Dungeonscape. But I do have some revisions that I am eager to share.
The following abilities now read:
1. Flair: The Dashing swordsman's key ability is presentation, if it looks good, then it works, at least for the Dashing swordsman. Whether in combat or in a social setting, the ability to add a flair to the situation can mean a victory or defeat. At level 1 when making a check involving a skill in which you have at least 1 rank, you can spend 1 allotted use of the flair ability to gain a bonus on the check equal to your Dashing swordsman level. You can use this ability once per day for a particular skill. The flair ability also serves other class features. This ability may only be used equal to their charisma score plus 4.
2. Bitting Banter: Dashing swordsmen are adept at using witty banter to distract and discourage opponents. After successfully feinting, a dashing swordsman may make an attack equal to his attack bonus plus his charisma modifier. The swordsman may add his dashing swordsman level in addition to his Strength bonus to the damage he deals on that attack, this only works when the Dashing Swordsman hits a foe with a weapon to which you can apply the Weapon Finesse feat. Dashing swordsmen may only use this ability once a number of times equal to his Charisma Modifier plus half his dashing swordsman level per day. At Level 6, the Dashing swordsman has become so witty that he may feint as a free action. Special: Even if the feinting does not succeed in causing a character to be Flat-Footed, they are still susceptible to the extra damage, but not Sneak Attack Damage.
3. Heroic Heart: The Dashing Swordsman now receives a bonus equal to half his Dashing Swordsman class levels on saves vs. any mind-affecting effect.
4. Dramatic Entrance: Dashing Swordsman have incredible timing, and can arrive at a battle in the nick of time. They are given a surprise round upon entering the battle, upon a successful flair check. A dashing swordsman may make a flair check with a bonus equal to his dashing swordsman level plus his charisma bonus. The Dashing swordsmen may add his base ranks in Perform to the roll. This gives them a bonus to their initiative on the 1st round of battle if they beat a flair check of 10 + the challenge CR. They gain an initiative bonus of +1 per 3 ranks in a skill which could be used for the entrance, such as climb, jump, or tumble.
I am working on fancy footwork, but I like Greyfeld's idea on this one, so I want to polish it up a bit.