SF2E Creature & Companion System
Adapted from:
- SF1E Creature Companions (Alien Archive 3)
- SF1E Building the Swarm (Starfinder #43: Icebound)
- SF1E Environmental Grafts (Alien Archive 2)
- PF2E Animal Companion Rules (Player Core 2)
- PF2E Megafauna Companions (Howl of the Wild)
- PF2E Creature Building Refinements (GM Core 2)
Version: SF1E 1.2, 2.1, 4.5 + PF2E 2.6, 2.7 Adaptation
Last Updated: 2026-01-14
Item Catalog References:
- For creature companions:
compiled/COMPILED_ITEM_CATALOG.mdSection 3.1- For companion feats:
compiled/COMPILED_ITEM_CATALOG.mdSection 3.2- For companion cybernetics:
compiled/COMPILED_ITEM_CATALOG.mdSection 3.3- For creature templates:
compiled/COMPILED_ITEM_CATALOG.mdSection 3.4- For environmental grafts:
compiled/COMPILED_ITEM_CATALOG.mdSection 3.5
Table of Contents
- Alien Companions
- Companion Acquisition & Bonding
- Companion Statistics & Advancement
- Companion Actions & Commands
- Companion Feats
- Indomitable Companions (Large Aliens)
- Cybernetic Enhancements for Companions
- Creature Templates
- Swarm Creature Template
- Environmental Grafts
- Elite & Weak Adjustments
- Required Items & Implementation Notes
Alien Companions
Overview
Alien companions in SF2E follow the PF2E animal companion framework but represent extraterrestrial creatures bonded to characters. They can be naturally occurring alien fauna, genetically engineered organisms, or creatures adapted to strange environments across the galaxy.
Base Mechanics
Alien companions use the PF2E animal companion rules as their foundation:
- Type: Minion creature under your control
- Actions: Uses your actions to command (see Companion Actions)
- Level: Starts at your level -4 (minimum level 1)
- Advancement: Gains standard companion advancement as you level
- Intelligence: Typically animal-level intelligence unless modified
Companion Categories
Standard Companions (Small to Medium)
Based on PF2E animal companion framework with alien features:
- Size: Small or Medium
- Space/Reach: Standard for size
- Advancement: Normal companion progression
- Special Features: Alien abilities replace standard animal features
Indomitable Companions (Large Aliens)
Based on PF2E Megafauna/Indomitable companion variant:
- Size: Large (or larger at higher levels)
- Base Benefits: See Indomitable Companions section
- Requirements: Special feat or class feature
- Advancement: Modified progression for larger creatures
Companion Acquisition & Bonding
Acquiring a Companion
Methods of Acquisition:
- Wild Bonding: Encounter and bond with wild alien creature
- Purchase: Buy from alien animal traders or breeding facilities
- Hatchling Raising: Acquire egg or juvenile and raise to maturity
- Genetic Engineering: Commission or create custom companion
- Class Feature: Granted by specific class features (Mechanic, Mystic variants, etc.)
Purchase Prices (SF1E Adaptation)
| Companion Level | Purchase Price (Credits) |
|---|---|
| 1 | 100 credits |
| 2 | 200 credits |
| 3 | 300 credits |
| 4 | 500 credits |
| 5 | 750 credits |
| 6 | 1,100 credits |
| 7 | 1,600 credits |
| 8 | 2,300 credits |
| 9 | 3,200 credits |
| 10 | 4,300 credits |
| 11 | 5,900 credits |
| 12 | 7,700 credits |
| 13 | 9,900 credits |
| 14 | 12,700 credits |
| 15 | 16,300 credits |
| 16 | 20,900 credits |
| 17 | 26,900 credits |
| 18 | 34,400 credits |
| 19 | 44,000 credits |
| 20 | 72,000 credits |
Leveling Cost: Pay the difference between current and target level (maximum 1 level per week of training)
Bonding Process
Wild Bonding Requirements:
- Skill Check: Nature or Survival check
- DC Formula: 10 + (1.5 × companion level)
- Frequency: Once per day until successful
- Time Required: 1 hour of interaction per attempt
- Attitude Requirement: Creature must be at least indifferent (not hostile)
Bonding Success:
- Creature becomes helpful toward you
- Establishes companion bond
- Creature accepts commands and follows you
Bonding Limitations:
- One bonded companion at a time (unless class feature states otherwise)
- Companion level cannot exceed your Nature or Survival skill proficiency rank × 5
- Trained: Max level 5
- Expert: Max level 10
- Master: Max level 15
- Legendary: Max level 20
Companion Statistics & Advancement
Base Statistics
Alien companions follow PF2E companion stat progression with SF2E modifications:
Starting Statistics (Level 1 Companion):
- Perception: Expert
- Skills: 4-5 skills (typically Athletics, Acrobatics, Stealth, Survival, plus specialty skills)
- Ability Modifiers: Varies by species (typically +3 to primary, +2 to secondary, +1 to tertiary)
- HP: 6-10 + Constitution modifier (varies by species)
- AC: 15 + level + Dexterity modifier (unarmored)
- Saves: Expert in one strong save, Trained in others
- Speed: Varies by species (typically 25-35 feet)
- Attacks: One or two natural attacks appropriate to species
Attack Statistics:
- Attack Bonus: Your level + 4 (trained proficiency)
- Damage: Based on species and level
- Level 1-4: 1d6 to 1d8 + Strength modifier
- Level 5-9: 2d6 to 2d8 + Strength modifier
- Level 10-14: 3d6 to 3d8 + Strength modifier
- Level 15-19: 4d6 to 4d8 + Strength modifier
- Level 20: 5d6 to 5d8 + Strength modifier
Advancement Milestones
Level 1 (Nimble or Savage):
- Choose companion specialization
- Nimble: Improved AC and Dexterity
- Savage: Improved attacks and damage
Level 4 (Specializations):
- Gain species-specific special abilities
- Improved proficiencies
Level 7 (Size Increase):
- Small companions can become Medium
- Medium companions can become Large (if Indomitable variant)
- Gain size-based benefits
Level 10 (Major Specialization):
- Significant new abilities
- Improved combat capabilities
Level 13-16 (Legendary Companion):
- Legendary proficiency in specialty areas
- Exceptional abilities
Level 19-20 (Apex Companion):
- Peak abilities
- May gain limited intelligence boost
Alien Companion Traits
All alien companions gain these baseline traits:
Universal Traits:
- Type: Animal (or Alien subtype if needed)
- Minion: Uses the minion trait rules
- Companion: Subject to companion-specific rules
- Low-Light Vision: Can see in dim light as if it were bright light
SF2E Special Traits (Common):
- Vacuum Adaptation: Some species can survive in vacuum
- Radiation Resistance: Resistance to radiation equal to companion level
- Bioelectric Sense: Some species have blindsense (electricity) 15-30 feet
- Chemical Communication: Limited pheromone-based communication with same species
Companion Actions & Commands
Basic Command Structure (PF2E Framework)
Companions require actions from you to act effectively in combat.
