Shadow Magus (Magus/Ninja)
Original Concept by Old Man Landers.
Primary Class: Magus.
Secondary Class: Ninja.
Hit Dice: d8.
Bonus Skills and Ranks: The shadow magus selects six ninja skills to add to his class skills in addition to the normal magus class skills. The shadow magus gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The shadow magus is proficient with all simple weapons, one martial weapon of his choice, plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi. The shadow magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a shadow magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass shadow magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Diminished Spellcasting: The shadow magus casts arcane spells drawn from the magus spell list, and casts one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level. He otherwise casts spells as a magus of equal level.
Chakra Pool (Su): At 1st level, a shadow magus gains a pool of chakra points he can use to fuel his powers, enhance his weapons, and perform amazing feats. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Charisma modifier. The pool refreshes once per day when the magus prepares his spells. A shadow magus can spend points from his chakra pool to gain the benefits from both the magus’s arcane pool and the ninja’s ki pool. This ability otherwise functions as and replaces arcane pool.
Shadow Jump (Su): At 1st level, a shadow magus may expend 2 points from his chakra pool to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some dim light. The total distance a shadow magus can jump is 10 feet at 1st level. Every four levels higher than 1st, the distance a shadow magus can jump each day doubles (20 feet at 5th, 40 feet at 9th, 80 feet at 13th, and 160 feet at 17th). A shadow magus can make single or multiple jumps of any combination of 10-foot increments up to his maximum total per day. Thus, a 9th level shadow magus can make a single jump of 40 feet, four jumps of 10 feet, or two jumps of 10 feet and one jump of 20 feet in a day. A jump of less than 10 feet can be made, but no matter how small, counts as a 10-foot increment. Using shadow jump does not provoke attacks of opportunity. This ability replaces spell combat, improved spell combat, and greater spell combat.
Shadowstrike (Su): This is exactly like the magus’s spellstrike ability, except that the shadow magus can also use stored spell energy to deal sneak attack damage to an opponent. Starting at 2nd level, a shadow magus can expend a memorized spell to