Over on EN World, some people were trying to come up with a (made-up, as far as anyone knows) prestige class that was mentioned in The Order of the Stick. Here’s my version:
Dashing Swordsman (V 1.2)
To qualify to become a dashing swordsman, a character must fulfill all the following criteria.
Base Attack Bonus
Perform 8 ranks, Bluff 5 ranks, Tumble 3 ranks.
Dodge, Persuasive, Weapon focus (rapier).
The dashing swordsman’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Diplomacy (Cha), Escape Artist (Dex), Jump (Str), Listen (Wis), Perform (Cha), Sense Motive (Wis), Speak Language, Spot (Wis), and Tumble (Dex).
Skill Points at Each Level
4 + Int modifier.
Base Attack Bonus:
Fortitude and Will
1 Sharp Wit
2 Combat Expertise
3 Dazzling Opponent (feint)
4 Bonus Feat
5 Uncanny Dodge
6 Dazzling Opponent (critical)
7 Dramatic Entrance
8 Dazzling Opponent (charge)
9 Bonus Feat
10 Dazzling Opponent (defense)
Sharp Wit (Ex) Add 1 point of Charisma bonus (if any) per dashing swordsman class level to your damage when wielding a rapier, provided that you make a quip or pun during the attack.
Combat Expertise – gain as a bonus feat. You need not have any of the prerequisites normally required.
Bonus Feat: At fourth and ninth levels, gain a bonus feat from the following list: Acrobatic, Agile, Improved Critical, Improved Feint, Improved Initiative, Mobility, Spring Attack, Quick Draw, Weapon Finesse.
Dazzling Opponent (Ex) – At 3rd level, you add your Charisma bonus (if any) to your attack roll when you make a successful feint. At 6th level, you add your Charisma bonus to critical confirmation rolls. At 8th level, you add your Charisma bonus to your damage on a charge attack. At 10th level, you may add your Charisma bonus to your armor class as a dodge bonus against a single foe per round (as per the Dodge feat), provided that you are wearing light or no armor.
Dramatic Entrance (Ex) At 7th level, a Dashing Swordsman may, as a full round action, enter a scene in a particularly dramatic way. In the process of doing so, he may move up to twice his speed and may swing in through a window, bash down a door, or perform some other feat. If he is required to make a roll to accomplish his entrance (such as a Jump, Tumble, or Strength check), he may freely substitute his Charisma for Strength or Dexterity. All who witness this (friend and foe alike) must make a Will save (DC 10+Dashing Swordsman class levels+Charisma bonus) or be dazed for one round.
Uncanny Dodge (Ex) At 5th level, a dashing swordsman retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses any Dexterity bonus to AC if immobilized.) If a character gains uncanny dodge from a second class, the character automatically gains improved uncanny dodge.