Chronosuits

The Chronosuit is a powerful magic item that can be upgraded by spending time and money to do so. It is a powerful magic item worn over the whole **Body** and has a slot for the artifact Tick Tock to be set into the chest. This can be worn with any sort of armor as it is very thin and flexible and can be worn over, or beneath armor. The Chrono suit increases the insight bonus to armor class and saving throws granted by Tick Tock by +2, In addition, you gain a +60 bonus to your land speed, This bonus becomes +120 if in time stop. While worn, all of your Time Oracle class abilities and spells are used as if you were 2 levels higher. Tick Tock gains 2 additional charges while in the Chrono Suit. The saving throws for Tick Tock's abilities become 10+1/2 character level+ Charisma modifier instead of their initial save DC. All of these abilities are only available so long as Tick Tock still has charges left on it. Finally you gain access to the following abilities by spending charges on Tick Tock.

* *Time Force:* By spending 3 charges on Tick Tock, you can, as an instant action, choose to negate someone's casting of Time Stop. By spending 4 uses, you can instead gain a standard or move action for every round the creature has in time stop, and can target that creature as part of an attack if you make one. By spending 5 uses, you can enter their time stop and gain as many rounds of time stop as they possess and interact with them freely. By spending all of tick tock's uses (Minimum 10 uses), you can take two full round actions on each round that the enemy has in time stop, interacting with them freely, Or spend both full rounds to be able to interact freely with any creature outside of the time stop as well.
* *Time Speed:* By spending 5 charges as a free action, you can make a full attack at the end of a charge attempt.
* *Speed Dash:* By spending 5 charges as a free action, you can ignore dimensional anchor abilities for 1 round for you and up to one other creature that you can carry.
* *Time Haste:* By spending 2 additional charges when you use haste, you can double it's benefits.
* *Accelerate:* By expending 1 charge, you may accelerate. As a standard action, you may move 250 feet per level (max 5,000). This does not provoke attacks of opportunity. This movement must be in a straight line, and you may not take any actions during the movement. You may utilize Dimensional Dervish feats with this ability.
* *Long Runner:* By expending 2 charges, you add your run speed to the distance traveled when using Accelerate. In addition when doing this you can make a number of turns equal to your Dexterity modifier. If you expend 4 charges, you can make a single charge attack at the end of this.

### **Chronosuit (Mk. II)**

This is an improvement upon the original Chronosuit, and adds the following. To upgrade the chronosuit requires 1 day per 1,000 gold in its upgrade cost as well as a Use Magic Device or Use Computer check. The initial cost is 25,000 gold  (25 days) and a DC 40 check.
**The chronosuit now also occupies the Eyes and Feet slots.**You gain immunity to the blinded condition. You gain a +4 bonus to all saves against gaze attacks. You increase the range of ranged attacks by 30 feet. You gain darkvision 60 feet, or increase your darkvision by 60 feet if you already possess it. You increase your move speed by an additional +50 feet (+100 in time stop). You gain a +12 bonus on acrobatics checks. 3/day you may move without provoking attacks of opportunity for 1 round.

* *Flashstep:* So long as you have charges left on tick tock, you can use the spell dimension door at will.
* *Nanite Surge:* By expending 1 charge, you may trigger a nanite surge, granting a bonus of 3+your HD on a d20 roll
* *Backlash:* By expending 1 charge as a swift action, you affix yourself in time. You may move 30 feet as part of the action to use this. After the end of your turn, you are teleported back to the position you were in when you used this ability.
* *Timestream Tampering:* The chronosuit functions as a lesser metamagic rod of extend and quicken.
* *Force Field, White:* The chronosuit contains a White Force Field
* *Basic Chronomancy*: By expending 1 charge, you may add your charisma modifier to an initiative check

### **Chronosuit (Mk. III)**

Your tinkering yields more results. To upgrade to Mk III requires a DC 50 check and 50,000 gold.
**The Chronosuit now also occupies your Headband and Belt slots.**You gain a further +50 move speed (+100 in time stop). You gain a +10 enhancement bonus to all ability scores. Your insight bonus granted by Tick Tock increases by +5. You gain DR 10/-, or increase any DR you already have by 10. Once per day you may gain a +20 bonus to hit and deal an additional 1d6/level of damage on a single attack, bypassing DR.

* *Quantum Zone:* So long as you have charges left on Tick Tock, gain 3/day Lightning Bolt, Mirror Image 3/day.
* *Quantum Aura:* So long as you have moved in this round, you gain +4 deflection bonus to AC. In addition you are effected by a protection from elements spell so long as you have made a move action this round. You can spend a 3 charges from Tick tock to use the spell Temporal Stasis. The charge remains used until the temporal stasis ends.
* *Quickened Flashstep:* 6 times per day your flash step can be used as a swift action.
* *Improved Quantum Zone:* 6/day Lightning bolt, deals 1/2 force. 3/day Chain Lightning.
* *Quantum Mind:* So long as you have charges left on tick tock, you can cast the spell Akashic Communion at will.
* *Timesight:* So long as you have charges left on tick tock, you are effected by Foresight.
* *Advanced Chronomancy:* By spending 3 charges, you may gain an additional full set of actions this turn.
* *Improved Timestream Tampering:* The chronosuit functions as a metamagic rod of extend and quicken.
* *Force Field, Green:* The chronosuit contains a Green Force Field

