The Priest of Ulric

by Old Warrior

Ulric, the God of Winter, War, and Wolves has been worshipped long since Ulric led his folk to a great, flat-topped mountain, hidden deep in the darkest recesses of the frigid north. To light their way, the God struck the mountain with his fist and a roaring, silvery flame sprung forth.

The Teutogens followed this unearthly glow, until, in the heart of winter, they arrived at the base of the holy mountain. Hungry White Wolves hunted there and let loose blood-curdling howls as the Humans invaded their territory. The cold, weary tribesmen hefted their weapons and howled in return, unwilling to back away. Ulric, pleased with this, bathed them all in bright, white light, which panicked the wolves, and caused them to flee.

Tens of centuries later the cold fire on the mountain still blazes with blue-white rage, but it is now hidden from sight by the massive Ulrican temple built so long ago. Called the Eternal Flame, it is of extreme importance to the cult, and pilgrims arrive from far and wide to witness it. Many believe Middenheim, the great capital that surrounds the temple, can never fall while the hoary fire still burns, and the recent failed siege during the Storm of Chaos has only strengthened this belief. After all, where Valten, Sigmar Reborn, disappeared when the war ended, the Eternal Flame burns on, and always will.

Although the Cult of Ulric has lost much of its influence, the Order of the Howling Wolf, the cult's priests, still bellows Ulric's name in every corner of the Empire.

The Ulric Creed teaches that when the Dark Gods grew fat in the north, Ulric pleaded with his brothers and sisters to strike before they grew too powerful. However, no help came. So Ulric marched north by himself, there to survive by his own wits against the might of all the profane Gods of the north. Thus, the Howling Wolves teach that self-reliance is of paramount importance, for their God prefers his followers to fend for themselves, just as he did.

The faithful followers of Ulric are more warlike and aggressive even than the Sigmarites!

"He fought a wolf" -- A common response to "What happened to him?" in reference to a wounded man. It means the injured party beat someone else up, and that someone summoned his friends (his "pack") to return the favour.

This background was mostly taken from the Warhammer Fantasy RolePlay Tome of Salvation, page 66.

 

Introduction

These rules are split into three sections: a basic Warhammer quest section, an Advanced Warhammer Quest section, and a Roleplay section.

The Warhammer Quest rules contain all the rules for using the Priest of Ulric in your games.  The Advanced Rules cover all the rules for the progression of the Priest of Ulric through the Battle-levels, including any skills or special rules, and the final section gives rules for using the Priest of Ulric in the full roleplay system.

 

Starting as A Priest of Ulric

The profile of a Priest of Ulric is as follows:

Wounds 1D6+7
Move 4
Weapon Skill  2
Ballistic Skill 5+
Strength 2 (3)(5*)
Toughness 3 (4)
Initiative 2
Attacks 1 (2**)
Pinning Roll 4+

* See Ulric's Fury below.
** See Frenzy below.

Wounds

The Priest of Ulric starts off with 1D6+7 Wounds.  Remember that when rolling Wounds, if you roll a 1, you may re-roll the dice, but if you roll a 1 a second time, you must keep it.

Equipment

Two-handed Axe - The Priest of Ulric carries a Two-handed Axe which does normal damage +1 Strength (1D6 +3 starting out). Additionally, on a successful to hit roll of 5+, the Two-handed Axe ignores up to 2 points of armour.

The Priest of Ulric also starts the game with Furs, which give him +1 Toughness.

White Wolf Medallion - This large medallion hangs from his neck and covers much of his chest.

The Priest of Ulric's White Wolf Medallion has a couple important mystical properties (cannot be hindered by things that affect magical spells and abilities): one affects his blessings and the other often offers healing.

The medallion contains a number of charges (1D3+1 starting out), each which lets him turn a failed blessing attempt into a successful one. It is similar to Luck, but assures success and can only be applied to a failed blessing attempt.

Once per turn, just before the end of the turn, it may regenerate some of the Wounds of the Priest and of adjacent Warriors. The Priest rolls 1D6 on the table below. On Results 4-6, roll only once (for all affected Warriors) for the effect. The result is the number of Wounds restored to each Warrior up to their Starting Wounds.

