The stats I posted earlier. Abilities: Str 33, Dex 9, Con none, Int(insert here), Wis (insert here), Cha (insert here)
All right, okay, fair enough.
So 9 HD? He would be level 12 like the rest of the party, right?
--------------------Basic Information----------------------
Name: Ideas anyone?
Player: Hypermnestra.
Age: 30.
Gender: Male.
Race: Iron Golem.
Class: Fighter.
Level: 12.
Alignment: Neutral.
Deity: None.
Languages: Common, Terran, Dwarven.
HD: 9.
------Attributes----------
Str: 44[+17]
Dex: 9[-1].
Con: N/A.
Int: 14[+2]
Wis: 18[+4]
Cha: 10[+/-0]
Fort Save: +8
Ref Save: +3
Will Save: +8
Hit Points: 130/130.
Base Attack Bonus: +12/+7/+2.
Attack Bonus: +32
Damage Bonus: +19
AC: 30.
------------------Equipment-------------------------------
Armor/Clothing: Full Plate +2, Belt of Giant Strength +6, Gauntlets of Ogre Power +2.
Weapon: Falchion +2[2d4, 16-20 x2 Crit].
Unequipped: None.
Adventurer's Kit: Whetstone, Bedroll, Tent, Bullseye Lantern, Flint/Steel, Backpack, Trail Rations[1 month], Waterskin[10].
Transportation: Light Warhorse[w/Military Saddle].
GP: 1,000.
-------Feats/Spells/Abilities/Etc.------------
Feats: Power Attack, Cleave, Great Cleave, Improved Critical[Falchion], Weapon Focus[Falchion], Overwhelming Critical, Devastating Critical[DC 33], Improved Sunder, Combat Expertise, Blind Fight, Improved Disarm.
Racial Feats: An iron golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. A magical attack that deals electricity damage slows an iron golem (as the slow spell) for 3 rounds, with no saving throw.A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, an iron golem hit by a fireball gains back 6 hit points if the damage total is 18 points. An iron golem gets no saving throw against fire effects. An iron golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell. Low-light vision.Darkvision out to 60 feet.Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creatureâs description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality.Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.Since it was never alive, a construct cannot be raised or resurrected.Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size, as shown on the table.Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.Proficient with no armor. Constructs do not eat, sleep, or breathe.
Skills: Listen[16], Spot[16], Sense Motive[16], Knowledge[Local, 14], Knowledge[Geography, 14].
Spells: None
All done.