Update! Well, here it is. Some interesting things going on here. IMO, it equates to a net positive, though not without it's drawbacks. Remember people this is ALPHA. Things WILL change. Please be constructive with your feedback and be courteous to each other.
Tempest
Core Abilities
Shield of Whirling Steel: While you are dual wielding, you gain a +2 Shield bonus to armor class. This increases by +1 for each additional Tempest Core Ability you acquire
Requires: Ranger Level 1
AP: 0
Tempest: You gain +20% chance to make off-hand attacks when dual wielding. While you are dual wielding, you can use your dexterity modifier to hit with light melee weapons. You now treat Scimitars as if they were light melee weapons.
Requires Shield of whirling Steel
Requires: Ranger Level 3
Requires: 5 points spent in tree
AP: 2
Graceful Death: While you are dual wielding, you can use your dexterity modifier for damage with light melee weapons.
Requires: Tempest
Requires: Ranger level 6
Requires: 10 points spent in tree
AP: 2
Deflect Arrows: You gain the benefits of the Deflect Arrows feat while dual wielding, knocking aside one incoming projectile that would have struck you every 6 seconds. You also gain an additional 10% chance to make off-hand attacks when dual wielding.
Requires: Graceful Death
Requires: Ranger level 12
Requires: 20 points spent in tree
AP: 2
Whirlwind: You gain +5% melee doublestrike chance when dual wielding.
Requires: Deflect Arrows
Requires: Ranger 18
Requires 30 points spent in tree
AP: 2
Dervish: You gain +2 Dexterity. You now have a +25% chance to doublestrike with you off-hand when dual wielding.
Requires: Whirlwind
Requires: Ranger level 20
Requires: 40 points spent in tree
AP: 2
Tempest Tier 1
Requires: Ranger level 1
Item Defense: You have a 25/50/75% chance to negate potential item wear
AP: 1
Improved Reaction: +1/2/3 Reflex saves and an additional +1/2/3 saves against traps
AP: 2
Improved Defense: Your Shield of Whirling Steel grants +1/2/3 additional AC and if you possess Deflect Arrows it can trigger once every 4/3/2 seconds
AP: 2
Whirling Blades: +1 to-hit and damage when dual wielding.
AP: 2
Awareness: +1/2/3 Balance, Jump and Tumble. +2/4/6 AC while tumbling.
AP: 1
Tempest Tier 2
Requires: Ranger level 2
Requires: 5 points spent in tree
Improved Parry: Gain +3/6/10 PR when dual wielding
AP: 2
Improved Dodge: +1%/2/3 dodge when wearing light or no armor
Requires: Dodge
Requires: Improved Reaction
AP: 2
Bleed Them Out: Melee attack - Deals +1/2/3[W] damage and on successful damage causes you opponent to bleed. The bleed effect can stack up to 5 times. 6 second cooldown.
AP: 2
Whirling Blades: +1 to hit and damage when dual wielding
Requires: Whirling Blades Tier 1
AP: 2
Action Boost: choose 1
Haste Boost: Activate to gain a +10%/20/30 action boost bonus to attack speed for 20 seconds. 30 second cooldown.
Sprint Boost: Activate to gain a +30%/40/50 action boost bonus to movement speed for 20 seconds. 30 second cooldown.
AP: 2
Tempest Tier 3
Requires: Ranger level 3
Critical Accuracy: +1/2/3 to confirm critical hits
AP: 2
Improved mobility: +1/2/3 Maximum Dexterity bonus and dodge cap while wearing light or no armor. -1/2/3 armor check penalty in light armor.
Requires: Mobility
Requires: Dodge
Requires Improved Dodge
AP: 2
Whirling Blades: +1 to-hit and damage when dual wielding.
Requires: Whirling Blades Tier 2
AP: 2
Strength/Dexterity: +1 Strength/+1 Dexterity (choose 1)
AP: 2
Tempest Tier 4
Requires: Ranger 4
Critical Damage: +1/2/3 Critical hit damage (before weapon multipliers)
AP: 2
Elaborate Parry: Melee Dual Wielding Attack: Attacks an opponent. For the next 5/10/15 seconds, each time you damage an opponent you gain +2% dodge for 5 seconds. This effect can stack up to 15 times. Cooldown: 1 minute.