Regeneration Table (Roll 1D6)

Result   Regenerates
1   No effect (fail)
2   No effect (fail)
3   1 Wound
4   1D3 Wounds
5   1D6 Wounds
6   2D6 Wounds

 

*Ulric's Fury

Whenever the Priest of Ulric lands a blow in hand-to-hand combat, there is a chance that it will be bolstered by Ulric's Fury. If his successful To Hit roll is a natural 5 or 6, he gets +2 added to his Strength for resolving the damage of that hit.

**Frenzy 6+

The Priest of Ulric is much more combative than most priests. In fact, he can sometimes be mistaken for a Barbarian in the midst of his battle frenzy. At the beginning of the Priest's of Ulric's turn during combat, if he is not already frenzied, roll 1D6. On a result of 6, his base Attacks characteristic is doubled (2 Attacks instead of 1 starting out) until the end of the combat.

Hatred

The Priest of Ulric tends to hold grudges and harbor ill-will towards his enemies. Upon starting his adventuring career, he already has hatred for two races of monsters. Roll twice on the table below, re-rolling any repeats. Whenever attacking a monster of a hated race, the Priest of Ulric has -1 to hit (both hand-to-hand and missile weapons). He also gets +1 hand-to-hand Attack each turn in which he attacks one of the monsters that he hates. No matter how many hated monsters are present, he does NOT get the extra Attack in any turn in which he does not attack them.

Hated Monsters Table (Roll 1D6 two times)

1D6 Result
1   Giant Bats
2   Giant Spiders
3   Goblins & Snotlings
4   Orcs
5   Skaven & Giant Rats
6   Minotaurs

BLESSINGS

The power of a blessing, as the Priest calls upon Ulric for aid, is linked In some mystical fashion to the power of magic. This is represented in Warhammer Quest as follows: The Priest may attempt two blessings per turn. For the blessing to be successful, the player must roll a dice, add the Power dice roll for the turn to his score, and get a total of 7+ (usually it is 7+ starting out, but see Advanced Rules section). So, for example, if a 3 is rolled in the Power Phase. the Warrior Priest chooses his blessing and rolls a dice, scoring a 3. As 3+3=6, the blessing falls!

Ulric's Smile -- If the Priest of Ulric managed to kill one or more monsters in the previous turn, then he gets +1 to any blessing attempts in the current turn.

The Priest may choose to cast a blessing on himself, or on any Warrior, or an Attack Blessing (like Frost's Bite) on a monster, but the target must be on the same board section unless the blessing description states otherwise.

Rolling a 1 -- as with most things in Warhammer Quest, rolling a 1 is bad! Per the Rule of 1 and 6, a blessing will fail  whenever the Priest rolls a 1 on the dice regardless of the Power Phase, Ulric's Smile, and magical items used. Additionally, for each blessing attempted beyond the first in the same turn, IF the priest rolls a 1, then he must roll on the following table to see what, if any, dire consequences may befall him. Ulric is a god that is not too pleased and not very patient with the failures of his priests.

Ulric's Retribution Table (1D6)

Result   Effect
1 Ulric has turned a deaf ear to his priest. No amount of tears or prayers will gain his attention. For 1D6 turns (beginning with next turn), the Priest of Ulric cannot attempt any blessings whatsoever.
2 Ulric frowns upon his priest and the priest suffers -1 to hit his enemies for the rest of the current combat or next combat (if currently not in a combat).
3 Ulric spitefully grants the intended blessing to the priest's enemies. Any monsters on the board (regardless of the intended target's location) are now randomly given the same blessing effect that the priest intended for one or more Warriors, or an Attack Blessing will instead target a random Warrior (or ally).
4 UnFrenzied! -- If the Priest of Ulric is currently in a frenzied state, he loses it and/or, he cannot roll for Frenzy until next combat. If there are no monsters present, the Priest of Ulric will be unable to use Frenzy for the next combat.
5 Vengeance! -- The Priest of Ulric suffers 1D3 wounds with no deductions for Toughness or Armour.
6 Ouch that hurts! -- The intended target(s) of the blessings loses 1 wound with no modifiers for anything even if the Priest was targeting a monster with an Attack Blessing!

