Bounty Hunter / Assassin Tracking PC's


Pathfinder Online

Goblin Squad Member

PC's in MMO's aren't generally like people in real life. They don't go home on a regular nightly/weekly basis. They'll wander hundreds of miles away for "weeks" on end, barely ever stopping by their home town.

With that in mind, how do we make an assassin/bounty hunter able to track down a PC in order to kill them?

Obviously we don't want to put homing beacons on pc's that track their movements down to exact spot on your minimap. But at the same time, leaving their location completely unknown renders assassins both neutered and largely un-fun to play.

So, some thoughts.

A bounty contract will allow you to see "last town visited" (LTV) by the target, at the time the contract was written. From there we rely on the streetwise skill.

A person hunting a target goes into the LTV by the target and starts talking to various npcs. For each success, you build up a little bit of information, for each failure you build up a little bit of "notice". (i.e. Hey man, some guy's been asking around for you). When you reach enough success, one of two things happens:

If the person has been active in a different town since the contract, it becomes the new "LTV" and the cycle restarts.

If the town really is the LTV, you are given a 7 hex "super hex" that has his general location in it. With a bit of searching through those hexes, you can narrow that tracker down to that one single hex that contains your target. Beyond that, your on your own.

Goblin Squad Member

Tony knows every one, every one loves Tony's bread, you might just need to make a delivery for us. Just stop in and check, and we could probably put you to work. My apologies if your first stop happens to the guy you was looking for

Goblin Squad Member

I don't think this will be much of a problem for assassins. If you rank high enough for me to get a contract desiring your death, then I will be able to find you (and hopefully you'll die easily).

That being said, here's what I think of the bounty hunter issue you've raised. How will you find me if I go to ground?
Firstly, I don't expect you to find me if I assassinate someone; I'll be masked.
Secondly, if you try and chase down a professional bandit, it shouldn't be too hard to get a bead on them. One major bandit company will go so far as to advertise themselves and plenty of caravans will be happy to help you find the people that SADed them.
Definitely don't involve NPCs. If players can do it, then ONLY players should do it.


Those with bounties will be tracked via the Survival Skill as per the blog entry detailing bounties/PvP/etc.. As mentioned, many Assassin contracts will be for high priority targets and thus shouldn't be too difficult to track down... but, I suspect they can also use the Survival Skill. Finally, look to EVE for more ideas... make good friends with all different sorts and ask them to let you know if they see your targets.

Cartomancer; I disagree. Carte blanch limitation of activities to PC Only will make the world a barren place. In some circumstances it is better to leave things to the PCs, but just because a PC can do it does not mean that an NPC cannot. Take the contract system that gives settlements the ability to pay wages to PC guards... well, settlements that are properly developed (if I understand correctly) can also have NPC guards. Nothing wrong with that.

Goblin Squad Member

I also agree that skills should take precedence in searching and tracking. Talking with PC's and NPC's is fine for me, and tracking shouldn't give you my GPS coordinates, but maybe give you like a path to follow or something for a short time, then you recheck and continue. I kinda like the idea presented with narrowing down the search to a hex and what not, I am into involved tasks. Basically, I like the challenge of working for my money, not getting it handed to me.

Side note, the assassin especially SHOULD be a master of locating and studying his target before he strikes, BH should be awesome trackers. Similar but different too.

Goblin Squad Member

@Tertiary
You are correct. I concede the point.


Hmm perhaps as an idea to provide some colour, assuming settlements have npc gate guards, those with the correct skills would be able to question the guards and find out if the quarry had entered or exited that gate and how long ago probably with a maximum time of 12 hours or so.

Not suggesting this should be the only info available but it means the tracker has to do a little work rather than the eve method of just "oh so and so he is in Teonusude"


ZenPagan, I'd imagine that would be a function of the Diplomacy (Gather Information) skill and should be available via any NPCs. Maybe Settlement Leadership gets a bonus w/ their NPCs, though?

cartomancer, no need to conceed. I think that there should be a heavy PC focus; it's just that I've played Shadowbane... and one of the most startling things about that world was the lack of NPCs. It felt so empty, especially near the end of its reign when there were few PCs too. The Dynamic Creep in PFO should do a lot to combat that feeling, but as with all things it is a delicate balance. ;)

Goblin Squad Member

Something else that would be neat. So Survival skill makes it easier for you to hunt and track, makes sense. However if someone is looking for me, I think survival would also help in hiding my tracks.

So I think Survival can work in both a Offensive and Defensive manor.

In the most Extreme Tracker Favored case. I can see their Skill check opposed to the targets as being so great that the tracker essentially gets a nice path straight to the settlement that person is at.

In the Most Extreme Target Favored Case where the Tracker has pitiful survival but the target is very high. The Tracker will Get a path to a settlement where the target was, but he will always seem to be 5-10 settlements behind or so. If the Target stays in one place, after 5-10 checks the tracker will catch up to him.

and of course when their skills are more close the Tracker will only be delayed by about 1-3 settlements and will be able to catch up much more quickly.

Might even be neat at higher levels of Survival, You could get a Active notification when your Target has left or entered a new settlement, prompting you to go ahead and perform another check rather to remain hot on his trail. / Then the defensive side would be a prompt that your tracker has just entered or left a settlement where you were previously which would make it advantageous for you to leave. Again the greater the divide in skill the More/Less notice that is given, respectively.


