What is the most intelligent way to store tiny SVG images in S3 Bucket for a single web page consumption?

All image assets need to be loaded for home page (not the case where each image is for a different page).

If I understand correctly, if each image gets stored in a different bucket Object, then we are opening a new HTTP connection for each download.

Will it be faster if I store all SVGs within the same object?

Is it worth considering gzip compression? (or any other kind of compression?)

Is Leomund’s Tiny Hut a potential frying pan?

Inspired by this question while figuring out potential ways of circumventing this with an adequately equipped and intelligent enemy.

The thought occurred to me that, whereas you could not send burning pitch through the hut the spell alludes to the temperature within only being comfortable regardless of weather.

The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

So assume the following: The rogues from the referenced question are besieged by their former comrades in their bandit clan and the bandits take cover to negate their sneak attacks. All the while the bandit leader orders wood to be thrown at the hut eventually making, in essence, a bonfire around the hut or something similar like burning pitch etc.

The hut’s intention seems to be to keep you safe from the elements so you don’t die from exposure and to protect you at least a little bit from being attacked in your sleep. However, if the heat and oxygen depletion were to occur not from weather, but from an external source, could such an act like, say, a catapult of burning pitch cook them alive in their little castle?

What is the falling damage of tiny creatures? [duplicate]

Depending on the height and weight of the falling creature, and its aerodynamical properties, there is no rule in game to define the damage for falling tiny creatures. By the given rules a humanoid falls 500 feet per round and takes 1d6 bludgeoning damage per fallen 10 feet up to 20d6 (Feather Fall 60 ft./rd.). By this article (https://perryponders.com/2015/07/16/ants-fall-from-any-height-without-dying/) the terminal velocity of a human is around 1,056 feet per round. A cat (528 ft./rd.), mice (147.48 ft./rd.), or an ant (34.32 ft./rd.) have even smaller terminal velocities, all surviving an almost unlimited falling height in air and by earth gravity. What will be the damage to tiny creatures, when they fall and hit the ground in Toril? Would a flying familiar like hawk, raven, bat, or owl wake up or die (return to its dimension) when it hits the ground, if it falls prone or were put asleep in flight? This seems also be relevant for the Polymorph spell and the Druid Wild Shape form, used to "parachute."

Is a tiny creature with the feat Blades Above And Below able to flank?

I have an idea for a Fighter Eldritch Guardian (F-EG) archetype and, for fluff, I want to have an Azata Lyrakien (a tiny outsider) as a familiar (by the improve familiar feat).

At level 2, the F-EG gains the ability to share combat feats with his familiar due to Share Training.

The feat Blades Above And Below (combat and teamwork feat) allows to flank an enemy as long as you are in melee and threaten it no matter their position. But tiny creatures can’t flank. Now, as far as I know, if the tiny familiar is in the enemy’s square, it threatens it. The rules does not say that the creature has to have the ability to flank the creature, just that it has to threaten it to flank it. Am I missing something or is this an opportunity for my familiar?

Share Training: … it can use any combat feat possessed by the eldritch guardian…

Blades Above And Below: When you and your ally who also has this feat threaten the same enemy, you’re both considered to be flanking that enemy, regardless of your actual positioning.

I’m only interested in PF Society legal related answers.

Does Wall of Fire hurt people inside a Leomund’s Tiny Hut?

Leomund’s Tiny Hut says

Creatures and objects⁠ within the dome when you cast this spell can move through it freely. All other creatures and objects⁠ are barred from passing through it. Spells and other magical Effects can’t extend through the dome or be cast through it. The Atmosphere inside the space is comfortable and dry, regardless of the weather outside.

Wall of Fire says

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

Does Tiny Hut negate the magical heat or Wall of Fire cook the adventurer?

After Tiny Hut has been cast, does the dome disappear when a large creature appears in it?

Our wizard casts Tiny Hut:

Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures.

My druid is a humanoid when the dome appears, but then shapes into a Dire Wolf. He’s now a large creature, but wasn’t when Tiny Hut had been cast. Does the hut stay or disappear? It’s unclear to us whether the "spell failing" refers to the spell being cast or being active?


Related: Can a Large creature enter Leomund's Tiny Hut from below?

Are the spells Leomund’s Tiny Hut and Tiny Hut considered the same spell for the purposes of combining magical effects?

The Player’s Handbook contains the spell Leomund’s Tiny Hut, and the Basic Rules contains an SRD version of this spell called Tiny Hut. The descriptions of these spells are completely identical.

