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Confounding

Effect: 

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.

Champion Feat: 

Instead of being dazed, the target of your confounding ability is weakened until the end of your next turn.

Minor Illusions

Effect: 

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.

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