Without Companion Feats:
Your companion acts on your turn and can use 1 action per round, which must be spent on:
- Stride: Move up to its Speed
- Strike: Make a melee or ranged attack
- Stand: Stand up from prone
Your Actions:
- Command an Animal: 1 action to issue a command
- Can command multiple actions with proper feats
Action Types Available to Companions
Standard Actions (1 Action Each):
- Strike (make an attack)
- Stride (move your Speed)
- Stand (rise from prone)
- Seek (actively search)
- Take Cover
- Grab Edge (if falling)
Activities (2-3 Actions):
- Dash (Stride twice) - requires command
- Grapple - if trained
- Trip - if companion has appropriate anatomy
- Shove - if Strong enough
Reactions:
- Attack of Opportunity (if companion has this ability)
- Other specific abilities granted by specialization
SF1E Combat Rules Integration
Control Range:
- 20 feet during structured combat (SF1E rule)
- You must be within 20 feet to issue commands
- Beyond 20 feet: companion can only use basic Stride or defensive actions
Death and Unconsciousness:
- Companion falls unconscious at 0 HP
- Begins dying as normal for PF2E creatures
- Can be stabilized with Medicine checks or healing
- Death at Dying 4 (or based on Dying condition increases)
Recovery:
- Can be treated with Medicine skill
- Magical healing functions normally
- Can benefit from rest and recovery activities
Mounted Combat
Requirements:
- Companion must be at least one size larger than rider
- Mount must have appropriate anatomy for riding
Mounting Actions:
- Mount: 1 action to mount (if companion is willing and adjacent)
- Quick Mount: Free action if companion is trained in being ridden (requires skill feat or training)
Mounted Benefits:
- Move when companion Strides
- Can use companion's movement modes (if applicable)
- Companion can potentially attack during movement
Command Trained Mount:
- Without specific feat: Requires Nature/Survival check DC 20 per action
- With feat: Standard companion command rules apply
Companion Feats
Core Companion Feats (SF2E Adaptation)
Creature Companion
Level: 1 Prerequisites: None Benefit: You gain an alien companion. Choose a companion species from available options. Your companion starts at your level -4 (minimum level 1) and advances as you level.
Creature Companion Adept
Level: 2 Prerequisites: Creature Companion, trained in Nature or Survival Benefit: You can spend your own actions to make your companion act more efficiently. When you Command your companion, it can use 2 actions instead of 1. You can spend 2 actions to Command your companion to use 3 actions.
Creature Companion Expert
Level: 4 Prerequisites: Creature Companion, expert in Nature or Survival Benefit: Your companion improves significantly. It gains the following benefits:
- Attack proficiency increases to expert
- Increase ability modifier by +1 to primary and secondary scores
- Additional skill proficiency in one skill
- +2 HP per level
Creature Companion Master
Level: 10 Prerequisites: Creature Companion Expert, master in Nature or Survival Benefit: Your companion acts more independently. It can act without being commanded, using 1 action on its turn automatically. When you Command it, it gains its normal number of actions as usual. Your companion's attack proficiency increases to master, and it gains +2 HP per level.
Combat Trained Mount
Level: 2 Prerequisites: Creature Companion, companion is at least one size larger than you Benefit: Your companion is trained for use as a mount in combat. You can Command your companion normally while mounted. Additionally, you can mount or dismount as a free action with a DC 15 Nature check (rather than spending an action).
Advanced Companion Feats
Resilient Companion
Level: 4 Prerequisites: Creature Companion Benefit: Your companion gains additional resilience. It gains resistance to one damage type (chosen based on companion species) equal to half your level (minimum 1). Additionally, increase companion's HP by +4 per level.
Specialized Training
Level: 6 Prerequisites: Creature Companion Expert Benefit: Choose one advanced specialization for your companion. Options include:
- Tracker: Blindsense (scent) 30 feet, master in Survival
- Guard: Attack of Opportunity reaction, master in Perception
- Scout: Expert in Stealth, +10 feet Speed
- Retrievalist: Can use manipulate actions with mouth/appendages
Incredible Companion
Level: 14 Prerequisites: Creature Companion Master, legendary in Nature or Survival Benefit: Your companion becomes legendary in attacks and gains the following:
- +3 HP per level
- Legendary attack proficiency
- +2 to one ability modifier
- One additional special ability from its species options
Indomitable Companions (Large Aliens)
Overview
Indomitable companions represent larger, more powerful alien creatures that can serve as mounts and combat partners. Based on PF2E Megafauna rules.
Prerequisites
Requirements:
- Specific feat (Indomitable Companion) or class feature granting larger companion
- Minimum character level 4
- Expert in Nature or Survival
Indomitable Companion Statistics
Base Modifications from Standard Companion:
Size and Space:
- Size: Large (or larger at higher levels)
- Space: 10 feet
- Reach: 5 feet (or 10 feet with long limbs/tentacles)
Enhanced Statistics:
- HP: +20 HP at level 1, +10 HP per level after
- Attack Damage: Increase damage die by one step (d6→d8, d8→d10, etc.)
- Strength: +2 to Strength modifier
- Constitution: +2 to Constitution modifier
Mounted Benefits:
- Can serve as mount for Medium or smaller riders
- Provides cover to rider against some attacks
- +1 circumstance bonus to saves against area effects affecting rider
Drawbacks:
- -5 feet Speed compared to standard companion of same species
- -1 to Dexterity-based checks and AC
- Requires more food and space (double normal requirements)
Indomitable Size Progression
Level 1-6: Large
- Space: 10 feet
- Reach: 5-10 feet
- Standard Indomitable benefits
Level 7-13: Stays Large or becomes Huge (your choice at level 7)
- If Huge: Space 15 feet, Reach 10-15 feet
- If Huge: +10 additional HP, +1 damage die step
- If Huge: Additional -5 feet Speed
Level 14+: Stays current size or becomes Huge/Gargantuan
- If Gargantuan: Space 20 feet, Reach 15-20 feet
- If Gargantuan: +20 additional HP, +1 damage die step
- If Gargantuan: Additional -5 feet Speed
Indomitable Feat Chain
Indomitable Companion
Level: 4 Prerequisites: Creature Companion, expert in Nature or Survival Benefit: Your companion is exceptionally large and powerful. Apply the Indomitable modifications to your companion. It becomes Large and gains all Indomitable benefits and drawbacks.
Colossal Companion
Level: 7 Prerequisites: Indomitable Companion Benefit: At level 7, you can choose to increase your companion's size to Huge. If you do, it gains the Huge size benefits. You can choose to keep it Large if preferred.
Titanic Companion
Level: 14 Prerequisites: Colossal Companion Benefit: At level 14, you can increase your companion to Gargantuan size, or to Huge size if it was previously Large. Gains appropriate size benefits.
Cybernetic Enhancements for Companions
Overview
Cybernetic enhancements allow you to augment your alien companion with technological implants, improving their capabilities and granting new abilities.
Enhancement Basics
Installation Requirements:
- Time: 8 hours of work
- Skill Check: Medicine or Engineering (DC = 15 + (2 × enhancement level))
- Cost: Based on enhancement level and type
- Limit: Companion can have a number of enhancements equal to 1 + (companion level ÷ 4)
- Level 1-3: 1 enhancement
- Level 4-7: 2 enhancements
- Level 8-11: 3 enhancements
- Level 12-15: 4 enhancements
- Level 16-19: 5 enhancements
- Level 20: 6 enhancements
Failed Installation:
- Enhancement is not installed but not destroyed
- Can retry after 24 hours
- Critical failure: Enhancement damaged, requires repair (50% cost)
Enhancement Categories
Combat Enhancements
Weapon Mount (Level 2+)
- Cost: Item level × 100 credits
- Benefit: Mount one weapon of companion's level or lower to companion's body. Companion can use weapon as natural attack. Uses companion's attack bonus.
