Can artificial, inorganic beings evolve? Those who asked such question looked no further than inevitables and warforged for their answer, for these beings certainly can. This list of mutations is avaiable to all evolutionists of the construct type and to all those who take the Construct Mutator feat.
Adaptive Expertise Systems: The evolutionist can gain temporary mastery of a single skill, treating his ranks in the chosen skill as the maximum possible for a class skill at his character level. These virtual ranks cannot be used to qualify for any feats, prestige classes or similar. The chosen skill can be changed with one hour of work devoted entirely to it. This teratomorphism can be taken more than once, giving an additional configurable skill each time, all such skills can be changed with a single hour of effort towards it.
Plating: The evolutionist develops a built-in plating that gives him a +2 armor bonus to AC for each teratomorphism he has, as well as 25% fortification. This plating can be enchanted like normal armor, it has no armor check penalty or maximum dexterity bonus to AC and does not impose arcane spell failure. If the evolutionist already has some other form of plating (such as the Composite Plating of a Warforged) the armor bonus and fortification granted stack.
Spellward: The evolutionist gains immunity to spells of a level up to his highest available teratomorphism that allow spell resistance. This teratomorphism otherwise works as a form of spell resistance with an arbitrary value.
Living Bastion (requires Plating): The evolutionist’s physical form is inviolate. He gains 50% fortification, stacking with any other fortification he has, he gains 10 hit points and a +2 bonus to fortitude saves for every teratomorphism he has. Finally, he gains hardness equal to the highest damage reduction or energy resistance he has, up to a maximum of hardness 20.
Baseline Structure Reconfiguration: The evolutionist may change his baseline form to an extent. This works as the Alter Self power, with the following differences. First, the HD limit for the new form is equal to the evolutionist’s mutator level. Second, the evolutionist cannot change into the shape of any creature with a size category different than the default for his original race. Third, the evolutionist may assume the forms of inanimate objects, following the same rules as the Metamorphosis power, and may retain mobility while in these forms as if he was an animated object of the appropriate size category. Fourth, unlike what happens with any other form of shapeshifting, the evolutionist’s mutations and teratomorphisms are not suppressed while in this alternate shape.
Extrude Docent: The evolutionist may produce a docent containing a copy of his personality as a standard action. This docent is a sapient magic item with the same mental ability scores as the evolutionist himself and possessed of the same skill ranks as the evolutionist himself as well as telepathy with a range of 5 feet, with the ability to speak to any creature with a language. Any construct may equip this docent as if it were an amulet. The evolutionist may maintain telepathic contact with all of his docents at any distance, as long as they are both on the same plane. Like any sapient magic item, the docent has an ego score (2 + total mental ability score bonuses) and the capacity to take control of its wearer, the save DC against this possession is equal to the default DC for mutations (charisma based) increased by the docent’s ego score. The docent will never go against the wishes of the evolutionist, even if it somehow develops different viewpoints than him over the course of its existence. The evolutionist can have a number of active docents at any given time equal to the sum total of his mental ability score modifiers.
The evolutionist gains the option to ascend into a construct being, somewhat. This ascendancy has a few special interactions with other creature types. Construct ascendants gain Darkvision with a range of 60 feet (or increase existing Darkvision by 60 feet), additionally, if the ascendant’s previous type was not construct or undead she gains the Living Construct subtype, if she had the undead type she retains it and gains the Necrogolem subtype instead of changing types. Lastly, the evolutionist gains the following ability:
The evolutionist gains an enhancement bonus on attack and damage rolls with all manufactured weapons equal to one fourth of his mutator level. As a final note, ascendancy cannot turn a construct into a true living being. Should a construct creature elect to take an ascendancy for a creature type other than its own, it retains the Construct type and gains the new type as an Augmented subtype, and does not gain the choice to lose that augmented subtype upon achieving mutant perfection, it still receives both the benefits of the chosen mutant ascendancy and mutant perfection.
The perfect construct body is incomplete, the evolutionist may look upon his joints and plates and know that more parts still could be integrated into his form, and then removed when they are no longer needed, in favor of more fitting add-ons.
The evolutionist gains five mutation ‘slots’ by default, these slots contain no mutations, and cannot be filled as simply as selecting them. Each mutation appropriate for these slots has to be fashioned from raw materials before it may used by the evolutionist and doing so costs 2000 gold per modular mutation. Placing modular mutations in their slots takes one hour of work (for any or all of them), as does replacing them or removing them wholesale. While not in use, the mutations remain stored inside an extradimensional space appropriate for them. In the event of the evolutionist’s death, this extradimensional space ruptures and ejects the modular mutations, they are for the most part useless to others, but are worth their production cost in raw materials for other endeavors.
This list of mutations is available to all evolutionists of the elemental type and to all those who take the Elemental Mutator feat.
Heart of the Elements [Air]: The evolutionist gains the Air subtype. Whenever the evolutionist is flying, fighting a flying opponent or whenever he moves more than his base land speed on any given round, he gains a +2 dodge bonus to AC for each teratomorphism he has, this bonus also always applies against projectile attacks. Unlike normal of the air subtype, the evolutionist does not gain a fly speed. Lastly, the evolutionist gains Run as a bonus feat.
Heart of the Elements [Earth]: The evolutionist gains the Earth subtype. Whenever the evolutionist and his opponent are in contact with solid earth or stone, the evolutionist gains a +1 bonus on all attack and damage rolls for each teratomorphism he has. Lastly, the evolutionist gains Endurance as a bonus feat.
Heart of the Elements [Fire]: The evolutionist gains the Fire subtype. His melee and ranged attacks with natural weapons deal an additional 1d4 points of fire damage for each teratomorphism he has. Unlike normal for the fire subtype, the evolutionist does not gain immunity to fire and does not gain vulnerability to cold. Lastly, the evolutionist gains Heat Endurance (Sandstorm) as a bonus feat.
Heart of the Elements [Water]: The evolutionist gains the Water subtype. Whenever the evolutionist is fighting an opponent in a primarily water-based environment (such as on a ship, underwater or even under heavy rain) he gains a +1 bonus to attack rolls and armor class for each teratomorphism he has. Unlike normal for the water subtype, the evolutionist does not gain a swim speed. Lastly, the evolutionist gains Cold Endurance (Frostburn) as a bonus feat.
Teratomorph II Elemental Potency (Requires any elemental subtype): The evolutionist’s elemental attunement empowers his attacks. This teratomorphism increases the energy damage dealt by his attacks by one point per damage die for every two teratomorphisms he has. The subtypes the evolutionist has determine which type of damage is affected, as follows: Air (Electricity), Earth (Acid), Fire (Fire) and Water (Cold).
Teratomorph III Control Elements (Requires any elemental subtype): The evolutionist can control the elements to which he is attuned. This teratomorphism is a supernatural ability that works as a cluster of spell-like abilities depending on the elemental subtypes the evolutionist has. This supernatural ability has all the functions of the spells (or powers) included in it, but takes only a standard action to activate and has a duration of 1 hour per mutator level, when applicable the caster (or manifester) level for these abilities is equal to the evolutionist’s mutator level, all DCs are based on charisma.
Air: Control Sound, Control Winds;
Earth: Move Earth, Transmute Rock to Mud, Transmute Mud to Rock;
Fire: Control Flames, Pyrotechnics, Quench;
Water: Create Water, Control Water, Control Weather (rain and storms only).
Elemental Renewal (Requires any elemental subtype): Whenever the evolutionist would take damage from an energy source related to one of his elemental subtypes, he heals 1 point of damage for every 2 points of damage that would have been dealt. This ability disregards any energy resistance or immunity that the evolutionist might have and all excess healing is lost. This teratomorphism is a supernatural ability.
Archon (Requires any elemental subtype): The evolutionist is a paragon of elemental power. When using an ability that deals energy damage he may ignore energy resistances and deal 50% damage to creatures with immunity. Furthermore, his energy attacks gain a special effect depending on his subtypes, all of these effects last until the end of the evolutionist’s following turn:
Air: Whenever the evolutionist deals electricity damage to a creature, it suffers a penalty on saves and armor class against electricity effects equal to half the number of teratomorphisms the evolutionist has.
Earth: Whenever the evolutionist deals acid damage, his targets take half that amount of damage on the following round.
Fire: Whenever the evolutionist deals fire damage to a creature, it takes 50% additional damage from fire attacks.
Water: Whenever the evolutionist deals cold damage to a creature, it becomes entangled.
Cataclysm Heart (Requires any elemental subtype): The evolutionist gains the following supernatural abilities, as long as he has the appropriate elemental subtypes. Activating any of these abilities is a free action, as is deactivating them, but either of these can only be performed once per round, whenever they would require a save, use the default DC for mutations. The effects of cataclysm heart (and any natural instances of these effects, when applicable, never pose any danger to the evolutionist.
Inferno (Fire): Hell hath no fury like the evolutionist. He may raise the temperature within an area with a radius of 100 feet by up to 20° F per mutator level. This ability imposes the dangers of Heat and Smoke in the entirety of this area. The saves for this ability are based on constitution.
Quake (Earth): The evolutionist’s steps shake the earth. He may create an Earthquake as the spell with a radius of 60 ft. centered on his area. If the evolutionist moves, the area surrounding the path of his movement is also affected by the Earthquake. The radius of this effect increases by 10 ft. for every size category the evolutionist has above medium. Unlike with the normal Earthquake spell, structures caught within the evolutionist’s quake take 5 damage per mutator level, additionally, any cave-ins caused by this effect use the same save as the earthquake. The saves for this ability are based on strength. This ability cannot be used unless the evolutionist is touching the ground.
Whirlwind (Air): The evolutionist is the eye of a storm. He may surround himself with winds of any strength category he wishes, up to tornado winds. This effect extends out to a radius of 10 feet around him. The wind effect extends outwards in increments of 40 feet, becoming weaker by one category until they equalize the normal wind speed of the area. The save for this ability is based on dexterity.
Vortex (Water): The evolutionist is a deluge. He may create rain or a downpour within a radius of 100 feet around his space, even if indoors. If the climate is cold, this will become sleet or heavy snow, respectively. If the evolutionist is in contact with a large body of water, he can create a Maelstrom, as the spell (Stormwrack pg. 118), with the exceptions that it has no minimum area to be used (but is limited to the size of the water body or the spell, whichever is less). The saves for this ability are based on constitution.
Mutant Ascendancy The evolutionist gains the ability to ascend into an elemental being. Doing so grants the traits of the elemental type, including Darkvision 60 ft. (or a 60ft increase to an existing darkvision), immunity to poison, sleep, paralysis and stunning as well as critical hits and sneak attacks. Unlike common elementals, the evolutionist can still be resurrected as per the creature type he belonged to before. If the evolutionist has no elemental subtypes he gains one of his choice (from Air, Earth, Fire or Water). Lastly, he gains the following benefit: The evolutionist gains energy resistance 10 (or increases existing energy resistance by 10) to energy damage based on the elemental subtypes he has, as follows: Fire (Fire), Cold (Water), Electricity (Air), Acid (Earth).
In the unfathomable vast of the cosmos all things have their purpose, the purpose of the elements is to raise worlds, to be the building blocks of reality, they are the primal and final forces of creation and change, destructive as they might be.
A demiplane bound to the evolutionist is formed. Its dimensions stretch out to a radius of one mile per mutator level, it may be finite or self-contained as the evolutionist prefers. It’s default Morphic trait is Alterable, but it is considered Divinely Morphic for the evolutionist should he ever acquire a divine rank. It has normal time trait. It’s gravity trait is chosen by the evolutionist. It is connected to the astral plane and to the ethereal plane, but not to the shadow plane, and it borders an associated inner plane if it is not self-contained. It has elemental dominant traits matching the subtypes of the evolutionist, if he has alignment subtypes it is mildly aligned to those as well, if the evolutionist is undead it gains the minor negative dominant trait (and the minor positive dominant trait if he is deathless). The evolutionist is immune to harm that would be dealt by the traits of his demiplane.
The evolutionist may set up a portal to this demiplane as a standard action, the portal can be placed anywhere within 120 feet of the evolutionist and it can be as large as needed for a colossal creature to pass through or as small as necessary for the evolutionist himself to cross. Portals may not be closed (also a standard action) from inside the demiplane, only from the outside, and it leads to a point inside the plane of the evolutionist’s choice when it is set. There may be more than one portal active at any given time and they otherwise work exactly like the planar travel version of the Gate spell, but without the need for concentration and no set duration.
Besides those traits, the overall appearance of the demiplane upon creation is up to the evolutionist (the minutiae of its geography are not, however, and these develop on their own), and even the dominance of an element does not preclude the presence of others (merely their… lack of pervasiveness), a Water plane might be a vast body of water with bubbles of air and blocks of granite floating inside it, a plane of fire might be nothing more than a massive ball of fire or a molten planetoid or a long plain of burning coals. The demiplane may have natural resources of its own, but acquiring those from their elemental beds is no easier for the evolutionist than mining in the material plane would be. Any desired fauna and flora must be introduced after the demiplane forms. As a final benefit, the evolutionist’s attunement to elemental forces allows him to convert himself and anything on him or generated by him into elemental energy for brief periods. As a free action he may convert all damage he would deal into energy damage matching his elemental subtype (Air – electricity; Earth – acid; Fire – fire; Water – cold).
Roots: The evolutionist gains the ability to root himself to the ground and make himself a nearly immovable object. Taking root requires a move action, while rooted to the ground the evolutionist has his base movement speed reduced to one third of its normal (rounded down), but he gains a +2 bonus per teratomorphism on rolls to resist being grappled, bull rushed or tripped, his natural armor increases by +1 per teratomorphism (stacking with any other natural armor he has) and he gains Fast Healing with a value equal to the number of teratomorphisms he has (stacking with any other fast healing). Uprooting takes a move action, but it immediately ends if the evolutionist loses contact with the ground for any reason.
Solar Power I: The evolutionist can derive additional energy from photosynthesis. As long as he is under direct sunlight or within the area of a Daylight spell or similar, he gains a +2 bonus to all of his ability scores.
Offensive Roots [Requires Roots]: When you are rooted, you may use your roots as tentacles to attack your opponents. These tentacles are identical to the ones gained through the natural weapon mutation and benefit from any mutations you have applied to them. You gain one additional tentacle per teratomorphism you have. Mobile Roots Requires Roots]: The evolutionist can move at his normal land speed or burrow speed while rooted. Swimming or flying breaks the connection of the roots to the ground and terminates the effect.
Solar Power II [Requires Solar Power I]: This teratomorphism improves Solar Power I, increasing the ability score bonuses to +4. However, if the evolutionist find himself in a non-illuminated area, he becomes fatigued.
Regrowth [Requires Roots]: While rooted, the evolutionist may swiftly drain the surrounding terrain of all its nutrients to quickly replenish himself, using this ability is a standard action that can be performed as long as the evolutionist is alive, even if he is otherwise unable to act (stunned, unconscious, dazed, frightened, nauseated, etc). Using this ability heals the evolutionist for 10 hit points per mutator level and immediately ends any and all of the following adverse conditions affecting him: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. After this ability has been used in any given area, it becomes barren and cannot be drained again by this ability or similar effects, the evolutionist will need to move to a new area (completely, if his area covers more than one square) in order to use this ability again.
Solar Power III [Requires Solar Power II]: This teratomorphism improves Solar Power II, increasing the ability score bonuses to +6. The evolutionist becomes extremely dependant on sunlight, however, and whenever he is not beneath direct sunlight or within the area of a Daylight spell or effect, he becomes fatigued, if he finds himself in an area of shadowy illumination or no illumination, he becomes exhausted instead.
The evolutionist gains the ability to ascend into an plant being. Doing so grants the traits of the plant type, including low-light vision, immunity to poison, sleep, paralysis, polymorph effects and stunning and critical hits. Unlike common plants, the evolutionist is not immune to mind-affecting effects. Lastly, he gains the following benefit:
The evolutionist’s natural armor increases by +2 and two additional hit points per mutator level.
Plants, the oldest of their lot are ancient colossi that have stood unshaken for millennia, witness to the birth and death of dragons and the rise and fall of civilizations. In all this time, no winter, no illness and no creature has worn away at their strength, and should they ever fall, their lingering roots will raise them anew to witness another age.
The evolutionist heals one point of ability damage or ability drain to each score every turn and one point of ability burn on each score every hour. At the end of each encounter he immediately recovers all negative levels without the risk of them becoming permanent. Should the evolutionist die, as long as his body (or his ashes) stay in contact with the ground for at least a week, he will be resurrected at the end of that time, with no level loss, on that exact spot where his remains rested last.
Smite Opposition: The evolutionist can smite a creature with at least one opposite alignment component (Good-Evil, Lawful Chaotic. True Neutral evolutionists can smite Lawful Good, Chaotic Good, Lawful Evil and Chaotic Evil opponents). This smite deals extra damage equal to his mutator level and adds his charisma modifier to the attack roll. This ability is useable once every five rounds. This teratomorphism provides a supernatural ability.
