One option (which i'm currently trying myself) is to go for a melee scout/swashbuckler leading into dervisher. I decided to create a scout with quite a high intelligence as our party lacked on any other skills monkey, entering into the game at level 7/8. Starting in scout, i then levelled in both scout and swash levels until i had 3 levels in swashbuckler (giving me weapon finesse at level 1, +1 bonus on reflex saves at lvl 2, and my intelligence bonus to damage at lvl 3). Taking 3 or 4 levels in scout will gave all the feats and skill requirements needed to get into the dervish class, whilst also giving lots of skill points to play with. Going off the top of my head, the route i took (starting play at lvl 8) was:
Human
Lvl 1: Scout 1; Skirmish, trapfinding; Bonus feats: Dodge, 2-wpn fght; skill points: (8+1+int) x 4
Lvl 2: Swash 1; Wpn finesse; skill points: 4+1+int
Lvl 3: Scout 2; Battle fort +1, uncanny dodge; Bonus feat: Combat expertise; skill points: 8+1+int
Lvl 4: Swash 2; Grace +1; skill points: 4+1+int
Lvl 5: Scout 3; Fast mv +10, skirmish, trackless step; skill points: 8+1+int
Lvl 6: Swash 3; Insightful strike; Bonus feat: Wpn focus (any slashing lght wpn, i chose scimitar); skill points: 4+1+int
Lvl 7: Scout 4; Bonus feat; Mobility; skill points: 8+1+int
Lvl 8: Dervish 1; Dervish dance, movement mastery, slashing blades, +1 AC; skill points: 4+1+int
This gave me BAB +7/+2, Fort 5, Ref 8, Will 2 (with special class bonuses included), 83 skill points (+int bonuses), 3 attacks on a full attack using scimitars as light finessable weapons with int bonus to damage (+1d6 skirmish damage when derv. dancing), and enough skill ranks in move silently, hide, search, disable device (see rules FAQ), tumble etc to be the party's main rogue. My build also allowed for a lower strength whilst still hitting and damaging fairly hard. Additional levels have gone in the majority towards dervish, with the occasional top up from scout for evasion and additional dice of skirmish damage.