That sounds sweet Maldur.

You should check out Amber sometime if you like that kind of fluid storytelling style.
Here is the very rough draft of the Ne'er Do Well
Ne'er Do Well
Good breeding does not always entail good morals. The Ne'er do well is the product of wealth and breeding, contemptous of work or commitment, and seeking the next thrill to focus their attention upon. No one subject, adventure or conquest often suits their needs for long, but they throw themselves into what ever currently strikes their fashion with much passion. The Ne'er So Well is the product of a fine education, which to the dismay of their family and social circle, are put to use not for liegitimate gain, but often for thrill seeking, and less than scrupulous purposes. Many are simply dilletants, seeking the next rush, and never meaning to harm a soul, while others are malicious rakes with no regard for anyone but themselves.
base attack as a rogue
fort save poor
ref save good
will save good
Ne'er Do wells are proficient in all simple weapons, all bows, and the rapier. The are proficient in light armor, and the buckler.
Skills at first level 8+Intx4
Skills at each additional level 8+int
Class Skills for the Ne'er do well are:
Appraise (int), Bluff (Cha), Craft, (any)(wis), Diplomacy (Cha), Gather Information (Cha), Knowledge (any)(int), Listen (wis), Perform (cha), Sense Motive (wis), Speak Language (none)
L1 Wealthy, Devlish Charm, manservant
L2 Blase
L3
L4 Friends in High Places
L5
L6 Stories and Rumors
L7
L8 Leadership
L9
L10 Friends in High Places
L11
L12 New Horizons
L13
L14 Windfall
L15
L16 Friends in High Places
L17
L18 New horizons
L19
L20 Windfall
Class Abilities
Blase: Gain a +2 bonus to all saves vs all fear and enchantment effects. This feat also grants a +2 to all DCs involving resisting Bluff or Dilpomacy rolls for the purpose of seduction, or Intimidate checks.
Devlish Charm: The Ne'er do well is quite confident in their mastery of social climes, having been raised in the best homes, and educated in the finest schools, this is of use in the salons as well as the street. The Ne'er Do well gains a +4 competence bonus to all Diplomacy and Bluff checks.
Friends in High Places: The Ne'er Do well is able to call upon an old contact for information, or some sort of assistance. This could be a family member, an old school chum, or somone who has been caught doing something they would prefer remain quiet.
Leadership: Same as the feat, but if the character already posseses leadership then their leadership score is increased by 3.
New Horizons: The Ne'er Do well gains one of the following abilities: an exotic weapon proficiency, A level of spell casting as a 1st level wizard, 2 cross class skills are now class skills with a bonus of 2 skill points in each, or something else...
Stories and Rumors: The Ne'er do Well spends a great deal of time in idle chit chat, and as such often knows much of a person from reputation. The Ne'er Do well may request a Gather Information check upon meeting a new person, which is rolled secretly by the DM. The number of times this may be done is equal to 1+cha modifier. This information is not always relaible, but should always be interesting (insert big chart here)
Wealthy: The character gains 50 gp of additional funds for each charisma modifier. This money is gained from family, or other benefactors and has not been earned in any legitimate way. It may be inheritance, a trust fund, or perhaps a gift from an uncle.
Windfall: the ne'er do well gains a significant inheritance, be it in money, equipment or magic.