4-99
Different values: 39
=====================================
object {4-99}
    _id : string {4-99._id} (all different values)
    folder : string {4-99.folder} (same value: Ta8YHVDS1AtFK527)
    img : string {4-99.img} (2 different values)
        systems/pf2e/icons/default-icons/npc.svg (x35)
        systems/pf2e/icons/default-icons/hazard.svg (x4)
    items : array<object> {4-99.items}
        Length: min=1 max=22
        Value type: object {4-99.items.[]}
            _id : string {4-99.items.[]._id} (291 different values)
            [_stats] : object {4-99.items.[]._stats}
                compendiumSource : string {4-99.items.[]._stats.compendiumSource} (85 different values)
            img : string {4-99.items.[].img} (82 different values)
            name : string {4-99.items.[].name} (170 different values)
            sort : integer {4-99.items.[].sort} (23 different values)
            system : object {4-99.items.[].system}
                [actionType] : object {4-99.items.[].system.actionType}
                    value : string {4-99.items.[].system.actionType.value} (4 different values)
                        passive (x57)
                        action (x46)
                        reaction (x11)
                        free (x4)
                [actions] : object {4-99.items.[].system.actions}
                    [value] : integer {4-99.items.[].system.actions.value} (3 different values)
                        1 (x27)
                        2 (x15)
                        3 (x4)
                [category] : string {4-99.items.[].system.category} (11 different values)
                    defensive (x32)
                    offensive (x67)
                    interaction (x19)
                    martial (x24)
                    light (x13)
                    ammo (x9)
                    potion (x6)
                    poison (x2)
                    simple (x17)
                    other (x2)
                    medium (x1)
                description : object {4-99.items.[].system.description}
                    value : string {4-99.items.[].system.description.value} (166 different values)
                publication : object {4-99.items.[].system.publication}
                    license : string {4-99.items.[].system.publication.license} (2 different values)
                        OGL (x377)
                        ORC (x6)
                    remaster : boolean {4-99.items.[].system.publication.remaster} (2 different values)
                        False (x377)
                        True (x6)
                    title : string {4-99.items.[].system.publication.title} (9 different values)
                        Pathfinder Bestiary (x24)
                         (x196)
                        Pathfinder Core Rulebook (x134)
                        Pathfinder Gamemastery Guide (x1)
                        Pathfinder GM Core (x1)
                        Pathfinder Secrets of Magic (x16)
                        Pathfinder Player Core (x5)
                        Pathfinder Lost Omens The Grand Bazaar (x4)
                        Pathfinder Bestiary 2 (x2)
                rules : ###FoundryRulesObject###
                [slug] : string {4-99.items.[].system.slug} (83 different values)
                [traits] : object {4-99.items.[].system.traits}
                    [rarity] : string {4-99.items.[].system.traits.rarity} (2 different values)
                        common (x265)
                        uncommon (x24)
                    value : array<string> {4-99.items.[].system.traits.value}
                        Length: min=0 max=6
                        Value type: string {4-99.items.[].system.traits.value.[]} (76 different values)
                    [traditions] : array<string> {4-99.items.[].system.traits.traditions}
                        Length: min=0 max=4
                        Value type: string {4-99.items.[].system.traits.traditions.[]} (4 different values)
                            arcane (x60)
                            occult (x28)
                            divine (x12)
                            primal (x38)
                    [selected] : object {4-99.items.[].system.traits.selected}
                [attack] : object {4-99.items.[].system.attack}
                    value : string {4-99.items.[].system.attack.value} (same value: )
                [attackEffects] : object {4-99.items.[].system.attackEffects}
                    value : array<string> {4-99.items.[].system.attackEffects.value}
                        Length: min=0 max=1
                        Value type: string {4-99.items.[].system.attackEffects.value.[]} (3 different values)
                            knockdown (x2)
                            grab (x1)
                            itchy-rash (x1)
                    [custom] : string {4-99.items.[].system.attackEffects.custom} (same value: )
                [bonus] : object {4-99.items.[].system.bonus}
                    value : integer {4-99.items.[].system.bonus.value} (18 different values)
                        8 (x7)
                        5 (x6)
                        20 (x2)
                        15 (x6)
                        9 (x8)
                        13 (x2)
                        0 (x41)
                        18 (x9)
                        14 (x7)
                        12 (x6)
                        3 (x1)
                        16 (x2)
                        6 (x5)
                        11 (x3)
                        7 (x5)
                        17 (x2)
                        10 (x1)
                        21 (x2)
                [damageRolls] : object {4-99.items.[].system.damageRolls}
                    [zyssVvtgJ9wT3PoQ] : object {4-99.items.[].system.damageRolls.zyssVvtgJ9wT3PoQ}
                        damage : string {4-99.items.[].system.damageRolls.zyssVvtgJ9wT3PoQ.damage} (same value: 1d4+1)
                        damageType : string {4-99.items.[].system.damageRolls.zyssVvtgJ9wT3PoQ.damageType} (same value: acid)
                    [udD7vgVG4ZcM2GiR] : object {4-99.items.[].system.damageRolls.udD7vgVG4ZcM2GiR}
                        damage : string {4-99.items.[].system.damageRolls.udD7vgVG4ZcM2GiR.damage} (same value: 1d4)
                        damageType : string {4-99.items.[].system.damageRolls.udD7vgVG4ZcM2GiR.damageType} (same value: acid)
                    [mVPIUhAyG95Yl3vK] : object {4-99.items.[].system.damageRolls.mVPIUhAyG95Yl3vK}
                        damage : string {4-99.items.[].system.damageRolls.mVPIUhAyG95Yl3vK.damage} (3 different values)
                            2d10+11 (x1)
                            2d8+7 (x1)
                            1d4+4 (x1)
                        damageType : string {4-99.items.[].system.damageRolls.mVPIUhAyG95Yl3vK.damageType} (same value: piercing)
                    [6ipm46pd7h4wv9aoyick] : object {4-99.items.[].system.damageRolls.6ipm46pd7h4wv9aoyick}
                        damage : string {4-99.items.[].system.damageRolls.6ipm46pd7h4wv9aoyick.damage} (same value: 2d6+6)
                        damageType : string {4-99.items.[].system.damageRolls.6ipm46pd7h4wv9aoyick.damageType} (same value: slashing)
                    [6bzog06i97rbrrdjgpid] : object {4-99.items.[].system.damageRolls.6bzog06i97rbrrdjgpid}
                        damage : string {4-99.items.[].system.damageRolls.6bzog06i97rbrrdjgpid.damage} (same value: 1d4)
                        damageType : string {4-99.items.[].system.damageRolls.6bzog06i97rbrrdjgpid.damageType} (same value: spirit)
                    [eflpo6pnj8b4abqmcponp5] : object {4-99.items.[].system.damageRolls.eflpo6pnj8b4abqmcponp5}
                        damage : string {4-99.items.[].system.damageRolls.eflpo6pnj8b4abqmcponp5.damage} (same value: 1d6+8)
                        damageType : string {4-99.items.[].system.damageRolls.eflpo6pnj8b4abqmcponp5.damageType} (same value: piercing)
                    [xdi9slqkphdt0574tindl] : object {4-99.items.[].system.damageRolls.xdi9slqkphdt0574tindl}
                        damage : string {4-99.items.[].system.damageRolls.xdi9slqkphdt0574tindl.damage} (same value: 2d6+4)
                        damageType : string {4-99.items.[].system.damageRolls.xdi9slqkphdt0574tindl.damageType} (same value: piercing)
                    [dgadfu6i48hr9q3nxa544] : object {4-99.items.[].system.damageRolls.dgadfu6i48hr9q3nxa544}
                        damage : string {4-99.items.[].system.damageRolls.dgadfu6i48hr9q3nxa544.damage} (same value: 1d6+6)
                        damageType : string {4-99.items.[].system.damageRolls.dgadfu6i48hr9q3nxa544.damageType} (same value: piercing)
                    [wix79jaym4hhgjdb63phl] : object {4-99.items.[].system.damageRolls.wix79jaym4hhgjdb63phl}
                        damage : string {4-99.items.[].system.damageRolls.wix79jaym4hhgjdb63phl.damage} (same value: 1d6+4)
                        damageType : string {4-99.items.[].system.damageRolls.wix79jaym4hhgjdb63phl.damageType} (same value: bludgeoning)
                    [e2wd5bynmzo7tqk9f07rgb] : object {4-99.items.[].system.damageRolls.e2wd5bynmzo7tqk9f07rgb}
                        damage : string {4-99.items.[].system.damageRolls.e2wd5bynmzo7tqk9f07rgb.damage} (same value: 1d6+4)
                        damageType : string {4-99.items.[].system.damageRolls.e2wd5bynmzo7tqk9f07rgb.damageType} (same value: piercing)
                    [0] : object {4-99.items.[].system.damageRolls.0}
                        damage : string {4-99.items.[].system.damageRolls.0.damage} (13 different values)
                            1d6+7 (x1)
                            1d6+3 (x2)
                            1d6 (x4)
                            1d4 (x1)
                            1d4+9 (x1)
                            1d6+9 (x1)
                            1d8+8 (x1)
                            1d6+2 (x1)
                            1d4+2 (x1)
                            1d4+4 (x1)
                            1d8+3 (x1)
                            1d12+8 (x1)
                            1d8+6 (x1)
                        damageType : string {4-99.items.[].system.damageRolls.0.damageType} (7 different values)
                            slashing (x2)
                            piercing (x9)
                            electricity (x1)
                            cold (x1)
                            sonic (x1)
                            spirit (x1)
                            bludgeoning (x2)
                    [bPSpAkSRbVhnnSgn] : object {4-99.items.[].system.damageRolls.bPSpAkSRbVhnnSgn}
                        damage : string {4-99.items.[].system.damageRolls.bPSpAkSRbVhnnSgn.damage} (same value: 1d8+1)
                        damageType : string {4-99.items.[].system.damageRolls.bPSpAkSRbVhnnSgn.damageType} (same value: slashing)
                    [CGcHOtU1GIh9QIzj] : object {4-99.items.[].system.damageRolls.CGcHOtU1GIh9QIzj}
                        damage : string {4-99.items.[].system.damageRolls.CGcHOtU1GIh9QIzj.damage} (same value: 1d6+1)
                        damageType : string {4-99.items.[].system.damageRolls.CGcHOtU1GIh9QIzj.damageType} (same value: slashing)
                    [BIOKUlnAhirAKXP0] : object {4-99.items.[].system.damageRolls.BIOKUlnAhirAKXP0}
                        damage : string {4-99.items.[].system.damageRolls.BIOKUlnAhirAKXP0.damage} (same value: 1d6-1)
                        damageType : string {4-99.items.[].system.damageRolls.BIOKUlnAhirAKXP0.damageType} (same value: slashing)
                    [kkov790b8uhfc6xv2sdw18] : object {4-99.items.[].system.damageRolls.kkov790b8uhfc6xv2sdw18}
                        damage : string {4-99.items.[].system.damageRolls.kkov790b8uhfc6xv2sdw18.damage} (same value: 1d6+5)
                        damageType : string {4-99.items.[].system.damageRolls.kkov790b8uhfc6xv2sdw18.damageType} (same value: bludgeoning)
                    [4bviwcy0rv7rmzk8bacmu] : object {4-99.items.[].system.damageRolls.4bviwcy0rv7rmzk8bacmu}
                        damage : string {4-99.items.[].system.damageRolls.4bviwcy0rv7rmzk8bacmu.damage} (same value: 1d6+5)
                        damageType : string {4-99.items.[].system.damageRolls.4bviwcy0rv7rmzk8bacmu.damageType} (same value: bludgeoning)
                    [mlgzwacs5fzwkmfhll2l] : object {4-99.items.[].system.damageRolls.mlgzwacs5fzwkmfhll2l}
                        damage : string {4-99.items.[].system.damageRolls.mlgzwacs5fzwkmfhll2l.damage} (same value: 1d6+5)
                        damageType : string {4-99.items.[].system.damageRolls.mlgzwacs5fzwkmfhll2l.damageType} (same value: bludgeoning)
                    [ilq6pyjcjkpz2bhtjklyrl] : object {4-99.items.[].system.damageRolls.ilq6pyjcjkpz2bhtjklyrl}
                        damage : string {4-99.items.[].system.damageRolls.ilq6pyjcjkpz2bhtjklyrl.damage} (same value: 1d6+7)
                        damageType : string {4-99.items.[].system.damageRolls.ilq6pyjcjkpz2bhtjklyrl.damageType} (same value: piercing)
                    [8qsx7jn5itjca4mw6le2] : object {4-99.items.[].system.damageRolls.8qsx7jn5itjca4mw6le2}
                        damage : string {4-99.items.[].system.damageRolls.8qsx7jn5itjca4mw6le2.damage} (same value: 1d4+6)
                        damageType : string {4-99.items.[].system.damageRolls.8qsx7jn5itjca4mw6le2.damageType} (same value: piercing)
                    [y35nocoxl0d3PyMh] : object {4-99.items.[].system.damageRolls.y35nocoxl0d3PyMh}
                        damage : string {4-99.items.[].system.damageRolls.y35nocoxl0d3PyMh.damage} (2 different values)
                            1d4+3 (x1)
                            1d4+1 (x1)
                        damageType : string {4-99.items.[].system.damageRolls.y35nocoxl0d3PyMh.damageType} (same value: slashing)
                    [4jqnr0heq8dqkk8mf4ls] : object {4-99.items.[].system.damageRolls.4jqnr0heq8dqkk8mf4ls}
                        damage : string {4-99.items.[].system.damageRolls.4jqnr0heq8dqkk8mf4ls.damage} (same value: 1d8+4)
                        damageType : string {4-99.items.[].system.damageRolls.4jqnr0heq8dqkk8mf4ls.damageType} (same value: slashing)
                    [lhflr40jwajii990myjj] : object {4-99.items.[].system.damageRolls.lhflr40jwajii990myjj}
                        damage : string {4-99.items.[].system.damageRolls.lhflr40jwajii990myjj.damage} (same value: 1d6+4)
                        damageType : string {4-99.items.[].system.damageRolls.lhflr40jwajii990myjj.damageType} (same value: bludgeoning)
                    [qu26twfuv92whxuvw4f9k] : object {4-99.items.[].system.damageRolls.qu26twfuv92whxuvw4f9k}
                        damage : string {4-99.items.[].system.damageRolls.qu26twfuv92whxuvw4f9k.damage} (same value: 1d6+5)
                        damageType : string {4-99.items.[].system.damageRolls.qu26twfuv92whxuvw4f9k.damageType} (same value: piercing)
                    [p2uxcq8wiolkr741hy8xb] : object {4-99.items.[].system.damageRolls.p2uxcq8wiolkr741hy8xb}
                        damage : string {4-99.items.[].system.damageRolls.p2uxcq8wiolkr741hy8xb.damage} (same value: 1d4+5)
