Pathfinder heroic 20 pts buy.
No starting equipment (you will start in medias res on a slave transport

).
Full HP for first, haf Hit die +1 after ( d10 = 6)
And, all characters will start with a psionic bonus feat:
Latent Power (feat)
You gain 2 psionic power points, can now learn any psionic feat for which you meet the prerequisites, can expend your psionic focus, and can gain a single 1st-level power from any list.
Special: You can take this feat more than once. Choose a different power each time. PP stack.
[sblock=Races]
Allowed player races:
Dwarf Racial Traits
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Focus: +1 morale bonus on all checks directly related to their focus. This includes a skill bonus, an attack bonus, a damage bonus, or a saving throw bonus, or even a bonus to manifestation or spell save DCs.
Resistant: Dwarves receive a +2 racial bonus on saving throws against psionics, spells, and
spell-like abilities. They also get a +4 racial bonus to Fortitude savingthrows against poison.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Terran.
Elf Racial Traits
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elf-Running: Elves gain Endurance as bonus feat.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against illusion spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), falchions, rapiers, scimitars, and shortbows (including composite shortbows).
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Gith and Pterran.
Half-Elf Racial Traits
+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against illusion spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. See Chapter 3 for more information about favored classes.
Languages: Half-elves begin play speaking Common. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Half-Giants Racial Traits
Same, no LA and no favoured class, no stomp
Languages: Half-Giants begin play speaking Common. Half-Giants with high Intelligence scores can choose from the following: Dwarven and Giant
Halfling Racial Traits
+2 Dexterity, +2 Wisdom, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
Weapon Familiarity: Halflings are proficient with slings.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Aarakocran, Ancient Halfling, and Pterran.
Human Racial Traits
Same
Mul Racial Traits
+2 Constitution, +2 Strength, –2 Charisma: Combining the human height with the Dwarven musculature, muls end up stronger than either parent race, but their status as born–to–be slaves makes them insecure in their dealings with others.
Medium: Muls are Medium creatures and have no bonuses or penalties due to their size.
Darkvision: Muls can see in the dark up to 60 feet.
Dwarven Blood: Muls count as both dwarfs and humans for any effect related to race.
Extended Activity: Muls may engage in up to 12 hours of hard labor or forced marching without suffering from fatigue
Hardy: Muls need only half as much rest to fatigue and exhaustion.
Ignore Pain: Muls have nonlethal Damage Resistance 1/–. They are difficult to subdue, and do not notice minor bruises, scrapes, and other discomforts that pain creatures of other races.
Languages: Muls begin play speaking Common. Muls with high Intelligence scores can choose from the following: Dwarven, Elven, Gith, and Giant.
Unfinished(!):
Aarakocra Racial Traits
•–2 Strength, +4 Dexterity, –2 Constitution: Aarakocra
have keen reflexes, but their lightweight bones are fragile.
• Monstrous Humanoid: Aarakocra are not subject to
spells or effects that affect humanoids only, such as charm
person or dominate person.
• Medium: As Medium creatures, aarakocra have no
special bonuses or penalties due to size.
• Low-light vision: Aarakocra can see twice as far as a
human in moonlight and similar conditions of poor
illumination, retaining the ability to distinguish color and
detail.
• Aarakocra base land speed is 20 feet, and can fly
with a movement rate of 90 feet (average
maneuverability).
• +4 racial bonus to Spot checks in daylight. Aarakocra
have excellent vision.
• Natural Armor: Aarakocra have +1 natural armor
bonus due to their bone chest plate that provides some
protection from blows.
• Natural Weaponry: An aarakocra can rake with its
claws for 1d3 points of damage, and use its secondary bite
attack for 1d2 points of damage.
• Claustrophobic: Aarakocra receive a –2 morale
penalty on all rolls when in an enclosed space. Being
underground or in enclosed buildings is extremely
distressing for them.
• Aerial Dive: Aarakocra can make dive attacks. A
dive attack works just like a charge, but the diving
creature must move a minimum of 30 feet. If attacking
with a lance, the aarakocra deals double damage on a
successful attack. Optionally, the aarakocra can make a
full attack with its natural weapons (two claws and one
bite) at the end of the charge, dealing normal damage.
• Automatic Languages: Auran and Common. Bonus
Languages: Elven, Gith, and Saurian. Aarakocra often
learn the languages of their allies and enemies.
Pterran Racial Traits
• +2 Strength, +2 Wisdom, –2 Dexterity,: Pterrans are
strong and have keen instincts for others’ motives,
but are a bit clumsy
• Humanoid (psionic, reptilian): Pterrans are
humanoid creatures with the psionic and reptilian
subtypes.
