Fallen Power-Pick one of the following spells for which you meet the conditons. You can use it 1/hour as SLA. Save DCs are 10+1/2 HD+Cha mod.
Contagion (needs at least 4 HD)
Circle of Death (needs at least 10 HD)
Hold Monster (needs at least 8 HD)
Confusion (needs at least 6 HD)
Creeping Doom (needs at least 12 HD)
Haste (needs at least 4 HD)
See Invisibility
Unholy Blight (needs at least 6 HD). If the Evolved Undead has
Cloudkill (needs at least 8 HD)
Cone of Cold (needs at least 10 HD)
Greater Invisibility (needs at least 6 HD)
Greater Dispel Magic (needs at least 10 HD)
You can pick Fallen Power multiple times. Each extra one, you either pick a new spell, or gain an extra use of one you already have.
Fallen Existence-The rotting body is just a vessel. You're pure negative energy now. You must have 14 or more HD to pick this option. Pick a specific, exotic destruction method with your DM with 3 conditions, which include a location (like an active volcano), a class (like paladin) and a certain kind of weapon (like a pure silver sword tied up in the hair of an elven virgin). Whenever you're destroyed, you come back to existence 1d12 days later, unless one or more of the conditions was met. If only one was met, then you take 1d12 weeks to return instead. If exactly two conditions were met, then you take 1d12 years to return. If all three conditions were met, you'll take 1d12 centuries to come back. Either way, you can't be properly destroyed now short of the conditions being met while you're in the Negative Energy Plane.
It takes a knowledge(Religion) check with DC 20+HD+Cha mod to learn one of the conditions. Beating that DC by 10 reveals the other, and beating by 20 reveals all three. You decide in which order the conditons are revealed when picking this ability
If the one (or ones) who fulfilled the conditions are killed/destroyed and they have no direct blood descendants remaining, then you instantly return to existence. Evil creatures can identify such creatures with any Knowledge DC 20.
Fallen Plague-Life multiplies and prospers. Unlife multiplies and decays. Whenever you kill a sentient living creature with a natural attack, a SLA gained from undead levels, or an attack that inflicts negative levels, they raise as mindless undeads of your exact kind 1d12 turns later, same levels as you -1, no feats or skills, elite array of stats except for Int which is -. If they were smaller than you, it takes an extra 1d12 hours for the negative energy to concentrate in extra tissue. If they were bigger than you, an extra 1d12 spawns are created as the host's body is broken up. Those spawns retain some of the memories of the original one, allowing you to interact with them as if using Speak With Dead. You can control an amount of such spawns up to half your Car mod, any excess become uncontrolled and go attack any living creature they can detect, or simply roam randomly searching for victims if none are visible. Either way they cannot be controled by any means, but their max HP is reduced by 1 every day, until they reach 0 HP and crumble to dust.You cannot pick this option if you have Fallen Control.
Haunting Presence-As a 1-minute process, the Evolved Undead can slowly turn into pure negative energy and start Haunting an adjacent object between tiny and huge size, or an area with a radius no bigger than 5 feet per HD. The object cannot be currently in the posession of somebody else, and magic items get a Will save with DC 10+1/2 HD+Cha mod to resist, using their CL as bonus on the saving throw, and if they succeed the Evolved Undead cannot try again on that specific object for 100 years. Objects crafted of
pure metal cannot be Haunted at all. If the Haunt is sucessful, then the Evolved Undead enters the object and cannot be detected by any means short of a DC 15 Int check whitout retries allowed by somebody adjacent. However the Evolved Undead cannot use any ability, and can simply observe its surroundings, or perform normal speech. On the other hand, it doesn't risk any danger either, including any peculiar vulnerabilities it has, neither can it be turned, rebuked or similar. If the item is destroyed, the undead automatically appears on its square.
While inside the object, the undead can control that object's movement as long as it has moving parts, using the undead's own stats, including movement speed. This doesn't allow the undead to attack in any way however, since it doesn't have the coordination necessary. A wagon could be made to carry stuff whitout an horse, a crossbow could cock and fire a loaded bolt into a wall it was pointed to previously (but any creature on the path could easily dodge it), a clock can slow or run backward. If Haunting an area, a number of objects between tiny and huge size may be moved this way, as long as they remain iside the area.
If the undead has 10 or more HD, the Evolved Undead can replicate an Animate Objects on the item it is Haunting (or up to two items inside an Haunted area).
As a move action, the Evolved Undead can appear in an adjacent square to the item it has Haunted (or anywhere inside an area that it has Haunted). As another move action, it can return to the Haunting item regardless of distance. If it starts Haunting a new object, or takes more than 1 minute per HD to return, then connection is lost and a new one must be forged. If damaged by a Pure Silver weapon, the undead cannot haunt an object for 1 minute.
Fallen Presence-You produce a permanent Desecrate effect centered on yourself, except the radius is 100 feet and if you have 10 HD or more, you count as an Altar to evil. In addition all undead creation processes inside the area that would take more than 1 round occur twice as fast.
Fallen Control-Death calls to death. Undeads under command of others refuse to attack or somehow harm the Evolved Undead. As a standard action, the Evolved Undead can gain control of any undead it can see if they fail a Will save with DC 10+1/2 HD+Cha mod. However, if the equivalent Encounter Level of all those minions becomes higher than your CR-2, any excess simply break free of any form of control they're under. You cannot pick this option if you have Fallen Plague.
Fallen Warrior- Death and decomposing muscles are no excuses to stop training. You gain IL, new stances and maneuvers known and maneuvers readided as if you had picked a level on a martial class you already have levels on. You can pick this multiple times, its effects stack. In addition each time you pick this you gain a +1 bonus on attack rolls against living enemies. For every 5 times you pick this, the DCs of your maneuvers against living opponents increases by 1 as well.
Fallen Magic-What better way to spend the centuries than by reading dusty old scrolls? Your gain CL, new spell knowns and spell slots as if you had picked a level on a caster class you already have levels on. You can pick this multiple times, its effects stack In addition each time you pick this you gain a +1 bonus on CL checks to overcome the SR of living enemies. For every 5 times you pick this, the DCs of your spells against living opponents increases by 1 as well.
Fallen Mind-Your brain may be rotten, but your mind keeps working just fine. You gain ML, new powers knowns and power points as if you had picked a level on a manifester class you already have levels on. You can pick this multiple times, its effects stack In addition each time you pick this you gain a +1 bonus on ML checks to overcome the PR of living enemies. For every 5 times you pick this, the DCs of your powers against living opponents increases by 1 as well.
Fallen Might-As a swift action you can gain an extra +2 to Str and Cha (or just Cha if you're an incorporeal undead) for 1 round. You can pick this option multiple times, increasing the bonus gained when you use the Swift action.
Fallen Drain- Whenever you deal ability score damage, drain, or inflict negative levels, you inflict an extra amount equal to half your Cha mod (or just one extra in the case of negative levels), and the DCs of such abilities increases by 1.
Fallen Spawns-Whenever you create undead spawns, they gain an extra +4 to Str and Cha.
Fallen Speech-You're under a permanent Tongues effect and can use Speak with Dead at-will but takes one hour per question due to a lot old gibberish and slow talking.