Ginsu Master: A Ranger’s Guide to Two Weapon Fighting
*Before we begin- I’d like to thank Treantmonk for his own guides that inspired me to write this one. Note I have copied his Guide style and borrowed some text to make this a style we are familiar with.
So you wanna be a Dual Wielding Ranger?
Often TWF is seen as a substandard build for a Pathfinder Character. Most critics site the fact it takes 5 feats to master, makes you MAD, splits weapon enchant wealth and requires constantly full attacking to outdo your 2handed buddies. For MOST classes this argument is valid. Buuuutt, Rangers are a special case. They can IGNORE twf perquisites so are not MAD plus they get the TWF feats earlier than other classes and have some class abilities to offset the penalties. With thrifty gear/spell selection and and some clever FE Selection we can make this style AWESOME. Not necessarily always better than a Fully optimized archer (and lets face it in Pathfinder, archery is king) but you can be an awesome contributor and you’ll look way cooler as you emerge from the melee, covered in the blood of your enemies.
I’m not saying this guide is THE most optimal way to build a Ranger. I’m saying if a TWF Ranger is what speaks to you, then here is an optimal way for a Ranger to TWF.
So WHY TWF over Two handed? Well, firstly TWF is mostly worth it if you have some sort of free damage bonus you can apply to all your attacks. Hello, Favored Enemy and Quarry. Hello, Instant Enemy, Hello Guide Variant. Extra chances for burst damage via critical hits are tough to calculate but are a huge boost if you fight with High Crit weapons. These things coupled together can have your Ranger slicing and dicing with the best of them.
How do we eliminate the problems with TWF?
TWF’s suffer from the same problem as Monks. They NEED to be full attacking nearly all the time to be good, but poor tactics and smart enemies force movement which takes away your full attack. Thankfully, with the release of the APG, UM and UC these problems have been minimized for us. You just need to know where to look.
Make enemies come to you. If you can make enemies close with you, do it. They don’t get to full attack and you do.
Use your Animal Buddy. Some companions can trip, some can grapple and they are all faster than you. Use the AC to pin a foe so you can full attack him over and over.
Instant Enemy is your friend. Previously, against NON-FE rangers fell below the curve compared to other melee chars. Now against those NON-Favored foes, that are tough as hell, this spell lets you rock again.
Find a way to pounce. In 3.5 the Lions Pounce spell was a lifesaver from spell compendium solved your full attack worries. I’ll discuss 3.5 sources at the end. In PF there are 2 ways I know of to get Pounce for a ranger. I’ll discuss later.
The Guide to the Guide: In this Guide we will be discussing a lot of options, because Rangers have many choices. Therefore, in order to provide my advice on these choices, I'll be Color-coating and rating them.
RED This is a choice I don't recommend – These aren’t the droids you're looking for, Move along
ORANGE This option is good, but not great
GREEN I recommend this option
BLUE This is AWESOME!
Simple enough, like a movie review. So lets move into the Ranger skills and abilities that will help you become a Ginsu Master.
Favored Enemy ***: Now a +2 bonus right from 1st level, also, now gives a bonus to hit and will be your focus damage that makes TWF worth it. Favored enemy is circumstantial. It's vital you make good FE choices. Further you SHOULD stack your FE’s to get Bigger Bonuses on Common but Tougher opponents. Consult with your DM if before you play, but if you have no idea, you should pick-
1. Things you are highly likely to encounter frequently (so Dragons funnily enough are NOT a good choice unless in a Dragon Themed Campaign)
2. Things that will be a challenge across all levels (making Goblins a crappy choice)
A FE should meet both these Criteria. Using the Pathfinder adventure paths as a guide some thrifty choices are-
Humanoid (human). Number 1 encountered race in 90% of Games, they’re everywhere and will often be BBEG’s (evil wizard, pally) or tough leveled NPC lieutenants.
Undead. Quite common, they run most CR’s and VERY common in certain APs. They often are a large number of them in evil, spooky areas. It’s not often you’ll encounter just one.
Outsider (evil). The Big Bad Evil Dudes. Evil Outsiders run the whole CR gamut from 1 to 20 and particularly mid to high levels are common baddies encountered.
Magical Beast/Monstrous Humanoid. These are all pretty common enemies, but if your DM will give you a suggestion, take it.
With no aid I’d normally stack FE like so:
Human +4
Undead +2
Evil Outsider +8
Magical Beast +2
Giant or Monstrous Humanoid +2
“How do I kick A$$ vs NON-FE?” Patience my Padawan, all will be revealed.
Wild Empathy **: Diplomacy for animals. The great thing is you get this (basically maxed out) for free, the bad thing is that it is based on CHA (a dump stat). Nevertheless, it is handy to have, and a great ability to use in conjunction with Charm Animal, allowing you to move the animal from your worst enemy, to your loving companion forever. I only mention this skill because it means you should never take FE: Animal. You have better options vs animals.
Combat Style ****: 5 bonus feats over 18 levels, what's not to like? Obviously we’re going with TWF here, but not in the order you suspect. I’ll get to it later. Special exception here is dwarves who should go shield style.
Hunter's Bond ***: Now the Ranger gets a choice whether he wants an animal companion, or the ability to share his favored enemies with his allies. Get the animal companion every time. With a Standard Ranger, give particular Consideration to the Wolf.
It can TRIP foes when it attacks (giving them -4AC to hit), they flank with you (+2 to hit) and this helps you full attack more since they need to burn a Move action to stand up. Once standing on their turn, they can either use their standard to move away (which provokes another trip from the wolf) or make a single attack against either of you.
Either way, they don’t move and get either 1 or 0 attacks on you two. Between going LARGE at level 7, and some feats to burn on Ability Focus: Trip and the Animal Growth spell, the wolf will be tripping reliably for a long time. This gets less effective by level 13 but lasts longer than if a fighter does it (since the Large wolf can trip up to HUGE foes and an animal growth buffed wolf can trip Gargantuan foes). If playing a beastmaster ranger, the tiger is also worth considering because it gets POUNCE. Don’t forget the animal companion gets the same FE bonuses you do (and they apply to the trip attempt)
Woodland Stride **: Move through overgrown terrain (as long as it is natural) at full speed. This actually helps you TWF in Natural Terrain since you won’t be impeded from 5ft stepping. Foes will be.
Quarry ***: Provides a small attack bonus and automatic critical confirming to one enemy per day (at 11th level). This is nice since we’ll be fishing for criticals (and getting more than the 2 handed guys), however, it takes a standard action to activate, which means that quite often, uses are limited. If your enemy attempts like to talk before a fight slap it on. Or use stealth to get close, use it while enemy is unaware, THEN attack.
Camouflage ***: Granted at 12th level, this is basically Hide-In-Plain-Sight for all your favored terrains. Obviously this will be trumped when you get the real hide in plain sight, but until then, hide in plain sight is a nice ability to have. Awesome because it gives you buff time. Get your spells on before combat starts.
Hide in Plain Sight ***: Not granted until 17th level, Hide in Plain Sight means you can use stealth anywhere at any time. In an open field in daylight with a horde of guards specifically staring at you? No problem, goodbye. Again, the major use here is setting the battlefield to your liking before combat starts.
Improved Quarry ****: You can now use your Quarry ability as a free action, which suddenly makes this ability quite a bit more useful. Also, his bonuses double, and he only has to wait 10 minutes between new quarries, which means probably one quarry for every combat. This is freaking AWESOME. Late ability but it means you OWN your FE’s BIG time. If you stacked +8 on an FE that now became +16 (and works on Instant enemy)
Master Hunter ****: Cool ability. Won’t help you TWF but is a brilliant use of a standard action, if you have to move.
Spells ***: For anybody who gets these, this is a big advantage. The TWF Ranger loves his spells. They make you and your furry buddy better at killing stuff and gives you some out of combat stuff as well.
Recommended Skills:
Handle Animal ***: If you get an animal companion, and as mentioned before, you should, handle animal is very necessary for proper training. Furthermore a Ranger who doesn't have Handle Animal simply can't be a Ranger anymore, sorry.
