Note: I'm not looking at the HD, skill points, or class skills here. They don't differ very often and even if aren't that interesting IMO. (Exception: Changeling Rogue skill points.)
Changeling Egoist
1st: Psychometabolism powers targeting yourself are at +1 manifester level. (Replaces bonus feat.)
3rd: Ability to reshape psicrystal's personality with little effort. (Replaces 1 power known that you'd normall gain at this level.)
5th: Gain 4 specific powers known. (Replaces bonus feat.)
Kalashtar Soulknife
1st: Align mindblade (to good) with a little effort. (Replaces Wild Talent feat.)
3rd: Purifying strike (dispel mind-affecting stuff or dismissal) for a certain cost. (Replaces psychic strike.)
6th: Stand fast: Dodge bonus to AC when not moving very far. (Replaces Speed of Thought bonus feat.)
Kalashtar Telepath
If you take at least one: Better mindlink.
1st: +1 manifester level with Telepathy discipline powers (but not other telepathy powers). (Replaces bonus feat.)
3rd: Psicrystal has hybrid personality. (Replaces one power known normally gained at this level.)
5th: Gain a few extra telepathy powers known, within certain limits. (Replaces bonus feat.)
Shifter Wilder
1st: Can learn powers from egoist list.
2nd: Regain some power points when shifting ends. (Replaces elude touch.)
6th: Rounds of shifting while under the effect of surging euphoria don't count against shifting duration.
Not sure what, if anything, the level 1/6 powers replace...?
Kobold Avenger said:
What kind of material is in the book about goblins and orcs?
Goblinoids get a 5-page write-up about background, characters, role-playing, typical names, adventure hooks, etc. Orcs get 3 pages. Half-orcs get 3 as well. There are a sample NPC or three in these write-ups.
Relevant feats:
Darguun Mauler (goblinoids only)
Daylight Adaptation (useful for orcs)
Shadow Marches Warmonger (orcs and half-orcs only)
They aren't matriarchical spider fetishists. Instead, they're savages who like scorpions. Less infighting (they're usually very loyal to their relatives), more guerilla warfare. They still fight the giants.
Atavist
Secret group of monks and soulknives with a deeper connection to their ancestral quori spirits who're good at fighting the quori.
They gain unarmed strike or mind blade progression.
Cabinet Trickster
They belong to
a criminal syndicate led by doppelgangers in Sharn.
They get some doppelganger powers and similar things.
Moonspeaker
Shifter druid* with a connection to certain moons (i.e., planes). Good summoners. Also get better with their racial shifting ability.
(*Clr/Rgr or Rgr works too, but probably isn't optimal.)
Quori Nightmare
"The quori nightmare taps into the primal horrors and urges of the subconscious. She has the keys to unlock the remote, dusty closets of the mind where all repressed uncertainties and fears dwell."
5 level class
Prereqs: Kalashtar or Inspired, concentration 8 ranks, intimidate 4 ranks, any one psionic feat.
HD d8
Skill pts. 4
BAB: average
Good SV: Will
Manifesting progression: 4 of 5
1: disturbing touch
2: nightmare shroud
3: nightmare touch
4: terror
5: embodiment of nightmares
The sample quori nightmare (Liviltali, female kalashtar telepath 5/quori nightmare 2) has a cool picture (page 150).
Aspect of the werebeast
"Tap into your shifter nature to transform yourself into a hybrid of your natural form and a specific animal."
You gain an enhancement bonus to two physical stats and some special attacks, depending on animal type. E.g., tiger: Str, Dex, pounce, rake.
Mindset: Shifting lasts for 1 round longer.
Furnace within
Fire attack (burst).
Mindset: Deal 1 fire damage with melee or natural attacks.
Insidious suggestion
Like suggestion, but target must make another save each round even if it makes the first one.
Mindset: Competence bonus on a few Cha-based skills.
Wild instincts
Retain Dex ([kinda?] like uncanny dodge), big insight bonus on Spot/Listen.
Mindest: +1 insight bonus on Spot/Listen, or +2 if you're a shifter.
If it's anything along the lines of some of the "fluff" and roleplaying tips that Keith handed out on the WotC boards for changelings, very, very cool. He's got some really neat ideas for them.
Darkness said:
Persona Immersion enables you to deceive low-level divination spells and telepathic psi powers. That is, if you succeed at the save, you're told what kind of information was being sought (though not by which spell) and you can then give the attacker false data instead of no data.
That's a useful ability. I know on the boards Keith mentioned that a changeling in altered form only radiates magic in the round he changes form. Otherwise, anyone with detect magic could locate them. Hopefully this made it's way into the official rules in the book.
Darkness said:
Doppelganger transformation gives the caster an enhancement bonus to Str, Dex, Cha and a bigger one to Wis. It also provides a nice natural armor bonus to AC (though not a bonus to natural armor), darkvision, and doppelganger immunities. It lasts for 1 minute/level. Apparently it even gives you some benefits while you have it prepared (that's called a "mindset" - a new spell descriptor). Changelings cast it at +1 CL.
That sounds cool. I've heard that mechanic is used a few places in the book. It's reminiscent of the spell loci from the extremely cool "Vigil Watch: Secrets of the Asaathi".