Parry Feat
You are skilled at deflecting the attacks of your enemies
Prerequisites: Dex 13+, Int 13+, Expertise
Benefit: after a melee attack roll to hit your character has been made, but before damage is assigned, you may attempt to parry the blow. You may only attempt to parry an attack up to two size categories larger than the one you wield. Natural attacks are considered to be a weapon two size catagories smaller than the creatures size. You cannot parry an attack when unarmed, when wearing medium or heavy armor, or when you are denied your dexterity bonus to AC . Attempting a parry uses up an attack of opportunity for the round, and you may only make one parry attempt a round.
To parry you must make a melee attack roll in an attempt to surpass the attack roll that you are trying to parry. When wielding a light weapon you gain a +4 bonus to your parry roll. If you succeed the attack fails, and deals no damage. If you fail, the attack does damage normally. In either case, making a parry attempt gives your opponent the opportunity to make a disarm attempt against the weapon you are parrying with. Attempting to disarm you is a free action that does not provoke an attack of opportunity, and failure does not allow you to make a disarm attempt in return.
Also:
From the same article "Swashbucklers" by Travis Stout
The Halfling Rapier (15GP) SZ S 1d4 dmg 18-20/x2 6lbs Piercing
The dueling cloak (10 GP) SZ S 1d3 Subdual x2 2lbs.
And from the Jester
WEAPON & CLOAK STYLE (General, Fighter)
You have been trained to use a one-handed weapon and a cloak in your off-hand, swirling it to baffle your enemies.
Prerequisites: Cha 13+ [it takes balls to use this style]
Benefit: You ready a cloak as you would a shield. You can do this as part of a normal move. On your turn choose one enemy that you can see. Against that foe you gain one-quarter concealment (10% miss chance).