Here is a PrC that I created for my character who was specializingin not specializing. He worked well up to 5th level when he died holding the line to let others escape. He had quickdraw and the beginning of every other feat tree that didn't require a specific weapon. I created it back in 3.0 so would probably refine it with my, slightly, greater knowledge of balance and all.
I so here it is.
Weapons Master
Sometimes the mastery of a thing is not to know each detail but to instead know how it interacts with all things. A study of not its components but its place in the world. The weapon master is indeed the soldier who does not waste their time mastering only one weapon but masters many. He seeks to use what is most suited for the job not force a weapon to perform in a manner it was not meant to perform. He learns to use his armor to its greatest advantage.
Requirements
BAB : +5
Skills : Knowledge (Tactics) Rank 6, Craft (weapon smith, Armoring or bowery/fletcher) rank 6
Feats : Expertise, Power attack, QuickDraw, Point Blank shot.
Class skills : Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Knowledge (Tactics) (int), Knowledge (Weapons) (int), Profession (soldier) (int), Ride (Dex), and Swim (Str).
Skill Points : 2 + Int Modifier.
Hit Dice : 1d10
Starting Feats : Skill Focus Knowledge (Tactics), Light/Mdm/Hvy armor, Martial weapons, Simple weapons and Shields
Level BAB Fort Save Reflex Save Will Save Specials
1 +1 +2 0 0 Practiced weapon, Quick Sling
2 +2 +3 0 0 Bonus feat, Armor specialization
3 +3 +3 +1 +1 Weapon packing, Intimidating display
4 +4 +4 +1 +1 Immediate Weapon focus
5 +5 +4 +1 +1 Bonus Feat, Improvised weapon
6 +6 +5 +2 +2 Practiced specialization
7 +7 +5 +2 +2 Exotic Knowledge
8 +8 +6 +2 +2 Bonus Feat, Mastered armor
9 +9 +6 +3 +3 Immediate Specialization
10 +10 +7 +3 +3 Weapon Knowledge
Practiced weapon - Once per day a weapons master may Practice with a specific weapon (ie javelin not a
single javelin) and gain the weapon focus feat in that weapon. The knowledge fades the next day. This
practice requires 30 minutes of time and an area sufficient to practice with that weapon to some extent.
Quick sling -The Weapons master may sling, holster or sheath a weapon as a free action without drawing
an attack of opportunity. This action may be performed once per round.
Bonus Feat - May be chosen from the following list. Cleave, Combat reflexes, Dodge, Improved Bull
rush, Improved disarm, Improved trip, Improved unarmed strike, Mobility, Mounted combat, Spring
attack, Sunder, Two weapon Fighting
Armor Specialization - The Weapon Master after practicing in Light, medium or heavy armor for 30
minutes may adjust one aspect of the armor. The aspects are; The armor check penalty by 2, the
maximum dex by 1 or the armor protection by 1( this bonus to Armor class is treated as a normal armor
bonus that stacks with the armor worn)
Weapon Packing - weapons now only offer halve their normal encumbrance when the Weapons Master
packs them himself. This only works for the Weapon Master himself. It represents his intimate knowledge
of weapons and ways of making them available for use without interfering with each other while stored.
Intimidating display - Once per day per level (in weapons master) the weapons master may use a standard
action to produce a display of weapon skill that will cause any creature viewing him to be cowered. The
Weapons Master rolls an intimidation skill check and uses that as a Will save DC to negate this affect.
Any bonuses or immunities to fear affect this save.
Immediate weapon focus - The Weapons master may once a day use a move equivalent action to gain a
weapon focus in a weapon he has in hand. This last for 1 Hour per level in Weapons Master.
Improvised weapon - Any penalties associated with the use of an Improvised weapon are halved with a
Weapons Master.
Practiced specialization - Once per day a Weapons Master may practice with a specific weapon (ie javelin
not a single javelin) and gain the weapon Specialization feat in that weapon. The feat disappears the next
day. This practice requires 30 minutes of time and an area sufficient to practice with that weapon to some
extent.
Exotic Knowledge - Using a Craft check in weapon smithing a Weapons Master can identify the magical
properties of a weapon (or if using Craft (armoring), an armor). The DC is 15 for a +1 then a further +5
to the DC for each plus equivalent the weapon has, and an additional +5 if the Weapons Master is not
proficient in the weapon (Such as an exotic weapon) The Weapons Master must practice with the
weapon/armor for 30 minutes before a roll can be made. An enhancement is revealed before any special
abilities are, special abilities are revealed in order of lowest cost first. (For example a +2 keen rapier can
be tested after 30 minutes. The Weapon master rolls a 26, he knows it is +2 with something more but not
sure quite what the other ability may be.)
Mastered armor - The Weapon Master after practicing in Light, medium or heavy armor for 30 minutes
may adjust all these aspects of the armor. The armor check penalty by 4, the maximum Dexterity by 2 or
the armor protection by 2 (this bonus to Armor class is treated as a normal armor bonus that stacks with
armor worn)
Immediate Specialization - The Weapons master may once a day use a move equivalent action to gain a
weapon specialization in a weapon he has in hand. This last for 1 Hour per level of the Weapons Master.
Weapon Knowledge - When a weapon is being wielded against a Weapons Master he may negate any
special training involved in the use of that weapon, So any feat that specifies a specific weapon is lost
while fighting a Weapons Master. Examples (weapon focus, Weapon specialization, improved critical
etc..)