Concentration (Con)

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.

Special: A character can use Concentration to avoid attacks of opportunity when attempting a skill check that normally provokes attacks of opportunity. The DC to do so is 15.

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 attempted actively).

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.
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