Arcane Bond (Ring of protection +1) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Bandit (River Kingdoms, Stealth) +1 to Stealth checks, Stealth is always a class skill for you.
Deed: Derring-Do (+5 extra dice) (Ex) Use 1 panache, +1d6 to Escape Artist, Fly, Ride, or Swim check. On a 6, roll another die.
Deed: Dodging Panache (Ex) As an imm action when attacked, use 1 panache to move 5 ft. and gain +0 to AC vs. attack.
Deed: Opportune Parry and Riposte (Ex) 1 panache and 1 AoO to attempt to parry a melee attack, then counterattack.
Forewarned 1 (Su) Can always act in surprise rounds.
Magical Knack (Wizard) +2 CL for a specific class, to a max of your HD.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Piranha Strike -1/+2 You can subtract from your attack roll to add to your damage with light weapons.
Scryer Associated School: Divination
Send Senses (110', 0 rds, 6/day) (Sp) Clairvoyance/Clairaudience sensor.
Slashing Grace (Katana) Treat chosen weapon as 1-handed piercing weapon and can had Dex instead of Str to dmg.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Swashbuckler Finesse At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats.