The Priest of Ulric
Version 2.0*

by Old Warrior
(*A very huge revision mainly for balance issues)

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 3 (5*)
Toughness 2 (3)
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

Bearded Axe - The Priest of Ulric starts with a Bearded Axe which does normal damage (1D6 + Warrior's Strength) (removed the +1 Str). On a successful to hit roll of 5+, the Bearded 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 cannot be hindered by things that affect magical spells and abilities.

Once per turn, in the power phase, it may grant a random effect to the priest. IF it regenerates (result 6) Wounds it will also affect any adjacent Warriors. The Priest rolls 1D6 on the table below.  The medallion fails to work if the priest is on ZERO Wounds. The Priest gets 5 gold (or xp) for each Wound his Medallion restores to another Warrior.

Random Effects Table (Roll 1D6)

Result   Effect
1   No effect (fail)
2   No effect (fail)
3   The Priest of Ulric gains +1 Toughness this turn.
4   The Priest of Ulric is at -1 to be hit this turn.
5   The Priest of Ulric enjoys +1 to hit monsters this turn.
6   The Priest of Ulric and any adjacent Warriors immediately regenerate 1D6 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 6, he gets +2 added to his Strength for resolving the damage of that hit.

**Wolf 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, he gains +1 Attack until the end of the combat.

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 one Blessing 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 equal or higher than the casting number of the blessing.. So, for example, if a 3 is rolled in the Power Phase. the Priest of Ulric chooses his blessing which requires 7+ to cast and rolls a dice, scoring a 3. As 3+3=6, the blessing falls!

(Ulric's Smile has been removed)

The Priest may choose to cast a blessing on himself, or on any Warrior, or an Attack Blessing (like Frostbite) 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,  and magical items used. Rolling a 6 will always succeed.

Beginning Blessings

BATTLE FURY 7+ - Ulric's spirit fills you and your bloodlust is unleashed upon your foes.
The target Warrior gains +1 Attack this turn.
Duration: This turn

FROSTBITE 9+ - You pray to Ulric to freeze your enemy's body and blood.
One monster on the same board section loses 1D3 Wounds with no modifiers for anything. The target also suffers -1 to hit for one whole turn Frostbite 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 7+ - 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 can only use axes and bows for 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 or Furs. 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 Priest of Ulric 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 Priest of Ulric 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 randomly take another from the Blessings Table. You must stick with the replacement you roll on the table.

The three blessings for the Priest of Ulric 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.

Additional Blessing Attempts and Ulric's Retribution

From Battle-Level 2 and upwards, the Priest of Ulric may attempt more than one blessing per turn as shown on his Battle-Level Table. However, each particular blessing may only be successfully cast once per turn. 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. Luck may be used to re-roll the blessing attempt once, but a further roll of 1 will result in Ulric's Retribution. Luck CANNOT be used to re-roll the result on the Retribution table.

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 SIX 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 1D6 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!

 

Ulric's Fury

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

Title   To Hit Required Strength Modifier
Novice   6 +2
Champion   6 +3
Hero & Lord   6 +4

Wolf Frenzy

As the Priest of Ulric advances, his Wolf 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 6+ +1 Attack per turn
Hero Frenzy 5+ +2 Attacks per turn
Lord   Frenzy 4+ +2 Attacks per turn

Hatred

The Priest of Ulric tends to hold grudges and harbor ill-will towards his enemies. Upon advancing to Battle-Level 2 and at each new level thereafter,  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.. 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.

White Wolf Medallion

As the Priest of Ulric gains new titles, his White Wolf Medalion gets a little better in its various effects. The table below shows the effects at each title.

Regeneration Table (Roll 1D6)

Novice
 (same as basic)

  Champion   Hero   Lord
Result   Regenerates   Result   Regenerates   Result   Regenerates   Result   Regenerates
1   No effect (fail)   1   No effect (fail)   1   No effect (fail)   1   No effect (fail)
2   No effect (fail)   2   No effect (fail)   2   No effect (fail)   2   No effect (fail)
3   The Priest of Ulric gains +1 Toughness this turn.   3   The Priest of Ulric gains +1 Toughness this turn.   3   The Priest of Ulric gains +2 Toughness this turn.   3   The Priest of Ulric gains +3 Toughness this turn.
4   The Priest of Ulric is at -1 to be hit this turn.   4   The Priest of Ulric is at -1 to be hit this turn.   4   The Priest of Ulric is at -2 to be hit this turn.   4   The Priest of Ulric is at -2 to be hit this turn.
5   The Priest of Ulric enjoys +1 to hit monsters this turn.   5   The Priest of Ulric enjoys +1 to hit monsters this turn.   5   The Priest of Ulric enjoys +2 to hit monsters this turn.   5   The Priest of Ulric enjoys +2 to hit monsters this turn.
6   The Priest of Ulric and any adjacent Warriors immediately regenerate 1D6 Wounds.   6   The Priest of Ulric and any adjacent Warriors immediately regenerate 1D6+2 Wounds.   6   The Priest of Ulric and any adjacent Warriors immediately regenerate 1D6+3 Wounds.   6   The Priest of Ulric and any adjacent Warriors immediately regenerate1D6+4 Wounds.

