Creatures: Goldknuckle's faithful construct minion guards the room, as do 4 powerfully built clockwerk goblins. Oddknob has rocket launchers that fire customized goblin rockets (statistics equivalent to mortar shells — 5-foot-radius burst, creatures in the radius can make DC 15 Reflex saves for half damage). When he is destroyed, so are the launchers.
Oddknob: CR 12; Large construct (mechanical); HD 17d10+30, hp 125; Init +0; Spd 20 ft.; AC 28, touch 9, flat-footed 28; Base Atk +12; Grp +24; Atk +20 melee (1d8+8, slam) or +11 ranged (3d6, rocket); Full Atk +8/+8 melee (1d8+8, slam) or +11/+11 ranged (3d6, rocket); Space/ Reach 10 ft./10 ft.; SA trample 1d8+12 (DC 26); SQ darkvision 60 ft., low-light vision, damage reduction 10/adamantine, immunity to magic, construct traits; AL N; SV Fort +6, Ref +6, Will +6; Str 27, Agy 10, Sta -, Int -, Spt 11, Cha 1.
Clockwerk Goblins (4): hp 58 each. Though they look like clockwerk goblins, these constructs have the statistics of crowd pummeler 9-60s; see the Monster Guide for statistics.
Zykos "Goldknuckle" Gazzo, Male Goblin Tinker 12: CR 12;
Small humanoid (goblin); HD 12d6+48 (+25 special, see below), hp 117; Init +5; Spd 20 ft.; AC 26, touch 19, flat-footed 21; Base Atk +9; Grp +5; Atk +11 melee (1d2, gold knuckles); Full Atk +11/+6 melee (1d2, gold knuckles); SA bomb bouncing; SQ low-light vision, cobble 2/week, coolness under fire 4/day, evasion, resistance to fire 10, golden madness (see below), packrat, scavenge, spell resistance 17; AL CN; SV Fort +8, Ref +15, Will +12; Str 10, Agy 21, Sta 18, Int 16, Spt 8, Cha 13.
Languages Spoken: Common, Dwarven, Goblin, Low Common and Zandali.
Skills: Appraise +20, Concentration +10, Craft (technological device) +21, Decipher Script +18, Disable Device +18, Knowledge (engineering) +18, Knowledge (the planes) +18, Open Lock +20, Search +18, Use Technological Device +18.
Feats: Armor Proficiency (light), Crafty Leader, Deflect Arrows, Delay Malfunction, Dodge, Goblin Engineering Specialist*, Improved Unarmed Strike, Mobility, Scavenge Materials.
Possessions: Gold knuckles (treat as masterwork brass knuckles for melee attacks), +3 adamantine chain shirt, gaudy golden ring with a vapor vacuum* tech-mod, goblin army knife, personal defense shield*, tacky jeweled dagger.
• See the Alliance Player's Guide.
Golden Madness: In the course of his experiments, Goldknuckle has grown quite mad, and is not quite all goblin. (His golden skin is more than just for appearances.) Exposure to various alchemical items and technological byproducts has infused his body and provides the following effects, all of which have already been included in his statistics except as noted:
• Will of the Mad: Goldknuckle has a +4 bonus on Will saves.
• Not Quite All There: Goldknuckle has 25 additional (temporary) hit points.
• Spell Immunities: Goldknuckle is immune to all transmutation spells or effects, even beneficial ones, such as bull's strength. He is also resistant to paralysis. If he fails a save against a paralysis attack, he gains a new save every round, regardless of whether or not such a save would normally be permitted.
• Spell Reflection: Goldknuckle has spell resistance 17, as noted in his statistics. If a foe fails to penetrate his spell resistance, the spell is reflected back on its caster (as if with spell turning) unless it affects an area.
Tactics: Oddknob opens up by launching rockets, unless someone has already moved close to his master, in which case he moves to intercept. The clockwerk goblins mindlessly charge whichever foe presents himself. Goldknuckle, meanwhile, uses his machine for cover and avoids being attacked, all while maintaining concentration on his machine. If attacked with ranged weapons, he tries to deflect them with the Deflect Arrows feat. He uses his vapor vacuum ring only if a gas attack used against him is harmful (he would welcome an obscuring cloud, for example). Note that he cannot move more than 50 feet from the machine without detaching.
Treasure: Goldknuckle's gold knuckles, jeweled gold dagger, and other assorted (gold) personal effects are worth a total of 3,500 gp.
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