Concentration

Concentration is a purely mental skill. Those trained in it can ignore distractions and focus on a complicated task and perfectly memorize complicated things. Those with a great deal of skill in Concentration can even focus their way past spell effects that would paralyze or alter their minds.

Key Attribute: Wisdom
Racial Skill for: Human
Class Skill for: Aspirant, Black Mage, Blue Mage, Empath, Engineer, Esoteric, Green Mage, Kinetic, Red Mage, Sage, Sentinel, Subliminal, White Mage, Zealot

Untrained Uses

Remain Conscious

You can only take so much pain and punishment before you pass out. If you set your mind to it, though, you can push your body past its safe limits. You make this check as a free action whenever you take subdual damage that puts your total over your HP, or you take damage that leaves you with zero or negative HP. The DC is 15, plus 1 for every five subdual damage you have over your current HP, as well as plus 1 for every five HP you are below zero (round down for both). Fail this, and it’s lights out.

Base DC: 15, +1 per 5 points of subdual damage over your current HP, +1 per 5 HP below zero
Check Result:

  • DC+0 and above: You manage to remain conscious.
  • DC-1 and below: You fall unconscious.

Rank 1 Uses

Split Focus

It’s tough to focus on two things at once, and if you’re not careful your lack of attention can cause you to perform poorly at a task. You know how to split your focus without either task suffering, and can better deal with or even ignore distractions while you work. Generally, a distraction will be listed as a modifier on a different skill check, like Perception. If you would be subject to the distracted or extremely distracted penalty, you may make a DC 15 concentration check to reduce or eliminate the penalty. This check is a free action, and is made immediately before you would make the check for your other action.

Base DC: 15.
Check Result:

  • DC+5 and above: You successfully manage both extreme distraction and the task at hand. You suffer no penalties for being either distracted or extremely distracted.
  • DC+0 to DC+4: You’re pretty good at focusing on your task, but some distractions may still get through. You suffer no penalty for being distracted, and only suffer a -5 penalty for being extremely distracted.
  • DC-1 and below: You fail to block out your distractions, and suffer the penalties as normal.

Rank 4 Uses

Get out of My Head!

When someone else gets a hold in your mind, it can be difficult to block their influence. You can focus your mind on the task of fighting them off, and push back or eliminate any lingering effects from a failed Will save. This includes almost all charm and compulsion effects like Charm Person or Suggestion, mental confusion effects, mental paralysis effects like Hold Person, and other similar status effects. It also includes persistent damage over time effects that do not allow additional saves, but it does not include instantaneous damage effects. If a spell contains both an instantaneous damage effect and a duration based status effect, only the status effect may be fought with this ability. If you fail a save against such an effect you suffer the full effect immediately, but may fight the duration based portion on subsequent turns.

The DC for this check is the save DC + the spell level. This check is a free action, made on your turn after suffering an eligible effect. The check results below indicate how you respond to the mental effect.

Base DC: Spell save DC + the spell level.
Check Result:

  • DC+10 and above: You shrug off the effect as if you had made your saving throw, suffering all effects normally associated with a successful saving throw. You no longer need to make these checks, as there is nothing left to fight against from this effect.
  • DC+5 to DC+9: You are able to act normally this round, as you fight your debilitating condition back for now. You suffer damage from persistent effects this round as if you had made a successful save. You gain a +3 cumulative bonus to any future checks to resist the effect. If your total check bonus reaches +5 you immediately shrug off the effect as if you had made your initial saving throw, and may no longer make checks against the effect.
  • DC+0 to DC+4: You are able to take a standard action normally this round, as you work to keep your debilitating condition in check. You take only half damage from a persistent effect this round, or the amount you would suffer on a successful save, whichever is greater. You gain a +2 cumulative bonus to any future checks to resist the effect. If your total check bonus reaches +5 you immediately shrug off the effect as if you had made your initial saving throw, and may no make checks against the effect.
  • DC-1 to DC-5: You force yourself to get a swift action off normally this round, though you are gradually losing to your debilitating condition. You suffer a -2 cumulative penalty to any future checks to resist the effect. If your total penalty reaches -5 you immediately suffer the full effects of the spell or ability and may no longer make checks to resist it.
  • DC-6 to DC-10: You are unable to rally yourself to take any action free of the effect this round, instead suffering fully under your debilitating condition. You suffer a -3 cumulative penalty to any future checks to resist the effect. If your total penalty reaches -5 you immediately suffer the full effects of the spell or ability and may no longer make checks to resist it.
  • DC-11 and below: You immediately succumb to the effect, as if your total penalty had reached -5. You may not make additional checks to resist it.
Manage Interruption

