Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Pathfinder Roleplaying Game
Pathfinder Society

Pathfinder Beginner Box

Pathfinder Adventure Card Game

Pathfinder Comics

Pathfinder Legends

Creating the TARDIS


Conversions


I was just thinking wouldn't it be really cool to have the tradis. Could it be made with the magic item creation rules?

Some things the tradis can do

1. It is bigger on the inside (maybe create demiplane)
2. It can travel between two points in space (teleport or greater teleport and plane shift)
3. It is impregnable "The Assembled Hordes of Genghis Khan Couldn't Get Through Those Doors, and Believe Me, They've Tried" (don't know but there are some defense spells)

4. travels in time (I don't really need this and don't think it can be done with the rules lets ignore it would make the GM likely to allow it anyway)

Well any idea. I know It could just make it a plot device, but I want to actually make it and figure out how much it would cost.


Try this as a starting point.

RPG Superstar 2008 Top 32

The TARDIS is a minor artifact: No one today can make a new one, but there's more than one in existence.


That is a good place to start MMM for-fills 1 and 3

so

Mage's magnificent mansion constant effect
caster lv 13 spell level 7

so 13*7*2000=182,000 gp is a good starting point


Ross Byers wrote:
The TARDIS is a minor artifact: No one today can make a new one, but there's more than one in existence.

Does that mean it's stated somewhere?


Rope Trick. It's bigger on the inside.
Silent Image. To disguise your rope trick and to create remarkable alien vistas.
Ghost Sound. For the "parking brake" sound.
Bluff and Bardic Knowledge. Presentation is key.

All available at low levels!


Pathfinder Roleplaying Game Subscriber
Marius Castille wrote:

Rope Trick. It's bigger on the inside.

Silent Image. To disguise your rope trick and to create remarkable alien vistas.
Ghost Sound. For the "parking brake" sound.
Bluff and Bardic Knowledge. Presentation is key.

All available at low levels!

You forget the random travelling through time and space. Greater Teleport and Time Stop, maybe Wish.


Dabbler wrote:
Marius Castille wrote:

Rope Trick. It's bigger on the inside.

Silent Image. To disguise your rope trick and to create remarkable alien vistas.
Ghost Sound. For the "parking brake" sound.
Bluff and Bardic Knowledge. Presentation is key.

All available at low levels!

You forget the random travelling through time and space. Greater Teleport and Time Stop, maybe Wish.

That's what Bluff is for. . .


Pathfinder Roleplaying Game Subscriber
Marius Castille wrote:
Dabbler wrote:
Marius Castille wrote:

Rope Trick. It's bigger on the inside.

Silent Image. To disguise your rope trick and to create remarkable alien vistas.
Ghost Sound. For the "parking brake" sound.
Bluff and Bardic Knowledge. Presentation is key.

All available at low levels!

You forget the random travelling through time and space. Greater Teleport and Time Stop, maybe Wish.
That's what Bluff is for. . .

Here's a challenge: if you can jump off a cliff and just use your Bluff skill to defeat the Law of Gravity, I'll let you have that one ...


The Tardis a MINOR artifact?


By another reasoning, it should be in a bestiary, not in loot tables- they are grown, not made.

A TARDIS might be a minor artifact, depending on the status of the time-war and Gallifrey; there were a lot of them, and they all varied a bit.

"The TARDIS", aka "The Doctor's Magic Box", is probably a major artifact, there is only really one TARDIS flying around after the time-war became time-locked. It contains the soul of time to make people a god essentially (the others did too, but we're looking at the things this TARDIS did), it is alive and thinking and may be reasoned to as an intelligent item (Doctor's Wife, one of my favorite episodes). In this case something like Jack's/River's Vortex Manipulator things would be minor artifacts I imagine... And Jack has a McGuffin to be, supposedly the rock on his desk is a piece or TARDIS coral that will grow over time.

The "tardis" used by the other Doctor (Tenth Special) is just an air balloon and bluff checks against your own will :P

Interesting to think about, but I don't know that there is a simple way to just "have a TARDIS" in Pathfinder besides as some level of an artifact. Something a wise, crazy mage researched and made in ages long past.


It also grants Tongues (ability to speak foreign languages) within a certain radius.


SPOILER ALERT
(this whole thread should be tagged as such but fans probably know all this already)

It would also be an intelligent artifact that communicates through empathy (remember the "Doctor's Wife"?)

Being able to change the past is something way beyond the scope of the rules--however I can count very few times when the Doctor has actually done that. In the Whoniverse, changing the past is close to impossible and dangerous to even try.

Usually, they visit a time period and find some kind of trouble there.

In game terms, the TARDIS should be able to teleport AND Plane Shift.

(Would a Pathfinder Doctor Who RPG be possible?)


