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Shadow Sun Ninja

(Tome of Battle: The Book of Nine Swords variant, p. 126)

A Shadow Sun ninja is a martial artist who studies the balance between good and evil, light and dark.

Requirements

Base Attack Bonus: +3

Alignment: Any good

Skills: Hide 8 ranks

Feats: Improved Unarmed Strike

Martial Maneuvers: Must know one 2nd-level Setting Sun or Shadow Hand maneuver, one Setting Sun maneuver of any level, and one Shadow Hand maneuver of any level.


Hit die

d8

Skill points

4 + Int

Class Features

Maneuvers: At 1st, 3rd, 6th, and 9th level, you gain one new maneuver known from the Setting Sun or Shadow Hand disciplines. You must meet a maneuver?s prerequisite to learn it. You add your full Shadow Sun ninja levels to your initiator level to determine your total initiator level and your highest-level maneuvers known. At 5th level and 10th level, you gain an additional maneuver readied per day.

Stances Known: At 5th level, you learn a new martial stance from the Setting Sun or Shadow Hand disciplines. You must meet a stance?s prerequisite to learn it.

Monk Abilities: Your add your class level to your monk level to determine your class-based AC bonus, unarmed damage, unarmored speed bonus, penalty on your attacks when using your flurry of blows ability, and the number of daily attempts of your Stunning Fist feat. If you have no monk levels, you gain the AC bonus of a monk whose level equals your Shadow Sun ninja level. In addition, you gain additional uses of the Stunning Fist feat as a monk. (Your non-monk, non-Shadow Sun ninja class levels provide one use per four levels and your monk, and Shadow Sun ninja class levels provide one use per level.) You do not count your class levels for the purpose of determining when you gain any other monk class features, such as bonus feats, evasion, or other special abilities.

Touch of the Shadow Sun (Su): A Shadow Sun ninja strikes a careful balance between light and dark, good and evil. Although your heart is dedicated to good, you know that the shadow of evil will always be a part of you. This realization, along with careful control of your ki energy, allows you to wield the energy of both the dark and light aspects of your being. This understanding and mastery allows you to deal damage with one attack, then turn and heal an ally with the reverse of that harmful energy. With a melee touch attack made as a standard action, you can deal negative energy damage equal to your base unarmed damage + your Wis modifier. Note that undead are healed by this attack, since it uses negative energy. In the round after you use this ability, you can touch a creature as a standard action and heal an amount of damage equal to the damage you dealt with your negative energy touch on the previous round. If the target of this healing touch makes no effort to prevent you from touching him, you can touch the creature as a swift action. You cannot use both aspects of this ability on the same round, nor can you use the negative energy touch again in a round after you have already successfully used it. After you channel negative energy into a creature, you convert that energy into a positive energy charge that prevents you from using the negative energy aspect of this ability until the positive energy has been discharged.

Flame of the Shadow Sun (Su): Beginning at 2nd level, you can create a protective cloak of negative energy by using your ki. This cloak absorbs cold damage. You can then gather this energy, transform it, and unleash it as a searing attack. As an immediate action, you can shroud yourself in shimmering, dark energy that provides resistance to cold 10 until the start of your next turn. If this resistance reduces the damage you take from any attack or effect, you can take a swift action on your next turn to hurl a bolt of fiery energy with a range of 60 feet. This bolt requires a ranged touch attack to hit and deals 2d6 points of fire damage.

Light within Darkness (Su): From 4th level on, the darkness cannot muffle your inner light. Rather, the shadows cause it to seethe and roil as the light within you struggles to break free. If you make a melee attack against an opponent on the round after you make a successful Hide check, you burst into a searing corona of light. All opponents within 60 feet of you that failed to detect you while you were hiding must make Fortitude saves (DC 10 + 1/2 your character level + your Wis modifier) or be blinded for 1 round. Creatures who are aware of the ninja, such as those who made successful Spot checks to notice her, are unaffected by this attack.

Darkness within Light (Su): You know that while light cannot exist without darkness, the opposite is also true. By focusing your ki and closing your eyes, you view the world in a vague, shadowy form. Those also trapped within darkness appear clear and distinct before you. Starting at 5th level, you can close your eyes and willfully ignore any other senses that confer the ability to pinpoint the location of a creature (such as blindsense, blindsight, and scent). You become effectively blinded, but you gain a special benefit on attacks made against targets that are also blinded or effectively blinded. Against such foes, you ignore the drawbacks for fighting while blinded. Instead, you gain a +4 bonus on melee attack rolls and a +4 bonus on melee damage rolls against such enemies. In addition, if you have the Stunning Fist feat, blinded opponents take a ?2 penalty on their saves to resist your stunning attacks. You suffer the penalties for being blinded and deafened until the start of your next turn. The blindness cannot be negated through any means, magical or mundane, until that time. You gain the benefit of this ability if you willingly turn off your sense of sight or if some effect, such as a blindness spell, robs you of your sight.

