Once per battle, when you roll a natural 16+ with an attack, you can also daze the target until the end of your next turn.
Instead of being dazed, the target of your confounding ability is weakened until the end of your next turn.
As a standard action, at-will, you can create a strong smell or a sound nearby. Nearby creatures that fail a normal save notice the smell or sound. Creatures that make the save may notice it but recognize it as not exactly real.