Knowledge (nature) ***: Of the knowledge's you have, this will be the most useful. Lots of creatures are identified through the Knowledge (nature) skill. Knowledge (Dungeoneering) should be considered as a secondary option of you have the room.
Perception ****: Simply the most used skill in the game period. Also, what kind of scout doesn't have perception? This is absolutely the most useful skill, the most iconic skill, and your #1 priority. No Ranger should not have perception, are we clear?
Ride **: This is a definite maybe. If you plan on having your Ranger mounted (which is a viable option), then this is necessary, otherwise, it may be occasionally handy, but can be lived without, or with just a couple levels.
Stealth ****: I would max this out every time. Scouting requires you to be sneaky, so you have this as a class skill for a reason.
These skills are most relevant to the TWF ranger because they allow buff time. Ride is an exception and should be taken if you wanna go Mounted Skirmisher.
Favored Class Bonus: Either add HP to yourself or to your animal buddy.
Animal Companion Choices: Your bond should be an animal companion, here are your choices:
Cheetah/leopard ****: Not any faster than a horse or camel, and the damage is poor. However, has a great Dex which means that you can get weapon finesse for a nice chance to hit. Also the sprint ability gives it short range bursts of speed that will be impressive. Agile maneuvers will allow you to use the dex modifier towards combat maneuvers, and these get a trip attack with a successful bite attack. Gets scent as well, which is handy to have. Prone enemies are easy to hit enemies and will be full attacked more often.
Horse ***: If you plan to be a mounted Ranger, this is likely your best choice. Horses are actually pretty tough in combat with decent STR scores and large size. At 7th level it will become war trained as well. The horse also has scent, making it just as good at tracking by scent as a dog. Horses, like dogs, are going to be welcome in any city. A good choice IF you intend to go Mounted Skirmisher. (remember companions can be dismissed for others so you could have something else earlier and get the Horse when you get the Skirmisher feat)
Wolf ****: Very iconic choice, and very competitive with the Cheetah/Leopard. Stats are very similar and both have the tripping ability. Both advance similarly at 7th level as well. The Wolf does not have the sprinting ability, and it uses the single attack rather than the triple attack, so in the end, probably slightly weaker EXCEPT for the fact it will go a size larger than the Cheetah. This means it gets size bonuses to Trip and can trip bigger foes.
Ability Scores:
Now, as a TWF ranger having to compete with those 2 handed warriors for damage means we need to pump STR big time. Cause we’re Rangers we can ignore those crappy dex requirements for TWF and we get Medium Armor so DEX should start at 14 and no higher. CHA is a dump stat and we get 6 skill points per level so INT doesn’t matter much. While we don’t offensively cast we need a 14 to get our Highest level spells
I’d Prioritise STR>WIS>CON>DEX>INT>CHA
Race:
When choosing Race you want something that is going to boost your your Strength or Wisdom. A movement score of 30 is definitely a primary, because we need to close and stay close so we can Full Attack more (TWF remember). Acces to Racial Double Weapons is great too.
Half Elf ****: The ability bonus can be put in STR, and low light vision is good for Scouting. The skill focus feat is nice for stealth or perception (if you put it in perception that will stack with the racial +2 bonus). The elven immunities are decent as well. The multiclass bonus may be helpful too depending on your build. Alternatively the APG weapon Prof feature is nice to get either a Katana, Falcata or Double Longsword Prof (since TWF’s count on crits to boost damage)
Half Orc ****: The ability bonus can be put in STR, and Darkvision is very helpful (better than low light in dungeons when scouting). This would be green, but access to the Orc Double Axe Makes it blue, just a bit behind Half-Elf.
Elf **: We don’t care much about the Dex or INT bonus (except it helps us dump those points at Char creation), and Con penalty sucks, since we like melee. Low Light vision is very helpful, as are the bonuses to Perception and enchantment. The Spellcraft and Spell DC bonuses likely won't have much impact. This would be an average choice, but the APG racial alternatives for attack bonuses against Orcs and the ‘FREE’ critical focus favored class option redeem it a lot. Not Bad.
