If the player would prefer to go rogue/arcane, they can get access to Grave Strike by picking up two levels of Unseen Seer from Complete Mage (the Advanced Learning feature allows them to pick up one divination spell from any class list).
Allowing the
Martial Rogue variant from Unearthed Arcana is another way to make a rogue more viable in an undead-focused campaign. Now, he's got more options in a fight, although he lacks the utter damage of sneak attacks.
Multiclassing is a nice option, of course (fighter levels to get Weapon Specialization, Ranger levels to get Favored Enemy (Undead)), but when the primary focus of the game is fighting undead, a rogue is going to be severely impacted. If he's planning to go pure rogue, it gets tougher. Some things that can still help:
-As I mentioned above, getting a Bane or Disruption weapon (or Holy, for the good-aligned Rogue). Energy damages are a decent option as well. He should stay away from rapiers and short swords, and look more towards weapons like the heavy mace, morningstar, and sickle... basically, don't try piercing weapons.
-Flasks of Holy Water. Lots of holy water. Also, Holy Water.
-Improved Trip (and the prerequiste of Combat Expertise).
-As mentioned above, a good UMD skill and a mix of wands and scrolls.
-Flanking and Aid Another.
-Craft (Trapmaking), and enough time to prepare some nice traps.
-Creativity. A physically-focused Rogue with lots of ranks in Climb, Jump, Tumble, etc. can make good use of the enviroment, even against Undead, so be willing to allow for some neat stunts and tactics.
For the most part, he'll probably end up playing a supporting role in combat - more of a seconary fighter than a rogue. It won't be exciting, and he won't get as many chances to shine. Make sure he fully understands that.