Appraise
Autohypnosis
Balance
Bluff
Climb
Concentration
Control Shape
Craft
Decipher Script
Diplomacy
Disable Device
Disguise
Escape Artist
Forgery
Gather Information
Handle Animal
Heal
Hide
Iaijutsu Focus
Intimidate
Jump
Knowledge
Listen
Martial Lore
Move Silently
Open Lock
Perform
Profession
Psicraft
Ride
Search
Sense Motive
Skill Tricks
Sleight of Hand
Speak Language
Spellcraft
Spot
Survival
Swim
Truespeak
Tumble
Use Magic Device
Use Psionic Device
Use Rope

Concentration (Con)

You are particularly good at focusing your mind.

Check: You must make a Concentration check whenever you might potentially be distracted (by taking damage, by harsh weather, and so on) while engaged in some action that requires your full attention. Such actions include casting a spell, concentrating on an active spell (such as detect magic), directing a spell (such as spiritual weapon), using a spell-like ability (such as a paladin's remove disease ability), or using a skill that would provoke an attack of opportunity (such as Disable Device, Heal, Open Lock, and Use Rope, among others). In general, if an action wouldn't normally provoke an attack of opportunity, you need not make a Concentration check to avoid being distracted.

If the Concentration check succeeds, you may continue with the action as normal. If the check fails, the action automatically fails and is wasted. If you were in the process of casting a spell, the spell is lost (see Cast a Spell, page 140, Player's Handbook). If you were concentrating on an active spell, the spell ends as if you had ceased concentrating on it. If you were directing a spell, the direction fails but the spell remains active. If you were using a spell-like ability, that use of the ability is lost. A skill use also fails, and in some cases a failed skill check may have other ramifications as well.

The table below summarizes various types of distractions that cause you to make a Concentration check. If the distraction occurs while you are trying to cast a spell, you must add the level of the spell you are trying to cast to the appropriate Concentration DC. (See Concentration, page 170, for more information.) If more than one type of distraction is present, make a check for each one; any failed Concentration check indicates that the task is not completed.

Concentration DC¹Distraction
10 + damage dealtDamaged during the action²
10 + half of continuous damage last dealtTaking continuous damage during the action.³
Distracting spell's save DCDistracted by non-damaging spell.4
10Vigorous motion (on a moving mount, taking a bouncy wagon ride, in a small boat in rough water, below decks in a storm-tossed ship).
15Violent motion (on a galloping horse, taking a very rough wagon ride, in a small boat in rapids, on the deck of a storm-tossed ship).
20Extraordinarily violent motion (earthquake).
15Entangled.
20Grappling or pinned. (You can cast only spells without somatic components for which you have any required material component in hand,)
5Weather is a high wind carrying blinding rain or sleet.
10Weather is wind-driven hail, dust, or debris.
Distracting spell's save DCWeather caused by a spell, such as storm of vengeance.4
¹ If you are trying to cast, concentrate on, or direct a spell when the distraction occurs, add the level of the spell to the indicated DC.
² Such as during the casting of a spell with a casting time of 1 round or more, or the execution of an activity that takes more than a single full-round action (such as Disable Device). Also, damage stemming from an attack of opportunity or readied attack made in response to the spell being cast (for spells with a casting time of 1 action) or the action being taken (for activities requiring no more than a full-round action).
³ Such as from Melf's acid arrow.
4 If the spell allows no save, use the save DC it would have if it did allow a save.

Action: None. Making a Concentration check doesn't take an action; it is either a free action (when attempted reactively) or part of another action (when attempted actively).

Try Again: Yes, though a success doesn't cancel the effect of a previous failure, such as the loss of a spell you were casting or the disruption of a spell you were concentrating on.

Special: You can use Concentration to cast a spell, use a spell-like ability, or use a skill defensively, so as to avoid attacks of opportunity altogether. This doesn't apply to other actions that might provoke attacks of opportunity (such as movement or loading a crossbow). The DC of the check is 15 (plus the spell's level, if casting a spell or using a spell-like ability defensively). If the Concentration check succeeds, you may attempt the action normally without provoking any attacks of opportunity. A successful Concentration check still doesn't allow you to take 10 on another check if you are in a stressful situation; you must make the check normally. If the Concentration, check fails, the related action also automatically fails (with any appropriate ramifications), and the action is wasted, just as if your concentration had been disrupted by a distraction.

A character with the Combat Casting feat gets a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while grappling or pinned.