Beginning Blessings

BATTLE FURY - Ulric's spirit fills you and your bloodlust is unleashed.
The target Warrior gains +1 Attack this turn.
Duration: This turn

FROST'S BITE - You pray to Ulric to freeze your enemy's body and blood.
One monster on the same board section loses 1D6 Wounds with no modifiers for anything. The target must also pass a Toughness test (roll 1D6 + Toughness and get a result of 7+ to succeed) or be unable to take any actions in the next Monster Phase (though it may still defend itself, dodge and etc.). Frost's Bite can only be attempted during the Priest's turn of the Warrior Phase or during an effect which lets him take another turn.
Duration: immediate

HOWL OF THE WOLF - You growl like one of Ulric's wolves and instil your allies with a lust for battle.
The target Warrior gains +1 to hit and +1 Strength this turn.
Duration: this turn

Treasure and Equipment

The Priest of Ulric is a two-handed weapons specialist.  He does NOT suffer any to hit or Initiative penalties that many such weapons incur. However, he also suffers a -1 to hit when wielding any one-handed weapons. He will never use a shield or wear a helm. He cannot wear much in the way of armour. He may wear Leather Armour and Furs. He refrains from crossbows and powder weapons. Otherwise, he can use just about anything a Barbarian can use.

Spell-casting Treasure

Some items of treasure assist the Wizard by storing power, or adding to casting dice rolls. Because a Warrior Priest uses blessings rather than spells, these items of treasure work in somewhat different fashion. Although there s not space here to explain how every item works with the Priest of Ulric. the basic rule is that any items which add Power etc will add +1 to the Priest's Blessing dice roll.

For example. if a Priest of Ulric finds a Death stone, then once peradventure he may use any one blessing successfully on a dice roll of 3+, no matter what is rolled in the Power Phase. Likewise, each one of the points of Power stored in an Orb of Might can be used up to add +1 to a Blessing dice roll for a Priest of Ulric.

Advanced Rules

In the Advanced game, you can keep your Priest of Ulric from game to game. building up his character as he progresses from adventure to adventure. This section of the rulebook gives you all the rules for taking your Priest of Ulric right up to battle-level 10, including special rules for visiting Settlements, training, and a whole range of new blessings for him to acquire. The Warrior Priest starts at battle-level 1 as a Novice - you will find his Battle-level Table below.

INITIAL BLESSINGS OF Ulric

You may either stick with the original three blessings or discard one and take another from the Blessings Table. You must stick with the replacement you roll on the table.

The three blessings for the Warrior Priest in the basic Warhammer Quest game have been carefully selected, so consider what you are doing before you change one. If you do decide to re-select your blessings when generating a new Priest of Ulric, and roll one that you already have, just roll again.

Attack Blessings

The Priest of Ulric's blessings are similar to Wizard's spells in that Attack Blessings (Frostbite, Ice Storm, & The Snow King's Decree) can only be attempted during the Priest's turn of the Warrior Phase or during an effect which lets him take another turn.

Ulric's Fury

Whenever Ulric's Fury is triggered, refer to the table below for his Strength modifier.

Title   Strength Modifier
Novice   +2
Champion   +3
Hero & Lord   +4

Frenzy

As the Priest of Ulric advances, his Frenzy skill gets better. See the table below. The Frenzy skill cannot be used to multiply effects with anything else which might modify his number of Attacks per turn. Therefore, the table below also shows the resulting number of Attacks as a static additional number for the turn. Any other effect which would double his Attacks will just add his Starting Attacks to his total current Attacks for the turn.

Title   Frenzy Skill Effect
Novice   Frenzy 6+ +1 Attack per turn
Champion   Frenzy 5+ +2 Attacks per turn
Hero & Lord   Frenzy 4+ +3 Attacks per turn

Hatred

Every time the Priest of Ulric gains a new Battle-Level, he should roll on the Monster Table equal to his former Battle-Level to determine which race of monsters should be added to his Hated monster races. If he rolls a race which he already hates, re-roll one time. If that one is also already hated, then he does NOT gain a new hated race this time.

White Wolf Medallion

At he beginning of each Adventure, the Priest of Ulric may roll for the number of charges that the White Wolf Medallion contains (the result replaces any current charges). He may decide not to roll and just keep the current number of charges.

Strictures

Here is a list of important things the Priest of Ulric will follow to live up to Ulric's Creed.

Obey Your Betters -- Ulricans should always obey those that are in authority over them.

Defend Your Honour -- The Priest of Ulric will always defend his honour whenever he is challenged. Therefore, he must follow through versus any events that let him choose whether to fight or not (like the Duel Settlement Event).

Wolf Skin -- He will not wear any wolf skin unless he has killed the wolf himself with weapons hand-crafted from nature.

Lack of Courage -- Black-powder weapons, crossbows, and helmets are not favoured by Ulric. Use of them shows a lack of courage.