It's possible, Shadowfear, but since Paizo/Pathfinder tend to try and simplify and keep things thematic I think it's more likely they'll fold that under the 'stealth' skill. However, I would not be surprised to see 'Horizon Walker' type prestige abilities, and certainly not be surprised to see 'Ranger' type favored terrains.

Also, I'm using 'Survival' just because it is implied there will be some sort of skill/ability based tracking system and in Pathfinder PnP that is what it would be based on. I don't know that it will specifically be survival, or even based on survival. Honestly, the way they have things arranged (abilities/feats are purchased individually and upgraded and your ability scores are upgraded based on which feats/abilities you purchase), it seems much more likely that it will not actually be anything like the 'survival skill.' :)

Goblin Squad Member

Clever, it appears you stumbled upon the name of my Destiny Twin Crafter Alt. Vereor Umbra

Yes the skill is less important. Heck they could even be entirely different skills or a set of skills. I just think it would be neat to have Counter Measures to weapons.

So if you consider Tracking a Weapon. If I am a Master of Tracking I should be able to hunt you down very efficiently.

Then there should be a skill to counter tracking, separate from stealth. where stealth lets you remain hidden and unseen for combat or sneaking around. There should be an ability to make you hard to find, or track down.

So if you are a Master at "going underground (hider for shortness of term)" it should be nigh impossible to hunt you down and find you.

Then if a Master Tracker hunts down a Master Hider their abilities sort of cancel each other out; so the Tracker is tracking the hider at average efficiency and the hider is remaining underground from the tracker at average efficiency.

But I am totally in favor of skill diversity.

Goblinworks Executive Founder

Vereor Nox wrote:


Yes the skill is less important. Heck they could even be entirely different skills or a set of skills. I just think it would be neat to have Counter Measures to weapons.

So if you consider Tracking a Weapon. If I am a Master of Tracking I should be able to hunt you down very efficiently.

Then their should be a skill to counter tracking, separate from stealth. where stealth lets you remain hidden and unseen for combat or sneaking around. There should be an ability to make you hard to find, or track down.

So if you are a Master at "going underground (hider for shortness of term)" it should be nigh impossible to hunt you down and find you.

Then if a Master Tracker hunts down a Master Hider there ability sort of cancel out so the Tracker is tracking the hider at average efficiency and the hider is remaining underground from the tracker at average efficiency.

Expand the scope; if searching is the counter to hiding, fleeing could be the counter to searching. Chasing could be the counter to fleeing, hiding the counter to chasing, and searching remains the counter to hiding.

The hunter must choose between chasing with speed and searching the area carefully; the hunted must choose between fleeing and hiding.

Two choices cannot mutually counter each other; if the way to find someone who is hiding is with tracking, then the way to escape someone tracking you cannot be to hide.


Agreed, Decius. Rock, paper, scissor, cannon, tickle, spider is always preferable to punch, dodge.

Shadowplexus, abilities will be adjusted by a d1000 (in precisely the same manner as d20s are used for PnP; though the modifiers will be similiarly larger than PnP), but otherwise yes... just so. :)

Goblin Squad Member

@ Decius, While I don't see Chasing and Fleeing as being very good skills for this example; you make a very good point.

a System where A<B<C<D<A sort of Circle of Power is Far more effective then the two skills mutually Countering on another,as I stated.

I guess Fleeing could work as a Movement speed buff when you break hiding, while chasing could work as a movement speed buff while someone is fleeing. That could actually work fairly well.

Goblin Squad Member

Another consideration: a few years in, dedicated pros would have a single skill or a pair of skills maxed, making it in practice impossible for newbies to track us. A circle of skills would make that situation more difficult and therefore more fun for OE folks a couple of years in. "Yeah, I caught the Assassin that y'all couldn't. I rock!"

Goblin Squad Member

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"Oh yea, where is the Body?"
"It...it Dissolved into shadows I swear"
"yea right you didn't kill any assassins otherwise you'd have a body to prove it!"


Shadowkiller - Run and Fleet are feats in PnP and there are already penalties for 'rushing' a skill check.

Goblinworks Executive Founder

@cartomancer: Right. I would go one further though; one skill would be 'evade and escape' but offer several different abilities, while the other skill would be 'tracking', and would likewise have several abilities available. The two skill trees could even share prerequisites and intertwine; spotting where a good hiding place could be is the same action, whether you're looking for a place to hide or looking for the place where someone hid, and likewise for rapidly leaving an area.

If this were Thief Online, I'd suggest making those skills and abilities very detailed and complicated. The focus is on other things, and the trackers will also have to be combatants.

Goblin Squad Member

Tracking should be a skill available to anyone who trains the skill, with no one race or class more adept at it without good reason. That said, any creature could be tracked as a normal tracking skill (perhaps all creatures on the map leave an invisible trail, but it can only be seen or sensed when the skill is trained and active).

Higher levels of tracking could follow more elusive trails, and could do so through more difficult terrain (rainstorms, deserts, other water obstacles).

Those not wanting to be tracked could train in the skills, "Stealthy Movement", "Cover Tracks", or "Move Unseen" (near invisibility).

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