Okay, here's what I've got. I didn't work off a template or character sheet, so I probably missed something.
Telas the Rat
Goblin Wizard 3 of Droaam
Background: Born the chief’s daughter to the Delathua Tribe of goblins in the region that would eventually become Droaam, Telas quickly realized he was not like other goblins. He was the smartest and the quickest of his family, but more importantly, he was the least ambitious. He spent most of his time away from the encampment, practicing his craft away from the squabbling and infighting in the tribe. When the tribe called upon Telas to fight, he did so without complaint, serving his father in the strikes against the Brelish troops along the Graywall Mountains. It was difficult, however, to avoid gaining a reputation of being ‘too smart for his own good’. By the time the Daughters of Sora Kell came to rules the land, declaring Droaam a sovereign nation, he was practically a pariah among his kind. Between his superior intellect and habit of associating with rats, his tribe barely paid attention to Telas when they didn’t need his spells.
Eventually he was called to serve the Daughters at the capital, and served well during a bloody raid against a rebellious Orc tribe that threatened the newly forged nation. He caught the eyes of Sora Katra, who noticed his intelligence and sense. After meeting the wizard, she decided to send him amongst the world in an attempt to learn more about the people of the Five Nations. She hoped that other nations would see Telas as representative of the new sort of humanoid from Droaam. He was confused in the outside world initially, but has taken to his task with relish, traveling the breadth of Khorvaire. He has worked with many masters in his travels, serving as everything from a pet wizard to a Brelish merchant prince, a catcher of rats for a restaurant in the deepest levels of Sharn, and a scout and interpreter for a caravan moving finished goods from Breland to Darguun.
But Telas faces a dilemma. Even though his scheduled return to Droaam is still one year off, he is already having doubts about returning. He has grown to love the lifestyle of travel, and is glad to be away from the constant squabbling and racket of the goblin tribes.
About this character: Telas is much more intelligent and wittier than most people expect, and he is more than willing to take advantage of this. He lives his life day to day, not concerning himself with what is to come beyond the moment, but often stays up late into the night, gazing at the stars and dreading the day he will have to betray his true master, Sora Katra. Telas is very loyal to his companions, and is willing to sacrifice his well-being to help other party members. He still has trouble understanding the laws of the lands he travels in, having been raised in a society where only might makes right, but he has grown to respect the way that other people live. Telas is angered when he hears talk of the Silver Flame’s persecution of lycanthropes, not understanding how they are evil any more than he is. After all, if a goblin can become a member of society, can’t a werewolf? He has recently started paying attention to religion for the first time. Droaam has little need for religion, and Telas is fascinated with tales of the gods, having never heard even the most widely-known stories. He does have a somewhat alien mindset compared to others he meets, often spending more time talking to Skree than his companions, and his fascination with rats of all sizes and varieties is very disconcerting to those who think of them as the vile, filthy animals they seem to be.
Appearance: Standing a mere three feet tall and weighing only 40 pounds, Telas is very small, finding it easy to avoid the eyes of the bigger folk. His skin is a leathery dark orange, highlighted at the tips of his nose, fingers, ears, and toes with lighter hues. He wears a loose fitting robe that hides a wicked-looking curved dagger and a multitude of small pockets to hold the items needed to cast his spells. The robes have seen better days, the cotton is now worn through in some spots and a dull creamy tint has replaced what was once white. Telas normally wears a wide-brimmed conical hat of bamboo in the eastern style. His familiar, a rat named Skree, is often found crawling over his back and arms. His spell book is a loosely-bound collection of spells he has gathered, with stray pages poking out from the edges. A line of ivory scroll cases lines his belt, and a series of small glass bottles hang from a bandolier across his chest.
