
Dragonchess Player |

I don't usually play in a game with dual class characters, but this thread got me thinking. Then I started planning out progressions... <sigh>
Anyway, since the OP in the thread had already made a decision on the dual class blaster I'm starting a different thread for people to share some of their favorite combinations.
Note, the progressions I'm sharing may not be "perfectly optimized." Some of the selections were made for thematic reasons or to provide "fun" options.
To start, I'm sharing a more complete version of the idea I shared in that thread:
Tengu with talos versatile heritage; dual class animist (Liturgist)/druid (Storm order)
1st- Tengu Weapon Familiarity; (Circle of Spirits)/(Storm Born)
2nd- Spiritual Expansion Spell/Bastion Dedication
3rd- Fleet
4th- Walk the Wilds/Elemental Summons
5th- Conductor's Redirection
6th- Blazing Spirit/Shielded Stride
7th- Toughness
8th- Reflexive Shield/Wind Caller
9th- Eat Fortune
10th- Fly on Shadowed Wings/Overwhelming Energy
11th- Incredible Initiative
12th- Mirror Shield/Primal Focus
13th- Jinx Glutton
14th- Cardinal Guardians/Timeless Nature
15th- Canny Acumen (Reflex)
16th- Monstrous Inclinations/Effortless Concentration
17th- Metallic Skin
18th- Spirit's Sacrifice/Invoke Disaster
19th- Ancestral Paragon (Reflective Defense)
20th- True Channel Spell/Ley Line Conduit
Ability scores, skills, skill feats, and skill increases as desired.

Dragonchess Player |

Second character. More of a martial/skills focus, with some blasting.
Elf with duskwalker versatile heritage; dual class investigator (Alchemical Sciences)/psychic (Precise Discipline, The Distant Grasp)
1st- Ancestral Longevity; Trap Finder/none
2nd- Person of Interest/Warp Space
3rd- Fleet
4th- Alchemical Discoveries/Psi Strikes
5th- Ghost Hunter
6th- Predictive Purchase/Eldritch Archer Dedication
7th- Toughness
8th- Magic Ammunition/Sixth Sense
9th- Expert Longevity
10th- Ongoing Strategy/Signature Spell Expansion
11th- Incredible Initiative
12th- Reason Rapidly/Precious Ammunition
13th- Resist Ruin
14th- Strategic Bypass/Conscious Spell Specialization
15th- Canny Acumen (Fortitude)
16th- Incorporeal Shot/Constant Levitation
17th- Magic Rider
18th- Impossible Purchase/Deepest Wellspring
19th- True Perception
20th- Fatal Shot/Unlimited Potential
Again, ability scores, skills, skill feats, and skill increases as desired. Quite a bunch of skills, feats, and increases.

Dragonchess Player |

Third character. Very much a blaster, but with some possible expansion into battle forms.
Lizardfolk with dragonblood (horned) versatile heritage; dual class kineticist (Wood, single gate)/sorcerer (Draconic/horned)
1st- Bone Magic (occult; haunting hymn); Weapon Infusion/none
2nd- Versatile Blasts/Reach Spell
3rd- Fleet
4th- Tumbling Lumber/Primal Evolution
5th- Dragon's Flight; Fork the Path/Metal (Shard Strike)
6th- Elemental Artillery/Advanced Bloodline
7th- Toughness
8th- Sanguiviolent Roots/Safeguard Spell
9th- True Dragon's Flight; Fork the Path/Fire (Solar Detonation)
10th- Molten Wire/Overwhelming Energy
11th- Incredible Initiative
12th- Effortless Impulse/Bloodline Focus
13th- Bone Investiture; Expand the Gate/Metal (Rain of Razors, Critical Blast)
14th- Alloy of Flesh and Steel/Greater Physical Evolution
15th- Incredible Investiture
16th- Furnace Form/Effortless Concentration
17th- Fossil Rider; Fork the Path/Earth (Assume the Earth's Mantle)
18th- Hell of 1,000,000 Needles/Echoing Spell
19th- A Home in Every Port
20th- Kinetic Pinnacle/Spellshape Mastery
Again, ability scores, skills, skill feats, and skill increases as desired.

