These are a few guys I have been working on in my free time (specifically built to be very low-level).
Dr. Cal Lightman (Lie to Me)Dr. Cal Lightman: Male Middle-aged Human Rogue 3/ Marshal 1; CR 4; Medium Humanoid (human); HD 3d6+0/1d8+0; hp 19; Init +0; Spd 30 ft.; AC 10, touch 10, flat-footed 10; Base Atk +2; Grp +2; Atk +2 ranged (1d4/x4, hand crossbow); SA Sneak Attack +2d6; SQ Poison Use, Feign Death, Penetrating Strike, Minor Aura (Motivate Wisdom); AL CG; SV Fort +3, Ref +3, Will +5; Str 10, Dex 10, Con 10, Int 14, Wis 13, Cha 16.
Skills and Feats: Bluff +10 (7 ranks +3 cha), Diplomacy +18 (7 ranks +3 cha +2 negotiator +3 skill focus -1 suspicious +4 synergy), Disguise +9 (6 ranks +3 cha), Forgery +8 (6 ranks +2 int), Gather Information +10 (7 ranks +3 cha)), Hide +6 (6 ranks +0 dex), Knowledge (Local) +8 (7 ranks +1 int), Knowledge (Nobility & Royalty) +3 (1 rank +2 int), Move Silently +6 (6 ranks +0 dex), Sense Motive +17 (7 ranks +1 wis +3 cha +2 negotiator +3 skill focus +1 suspicious) and Speak (Common, Drow Sign Language), Spot +11 (7 ranks +1 wis +3 cha); Hardened Criminal, Iron Will, Negotiator, Skill Focus (Diplomacy) and Skill Focus (Sense Motive).
Traits and Flaws: Suspicious
Variants: Cityscape Web Enhancement, Drow Rogue (DotU), Feign Death (VoV), and Penetrating Strike (Dung).
Dr. Gregory House (House)Dr. Gregory House: Male Old-Aged Human Human Paragon 1/Diviner 1/Human Paragon 2; CR 4; Medium Humanoid (human); HD 3d8-3/1d4-1; hp 16; Init -3; Spd 15 ft.; AC 7, touch 7, flat-footed 7; Base Atk +2; Grp +1; Atk +1 melee (1d6-1/18-20x2, swordcane); SA; SQ Adaptive Learning (Heal), Enhanced Awareness, Banned Schools (Evocation & Necromancy); AL CG; SV Fort +0, Ref -2, Will +10; Str 8, Dex 5, Con 8, Int 20, Wis 14, Cha 15.
Skills, Feats and Skill Tricks: Bluff +10 (7 ranks +2 cha +1 dishonest), Craft (Alchemy) +10 (5 ranks +5 int), Concentration +6 (7 ranks -1 con), Forgery +8 (3 ranks +5 int), Gather Information +9 (5 ranks + 2 cha +2 synergy), Heal +17 (7 ranks +5 int +3 skill focus +2 self-sufficient), Knowledge (Local) +10 (5 ranks +5 int), Search +12 (7 ranks +5 int), Sense Motive +13 (7 ranks +5 int +1 suspicious), Speak (Common, Draconic, Elven, Goblin and Gnome) and Spellcraft +12 (7 ranks +5 int); Able Learner, Investigate, Keen Intellect, Martial Weapon Proficiency (Swordcane), Scribe Scroll, Self-Sufficient and Skill Focus (Healing); Healing Hands
Traits and Flaws: Dishonest, Suspicious; Slow
Spells per Day (CL 3): 0-level: 3 [3D] (DC 15; Div 16); 1st-level: 3 [3D] (DC 16; Div 17); 2nd-level: 1 [3D] DC 17; Div 18).
Spells Typically PreparedVariants: Diviner Specialist [Enhanced Awareness] (UA), and Focused Specialist: Divination (CM).
Spell List0-LevelAmanuensis (Trans; SC): Copy non-magical text.
Detect Magic (Div): Detects spells and magic items within 60 ft.
Detect Poison (Div): Detects poison in one creature or small object.
Ghost Sound (Illus): Figment sound.
Prestidigitation (Univ): Performs minor tricks.
Read Magic (Div): Read scrolls and spellbooks.
1st-Level Comprehend Languages (Div): You understand all spoken and written languages.
Disguise Self (Illus): Changes your appearance.
: Read books in seconds.
Silent Image (Illus): Creates minor illusion of your design.
Sleep (Ench): Puts 4 HD of creatures into magical slumber.
Spontaneous Search (Div; SC): Instantly search area as if having taken 10.
2nd-Level Chain of Eyes (Div; SC)Detect Thoughts (Div)Insidious Insight (Div; RoE): Gain insight bonus on bluff, diplomacy, intimidate and sense motive against affected creature.
Knock (Trans): Opens locked or magically sealed door.
