Recently, there's been some talk about starting up an old Pathfinder game again, and I'm a bit worried about my character being able to adequately support her end of a combo that's rather central to the party's combat abilities.
The combo in question is that another character in the party, a flowing monk//master of many styles 9 (the DM let him replace the flowing monk bonus feats with the master of many styles bonus feats in order to get both archetypes, with the requirement he inherit the ex-monk rules section from 3.5), repositions enemies a lot of times each round, and also trips them. When we stopped playing, he was making at least 4 repositions per round, several times a day making 6 repositions and a trip, and occasionally (via critical hits with Repositioning Strike) making 7. With Combat Reflexes and a Dexterity modifier of +7, I was able to make up to 8 attacks of opportunity: enough to snipe each of the repositioned and tripped targets via Snap Shot and my party members AoO provoking feats, while saving another one just in case something happened.
The issue is that the GM plans, if we start up again, to have us each spend 62K gp and level us up to level 12 (the idea being that we basically never play past level 6 but actually these characters are weak enough (i.e. not full casters) that they might actually fit in with what the content for that level expects). I know my friend is planning on taking even more stuff to make even more reposition attempts per round, so that I might be looking at 8ish potential attacks of opportunity every round, and up to 11 when he uses his 1/day/level archetype thing. His repositions only work (i.e. are awesome and effective and stuff) if I have the attacks of opportunity to rain fiery death upon the foes he stacks up in a line. I figured I might have to lose a feat (gp for AoO would be just too easy, wouldn't it) but I can't find anything other than combat reflexes with which to gain extra attacks and I'm pretty sure my dex mod isn't gonna go up enough to make up the difference (It could go up by 1, so I can make 9/round, which is 3 less than I'd need to be comfortable, but I'd rather use the point to boost my Wisdom from odd to even for the bonus to perception checks, sense motive checks, and will saves. If I do end up putting it in Dex I might want to consider the 5th level of gunslinger for gun training). I obviously can't take combat reflexes again, so I'm not sure what I can do.
The character in question is a human Scryer 1/Gunslinger 4/Slayer 4. Alignment (and alignment restrictions) aren't a thing in this campaign (or rather, alignment restrictions are waived and alignment has no consistent metric beyond what the GM feels like at the time), but the character is a decent person so e.g. demonic obediences may not work. The character doesn't have anything for or against any particular deities at present (though she uses Erasil's Divine Fighting Style via slayer talents that bypass prequisites like worshipping him), just the obediences often involve things like torture and self mutilation, which she's not cool with.
Her feats at present are:
Combat Reflexes, Sacred Geometry, Point Blank Shot, Rapid Shot, Blind-Fight, Quick Draw, Weapon Focus (X-laser), Snap Shot, Tenebrous Spell, Scribe Scroll, Gunsmithing
Some of those (Weapon Focus and Blind-Fight) are from items, while others (Scribe Scroll, Snap Shot, and Gunsmithing) are class-based bonus feats.
She also has the Blood Reader slayer talent.
Her attributes are:
Str 7 Dex 24 Con 11 Int 24 Wis 17 Cha 15
but they could be moved around by swapping out gear if needed.
Her traits are Improvisational Equipment and Metamagic Master (True Strike)
What can I do with this character so that she can provide more attacks of opportunity for support? I have the three levels to spend, but the less it takes from that the better; ideally, I'd spend those levels on slayer and pick up Improved Snap Shot from the talent-based feat chain and Far Shot from normal feat gain.
Whatever it is should not use immediate actions if at all possible; her typical round involves using Sacred Geometry to cast a Quickened Umbral Tenebrous True Strike as a cantrip before her attacks and using an immediate action would cut into her swift action supply. Now that she's a high level and has proficiency in her weapon and a scope and base attack bonus and stuff I suppose that's less of a problem to lose, but she doesn't have precise shot or far shot (yet) and occasionally she's shooting into melee from ~1800 ft and more often shooting into concealment, so the +20 is really nice.
Anything not super-evil is acceptable as a solution, but the less it disrupts the character the better.