
Tarantula |

If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.
Shouldn't there be a random for distance too?
Bit confused how this happened, but that's fine. I'm sure I'll die and find out soon enough.

MichaelCullen |

The issue with an item granting blindsight is that Mind Blank "The subject is protected from all devices and spells that gather information about the target through divination magic (such as detect evil, locate creature, scry, and see invisible)."
Based on the example spells, even things that augment senses (see invisible) seem to be covered.
A quick search of Archives of Nethys yields a couple of items that grant blindsense that don't rely on divination magic.

Brain in a Jar |

I'm playing it as a fixed 100ft
Then no offense meant but your playing it wrong.
"shunted to a random open space on a suitable surface within 100 feet of the intended location."
It clearly says a random open space within 100ft.
It is most certainly not a fixed 100ft no matter how you read it.
The intent (in my reading) is to shunt the person to an available legal space.

Tarantula |

I'm a little confused on positioning and such. Can we use a grid system for squares? 200x200' is 40x40 5' squares. Presumably one of us started in (1,20) and the other in (40,20).
If Jadis was in (1,20) and I shifted to (2,20) and that was occupied, then I was shifted to the SW diagonally 2 squares. That puts me at (4,18). I know the rhino is in (1,20) and (2,20) but is it in (1,19) and (2,19) or (1,21) and (2,21)?
Lastly, which space is the familiar in? My guess is the space Jadis originally appeared to start in (1,20).
Here is a link to google doc spreadsheet I'm using to keep track of position for this.
M is for Marv, R for the Rhino (I just picked a side) and o for the owl familiar. Let me know if this works for positioning.

andreww |
I think that as long as there is a clear stat block showing your workings you can use whatever you want. Here is an example herolab output for reference:
Unnamed Hero
Male half-elf oracle (enlightened philosopher) 20 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Ultimate Magic 58)
LN Medium humanoid (elf, human)
Init +17; Senses all-around vision, darkvision 120 ft., low-light vision, scent, tremorsense 30 ft.; Perception +41 (+44 on checks that do not rely on hearing)
--------------------
Defense
--------------------
AC 46, touch 27, flat-footed 46 (+8 armor, +5 deflection, +11 Dex, +1 insight, +5 natural, +6 shield)
hp 226 (20d8+123)
Fort +19, Ref +16, Will +23; +2 vs. enchantments
Defensive Abilities fortification 75%; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 dueling adamantine spiked gauntlet +16/+11/+6 (1d4)
Oracle Spell-Like Abilities (CL 20th; concentration +31)
. . 11/day—undo artifice
Oracle (Enlightened Philosopher) Spells Known (CL 20th; concentration +31)
. . 9th (7/day)—astral projection, energy drain (DC 30), miracle, polar midnight[UM] (DC 30)
. . 8th (7/day)—mass cure critical wounds, divine vessel[APG], earthquake, fire storm (DC 31), frightful aspect[UC], moment of prescience, nine lives[ARG], greater spell immunity
. . 7th (8/day)—control weather, mass cure serious wounds, ethereal jaunt, holy word (DC 30), repulsion (DC 28), waves of ecstasy[UM] (DC 28)
. . 6th (8/day)—antilife shell, blade barrier (DC 29), mass cure moderate wounds, greater dispel magic, harm (DC 27), heal, wind walk
. . 5th (8/day)—commune, mass cure light wounds, major curse[UM] (DC 26), fickle winds[UM], flame strike (DC 30), life bubble[APG] (DC 26), plane shift (DC 26), true seeing, wall of stone
. . 4th (8/day)—air walk, blessing of fervor[APG] (DC 25), cure critical wounds, death ward, discern lies (DC 25), dismissal (DC 25), divine power, freedom of movement, ward of the season[ARG]
. . 3rd (9/day)—borrow fortune[APG], cure serious wounds, deeper darkness, invisibility purge, magic circle against evil, magic vestment, paragon surge[ARG], searing light, water walk, wrathful mantle[APG] (DC 26)
. . 2nd (9/day)—bear's endurance, bull's strength, cure moderate wounds, delay poison, grace[APG], owl's wisdom, pilfering hand[UC], remove paralysis, resist energy, silence (DC 23)
. . 1st (9/day)—ant haul[APG] (DC 22), charm animal (DC 22), comprehend languages, cure light wounds, divine favor, liberating command[UC], murderous command[UM] (DC 22), obscuring mist, remove fear, remove sickness[UM] (DC 22), sanctuary (DC 22), shield of faith
. . 0 (at will)—create water, detect magic, detect poison, guidance, mending, purify food and drink (DC 21), read magic, spark[APG] (DC 23), stabilize
. . Mystery Nature
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 22, Int 24, Wis 18, Cha 32
Base Atk +15; CMB +15 (+17 disarm); CMD 41 (43 vs. disarm)
Feats Craft Wondrous Item, Dazing Spell[APG], Eldritch Heritage[UM], Greater Spell Focus (evocation), Improved Initiative, Improved Spell Sharing[ACG], Persistent Spell[APG], Quicken Spell, Silent Spell, Skill Focus (Knowledge [arcana]), Spell Focus (evocation), Spell Perfection (flame strike)[APG]
Skills Acrobatics +5, Appraise +9, Bluff +35 (+37 to Feint), Climb +1, Diplomacy +38, Disguise +35, Escape Artist +30, Fly +25, Handle Animal +16, Heal +10, Intimidate +15, Knowledge (arcana) +16, Knowledge (dungeoneering) +13, Knowledge (engineering) +13, Knowledge (geography) +13, Knowledge (history) +13, Knowledge (local) +13, Knowledge (nature) +13, Knowledge (nobility) +13, Knowledge (planes) +13, Knowledge (religion) +13, Linguistics +14, Perception +41 (+44 on checks that do not rely on hearing), Ride +19, Sense Motive +37, Spellcraft +36, Stealth +25, Survival +6, Swim +1, Use Magic Device +31; Racial Modifiers +2 Perception
Languages Abyssal, Aquan, Auran, Celestial, Common, Elven, Ignan, Infernal, Lip Reading, Terran, Thassilonian
SQ elf blood, oracle's curse (deaf), revelations (bonded mount, friend to the animals [30 ft.], mental acuity, natural divination, nature's whispers, undo artifice)
Combat Gear boots of teleportation, greater piercing metamagic rod[UE]; Other Gear +5 heavy fortification ghost touch impervious adamantine buckler, +1 dueling adamantine spiked gauntlet, dark blue rhomboid ioun stone, dusty rose prism ioun stone, orange prism ioun stone, pale green prism ioun stone, +8 bracers of armor, amulet of natural armor +5, bead of newt prevention[UE], belt of physical might +6 (Dex, Con), circlet of persuasion, cloak of resistance +5, gloves of elvenkind[ARG], handy haversack, headband of mental superiority +6, inquisitor's monocle[UE], manual of bodily health +2, page of spell knowledge (bull's strength)[UE], page of spell knowledge (commune)[UE], page of spell knowledge (comprehend languages)[UE], page of spell knowledge (deeper darkness)[UE], page of spell knowledge (liberating command)[UE], page of spell knowledge (remove fear)[UE], page of spell knowledge (searing light)[UE], ring of freedom of movement, ring of protection +5, robe of eyes, stone of good luck (luckstone), tome of leadership and influence +4, vest of escape, diamond dust (50000gp), spell component pouch (4), spell component pouch, wooden holy symbol of Gozreh, 2,140 gp

