Purebloods
Pureblood:
Once per day, when hit by an attack, after the damage is rolled, a Pureblood may make a save (either Fortitude, Reflex or Will) and substitute the result for their AC. If the attack roll is lower than the result, the damage is negated.
Quasi-Lycanthrope
Bat blood: Humans with a trickle of bat lycanthrope blood gain +4 Dexterity, -2 Intelligence, -2 Charisma and +1 natural armor. Three times per day, for one round, the bat blood can gain blindsense out to 40 ft by making a DC 20 Concentration check. This ability is useable as a free action. If the check fails, no daily use is expended.
Bear blood: Humans with a trickle of bear lycanthrope blood gain +2 Strength, -2 Intelligence, -2 Charisma. Three times per day, for one round, the bear blood can use a shifting ability similar to a lycanthrope's. This grants it an additional +2 Strength and the bear blood grows a pair of claws that deal 1d4 plus half Strength modifier damage. This ability is useable as a free action.
Boar blood:
Croc blood:
Rat blood:
Shark blood:
Tiger blood:
Wolf blood:
Half-Humanoids
Aquatic blood: Humans with mermaid ancestry or blood ties with other aquatic races gain +2 Strength, -2 Dexterity and the aquatic subtype. They can breathe underwater, have a Swim speed of 30 ft and a +8 bonus to Swim checks on which they can take 10, even if endangered or distracted.
Change blood: Humans with doppelganger ancestry gain +2 Bluff and an extra language at 1st level. Speak Language is always a class skill for them and they can use
disguise self as a supernatural ability 1/encounter, except it does not affect what they are wearing.
Dwarven blood: Humans with dwarven blood are sturdy-built fellows. They have +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). Furthermore, they have a +1 bonus on saves against spells and spell-like abilities - which increases by 1 for every 5 levels they have, as well as darkvision out to 60 ft.
Elf blood: Humans with elven blood are a skinny bunch who gain +2 Intelligence, -2 Constitution and low-light vision. They have a +2 bonus on Listen, Search and Spot checks.
Giant blood: Humans with giant blood gain -2 Dexterity and the Powerful Build ability.
Gnome blood: Humans with gnome blood gain -2 Wisdom, +2 Charisma and can use
minor image as a spell-like ability 1/day. They have a +2 racial bonus on saves against illusions and a +2 bonus on Listen checks.
Goblin blood: Humans with goblin blood gain +2 Dexterity, -2 Charisma and +2 Hide, Move Silently and Ride.
Halfling blood: Humans with the blood of Halflings gain -2 Strength, +2 Dexterity and the Slight Build ability (detailed
here).
Orc blood: Humans with orc blood gain +2 Strength, -2 Intelligence, -2 Charisma and darkvision out to 60 ft. At the start of each encounter, an orc-blooded human gains a +2 bonus to Strength for 1 round.
Troll blood: Humans with troll blood gain +2 Constitution, -2 Charisma and darkvision out to 60 ft. They heal 1 nonlethal damage per HD every 10 minutes and 1 lethal damage per HD ever hour. Every time they are hurt by acid or fire, they take 1 extra damage.
Other Types
Dragon blood: Humans with dragon blood gain -2 Dexterity, +2 Constitution and low-light vision. They have a breath weapon that deals 1d6 points of damage per 2 HD of theirs in a 30 ft line. The damage is either acid, cold, electricity or fire (chosen at character creation and never changed, Acidcursed can only choose acid) and it is useable once every 1d4+1 rounds. They have the dragonblood subtype.
Feytouched: Humans with fey blood gain -2 Strength, +2 Dexterity, -2 Constitution, +2 Charisma, low-light vision and
charm person as a spell-like ability useable 1/day.
Vampir's Dhampir: Humans with vampiric ancestry, called dhampirs, gain -2 Constitution and +2 Charisma. They have a +2 bonus on Handle Animal checks when dealing with bats, rats or wolves of any kind and may use Handle Animal to improve the attitude of those creatures towards them in a way just like with Diplomacy. Furthermore, they can drain the blood of living creatures as a standard action (for unwilling targets they must succeed on a grapple check while already grappling the target). This deals 1 point of Constitution damage and grants the dhampir 5 temporary hit points for 1 hour. Furthermore, they have a +2 bonus on Strength- and Dexterity-based ability checks and skill checks for 1 round thereafter. The bonus increases by 2 for every additional Constitution damage dealt if the ability is used again successfully in the next round and for every round thereafter and the duration increases by 1, to a maximum bonus of 2 plus half the dhampir's character level and a maximum duration of 1 + dhampir's Constitution modifier rounds. Dhampirs are almost always only children, except in the rare case of multuplets.
