The main goal of this build is having very good TWF DPS, Evasion, Self Healing, and Displacement and other handy spell buffs (that you can cast quickened in combat).
This build is actually pretty interesting compared to the Ranger class. You end up with higher top end DPS, roughly the same self healing, and a lot more useful spells like self cast displacement.
The negatives compared to Ranger are no AC (using displacement instead) and more reliance on shorter duration buffs like divine power clickies.
(Gear and tome listed is for optimal planning purposes and other than the +2 dex tome for GTWF are not required)
Awesomobot Four Thousand
(Warforged Neutral Wizard 7/Rogue 7/Ranger 6)
Stats:
Str 17 (40=17 +5 Levels +3 Tome +6 Item +3 Ex. +2 Rage +2 Rams +2 Pot)
Dex 15 (26=15 +3 Tome +2 Enh. +6 Item)
Con 15 (30=15 +3 Tome +1 Enh. +6 Item +3 Ex. +2 Rage)
Int 10 (18=10 +2 Tome +6 Item)
Wis 6 (14=6 +2 Tome +6 Item)
Cha 10 (18=10 +2 Tome +6 Item)
Level Progression:
1-Rogue
2 thru 4-Wizard
5-Rogue
6 thru 7-Wizard
8 thru 13-Ranger
14-Rogue
15 thru 16-Wizard
17 thru 20-Rogue
Slots:
Head: Wis +6
Goggles: Tharne's Goggles (+5 Sneak Attack)
Neck: DQ Torq/Cartouche
Armor: DT Docent(Deathblock,Int +6,Greater Potency VII)
Bracers: Tharne's Bracers (Dex +6, -20% Threat)
Gloves: Supreme Tyrant of Wizardry VI (Cha Skills +6, 300sp)
Cloak: Mineral II (45 hp, +5 Prot, Heavy Fort, Stoneskin x2)
Belt: FB Belt: GFL, +6 Con, +2 Damage
Trinket: Bloodstone (Seeker +6)
Boots: Boots of the Innocent
Ring 1: Warchanter Ring (+6 Cha, + 1 Ex. Str, + 2 Ex. Con)
Ring 2: FB ring (+6 Str, + 1 Ex. Con, + 2 Ex. Str)
Main Hand: Mineral II Khopesh (Holy, Acid Burst, Acid Blast)
Off Hand: Mineral II Khopesh (Holy, Acid Burst, Acid Blast)
Skills:
UMD
Disable Device
Search
Concentration
Open Lock
Balance
Jump
Feats:
1-Dodge
2-(WB)Quicken
3-Power Attack
5-(RB)Evasion
6-Toughness
7-(WB)Maximize
8-(FE)Undead
9-Mobility
12-Spring Attack
12-(FE)Evil Outsiders
15-Khopesh
18-GTWF
HP:
118(Levels) +20(Heroic) +10(Draconic) +30(GFL) +200(Con) +45(Cloak) +22(Tough) +40(Enh.)=485
SP:
295(7Wiz) +64(Int) +25(6Rng) +30(Wis) +300(GS) +50(EOS)=764
Enhancements:
Warforged Toughness IV
Warforged Power Attack III
Warforged Healer's Friend II
Warforged Con I
Warforged Inscribed Armor I
Warforged Construct Thinking I
Wizard Force Manipulation III
Wizard Energy of the Scholar II
Wizard Lineage of Force II
Wizard Wand and Scroll Mastery II
Wizard Lineage of Deadly Force I
Rogue Haste Boost III
Rogue Sneak Attack Training III
Rogue Dex II
Rogue Subtle Backstabbing II
Rogue Sneak Attack Accuracy II
Rogue Improved Trap Sense I
Ranger Tempest I
Ranger Favored Damage II
Ranger Sprint Boost II
Ranger Favored Attack I
Ranger Favored Resistance I
Spells:
1-Ram's Might, Jump, Shield, Repair Light, Exp. Retreat, Magic Missile, Ray of Enfeeblement
2-Blur, False Life, Resist Energy, Repair Moderate
3-Displacement, Haste, Rage
4-Repair Critical, Various…
To Hit:
BAB (Divine Power) 20
Str 15
Weapon 5
Bard Song 8
Haste 1
Backstabbing 7
TWF -4
Power Attack -8
+44
Damage:
Weapon 5
Base Damage 6.5
Str 15
PA 8
Sneak 31
Rams 2
FE 6
Belt 2
Song 8
+83.5
Saves (Fort/Reflex/Will):
Base: 9/12/9
Attributes: 10/8/2
Resistance: 5/5/5
Greater Hero: 4/4/4
Total: 28/29/20
UMD
23(Ranks) +4(Cha) +4(GH) +6(GS) +3(Cartouche)=40
Healing: (Repair Critical +Quicken +Maximize =60 sp)
+98 (Repair scrolls out of combat)
I calculate this out to be about 90-93% of the damage of a Rogue 13/Ranger 6 type build. You have as a trade off to that build the increased spell casting, including in combat quickened 100 point repairs and displacement on demand.