Companions

Companions and familiars are special benefits from certain classes or class feats. Most companions are animals or robots. If you simply want a pet regardless of your class, you can take the Pet feat. If you want a basic robot minion, you can purchase a minibot. You can have a familiar or pet, but not both. You can have an animal companion or a robot companion, but not both. Because companions function much differently, you can have both a companion and a familiar or pet.

SFS Standard Agile Chassis

Your companion is lightweight and built for agility.
Type Robot
Size Small or Medium
Melee [one-action] blade (agilefinesseversatile p) Damage 1d6 slashing
Str +1 Dex +3 Con +2 Int -4 Wis +2 Cha -1
Hit Points 6
Skill Stealth
Speed 40 feet, climb 20 feet
Support Benefit An item or weapon the robot companion is carrying is launched up to 20 feet into the air. You Interact to catch the item.
Advanced Maneuver Surgical Strike

Surgical Strike [two-actions]

The robot companion Strides and then makes a blade Strike. If it hits, and the robot companion was undetected, the target takes an additional 1d6 precision damage. If your robot companion is burly or deft, increase this damage to 2d6 precision damage. If it was undetected at the start of its Surgical Strike, it remains undetected until after the Strike.

SFS Standard Arabuk

Your companion is an arabuk, a carnivorous predator resembling a snow leopard and an elk with crystalline antlers.
Type Animal
Size Medium
Melee [one-action] antler Damage 1d6 bludgeoning
Melee [one-action] jaws Damage 1d8 piercing
Str +3 Dex +1 Con +2 Int -4 Wis +2 Cha +0
Hit Points 8
Skill Stealth
Senses darkvision, snow vision (snow doesn't impair an arabuk's vision; it ignores concealment from snowfall)
Speed 30 feet
Special Resistances cold and sonic (equal to half the arabuk’s level, minimum 1)
Support Benefit Your arabuk shakes its head, causing a painful cacophony of sound to issue from its crystalline antlers. Until the start of your next turn, your Strikes that damage a creature within your arabuk's reach make the target off-guard until the end of your next turn.
Advanced Maneuver Striding Strike

Striding Strike [two-actions]

The arabuk Strides once, ignoring difficult terrain caused by ice and snow, and then makes an antler Strike. If it hits, the Stride deals an additional 1d6 sonic damage. This damage increases by 1d6 if your arabuk is burly or deft, and by an additional 1d6 if your companion is specialized.

SFS Standard Combat Squox Companion

Your companion is an augmented squox.
Type Animal
Size Small
Melee [one-action] jaws (agilefinesse) Damage 1d6 piercing
Str +2 Dex +3 Con +1 Int -4 Wis +2 Cha +0
Hit Points 6
Skill Stealth
Senses low-light vision, scent (imprecise, 30 feet)
Speed 25 feet, climb 25 feet
Support Benefit Your squox works with you to form an opening in combat. Until the start of your next turn, if your Strike damages a creature in your squox's reach, your squox can attempt to Disarm the target using its Acrobatics instead of Athletics.
Advanced Maneuver Go For the Eyes!

Go For the Eyes! [two-actions]

The squox Strides, attempts an Acrobatics check against an adjacent creature's Perception DC, and then makes a jaws Strike.
Critical SuccessThrown by the squox's sudden leap, the target is off-guard until the end of the squox's next turn.
SuccessThe target is only momentarily startled and is off-guard until the end of the squox's current turn.
Critical FailureThe squox misjudges the distance to its target's face and falls prone.

SFS Standard Imitator Chassis

Your robot companion was built to imitate living creatures.
Type Robot
Size varies (see special)
Melee [one-action] varies (agilefinesse) Damage 1d4 varies
Str +2 Dex +2 Con +2 Int -4 Wis +2 Cha +1
Hit Points 4
Skill Deception
Speed varies (see special)
Special Your robot companion was constructed to imitate a living creature. Select one ancestry or animal. Your robot companion is the same size as the selected species, has the same Speeds as the selected species, and looks like a member of the selected species. Select one unarmed attack the selected species has; your robot companion gains this unarmed attack, although it has the agile and finesse traits and deals 1d4 damage, as noted in the Melee entry above.
Support Benefit Your robot companion focuses on your target, distracting one enemy within the first range increment of its weapon or within its reach. Until the start of your next turn, your Strikes against that target that deal damage make the target off-guard until the start of your next turn.
Advanced Maneuver Disturbing Display

Disturbing Display [one-action]

The robot companion morphs its features to reveal the machinery writhing beneath its synthetic skin. The robot companion attempts to Demoralize a creature using Deception instead of Intimidation; this display gains the visual trait and doesn't require a language. While frightened by this ability, the target is off-guard to your robot companion.

