If it will help anyone, here are a few things I've created. The first is a spare character I have for a GURPS game. He was written based on the Banestorm setting, but it would be fairly easy to change a few small details and fit him into just about any fantasy game. After that are a few creatures I created for D&D 4E back when I was playing that more often.
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Name: Jaleel al-Elven
Race: Half-Elves
Attributes [75]
ST 9 [-10]
DX 13 [60]
IQ 12 [20] (IQ includes +1 from 'Half-Elves (Banestorm)')
HT 10
HP 9
Will 12
Per 13 [5]
FP 10
Basic Lift 16
Damage 1d-2/1d-1
Basic Speed 5.75
Basic Move 5
Ground Move 5
Water Move 1
Social Background
TL: 3 [0]
Cultural Familiarities: Christian [1]; Elven [1]; Muslim (Native) [0].
Languages: Anglish (Accented) [4]; Arabic (Native) [0]; Elvish (Broken/Semi-Literate) [2]; Latin (None/Semi-Literate) [1].
Advantages [84]
Acute Hearing (1) [2]
Appearance (Handsome) [12]
Contact (Fence) (Effective Skill 12) (9 or less; Completely Reliable) [3]
Extended Lifespan (x2) [2*]
High Manual Dexterity (1) [5]
Magery 0 [5*]
Night Vision (1) [1]
Status (2) [5]
includes: +1 from 'Wealth'
Wealth (Wealthy) [20]
* = item is owned by another, point value is included in the other item.
Disadvantages [-60]
Code of Honor (Elven) [-10]
Compulsive Gambling (12 or less) [-5]
Greed (12 or less) [-15]
Secret (Robbed a tax caravan) (Imprisonment or Exile) [-20]
Skinny [-5]
Trademark (smiley face) (Simple) [-5]
Quirks [-3]
Alcohol Intolerance [-1]
Dislikes Halflings [-1]
Habit (Only wears one glove) [-1]
Packages [0]
Half-Elves (Banestorm) [27]
Thief (Fantasy) [0]
Thief - Cutpurse/Pickpocket (Fantasy) [0]
Skills [54]
Acrobatics DX/H - DX+0 13 [4]
Area Knowledge (Tredroy) IQ/E - IQ+0 12 [1]
Brawling DX/E - DX+0 13 [1]
Camouflage IQ/E - IQ+1 13 [2]
Climbing DX/A - DX+0 13 [2]
Current Affairs/TL3 (High Culture) IQ/E - IQ+1 13 [2]
Escape DX/H - DX-1 12 [2]
Fast-Talk IQ/A - IQ+0 12 [2]
Holdout IQ/A - IQ+0 12 [2]
Karate DX/H - DX-1 12 [2]
Knife DX/E - DX+1 14 [2]
Linguistics IQ/H - IQ-1 11 [2]
Lip Reading Per/A - Per+0 13 [2]
Lockpicking/TL3 IQ/A - IQ+0 12 [2]
Observation Per/A - Per+1 14 [4]
Riding (Equines) DX/A - DX+0 13 [2]
Shadowing IQ/A - IQ+0 12 [2]
Smuggling IQ/A - IQ+0 12 [2]
Stealth DX/A - DX+2 15 [8]
Streetwise IQ/A - IQ+0 12 [2]
Survival (Woodlands) Per/A - Per-1 12 [1]
Swimming HT/E - HT+1 11 [2]
Traps/TL3 IQ/A - IQ+0 12 [2]
Urban Survival Per/A - Per-1 12 [1]
Stats [75] Ads [84] Disads [-60] Quirks [-3] Skills [54] = Total [150]
Hand Weapons
4 Dagger LC:4 $320 Wgt:1
Dam:1d-2 imp Reach:C Parry:9 ST:5 Skill:Sword!, Knife, DX-4, Force Sword-3, Main-Gauche-3, Shortsword-3 Notes:[1]
Ranged Weapons
4 Dagger LC:4 Dam:1d-2 imp Acc:0 Range:4.5 / 9
RoF:1 Shots:T(1) ST:5 Bulk:-1 Rcl: $320 Wgt:1
Armor & Possessions
1 Backpack, Small $60 Wgt:3 Location: worn
1 Cloth Armor $30 Wgt:6 Location:torso, groin
1 Cloth Gloves $15 Wgt:0 Location:hands
1 Cloth Sleeves $20 Wgt:2 Location:arms
13 Coin: Copper Halala $13 Wgt:.26 Location:
50 Coin: Silver Dirham $200 Wgt:.2 Location:
1 Leather Cap $32 Wgt:0 Location:skull
1 Leather Leggings $40 Wgt:2 Location:legs
1 Lockpicks $250 Wgt:0 Location:
1 Personal Basics $5 Wgt:1 Location: backpack
1 Rope, 3/8'' (per 10 yards) $5 Wgt:1.5 Location:
1 Water (per quart) $0 Wgt:2 Location:
1 Wineskin $10 Wgt:.25 Location:
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Kobold Sneak Level 1 Lurker
Small Natural Humanoid XP 100
Initiative +5 Senses: Perception +1; darkvision
HP 24, Bloodied 12
AC 15 Fortitude 13 Reflex 13 Will 13; see also trap sense
Speed 6
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Javelin Jab [basic melee] (standard; at-will) * weapon
+6 vs AC 1d6 damage and 1d4 poison damage
not usable after using Javelin Toss
Javeline Toss (standard; encounter) * weapon
Ranged 10/20 +6 vs AC 1d6 damage and 1d4 poison damage
Shiv [basic melee] (standard; at will) * weapon
+7 vs AC 1d4 damage
only usable after using Javelin Toss
Smoke Bomb (move; encounter)
Close Burst 1; The Kobold Snak tosses a small ball against the ground and it explodes into a cloud of smoke and dust which lasts until the end of the Kobold Sneak's next turn. As part of this action, the Kobold Sneak may shift one square. Creatures inside cloud have cover against adjacent creatures. Creatures inside the cloud cannot see non-adjacent creatures. Creatures outside the cloud cannot see creatures inside the cloud to whom they are not adjacent. The cloud also blocks line of sight to all creatures to whom you are not adjacent to.
