Q138: What is the cheapest way of buying something that gives me the benefits of Displacement, either continuously or use activated? Cloak of Major Displacement costs quite a bit and I can't but imagine there must be something cheaper. Standard action activation > swift action (due to peculiar rules issues), but free action or constant effect preferred. Character in question will be FotF so no armor other than one that works with Monk-abilities available.
A138:
Torc of Displacement (MIC) for 2000g, can activate it as an immediate action (so force them to roll a miss chance after they hit your AC). 1 charge gives you 20% miss chance, 2 is 30%, and all 3 is 40%. Effect lasts for 1 round and it has 3 charges per day.
Ring of Entropic Deflection (MIC) for 8,000 gold will give 20% miss chance against ranged attacks only if you moved at least 10 feet from your starting position in the round. The text says that if you wear an item that gives an enhancement bonus to your movement speed this increases to 50%, but ask your DM if he'll change that to "so long as you have an enhancement bonus to your speed", since any speed enhancing item you could wear will not stack with your monk Fast Movement.
Yes it's only for ranged attacks but it keeps pesky archers and ray-spewing casters away. And it functions as long as you keep moving but certain skirmish based builds see a lot of benefit from this item.
Displacement is an extremely powerful benefit, so it will be very expensive.
None of those items unfortunately match my needs (I did skim through MiC; I'm mostly looking for items from more esoteric sources I might have missed). I need something that lasts for multiple rounds and can be activated before I need it; once the battle is joined, I need all my actions for the fight itself.
As for the pricing, yeah, it's strong. However, the DMG version is way overpriced. Their guideline for Command-activated spell effects is:
Level*Caster Level*1800gp (and that's for infinite uses), which for Displacement comes out at 3*5*1800, or 27000gp. 50000gp for an inferior version of that (limited per day) does not seem fair.
Also:
Q145: What the hell does Engulf do? I've gone over the entry like a 100 times in Ironmaw's description in Fiend Folio and still don't see how it affects the opponent. Is an engulfed creature considered Grappled? Pinned? Unable to act? Can the engulfed creature just walk out of the Ironmaw? No mechanics are given for that in the creature's description. Gibbering Mouther by MM1 (SRD has the erratad version using Swallow Whole instead) also has the same ability, though with slightly different mechanics, such as stat-derived save DC instead of the apparently-static 15 of Ironmaw (though it could somehow be Dex-based, I guess - that would lead to DC 15 too).