The Sacred Fires -- While there is only one true Sacred Flame, to represent that one Flame, the worshippers of Ulric keep "sacred fires" burning in all the holy places of Ulric. These sacred fires must never be allowed to go out. Thus, a Priest of Ulric must visit the Holy Places of Ulric at every opportunity to make donations and offer up proper devotions.

 

The Priest of Ulric IN SETTLEMENTS

A Priest of Ulric may also visit the following special locations: The Alchemist Laboratory, the Alehouse (2d6-1), and the Temple, but not the Gambling House.  He must find these special locations according to the normal rules (a result of 7+ by rolling 3d6 in a city and 2d6 in a town).  Of these special locations, only an Alehouse is available in a village (see the Settlements section of the RolePlay Book for more details concerning the shops and special locations). He may also visit the Holy Places of Ulric once per settlement (see below).

If the Priest of Ulric ever loses his Two-handed Axe, he may replace it at the Weapon Smith's shop or at a Holy Place of Ulric. It has a Stock value of 8 and costs 300 gold to buy.

The Holy Places of Ulric

There are many shrines to Ulric and some temples throughout the Empire. The Priest of Ulric may find one of these places by rolling a 7+ as usual (rolling 2D6 in a Town and 3D6 in a City). However, a Shrine of Ulric may also be found in a Village, needing only a 6+ (on 1D6) to find in such out-of-the-way places. In a Town or City, if the dice roll to find is 7+, but less than 10, then the Priest has found a Shrine of Ulric; but, if the result is 10+, then he has found a Temple of Ulric. Keeping this in mind will be important on the Devotion to Ulric Table and in the process of training. When in a village, there is a chance that the local Alehouse also serves as a Shrine of Ulric. Therefore, when the Priest of Ulric visits an Alehouse in a village and has not yet found a Shrine of Ulric, he should roll 1D6. On a roll of 6, he has found the Shrine of Ulric for that settlement. He may return to the Alehouse during this same settlement visit (without rolling to find it) and treat it as a Shrine of Ulric and conduct any training and devotions for which he is prepared. While there, he may submit a second roll on the Alehouse Table for good measure, but only after finishing his holy place business.

Devotion to Ulric Table

The Priest of Ulric must pay 2D6 X 50 gold as an offering to Ulric and offer up his prayers and praise to Ulric.  The result of his religious fervour will be found on the table below. Roll 2D6, adding +2 to the roll if he is visiting a Temple of Ulric instead of a Shrine.

2 Nothing
3 The Priest gains +1 Wound permanently.
4 One two-handed weapon of the Priest's choice (in his possession) is magical for the next adventure, plus the Priest of Ulric causes an extra 1D6 damage to any one single hit in the next adventure.
5 One two-handed weapon of the Priest's choice (in his possession) is magical for the next adventure. In addition, he may claim any Wounds he makes in a single attack as his own, stealing them from his foe to heal himself. He must declare as soon as he hits the foe that he is going to use this ability, but before he rolls to see how much damage he does.
6 During the next adventure, the Priest may choose in any turn to roll twice for his White Wolf Medallion's effect, possibly healing himself and any adjacent Warriors (up to two effects). However, if he does this, he may not use the ring for 1D3 turns afterwards, as it is temporarily drained.
7 One two-handed weapon of the Priest's choice (in his possession) is permanently magical, and for the next adventure it is inscribed with powerful runes that add +1 to his Toughness.
8 One two-handed weapon of the Priest's choice (in his possession) is magical permanently and for the next adventure it causes an extra D6+ his battle-level Wounds damage whenever he rolls a natural 6 to hit.
9 The Priest may randomly select one blessing. This blessing may only be used once, after which it is gone. It is automatically successful when used.
10 The power of Ulric, courses through the Priest's veins. For the duration of the next adventure, he may choose to gain either +1 WS, +1 Strength or +1 Toughness.
11 A White Wolf spirit infuses the Priest of Ulric with mystical wound-stealing energy. For the next Adventure, every hit the Priest of Ulric inflicts upon his foes which actually causes them to lose Wounds will also heal the Priest. For each such instance of damage, the Priest gains one-half of the actual wounds inflicted (or lost by his foe) rounded up (1/2 Wound = 1 Wound, 3 1/2 Wounds = 4, and so on). This wound-stealing ability cannot increase his Current Wounds beyond his Starting Wounds.
12 The power of Ulric courses through the Priest's veins. For the duration of the next adventure, the Priest of Ulric has help against monster magic spells and/or against magic items. Roll 1D6 on the table below:
 
