Animal Companions

An animal companion is a loyal comrade who follows your orders. Your animal companion has the animal and minion traits, and it gains 2 actions during your turn if you use the Command an Animal action to command it; this replaces the usual effects of Command an Animal, and you don’t need to attempt a Nature check. If your companion dies, you can spend a week of downtime to replace it at no cost. You can have only one animal companion at a time.

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 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 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.