Below is a list of example races built for inspiration but you can also select one if you wish to play it.
Dwarves
Dwarves are stout hairy humanoids native to hills, mountains, and subterranean locations. All creatures listed under this category are treated as having the dwarf, gnome, and halfling subtypes for all statistical gaming purposes. Dwarves are industrious and love digging up minerals and building tunnels and generally doing a lot of literal dirty work. Though they have a long relationship with elves, they've had some tensions between them as of late.
Elves come in many shapes and forms from the distinguish high elves and woodelves to the ruthless dark elves. Many elves see other humanoids as lesser beings, some patronizing and wanting to protect them as a shepherd does for sheep while others want to exploit them or annihilate them. Generally, most elves see themselves as the guardians of the natural and mortal world, and feel it is there place to dictate how other mortals will behave. Elves, dwarves, and fey united into a pact known as the Tuatha Dé Danann. Together they pushed back the Fomorian hordes from their lands.
Brownie "Servant Gnome" (14 RP)
Brownies are tiny humanoids blessed with fey magic. They love to be helpful but hate it when others watch them work and prefer to stay out of sight and communicate through written notes or magical messages. They use the
Gnome race statistics except that they alter their adjustments to +2 Dex, +2 Cha, -4 Str, -2 Con, are tiny-sized, and have Vanish as a 3rd-level spell-like ability.
Domovoy "Mountain Dwarf" (11 RP)
Mountain dwarves are prestigious dwarves dwelling deep within mountainous civilizations. They use the
Dwarf race statistics except that they gain the Mountaineer and Rockstepper traits instead of the Stability or Stonecunning traits.
Duergar "Deep Dwarf" (11 RP)
Deep dwarves, or "Duergar" live even deeper than tunnel dwarves and have been twisted by the dark horrors below. They use the
Dwarf race statistics except that they get a +2 bonus to Strength instead of Constitution, and gain the Deep Tradition, Deep Warrior, Dimdweller, and Minesight traits instead of the Darkvision, Defensive Training, and Hatred traits.
Knome "Tinker Gnomes" (9 RP)
Knomes, or "tinker gnomes" as they're sometimes called, love to work with machines and build inventions much like the Lurdane. Unlike the lurdane, they care less about quality and craftsmanship and more about functionality and uniqueness often leading to a variety of wild and short-lived inventions. They use the
Gnome race statistics except that they have a +2 bonus to Intelligence instead of Charisma and gain the Inquisitive, Master Tinker, and Utilitarian Magic traits instead of the Defensive Training, Gnome Magic, Hatred, Keen Senses, or Obsessive traits.
Korpokkur "Hidden Gnome" (14 RP)
Korpokkur are tiny humanoids blessed with fey magic. They prefer to keep to themselves and hold communal grudges against anyone that shows them rudeness. However, a heartfelt apology and monetary restitution can assuage even ages of grudges. They use the
Gnome race statistics except that they alter their ability adjustments to +2 Dex, +2 Cha, -4 Str, -2 Con, are tiny-sized, and have Vanish and Ventriloquism as spell-like abilities.
Krasnoludek "Fey Gnome" (9 RP)
Also known as "fey gnomes," krasnoludek, are small curious humanoids with sharp wit and colorful hair and clothing. They use the
Gnome race statistics except that they have the fey subtype and possess the Bond with the Land, Fey Fortitude, and the Fey Magic traits instead of the Gnome magic, Hatred, Illusion resistance, Obsessive, and Weapon Familiarity traits.
Lurdane "Hill Dwarf" (11 RP)
Known by many names, such as lobs, lubberkin, or lob fiends, hill dwarves are industrious people that are always crafting and inventing things. They love food, drink, song, and making merry after a hard day's work and often live in and around hillsides. They use the
Dwarf race statistics except that they get a +2 bonus to Intelligence instead of Wisdom and gain the Craftsman and Industrious Urbanite traits instead of the Greed or Hatred traits.
Svirfneblin "Deep Gnome" (9 RP)
Svirfneblin are small grey-skinned humanoids that live in deep subterranean tunnels. They use the
Gnome race statistics except that they have a +2 bonus to Wisdom instead of Charisma and gain the Dimdweller, Knack with Poison, and Svirfneblin Magic traits instead of the Gnome Magic, Illusion resistance, Obsessive, or Weapon Familiarity traits.
Tomte "Tunnel Dwarf" (11 RP)
Also known as "tunnel dwarves," the Tomte originally hailed from the lands of Nisse and Tufte. Tomte are hardy dwarves that often live in subterranean tunnel cities and caverns and only surface during summer and winter solstices to greet other humanoids during their holidays away from their constant work and toil. They use the
Dwarf race statistics.
Elves
Elves are lithe pointy-eared humanoids with long lives and naturally gifted with the use of magic. Elves are split into 4 clans:
Dökkálfar "Dark Elves" (10 RP): (pronounced "duke-al-far") Sometimes also referred to as dark elves, drow, svartálfar, or myrkálfar, the Dokkalfar are known for living in subterranean tunnels and caverns deep below the surface. They use the
Elf race statistics except that they get a +2 increase to Charisma instead of Intelligence and they gain the Dimweller and Silent Hunter traits instead of the Elven Magic and Weapon Familiarity traits.
