Aasimar

 are one of the races available to the player in Pathfinder: Kingmaker.

Background
Aasimars are humans with a significant amount of celestial or other good outsider blood in their ancestry. While not always benevolent, aasimars are more inclined toward acts of kindness rather than evil. Aasimar heritage can lie dormant for generations, only to appear suddenly in the child of two apparently human parents. Most societies interpret aasimar births as good omens, though it must be acknowledged that some aasimars take advantage of the reputation of their kind, brutally subverting the expectations of others with acts of terrifying cruelty or abject venality. Aasimars look mostly human except for some minor physical trait that reveals their unusual heritage. Typical aasimar features are hair that shines like metal, unusual eye or skin color, or others.

Heritages
Idyllkin possess bestial aspects and calm dispositions, and often act as peaceful intermediaries between lawful and chaotic agents of good.
 * Idyllkin (Agathion-Blooded)

Agathion-blooded aasimars have a +2 racial bonus to Constitution and Charisma, and a +2 racial bonus on Lore (Nature) and Perception checks and can use the Summon Nature's Ally III spell once per day."

Angelkin are mortal paragons of exceptional beauty, and they serve as exemplars of good and light regardless of the myriad forms they may take.
 * Angelkin (Angel-Blooded)

Angel-blooded aasimars have a +2 racial bonus to Strength and Charisma, and a +2 racial bonus on Lore (Religion) and Use Magic Device checks and can use the Lesser Restoration spell once per day."

Lawbringers are champions of justice and of doling out punishment to the wicked, and often believe chaos is the cause of all mortal suffering.
 * Lawbringer (Archon-Blooded)

Archon-blooded aasimars have a +2 racial bonus to Constitution and Wisdom, and a +2 racial bonus on Persuasion and Perception checks and can use the Hold Person spell once per day."

The musetouched epitomize freedom and joy, and travel the world to liberate less fortunate individuals.
 * Musetouched (Azata-Blooded)

Azata-blooded aasimars have a +2 racial bonus to Dexterity and Charisma, and a +2 racial bonus on Persuasion and Mobility checks and can use the Glitterdust spell once per day."

Most aasimars do not know exactly where their celestial powers came from, and the similar qualities of many such celestially touched beings hint at a relatively indistinct or all-encompassing heavenly force in their lineage.
 * Uncertain

Aasimars of uncertain heritage have a +2 racial bonus to Wisdom and Charisma, and a +2 racial bonus on Diplomacy and Perception checks and can use the Searing Light spell once per day."

Their shimmering avian features make plumekith instantly recognizable. Though they can act rashly, plumekith never shirk their duty after making a commitment.
 * Plumekith (Garuda-Blooded)

Garuda-blooded aasimars have a +2 racial bonus to Dexterity and Wisdom, and a +2 racial bonus on Mobility and Athletics checks and can use the Invisibility spell once per day."

Masters of fire magic, emberkin feel the dual pull of their peri forebear as well as that of a fallen angel further down their ancestry, and wrestle with their urges to do both good and evil.
 * Emberkin (Peri-Blooded)

Peri-blooded aasimars have a +2 racial bonus to Intelligence and Charisma, and a +2 racial bonus on Lore (Religion) and Knowledge (Arcana) checks and can use the Burning Arc spell once per day."

Gameplay modifiers
Race traits:
 * Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
 * Light Halo: Aasimars possess the ability to manifest halos. They can create a light centered on their head at will. While using a halo, they gain a +2 circumstance bonus on saving throws against becoming blinded or dazzled.