It really isn't that difficult to design 13A or 13G characters, once you've decided what class to play.
Here's four examples, starting off completely standard and getting a little more unusual:
Sartarite storm voice
STR 10 (+0) CON 17 (+3) DEX 14 (+2)
INT 12 (+1) WIS 13 (+1) CHA 19 (+4)
AC 15 (light) PD 14 MD 12
Recovery 1d8+3 hp 27
One Unique Thing: I am the last survivor of Kallyr Starbrow's heroquest to raise the Boat Planet, during which I left a piece of my soul on the hero plane. (And apparently took a few years to convalesce, afterwards.)
Runes: Air, Movement, Water
Backgrounds: Pre-Argrath Sartarite Rebel +5, Old Wind Mystic +3.
Survivor: 9 Recoveries; increase die by one size
Storm Summoner: Summoning spells usable daily
Umath's Violence: Spell frenzy once/day when escalation 1+
War Caster: +2 AC; Cast ranged spells freely while engaged; Spell damage uses CON not CHA
Feats: Lightning Fork, Umath's Violence
Melee: staff, attack +1, dmg 1d6, miss 1.
Missile: thrown dagger, attack +3, dmg 1d6+2, miss 0.
Magic: attack +5 (v PD usually)
Sparks cantrip (3/day)
Wild Bolt (at will)
Lightning Fork (recharge 16)
Strike the Highest (recharge 11)
Summon Sylph (daily)
Esrolian earth priestess
STR 12 (+1) CON 15 (+2) DEX 14 (+2)
INT 10 (+0) WIS 19 (+4) CHA 15 (+2)
AC 15 PD 14 MD 15 (Esrolian bonuses applied)
Recovery 1d8+3 hp 24
One Unique Thing: I am an elf-friend and know secrets of the aldryami.
Runes: Earth, Harmony, Plant
Backgrounds: Serpent oracle +4, Green Woman of the woods +4
Higher Favors of the Earth: 2/battle, 1 daily blessing.
Keeper of Spirits: 1/day, force an enemy that hit you with an attack to reroll it at –4. Also, minor earth spirits summoned with summon minor guardian cost no hp
Serpent Stories: +1 death saves for party until 1st success of the day. Also, semi-supernatural snakes do 5 ongoing poison to enemies that attack her in melee with natural roll of either 1-5 or 15-20 (choose at each full heal-up).
Feats: Higher Favors, Serpent Stories
Melee: staff, attack +2, dmg 1d4+1, miss 0
Missile: thrown dagger, attack +3, dmg 1d3+2, miss 0
Magic: attack +5
Typical daily blessing
Blossoming Health: Until the end of this battle, target can spend a quick action (1/round) to heal 2d6 hp, as long as it’s not staggered.
Summon minor guardian (at will)
Summon earth elemental (daily)
Intrigued by a feature of the world not prominent in 13G? Use your One Unique Thing to signal to the GM that you want it to be important.
STR 10 (+0) CON 17 (+3) DEX 19 (+4)
INT 12 (+1) WIS 13 (+1) CHA 14 (+2)
AC 16 (light) PD 16 MD 12
Recovery 1d8+3 hp 27
One Unique Thing: I was with the army that destroyed the Temple of the Reaching Moon in Tarsh, and looted a statuette which now reappears in my possession no matter what I do to get rid of it.
Runes: Air, Movement, Illusion
Backgrounds: Acrobat and performer +2, Expert treasure hunter +2, Former clan champion +2, Magical dilettante +2
Quick to Fight: roll twice for initiative
Momentum ; Opening Strike ; Transgress
Tumble: +5 disengage; free disengage to avoid intercepts
Jack of Spells [13A bard talent]: Magic Missile (wizard) to get an infallible ranged attack (plus cantrips), unless something else looks needed.
Feats: Bravado, Tumble
Melee: shortsword, attack +5, dmg 1d8+4, miss 1.
Missile: thrown dagger, attack +5, dmg 1d6+4, miss 1.
The bard talent isn't usually available to rebels, but is a reasonable substitute. After all, if the player didn't want to avoid the complications, she could multiclass as a bard (possibly moving her stats around some) and arguably come out more powerful.
troll necromancer / troll warrior multiclass
STR 17 (+3) CON 17 (+3) DEX 13 (+2)
INT 17 (+3) WIS 10 (+0) CHA 12 (+1)
AC 14 (light) PD 15 MD 13
Recovery 1d8+3 hp 27 (increases +3/combat/day)
One Unique Thing: I know an inner secret of Fire.
God: Zorak Zoran
Runes: Darkness, Disorder, Fire/Sky
Backgrounds: Surface-world hunter +3, Underworld sorcerer +4, Trollball tactician +1
Dark Walker / Big Eater
Troll Frenzy ; Survivor Tough
Deathknell. As a quick action, kill (reduce to 0 hp) nearby enemy with 5 hp or fewer, and heal 1d6 hp. Doesn’t work on mooks unless they’re last of their mob.
It's Complicated: +1 spell, rune complications 1-7
Melee: two-handed maul, attack +4, dmg 1d8+3, miss 1.
Missile: thrown rock, attack +3, dmg 1d4+2, miss 0.
Magic: attack +3 (summoned creatures are at -1 attack)
Chant of Endings (at will)
Summon Undead (daily)
Unholy Blast (daily)
Zombie Form (daily, out of combat)
A multiclass that fits together surprisingly well, for a non-berserker ZZ