                        damageType : string {4-99.items.[].system.damageRolls.p2uxcq8wiolkr741hy8xb.damageType} (same value: piercing)
                    [p6zphnrzsas6d9poj5w7k] : object {4-99.items.[].system.damageRolls.p6zphnrzsas6d9poj5w7k}
                        damage : string {4-99.items.[].system.damageRolls.p6zphnrzsas6d9poj5w7k.damage} (same value: 1d4+2)
                        damageType : string {4-99.items.[].system.damageRolls.p6zphnrzsas6d9poj5w7k.damageType} (same value: piercing)
                    [n70okg5c9wd5dzakg5kv7] : object {4-99.items.[].system.damageRolls.n70okg5c9wd5dzakg5kv7}
                        damage : string {4-99.items.[].system.damageRolls.n70okg5c9wd5dzakg5kv7.damage} (same value: 1d6+1)
                        damageType : string {4-99.items.[].system.damageRolls.n70okg5c9wd5dzakg5kv7.damageType} (same value: bludgeoning)
                    [EwxM0Qop8KcgbzjT] : object {4-99.items.[].system.damageRolls.EwxM0Qop8KcgbzjT}
                        damage : string {4-99.items.[].system.damageRolls.EwxM0Qop8KcgbzjT.damage} (same value: 1d4+1)
                        damageType : string {4-99.items.[].system.damageRolls.EwxM0Qop8KcgbzjT.damageType} (same value: piercing)
                    [dRKPbSC6MIEU7Uar] : object {4-99.items.[].system.damageRolls.dRKPbSC6MIEU7Uar}
                        damage : string {4-99.items.[].system.damageRolls.dRKPbSC6MIEU7Uar.damage} (same value: 1d4+1)
                        damageType : string {4-99.items.[].system.damageRolls.dRKPbSC6MIEU7Uar.damageType} (same value: piercing)
                    [1] : object {4-99.items.[].system.damageRolls.1}
                        [category] : string {4-99.items.[].system.damageRolls.1.category} (same value: splash)
                        damage : string {4-99.items.[].system.damageRolls.1.damage} (same value: 1)
                        damageType : string {4-99.items.[].system.damageRolls.1.damageType} (5 different values)
                            electricity (x1)
                            cold (x1)
                            sonic (x1)
                            spirit (x1)
                            fire (x1)
                    [jJf5u6ixrm0ac636] : object {4-99.items.[].system.damageRolls.jJf5u6ixrm0ac636}
                        damage : string {4-99.items.[].system.damageRolls.jJf5u6ixrm0ac636.damage} (same value: 1d4+2)
                        damageType : string {4-99.items.[].system.damageRolls.jJf5u6ixrm0ac636.damageType} (same value: piercing)
                    [ax6dpin3rufoi3n9ccn1] : object {4-99.items.[].system.damageRolls.ax6dpin3rufoi3n9ccn1}
                        damage : string {4-99.items.[].system.damageRolls.ax6dpin3rufoi3n9ccn1.damage} (2 different values)
                            1d6+3 (x1)
                            2d8+5 (x1)
                        damageType : string {4-99.items.[].system.damageRolls.ax6dpin3rufoi3n9ccn1.damageType} (same value: piercing)
                    [geatkrzyyo6k1glugoxm] : object {4-99.items.[].system.damageRolls.geatkrzyyo6k1glugoxm}
                        damage : string {4-99.items.[].system.damageRolls.geatkrzyyo6k1glugoxm.damage} (2 different values)
                            1d4+3 (x1)
                            2d6+5 (x1)
                        damageType : string {4-99.items.[].system.damageRolls.geatkrzyyo6k1glugoxm.damageType} (same value: bludgeoning)
                    [6S0E198b3ZzFvii4] : object {4-99.items.[].system.damageRolls.6S0E198b3ZzFvii4}
                        damage : string {4-99.items.[].system.damageRolls.6S0E198b3ZzFvii4.damage} (same value: 1d6+3)
                        damageType : string {4-99.items.[].system.damageRolls.6S0E198b3ZzFvii4.damageType} (same value: bludgeoning)
                    [miy48diaqk8l4exqz8oq] : object {4-99.items.[].system.damageRolls.miy48diaqk8l4exqz8oq}
                        damage : string {4-99.items.[].system.damageRolls.miy48diaqk8l4exqz8oq.damage} (same value: 2d8+8)
                        damageType : string {4-99.items.[].system.damageRolls.miy48diaqk8l4exqz8oq.damageType} (same value: piercing)
                    [1aAmMIVSqqYHDn3p] : object {4-99.items.[].system.damageRolls.1aAmMIVSqqYHDn3p}
                        damage : string {4-99.items.[].system.damageRolls.1aAmMIVSqqYHDn3p.damage} (same value: 1d4+1)
                        damageType : string {4-99.items.[].system.damageRolls.1aAmMIVSqqYHDn3p.damageType} (same value: piercing)
                    [BbPgWRGiq5ORcePb] : object {4-99.items.[].system.damageRolls.BbPgWRGiq5ORcePb}
                        damage : string {4-99.items.[].system.damageRolls.BbPgWRGiq5ORcePb.damage} (4 different values)
                            1d6+5 (x1)
                            2d6+6 (x1)
                            2d6+5 (x1)
                            1d6+3 (x1)
                        damageType : string {4-99.items.[].system.damageRolls.BbPgWRGiq5ORcePb.damageType} (same value: piercing)
                    [H5HaN7ogFguZmhSR] : object {4-99.items.[].system.damageRolls.H5HaN7ogFguZmhSR}
                        damage : string {4-99.items.[].system.damageRolls.H5HaN7ogFguZmhSR.damage} (3 different values)
                            1d4+3 (x2)
                            1d4+6 (x1)
                            1d4+5 (x1)
                        damageType : string {4-99.items.[].system.damageRolls.H5HaN7ogFguZmhSR.damageType} (same value: piercing)
                    [ISo2eBk6xUmFMnTa] : object {4-99.items.[].system.damageRolls.ISo2eBk6xUmFMnTa}
                        damage : string {4-99.items.[].system.damageRolls.ISo2eBk6xUmFMnTa.damage} (3 different values)
                            1d4+3 (x2)
                            1d4+6 (x1)
                            1d4+5 (x1)
                        damageType : string {4-99.items.[].system.damageRolls.ISo2eBk6xUmFMnTa.damageType} (same value: piercing)
                    [rt3aacu5pld9o98pw05l] : object {4-99.items.[].system.damageRolls.rt3aacu5pld9o98pw05l}
                        damage : string {4-99.items.[].system.damageRolls.rt3aacu5pld9o98pw05l.damage} (same value: 1d6+5)
                        damageType : string {4-99.items.[].system.damageRolls.rt3aacu5pld9o98pw05l.damageType} (same value: bludgeoning)
                    [9SV7gs6ayNy9v2Kv] : object {4-99.items.[].system.damageRolls.9SV7gs6ayNy9v2Kv}
                        damage : string {4-99.items.[].system.damageRolls.9SV7gs6ayNy9v2Kv.damage} (2 different values)
                            2d10+9 (x1)
                            2d10+8 (x1)
                        damageType : string {4-99.items.[].system.damageRolls.9SV7gs6ayNy9v2Kv.damageType} (same value: piercing)
                    [l4rfswdb9aemaqhi5qat] : object {4-99.items.[].system.damageRolls.l4rfswdb9aemaqhi5qat}
                        damage : string {4-99.items.[].system.damageRolls.l4rfswdb9aemaqhi5qat.damage} (same value: 1d6)
                        damageType : string {4-99.items.[].system.damageRolls.l4rfswdb9aemaqhi5qat.damageType} (same value: spirit)
                    [TzSlVuTbpV6IvqDu] : object {4-99.items.[].system.damageRolls.TzSlVuTbpV6IvqDu}
                        damage : string {4-99.items.[].system.damageRolls.TzSlVuTbpV6IvqDu.damage} (2 different values)
                            2d6+9 (x1)
                            2d6+8 (x1)
                        damageType : string {4-99.items.[].system.damageRolls.TzSlVuTbpV6IvqDu.damageType} (same value: slashing)
                    [qpuoiapo4oglf6xoczjy] : object {4-99.items.[].system.damageRolls.qpuoiapo4oglf6xoczjy}
                        damage : string {4-99.items.[].system.damageRolls.qpuoiapo4oglf6xoczjy.damage} (same value: 1d6)
                        damageType : string {4-99.items.[].system.damageRolls.qpuoiapo4oglf6xoczjy.damageType} (same value: spirit)
                    [GthjaFygCMofofoS] : object {4-99.items.[].system.damageRolls.GthjaFygCMofofoS}
                        damage : string {4-99.items.[].system.damageRolls.GthjaFygCMofofoS.damage} (same value: 2d8+8)
                        damageType : string {4-99.items.[].system.damageRolls.GthjaFygCMofofoS.damageType} (same value: bludgeoning)
                    [CVn5jBJJVnRLVVG1] : object {4-99.items.[].system.damageRolls.CVn5jBJJVnRLVVG1}
                        damage : string {4-99.items.[].system.damageRolls.CVn5jBJJVnRLVVG1.damage} (same value: 2d8+2)
                        damageType : string {4-99.items.[].system.damageRolls.CVn5jBJJVnRLVVG1.damageType} (same value: slashing)
                    wama9afgd4fcuzclapg2 : object {4-99.items.[].system.damageRolls.wama9afgd4fcuzclapg2}
                        damage : string {4-99.items.[].system.damageRolls.wama9afgd4fcuzclapg2.damage} (same value: 1d8+5)
                        damageType : string {4-99.items.[].system.damageRolls.wama9afgd4fcuzclapg2.damageType} (same value: slashing)
                [weaponType] : object {4-99.items.[].system.weaponType}
                    value : string {4-99.items.[].system.weaponType.value} (2 different values)
                        melee (x51)
                        ranged (x23)
                [autoHeightenLevel] : object {4-99.items.[].system.autoHeightenLevel}
                    [value] : mixed
                [prepared] : object {4-99.items.[].system.prepared}
                    [flexible] : boolean {4-99.items.[].system.prepared.flexible} (same value: False)
                    value : string {4-99.items.[].system.prepared.value} (3 different values)
                        innate (x6)
                        prepared (x4)
                        focus (x4)
                [proficiency] : object {4-99.items.[].system.proficiency}
                    value : integer {4-99.items.[].system.proficiency.value} (2 different values)
                        0 (x5)
                        1 (x9)
                [showSlotlessLevels] : object {4-99.items.[].system.showSlotlessLevels}
                    value : boolean {4-99.items.[].system.showSlotlessLevels.value} (same value: False)
                [slots] : object {4-99.items.[].system.slots}
                    [slot0] : object {4-99.items.[].system.slots.slot0}
                        max : integer {4-99.items.[].system.slots.slot0.max} (same value: 5)
                        prepared : array<object> {4-99.items.[].system.slots.slot0.prepared}
                            Length: min=5 max=5
                            Value type: object {4-99.items.[].system.slots.slot0.prepared.[]}
                                id : string {4-99.items.[].system.slots.slot0.prepared.[].id} (5 different values)
                                    0cDzQ7dc7Xcvsaid (x4)
                                    26gLwGgyv7JhDcTG (x4)
                                    jkAsoouLepvQlgGB (x4)
                                    nNndRirjAWcV60rO (x4)
                                    oHUMvo7tz6fyOvqB (x4)
                    [slot1] : object {4-99.items.[].system.slots.slot1}
                        [max] : integer {4-99.items.[].system.slots.slot1.max} (same value: 2)
                        prepared : array<object> {4-99.items.[].system.slots.slot1.prepared}
                            Length: min=2 max=2
                            Value type: object {4-99.items.[].system.slots.slot1.prepared.[]}
                                [id] : string {4-99.items.[].system.slots.slot1.prepared.[].id} (3 different values)
                                    D2CWoz1DCNQjZuqi (x1)
                                    PLUOdvGRTaXGFMLe (x2)
                                    8iDnH7lTkcswfeqG (x1)
                                [name] : string {4-99.items.[].system.slots.slot1.prepared.[].name} (same value: Empty Slot (drag spell here))
                                [prepared] : boolean {4-99.items.[].system.slots.slot1.prepared.[].prepared} (same value: False)
                    [slot2] : object {4-99.items.[].system.slots.slot2}
                        max : integer {4-99.items.[].system.slots.slot2.max} (2 different values)
                            2 (x3)
                            1 (x2)
                        [prepared] : array<object> {4-99.items.[].system.slots.slot2.prepared}
                            Length: min=2 max=2
                            Value type: object {4-99.items.[].system.slots.slot2.prepared.[]}
                                id : string {4-99.items.[].system.slots.slot2.prepared.[].id} (4 different values)
                                    8iDnH7lTkcswfeqG (x1)
                                    u06XbPVWLbaj5OuR (x2)
                                    J1jGysU7F0UJvQLU (x1)
                                    YQFvvZzkR9H6bpMn (x2)
                        value : integer {4-99.items.[].system.slots.slot2.value} (same value: 1)
                    [slot3] : object {4-99.items.[].system.slots.slot3}
                        max : integer {4-99.items.[].system.slots.slot3.max} (same value: 2)
                        prepared : array<object> {4-99.items.[].system.slots.slot3.prepared}
                            Length: min=2 max=2
                            Value type: object {4-99.items.[].system.slots.slot3.prepared.[]}
                                id : string {4-99.items.[].system.slots.slot3.prepared.[].id} (4 different values)
                                    8iDnH7lTkcswfeqG (x1)
                                    1fo7ZsWqqImMbyLZ (x1)
                                    ImqjQFWWtspRKeOH (x1)
                                    dU1lLIUCvjY9S3hO (x1)
                    [slot4] : object {4-99.items.[].system.slots.slot4}
                        max : integer {4-99.items.[].system.slots.slot4.max} (2 different values)
                            2 (x1)
                            1 (x2)
                        [prepared] : array<object> {4-99.items.[].system.slots.slot4.prepared}
                            Length: min=2 max=2
                            Value type: object {4-99.items.[].system.slots.slot4.prepared.[]}
                                id : string {4-99.items.[].system.slots.slot4.prepared.[].id} (2 different values)
                                    8iDnH7lTkcswfeqG (x1)
                                    CucE2LMmKDT81GR6 (x1)
                        value : integer {4-99.items.[].system.slots.slot4.value} (same value: 1)
                    [slot5] : object {4-99.items.[].system.slots.slot5}
                        max : integer {4-99.items.[].system.slots.slot5.max} (same value: 1)
                        value : integer {4-99.items.[].system.slots.slot5.value} (same value: 1)
                    [slot6] : object {4-99.items.[].system.slots.slot6}
                        max : integer {4-99.items.[].system.slots.slot6.max} (same value: 1)
                        value : integer {4-99.items.[].system.slots.slot6.value} (same value: 1)
                [spelldc] : object {4-99.items.[].system.spelldc}
                    dc : integer {4-99.items.[].system.spelldc.dc} (9 different values)
                        26 (x1)
                        16 (x1)
                        18 (x2)
                        21 (x3)
                        23 (x2)
                        15 (x2)
                        28 (x1)
                        25 (x1)
                        22 (x1)
                    [mod] : integer {4-99.items.[].system.spelldc.mod} (same value: 0)
                    value : integer {4-99.items.[].system.spelldc.value} (9 different values)
                        18 (x1)
                        8 (x1)
                        10 (x2)
                        13 (x3)
                        15 (x2)
                        7 (x2)
                        20 (x1)
                        17 (x1)
                        14 (x1)
                    [item] : integer {4-99.items.[].system.spelldc.item} (same value: 0)
                [tradition] : object {4-99.items.[].system.tradition}
                    value : string {4-99.items.[].system.tradition.value} (2 different values)
                        divine (x5)
                        arcane (x9)
                [area] : object {4-99.items.[].system.area}
                    type : string {4-99.items.[].system.area.type} (3 different values)
                        emanation (x1)
                        cone (x4)
                        line (x2)
                    value : integer {4-99.items.[].system.area.value} (3 different values)
                        30 (x1)
                        15 (x4)
                        120 (x2)
                [cost] : object {4-99.items.[].system.cost}
                    value : string {4-99.items.[].system.cost.value} (same value: )
                [counteraction] : boolean {4-99.items.[].system.counteraction} (same value: False)
                [damage] : object {4-99.items.[].system.damage}
                    [damageType] : string {4-99.items.[].system.damage.damageType} (7 different values)
                        piercing (x26)
                        bludgeoning (x7)
                        slashing (x4)
                        electricity (x1)
                        cold (x1)
                        sonic (x1)
                        spirit (x1)
                    [dice] : integer {4-99.items.[].system.damage.dice} (same value: 1)
                    [die] : string {4-99.items.[].system.damage.die} (4 different values)
                        d6 (x25)
                        d8 (x4)
                        d4 (x11)
                        d12 (x1)
                    [0] : object {4-99.items.[].system.damage.0}
                        applyMod : boolean {4-99.items.[].system.damage.0.applyMod} (2 different values)
                            False (x33)
                            True (x5)
                        [category] : mixed
                        formula : string {4-99.items.[].system.damage.0.formula} (10 different values)
                            1d8 (x2)
                            3d8 (x3)
                            1d4 (x5)
                            1d4+1 (x4)
                            2d6 (x5)
                            3d6 (x6)
                            2d4 (x4)
                            2 (x4)
                            4d12 (x2)
                            2d12 (x3)
                        kinds : array<string> {4-99.items.[].system.damage.0.kinds}
                            Length: min=1 max=2
                            Value type: string {4-99.items.[].system.damage.0.kinds.[]} (2 different values)
                                damage (x38)
                                healing (x2)
                        [materials] : array<> {4-99.items.[].system.damage.0.materials}
                            Length: min=0 max=0
                            Value type: mixed
                        type : string {4-99.items.[].system.damage.0.type} (8 different values)
                            void (x2)
                            acid (x3)
                            electricity (x15)
                            force (x4)
                            untyped (x5)
                            cold (x4)
                            sonic (x4)
                            bludgeoning (x1)
                    [3Pz4NTLXD2rzKgf4] : object {4-99.items.[].system.damage.3Pz4NTLXD2rzKgf4}
                        applyMod : boolean {4-99.items.[].system.damage.3Pz4NTLXD2rzKgf4.applyMod} (same value: False)
                        category : string {4-99.items.[].system.damage.3Pz4NTLXD2rzKgf4.category} (same value: persistent)
                        formula : string {4-99.items.[].system.damage.3Pz4NTLXD2rzKgf4.formula} (same value: 2)
                        kinds : array<string> {4-99.items.[].system.damage.3Pz4NTLXD2rzKgf4.kinds}
                            Length: min=1 max=1
                            Value type: string {4-99.items.[].system.damage.3Pz4NTLXD2rzKgf4.kinds.[]} (same value: damage)
                        materials : array<> {4-99.items.[].system.damage.3Pz4NTLXD2rzKgf4.materials}
                            Length: min=0 max=0
                            Value type: mixed
                        type : string {4-99.items.[].system.damage.3Pz4NTLXD2rzKgf4.type} (same value: bleed)
                    [1] : object {4-99.items.[].system.damage.1}
                        applyMod : boolean {4-99.items.[].system.damage.1.applyMod} (same value: False)
                        [category] : mixed
                        formula : string {4-99.items.[].system.damage.1.formula} (same value: 3d6)
                        kinds : array<string> {4-99.items.[].system.damage.1.kinds}
                            Length: min=1 max=1
                            Value type: string {4-99.items.[].system.damage.1.kinds.[]} (same value: damage)
                        materials : array<> {4-99.items.[].system.damage.1.materials}
                            Length: min=0 max=0
                            Value type: mixed
                        type : string {4-99.items.[].system.damage.1.type} (same value: piercing)
                [defense] : object {4-99.items.[].system.defense}
                    save : object {4-99.items.[].system.defense.save}
                        basic : boolean {4-99.items.[].system.defense.save.basic} (2 different values)
                            False (x10)
                            True (x13)
                        statistic : string {4-99.items.[].system.defense.save.statistic} (3 different values)
                            will (x8)
                            fortitude (x8)
                            reflex (x7)
                [duration] : object {4-99.items.[].system.duration}
                    sustained : boolean {4-99.items.[].system.duration.sustained} (2 different values)
                        False (x75)
                        True (x1)
                    value : string {4-99.items.[].system.duration.value} (9 different values)
                        until the next time you make your daily preparations (x3)
                        1 hour (x2)
                         (x54)
                        varies (x3)
                        1 round or sustained up to 1 minute (x1)
                        1 minute (x3)
                        until the start of your next turn (x4)
                        until the end of your turn (x4)
                        10 minutes (x2)
                [level] : object {4-99.items.[].system.level}
                    value : integer {4-99.items.[].system.level.value} (7 different values)
                        6 (x3)
                        5 (x1)
                        4 (x8)
                        3 (x6)
                        1 (x61)
                        0 (x74)
                        2 (x11)
                [location] : object {4-99.items.[].system.location}
                    [heightenedLevel] : integer {4-99.items.[].system.location.heightenedLevel} (6 different values)
                        6 (x3)
                        5 (x4)
                        4 (x2)
                        3 (x3)
                        1 (x4)
                        2 (x4)
                    [value] : string {4-99.items.[].system.location.value} (6 different values)
                        ArpzcwnZJV6NMI5C (x8)
                        RqsjlbJfjDXjttuD (x4)
                        8pzHePtRkPzcN46f (x35)
                        O8M7ZQEAnHXVfOkm (x8)
                        ROSZvh4spODKkdYM (x8)
                        88vGaWxuqoaedx3J (x10)
                [range] : mixed
                    object {4-99.items.[].system.range}
                        value : string {4-99.items.[].system.range.value} (6 different values)
                            30 feet (x19)
                            touch (x9)
                            120 feet (x14)
                             (x22)
                            varies (x11)
                            60 feet (x1)
                    integer {4-99.items.[].system.range} (4 different values)
                        60 (x5)
                        50 (x1)
                        20 (x4)
                        100 (x3)
                [requirements] : string {4-99.items.[].system.requirements} (2 different values)
                     (x72)
                    You're wielding a melee weapon in two hands (x4)
                [target] : object {4-99.items.[].system.target}
                    value : string {4-99.items.[].system.target.value} (6 different values)
                        1 creature (x39)
                         (x28)
                        1 living creature or 1 willing undead creature (x2)
                        1 or 2 creatures (x5)
                        1 or more creatures (x1)
                        1 creature or object (x1)
                [time] : object {4-99.items.[].system.time}
                    value : string {4-99.items.[].system.time.value} (5 different values)
                        2 (x48)
                        1 day (x3)
                        1 to 3 (x3)
                        1 (x17)
                        2 to 2 rounds (x5)
                [heightening] : object {4-99.items.[].system.heightening}
                    [levels] : object {4-99.items.[].system.heightening.levels}
                        [5] : object {4-99.items.[].system.heightening.levels.5}
                            range : object {4-99.items.[].system.heightening.levels.5.range}
                                value : string {4-99.items.[].system.heightening.levels.5.range.value} (same value: 1 mile)
                        [8] : object {4-99.items.[].system.heightening.levels.8}
                            target : object {4-99.items.[].system.heightening.levels.8.target}
                                value : string {4-99.items.[].system.heightening.levels.8.target.value} (same value: 10 creatures)
                        3 : object {4-99.items.[].system.heightening.levels.3}
                            target : object {4-99.items.[].system.heightening.levels.3.target}
                                value : string {4-99.items.[].system.heightening.levels.3.target.value} (same value: 5 creatures)
                    type : string {4-99.items.[].system.heightening.type} (2 different values)
                        fixed (x6)
                        interval (x38)
                    [damage] : object {4-99.items.[].system.heightening.damage}
                        0 : string {4-99.items.[].system.heightening.damage.0} (8 different values)
                            1d8 (x2)
                            2d8 (x3)
                            1d4 (x9)
                            1d4+1 (x4)
                            1d6 (x6)
                            2d6 (x5)
                            1 (x4)
                            1d12 (x5)
                        [3Pz4NTLXD2rzKgf4] : string {4-99.items.[].system.heightening.damage.3Pz4NTLXD2rzKgf4} (same value: 1)
                        [1] : string {4-99.items.[].system.heightening.damage.1} (same value: 1d6)
                    [interval] : integer {4-99.items.[].system.heightening.interval} (2 different values)
                        1 (x31)
                        2 (x7)
                [ritual] : object {4-99.items.[].system.ritual}
                    primary : object {4-99.items.[].system.ritual.primary}
                        check : string {4-99.items.[].system.ritual.primary.check} (same value: Religion (expert; you must be a demon))
                    secondary : object {4-99.items.[].system.ritual.secondary}
                        casters : integer {4-99.items.[].system.ritual.secondary.casters} (same value: 0)
                        checks : string {4-99.items.[].system.ritual.secondary.checks} (same value: )
                [frequency] : object {4-99.items.[].system.frequency}
                    max : integer {4-99.items.[].system.frequency.max} (same value: 1)
                    per : string {4-99.items.[].system.frequency.per} (2 different values)
                        round (x2)
                        day (x1)
                    [value] : integer {4-99.items.[].system.frequency.value} (same value: 1)
                [baseItem] : string {4-99.items.[].system.baseItem} (22 different values)
                [bonusDamage] : object {4-99.items.[].system.bonusDamage}
                    value : integer {4-99.items.[].system.bonusDamage.value} (same value: 0)
                [bulk] : object {4-99.items.[].system.bulk}
                    value : mixed
                        integer {4-99.items.[].system.bulk.value} (3 different values)
                            1 (x30)
                            0 (x2)
                            2 (x6)
                        float {4-99.items.[].system.bulk.value} (same value: 0,1)
                [containerId] : mixed
                [equipped] : object {4-99.items.[].system.equipped}
                    carryType : string {4-99.items.[].system.equipped.carryType} (same value: worn)
                    [handsHeld] : integer {4-99.items.[].system.equipped.handsHeld} (3 different values)
                        1 (x43)
                        0 (x28)
                        2 (x1)
                    [invested] : mixed
                    [inSlot] : boolean {4-99.items.[].system.equipped.inSlot} (same value: True)
                [group] : string {4-99.items.[].system.group} (11 different values)
                    bow (x6)
                    sword (x5)
                    leather (x12)
                    club (x5)
                    crossbow (x2)
                    knife (x10)
                    axe (x3)
                    sling (x1)
                    hammer (x1)
                    bomb (x3)
                    spear (x4)
                [hardness] : integer {4-99.items.[].system.hardness} (same value: 0)
                [hp] : object {4-99.items.[].system.hp}
                    max : integer {4-99.items.[].system.hp.max} (same value: 0)
                    value : integer {4-99.items.[].system.hp.value} (same value: 0)
                [material] : object {4-99.items.[].system.material}
                    [grade] : mixed
                    [type] : mixed
                [price] : object {4-99.items.[].system.price}
                    value : object {4-99.items.[].system.price.value}
                        [gp] : integer {4-99.items.[].system.price.value.gp} (10 different values)
                            14 (x3)
