Races of the Wild has quite a few ranged weapon options. Here are just the equipment and spells. I'll take a look at feats and the like later.
Equipment (pg. 163-166):
- Blunt Arrow: Shorter range (approx. 1/2), x2 on crit instead of x3, but nonlethal damage and bludgeoning instead of piercing.
- Dragonsbreath Arrow: One size smaller damage die and more expensive (50 gp per 20 arrows), but adds +1 fire damage and Reflex DC 15 or catch on fire.
- Serpentstongue Arrow: 3 gp/20. Deals piercing and slashing, does full damage to objects with hardness 5 or less (instead of the normal 1/2 damage for ranged attacks).
- Swiftwing Arrow: 20 gp/20. One size smaller damage die. Half the normal penalty on attack rolls for range increments (-1/increment instead of -2).
- Footbow: Exotic composite longbow, stat-wise (martial for raptorans). Designed to be used with the feet as well, while flying (only usable on the ground while prone and at -4 on the attack roll). However, you're using your feet, but you only need one hand to shoot it, and if you use two hands, you add 1.5x the bow's Str rating.
- Skiprock: Exotic ammunition-like thrown weapon, like shuriken, except awesome instead of suck. 1d6 bludgeoning damage, 15 ft. range increment, and if you hit, you get another attack at -2 on the attack roll against someone else adjacent to the original target! Costs 3 gp per rock.
- War Sling: Exotic sling designed for skiprock ammunition. 1d8 bludgeoning damage, x4 crit, 50 ft. range increment, and if you're proficient with both the war sling and skiprocks, you get the ricochet bonus attack thing, too.
Weapon Modifications (pg. 166)
- Elvencraft Bow: Lets you combine a club (shortbow) or a quarterstaff (longbow) into the same weapon as the bow. The melee and ranged forms are enchanted separately, though. Still, lets you threaten and attack in melee while plinking away at range, and even lets you switch between attack in melee and at range in the middle of a full attack.
Specific Magic Weapons (pg. 171)
- Swordbow: Like an elvencraft bow, except as a rapier (shortbow), longsword (longbow), or greatsword (composite longbow) instead of a club/quarterstaff, and you can't split up the enchantment (both forms must be enchanted the same, and you still pay for both even if a property wouldn't apply to melee or ranged).
Spells (pg. 174-176)
- Raptor's Sight (druid 1, ranger 1, Sky 1): 1 hour/level of +5 competence on Spot. If you have +5 ranks in spot, also halves range increment attack roll penalties.
- Returning Weapon (assassin 2, sor/wiz 2): Gives a weapon the returning property for 1 round/level. Swift action to cast.
Powers (pg. 176)
- Living Arrow (psychic warrior 5): For 1 round/level, you can fire around any number of corners with the first projectile you fire each round (any projectile, not necessarily arrows). You still need to know where you're shooting at, though. Can augment to apply to more shots per round, and/or to give you a glimpse of the arrow's path and your target's location.
- Telekinetic Boomerang (kineticist 3, psychic warrior 3): Gives a weapon the souped up Bloodstorm Blade version of the returning property for 1 round/level, returning it immediately so you can make multiple attacks. Swift action to manifest.