as long as the nomral manifesting time isn't longer than 1 standard action and it costs 1 power point.


What's the criteria for this list though?  Because most things here so far don't so much give you extra actions as much as convert your swift action into something more useful.
Logged
Hallack
Hong Kong
****
Posts: 1344



« Reply #8 on: March 18, 2010, 03:24:55 PM »

Snake's Swiftness too
Logged

Placeholder - T'tosc
PlzBreakMyCampaign
Hong Kong
****
Posts: 1373


Immune to Critical Hits as a Fairness Elemental


« Reply #9 on: March 18, 2010, 03:28:06 PM »

Action points? ::cringe::

edit: I've already done pretty much all of this. If I had known the boards was interested... I put it in a build actually. Now where did I put it?
« Last Edit: March 19, 2010, 03:34:53 PM by PlzBreakMyCampaign » Logged

Quote
An interesting read, nice to see a civil discussion
The point of Spell Resistance is to make it harder to get buffed.
And healed. Don't forget that.
Huge amounts of people are fuckwits. That doesn't mean that fuckwit is a valid lifestyle.

Old Geezer's Law of Hobby Taste: The more objectively inconsequential a hobby is, the more disagreements within the community will be expressed in outrageously insulting, overblown, and ludicrously emotionally laden terms.

More Funny than Humble
Quote from: PlzBreakMyCampaign
Your a shifter... you have all you ever need.
It blows MoMF out of the water

But if your greedy for more [Wish] for something that only effects you, like another class level or two that doesn't count against your ECL.
Quote from: hungryhungryhippo987
Yes, I'm the 3.0 "Masters of the Wild" shifter, the awesome kind. My favorite form to take is Force Dragon. Yes, I am immortal ... My character is hands down the coolest guy in the campaign and there is nothing I could possibly want.
PBMC gets a cookie for DotA r
PhaedrusXY
Organ Grinder
*****
Posts: 8022


Advanced Spambot


« Reply #10 on: March 18, 2010, 03:28:49 PM »

Anticipatory Strike:  It's like Psionic White Raven Tactics, except you can only affect yourself with it.
Well... except that it is an immediate action to manifest it. So it's more like Greater Celerity.
Logged

A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
The_Mad_Linguist
Organ Grinder
*****
Posts: 8780


Simulated Thing


« Reply #11 on: March 18, 2010, 03:30:10 PM »

Being born a sharn?
Logged

Linguist, Mad, Unique, none of these things am I
My custom class: The Priest of the Unseen Host
Planetouched Handbook
Want to improve your character?  Then die.
JaronK
Organ Grinder
*****
Posts: 4039


« Reply #12 on: March 18, 2010, 03:31:53 PM »

Factotum's Cunning Surge, which is one of the few to actually gain an action (instead of turn a smaller action into a bigger one).

JaronK
Logged

CantripN
Hong Kong
****
Posts: 1199


Constantly talking isn't necessarily communicating


WWW
« Reply #13 on: March 18, 2010, 04:00:52 PM »

Being born a sharn?

Technically, they aren't born. More like fused into being. And insane.
Besides, even with the LA, they're so overpowered it's not even funny (think of Stormguard Warrior + (Improved/Greater/Perfect) Multiweapon Fighting) for a second. I'm not even going to mention the spellcasting.
Logged

Read, every day, something no one else is reading. Think, every day, something no one else is thinking. Do, every day, something no one else would be silly enough to do. It is bad for the mind to be always part of unanimity.
Hijax
Donkey Kong
****
Posts: 646


Kobolds ate my cookies


« Reply #14 on: March 18, 2010, 04:13:27 PM »

Hustle, Schism and Synchronicity

Synchronicity is my favorite action granter, ever.

thats because it grants readied actions, the Lords of all Actions. readied actions are taken in response to an event. normally this must be specified when you ready the action, but this is not required with synchronicity. this means these actions can be taken at ANY point during the duration. including during your opponents turn. This is like an immediate action, except you can quite easily have more of them, and they have the size of a standard action.