- Limitation: Weapon must be appropriate to companion's size and anatomy.
Armor Plating (Level 1+)
- Cost: Item level × 150 credits
- Benefit: +1 item bonus to AC. Increases by +1 every 5 levels (max +4 at level 15).
- Type: Lightweight alloy plating integrated into flesh.
Enhanced Claws/Teeth (Level 3+)
- Cost: Item level × 200 credits
- Benefit: Natural attacks deal additional 1d6 damage. Damage type can be changed to piercing, slashing, or bludgeoning.
- Upgrade: Can add weapon fusions to natural attacks.
Reactive Defense System (Level 6+)
- Cost: 4,000 credits
- Benefit: Once per day, companion can activate defensive field as a reaction when hit by an attack. Gain resistance 5 to all damage until start of next turn. Resistance increases by 5 every 4 levels.
Sensory Enhancements
Sensor Suite (Level 2+)
- Cost: Item level × 100 credits
- Benefit: Choose one: darkvision 60 feet, or blindsense (vibration) 30 feet, or low-light vision enhancement (treat normal light as bright light for vision).
- Upgrade: Can install multiple sensor suites for different senses.
Tracking Array (Level 4+)
- Cost: 2,000 credits
- Benefit: Companion gains tracking (scent) and +2 circumstance bonus to Survival checks to Track. Range: 1 mile.
Combat Targeting (Level 5+)
- Cost: 3,000 credits
- Benefit: Companion gains +1 circumstance bonus to attack rolls. Neural link provides tactical data overlays.
Mobility Enhancements
Jump Jets (Level 3+)
- Cost: 1,500 credits
- Benefit: Companion gains fly Speed 20 feet (clumsy). Can only fly for 1 minute per day (10 rounds). Recharges after 10-minute rest.
- Upgrade: Higher level versions increase fly Speed and duration.
Speed Boosters (Level 2+)
- Cost: Item level × 100 credits
- Benefit: Increase one Speed (land, climb, swim, or burrow) by +10 feet. Augmentation enhances muscle fibers or adds propulsion system.
Magnetic Grips (Level 4+)
- Cost: 2,000 credits
- Benefit: Companion gains climb Speed equal to half land Speed and can climb on metal surfaces without needing hands free.
Utility Enhancements
Comm Unit (Level 1+)
- Cost: 500 credits
- Benefit: Companion has integrated communicator. Range: personal comms (1 mile), or system-wide if connected to comm network.
- Special: Allows you to issue commands remotely.
Environmental Seals (Level 4+)
- Cost: 2,500 credits
- Benefit: Companion can survive in vacuum and hostile atmospheres for 1 hour per day. Has integrated life support.
Storage Compartment (Level 2+)
- Cost: 1,000 credits
- Benefit: Sealed compartment installed in companion's body. Can store items up to 2 Bulk. Requires action to open/close.
Medical Nano-Repair (Level 6+)
- Cost: 5,000 credits
- Benefit: Once per day, companion automatically heals 10 HP at the start of its turn if below half HP. Healing increases by 5 HP every 3 levels.
Cybernetic Drawbacks
Companions with cybernetic enhancements gain these traits:
Technology Dependency:
- Requires maintenance (1 hour per week, or enhancement stops functioning)
- Vulnerable to effects that disable technology
- EMP and similar effects may disable enhancements (Fortitude save)
Biotech Integration Strain:
- First enhancement: No penalty
- 2-3 enhancements: -1 to Will saves (strain on natural behavior patterns)
- 4+ enhancements: -2 to Will saves and -1 to Nature skill checks
Creature Templates
Overview
Creature templates are modifications that can be applied to any creature (including companions) to alter their abilities and grant new traits. Multiple templates can sometimes be combined if narratively appropriate.
Template Application Rules
Applying Templates:
- Templates modify base creature statistics
- Can be applied at creature creation or through story events
- Some templates have level minimum requirements
- Cost to apply varies (see individual templates)
Multiple Templates:
- Generally limit to 1-2 templates per creature
- Templates must be compatible (GM discretion)
- Total adjustments should not exceed +2 to effective level
Sci-Fi Creature Templates
Cybernetic Template
Description: Creature has been heavily augmented with cybernetic implants and mechanical components, partially replacing organic tissue.
Requirements: None (can be applied to any living creature)
Visual Changes:
- Visible metal plating and mechanical components
- Glowing cybernetic eyes or sensors
- Exposed wiring or mechanical joints
- Metallic sheen to portions of body
Mechanical Changes:
Ability Modifiers:
- Strength: +2 (enhanced servos)
- Constitution: +1 (redundant systems)
- Dexterity: -1 (increased weight)
Defensive Abilities:
- Armor Bonus: +2 circumstance bonus to AC from armor plating
- Integrated Systems: Resistance 5 to electricity (increases by 5 at CR 10 and CR 15)
- Redundant Organs: +2 circumstance bonus to Fortitude saves
Offensive Abilities:
- Enhanced Strikes: Natural attacks deal +1d6 damage (chosen type: piercing, slashing, or bludgeoning)
- Built-in Weapon (Optional): One integrated weapon of appropriate level
Special Abilities:
- Darkvision: 60 feet (replaces normal vision if absent)
- System Vulnerability: Takes +5 damage from effects that specifically target technology or electronics
- Recharge (1/day): Requires 1 hour connection to power source
Skills:
- Athletics and Intimidation become good skills (or master if already good)
Adjustment: +1 to CR/Level
Genetically Modified Template
Description: Creature has been altered through genetic engineering, splicing, or mutation, exhibiting traits beyond its natural capabilities.
Requirements: Living creature
Visual Changes:
- Unusual coloration or bioluminescence
- Extra appendages or enhanced existing features
- Asymmetrical or chimeric appearance
- Visible mutations (extra eyes, tentacles, etc.)
Mechanical Changes:
Ability Modifiers:
- Choose one: +3 to any one ability score (representing specialized genetic enhancement)
- Choose one: +1 to any other ability score
Defensive Abilities:
- Adaptive Biology: Resistance 5 to one energy type (acid, cold, electricity, fire, or sonic) chosen at creation
- Fast Healing (Minor): Fast Healing 2 (only when below half HP)
- Mutation Resilience: +2 circumstance bonus to Fortitude saves against disease and poison
Offensive Abilities:
- Enhanced Natural Weapons: Increase natural attack damage die by one step
- Toxic Secretion (Optional): Add poison to one natural attack (Fort DC = 15 + CR, 1d6 poison damage, 1 round)
Special Abilities:
- Genetic Adaptation: Choose two:
- Low-light vision or darkvision 60 feet
- Swim Speed equal to land Speed
- Climb Speed equal to half land Speed
- Scent (imprecise) 30 feet
- +10 feet to one movement Speed
Skills:
- Acrobatics and Athletics become good skills (or master if already good)
Adjustment: +1 to CR/Level
Void-Adapted Template
Description: Creature has evolved or been modified to survive in the vacuum of space and hostile environments.
