Dire Mudblood
A Dire Mudblood does not come from any race in particular. Rather, they are a complete mixture of races, and magical beings. The extremely mixed up combination of several potentially arcane ancestries and bloodlines results in a rare mutation, a horrible creature that should never have been.
Racial Features:
Monstrous Humanoid
+2 Con, +2 Str, -4 Cha (minimum 1), -4 Int (minimum 3), -2 Wis (minimum 1)
Large Size: -1 to armor class, -1 on attack rolls, -4 to hide, +4 to grapple, lifting and carrying limits double those of a medium character
Space/Reach: 10 feet/10 feet
A Dire Mudblood's base land speed is 20 feet
Racial Hit die: A Dire Mudblood begins with 8 levels of monstrous humanoid, which provide 8d8 Hit Dice, a base attack bonus of +8, and Base Saving Throw bonuses Fort +2, Ref +6, and Will +6.
Racial Skills: A Dire Mudblood's monstrous humanoid levels give it 11 x (2+Int mod, minimum 1) skill points. Its class skills are Intimidate, Jump, Listen, Search, and Spot.
Special Qualities: Fast healing 2, Double Major Bloodline
Automatic Languages: Common
Bonus languages: Any, excepting secret languages like Druidic
Favored Class: Fighter
Double Major Bloodline: The Dire Mudblood may take two major bloodlines at once. He gains the abilities and bonuses of both bloodlines each level, although if they gain bonuses to the same skills or abilities they do not stack. The Dire Mudblood is treated as if he had already taken two Bloodline Levels for each bloodline for purposes of when he stops gaining abilities from them, although he does not obtain any additional bonuses or effective character level from this. He must still take another bloodline level for each major bloodline before or at 12th level, or suffer the usual penalties. Taking only one bloodline level before 12th level negates the penalties for one bloodline, but not the other.
The
Mudblood bloodline is the most frequent bloodline to show through, due to it's extremely mixed origins.