List of Equilibrium

* Acrobat (Ex) The Freerunner is always considered to have a running start when making an Acrobatics check to jump.

* Athletic (Ex) Gain a +2 competence bonus to Acrobatics, Climb, Escape Artist, Fly, and Swim, which increases by +2 per 4 levels after 2nd.

* Bonus Feat (--) Gain one of the following feats as a bonus feat, provided you meets all of the prerequisites for that feat: Acrobatic, Agile Maneuvers, Athletic, Cartwheel Dodge, Combat Reflexes, Critical Reflexes, Defensive, Deflect Arrows, Dodge, Endurance, Escape of Opportunity, Fast Crawl, Fleet, Following Steps, Great Movement, Greater Initiative, Improved Combat Reflexes, Improved Initiative, Improved Sidestep, Improved Unarmed Strike, Improvised Weapon Mastery, Landing Roll, Lightning Reflexes, Lightning Stance, Mobility, Redirect Arrows, Run, Sidestep, Snatch Arrows, Step Up, Step Up And Strike, Superhero Landing, Superior Initiative, Sure Grasp, Weapon Finesse, Wind Stance.

* Evasion (Ex) As the rogue class feature, so long as you have at least 1 point of Flow. This becomes Improved Evasion at 13th level.

* Hairpin Turn (Ex) You may make a number of 90 degree turns in your movement equal to her Dex modifier when you run.

* Hit and Run (Ex) When you take a move action, you may spend a point of flow to take your standard action at any point during the move. This counts as Spring Attack for the purpose of meeting feat prerequisites.

* Marathon Runner (Ex) You no longer take nonlethal damage from hustling for more than one hour or travelling more than 8 hours per day, and there is no limit to the maximum number of consecutive rounds that you can run.
* Momentum Strike (Ex) You may spend a number of points of flow up to half your level in this class to add 1d6 damage per point spent to one attack you make on your turn. This additional damage is not multiplied on a crit.

* Motion Blur (Su) You may spend up to 20 points of flow as a swift action to gain a 5% miss chance against all attacks per 2 points spent until the end of your next turn.

* Narrow Miss (Su) You may spend 3 points of flow as an immediate action to force a creature to reroll an attack made against you.

* Quicker Than That (Su) You may spend up to 20 points of flow as a swift action to gain a +1 dodge bonus to  AC per 2 points spent until the end of your next turn.

* Second Chance (Su) You may spend 1 point of flow as an immediate action to reroll a failed Reflex save.

* Slippery Combatant (Ex) You no longer increase the DC when making an Acrobatics check to move past or through an opponent without provoking an attack of opportunity at full speed.

* Slow Fall (Ex) You may spend a point of flow to gain slow fall as the monk class feature until the start of your next turn. Your effective monk level is equal to your freerunner level.

* Swift Counter (Su) You may spend 4 points of flow as an immediate action when targeted with an attack or effect to make an attack of opportunity against the creature targeting you.

* Tightrope Walker (Ex) You no longer become flat-footed when making a check to move across narrow surfaces or uneven ground.

* Tireless (Ex) You only require 4 hours of rest instead of 8. At 10th level, you only require 2 hours of rest. At 14th level, you no longer need to sleep.

* Unbound (Su) You may spend 6 points as a standard action to be effected by Freedom of Movement for one round. You may continue to spend points every round as a free action to maintain this.

* Uncanny Dodge (Ex) As the rogue class feature, so long as you have at least 1 point of Flow. This becomes Improved at 8th level.