Check: A character makes a Concentration
check whenever he or she may potentially be distracted while engaged in some action that requires his or her full attention (such as making a Disable Device or Treat Injury
check). Situations such as taking
damage, working in a bouncing vehicle, or dealing with severe weather can require a character to make a Concentration
check.
If the Concentration
check succeeds, the character may continue with the action. If the Concentration
check fails, the action automatically fails (with the appropriate ramifications, if any), and the action is wasted.
A successful Concentration
check still doesn't allow a character to take 10 when in a stressful situation; he or she must roll the
check as normal.
The
check DC depends on the nature of the distraction.
Try Again?: Yes, though a success doesn't cancel the effects of a previous failure, such as the disruption of an action that was being concentrated on.
If the Concentration
check succeeds, the character may attempt the action normally without incurring any
attacks of opportunity. If the Concentration
check fails, the related
check automatically fails just as if the character's concentration had been disrupted by a distraction. The character does not provoke
attacks of opportunity, however.
This use of Concentration applies only to
skill checks. It does not apply to other actions that normally provoke
attacks of opportunity, such as movement or making unarmed attacks.
A character with the
Focused feat gets a +2 bonus on all Concentration checks.
The concentration
skill has further uses for characters using magic or psionics.
Time: Making a Concentration
check doesn't require an action; it is either a reaction (when attempted in response to a distraction) or part of another action (when at-tempted actively).
Distraction
|
DC
|
Damaged during the action 1 |
10 + damage dealt |
Taking continuous damage during the action 2 |
10 + half of continuous damage last dealt |
Vigorous motion (bouncy vehicle ride, small boat in rough water, belowdecks in a storm-tossed ship, riding a horse) |
10 |
Violent motion (very rough vehicle ride, small boat in rapids, on deck of storm-tossed ship, galloping horse) |
15 |
Extraordinarily violent motion (earthquake) |
20 |
Entangled in net or snare |
15 |
Grappling or pinned |
20 |
Weather is a high wind carrying blinding rain or sleet |
5 |
Weather is wind-driven hail, dust, or debris |
10 |
1 Such as an activity that requires more than a single full-round action. Also from an attack of opportunity or readied attack made in response to the action being taken (for activities requiring no more than a full-round action). |
2 Such as from catching on fire. |
Find topic in: Arcana, Bullet Points, Characters, Future |
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