Master's Touch spell in order to give the dwarf the ability to use them. Both of these ways will save you from having to use up one of your precious Feats as you level. I have test ran both styles and come to the conclusion of using the dwarf as the build is multiclassed with 2 spell casters I will have plenty of spell slots for the needed spell. A bonus to using the dwarf is he has an enhancement that allows him to use his CON mod for weapon damage. This mixed with the artificer's Insightful Strikes spell (allows INT mod for attacks) allowed me to not put alot of points into the STR when initially building him though I do reccommend at least 13 points into STR stat in the begining in order to have access to the Power Attack Feat as this is a prerequisite for the Cleave and Great Cleave feats. I highly recommend the use of these feats as they offer a higher dmg output as well as strike everything that stands around you making them essential for mobs. With your remanding points i suggest to max out CON and put rest into INT. This is for the initial building phase only and not the enhancement trees just to clarify the information. As for the enhancement trees I suggest spending the first point on the Eldritch Strike in order to get more damage output in the battle field. Once you have this I would spend the next 16 points into the Dwarf enhancement tree untill you get the "Throw you weight around" enhancement which allows you to apply you CON mod to dmg instead of STR mod. The rest of the points I would evenly distribute between Battle Engineer enhancements and Eldritch Knight enhancements. With great pleasure i present to you Memnnoch the Dwarven Eldritch Artificer
Searing Heights(lvl6) and Sorrowduskn Isle(lvl7) with great ease slaying my night away. Here are some screenshots I took throughout the nights run.