                            2 (x16)
                            6 (x3)
                            4 (x1)
                            20 (x4)
                            7 (x1)
                            3 (x17)
                            1 (x3)
                            8 (x1)
                            5 (x1)
                        [sp] : integer {4-99.items.[].system.price.value.sp} (7 different values)
                            1 (x9)
                            9 (x3)
                            5 (x4)
                            6 (x1)
                            4 (x1)
                            2 (x12)
                            3 (x1)
                        [cp] : integer {4-99.items.[].system.price.value.cp} (same value: 1)
                    [per] : integer {4-99.items.[].system.price.per} (same value: 10)
                [quantity] : integer {4-99.items.[].system.quantity} (8 different values)
                    1 (x72)
                    20 (x5)
                    8 (x1)
                    2 (x2)
                    10 (x3)
                    4 (x2)
                    60 (x2)
                    5 (x1)
                [reload] : object {4-99.items.[].system.reload}
                    value : string {4-99.items.[].system.reload.value} (4 different values)
                        0 (x6)
                         (x15)
                        1 (x3)
                        - (x17)
                [runes] : object {4-99.items.[].system.runes}
                    potency : integer {4-99.items.[].system.runes.potency} (2 different values)
                        1 (x10)
                        0 (x45)
                    property : array<> {4-99.items.[].system.runes.property}
                        Length: min=0 max=0
                        Value type: mixed
                    [striking] : integer {4-99.items.[].system.runes.striking} (2 different values)
                        1 (x3)
                        0 (x38)
                    [resilient] : integer {4-99.items.[].system.runes.resilient} (same value: 0)
                [size] : string {4-99.items.[].system.size} (same value: med)
                [splashDamage] : object {4-99.items.[].system.splashDamage}
                    [value] : integer {4-99.items.[].system.splashDamage.value} (2 different values)
                        0 (x36)
                        1 (x4)
                [usage] : object {4-99.items.[].system.usage}
                    value : string {4-99.items.[].system.usage.value} (4 different values)
                        held-in-one-plus-hands (x6)
                        held-in-one-hand (x61)
                        worn (x1)
                        held-in-two-hands (x6)
                    [canBeAmmo] : boolean {4-99.items.[].system.usage.canBeAmmo} (same value: False)
                [acBonus] : integer {4-99.items.[].system.acBonus} (3 different values)
                    1 (x11)
                    2 (x2)
                    3 (x1)
                [checkPenalty] : integer {4-99.items.[].system.checkPenalty} (3 different values)
                    -1 (x11)
                    0 (x2)
                    -2 (x1)
                [dexCap] : integer {4-99.items.[].system.dexCap} (3 different values)
                    4 (x9)
                    3 (x4)
                    2 (x1)
                [speedPenalty] : integer {4-99.items.[].system.speedPenalty} (2 different values)
                    0 (x13)
                    -5 (x1)
                [strength] : integer {4-99.items.[].system.strength} (3 different values)
                    0 (x11)
                    1 (x2)
                    2 (x1)
                [stackGroup] : string {4-99.items.[].system.stackGroup} (3 different values)
                    arrows (x6)
                    bolts (x2)
                    slingBullets (x1)
                [uses] : object {4-99.items.[].system.uses}
                    autoDestroy : boolean {4-99.items.[].system.uses.autoDestroy} (same value: True)
                    max : integer {4-99.items.[].system.uses.max} (same value: 1)
                    value : integer {4-99.items.[].system.uses.value} (same value: 1)
                [mod] : object {4-99.items.[].system.mod}
                    value : integer {4-99.items.[].system.mod.value} (10 different values)
                        14 (x1)
                        7 (x1)
                        11 (x2)
                        4 (x1)
                        16 (x1)
                        13 (x3)
                        15 (x1)
                        6 (x1)
                        2 (x1)
                        5 (x1)
                [proficient] : object {4-99.items.[].system.proficient}
                    value : integer {4-99.items.[].system.proficient.value} (same value: 0)
                [overlays] : object {4-99.items.[].system.overlays}
                    [4gyp3qlsv5ywdyjq] : object {4-99.items.[].system.overlays.4gyp3qlsv5ywdyjq}
                        _id : string {4-99.items.[].system.overlays.4gyp3qlsv5ywdyjq._id} (same value: 4gyp3qlsv5ywdyjq)
                        name : string {4-99.items.[].system.overlays.4gyp3qlsv5ywdyjq.name} (same value: Harm (vs. Undead))
                        overlayType : string {4-99.items.[].system.overlays.4gyp3qlsv5ywdyjq.overlayType} (same value: override)
                        sort : integer {4-99.items.[].system.overlays.4gyp3qlsv5ywdyjq.sort} (same value: 3)
                        system : object {4-99.items.[].system.overlays.4gyp3qlsv5ywdyjq.system}
                            damage : object {4-99.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage}
                                0 : object {4-99.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0}
                                    formula : string {4-99.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.formula} (same value: 1d8+8)
                                    kinds : array<string> {4-99.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.kinds}
                                        Length: min=1 max=1
                                        Value type: string {4-99.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.kinds.[]} (same value: healing)
                            [defense] : mixed
                            heightening : object {4-99.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening}
                                damage : object {4-99.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening.damage}
                                    0 : string {4-99.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening.damage.0} (same value: 1d8+8)
                            range : object {4-99.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.range}
                                value : string {4-99.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.range.value} (same value: 30 feet)
                            target : object {4-99.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.target}
                                value : string {4-99.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.target.value} (same value: 1 willing undead creature)
                            time : object {4-99.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.time}
                                value : string {4-99.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.time.value} (same value: 2)
                            traits : object {4-99.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits}
                                value : array<string> {4-99.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits.value}
                                    Length: min=3 max=3
                                    Value type: string {4-99.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits.value.[]} (3 different values)
                                        concentrate (x2)
                                        manipulate (x2)
                                        void (x2)
                    [pq7cxntbz4s8g5ik] : object {4-99.items.[].system.overlays.pq7cxntbz4s8g5ik}
                        _id : string {4-99.items.[].system.overlays.pq7cxntbz4s8g5ik._id} (same value: pq7cxntbz4s8g5ik)
                        overlayType : string {4-99.items.[].system.overlays.pq7cxntbz4s8g5ik.overlayType} (same value: override)
                        sort : integer {4-99.items.[].system.overlays.pq7cxntbz4s8g5ik.sort} (same value: 1)
                        system : object {4-99.items.[].system.overlays.pq7cxntbz4s8g5ik.system}
                            range : object {4-99.items.[].system.overlays.pq7cxntbz4s8g5ik.system.range}
                                value : string {4-99.items.[].system.overlays.pq7cxntbz4s8g5ik.system.range.value} (same value: touch)
                            time : object {4-99.items.[].system.overlays.pq7cxntbz4s8g5ik.system.time}
                                value : string {4-99.items.[].system.overlays.pq7cxntbz4s8g5ik.system.time.value} (same value: 1)
                    [rvhoa43rqqqp8izn] : object {4-99.items.[].system.overlays.rvhoa43rqqqp8izn}
                        _id : string {4-99.items.[].system.overlays.rvhoa43rqqqp8izn._id} (same value: rvhoa43rqqqp8izn)
                        overlayType : string {4-99.items.[].system.overlays.rvhoa43rqqqp8izn.overlayType} (same value: override)
                        sort : integer {4-99.items.[].system.overlays.rvhoa43rqqqp8izn.sort} (same value: 4)
                        system : object {4-99.items.[].system.overlays.rvhoa43rqqqp8izn.system}
                            area : object {4-99.items.[].system.overlays.rvhoa43rqqqp8izn.system.area}
                                type : string {4-99.items.[].system.overlays.rvhoa43rqqqp8izn.system.area.type} (same value: emanation)
                                value : integer {4-99.items.[].system.overlays.rvhoa43rqqqp8izn.system.area.value} (same value: 30)
                            range : object {4-99.items.[].system.overlays.rvhoa43rqqqp8izn.system.range}
                                value : string {4-99.items.[].system.overlays.rvhoa43rqqqp8izn.system.range.value} (same value: )
                            target : object {4-99.items.[].system.overlays.rvhoa43rqqqp8izn.system.target}
                                value : string {4-99.items.[].system.overlays.rvhoa43rqqqp8izn.system.target.value} (same value: all living and undead creatures)
                            time : object {4-99.items.[].system.overlays.rvhoa43rqqqp8izn.system.time}
                                value : string {4-99.items.[].system.overlays.rvhoa43rqqqp8izn.system.time.value} (same value: 3)
                            traits : object {4-99.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits}
                                value : array<string> {4-99.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits.value}
                                    Length: min=3 max=3
                                    Value type: string {4-99.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits.value.[]} (3 different values)
                                        concentrate (x2)
                                        manipulate (x2)
                                        void (x2)
                    [z04svm1cvfcxtplb] : object {4-99.items.[].system.overlays.z04svm1cvfcxtplb}
                        _id : string {4-99.items.[].system.overlays.z04svm1cvfcxtplb._id} (same value: z04svm1cvfcxtplb)
                        name : string {4-99.items.[].system.overlays.z04svm1cvfcxtplb.name} (same value: Harm (vs. Living))
                        overlayType : string {4-99.items.[].system.overlays.z04svm1cvfcxtplb.overlayType} (same value: override)
                        sort : integer {4-99.items.[].system.overlays.z04svm1cvfcxtplb.sort} (same value: 2)
                        system : object {4-99.items.[].system.overlays.z04svm1cvfcxtplb.system}
                            damage : object {4-99.items.[].system.overlays.z04svm1cvfcxtplb.system.damage}
                                0 : object {4-99.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0}
                                    kinds : array<string> {4-99.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0.kinds}
                                        Length: min=1 max=1
                                        Value type: string {4-99.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0.kinds.[]} (same value: damage)
                            range : object {4-99.items.[].system.overlays.z04svm1cvfcxtplb.system.range}
                                value : string {4-99.items.[].system.overlays.z04svm1cvfcxtplb.system.range.value} (same value: 30 feet)
                            target : object {4-99.items.[].system.overlays.z04svm1cvfcxtplb.system.target}
                                value : string {4-99.items.[].system.overlays.z04svm1cvfcxtplb.system.target.value} (same value: 1 living creature)
                            time : object {4-99.items.[].system.overlays.z04svm1cvfcxtplb.system.time}
                                value : string {4-99.items.[].system.overlays.z04svm1cvfcxtplb.system.time.value} (same value: 2)
                            traits : object {4-99.items.[].system.overlays.z04svm1cvfcxtplb.system.traits}
                                value : array<string> {4-99.items.[].system.overlays.z04svm1cvfcxtplb.system.traits.value}
                                    Length: min=3 max=3
                                    Value type: string {4-99.items.[].system.overlays.z04svm1cvfcxtplb.system.traits.value.[]} (3 different values)
                                        concentrate (x2)
                                        manipulate (x2)
                                        void (x2)
                    [URQWpedXx9fB1fR7] : object {4-99.items.[].system.overlays.URQWpedXx9fB1fR7}
                        name : string {4-99.items.[].system.overlays.URQWpedXx9fB1fR7.name} (same value: Gouging Claw (Piercing))
                        overlayType : string {4-99.items.[].system.overlays.URQWpedXx9fB1fR7.overlayType} (same value: override)
                        sort : integer {4-99.items.[].system.overlays.URQWpedXx9fB1fR7.sort} (same value: 1)
                        system : object {4-99.items.[].system.overlays.URQWpedXx9fB1fR7.system}
                            damage : object {4-99.items.[].system.overlays.URQWpedXx9fB1fR7.system.damage}
                                0 : object {4-99.items.[].system.overlays.URQWpedXx9fB1fR7.system.damage.0}
                                    [category] : mixed
                                    kinds : array<string> {4-99.items.[].system.overlays.URQWpedXx9fB1fR7.system.damage.0.kinds}
                                        Length: min=1 max=1
                                        Value type: string {4-99.items.[].system.overlays.URQWpedXx9fB1fR7.system.damage.0.kinds.[]} (same value: damage)
                                    type : string {4-99.items.[].system.overlays.URQWpedXx9fB1fR7.system.damage.0.type} (same value: piercing)
                            [defense] : mixed