Human ****: +2 goes into STR, and the bonus feat is very handy, especially at low levels. The extra skill point will come in handy. Having no special vision type hurts, but it isn't the end of the world, eventually you can get spells that will do the job. At very high and very low levels, I think this is the best choice. At mid-later levels, but before you get the darkvision spell, you may find the lack of special vision to be a liability.
Dwarf**: The Bonus to WIS and CON is great for saving on a Point Buy, we don’t care about CHA. +2 vs spell saves rocks, as doe the Dwarven Urgosh Prof. BUUUTT the speed penalty is a big deal. If you wanna play a dwarf closing and Pinning a foe is Vital so you’ll be a little more reliant on your animal to trip/grapple foes for you. This keeps it from being blue but dwarves make awesome Tank TWF. This is because they move in Jarring Mithral Breastplate with an armored kilt at full speed. Couple getting Shield master at level 6 and the dwarf makes the best TANK ranger whilst still doing good damage when he finally closes.
Gnome/Halfling*: Small Size, Small Weapons, low speed and no stat boost to anything we care about. NO.
Feats:
Well, naturally you are going the TWF route, so some of your feats will come from that, but beyond the combat style feats, we need to find ways to full attack more often. Fortunately, there are plenty of choices:
TWF ***: The Start of your TWF journey. Unfortunately I’m recommending you take it at 2nd level and be a 2hander for level 1. Next feat will explain why.
Doubleslice*: This feat kinda sucks. You need a MASSIVE strength score to see more than one or two points of Damage increased to your offhand attacks only. The only reason a TWF’er takes this is as a Preq for Two Weapon Rend. Guess what? Rangers can take TWR without the Preq, so skip it till your level 18 bonus feat. That’s when your Magically enhanced strength score and 3 offhand attacks makes it actually worth it, besides, you’ll have all the other good feats by then.
Quickdraw**: Never a bad feat to take, but there are better choices. Loses it’s usefulness once you can afford a glove of storing.
Improved Shieldbash**: An ok selection. If you're going weapon and shield I still prefer the TWF combat style over shield style. The shield feats don’t have DEX preqs so stick with the TWF style and use your regular feats for the shield feats.
ITWF***: Next step in the TWF chain. Still fairly likely to hit and at the level you take it, it’s what makes your full attacks better than the 2 handed guys.
Two Weapon Defense**: Not a great feat. Gives a +1 Shield AC and there are better feats in the chain to take. Take it at 18 if you’d rather it over Double Slice.
Two Weapon Rend***: Now We’re talking. 1d10 plus 1 ½ your Str bonus when you full attack is great. Unlike other classes you didn’t need Double Slice to get it. Take it at 10th level.
Gtr Two Weapon Fighting***: Completing the TWF chain. Taken at 14th level when you can stack enough to hit bonuses to make it stick.
Big Game Hunter****: This feat is Awesome for a level 9 feat. Check the Bestiary, the majority of foes CR9 or above are large or Bigger. This is basically Wpn Fcs and Wpn Spl for Both Weapons you wield regardless of type.
Weapon Focus **: If you have a weakness in hitting, it's all the -2 to hit penalties, so even a +1 is handy on your main weapon, better if you use a double weapon
Stepup**: If an enemy 5ft steps away from you, then you can 5ft step next turn and still full attack. However it’s use in threatening casters IS useful
Following Step***: A better feat. If an enemy moves more than 5ft away, they burned a move action and provoked an AOO for leaving a square you threaten. If they only moved 10ft away, you can still full attack next round or 5ft step then full attack, if they moved 15ft. Also good for staying close to a polearm user or inside a big creatures reach.
Improved Critical ***: If you're wielding either a Scimitar/Kukri or Katana or Falcata/Kukri (and you should) this is awesome. By the time your high level and wearing boots of speed, that’s 8 chances to crit.
Critical Focus *: By itself nothing special, but it opens up all the nice critical options.
