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Template Grafts | Universal Monster Rules

Directive 9 Operatives

Source Starfinder #43: Icebound pg. 43
Directive 9 has agents everywhere, not just in the Veskarium. Deep-cover agents live and work in the Pact Worlds and elsewhere in Near Space, thriving in secret identities they might never reveal. Handlers manage individual field agents and operations, while administrators in safe locations manage resources and plan the long term goals of the agency.
The example Directive 9 personnel presented below can be easily modified to suit the needs of your campaign. In particular, you can remove the vesk racial traits included on these characters for different racial traits appropriate to the agent's species.

Aliens in the "Directive 9 Operatives" Family

Directive 9 Assassin9
Directive 9 Handler6
Directive 9 Muscle3

Directive 9 Operatives, Directive 9 Assassin

Source Starfinder #43: Icebound pg. 44

Directive 9 Assassin CR 9

XP 6,400
Female Vesk
LE Medium humanoid (vesk)
Init +4; Senses low-light vision; Perception +17


HP 145; RP 4
EAC 23; KAC 25
Fort +11; Ref +11; Will +10; +2 vs. fear
Defensive Abilities relentless


Speed 33 ft.
Melee bleeding advanced doshakari +21 (3d4+15 P; critical bleed 1d6) or unarmed strike +21 (1d3+15 B)
Ranged malediction phantom assassin rifle +19 (3d6+9 P)
Offensive Abilities marked for death, natural weapons


STR +6; DEX +4; CON +3; INT +1; WIS +2; CHA +0
Skills Athletics +17, Bluff +17, Intimidate +17, Piloting +17, Sleight of Hand +17, Stealth +22
Languages Common, Vesk
Other Abilities armor savant
Gear vesk brigandine III (reaction accelerator), bleeding advanced doshakari, malediction phantom assassin rifle (DC 16) with 10 rounds, comm unit, credstick


Special Abilities

Marked for Death (Ex) A Directive 9 assassin always has a single individual they've been instructed to kill. The assassin gains a +2 morale bonus on attack rolls against this target and inflicts additional damage equal to the assassin's CR to this target (9 for a typical Directive 9 assassin).
Relentless (Ex) Whenever the Directive 9 assassin attempts a saving throw that leaves them subject to a condition other than dead or dying, the assassin can re-roll their saving throw one round later; if the assassin succeeds at this second saving throw, the condition ends.


Assassination is seldom the first choice for Directive 9, which prides itself on finding subtler solutions to problems. But sometimes—especially when a target has already resisted surveillance and subversion—there's nothing to do except plant an explosive bullet in the target's brain.
Assassins are high-level agents who have undergone extensive, and sometimes psychologically damaging, training. To ensure they can kill without remorse or impunity, they're conditioned to see living creatures as simply obstacles or targets, not as people. Directive 9 assassins know what has been done to them, and they remember their lives before; some of them spend their time between missions desperately trying to reconnect with that former life, pursuing mundane hobbies or even building a family. However, when the next assignment comes, they drop everything and get to work.
Alter the assassin's gear to suit the target.