The swashbuckler embodies the concepts of daring and panache. Favoring agility and wit over brute force, the swashbuckler excels both in combat situations and social interactions, making her a versatile character indeed.
Swashbucklers have the following game statistics:

Abilities: The lightly armored swashbuckler depends on a high Dexterity for her Armor Class, as well as for many class skills. High Intelligence and Charisma are also hallmarks of a successful swashbuckler. Constitution is useful for any melee combatant, but Strength is less so.
Alignment: Any.
Starting Gold: 5d4 x 10 (125 gp)
Hit Die: d8
Class Skills (6 + Int modifier per level): Acrobatics (Dex), Appraise (Int), Athletics (Str), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (Local) (Int), Knowledge (Martial) (Int), Knowledge (Nobility) (Int), Perform (Cha), Profession (Cha), Sense Motive (Wis).

Level BAB Fort Ref Will Special Maneuvers Known Maneuvers Readied Stances Known
1st +0 +2 +2 +0 Weapon Finesse, Grace +1 7 5 (2) 1
2nd +1 +3 +3 +0 Dramatic Entrance, Strength of Intellect 8 5 (2) 1
3rd +2 +3 +3 +1 Dashing Strike 1/encounter 9 5 (2) 2
4th +3 +4 +4 +1 Combat Reflexes 9 5 (2) 2
5th +3 +4 +4 +1 Grace +2, Uncanny Dodge 10 5 (2) 3
6th +4 +5 +5 +2 Dramatic Acrobatics 10 5 (2) 3
7th +5 +5 +5 +2 Strike of Insight 11 5 (2) 3
8th +6/+1 +6 +6 +2 Dramatic Irony 11 6 (3) 3
9th +6/+1 +6 +6 +3 Improved Uncanny Dodge 12 6 (3) 4
10th +7/+2 +7 +7 +3 Grace +3 12 6 (3) 4
11th +8/+3 +7 +7 +3 - 13 6 (3) 5
12th +9/+4 +8 +8 +4 Dramatic Moment 1/day 13 6 (3) 5
13th +9/+4 +8 +8 +4 Acrobatic Mastery 14 6 (3) 5
14th +10/+5 +9 +9 +4 Dashing Strike 2/encounter 14 6 (3) 5
15th +11/+6/+1 +9 +9 +5 Grace +4 15 6 (3) 6
16th +12/+7/+2 +10 +10 +5 Dramatic Opportunity 15 7 (4) 6
17th +12/+7/+2 +10 +10 +5 Dramatic Moment 2/day 16 7 (4) 6
18th +13/+8/+3 +11 +11 +6 Certainty of Cunning 16 7 (4) 6
19th +14/+9/+4 +11 +11 +6 Dramatic Moment 3/day 17 7 (4) 6
20th +15/+10/+5 +12 +12 +6 Grace +5, Dramatic Victory 17 7 (4) 6

Weapon and Armor Proficiencies: Swashbucklers are proficient with all light and one handed simple and martial weapons, light armor, shields (but not tower shields), and a single light or one-handed exotic weapon of your choice. Some of the swashbuckler’s class features are dependent on being no more than light-armored and not encumbered.

Maneuvers: You being your career with knowledge of seven martial maneuvers. The disciplines available to you are Mithral Current, Piercing Thunder, Scarlet Throne, Steel Serpent, and Thrashing Dragon. Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). You learn additional maneuvers at higher levels, as shown on the class progression table. You must meet a maneuver’s prerequisites to learn it. A Swashbuckler's initiation modifier is Intelligence or Charisma, you make this choice at level 1 and it can not be changed later.

Upon reaching 4th level, and at every even swashbuckler level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in place of the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. You can swap only a single maneuver at any given level.

Maneuvers Readied: You can ready five maneuvers you know at 1st level, and as you advance in level you can ready more maneuvers. You ready maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change them. You need not sleep or rest for any long period of time in order to ready your maneuvers; any time you spend 5 minutes in exercise, you can change your readied maneuvers.

You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).

Swashbucklers trust in the whims of fortune and fate to grant them the right skills at the right times. As such, you do not control access to your readied maneuvers. Before you take your first action in an encounter, two of your readied maneuvers (randomly determined) are granted to you. The rest of your readied maneuvers are withheld, currently inaccessible. At the end of each turn, one previously withheld maneuver (again, randomly determined) is granted to you, and thus becomes accessible for your next turn and subsequent turns. 

You can freely choose to initiate any maneuver that is currently granted when your turn begins, but you cannot initiate a withheld maneuver. If you choose not to employ a maneuver in a given round, your currently granted maneuvers remain available, and a previously withheld maneuver is granted, as described above. In other words, it doesn’t matter if you use your maneuvers or not—at the end of each of your turns, one withheld maneuver from your selection of readied maneuvers is granted to you. Over the course of a few rounds, all of your maneuvers will eventually be granted.

If, at the end of your turn, you cannot be granted a maneuver because you have no withheld maneuvers remaining, you recover all expended maneuvers, and a new pair of readied maneuvers is granted to you. Randomly determine which of your maneuvers are granted and which are withheld. At the end of your next turn, a withheld maneuver is granted to you, and the whole process of leaping into the arms of fortune begins again.