Void of the Shadow Sun (Su): You eventually learn to draw upon the power of light to shield you from attacks. Even if an opponent manages to breach this shield, it is not destroyed. Rather than fade away, the shield shifts into an aura of icy cold, black energy that can harm your enemies. Starting at 7th level, as a swift action you can wreath yourself in a halo of bright, flaming light. You gain a +2 deflection bonus to AC. This ability lasts until the start of your next turn. If an opponent successfully hits you despite your improved AC, you lose the deflection bonus to AC and you cannot use this ability again on your next turn. However, you can project a pulse of frigid, black energy in a 30-foot-radius burst around you as a standard action in the round after your shield is pierced. Enemies in this area take 8d6 points of cold damage, with a Fortitude save (DC 10 + 1/2 your character level + your Wis modifier) for half damage.

Child of Shadow and Light (Su): As you learn to harness the power of your ki, you become capable of spilling forth light and dark energy. Beginning at 8th level, you can focus your power, engulfing the area around you in alternating patterns of light and dark. While you are in a Setting Sun or Shadow Hand stance, you can forgo its normal benefit as a swift action to gain the effect of child of shadow and light. This ability lasts as long as you would maintain the Setting Sun or Shadow Hand stance, or as described below. You can also stop using child of shadow and light and resume gaining the normal benefit of the stance as a swift action. If you use this ability to exert light energy, the area around you fills with blinding light. All enemies within a 60-footradius burst become dazzled (DMG 300) for 1 round. This is a 9th-level spell for purposes of determining how it interacts with magical darkness. If you exert dark energy, the area around you is cast into total darkness for 1 round in a 60-foot-radius burst. This ability is considered a 9th-level spell for the purpose of determining how it interacts with magical light. As long as you maintain this stance, you alternate between projecting light and darkness. If this ability is active at the beginning of your turn, its effects reverse. If it projects light, it now projects darkness, and vice versa. You cannot activate this ability in the same round in which you end its effect.

Balance of Light and Dark (Su): As a Shadow Sun ninja, you strive to control your dark side, even as you use it to power your martial arts. Sometimes, particularly when you face a truly daunting foe, you can allow your inner shadow to run rampant. In such cases, you undergo a terrible transformation. When you adopt this wrathful battle aspect, your foes are doomed. Yet, each time you use this ability, you teeter closer to damnation. At 10th level, once per day as a swift action, you can transform into a creature of pure darkness for 1 minute. Your body and all items you carry when you transform become a deep, inky black. You gain immunity to critical hits, mind-affecting abilities, death attacks, energy drain, and poison. You also gain a +8 bonus on Hide checks. Negative energy attacks, such as inf lict spells, heal rather than harm you. You gain a +4 bonus on attacks against creatures in areas of darkness or shadowy illumination. In addition to these benefits, with each successful unarmed attack you make, you can choose to bestow one negative level on your opponent. You heal 5 points of damage for each negative level you bestow. These negative levels disappear in 1 hour. If the subject has at least as many negative levels as HD, it dies. Each negative level gives a creature a ?1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities). Additionally, a spellcaster loses one spell or spell slot from her highest available level. Negative levels stack. At the end of your transformation, you take 1 point of Constitution damage per negative level you bestowed. If this damage drops your Constitution to 0 or lower, your body dissipates into an inky cloud. Unless you are restored to life by true resurrection, you rise in 1d4 days as a vampire. Your alignment becomes evil, though your alignment on the law?chaos axis remains the same. You are now a dedicated champion of evil and an NPC. You retain access to all your abilities in this prestige class and lack a normal vampire?s vulnerability to sunlight. Your vampiric body forms in the spot where your mortal form perished. Legend holds that the souls of Shadow Sun ninjas who are corrupted in this manner are imprisoned within the Iron City of Dis, Dispater?s capital within the depths of Hell. A successful quest to free the soul from its prison cell destroys the vampire and restores the Shadow Sun ninja to life. Legend holds that several mighty Shadow Sun heroes languish within Dispater?s prison, waiting to be fr

Advancement

Level BAB Fort Ref Will Maneuvers Known Maneuvers Readied Stances Known Special
1st +0 +2 +2 +2 1 0 0 Monk abilities, touch of the Shadow Sun
2nd +1 +3 +3 +3 0 0 0 Flame of the Shadow Sun
3rd +2 +3 +3 +3 1 0 0
4th +3 +4 +4 +4 0 0 0 Light within darkness
5th +3 +4 +4 +4 0 1 1 Darkness within light
6th +4 +5 +5 +5 1 0 0
7th +5 +5 +5 +5 0 0 0 Void of the Shadow Sun
8th +6 +6 +6 +6 0 0 0 Child of shadow and light
9th +6 +6 +6 +6 1 0 0
10th +7 +7 +7 +7 0 1 0 Balance of light and dark

Class skills

Skill name Key ability Trained only Armor check penalty
Balance DEX no yes
Climb STR no yes
Concentration CON no no
Craft INT no no
Diplomacy CHA no no
Escape Artist DEX no yes
Hide DEX no yes
Jump STR no yes
Knowledge (arcana) INT yes no
Knowledge (religion) INT yes no
Knowledge (the planes) INT yes no
Listen WIS no no
Martial Lore INT yes no
Move Silently DEX no yes
Perform CHA no no
Profession WIS yes no
Sense Motive WIS no no
Spot WIS no no
Swim STR no yes
Tumble DEX yes yes

Spells for Shadow Sun Ninja