Requirements: None
Visual Changes:
- Sealed orifices or retractable membranes
- Thick hide or chitinous armor
- Crystalline or mineral-infused skin
- Bio-luminescent markings
Mechanical Changes:
Ability Modifiers:
- Constitution: +3 (enhanced survival capability)
- Wisdom: +1 (heightened awareness)
Defensive Abilities:
- Void Adaptation: Can survive in vacuum indefinitely without air
- Radiation Resistance: Resistance to radiation equal to 5 + CR
- Extreme Temperature Tolerance: Automatically succeed on saves against extreme cold and heat (non-magical)
- Armored Hide: +3 circumstance bonus to AC (natural armor thickening)
Offensive Abilities:
- Void Strike: Natural attacks ignore 5 points of hardness (adapted for asteroid combat)
Special Abilities:
- Vacuum Movement: Gain fly Speed 20 feet (clumsy) in zero-gravity environments. In normal gravity, can use this to jump extraordinary distances (triple jump distance)
- Pressure Sealed: Immune to pressure effects (high or low)
- Hibernation: Can enter suspended animation, requiring no food, water, or air for up to 1 year
Skills:
- Survival becomes master skill (or legendary if already master)
- Athletics becomes good skill (or master if already good)
Adjustment: +2 to CR/Level
Combining Templates
Compatible Combinations:
- Cybernetic + Void-Adapted: Space-faring war machine
- Genetically Modified + Void-Adapted: Evolved space creature
- Cybernetic + Genetically Modified: Experimental bio-mechanical hybrid
When Combining:
- Add ability modifier bonuses together
- Stack resistance/damage bonuses
- Combine skill improvements
- Add CR/Level adjustments (+2 or +3 total)
- Adjust final HP and statistics appropriately
Swarm Creature Template
Overview
The Swarm template represents creatures that are part of a hive mind collective, connected through pheromones, telepathy, and collective consciousness. This template is based on SF1E's Swarm faction mechanics.
Template Types
Individual Swarm Components: Creature-scale beings connected by Swarm Mind Swarm Starships: Starship-scale vessels connected by Fleet Mind
Swarm Component Template (Creature-Scale)
Description: Creature is part of the Swarm hive mind, an insectoid collective consciousness.
Requirements: Living creature (typically monstrous humanoid type)
Visual Changes:
- Insectoid features: mandibles, antennae, compound eyes
- Segmented chitinous exoskeleton
- Multiple limbs with alien joints
- Vestigial wings (usually non-functional)
- Spikes, barbs, or defensive plates
- Acidic internal fluids visible at wounds
Mechanical Changes:
Type and Alignment:
- Type: Monstrous Humanoid (regardless of original type)
- Alignment: Chaotic Evil (all Swarm components)
Ability Modifiers:
- Strength: +2 (enhanced for collective combat)
- Constitution: +2 (redundant biological systems)
- Wisdom: +1 (shared awareness)
- Charisma: -2 (individual personality suppressed)
Defensive Abilities:
- Swarm Mind: See detailed ability below
- Acid Immunity: Complete immunity to acid damage (internal corrosive fluids)
- Fear Immunity: Complete immunity to fear effects (hive mind removes individual fear)
- Blindsense (Vibration): 30 feet (antennae detect atmospheric changes)
Offensive Abilities:
- Natural Attacks: Typically claws, mandibles, or acid-based attacks
- Acid Damage: Most physical attacks deal additional 1d4 acid damage
- Coordinated Strike: +2 circumstance bonus to attacks when flanking with another Swarm component
Special Abilities:
- Telepathy: 100 feet
- Rapid Dissolution: Upon death, body dissolves in acid within 1d4 rounds (prevents looting)
Languages:
- Shirren (the Swarm's original language)
- Other languages as appropriate
Skills:
- Intimidation and Survival become good skills (or master if already good)
Behavioral Traits:
- Never Alone: Should always be encountered with other Swarm components
- Synchronized Movement: Within Swarm Mind range, components move in eerie unison
- Tactical Sacrifices: Intelligent components use weaker units as expendable assets
Adjustment: +1 to CR/Level
Swarm Mind Ability
Range: 30 feet between Swarm components
Benefits:
- Constant Communication: Swarm components within 30 feet maintain constant communication through pheromones, telepathy, and imperceptible movements.
- Shared Awareness: If one component perceives a threat, all components within 30 feet are automatically aware of it. Swarm components cannot be flanked unless all components within 30 feet are flanked.
- Mental Resilience: Once per round, when a Swarm component within 30 feet of another Swarm component attempts a saving throw against a mental effect, it can roll twice and take the better result.
- Tactical Coordination: Swarm components within range gain +1 circumstance bonus to attack rolls and skill checks when working together toward the same goal.
Observable Effects:
- Synchronized walking patterns
- Unified gaze direction
- Coordinated movements without apparent communication
- Simultaneous reactions to threats
Swarm Starship Template (Starship-Scale)
Description: Living starship that is part of the Swarm's fleet consciousness.
Requirements: Starship or massive creature
Visual Changes:
- Fully organic, insectoid bio-ship
- Chitinous armor plating
- Visible bio-mechanical organs
- Pulsing with internal light/energy
- Weapon ports that appear as organic orifices
Mechanical Changes:
Free Special Abilities: All Swarm starships automatically receive:
- Living Starship: All starship systems are biological and self-repairing
- Void Adaptation: Can survive in space indefinitely
- Fleet Mind: Starship-scale version of Swarm Mind (see below)
Defensive Abilities:
- Organic Regeneration: Regain Shield Points equal to 5% of maximum at start of each round
- Adaptive Armor: Resistance 5 to last damage type that hit the ship
Offensive Abilities:
- Bio-Weapons: Weapons appear organic but function as standard starship weapons
- Acid Weapons: Common weapon type; ignore 5 points of armor
Optional Special Abilities:
- Death Throes: When destroyed, explodes dealing damage to adjacent hexes
- Speed Burst: Once per combat, double Speed for one round
- Titanic Slam: Ramming attack dealing massive damage
Adjustment: +1 to Starship Tier
Fleet Mind Ability
Range: 10 hexes between Swarm starships
Benefits:
- Constant Communication: Swarm starships within 10 hexes maintain constant communication network.
- Shared Threat Awareness: If one starship detects a threat, all starships within range are aware. Cannot be surprised as long as one ship in range is alert.
- Creature Communication: Swarm starships can communicate telepathically with all Swarm creatures (individual components) within 10 hexes.
- Coordinated Tactics: Swarm starships within range can coordinate maneuvers as if sharing a captain. One ship's captain can direct the entire group (within range) as a single fleet action.
Observable Effects:
- Simultaneous maneuvers
- Perfectly coordinated volleys
- Swarm starships move in coordinated patterns like schools of fish
- Respond to threats as unified organism
Encounter Design with Swarm Template
Guidelines:
- Always include multiple Swarm components (minimum 2-3)
- Consider mixed unit types (melee combatants + ranged support)
- Showcase Swarm Mind coordination abilities
- Plan reinforcements arriving mid-combat
- Emphasize relentless pressure and overwhelming numbers
Tactics:
- Flanking coordination (natural instinct)
- Ranged support providing covering fire
- Tactical sacrifices of weaker units
- Wave tactics exploiting numbers
- Never retreat unless entire group is threatened
Environmental Grafts
Overview
Environmental grafts are modifications that adapt creatures to specific environments and terrains. Based on SF1E Alien Archive 2 rules, these grafts add abilities, adjust skills, and modify movement types to make creatures thrive in alien environments.