• Medium: As Medium creatures, pterrans have no
special bonuses or penalties due to size.
• Pterran base land speed is 30 feet.
• Poor Hearing: Pterrans have only slits for ears, and
their hearing sense is diminished. Pterrans suffer a –2
penalty to Listen checks.
• Natural Armor: Thri-kreen have a +2 natural armor
bonus to AC due to their naturally tough and resistant
scaly hide.
• Natural Weaponry: Pterrans can use their natural
weapons instead of fighting with crafted weapons if they
so choose. A pterran can rake with their primary claw
attack for 1d3 of damage for each claw. For more on
natural attacks, see MM section on natural weapons.
• Weapon Familiarity: The following weapon is
treated as martial rather than as an exotic weapon:
thanak. This weapon is more common among pterrans
than among other races.
• Automatic Languages: Saurian. Bonus Languages:
Common, Dwarven, Elven, Halfling, Giant, Gith, Kreen,
and Yuan–ti. Pterran know the languages of the few
intelligent creatures that live in the Hinterlands.
Thri-kreen Racial Traits
• +2 Dexterity, +2 Wisdom, —2 Charisma: Thri-kreen are fast
and perceptive, but their alien mindset makes it difficult
for them to relate to humanoids.
• Monstrous Humanoid: Thri-kreen are not subject to
spells or effects that affect humanoids only, such as charm
person or dominate person.
• Medium: Thri-kreen receive no advantages or
penalties due to size.
• Thri-kreen base land speed is 40 feet.
• Darkvision out to 60 feet.
• Sleep Immunity. Thri-kreen do not sleep, and are
immune to sleep spells and similar effects. Thri-kreen
spellcasters and manifesters still require 8 hours of rest
before preparing spells.
• Natural Armor: Thri-kreen have a +5 armor
bonus to AC due to their naturally tough and resistant
chitin. This bonus doesn't stack with the bonus provided by armor.
• Multiple Limbs: Thri-kreen have four arms, and thus
can take the Multiweapon Fighting feat instead
of the Two-Weapon Fighting feat. Thri-kreen can also take
the Multiattack feat. (These are not bonus feats).
• Natural Weapons: Thri-kreen may make bite and
claw attacks as a full round action. Their primary claw
attack does 1d4 points of damage for each of their four
claws. Their secondary bite attack, deals 1d4 points of
damage, and has a chance to poison (starting level 7). A thri-kreen can
attack with a weapon (or multiple weapons) at its normal
attack bonus, and make either a bite or claw attack as a
secondary attack.
• Leap (Ex): At 3rd level, a Kreen adds his HD to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 Power Point as a swift action, a Kreen gains a +20 bonus on Acrobatics checks made to jump for 1 round.
• Deflect Arrows: Thri-kreen gain Deflect Arrows as bonus feat at 7th level.
• Poison (Ex): Starting at level 7 a thri-kreen delivers its poison
with a successful bite attack. A Thri-kreen produces
enough poison for one bite per day. look at new pathfinder poison rules!
• Weapon Familiarity: To thri-kreen, the chatkcha and
gythka are treated as martial rather than exotic weapons.
These weapons are more common among thri-kreen
than among other races.
• Automatic Languages: Kreen. Bonus Languages:
Common, Dwarven, Elven, Entomic, Saurian, and Terran.
Thri-Kreen Poison:
Bite—injury; save Fort DC 11 + T-K con mod; frequency 1/round for 4 rounds; effect 1 Dex and paralyzed 1 min.; cure 1 save.
Altenative: No leap, poison and Deflect Arrows
1st racial level: gain leap
2nd " : gain poison and Deflect Arrows
HP, skills, bab, saves... as monstrous humanoid.
[/sblock]
[sblock=Classes]
PRD, but:
No Paladin or Monk, but Gladiator (athas.org), . Use athas.org bard. Revised skills and d8 HD.
EDIT:
Psion (d6) and Psychic Warrior:
Psion
Psychic Warrior
1st Level Psion/Wilder Powers
2nd Level Psion/Wilder Powers
Psionic Feats
Only clerics of the (para) elements.
Wizards gain Bluff as class skill (Bluff can be used to disguise spellcasting)
No class has swim as class skill
Gladiator
Class Skills (4 + Int modifier per level, x4 at 1st level): Acrobatics, Bluff, Climb, Craft, Intimidate, Perception, Perform, Profession, Sense Motive.
Familiars
Critic Lizard +2 Reflex
Floater +3 Sense Motive
Hurrum, speckled +3 Diplomacy
Jankx +3 auditory Perception
Kes’trekel +2 Fortitude
Mulworm +3 HP
Ramphor +3 visual Perception
Snake +3 Bluff
Z’tal +3 Intimidate
[/sblock]