
ElterAgo |

Ok, as GM, at first I was against this idea. However, once he explained his plan, I kinda liked it.
It revolves around the 3.x Emancipated Undead prestige class. This uses 3 PrC levels to regain your old personalities, abilities, and self-control.
What he intends to do.
1) Adventure with the party until they can fairly easily handle a nest of whatever type of undead he eventually decides upon. It has to be one with the Create Spawn ability. So he is undecided but, I think he is currently leaning toward wight.
2) Get himself turned into whatever.
3) Party wipe out the nest of X and capture him.
4) Party 'somehow' control him enough to keep him from becoming too much of a threat while he gains the 3 level.
5) Become an independent not-necessarily-evil undead adventurer that begins to gain levels in his former class.
The major sticking points are step 2 and 4. Step 2 because it could just kill him instead of spawning him. Step 4 because we are having a hard time figuring out how the rest of the party can control him while still leaving him free enough to contribute and gain levels.
He thinks with enough planning, guile, and spell preparation he can get by step 2. It is still a risk, but he thinks it is manageable.
However, he would like some ideas on how to handle step 4.
In case anyone is concerned, he is more than capable of handling the roleplay aspect of his changing personality. Part of the reason he is doing this is to challenge himself. Most of the players are relatively new to the game, so he doesn't want to optimize a raging invulnerable barbarian that makes everyone one else feel second rate. He is intentionally going to pick a class that doesn't match too well with the undead stats. That way he shouldn't eclipse anyone else. Plus the 3 required levels of the PrC eats a big chunk of the class powers.

The Mad Comrade |

Ghoul fever will make an undead out of 'im in short order. Dump CON, ghoulishness is just a matter of when the ghouls gang up on the character.
Granted, even without becoming evil - which I don't forsee as a big deal per se - he'll be a corporeal undead. Wight has significant issues that a ghoul does not face. Both are smelly and prone to random acts of violence upon them by clerics, paladins and life oracles. ;)
Alternatively, they could adventure until about 15th level or so - much earlier if they are able to access CL-boosting items lasting at least an hour - and he could really bring it on as a mummy.
He could also "Death Cycle" as they gain levels, becoming increasingly powerful undead by attaining a new plateau, getting destroyed, resurrected - note that reincarnate and raise dead I don't believe will do the trick - before a coup de grace is applied along with create undead.
He could also take the same approach and apply it to the party's benefit if you're amenable to it.
I would strongly suggest against becoming undead with create spawn. Then such a character can make the other characters identical undead quickly and quietly before they continue adventuring. Then there's the problem of getting into a tavern brawl and unexpectedly making a few dozen spawn. Keep it to corporeal undead that don't create spawn and it'll be much, much simpler for everyone involved.

CloudCobra |
The following Pathfinder undead keep their class levels when reanimating: Ghost, Juju Zombie, Mummy, Revenant, Skeletal Champion, and Vampire. I agree with Mad Comrade and VRMH - a ghoul or Juju Zombie is much better than a wight. The hunger is going to drive him into evil regardless. Consequently you're going to need an item like a Helm of Opposite Alignment to get back to that good alignment. You're also going to need the Emancipated Spawn prestige class from Savage Species (that's a D&D 3.5 book) to get your class abilities and levels back if you choose an Undead creature outside the previously-mentioned list.

Lady-J |
The following Pathfinder undead keep their class levels when reanimating: Ghost, Juju Zombie, Mummy, Revenant, Skeletal Champion, and Vampire. I agree with Mad Comrade and VRMH - a ghoul or Juju Zombie is much better than a wight. The hunger is going to drive him into evil regardless. Consequently you're going to need an item like a Helm of Opposite Alignment to get back to that good alignment. You're also going to need the Emancipated Spawn prestige class from Savage Species (that's a D&D 3.5 book) to get your class abilities and levels back if you choose an Undead creature outside the previously-mentioned list.
you missed some, there's lich, graveknight and the dread versions of every other ones mentioned and i think there's a half dozen more i just cant remember off the top of my head

Matthew Downie |

If you're happy to rig the situation to make it happen you could, for example, create a custom magic item and allow the party to find it.
Deathtorc (head slot)
This item allows you to command one undead creature within 30 feet, as the spell Command Undead. A DC 22 Will save negates the attempt. If the creature makes its save, you must wait three rounds before trying again. The effect is permanent, but once a week the creature may try to break free: an opposed Charisma check allows you to maintain control for another week. Only one undead creature may be controlled by a single Deathtorc. If you wish to control a different undead, you must either wait for the currently controlled creature to break free of control, or you must destroy the creature.

ElterAgo |

If you're happy to rig the situation to make it happen you could, for example, create a custom magic item and allow the party to find it.
Deathtorc (head slot)
This item allows you to command one undead creature within 30 feet, as the spell Command Undead. A DC 22 Will save negates the attempt. If the creature makes its save, you must wait three rounds before trying again. The effect is permanent, but once a week the creature may try to break free: an opposed Charisma check allows you to maintain control for another week. Only one undead creature may be controlled by a single Deathtorc. If you wish to control a different undead, you must either wait for the currently controlled creature to break free of control, or you must destroy the creature.
As a group, we generally try not to create powerful magic items just to support one character. We try to stick to the RAW as much as possible. If I absolutely must create a magic item, I will. But we would prefer to find a rules legal way to do it if there is one.

ElterAgo |

Step 2 should probably be GM "fudged" - it's too big an issue to let chance decide....
I'm not just going to give it to him for free. But I will 'fudge' it enough to make it possible for him. The opposition will be taking whatever steps are appropriate for them...
As for controlling an Undead... isn't that what Necromancers are for?...
No one else wants to play a necromancer.
Ghouls are probably the simplest Undead who can gain class levels - no PrC required.
Yeah but a guy that is making a major part of his career plan into becoming undead, wants omething with a bit more pizzazz than just a ghoul.

