So, I've been diving into the races over here, trying to get a feel for the default power level by assigning values to the individual abilities: +.25 for a rarely useful or flavor ability, +1 for an ability equivalent to a feat, etc. Note I don't have the Eberron book with me, so I'm just pulling stuff off the web for the Eberron races, and I might have some stuff wrong about them.
According to my arbitrary point system, the Pathfinder races and Eberron races have the following value:
Dwarves: +8
Elves: +7
Gnomes: +7.5
Half-elves: 7.25
Half-orcs: +4.25
Halflings: + 7.75
Humans: +4
-------
Changeling: +5.25
Shifter: +4.5
Warforged: +1.75
You can take a look at my crazy point system here:
[sblock]BREAKDOWN
Dwarves
+2 Con / +2 Wis / -2 Chr; +2 net (+2)
Darkvision 60 ft. (+1)
+2 Appraise (+.25)
+2 against poisons, spells, and spell-like abilities (+2)
Defensive Training: +4 AC vs giant type (+.5)
Hatred: +1 attacks vs orc and goblinoids (might have to change that, given the setting) (+.5)
Stability: +2 CMB vs bull rush or trip attempts (+.5)
Battleaxes, Heavy Picks, Warhammers (+.25)
Steady: 20 ft movement, but no encumbrance or armor penalty (0)
Stonecunning: +2 perception checks to notice unusual stonework features, check within 10 ft (+1)
TOTAL: +8
Elves
+2 Dex / +2 Int / -2 Con; +2 net (+2)
Low-light vision (+1)
+2 Spellcraft to identify magic items (+.5)
+2 Perception checks (+1)
Immune to magic sleep effects, +2 vs enchantment spells and effects (+1)
Longbows, Longswords, Rapiers, Shortbows, "elven" weapons (+.5)
+2 Spell penetration checks (+1)
TOTAL: +7
Gnomes
+2 Con / +2 Chr / -2 Str; +2 net (+2)
Low-light vision (+1)
+2 Stealth (Small) (+1)
+2 Perception checks (+1)
+2 craft or profession skill of their choice (+.25)
+2 vs illusion (+.5)
+1 AC, +1 attack (Small) (+2)
-1 CMB, -1 CMD (Small) (-1)
Small weapons do less damage (-1)
Defensive Training: +4 AC vs giant type (+.5)
Hatred: +1 attacks vs orc and goblinoids (might have to change that, given the setting) (+.5)
"gnome" weapons (+.25)
Slow: 20 ft. (-1)
Gnome magic:
+1 save DC vs their illusions (+1)
1/day: dancing lights, ghost sound, prestidigitation, speak with animals (+.5)
TOTAL: +7.5
Half-elves
+2 ability score of their choice (+2)
Low-light vision (+1)
Skill focus bonus feat; +3 to chosen skill (+6 after 10 ranks) (+1)
+2 Perception checks (+1)
Immune to magic sleep effects, +2 vs enchantment spells and effects (+1)
Elven blood: count as both elves and humans for effects related to race (+.25)
Multitalented: 2 favored classes (+1)
TOTAL: 7.25
Half-orcs
+2 ability score of their choice (+2)
Darkvision 60 ft. (+1)
+2 Intimidate (+.5)
Greataxes, Falchions, "orcish" weapons (+.25)
Orc blood: count as both orcs and humans for effects related to race (+.25)
Orc ferocity: Can fight for round at negative hit points as if disabled (+.25)
TOTAL: +4.25
Halflings
+2 Dex / _2 Chr / -2 Str; +2 net (+2)
Low-light vision (+1)
+2 Stealth (Small) (+1)
+2 Perception checks (+1)
+2 Acrobatics and Climb (+1)
+2 vs fear effects (+.5)
+1 all saving throws (+2)
+1 AC, +1 attack (Small) (+2)
-1 CMB, -1 CMD (Small) (-1)
Small weapons do less damage (-1)
"halfling" weapons (+.25)
Slow: 20 ft. (-1)
TOTAL: + 7.75
Humans
+2 ability score of their choice (+2)
Normal vision (0)
+1 skill rank per level (+1)
Bonus feat of their choice (+1)
TOTAL: +4
------------------------------------------------------
Changeling
+2 Dex / -2 Int / -2 Chr; -2 net (-2)
Normal vision (0)
+2 Bluff. Intimidate and Sense Motive (+1.5)
Linguistics (formerly Speak Language) is a class skill (+.25)
Minor Shape Change: +10 disguise (+3)
+2 vs sleep and charm (+.5)
TOTAL: +5.25
Shifter
No stat adjustment (0)
Low-light vision (+1)
+2 Athletics and Climb (formerly Balance, Climb and Jump) (+.5)
Shifting: +2 bonus to physical stat and associated effect, lasting (3 + Con) rounds / day. (3)
TOTAL: +4.5
Warforged
+2 Con / -2 Wis / -2 Chr; -2 net (-2)
Normal vision (0)
Immune to poison, sleep effects, paralyzation, disease, nausea, fatigue, exhaustion, the sickened condition, and energy drain (+3)
+2 armor from Composite Plating (5% arcane spell failure chance, can be enchanted) (1)
Light fortification: 25% (1)
Slam attack (1d4 dmg) (1)
Cannot heal naturally (-.25)
Healing magic only cures 1/2 damage (-1)
Subject to some spells and effects that cause objects damage (-.25)
Disabled at 0 hp, inert at -10 (-.25)
Cannot be raised or resurrected (-.5)
Does not need to eat, sleep or breathe (0 - accounted for above)
Unable to wear armor or robe slot items (-1)
TOTAL: 1.75[/sblock]
By my system, it looks like the Changelings need another 2 points, and the Shifter another 3.
I think for Changelings it's as easy as dropping the Int penalty. Alternatly, Remalthilis' +2 any score ability mod works as well. Am I wrong that the current 3.5 adjustment is +2 Dex / -2 Int / -2 Chr?
For Shifters, once again I like Remalthilis' I like +2 Dex, +2 Wis, -2 Cha, for a total of +2. They still need a point from somewhere, and I'd rather it wasn't from the stats. Any thoughts? I'm thinking a +1 Fort save.
I'm surprised at where I ended up for the Warforged. The way I'm ranking them they clearly are underpowered, but I know the opposite opinion is very common. Need to come back to them.