1D6 Effect for the Next Adventure
1  Magic Resistance 6+
2  Magic Resistance 6+ & Magic Dispel 6+
3  Magic Resistance 5+ & Magic Dispel 5+
4  Magic Resistance 5+ Magic Dispel 5+ & Ignore Magic Item 5+(*)
5  Magic Resistance 4+ Magic Dispel 4+ & Ignore Magic Item 4+(*)
6  Magic Resistance 3+ Magic Dispel 3+ & Ignore Magic Item 3+(*)

* Ignore Magic Item n+ -- It works very similar to Magic Resistance and Magic Dispel, except that it allows the Priest of Ulric to cause a Magic Item, Magic Weapon, or Magic Armour effect NOT to work whenever the required dice roll of Ignore Magic Item is successful. For example, if a monster has Arcane Armour of Destruction, and the Priest of Ulric lands a blow on the monster, then his Ignore Magic Item roll is a success, this will prevent the magic armour from working to rebound the damage.

 

13 A spirit wolf companion appears. It will accompany the Priest of Ulric for the next Adventure. The spirit wolf will warn the Priest and prevent all monster ambushes. It also gives him the Reaction Strike skill for the same Adventure. If the Priest of Ulric already has the Reaction Strike skill, then the spirit wolf allows him to make 2 Attacks (instead of 1) against adjacent monsters as soon as they are placed.
14 For the next Adventure the Priest gains +1 to his Frenzy ability and Regeneration 1 (just like the monster special rule; roll 1D6 at end of each turn for number of Wounds restored).

 

Training

The Priest of Ulric may train at any Shrine or Temple of Ulric that he finds. Therefore, he may sometimes be able to train when in a village.  He takes one full week for training to perfect the things he has learned in the dungeon(s).  During this time, he cannot do anything else and does not pay living expenses, nor does he experience Settlement Events.  After paying the required amount of gold as indicated on his Battle-Level Table (at the bottom of these rules), the Priest of Ulric's characteristics are permanently adjusted according to the same table.

Additional Wounds -- Whenever the table shows an increase in Wounds, roll 1d6 just like when creating your Barbarian in the beginning.  Yes, you may re-roll the dice if the first roll is a 1; but, like before, you must accept the second roll even if it is a 1.  The result is the number permanently added to the Priest of Ulric's Starting Wounds.

New Blessings -- Each time the number of Blessings increases on the Battle-Level Table, this indicates that the Priest of Ulric when training to that level learns a new blessing. Roll on the Blessings Table below, re-roll if the result is a blessing that he already knows. If training at a Temple of Ulric, the Priest may instead roll TWO times on the Blessings table, until he gets two different results, both of which are blessings he does not know, and then choose which of the two he wishes to learn.

New Skills --  In addition to learning new blessings, whenever the Battle-Level table shows an increase in the number of skills, roll on the Priest of Ulric's Skill Table given below to find out what skill he has learned.  The number 1 at Battle-Level 3 indicates that the Priest of Ulric learns his first new skill at that level. If he rolls a skill that he already has, re-roll on the table.  If training at a Temple of Ulric, the Priest may instead roll TWO times on the Skills table, until he gets two different results, both of which are skills that he does not have, and then choose which of the two he wishes to learn.

Priest of Ulric Blessings

A Priest of Ulric has the following blessings available to him as he goes up his Battle-levels.  To determine which specific blessing he learns when given the opportunity roll D66.  If the result is a blessing that the Priest of Ulric already has, re-roll until a new blessing is learned.

11-13 BATTLE FURY - Ulric's spirit fills you and your bloodlust is unleashed..
The target Warrior(s) gain(s) +1 Attack this turn.
Duration: this turn
Level of Priest Blessing dice roll No. of Warriors
Novice  7+  1
Champion  6+  2
Hero  6+  3
Lord  5+  4


 

14-16 CRUSH THE WEAK - Reciting the vitriolic prayer fills you with Ulric's scorn for the weak and cowardly.
The target Warrior(s) may re-roll one Attack that misses this turn.
Duration: this turn
Title Blessing dice roll No. of Warriors
Novice  7+  1
Champion  6+  2
Hero  6+  3
Lord  5+  4