ElterAgo |

...
Both are smelly and prone to random acts of violence upon them by clerics, paladins and life oracles. ;)
...
I will have fun planning that part.
...
He could also "Death Cycle" as they gain levels, becoming increasingly powerful undead by attaining a new plateau, getting destroyed, resurrected - note that reincarnate and raise dead I don't believe will do the trick - before a coup de grace is applied along with create undead.
...
Can he do that on himself? No one else is going to be a necromancer and he doesn't want to be dependent upon or under the sway of some unknown/untrustworthy NPC.

Greymist |
I would look at the Lich Corruption from Horror Adventures. You and he could jointly work out a method for him to remove the corruption while still retaining undead abilities, such as creating a phylactery that contains the evil of the corruption. The party can work together on the quest to obtain the materials necessary for the phylactery and convincing a high level spellcaster to aid in the process.

Lady-J |
heres a vampire template i created as while ago tweaked it a bit since then
Senses: A dread vampire gains blindsight +20 ft., darkvision 60 ft., and the scent special ability.
Armor Class: Natural armor improves by +5.
Hit Dice: Change all of the base creature’s racial HD to d8s.
Defensive Abilities: A dread vampire has channel resistance +4; DR 10/good and silver; cold immunity; resistance to acid 10, fire 10, electricity 10, sonic 10; and fast healing 5, in addition to all of the defensive abilities granted by the undead type. vampire also gain the rejuvenation ability.
Speed: If the base creature has both a climb speed and a land speed, the lower of the two increases to match the higher. If it lacks one of those speeds, the vampire gains the missing mode of movement at a speed equal to the other. If the base creature lacks both modes of movement, the dread vampire gains both at a speed equal to one-half the base creature’s highest speed.
The vampire also gains a fly speed equal to the base creature’s highest speed if it cannot already fly. Its manoeuvrability class becomes perfect. Flight gained by application of this template is supernatural in nature.
If the base creature has a swim speed, the vampire retains it.
Attacks: The dread vampire gains a primary slam attack if it has no other natural attacks. The damage for this slam attack depends on the base creature’s size.
Spell-like Abilities: 3/day—darkness; 1/day—deeper darkness. Caster level equals dread vampire’s total Hit Dice. All DCs are Charisma-based.
Special Qualities: The vampire retains all the base creature’s special qualities and gains those described here.
Blood Drain (Ex)
While a vampire is undead and thus does not need to eat or drink to survive it can drink blood from a living victim with its fangs by making a successful grapple CMB roll. If it pins the foe, it drains blood, dealing 1d6 points of Constitution damage each round it maintains the pin. The vampire gains no mechanical benifit for drinking blood. the vampire is not limited to only drinking blood however it may eat and drink normal food with out penalty to keep up its appearance of still being alive.
Uncanny Climber (Su)
A vampire can climb with its hands (or upper limbs) free and even walk about on the ceiling as if affected by a spider climb spell. In addition, it can use the accelerated climb action to cover any distance up to four times its climb speed, with each check allowing it to climb a distance equal to its climb speed. Climbing a distance equal to or less than its climb speed is a move-equivalent action.
Abilities: Str +8, Dex +6, Int +4, Wis +4, Cha +6. As an undead creature, a vampire has no Constitution score.
Feats: A vampire gains Alertness, Combat Reflexes, Improved Grapple, Improved Initiative, and Lightning Reflexes as bonus feats.
Skills: A vampire receives a +8 racial bonus on Acrobatics, Bluff, Perception, Sense Motive, and Stealth checks and they are always class skills.
Rejuvenation (Su)
vampires are notoriously hard to destroy. If reduced to 0 hit points in combat, a vampire and all their belongings turn to ash as per disintegrate. It and its items are then reformed in a special coffin similar to a phylactery in 1d10 days. while reforming, the vampire is helpless. once it is reformed it has full hit points and is treated as though it had a full rest for the purposes of class abilities.
Even if a vampire is killed again, the rejuvenation process begins again unless the coffin is destroyed. if the coffin is destroyed but the vampire is still alive a new coffin can be made by doing a ritual that lasts 10 days and the amount of gold needed to make the coffin.
Revenants are similar to undead in that they were once-living creatures usually humanoid. They either great heros or villans given a 2nd chance at life by the powers that be. Born again in a new body infused with power. Their alignment is generally based on what they were in their past life.
Features
An Revenants creature has the following features.
d8 Hit Die.
Base attack bonus equal to 3/4 total Hit Dice (medium progression).
Good Will Saves.
Skill points equal to 4 + Int modifier (minimum 1) per Hit Die. Revenants are never mindless creatures. The following are class skills for Revenants: Climb, Disguise, Fly, Intimidate, Knowledge (arcane),Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth (if they have racial hit die).
Any undead template can be use for Revenants instead causing the creature type to become Revenant instead on undead as long as the template results in a humanoid shaped creature.
Revenants retain their humanoid subtype in addition to gaining their creature type
Revenants look just like their normal subtype counter parts
Traits
A Revenant creature possesses the following traits (unless otherwise noted in a creature's entry).
No Constitution score. Revenants use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).
Darkvision 60 feet.
Unlike undead, Revenants are only Immune to charms, compulsions and fear effects however they receive a +4 bonus to will saves vs the rest.
Immunity to death effects, disease, paralysis, poison, sleep effects, and stunning.
Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Not at risk of death from massive damage, but is knocked unconscious when reduced to 0 hit points and dies at negative their charisma modifier.
Are affected by raise dead and reincarnate spells or abilities resurrection and true resurrection however the cost is doubled ad they bring the creature back to its Revenant state.