AP: 2
The Growing Storm: Melee Dual Wielding Attack: Attacks an opponenet. For the next 5/10/15 seconds, each time you damage an opponent you gain +1 damage and -2AC for 5 seconds. This effect can stack up to 10 times. Cooldown: 2 minutes.
AP: 2
Whirling Blades: +1 to-hit and damage when dual wielding.
Requires: Whirling Blades Tier 3
AP: 2
Strength/Dexterity: +1 Strength/+1 Dexterity (choose 1)
AP: 2
Tier 5 Abilities
Requires: Ranger 5
Evasive Dance: Improves your Evasion ability so on a failed Reflex saving throw against an attack that normally deals half damage on a successful save, you only take 85/70/50% damage.
Requires: Evasion
AP: 1
A Thousand Cuts: Melee Dual Wielding Attack: Deals 1/3/5[W] damage. *you gain +30/60/90 melee Doublestrike chance for 6 seconds. Cooldown: 2 minutes.
Requires: Growing Storm
AP: 1
Dance of Death: Melee Dual Wielding Attack: Deals +1/3/5[W] damage. Your basic attacks when dual wielding strike 2/3/4 targets per swing instead of one for 6 seconds. Cooldown: 1 minute.
Requires: Whirling Blades Tier 4
AP: 2
(currently bugged, can only take 1st rank)
Arcane Archer
Core abilities
Arcane Archer: Any bow you equip gains a +1 Enhancement bonus for each arcane archer core ability you possess. (This does not stack with the bow's existing Enhancement bonus.) All bows are treated as Implements in you hands.
Requires: Ranger level 1
AP: 0
Morphic Arrows: Arcane Archer Secondary Imbue Toggle: Your arrows deal bludgeoning, piercing, and slashing damage (Activation Cost - 20 spell points, cooldown 10 seconds)
Requires: Arcane Archer
Requires: Ranger level 3
Requires: 5 points spent in tree
AP: 2
Metalline Arrows: Arcane Archer Secondary Imbue Toggle: Your arrows bypass all metallic damage reduction. Activation Cost: 20 spell points. Cooldown: 10 seconds.
Requires: Morphic Arrows
Requires: Ranger level 6
Requires: 10 points spent in tree
AP: 2
Aligned Arrows: Arcane Archer Secondary Imbue Toggle: Your arrows bypass all alignment based damage reduction. Activation Cost: 20 spell points. Cooldown: 10 seconds.
AP: 2
Shadow Arrows: Arcane Archer Secondary Imbue Toggle: +5% extra shot chance any time you fire an arrow. Activation Cost: 20 spell points. Cooldown: 10 seconds.
Requires: Aligned Arrows
Requires: Ranger level 18
Requires: 30 points spent in tree
AP: 2
Master of Imbuement: You gain +2 Dexterity and +10% Extra shot chance (repeating crossbows have a reduced chance to produce extra shots). When you leave primary arcane archer imbue stance, the bonus granted by the stance lingers for 30 seconds before being removed.
Requires: Shadow Arrows
Requires: Ranger level 20
Requires: 40 points spent in tree
AP: 2
Arcane Archer Tier 1
Requires: Ranger level 1
Conjure Arrows: Activate to create a stack of returning +1 arrows. These arrows are destroyed when you log out for an extended period of time. Cooldown 3 seconds.
AP: 2
True strike: Ranged Archery Attack: perform a ranged attack with +20 to-hit (rank 2/3 - You receive a +2/4 insight bonus to hit for 6/12 seconds). Activation cost: 2 spell points. Cooldown: 3 seconds.
AP: 2
Energy of the Wild: +30/60/100 maximum spell points. (rank 3 - You gain the Magical Training feat)
AP: 2
Elemental Arrows: Arcane Archer Imbue Toggle: Your arrows gain the Corrosive/Flaming/Frost/Shock ability, dealing 1d6 [element] damage on hit. (note, can only take each element once). Activation cost: 20 SP. Cooldown: 10 seconds.
AP: 2
Awareness: +1/2/3 Listen, Search, Spot, and to-hit.
