I *LOVE* the swashbuckler class thus far. My last three characters have had at least 3 levels of swashbuckler, and I think it's a great class. Mostly, it's a great class for the reason many have listed before: STYLE. I personally can't stand stock fighters (pure damage machines are just boring), and the swashbuckler changes the fighter class enough that it works mechanically as I'd like it to, and affords me the skill points to really have some fun with the class (although I wish they got 6 skill points per level, rather than 4). The Grace and Lucky abilities are great, and the Acrobatic Charge can really be worked into some cool roleplaying ("I charge him by sliding down the stairway banister right at him!") And at higher levels, the weakening and wounding criticals are great. Throw in a keen elven thinblade of wounding (IMHO, the BEST weapon for this class), and suddenly your swashbuckler IS dealing pretty nice damage (thanks in part to the Int bonus to damage). Conceptually, I just think it's a neat class. Granted, I'm probably extremely biased.

Jack up his Dex and give him Celestial armor and the fun just continues! The only downside is that you'll take a hit on the number of feats you have to play around with (it's the same as any other core class but fighter). But I've found that Improved Initiative, Improved Disarm (w/ Combat Expertise, of course) and Combat Reflexes make for a pretty bitchin' character ("Drop. Your. Sword. *foe refuses, so I disarm him* Thank you for cooperating."

) If I could add one thing to the class, I would allow a swashbuckler to take weapon specialization feats in rapier, thinblade, or any finesse-able (sword-like) weapon. Currently, I think it's a bit lacking in the Flynn/Dread Pirate feel. But that's the only real problem I have with the class. All-in-all, if you're looking for a replacement for the melee tank, the swashbuckler isn't it. But if you want to have some real fun with a fighter class, I've thoroughly enoyed it and I'd highly recommend it!
- Jason