From the eastern deserts of Qadira comes Jeannie, a dervish of Sarenrae who always gets her way.
The sheets: http://www.dndsheets.net/view.php?id=10944
So I've always like the duelist. Primarily because I don't like the Big Dumb Fighter all that much, and the duelist is an intelligent fighter with some class. As a duelist, you gain quite a few witty roleplay elements that can make a character quite entertaining. On Jeannie, I've taken the angle of someone who was brought up knowing that she can do what she likes, and has gained the skill to back it up. A faithful servant of Sarenrae, Jeannie believes the goddess guides her in combat, allowing her to see the enemy's movements before they're even being made.
In reality, Jeannie's just that damn fast. However, for her devotion, Sarenrae blesses her blade with fire when it strikes a particularly good blow.
So breaking it down we have a martial character with a minor divine connection and a huge elitism streak. Let's see if we can't reflect that in mechanics.
Flame of the Dawnflower (+2 fire damage on scimitar crit)
Keleshite Princess (+1 Diplomacy and Intimidate, Diplomacy class skill)
Now, the idea here is to get the feel of a desert warrior, and to play up the typical "waif fu" of the female dex-based archtype. You should never hit this character, and it should be capable of dancing around you with ease. So we're starting with 6 levels of fighter and then moving on to duelist. Duelist builds get insane AC and are one of the most difficult characters in the game to damage. In fact, the only thing harder to actually drop than a fighter/duelist is a paladin/duelist (which could be an alternate build if you roll high enough stats! I would take levels 5 & 6 as Paladin levels if you wanted to do that, moving whirlwind to level 7)
H - Power Attack (Because you can)
1 - Weapon Finesse (Because dexterity is your primary stat)
F1 - Dodge (Prereq for duelist)
F2 - Dervish Dance (Jeannie likes scimitars)
3 - Mobility (Prereq for duelist)
F4 - Spring Attack (You're this far already, may as well finish!)
5 - Combat Expertise (Because more AC is good when it pushes enemy to-hit rolls into the "I need to crit" range)
F6 - Whirlwind Attack (And since we're here already, why not take some action economy.)
7 - Improved Disarm (Whirlwind disarm is a beautiful thing)
Now, the important thing to note is the fighter is not a basic fighter. It's a Free Hand Fighter, which means while we get all our proficiencies, wearing medium or heavy armor and a shield is not going to work. (Though a mithral breastplate is an AMAZING peice of armor for a dervish of Sarenrae!)
At 2nd level the free hand fighter replaces bravery with Deceptive Strike, granting a +1 bonus to CMB and CMD, which increases to +2 at level 6.
At 3rd level the free hand fighter replaces armor training with Elusive. Now elusive grants a +1 dodge bonus when not wearing medium armor or heavier. (Note that it does not care if you're wielding a shield) Also note that it says it increases every 4 levels after 2nd, not 3rd. This is probably a typo, and I'm still waiting for word back from Paizo on that. It's clearly meant to replace armor training which increases by 1 for every 4 levels after 3rd. GM's outside society, I would rule it as such. In society, I would use RAW until errata changes otherwise. A +1 bonus isn't going to murder your organized play table, as OP players are very good at gathering +1 bonuses from elsewhere anyway.
At 5th level you gain Singleton, which allows you to gain a +1 to attack and damage rolls when using a weapon and free hand. This ability does not ever increase, unlike the rest of the fighter variants. That's important because it encourages us to class into duelist.
The duelist class we begin taking at level 7. By now you should have all the necessary prerequisites. This build only gets 1 level of duelist, but it grants some pretty awesome advantages. First: You gain Acrobatics, bluff, escape artist, perception, and sense motive as class skills. That's HUGE. Acrobatics is a key skill fighters do not get and it's important for battlefield mobility. Bluff adds to the Keleshite princess to allow Jeannie access to diplomacy, intimidate, and bluff. (Another good reason to take a decent charisma when not on the point buy system.)
The duelist also gets canny defense, which gives her an additional AC equal to either her duelist class level or her intelligence modifier, whichever is lower. This is added with your dexterity modifier, so it applies to all AC's (Including CMD) except being flat footed. The duelist also gets precise strike this level, which the dervish dance feat allows you to use with a scimitar, granting +1 damage. The precise strike only works on foes that can be critically hit. However, its name belies its dirty secret. While it is implied that precise strike is precision damage, it is not stated in the ability itself that it is precision damage. Thus, it can in fact multiply on critical strikes. (Which explains the duelist's penchant for the Rapier!)
In all, Jeannie is an incredibly mobile fighter that can wreck an enemy force's day when she decides to stop for a moment and fight the pack that's following her. Between spring attack and whirlwind attack you should always have a good target, and a free hand is actually quite useful in combat. Enjoy!