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Warhammer Quest: The Cleric of Sigmar
by Colen McAlister
Here is another 'priestly' character for Warhammer Quest, much like the
Warrior Priest official character pack, but with several differences.
The Cleric of Sigmar wanders the world, trying to stall the forces of
chaos by preaching to anyone who will listen. They are nomadic, never
staying in the same place for more than a few months, but can be relied
upon to oversee the harvest with blessings from Sigmar or to help root out
a Chaos cult that has taken hold in a city.
Clerics are not as suited for battle as their Warrior Priest
counterparts, sometimes employig their aid as they wander the world.
Occasionally, one will express a desire to confront the Forces of Evil
face to face, and will be sent into the world to help the Great Struggle.
The Clerics were established after the last Great War against Chaos,
created by priests sickened by the slaughter of good and evil alike. They
employ their powers for the greater good, helping root out the hidden
evils that arise from time to time as well as presiding over trials of
heretics and witches foun in the city.
Clerics that decide to go hand-to-hand with the Forces of Evil receive
the highest blessing and training to help prepare them for their
unenviable task- many a monster goes bloodily to their grave, to their
puzzlement hearing the words "Bless you, my son" before darkness
descends on them.
| Name |
M |
WS |
BS |
S |
T |
I |
A |
Damage Dice |
Wounds |
| Cleric of Sigmar |
4 |
3 |
5+ |
3 |
3 (4) |
3 |
1 |
1 |
1D6+7 |
Equipment: Holy Staff.
Weapon: Ritual Dagger, causing 1D6+3 Wounds.
Armour: Leather Armour (+1 Toughness).
Pinning: Breaks from pinning on a roll of 5+.
Special Rules: The Cleric can cast spells and Turn Undead,
manifestations of his unerring belief in Sigmar (see below).
| Enemies WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
| To Hit Roll |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Advanced Rules
| Battle-Level |
Title |
Willpower |
WS |
BS |
S |
T |
I |
A |
Pinning |
Damage Dice |
Wounds |
| 1 |
Acolyte |
4 |
3 |
5+ |
3 |
3 |
3 |
1 |
5+ |
1 |
1D6+7 |
| 2 |
Adept |
4 |
3 |
5+ |
3 |
3 |
3 |
1 |
5+ |
1 |
2D6+7 |
| 3 |
Priest |
4 |
3 |
4+ |
4 |
3 |
3 |
1 |
5+ |
1 |
2D6+7 |
| 4 |
Priest |
5 |
4 |
4+ |
4 |
4 |
4 |
2 |
5+ |
1 |
3D6+7 |
| 5 |
Curate |
5 |
4 |
4+ |
4 |
4 |
4 |
2 |
5+ |
2 |
3D6+7 |
| 6 |
Curate |
5 |
4 |
3+ |
4 |
4 |
4 |
2 |
4+ |
2 |
4D6+7 |
| 7 |
Patriarch |
6 |
5 |
3+ |
4 |
4 |
4 |
2 |
4+ |
2 |
4D6+7 |
| 8 |
Patriarch |
6 |
5 |
3+ |
4 |
4 |
5 |
3 |
4+ |
2 |
5D6+7 |
| 9 |
High Priest |
6 |
5 |
2+ |
4 |
4 |
5 |
3 |
4+ |
3 |
5D6+7 |
| 10 |
High Priest |
7 |
6 |
2+ |
4 |
4 |
5 |
3 |
3+ |
3 |
6D6+7 |
| Enemies WS |
Battle-Level |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
| To Hit Roll |
1 |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
|
2 |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
|
3 |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
|
4 |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
|
5 |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
|
6 |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
|
7 |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
|
8 |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
|
9 |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
|
10 |
2 |
3 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
Like any other warrior, the Cleric can gain Specialist Actions with
every level, but his chance is a 3+ rather than 4+ on a dice.
Clerics cannot visit the Alehouse or Gambling House.
Because of the respect given to him by the general population, Clerics
can ignore 1D6 settlement events in every town.
The Cleric has the same chance for roleplaying actions (e.g.
interrogate, identify etc.) as the Wizard.
Clerical Powers
Holy Staff
The Cleric's Holy Staff can be used as a weapon instead of his ritual
dagger. It gives him +1T and +1S when used, but makes attacks at a -1 to
hit. If used by any other Warrior it loses these bonuses but keeps the -1
to hit modifier.
Clerical Magic
Clerical magic is basically the same as Wizardly magic, but with one
important difference- the magic draws its power from the clerics belief in
Sigmar. It obeys the same rules for wizardly magic, but with the following
differences:
- All Attack spells count as having a power of two higher than normal.
- All Defence and Healing spells count as having a power of one lower
than normal.
- Special spells have normal power.
- By praying to Sigmar, the Cleric can change a number of spells equal
to his battle-level at the end of every adventure. They can be exchanged
for spells of equal power or less.
The Cleric rolls 1D6+Battle-level for his power, but rolling of a 1 does
not cause unexpected events unless he is the only magic-user in the party;
it still only give him 1 point for the turn, however.
The Shrine
The Shrine is an extension of the Temple. A settlement with a Temple
automatically has a shrine, and vice versa. The Cleric may visit both in
one day. While at the shrine he may do the following things:
- Convert Gold to experience points- it cannot be spent but cannot be
lost to hazards, either.
- Donate Magical Items to his cause- he gets the experience points for
such a gift.
- Change as many spells as he wants to spells of equal or lower power.
Any points left over (e.g. changing two power four spells to two power
three spells) may be spent on new spells (continuing the previous
example, an extra two power spell).
- Buy Amulets of Faith. D6 amulets cost D6*50 Gold (so you may get 1
amulet for 300 Gold to 6 amulets for 50 Gold) and allows automatic suce
on any roll, whether made by the cleric or otherwise. However, the
amulets do not work on 'Evil' creatures (such as the Chaos Warrior from
the official pack).
Turning Undead
Clerics support and further the natural order of things, and are
therefore shocked and horrified at the Undead. Instead of attacking and
casting spells in a turn, a Cleric may attempt to Turn one group of Undead
on the board. Roll on the following table to see whether the Cleric Turns
the monsters and what effect he has:
| Battle-Level |
Roll needed to turn |
Effect |
Damage |
| 1-2 |
5+ |
Undead become subject to break rules (or automatically fail Break
tests if they are already subject to these rules). |
1D6 |
| 3-5 |
5+ |
Undead are paralysed for D6 turns. |
2D6 |
| 6-8 |
4+ |
Undead are paralysed for 2D6 turns. |
4D6 |
| 9+ |
4+ |
Undead are paralysed for 2D6 turns. |
5D6 |
Damage done is without any modfiers for Toughness, Armour, Ignore Pain,
Ignore Blow, etc.
The Turning is not magical, so cannot be dispelled or drained.
Moderated Games
The Cleric can only cast his spells when he has faith in his God- a
'doubting Thomas' cleric may not be able to conjure sufficient faith to
believe in his spells, meaning they may fail. Clerics who do not display
enough faith in their God should be penalised accordingly, perhaps needing
to seek out a higher-level priest to atone. Higher-level clerics may
occasionally miss adventures (GM's discretion) as they are called by the
duties of the Priesthood.
Disclaimer
Warhammer Quest is a trademark of Games Workshop, and its use
here does not constitute a legal challenge to that status. This article
may be considered copyrighted by nobody, so anyone can use and / or alter
it.
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