I'm trying to develop a build for levels 3-6 that optimizes for the largest number of discrete free actions that need to be taken off-turn to work but don't explicitly grant themselves the ability to be used off-turn. Stuff like 'drawing ammunition' and 'making an attack of opportunity' (the Melee Tactics Toolbox version, not the CRB version). I want each ability's use not to need to presuppose the use of other similar abilities, though optional synergy between abilities (like using the feat Snap Shot to make off turn drawing, reloading, and firing required for the feat to work as intended) is a plus.
The character does not need to be good at anything, and the DM has waived BAB requirements for all feats and prestige classes.
Abilities that outright kill the character aren't helpful, though-- while I can rely on other party members to carry the fight and ensure I don't die from enemy actions, I do need to survive to proc more out-of-turn-free-action attempts, so things like Troth of the Forgotten Pharaoh are a no go.
A complete build is not necessary, just the parts that are relevant to maximizing the free action attempts and an explanation of what's left to do.
The most important thing is the number of discrete free action abilities the character will attempt to use, and secondarily the number of such actions that can be attempted in a single round.
Free action abilities available to everyone but meeting the criteria for this question should be included in the build, preferably with a token piece of mundane equipment or such tied to its use (e.g. a bow and arrows for projectile weapon drawing, or a bastard sword for removing a hand from a versatile weapon, etc)
The motivation for the character is to explore the discrepancies between the assumptions present in the rulebooks, the assumptions present in the GM, and the assumptions present in the character, particularly through the aspects of the RPG resulting from the synthetic resolution of these discrepancies.