Shadow Sun Ninja

(PRESTIGE CLASS)
A Shadow Sun Ninja is a martial artist who studies the balance between good and evil, light and dark. Founded by a reformed half-fiend, this fighting school teaches its students to find power in balance. A Shadow Sun Ninja uses dark energies to drain his foe's life, but then turns and uses the power of light to lend that stolen strength to an ally. A Shadow Sun Ninja is a study in contrasts. She knows that evil lurks in the hearts of all living creatures. Even the purest of the pure suffer temptation. By exploring her inner demons, bringing them into the light, and accepting them as a part of her soul, she achieves a deeper understanding of herself and the strength within her. A Shadow Sun Ninja would argue that denying, rather than accepting, one's base impulses would be the same as refusing to use one's left arm.

- Hit Die: d8
- Proficiencies: A shadow sun ninja gains no additional proficiencies.
- Skill Points: 4 + Int Modifier

REQUIREMENTS:

Alignment: Any good
Base Attack Bonus: +3
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.

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.

Abilities, Bonus Feats, and Saving Throws

Level BAB Fortitude Reflex Will Abilities Feats Granted Bonus Feat
1 0 2 2 2
  • Monk abilities - You add your class levels to determine your unarmed damage and number of Stunning Fist attempts. You gain the AC bonus of a monk.
  • Touch of the Shadow Sun - Make a melee touch attack for negative energy damage. On the following turn touch a creature to heal target.
0
2 1 3 3 3
  • Flame of the Shadow Sun - Cold resistance 10 for one round. Hurl bolt of energy at target for 2d6 fire damage.
0
3 2 3 3 3
  • --
  • --
0
4 3 4 4 4
  • Light Within Darkness - Burst into a corona of light. If target failed to see you hiding, they make Fortitude save (DC 10 + 1/2 your character level + your Wisdom modifier) or be blinded for 1 round.
0
5 3 4 4 4
  • Darkness Within Light - Blind yourself to gain +4 bonus to attack rolls and damage to blinded opponents.
0
6 4 5 5 5
  • --
  • --
0
7 5 5 5 5
  • Void of the Shadow Sun - Gain +2 deflection bonus to AC. If hit, project pulse causing 8d6 points of cold damage, with a Fortitude save (DC 10 + 1/2 your character level + your Wisdom modifier) for half damage.
0
8 6 6 6 6
  • Child of Shadow and Light - Stance alternating between 60'-radius burst causing dazzle and 60'-radius darkness.
0
9 6 6 6 6
  • --
  • --
0
10 7 7 7 7
  • Balance of Light and Dark - Transform into creature of darkness. Can make attacks causing negative levels.
0
Level Maneuvers known Maneuvers ready Stances known
1 1 0 0
2 0 0 0
3 1 0 0
4 0 0 0
5 0 1 1
6 1 0 0
7 0 0 0
8 0 0 0
9 1 0 0
10 0 1 0