Following on from my thread about Bard problems, I'd now like to talk about Monks, which also interest me as I also have a Monk in my new evil party. I would really appreciate and hints, idea's, comments or guidance from other modders and D&D experts on all this. Seeing the nice class specific wonderous items that have been added by co8, like the Robes of the Archmagi, I decided to have a look through the e3.5 wonderous items list. I found a really cool item for Monks: I wondered why no-one had added this before, and simply decided to do it myself. Hours later I realise why no-one has added it! It's not straightforward because the bonuses are essentially to hardcoded class abilities and, without extensive coding in the temple.dll or being able to alter class ability bonuses from scripts, means making an item that dynamically changes it's abilities depending on who wears it and what else they're wearing. (I've pretty sure no-one has done this before, but please correct me if I'm wrong) Now I'm pretty sure that altering the temple.dll to change the Monk level ability & unarmed damage code is not on the cards. I also cannot find a way of altering either the Monk PC's class level bonus to AC or the unarmed damage dice. If anyone does that this can be done, please take mercy on my and let me know ASAP so I don't waste loads more time on the workarounds I'm using. I'm still in the early stages of just proving I can do it, and I've pretty much cracked doing the AC bonus and damage dice using work-arounds that behave in the correct way, although they don't come up correctly in the info windows (that pop up breaking down the components of AC & damage) - I don't think that can be helped though and they're pretty obvious the way I describe them. I do have a few more things to check for simulating the Ki Strike power but I feel comfortable that I've proved the concept. What I have no idea how I can do is the extra stunning fist per day. Anyone got any ideas or solutions to this? It won't be the end of the world if I can't implement this, but it would be nice. I then got to thinking then about the higher level Monk special abilities/feats, and had an idea about implementing them without requiring major dll coding, assuming this isn't likely to happen any time soon. (Spellslinger - please correct me here if I'm mistaken and you've nearly finished the Monk abilities upgrades or something) Basically I think I could try and simulate the effect of the abilities using the Monk's Belt scripts and implement them using python scripting! :dance: Obviously this would require a high level Monk to have a Monk's Belt, but that seems reasonable to me. So, what do you all think of this idea? Is there some massive flaw that I can't see due to inexperience? Here are my initial thoughts on what could be simulated and what could be used: 11 - Diamond Body (Su) At 11th level, a monk gains immunity to poisons of all kinds. EDIT: Added by moebeus for co8 3.0.4 as a DLL fix, apparently I should read ALL the release notes! 12 - Abundant Step (Su) At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her monk level (rounded down). Use the spell, essentially allowing Monks to cast this spell. Anyone know if it's possible to get non-spell casting classes to cast spells via the radial menu? Otherwise, the spell can still be used, but the issue becomes how the user can trigger it. The best solution I can think of is probably for it to become a spell that the belt can cast once a day when worn by a 12th level Monk. 13 - Diamond Soul (Ex) At 13th level, a monk gains spell resistance equal to her current monk level + 10. EDIT: Added by moebeus for co8 3.0.4 as a DLL fix, apparently I should read ALL the release notes! 15 - Quivering Palm (Su) Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + Â½ the monkâ€™s level + the monkâ€™s Wis modifier), it dies. Wow, I think the best way to deal with this is to simply kill the creature on success. I'm still not sure about it because of the once a week time period, but otherwise the same solution can be used as for Abundant Step. 19 - Empty Body (Su) At 19th level, a monk gains the ability to assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level. Same solution again - spell on the belt, castable per day. 20 - Perfect Self At 20th level, a monk becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/magic. Ignoring the becoming an outsider bit, which is not relevant enough to bother with IMO, this is a simple add DR 10/magic. Easy to do. One thing that would be really useful to be able to do is to set scripts on a pc, like maybe a san_heartbeat script. Anyone know how to do this? I can only seem to add san_dialog scripts to pc's with any success. So, what do you all think? Any comments or ideas or help with the problem areas - please reply, I reckon I need all the tips & information I can get. I'm hoping to have a vesion 0.1 belt ready to test in the next week or so, depends how long it takes me. I've already spent many more hours on this than I thought it would take when I first saw the Monk's Belt in the SRD and thought it looked cool... but that's the joy of modding I guess. I look forward to your replies. EDIT: Prompted by Ted's reply in the adding feats thread, I've found DLL work that moebeus did and edited this post appropriately. It also seems that maybe adding the missing abilities via DLL work is not as unlikely as I believed, especially since Spellslinger has done such a top job of fixing spontaneous casting. It would be nice to have your input on whether these are likely to be added any time soon Spellslinger, if it's going to be a while, I can always do these hacks and they can be removed if and when the DLL gets done.