quickened synchronicity costs 7 pp. thats like a fourth level power, which makes it like celerity, without daze, and it can be abused much more easily(linked power).

also, you can persist it, to have an "Oh fuck" trigger ready that doesn't require you to not be flatfooted.
Logged

"There's more to apocalypse than running around like a maniac you know"
-B. M. Evilwizardington.
blogging at disasters made in china
The_Mad_Linguist
Organ Grinder
*****
Posts: 8780


Simulated Thing


« Reply #15 on: March 18, 2010, 04:17:18 PM »

Being born a sharn?

Technically, they aren't born. More like fused into being. And insane.
Besides, even with the LA, they're so overpowered it's not even funny (think of Stormguard Warrior + (Improved/Greater/Perfect) Multiweapon Fighting) for a second. I'm not even going to mention the spellcasting.

Hey, you have to eat rare volcanic gasses.


Also, you don't get a familiar.
Logged

Linguist, Mad, Unique, none of these things am I
My custom class: The Priest of the Unseen Host
Planetouched Handbook
Want to improve your character?  Then die.
Hijax
Donkey Kong
****
Posts: 646


Kobolds ate my cookies


« Reply #16 on: March 18, 2010, 04:19:51 PM »

Being born a sharn?

Technically, they aren't born. More like fused into being. And insane.
Besides, even with the LA, they're so overpowered it's not even funny (think of Stormguard Warrior + (Improved/Greater/Perfect) Multiweapon Fighting) for a second. I'm not even going to mention the spellcasting.

Hey, you have to eat rare volcanic gasses.


Also, you don't get a familiar.

this balances out everything.
EVERYTHING I TELL YA
Logged

"There's more to apocalypse than running around like a maniac you know"
-B. M. Evilwizardington.
blogging at disasters made in china
KellKheraptis
Organ Grinder
*****
Posts: 2668


What's the matter? I thought you had me...

filth_and_syn@yahoo.com
Email
« Reply #17 on: March 18, 2010, 04:44:59 PM »

Ruby Knight Vindicator gets Swift Actions for his Turn Attempts.
Logged

BG's Resident Black Hatter
The Mango List Reborn!
My Warmage Trickery (coming soon!)
My PrC Pally Trickery (coming soon!)
The D&D Archive
-Work in progress!
Ikeren
That monkey with the orange ass cheeks
****
Posts: 224


Email
« Reply #18 on: March 18, 2010, 05:03:49 PM »

I will happily take both Gaining actions (IE, turn undead to swift as RKV) or "Improving" actions, like turning swift/immediate actions into something bigger. Both are good.

I will work on turning this into a handbook.
Logged

Garryl
Hong Kong
****
Posts: 1240


« Reply #19 on: March 18, 2010, 06:43:04 PM »

Class Features:
Eternal Blade Class Feature Level 10: Same as time stands still?


Island in Time (the 10th level Eternal Blade class feature) is far better than Time Stands Still. TSS gives two full attacks for one full round action. Island in Time gives a full turn as an Immediate action once per encounter.

This means you get a full round action for anything you want at any time you like. You don't get a swift action, but you still have your immediate action for the rest of the round, since you just took a turn which cleared the Immediate/Swift action debt.


Also, I'd like to give an honorable mention to the Warforged Ardent 10 with Linked Power, Metapower (Synchronicity), Bestow Power, Synchronicity, and Dominant Ideal (whichever mantle has Synchronicity, Time I think?). Has something along the lines of 2^N readied actions each round, where N is the number of rounds since he hit level 10.
Logged

A Guide to Free D&D - A resource of free, official D&D resources on the web.
General listing of my homebrew.
Links to things I've worked on
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
Pages: 1 2 3 4 »
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.11 | SMF © 2006-2008, Simple Machines LLC Valid XHTML 1.0! Valid CSS!