New feats, plus new text in the ACS.
ARCHERY TACTICS [MARTIAL]
There's a few trick shots now in your repetoire.
Requirements: Ranged Combatant
Banked Shot: As an attack action, you may fire an arrow at a target within 20 feet of a wall (but not adjacent to the wall) and treat the target as flat-footed. Attacks made this way take a -4 penalty.
Thread the Needle: As an attack action, you may treat creatures with partial cover as if they did not have cover. You may do this once per round, and only if the target is within five range increments.
The Whites of Their Eyes: If you ready an action to shoot a charging foe, you deal an extra 1d6 damage to that creature for every ten feet of ground they move. If you strike them for more than 15 damage, they lose the ability to attack at the end of the charge.
STRAFE [MARTIAL]
There's nothing more important than a volley of arrows
Requirements: Rapid Shot, BAB +6
Benefit: As a full-round action, you may fire two arrows at each enemy within one range increment. All attacks take a -3 penalty on their attacks, and they cannot deliver precision damage or cause critical hits. This does not work with throwing weapons or crossbows.
RUN AND SHOOT [MARTIAL]
If the enemy can't catch you, they can't hurt you
Requirements: Ranged Combatant, BAB +3
Shoot and Scoot: When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.
Boosted Impact: If you have moved at least 10 feet toward your target since the start of your turn, your ranged attacks deal an extra 1d6 points of damage against that target in this round. This feat's benefit doesn't apply when you are mounted.
Can't Hit Shit: Enemies that are struck by your attacks take a -1 penalty to attack you at range for one round. This does not stack with itself.