Blooded describes all those who can trace their lineage directly back to one form of elemental or another. Appearing very much like humans, each of the four bloodlines will often leave the character marked by traits that hint at their personal lineage.
level 10: Bloodline - characters select their bloodline at level 10 (earth, water, fire, air)
note: I made this selectable at level 10, so that characters will be able add traits in their description such as fiery red hair, dusty skin, clothes that never seem to dry, or a constant breeze that surrounds them.
Level 30/40: Bloodright - Each of the four bloodlines offers a bonus to those who live long enough to learn to use their powers.
level 50: Bloodryche - At level 50 all blooded creatures gain bonuses when fighting within their own element. Example; A child of water elementals will be more powerful on/in water.
Bloodline descriptions (gladly taking suggestions here):
Earth = str 21 int 20 wis 20 dex 19 con 21
those born of earth elementals or their kin gain resistances to disease and fire, but suffer greatly from the erosion caused by water attacks.
bloodright: Later in life earth blooded individuals become immune to earthquakes, they also have an innate chance to avoid bashes by melding their legs to the earth they stand on.
Water: str 20 int 21 wis 21 dex 20 con 19
those born of water wierds or their kin gain resistances to poison and mental attacks, but suffer greatly from the freezing effects of ice.
bloodright: As they grow more powerful and learn their abilities water blooded characters become resistant to fire, they also develope an innate ability to contort their boddies giving them a chance to blur their form and avoid the blows of their enemies.
Wind: str 20 int 21 wis 19 dex 21 con 20
those born of djinnis or their kin gain resistances to physical attacks and lightning, but they suffer greatly from the effects of fire.
bloodright: when the come of age, those who descend from air elementals gain immunity to attacks from wind or air such as hurricanes, the constant wind that follows them allows them an innate chance to ignore dirt or dust thrown their way.
Fire: str 21 int 19 wis 19 dex 21 con 20
those who can claim an efreeti or fire elemental in their bloodline, gain resistances to fire and light based attacks. They suffer greatly from the effects of water and wind.
bloodright: When they come into their true powers, fire blooded individuals become completely immune to fire based attacks, and become innately resistant to attempts to trip.
This is just something thats been skipping through my mind, it needs some pepper, still a little bland. Maybe each bloodline could be gifted at this skill or that spell, but it needs something. Just an Idea I thought I would share.