This post has two parts, the first being about Technological Force Fields and the second on a force-field like spell I would like some balance suggestions for.
First:
So... My GM brought this to my attention and we both agree that the wording on the Force Field needs a bit of... Adjustment...
As it stands:
https://aonprd.com/EquipmentTechMiscDisplay.aspx?ItemName=Force+field+(red)
Force fields are powered by a surprisingly light pair of slender, silvery bracelets. When activated as a standard action, dozens of tiny biofeedback needles pierce the wearer’s arms to interface with the nervous system; this process is somewhat painful and the wearer must succeed at a DC 15 Fortitude save to avoid being dazed for 1 round as the force field is activated. Once active, the device generates an invisible and intangible field of force around the target. The force field blocks solids and liquids, but not gases or light (including laser beams). The user of a force field can still breathe, but she cannot eat or drink.
Activating a force field is a standard action that consumes 1 charge, after which point the field consumes 1 additional charge every minute it remains active. While a force field is active, the user gains a number of temporary hit points that varies depending on the force field’s power. All damage dealt to the wearer of a force field is subtracted from the temporary hit points it grants first. As long as the force field is active, the wearer is immune to critical hits (but not precision-based damage, such as sneak attacks). A force field has fast healing that replenishes its temporary hit points at a fixed rate each round, but if the force field’s temporary hit points are ever reduced to 0, the force field shuts down and cannot be reactivated for 24 hours. Force fields are automatically reduced to 0 hp by disintegration effects. A force field can be deactivated as a free action.
With this wording:
1) A force Field doesn't work against any Energy damage. No issue here but it doesn't specifically call it out; it only says it doesn't work on gasses or light.
2) The Temp HP doesn't stack with any other forms of Temp HP that a person could get even though the field is separate from the person.
3) Effects like Bleed or Poison still affect the force field or person struck, which seems a bit off.
4) The Force Field benefits from Armor worn due to an increase in AC? Why would it gain protection from the armors bonus to AC but also possibly protect the armor from Sunder and similar effects.
5) Why should it shut down for a full 24 hours? It already costs a Standard action to activate as well as a charge.
So, I come to the forums to see if a few house rules would make this a bit better and stay balanced.
While looking into this I came across the Aether Kineticist Force Ward. Which does address some of these problems.
Force Ward
Element(s) aether; Type defense (Su); Level —; Burn 0
You constantly surround yourself with a ward of force. You gain a number of temporary hit points equal to your kineticist level.
You always lose these temporary hit points first, even before other temporary hit points. If an attack deals less damage than you still have as temporary hit points from force ward, it still reduces those temporary hit points but otherwise counts as a miss for the purpose of abilities that trigger on a hit or a miss.
**(Some Burn stuff removed to save space.)
This solves the second and third points, the first and fourth points are not an issue, just an observation.
The 5th is just a complaint...
So, Does this extra wording seem reasonable to use for the Force Field?
Second:
There are no spells that really provide a Force Field like effect so I wanted some balancing advice on a spell I wrote up to address it. It's effects are based off the bonuses the Tech Force Field gains when the color level improves as well as incorporates the Kineticist wording above and my point 4 observation.
As for the Mythic add-on, I added it to apply for our WotR mythic game and I think there aren't enough mythic options on spells.
I picked level 2 because that is when spells like Resist Energy, Mirror Image, and Blur come online.
Modified Mage Armor (Force Field)
School: Conjuration (creation) [force]
Level: 2?
CASTING
Casting Time: 1 standard action
Components: V, S, F (a piece of cured leather)
EFFECT
Range: Touch
Target: Creature touched
Duration: 1 Minute/Level (D)
Saving Throw: Will negates (harmless); Spell Resistance: No
DESCRIPTION
Once cast, the spell generates a form-fitting invisible and intangible field of force around the target. The force field blocks solids and liquids, but not gases or light (including laser beams), so does not provide protection from Energy attacks. This provides a Temp HP pool equal to 3 x Caster Level, but is automatically reduced to 0 hp by disintegration effects.
The Force Field has Fast Healing equal to 1/2 Caster Level per round.
You always lose these temporary hit points first, even before other temporary hit points. If an attack deals less damage than you still have as temporary hit points from this spell, it still reduces those temporary hit points but otherwise counts as a miss for the purpose of abilities that trigger on a hit or a miss, like from Bleed or Poison effects.
This spell doesn't protect the persons equipment from targeted effects (like from Sunder or Disarm attempts) or thievery.
Mythic
The force field gains DR/- equal to your Tier and grants protection from energy attacks, with the same Energy Resistance as the DR.
Augmented (6th): If you expend two uses of mythic power, the force field also gains Epic DR/- equal to your Tier and the same level of Epic Energy Resistance.
In addition, it is not automatically brought to 0 HP by Disintegration effects.