I used my dice rolling technique. All stats start at 10 and roll 6d6 (rerolling ones). Now take all the numbers from the d6s and add them up. Now put those in the stats you need (nothing higher than an 18 to start (its a 1 for 1 basis)). Now add Race adjustments and then Stats increases.
This is how i rolled him up
Name: Satsujinki
Race: Gnome
Class: Wizard (Specialty Necromancy/Barred Divination)
Alignment: NE
Deity: Nerrull
Level: 10th
Size: Small
Gender: Male
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HP: 70
AC: 25 (+1 size, +3 Dex, Mage Armor +4, Shield +7)
SPD: 20
Fort: +7
Ref: +6
Will: +8
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Str: 10 (+0)
Dex: 16 (+3)
Con: 18 (+4)
Int: 24 (+7)
Wis: 13 (+1)
Cha: 12 (+1)
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Initiative modifier: +3
BAB: +5
Melee Attack Bonus: +6 (+1 size bonus)
Ranged Attack Bonus: +9 (+1 size bonus, +3 Dex)
Weapons: Masterworked Sickle (+7 to hit), 1d6 dmg
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Racial Traits:
+2 saving throws vs Illusions, Lowlight Vision, +1 racial attack against kobolds and goblinoids, +4 dodge bonus against giants, Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day)
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Skills (ranks in bold):
Alchemy +15 6, Concentration +10 6, Craft (Armor)+15 8, Craft (Weapons) +15 8, Knowledge (arcana) +20 13, Knowledge (religion) +20 13, Knowledge (undead) +20 13, Spellcraft +15 8, Listen +7 4, Hide +9 4
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Feats: Summon Familier, Scribe Scroll, Spell Focus (Necromancy), Greater Spell Focus (Necromancy), Craft Wonderous Item, Craft Arms and Armor, Sanctum Spell, Weapon Focus (Ray Spells)
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Spells A Day:
0 - 4, 1 - 5, 2 - 5, 3 - 6, 4 - 5, 5 - 3
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Spell DC Saves
Regular
0 - 17, 1 - 18, 2 - 19, 3 - 20, 4 - 21, 5 - 22
In the Sanctum
0 - 18, 1 - 19, 2 - 20, 3 - 21, 4 - 22, 5 - 23
Necromancy
0 - 21, 1 - 22, 2 - 23, 3 - 24, 4 - 25, 5 - 26
Necromancy in the Sanctum
0 - 22, 1 - 23, 2 - 24, 3 - 25, 4 - 26, 5 - 27
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Spells in the Spellbook
Level 0 - All
Level 1 - Negative Energy Ray, Summon Undead I, Mage Armor, Shield, Magic Missile, Spirit Worm, Ventriloquism, Color Spray, Change Self
Level 2 - Command Undead, False Life, Summon Undead II, Death Armor, Minor Shadow Conjuration, Mirror Image, Shadow Image, Perfect Recollection
Level 3 - Negative Energy Burst, Reverse Arrows, Undead Leuitenant, Undead Touch, Summon Undead III, Displacement, Haste
Level 4 - Negative Energy Wave, Iron Bones, Summon Undead IV, Contagion, Enervation, Phantasmal Killer, Improved Invisibility, Shadow Conjueration, Rarys Mneumonic Enhancer
Level 5 - Spirit Wall, Energy Buffer, Grimwalds GreyMantle, Kiss of the Vampire, Animate Dead, Magic Jar, Shadow Weapon, Dominate Person, Mirage Arcana
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Equipment (16,000 worth)
Periphat of Intelligence (Intelligent Item)
Adds a +4 to any Necromancers Intelligence (cost 8000 gp (minus 30% for only Necromancers could use this)but its intelligence ads 25,000 to the market value)
It is capable of Speech (Common, Gnome, Drow, Draconic, Elven), Int 19, Cha 18, Wis 14, Alignment: Lawful Evil, Ego: 12
Abilities: Weilder has Free use of Uncanny Dodge (as per a 5th level Barnarian), Detect Magic at Will, Haste (1/day - 10 rounds)
Bone Armor of Life
The spells Shield and Mage Armor are cast on it as per an 8th level mage. It is permanantly on. 30% was taken off do to only evil alignments can wear this. Bone Armor is light armor (AC Bonus +3, Max Dex +4, AC Penalty -3, Spell failure 10% (Masterworked), Weight 20lbs, Speed 20)