Here's a character from another game that I can use, just need to re-work the stats etc... Would this be a better build for what you've got planned?
(This was a 32 point buy, with an additional +2 to 'any stat' - homebrew - but it'll only take a half hour to re-do, and I'd need to buy magic stuff too. But if this one's ok, it'd be quicker than starting from scratch.) 
[sblock]
NO-NAME...
Male Human Scout 5 / Swashbuckler 7
Neutral 
Strength 17 (+3) 
Dexterity 18 (+4) 
Constitution 10 (+0) 
Intelligence 14 (+2) 
Wisdom 10 (+0) 
Charisma 14 (+2) 
Size: Medium 
Height: 5' 10" 
Weight: 180 lb 
Skin: Tan 
Eyes: Gray 
Hair: None 
Total Hit Points: To be worked out...
Speed: 40 feet [scout] 
Armor Class: 18 = 10 +4 [chain shirt] +4 [dexterity] 
Touch AC: 14
Flat-footed: 14
Initiative modifier: +7 = +4 [dexterity] +1 [scout] +2 [quick reconnoiter] 
Fortitude save: +7 = 6 [base] +1 [scout] 
Reflex save: +11 = 6 [base] +4 [dexterity] +1 [swashbuckler] 
Will save: +3 = 3 [base] 
Attack (handheld): +13/+8 = 10 [base] +3 [strength] 
Weapon Finesse: +14/+9 = 10 [base] +4 [dexterity] 
Attack (unarmed): +13/+8 = 10 [base] +3 [strength] 
Attack (missile): +14/+9 = 10 [base] +4 [dexterity] 
Grapple check: +13/+8 = 10 [base] +3 [strength] 
Light load:86 lb. or less
Medium load:87-173 lb.
Heavy load:174-260 lb.
Lift over head:260 lb.
Lift off ground:520 lb.
Push or drag:1300 lb.
Languages: Common Dwarven Elven 
Punching Dagger [1d4, crit x3, 1 lb., light, piercing or slashing]
Kukri [1d4, crit 18-20/x2, 2 lb., light, slashing]
Spiked Armor [1d6, crit x2., light, piercing]
Spiked Chain [2d4, crit x2, 10 lb., two-handed, piercing]
Chain shirt [light; +4 AC; max dex +4; check penalty -2; 25 lb.] 
Feats:
Combat Reflexes 
Dodge 
Mobility 
Exotic Weapon Proficiency Weapon: Spiked Chain 
Quick Reconnoiter (Comp Adventurer)
Stealthy 
Weapon Finesse 
Skills
Appraise Int 2 = +2 
Balance Dex* 14 = +4 +8 +2 [tumble] 
Bluff Cha 12 = +2 +10 
Climb Str* 8 = +3 +5 
Concentration Con 0 = +0 
Craft_1 Int 2 = +2 
Craft_2 Int 2 = +2 
Craft_3 Int 2 = +2 
Diplomacy Cha 14 = +2 +8 +2 [bluff] +2 [sense motive] 
Disguise Cha 2 = +2 
Escape Artist Dex* 9 = +4 +5 
Forgery Int 2 = +2 
Gather Information Cha 2 = +2 
Heal Wis 0 = +0 
Hide Dex* 16 = +4 +10 +2 [stealthy] 
Intimidate Cha 4 = +2 +2 [bluff] 
Jump Str* 19 = +3 +10 +2 [tumble] +4 [speed 40] 
Knowledge (geography) Int 7 = +2 +5 
Knowledge (nature) Int 9 = +2 +5 +2 [survival] 
Listen Wis 5 = +0 +5 
Move Silently Dex* 16 = +4 +10 +2 [stealthy] 
Perform_1 Cha 2 = +2 
Perform_2 Cha 2 = +2 
Perform_3 Cha 2 = +2 
Perform_4 Cha 2 = +2 
Perform_5 Cha 2 = +2 
Ride Dex 4 = +4 
Search Int 7 = +2 +5 
Sense Motive Wis 8 = +0 +8 
Spot Wis 8 = +0 +8 
Survival Wis 5 = +0 +5 
Swim Str** 8 = +3 +5 
Tumble Dex* 16 = +4 +10 +2 [jump] 
Use Rope Dex 4 = +4 
* = check penalty for wearing armor
Bluff >=5 ranks gives +2 on disguise checks to act in character.
Escape Artist >=5 ranks gives +2 on use rope checks for bindings.
Know Geography >=5 ranks gives +2 on checks to avoid getting lost or into hazards.
Know Nature >=5 ranks gives +2 on survival checks above ground.
Search >=5 ranks gives +2 on survival checks while tracking.
Patryn:
Race. Adjustments
+2 charisma
Class details
Swashbuckler:
Free weapon finesse feat
+1 on reflex saves (already included)(level 2)
Insightful strike (level 3)
Dodge bonus +1 (level 5)
Acrobatic Charge (level 7)
Scout:
Core class from "Complete Adventurer"
Armor class bonuses after moving are not listed above.
Level 1: Skirmish (+1d6), trapfinding
Level 2: Battle fortitude +1, uncanny dodge
Level 3: Fast movement +10 feet, skirmish (1d6, +1 AC)
Level 4: Bonus feat (already included)
Level 5: Evasion, skirmish (+2d6, +2 AC)
Equipment:
Backpack
Candle
Chalk
Flint and steel
Mirror
Rope (50', silk) x1
Sacks x2
Sewing needle
Signal whistle
Signet ring
Waterskins x2
Whetstone
[/sblock]