Staggering/Blinding/Sickening Crit**: You’ll be Critting a lot, so adding a Status effect is nice, but guess what? Only Stunning Critical Stops foes from Moving/acting. You need to PIN foes to full attack every round. I usually stop at staggered, if I take it at all.
Dazing Assault****: Now THIS is a feat. -5 to all your attacks in exchange for a always on save or lose effect. Yes please. NOTE- This will cripple your DPR unless you’ve got to hit bonuses running to negate it. So IF you’re flanking with your wolf and you took Outflank and have a menacing weapon or foe is prone- Hell yes! Fighting an evil outsider or an Instant Enemy- Hell yes! Fighting any FE and have Quarry Up- OH HELL YEAH!
Note- most people rule 1 save per attack action.
Full Attack- 1save
AOO- 1save
Standard Action Attack- 1save
Other Feats you may want to consider:
Mounted Combat/Trick Riding/Mounted Skirmisher***: A long term investment but awesome at level 14 when you can Pull it off. Stay Mounted and full attack all the time.
Combat Reflexes***: If you're smart you took a tripper animal buddy and Dazing assault. Use the extra AOO’s when the enemy stands to attempt more dazes.
Hammer The Gap*: Looks good on paper, but relies on consecutive hits to work. You need to land 5 hits in a row to add 10 damage. Worth as Much as Double Slice.
Teamwork Feats
Coordinated Charge****: Freaking Awesome. You and your buddy get this and you get free immediate action moves around the battlefield, when it’s not your turn. This allows you to use your buddies charge to let you close. Then you full attack when it’s your turn.
Outflank***: TWF carries a -2 to hit, so grabbing a +4 when you flank is great and the extra AOO’s are awesome.
Precise Strike**: OK effect, but the are better teamwork feats above.
Human 15 point stat buy
Str (+2 racial): 18 (10)
Dex: 14 (5)
Con: 13 (3)
Wis: 13 (3)
Int: 8 (-2)
Cha: 7 (-4)
Raise the CON at level 4, the Wis at level 8, all other boosts to STR. With a +5 Manual of Str and a belt of Physical Perfection, you’ll get a Strength score of 30. Favored Bonus to HP is Decent and 8 skills per level.
Level 1: Feats: Power attack/Combat Reflexes: At this level the character is a 2 handed Wielder. With a Breastplate he has a 18 AC, and 12 HP (for first level not too bad). His to hit with his Greatsword is +4, and damage is 2d6+9 (pretty good). Now it sucks to not be a TWF straight up but I explained why Double Slice is a Bad feat to take this early. At level 2 when you get TWF buy a wrist sheath and keep your offhand dagger/kukri there. This will let you 2hand to close, then swift draw and TWF full attack next round.
Level 7: Add feats: TWF, Cleave, Outflank, Bonded Companion and ITWF. CON has been increased to 14 at level 4: Equipment: Now the character is using a Scimitar and a Kukri (to max crit chances. If you went Half-elf, the racial options allow you to take proficiency in Katana or Falcata). Now he can Cleave 2 handed when fighting adjacent foes and when he and his Buddy can get a flank the wolf is tripping the crap out of enemies (imposing the -4 to AC and granting AOO’s) while they both enjoy +4 to hit. When he full attacks he’ll be outdoing the two hander. Not having double slice at this level is costing you 2 points of damage only on your offhand attack.
NOW, I’m gonna tell you why we went with NON-Matched weapons. And rate build Styles:
Scimitar/Kukri: ****If you purchase a glove of storing, you can sheathe and unsheathe your Kukri as a free action on your turn. So walk around with just your Scimitar/Katana/Falcata out. If you get attacked, Move to close and 2hand attack that sucker. Next round (when your adjacent) you can unsheathe your Kukri and TWF full attack, then sheathe again at the end of your turn. Repeat. Now if the enemy provokes and AOO or Moves, you’re two handing and when you full attack you are TWF’ing. At no stage now, does a two handed guy outdamage you. This can be done to a lesser extent from first level with an offhand, spring loaded wrist sheath but only works on round 1.
