How flexible is your GM?
Abject individualist. He broke away from his school of X so that he could push the envelope as far as spellcasting goes and ended up on the mean streats of some city. He learned to knife fight the hard way, and so has above average skill with knives and daggers, but lots of scars to show that he earned that skill. He fights with two daggers or two knives - you get the drift.
His spells are 100% created by him, except the few that he started with in X school. You will need to work with your GM a lot on this one, but it might be worth it. He sells whatever scrolls or spellbooks he finds in order to finance his own research, conducted mostly in his little hovel in said city. No one in his group of toughs knows that he is a mage and he prefers to keep it that way. He specializes in minor magical items that make life SO much simpler as a vagabond/thief/gadabout.
He is tall, has piercing black eyes set deep in his head and has a receding hairline. He wears his hair long, but occasionally ties it back with leather strips to keep it out of his eyes. He shaves ... occasionally. He is lithe and relatively nimble, but he leaves the scammin' and grabbin' to his more capable friends, who have a variety of nicknames for him, all centering upon his apparent love of books. All of his cronies acknowledge that he is the nominal brains behind their excursions and it is his research into their jobs that has kept them alive on the streets.
Nonetheless, he is torn by going legit. He likes his friends, but knows deep in his bones that the only way out of the streets is into organized crime or floating in the harbour/river. He has resolved to make a break for it, hoping that his friends understand, but determined to put his varied skills to better use. Once out of his circle, he meets the other PCs.
So, if you think this works for you, you wil need to:
a) convince your GM that this character deserves to have greater than a normal mage's skill with weapons, but just in daggers and knives.
b) convince your GM that you should have a selection of spells you have designed yourself.
c) Be prepared to give up something in order to get this flexibility, i.e. charisma penalty for the scars, fewer spells without a mentor or school to help, negative stigma for lifestyle, etc.
Have fun!