### **Chronosuit (Mk. IV)**

To upgrade to Mk IV requires a DC 60 check and 100,000 gold. The chronosuit is now 100% technological; Dispel magic, antimagic fields, dead magic zones, and Mage's disjunction no longer effect it.
**The Chronosuit now also occupies your Armor and Hands slots.**Your insight bonus from Time Traveler levels now stacks with Tick Tock's bonus. You gain an additional +50 bonus to your move speed (+100 in time stop). You gain a fly speed equal to your move speed. You gain a +15 armor bonus to AC. You gain a further +18 bonus to acrobatics checks. Choose a single two-handed weapon, two one-handed weapons, or a one-handed weapon and a shield; they are integrated into the suit, and can be drawn and dismissed as free actions and cannot be disarmed.

* *Greater Quantum Zone:* At Will Lightning bolt, deals 1/2 force. 6/day Chain Lightning, Deals 1/2 force. 3/day Ride the lightning or Whirlwind.
* *Quantum Instinct:* By spending 2 charges from tick tock, you can use the spell Glimpse of the Akashic.
* *Greater Quantum Aura:* You can expend a charge from tick tock to avoid an enemy's ability to ignore evasion. In addition, your quantum power is so great that it actually takes the power away from others. So long as you have moved 30 feet in this round, you can spend 2 charges from tick tock to have an aura out to 20 feet around you. All creatures, enemy and foe, within that aura, are effected by an anti-magic zone, however it only effects magic effects that would increase their move speed or grant them additional actions, or abilities such as time stop that effect time in general. This lasts for 1 round.
* *Mastered Chronomancy:* By spending 5 charges, you may completely undo the last round and all effects that occured.
* *Greater Timestream Tampering:* The chronosuit functions as a greater metamagic rod of extend and quicken.
* *Force Field, Blue:* The chronosuit contains a Blue Force Field

### **Chronosuit (Mk. V)**

To upgrade to Mk V requires a DC 70 check and 200,000 gold
Your Time traveler levels are treated as 2 higher for all purposes. Once per day you may run at 10 times your land speed instead of 4. You add your Charisma modifier to your Nanite surge. You gain a +10 bonus to all d20 rolls while in time stop.

* *Force Field, Prismatic:* The chronosuit contains a Prismatic Force Field
* *Ultra Flashstep:* By spending a charge from tick tock, you can use dimension door as an instant action. By spending an additional 6 charges from tick tock, you can also use the time stop ability when using this as part of that action.
* *Paragon Quantum Zone:* Quickened Chain Lightning. Ride the Lightning is a free action to cast and a swift action to activate the lightning bolt. Whirlwind doesn't require concentration anymore, and is a swift action to control.
* *Flashpoint:* You gain 10 additional charges that you can use with Tick Tock called Quantum Charges. These charges return at the beginning of every week. These charges can only be spent to do the following and don't count towards your charges for any other purpose, such as abilities that work so long as you have one charge left on tick tock. These charges are completely different and should be noted as such.

1. Lightspeed Quantum Impact (2 Charges): As a free action, expend these charges when making an attack as a part of a charge or when you've otherwise moved in a round. If the attack or technique used grants multiple attack rolls, This only applies to the first attack. The attack is an automatic hit, hitting with the unerring accuracy of a magic missile, therefore bypassing all miss chances and parry attempts. This also bypasses Damage Reduction and abilities such as parrying due to the speed at which it hits. Otherwise this deals it's normal damage. Only a creature that can move just as fast can still retain their DR or other things to this attack as if it were a normal blow.
2. Beyond Lightspeed Quantum Impact (4 Charges): This works as the above listed attack, however you add twice your base land speed to the damage dealt with the attack. After the creature is struck, it must make a fortitude saving throw DC: 20+1/2 character level+ Charisma modifier+ Twice the number of remaining charges on Tick tock. If it fails, it is knocked back a number of feet equal to your current maximum run speed. Any objects in it's path as it flies back take the falling damage as well. If the falling damage is enough to destroy the wall or object, the character continues until it hits another wall. This continues (Though the falling damage is lowered by 1/4 each time) until you no longer break through objects and you then stop taking falling damage and are knocked prone.
3. Flashpoint (4 Charges): This takes an hour long ritual to perform, and it can be performed on someone other than you, however doing so takes 6 charges instead. When this attack strikes you, you rush to the past, to find yourself in a different, fixed point in time, and bring that copy from the past back to the current time to change your future and replace the you that had died. This works as the Akashic Form spell and works identically to it.
4. Beyond time (4 charges): You can run forward or backward in time, or reach the time court, Dr. Wat's domain, or the realm of Dr. Fatestrong. This ability is highly volatile and doesn't always work because of the strain it takes on tick tock. Basically if the DM rules that it can't be done now it can't, but you'll usually still be able to gain some sort of bonus or boon from attempting to do so anyway.
5. Godspeed (1 Charge): For one round, you increase your move speed by +10 per level.
6. Quantum Messenger (1 Charge): You can send a phantom image of yourself and up to 10 seconds of dialogue backward or forward to a specific point in time. If doing so now to warn someone of an impending disaster or something, they gain a +10 insight bonus to their roll.
7. Quantum Clone (4 Charges): You can use the spell Simulacrum, but only on yourself. This only takes a full round action to use, but only lasts for 24 hours instead of being permanent. It does not have a money cost though.
8. Infinite Crisis (0 Charges): This works as the Monk of the Healing Hand capstone ability True Sacrifice. When using it, all allies within the battle gain a +1 bonus to attack, damage, armor class and saving throws for the remainder of the battle. This increases by +1 for every charge remaining on tick tock. After the encounter, those allies retain a permanent +1 bonus to all of the above listed as a typed bonus named after you.
9. Timestream Manipulation Circuit (6 Charges): You summon 4 time clones of yourself as a free action. They last for 3 actual rounds (not effective rounds, such as in time stop). Upon being created, they each immediately gain a move and standard action, and then may take their normal turns, as do you. Any time they (or you) defeat a creature, they gain an additional turn immediately but take a -10 penalty to their ability scores. This stacks with itself, until you hit an ability score of zero. By spending an additional 3 charges, this resets each round.