Arcane ARcher Tier 2
Requires Ranger 2
Dispelling Shot: Ranged Archery Attack: Performs a ranged attack that deals +1/2/3[W] damage and dispels 1 beneficial effect from your target. Activation Cost 5SP. Cooldown 3 seconds.
AP: 2
Force Arrows: Arcane Archer Imbue Toggle: You imbue your arrows with magical force. Your arrows gain On Hit: 1d4/1d6/1d6+1d10-3d10 on crit force damage and the Ghost Touch ability. Activation Cost: 20 spell points. Cooldown: 10 seconds.
AP: 2
Inferno Shot: Ranged Archery Attack: performs a ranged attack with +0/1/2[W] damage. On Hit: Target gain 1 stack of Inferno (taget takes 1d6 fire damage every 2 second for 6 seconds. This effect can stack 20 times, and loses one stack on expiration.) Activation cost: 6 spell points. Cooldown 3 seconds.
Elemental Arrows: Arcane Archer Imbue Toggle: Your arrows gain the Corrosive/Flaming/Frost/Shock ability, dealing 1d6 [element] damage on hit. (note, can only take each element once). Activation cost: 20 SP. Cooldown: 10 seconds.
Requires: Tier 1 Elemental Arrows
AP: 2
Action Boost (Attack/Energy Resistance, choose 1)
Attack Boost: Activate to gain a +4/6/8 action boost bonus to hit for 20 seconds. Cooldowns 30 seconds.
Energy Resistance Boost: Activate to gain a +5/10/15 action boost bonus to Energy Resistance for 20 seconds. Cooldown: 30 seconds.
AP: 2
Arcane Archer Tier 3
Requires: Ranger 3
Shattermantle Shot: Ranged Archery Attack: Performs a ranged attack with +1/2/3[W] damage. On hit: Target gains 1/2/3 stack of Reduced Spell Resistance (-1 Spell Resistance. This effect can stack 100 times) on Vorpal Hit: Shattermantle (-100 spell Resistance for 10 seconds. Will DC 10/14/18 + 1/2 Ranger Level + Wisdom Modifier negates.) Activation Cost: 4 SP. Cooldown: 3 seconds.
Requires: Dispelling Shot
AP: 2
Terror Arrows: Arcane ARcher Imbue Toggle: You imbue your arrows with negative energy. On Hit: Target is feared. (Will DC17/21/25 negates.) On Vorpal: Target is subject to a Phantasmal Killer effect. Activation Cost: 20 SP. Cooldown: 10 seconds.
Requires: Force Arrows
AP: 2
Soul Magic: Every time you strike an enemy with your bow, you gain 1 temporary spell point. This effect can stack up to 10 times.
Requires: Magical Training
AP: 2
Elemental Arrows: Arcane Archer Imbue Toggle: Your arrows gain the Corrosive/Flaming/Frost/Shock ability, dealing 1d6 [element] damage on hit. (note, can only take each element once). Activation cost: 20 SP. Cooldown: 10 seconds.
Requires: Tier 2 Elemental Arrows
AP: 2
Arcane Archer Tier 4
Requires: Ranger 4
Banishing Arrows: Arcane Archer Imbue Toggle: Your arrows fain On Vorpal: Banish an extraplanar creature back to their home plane. Powerful creatures may resist the vorpal effect until sufficienly damaged but will take 100 points of damage on a confirmed vorpal strike instead of being destroyed. Activation Cost: 20 SP. Cooldown: 10 seconds.
Requires: Paralizing Arrows
AP: 2
Paralizing Arrows: Arcane Archer Imbue Toggle: You imbue your arrows iwth paralyzing force. On Hit: Target is paralyzed. (Will DC 18/22/26 negates.) Activation Cost: 20 SP. Cooldown: 10 seconds.
Required: Terror Arrows
AP: 2
Smiting Arrows: Arcane ARcher Imbue Toggle: Your arrows gain On Vorpal: Destroy a construct. Powerful constructs may resist the vorpal effect until sufficienly damaged but will take 100 points of damage on a confirmed vorpal strike instead of being destroyed. Activation Cost: 20 SP. Cooldown: 10 seconds.
