Just use the core rulebook. The humans listed below are simply adjusted to show how myriad in bloodline humans can be.
Vampyyri
+2 to Two Ability Scores: Vampyyri characters get a +2 bonus to two ability scores of their choice at creation to represent their varied nature.
Darkvision: These humans gain darkvision out to 60 ft.
Medium: Vampyrri are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Vampyrri have a base speed of 30 feet.
Vampiric Resistances: Vampyyri takes no penalties from energy draining effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw. They gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Vampiric Stealth: These humans gain a stealth and perception as class skills. In addition they have the ability to move while stealthing a -5. In addition they may stealth while running at a -20.
Vampiric Heritage: These humans suffer from the same thirst for blood as their vampire cousins. They must feed at least once a week. If they ignore this need then after 4 weeks they start taking a penalty to their strength and constitution score. It is a -1 each additional week they ignore the need to feed. This starts on the fourth week. On the other hand this feeding does heal the character as per the vampiric touch spell. This are not temporary unless the character is already at full health.
Spell Resistance: Vampyyri have an SR equal to 6+its level
Languages: Vampyyri begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages).
Lissko
+2 to Two Ability Scores: Lissko characters get a +2 bonus to two ability scores of their choice at creation to represent their varied nature.
Medium: Lissko are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Lissko have a base speed of 30 feet.
Cold Ones Ancestry: Lissko contain some essence of a scaled creature. Lissko can hold their breaths for 5 minutes per point of Constitution. In addition, their webbed hands and feet grant them a +2 racial bonus on Swim checks. Finally, Lissko are proficient with using their two claw attacks in combat and are always considered armed (the claws are considered light weapons). They inflict 1d4 + Strength slashing damage, If they use a weapon (or unarmed attack) in the same round as a single claw attack, both the claw attack and the other attack suffer a –2 penalty (but not if they use both claw attacks). They cannot make a claw attack with a hand that is not free. Their claws can be enchanted as magical weapons.
Eidetic Memory: Lissko have perfect recall, allowing them to remember minor details from an event that others have long forgotten. They enjoy a +1 racial bonus to all Knowledge checks. They also gain a +2 racial bonus on Perception checks to detect a disguise. If they have any questions about an event, such as a person’s name or exactly what happened, their GM must tell them the details (even if the character’s player has forgotten them). They cannot remember extremely fine details, such as the text of a book left open on a desk, but they can remember the general gist of the book or the topic the passage covered. They always remember faces, names, and the basic sequence of events.
Scaled Soul: Lissko gain a +1 Natural Armor.
Languages: Lissko begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages).