| Necromancer |
If you're worried about betrayal, that depends on the GM. If they're willing to let you create undead without too much fuss, just go for it and treat the undead fairly--like you would a cohort. If the GM starts ranting about all undead being evil, you're better off sticking with beheaded, skeletons, and zombies.
If I bother to create intelligent undead, I usually go for crawling hands--easy to hide and store and about as smart as a dog. I would strongly recommend avoiding anything that creates spawn. Come back from a night of tomb raiding and the one guarding the base decided to go on a sabbatical and return with a dozen spawn. Like a nightmare episode of Star Trek.
| Arcanic Drake |
I really don't see why you have the ability unless you have a necromancer friend that can do the controlling.... or you have a magic item that allows you to do it.
Though I guess you can threaten them with implant bomb (permanent) and.... remote bomb, but that doesn't guarantee that they will listen to you, only that if they are scared of "dying" again that you have a bargaining chip. Also the bomb isn't guaranteed to kill the undead that you plant it in, only that they are automatically "hit" by it and does splash damage as normal.
Interesting idea though... lesser animate undead and implanted bombs... and remote detonation to get the fight done faster....