The ranger stuff seems particularly cool... confirmation of TWF and some pretty swank powers.
Ranger: Stormwarden
“I have accepted the burden of the stormwardens of the Feywild, and this region is under my protection.”
Prerequisite: Ranger class, two-blade fighting style
Your role as a warden and defender of the wild takes on new heights as you learn the ancient ways of the stormwardens of the Feywild. These techniques turn your whirling blades into a storm of destruction that rains down punishing blows on your enemies. With each slash of your weapon, the wind howls in anticipation of the coming storm.
Stormwarden Path Features
Blade Storm (11th level): As long as you are armed with a melee weapon and are capable of making an opportunity attack, one adjacent enemy (your choice) takes damage equal to your Dexterity modifier at the end of your turn.
Stormstep Action (11th level): When you spend an action point to take an extra action, you can teleport 3 squares either before or after you use the extra action.
Twin-Blade Storm (16th level): As long as you are armed with a melee weapon and are capable of making an opportunity attack, two adjacent enemies (your choice) take lightning damage equal to your Dexterity modifier at the end of your turn.
Stormwarden Exploits
Clearing the Ground Stormwarden Attack 11
You sweep your blades in mighty arcs around you, cutting foes that get too close and thrusting them back.
Encounter Martial,Weapon
Standard Action Close burst 1
Requirement: You must be wielding two melee weapons.
Target: Each enemy in burst you can see
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you push the target 1 square.
Throw Caution to the Wind Stormwarden Utility 12
Aw, what the hell. You only live once.
Encounter Martial, Stance
Minor Action Personal
Effect: You take a –2 penalty to all defenses and gain a +2 bonus to attack rolls.
Cold Steel Hurricane Stormwarden Attack 20
You rush into the midst of your enemies and, like a freezing wind, flay them alive.
Daily Martial, Weapon
Standard Action Close burst 1
Requirement: You must be wielding two melee weapons.
Special: Before you attack, shift a number of squares equal to your Wisdom modifier.
Target: Each enemy in burst you can see
Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks per target
Hit: 1[W] + Strength modifier damage per attack.
Effect: You regain your second wind if you have already used it during this encounter.