The TARDIS is plot device, so it can do whatever you want it to do.

And in the series, that is exactly what it does.


darth_borehd wrote:

SPOILER ALERT

(this whole thread should be tagged as such but fans probably know all this already)

It would also be an intelligent artifact that communicates through empathy (remember the "Doctor's Wife"?)

Being able to change the past is something way beyond the scope of the rules--however I can count very few times when the Doctor has actually done that. In the Whoniverse, changing the past is close to impossible and dangerous to even try.

Usually, they visit a time period and find some kind of trouble there.

In game terms, the TARDIS should be able to teleport AND Plane Shift.

(Would a Pathfinder Doctor Who RPG be possible?)

There is a Doctor Who RPG as it is. Look it up, it's not half bad.


IMO:

The TARDIS is a plot device. It gains abilities as needed, many of which are contradictory and/or go away later when they are no longer convenient (the TARDIS is infinite in size in the interior but you can jettison a quarter of it, the TARDIS has a state of temporal grace which disallows weapon fire until it doesn't) (and yes, I know the latter was later lampshaded as a bluff). It is an item that exists to get the heroes where they need to be for the story to happen, and does whatever it needs to for that to occur. Sometimes it is the setting/the villain/the hero/all of the above for the story itself.

But you precisely don't want to stat it out, because no matter what abilities you give it, you will end up only limiting its potential.

I realize it's still fun trying, but that's just my opinion. :)

Grand Lodge

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game, Tales Subscriber
Ross Byers wrote:
The TARDIS is a minor artifact: No one today can make a new one, but there's more than one in existence.

I thought the Doctor's was the last one left, all the others either being destroyed in the Time War or having been eaten by House.


Pathfinder Roleplaying Game Subscriber
KylenPhylar wrote:
There is a Doctor Who RPG as it is. Look it up, it's not half bad.

The one by FASA? I have it here. It was OK, but the mechanics were clunky, for a skills-based system.


Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Modules, Roleplaying Game Subscriber

It's no TARDIS, but I did randomly make this a few days ago:

donato wrote:

MINOR ARTIFACT

Screwdriver, Sonic
Aura strong transmutation; CL 20th
Slot none; Weight 1 lb.

DESCRIPTION

This small, metallic rod is covered in buttons and strange symbols, with a rounded blue gem at one end. Activation of the screwdriver emits a faint blue light. When active and pointed at an object, the screwdriver allows for the use of any sort of mechanical or electronic device and can reproduce the effects of Disable Device or Use Magic Device.

The scredriver can activate, disable, reset, or generally manipulate any object capable of being used via Disable Device or Use Magic Device. As a standard action, it can automatically suceed on any attempt to use these skills that is of DC 20 or lower. For every 10 above the DC, the use requires another standard action with the screwdriver pointed at the object.

With the screwdriver it is also possible to reorder the functions of any mechanical, non-organic creatures, such as constructs and robots. Doing so requires one standard action per hit die of the creature.

DESTRUCTION

The sonic screwdriver can be destroyed if thrown into the core of a collapsing star.

Grand Lodge

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game, Tales Subscriber
DeathQuaker wrote:

IMO:

The TARDIS is a plot device. It gains abilities as needed, many of which are contradictory and/or go away later when they are no longer convenient (the TARDIS is infinite in size in the interior but you can jettison a quarter of it,

And then regrow the jettisoned rooms or make new ones when you have surplus energy as the Doctor made new bedrooms for Rory and Amy after they got rid of House. Although apparently it took some convincing not to stock it with a bunk bed. And the TARDIS apparantly keeps archives of rooms that haven't been made yet.

Some rooms do seem irreplaceable, such as the Zero Room which was jettisoned during the Fifth Doctor's regeneration crisis.

There actually have been TARDIS-like objects in D20 lore. One of the old Dragon magazines had a layout for Babba Yaga's Hut which is pretty much TARDIS like in it's interior spacing.


Dabbler wrote:
KylenPhylar wrote:
There is a Doctor Who RPG as it is. Look it up, it's not half bad.
The one by FASA? I have it here. It was OK, but the mechanics were clunky, for a skills-based system.

I believe he's referring to the more recent one by Cubicle 7.

The system itself, which is relatively rules-light, is pretty good (and I think indeed less clunky than FASA). Personally I found the organization of the box lacking and sections of the books poorly written (the pre-made adventures are AWFUL) but the presentation's nice, production quality is good, and the mechanics are easy to learn and fun to play.


Pathfinder Roleplaying Game Subscriber

Cool. I'll have to take a gander at it some time.

Paizo / Messageboards / Paizo Publishing / Pathfinder® / Pathfinder RPG / Conversions / Creating the TARDIS All Messageboards

Want to post a reply? Sign in.

©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.