Taken alot from and been greatly inspired by the base class version of the Duelist made by Greyfeld. You will see they share alot of the same mechanics and feats, but with some pretty big changes along the way aswell, I have removed the ability to gain attack bonus from intellect to balance some of the additions, this will now require more stats than before to be as effective as before, however properly utilized, it should be more powerful, but not by too much.
Any issues, questions or ideas should be directed at Teraki 
|1st||+1||+0||+2||+2||Cunning Swordsman, Cunning Finesse, Furious Blows(2 attacks)||+0 ft.|
|2nd||+2||+0||+3||+3||Defensive Swordplay||+0 ft.|
|3rd||+3||+1||+3||+3||Cunning Precision||+0 ft.|
|4th||+4||+1||+4||+4||Unnerving Calm||+0 ft.|
|5th||+5||+1||+4||+4||Bonus Feat, Focused Swordplay||+5 ft.|
|6th||+6/+1||+2||+5||+5||Furious Blows (3 attacks)||+5 ft.|
|7th||+7/+2||+2||+5||+5||Pin Point Weakness||+5 ft.|
|8th||+8/+3||+2||+6||+6||Aggressive Precision||+10 ft.|
|9th||+9/+4||+3||+6||+6||Cunning Grip (1.0x)||+10 ft.|
|10th||+10/+5||+3||+7||+7||Bonus Feat, Quick Defence||+10 ft.|
|11th||+11/+6/+1||+3||+7||+7||Furious Blows (4 attacks)||+15 ft.|
|12th||+12/+7/+2||+4||+8||+8||Critical Precision||+15 ft.|
|13th||+13/+8/+3||+4||+8||+8||Battle Movement||+15 ft.|
|14th||+14/+9/+4||+4||+9||+9||Improved Pin Point Weakness||+20 ft.|
|15th||+15/+10/+5||+5||+9||+9||Bonus Feat||+20 ft.|
|16th||+16/+11/+6/+1||+5||+10||+10||Furious Blows (5 attacks)||+20 ft.|
|17th||+17/+12/+7/+2||+5||+10||+10||Cunning Grip (1.5x)||+25 ft.|
|19th||+19/+14/+9/+4||+6||+11||+11||Swift Battle Movement||+25 ft.|
|20th||+20/+15/+10/+5||+6||+12||+12||Bonus Feat||+30 ft.|
Hit Die: 1d10
Starting Wealth: 6d4 x 10gp
Class Skills: Balance, Bluff, Concentration, Craft, Climb, Diplomacy, Escape Artist, Gather Information, Intimidate, Jump, Knowledge (Local), Knowledge (History), Knowledge (Nobility & Royalty), Listen, Perform, Profession, Ride, Sense Motive, Spot, Swim, Tumble, Iaijutsu Focus(If OA are allowed).
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier
Weapon and Armour Proficiencies: A Swordsman is proficient in all light and one-handed simple, martial weapons, in addition to that he trained in the use of bastard swords and katanas. His combat style requires the ability to move freely about the battlefield, and therefore he is only proficient in wearing light armour and light shields.
Cunning Swordsman: At level 1, level 5, and every 5 class levels thereafter, the Swordsman adds +1 to their attack bonus.
Cunning Finesse: At level 1, a Swordsman may use his dexterity (if any) in place of his strength modifier for attack rolls when attacking with a light or one-handed weapon. This ability counts as the Weapon Finesse feat for the purposes of meeting the prerequisites of feats and prestige classes. The Swordsman may only gain the benefits of this ability if he wields a weapon in one hand and isn't wielding a weapon in his off hand, isn't wearing medium or heavy armour, and isn't wielding a light, heavy, or tower shield in his off hand.
Defensive Swordsplay: A Swordsman is lithe and mobile on the battlefield. He gains a Deflection bonus to his AC equal to half his class level (rounded down, minimum 1). The Swordsman loses the benefit of this ability if he wears medium or heavy armour, or if he wields a light, heavy, or tower shield.