Stats
Str: 8
Dex: 18
Con: 14
Int: 18
Wis: 14
Cha: 10
AC: 15 (10 base, +1 Size, +4 Dex)
HP: 15 (6+4+5)
Alignment: CN
Saves:
Fort +5 (+1 Wizard, +2 Con, +2 Familiar)
Ref +5 (+1 Wizard, +4 Dex)
Will +5 (+3 Wizard, +2 Wis)
Attacks:
Dagger +1 (+1 Base, -1 Str, +1 Size) for 1d4-1 damage, thrown +5, 10 range
Grapple -3 (+1 Base, -1 Str, +1 Size, -4 Size)
Skills
Skill Points: 24+6+6= 36
Class skills: Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Appraise +4
Balance +4
Bluff +0
Climb -1
Concentration* +8 (6 ranks, +2 Con)
Craft* +2
Decipher Script* +10 (6 ranks, +4 Int)
Diplomacy +0
Disguise +0
Forgery +4
Gather Information +0
Handle Animal +3 (cross class, 3 ranks)
Heal +2
Hide +10 (+4 size, +4 Dex, +2 Stealthy feat)
Intimidate +0
Jump -1
Knowledge (Arcana)* +8 (4 ranks, +4 Int)
Knowledge (Local)* +6 (2 ranks, +4 Int)
Knowledge (Nature)* +6 (2 ranks, +4 Int)
Listen +4 (+2 Wis, +2 Alertness from familiar)
Move Silently +10 (+4 racial bonus, +4 Dex, +2 Stealthy feat)
Perform +0
Profession* +2
Ride +8 (+4 Dex, +4 racial)
Search +4
Sense Motive +2
Spellcraft* +10 (6 ranks, +4 Int, additional +2 re: Conjuration spells)
Spot +4 (+2 Wis, +2 Alertness from familiar)
Survival +2
Swim -1
Tumble +6 (cross class, 2 ranks, +4 Dex)
Feats:
Stealthy (1st level feat, +2 bonus on all Hide checks and Move Silently checks)
Scribe Scroll (1st level Wizard bonus)
Augment Summoning (3rd level feat, summoned creatures have +4 enhancement bonus to Strength and Constitution)
Racial traits:
-2 Strength, +2 Dexterity, -2 Charisma.
Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
A goblin’s base land speed is 30 feet.
Darkvision out to 60 feet.
+4 racial bonus on Move Silently and Ride checks.
Automatic Languages: Common, Goblin. Bonus Languages chosen: Draconic, Giant, Gnoll, Orc.
Spellcasting
Specialized school: Conjuration, giving up illusion and necromancy
Spells per day: 4/3/2, plus a bonus Conjuration spell each level.
Spellbook:
0 level- Save DC 14
Resistance: Subject gains +1 on saving throws.
Acid Splash: Orb deals 1d3 acid damage.
Detect Poison: Detects poison in one creature or small object.
Detect Magic: Detects spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.
Daze: Humanoid creature of 4 HD or less loses next action.
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (-1 on attack rolls).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Arcane Mark: Inscribes a personal rune (visible or invisible).
Prestidigitation: Performs minor tricks.
1st level- Save DC 15
Grease: Makes 10-ft. square or one object slippery.
Mage Armor: Gives subject +4 armor bonus.
Mount: Summons riding horse for 2 hours/level.
Obscuring Mist: Fog surrounds you.
Summon Monster I: Calls extraplanar creature to fight for you.
Unseen Servant: Invisible force obeys your commands.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Sleep: Puts 4 HD of creatures into magical slumber.
2nd level- Save DC 16
Levitate: Subject moves up and down at your direction.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Familiar:
Skree~ Rat Extraordinaire
Size/Type: Tiny Animal
Hit Dice: 3d8 (7 hp)
Initiative: +2
Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft.
Armor Class: 16 (+2 size, +2 Dex, +2 Familiar), touch 16, flat-footed 14
Base Attack/Grapple: +1/-12
Attack: Bite +4 melee (1d3-4)
Full Attack: Bite +4 melee (1d3-4)
Space/Reach: 2½ ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +2, Ref +4, Will +4
Abilities: Str 2, Dex 15, Con 10, Int 7, Wis 12, Cha 2
Skills: Balance +10, Climb +12, Hide +16,
Move Silently +12, Swim +10
Feats and abilities: Stealthy, Weapon Finesse, Improved Evasion, share spells, empathic link, deliver touch spells
Gear:
Scroll of Alarm x2 50 gp
Scroll of Char Person x2 50 gp
Scroll of Disguise Self x2 50 gp
Scroll of Endure Elements x2 50 gp
Scroll of Expeditious Retreat x4 100 gp
Scroll of Feather Fall x2 50 gp
Scroll of Floating Disc x2 50 gp
Scroll of Summon Swarm x2 300 gp
Scroll of Protection from Arrows x2 300 gp
Scroll of Locate Object 150 gp
Scroll of Knock x2 300 gp
Scroll of Disguise Self x2 300 gp
Potion of CLW x8 400 gp
Potion of Mage Armor x8 400 gp
Dagger
Scroll case x 5
Three days of food and water
Parchment (10 sheets), Ink, and inkpen
125 gp