Requires: Paralyzing Arrows
AP: 2
Elemental Arrows: Arcane Archer Imbue Toggle: Your arrows gain the Corrosive/Flaming/Frost/Shock ability, dealing 1d6 [element] damage on hit. (note, can only take each element once). Activation cost: 20 SP. Cooldown: 10 seconds.
Requires: Tier 3 Elemental Arrows
Dexterity/Wisdom: choose 1, +1 Dexterity or +1 Wisdom
AP: 2
Arcane Archer Tier 5
Requires: Ranger 5
Moonbow: While wielding a bow, once every 30 seconds you gain 20 temporary spell points for 10 seconds.
Requires: 40 points spent in tree
AP: 2
Arrow of Slaying: Ranged Archery Attack: Performs a ranged attack with +250 damage. (This damage can be multiplied by critical hits.) Activation Cost: 20 Spell Points. Cooldown: 20 seconds.
Requires: Paralyzing Arrows
Requires: 40 points spent in tree
AP: 2
Improved Elemental Arrows: Your elemental arrow imbues gain On Critical: 1d10-3d10 elemental damage based on critical multiplier and an additional effect.
Corrosive Arrows: Your arrows fain the Improved Destruction ability
Flaming Arrows: Your arrows gain On Critical Hit: Target gain 1 stack of Burning (Target takes 1d6 fire damage every 2 seconds for 6 second. This effect can stack 20 times and loses one stack on expiration.)
Frost Arrows: Your arrows gain On Critical Hit: Target gains 1 stack of Lethargy (You have -1 to all Saving throws. Non-bosses also move and attack 5% slower. This effect stacks up to 5 times.)
Shock Arrows: Your arrows gain On Critical Hit: Vulnerable (Target takes 2% more damage for 6 seconds. This effect stacks up to 10 times and loses one stack on expiration.)
Requires: Elemental Arrows (all tiers)
Requires: 40 points spent in tree
AP: 2
Runebow: Bows you wield gain an additional +2 enhancement bonus. This is considered a Magic WEapon effect.
Requires: 40 points spent in tree
AP: 2
Deepwood Stalker
Core Abilities
Far Shot: You gain +1 Sneak Attack Die. Your Point Blank Shot and Ranged Sneak Attack range is increased by 5 meters for each Deepwood Stalker Core Ability you possess.
Requires Ranger level 1
AP: 0
Sneak Attack: +1 Sneak Attack Die
Requires: Far Shot
Requires: Ranger 3
Requires: 5 points spent in tree
AP: 2
Called Shot: choose one
Sniper Shot: Ranged Attack: Performs a ranged attack with +2[W], a +4 bonus to-hit, +2 to critical threat range, and +2 to Critical Damage Multiplier. On Damage: The target will become momentarily confused and rendered vulnerable to sneak attacks for four seconds as if affected by the bluff skill. Cooldown 6 seconds.
Exposing Strike: Performs a melee attack with +2[W], a +4 bonus to-hit, +1 to critical threat range, and +1 to Critical Damage Multiplier. On Damage: The target will become momentarily confused and rendered vulnerable to sneak attacks for four seconds as if affected by the bluff skill. Cooldown 6 seconds.
Requires: Sneak Attack
Requires: Ranger 6
AP: 2
Sneak Attack: +1 Sneak Attack Die
Requires: Called Shot
Requires: Ranger 12
AP: 2
Mark of the Hunted: Activate: Expend a use of animal empathy. Your currently selected enemy receive -10% Fortification, -10 AC, -10 Spell Resistance, and suffers a -4 penalty to all ability scores for 3 minutes.
Requires: Sneak Attack
Requires: Ranger level 18
Requires: 30 points spent in tree
AP: 2
Horizon Shot: You gain +2 Dexterity and +1 Sneak Attack Die. You are always considered to be in Point Blank Shot and Ranged Sneak Attack range.
Requires: Mark of the Hunted
Requires: Ranger level 20
Requires: 40 points spent in tree
AP: 2
Deepwood Stalker Tier 1
Requires: Ranger 1
Favored Defense: choose 1
Favored Protection: You gain +2/4/6 AC when attacked by a favored enemy.
