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Tempest enhancements

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Tempest enhancements[edit]

  • Note: Any enhancement in this tree that requires a character to be Dual Wielding does not work with handwraps or a druid animal form or while Single Weapon Fighting.


Tempest enhancements tree
Tempest enhancements tree

Core abilities[edit]

Shield of Whirling Steel: While you are dual wielding weapons, you gain a +2 Shield bonus to Armor Class, Physical Resistance Rating, and Magical Resistance Rating. This increases by +1 for each additional Tempest Core Ability you acquire.
In addition, if you are a level 1 character, you gain the Two Weapon Fighting feat until you reach character level 2. (Two Weapon Fighting is granted permanently when you take a second Ranger level).
Note: Handwraps will not activate Shield of Whirling Steel.
AP Cost: 1 Ranks: 1 Progression: 0 Requires: Ranger Level 1
Tempest: +10% Offhand Strike Chance (the chance to make off-hand attacks when Dual Wielding Melee weapons). You can use your Dexterity modifier to hit with all One Handed melee weapons.
Note: Does not work with handwraps. Dexterity to hit does not require dual-wielding.
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Shield of whirling Steel, Ranger Level 3
Graceful Death: You can use your Dexterity modifier for damage on One Handed melee weapons.
Note: Does not work with handwraps. Dexterity to damage does not require dual-wielding.
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Tempest, Ranger level 6
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. +1 Competence Bonus to Critical Damage Multiplier while Dual Wielding Melee weapons.
Note: Does not work with handwraps.
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Graceful Death, Ranger level 12
Whirlwind: +5% Doublestrike when Dual Wielding Melee weapons. +5% Incorporeality (stacking). +10% Offhand Strike Chance.
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Deflect Arrows, Ranger 18
Dervish: +4 Dexterity, +10% Doublestrike. While wearing medium, light, or no armor: +10 Melee Power, +10 Physical Resistance Rating, +10 Magical Resistance Rating.
Bug: Dervish light armor bonuses do not work for Warforged or Bladeforged with Mithral Body or Composite Plating.
AP Cost: 1 Ranks: 1 Progression: 40 Requires: Whirlwind, Ranger level 20

Tier One[edit]

Requires Shield of Whirling Steel, Ranger level 1

Item Defense: You have a 25%/50%/75% chance to negate potential item wear.
AP Cost: 1 Ranks: 3 Progression: 1
Improved Reaction: +1/2/3 Reflex saves and an additional +1/2/3 saves against traps.
AP Cost: 1 Ranks: 3 Progression: 1
Improved Defense: Your Shield of Whirling Steel Grants +1/2/3 additional Armor Class, Physical Resistance, and Magical Resistance. If you possess Deflect Arrows it can trigger once every 4/3/2 seconds.
AP Cost: 1 Ranks: 3 Progression: 1
Whirling Blades: +1 to hit and damage while dual wielding.
AP Cost: 2 Ranks: 1 Progression: 1
Acrobatic: +1/2/3 Balance, Jump, and Tumble. Rank 3: +1 to Reflex Saving Throws.
AP Cost: 1 Ranks: 3 Progression: 1

Tier Two[edit]

Requires Ranger level 2, 5 APs spent in tree

Improved Parry: Gain +3/+6/+10 Physical Resistance Rating when dual wielding.
AP Cost: 1 Ranks: 3 Progression: 5
Improved Dodge: +1%/+2%/+3% dodge when wearing light or no armor.
AP Cost: 1 Ranks: 3 Progression: 5 Requires: Dodge, Improved Reaction
Bleed Them Out: Melee attack: Deals +10%/+20%/+30% Damage. On successful damage causes your opponent to bleed. The bleed effect can stack up to 5 times. (Bleed deals 1d6 damage every 2 seconds for 14 seconds. Cooldown: 6 seconds.)
AP Cost: 1 Ranks: 3 Progression: 5
Whirling Blades: +1 to hit and damage while dual wielding.
AP Cost: 2 Ranks: 1 Progression: 5 Requires: Whirling Blades (Tier 1)
Action Boost: Select Haste or Sprint Boost.
  • Haste Boost: Activate to gain a +10%/+20%/+30% Action Boost bonus to attack speed for 20 seconds.
  • Sprint Boost: Activate to gain a +30%/+40%/+50% Action Boost bonus to movement speed for 20 seconds.
AP Cost: 1 Ranks: 3 Progression: 5