Application Guidelines
How to Use Environmental Grafts:
- Select appropriate environment for creature's habitat
- Add some or all abilities listed in the graft
- Adjust skills as noted (good skills become master, new skills become good)
- Modify movement types as appropriate
- Remove inappropriate abilities (e.g., burrowing for aquatic conversion)
- Add or change natural attacks to match new form
Flexibility:
- Can apply multiple environmental grafts if creature lives in multiple terrains
- Can modify suggested abilities to fit specific creature concept
- Skills from grafts don't count against normal skill limits
Natural Attack Modifications
You can freely change natural attacks to match creature's body shape:
- Tail smash → Sharp claws (bludgeoning → slashing)
- Bite → Gore (piercing → piercing with different flavor)
- Claws → Tentacle slam (slashing → bludgeoning)
Damage and attack bonus remain the same; only name and damage type change.
Sense Modifications
Common Creature Senses:
| Sense Type | Range | Notes |
|---|---|---|
| Low-light vision | - | Default for most creatures |
| Blindsense (scent) | 30 feet | Common for predators |
| Blindsense (sound) | 30 feet | Common for subterranean/aquatic |
| Blindsense (vibration) | 30 feet | Common for burrowers |
| Blindsense (heat) | 30 feet | Common for hunters (like snakes) |
| Darkvision | 60 feet | Often paired with light blindness |
| Blindsight (sound) | 60-120 feet | For creatures with sonar (dolphins, bats) |
| Tracking (scent) | - | For predators with blindsense (scent) |
Keen Senses:
- Particularly perceptive creatures gain master proficiency in Perception for specific sense types
- Some creatures with exceptional blindsense/blindsight have poor vision and gain the Sightless trait
Speed and Movement Modifications
General Speed Adjustments:
- Increase: Up to double base Speed
- Decrease: Down to half base Speed
- Can be contextual (faster during Dash, Flee, etc.)
Movement Type Guidelines:
Burrow Speed
- Speed: 50-67% of land Speed
- For: Creatures that excavate quickly enough for combat use
- Common Environments: Desert, plains, subterranean
Climb Speed
- Speed: 50-100% of land Speed
- Special: Creatures that can climb on ceilings gain Spider Climb
- Common Environments: Forest, mountain, urban, subterranean
Fly Speed
- Speed: 50-300% of land Speed
- Maneuverability: Assign clumsy, average, or perfect
- Method: Biological (wings, gas sacs, skin flaps, sails) = extraordinary ability
- Note: Flying creatures often have reduced land Speed
- Jumping Creatures: Either fly Speed requiring landing each move, or master Athletics
- Common Environments: Airborne, mountain, forest
Swim Speed
- Good Swimmer: 100% of land Speed
- Great Swimmer: 200-300% of land Speed (land Speed may be reduced to 0 feet)
- Common Environments: Aquatic, marsh, coastal
Skill Modifications
Skill Progression from Grafts:
| Current Status | With Environmental Graft |
|---|---|
| Skill not possessed | Becomes good skill |
| Already good skill | Becomes master skill |
| Marked "(master)" | Always becomes master skill |
These skill additions don't count against the creature's normal skill limits.
Special Ability Exchange
You can add or exchange abilities to match new environment or role:
Example Ability Exchanges:
- Trample (plains creature) → Grab (tentacled aquatic variant)
- Spring Attack (aerial) → Pounce (ground-based version)
- Burrow (subterranean) → Swim (aquatic version)
- Breath Weapon (fire) → Breath Weapon (frost) for arctic variant
Environmental Graft Templates
Aerial Environment Graft
Natural Habitat: Open skies, floating cities, gas giants, airborne platforms
Movement:
- Fly Speed: Equal to 150-300% of original land Speed
- Maneuverability: Average or better
- Land Speed: Often reduced to 50% of normal
Senses:
- Enhanced Vision: Increase Perception range for sight by 2×
- Keen Eyes: Darkvision 60 feet or low-light vision
Skills:
- Acrobatics (master) - aerial maneuvers
- Perception (good) - spotting from altitude
- Survival (good) - navigating by landmarks
Special Abilities (Choose 1-3):
- Aerial Mobility: Can Fly without provoking reactions
- Dive Attack: Deal +2d6 damage when attacking after flying downward at least 20 feet
- Evasive Flyer: +2 circumstance bonus to AC against ranged attacks while flying
- Carry Off: Can Grapple creature up to one size smaller and fly away
Natural Attacks:
- Talons (slashing), beak (piercing), wing buffet (bludgeoning)
Appearance:
- Wings (feathered, membranous, or insectoid)
- Lightweight build
- Streamlined body
- Keen eyes
Aquatic Environment Graft
Natural Habitat: Oceans, rivers, underwater facilities, water worlds
Movement:
- Swim Speed: Equal to 150-300% of original Speed
- Land Speed: Often reduced to 25% of normal (or 0 feet for fully aquatic)
- Amphibious: Many aquatic creatures can breathe both air and water
Senses:
- Blindsense (sound): 60 feet (echolocation)
- Low-light vision: Can see in murky water
Skills:
- Athletics (good) - swimming
- Stealth (good) - hiding in water
- Survival (good) - aquatic navigation
Special Abilities (Choose 1-3):
- Amphibious: Can breathe air and water
- Aquatic Camouflage: +2 circumstance bonus to Stealth in water
- Pressure Adaptation: Immune to pressure damage from deep water
- Water Dependency: If fully aquatic, must immerse in water for 1 hour per day or become fatigued
- Ink Cloud (Recharge 1d4 rounds): Spray 20-foot radius cloud of ink providing concealment
Natural Attacks:
- Bite (piercing), tentacles (bludgeoning with grab), tail slap (bludgeoning)
Appearance:
- Fins, tentacles, or webbed appendages
- Smooth or scaled skin
- Streamlined body
- Gills or spiracles
Arctic Environment Graft
Natural Habitat: Ice worlds, polar regions, frozen moons, cryogenic facilities
Movement:
- Land Speed: Normal or +10 feet on ice/snow
- Climb Speed: 50% of land Speed (ice climbing)
- Special: Ignore difficult terrain from ice and snow
Senses:
- Low-light vision: Extended polar nights
- Scent: 30 feet (tracking in snowstorms)
Skills:
- Athletics (good) - cold terrain navigation
- Stealth (good) - hiding in snow
- Survival (master) - arctic survival
Special Abilities (Choose 1-3):
- Cold Adaptation: Treat extreme cold as normal temperature
- Cold Resistance: Resistance 10 to cold (increases by 5 every 5 CR)
- Ice Stride: Ignore difficult terrain from ice and snow
- Snow Vision: Can see through normal and light snowfall without penalty
- Freezing Attack: Natural attacks deal additional 1d6 cold damage
Natural Attacks:
- Bite (piercing), claws (slashing), gore (piercing)
Appearance:
- Thick fur or blubber
- White or pale coloration
- Large paws or hooves
- Small ears (reduced heat loss)
Desert Environment Graft
Natural Habitat: Desert worlds, arid regions, sand dunes, waste environments
Movement:
- Land Speed: Normal or +10 feet on sand
- Burrow Speed: 25-50% of land Speed (sand only)
- Special: Ignore difficult terrain from sand
Senses:
- Low-light vision or Darkvision: 60 feet
- Blindsense (vibration): 30 feet (detecting movement on sand)
Skills:
- Stealth (good) - hiding in dunes
- Survival (master) - desert survival and navigation
- Athletics (good) - climbing dunes
Special Abilities (Choose 1-3):
- Heat Adaptation: Treat extreme heat as normal temperature
- Fire Resistance: Resistance 10 to fire (increases by 5 every 5 CR)
- Sand Stride: Ignore difficult terrain from sand
- Moisture Conservation: Can go twice as long without water
