Warforged Feats
As warforged have been rebuilt through the Race Builder rules from the Advanced Race Guide, they no longer have the same rules concerning their composite plating. In particular, warforged are capable of wearing armor, just as any other race, thus many of their Body specific feats have been either removed or reworked.
Cold Iron Tracery [Warforged]
Prerequisite: Warforged
Benefit: Any natural weapon you possess or damage you deal while grappling is considered to be cold iron, in addition with any other material types, for the purposes of overcoming damage reduction. You also gain a +1 untyped bonus on Will saves against spells, spell-like abilities, psionic powers and psi-like abilities.
Source: RoE, pg. 119
Improved Damage Reduction [Warforged]
Prerequisite: Warforged, Adamantine Body alternate racial trait
Benefit: Improve the damage reduction provided by Adamantine Body by 1. Should you ever loose the damage reduction provided by Adamantine Body, you also loose any benefit from this feat until you regain the benefit from Adamantine Body.
Special: This feat can be taken multiple times. The effect stacks.
Source: ECB, pg. 55
Improved Fortification [Warforged]
Prerequisite: Warforged, +7 BAB
Benefit: You gain additional hit points as if you were a construct of the appropriate size. Medium warforged gain 20 additional hit points, while Small warforged gain 10 additional hit points. These additional hit points stack with other additional hit points, like that from the Toughness feat. However, you lose any benefit from any spell or spell-like ability from the healing subschool / subdiscipline or from any use of channeled positive energy, regardless of any source short of divine intervention. Neither Wish, Miracle or similar abilities within the reach of player characters can remove this side effect without removing the entire feat. The amount of additional hit points does not change if your temporarily change your size category.
Source: ECB, pg. 55
Improved Resiliency [Warforged]
Prerequisite: Warforged
Benefit: You are immune to nonlethal damage, but lose any benefit from regeneration or fast healing unless it can normally target a unintelligent construct, regardless of any source short of divine intervention. Neither Wish, Miracle or similar abilities within the reach of player characters can remove this side effect without removal the entire feat.
Source: RoE, pg. 119
Jaws of Death [Warforged, Combat]
Prerequisite: Warforged, +3 BAB
Benefit: You gain a natural bite attack: Medium (1d6) or Small (1d4).
Source: RoE, pg. 119
Second Slam [Warforged, Combat]
Prerequisite: Warforged, +6 BAB
Benefit: You gain a second slam attack as a natural attack. Unlike other slam attacks, you can deliver this second slam attack with the same limb as the first slam attack. In all other aspects, it follows the same rules as natural attacks.
Source: RoE, pg. 120
Silver Tracery [Warforged]
Prerequisite: Warforged
Benefit: Any natural weapon you possess or damage you deal while grappling is considered to be silver, in addition to any other material types, for the purposes of overcoming damage reduction. You also gain a +1 untyped bonus on Fortitude saves again spells, spell-like abilities, psionic powers and psi-like abilities.
Source: RoE, pg. 120
Spiked Body [Warforged]
Prerequisite: Warforged
Benefit: You are considered to always be wearing armor spikes, regardless of whether you are wearing armor or not. These armor spikes are considered natural weapons and you are automatically proficient with these armor spikes. These armor spikes do the normal amount of damage (1d6 for medium, 1d4 for small). These spikes are a natural part of you and cannot be specifically targeted by sunder or disarm attempts. Likewise, while you cannot dismiss them, they immune to the broken condition.
Source: RoE, pg. 120