Cunning Precision: Rather than attacking with raw strength, the Swordsman attacks with precision. At level 3, a Swordsman may use half his dexterity modifier for his damage rolls in place of his strength modifier. Cunning Precision only applies to light and one-handed weapons. The Swordsman may only gain the benefits of this ability if he wields a weapon in one hand and isn't wielding a weapon in his off hand, isn't wearing medium or heavy armour, and isn't wielding a light, heavy, or tower shield in his off hand.
Combat Mobility: Swordsman are extremely mobile fighters, and learn to be quick on their feet. At level 5, the Swordsman gains an enhancement bonus to his movement speed, as shown on the above table. A Swordsman carrying a medium or heavy load, or wearing medium or heavy armour loses this bonus.
Bonus Feat: At levels 5, and every five levels thereafter, the Swordsman takes a bonus feat. This feat is chosen off the list of fighter bonus feats. The Swordsman must still meet all prerequisites for the feat he wishes to take, the Swordsman count as a fighter for all intends and purposes to meet the requirements for feats.
Furious Blows: A Swordsman can reign blows upon his opponent with lightning speed. At level 1, a Swordsman can make up to 2 attacks on a single target as a standard action. These attacks are made at the Swordsman's highest attack bonus, with a -2 penalty for each attack beyond the first (For example, a level 1 Swordsman with a +5 attack bonus would be able to make two attacks at +3/+3). The maximum number of attacks allowed by Furious Blows increases by one at level 6, level 11, and level 16. Furious Blows may only be used with light and one-handed weapons. The Swordsman may only gain the benefits of this ability if he wields a weapon in one hand and isn't wielding a weapon in his off hand, isn't wearing medium or heavy armour, and isn't wielding a light, heavy, or tower shield in his off hand.
Pin Point Weakness: Over time, a Swordsman’s precision begins bordering on the supernatural. At level 7, he can ignore an amount of damage reduction equal to his intellect modifier.
Improved Pin Point Weakness: At level 14 the bonus of Pin Point weakness becomes more powerful and now allows him to ignore an amount of damage reduction equal to two times his intellect modifier.
Aggressive Precision: Sometimes lowering your guard can win you the killing blow. At level 8, a Swordsman can reduce the dodge bonus gained from his Mobile Swordplay ability (by any amount up to his max bonus) and reassign it to his attack bonus. The Swordsman must activate this ability as he declares his attack (before making his attack roll), and affects his AC and all attacks made for the rest of the round. Aggressive Precision may only be used with light and one-handed weapons. The Swordsman may only gain the benefits of this ability if he wields a weapon in one hand and isn't wielding a weapon in his off hand, isn't wearing medium or heavy armour, and isn't wielding a light, heavy, or tower shield in his off hand.
Cunning Grip: His focus and training in a single combat style has taught the Swordsman how to maximize the damage of every blow. At level 9, a Swordsman applies 1.0x his Dexterity bonus to his damage rolls instead of the standard 0.5x. At level 17, this is increased to 1.5x his attribute bonus. He may only gain the benefits of this ability when wielding light and one-handed weapons. The Swordsman may only gain the benefits of this ability if he wields a weapon in one hand and isn't wielding a weapon in his off hand, isn't wearing medium or heavy armour, and isn't wielding a light, heavy, or tower shield in his off hand.
Critical Precision: Eventually, striking the most exposed sections of an enemy's defences becomes second nature. At level 12, any light or one-handed weapon a Swordsman wields has its critical damage modifier increased by 1 (for example, a longsword has its critical damage modifier increased from x2 to x3). In addition, the Swordsman may change any successful melee attack he makes with that weapon into an automatic critical hit a number of times per day equal to his Dexterity Bonus or Intelligence Bonus (if any). He may only gain the benefits of this ability when wielding light and one-handed weapons. The Swordsman may only gain the benefits of this ability if he wields a weapon in one hand and isn't wielding a weapon in his off hand, isn't wearing medium or heavy armour, and isn't wielding a light, heavy, or tower shield in his off hand.
Unnerving Calm: Reference: Tome of Battle page 33
Focused Swordplay: Every round the wandering swordsman manages to remain unharmed, he gains +1 to attack bonus and damage to a maximum of +5, however should he be harmed all stacks are lost.
