A list of ways to gain extra actions. Let me know if i missed anything.
Full Turn... Warmaster: ED 21: Standard/Move/Minor during a surprise round Borrowed Time: Ardent 22 Daily: Standard, Ally takes a Standard/Move/Minor Radiant One: ED 30: Once per day, take a turn
Extra... Sea Tyrant Oracle: PP 11: Spend an AP on an attack and and miss all targets, must use before the end of the encounter Life Singer: PP 12: You and Each ally, can't attack with it Timeless Locket: Neck 15 Daily: Minor gives you a standard, can't attack with it Spur The Cycle: Barbarian 16 Daily: Kill an enemy Baldric of Time: Waist 16: Roll a 20 on initative Gem of Valor: Consumable 20: Use it and roll a 20 Time Stop: Wizard 22 Daily: Minor gives you 2 standards, can't attack with it Unexpected Clarity: Barbarian 22 Daily: Give up your Rampage Eternal Seeker: ED 24: The turn after you spend an AP Legendary Weapon: weapon(any) 25 Daily: on critical hit Clockwork Cowl: Head 26 Daily: Minor gives you 2 standards, can't attack with it Fatesinger : ED 26 Daily: Spend an AP in the zone to get 2 actions Steal Time: Wizard 27 Encounter: On a hit Stun and gain the standard
As an Action Point... Symbol of Victory: Holy Symbol 9+ Daily: On a crit Avenging Spirit: Feat: Paragon Human, fighter or warlord: Ally is reduced to 0 Battle Field Archer: PP 12 Encounter: Kill an enemy Pathfinder: PP 12 Daily: Ally spends an AP Heroic Interjection: Bard 16 Daily: Ally spends one, and gains one Adroit Explorer: PP Human 16: Start with 2 each day Infernal Strategist: PP 20 Daily: Hit (relaible) Vistani Foresight: Feat: Epic, Vistani Heritage: Start with 2 each day Fatesinger: ED 21: Spend an AP to make an ally attack, if he hits, regain the AP Act of Desperation: Fighter 22 Daily: Minor, Ally is dying, use that turn Harper of Legend: ED 24: Start with 2 each day Violet Solitair: Wonderous 26 Daily: On a crit
Action Point Limit... Charm of Abundant Action: Wonderous 28: 1/encounter. Crown of victory: Head 29: spend 2 per encounter. Warmaster: ED 30: No limit
As a Minor instead... Dwarf Racial: Dwarf: Second Wind Duty's Virtue: Feat: Aid defense. Frantic Recovery: Feat, Human: With an action point, Second Wind Combat Medic: Feat, Heal: Stabilize dying Switft Turning: Feat, cleric, turn undead: Turn undead Quick Fingers: Rogue 2: Thievery check Master Spy: PP 11: Bluff to gain CA Daring Blade: PP 16: Bluff to gain CA Sword of Assault: PP 16: 1/encounter At-will attack Beastlord: ED: 1/round command your beast Quickened Spellcasting: Feat: Epic, arcane: 1/encounter At-will attack Primal Summoning Expertise: Feat, 21 druid: Standard action command to a summon
For ally's.. Pack Master: PP 11: With an action point, lose the extra action Light Bringer: PP 11: With an action point, lose the extra action Favored of Mielikki: PP 11: With an action point, lose the extra action, spend a surge Life Singer: PP 12: You and Each ally, can't attack with it Haste: Bard 16: Minor Warmaster: ED 24: With an action point Warmaster: ED 26 Daily: Standard(Basicly a free action), You and Ally's gain a Standard. Haste Sigil: Artificer 29: Minor
Extra... Avengin Opportunist: Feat, Human avenger: 1/enounter, Kill your oath Eldritch Speed: Swordmage 2 Daily: Durring the first round Baldric of Time: Waist 6: Roll a 20 on initative Boots of Eagerness : Feet 9 Encounter: Minor Time Bender: PP 16: Loose your move action form next turn Surprise Action: Feat 21, 17 Wis, Ranger: In a suprise round, with a minor. Claim the Dead: Assassin 22 Encounter: Kill a target Keybearer: ED 26 Daily: Every round, sustain standard.
