What the fuck kind of game has a level 10 with 700k gold and a wizard with 60 million? That's not even D&D anymore...
If that mage has any clue at all what the hell he is doing, there is absolutely nothing you can do to even remotely get close to his power level.
Basically the DM exposed them at around lvl 7 during their extraplanar romp through Planescape, to a giant room made of gold.
The players surprised the DM by basically sculpting down the room and melting the gold down into coins, they got around 55-60 million a piece I believe.
Honestly, I thought it was kind of ridiculous when I found out, and he gave me 700k as to give me a chance to get near them in terms of power level.
And yeah, generally I would say that the game should just be over by now, but the player of the mage is taking it easy and not trying to end his campaign. I don't really understand why, other than the obvious implications(game ends?), I know the DM wouldn't try to stop him if he did either because they are best friends.
Oh yeah, another DM ruling I just remembered - Candle of Invocation doesn't let anyone cast gate, just people who are already capable of casting gate, cast it free of any potential XP loss, or something(might as well just use a scroll?).
Expeditious Dodge(+2 dodge AC as long as you have moved 40 ft in a found) is a superior dodge for this character.
And as always for a mobile character, Ring of Entropic Warding + some item that boosts speed for an easy 50% miss chance against ranged attacks and ranged touch attacks.
For Dervish especially I'd recommend Boots of Speed.
If you decide not to go Dervish, substitute Boots of Speed for Carpet of Flying, take Archery combat style, a bow with Splitting(Champions of Ruin, +3 enhancement for a bow/crossbow that essentially doubles your number or attacks) and take Woodland Archer tactical feat from Races of the Wild, whose "Adjust for Range" will, with Splitting, pretty much guarantee you hit *something* every round.
Yeah, Actually I was originally going to be a pretty simple 4scout/16 ranger archer build, I was (at the time) remembering some build that involved Flyby Attack or something like that, that basically gave you two standard actions in a round as long as you moved. I think the build involved lots of precision dice and Greater Manyshot for something like 16 shots a round or something.
In anycase, I've decided against that at this point... if Anything I'd just go scout/ranger and use travel devotion, but I really like the flavor of the dervish.
The most important question: Are you married to the idea of being a Dervish? Because unless you're a spellcaster, you're never going to be anywhere near the abilities of the spellcasters in the party.
If so, I'd go:
Ranger 2/Scout 4/Dervish 4 (continuing Dervish until at least level 7)
Improved Skirmish + Swift Hunter ASAP and the TWF-line feats and prerequisites. Skirmish adds a nice bunch of damage making you reasonably efficient offense-wise, but you don't have room for much else in the build. Frankly, to capture the heart of your post, I'd go Scout 3-5/Mystic Ranger 15-17 with Sword of the Arcane Order-feat (with or without one-level Cleric dip to acquire Travel Devotion to activate Skirmish).
Yeah, I'm considering the second option still... I guess it would accomplish what I want reasonably well... but I'm not sure how much better it would perform.
Also, where is Sword of the arcane order?