Airblooded is begging for one or two more feats to improve the gliding to proper flight like the Raptoran racial flight and the Dragon Wings feat chain.
Maybe. We'll see if I want to do something similar for the other bloods--and I might. Earthblooded could easily walk straight up cliff faces, and so on.
Earthblooded could be simplified to "Any changes to the number of Hit Dice you possess commensurately changes the number of additional hit points granted." I know you just took the wording from Improved Toughness, but that wording still irks me slightly. You may also wish to note that the climb speed grants, in and of itself, a +8 racial bonus of Climb checks and the ability to take 10.
Good notes. I'll bear those in mind when finishing the templating.
My gut says to drop the fire damage from Fireblooded to 1d4 or less. In addition to the fact that it's reactive as well as proactive as enemies take the damage, too, when they directly touch you (such as by hitting you with unarmed or natural attacks), it's also 3.5x the similar attack and AC bonuses (compare to Power Attack or Weapon Focus vs. Weapon Specialization all giving damage bonuses at 2x the quantity of attack bonuses). Further, the boost to your base land speed is probably the most reliably useful of the four movement boosts, improving the movement mode you most often use and boosting all other base land speed-based movement speeds, such as swimming, climbing, and the flight granted by most templates with wings.
Probably wise. I just want the fact that you're on fire to, you know, be capable of causing damage. I'll go ahead and drop it down to 1d3 in the templating pass.
Just to nitpick, but your speed isn't halved in difficult terrain, it's just that each square counts as 2 squares. I'm also surprised that you're getting the ability to better move through difficult terrain instead of a swim speed with Waterblooded. That breaks with the patters the other three bloodlines have, giving you an improved version of some sort of basic movement associated with that element. Falling, climbing, walking... shouldn't water be swimming? Or is swimming just overdone? In any case, moving at double speed just feels out of place. Ignoring the speed reduction is fine and in keeping with the flavor of water's fluidity, although it's probably a tiny bit narrow.
You're right, I would need to re-template that to ignoring the effects of difficult terrain and moving at twice speed while in difficult terrain.
As to why not a swim speed...they already get one baseline! I suppose I could just give them a speed increase, but that felt a little like cheating.
Edit: Mind you, I'm not horribly wedded to the idea, so, if anyone has a better one, let's hear it. It wasn't actually originally planned to be a new movement mode for each blood, it just panned out that way. In fact, fireblooded's +10 foot speed thing lines up with the increases to AC, hit points, and so on in the original draft.
Now I want to make a... something that lets you change your elemental heritage.
Well, with the refluffing that occurred, that's basically analogous to changing race, so...anything that could do that would reasonably be able to change your blood.