                    [wQHuRGaDDW2MemlK] : object {4-99.items.[].system.overlays.wQHuRGaDDW2MemlK}
                        _id : string {4-99.items.[].system.overlays.wQHuRGaDDW2MemlK._id} (same value: wQHuRGaDDW2MemlK)
                        name : string {4-99.items.[].system.overlays.wQHuRGaDDW2MemlK.name} (same value: Gouging Claw (Slashing))
                        overlayType : string {4-99.items.[].system.overlays.wQHuRGaDDW2MemlK.overlayType} (same value: override)
                        sort : integer {4-99.items.[].system.overlays.wQHuRGaDDW2MemlK.sort} (same value: 2)
                        system : object {4-99.items.[].system.overlays.wQHuRGaDDW2MemlK.system}
                            damage : object {4-99.items.[].system.overlays.wQHuRGaDDW2MemlK.system.damage}
                                0 : object {4-99.items.[].system.overlays.wQHuRGaDDW2MemlK.system.damage.0}
                                    [category] : mixed
                                    kinds : array<string> {4-99.items.[].system.overlays.wQHuRGaDDW2MemlK.system.damage.0.kinds}
                                        Length: min=1 max=1
                                        Value type: string {4-99.items.[].system.overlays.wQHuRGaDDW2MemlK.system.damage.0.kinds.[]} (same value: damage)
                                    type : string {4-99.items.[].system.overlays.wQHuRGaDDW2MemlK.system.damage.0.type} (same value: slashing)
                            [defense] : mixed
                    [9uy5xd2ogc2syzwz] : object {4-99.items.[].system.overlays.9uy5xd2ogc2syzwz}
                        _id : string {4-99.items.[].system.overlays.9uy5xd2ogc2syzwz._id} (same value: 9uy5xd2ogc2syzwz)
                        overlayType : string {4-99.items.[].system.overlays.9uy5xd2ogc2syzwz.overlayType} (same value: override)
                        sort : integer {4-99.items.[].system.overlays.9uy5xd2ogc2syzwz.sort} (same value: 1)
                        system : object {4-99.items.[].system.overlays.9uy5xd2ogc2syzwz.system}
                            [defense] : mixed
                            range : object {4-99.items.[].system.overlays.9uy5xd2ogc2syzwz.system.range}
                                value : string {4-99.items.[].system.overlays.9uy5xd2ogc2syzwz.system.range.value} (same value: 30 feet)
                            time : object {4-99.items.[].system.overlays.9uy5xd2ogc2syzwz.system.time}
                                value : string {4-99.items.[].system.overlays.9uy5xd2ogc2syzwz.system.time.value} (same value: 2)
                    [ozuci5q5wwe0o0s8] : object {4-99.items.[].system.overlays.ozuci5q5wwe0o0s8}
                        _id : string {4-99.items.[].system.overlays.ozuci5q5wwe0o0s8._id} (same value: ozuci5q5wwe0o0s8)
                        overlayType : string {4-99.items.[].system.overlays.ozuci5q5wwe0o0s8.overlayType} (same value: override)
                        sort : integer {4-99.items.[].system.overlays.ozuci5q5wwe0o0s8.sort} (same value: 2)
                        system : object {4-99.items.[].system.overlays.ozuci5q5wwe0o0s8.system}
                            [defense] : mixed
                            range : object {4-99.items.[].system.overlays.ozuci5q5wwe0o0s8.system.range}
                                value : string {4-99.items.[].system.overlays.ozuci5q5wwe0o0s8.system.range.value} (same value: 60 feet)
                            time : object {4-99.items.[].system.overlays.ozuci5q5wwe0o0s8.system.time}
                                value : string {4-99.items.[].system.overlays.ozuci5q5wwe0o0s8.system.time.value} (same value: 3)
                    [px43dahs3eb2rukw] : object {4-99.items.[].system.overlays.px43dahs3eb2rukw}
                        _id : string {4-99.items.[].system.overlays.px43dahs3eb2rukw._id} (same value: px43dahs3eb2rukw)
                        overlayType : string {4-99.items.[].system.overlays.px43dahs3eb2rukw.overlayType} (same value: override)
                        sort : integer {4-99.items.[].system.overlays.px43dahs3eb2rukw.sort} (same value: 3)
                        system : object {4-99.items.[].system.overlays.px43dahs3eb2rukw.system}
                            defense : object {4-99.items.[].system.overlays.px43dahs3eb2rukw.system.defense}
                                save : object {4-99.items.[].system.overlays.px43dahs3eb2rukw.system.defense.save}
                                    basic : boolean {4-99.items.[].system.overlays.px43dahs3eb2rukw.system.defense.save.basic} (same value: True)
                                    statistic : string {4-99.items.[].system.overlays.px43dahs3eb2rukw.system.defense.save.statistic} (same value: reflex)
                            range : object {4-99.items.[].system.overlays.px43dahs3eb2rukw.system.range}
                                value : string {4-99.items.[].system.overlays.px43dahs3eb2rukw.system.range.value} (same value: 60 feet)
                            time : object {4-99.items.[].system.overlays.px43dahs3eb2rukw.system.time}
                                value : string {4-99.items.[].system.overlays.px43dahs3eb2rukw.system.time.value} (same value: 2 rounds)
                    [hqiwae0wgehycnex] : object {4-99.items.[].system.overlays.hqiwae0wgehycnex}
                        _id : string {4-99.items.[].system.overlays.hqiwae0wgehycnex._id} (same value: hqiwae0wgehycnex)
                        overlayType : string {4-99.items.[].system.overlays.hqiwae0wgehycnex.overlayType} (same value: override)
                        sort : integer {4-99.items.[].system.overlays.hqiwae0wgehycnex.sort} (same value: 2)
                        system : object {4-99.items.[].system.overlays.hqiwae0wgehycnex.system}
                            damage : object {4-99.items.[].system.overlays.hqiwae0wgehycnex.system.damage}
                                d80radfbikwjogmr : object {4-99.items.[].system.overlays.hqiwae0wgehycnex.system.damage.d80radfbikwjogmr}
                                    applyMod : boolean {4-99.items.[].system.overlays.hqiwae0wgehycnex.system.damage.d80radfbikwjogmr.applyMod} (same value: False)
                                    [category] : mixed
                                    formula : string {4-99.items.[].system.overlays.hqiwae0wgehycnex.system.damage.d80radfbikwjogmr.formula} (same value: 4d6)
                                    kinds : array<string> {4-99.items.[].system.overlays.hqiwae0wgehycnex.system.damage.d80radfbikwjogmr.kinds}
                                        Length: min=1 max=1
                                        Value type: string {4-99.items.[].system.overlays.hqiwae0wgehycnex.system.damage.d80radfbikwjogmr.kinds.[]} (same value: damage)
                                    materials : array<> {4-99.items.[].system.overlays.hqiwae0wgehycnex.system.damage.d80radfbikwjogmr.materials}
                                        Length: min=0 max=0
                                        Value type: mixed
                                    type : string {4-99.items.[].system.overlays.hqiwae0wgehycnex.system.damage.d80radfbikwjogmr.type} (same value: fire)
                            [defense] : mixed
                            heightening : object {4-99.items.[].system.overlays.hqiwae0wgehycnex.system.heightening}
                                damage : object {4-99.items.[].system.overlays.hqiwae0wgehycnex.system.heightening.damage}
                                    d80radfbikwjogmr : string {4-99.items.[].system.overlays.hqiwae0wgehycnex.system.heightening.damage.d80radfbikwjogmr} (same value: 2d6)
                                interval : integer {4-99.items.[].system.overlays.hqiwae0wgehycnex.system.heightening.interval} (same value: 1)
                                type : string {4-99.items.[].system.overlays.hqiwae0wgehycnex.system.heightening.type} (same value: interval)
                            target : object {4-99.items.[].system.overlays.hqiwae0wgehycnex.system.target}
                                value : string {4-99.items.[].system.overlays.hqiwae0wgehycnex.system.target.value} (same value: 2 or more creatures)
                            time : object {4-99.items.[].system.overlays.hqiwae0wgehycnex.system.time}
                                value : string {4-99.items.[].system.overlays.hqiwae0wgehycnex.system.time.value} (same value: 2 or 3)
                    [wlrbtv7c5shfmdh1] : object {4-99.items.[].system.overlays.wlrbtv7c5shfmdh1}
                        _id : string {4-99.items.[].system.overlays.wlrbtv7c5shfmdh1._id} (same value: wlrbtv7c5shfmdh1)
                        overlayType : string {4-99.items.[].system.overlays.wlrbtv7c5shfmdh1.overlayType} (same value: override)
                        sort : integer {4-99.items.[].system.overlays.wlrbtv7c5shfmdh1.sort} (same value: 1)
                        system : object {4-99.items.[].system.overlays.wlrbtv7c5shfmdh1.system}
                            damage : object {4-99.items.[].system.overlays.wlrbtv7c5shfmdh1.system.damage}
                                tgzp2lzatpg4c9a5 : object {4-99.items.[].system.overlays.wlrbtv7c5shfmdh1.system.damage.tgzp2lzatpg4c9a5}
                                    applyMod : boolean {4-99.items.[].system.overlays.wlrbtv7c5shfmdh1.system.damage.tgzp2lzatpg4c9a5.applyMod} (same value: False)
                                    [category] : mixed
                                    formula : string {4-99.items.[].system.overlays.wlrbtv7c5shfmdh1.system.damage.tgzp2lzatpg4c9a5.formula} (same value: 2d6)
                                    kinds : array<string> {4-99.items.[].system.overlays.wlrbtv7c5shfmdh1.system.damage.tgzp2lzatpg4c9a5.kinds}
                                        Length: min=1 max=1
                                        Value type: string {4-99.items.[].system.overlays.wlrbtv7c5shfmdh1.system.damage.tgzp2lzatpg4c9a5.kinds.[]} (same value: damage)
                                    materials : array<> {4-99.items.[].system.overlays.wlrbtv7c5shfmdh1.system.damage.tgzp2lzatpg4c9a5.materials}
                                        Length: min=0 max=0
                                        Value type: mixed
                                    type : string {4-99.items.[].system.overlays.wlrbtv7c5shfmdh1.system.damage.tgzp2lzatpg4c9a5.type} (same value: fire)
                            [defense] : mixed
                            heightening : object {4-99.items.[].system.overlays.wlrbtv7c5shfmdh1.system.heightening}
                                damage : object {4-99.items.[].system.overlays.wlrbtv7c5shfmdh1.system.heightening.damage}
                                    tgzp2lzatpg4c9a5 : string {4-99.items.[].system.overlays.wlrbtv7c5shfmdh1.system.heightening.damage.tgzp2lzatpg4c9a5} (same value: 1d6)
                                interval : integer {4-99.items.[].system.overlays.wlrbtv7c5shfmdh1.system.heightening.interval} (same value: 1)
                                type : string {4-99.items.[].system.overlays.wlrbtv7c5shfmdh1.system.heightening.type} (same value: interval)
                            target : object {4-99.items.[].system.overlays.wlrbtv7c5shfmdh1.system.target}
                                value : string {4-99.items.[].system.overlays.wlrbtv7c5shfmdh1.system.target.value} (same value: 1 creature)
                            time : object {4-99.items.[].system.overlays.wlrbtv7c5shfmdh1.system.time}
                                value : string {4-99.items.[].system.overlays.wlrbtv7c5shfmdh1.system.time.value} (same value: 1)
                [deathNote] : boolean {4-99.items.[].system.deathNote} (same value: True)
            type : string {4-99.items.[].type} (9 different values)
                action (x118)
                melee (x74)
                spellcastingEntry (x14)
                spell (x76)
                weapon (x41)
                armor (x14)
                consumable (x19)
                lore (x13)
                equipment (x14)
            [flags] : object {4-99.items.[].flags}
                pf2e : object {4-99.items.[].flags.pf2e}
                    linkedWeapon : string {4-99.items.[].flags.pf2e.linkedWeapon} (35 different values)
    name : string {4-99.name} (all different values)
    system : object {4-99.system}
        [abilities] : object {4-99.system.abilities}
            cha : object {4-99.system.abilities.cha}
                mod : integer {4-99.system.abilities.cha.mod} (9 different values)
                    4 (x4)
                    -5 (x4)
                    3 (x3)
                    2 (x4)
                    0 (x11)
                    5 (x2)
                    1 (x5)
                    -1 (x1)
                    -3 (x1)
            con : object {4-99.system.abilities.con}
                mod : integer {4-99.system.abilities.con.mod} (7 different values)
                    2 (x10)
                    3 (x5)
                    6 (x1)
                    5 (x1)
                    4 (x6)
                    1 (x6)
                    0 (x6)
            dex : object {4-99.system.abilities.dex}
                mod : integer {4-99.system.abilities.dex.mod} (8 different values)
                    2 (x6)
                    -1 (x1)
                    0 (x2)
                    5 (x3)
                    4 (x12)
                    1 (x5)
                    -3 (x1)
                    3 (x5)
            int : object {4-99.system.abilities.int}
                mod : integer {4-99.system.abilities.int.mod} (10 different values)
                    2 (x4)
                    -5 (x4)
                    -4 (x4)
                    3 (x3)
                    1 (x3)
                    0 (x8)
                    -1 (x2)
                    4 (x5)
                    -2 (x1)
                    5 (x1)
            str : object {4-99.system.abilities.str}
                mod : integer {4-99.system.abilities.str.mod} (6 different values)
                    2 (x7)
                    1 (x5)
                    6 (x5)
                    4 (x6)
                    3 (x10)
                    0 (x2)
            wis : object {4-99.system.abilities.wis}
                mod : integer {4-99.system.abilities.wis.mod} (6 different values)
                    -2 (x1)
                    1 (x10)
                    3 (x5)
                    2 (x12)
                    4 (x4)
                    0 (x3)
        attributes : object {4-99.system.attributes}
            ac : object {4-99.system.attributes.ac}
                [details] : string {4-99.system.attributes.ac.details} (6 different values)
                     (x29)
                    22 vs. traps (x1)
                    12 when broken (x2)
                    (15 when broken); construct armor (x1)
                    (16 while inhabiting a body) (x1)
                    (21 while inhabiting a body) (x1)
                value : integer {4-99.system.attributes.ac.value} (17 different values)
                    15 (x2)
                    6 (x1)
                    24 (x3)
                    19 (x3)
                    13 (x2)
                    20 (x3)
                    26 (x1)
                    21 (x5)
                    11 (x1)
