Kalashtar racial powers Container 1 [6 pp]
Communication 4 (mental, 1 mile range, Flaw: Action 2 (standard action)), [1]
Immunity 1 (attacks that target dreams or cause nightmares), [1]
Second Chance (mind control), [1]
+2 to Bluff, Diplomacy, Disguise and Intimidate checks, [2]
Innate [1]
Changeling racial powers Container 1 [6 pp]
Morph (humanoids) 2 (Flaw: Action 2 (standard)), [1]
Second Chance (mind control), [1]
Second Chance (sleep effects), [1]
+2 Bluff, Intimidate and Sense Motive checks, 2 free Languages, [2]
Innate [1]
Shifter racial powers Container 1
Super-senses 1 (low-light vision), [1]
Variable Effect 1 (multiple traits of the ‘animal traits’ descriptor at one time, Flaw: Unreliable (5 uses per day)), [3]
+2 to Acrobatics and Climb checks, [1]
Innate [1]
Sample 5 pp ‘packages’ based on Eberron shifter traits
Beasthide - +2 Con, Protection 3
Longtooth - +2 Str, Strike 2, fangs, Mighty)
Cliffwalk - +2 Dex, Super-movement 1 (wall-crawling, AP: slow fall)
Razorclaw - +2 Str, Strike 1 (claws, Mighty, Split Attack 1)
Longstride - +2 Dex, Speed 1 (10 MPH), Super-movement 1 (sure-footed 1)
Wildhunt - +2 Con, Super-senses 2 (scent, track), +2 to notice and survival checks involving scent or tracking
Dreamsight - +2 Wis, Comprehend (speak to / understand animals, Flaw: Duration 1 (sustained)), Animal Empathy *or* +4 Handle Animal checks (if he already has AE)
Gorebrute - +2 Str, Strike 2 (horns, Mighty)
Swiftwing - +2 Dex, Flight 1 (AP: slow fall)
Truedive - +2 Con, Environmental Adaptation (underwater), Immunity 1 (breathe underwater), Swimming 1 (adds to base move from EA (underwater))
Sample 'freeform' 5 pp animal traits packages
Bat – Flight 1, Super-Senses 4 (auditory blindsight), Drawback (blind) -1
Shark – Swimming 2, Environmental Adaptation (water), Immunity 1 (drowning), Protection 1
Eagle – Flight 1, Strike 1 (Mighty), Super-senses (extended vision)
Wolf – Speed 1, Super-senses 2 (scent, track), Improved Trip
Viper – Drain (con) 4 (Slow Fade 1)
Constrictor – Improved Grab, Improved Pin, Crushing Pin, Strike 1 (coils, Mighty)
Bear or Lion – Growth 1, Strike 1 (mighty)
Eel – Stun 1 (electricity), Immunity 1 (drowning), Environmental Adaptation 1, Swimming 1
Warforged ‘racial powers’ Container 3 [15 pp]
Immunity 14 (life support, aging, hunger/thirst, need for sleep, critical hits (half effect, roll d20, on a 1-10, the critical does no extra damage), [13]
Protection 2, [2]
Innate [1]
I totally re-arranged the Immunities. Warforged are supposed to be immune to Fatigue and Paralysis and Sickened/Nauseated Conditions, but I didn't feel like adding another 15-20 pp worth of Immunities. It would probably have cost *more* to accurately reflect their Immunities than to just give them Immunity 30 (Fortitude effects)!
Naturally, many Warforged will vary from this 'base model.' This is the no-frills model you get right out of high school. You'll need a better job (or generous parents) before you can exciting upgrades like
Adamantine Body (Protection +6 (2 Impervious), -1 Drawback (-5' ground move, or 3/4ths Speed), [7 pp]
Armblade (Strike 3, Crit-19-20, Mighty, Improved Disarm), [6 pp]
Armbow (Blast 3, Crit 19-20, Unreliable (5 / day)), [4 pp]
Battlefist (Strike 2, Mighty, Variable Damage (piercing or bludgeoning), [4 pp]
Ironwood Body (Protection +1 (2 Impervious), [3]
Mithral Body (Protection +3), [3]
Spiked Body (Strike 1 (Aura, Duration 2, Mighty), [5 pp]
Traction Claws (Sure-Footed 1, +4 Climb checks) [3 pp]