Transitional Planes (These all have the planetouched subtype.)
Shadowtouched: Humans with a bloodline traced back to the Plane of Shadow gain a +4 bonus to Hide checks and can turn their shadow into a solid creature 1/day for a number of rounds equal to their level. (Use Shadow stats, but with only 1 HD, minus the incorporeal subtype and its touch dealing 1d8 negative energy damage instead. Its base land speed is 60 ft and it cannot fly. It has a +10 bonus on Jump checks and a Strength score of 10.)
Elemental Planes (These all have the planetouched subtype.)
Ash blood: Humans with a bloodline traced back to the Plane of Ash gain +2 Wisdom, -2 Charisma and are immune to the effects of non-magical cold. As an immediate action 1/day, they may completely negate the effects of a single [Fire] spell or fire-based supernatural attack. This requires a level check against the attacker - a natural 20 is an automatic success and a 1 is an automatic failure. A fine layer of ash will fall in the area the spell or attack would have otherwise affected. This functions as a spell-like ability.
Dust blood: Humans with a bloodline traced back to the Plane of Dust gain +2 Dexterity, -2 Constitution, +2 Intelligence, -2 Charisma and are immune to disintegrating effects or effects that would turn them into dust. They can use
obscuring dust as a spell-like ability 1/day, which functions the same way as a
obscuring mist spell, except that it is made of dust.
Earth blood: Humans with a bloodline traced back to the Plane of Earth gain +2 Constitution, -2 Wisdom. They have a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground) and can use
pass without a trace as a spell-like ability 1/day.
Fire blood: Humans with a bloodline traced back to the Plane of Fire gain +2 Intelligence, -2 Charisma. They have Fire Resistance equal to their HD and they can alter the illuminating power of any fire within 10 ft to either nothing (quenching the fire) or doubling its normal radius; this is an at-will ability.
Ice blood: Humans with a bloodline traced back to the Plane of Fire gain -2 Dexterity, +2 Constitution, +2 Wisdom, -2 Charisma. They have Cold Resistance equal to their HD and can walk on ice without the need to make Balance checks. They can use
frost as a spell-like ability 1/day, which functions exactly as
grease, except that it is a layer of ice.
Magma blood Humans with a bloodline traced back to the Plane of Magma gain +2 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom, Fire Resistance equal to their HD and
heat metal as a spell-like ability useable 1/day.
Mineraltouched: Humans with a bloodline traced back to the Plane of Mineral gain +2 Strength, -2 Dexterity and are immune to petrification. They can use
stone shape as a spell-like ability 1/day.
Negatouched: Humans with a bloodline traced back to the Plane of Negative Energy gain +2 Strength, -2 Constitution, +4 to Hide and can use
chill touch as a spell-like ability 1/day. They receive the Tomb-Tainted Soul feat for free. Negatouched are immune to energy drain, but recieve a -2 racial penalty on Fortitude saves.
Ooze blood: Humans with a bloodline traced back to the Plane of Ooze gain +4 Constitution, -4 Charisma and can use
grease as a spell-like ability 1/day. When using this spell-like ability, they can choose to make it acidic, which causes 1d4 points of acid damage per round to those who slip and fall in it as long as they lie in it. Ooze bloods are immune to this acid and they are immune to any non-magical acid.
Positouched: Humans with a bloodline traced back to the Plane of Positive Energy gain +2 Constitution, -2 Wisdom and they can use
cure light wounds as a spell-like ability 1/day. They naturally heal twice as fast as normal people, but take a -2 penalty on saves against necromancy and negative energy spells and effects.
Radiant blood: Humans with a bloodline traced back to the Plane of Radiance gain -2 Strength, -2 Constitution, +2 Intelligence and +2 Charisma. Due to glowing skin they have a -4 penalty to Hide, which can become -6 if a lot of skin is exposed. They are immune to blindness and the effects of non-magical heat and fire. They can use
color spray as a spell-like ability 1/day.