- Sand Camouflage: +2 circumstance bonus to Stealth in sandy areas
- Desert Wind: Once per day, create sandstorm in 20-foot radius for 1 minute
Natural Attacks:
- Bite (piercing), claws (slashing), tail sting (piercing with poison)
Appearance:
- Scaled, chitinous, or leathery skin
- Tan, brown, or ochre coloration
- Protective features (membranes, spines)
- Water-conserving adaptations
Forest Environment Graft
Natural Habitat: Forests, jungles, arboreal settlements, heavily vegetated areas
Movement:
- Land Speed: Normal
- Climb Speed: Equal to land Speed
- Special: Can brachiate (swing through trees) using climb Speed
Senses:
- Low-light vision: Seeing through forest canopy
- Scent: 30 feet (tracking through foliage)
Skills:
- Acrobatics (good) - moving through branches
- Athletics (master) - climbing
- Stealth (master) - hiding in foliage
- Survival (good) - forest navigation
Special Abilities (Choose 1-3):
- Arboreal Adaptation: Can move through forest undergrowth at full Speed
- Camouflage: +2 circumstance bonus to Stealth in forested areas
- Climbing Master: Can climb on branches without hands free
- Pounce: Can make full attack after charge through trees
- Woodland Stride: Ignore difficult terrain from forest undergrowth
Natural Attacks:
- Claws (slashing), bite (piercing), horns (piercing)
Appearance:
- Green, brown, or mottled coloration
- Grasping appendages
- Camouflage patterns
- Silent movement adaptations
Mountain Environment Graft
Natural Habitat: Mountain ranges, high-altitude settlements, cliffsides, rocky peaks
Movement:
- Land Speed: Normal
- Climb Speed: 50-75% of land Speed
- Special: Can climb on steep slopes without penalty
Senses:
- Low-light vision or Darkvision: 60 feet
- Keen Eyes: Master Perception for sight-based checks at distance
Skills:
- Athletics (master) - climbing
- Acrobatics (good) - balancing on ledges
- Survival (good) - mountain navigation
Special Abilities (Choose 1-3):
- Mountain Stride: Ignore difficult terrain from rocky ground and rubble
- Sure-Footed: Automatically succeed at Acrobatics checks to Balance on narrow surfaces
- High Altitude Adaptation: Unaffected by high altitude
- Rocky Camouflage: +2 circumstance bonus to Stealth in rocky areas
- Mountain Born: Gain +10 feet Speed when moving downhill
Natural Attacks:
- Horns (piercing), hooves (bludgeoning), claws (slashing)
Appearance:
- Sure-footed build (hooves, climbing claws)
- Thick hide or fur
- Gray, brown, or mottled coloration
- Powerful legs
Plains Environment Graft
Natural Habitat: Grasslands, savannas, open terrain, agricultural worlds
Movement:
- Land Speed: +10 feet (adapted for running)
- Special: +20 feet Speed during Dash or Flee actions
Senses:
- Low-light vision: Scanning open horizons
- Scent: 30 feet (detecting predators/prey)
Skills:
- Athletics (master) - running and charging
- Perception (good) - spotting across open areas
- Survival (good) - tracking and navigation
Special Abilities (Choose 1-3):
- Sprint: Once per hour, can Dash as 1 action instead of 2 for 1 minute
- Trampling Charge: Can move through creatures' spaces during charge, dealing damage equal to natural attack
- Herd Mentality: +1 circumstance bonus to saves when adjacent to ally of same species
- Kick: Special natural attack usable against adjacent creatures with +2 to hit
- Endurance Runner: Can Hustle for twice as long without fatigue
Natural Attacks:
- Hooves (bludgeoning), horns (piercing), bite (piercing or bludgeoning)
Appearance:
- Lean, muscular build
- Long legs
- Tan, brown, or gold coloration
- Enhanced lung capacity
Space Environment Graft
Natural Habitat: Vacuum, asteroid fields, space stations, void between worlds
Movement:
- Fly Speed: 30 feet (perfect) in zero-gravity
- Land Speed: May be reduced or 0 feet
Senses:
- Darkvision: 120 feet
- Blindsense (vibration): 30 feet (sensing objects in zero-g)
Skills:
- Athletics (good) - maneuvering in zero-g
- Survival (master) - navigating space
Special Abilities (Choose 1-3):
- Void Adaptation: Can survive in vacuum indefinitely without air
- Radiation Resistance: Resistance to radiation equal to 10 + CR
- Zero-G Mastery: Not flat-footed in zero gravity
- Magnetic Anchoring: Can anchor to metal surfaces as free action
- Cold Adaptation: Resistance 15 to cold
- Solar Sustenance: Can survive without eating if exposed to starlight
Natural Attacks:
- Claws (slashing), tentacles (bludgeoning), crystalline projections (piercing)
Appearance:
- Crystalline, metallic, or chitinous features
- Sealed orifices
- Bio-luminescent markings
- Streamlined zero-g form
Subterranean Environment Graft
Natural Habitat: Caves, underground facilities, mining tunnels, underdark
Movement:
- Land Speed: Normal
- Burrow Speed: 25-50% of land Speed
- Climb Speed: 50% of land Speed (cave walls)
Senses:
- Darkvision: 90 feet or better
- Blindsense (vibration): 60 feet (tremorsense)
- Special: May have Sightless trait if vision is vestigial
Skills:
- Athletics (good) - climbing cave walls
- Stealth (master) - hiding in darkness
- Survival (good) - underground navigation
Special Abilities (Choose 1-3):
- Earth Glide: Can burrow through stone, leaving no tunnel
- Lightless Navigation: Unaffected by magical darkness
- Stone Camouflage: +4 circumstance bonus to Stealth in rocky areas
- Tremorsense: Blindsense (vibration) range increases to 90 feet
- Light Blindness: Blinded for 1 round if exposed to bright light
Natural Attacks:
- Claws (slashing with powerful excavation), bite (piercing), mandibles (slashing)
Appearance:
- Pale or gray coloration
- Large claws or digging appendages
- Vestigial or absent eyes
- Enhanced sensory organs (antennae, whiskers)
Urban Environment Graft
Natural Habitat: Cities, space stations, settlements, industrial areas
Movement:
- Land Speed: Normal
- Climb Speed: 50% of land Speed (scaling buildings)
Senses:
- Low-light vision: Navigating artificial lighting
- Scent: 30 feet (tracking in crowds)
Skills:
- Acrobatics (good) - moving through crowds
- Athletics (good) - climbing buildings
- Society (good) - understanding urban behavior
- Stealth (master) - hiding in urban settings
- Thievery (good) - opportunistic behavior
Special Abilities (Choose 1-3):
- Urban Adaptation: +2 circumstance bonus to all checks in urban settings
- Crowd Stealth: Can use crowds for cover and concealment
- Nimble: Can move through other creatures' spaces without penalty
- Scavenger: Can spend 1 hour to find food for 1 day in urban area
- Building Climber: Climb Speed on artificial structures equals land Speed
Natural Attacks:
- Claws (slashing), bite (piercing), improvised weapons
Appearance:
- Adaptive coloration (often dirty or mottled)
- Nimble build
- Grasping appendages
- Alert, clever demeanor
Applying Multiple Environmental Grafts
Some creatures live in multiple environments. You can apply portions of multiple grafts:
Examples:
- Coastal Creature: Aquatic + Plains grafts (amphibious shore dweller)
- Canyon Dweller: Desert + Mountain grafts (arid high-altitude creature)
- Space Station Native: Urban + Space grafts (void-adapted city creature)
- Swamp Creature: Forest + Aquatic grafts (wetland dweller)
When Applying Multiple Grafts:
- Choose movement types from both
- Combine skill improvements
- Select 1-2 special abilities from each
- Choose most appropriate senses
- Adjust final statistics to remain balanced
Elite & Weak Adjustments
Overview
Elite and Weak adjustments allow quick modification of creature difficulty without full recreation. Based on PF2E GM Core rules.
