Menagerie Manager (Starfinder Archetype)
(art by CazadorR on DeviantArt)
I’ve talked about them before in previous entries, but I do like the solution that starfinder came up with for creature companions, not only providing efficient rules so that anyone can make use of them, but making it so easy to create your own, which let you create any sort of alien critter (and can absolutely be used as a sneaky back-end way to formulate the price of robots for player purchase, for those annoyed that construct creation and price was something never directly addressed).
Anything from familiars to robot guardians to ferocious tamed battlebeasts are all on the table here, but perhaps one last frustration is that one cannot have more than one beloved critter buddy.
…That is, unless you take the menagerie manager archetype!
Contrary to the name, characters with this archetype need not be zookeepers or any sort of professional animal handlers (though they absolutely can be). Instead, all that is really required is a nearly empathic knack for raising, training, and caring for multiple said companions without neglect, and what’s more, they’re simply better at it than other trainers, teaching their pets more tricks and how to act more independently yet loyally much more quickly.
But fret not, GMs, they don’t bring multiple beasts into combat at once. Rather, they train many beasts and companions for a variety of scenarios, and we’ll see exactly how below!
Starting out, these trainers learn the basics of training mounts, combat companions, or simply having a pet squox. Furthermore, their talent for raising multiple pets becomes immediately apparent, though obviously they only bring one of them out into the field at any time, the rest being stored somewhere such as on a ship or their home domicile or base.
Later on, their mastery of companions or mounts increases, and they can push them to move just a little bit faster.
Many companions are chosen for their adorable appearance and demeanor, and others for their fearsomeness, and some for a bit of both depending on what is emphasized or who you ask. With a bit of coaching, these masters can have their pets emphasize adorable or menacing behaviors to aid their master in diplomacy or intimidation, respectively.
Later on, their mastery of their pets improves, and the loyal companions learn how to drag their master to safety if they lose consciousness. (or at least protect their body).
At their zenith, they become true virtuosos of commanding their pets, and not only will they drag them to safety, but they also can retrieve an item for their master so that it is in their hand when they regain consciousness for any reason.
If you love the creature companion rules like I do and want a way to have many that you can switch between, this archetype is right up your alley! Remember that creature companions, unlike companions from Pathfinder, do require financial investment to level up, so at least some of your character’s budget is going to be focused on upgrading the companions that you use a lot. Beyond that, companion choices vary a lot in what they are good at, so consider what your character needs for different situations, such as small, sneaky companions for infiltration work, big strong ones for close combat, and so on. As for class choice, any of them can work out nicely, from the envoy operative with multiple cute but functional pets, to the mystic focused on being a far-future druid, to the mechanic with far many more robotic companions than just one drone, to the combat class with a loyal beast companion as either hunting aid or combat beast, and even various other casters sporting magical familiars.
If you’re going to have multiple companion creatures, it only makes sense to give every single one their own personality, quirks, and more to make them truly characters in their own right, but for some players that may be hard, so there’s no obligation to.
While they were once a beast trainer for the corps, Bulkas is now retired, and spends his time training animals for competitive challenges rather than outright warfare. However, the old hobgoblin still keeps his most loyal pets, which though old and scarred, are just as deadly as ever, much like their master.
The party is on the trail of a hidden jinsul enclave, thwarting their clandestine plans left and right. They’ve successfully proven to be a thorn in the enclave’s commander’s side, but they haven’t managed to catch him yet, especially since every time they see him, he seems to have a new robotic pet armed with deadly weaponry.
Tracing their history to long before interstellar travel was even a dream, the Agyi clan has mastered every single technique of survival and espionage, cultivating the very best shinobi, and later operatives in the entire galaxy. While all partake in at least the basics, some choose to specialize, such the Collar Path, which house masters of using all manner of companions for support on their missions.