Extra, with an action point (11) Horizon Waker: PP: Divine Oracle: PP: Mercurial Assasin: PP: Vessel of Ichore: PP: While bloodied Pathfinder: PP: Cat Burglar: PP: Master Infiltrator: PP: Daring Acrobat: PP: Gatcrasher: PP: Teleport your speed Evermeet Warlock: PP: +1 speed for a turn Planeshaper: PP: Teleport 10 Dujun of Erathis: PP: Ally's get a move action, you loose your extra action Combat Veteran: PP: Ally get a move action
Master of Moments: ED 24: and a minor
As a Minor instead... Kobold Racial: Kobold: Shift Quick Familiar: Feat, Familar: Move the familar Shapeshifting Contortioinist: Feat, changling: Excape Escape Artist: Feat, Acrobatics: Excape Arcane Familiar: Feat, arcane: Saddle Squire for mount and dismount Boots of the Fencing Master: Boots 2: 1/enounter shift 2 Practiced Rider: Nature Utility 6: Mount or Dismount Bonded Summoner: PP 11 + Magehand: Teleport 2 Packrunner: PP 16: You and your beast Shift
Master of Moments : ED 24: move action as 2 minors
Extra... Clockwork Engineer: PP 11: With an AP, for sommons only Vessel of Ichore: PP 11: With an AP, while not bloodied Surprise Action: Feat 21, 17 Wis, Ranger: In a suprise round, with a move. Master of Moments: ED 21: With an AP, and a move action Master of Moments: ED 24: Ring of Free Time: Ring 29, enounter: 1/turn after a milestone
As a Free instead... Quickdraw : Feat, Dex 13: Draw a weapon/object Swift Familiar: Feat, Familar: 1/turn, between active and passive Arcane Familiar: Feat, arcane: Disembodied Hand, Draw or stow Speed Loader: Feat: Load a crossbow Fast Hands: Thievery 2 At-Will: Draw or stow Stormhawk Vigilance: Shaman 2 Daily: Roll init, and each ally in burst can draw a weapon/impilment Battle Harness: Light Armor 4: Draw or stow Spell Anchors: hands 9: Daily for a free sustain minor. Cloaked Sniper: PP 11: Load a crossbow Quick Wild Shape: Feat, 11 druid: Wild shape Rapid Infusion: Feat, 11, artifice: Healing infusion Combat Opening: Feat, 11, half-elf fighter: MBA from Combat Challenge Sudden Call: Feat, 11 shaman: 1/encounter Call Spirit Companion Nimble Spirit: Feat, 11 shaman: Call Spirit Companion Avalanche Hurler: PP 12: Draw or stow Charging Aegis: Feat, 21, swordmage: Mark with aegis after a charge
Immidiates... Rapid ____ = Feat: Epic, Certain Defenders Defenders can use their mark 1/round without expending their immidiate
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
There's Primal Summoning Expertise, maybe (I can't remember the exact name)? You gain access to your summons' standard commands as minor actions.
Edit: On the move as minor, there's Bonded Summoner's level 11 feature, Summoner's Slip, and its interaction with Mage Hand. Teleport 2 as a minor action.
Edit 2: Nimble Spirit/Sudden Call give minor actions as free actions with tier-dependent frequency.
Pack Master: PP 11: With an action point, loose the extra action Light Bringer: PP 11: With an action point, loose the extra action Favored of Mielikki: PP 11: With an action point, loose the extra action, spend a surge
There's Primal Summoning Expertise, maybe (I can't remember the exact name)? You gain access to your summons' standard commands as minor actions.
Edit: On the move as minor, there's Bonded Summoner's level 11 feature, Summoner's Slip, and its interaction with Mage Hand. Teleport 2 as a minor action.
Edit 2: Nimble Spirit/Sudden Call give minor actions as free actions with tier-dependent frequency.
Added Primal Summoning and Nimble/Sudden
Not sure bonded summoner applies. Though it's a nifty trick.
Pack Master: PP 11: With an action point, loose the extra action Light Bringer: PP 11: With an action point, loose the extra action Favored of Mielikki: PP 11: With an action point, loose the extra action, spend a surge
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
DPR = Damage Per round ~= Chance to hit * damage on a hit KPR = Kills Per Round. 1 Kill = 8*Level+24 damage = DPR/(8*level+24) KPNR = Kills Per N Rounds. How many standards can you kill in N rounds?
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.