Armor of the Outer Planes: The evolutionist may forge armor out of the matter of his very soul. This ability can create any armor of the evolutionist’s choice and the armor check penalty for the armor created is treated as zero (which means proficiency is irrelevant), the armor can be made of any material of his choice that armor of its type could normally be made of (Hide armor can’t be made of mithril), it has an enhancement bonus equal to ¼ of his mutator level and can receive up to +10 worth of additional enchantments, but the evolutionist must be present during the whole enchanting process. Calling this armor to the evolutionist’s body is a move action, and it displaces any existing armor in order to don itself (the other armor falls to the floor near the evolutionist), if the armor is removed, it dissipates back into the evolutionist’s soul until called again. Whenever the evolutionist gains a new level, he can change what the basic armor is, but all enchantments remain the same. This teratomorphism provides a supernatural ability.
Arms of the Outer Planes: The evolutionist may forge a weapon out of the matter of his very soul. He is considered proficient with the weapon created by this ability (but not with other weapons of its type if he is not proficient with it already), it has an enhancement bonus equal to ¼ of his mutator level and can receive up to +10 worth of additional enchantments, but the evolutionist must be present during the whole enchanting process. Calling this weapon is a standard action, and if it is ever throw or disarmed, it can be called back to his hand as an immediate action. If the weapon is ever out of the evolutionist’s grasp for more than a minute, it dissipates back into his soul until called again. Whenever the evolutionist gains a new level, he can change what the basic weapon is, but all enchantments remain the same. This teratomorphism provides a supernatural ability.
Summon: As a standard action, the evolutionist can summon an outsider whose alignment matches his own. This creature cannot have a CR righter than 1 + half the evolutionist’s mutator level and remains in his service for up to 1 hour, the evolutionist can have no more than one summoned creature through this ability at any one time. Summoned creatures cannot use any summoning abilities they might have themselves and creatures summoned through this ability cannot grant wishes with their spell-like abilities. This ability can be used once per day for each teratomorphism the evolutionist has. This teratomorphism provides a supernatural ability.
Planar Apotheosis: The evolutionist gains alignment subtypes matching his own alignment at the time this teratomorphism is taken. If the evolutionist’s alignment changes, he can change what subtypes are granted by this teratomorphism when he next gains a level. Having an alignment subtype causes all of your attacks to pierce damage reduction as tough they had the alignment in question. Furthermore, he gains immunity to the harmful effects inherent to any plane that shares at least one of his alignment (or elemental, if any) subtypes, such as Cania's cold (but not any other cold, including those of the inhabitants of the plane) and may choose wether or not he is treated as an Extraplanar being while in such planes at his discretion.
Planar Renewal I (Requires Planar Apotheosis): Once per month, after the evolutionist is killed in any plane where he gains the Extraplanar subtype, he reappears (after five days) in one plane of his choice where he would not gain the Extraplanar subtype as if revived with a Resurrection spell. This teratomorphism provides a supernatural ability.
Planewalker: The evolutionist can use Greater Teleport as a spell-like ability at-will and Plane Shift as a spell-like ability a number of times per day equal to the number of teratomorphisms he has. When using either of these abilities, he can only transport himself and up to his medium load in personal possessions, not any other creatures.
Planar Renewal II (Requires Planar Renewal I): The evolutionist’s Planar Renewal is improved. It works once per week and the evolutionist revives in the plane of his choice one day later as if revived by True Resurrection.
The evolutionist gains the ability to ascend into an outsider being. Doing so changes his creature type to Outsider and grants him a few characteristics of the type, including Darkvision 60 feet (or a 60 feet increase in existing darkvision), he still needs to breathe but no longer requires food, drink or sleep (but can eat, drink and sleep if he wants to). Lastly, he gains the following benefit:
The daily uses of the evolutionist’s current and future spell-like abilities increases by 1. The save DCs of his spell-like abilities increases by +1.
Even if he does not chose to take the Outsider ascendancy, an evolutionist with access to this mutation list may, upon acquiring this class feature, change his home plane to whichever plane he prefers, causing him to gain the extraplanar subtype on his former home plane and no longer gain said subtype on his new home plane. This choice can be changed once again when the evolutionist gains Mutant Perfection, as well as on the off-chance that his home plane stops existing for some reason.
The evolutionist has the weight of spiritual gravity to match that of the outer planes, imposing his spiritual truth on his surroundings. He is an anchor to which the souls of the dead can hold, or be chained to.
