The target suffers a penalty to all attack rolls equal to your Dexterity modifier until the end of your next turn. If your flail has the reach property, the target is grabbed.
At each even level, you choose a new at-will Maneuver. You may choose maneuvers from this class feature or any of your other class features.
At each odd level, you choose a new class feature. Some class features allow you to choose one or more ranked Maneuver; you may choose ranked Maneuvers from this class feature or any of your other class features.
You may shift one pace as you enter this stance. Until the stance ends, if you are wielding a weapon with the reach property, you threaten all non-adjacent spaces within your reach, but no longer threaten adjacent spaces. When you hit with an opportunity attack, you may end this stance as a free interrupt to slide the target one pace and knock them prone.
If you use a flail to make the opportunity attack, you may grab the target instead of sliding them and knocking them prone. While the target remains grabbed, you cannot use your flail, but may sustain the grab for as long as the you remain in this stance and the target is within the flail’s reach.
You must use a move action at the beginning of each turn to maintain the stance until the end of your next turn. When you do, you may also shift one pace; if you have a target grabbed due to this power, you may pull the target one pace as part of this move action.
If the attack deals more damage than the target's heal value, reduce the damage by the target's heal value, and the target's weapon is knocked out of their hands and thrown a number of paces equal to your Dexterity modifier in a direction of your choice. Excess damage is applied to the target’s hit points as normal.