The rules for combining magical effects say:

The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don’t combine, however. Instead, the most potent effect–such as the highest bonus–from those castings applies while their durations overlap, or the most recent effect applies if the castings are equally potent and their durations overlap.

Additionally, the Dungeon Master’s Guide contains a more general version of this rule for combining game effects:

Different game features can affect a target at the same time. But when two or more game features have the same name, only the effects of one of them—the most potent one—apply while the durations of the effects overlap.

These spells notably have different names, but are they considered the same spell for the purposes of applying the rules for combining magical and game effects?

This question was inspired by this quesition concerning stacking tiny huts as a countermeasure against dispel magic.

Leomund’s Tiny Hut and Conjuration

(Leomund’s) Tiny Hut says

The spell ends if you leave its area…The spell fails if its area includes a larger [then Medium] creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it.

Interactions between the Hut, a caster capable of conjuration (eg, Summon Monster, Find Steed, Find Familiar), and a creature conjured after the creation of the hut include:

The same person casts the hut as conjures the creature:

The caster has to remain inside the hut (or else the hut is dispelled).

Creatures may not be conjured outside the hut (since the ranged casting would count as casting "though" the hut).

Creatures may be conjured inside the hut (since reaching out to the plane from which they are summoned does not count as casting through the hut?)

Creatures may be conjured inside the hut (but will dispel the hut upon arrival if they are larger than Medium or bring the total of creatures inside to more than nine)

Creatures successfully conjured inside the hut cannot leave (since they were not present at the time of casting)

A different person casts the hut as conjures the creature:

The hut-caster has to remain inside the hut (or else the hut is dispelled), but the creature-summoner (present at the time the hut was cast) can come and go.

Creatures may be summoned to the same "side" of the hut (inside or out) as the summoner, but not the other side (if summoned inside, they could dispel the hut as above). Once summoned, creatures cannot move to the other side of the hut, even if their summoner does so.

Questions

  1. Is my understanding of all this correct?
  2. What support exists for my assumption that summoning creatures to the inside of the hut while you are inside it does not count as casting through the hut? I have looked for this but not found any explicitly. I have found a lot about the Ethereal Plane mapping to locations on the Prime, but I don’t think most things are conjured from the Ether. I have seen the distinction between spells like Dimension Door not allowing travel through the hut (because of its range) while Misty Step and Teleport do. But I haven’t found any explicit support saying that drawing a creature from another plane does not count as casting through the hut.

Related: Can Dimension Door be cast into Leomund's Tiny Hut?

Leomund's Tiny Hut and familiars

Can you cast Leomud’s Tiny Hut upside down?

This isn’t for any practical reason other than to answer a debate I was having with a friend. The spell reads that the hut forms "above" the caster, but all descriptions of the spell pay special attention to the position of the caster, i.e. if you’re standing on a slope it will only extend to your feet and not further below. Is above you always up, or is it relative to the caster’s position (and can therefore form a bowl shape)?

My DM changed the spell “tiny hut” in my game. Is it a problem?

I am playing the wizard with the spell.

The DM came up with the idea of having strahd change the spells in my spell book, just slightly. This makes a little sense because my current character was his blood doll before becoming a PC. This serves to explain why many spell effects are actually different in Barovia.

As I said, i have the tiny hut spell. The DM asked me if it was ok if he swapped my tiny hut for a homebrew Ravenloft version. I thought it was a great idea and we talked about the specifics of the spell change beforehand and we agreed.

The spell now summons a mausoleum with a coffin and plaque for each person I want inside whether they are inside when cast or not. The walls are stone and are as impenetrable as the spell originally intended. But then there’s the door… it’s a wrought iron gate that can be seen through from either side but sound doesn’t pass through. The open areas of the gate won’t allow enemies to stab us and spells can’t pass through it. Though our swords can go through the other way and we can stick our hands out to finish casting a spell.

That all went over well with my surprised party members but the DM and I gave the door a finite HP and it got broken down by a pack of werewolves while we "fought" them through the gate. My party has mixed feelings about the door mechanic. And I can’t really say I blame them. The spell is supposed to make us invulnerable and obscured from sight.

I love the setting and random night encounters make the whole game feel more like we are in constant danger in Barovia. I worked on this mechanic with my DM because I don’t want my whole party to miss out on the experience just because I picked a spell that breaks the tension it’s supposed to have.

Is this a broken rule or should my party just accept it?