 

21-23 FROSTBITE - Attack Blessing -- You pray to Ulric to freeze your enemy's body and blood.
One monster on the same board section loses 1D6 Wounds with no modifiers for anything. The target must also pass a Toughness test (roll 1D6 + Toughness and get the result indicated in the table below to succeed) or be unable to take any actions in the next Monster Phase (though it may still defend itself, dodge and etc.).
Duration: Damage -- immediate; immobilize -- next Monster Phase
Title Blessing dice roll Wounds Lost Difficulty of Toughness Test
Novice  7+  1D6 7+
Champion  7+  1D6 + 2 8+
Hero  7+  1D6 + BL 9+
Lord  7+  2D6 + BL 9+

 

24-26 HEART OF THE WOLF - Your Allies are inspired with the martial spirit of Ulric.
The target Warrior(s) on the same board section will automatically pass any Fear or Terror test they take this turn. All current Fear and Terror effects are removed from the target as well.
Duration: test -- this turn; cancel Fear & Terror -- immediate
Title Blessing dice roll Number of Warriors
Novice  8+  1
Champion  7+  2
Hero  7+  3
Lord  6+  4

 

31-33 HOARFROST THEWS - Your prayers send ripples of chill through your body, and frost forms on your flesh.
The target Warrior is immune to cold and freezing damage this turn. Also, the target gains increased Toughness (see table below) against incoming damage of any type which does not ignore Toughness..
Duration: this turn
Level of Priest Blessing dice roll No. of Warriors Toughness Bonus
Novice  7+  1  +1
Champion  6+  2  +1
Hero  6+  3  +2
Lord  5+  4  +2

 

 

34-36 HOWL OF THE WOLF - You howl like one of Ulric's wolves and instil your allies with a lust for battle.
The target Warrior(s) gains +1 to hit and +1 Strength this turn.
Duration: this turn
Level of Priest Blessing dice roll No. of Warriors Benefits
Novice  7+  1 +1 To Hit, +1 Strength
Champion  7+  2 +1 To Hit, +1 Strength
Hero  6+  3 +1 To Hit, +2 Strength
Lord  6+  4 +2 To Hit, +2 Strength

 

41-43 ICE STORM - Attack Blessing -- You summon up a fierce storm of lashing ice to decimate your foes.
Choose any 4x4 area within line of sight as the target area. Every model (monster, Warrior, and NPC) within the target area suffers the Priest's Damage Dice +5 damage (modified as normal) unless they have some extra protection against cold damage (see Hoarfrost Thews above). Also, each model which is actually wounded by the Ice Storm must roll 1D6 + Toughness (do NOT add armour). If the target scores equal to or higher than the Toughness Test value given in the table below they pass, but on a lesser result the model is stunned for one whole turn (cannot move, attack, cast spells or blessing). A stunned model is at +2 to be hit. The Priest himself is immune to the effects of Ice Storm.
Duration: damage -- Instant; stun effect -- one whole turn
Level of Priest Blessing dice roll Ice Storm Damage Difficulty of Toughness Test
Novice  9+ 1D6 + 5 7+
Champion  9+ 1D6 + 5 7+
Hero  8+ 2D6 + 5 8+
Lord  8+ 3D6 + 5 9+

 

44-46 ULRIC'S GIFT -- Your touch and blessing awakens the slumbering berserker in an ally.
The target Warrior (or other ally) gains the Frenzy n+ ability for the rest of the current combat. The level of the Priest will determine how easily the Warrior becomes frenzied. The table below includes both the Frenzy n+ value and the appropriate modifier for any target which already has the Frenzy n+ ability. Multiple blessing effects of Ulric's Gift are NOT cumulative (do NOT stack). The number of Attacks is the effect that becoming frenzied will have upon the target if their only Frenzy ability is from this blessing or if their Frenzy effect is less than Ulric's Gift provides.
Duration: to the end of the current combat
Level of Priest Blessing dice roll Frenzy n+ Modifier for Existing Frenzy Ability No. of Attacks
Novice  8+ Frenzy 6+ +1 +1 each turn
Champion  8+ Frenzy 5+ +2 +1 each turn
Hero  7+ Frenzy 5+ +2 +2 each turn
Lord  7+ Frenzy 4+ +3 +2 each turn

Note: Take the best effect if two frenzy abilities are in play, but NOT both together. As an example of how Ulric's Gift works with another Warrior's Frenzy ability, if a Chaos Warrior with the Chaos Attribute Frenzy 6, fails to frenzy at the beginning of a combat and is then blessed with Ulric's Gift (Novice level), the Chaos Warrior will be allowed both to roll for Frenzy each turn at +1 to his roll AND use his own double Attacks effect (if it is better than +1 or +2 Attack) once he becomes frenzied. Normally, a Chaos Warrior just rolls once at the beginning of a combat.