                    18 (x2)
                    23 (x3)
                    16 (x1)
                    14 (x2)
                    17 (x2)
                    25 (x3)
                    0 (x4)
                    27 (x1)
            [adjustment] : mixed
            [allSaves] : object {4-99.system.attributes.allSaves}
                value : string {4-99.system.attributes.allSaves.value} (4 different values)
                     (x32)
                    +1 status to all saves vs. magic (x1)
                    +1 circumstance to all saves vs. traps (x1)
                    +1 status versus magic (x1)
            hp : object {4-99.system.attributes.hp}
                details : string {4-99.system.attributes.hp.details} (3 different values)
                     (x37)
                    regeneration 10 (deactivated by glass) (x1)
                    void healing (x1)
                max : integer {4-99.system.attributes.hp.max} (30 different values)
                temp : integer {4-99.system.attributes.hp.temp} (same value: 0)
                value : integer {4-99.system.attributes.hp.value} (30 different values)
            [immunities] : array<object> {4-99.system.attributes.immunities}
                Length: min=0 max=6
                Value type: object {4-99.system.attributes.immunities.[]}
                    [exceptions] : array<> {4-99.system.attributes.immunities.[].exceptions}
                        Length: min=0 max=0
                        Value type: mixed
                    type : string {4-99.system.attributes.immunities.[].type} (9 different values)
                        swarm-mind (x2)
                        precision (x2)
                        acid (x1)
                        death-effects (x2)
                        disease (x2)
                        paralyzed (x2)
                        poison (x2)
                        unconscious (x2)
                        mental (x1)
            [resistances] : array<object> {4-99.system.attributes.resistances}
                Length: min=1 max=5
                Value type: object {4-99.system.attributes.resistances.[]}
                    [doubleVs] : array<> {4-99.system.attributes.resistances.[].doubleVs}
                        Length: min=0 max=0
                        Value type: mixed
                    [exceptions] : array<string> {4-99.system.attributes.resistances.[].exceptions}
                        Length: min=0 max=1
                        Value type: string {4-99.system.attributes.resistances.[].exceptions.[]} (same value: bludgeoning)
                    type : string {4-99.system.attributes.resistances.[].type} (8 different values)
                        physical (x1)
                        acid (x3)
                        cold (x1)
                        electricity (x1)
                        fire (x1)
                        piercing (x2)
                        slashing (x2)
                        bludgeoning (x1)
                    value : integer {4-99.system.attributes.resistances.[].value} (6 different values)
                        3 (x2)
                        11 (x1)
                        8 (x1)
                        10 (x3)
                        5 (x4)
                        2 (x1)
            [speed] : object {4-99.system.attributes.speed}
                otherSpeeds : array<object> {4-99.system.attributes.speed.otherSpeeds}
                    Length: min=0 max=1
                    Value type: object {4-99.system.attributes.speed.otherSpeeds.[]}
                        type : string {4-99.system.attributes.speed.otherSpeeds.[].type} (3 different values)
                            fly (x3)
                            climb (x2)
                            burrow (x2)
                        value : integer {4-99.system.attributes.speed.otherSpeeds.[].value} (3 different values)
                            35 (x1)
                            15 (x5)
                            20 (x1)
                value : integer {4-99.system.attributes.speed.value} (6 different values)
                    20 (x2)
                    25 (x15)
                    30 (x12)
                    0 (x2)
                    35 (x1)
                    40 (x3)
                [special] : string {4-99.system.attributes.speed.special} (same value: )
            [weaknesses] : array<object> {4-99.system.attributes.weaknesses}
                Length: min=1 max=4
                Value type: object {4-99.system.attributes.weaknesses.[]}
                    [exceptions] : array<> {4-99.system.attributes.weaknesses.[].exceptions}
                        Length: min=0 max=0
                        Value type: mixed
                    type : string {4-99.system.attributes.weaknesses.[].type} (5 different values)
                        area-damage (x2)
                        cold-iron (x10)
                        holy (x11)
                        splash-damage (x2)
                        sonic (x2)
                    value : integer {4-99.system.attributes.weaknesses.[].value} (6 different values)
                        3 (x7)
                        1 (x1)
                        6 (x4)
                        4 (x2)
                        2 (x2)
                        5 (x11)
            [hardness] : mixed
                object {4-99.system.attributes.hardness}
                    value : integer {4-99.system.attributes.hardness.value} (2 different values)
                        2 (x2)
                        5 (x1)
                integer {4-99.system.attributes.hardness} (same value: 0)
            [emitsSound] : string {4-99.system.attributes.emitsSound} (same value: encounter)
            [stealth] : object {4-99.system.attributes.stealth}
                details : string {4-99.system.attributes.stealth.details} (2 different values)
                    <p>(trained)</p> (x3)
                    <p>(expert)</p> (x1)
                value : integer {4-99.system.attributes.stealth.value} (4 different values)
                    15 (x1)
                    18 (x1)
                    21 (x1)
                    11 (x1)
        details : object {4-99.system.details}
            [blurb] : string {4-99.system.details.blurb} (18 different values)
                 (x14)
                Variant succubus (x1)
                Variant assassin (x1)
                Variant burglar (x1)
                Variant tomb raider (x1)
                Variant ruffian (x1)
                Variant spy (x1)
                Variant grave robber (x1)
                Variant hunter (x1)
                Variant torchbearer (x1)
                Variant vermlek (x2)
                Male elf zealot (x4)
                Variant poacher (x1)
                Variant monster hunter (x1)
                Female variant roru demon (x1)
                Female roru demon (x1)
                Male variant spellscar fext (x1)
                Variant skeletal mage (x1)
            [languages] : object {4-99.system.details.languages}
                details : string {4-99.system.details.languages.details} (5 different values)
                    can't speak (x2)
                     (x28)
                    three additional mortal languages, telepathy 100 feet, tongues (x1)
                    telepathy 100 feet (x2)
                    speak with animals, telepathy 100 feet (x2)
                value : array<string> {4-99.system.details.languages.value}
                    Length: min=0 max=5
                    Value type: string {4-99.system.details.languages.value.[]} (7 different values)
                        chthonian (x11)
                        common (x21)
                        draconic (x5)
                        empyrean (x9)
                        elven (x16)
                        fey (x5)
                        necril (x2)
            level : object {4-99.system.details.level}
                value : integer {4-99.system.details.level.value} (11 different values)
                    1 (x5)
                    -1 (x4)
                    8 (x4)
                    5 (x7)
                    4 (x4)
                    2 (x4)
                    6 (x3)
                    0 (x2)
                    7 (x4)
                    3 (x1)
                    9 (x1)
            [privateNotes] : string {4-99.system.details.privateNotes} (5 different values)
                 (x29)
                <p>"Sleep poison" changed to "Lethargy poison" per Shay on org play server</p> (x1)
                <p>Force damage from melee strikes removed as Nathatel does not have Arcane Cascade per Alex from the Org Play Server</p> (x1)
                <p>Force damage from melee strikes and Cascade Countermeasure focus spell removed as Nathatel does not have Arcane Cascade per Alex from the Org Play Server. Focus Point value not changed from 3.</p> (x2)
                <p>Common added per Alex Speidel/Shay discussion on org play server</p> (x2)
            [publicNotes] : string {4-99.system.details.publicNotes} (20 different values)
                 (x14)
                <p>Succubi are manifestations of the sin of destructive lust, and they are the most attractive of all demons-as befits their role in seducing mortals to fall to sin. The concept of gender is fluid to a succubus, as they can adopt countless humanoid forms of any gender to aid in their goals. Most succubi have a feminine true form (incubi, which usually have a masculine true form, are a different kind of demon), but regardless of gender, a lust demon is supernaturally beautiful or handsome, but with curving horns, bat wings, sharp claws, and a sinuous tail.</p>
            <p>When disguised as a mortal humanoid on the Material Plane, a succubus whispers into the ears of mortals, urging them to pursue their darkest and most destructive desires and pushing them into depravity, using magic only if persuasion fails. While mortals often fixate on succubi's application of sexual lust, these demons are can easily exploit lust for power, knowledge, fame, or any other desire as easily as more carnal appetites. Their ability to infiltrate societies makes them excellent spies, assassins, and political saboteurs as well. Ultimately, the succubus enjoys all means of upending mortal culture.</p>
            <hr />
            <p>When a sinful mortal soul is judged and sent on to the Abyss, it can become a deadly fiend-a demon. Demons are living incarnations of sin-be they classic sins like wrath or gluttony, or more "specialized" depravities like an obsession with torture or the act of treason or treachery. Once formed, a demon's driving goals are twofold-the amassing of personal power, and the corruption of mortal souls to cause them to become tainted by sin. In this way demons ensure a never-ending supply of new demons to bolster their ever-growing ranks in the Abyss.</p> (x1)
                <p>Assassins commit murder, either for pay or due to their belief in a cause, such as a religion or a political movement. Some assassins work alone and choose their own victims. Others are members of assassins' guilds, organizations that accept contracts to kill in return for money, favors, or both.</p>
            <hr />
            <p>Some criminals are the desperate who have no option but to break the law to survive, while others choose a life of crime for thrills, forming gangs or underworld guilds that specialize in certain illegal ventures.</p> (x1)
                <p>Burglars specialize in breaking and entering to rob homes and businesses. These criminals focus on gaining access to secure buildings and bypassing traps and other security measures while remaining undetected all the while.</p>
            <hr />
            <p>Some criminals are the desperate who have no option but to break the law to survive, while others choose a life of crime for thrills, forming gangs or underworld guilds that specialize in certain illegal ventures.</p> (x1)
                <p>Great treasure awaits those willing to explore the hazardous depths of the world's ancient tombs and forgotten dungeons. Some tomb raiders seek riches of bygone eras; others recover pieces of history thought lost to the sands of time.</p>
            <hr />
            <p>The world is a wide, open place fraught with peril and adventure. Explorers use their knowledge of nature and survival skills to see every corner of the land.</p> (x1)
                <p>Using their strength to bully others into submission, ruffians often work as bodyguards and enforcers for powerful criminals like charlatans and fences.</p>
            <hr />
            <p>Some criminals are the desperate who have no option but to break the law to survive, while others choose a life of crime for thrills, forming gangs or underworld guilds that specialize in certain illegal ventures.</p> (x1)
                <p>No empire would be complete without its spies. The spy is a master of infiltrating the court and blending in: they might be one of a number of nobles, a beloved confidante of the queen, or even the court jester. Spies use their skills to subtly manipulate courtiers, turn enemies against one another, and collect valuable information either for blackmail or to auction to the highest bidder.</p>
            <hr />
            <p>Though adventurers travel through perilous dungeons and across treacherous wilderness, sometimes the most dangerous place they can end up is in a noble court.</p> (x1)
                <p>Suits of animated armor see use both as guardians and as training partners in high-end martial academies able to afford the extravagance. They are most often found in wizard laboratories and ancient dungeons.</p>
            <hr />
            <p>Granted a semblance of life through the use of rituals or other strange magic, animated objects take many forms and serve a variety of uses. A few examples of typical animated objects are listed below. Many of these creatures serve as guardians, surprising unsuspecting adventurers when they suddenly attack. Others serve as idle distractions for the exceptionally rich, simple servants created to handle odd jobs, and the like.</p> (x1)
                <p>The longer criminals hold on to stolen loot, the greater the chance they will get caught. Fences make themselves indispensable in the underworld by paying for stolen goods in order to resell them later, whether through a seemingly legitimate business or to a closed group of elite buyers.</p>
            <hr />
            <p>Some criminals are the desperate who have no option but to break the law to survive, while others choose a life of crime for thrills, forming gangs or underworld guilds that specialize in certain illegal ventures.</p> (x1)
                <p>Many cultures have a tradition of burying their dead with a selection of the deceased's most precious possessions, and some include gifts that are thought to provide a boon in the afterlife. Such valuables can be easy pickings for those with no respect for-or fear of-the dead.</p>
            <hr />
            <p>Some criminals are the desperate who have no option but to break the law to survive, while others choose a life of crime for thrills, forming gangs or underworld guilds that specialize in certain illegal ventures.</p> (x1)