Half Elves (+1 RP): Pick one other type of elf. You possess all the same statistics as your chosen elf but cost 1 additional race point and gain the human subtype treating you as both elf and human. Any effect that affects elves and humans differently can affect you as both or either, based on the caster's choice but you have a +2 racial bonus to saving throws against they'd normally treat them differently.
Fornálfar (10 RP): (pronounced "forn-al-far") Also known as the "Old Elves" or "Green Elves", they have a reputation as masters of Primal magic. Green elves have hair that looks like vines and skin that often has a green hue to it. They are the shortest of the elves averaging only 4 feet tall. Known for their use of floramancy and transmutation magic, they are not to be underestimated.
Kveldálfar "High Elves" (10 RP): (pronounced "aye-ee-al-far") Sometimes referred to as "Grey Elves" or "City Elves", they're known for mastering arcane magic. They dwell in urban areas and at an average of 6 feet tall, they're the tallest of elves. Unlike their Dokkalfar and Ljosalfar, they are not obsessed with the contrast of light and dark and the never ending war between these beliefs, but are more interested in the sciences and arts. They use the
Elf race statistics except that they get the Loremasters and Fey-sighted traits instead of the Elven Magic, Keen Senses, and Weapon Familiarity traits.
Ljósálfar "Light Elves" (10 RP): Also known as Light Elves or Holy Elves, the Ljosalfar live rural areas both in cities and wilderness and are known for using divine magic. They use the
Elf race statistics except that they get a +2 increase to Wisdom instead of Intelligence and they gain the Fey Magic and Fey Thoughts traits instead of the Elven Magic trait.
Human
Humans are one of the most common and prolific races among urban societies but fairly rare out in the wilderness where beastfolk are more common.
Native Outsiders
You can play a native outsider races such as an aasimar or ifrit, but only if your favored class is a spellcasting class that possesses a domain, bloodline, or mystery associated with their type. For example, an ifrit would need the fire domain, fire elemental bloodline, fire dragon bloodline, or flame mystery. If there is a racial archetype for the race, that will suffice as well, even if the class is not normally a spellcaster. Native outsider races are all considered humans that have been mutated by magic. For the cost of 1 extra RP they can be treated as human and meet all the prerequisites for gaining human feats and traits.
Protozoids
Protozoids are prehistoric in their biology possessing a close relationship to fungi and plants.
Dryad = ghorag but medium-sized and able to grow large
https://www.d20pfsrd.com/races...-20-rp/ghoran-19-rp/
Powrie = leshy but fungus
Woad = +2 wis, large size
https://www.d20pfsrd.com/races...-20-rp/ghoran-19-rp/
Swampfolk
Swampfolk are made up of amphibians, ophidians, and reptiles. Many are not necessarily native to swamps, but possess these traits.
Boggarts (7 RP)
Boggarts are small amphibious humanoids native to swamps, marshes, and other wetlands. Use the
Grippli race for statistics except that they ALSO get the Jumper trait in addition to their normal traits.
Draconian (17 RP)
Draconians are descendants of dragons and humanoids. They use the
Wyvaran race for statistics. For the purposes of Kobold racial feats, all Draconians are treated as classic Pathfinder kobolds as well as Wyvarans.
Kappa (9 RP)
Kappa are small turtle-like humanoids.
Abilities: +2 Con, +2 Wis, -2 Dex
Bite (1 RP): Kappa have a bite attack dealing 1d4 piercing damage.
Darkvision (2 RP): Kappa can see in the dark out to 60 feet.
Natural Armor (2 RP): Kappa have a +1 innate bonus to their Armor Class.
Swim (2 RP): Kappa have a 20-foot swim speed and +8 racial bonus to Swim checks.
Shell (2 RP): Attackers do not receive the normal +2 circumstance bonus to attack rolls for flanking a Kappa, though they still all the other benefits from flanking. Kappa can hide in their shell as a single move action, granting them total cover but also blinding them. Attackers can still attack the shell, which functions as an object with the same hardness as a Tower Shield with an enhancement bonus equal to one-fourth the kappa's HD (rounded down, minimum 0). The shell does not protect them from air, gaseous, sonic, mind-affecting, or incorporeal attacks. Any damage done to the shell is dealt to the kappa's hit points and they lose the benefit of this trait if the shell is broken. The shell cannot be destroyed. A kappa needs at least a year to naturally heal a broken shell.
Naga (7 RP)
Naga are snake-like humanoids possessing a long muscular tail that they use to slither around on rather than legs. They use the
Nagaji race for statistics but are also treated as Vishkanya for the purposes of determining alternate racial traits and racial feats that they can acquire.
Saurian (8 RP)
Saurians are reptilian humanoids native to swamps, marshes, and other wetlands. They use the
Lizardfolk race for statistics.
Primatefolk
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Sasquatch
Vanara
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