Just for a quick note for today, we have the Neo-Human Racial Template. This little +0 ECL build is the perfected result of centuries of genetic engineering, and is about as good as a +0 ECL template can reasonably get without some major drawbacks. It may or may not be suitable for most campaigns, but if you need a genetic elite for something, or if you want to duplicate an old Star Trek episode, then here you go.
NeoHuman Racial Bonuses
Fast Learner, Specialized in Skills, for +2 SP/Level (8 at level one) (6 CP).
Genetic Enhancement: As per Innate Enchantment. Specialized: detectable by any form of genetic scan, cannot be bought up later, enhanced metabolism renders the possessor immune to most helpful drugs, medications, and stimulants. 9 CP/16,000 GP Value, expended on L1 use-activated spells cast at L1 with – where relevant – the “personal use only” modifier (x.7). Sadly, turning “magical” benefits into “racial” benefits costs another 9 CP: you have to buy Immunity / Stacking Limits for these abilities (uncommon / minor / major, 3 CP) and Immunity / Disruption or lack of magic (common / minor / major, 6 CP).
Attribute Enhancement: +2 on each basic attribute (6 spells, 8400 GP value).
Reflex Enhancement: Personal Haste (+30′ Move, +1 attack when making a full attack, 2000 GP).
Adrenal Enhancement: two Grant Simple Physical Feat spells (Combat Reflexes and Improved Initiative, 2800 GP).
Innate Resistance (+2 resistance bonus to all saves (1400 GP).
Enhanced Health, purchased as Immortal Vigor I (+12 + 2x Con Mod HP, 1400 GP).
Sadly, this only works if (1) the game master lets you get away with taking two “immunities to natural laws”, (2) you can start off down the 1280 XP cost of the innate enchantments – or the game master opts to waive it, and (3) you can get away with counting the innate enchantment as “specialized” for a fairly trivial drawback. In the Federation setting such immunities will only work outside the core, and not everywhere there.
Neural Augmentation: +2 Intelligence (6 CP).
Enhanced Attribute: Apply an additional +2 to an attribute of choice (6 CP).
Neural Augmentation and Enhanced Attribute should be combined as a single +2 bonus in worlds where attribute bonuses cost full price: the template is set up for a world with a half-price rule in effect.
Improved Eyesight: +1 Racial Bonus to Spot checks.
Total: 37 CP. Sadly, as exceptional specimens, NeoHumans are considered Valuable (they are a preferred sacrifice for various magical rituals, -3 CP) and they tend to have a hard time relating to normal human frailties, making them a bit Inept with respect to social relationships (-2 on all Chr-based skills, -3 CP) – thus bringing them down to 31 CP, the maximum for a +0 ECL race.
The Neohuman represents a more-or-less perfected or idealized human. Those who are willing to accept radical departures from normal human appearance, weird personal drawbacks, and similar limitations can actually squeeze more power out of a +0 ECL species (presuming a similarly permissive game master) by Specializing most of their abilities, but this is really about as good as you can get and still be fairly normal otherwise.