                <p>As is reflected in the many depictions of an elk-headed Erastil, god of the hunt, the hunter is very much a creature of the forest, known by the forest and familiar with every aspect of it. After all, the final determination of who is the hunter and who is prey often depends on who is able to make an ally of the terrain.</p>
            <hr />
            <p>From the managed and cultivated forests that support villages to the tree-covered crown lands where only nobles and their servants are permitted to hunt, forests provide. To communities, forests provide fuel, food, medicine, and raw materials, while royally protected forests provide food for the nobles' table and a source of entertainment in the form of organized hunts. Even the ancient woods untouched by mortal hand or blade provide bards with settings where legends happened and could happen again. Many find the forest depths unsettling, but others live their lives among the trees and alongside the creatures that make their homes there.</p> (x1)
                <p>Torchbearers carry a light sources for seasoned explorers and serve as apprentices.</p>
            <hr />
            <p>The world is a wide, open place fraught with peril and adventure. Explorers use their knowledge of nature and survival skills to see every corner of the land.</p> (x1)
                <p>The forest offers dangerous creatures-whether they walk on four legs or two-a place to hide. Dim light, low brush, and fallen leaves conspire to hide their trails. Given these poor conditions, an unskilled eye might spot a sign or two of a creature's passing, but only a skilled tracker can identify several such signs and discern their relationship to each other, connecting one to the next until they form a trail of prints, scat, fur, feathers, and blood that leads to the quarry's lair.</p>
            <hr />
            <p>From the managed and cultivated forests that support villages to the tree-covered crown lands where only nobles and their servants are permitted to hunt, forests provide. To communities, forests provide fuel, food, medicine, and raw materials, while royally protected forests provide food for the nobles' table and a source of entertainment in the form of organized hunts. Even the ancient woods untouched by mortal hand or blade provide bards with settings where legends happened and could happen again. Many find the forest depths unsettling, but others live their lives among the trees and alongside the creatures that make their homes there.</p> (x1)
                <p>Vermleks, also called worm demons, manifest from the souls of mortals who desecrated the dead, such as grave robbers or necromancers. These fiends take their violations to a new extreme, using their demonic powers to horrifically core their living victims and don the flesh-husk that remains.</p>
            <p>In its natural form, a vermlek resembles an oversized pinkish worm with four long tails that end in writhing fibrils. Its mouth splits into four segments like a profane tulip lined with rows of dozens of pointed teeth. More often than not, however, these fiends are encountered only after they have crawled into the body of a dead humanoid and made the hollowed-out flesh their temporary host. Vermleks use their powers of deception and disguise to infiltrate mortal settlements and influence unwitting acquaintances of the bodies they wear. Particularly intelligent or conniving vermleks might even reach stations of real power within the ranks of an army or government, at which point exposure of their true form can wreak havoc among the populace they have so thoroughly duped.</p> (x2)
                <p>Much larger and more foul-tempered than their common cousins, dire wolves haunt primeval lands that accommodate their massive size and proportionately large hunting grounds and appetites. Orcs are fond of using dire wolves as mounts, finding their vicious tempers perfect for hunting and warfare.</p>
            <hr /><p>Wolves roam forests, hills, and other wild lands, where they hunt in packs to beleaguer and surround their prey before going in for the kill. Like most predatory animals, wolves prefer to attack the weakest or most vulnerable prey they can find.</p> (x1)
                <p>Some forests are protected by kings, others only by wild things. Laws against hunting may protect the private reserves of nobles or guard the viability of animal populations of shared forests during specific seasons. Poachers violate those laws- sometimes out of greed, sometimes out of desperation, and sometimes for sport. Although penalties against poaching often include public shaming, in lean times a successful poacher is a local hero.</p>
            <hr />
            <p>From the managed and cultivated forests that support villages to the tree-covered crown lands where only nobles and their servants are permitted to hunt, forests provide. To communities, forests provide fuel, food, medicine, and raw materials, while royally protected forests provide food for the nobles' table and a source of entertainment in the form of organized hunts. Even the ancient woods untouched by mortal hand or blade provide bards with settings where legends happened and could happen again. Many find the forest depths unsettling, but others live their lives among the trees and alongside the creatures that make their homes there.</p> (x1)
                <p>Some mercenaries eschew the complications of politics, oaths of service, and fealty and just get paid to hunt monsters. It's a straightforward form of mercenary service, often dangerous in the extreme, but one that can yield glory and fame.</p>
            <hr />
            <p>A broad category that includes those wielding arms, spells, or even guile and cunning, mercenaries hire themselves and their expertise to those with the gold to pay for it.</p> (x1)
                <p>Rorus, sometimes called hunter demons, are brutal fiends that arise from the souls of mortals who mutilated animal corpses. As demons, these individuals don animal pelts, then infiltrate packs or herds to corrupt entire swaths of animals, turning their victims bloodthirsty and feral.</p> (x2)
                <p>Spellscar fexts are spellcasters who were destroyed by wild magic or wellspring surges they tried—and failed—to control. The magical feedback that snuffed out their life warped and animated their flesh, twisting them into shambling undead. Spellscar fexts stand 6 feet tall with disproportionately long arms that end in clusters of waving magical tendrils.</p>
            <p>Almost all who became spellscar fexts entered the Mana Wastes to harness the power of the area's wild magic. Once transformed, the desire for magical power becomes a spellscar fext's singular motivation. The creatures focus their attacks on magic users they encounter, attempting to kill them and strip their magic. Unfortunately for a spellscar fext, their transformation makes their entire being inimical to magic. They're unable to cast even the simplest of spells. They grasp destructively at magic they can never hold.</p>
            <p>Difficult for the unprepared to destroy permanently, spellscar fexts harry trade routes known for shipping magical goods and repeatedly attack arcane workshops on the borders of the Mana Wastes. They're particularly dangerous to spellcasters traveling alone, as battling the creatures might trigger a wellspring surge that could destroy the lone magic user.</p>
            <p>As the fext's vulnerability to glass weapons has become more well known, enterprising gunsmiths in Alkenstar have begun crafting glass ammunition, an uncommon item that costs the same as cold iron ammunition.</p> (x1)
                <p>Rarely, the bones of a spellcaster can be used to create a skeleton that retains a limited ability to cast spells. These spells are almost always offensive in nature, and the skeletal mage uses them with reckless abandon. Skeletal mages are often misidentified as liches, and while not nearly as cunning or deadly, they still pose a significant threat to their foes.</p>
            <hr />
            <p>Among the ranks of the dead, none are so numerous, nor so varied, as the skeleton. While most are almost entirely made from bone, some maintain a few scraps of flesh to aid them in movement, such as wing membranes.</p> (x1)
            publication : object {4-99.system.details.publication}
                license : string {4-99.system.details.publication.license} (same value: OGL)
                remaster : boolean {4-99.system.details.publication.remaster} (same value: False)
                title : string {4-99.system.details.publication.title} (same value: Pathfinder Society Scenario #4-99: Blessings of the Forest)
            [description] : string {4-99.system.details.description} (same value: <p>A 15-foot wide area of verdant-covered water attempts to suck creatures down into it.</p>)
            [disable] : string {4-99.system.details.disable} (4 different values)
                <p>Two @Check[survival|dc:22] (trained) checks to find roots and tree limbs sturdy enough for everyone to use as escape paths ends the hazard's threat to all creatures in the area</p> (x1)
                <p>Two @Check[survival|dc:25] (trained) checks to find roots and tree limbs sturdy enough for everyone to use as escape paths ends the hazard's threat to all creatures in the area</p> (x1)
                <p>Two @Check[survival|dc:28] (trained) checks to find roots and tree limbs sturdy enough for everyone to use as escape paths ends the hazard's threat to all creatures in the area</p> (x1)
                <p>Two @Check[survival|dc:18] (trained) checks to find roots and tree limbs sturdy enough for everyone to use as escape paths ends the hazard's threat to all creatures in the area</p> (x1)
            [isComplex] : boolean {4-99.system.details.isComplex} (same value: True)
            [reset] : string {4-99.system.details.reset} (same value: <p>The hazard still submerges anyone who walks in, but the surface doesn't become hidden again until it accumulates leaf and greenery cover over the course of 24 hours.</p>)
            [routine] : string {4-99.system.details.routine} (4 different values)
                <p>(one action) On its initiative, the bog pulls down each creature within it. A creature that was submerged to its waist becomes submerged to its neck, and a creature that was submerged up to its neck is pulled under and must hold its breath to avoid suffocation.</p>
            <p>A creature partially or fully submerged in the bog can attempt a @Check[athletics|dc:20|traits:action:swim] check to Swim to either raise itself by one step (pulled under to submerged to its neck, or submerged to its neck to submerged to its waist), or to escape from the bog if it's submerged only up to its waist. This DC increases to @Check[athletics|dc:22|traits:action:swim] for creatures submerged up to their neck or worse. On a critical failure, the creature is pulled down one step. Other creatures can @UUID[Compendium.pf2e.actionspf2e.Item.Aid], typically by using a rope or similar assistance (providing an automatic success), or attempt to pull a single affected creature out with their own Athletics check, with the same results as if the aiding creature attempted the check itself.</p> (x1)
                <p>(one action) On its initiative, the bog pulls down each creature within it. A creature that was submerged to its waist becomes submerged to its neck, and a creature that was submerged up to its neck is pulled under and must hold its breath to avoid suffocation.</p>
            <p>A creature partially or fully submerged in the bog can attempt a @Check[athletics|dc:23|traits:action:swim] check to Swim to either raise itself by one step (pulled under to submerged to its neck, or submerged to its neck to submerged to its waist), or to escape from the bog if it's submerged only up to its waist. This DC increases to @Check[athletics|dc:25|traits:action:swim] for creatures submerged up to their neck or worse. On a critical failure, the creature is pulled down one step. Other creatures can @UUID[Compendium.pf2e.actionspf2e.Item.Aid], typically by using a rope or similar assistance (providing an automatic success), or attempt to pull a single affected creature out with their own Athletics check, with the same results as if the aiding creature attempted the check itself.</p> (x1)
                <p>(one action) On its initiative, the bog pulls down each creature within it. A creature that was submerged to its waist becomes submerged to its neck, and a creature that was submerged up to its neck is pulled under and must hold its breath to avoid suffocation.</p>
            <p>A creature partially or fully submerged in the bog can attempt a @Check[athletics|dc:26|traits:action:swim] check to Swim to either raise itself by one step (pulled under to submerged to its neck, or submerged to its neck to submerged to its waist), or to escape from the bog if it's submerged only up to its waist. This DC increases to @Check[athletics|dc:28|traits:action:swim] for creatures submerged up to their neck or worse. On a critical failure, the creature is pulled down one step. Other creatures can @UUID[Compendium.pf2e.actionspf2e.Item.Aid], typically by using a rope or similar assistance (providing an automatic success), or attempt to pull a single affected creature out with their own Athletics check, with the same results as if the aiding creature attempted the check itself.</p> (x1)
                <p>(one action) On its initiative, the bog pulls down each creature within it. A creature that was submerged to its waist becomes submerged to its neck, and a creature that was submerged up to its neck is pulled under and must hold its breath to avoid suffocation.</p>
            <p>A creature partially or fully submerged in the bog can attempt a @Check[athletics|dc:16|traits:action:swim] check to Swim to either raise itself by one step (pulled under to submerged to its neck, or submerged to its neck to submerged to its waist), or to escape from the bog if it's submerged only up to its waist. This DC increases to @Check[athletics|dc:18|traits:action:swim] for creatures submerged up to their neck or worse. On a critical failure, the creature is pulled down one step. Other creatures can @UUID[Compendium.pf2e.actionspf2e.Item.Aid], typically by using a rope or similar assistance (providing an automatic success), or attempt to pull a single affected creature out with their own Athletics check, with the same results as if the aiding creature attempted the check itself.</p> (x1)
        [initiative] : object {4-99.system.initiative}
            statistic : string {4-99.system.initiative.statistic} (same value: perception)
        [perception] : object {4-99.system.perception}
            details : string {4-99.system.perception.details} (2 different values)
                 (x34)
                magic sense (imprecise) 30 feet (x1)
            mod : integer {4-99.system.perception.mod} (16 different values)
                7 (x1)