Tarantula |

Nothing else is visible due to the impenetrable smoke.
What smoke?
Can you also use the coordinates on the map I made for the location of the large glowing multi-coloured dome and sphere of shimmering emerald light?

Brain in a Jar |

Based on how Wall of Fire functions:
If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points or more of cold damage in 1 round, that length goes away. (Do not divide cold damage by 2, as normal for objects.)
Marv shouldn't have been dealt fire damage until passing through them in real time.
Since while Jadis was in a Time Stop Marv would have been invulnerable to her spells.

Brain in a Jar |

Time Stop says that spells which affect an area and which have a duration longer than the timestop have their normal effect when time resumes. When timestop ends it is still my turn, the walls deal damage to Marv as he is still standing inside them.
Wall of Fire says: "If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall."
When you evoke the wall it's still in the time stop. Why wound't that make him invulnerable to the damage?
Edit: I'm not suggesting Marv takes nothing but i thought Marv would only take the "passing through" damage on his turn when/if he passes through the walls.

andreww |
He takes damage when it is cast (nothing during timestop) but when time stop ends it is still my turn. Wall of Fire deals damage on the casters turn. Time stop says that area spells which are still in place when it ends do what they do. If you stay standing in a wall of fire you take the damage again.

Tarantula |

I see it this way. He was immune during the time stop. If not, he would have taken:
Round 1: 2d4+20
2: (2d4+20)x2
3: (2d4+20)x3
4: (2d4+20)x4
5: (2d4+20)x5
6: (2d4+20)x6
Time stop over
7: (2d4+20)x6
Instead, he just takes 7, the round as the time stop ends.
I can see the interpretation that since the spell was cast while under time stop that Marv is invulnerable in regards to the clause of immediately taking damage as if passing through the wall. That would mean I take no damage until your turn in the round after time stop.
GM?

Tarantula |

He takes damage when it is cast (nothing during timestop) but when time stop ends it is still my turn. Wall of Fire deals damage on the casters turn. Time stop says that area spells which are still in place when it ends do what they do. If you stay standing in a wall of fire you take the damage again.
If that's the case, then you only get the radiant heat damage, not the passing through damage.

Brain in a Jar |

But Wall of Fire doesn't deal the "passing through damage" on your turn.
"An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears, and to all creatures in the area on your turn each round."
It's two separate sections in the spell.
"In addition, the wall deals 2d6 points of fire damage + 1 point of fire damage per caster level (maximum +20) to any creature passing through it. The wall deals double damage to undead creatures."
A target only takes the "passing through it damage" when they pass through it. Not every caster turn.

Tarantula |

I started a thread to get some insight on this. Waiting for a ruling before I take my action.