Salt blood: Humans with a bloodline traced back to the Plane of Salt gain -2 Dexterity, +2 Wisdom and can use
destroy water as a spell-like ability 1/day, which is the reverse of
create water. They are immune to dehydration effects.
Smoke blood: Humans with a bloodline traced back to the Plane of Smoke gain -2 Strength, +2 Dexterity, +2 Intelligence, -2 Charisma and are immune to smoke effects. They can use
obscuring smoke as a spell-like ability 1/day, which functions the same way as a
obscuring mist spell, except that it is made of smoke.
Steam blood: Humans with a bloodline traced back to the Plane of Steam gain +2 Dexterity, +2 Constitution, -2 Wisdom, -2 Charisma and can use
obscuring mist as a spell-like ability 1/day. Concealment caused by mist or fog is decreased by one step for them if it is within 15 ft.
Storm blood: Humans with a bloodline traced back to the Plane of Lightning gain -2 Strength, +2 Dexterity. They have Electricity Resistance equal to their HD and can use
shocking grasp as a spell-like ability 1/day.
Vacuumbreath: Humans with a bloodline traced back to the Plane of Salt gain -2 Strength, +2 Constitution. They do not need to breathe, so they have immunity to drowning, suffocation, and attacks that require inhalation (such as some types of poison). Lastly, they can use
silence as a spell-like ability 1/day.
Water blood: Humans with a bloodline traced back to the Plane of Water gain +2 Constitution, -2 Charisma. They can breathe underwater, have a Swim speed of 30 ft and a +8 bonus to Swim checks on which they can take 10, even if endangered or distracted. They can use
create water as a spell-like ability 1/day.
Wind blood: Humans with a bloodline traced back to the Plane of Air gain +2 Dexterity, -2 Wisdom. They do not need to breathe, so they have immunity to drowning, suffocation, and attacks that require inhalation (such as some types of poison). Lastly, they can use
levitate as a spell-like ability 1/day.
Outer Planes (These all have the planetouched subtype.)
Angel blood: Humans with a bloodline traced back to the angels of the Good Outer Planes gain +2 Wisdom or +2 Charisma, +2 Listen and Spot and
light as a spell-like ability useable 1/day.
Chaostouched: Humans with a bloodline traced back to the Ever-Changing Chaos of Limbo gain Sonic Resistance equal to their HD, a +1d4 bonus to Escape Artist and Search checks and they can use
entropic shield as a spell-like ability 1/day.
Daemon blood: Humans with a bloodline traced back to the yugoloths of the Gray Waste of Hades gain +2 Constitution, -2 Intelligence and darkvision out to 60 ft. They can use
fear as a spell-like ability 1/day and have a +2 bonus on Bluff and Diplomacy checks.
Demon blood: Humans with a bloodline traced back to the demons of the Infinite Layers of the Abyss gain +2 Strength, -2 Intelligence, -2 Charisma and darkvision out to 60 ft. They have Electricity Resistance equal to their HD and can create
darkness as a spell-like ability 1/day. However, this
darkness only has a radius of 5 ft.
Devil blood: Humans with a bloodline traced back to the devils of the Nine Hells of Baator gain +2 Dexterity, -2 Charisma and darkvision out to 60 ft. They have Fire Resistance equal to their HD and can create
darkness as a spell-like ability 1/day. However, this
darkness only has a radius of 5 ft, but they can see in it normally.
Lawtouched: Humans with a bloodline traced back to the Lawful Outer Planes (Acheron, Arcadia, Mechanus) gain +2 Wisdom, -2 Charisma, a +2 bonus on Balance, Sense Motive and Spot and they can use
calm emotions as a spell-like ability 1/day.
Modrontouched: Humans with ancestry that was altered by the Modrons of the Clockwork Nirvana of Mechanus have some traits in common with living constructs, except with the major difference that they can breed. Mechanus bloods have -2 Dexterity, +2 Constitution and recieve half the benefit from
repair spells. They have Electricity Resistance equal to their HD.
Voidborn: Humans born with a connection to the Void beyond the planes gain -2 Wisdom, a +2 bonus on Will saves against mind-affecting effects and 5 + HD Power Resistance. Once per day as a move action they can fade from the world and into the void, disappearing completely until the start of their next turn. This is a supernatural ability. Many Voidborn become Binders or Shadowcasters.