While in the 1st-level Shadow Hand stance child of shadow (ToB 76) "[i]f you move at
least 10 feet during your turn, you gain concealment against all melee and ranged attacks until the start of your next turn. You also gain the standard benefits of concealment, but you cannot use this stance to hide in plain sight...."
Here's all about concealment
Concealment Miss Chance
Concealment gives the subject of a successful attack a 20% chance that the attacker missed because of the concealment. If the attacker hits, the defender must make a miss chance percentile roll to avoid being struck. Multiple concealment conditions do not stack.
Concealment and Hide Checks
You can use concealment to make a Hide check. Without concealment, you usually need cover to make a Hide check.
and that's different from
Total Concealment
If you have line of effect to a target but not line of sight he is considered to have total concealment from you. You can’t attack an opponent that has total concealment, though you can attack into a square that you think he occupies. A successful attack into a square occupied by an enemy with total concealment has a 50% miss chance (instead of the normal 20% miss chance for an opponent with concealment).
The stance child of shadow doesn't give the adept total concealment or make the adept invisible; those are different effects. The stance's effect just gives him an opportunity to use the Hide skill to hide and a 20% miss chance versus melee and ranged attacks.
The DM must decide what movement the stance child of shadows requires. I would argue anytime a creature has gone from one square to a different square it has moved, but stricter interpretations--such as limiting them to actual movement modes (i.e. burrow, climb, fly, swim, and land Speed)--are equally reasonable. Jumping should qualify under either as part of a creature's land speed.
If movement places a creature in weird position, the standard means to determine if the creature has concealment apply:
To determine whether your target has concealment from your ranged attack, choose a corner of your square. If any line from this corner to any corner of the target’s square passes through a square or border that provides concealment, the target has concealment.
When making a melee attack against an adjacent target, your target has concealment if his space is entirely within an effect that grants concealment. When making a melee attack against a target that isn’t adjacent to you use the rules for determining concealment from ranged attacks.
This means while it might be weird and unexpected for the defender to find the attacker suddenly on the ceiling above him--and might entitle the attacker to a bonus to attack rolls for having higher ground--, the target will notice him unless the lines drawn don't allow it or another effect intervenes. It's D&D, and folks actually do check ceilings for enemies.
A creature then takes a swift action to change his stance from the stance child of shadow to the 3rd-level Shadow Hand stance assassin's stance (ToB 76) is eligible to inflict +2d6 sneak attack damage (PH 50).
The adept using the stance assassin's stance is eligible to inflict that sneak attack damage if he meets sneak attack's conditions: Is the target denied his dexterity bonus to Armor Class or flanked? If he is either or both, then sneak attack damage applies. As @TheXenocide noted, by itself, although counter-intuitive, neither concealment nor total concealment meet sneak attack's criteria so another method of meeting the criteria must be used. I suggest blinding the creature or turning invisible.
This question addresses using concealment or total concealment in combination with sneak attack in greater detail.
Best Answer
Mythic Examplar (Complete Champion p.88)
A character who takes the 10th level of the Mythic Examplar prestige class who follow the Sunyartra paragon can ignore 15 points of any damage reduction, except epic damage reduction. This ability is permanent and constant.
You can additionally overcome epic damage reduction simply by wielding a +6 or better weapon.
Alternatively, the spell vulnerability (Draconomicon p.115) reduces a creature's damage reduction by 5 points, and another 5 points for every four caster levels beyond 11th. It can only reduce to a minimum of 5.
Feats
After consulting the feat index for references to damage reduction, I'm reasonably certain there's no feat which reduces damage reduction.
There are feats which will let your attacks ignore specific types of damage reduction: Aligned Attack (Expanded Psionics Handbook, p.41) and Improved Smiting (Complete Divine, p.82) can bypass alignment DR; Penetrating Damage Reduction (Epic Level Handbook, p.63), following the 3.5 update, bypasses one material type of DR and can be taken multiple times, and Improved Ki Strike (Epic Level Handbook, p.58) bypasses on unarmed attacks only, although perhaps there is a prestige class somewhere that allows Ki Strike with weapons.
Other partial solutions
A sword called the Nightblade of Arvandor (Book of Exalted Deeds p.115) lets you make ranged attacks which ignore all damage reduction as they're technically magical force effects.
The Infused (Lantern Archon) (Dragon #321), at 7th level of this prestige class, can shoot light rays which ignore damage reduction of any type.
The Forsaker (Masters of the Wild) can ignore damage reduction of any form he himself has. However, that was a 3.0 book, and the Forsaker was not officially updated to 3.5, where the damage reduction rules are very different.
The Ring of Elemental Command (Dungeon Master's Guide) allows a weapon to bypass the damage reduction of any creature from the elemental plane to which it is attuned.
The Golembane Scarab (Dungeon Master's Guide) allows a weapon to ignore the damage reduction of golems.