### **Chronosuit (Mythic, Mk. VI)**

To upgrade to Mk VI requires a creature of the Galactimancer Mythic Path to select the Legendary Item Universal path ability. It counts as Armor, meaning its Legendary surge applies to saving throws. It also requires a DC 80 check and 400,000 gold

You add half your mythic tier to your Time Traveler levels for all purposes. There is a 25% chance your Chronosuit retains its abilities for 1 minute inside anti-tech fields. You increase your base land speed by another +40 (+80 in time stop).

* *Legendary*: It gains the Legendary Fortification, Powerful, and Undetectable Legendary Item abilities. Undetectable only functions while in Time Stop, however.
* *Timeless Bounding:* So long as you have a point in your pool, you may always run at 10 times your land speed instead of 4 times.
* *Faster than Light:* You gain Evasion. As long as you have at least 1 quantum charge, this is Improved Evasion.
* *Aging Assault*: By spending 1 Quantum Charge, you shroud your arms with the timestream itself. You deal +1d6/level disintegration damage on all melee attacks for 1 round per level.
* *Super Alloy Weave*: The chronosuit's bonus to AC still applies against touch attacks

### **Chronosuit (Mythic, Mk. VII)**

To upgrade to Mk VII requires a creature of the Galactimancer Mythic Path to select the Legendary Item Universal path ability a second time. It also requires a DC 90 check and 800,000 gold
You add your full mythic tier to your Time Traveler levels for all purposes. There is a 50% chance your Chronosuit retains its abilities for 10 minutes inside anti-tech fields. You can expend 1 use of mythic power to regain a charge on Tick Tock.

* *Improved Legendary*: It gains the Powerful, Rejuvenating, and Adroit (Knowledge History) Legendary Item abilities.
* *Timeless Technology*: You increase the maximum enchantment bonus this item may have, by your Mythic Tier. This applies to the Armor and weapon(s)/shield integrated into it.
* *Faster than Thought*: You gain Resolve, which functions as Evasion for will saves. As long as you have at least 1 quantum charge, this is Improved Resolved.
* *Causality Enforcement*: By spending 2 quantum charges whenever you roll a d20, you roll an additional d20 for every 2 mythic ranks you have (max 5 additional d20s) and use whichever result you would like.
* *Hyper Alloy Mesh:* The Chronosuit allows the wearer to survive indefinitely in the vacuum of space and grants resistance 5 per mythic rank to Radiation damage.

### **Chronosuit (Mythic, Mk. VIII)**

To upgrade to Mk VIII requires a creature of the Galactimancer Mythic Path to select the Legendary Item Universal path ability a third time. It also requires a DC 100 check and 1,600,000 gold
You add twice your mythic tier to your Time Traveler levels for all purposes. There is a 75% chance your Chronosuit retains its abilities inside anti-tech fields. You increase your base speed by an additional +100 (+200 in time stop). You increase the number of Quantum Charges you have by half your mythic tier (max +5)

* *Legendary*: It gains the Powerful, Perfect Surge, Dedicated Bond, and Eternal Bond Legendary Item abilities.
* *Timeless Training:* You increase the maximum Inherent bonus to ability scores you may have by half your mythic tier
* *Faster than Death*: You gain Mettle, which functions as Evasion for fortitude saves. As long as you have at least 1 quantum charge, this is Improved Mettle.
* *Ebb and Flow*: By spending 3 Quantum Charges, you can increase or decrease the duration of any effect by 50%.
* *Tau-Phi Alloy Reinforcement:* The chronosuit exists simultaneously at all points in time, and cannot be destroyed by any means other than Divine Intervention in addition to meeting its destruction requirements. The wearer is also immune to negative levels.