RFC: I will make changes as @Josh provides more insight.
This depends more or less entirely on how awesome your DM is. Style feats are fantastic for the Ranger, but they tend to come at levels later than when you could normally pick up the feats by yourself. If your DM is cool with it, take the feats early, and then switch them out for other feats at later levels as you 'qualify' for them.
Here's a brief table for how I would go with them: # = level, C = class, F = feat from odd level
- 1F: Weapon Focus
- 1R: Two-Weapon Fighting ( you have three feats, I assume you are human )
- 2C: Dual Slice
- 3F: Quick Draw
- 5F: Blind-fight* / Improved Critical ( Scimitar )*
- 6C: Improved TWF
- 7F: Two-Weapon Rend
- 9F: Dodge*
- 10C: Greater TWF
- 11F: Improved blind fight*
- 13F: Hammer The Gap*
- 14C: Two Weapon Rend ( replacing the other ) - Outflank* ( animal companion)
- 15F: Greater Blind fight*
- 17F: Precise Strike* (animal Companion )
- 18C: Quick Draw ( replacing the other )*
As you can see, you end up with a lot of extra feats to play around with (all of the starred ones ). If you choose effective Favored Enemies and Favored Terrains, you will gain great benefit from them as well. I would only take the Blind-Fight tree if you think you will fight in many encounters involving concealment. Improved critical if you don't want to worry about enchanting the sword or getting scabbards of keen edge.
Items: you'll probably want to tailor these a bit better to whichever campaign you're in. There are a couple of 'standard' items that pretty much everyone picks up as they go: Belt of stat +6 for physical trait bonuses, Headband of stat +6 for mental trait bonuses, ring ( or shield ) of Shield, etc. As you play you'll figure out what sort of item's you'll need.