Well, there's two ways to interpret Blink; either things affect you and your carried equipment, or they always affect everything that you've carried.
BlinkTarget is Personal
TargetsPersonal Spells target: You
Blink is pretty unclear. I'd say that as soon as "you" aren't holding something, it's no longer something that you're able to affect with your spells. Holy Sword, or Ice Axe or Enlarge person are much more specific spells; and most spells with personal buffs that affect equipment don't seem to continue to affect equipment once an item is dropped, but will affect an item once it is picked up.
If a character can take their ring of Blinking off, and be on the Ethereal plane, sans ring; then the case for objects dropped/thrown/fired being stuck in the Ethereal 20% of the time could be made. I'm not sure if people want this thought. The last time this argument came up, grappling a rogue with the ring on, and removing it were discussed; as were the ability to use the ring to travel to the Ethereal plane, easier than using a spell.
Most people don't want the rogues to just -stay- on the Ethereal plane as long as they want, but that's what "flasks stay ethereal" argument allows.
The Fighter in question is not the core fighter (I'd probably play The Bear of the North before I play a PhB fighter, that gives quad-threat right there), nor is it of course, a straight fighter (Feat Rogue1/Dungenomicon Monk1/"Bards Suck" Bard1/RoW Fighter 16/Ginaz Blade Fighter 1). Instead it was something that the DM placed as material for all the players to pick from in her level 20+ campaign. Everyone had equal access to classes, I just used what was allowed (and had been approved by the DM, or even created by them, for several years now).
Basically this character uses feats designed to bring full BaB classes on par to being able to face equal level monsters; as well as a fighter that is meant to be taken all the way to level 20 and not get Juggled by a Balor.
Trust me when I say player knowledge and ability is a pretty big part. I "could" have just written
"Wizard" on my character sheet (and, often, that's what
do). This time I decided to do something difficult, and made a character that wouldn't have a problem with most aspects of the game, and would be able to approach any part of the game without my having to sweat too much.
The other players, with the same options.... well.... suck.
The other players have things like a Paragon Drow (high stats,
very high stats overall; few actual abilities though); a Satyr Paladin/Cleric/Some Custom PrC; a CR 19 Shadow Dragon (CR 20 when given PC gear, and able to rebuild all skills and feats); some Nymph/Coatl hybrid cleric-type thing.
Among the 3 that could potentially
be powerful (the casters/dragon), none of them really are. They don't have good spell selections; they don't have the raw damage per round (the raw damage per attack that this 'fighter' deals is greater than any of the other character's damage per round; they seriously swing for piddly shit, and don't even have that many attacks per round either; it would take at least). I think that one of them is a persistent Divine Spellcaster; and even then they're not impressive by any stretch of the imagination.
Me and the DM have agreed that when they do want to challenge me, they'll tell me ahead of time; the rest of the time my job is to sandbag or play "papa wolf" for the other PCs (whether they know it or not is an other story). I'll seriously spend more time casting Mass Cure Light Wounds and Dimension Door to move the party around. If an other PC really does get threatened will I do anything that will be very notable. Right now, the game is still in Intros and Mission briefing, and I'm already able to
detect thoughts all of the other PCs (I mean
seriously Level 20 play, and non of them have mind-protection like
nondetectionp).
Last I recall, this fighter was able to break the game over it's knee in terms of:
-skills (retroactive skill points were allowed, and this is an Int-based fighter; however even then, it has 480 skill points assigned, and no skills are cross-class due to multi-classing)
-attack rolls (auto-hits AC 49 before a single buff is cast; hits AC 53, always counts as striking Flat-Footed AC; can accept a damage drop [changing from dX+60 x 8 attacks to dX+43 x 8 attack], and instead hits Touch ACs of 49-53)
-near spell immunity (Only SoDs with a DC of 52 need to be rolled against; +51 being the Saving throw modifier)
-a wide range of effect immunity (aging, instant death, drowning, fatigue, exhaustion, every single effect that Undead are immune to; plus a bunch more, I seriously
forget most of this character's immunities)
-resistance to elemental damage (ER 30, all)
-acceptable DR (28/ 11 (adamantine) 17 (-))
-spell casting (cast any spell 8th level or lower, or 3rd level or lower from ranger/paladin spell lists, and 5th level or lower from Bard spell lists),
and a few other things, like
-damage (whatever weapon dice rolls are + 60; 8 times, reach is whatever weapons are equipped +10'; max reach is 35' out when medium; goes out to 50-60 feet depending on buffs chosen; all damage ignores Hardness/DR of all kinds, so punching the Tarrasque to death in two rounds is perfectly possible, and in fact hilarious; killing a Great Wyrm Red Dragon in 12 seconds is also "just an other day" for this character; since it's AC, damage, HP and sensory abilities aren't able to pose a insurmountable challenge)
-ability to crowd control (spells; plus regular comabt: 14 AoOs, that can proc when squares are entered; every AoO allows a 5' step).
That's a rough list of what it can do. At last count, it's about 80 abilities that aren't from spells or class features; about 20 abilities from class features; and then whatever spells I decide to run by the DM and are approved (seeing as this character can beat the living daylights out of Efreeti, scrolls of
Wish literally fill a bag of holding, and that's for when I don't feel like dumpster diving for 'spells that win encounters' (note: not 'spells that kill people', those have DCs, and DCs on scrolls are shit; with a staff though, my DCs are a minimum of 24; and a max of 32; not awesome, but decent enough)).
The character can seriously walk up to a lich spamming Quickened Enervation and Enervation and only take 5' steps the whole walk, then kill the Lich by dealing Level Drain attacks [Base UMD check of 56; Veil of Undeath; Spark of Vitality; Life-Drinker dagger/shortsword; 8 attacks per round; or just deal Weapon Dmg + 46 damage x8 per round [368 hp], then cast
Soul Bind to
finish the job; since it was killed, and not still undead yet, that's easy].
As well as do purely 'physical' challenges, like pummel an army of greater stone golems under his fists with no problem [Let's say... 50-100 CR 16 Greater Stone Golems] [Their damage won't break through his DR quickly; average damage rolls deal 3 points of damage to him, when his multiple layers of miss chance and invisibility are noticed, he's immune to crits; and he can grind down at least two per round using only his monk slam attacks; when his HP gets low enough, he has the Concentration checks to just pull out a scroll and cast a
Hea on himself; none of the Golems can deal more than 60 damage to him in a single hit].
Of course, it's not a 'perfect' character. An uber-charger could do the trick (although, not necessarily; the character can pick up something in combat-time that completely stops a charger, then re-directs the damage; probably back at the charger); and Diety fighting is futile; but it's a decent quad-threat, and that was the idea; capable of surviving on their own; fill any holes in the party; or assist any other PC who is doing something.