The evolutionist projects an aura with a radius of 60 feet, the area within this radius is considered to have strong alignment traits matching his alignment. Furthermore, as a full-round action, the evolutionist may bind the soul of a creature that died within this area no more than 1 minute/mutator level before, converting it into a petitioner, the dead creature is entitled to a will save to resist this effect as if it were still alive, against a DC of 10 + ½ Mutator level + the evolutionist’s charisma modifier, but it may forgo this save if it wishes. Petitioners are bound to loyalty to the evolutionist, they will never disobey his commands, even outright suicidal ones or those that go against everything in which they believed in life. Mere death will not release these souls from their chains, and destroyed petitioners will reform within 60 feet of the evolutionist after 24 hours, any petitioner more than 60 feet away from the evolutionist gains the Extraplanar subtype and will return to this radius if banished, if the evolutionist moves to a different plane, all of his petitioners move along with him, no matter where they are referent to him (they usually appear within 60 feet of him when that happens, usually), if the evolutionist dies, all of his petitioners are released to their proper afterlives. Any effect that binds or destroys souls will prevent the petitioner from reforming, furthermore, any spell that revives the dead (such as Raise Dead or Resurrection) cast on the petitioner, his body or the idea of the person it was in life allows it to freely chose whether it wishes to live once more or to remain in this state, nothing the evolutionist can do or say is capable of tampering with this decision. The resurrection is much smoother in this manner than travel back from the grasp of the outer planes, and the resurrected being does not suffer level loss from being revived.
Unholy Toughness: The evolutionist uses his charisma modifier to determine his hit points (instead of his constitution modifier if he has one).
Decrepit [Skeletal] I: The evolutionist takes only half damage from piercing attacks.
Decrepit [Dead Flesh] I: The evolutionist takes only half damage from bludgeoning attacks.
Decrepit [Tough Hide] I: The evolutionist takes only half damage from slashing attacks.
Consume Life I: Whenever the evolutionist deals ability damage, ability drain or negative levels, he heals 5 hit points. If he is at full health he gains 5 temporary hit points instead. These temporary hit points stack and last for up to 1 hour.
Decrepit [Skeletal] II (Requires Decrepit [Skeletal] I): The evolutionist is immune to piercing damage.
Decrepit [Dead Flesh] II (Requires Decrepit [Dead Flesh] I): The evolutionist is immune to bludgeoning damage.
Decrepit [Tough Hide] II (Requires Decrepit [Tough Hide] I): The evolutionist is immune to slashing damage.
Consume Life II (Requires Consume Life I): As Consume Life I. But the evolutionist heals 5 hit points or gains 5 temporary hit points for each point of ability damage, ability drain or negative level applied.
Incorporeality: The evolutionist can, as a standard action, become incorporeal indefinitely (along with all of his carried equipment), or return to a corporeal state with a similar action. While incorporeal the evolutionist is weightless and may fly at his base land speed with perfect maneuverability, he may add his dexterity modifier to attack melee rolls, but has no effective strength score for the duration.
The evolutionist gains the option to ascend into an undead being, somewhat. This ascendancy has a few special interactions with other creature types.'
Undead ascendants gain Darkvision with a range of 60 feet (or increase existing Darkvision by 60 feet), additionally, if the ascendant’s previous type was not undead or construct she gains the Ghastly subtype, if she had the construct type she retains it and gains the Necrogolem subtype instead of changing types. Lastly, the evolutionist gains the following ability: Undead The evolutionist gains a +2 bonus to fortitude and will saves. And may attempt to rebuke (but not control) undead once every five turns, with an effective cleric level equal to his mutator level.
As a final note, ascendancy cannot resurrect the undead. Should an undead creature elect to take an ascendancy for a creature type other than its own, it retains the Undead type and gains the new type as an Augmented subtype, and does not gain the choice to lose that augmented subtype upon achieving mutant perfection, it still receives both the benefits of the chosen mutant ascendancy and mutant perfection.
There is a tiny, hungry darkness within each undead being that is linked ever so slightly to the starving entropy of the Negative Energy Plane, the evolutionist has opened that floodgate within his void-touched soul and externalized it wholly. The evolutionist generates a field with a radius of 20 feet that mimics the effects of the Minor Negative Dominant planar trait, in addition, the area immediately adjacent to the evolutionist carries the Major Negative Dominant planar trait, with a save DC against negative levels of 10 + ½ mutator level + Cha mod.
The evolutionist can suppress this ability as a swift action.