Hit Die: d6.
To qualify to become a dark dwarf savant, a character must fulfil all of the following criteria.
Race: Dark dwarf.
Alignment: Any evil.
Feats: Magical Aptitude and any three item creation feats.
Spellcasting: Ability to cast 3rd-level arcane spells.
The dark dwarf savant’s class skills are Appraise, Bluff, Fly, Intimidate, Knowledge (all), Spellcraft, Use Magic Device.
Skill Points at Each Level: 2 + Int modifier.
All of the following are class features of the dark dwarf savant prestige class.
Weapon and Armour Proficiency: Dark dwarf savants gain no proficiency with any weapon or armour.
Spells per Day/Spells Known: When a new dark dwarf savant level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a dark dwarf savant, he must decide to which class he adds the new level for purposes of determining spells per day and spells known.
Dark Taint (Ex): The dark dwarf savant’s dark workings and heightened exposure to magical energies slowly mutate him, twisting both body and mind. Each time the savant acquires this ability, he may choose a new dark taint trait (and undergo the applicable physical effects) from the following list. No taint may be taken more than once.
Odious Might: +2 bonus to Strength (muscles thicken and bulge)
Abhorrent Speed: +2 bonus to Dexterity (arms and legs lengthen and appear bestial)
Profane Vigour: +2 bonus to Constitution (torso broadens and belly grows distended)
Malign Cunning: +2 bonus to Intelligence (head elongates and swells to half-again normal size)
Pernicious Insight: +2 bonus to Wisdom (eyes grow larger and bulge)
Vile Aspect: +2 bonus to Charisma (facial features grow exaggerated and prominent)
Each time the dark dwarf savant acquires a dark taint, he grows more and more corrupted, and spells of healing and restoration grow progressively less potent when used on him. Individuals attempting to affect the savant with any spells of the healing subtype (or any spell-like ability that duplicate such spells) have their effective caster level reduced by 2 for each dark taint their healing must overcome. If this reduces their caster level below the level at which the spell would normally be available to the caster, the spell is wasted with no effect. By the time the dark dwarf savant reaches 10th level, any cleric of 8th level or less will be unable to cure his corrupted body of injury without additional power.
Innate Magic (Sp): At 2nd level (and again at 5th and 8th level), the dark dwarf savant may use one of his arcane spell slots to permanently prepare one of his arcane spells as a spell-like ability that can be used once per day. The savant does not need to expend any material components when casting the spell. The spell to be made innate must belong to either the Conjuration, Enchantment, Evocation, or Necromancy school.
Secret of Artifice: Dark dwarf savants are renowned for the creation of secret arcane items and devices. At 3rd level and again at 6th and 9th levels, the dark dwarf savant gains a bonus item creation feat.
Table: Dark Dwarf Savant
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Spells per Day|
|1st||+0||+1||+0||+1||Dark taint||+1 level of arcane spellcasting class|
|3rd||+1||+2||+1||+2||Secret of artifice||+1 level of arcane spellcasting class|
|4th||+2||+2||+1||+2||Dark taint||+1 level of arcane spellcasting class|
|6th||+3||+3||+2||+3||Secret of artifice||+1 level of arcane spellcasting class|
|7th||+3||+4||+2||+4||Dark taint||+1 level of arcane spellcasting class|
|9th||+4||+5||+3||+5||Secret of artifice||+1 level of arcane spellcasting class|
|10th||+5||+5||+3||+5||Dark taint||+1 level of arcane spellcasting class|