Prime Requisite: Strength and Intelligence. Con 9 or greater.
Experience Bonus: 5% for Strength of 13 or better and Intelligence of 13-15, 10% for Strength 13 or better and Intelligence of 16-18.
Hit Dice: 1d6 per level up to 9th level. Starting with 10th level, +3 hp per level and Constitution adjustments no longer apply.
Maximum Level: 12
Armor: Any; shield permitted
Weapons: Any Small or Medium melee weapon; shortbow and crossbow permitted, but longbow is forbidden.
Special Abilities: Artificer infusions starting at 2nd level; infravision, extra languages (dwarf, gnome, goblin, kobold); 1 in 3 chance to detect traps, sliding walls, sloping coridors, new construction; half damage from spells at 1,080,000 XP
Dwarven Artificers advance as fighters. Their spells/infusions advance as Clerics, and use the Dwarven Saving Throw table.
Artificers spend their first level apprenticed, and usually accompany their Master on his quests much in the same capacity of a knight’s squire.
Upon reaching 2nd level, the Artificer is granted access to the archives of the Citadel, as well as any Alphatian library of magical learning.
Artifice is neither clerical nor magical, but an unravelling and manipulation of existing magical/Spherical fabric. Thus, while magic users and clerics can cast their spells in a matter of seconds or minutes, it takes an Artificer one or more Turns to tease apart the structure of the effect and rework it into a usable form. Some whisper that Artifice is really nothing more than binding ethereal demons into material items, and those who practice it are the foulest of demon traffickers...
--Infusions: Starting at second level, the Artificer can tease apart the fabric of magic and rework it into spell-like effects. Some effects can be bound to clothing, weapons, or armor, as listed in the infusion description. (See Eberron Campaign Setting for specifics, adjust accordingly to BD&D)
--The Artificer has a chance to identify magical items using an Artificer-specific Knowledge (Artifice) general skill.
--Starting at third level, the artificer can use scrolls and wands with a successful Knowledge (Artifice) check if the item has been identified with the skill previously.
--At fifth level, an Artificer gains the ability to brew potions.
--At Name level, the Artificer gains the ability to create magical items, as other spellcasters.
This class is also available to gnome characters, modifying the guidelines given in PC2: Top Ballista.