Since I mentioned Zorro, you don't feel like you are waiting for something to come along so he feels like who he is really just a rogue style.
====== Created Using Wizards of the Coast D&D Character Builder ======
Zorro the Horseman, level 12
Human, Rogue, Master Infiltrator
Build: Aerialist Rogue
Rogue Tactics: Artful Dodger
Background: Political Rebel (Political Rebel Benefit)
FINAL ABILITY SCORES
Str 15, Con 12, Dex 21, Int 11, Wis 9, Cha 18.
STARTING ABILITY SCORES
Str 13, Con 11, Dex 16, Int 10, Wis 8, Cha 16.
AC: 21 Fort: 19 Reflex: 24 Will: 21
HP: 79 Surges: 7 Surge Value: 19
TRAINED SKILLS
Bluff +15, Stealth +18, Thievery +16, Acrobatics +22, Athletics +19, Perception +10, Diplomacy +16, Nature +10
UNTRAINED SKILLS
Arcana +6, Dungeoneering +5, Endurance +7, Heal +5, History +6, Insight +5, Intimidate +10, Religion +6, Streetwise +11
FEATS
Human: Weapon Proficiency (Rapier)
Level 1: Whip Training
Level 2: Duelist's Panache
Level 4: Flash of the Blade
Level 6: Underhanded Tactics
Level 8: Mounted Combat
Level 10: Sure Climber
Level 11: Skill Training (Nature)
Level 12: Whip Specialist
POWERS
Bonus At-Will Power: Duelist's Flurry
Rogue at-will 1: Sly Flourish
Rogue at-will 1: Riposte Strike
Rogue encounter 1: Positioning Strike
Rogue daily 1: Duelist's Prowess
Rogue utility 2: Fleeting Ghost
Rogue encounter 3: Flamboyant Strike
Rogue daily 5: Clever Riposte
Rogue utility 6: Nimble Climb (retrained to Sidestep Stance at Level 10)(retrained to Practiced Rider at Level 12)
Rogue encounter 7: Spring the Trap
Rogue daily 9: Rogue's Recovery (retrained to Entangling Whip at Whip Specialist)
Rogue utility 10: Rapid Escape
ITEMS
Leather Armor, Adventurer's Kit, Main Gauche, Duelist's Rapier
(assuming a low magic campaign with inherent bonuses)