In terms of Ability Points, it's actually kind of amazing how effective you can be at spreading yourself thin. A lot of the best skills, like Tactical Retreat, Fast Track, Blind, Minor Heal, Rain, Teleportation... all level 1, and if you include level 2 the list more than doubles. With the way ability point investments work in the game, going jack-of-all trades as far as that goes is actually quite doable.

It's the Attribute Points which are a bit of a deal-killer. Getting enough Strength, Dexterity, or Intelligence to use a skill (and the corresponding gear, for most non-spells) is rather tricky, and represents lost Constitution, Speed, or Perception. This means you might be able to do more different things, but you get to use less of them per turn.

I feel the one case where hybrid is justified (and even quite good) is Strength/Intelligence. You don't need AP to wear awesome plate armour or to block with a shield, so you're still getting something (defense!) out of the points you put in Strength, while having access to spells. So I don't think the core of your character concept is a bad one, honestly... although I'd be looking towards Explode and 120% Fire resistance if you're serious about the hybrid, which admittedly isn't a very, um, subtle combat strategy. (It does work great with Feather Fall, though!)

However, the thing I've found about Str/Int hybrids is that they tend to be "armoured casters" more than they are "spellcasting fighters." You can't really be dedicated to melee damage and spellcasting damage at the same time, and shields truly are a Str/Int hybrid's best friend. Two-handers are more of a pure fighter thing (with higher Strength requirements, too).

Last edited by ScrotieMcB; 29/07/14 10:37 AM.