It’s tough to disarm a trap while you’re trying to not be molested by plants, or cast a spell while you’re being stabbed in the side. These sorts of interruptions can ruin your attempts, but if you focus hard enough you can work around them or block them out entirely. As a free action, you may attempt a concentration check to mitigate or ignore the effects of interruptions that occur during an interruptable action.

The DC for this check depends on the triggering event. If you take damage during an interruptable action from an instantaneous source, like being stabbed or hit with an instantaneous spell, the DC is equal to 15 + 1 per 3 points of damage suffered from instantaneous sources during the time you were focused on the action this round. Damage taken from continuous sources, like swimming in lava or breathing an acid fog, is not added to this total since resisting continuous damage effects is a function of the Endurance skill. If you are being grappled, the DC is equal to your the highest of your opponents’ grapple checks. Damage and grappling are checked separately, however, so if you are grappled and stabbed you should have a low expectation of being able to maintain an interruptable action.

Base DC: Varies, see above.
Check Result:

  • DC+0 and above: You successfully work through the interruption, and may proceed without penalty
  • DC-1 and below: You partially succeed at working through the interruption, and maintain some measure of composure. If you action was an attack roll or skill check, you suffer a -3 penalty to your final result. If you were casting a spell or similar ability, you suffer a -2 penalty to the save DC and your caster level.
  • DC-6 and below: You fail to block the interruption, and also fail to maintain your composure. This ruins whatever action you were in the middle of, and probably wastes the attempt as well.

Rank 6 Uses

Photographic Memorization

Once you’ve seen something, you can pretty easily recall it. You can attempt to memorize a written string of numbers, a long passage of verse, a street scene, or some other particularly difficult piece of information. While you can memorize magical writing or similarly exotic scripts with this ability, you never gain the ability to understand or translate them if you did not have at the time you memorized it. The DC for this check is 20, though non-static magical works or extraordinarily complicated work may have a DC as high as 30, and the check requires one full minute of concentration. Each successful check allows you to memorize a single page of text (up to 800 words), numbers, diagrams, or sigils (even if you don’t recognize their meaning). If a document is longer than one page, you can make additional checks for each additional page.

Once memorized you retain this information indefinitely; however, you can recall it only with another successful check (at the same DC) as a swift action. Once recalled you have access to it for 1 minute and can read it, describe it, attempt to analyze it, or even put it to paper or canvas as long as you have the proper implements at hand. You can not properly recreate a magical or exotic image that you did not understand, however. Your lack of understanding will make you unable to get or properly utilize some of the proper implements. You’ll know the recreation is wrong though, and can express that to others, so they’ll be able to treat any recreation as an approximation or degraded source. These recreations are not generally useful. This is why most people don’t memorize things they don’t comprehend, since it’s rarely useful to anybody. That doesn’t stop you from doing it if you want to though.

Base DC: 20, though it may rise to 30 for exceedingly complicated scenes, images, or texts.
Check Result:

  • DC+0 and above: You successfully memorize the image, storing it away for later recall. If you were attempting to recall it, you do that instead, and have access to the image for one minute before you have to make an additional check.
  • DC-1 and below: You fail to store the image, and you know it, so you probably try again if you have the time. If you were attempting to recall it, you fail to do so this round, but can try again next round time permitting.

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