Elite Adjustment (+1 Level)
Apply the following changes to make a creature more powerful:
Statistics:
- Level: +1
- AC: +2
- Saves: +2 to all saves
- Perception: +2
- Skills: +2 to all skills
- Attack Bonus: +2 to all attacks
- Damage: +2 to all damage rolls
- Spell DC: +1 (if applicable)
- HP: Increase by 10 + (10 × original level) or roughly 20%
Abilities:
- Option: Add one additional special ability appropriate to creature
- Improvement: Improve one existing ability (increase range, damage, or frequency)
When to Use:
- Making boss versions of standard creatures
- Scaling encounters upward
- Creating veteran or champion versions
- Representing cybernetically enhanced creatures
Weak Adjustment (-1 Level)
Apply the following changes to make a creature less powerful:
Statistics:
- Level: -1
- AC: -2
- Saves: -2 to all saves
- Perception: -2
- Skills: -2 to all skills
- Attack Bonus: -2 to all attacks
- Damage: -2 to all damage rolls
- Spell DC: -1 (if applicable)
- HP: Decrease by 10 + (10 × original level) or roughly 20%
Abilities:
- Option: Remove one minor special ability
- Reduction: Reduce one ability's effectiveness (decrease range, damage, or frequency)
When to Use:
- Scaling encounters downward
- Creating juvenile or weakened versions
- Representing injured or debilitated creatures
- Adjusting for smaller parties
Double Adjustments
Double Elite (+2 Levels):
- Apply Elite adjustment twice
- Total: +4 to most statistics, +40% HP
- Use sparingly; consider creating new stat block instead
Double Weak (-2 Levels):
- Apply Weak adjustment twice
- Total: -4 to most statistics, -40% HP
- Minimum level 1 (cannot go below)
Required Items & Implementation Notes
Companion Base Items
For FoundryVTT implementation, the following companion base items should be created:
Standard Companion Species (10-15 Species)
Each should have base stat block similar to PF2E animal companions:
Suggested Alien Companion Species:
- Akata (Void Parasite)
- Size: Small to Medium
- Traits: Tracking, ambush attacks, no-breath
- Special: Salt vulnerability, natural vacuum adaptation
- Caypin (Six-Legged Steed)
- Size: Medium to Large
- Traits: Fast movement, sure-footed, mountable
- Special: Can carry heavy loads, endurance
- Diatha (Insectile Tracker)
- Size: Medium
- Traits: Blindsense, tracking, climbing
- Special: Enhanced scent, ambush predator
- Ellicoth (Large Herbivore)
- Size: Large
- Traits: Trample, defensive, mountable
- Special: Thick hide, natural armor
- Formian Worker (Hive Insect)
- Size: Medium
- Traits: Hivemind communication, hard worker
- Special: Can perform labor tasks, acid resistance
- Glass Serpent (Crystalline Hunter)
- Size: Medium
- Traits: Stealth, poison, desert adaptation
- Special: Silicon-based biology, camouflage
- Hortus (Plant Creature)
- Size: Medium
- Traits: Plant traits, regeneration
- Special: Photosynthesis, poison resistance
- Ichor Wheel (Bizarre Roller)
- Size: Small
- Traits: Roll movement, acid secretion
- Special: Bizarre anatomy, defensive secretion
- Kalo Deepspeaker (Aquatic)
- Size: Medium
- Traits: Aquatic, telepathy, blindsense
- Special: Water-breathing, pressure adaptation
- Moonflower (Dangerous Plant)
- Size: Large
- Traits: Reach, grab, light generation
- Special: Bio-luminescence, pod grenades
- Necrovite (Undead, rare)
- Size: Medium
- Traits: Undead traits, energy drain
- Special: Technomancy, negative energy affinity
- Ryphorian Skyfire (Aerial Predator)
- Size: Medium
- Traits: Flight, breath weapon
- Special: Fire/cold adaptation, aerial hunter
- Sarcesian Mount (Zero-G Adapted)
- Size: Large
- Traits: Void adaptation, zero-g movement
- Special: Magnetic anchoring, space travel
- Vermelith (Magma Worm)
- Size: Large
- Traits: Burrow, heat generation
- Special: Fire immunity, melt stone
- Wrikreechee (Aquatic Mantis)
- Size: Medium to Large
- Traits: Aquatic, powerful claws
- Special: Grab, oxygen storage
Each species item should include:
- Base statistics by level (1-20)
- Natural attacks
- Special abilities progression
- Advancement options at levels 4, 7, 10, 13, 16, 19
- Suggested appearance and behavior notes
Companion Feat Items
Create feat items matching those described above:
- Creature Companion (base feat)
- Creature Companion Adept
- Creature Companion Expert
- Creature Companion Master
- Combat Trained Mount
- Resilient Companion
- Specialized Training (with variants)
- Incredible Companion
- Indomitable Companion
- Colossal Companion
- Titanic Companion
Template Items
Create template/effect items for:
- Cybernetic Template (with individual enhancement options)
- Genetically Modified Template
- Void-Adapted Template
- Swarm Component Template
- Swarm Mind (ability effect)
- Fleet Mind (starship ability effect)
Environmental Graft Items
Create graft/effect items for:
- Aerial Environment Graft
- Aquatic Environment Graft
- Arctic Environment Graft
- Desert Environment Graft
- Forest Environment Graft
- Mountain Environment Graft
- Plains Environment Graft
- Space Environment Graft
- Subterranean Environment Graft
- Urban Environment Graft
Cybernetic Enhancement Items
Create individual cybernetic enhancement items:
Combat Category:
- Weapon Mount (levels 2, 5, 8, 11, 14, 17, 20)
- Armor Plating (levels 1, 5, 10, 15, 20)
- Enhanced Claws/Teeth (levels 3, 7, 11, 15, 19)
- Reactive Defense System (levels 6, 10, 14, 18)
Sensory Category:
- Sensor Suite (multiple variants for different senses)
- Tracking Array (levels 4, 8, 12, 16)
- Combat Targeting (levels 5, 10, 15, 20)
Mobility Category:
- Jump Jets (levels 3, 7, 11, 15, 19)
- Speed Boosters (levels 2, 6, 10, 14, 18)
- Magnetic Grips (levels 4, 8, 12, 16)
Utility Category:
- Comm Unit (levels 1, 5, 10, 15)
- Environmental Seals (levels 4, 8, 12, 16)
- Storage Compartment (levels 2, 6, 10, 14)
- Medical Nano-Repair (levels 6, 10, 14, 18)
Elite/Weak Adjustment Effects
Create automation effects for:
- Elite Adjustment (+1 level)
- Double Elite Adjustment (+2 levels)
- Weak Adjustment (-1 level)
- Double Weak Adjustment (-2 levels)
Automation Notes for FoundryVTT
Companion Management
Recommended Automation:
- Link companion to PC character sheet
- Track companion level relative to PC level
- Auto-calculate companion statistics based on level
- Apply companion feat benefits automatically
- Track control range (20 feet in combat)
- Handle minion action economy
Template Application
Recommended Automation:
- Templates should be drag-and-drop onto creature sheets
- Auto-calculate stat modifications when template applied
- Flag which templates are already applied to prevent stacking
