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.
- Taunt is rolled against it: the taunter's Taunt + 1d20 against your Concentration + 1d20. Bullheaded adds +2 to your side.
- A summon that needs concentration stays only while you keep passing the check. If you fail, the summon is lost.
- While you have such a summon, each of these actions rolls Concentration + 1d20 against 20 + the action's value: the spell's 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.
- Being stunned, paralyzed, asleep, frightened, petrified, confused, knocked down or polymorphed breaks the concentration 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 |