Psionics

Check: You must make a Concentration check whenever you might potentially be distracted (by taking damage, by harsh weather, and so on) while engaged in some action that requires your full attention. Such actions include manifesting a power, concentrating on an active power (such as energy current), directing a power (such as psionic levitate), or using a psi-like ability (such as a dromite's energy ray).

If the Concentration check succeeds, you can continue with the action as normal. If the check fails, the action automatically fails and is wasted. If you were in the process of manifesting a power, the power points are lost (see manifesting Powers, page 53 (Expanded Psionics)). If you were concentrating on an active power, the power ends as if you had ceased concentrating on it. If you were directing a power, the direction fails but the power remains active. If you were using a psi-like ability, that use of the ability is lost.

The table below summarizes various types of distractions that cause you to make a Concentration check. If the distraction occurs while you are trying to manifest a power, you must add the level of the power you are trying to manifest to the appropriate Concentration DC.

Concentration DC¹Distraction
10 + damage dealtDamaged during the action.²
10 + half of continuous damage last dealtTaking continuous damage during the action.³
15 + power levelAttempting to manifest a power without its display.
15Entangled.
Distracting power's save DCDistracted by non-damaging power.4
20Gain psionic focus.
20Grappling or pinned. (You can manifest powers normally unless you fail your Concentration check.)
Distracting power's save DCWeather caused by power, such as control air.4
¹ If you are trying to manifest, concentrate on, or direct a power when the distraction occurs, add the level of the power to the indicated DC.
²Such as during the manifestation of a power with a manifesting time of 1 round or more. Also from an attack of opportunity or readied attack made in response to the power being manifested (for powers with a manifesting time of 1 action) or the action being taken (for activities requiring no more than a full-round action).
³Such as from standing in natural fire or lava.
4 If the power allows no save, use the save DC it would have if it did allow a save.

Gain Psionic Focus: Merely holding a reservoir of psionic power points in mind gives psionic characters a special energy. Psionic characters can put that energy to work without actually paying a power point cost - they can become psionically focused as a special use of the Concentration skill.

If you have 1 or more power points available, you can meditate to attempt to become psionically focused. The DC to become psionically focused is 20. Meditating is a full-round action that provokes attacks of opportunity.

When you are psionically focused, you can expend your focus on any single Concentration check you make thereafter. When you expend your focus in this manner, your Concentration check is treated as if you rolled a 15. It's like taking 10, except that the number you add to your Concentration modifier is 15. You can also expend your focus to gain the benefit of a psionic feat - many psionic feats are activated in this way.

Once you are psionically focused, you remain focused until you expend your focus, become unconscious, or go to sleep (or enter a meditative trance, in the case of elans), or until your power point reserve drops to 0.

Action: Usually none. In most cases, making a Concentration check doesn't require an action; it is either a free action (when attempted reactively) or part of another action (when attempted actively). Meditating to gain psionic focus is a full-round action.

Try Again: Yes, though a success doesn't cancel the effects of a previous failure, such as the loss of the power points for a power being manifested or the disruption of a power being concentrated on.

Special: You can use Concentration to manifest a power or use a psi-like ability defensively, so as to avoid attacks of opportunity altogether. The DC of the check is 15 + the power's level. If the Concentration check succeeds, you can manifest normally without provoking any attacks of opportunity. If the Concentration check fails, the power also automatically fails and the power points are wasted, just as if your concentration had been disrupted by a distraction.

A character with the Combat Manifestation feat gets a +4 bonus on Concentration checks made to manifest a power or use a psi-like ability while on the defensive or while grappling or pinned.

Synergy: If you have 5 or more ranks in Concentration, you get a +2 bonus on Autohypnosis checks.

More

Concentration is an important skill to develop as a performer, since it allows you to better resist the attempts of uncultured idiots trying to rouse you to anger and disrupt your time in the spotlight.

Check: To resist heckling, you make a Concentration check opposed by the heckler's Bluff check. If you succeed, you can ignore the heckler and proceed with your performance, generally garnering respect from your audience in the process because you kept your composure in the face of resistance. If you fail, you must make another immediate Perform check with a -2 penalty. The result of this check replaces your previous check result. For every s points by which the heckler's Bluff check exceeds your Concentration check, the penalty on your new Perform check increases by 2.

If your Concentration check is successful, you gain the respect of the crowd and gain a +2 bonus on Perform checks you make for this group for the remainder of your performance. All further heckling attempts during performances in front of this crowd are made with a -5 penalty.

Action: None. Resisting heckling is not an action.

Try Again: Not on a specific heckling attempt.

Synergy: If you have 5 or more ranks in any Perform skill, you get a +2 bonus on Concentration checks to resist heckling while using that skill.


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