Skizzors
Streamjumper
One thing I'd suggest (just in case you can't get together early enough to make a totally new character) is to take the numbers you rolled for your last character and use them to make a new one. If you repost your character sheet and tell me what kind of elven fighter/thief you were shooting for, then I might be able to help you get a few different ideas.
This is the old one. And I'm not sure what you mean by "what kind," but.. rogue/fighter, probably starting with and focusing on rogue.
What I mean about what kind is how you envision them. Do you see your character as more of a longbow sniper, a knife-wielding backstabber, or a swordsman with a few clever tricks up his sleeve? If you intend to be more of a ranged weapon user, with a shortsword or rapier for when the enemy gets too close, you'll be able to focus heavily on intelligence and dexterity. If you're more of a knife/sword type, you'll still want dex, but str and con will be a bit more important.
Ok, after stripping away the Wood Elf racial bonuses, it looks like your rolls were 14, 15, 13, 12, 13, and 8. Not uber, but not half bad. I would suggest going with the basic elven race (usually called something like Moon Elves depending on the world) rather than wood/wild/etc, since their stat bonuses are pretty simple and they're generally closer to the ideal of elves that a lot of people have going into D&D.
I'll give a pair of possible ideas based on different ways you could play out a fighter-rogue with these stats. They're far from all there is and not necessarily the best, but I'm here to give you an idea of a few of the possibilities.
First, the accurate archer.
Stat Roll Bonus End stat (and bonus)
Str......13........0.........13 (+1)
Dex....15........+2.......17 (+3)
Con....13........-2........11 (0)
Int......14........0.........14 (+2)
Wis.....12........0.........12 (+1)
Cha......8........0..........8 (-1)
Reasoning: As an archer and a rogue your dexterity will be your bread and butter, so the highest should go here to let you hit often with your (hopefully) sneak-attack assisted arrows, keep you relatively unharmed even in your light armor, and give you the nimble fingers needed to pick the occasional pocket, open pesky locks, and tumble out of harm's way. Another key stat here will be your intelligence, since I'm guessing you're going to want to have a wide variety of skills like tumbling, balance, hide, search, move silently, open lock, disable device, andthe like to support the group with.
From here we move into your less essential stats. Since elves are pros when it comes to sensing things, we can plug the 12 into your wisdom. A 13 in your strength gives you a little help when it comes to unplanned fights where you need to draw your melee weapon to defend yourself as well as a bit of a boost for climbing, swimming, and jumping. Since you'll probably be wearing light armors, you should be able to get by with the skill points you drop in the skills rather than needing a ton of stat bonuses. As for "why a 13?"; that's to give you the room to boost that to a 14 when you get one of your level up stat points to put anywhere you want. If you've been needing more strength, you can drop it there for a quick up. That's also a partial reason for your con being an 11. You might not need the bonus hit point that a 12 con would give you, but you're noticing a little trouble in that area you can boost it.
If not, you can just jam that bonus point into your dex, bringing you to an 18 and it's luscious +4 bonus.
The only big weakness the build has as a thief might not mean that much to you.... The Charisma. Many thieves have a decent cha if just to use some of their more devious social skills... or to use the downright bastardly Use Device skill. But depending on what you're thinking of doing, that might not be a problem.
Dagger skulker
Str... 13...0........13 (+1)
Dex...15...+2.....17 (+3)
Con.. 14...-2......12 (+1)
Int.....13...0.......13 (+1)
Wis....12...0.......12 (+1)
Cha....8....0........8 (-1)
Also a charisma-weak build. If that annoys you, you could consider switching it up with your wisdom, making you still better at noticing things than a human, but a little less willful and more oblivious than the alternative.
In this case there is still a focus on dexterity, since you'll probably want to take consider using shortswords or daggers and taking the weapon finesse feat (which lets you use your dex bonus to hit with light weapons like them in melee). Your Int is a little lower and your con is a bit higher since you'll probably want that extra hit point per level more than an extra skill point, since you'll be busy bouncing around in fights and helping to finish off the stragglers or get in convenient shots on enemies busy attacking someone else.
While this pain-in-the-a** is a little more focussed on getting in close, you still have the option of carrying a few extra daggers and tossing one at an enemy if that's a better choice at the moment.