NOTE: Another string to add to this trick is to always wear a set of Cesti. It is not as good as a Kukri but still has a decent 19-20 critical range and you don't have to draw it or put it away. ;)
Strengths: Massive Damage potential, Very effective partnership with companion. Never out damaged by 2 handers.
Weakness: Low AC. Extra Cost keeping both weapons at max.
Suggested Feat Tree: Scimitar/Kukri Wielder
1-Combat Reflexes, Power Attack
2-TWF
3- Cleave
4-Hunter's Bond (Wolf)
5- Boon Companion (from Seekers of Secrets)
6-ITWF
7- Outflank
8
9- Paired Opportunist
10- Two Weapon Rend
11- Dazing Assault
12
13- Coordinated Charge
14-Gtr Two Weapon Fighting
15- Favored Defense
16
17-Heavy Armor Prof
18- Double Slice or Two Weapon Defense
19- Feat
20
over 200 damage.
WOLF- *Note, this feat progression is for a Scimitar/Kukri wielders companion.
Feats
1- Iron Will
2- Power Attack
5- Light Armor Proficiency
8- Outflank
10- Paired Opportunist
13- Co-ordinated Charge
16- Improved Iron Will
18- Toughness
Scimitar/Shield: ****Now a Shield is too large to use a glove of Storing. However a Quickdraw shield allows you to do a similar trick with the quickdraw feat . Walk around with your Scimitar and shield out. You always benefit from the extra AC. Now if you need to move you can put away your shield as a free action, 2hand on the move+standard and quickdaraw the sheld after the hit. You give up the 2 handed AOO’s here and don’t crit as often but have a much better AC. Note: You are still better off with the TWF Combat style to avoid DEX preq.
Strengths: Much better AC. Cheaper to enchant a shield.
Weaknesses: Not enough room for Awesome Teamwork feats. Less effective animal (though still good)
1. Improved Shield Bash H- Quickdraw
2. Two Weapon Fighting (Combat Style bonus Feat)
3. Power Attack
4. N/A
5. Boon Companion
6. Improved Two Weapon Fighting (Combat Style bonus Feat)
7. Shield Slam
8. N/A
9. Shield Focus (or something else...)
10. Two Weapon Rend (Combat Style bonus Feat)
11. Shield Master
12. N/A
13. Outflank
14. GTWF (Combat Style)
15. Dazing Assault
Racial Double Weapons:****
The other option are racial double weapons, if you get them for free, use them.
Orc Double Axe, Dwarven Urgosh, Double Longsword, Gnome Hooked Hammer can all be two handed when you move and TWF on full attacks from level 1, no glove needed.
Suggested Build: As per Scimitar/Kukri.
Note- I still prefer non paired weapons for 3 reasons:
1. If you are disarmed, you still have one weapon.
2. A kukri can be used in a grapple, Double weapons can’t
3. Same applies to being swallowed.
Strengths: No need for the glove of storing. Can play your theme from level one. Improved Crit and weapon focus apply to both ends of the weapon.
Weakness: Even less likely to find your weapon as treasure. Low AC.
TWF Rangers and Spellcasting:
Spellcasting is an important part of the Ranger package. It is enhancement of his current abilities (and many of the Rangers spells specifically work in this manner) and provide utility and animal buffs to boot. Good Spells for a TWF ranger are
1st-Level Ranger Spells
Feather Step: You ignore difficult terrain. You see the usefulness right? You can 5ft step, foes can’t.
Lead Blades: Ups the damage dice of your weapons. Good Duration.
Hunter’s Howl: Make all foes in range +2 FE? Awesome.
Alarm: I like this more for Rangers than for other casters. Who but a Ranger is going to be scouting alone, and need to take a rest without a rotating watch? Level 7 is when you can get a full 8 hours (Thank you new Ranger-caster level mechanics!).
Animal Messenger: I also like this more for Rangers than for other classes. The Animal Messenger spell again works specifically well for a scout getting information back to his allies quickly and efficiently. Also note this is early entry, Druids and Bards get this as a 2nd level spell.