                4 (x2)
                17 (x4)
                11 (x3)
                8 (x3)
                12 (x2)
                16 (x2)
                10 (x2)
                13 (x4)
                5 (x4)
                3 (x1)
                6 (x2)
                14 (x1)
                9 (x2)
                18 (x1)
                15 (x1)
            senses : array<object> {4-99.system.perception.senses}
                Length: min=0 max=2
                Value type: object {4-99.system.perception.senses.[]}
                    type : string {4-99.system.perception.senses.[].type} (4 different values)
                        darkvision (x15)
                        motion-sense (x1)
                        scent (x7)
                        low-light-vision (x15)
                    [acuity] : string {4-99.system.perception.senses.[].acuity} (2 different values)
                        precise (x1)
                        imprecise (x7)
                    [range] : integer {4-99.system.perception.senses.[].range} (2 different values)
                        60 (x5)
                        30 (x3)
            [vision] : boolean {4-99.system.perception.vision} (same value: False)
        [resources] : object {4-99.system.resources}
            [focus] : object {4-99.system.resources.focus}
                max : integer {4-99.system.resources.focus.max} (3 different values)
                    1 (x3)
                    2 (x2)
                    3 (x2)
                value : integer {4-99.system.resources.focus.value} (3 different values)
                    1 (x3)
                    2 (x2)
                    3 (x2)
        saves : object {4-99.system.saves}
            fortitude : object {4-99.system.saves.fortitude}
                saveDetail : string {4-99.system.saves.fortitude.saveDetail} (same value: )
                value : integer {4-99.system.saves.fortitude.value} (14 different values)
                    7 (x4)
                    8 (x1)
                    18 (x3)
                    14 (x2)
                    9 (x7)
                    12 (x3)
                    10 (x4)
                    6 (x2)
                    11 (x1)
                    5 (x3)
                    3 (x1)
                    15 (x3)
                    0 (x4)
                    13 (x1)
            reflex : object {4-99.system.saves.reflex}
                saveDetail : string {4-99.system.saves.reflex.saveDetail} (same value: )
                value : integer {4-99.system.saves.reflex.value} (16 different values)
                    9 (x3)
                    0 (x5)
                    13 (x2)
                    5 (x1)
                    11 (x5)
                    19 (x1)
                    12 (x2)
                    15 (x4)
                    3 (x2)
                    8 (x3)
                    17 (x3)
                    6 (x2)
                    7 (x2)
                    10 (x2)
                    21 (x1)
                    14 (x1)
            will : object {4-99.system.saves.will}
                saveDetail : string {4-99.system.saves.will.saveDetail} (same value: )
                value : integer {4-99.system.saves.will.value} (17 different values)
                    3 (x2)
                    2 (x2)
                    15 (x4)
                    11 (x2)
                    4 (x4)
                    14 (x5)
                    10 (x1)
                    6 (x1)
                    5 (x3)
                    9 (x1)
                    0 (x4)
                    12 (x2)
                    7 (x2)
                    13 (x2)
                    16 (x1)
                    17 (x1)
                    8 (x2)
        [skills] : object {4-99.system.skills}
            [acrobatics] : object {4-99.system.skills.acrobatics}
                base : integer {4-99.system.skills.acrobatics.base} (15 different values)
                    5 (x2)
                    18 (x1)
                    13 (x3)
                    7 (x1)
                    11 (x1)
                    17 (x2)
                    10 (x2)
                    3 (x1)
                    4 (x1)
                    14 (x1)
                    6 (x1)
                    12 (x2)
                    15 (x3)
                    8 (x1)
                    9 (x1)
            [athletics] : object {4-99.system.skills.athletics}
                base : integer {4-99.system.skills.athletics.base} (15 different values)
                    5 (x3)
                    3 (x1)
                    14 (x1)
                    10 (x1)
                    13 (x2)
                    8 (x2)
                    7 (x1)
                    6 (x2)
                    9 (x1)
                    4 (x2)
                    17 (x3)
                    15 (x1)
                    19 (x1)
                    11 (x1)
                    12 (x1)
                [special] : array<object> {4-99.system.skills.athletics.special}
                    Length: min=1 max=1
                    Value type: object {4-99.system.skills.athletics.special.[]}
                        base : integer {4-99.system.skills.athletics.special.[].base} (3 different values)
                            7 (x1)
                            6 (x1)
                            14 (x1)
                        label : string {4-99.system.skills.athletics.special.[].label} (2 different values)
                            when jumping (x2)
                            to Climb or Swim (x1)
                        predicate : array<string|object> {4-99.system.skills.athletics.special.[].predicate}
                            Length: min=1 max=2
                            Value type: mixed
                                string {4-99.system.skills.athletics.special.[].predicate.[]} (2 different values)
                                    action:long-jump (x2)
                                    action:high-jump (x2)
                                object {4-99.system.skills.athletics.special.[].predicate.[]}
                                    or : array<string> {4-99.system.skills.athletics.special.[].predicate.[].or}
                                        Length: min=2 max=2
                                        Value type: string {4-99.system.skills.athletics.special.[].predicate.[].or.[]} (2 different values)
                                            action:climb (x1)
                                            action:swim (x1)
            [stealth] : object {4-99.system.skills.stealth}
                base : integer {4-99.system.skills.stealth.base} (12 different values)
                    5 (x3)
                    11 (x2)
                    19 (x1)
                    12 (x2)
                    6 (x3)
                    14 (x1)
                    10 (x1)
                    17 (x1)
                    9 (x2)
                    16 (x1)
                    8 (x1)
                    13 (x2)
            [intimidation] : object {4-99.system.skills.intimidation}
                base : integer {4-99.system.skills.intimidation.base} (10 different values)
                    17 (x1)
                    13 (x1)
                    7 (x1)
                    12 (x1)
                    10 (x1)
                    6 (x1)
                    15 (x2)
                    11 (x1)
                    2 (x1)
                    18 (x1)
            [survival] : object {4-99.system.skills.survival}
                base : integer {4-99.system.skills.survival.base} (11 different values)
                    17 (x2)
                    13 (x2)
                    8 (x1)
                    12 (x1)
                    4 (x1)
                    3 (x1)
                    14 (x1)
                    7 (x1)
                    11 (x1)
                    18 (x1)
                    16 (x1)
                [special] : array<object> {4-99.system.skills.survival.special}
                    Length: min=1 max=1
                    Value type: object {4-99.system.skills.survival.special.[]}
                        base : integer {4-99.system.skills.survival.special.[].base} (3 different values)
                            19 (x1)
                            15 (x1)
                            10 (x1)
                        label : string {4-99.system.skills.survival.special.[].label} (same value: to Track)
                        predicate : array<string> {4-99.system.skills.survival.special.[].predicate}
                            Length: min=1 max=1
                            Value type: string {4-99.system.skills.survival.special.[].predicate.[]} (same value: action:track)
            [deception] : object {4-99.system.skills.deception}
                base : integer {4-99.system.skills.deception.base} (10 different values)
                    14 (x1)
                    12 (x1)
                    7 (x2)
                    15 (x1)
                    13 (x1)
                    2 (x1)
                    5 (x1)
                    17 (x1)
                    4 (x1)
                    9 (x1)
                [special] : array<object> {4-99.system.skills.deception.special}
                    Length: min=1 max=1
                    Value type: object {4-99.system.skills.deception.special.[]}
                        base : integer {4-99.system.skills.deception.special.[].base} (2 different values)
                            8 (x1)
                            12 (x1)
                        label : string {4-99.system.skills.deception.special.[].label} (same value: to impersonate while inhabiting a body)
                        predicate : array<string> {4-99.system.skills.deception.special.[].predicate}
                            Length: min=2 max=2
                            Value type: string {4-99.system.skills.deception.special.[].predicate.[]} (2 different values)
                                action:impersonate (x2)
                                inhabit-body (x2)
            [diplomacy] : object {4-99.system.skills.diplomacy}
                base : integer {4-99.system.skills.diplomacy.base} (4 different values)
                    16 (x1)
                    10 (x1)
                    13 (x1)
                    11 (x1)
            [religion] : object {4-99.system.skills.religion}
                base : integer {4-99.system.skills.religion.base} (3 different values)
                    10 (x3)
                    8 (x1)
                    5 (x1)
            [society] : object {4-99.system.skills.society}
                base : integer {4-99.system.skills.society.base} (7 different values)
                    12 (x3)
                    7 (x2)
                    9 (x1)
                    11 (x1)
                    6 (x1)
                    10 (x1)
                    13 (x2)
            [medicine] : object {4-99.system.skills.medicine}
                base : integer {4-99.system.skills.medicine.base} (2 different values)
                    14 (x1)
                    15 (x1)
            [thievery] : object {4-99.system.skills.thievery}
                base : integer {4-99.system.skills.thievery.base} (4 different values)
                    15 (x1)
                    12 (x2)
                    13 (x1)
                    10 (x1)
                [note] : string {4-99.system.skills.thievery.note} (same value: can Disable traps that require master proficiency)
            [nature] : object {4-99.system.skills.nature}
                base : integer {4-99.system.skills.nature.base} (6 different values)
                    2 (x1)
                    17 (x1)
                    11 (x1)
                    7 (x1)
                    16 (x1)
                    14 (x1)
                special : array<object> {4-99.system.skills.nature.special}
                    Length: min=1 max=1
                    Value type: object {4-99.system.skills.nature.special.[]}
                        base : integer {4-99.system.skills.nature.special.[].base} (2 different values)
                            20 (x1)
                            18 (x1)
                        label : string {4-99.system.skills.nature.special.[].label} (same value: to Command an Animal)
                        predicate : array<string> {4-99.system.skills.nature.special.[].predicate}
                            Length: min=1 max=1
                            Value type: string {4-99.system.skills.nature.special.[].predicate.[]} (same value: action:command-an-animal)
            [crafting] : object {4-99.system.skills.crafting}
                base : integer {4-99.system.skills.crafting.base} (3 different values)
                    13 (x1)
                    6 (x1)
                    4 (x1)
            [arcana] : object {4-99.system.skills.arcana}
                base : integer {4-99.system.skills.arcana.base} (5 different values)
                    10 (x1)
                    13 (x2)
                    7 (x1)
                    17 (x1)
                    14 (x1)
            [occultism] : object {4-99.system.skills.occultism}
                base : integer {4-99.system.skills.occultism.base} (same value: 17)
        traits : object {4-99.system.traits}
            rarity : string {4-99.system.traits.rarity} (4 different values)
                rare (x4)
                uncommon (x23)
                common (x4)
                unique (x8)
            size : object {4-99.system.traits.size}
                value : string {4-99.system.traits.size.value} (4 different values)
                    lg (x5)
                    sm (x2)
                    med (x30)
                    tiny (x2)
            value : array<string> {4-99.system.traits.value}
                Length: min=1 max=7
                Value type: string {4-99.system.traits.value.[]} (18 different values)
                    animal (x7)
                    chaotic (x17)
                    demon (x10)
                    evil (x24)
                    fiend (x10)
                    swarm (x2)
                    unholy (x13)
                    mindless (x4)
                    ooze (x1)
                    elf (x13)
                    humanoid (x17)
                    construct (x3)
                    holy (x1)
                    human (x1)
                    fey (x1)
                    environmental (x4)
                    undead (x2)
                    skeleton (x1)
        [spellcasting] : object {4-99.system.spellcasting}
            rituals : object {4-99.system.spellcasting.rituals}
                dc : integer {4-99.system.spellcasting.rituals.dc} (2 different values)
                    26 (x1)
                    25 (x2)
        [creatureType] : string {4-99.system.creatureType} (same value: )
        [statusEffects] : array<> {4-99.system.statusEffects}
            Length: min=0 max=0
            Value type: mixed
    type : string {4-99.type} (2 different values)
        npc (x35)
        hazard (x4)
    [prototypeToken] : object {4-99.prototypeToken}
        name : string {4-99.prototypeToken.name} (6 different values)
            Animated Dagger (x1)
            Animated Leather Armor (x1)
            Hidden Forest Bog (x3)
            Nathatel (x3)
            Serraleth (x1)
            Undead Nathatel (x1)