Generic hybrid classes
Last post, I came to the conclusion that the vast majority (if not all) D&D classes are, functionally, built around three primary approaches to adventuring: combat and physical prowess (fighter,) magic (magic-user,) and mundane non-combat skills (thief.) By hybridizing these three, you can adequately model almost any sort of character without creating a new class for every single variation on a theme. There are a few different ways we can go about hybridizing classes. One way is to make the new class fully functional in both of the basic classes, or nearly so, and making XP requirements much higher to compensate and/or applying a level limit. It's essentially a "best of both worlds" concept, applying the most advantageous aspects of each class, e.g. the higher hit die, the less restrictive weapon and armor strictures, the better combat, spell, and/or skill progression of the two base classes. Basic D&D does this with the Elf class. Except for the d6 hit die inst...