SFS Standard Khefak

Your companion is a khefak, a hardy, insectile creature common on Akiton that consumes scrap.
Type Animal
Size Small
Melee [one-action] claw (agile) Damage 1d4 slashing
Melee [one-action] jaws (razing) Damage 1d6 piercing
Str +2 Dex +3 Con +2 Int -4 Wis +1 Cha +0
Hit Points 6
Skill Survival
Senses darkvision, tremorsense (imprecise, 30 feet)
Speed 20 feet, burrow 5 feet, climb 20 feet
Support Benefit Your khefak gnaws on a creature's gear. If your target has a shield raised, its shield is no longer raised. In addition, until the end of your next turn, if you attempt to Disarm, Shove, or Trip a creature within your khefak's melee reach and you roll a critical failure, you get a failure instead.
Advanced Maneuver Grab and Gnaw

Grab and Gnaw [two-actions]

The khefak makes a claw Strike. If the Strike hits, the target creature automatically becomes grabbed by the khefak until the end of your next turn, and one item the target is wielding or wearing takes damage from the khefak's jaws attack.

SFS Standard Powerful Chassis

Your companion is built for raw strength and power.
Type Robot
Size Medium or Large
Melee [one-action] hydraulic fist Damage 1d8 bludgeoning
Melee [one-action] serrated blade Damage 1d8 slashing
Str +3 Dex +1 Con +2 Int -4 Wis +2 Cha -1
Hit Points 8
Skill Intimidation
Speed 30 feet
Support Benefit Your robot companion mercilessly tears with its blade. Until the start of your next turn, your Strikes that damage creatures within your robot companion's melee reach also deal 1d6 persistent bleed damage. If your robot companion is burly or deft, the persistent bleed damage increases to 2d6.
Advanced Maneuver Hydrauilc Flipper

Hydrauilc Flipper [two-actions]

The robot companion makes a melee Strike. On a successful hit, it knocks the target prone.

SFS Standard Shotalashu

Your companion is a shotalashu, a telepathic creature originally from the planet Castrovel. Acquiring a shotalashu typically requires the prospective rider to bond with it first by spending a week with it and succeeding at a DC 21 Occultism check to establish a telepathic link. A rider who fails the check can attempt again after another week with the shotalashu. Any creature with telepathic capabilities, such as telepathy, touch telepathy, group chat, empathic sense, or the ability to cast spells such as telepathy, gains a +4 circumstance bonus to this check. This link is permanent, and neither can form a new link until one of them dies.

A shotalashu has the beast trait instead of the animal trait but otherwise functions normally as an animal companion.
Type Animal
Size Medium or Large
Melee [one-action] claw (agile) Damage 1d6 slashing
Str +2 Dex +3 Con +2 Int -3 Wis +1 Cha +2
Hit Points 8
Skill Survival
Senses darkvision
Speed 40 feet
Special mount
Support Benefit The shotalashu telepathically assails your enemies when you create an opening. Until the start of your next turn, each time you hit a creature in the shotalashu’s reach with a Strike, the creature takes 1d6 mental damage from the shotalashu. If your shotalashu is burly or deft, the mental damage increases to 2d6.
Advanced Maneuver Telpathic Pounce

Telpathic Pounce [two-actions]

The shotalashu hunts by pinning its foes with not just its claws, but with its mind as well. One creature within 30 feet must attempt a Will save. This uses a trained DC using the shotalashu's Charisma modifier or an expert DC if the shotalashu is specialized.
Critical SuccessThe creature is unaffected.
SuccessThe creature takes a –5 foot status penalty to its Speeds for 1 round.
FailureThe creature takes a –10-foot status penalty to its Speeds for 1 round. The shotalashu can then Leap.
Critical FailureThe creature is off-guard and immobilized for 1 round. The shotalashu can then Leap.

SFS Standard Surveillance Chassis

Your companion is small and lightweight to enable flight and more easily pass unseen.
Type Robot
Size Small
Ranged [one-action] spark (range increment 30 feet) Damage 1d4 electricity
Str +0 Dex +3 Con +1 Int -4 Wis +3 Cha +0
Hit Points 4
Skill Stealth
Senses darkvision
Speed 25 feet, fly 20 feet
Support Benefit Your robot companion is alert and ready to warn you of danger. Until the end of your next turn, creatures adjacent to the surveillance chassis can't flank you or cause you to become off-guard.
Advanced Maneuver Blinding Spotlight

Blinding Spotlight [two-actions]

Your robot companion shines a powerful spotlight on a creature it can see within 60 feet. The target becomes dazzled until the end of your next turn or until it uses the Avert Gaze action, whichever comes first. This Points Out the creature if it was undetected by you or one or more of your allies.

SFS Standard Tank Chassis

Your companion is built to endure.
Type Robot
Size Medium or Large
Melee [one-action] battering ram (shove) Damage 1d6 bludgeoning
Str +2 Dex +1 Con +3 Int -4 Wis +2 Cha -1
Hit Points 10
Skill Intimidation
Speed 20 feet
Support Benefit Your robot companion assists you in battle. You gain a +1 circumstance bonus on your next attack roll to Strike a foe within the robot companion's melee reach. The bonus lasts until the first time you Strike or until the beginning of your next turn, whichever comes first.
Advanced Maneuver Ram Slam

Ram Slam [two-actions]

Your robot companion Strides in a straight line and makes a battering ram Strike. As long as it moved at least 20 feet and successfully hit, the target is pushed back 10 feet.