Charm Animal: Want a new pet? Maybe that Dire Bear over there...Start with Charm Animals to make it friendly, then Wild Empathy to make it helpful, and now it "woves you forever". Handy enough? In addition, animals and high will saves just don't go together.
Endure Elements: Allows you to endure hot or cold climate, but does not provide any energy resistance. Potentially useful in circumstantial circumstances. Good to have on the list, but something you won't want to memorize unless you know you'll need it.
Entangle: Probably the best Druid spell for its level. Not early entry, but still very handy. Excellent battlefield control, and can also be used for a quick getaway when scouting.
Jump: Gives a flat bonus to jump checks with acrobatics. Not the kind of bonus that has you leaping in a supernatural manner (you likely won't clear the high wall for example). Honestly, I can't see the point of using a memorization slot for the very off chance you'll need it, and by the time you could memorize it, the need will likely have passed or an alternative found.
Longstrider: Increase your base speed by 10 feet. Mechanically inferior to expeditious retreat? Nope, look at the duration, this is a hour per level kind of buff. Cast this when you begin your day of adventuring, and depending on level, it may last the whole day. By the way, extra movement for scouts and skirmishers is very handy to have.
Magic Fang: Turns one natural weapon magical (+1 enhancement) for 1 min/level. The main use is for your animal companion or a summoned animal to be able to bypass DR/magic. That is pretty circumstantial, but perhaps handy occasionally.
Resist Energy: My personal favorite spell for dealing with energy attacks (because it has no limit before it disappears), and not only does the Ranger get it, they get it early entry. In addition, the new mechanics for caster level serve you well here.
2nd-Level Ranger Spells
Barkskin: A decent duration buff that's value will largely depend on the availability of magic items in your campaign. Natural Armor doesn't stack, so if you have magical items that provide the bonus, this isn't much use, if not, it's a valuable AC boost with a decent duration.
Protection from Energy: This isn't my favorite energy protection (see Resist Energy above), but it does overlap with the latter for increased protection, and it is early entry.
Spike Growth: Ahhh...now we're talking. Intended as an inconvenient trap spell, in fact, this spell is battlefield control. Choose the squares to be affected, and those moving over make a saving throw or are slowed. Not as good as slowing like the spell slow, but still, halving their movement. There's some minor damage as well. Also, the squares you trap are DC 27 search check to reveal, and unless your enemies are using Search during a battle, that means they won't see what's coming. A good way to slow down fast moving enemies.
Wind Wall: Wind Wall is an effective battlefield control spell, even for Wizards who get this at 3rd level. However, also note that Wizards use this spell to block conventional weaponry while they fire spells through it. You however rely on conventional weaponry. Instead use this so the wizard doesn't have to, then leap into melee.
3rd-Level Ranger Spells
Instant Enemy: You got there. Love it, use it and get a pearl when you can afford it. Allows you to treat that Great Red Wyrm as your best FE. Even better if your DM allows it to work with Quarry.
Darkvision: This is late entry, which hurts (and not sure why?). However, Ranger's can benefit greatly from this spell when scouting pure-darkness environments. The duration is good as well.
Magic Fang, Greater: This spell increases the value of the enhancement of Magic Fang, but even more importantly, has 60 times the duration. You probably want to memorize this every day (at least once) for your animal companions natural weaponry.
4th-Level Ranger Spells
Aspect of the Wolf: AN OK spell, but the wolf is a better tripper than you. The enhancement bonuses don’t stack with your gear.
Animal Growth: This should not be confused to be "enlarge person" for animals. The bonuses an animal gets with this spell are pretty impressive. It will turn your animal companion from a slight boost to your combat ability, to the main attraction. At one minute/level, this isn't an all day buff, but it will last at least one combat, and maybe a few.
Bloodsworn Retribution: AWESOME spell, lasts until oath is completed bonus to hit saves, skill checks in relation to the oath
Commune with Nature: This divination spell gives you information about the surrounding natural area, including where there is water, what kind of life exists, etc. You can use this (with reduced range) in natural caverns as well, to find out if the cave in inhabited by Orcs or a Red Dragon. Potentially useful, and early entry for the Ranger.
