Is 1 type of sword swing, block and dodge enough? You will probably want separate attack animation for an attack that was successful, an attack that was blocked and an attack that was dodged but I've left these out for now.
So we would be looking at: (I'm optimising a bit, realistic style with sense of "weight" and "force" etc. could double these lengths)
- attack animation 2-3 seconds
- block animation 1-2 seconds
- dodge animation 1-2 seconds
- jump+land animation(s) 1+1 seconds
- walk animation 2-3 seconds (needs lots of keyframes and adjusting, expensive seconds)
- run animation 1-2 seconds (needs lots of keyframes and adjusting, expensive seconds)
- idle animation 5 seconds (no idea how long loop you want but it's light in terms of keyframes, inexpensive seconds)
Total 14-19 seconds. I believe you can find a per second price guidelines somewhere. But that will only be an estimate and everything will depend on the character as well. I believe you are unlikely to nail any deals with per-second pricing. If there are things like facial animation, waving hair and clothing you're going to see it in the per-second offers.
People could probably give you estimations based on that animation list but my biggest concern is you don't define the style and quality well enough. If you pick the best offer and receive FFVII quality animation and you're expecting Skyrim quality that's a bad thing for everybody. Like I said there's a considerable difference in lengths and amount of keyframes between different styles.
But it isn't hard, just potentially very expensive. You could discuss these matters with some professional you decide to hire and they will tell you what you need and why and how much it will take time.
If you want many offers from different individuals so you can compare prices you need to make a very detailed info sheet on what you need in terms of animations, style, quality plus the model that is being animated.