Magical acrobatics.
Spells that use deception to get enemies to disengage in combat.
Protection against area of effect attacks.
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Magical acrobatics.
Spells that use deception to get enemies to disengage in combat.
Protection against area of effect attacks.
HOLY CROSS and then you throw that shit
Wololo
At a minimum I'd expect:
Speaking fake German
Combination cleric and bard.
D&D Cleric
Inspire allies to perform better or push their limits, bolster them against mental damage and heal mental damage they've sustained, raise the morale of a group (especially if that group shares my religion). Bonuses to public speaking, negotiation, religious knowledge, etc.
If I belong to a more fire-and-brimstone type religion, perhaps I can intimidate sinners, make my allies more effective against heretics, etc.
Well, mime, obviously.
Prat falls, cane twirling, roller skating.
A notable intrinsic dodge bonus.
Decent but not great healing, blessing, persuasion, rally, calm, etc.
More or less neitral disposition with virtually everyone, save only the most extreme pro- or anti-religious.
Surprisingly good hand-to-hand combat, but only under duress and/or drunk.
In a fantasy world with magic? Generic "holy" magic; healing spells, cure disease, turn undead, etc. Wouldn't be really much different from a Cleric in D&D.
If realistic, like KCD2, they'd be charisma focused with a bonus to intimidation checks if they invoke the wrath of God to scare someone into doing what they want.
Persuasion Pickpocketing Buggery
Acrobatics
Alteration?
Alteration. You know, Ironflesh, magelight...
The ability to turn water into whiskey.
He's Scottish for sure
I mean, most people have the reverse of that ability. Shouldn't be that big of a stretch lol