Hawkwings wrote:I can't find the answer to this anywhere, so I'll ask here: when does each class get additional feats? And how many do you start with?
You start with one feat, humans with two.
You get another feat every three levels - on third, sixth and so on. That information is on page 22 of the Players Handbook.
Several classes also get additional feats, tough these are generally limited to specific ones '(Fighters get combat-oriented feats (lots of them), wizards metamagic feats etc.).
If you want to grab a few additional feats, two levels in Fighter will give you two additional feats, as well as good hitpoints and BAB (base attack bonus). Two Levels in Monk gives you Improved Grapple or Stunning Fist AND Combat Reflexes or Deflect Arrows AND Evasion. Evasion is a very powerfull ability - when you make a reflex save against spells, you normally take half damage on success with Evasion, you take no damage on a Success. But you can also get that as a Rogue, which will also grant you two levels of sneak attack (2D6 extra damage against surprised enemies) when you take three levels and make you much better at finding traps. The Scout-class (Complete Adventurer) can do a very similar thing.
Here is an example build for a good ranged class:
Scout 1: +1D6 damage if you move and make a ranged attack, trapfinding, lot's of skillpoints.
Scout 2: +1 on Initiative and Fortitude Saves, you can not be a victim to surprise attacks
Scout 3: +2D6 move/hit damage, +10 ft to your movement, you leave no tracks
Scout 4: A Bonus Feat
Scout 5: Evasion, +1 AC while moving
Warrior 1: Bonus Feat
Warrior 2: Bonus Feat
In total, that would be 7 feats: 2 (start)+2(level)+3(classes) feats.
If you take Point Blank Shot (+1 damage if enemy within 30 ft.), Precise Shot (no penalty for shooting into melee), Rapid Shot (one additional attack with bow) and Weapon Focus (any bow) you still have three feats left for whatever you want. You can then take the Order of the Bow Initiate prestige class (Complete Warrior):
OotB 1: +1D8 Damage whenever the enemy is within 30 ft (!) regardless of surprise etc. Stacks with the mobile attack from the Scout.
OotB 2: You can shoot while in melee yourself without problems
OotB 3: +2D8 damgage to close enemies
OotzB 4: Greater Weapon Focus for your bow (+2 on attack rolls)
OotB 5: +3D8 damage to close enemies
OotB 6: You get Sharpshooting: Negates most of the enemies cover.
OotB 7: +4D8 damage to close enemies
At that point, you would be level 14 with a BAB of +12/7/2 (and +3 extra with bows), Saves of +7/9/5 (Fortitude/Reflex/Will), Evasion, good feats for ranged attacks, +2D6+4D8 damage if you fire at close enemies with your bow (which is about six times the damage of a bow) and faster movement.
In other words, you would be an excellent Skirmisher. You have no spells etc, but you are way better at shooting than a ranger. If you build your character well, you are also good at hiding, sneaking and can spot traps as well.
If you get 6 more levels in Scout (which would put you at level 20), you get 1D6 extra damage, are not impeded by terrain, can hide anywhere, can blindsense anyting within 30 feet and get another 10 feet of movement (you are not nearly as fast as a horse).
Or you could forgo the last two levels of OotB, get two more figher levels instead, take Weapon Specialization and Piercing Weapon Mastery instea (+4 Damage, +2 attack and +20% range with bows). Improved Precise shot is even better than Sharpshooter, so you don't need that sixth level of BotB anyway.
And much more.
If you want close combat capilities as well, spells or animal companions, you obviously need another build - but if you want to be an archer, that's a good way to go. Personally, i would look for ways to taunt the enemy into focussing on you (i have no idea right now

) or to hinder their movement (Ranged Pin is a good feat for that).
If you want to look at feats, by the way, look here:
All 3.5 feats, well sorted, described and with reference to their sourcebook.
Edit: Oh, and since you are human, i STRONGLY suggest taking the "Able Learner" feat - it allows you to consider all skills class skills as long as one of your classes has them as such.
That allows you to maintain your skills in trap finding/hiding while you take OotB, which is very important - especially if you invest into an Intelligence of 14 or so.