I proffer this answer only because @Zach doesn't like the answer provided above which, from a system point of view at least, is more consistent and easier to implement for the GM. However, here are some other options to work around the inherent imbalance of monster races without @Gates answer:
First and foremost - try to consider balance to be more than the sum total of what the system has to offer (and especially the combat system). In the example of the ogre you could:
- Make it apparent that life is difficult for creatures that big when pretty much everything is made for smaller folks: "Er... yeah - I repair weapons but something that big? I don't even know where to start. Leave it with me for a couple of weeks and I'll give it a go but don't expect anything quick or cheap"
- Play up reactions to the racial stereotype. There's likely to be settlements that just aren't comfortable letting an ogre wander around them.
- Magical items - in a campaign where they're relatively common how many are they going to find that actually fit an ogre?
- Transport: horses, coaches, boats etc are all likely to be difficult propositions.
- This one takes a little more work - but you can provide a slightly different perspective on the world with some effort to re-describe things for a less advanced race who might not understand the technical or social nuances of other species.
All of the above take more effort than just throwing in some checks and balances at character generation but they can add a lot of atmosphere to the game. I would also strongly advise talking with your group about whether any of them would help provide the sort balance that you want - after all there's not point putting balance mechanisms in that either don't work for your group or make the race entirely unplayable for your players.
Although I don't remember the direct sources, there have been a few books out there for d20 based games that discuss what I will call 'legacy items'. These items level over time with the players. They must put in the time with the item and in some cases something else, such as gold for ingredients, a sacrifice of some kind, or as a reward (of sorts) for a momentous occasion. There is also, generally, a minimum level for each enhancement level equivalent on the item. This approach could work for players with magic tomes and such as well.
I'll give an example to help clarify what I mean:
A player wants to play a samurai, and as part of his story, he want a blade that's been handed down through his family's lineage for generation. It has great rumors that the strongest heroes of the family have been able to harness the power of lightning through it.
It begins as a masterwork katana. Functionally, this is all it is at this level. At level 3, the samurai gets 1,000 gold in incenses, food, and other sacrifices, and offers them to his ancestors, hoping to please them. They 'are pleased' by the sacrifice, and thus afford the weapon a +1 bonus.
A year goes by, and although he continues to honor his ancestors it is more time for him to show his own heroism in order to awaken his blade. This comes in the form of killing a tyrant in the midst of a thunder storm. He is now a level 9 character, and his act of heroism has allowed his katana to gain the lightning burst ability.
This gives a good idea on how to approach it. Add powers to the item as the wielder unlocks the power. Use the level suggestions in the Ultimate Magic book as a reference for when they could reasonably gain that power, while adjusting for the powers that are already there. Simply give them the power instead of a new magic item in the same place. It gives that one item a much more personal feel anyway, and players tend to love that one choice item that level with them.
Best Answer
I've searched and have found nothing as far as an official list. This is one of those scenarios where a home brew option is very viable. The chromatic or metallic dragon type is there to determine two things: Your elemental type, and your breath shape. So as long as your breath shape is either 30-foot cone, or 60-foot line and consists of one of the four elements: Acid, Cold, Electricity, Fire. You should be good!
Any other customization's beyond that such as picking two element types: Electric for Resistance, Acid for Weapons and breath, would be something you would have to talk to your DM about.