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Cavalier Sub-class Abilities:
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When a wearer first tries to use a particular helm, he or she must make a successful Wisdom check to attune with it. If unsuccessful, that helm will not function for the user until the individual's Wisdom score has changed for better or worse (thus allowing another check).
A user who succeeds at the Wisdom check may then attempt to harness the helm's powers. The next time someone successfully attacks the wearer with a missile weapon, he or she may make another Wisdom check to avoid all but 1 point of damage, no matter the usual damage of the missile.
If this second Wisdom check fails, the wearer suffers the maximum damage the missile can inflict. This check is made for every missile fired at the wearer during this combat, and the modifiers listed below do not apply until the next combat.
If this second Wisdom check is successful, the wearer gains a +1 to the Wisdom check for the next combat. Note: This applies only to the next combat in which enemies attempt to harm the user. The helm does not work during sparring practice or training. A user who fails a Wisdom check picks up a –1 penalty for the next three combats, while he or she learns to trust in the powers of the helm again. No matter how often the user succeeds in the Wisdom check, the bonus can never exceed 19; a roll of 20 always fails.
Helms of valor provide no defense against melee weapons (although hurled daggers, axes, and other propelled melee weapons count as missile weapons), nor do they offer any protection against spells such as magic missile. Magical missiles, including enchanted arrows, affect the Wisdom check by –1 per +1 of the enchantment.
The helm is usable by warriors, priests, and psionically empowered individuals. As with all helms, it is not usable by either wizards or thieves who wish to practice their crafts.
The Blade-Rite RitualsThe blade-rite rituals are invoked whenever a new wielder is chosen for any of the elfblades. The blade-heir (the attempted wielder) is put through tests of talent (measuring the elf's ability in leadership, battle, or magic), mind (the elf's Intelligence in terms of the same), and heart (the elf's character and wisdom in wielding this talent). These tests occur within the mind of the tested elf, though all effects are suffered as if the tests were real. Mechanically, the tests are checks on 1d20 with -5 penalties, but penalties increase to -8 if the wielder is not of the same alignment as the blade. The checks are made against the character's level, Intelligence, and Wisdom scores; if all are successful, the tester becomes the new blade-wielder. Penalties for failing the tests are described for each blade. When a wielder dies, an elfblade is rendered inert and nonmagical until drawn in a blade-rite ritual or drawn at a place of power (such as the Dancing Place or hidden places in Cormanthor or Evermeet). If an elfblade is stolen, any who attempt to hold it unsheathed immediately suffer the penalties of failing the blade-rite ritual. Any N'Tel'Quess (non-elves, drows and half-elves can attempt to wield a blade) that dare to try wielding an elfblade are struck dead (2d12 hp of permanent damage and succeed a system shock check at half normal Constitution score or die).
Blade-Rite Risks: Should a wielder fail to pass the bladerituals, his grip around the swords pommel suddenly feels as if he is gripping the unsheathed blade, and he suffers damage equal to his own Strength score plus 1d6 points. This damage cannot be healed by any magical means and can be healed only naturally and slowly; deep palm scars remain forever, despite any later healing or magics. If the failed wielder is a N'Tel'Quess or of evil alignment, the blade also becomes a dancing sword and attacks the unworthy user. The elfblade pursues and attacks such a victim for 1d6 turns, trying its best to slay the usurper.