The following actions are available to all characters, starting from level 1.

You can use the Intimidate skill to weaken an opponent’s resolve in combat. To do so, make an Intimidate check. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier + the target’s modifiers on saves against fear.

If you succeed, the target becomes shaken for 1 round, plus an additional round for every 5 by which you beat the DC. A shaken character takes a -2 penalty on attack rolls, ability checks, and saving throws. You can only intimidate an opponent that can see you, and they must be susceptible to fear effects.

Intimidating an opponent in combat is a standard action.

You can use Bluff skill to mislead an opponent in melee combat. To feint, make a Bluff check. The DC of this check is equal to 10 + the target’s base attack bonus + the target’s Wisdom modifier. If your target's Sense Motive bonus is higher than their Wisdom modifier, that will be used instead.

If you succeed, your target is denied its Dexterity bonus to AC (if any) for one round, plus one round for every 5 by which you beat the DC.

Feinting in this way against a non-humanoid is difficult; you take a -4 penalty on your Bluff check. Against a creature of low Intelligence it’s even harder; you take a -8 penalty. Against a non-intelligent creature, it’s impossible.

Feinting in combat is a standard action. It does not provoke an attack of opportunity.

As a standard action, you may attempt to disarm your opponent.

You and the defender make opposed attack rolls with your respective weapons. If you beat the defender, the defender is disarmed. If you beat the defender by more than 10, you disarm their off-hand as well, should they carry an off-hand weapon. If you lose by more than 10, you are disarmed yourself.

Disarm is a standard action. It provokes an attack of opportunity, unless you have the Improved Disarm feat.

You can try to knockdown or trip an opponent as a standard action. You can only knockdown an opponent who is one size category larger than you, the same size, or smaller.

To do so, you make an unarmed melee attack. If your attack succeeds, make a Strength check opposed by the defender’s Dexterity or Strength check (whichever ability score has the higher modifier). A combatant gets a +4 bonus for every size category he is larger than you or a -4 penalty for every size category he is smaller than you. If you win, the defender is knocked down.

Knockdown is a standard action. It provokes an attack of opportunity, unless you have the Improved Knockdown feat.

Prerequisites: Intimidate 8

Benefit: When you use Intimidate to demoralize an opponent, you can affect all enemies within 10 feet that can see you, rather than only a single enemy.

Prerequisites: Bluff 8

Benefit: If you succeed on a Bluff check to feint in combat, you make an immediate attack roll against your opponent. If you hit, damage is rolled as normal.

Prerequisites Int 13

Benefit: You do not provoke an attack of opportunity when performing a Disarm maneuver. You cannot be disarmed when you fail a disarm attempt.

Prerequisites Int 13

Benefit: You do not provoke an attack of opportunity when performing a Knockdown maneuver. You count as one size category larger when you make a knockdown attempt.