- Allow multiple environmental grafts with conflict warnings
Cybernetic Enhancement Tracking
Recommended Automation:
- Track enhancement limit (1 + level ÷ 4)
- Calculate biotech integration strain penalties
- Track maintenance requirements
- Flag when EMP or tech-disrupting effects occur
Swarm Mind/Fleet Mind
Recommended Automation:
- Detect other Swarm creatures within range
- Provide automatic benefits when in range
- Track synchronization for tactical coordination
- Visual indicators for Swarm Mind connections
Integration with Other Systems
Starship Scale Creatures
Companions at creature-scale can be paired with:
- Swarm starships: Using Fleet Mind
- Living ships: Companions as part of ship crew
- Bio-ships: Companions integrated into ship systems
Colony Building
Companions can contribute to charter operations:
- Resource gathering: Trained companions assist Gather Resources
- Defense: Guard duty for charter hexes
- Exploration: Assist in hexploration activities
Cargo Hauling
Large companions (especially Indomitable) can assist:
- Load cargo: Reduce loading time with strong companion
- Guard cargo: Protect from stowaways and theft
- Transport: Move cargo in areas without vehicle access
Design Philosophy
SF2E Adaptation Principles
- PF2E Framework First: Use PF2E companion mechanics as solid foundation
- SF1E Flavor: Add sci-fi abilities and themes from SF1E
- Expansion Not Replacement: These rules expand options, not replace PF2E standards
- Modular Design: Templates and grafts can be mixed and matched
- Story Integration: Companions reflect character's background and adventures
Balance Considerations
- Companions are strong but not overshadowing: Should assist but not replace PC capabilities
- Templates add roughly +1 to CR/level: Prevent stacking too many templates
- Cybernetics have trade-offs: Power comes with maintenance and vulnerability
- Environmental grafts are flexible: GMs can apply selectively based on narrative
- Swarm template is distinctive: Should feel alien and coordinated
Narrative Opportunities
- Bonding process: Encourage roleplay during companion acquisition
- Evolution: Companions change through templates and cybernetics
- Environmental adaptation: Companions help PCs survive alien worlds
- Swarm encounters: Create memorable coordinated enemy tactics
- Customization: Players craft unique companion concepts
Example Companion Builds
Example 1: Cybernetic War Beast
Base: Ellicoth (Large Herbivore), Level 6 Size: Large (Indomitable variant applied) Template: Cybernetic Template (+1 level, effective level 7)
Enhancements:
- Armor Plating (Level 5)
- Weapon Mount (Level 6, light machine gun)
- Reactive Defense System (Level 6)
Result: Heavily armored companion with integrated weapon, serves as mobile gun platform and mount.
Visual: Massive quadruped with metal plating covering vital areas, weapon turret mounted on back, glowing cybernetic eyes, visible hydraulic joints.
Example 2: Void-Adapted Scout
Base: Diatha (Insectile Tracker), Level 4 Template: Void-Adapted Template (+2 levels, effective level 6) Environmental Graft: Space Environment Graft
Result: Vacuum-breathing scout with extraordinary survival capabilities, perfect for exploration missions on asteroids and derelict ships.
Visual: Chitinous black insectoid creature with crystalline eyes, sealed spiracles, magnetic foot pads, bio-luminescent markings pulsing softly in darkness.
Example 3: Swarm Infiltrator
Base: Formian Worker (Hive Insect), Level 5 Template: Swarm Component Template (+1 level, effective level 6)
Result: Hive-minded companion connected to Swarm consciousness, can communicate with other Swarm creatures, fearless and coordinated in combat.
Visual: Humanoid ant-like creature with vestigial wings, dripping with acidic secretions, movements eerily synchronized with any other Swarm creatures nearby, compound eyes glowing with collective intelligence.
Note: Roleplay opportunities for PC dealing with moral implications of bonding with Swarm creature.
Example 4: Genetically Enhanced Mount
Base: Caypin (Six-Legged Steed), Level 8 Size: Large (Indomitable variant) Template: Genetically Modified Template (+1 level, effective level 9) Environmental Graft: Plains + Mountain (hybrid)
Genetic Enhancements:
- Enhanced Strength (+3 Str)
- Fast Healing 2
- Climb Speed equal to land Speed
- +10 feet land Speed
Result: Incredibly fast and resilient mount capable of scaling mountains and crossing plains with equal ease.
Visual: Six-legged creature with asymmetric bioluminescent stripes, extra muscular mass visible beneath hide, slightly oversized claws for climbing, eyes glow faintly with genetic modification.
Example 5: Urban Scavenger
Base: Ichor Wheel (Bizarre Roller), Level 3 Template: None (intentionally kept simple) Environmental Graft: Urban Environment Graft
Specialization: Scout specialization (Stealth master)
Result: Small, nimble companion perfect for city adventures, can squeeze through tight spaces, locate resources, and serve as distraction.
Visual: Bizarre wheel-shaped creature that rolls along surfaces, can flatten to slip under doors, leaves acidic trail, adapted mottled gray-brown urban camouflage coloration.
Appendix: Quick Reference Tables
Companion Level by PC Level
| PC Level | Companion Level | Level Difference |
|---|---|---|
| 1 | 1 | 0 (min) |
| 2 | 1 | -1 |
| 3 | 1 | -2 |
| 4 | 1 | -3 |
| 5 | 1 | -4 |
| 6-9 | 2-5 | -4 |
| 10-13 | 6-9 | -4 |
| 14-17 | 10-13 | -4 |
| 18-20 | 14-16 | -4 |
Template CR/Level Adjustments
| Template | Adjustment |
|---|---|
| Cybernetic | +1 |
| Genetically Modified | +1 |
| Void-Adapted | +2 |
| Swarm Component | +1 |
| Environmental Graft | +0 (skill/ability changes only) |
| Elite | +1 |
| Weak | -1 |
Companion Enhancement Limits
| Companion Level | Max Enhancements |
|---|---|
| 1-3 | 1 |
| 4-7 | 2 |
| 8-11 | 3 |
| 12-15 | 4 |
| 16-19 | 5 |
| 20 | 6 |
Movement Speed Guidelines
| Movement Type | Speed Relative to Land Speed |
|---|---|
| Burrow | 50-67% |
| Climb | 50-100% |
| Fly | 50-300% |
| Swim (good) | 100% |
| Swim (great) | 200-300% |
Document History
Version 1.0 - 2026-01-14
- Initial creation combining SF1E and PF2E companion rules
- Added creature templates (Cybernetic, Genetically Modified, Void-Adapted)
- Integrated Swarm creature template with Swarm Mind/Fleet Mind mechanics
- Added environmental grafts from SF1E AA2
- Included PF2E-style elite/weak adjustments
- Created cybernetic enhancement system for companions
- Added Indomitable variant for large alien companions
End of Document