I'd go just a bit differently than Gregor, and unless someone else in your party has this schtick go with daggers; they're easier to hide.
Human Fighter 1/Rogue 1
Abilities: again, assuming 32pb
STR 10
DEX 16
CON 14
INT 14
WIS 10
CHA 14
Feats: Two Weapon Fighting, Weapon Finesse, Quickdraw
Skills:
This depends greatly upon if you take Rogue first, or Fighter first. There is a tradeoff either way, but generally I think it's better to have 24 more skill points than 4 more HP.
Concentrate on: Hide, Move Silently, Escape Artist, Climb, Tumble, Intimidate, Disguise, Bluff
Half-ranks in: Listen, Spot, Sense Motive, Search, Balance, Sleight of Hand,
Gear:
Masterwork Daggers, Masterwork Chainshirt (or Studded Leather) and other.
AC: 17 (or 16)
Attack: +5 (dagger, 1d4, 19-20/x2)
Attack: +3 (dagger, 1d4, 19-20/x2)/ +3 (dagger, 1d4, 19-20/x2)
If you take 4 levels of fighter, you'll also get more mileage out of Weapon Focus and Weapon Spec, and still maintain the sneaky bugger personna with the daggers. But for the most part, the daggers will remain sneak attack vectors, and not damage dealers. With regard to higher crit ranges, rogues don't really benefit from them since most of their damage is from SA, and that isn't multiplied.