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). The Priest of Ulric may also seek out a Dwarf Guildmaster to try to acquire a Dwarf rune on any of his axes. Sadly, the dwarfs are not always willing to do the work for a priest. Therefore, the Priest of Ulric must roll a 9+ in a city to find and gain entrance to a Dwarf Guildmaster.  Then, he must pay the same price and gain one random roll on the rune table just like a Dwarf would. The Dwarf Guildmasters in towns are not as well-tended as in the cities and they refuse to do any work for a Priest of Ulric.

If the Priest of Ulric ever loses his Bearded 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 6+ (rolling 1D6 in village, 2D6 in a Town, and 3D6 in a City), if he finds a Holy Place, it is a Shrine of Ulric IF he found it in a village. If, however, he found it in a town or a city, he should then roll a 1D6 to determine whether it is a Shrine of Ulric (on 1-4) or a Temple of Ulric (on 5+). Keeping this in mind will be important on the Devotion to Ulric Table and in the process of training.

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 axe 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 axe 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 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 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 (Roll D66 on the Priest of Ulric's Blessings table). 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 +1 Wound. 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
1-2  Magic Resistance 6+
3-4  Magic Resistance 5+
5  Magic Resistance 6 AND Magic Dispel 6 (*)
6  Magic Resistance 5+ AND Magic Dispel 5+ (*)

(*Removed Ignore Magic Item ability.)

 

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 prevents a monster ambush on a 1D6 roll of 5+. 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 grants him +1 to hit with his Reaction Strike skill.
14 For the next Adventure the Priest gains +1 to his Frenzy ability and Regeneration 1D3 (similar to the monster special rule; roll 1D3 at end of each turn for number of Wounds restored). This ability fails to work if the Priest is on ZERO Wounds at the end of the turn.

 

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 Priest 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 with bloodlust is unleashed upon your foes.
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 a number of Wounds with no modifiers for anything. The target also suffers a to hit penalty for one whole turn.
Duration: Damage -- immediate; to hit  modifiers -- one whole turn
Title Blessing dice roll Wounds Lost Effect on Target
Novice  9+  1D3 -1 to hit
Champion  9+  1D3+2 -1 to hit (removed +1 to be hit)
Hero  8+ 1D3+3 -2 to hit, (removed +1 to be hit)
Lord  8+ 1D3+4 -2 to hit, (removed +2 to be hit)

 

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 may retake (reroll) any Fear or Terror test they fail in the current turn or which they have previously failed in the current combat.
Duration: test -- this turn; cancel Fear & Terror -- immediate
Title Blessing dice roll Number of Warriors
Novice 9+  1
Champion 8+  2
Hero  8+  3
Lord  7+  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 (half movement, -1 Attacks, at -1 to hit, and is at  +1 to be hit). The Priest himself is immune to the effects (damge and stunning) 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 Wolf 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. The Priest cannot target himself with this blessing.
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  11+ 1D6 + 8
Champion 10+ 1D6 + 8
Hero  10+ 2D6 + 8
Lord  9+ 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.
The Wild Pack blessing can only be successfully cast once per combat.
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 9+  1 +1 Wound
Champion 9+  2 +2 Wounds
Hero 9+  3 +3 Wounds
Lord 9+  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 1D3 charges (the Priest of Ulric may either keep the leftover number of charges or roll 1D3 to replenish the number) at the beginning of each Adventure to be used for turning failed blessing attempts into successful blessings. The charges cannot be used to avoid Ulric's Retribution -- a natural roll of 1 can only be changed by the use of Luck and a different result on the re-rolled die.
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 wolf 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 2 1D6+7 2 1 (2) 0 3 3/1 0 4+
2* 2,000 Champion 3 5+ 3 1 2 2D6+7 3 1 (2) 1 3 4/2 0 4+
3 4,000 Champion 3 5+ 3 1 3 2D6+7 3 2 (3) 1 4 4/2 1 4+
4 8,000 Champion 4 5+ 3 1 3 3D6+7 3 2 (3) 2 4 5/3 1 4+
5* 12,000 Hero 4 5+ 3 2 3 3D6+7 4 2 (4) 2 4 5/3 2 3+
6 18,000 Hero 4 4+ 3 2 3 4D6+7 4 2 (4) 2 5 6/3 2 3+
7 24,000 Hero 4 4+ 4 2 4

5D6+7

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