Because swashbuckling's
fun! And it's something that the D&D3e core classes to not directly address.
Macbeth, a few threads down I have a suggested swashbuckler class. The class may not grab you, but I think these few bits might be interesting:
Audacious Stunt (as a class feature or a feat): By throwing caution to the wind, the swashbuckler can add a +10 luck bonus to any single Jump, Climb, Balance, or Tumble check a number of times per day equal to his Charisma modifier.
Bravado (as a class feature?): When wearing no armor or light armor, a swashbuckler adds his Charisma bonus (if any) to AC, in addition to his normal Dexterity modifier. This Charisma bonuss represents a swashbuckler’s daring in the face of danger, and a swashbuckler does not lose the bonus even in situations when he loses his Dexterity modifier due to being unprepared, ambushed, stunned, and so on. A swashbuckler does lose this bonus, however, whenever he is immobilized, subject to a morale based penalty, or under the influence of magical fear or similar effects.
Repartee (the anti-bardic music ability

): Once per day per level, a swashbuckler can use his razor-sharp tongue to cut his opponent to the quick. The swashbuckler must be able to verbally communicate with the potential target creature of his repartee. For example, they must share a language in common, the swashbuckler must be free to speak, and the target must no be deaf or deafened. A swashbuckler’s repartee is a supernatural mind-affecting ability.
Subjecting targets to repartee is a move-equivalent action. The swashbuckler makes a repartee check, d20 + Charisma modifier + swashbuckler level. Each target then makes a Will save with a DC equal to the swashbuckler’s repartee check total. If the target fails the Will save, the target is affected by the swashbuckler’s repartee.
All repartee techniques except for the verbal slap and retort can last longer than 1 round, as long as the swashbuckler continues to speak his insults. Continuing repartee is a free action that requires a Bluff check to keep the swashbuckler’s targets bamboozled. The DC of the Bluff check depends upon how the swashbuckler’s luck is holding. If the swashbuckler has not failed any other rolls (including skill checks, attacks, and saves) since the repartee started, the DC is 15. If the swashbuckler has failed one or two rolls, the DC is 20. If the swashbuckler has failed 3 or more rolls, the DC is 25 or higher.
Players of swashbuckler characters who are willing to invent witty insults for the occasion gain +2 circumstantial bonuses to any repartee or related Bluff checks.
Repartee Technique & Effects
Distraction: Target suffers a 25% miss chance on any melee or ranged attack against any opponent.
Enrage: Target gains a +2 morale bonus to Strength and Constitution scores, a +1 moral bonus on Will saves, and a -1 penalty to AC. The target is compelled to fight heedless of danger. Enrage does not stack with barbarian rage, similar spell effects, or itself.
Greater Distraction: Target suffers a 50% miss chance on any melee or ranged attack against any opponent.
Retort: Cancels the effect of a previous repartee technique on the target if the swashbuckler’s repartee check total matches or exceeds the previous technique’s repartee check total. If the retort is successful, the swashbuckler may follow-up the retort with another repartee check of his choice against any target that heard and understood the entire exchange. The follow-up repartee check is a free action and does not count against the total number of repartee checks the swashbuckler can make otherwise per day.
Ridicule: Target is shaken suffering a -2 morale penalty on attack rolls, checks, and saving throws. If the swashbuckler has at least twice as many hit dice as the target, the target becomes frightened and flees as well as it can but may fight is flight is impossible. If the swashbuckler has at least three times as many hit dice as the target, the target becomes panicked. A panicked creature has a 50% chance to drop what he's holding, chooses his path randomly (as long as he is getting away from immediate danger), and flees any other dangers that confront him. If cornered, a panicked creature cowers. A creature may use a special ability or spell to escape.
Verbal Slap: Target loses one action and is flat-footed until the target’s next action
Mass (Technique): Same as underlying technique, except it effects 1 target per swashbuckler level. No two targets can be more than 30 feet apart.