 

51-53 THE SNOW KING'S DECREE - Attack Blessing -- Ulric's hatred for the weak, the cowardly, and the dishonourable drips from the scornful words of your bellowed prayer. Silvery, freezing fire erupts about the enemy of Ulric.
One monster within the Priest of Ulric's line of sight suffers one devastating hit per turn beginning immediately and then resolved immediately after the Power Phase each turn thereafter. The damage ignores all armour, even magical armour* (* but see next sentence). Any allowed Magic Resistance or Magic Dispel ability will suffer a -1 modifier against this blessing. There can only be one Snow King's Decree in effect at one time. The Priest of Ulric may choose to release the target from the decree in one turn in order to attempt the decree against another target in the next turn.
Duration: until the target dies or the Priest chooses to release the target
 
Level of Priest Blessing Dice Roll Damage
(each turn)
Novice  10+ 1D6 + 8
Champion  9+ 1D6 + 8
Hero  9+ 2D6 + 8
Lord  8+ 3D6 + 8

 

54-56 WILD PACK - You howl forth your angry prayers to Ulric, and your allies bristle with barely restrained violence.
Every target of this blessing immediately gains one extra turn of movement and Attacks just like their normal turn in the Warrior Phase. However, it does not reset any other once-per-turn abilities, blessings (like limitations on successful blessings of the same type, for example), spells, Current Power, and etc.
Duration: immediate

 

Level of Priest Blessing Dice Roll No. of Warriors
Novice  8+  1
Champion  8+  2
Hero  7+  3
Lord  7+  4

 

61-63 WINTER'S CHILL - You radiate a coldness that chills to the bone.
Any enemies during one whole turn which attack the target Warrior(s) in hand-to-hand combat will suffer -1 to hit them. Winter's Chill does NOT affect Undead or creatures that are immune to (or thrive on) cold.
Duration: one whole turn
 
Level of Priest Blessing Dice Roll No. of Warriors
Novice  7+  1
Champion  7+  2
Hero  6+  3
Lord  5+  4

 

64-66 WOLF BLOOD - Calling upon the spirits of sacred white wolves, the priest seeks their knowledge and vitality to heal himself and/or his companions.
This blessing can only be attempted during combat, because the spirits of the sacred wolves are only attuned to such a blessing while the sounds of combat and the smell of blood are in the air. Targets of this blessing gain a regeneration ability until the end of the current combat, or until the target Warrior falls to ZERO Wounds, at which time it will heal the target one more time at the end of the turn. This regeneration ability restores a number of Wounds up to the Warrior's Starting Wounds at the end of the turn (just before FATAL Damage) as shown below. A Warrior can only enjoy the effects of one instance of Wolf Blood at a time (effects do not stack).
Duration: for the rest of the current combat
 
Level of Priest Blessing Dice Roll No. of Warriors Regenerate Effect
Novice  8+  1 +1 Wound
Champion  8+  2 +2 Wounds
Hero  7+  3 +3 Wounds
Lord  7+  4 +4 Wounds

 

 

 

Priest of Ulric Skills

A Priest of Ulric has the following skills available to him as he goes up his Battle-levels.  To determine which specific skill he learns when given the opportunity roll 1D6.  If the result is a skill that the Priest of Ulric already has, re-roll until a new skill is learned.

