Manufacturing a situation that requires a concentration check


Advice

The Exchange

I'm thinking of making a caster (or team) whose specialty is creating situations where it is difficult to cast (ideally in advance, as a trap)
This caster would set up the situation, and then laugh with their far-superior concentration check modifier.
There are many situations that require a concentration check, but not many of them are possible to control by PCs.

Quote:

Spell

If you are affected by a spell while attempting to cast a spell of your own, you must make a concentration check or lose the spell you are casting. If the spell affecting you deals damage, the DC is 10 + the damage taken + the level of the spell you’re casting.
If the spell interferes with you or distracts you in some other way, the DC is the spell’s saving throw DC + the level of the spell you’re casting. For a spell with no saving throw, it’s the DC that the spell’s saving throw would have if a save were allowed (10 + spell level + caster’s ability score).

This should be fairly exploitable, just apply a spell that has a duration, then push the DC or the Ongoing Damage really high. Magi have a couple Arcana for this.

Quote:

Motion

DC 10 + Spell Level: If you are riding on a moving mount, taking a bouncy ride in a wagon, on a small boat in rough water, below-decks in a storm-tossed ship, or simply being jostled in a similar fashion.
DC 15 + Spell Level: If you are on a galloping horse, taking a very rough ride in a wagon, on a small boat in rapids or in a storm, on deck in a storm-tossed ship, or being pitched roughly about in a similar fashion.
DC 20 + Spell Level: If the motion is extremely violent, such as that caused by an earthquake.

There aren't many universal ways to do this, but one that comes to mind is:

Reposition (combat maneuver or spell) the caster onto a moving cart; The cart has a Bear Trap on it or something similar, so that the caster cannot just hop off the cart. (or maybe accelerate the cart to high speeds so the caster cannot jump off without risk to life and limb)
As for situational ways, you can use Soften Earth and Stone to cause mudslides.

Quote:

Violent Weather

DC 5 + Spell Level: If you are in a high wind carrying blinding rain or sleet.
DC 10 + Spell Level: If you are in wind-driven hail, dust, or debris.
In either case, you lose the spell if you fail the concentration check. If the weather is caused by a spell, use the rules as described in the spell’s description.

To satisfy the Bad Weather requirements, you need (1) a source of wind or other rushing fluid, and (2) battering objects.

There are many spells to create wind, you just need to cast them in a sandy or rainy situation. You could also summon your own rain/sand/hail, though I haven't looked into spells that do that.

Conditions
If you can't perform the somatic or verbal component of a spell, you can't cast. There are some things that get in the way otherwise: Entangled and Grappled apply concentration check. Deaf and others apply 20% spell failure.

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