You gain a +5 bonus to disengage checks. In addition, while you are moving, if an enemy moves to intercept you, you can make one disengage roll per intercepting enemy as a free action to avoid that enemy, but you must stop the first time you fail any of those disengage checks.
You ignore the penalty for disengaging from more than one enemy at a time.
One battle per day as a free action, you can declare that you're a tumbling fool and automatically succeed on your first disengage check each turn.
Whenever you take critical hit damage, roll a hard save (16+). If you succeed, you somehow tumbled out of the way of whatever was about to hit you, and instead only take damage equal to the attacker's level.