Favored Resistance: You gain +1/2/3 saving throws against spells or effects from a favored enemy.
AP: 2
Stealthy: +1/2/3 Hide and Move silently. (Rank 3 add You gain +1 additional Sneak Attack Die.)
AP: 2
Increased Empathy: +1/2/3 Diplomacy and Animal Empathy uses per rest.
AP: 1
Versatile Empathy: Your Wild Empathy ability now also pacifies Vermin. (Rank 2 adds Elementals)
Requires: Increased Empathy
AP: 1
Tendon Cut: Melee Attack: Deals +0.5/1/1.5[W] damage. On Sneak Attack: Slow your enemy's movement by 50% for 10 seconds.
AP: 2
Deepwood Stalker Tier 2
Requires: Ranger 2
Favored Defense: choose 1 (choice must be different than tier 1)
Favored Protection: You gain +2/4/6 AC when attacked by a favored enemy.
Favored Resistance: You gain +1/2/3 saving throws against spells or effects from a favored enemy.
AP: 2
Faster Sneaking: +20/35/50% movement speed while sneaking.
Requires: Stealthy
AP: 2
Empathic Healing: Spell-like ability: you expend a use of Animal Empathy to produce a lesser vigor effect. (Rank 2 become mass vigor)
Requires: Increased Empathy
AP: 2
Improved Weapon Finesse: You can use your Dexterity modifier for damage when wielding melee weapons with which you can use your Dexterity modifier to hit.
Requires: Weapon Finesse
AP: 2
Action Boost: choose 1
Damage Boost: Activate to gain a +10/20/30% action boost bonus to weapon damage for 20 seconds.
Skill Boost: Activate to gain a +2/4/6 action boost bonus to all skills for 20 seconds.
AP: 2
Deepwood Stalker Tier 3
Requires: Ranger 3
Favored Accuracy: You gain +1/2/3 to-hit when attacking a favored enemy.
AP: 2
Thrill of the Hunt: You gain +1/2/3 damage for 6 seconds after damaging an opponent beneath 25% (35% at rank 3) health.
AP: 2
Aimed Shot: Ranged Attack: Performs a ranged attack with +10 to hit and +1 Critical Damage Multiplier. On Damage: Of you are in the Archer's Focus stance and Manyshot is not active, gain three stack of Archer's Focus.
AP: 2
Dexterity/Wisdom: choose 1, +1 Dexterity or +1 Wisdom
AP: 2
Deepwood Stalker Tier 4
Requires: Ranger 4
Favored Damage: You deal +1/2/3 damage when attacking a favored enemy.
Requires: Favored Accuracy
AP: 2
Killer: When you kill a target, you gain a 5% morale bonus to Melee Doublestrike and Extra Shot Chance for 15 seconds. Weak enemies will not always produce this effect. The killer buff can stack up to 2/3/4 times. (Repeating Crossbows have a reduced chance to produce extra shots)
AP: 2
Hunter's Mercy: select one
Merciful Shot: Ranged attack: Deals +3[W] damage. On Sneak attack: If the target is below 20% health, deal 500 damage. Cooldown 15 seconds.
Merciful Strike: Melee Attack: +3[W] damage. On Sneak Attack: If the target is below 20% health, deal 500 damage.
Leg Shot: Ranged Attack: On Damage: Slow your enemy's movement by 50% for 10 seconds.
Dexterity/Wisdom: choose 1, +1 Dexterity or +1 Wisdom
AP: 2
Deepwood Stalker Tier 5
Requires: Ranger 5
Extra Favored Enemy: choose one not chosen before
AP: 2
Heavy Draw: Toggle: While Heavy Draw is active, you deal +5 damage but have -5 to attack rolls with archery and thrown attacks. Effects that modify the attack penalty and bonus of the Power Attack feat also modify this ability (but other effects related to Power Attack do not). This ability has no effect when using a crossbow.
AP: 2
Head Shot: Ranged Attack: Perform a ranged attack that is automatically considered a critical threat. On vorpal: 500 damage.
Requires: Leg Shot
AP: 2
Improved Archer's Focus: Your Archer's Focus can now stack up to 25 times instead of 15.