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:

Autognome Illustration

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%)
1-16Autognome becomes a rogue (if already a rouge, treat as a roll of 71-80)
17-24Autognome attacks itself for 1d4 rounds
25-27Head falls off; autognome is blind until reattached (though it knows the location of its head)
28-30Right arm falls off; autognome limited to one attack per round until reattached
31-33Left arm falls off; autognome limited to one attack per round until reattached
34-36Right leg falls off; autognome limited to a speed of 5 ft. until reattached
37-39Left leg falls off; autognome limited to a speed of 5 ft. until reattached
40-42Head falls off, but the autognome spends 1d4 rounds reattaching it; autognome is blind until reattached (though it knows the location of its head)
43-45Right arm falls off, but the autognome spends 1d4 rounds reattaching it; autognome limited to one attack per round until reattached
46-48Left arm falls off, but the autognome spends 1d4 rounds reattaching it; autognome limited to one attack per round until reattached
49-51Right leg falls off, but the autognome spends 1d4 rounds reattaching it; autognome limited to a speed of 5 ft. until reattached
52-54Left leg falls off, but the autognome spends 1d4 rounds reattaching it; autognome limited to a speed of 5 ft. until reattached
55-70Autognome attempts to extract a core sample from victim
71-80Autognome shuts down for 1d10 hours
81-88Autognmoe explodes (3d10 damage in a 20' radius; Reflex save at DC 12 for half damage)
89-90Autognome's orders change: Self-destruct sequene starts. Autognome explodes in 1d4 rounds unless doused with water.
91-92Autognome's orders change: Autognome gives its report.
93-94Autognome's orders change: Autognome asks to record report, and remains stationary until the PC stops talking.
95-96Autognome's orders change: Autognome begins talking backwards.
97-98Autognome's orders change: Nearest PC is recognized as a baby.
99-00Autognome'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)

  1. The autognome believes itself to be a real gnome, and tries to live a normal life, including eating, sleeping, etc..
  2. The autognome awaits new orders from anyone it meets.
  3. Treat as a roll of 2, except it does the opposite of what it is told.
  4. 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.