You make an attack to knock a foe off balance, then follow up immediately with a sweep to topple them. Make a melee Strike. If it hits and deals damage, you can attempt an Athletics check to Trip the creature you hit. If you’re wielding a two-handed melee weapon, you can ignore Trip’s requirement that you have a hand free. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both of them.
You adopt a fencing stance that improves your control over your weapon. While you are in this stance, you gain a +1 circumstance bonus to Athletics checks to Disarm and a +2 circumstance bonus to your Reflex DC when defending against checks to Disarm you. In addition, you can attempt to Disarm creatures up to two sizes larger than you.
After your initial attack redirects your foe’s defenses, your follow-up wrests their weapon from their grasp. Make a melee Strike with the required weapon. In addition to its other effects, this Strike gains the success and critical success effects of the Disarm action. The Strike also has the following failure effect.
Failure The target is flat-footed until the end of your current turn.
Your techniques allow you to fight as you climb. You’re not
flat-footed while Climbing and can Climb with a hand occupied.
You must still use another hand and both legs to Climb.
You can use High Jump and Long Jump as a single action
instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet).
You can attempt to Disarm, Grapple, Shove, or Trip creatures
up to two sizes larger than you, or up to three sizes larger than
you if you’re legendary in Athletics.
You’ve learned to fight underwater. You are not flat-footed
while in water, and you don’t take the usual penalties for using
a bludgeoning or slashing melee weapon in water.