Battle Movement: At level 13 the Swordsman has become so accustomed to dancing around the field of battle, he no longer provokes an attack of opportunity when moving in combat if winning a reflex check against the enemies he might provoke an attack of opportunity from (Enemy reflex save + D20 vs Swordsman Reflex Save + D20).
Swift Battle Movement: At level 18 the Swordsman gains a 5 bonus to reflex saves against potential attacks of opportunity.
Quick Defence: You gain a +2 to AC as a shield bonus when wielding a single one handed weapon and nothing in your offhand.
Einhander For reference look in Players handbook 2.
|21st||Epic Point Point Weakness, Bonus Feat||+30|
|28th||Cunning Grip (2.0x)||+40|
Epic Pin Point Weakness At this point the Wandering Swordman mastered bypassing armor, in addition to bypassing DR, the Wandering Swordsman can bypass an amount of the current enemy's AC coming from armor or shields equal to the Wandering Swordman's intellect modifier, doing this however cost a move action.
Epic Swordsman The Wandering Swordsman through experience and training managed to excel at combat mobility, making him able to do a move action in the same round as he does a full attack.
Epic Level Bonus Feats The Wandering Swordsman get to pick from the same pool of feats the fighter does, including epic feats.
Changes: Improved Iniative removed, Focused Swordplay Removed.
Requires the use of Katana, bastard sword or any one handed bladed weapon to use your maneuvers and stances, the Master Swordsman variant progress in regards to Maneuvers and stances as if he was a Warblade.
You can regain your maneuvers by sacrificing 1/4 of your level in AB or AC for 3 rounds.
Outside of combat maneuvers can be regained by meditating for ten minutes per Wandering Swordsman Level or spend the same amount of time practicing to regain his maneuvers.
Removing: Unnerving Calm, Pin Point Weakness, Epic Pin Point Weakness, Improved Initiative. Adds:
Level 1: Weapon Proficiency, all flintlock weapons.
Level 4: Seadog.
Level 7: Sailor's Balance (From Stormwrack)
Level 18: Dead men tell no tales.
Level 21: Feed the fish.
Seadog. Once you pick Weapon focus, specialization, improved critical and other weapon specific feats for any one handed weapon that functions with cunning finesse, these feats will also work with flintlock pistols and rifles. In addition to that, the pirate can wield a flintlock in the offhand, while for purposes of class features it will still count as leaving the offhand free as long as attacks are only made with one of the weapons wielded. Example: Wielding a rapier and a flintlock pistol, if attacking with the rapier but not the flintlock it will count as if the pirate are wielding a single weapon. If firing the flintlock while not attacking with the melee weapon same applies, however if attacking with both weapons normal dual wielding penalties still apply.
Dead men tell no tales. This feature allows the pirate to do an additional attack when performing a critical strike with your melee weapon, this additional attack will be done with a flintlock pistol with a -4 attack penalty, however it will not cause the usual penalties for dual wielding, this attack does 1D4 constitution damage instead of any normal damage.
Feed the fish. This feature allows the pirate to sacrifice the additional attack with the flintlock upon critical strike with a kick to the chest, that knocks the target back 10 ft, this attack does not suffer the -4 penalty.
28-04-2012. Following changes was made to bring the class a bit more on par with other melee classes.
Increased the hit die to a D10 (Original D8)
Cunning Precision, cunning grip: Lowered the overall damage bonus from this by 0.5
Mobile Swordplay: Renamed Defensive Swordplay and the AC bonus has been changed to a deflection bonus instead of dodge bonus.
Clarified some things and made a few minor balancing tweaks to the master swordsman variant of the wandering swordsman class.
Replaced Concentrated Momentum with Focused Swordplay
Replaced Unleash Momentum with Battle Hardened Mind
Corrected a couple typos
Added class starting wealth at level 1)
Removed Battle hardened mind and added improved initiative, due to balance issues and fitting better with the flavour of the class
Added Pirate variant
Removed a skill and added Sailors Balance instead
Removed improved initiative from level 18 and replaced it with Einhander, since adding improved initiative so late, seemed counterproductive.