Cure Serious Wounds: Your "best" healing spell. Late entry, and not worth memorizing in my opinion. Rangers just aren't magical healers beyond the cure light wounds wand.
Freedom of Movement: I'm wary about the wording of this spell, it's vague, and I've had arguments with my GM in the past whether things like an Air Elementals vortex, Gust of Wind, or other factors that technically could be considered to hinder movement. However, the value of this spell is certain regardless of the interpretation just from the examples given in the spell description alone.
Tree Stride: First of all, this spell trumps "Tree Shape" giving you absolutely no reason to use that spell ever. However, the main purpose of this spell it to give you the ability to teleport short ranges. Alone, not all that great, but being able to do it as often as you like for 1 hour/level is all kinds of useful. Travel across the world in a couple days, scout out far distances, make quick escapes, unfortunately, you can't cast this on anyone else, which is the biggest drawback for actual gameplay use.
Equipment Choices for your Ranger:
Armor:
Breastplate: Breastplate may not be full plate but it is a solid armor. Good AC bonus with decent Dex bonus and non-crippling ACP. Masterwork it, then Mithril it.
Mithril Full Plate: The great AC hope for the TWF’er.
Piecemeal Armor: AC= 10 +Mithral do-maru chest with scale arms and legs 8, +1(Dusty Ioun Stone) +5(magic)+5(ring)+5(amulet)+5(Dex+Belt)+1(two weapon defense)= 40/44 vs Instant enemy (4from FE). This is about as high as your AC is gonna get, so be prepared to get hit.
Weapons:
Bane: A cheap but awesome enchantment for one of your lesser FE’s (say Undead or Human), get it on both weapons for pure ownage.
Holy: +2d6 damage to the most common enemies
Menacing: Great buff for you and allies and only need it on one weapon, go offhand. (Combined with your Outflank Animal that's +6 to hit)
Ghost Touch: Incorporal Foes are not common, but Ranger’s don’t have a lot of options for such foes so get it on your main weapon and 2 hand it.
Keen: You can get it from a feat but if you didn’t take it, probably better than any energy for the price. We’re counting on crits, remember?
Pearl of Power, 3rd level: A bit pricey, but worth it for another Instant Enemy spell.
Amulet of Natural Armor: Not super important, as you can cast Barkskin, but, still worth it
Handy Haversack: If you don't know why you want this, you've obviously never played D&D before.
Belt, Stat bonus: For the TWF'er Str is prime, Dex secondary.
Headband, Stat bonus: Probably Wisdom is your best choice, for spellcasting, survival, and perception
Boots of Speed: You get HASTE as a FREE action you fool!
Quickrunner Shirt: 1/day Pounce!
Any Suggestions for a 3.5 Game?
Sure-
Two Weapon Pounce (PHB2) lets you twf on a charge and get TWR.
Leap Attack- This will also really buff your TWF charges.
With those feats the glove of Storing Trick is not required.
My 3.5 Build
1-Combat Reflexes, Power Attack
2-TWF
3- Heavy Armor Prof
4-Hunter's Bond (Wolf)
5-Bonded Companion
6-ITWF
7-Two Weapon Pounce (3.5PHB2)
8
9-Improved Critical (Scimitar)
10-Two Weapon Rend
11-Dazing Assault
12
13-Leap Attack
14-Gtr Two Weapon Fighting
15-Big Game Hunter
16
17-Outflank
18-Doubleslice
19-Favored Defense
20
* This build doesn’t need teamwork feats or Co-ordinated Charge, a TWP, Leap attackwith Rhino’s rush spell will do
Spells-(SPL COMPENDUIM)-
Rhino’s Rush double the total damage of your TWP, Leap Attack. Scary.
Hunter’s Eye- Coupled with Magical Knack, this adds 6d6 Sneak Attack Damage when you flank.
Lion’s Charge- You get Pounce, Nuff Said.
Sources: CRB
APG
UM
UC
Seekers of Secrets
Still need to read- ISWG, ISM