Here is what I got.. I have to admit that I would prefer 20 (or 25) point buy. The APs can be kinda hard. Like 15 point I did was in Carrion Crown and the group bought the farm hard. Considering Arcane trickster, Duelist or straight rogue if I get accepted.
Runt: A Forlorn Elf wandering the Inner Sea Male Elf (Forlorn) Rogue: 1
HP 9 (Current: 9); AC 15/T:13/F:12; F:+1/R:+5/W:+0
Character Creation: Runt is a thief, plain and simple, having learned to fend for himself early on. His agile ability were almost created for picking locks and sneaking about.
Character History: Runt never knew his parents, actually he never met an elf till he was 20, growing up first as the adopted child of a Cheliaxian sage. Before he was 12, he was taken as payment for a debt. By the time he was 20, he had run away from his master five times before finally getting away in Abaslon. He wandered the Inner Sea, meeting his first elf and moving along. For the next century, he moved about again and again. Osirion, Taldor, Chelliax, Quadira and finally Varisa where he earned a field commission with the Pathfinder society for his skill as a 'sneak' and 'locksmith'. Arriving in Magmimar, he has decided to end his endless wandering and try and make a place for himself.
Character Appearance: Ever youthful, Runt dresses to blend in with the working class of any area he is in, trying to blend in with the human thongs around him. Very little beyond his green-gold eyes and pointed ears point towards his elven heritage, and to be truthful he bears himself as a human. He speaks common (and Elvish) with the accent of someone from Abaslon (his most common point of origin).
Character Personality: Runt is looking for a place in the world. He's too 'human' to fit in with the few elves he's met and too 'elven' to remain in the human world he grew up in. How do you live in one place, when all you love and know will age and die in a handful of years. He masks the pain and loss in a sharp wit and love of drink. He plans to use the massive libraries of the Magmimar lodge to learn more of his heritage and build something that lasts more than a generation. In many ways, he's a human trapped in an elven body.
Runt
Male Elf Rogue 1
CG Medium Humanoid (elf)
Init +3; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +0; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dart +3 (1d4+1/x2) and
Rapier +3 (1d6+1/18-20/x2)
Ranged Shortbow +3 (1d6/x3)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 12, Int 14, Wis 11, Cha 10
Base Atk +0; CMB +1; CMD 14
Feats Weapon Finesse
Traits Arcane Dabbler (Mage Hand) (1/day) (Sp), Magical Talent (Prestidigitation) (1/day) (Sp)
Skills Acrobatics +7, Bluff +4, Climb +5, Disable Device +8, Knowledge (local) +6, Linguistics +6, Perception +6 (+7 to locate traps), Sense Motive +4, Sleight of Hand +7, Stealth +7, Use Magic Device +4; Racial Modifiers +2 Perception
Languages Common, Draconic, Elven, Goblin, Varisian
SQ elven magic, trapfinding +1
Combat Gear Caltrops; Other Gear Leather armor, Arrows (20), Dart (10), Rapier, Shortbow, Backpack (33 @ 49 lbs), Bedroll, Belt pouch (3 @ 3 lbs), Flint and steel, Grappling hook, Mess kit, Mirror, Piton (10), Pot, Rope, Soap, Thieves' tools, Torch (10), Trail rations (5), Waterskin, 31 GP, 2 SP, 9 CP
--------------------
Special Abilities
--------------------
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Talent (Prestidigitation) (1/day) (Sp) Choose one 0-level spell - it becomes a 1/day spell-like ability for you.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.