Dexter Morgan (Dexter) Dexter Morgan: Male Nerull-blooded Human Rogue 2/Monk 1/Rogue 1; CR 4; Medium Humanoid (human); HD 3d6+3/1d8+1; hp 23; Init +1; Spd 30 ft.; AC 11, touch 11, flat-footed 10; Base Atk +2; Grp +7; Atk +3 melee (1d6+1/x2, unarmed strike); SA Sneak Attack +2d6, Decisive Strike (-2); SQ Poison Use, Feign Death, Penetrating Strike; AL LE; SV Fort +4, Ref +6, Will +2; Str 12, Dex 12, Con 12, Int 14, Wis 8, Cha 12.
Skills and Feats: Bluff +8 (7 ranks +1 cha), Climb +8 (7 ranks +1 str), Craft (Poison) +10 (7 ranks +2 int +1 specialized), Diplomacy +11 (5 ranks +1 cha +4 synergy +1 polite), Gather Information +8 (5 ranks +1 cha +2 synergy), Heal +5 (3 ranks -1 wis +3 skill focus), Hide +8 (7 ranks +1 dex), Knowledge (Local) +7 (5 ranks +2 int), Move Silently +8 (7 ranks +1 dex), Open Lock +6 (5 ranks +1 dex), Search +9 (7 ranks +2 int), Sense Motive +6 (7 ranks -1 wis) and Speak Language (Common, Elven, Goblin); Deformity (Madness), Improved Grapple, Improved Unarmed Strike, Investigate and Willing Deformity.
Traits and Flaws: Polite & Specialized (Craft: Poison); Shaky
Variants: Drow Rogue (DotU), Feign Death (EoE), Penetrating Strike (Dung), and Decisive Strike (PH2).
Nerull-blooded Template (+1 L.A.)DR 5/MagicCloak of Mystery: All knowledge of the Nerull-Blooded creature fades from the world. Its original name, its deeds before becoming Nerull-blooded, and so forth, disappear from memory. Only Nerull and the Nerull-blooded creature retain this knowledge.
A Nerull-blooded creature gains immunity to all divination spells cast against it or cast to learn information about it. Such divination fails to reveal any information. The Nerull-blooded creature immediately learns the name, appearance, and location of the caster who attempted the divination.
: The Nerull-blooded becomes immune to any non-magical poisons and diseases.
Sherlock HolmesSherlock Holmes: Male Middle-Aged Human Male Human Paragon 1/Seer 1/Human Paragon 2/Swordsage 1; CR 5; Medium Humanoid (human); HD 4d8+0/1d4+0; hp 26; Init +2; Spd 30 ft.; AC 11, touch 11, flat-footed 10; Base Atk +2; Grp +2; Atk +3 melee (1d6+0/x2, unarmed strike); SA; SQ Adaptive Learning (Search), Psychic Knowledge (+8); AL NG; SV Fort +1, Ref +4, Will +12; Str 10, Dex 12, Con 10, Int 20, Wis 12, Cha 10.
Skills and Feats: Bluff +8 (8 ranks +0 cha), Concentration +11 (8 ranks +0 con +2 focused skill user +1 focused), Craft (Alchemy) +11 (6 ranks +5 int), Disguise +9 (7 ranks +0 cha +2 synergy), Forgery +7 (2 ranks +5 int), Gather Information +10 (8 ranks +0 cha +2 synergy), Heal +10 (5 ranks +5 int), Knowledge (Local) +13 (8 ranks +5 int), Search +16 (8 ranks +5 int +2 focused skill user +1 nearsighted), Sense Motive +15 (8 ranks +5 int +2 focused skill user) and Speak Language (Common, Draconic, Dwarven and Elven); Able Learner, Focused Skill User (Concentration, Search & Sense Motive), Improved Unarmed Strike, Investigate, Keen Intellect, Combat Expertise, and Weapon Focus (Setting Sun weapons).
Traits and Flaws: Focused and Nearsighted; Shaky
Powers (ML 3; 18 power points/day): Conceal Thoughts, Detect Psionics, Empathy, Inertial Armor, Object Reading, Sense Link and Sensitivity to Psychic Impressions.
Maneuvers (IL 3; 4 readied): Action Before Thought, Insightful Strike, Mountain Hammer, Mighty Throw, Mind Over Body, Moment of Perfect Mind and Step of the Wind
Variants: Unarmed Swordsage (ToB), Psychic Knowledge (Web)
Powers1st-levelConceal Thoughts: You conceal your motives.
Detect Psionics: You detect the presence of psionics.
EmpathyInertial Armor: Tangible field of force provides you with +4 armor bonus.
Sense Link: You sense what the subject senses (one sense).
2nd-level Object ReadingSensitivity to Psychic ImpressionsManeuversAction Before Thought: (Counter) Use concentration check in place of reflex save.
Insightful Strike: (Strike) Use concentration check to determine damage
Mighty Throw: (Strike) Grab foe, throw him up to 10 ft.
Mind Over Body: (Counter) Use concentration in place of fortitude save.
Moment of Perfect Mind: (Counter) Use concentration check in place of will save.
Mountain Hammer: (Strike) Deal +2d6 damage, overcome DR and hardness.
Step of the Wind: (Stance) Ignore difficult terrain, gain bonus against foes in such terrain.