Ecaflip/Agility/Strength/1

''Note: This is not really a hybrid in the truest sense of the word. It's basically intended to make use of a single spell - Bluff - while still planning for a long-term strength-based character. The goal is to act as a hybrid build for the lower and possibly middle levels and then switch over to a single-stat (strength) in the later levels.''

Chance-based Ecaflips seem to be all the rage. They have a few miserable failings, however:
 * 1) Bluff does more air damage than water damage... so why focus on chance?
 * 2) Chance becomes expensive very, very quickly for an Ecaflip.
 * 3) Almost all your other spells are based upon strength.

So why all the chance ecas? Well, Bluff has been upgraded to a pretty powerful spell. Up to 40 base damage twice per turn at level 11 is pretty appealing.

Additionally, there is a minute increase in prospecting which never hurts. The one thing to keep in mind, however, is that people seem to greatly overestimate the importance of the latter. It's really not going to make a noticeable difference if you have 105 to 110 prospecting.

So, the goal here is to make use of a good spell, without blowing all of your plans down the road. While I haven't tested this particular build, it's what I'd try if I were restarting an ecaflip. Start with an agility-based ecaflip and convert it over time to a strength and crit-based one.

Stats
Note that this is going to assume you're working without scrolling. More than most characters, any hybrid benefits greatly from even 25 small scrolls. Nimbly rings, arachnee legs, prespic peaks and acorns are cheap and easy to get.
 * At every stage of the game, your character will be stronger if you can get some scrolls for Strength, vitality, chance, agility and wisdom together before starting to boost those stats.

Level 1-11: 50 agility

Level 12-31: 100 Strength

Level 31-81: 100 more Strength, 50 Vitality

Totals at level 81:
 * Strength: 200
 * Agility: 50
 * Vitality: 50

(Note: if you get a few small agility and any strength scrolls before you hit 50 or 100 in the appropriate stat, you'll have a few points left over. You could possibly use these in chance, if your base chance is still under 20 or, preferably, in Strength and get to 200 sooner.)

Spells
There are two spells to acquire. The first, Felintion, is pretty easy to get, just 10kk at the class temple. You want to get this as soon as possible. This guide will assume you pick it up at some point before level 20.

The second is Sword Skill. This is significantly harder to pick up. Once you do, you can determine when to boost it.

Level 11: Level 5 Bluff

Level 21: Level 5 Felintion

Level 27: Level 4 Feline's Leap

Level 30: Level 3 Heads or Tails

Level 36: Level 4 Wheel of Fortune

Level 43: Level 5 Heads or Tails

(After this, it depends upon how much you want to risk with Smell. Personally, I'd say level 2, 3 or 5 - with 2 being safe and 3 and 5 being progressively riskier but having bigger rewards. At this point you should know what you're doing but I'll continue as though Smell were going to 3.)

Level 49: Level 4 Clover

Level 54: Level 3 Smell (2 points left over)

Level 56: Level 5 Feline's Leap

Level 60: Level 5 Wheel of Fortune

Level 70: Level 5 Playful Claw

Total Spells at level 70:
 * Heads or Tails: 5
 * Bluff: 5
 * Clover: 4
 * Feline's Leap: 5
 * Wheel of Fortune: 5
 * Smell: 3
 * Playful Claw: 5
 * Felintion: 5

Equipment
(Feel free to add your own notes here. Start with Young Adventurer Set and hit possible Treechnid Set, Wind Kwak Set and Earth Kwak Set combinations somewhere in the middle. Don't forget the Kitten Tails early on.)