- Small Construct
- Hit Dice: 5d10+13 (40 hp)
- Initiative: -2 (Dex)
- Speed: 15 ft. (3 squares), burrow 10 ft.
(2 squares)
- Armor Class: 19 (-2 Dex, +1 size, +10 natural), touch 9, flat-footed 19
- Base Attack/Grapple: +3 / +1
- Attack: Slam +5 melee (1d4+2)
- Full Attack: 2 slams +5 melee (1d4+2)
- Space/Reach: 5 ft. /
5 ft.
- Special Attacks: Additional tool slots
- Special Qualities: Construct traits, Malfunction
- Saves:
Fort +1,
Ref -1,
Will -2
- Abilities: Str 15, Dex 7, Con , Int 4, Wis 5, Cha 6
- Skills: Listen +1, Spot +1
- Feats: Power Attack, Toughness
- Environment: Any
- Organization: Solitary or team (2-5)
- Challenge Rating: 2
- Treasure: Special
- Alignment: Always neutral good
- Advancement: None
- Level Adjustment:

This metallic, clockwork contraption is the size and shape of a gnome.
It walks with a stiff gait; clanking, wheezing, and whirring as it goes.
An autognome is a gnomish invention created for exploration, rescue,
prospecting, and defense. Though it resembles a gnome, no one will ever
confuse it with a real gnome.
Autognomes are either under the gnomes' control, or are rogues.
Rogue autognomes have forgotten their orders and now wonder randomly. When
under gnome control (also called directed), autognomes can follow
up to 100 different orders, including what to do, or what minerals to look
for. An autognome can memorize and recite everything it sees and hears in
a 24-hour period.
Autognomes speak Gnome and Common.
Combat
Autognomes, both directed and rogue, follow these three directives:
1) defend gnomes under attack by non-gnomes; 2) defend yourself against
attack; and 3) defend babies and children from harm. Though the last
directive arose from the best intentions, it doesn't specify the young
one's race; and can lead to some unintended behavior.
Additional tool slots (Ex): Being constructs, autognomes can be fitted with additional tools
and/or weapons. For example, most autognomes have a retractable scoop
to collect soil samples. They sometimes use the scoop as a weapon
when they go rogue. The scoop is a single attack at the highest attack
bonus and does 1d6+2 damage. Also, approximately 1 in 3 autognomes is
built exclusively for combat, and are fitted with a wand of
lightning bolt (5d10 charges) in the middle of their chest.
Any extra weapons installed on an autognome are salvageable after
it invariably breaks down.
Malfunction (Ex): Like most gnomish creations, autognomes often malfunction.
An autognome must make a DC 6 Fortitude save (which they do not
succeed automatically) each week or malfunction.
Additional checks need to be made when the autognome enters
combat. It must make a Fortitude save (DC 4) any time it is hit, and
another (DC 7) any time it misses on a roll of a natural 1.
No matter the cause,
consult the following table.
Autognome Malfunction Table (Roll d%)| 1-16 | Autognome becomes a rogue (if already a rouge, treat as a roll of 71-80) |
| 17-24 | Autognome attacks itself for 1d4 rounds |
| 25-27 | Head falls off; autognome is blind until reattached (though
it knows the location of its head) |
| 28-30 | Right arm falls off; autognome limited to one attack per round until reattached |
| 31-33 | Left arm falls off; autognome limited to one attack per round until reattached |
| 34-36 | Right leg falls off; autognome limited to a speed of 5 ft. until reattached |
| 37-39 | Left leg falls off; autognome limited to a speed of 5 ft. until reattached |
| 40-42 | Head falls off, but the autognome spends 1d4 rounds reattaching it;
autognome is blind until reattached (though
it knows the location of its head) |
| 43-45 | Right arm falls off, but the autognome spends 1d4 rounds reattaching it;
autognome limited to one attack per round until reattached |
| 46-48 | Left arm falls off, but the autognome spends 1d4 rounds reattaching it;
autognome limited to one attack per round until reattached |
| 49-51 | Right leg falls off, but the autognome spends 1d4 rounds reattaching it;
autognome limited to a speed of 5 ft. until reattached |
| 52-54 | Left leg falls off, but the autognome spends 1d4 rounds reattaching it;
autognome limited to a speed of 5 ft. until reattached |
| 55-70 | Autognome attempts to extract a core sample from victim |
| 71-80 | Autognome shuts down for 1d10 hours |
| 81-88 | Autognmoe explodes (3d10 damage in a 20' radius; Reflex save at DC 12 for half damage) |
| 89-90 | Autognome's orders change: Self-destruct sequene starts. Autognome explodes in 1d4 rounds unless doused with water. |
| 91-92 | Autognome's orders change: Autognome gives its report. |
| 93-94 | Autognome's orders change: Autognome asks to record report, and remains stationary until the PC stops talking. |
| 95-96 | Autognome's orders change: Autognome begins talking backwards. |
| 97-98 | Autognome's orders change: Nearest PC is recognized as a baby. |
| 99-00 | Autognome's orders change: Nearest PC is recognized as a gnome; autognome follows PC around. |
Rogue autognomes forget their orders and behave in the following
way.
Rogue Autognome Behaviour (Roll 1d4)
- The autognome believes itself to be a real gnome,
and tries to live a normal life, including eating,
sleeping, etc..
- The autognome awaits new orders from anyone it meets.
- Treat as a roll of 2, except it does the opposite of what it
is told.
- The autognome attacks all living creatures in sight.
Construction
An autognome's body must be sculpted 100 pounds of pulleys and gears.
The materials cost 3,000 gp. Assembling the body requires a
DC 13 Craft (clockwork) check.
CL 6th; Craft Construct (see MM, p. 303), animate objects
and geas/quest caster must
be 6th level; Price 10,000 gp; Cost 5,000 gp + 400 XP.
In the Spheres
Gnomish ships have a 10% chance of having 1d4 autognomes on board.
Rogue autognomes can be a wildspace hazard.