Getting in while there's still room: I changed Guran from Hill Dwarf to Mountain Dwarf to make him less boring. 
Guran Glimnode  
NG Male Mountain Dwarf Rogue (Thief) with "Acolyte" Background
AGE: 49 - HEIGHT: 4' 5" - WEIGHT: 185 lbs. - SPEED: 25 feet 
AC 15 (= 13 Chain Shirt + 2 DEX bonus) 
Maximum HP 10 (= 8 + 2 CON bonus) [HP and GOLD are maxed at 1st level, per DM] 
Initiative +2, Passive Perception 15 
Race: 
Dwarf 
- Ability Increase: +2 CON bonus 
- Darkvision; also, Advantage on Saves vs. poison, & resistance to poison damage. 
- Weapon Proficiencies: battleaxe, handaxe, throwing hammer, and warhammer 
- Artisan Tool Proficiency: MASON'S TOOLS 
- Stonecunning: double Prof. bonus to INT (History) checks about stonework 
- Languages: Common and Dwarven 
Subrace: 
Mountain Dwarf 
- Ability Increase: +2 STR; also, Proficiency with light and medium armor 
Background: 
Acolyte 
- Proficiency in INSIGHT, RELIGION, & 2 Languages: GIANT & GNOMISH 
Class: 
Rogue 
- Armor: Light armor
- Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords 
- Tool Proficiencies: Thieves' tools 
- Saving Throw Proficiencies: DEX, INT 
- Skill Proficiencies: ATHLETICS, INVESTIGATION, PERCEPTION, STEALTH 
- Expertise: Double the proficiency bonus for: Insight, Perception 
- Sneak Attack: Once per turn, you can deal extra damage to one creature that 
you hit with a weapon attack using a finesse or a ranged weapon, if:
(a) you have advantage on the attack roll; or 
(b) another enemy of the target is within 5 feet of it, that enemy isn't 
incapacitated, and you don't have disadvantage on the attack roll. 
- Thieves' Cant: You know the secret language used by thieves. 
Ability Scores: [Point Buy Array: 14-14-13-12-10-10]
[7 points] STR 16 (+3) (= 14 + 2 Racial) 
[7 points] DEX 14 (+2) 
[4 points] CON 14 (+2) (= 12 + 2 Racial) 
[2 points] INT 10 (+0) 
[5 points] WIS 13 (+1) 
[2 points] CHA 10 (+0) 
===========
[= 27 points]
* ATTACKS (LEVEL 1) * 
(using STR for all attacks) 
-> Shortsword (piercing; Finesse) 
1d20+5;1d6+3
-> Dagger (piercing, melee or thrown; Finesse) 
1d20+5;1d4+3
-> Handaxe (slashing, melee or thrown) 
1d20+5;1d4+3
-> Light hammer (bludgeoning, melee or thrown) 
1d20+5;1d4+3
-> SNEAK ATTACK: 
1d6
=SKILL BONUSES= 
	
	
	
		Code:
	
	
		Bonus Skill
===== =====
+2    Acrobatics (DEX) 
+1    Animal Handling (WIS) 
+0    Arcana (INT) 
+5    Athletics (STR)    [Proficient: +3 STR, +2 Prof.] 
+0    Deception (CHA) 
+0    History (INT) 
+5    Insight (WIS)    [Proficient: +1 WIS, +4 Prof. (EXPERTISE)] 
+0    Intimidation (CHA) 
+2    Investigate (INT)    [Proficient: +0 INT, +2 Prof.] 
+1    Medicine (WIS) 
+0    Nature (INT) 
+5    Perception (WIS)    [Proficient: +1 WIS, +4 Prof. (EXPERTISE)] 
+0    Performance (CHA) 
+0    Persuasion (CHA) 
+2    Religion (INT)    [Proficient: +2 Prof.] 
+2    Sleight of Hand (DEX) 
+4    Stealth (DEX)    [Proficient: +2 DEX, +2 Prof.] 
+1    Survival (WIS)
	 
 
Traits: 
  (1) I tend to compensate for my average intelligence by using my strength. 
  Raised in a temple to Moradin, I was kept busy with manual labor because 
  my mediocre aptitude for religious training made me a less likely candidate 
  for the clergy than other, quicker pupils. I ended up learning more in the 
  streets and shops behind the temple than I did "between pulpit and pew." 
  (2) Also, I was charged with helping to rebuild the worship of Moradin in 
  the north, where a real priest or cleric would have no congregation and no 
  temple building, but where a devout dwarf who openly worships Moradin might 
  slowly be able to lead others to do the same through sheer force of example. 
Ideal: "Pertinacity": I keep hoping that that word means more than I have been 
  lead to believe, and that the timely application of our energies in the 
  right directions, pertaining to the right subjects, and in the right places 
  at the right times, will make for a better world for dwarves to live in. 
Bond: I owe my life to the priest who took me in when my parents died. 
Flaw: I am at least as comfortable with instant opportunism as I am with 
  Moradin's Law. (This 
does mean that my "sheer force of example" might not 
  be quite as "sheer" as those who bestowed my religious charge might like.) 
Equipment: 
Starting Wealth for the Rogue class is 4d4*10 GP, so that's 160 GP maximized
	
	
	
		Code:
	
	
		GP    LBS.  DESCRIPTION
===   ====  ===========
50    20    Chain Shirt: AC 13 + DEX modifier (maximum 2) 
2     1     Dagger: 1d4 piercing; Finesse, light, thrown (20/60) 
5     2     Handaxe: 1d6 slashing; Light, thrown (20/60) 
5     2     Handaxe: 1d6 slashing; Light, thrown (20/60) 
2     2     Light hammer: 1d4 bludgeoning; Light, thrown (20/60) 
10    2     Shortsword: 1d6 piercing; Finesse, light 
2     4     Clothes, traveling  
10    0     Explorer's Pack (backpack, bedroll, mess kit, tinderbox, 
              10 torches, 10 days rations, waterskin; 50 feet of hempen rope 
5     1     Holy Amulet of Moradin, worn on a chain outside of armor 
1     2     Pouch (2 each)
10    8     Mason's tools
25    1     Thieves' tools
===   ===
127   45 (plus whatever an Explorer's Pack weighs)
	 
 
(33 GP left in bottom of pack)