"I am Gunnery Sargent Heartman, your senior drill instructor. From now on you will only speak when spoken to, and the first and last words out of your filthy sewers will be Sir. Do you maggots understand that?"
A few feats and skills to start off with...
New Use: Pass the Buck
With a successful Bluff check opposed by a superior's Sense Motive check, you can convince someone who has authority over you that some disaster or problem was not your fault by someone else's. Your victim must then beat your Bluff check with a Diplomacy or Bluff check of his own. Should he fail, he receives blame for your shortcomings. The victim of this skill can attempt to pass the buck again, but he receives a -2 circumstance penalty to his Bluff check.
New Use: Warpaint
You can make yourself look terrifying to the enemy, such as by hanging body parts of your armour, painting fearsome patterns on your face with makeup, or adding spikes and the skulls of fallen foes to your armour. Make a Disguise check (DC 15). If you succeed, you gain a +2 synergy bonus to all Intimidate checks for the next 24 hours. Test again after 24 hours to maintain your appearance.
Last Ditch [General]
You can pull off one last shot as your enemies rush in to fight you.
Prerequisites: Point Blank Shot, Rapid Shot, Combat Reflexes, Quick Draw
Benefit: You can take a single attack with your in-hand ranged or thrown weapon against a charging opponent when he comes within ten feet of you. If you take this attack, it counts against you normal number of attacks of opportunity that round, and you lose your Dexterity bonus to Defense for the rest of the round.
Threaten Zone [General]
Your speed and accuracy with a ranged weapon is great enough to threaten an area around you.
Prerequisites: Base Attack Bonus +9 or higher, Last Ditch
Benefit: When wielding a ranged weapon, you threaten an area up to 20 feet away as if you had reach, being able to flank and deal attacks of opportunity to opponents within that area with a ranged weapon.
Acrobatic Strike (General)
You may use your acrobatic skill to put your enemy off his guard and strike at his vulnerable points. You flip through the air and land behind him, bounce off a wall and attack him from the side, or otherwise launch an attack from an unexpected direction.
Prerequisite: Dex 13+, 2 ranks Tumble skill.
Benefit: As a full-round action, you may make a Tumble check (DC 25). If you succeed, you may make a single melee attack at your highest bonus against an opponent who loses his Dexterity bonus to Defense. If you fail your Tumble check, you stumble to the ground, fall prone, and may not attack.
Normal: You may use the Tumble skill to move through threatened areas, move through areas occupied by your opponents, or to gain a better Defense bonus with the full defense or fight defensively actions.
Special: You remain in the same spot when using this skill, whether you succeed at your skill check or fall prone. Using this feat is a full-round action, you may not normally combine this feat with anything more than a five-foot step.