1 BATTLE-RAGE - Consuming rage overcomes you and you go completely berserk, slashing and hacking at your foe.
This skill gives your Warrior either +1 Attack per Battle-level, or +1 to hit per Battle-level, or +2 Strength per Battle-level for one turn.  Choose which characteristic is affected before the turn begins.  This skill may be used once per dungeon.
2 RUN - Given the desperation of your situation you summon hidden reserves of energy to speed your way.
This skill allows your Warrior to attempt to increase his speed. Roll 1D6.  If you score a 5 or 6 your Warrior's Move is doubled and he may not be pinned this turn.  This skill may be used once per turn.
3 DUCKBACK - Sensing the danger of your situation, you pull back from combat to find a better position.
This skill allows your Warrior to add +1 to his roll to escape from pinning.
4 WOLF DREAMS - The Priest of Ulric has begun to have divine dreams and visions in which a white wolf spirit visits him. Upon awaking, he notices his White Wolf Medallion glowing.
From now on, your Warrior's White Wolf Medallion will have 1D6+2 charges to be used for turning failed blessing attempts into successful blessings.
5 REACTION STRIKE - An Orc lurches out of the darkness towards you. No sooner have you caught sight of its huge bulk than your sword is out and ready to strike.
This skill allows your Warrior to make one immediate attack on a single Monster as soon as it is placed on the board next to him.  If there is more than one eligible target you may choose which your Warrior attacks.  The attack is in addition to any attacks that he would make in normal combat.  Because this skill is an instinctive reaction to being ambushed, your Warrior cannot make a death-blow with this attack and is not subject to any Psychology effects caused by the target.
6 WOLF SENSE - The spirit of a white wolf becomes a part of the Priest's consciousness, at times warning him of danger.
After the Exploration Phase, when a new floor section has been revealed, the Priest of Ulric may use his wolf sense to see what lies within.  If the new floor section is a room, the Priest of Ulric player rolls a dice.  On a score of 1 to 4 his sixth sense fails him.  On a score of 5 or 6, he may turn over the next Event card (and roll on any relevant Monster tables, etc.) to see what is in the room, warning the Warriors of any impending danger.

Roleplay Guidelines

CHARACTERISTIC TESTS

Barge Aside 0
Bluffing Enemies -1
Climb on Shoulders 0
Climb Wall +1
Construction -1
Crawl 0
Disarm Enemy 0
Disarm Trap -1
Distract Enemy 0
Duck 0
Fight Defensively 0
Hide 0
Hold Door Open/Closed 0
Identify 0
Improvise Weapon +1
Interrogate 0
Jump 0
Kick Over 0
Leap 0
Lift Trapdoor 0
Listen at Door 0
Loosen/Tie Bonds 0
Make Bandages 0
Difficult Shot -1
Make Rope -1
Moving Heavy Objects       0
Pick Lock -1
Play Dead 0
Read 0
Search Object -1
Searching Rooms 0
Starting Fires +1
Stunning Enemies 0
Swing on Rope +1
Taking Cover 0
Understand Speech +1
Wait/interrupt 0
Wedge Door 0

 

Priest of Ulric Battle·Level Table

Battle Level Gold Title WS BS STR Damage Dice T W I A** Luck WP Blessings/Turn Skills Pin
1 0 Novice 2 5+ 3 1 3 1D6+7 2 1 (2) 0 3 3/2 0 4+
2* 2,000 Champion 3 5+ 3 1 3 2D6+7 3 1 (3) 1 3 4/2 0 4+
3 4,000 Champion 3 5+ 3 1 3 2D6+7 3 2 (4) 1 4 4/2 1 4+
4 8,000 Champion 4 5+ 3 1 3 3D6+7 3 2 (4) 2 4 5/3 1 4+
5* 12,000 Hero 4 5+ 4 2 3 3D6+7 4 2 (5) 2 4 5/3 2 3+
6 18,000 Hero 4 4+ 4 2 4 4D6+7 4 2 (5) 2 5 6/3 2 3+
7 24,000 Hero 4 4+ 4 2 4

5D6+7

4 3 (6) 3 5 6/4 2 3+
8 32,000 Hero 5 4+ 4 2 4 5D6+7 5 3 (6) 3 5 7/4 3 3+
9* 45,000 Lord 5 4+ 4 3 4 6D6+7 5 3 (6) 3 6 7/4 3 3+
10 50,000 Lord 5 4+ 4 3 4 6D6+7 6 3 (6) 3 6 8/5 3 3+

* A Priest of Ulric's Frenzy skill gets better each time he advances a title.
** At all levels, the Priest of Ulric has the added advantage of gaining extra Attacks whenever he becomes frenzied.
*** The numbers in the Skills column show at which level the Priest of Ulric learns a new skill.

NOTES:

Many things, especially the blessings (or spells) of the Priest of Ulric were adapted from the Tome of Salvation. Most of the ideas for this character were gleaned from that book. Some inspiration for the White Wolf Medallion came from the Warrior Priest's Ring of Jade.

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