Mythra

Special Abilities

 * Trackless Step(Ex): You leave no trail in natural surroundings; and cannot be tracked unless you choose to.
 * Fast Movement(Ex): Your speed increases (limited by armor and encumbrance)
 * Slow Fall(Ex): As long as a wall is within arm's reach; you take damage from a fall as if it were 30 feet shorter.
 * Skirmish(Ex): For any round in which you move at least 10', you gain 2d6 damage and a +1 competence bonus to AC.
 * Battle Fortitude(Ex): You gain a +1 competence on Fortitude saves and initiative checks.
 * Acrobatic Charge(Ex): You can charge over difficult terrain and through allies.
 * Skill Mastery(Ex): You can take 10 on Balance, Climb, Jump and Tumble even when under stress.
 * Fast Acrobatics(Ex): You ignore the normal -5 penalty when making a Balance check while moving at full speed. You ignore the normal -5 penalty when making a Climb check to move at half speed. You ignore the normal -10 penalty when making a Tumble check to move at full speed.
 * Kip Up(Ex): If you are wearing light or no armor and carrying no more than a light load, you can stand up from prone as a free action that doesn't provoke attacks of opportunity.
 * Steady Stance(Ex): You are not considered flat-footed when balancing or climbing, and you get a +4 bonus to Balance and Climb checks to remain Balancing or Climbing when taking damage.
 * Agile Fighting(Ex): When wearing light or no armor and carrying only a light load, you get a +2 bonus to AC (already applied). You gain an addition +1 when fighting defensively or using total defense. You take no penalty to AC or melee attacks when kneeling, sitting, or prone.
 * Defensive Roll(Ex): As the rogue special ability, 1/ day.

Feats

 * Improved Skirmish(CS 78) : Move 20ft to gain +2d6 points of damage and +2 to AC.
 * Agile Athlete(RotW 148) : Use Dex for Climb and Jump checks.
 * Expeditious Dodge(RotW 150) : Move >=40 ft and gain +2 dodge to AC until next turn.