Dragonchess Player |

Fourth character. This one I wanted to play around with options to mess with stereotypes.
Human with dromaar versatile heritage; dual class monk*/wizard (Battle Magic, Experimental Spellshaping)
1st- Natural Ambition (Qi Spells/inner upheaval); Mountain Stance/Widen Spell
2nd- Elemental Fist/Reach Spell
3rd- Fleet
4th- Deflect Projectile/Bespell Strikes
5th- Bloody Blows
6th- Mountain Stronghold/Linked Focus
7th- Toughness
8th- Advanced Qi Spells (shrink the span)/Advanced School Spell
9th- Orc Superstition
10th- Projectile Snatching/Overwhelming Energy
11th- Incredible Initiative
12th- Reflexive Stance/Magic Sense
13th- Spell Devourer
14th- Mountain Quake/Bonded Focus
15th- Unified Theory
16th- Master Qi Spells (medusa's wrath)/Scintillating Spell
17th- Heroic Presence
18th- Diamond Fists/Infinite Possibilities
19th- Canny Acumen (Perception)
20th- Enduring Quickness/Spellshape Mastery
*- use the Paths to Perfection on Fortitude and Reflex saves
Ability scores, skills, skill feats, and skill increases mostly as desired; apart from making sure to get Legendary proficiency in Arcana at 15th level.

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Doesn't dual class double your class feats? You're very short on feats for each of your builds.
1.)Fighter/Alchemist:
- KAS of DEX (and INT) for attack stat
- Expert/Master/Legendary at 1/5/13 for bombs vs. expert/master at 7/15
- Weapon Specialization/Greater Weapon Specialization (L7/L15) (which is higher with fighter progression) vs. whatever alchemist's have.
- Point Blank Stance for another +2 circumstance bonus
- Perma Quicksilver for an additional +1 item bonus on a D10 class
- Extra fighter feats at higher levels
2.) Monk/Cleric:
- Advanced progression on WIS based spell DC
- Dragon Domain for bonus damage
- Student of Perfection/Jalmeri Heavenseeker for Heaven's thunder for more bonus damage
- Ancestry with a ranged unarmed strike or monastic archery stance
- insanely flexible cast+flurry rounds
- Emblazon Energy/Zealous Rush/Replenishment of War

Deriven Firelion |

We've done quite a few dual class games as like the power level a little better. Some combinations are over-powered, mostly martial-martial.
Some of the ones I've tried or seen that are very nice:
1. Rogue-Magus Starlit Span: Too brutal to allow after seeing it in action. The one run through I did felt great. Once you get almost perma-invis and Precise Debilitations, ranged sneak attack was easy.
2. Elemental Barbarian Earth with Earth Kineticist: The saves stack ok, but the earth powers go very well with a brutal barbarian. Once you get Rebirth in Living Stone, game is over. You are practically invincible.
3. Any martial/Cleric: This combo is just brutal. Self-healing and heroism with Emblazon line of feats is stacks of damage.
4. Druid/Monk: As good a combination as you can imagine to take advantage of wildshape. Great saves. Can focus on the core four stats.
5. Summoner/Caster: Having an eidolon as your melee weapon is fairly nice. The extra action brings sustain combos on early. Falls off some at the highest levels, but is pretty good through most of your levels.
6. Monk/Magus: Not the most powerful or synergistic combo, but it was fun. It had the whole iron fist or super powered unarmed attack archetype going. Looked great.

Dragonchess Player |

Doesn't dual class double your class feats? You're very short on feats for each of your builds.
Every even level lists two class feats separated by a slash, [class 1 feat]/[class 2 feat], in the same order as the "dual class [class 1]/[class 2]" description. Not every class has a class feat at 1st level and the odd levels are showing ancestry and general feats (mostly; kineticist at 5th and every 4 levels after gains extra impulse feats); ancestry and general feats aren't doubled with dual class.
I also didn't list a background or the skill feats/skill increases, which should IMO be modified based on the campaign and the rest of the party.

Dragonchess Player |

2. Elemental Barbarian Earth with Earth Kineticist: The saves stack ok, but the earth powers go very well with a brutal barbarian. Once you get Rebirth in Living Stone, game is over. You are practically invincible.
Even at low levels, Armor in Earth is a big benefit for a barbarian. And being able to use Con instead of Dex for ranged attack rolls with the elemental blasts is almost icing on the cake.

Dragonchess Player |

1. Rogue-Magus Starlit Span:
6. Monk/Magus:
Magus combined with pretty much anything is almost cheating, especially if the other class can use spell slots or focus spells (even better if they can be used with Spellstrike).

Guntermench |
My personal favourite was a Monk+Barbarian. Dragon Stance with Dragon Rage, every Leap feat either class has (this was better before the remaster). It was pretty fun, very maneuverable and hit like a truck.
In terms of optimization I've found Fighter or Gunslinger plus anything is almost always going to be best. This becomes more necessary the more other players do that. We were playing in a West Marches server and basically everyone had Fighter so it got a little hard to hit things for those of us that didn't.