General Feats: Improved Rapid Shot, Ray Focus

Metamagic Feats: Ray Burst, Ray Coning, Ray Extension, Ray Splitting

Divine:

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Improved Rapid Shot (From Dragon #275; © 2000 Dragon Magazine, WotC, and author Sean Reynolds)
You are an expert at firing weapons with exceptional speed.
Prerequisites: Dex 13+, Point Blank Shot, Rapid Shot, base attack bonus of +2 or higher.
Benefit: When using the Rapid Shot feat, you can ignore the -2 penalty on all of your ranged attacks.

Ray Focus (From 2000 Dragon Annual; © 2000 Dragon Magazine, Wizards of the Coast and Stephen Schubert)
Your ray spells are more effective than normal.
Benefit: Add +2 to the DC for all saving throws against all ray spells that you cast.
Special: The effects of this feat stack with the effects of the Spell Focus feat.

 

Ray Burst (From 2000 Dragon Annual; © 2000 Dragon Magazine, Wizards of the Coast and Stephen Schubert)
You change the effect of a ray spell to a 30-foot radius burst centered on yourself.
Benefit: A ray burst hits all targets (friend or foe) within 10 feet. Targets within 30 feet are allowed a Reflex saving throw to avoid the burst effect. Any targets that do not avoid teh effect are treated as if they were hit by the ray spell. Any target with 100% cover with respect to the caster is not affected.
Mechanics: A ray burst spell uses up a spell slot 3 levels higher than the spells actual level.

 

Ray Coning (From 2000 Dragon Annual; © 2000 Dragon Magazine, Wizards of the Coast and Stephen Schubert)
You expand a ray spell to a 30-foot cone.
Benefit: All targets within the area of effect receive Reflex saves to avoid the effect, but are otherwise affected as if they wrere hit by the ray spell.
Mechanics: A coned ray takes up a spell slot two levels higher tahn the spells actual level.

 

Ray Extension (From 2000 Dragon Annual; © 2000 Dragon Magazine, Wizards of the Coast and Stephen Schubert)
You maintain a ray spell for an additional round.
Benefit: When the extended ray spell is cast, you can use your next action to attack with the same ray. You can designate either a different target or the same target. A succesful ranged touch attack is required for the second target. If any other actions are taken, or the spell is disrupted before your next action, then you lose the extended spell (though any previous effects remain).
Mechanics: An extended ray spell takes up a spell slot one level higher than the actual spell level.

 

Ray Splitting (From 2000 Dragon Annual; © 2000 Dragon Magazine, Wizards of the Coast and Stephen Schubert)
You can attack three adjacent targets with a ray spell.
Benefit: A split ray can hit three targets. A successful ranged touch attack is needed for each target, and each roll incurs a -4 penalty to hit. A target cannot be attacked more than once with a given spell.
Mechanics: A split ray uses up a spell slot two levels higher than the actual spell level.

 

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