Does Spare the Dying work on a creature with less than 0HP?

Spare the Dying states:

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Given the Strict interpretation of RAW it would seem that you would have to have exactly 0hp to benefit from Spare the Dying. Is this correct, or does it stabalize creatures with less than 0hp as well?

Must a creature with less than 30 feet of movement dash when effected by Symbol’s Fear effect?

The effect states:

Fear: Each target must make a Wisdom saving throw and becomes Frightened for 1 minute on a failed save. While Frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able.

The "if able" is where I’m getting hung up. Yes, the creature is able to move 30 feet by dashing, however I’m not sure if that is intended, as it would severely limit certain PCs. If a creature only has 25 feet of movement, such as a gnome or halfling, are they forced to use there dash every turn to make that 30 feet minimum?
This was ruled in my game as no, since it meant 3 members of the party were still functional while the fourth would have been completely useless with having to dash every turn.

My website has less than 10 pages: Why does my sitemap have 448 discovered URLs?

I’ve attempted to improve the SEO of my website by submitting a sitemap to Google Search Console.

The status is a success but I have 448 discovered URLs with less than 10 pages on my website: clientsforcounsellors.com/sitemap.xml

Also, when I type in my domain name in the address bar, followed by any slug, e.g. clientsforcounsellors.com/sdlkgr, I’m redirected to my homepage instead of having a 404 page displayed.

What’s the problem here? Do soft 404’s have anything to do with this?

Can a character somehow gain more, or less, hit dice than they have character levels?

I find the wording of regaining Hit Dice during a long rest very odd:

The character also regains spent Hit Dice, up to a number of dice equal to half of the character’s total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest.

, when it could have simply been stated that a character regains spent Hit Dice up to half their level, minimum of one. Is there some corner cases where a character can have more or less Hit Dice than they have character levels?

Can I get Combat Casting as a bonus feat in one level or less?

I need Combat Casting as a prerequisite for another feat.

I really do not want to waste a precious feat slot on this terrible feat, particularly since I should have enormous Constitution.

Therefore, I want to get it as a bonus feat. The best I can find for this is becoming a 2nd-level duskblade, but two levels is a lot to pay—even more than a feat slot. The other benefits of the duskblade class simply don’t do enough for me to justify that investment.

So I want an alternative. Some possible answers:

  • A base class that gets Combat Casting at 1st.

  • An alternate class feature, substitution level, variant, or other option for a 3rd-level barbarian or druid, or 2nd-level cleric or wu jen (I’m planning on two levels of barbarian or druidic avenger, and a level each of cleric and wu jen, so one more level of any of these is better than fine for me).

  • A prestige class that gets Combat Casting at 1st (though the prerequisites are likely to ruin this as an efficient answer, and my character per se is only 6th level and thus has very limited access to prestige classes, I’d be interested in knowing).

  • A magic item that grants Combat Casting (this need not be limited to something affordable for a 6th-level character, though obviously my immediate problem is best solved by something that is).

  • Since this is for a feat and I’ll always need Combat Casting to use it, spells, powers, etc. etc. probably will not work—but if there are such options that can legitimately offer 100% uptime, I’d be interested (my character is going to be permanently enraged and probably unable to use these, but I’d still be interested).

  • I might be convinced by two levels in something else that’s a stronger dip than duskblade. Not my preferred solution, but certainly better than nothing.

  • Any of the above that explicitly counts as Combat Casting for the purpose of meeting a feat’s prerequisites.

Non-epic Wizards of the Coast-published 3.5e material, as well as Dragon or Dungeon magazine is acceptable. I want something that just says “you get the Combat Casting feat,” or “you count as having the Combat Casting feat for prerequisites.” Shenanigans to get extra feat slots (Elder Evils, DCFS, whatever) are not acceptable. Likewise, various suggestions that maybe with DM approval you could get a custom feature that might include Combat Casting—for example, the suggestion about feat-granting magic items from Arms & Eqiupment Guide—aren’t in-bounds for this question. And similar bonuses or whatever are of zero interest unless they explicitly count as Combat Casting for prerequisites.

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Is there a way to permanently create 44064 gallons of acid for less than 100k gp?


Summary:

I’m looking to permanently create $ 44064 \text{ gal}$ of acid on a budget of $ 100,000 \text{ gp}$ . As part of this, I am building a level 12 character who will be the one creating and using the acid.