Tier Three[edit]

Requires Ranger level 3, 10 APs Spent in Tree

Storm Dancer: Imbue Toggle: Your melee attacks deal 1d8 Electrical damage. This damage scales with 100% Melee Power.
AP Cost: 2 Ranks: 1 Progression: 10
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. Note: Does not stack with Kensei: Athletic Mastery.
AP Cost: 1 Ranks: 3 Progression: 10 Requires: Mobility, Dodge, Improved Dodge
Critical Mastery: +1/+2/+3 to confirm critical hits and to critical hit damage (before weapon multipliers)
AP Cost: 1 Ranks: 3 Progression: 10
Whirling Blades: +1 to hit and damage while dual wielding.
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Whirling Blades (Tier 2)
Strength/Dexterity: Choose one:
  • +1 Strength
  • +1 Dexterity
AP Cost: 2 Ranks: 1 Progression: 10

Tier Four[edit]

Requires Ranger level 4, 20 APs spent in tree

Storm Tempest: Upgrades Storm Dancer Imbue Toggle to grant 30% Electrical Absorption.
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Storm Dancer
Elaborate Parry: For the next 6/12/18 seconds, you gain Dodge, Maximum Dodge, and Maximum Dexterity Bonus to light and medium armor, equal to your Dexterity Modifier. (Cooldown: 90 seconds).
Note: You must have two weapons equipped to use this ability.
AP Cost: 1 Ranks: 3 Progression: 20
The Growing Storm: Melee Dual Wielding Attack: Attacks an opponent. For the next 5/10/15 seconds, each time you damage an opponent you gain +1 damage for 5 seconds. This effect can stack up to 10 times. (Cooldown: 30 seconds)
AP Cost: 1 Ranks: 3 Progression: 20
Whirling Blades: +1 to hit and damage while dual wielding.
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Whirling Blades (Tier 3)
Strength or Dexterity: Choose one:
  • +1 Strength
  • +1 Dexterity
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Strength or Dexterity (Tier 3)

Tier Five[edit]

Requires Ranger Level 5, Character Level 12, 30 APs spent in tree

Dual Perfection: Your off hand weapon now adds your full attribute damage modifier. +25% Competence bonus to maximum hit points.
Minor bug: The inventory display panel continues to show half attribute damage, but full damage is implemented in practice.
AP Cost: 2 Ranks: 1 Progression: 30
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.
Note: Does not stack with improved evasion.
AP Cost: 1 Ranks: 3 Progression: 30 Requires: Evasion, Elaborate Parry
Cuts: Choose one:
  • A Thousand Cuts: Melee Dual Wielding Attack: Deals +10%/+30%/+50% Damage. You gain +10/20/30 Melee Doublestrike and +10/20/30 Melee Power for 15 seconds. Cooldown: 90 seconds.
  • Many Cuts: Passive: +2/3/4% Doublestrike, +2/3/4 Melee Power.
AP Cost: 1 Ranks: 3 Progression: 30 Requires: The Growing Storm
Whirling Blades: +3 to hit and damage while dual wielding.
AP Cost: 2 Ranks: 1 Progression: 30 Requires: Whirling Blades (Tier 4)
Dance of Death: Melee Dual Wielding Attack: Deals +10%/+30%/+50% Damage. On activation: For 10 seconds, you gain the ability to Strikethrough regardless of combat style. You also gain +0/100/200 Strikethrough for the duration. (Cooldown: 15 seconds)
Note: the initial attack only works if dual wielding weapons. However, the Strikethrough ability and bonus persist through weapon swaps to other styles, such as Sword and Board or SWF with weapons like longsword or dagger, as described. The bonus appears to apply whether or not the attack hits anything. However, once buff fades strike through on your character will be turned off, even for THF, until activated again or until you swap weapons.
AP Cost: 1 Ranks: 3 Progression: 30