Fast Movment Hard Hits (3.5e Optimized Character Build)
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He moves fast he hit's hard, he's the meanest dwarf around (well I played a dwarf)
 Game Rule Components
 Spells, Powers, Soulmelds, Stances, etc...
Optionaly, a suit of Mithril Fullplate
Starting Ability Scores (Before Racial Adjustments): (this is using the RPGA's 28 point buy system) Strengh: 14 Dexterity: 16 Constitution: 14 Inteligence: 14 Wisdom: 8 Charisma: 8 though chances are you'll have better stats then this RPGA build Race (Templates): Dwarf
Starting Racial Traits: Standard Dwarf Racial traits
|Saving Throws||Feats|| Class
|1st||Barbarian||+1||+2||+0||+0||[any]||Fast Movment, Rage 1/day, Iliteracy|
|2nd||Scout||+1||+1||+2||+0||None||Skirmish (+1d6), Trapfinding|
|3rd||Scout||+2||+3||+3||+1||[any]||Battle Fortiude +1, Uncanny Dodge|
|4th||Scout||+2||+3||+3||+1||None||Fast Movment 10ft, Skirmish (+1d6,+1AC)||(fast movment is now 20ft in total)|
|5th||Rogue||+2||+3||+5||+1||None||Sneak Attack 1d6|
 Other Components
<- anything not covered by the previous sections ->
Okay, so this build operates on fast movment, and damage bonuses, theoreticly, you'll always be doing extra damage from one source or another, and you can quickly get into combat, and hopefully end it.
 Munchkin-Size Me
I would continue to take scout levels after maybe one or 2 of rogue, cap off the character with a good skirmish, and faster movment.
Improved Skirmish is a must, all scouts need the ability to do an +2d6 for 20ft of movement
also Catfolk pounce and duel wielding is worth the lvl adjust of a Catfolk, if you somehow manage to get extra attacks wow... because skirmish is for alllll attacks, not just the first one like sneak attack.
 Side Notes
In confined spaces this build's abilities are sevearly handicapped
 DM Counters
A above, use of confined spaces, but also, creatures immine to percision based damage like undead, and oozes are a possiblity