Pathfinder 1E Scrysassination in Pathfinder?

Please pardon me; I haven't read Pathfinder deeply. Did they make any changes from 3.5 regarding scrying on someone and teleporting in right away? Is it still possible at 9th level to basically find anyone and kill them?
 

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In theory. Those spells haven't changed greatly. In practice, scryssassination is actually pretty difficult to pull off. Although I have heard of scryssassination, my players were only able to actually pull if off once during a length campaign.
 

The only change I see is how the scrying sensor is detected. In 3.5, detecting a sensor required a minimum int of 12 and an int ability check DC 20. Now it's a simple Perception check (DC 20+spell level modifier).
 

while its possible and very likely to work vs the "common man", the typical military/nobleman whom most PCs would seek to target are just as familiar with the historical practice so have taken the standard safeguards (lead mortar/etc) to negate such attempts or at least minimize the likelihood of success.
 

From what I've heard, the new Golarian book has the Teleport redirect spell (with a fairly large area for high level casters).
It even has examples of permanent versions (and their cost), primary example being the Pathfinder lodges.

So any really paranoid person can lock themselves up in their headquarters and pretty much lock down any teleporting nonsense.

Otherwise, the original methods of preventing scrying still exists (nondetection, mind blank, clever contingency use, simply keeping as anonymous as possible, etc).

The Master Spy is actually VERY good at avoiding being detected. Permanent Mind Blank effect and eventually being able to assume the "aura" of another person so that you fool all divination magic to seem like that person instead. This is among many, many abilities to remain completely undetectable and unrevealing, even against magical attempts to discern the truth.

There may be others, but as pawsplay said, it's simply something that doesn't happen all that much on the player side as it takes a lot of work to pull off.
I'd only worry about it on a big bad evil guy, and even then, it'd have to be a guy who isn't terrifyingly powerful enough that even surprised he's hard to handle.

Sometimes, the best approach is to force the players into using the "cheap tactic" just to catch an even footing with a much more powerful foe.

*Edit*
Ooh, forgot magic items.
Ring of Delayed Doom: Prevent nasty effect that allows a save so you have a chance to respond to whatever crazy attack they might try.
There's some Ioun stones that work good to protect you from magic. Scarab of Protection, etc.

If anyone has the new world guide books, they might be able to tell if there's any more spells or other things that protect against scrying and teleporting.
 
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I ask because I was considering running an adventure where the PCs try to find a person of interest. I wanted to make the adventure involve chasing her across the countryside, and I just need to avoid them scrying on her the moment they get the adventure hook.
 

Probably the easiest way is for the person to use disguise self and various bluff and disguise things to prevent anyone from really know who they are.

That pretty much sets the Will save at a +10 modifier, because they don't really have any information on who the person really is (all they have is faked personas they used).

If the person running has the Improved Iron Will feat, they can even reroll if they fail that check.

Depending on how high level we are talking about, having 9 levels of Master Spy means they have automatic protection (Mind Blank), if nondetection isn't enough (15 + caster level is the check required to beat against nondetection).

Hope this is what you are looking for.
 

I ask because I was considering running an adventure where the PCs try to find a person of interest. I wanted to make the adventure involve chasing her across the countryside, and I just need to avoid them scrying on her the moment they get the adventure hook.

"If the subject succeeds on a Will save, the scrying attempt simply fails.... If the save succeeds, you can’t attempt to scry on that subject again for at least 24 hours."

"If the subject moves, the sensor follows at a speed of up to 150 feet."

"Wizard, Sorcerer, or Bard Focus
A mirror of finely wrought and highly polished silver costing not less than 1,000 gp. The mirror must be at least 2 feet by 4 feet."

I've never had to do anything at all to foil scrying attempts, even persistent ones. Just give the NPC a good Will save and make sure the PCs don't get a hold of their toenail clippings too soon, and you will have your chase.

The one time time the PCs tried this on a blue dragon, they scried, then teleported, and unleashed their surprise round actions. On round 1, the dragon won initiative, and the PCs were all standing there clustered together...
 

That pretty much sets the Will save at a +10 modifier, because they don't really have any information on who the person really is (all they have is faked personas they used).

Plus, if they are really incautious, they could be teleporting to a "false destination."
 

Mage's Private Sanctum completely shuts down any attempt to "scrysassinate" someone, and it's only a 5th level spell and lasts 24 hours. It can also be made permanent with permanency. It's fair to assume that any high level lord or villian would likely have access to that spell, or be able to pay someone who does.

And you really don't even need to use such countermagic, which can really irk wizard players by making their spells useless. Just take common sense precautions. Most big bad guys will have guards and henchmen no more than an earshot away. Most of them will have an escape route or other planned contingencies. The ability to teleport right into the bag guy's lair is far from the instant win that people make it out to be. The players still have to win the fight!
 

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