Concentration
Concentration checks are made whenever your character is distracted during the act of casting a spell. It is also used to avoid the effects of the Taunt skill.
| Ability | Constitution |
| Requires training | No - it works with no ranks in it |
| Armour check penalty | None |
| Available to | Every class |
How it works
Check. The DC to avoid casting failure is equal to 10 + damage received + spell level. The caster receives a -4 penalty to his check if casting within three meters of an enemy.
Use. Automatic.
- It is what a taunt is rolled against: the taunter's skill plus a d20 against your Concentration plus a d20, and the Bullheaded feat adds 2 to your side.
- A summon that has to be concentrated on stays only while you keep the check. Every time you act, the roll is your Concentration plus a d20 against 20 plus the weight of what you did: the spell's own level when you cast, 9 for attacking or picking a pocket, 6 for a healing kit, 3 for taunting, animal empathy or any work on a trap. Fail and the summon is lost.
- Being knocked out or polymorphed breaks that concentration outright, with no check.
Skill point cost by class
One point per rank: Bard, Blackguard, Cleric, Druid, Dwarven Defender, Elite Guard, Fighter, God's Eye Scout, Monk, Northern Templar, Paladin, Pale Master, Ranger, Red Dragon Disciple, Shifter, Skald, Sorcerer, Warlock, Wizard.
Two points per rank: Arcane Archer, Assassin, Barbarian, Divine Champion, Purple Dragon Knight, Rogue, Shadowdancer, Weapon Master.
Required for
| Class | Ranks needed |
|---|---|
| Northern Templar | 5 |
| Skald | 8 |