Any chance you could convince your DM that the Natural Bond feat, which is Druid/Animal Companion specific, could also apply to this "Unique Companion"?
heh...
Don't think so...
...no I'm lying, I know so. Thing is I probably wouldn't allow it to my players either.
Despite the awesomeness of the
Darkstalker feat (I'm still trembling with excitement...)...
...thing is I haven't yet heard of an awesome optimization proposal for the Shadow pet.
It's the first time in this forum I ask an "optimization" question and you guys are turning up empty handed!!!!!
(xigbar is granted amnesty for providing Darkstalker).
Come on!!!!
I'm sure someone, somewhere, sometime has found something cool for the shadow pet....
Here's where I'm at for the time being.
From Libris Mortis:
EMPOWERED ABILITY DAMAGE [MONSTER]
Your ability damage (or ability drain) special attack is more potent than normal.
Prerequisite: CHA 11, undead type, incorporeal subtype, supernatural ability to drain or damage an ability score
Benefit: All variable, numeric effects of an empowered ability damage or ability drain special attack are increased by 50%. For example, an allip with this feat drains 1-1/2 times the normal amount of Wisdom (roll 1d4 and multiply the result by 1-1/2).
Rulebook: Libris Mortis (p. 26)
That's a nice feat... if one would like his shadow to do more damage... yet somehow I'm not excited about this one.
GHOSTLY GRASP [MONSTER]
You can handle corporeal objects even while incorporeal.
Prerequisite: CHA 15, incorporeal subtype
Benefit: You can wear, wield, and otherwise use corporeal items as though you were not incorporeal.
Special: Without this feat, an incorporeal creature can only wear or wield items that have the ghost touch special ability.
Rulebook: Libris Mortis (p. 27)
This one is really nice, still a shadow has a CHA of 13 and it only gets one ability point before the Shadowdancer runs out of levels.
A shame really... if one stops and thinks all the powerful gear the pet could sport.
Even more, it's unclear whether the items turn incorporeal as well. I'm guessing they do because on page 65 of the RC:
EQUIPMENT
Incorporeal creatures can’t manipulate or carry corporeal objects. A creature must be able to swallow a potion or smear on an oil. Because of this, incorporeal creatures can’t use potions or oils.
Equipment worn or carried by an incorporeal creature is also incorporeal as long as that equipment remains in the creature’s possession. An object the creature relinquishes loses its incorporeal quality, and the creature loses the ability to manipulate that object. Magic items possessed by an incorporeal creature work normally with respect to their effects on the creature or on another target. Similarly, spells cast by an incorporeal creature affect corporeal creatures normally.
what do you guys think?
LIFEBOND[MONSTER]
Select a specifi c living creature that is friendly to you. You create a special bond with that creature.
Prerequisite: CHA 11, undead type
Benefit: Whenever the chosen creature is within 60 feet, you gain a +4 bonus to your turn resistance and a +2 bonus on all saving throws. If the chosen creature dies, you lose these bonuses and take a -2 penalty on all saves for 24 hours. If you replace the chosen creature with another living creature, the bond can be transferred at your option.
Special: This feat can be selected multiple times. Each time you select this feat, you apply its effects to a different living ally of yours. The effects of multiple lifebonded allies stack.
Rulebook: Libris Mortis (p. 28)
This one is good for the saves only since the pet is unturnable/uncommandable... Still the shadow is:
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).... so this feat is not really useful...
LIFESENSE[MONSTER]
You see the light that all living creatures emit.
Prerequisite: CHA 13, Con -- (no Constitution score)
Benefit: In addition to any normal light that might be present, your surroundings are illuminated by roving points of brightness created by living creatures. To your eyes, a Medium or smaller creature gives off life force suffi cient to provide bright illumination in a 60-foot radius, revealing itself and all features and objects in range to your life-adapted sight. This life-light behaves like regular light--you can't see into solid objects, or past solid walls. A Large creature gives off life-light in a 120-foot radius, and the radius doubles again for each additional size category larger than Medium, up to a maximum radius of 960 feet for a Colossal creature.
Rulebook: Libris Mortis (p. 28)
Now this one is really really cool. All living creatures are utterly detectable no matter their stealthy abilities. The shadow communicates the info to the PC... pinpointing is next.
NECROTIC RESERVE [MONSTER]
You are not immediately destroyed when your hit points fall to 0 or lower.
Prerequisite: CHA 13, supernatural ability to drain or damage an ability score or drain energy
Benefit: Each day that you slake your hunger by draining or damaging a living creature's ability score, or draining a living creature's life force, you gain a necrotic reserve. On days when you have created a reserve, you are weakened but not destroyed when you are dealt enough damage to reduce your hit points to 0 or lower. A weakened undead acting on the strength of its necrotic reserve may take a single move action or standard action each round (but not both, nor can it take full-round actions). It moves at half speed. Taking move actions doesn't risk further injury, but performing any standard action (or any other action the DM deems strenuous, including some free actions such as casting a quickened spell) immediately expends the necrotic reserve. Unless the action increased the weakened undead's hit points, it is destroyed. A weakened undead acting on the strength of its necrotic reserve is also destroyed if it is dealt additional damage after the attack that fi rst weakened it. An undead may only rely on a necrotic reserve up to once per day, even if it engages in additional feeding following its successful return to positive hit points.
Normal: Undead reduced to 0 hit points or lower are immediately destroyed.
Rulebook: Libris Mortis (p. 28)
Not bad, still kind of weakened by the fact that the pet needs a new kill every day in order to take the benefit.
Equipement
Well... I haven't found anything apart ghost touch weapons and armors. Weapons are IMO kind of useless cause I can't think of a weapon more potent that its touch... still I can't be sure... ideas?
Ghost touch armor seems the right direction, still the whole package starts at 10K for a +1...
Any ideas for other armor abilities worth combining with the ghost touch one?
The shadow, does not need boost in saves ...or immunities in some weird stuff...
The most potent spells cannot harm it... yet a +1 dagger can kill it... almost right off...
It needs to be able to take damage and absorb energy types...
that's my guess for now...