I'm starting this compilation because I have already dropped lots of good ideas because I didn't know of a efficient way to do it.
The idea is feats/spells/magic items (alternatively class features, but that's harder to fit in a build) that allow to move and then unleash a full-attack. Pounce is a runner-up here - charge has some restrictions and all, therefore I'm not covering it here - Surreal's list of stuff already has everything on this.
Thanks a lot to everyone who contributed, be it with suggestions or correcting my mistakes - Smurph, Pramxnim, swanyusd, malkavon, Surreal, NoldorForce, Wyvernhand, JanusJones (indirectly), PhaedrusXY, Reis, BloodDragon, ninjarabbit.
Feats:Battle Jump (
Unaproachable East): Requires being from the taer region, so good luck pulling this out without being a taer (since Player's Guide to Faerun dropped that Knowledge (local) 2 ranks thing that allowed you to pikc up feats from other regions). Your jump results in a deadly charge.
Travel Devotion (Complete Champion): Very good - move your speed as a swift action 1/day for 1 minute. You can get more uses taking the feat more times (too bad it's not
heroics material) or permanently burning turn attempts (edit: It seems like errata changed it to work like regular divine feats, just spending the turning attempts). Good if you have them.
Martial Study (Tome of Battle):Allows you to get Sudden Leap, Quicksilver Motion, Desert Wind and the like without levels in martial adept classes.
Leap of the Heavens (Player's Handbook II): Makes Sudden Leap easier to use.
Sun School (CW) +
Quicken Spell (PHB): I'm not sure this works, really. Sun School states that you get ONE attack and Dimension Door states you can't take any actions - people usually read this as Sun School allowing you to ignore that bit of the spell entirely. It may be read as allowing you to ignore that no-actions thing JUST for this SINGLE strike.
Action Surge (Eberron Campaign Setting): Burn 2 action points for an extra standard/move action.
Class Features:Abrupt Jaunt (Player's Handbook 2): Wizard 1. Teleport as an immediate action a few times per day. While very useful, going into wizard just for this looks very weird for me...
Dervish Dance (Complete Warrior): Dervish 1 (Minimum ECL 6). Well, everyone knows about the Dervish. This is the only way that I know to move
between attacks you make in a full-round action. Very good but specialized (steep requirements) and limited per day.
Shadow Pounce (
Unaproachable East/Shinning South): Telflammar Shadowlord 4 (min ECL 13)/Crinti Shadow Marauder (min ECL 10). Everyone loves shadowpoucing. Pretty powerful but you can't get it at the low to mid levels.
Dance of Death (Tome of Magic): Binder 5 (Paimon vestige). It allows you to attack each enemy you move through. It can only be done once every 5 rounds but otherwise it's even better than Dervish dance.
This is not a full-attack. It's a full-round action that also allows you to move and make attacks.
Mounted Full-Attack (
Complete Warrior/Adventurer): Cavalier, Halfling Outrider and Wild Plains Outrider (the one from Complete Adventurer; also has lower mininum ECL at 9) all get this. This allows you to perform a full-attack while your mount does the moving for you.
Grant Move Action (Miniature's Handbook/Complete Adventurer): Marshall and Nightsong Infiltrator both gets this. Of course, Marshall gets it first.
Cunning Surge (Dungeonscape): Factotum 8. Burn 3 inspiration points for an extra stanrd action (that you may use for a move).
Extreme Hustle (Eberron Campaign Setting?): Extreme Explorer ??. Allows you to spend a single action point for a move action.
Spells/Powers/Maneuvers/Mysteries:Dimension Hop (
PHB II): Lower level than dimension door, easier to quicken.
Lesser Celerity (Spell Compendium): Level 3 Sorcerer/Wizard spell. Trade a swift for a move action, be dazed the next round.
Flicker (Tome of Magic): Level 3 mystery that teleports you 5 feet x level.
Psionic Dimension Hop (Complete Psionic): Very good at 1pp and a swift action for a low range teleport.
Knight's Move (Spell Compendium): A
swift action low-range teleport as a low level spell. Very good. Paladin 2, Cleric 3.
Hustle (XPH): Trade a few power points for a move action. Psychic Warrior 2.
Sudden Leap (Tome of Battle): Jump as a swift action. Level 1 maneuver.
Quicksilver Motion (Tome of Battle): Level 7 Diamond Mind maneuver. Trade a swift action for a move action.
Desert Tempest (Tome of Battle): Level 6 Desert Wind maneuver. As a full-round action, move your speed and make a melee attack against any foe you move through.
Leaping Flame (Tome of Battle): Immediate action teleport for 100ft; must teleport to a square adjacent to someone who attacked you.
Shadow Jaunt/Stride/Blink (Tome of Battle): Level 2/5/7 Shadow Hand Maneuvers, Standard/Move/Swift action 50ft teleport.
Items:Anklets of Translocation (MIC): 2/day, 10ft swift action teleport. 1400gp.
Chronocharm of horizon walker (MIC): 1/day, move half your speed as a swift action. Only 500gp.
Belt of Battle (Magic Item Compendium): Three times a day you trade your swift action for a move action. At 12k gp, trully a bargain.
Tempo Bloodspikes (Magic of Eberron): A very good reason to be a fantasy junkie. 150gp for a free move action once in the next hour?
Quicksilver Boots (MIC): 2/day, move your speed as a swift action (also a little fluff - walk over liquids, get concealment vs oportunity attacks for moving through threatened areas). Very cheap, only 3.5k
Races/Polymorph Forms:Raptoran (Races of the Wild): Raptorans have a glide speed. That allows them to take a 5-foot step in the air - and any creature flying down does so at double speed. The glide ability allows you to move forward 20ft for each 5ft you descend, so you should be able to actually move 40ft with this. Devised by kadeity
here. I really don't think this would fly (pun intended) by most DMs as the intent was obviously to require you to move down anytime you glide, not the other way around - it does work by RAW, though.
Hydra (Monster Manual I): Can attack with all heads as a standard action.
Cuprilach Rilmani (Fiend Folio): This 12-HD outsider has the ability Swift Strikes. This allows you to make a full attack as a standard action. It fatigues you afterwards for a bit and it also can't be used while fatigued (easily fixable diping Horizon Walker).