Shifty (minor; at-will)
The Kobold Shifts one square
Trap Sense
The Kobold gains a +2 bonus to all defenses against traps
STR 10 (+0) DEX 14 (+2) WIS 12 (+1)
CON 12 (+1) INT 11 (+0) CHA 10 (+0)
Alignment: Evil Languages: Draconic
skills: stealth +9, thievery +9, acrobatics +7
Equipment: Leather Armor, smoke bomb, javelin, shiv (shoddily made dagger), 50ft rope
The small scaly creature before you is easily recognized as a kobold. In it's hands it wields a javelin; you also notice a piece of bone which has been roughly hewn into a dagger strapped to its ankle with a piece of cloth. Black leather armor fits snuggly around the body, and strips of cloth are wrapped around its feet.
I'm trying to figure out a better way to word the smoke bomb ability. The effect I was going for is something similar to what is described as Heavily Obscured terrain on pages 61 & 62 of the DM's Guide.
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Before you stands...well, more or less stands...what appears to be a thick metallic wagon wheel which is jagged with teeth similar to a saw blade; protruding from each side of the wheel in a manner similar to an axle is a spinning metal rod to which you notice are affixed several sword-like blades. From time to time you also notice the sound of a small crackle similar to that of static.
BLADEWHEEL CHARGER LEVEL 10 SOLDIER
Medium Natural Animate (construct) XP 500
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Initiative +11 Senses Perception +4; Blindsight 12
HP 106; Bloodied 53
AC 24; Fortitude 22; Reflex 22; Will 18
Immune disease, poison, sleep, gaze; also see Electrical Surge
Speed 8
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Charge (minor; at-will)
Chargers are powered by some sort of storm magic that seems to harness the power of lightning which is not yet fully understood by contemporary sages. A Charger's attacks rely on built up Charges of the energies which power it. As a minor action a Bladewheel Charger can generate and store a Charge; a Bladewheel Charger can hold a maximum of three charges. When a Charger uses such a power the power description also states the amount of charges expended.
Electrical Surge
A Bladewheel Charger is neither immune nor resistant to powers or attacks with the Lightning Keyword; however, when struck by a power or an attack which has the Lightning Keyword and/or includes Lightning as a type of damage the Bladewheel Charger gains a Charge as a free action.
Blade Strike (standard; at-will)
The Bladewheel Charger makes a blade attack against a target. +15 vs AC; 1d8+4 damage
Surge (minor; expends 1 charge)
The Bladewheel Charger starts to buzz and crackle with the sounds of electrical energies. The Bladewheel Charger must expend 1 Charge to use this power. The next attack that a Bladewheel Charger uses after using this power also deals ongoing 5 Lightning damage on a hit (save ends)
Overdrive (move; expends 1 charge)
The metal menace before you begins to move toward you with an uncanny quickness; you barely have time to try to move out of the way before it is upon you. The Bladewheel Charger must expend 1 Charge to use this power. The Bladewheel Charger can move up to its speed and enter enemies' spaces. This movement provokes opportunity attacks, and the Bladewheel Charger must end its move in an unoccupied space. When it enters an enemy's space the Bladewheel Charger makes trample attack: +15 vs Reflex; 1d8+4 damage and the target is knocked prone.
Whirling Blades (standard; encounter; expends 2 Charges)
The blades mounted on the sides of this mayhem machine start to spin rapidly with a sinister whistle. The Bladewheel Charger must expend 2 Charges to use this Encounter power. The Bladewheel Charger makes 4 Blade Strike attacks. Special: If this power is used after using Surge, all 4 of the Blade Strike attacks made with the Whirling Blades power gain the extra damage effect granted by Surge; however, if multiple attacks hit the same target the ongoing damage is not cumulative. (i.e. If all 4 attacks hit the same target the target would not then be taking ongoing 20 Lightning.)
STR 16 (+8) DEX 18 (+9) WIS 8 (+4)
CON 18 (+9) INT 6 (+3) CHA 9 (+4)
Knowledges
DC 15 Nature or Arcana - You know that this is some sort of construct; you seem to recall reading somewhere or hearing somewhere some information which leads you to remember that this particular type of construct is called a Bladewheel Charger. You know that it is an Animate type of Natural origin.
DC 20 Nature or Arcana - You know that this particular construct uses its blades to attack its targets; it also has the ability to channel Lightning damage into its attacks.
DC 25 Nature or Arcana - You know the immunities of the creature. Only a character who has skill training in the appropriate knowledge skill (Nature or Arcana) knows the details of the Electrical Surge property.
(optional; added for flavor) DC 25 History or Dungeoneering (trained only) - Many years ago a long forgotten tomb of an ancient sage of legend was rediscovered; much like other such discoveries adventurers flocked to the site in hopes of discovering forgotten treasures and ancient knowledges. Inside the tomb a type of construct which was unfamiliar to the current sages and mages of your world was discovered. This construct was given the name of "Charger" because of the ability they have to charge themselves with energy and fuel special attacks. The most commonly encountered one was the Bladewheel Charger. Other types exist, but knowledge of the other types is scarce at this point in time; the workings of the Bladewheel Charger is not fully understood yet, but a few people have managed to "reprogram them for other tasks." They can be given simple instructions such as "guard this area," "defend this person," and etc, but they don't possess the full reasoning and thinking capabilities of an actual living creature.