+3 Fort (+3 con)
...+2 vs death effects, negative energy, energy drain.
+2 Ref (+2 dex)
+4 Will (+1 wis, +2 class, +1 trait)
CMB +1 (+1 str)
Boarding pike, +1, 1d8+1, x3 crit, reach
Dagger +1, 1d4+1, 18-20 crit, 10' range
Light crossbow, +2, 1d8 damage, 19-20 crit, 80' range
Bear Trap x2, +10 atk, 2d6+3 damage
=====Traits and Feats=====
Descended from a GodYou are born of a bloodline that claims ancestry from one of the gods of
the North. Kings and heroes litter your family tree.
Benefit: You gain a +1 trait bonus to one kind of saving throw (will),
chosen when this trait is selected. Your heritage might occasionally
have other effects both good and bad at the GM’s discretion.
Gifted Adept +1 CL, Animate Dead
+3 Sense Motive (0 ranks, +1 wis, +2 racial)
+6 Finesse (1 rank, +2 dex, +3 class)
+8 Heal (1 rank, +1 wis, +3 class, +1 lore, +2 circumstance)
+6 Alchemy (1 ranks, +2 int, +3 class)
+6 Occult (1 rank, +2 int, +3 class)
...+1 wisdom mod on any role involving death or undead
+2 Linguistics (0 rank, +2 racial)
...gain two languages for each point
Lore of Life and Death (Ex) A white necromancer adds his Wisdom modifier in addition to his Intelligence modifier when making Knowledge (religion) skill checks pertaining to subjects involving death, burial practices, undead, or the afterlife. In addition, a white necromancer adds a bonus equal to 1/2 his white necromancer level (minimum +1) to all Heal skill checks.
Rebuke Death (Sp) As a standard action, a white necromancer can touch a living creature to heal it for 1d4 hp plus 1 for every two white necromancer levels he possesses. He can use this ability only on a creature below 0 hp. He can use this ability a number of times per day equal to 3 + his Charisma modifier.
+2 Charisma, +2 Constitution
Deathless Spirit Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.
Truespeaker There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.
Summon Monster 2 once per day as a spell-like ability (caster level equal to the aasimar’s class level).
Darkvision 60 ft.
=====Spells and Consumables=====
Cantrips, at will