You begin an encounter with an additional granted maneuver at 8th level (bringing your total to three), and again at 16th level (bringing your total to four). This also increases the maneuvers you recover.

Stances Known: You begin play with knowledge of one stance from the Mithral Current, Piercing Thunder, Scarlet Throne, Steel Serpent, and Thrashing Dragon. At 3rd, 5th, 9th, 11th, and 15th level, you can choose an additional stance. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

Weapon Finesse (Ex): A swashbuckler gains Weapon Finesse at level 1 as a bonus feat, even if she does not qualify for the feat.

Grace (Ex): You gain a +1 bonus to dodge AC and initiative. This bonus increases by +1 at level 5 and again every 5 levels thereafter. This bonus only applies if you are wearing light or no armor and are unencumbered.

Dramatic Entrance (Ex): At level 2 or above, you leap into battle just at the nick of time, making a spectacular display of your timely arrival. In the opening round of combat or in the moments leading up to combat, you may ignore damage caused by your entrance up to an amount equal to twice your class level, such as from breaking through a window, leaping through flames, or falling from a great height. In addition, during that round you may charge through allies or over terrain that would normally slow your movement.

Strength of Intellect (Ex): You have confidence that your superior planning and intellect will always win the day. At 2nd level, you may add your Intelligence modifier to your Will saves.

Dashing Strike (Ex): At 3rd level, you gain the ability to channel your sheer flair into your attack, taking advantage of your opponent’s opening to deliver a devastating and picturesque hit. Once per encounter, whenever you make an attack of opportunity or an attack against an enemy without their Dex bonus to AC (be it on a standard attack, a part of a strike, or a single swing of a full-round attack), you may add your Charisma bonus to the attack roll and add your class level to the damage roll. This ability may only be used with an attack from a light or finesse-able weapon (such as whip or rapier). At level 14, you gain an additional use of this ability per encounter, but you may not use this ability on more than a single attack per round.

Combat Reflexes (Ex): At 4th level, you gain Combat Reflexes as a bonus feat as long as you are unarmored or light armored and are not encumbered.

Uncanny Dodge (Ex): At 5th level, you gain the ability to react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor does you lose your Dex bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to armor class if rendered helpless. You can still lose her Dexterity bonus to armor class if an opponent successfully uses the feint action against you. If you already have uncanny dodge from a different class, you automatically gain improved uncanny dodge (see below) instead.

Dramatic Acrobatics (Ex): At 6th level, you learn to use your showmanship to drive your acrobatic maneuverings to success. You may add your Charisma bonus to Acrobatics, Athletics, and Escape Artist checks as long as you are unarmored or light armored and are not encumbered. You may use your Dexterity modifier in place of your Strength modifier for Athletics if it is higher.

Strike of Insight (Ex): At 7th level, you are able to guide your attacks precisely against your opponent’s weak points. You gain an insight bonus to confirm critical hits equal to your Intelligence modifier.

Dramatic Irony (Ex): At 8th level, you learn to use witticism and subterfuge to lower your opponent’s guard. You may now feint as a swift action (if you have the Improved Feint feat, this becomes a free action that can be performed once per round). If your feint is successful, the target loses its Dex bonus to AC against all attacks you make this turn. In addition, if you make a witty pun or spout a catchphrase while making this feint, you gain a bonus to your feint equal to half class level (DM determines whether your pun or catchphrase qualifies).

Improved Uncanny Dodge (Ex): At 9th level, you can no longer be flanked. This defense denies a rogue the ability to sneak attack you by flanking, unless the attacker has at least four more rogue levels than your swashbuckler level. If you already have Uncanny Dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Dramatic Moment (Ex): At level 12, you know that heroes make their own drama. Though sheer panache, you are able to purposefully give the appearance of failure, only to snatch success at the last dramatic moment. Once per day, you may reroll the result of a failed attack roll, skill check, ability check, or saving throw, adding your Charisma bonus to the reroll. You must take the result of the second roll, even if it is worse than the first. At level 17 and 19, you may an additional time per day, though you may not use this ability more than once per round; after all, no one likes a repeat performance.

Acrobatic Skill Mastery (Ex): At 13th level, a swashbuckler becomes so certain in the use of her acrobatic skills that she can use them reliably even under adverse conditions. When making an Acrobatics, Athletics, or Escape Artist check she may take 10 even if stress or distractions would prevent her from doing so.

Dramatic Opportunity (Ex): At 16th level, you learn to take advantage of every opening, every opportunity your enemy gives you. Whenever you are able to make an attack of opportunity against an enemy, you may use a granted standard action strike against that enemy instead. This strike is expended as normal.

Certainty of Cunning (Ex): At level 18, you weave complex plans within the smallest instant, thinking through the tactics of any given situation even in the middle of a fight, giving you an uncanny ability to predict your opponents’ attacks. As a free action, designate an enemy. You gain your Intelligence bonus as dodge AC to avoid that enemy’s attacks while it remains so designated. You may only designate a single enemy at a time.

Dramatic Victory (Ex): At 20th level, you learn that fortune favors the victor. Whenever you defeat or slay an enemy in combat, you may immediately recover all expended maneuvers and have a new set of readied maneuvers granted to you, as if you had ended your turn with no withheld maneuvers remaining. You may choose the specific maneuvers to be granted here, though the total cannot exceed your normal number of granted maneuvers in the first round of combat.