drowdude said:
As far as Armor of Speed goes.... yeah, that's outright broken, either it should be something like a +7 modifier, or it should be limited in the same fashion as Boots of Speed (10 rnds/day).
OK, let me back up a step. A cloak of major displacement (or major cloak of displacement) should, by the rules, cost 30kgp. It
does cost 50kgp. Haste is the same level spell, and both are normally one round/level as a spell. So both items should be the same cost, or Haste (the spell) is broken, or has too low a level. For a 50kgp item, the cost to add that ability to armor would be calculated by dividing by 5000gp, then taking the square root, and proabably round up (that is what we reverse engineered). So the armor modifier should be sqrt(10), or 4 when rounded up. Without the surcharge (i.e. the bump in cost derived from Displacement), it would be sqrt(6), or 3 when rounded up (as it is in DotF).
I'm not saying that speed armor as in the book is not without issues. But if arcane spellcasters with major displacement cloaks in my party want to be casting Haste as a 3rd level spell, then I want my haste armor as a +3 or +4 bonus. That simple.
As for "it should be a +7 armor bonus", that would imply that the caster level is increased way up there for no reason, or that the spell level is 8th:
7 squared = 49.
49*5000gp = 245000gp
245000/2000 (continuous effect)=122.5
minimum caster level * spell level does not exceed 122.5
minimum caster level = (level *2)-1
2 * level squared - level cannot exceed 122.5.
level of spell that would generate a +7 armor bonus by default: 8th
So, if your wizard or sorcerer wants to cast haste as an 8th level spell, then I'll be more than happy to take speed armor (as in DotF) as a +7 effective armor bonus. If you think a +8 modifier would be more appropriate, that would be a 9th level spell.
It is just unfair to provide haste as a cheap 3rd level slot for arcane spellcasters, but prohibit others from gaining this ability except as a disposable or highly restricted magic item. Heck, boots of speed are worthless in most campaigns in which I play, because it takes a reound to activate, and most combats are running, moving affairs with reinforcements and chases, lasting well over 10 rounds.
-Fletch!