Restrictions:

  • Level 12 character.
  • Only Paizo material written for Pathfinder 1e is allowed (no 3.5 content is allowed).
  • The following books are not legal: Niobe, The World of Vampire Hunter D, Worldscape
  • False Focus and Blood Money are banned.
  • Any spell that cannot be cast by a level 12 spellcaster is banned.
    • Exception: If 12 levels in a class grant early access to a spell, then it’s allowed.
    • Exception: If a deific boon or similar thing allows you to cast that spell as a spell-like ability early.
  • Magic items that replicate these banned spells are not allowed (though they may have the spell as a construction requirement as long as they don’t create its effect). Scrolls, wands, potions, etc. are capped at a caster level of 12.
  • Spellcasting Services are allowed but cannot be used for those banned spells. Additionally, they can only be used for spells that are on a class’s base spell list. Casters that use early access methods (bloodlines, curses, domains, patrons, etc.) are not allowed to provide those early access spells.
    • Ex. A witch with the Thorns patron could not be hired to cast wall of thorns, they would only be able to cast spells on the witch’s base spell list.
  • Crafting is banned. You can purchase any item for full price.
  • Custom magic items are not allowed.
  • In order to be a viable method, there must be an explicit or implicit amount of acid created that is listed in the item’s or spell’s description. Interactions with the environment are allowed
    • Example 1: Dust of Acid Consumption states that it holds up to 10 gallons of acid. Despite not actually providing the acid itself, one that had already soaked up acid would be a valid item for purchase and thus it is able to be used for acid production.
    • Example 2: Acid states "flask of acid". Since flask is an item and states "This glass bottle holds 1 pint", we have a numeric quantity that it provides. (It’s just too far out of budget to use for the required quantity though.)
    • Example 3: Acid Arrow does not state how much acid is created, nor provide any reference for it. Therefore the spell is an invalid method of acid production.
  • You may not roll any dice during character creation. If an activity allows taking 10 you may do so, otherwise you are assumed to always get the worst possible result (usually a natural 1). In scenarios where the worst possible result either does not exist or is subjective (such as the reincarnate spell), you simply cannot take that action.
  • Note: By permanently create, I mean that a magical method of acid creation must have a duration of instantaneous or permanent. Effectively permanent methods (whether by recasting the same spell due to the duration being long enough or another way) are not valid.
    • Exception: The only exception to a temporary method is if the acid is then stored in such a manner that the duration is able to be permanently suspended (such as by using a Neverspill Goblet to store it). Any methods of suspending such a duration are to be added in to the cost of acid production (that is, the cost of producing the temporary acid plus permanently storing it needs to be under $ 100,000 \text{ gp}$ ).

My players have a habit of always torturing enemies they capture for information, how can I make our adventure less macabre?

So I’m running the lost mines of Phandelver as a new DM and we’re about 5 sessions in. I’ve noticed a pattern that seems to repeat itself: the players defeat and capture an evil NPC character that knows some information, that character is tied up and intimidated/tortured, then that character inevitably spills the information it knows.

This cycle is getting a bit repetitive and depressing. How can I, as a DM, encourage my players to try more diverse ways of obtaining information from uncooperative NPCs without withholding story-critical information?

I feel like my DMing skills are making the game less enjoyable

I’m DMing a party of five, a rogue, cleric, wizard, fighter, and a ranger that comes every other week. Everything goes well for the first hour and a half, but then after that I can tell my narrations and stuff gets really bad. It’s the difference between ‘you shoot your bow, but your arrow had warped after that last river and you barely miss the knight’ and ‘you miss’. Since we play for about three hours a session and don’t come back together until the next week, the campaign always seems to end in a very bland spot, and sometimes the players have severely misinterpreted the surroundings(honestly, I don’t blame them when my descriptions turn into ‘you exit the building’). Another thing I can tell is that after while DMing, I get tired and my responses to the players get slower and slower and I have to consult the books more often. If it’s been a long day, sometimes I take fifteen minutes getting back to where we were and starting up again, and fall into the bland descriptions pretty quickly.

The players say they don’t mind much, but I feel bad for them since there is another group a table away whenever we’re playing, and the DM there is better than I am. I do give them a decent amount of loot and the occasional magic item and everything is balanced in the campaign. Still, I want to try and change my bad DMing so the campaign is less…wavy(if that makes any sense) in terms of detail. I’ve played with some rather bad DMs before, and know that it’s not fun when there’s little or no color to the adventure. I keep the action going though, plenty of mysteries and combat encounters, but again, it gets bland quickly.

Summary- Campaign is fine(mechanically), but I as DM get boring by the middle of the session and then everything slows down.

So I guess what I’m looking for a way to try and keep myself from getting boring by the end of the session and a way to keep the campaign going smoothly. Any suggestions?