Item.weapon
Different values: 908
=====================================
object {Item.weapon}
    _id : string {Item.weapon._id} (all different values)
    img : string {Item.weapon.img} (449 different values)
    name : string {Item.weapon.name} (all different values)
    system : object {Item.weapon.system}
        [baseItem] : string {Item.weapon.system.baseItem} (273 different values)
        bonus : object {Item.weapon.system.bonus}
            value : integer {Item.weapon.system.bonus.value} (5 different values)
                0 (x747)
                2 (x56)
                3 (x48)
                1 (x54)
                4 (x3)
        bonusDamage : object {Item.weapon.system.bonusDamage}
            [value] : integer {Item.weapon.system.bonusDamage.value} (same value: 0)
        bulk : object {Item.weapon.system.bulk}
            value : mixed
                integer {Item.weapon.system.bulk.value} (6 different values)
                    1 (x368)
                    2 (x166)
                    0 (x25)
                    3 (x4)
                    4 (x2)
                    16 (x1)
                float {Item.weapon.system.bulk.value} (same value: 0,1)
        category : string {Item.weapon.system.category} (4 different values)
            simple (x290)
            martial (x551)
            advanced (x63)
            unarmed (x4)
        [containerId] : mixed
        damage : object {Item.weapon.system.damage}
            damageType : string {Item.weapon.system.damage.damageType} (14 different values)
                bludgeoning (x293)
                acid (x23)
                slashing (x193)
                force (x7)
                piercing (x287)
                fire (x23)
                sonic (x10)
                poison (x32)
                electricity (x5)
                vitality (x8)
                void (x8)
                cold (x5)
                mental (x12)
                spirit (x2)
            dice : integer {Item.weapon.system.damage.dice} (8 different values)
                1 (x785)
                4 (x35)
                2 (x32)
                3 (x36)
                0 (x17)
                5 (x1)
                6 (x1)
                8 (x1)
            [die] : string {Item.weapon.system.damage.die} (6 different values)
                d4 (x345)
                 (x35)
                d8 (x167)
                d10 (x57)
                d6 (x283)
                d12 (x17)
            [persistent] : object {Item.weapon.system.damage.persistent}
                [faces] : integer {Item.weapon.system.damage.persistent.faces} (3 different values)
                    6 (x15)
                    4 (x24)
                    8 (x4)
                number : integer {Item.weapon.system.damage.persistent.number} (6 different values)
                    3 (x15)
                    1 (x19)
                    4 (x14)
                    2 (x12)
                    6 (x1)
                    5 (x1)
                type : string {Item.weapon.system.damage.persistent.type} (6 different values)
                    acid (x12)
                    fire (x12)
                    poison (x12)
                    bleed (x18)
                    void (x4)
                    piercing (x4)
        description : object {Item.weapon.system.description}
            value : string {Item.weapon.system.description.value} (907 different values)
            [gm] : string {Item.weapon.system.description.gm} (6 different values)
                <p><em>Fiendbreaker</em> is focused on Kyonin's safety and protection. It imparts the following edicts and anathema on the wielder. If they're violated, the artifact reverts to its non-artifact form until the wielder atones, either through the use of the atone ritual, or through a short side quest or influence encounter of your own design.</p><p><strong>Edicts</strong> kill Treerazer, protect elven lives, push back Tanglebriar's boundaries</p><p><strong>Anathema</strong> aid Treerazer, willingly betray Kyonin</p><h2>Choose Apex Attribute</h2><p><em>Fiendbreaker</em> is a powerful apex item, but the apex bonuses granted are more powerful than most. As with all apex items, a PC can only benefit from one apex item at a time. When your character creates the artifact, choose one attribute modifier. When you invest the artifact, you either increase that attribute modifier by 2 or increase it to +5, whichever would give you a higher value. Once you make this selection, you can't change it later.</p><hr /><p><em>Note: Select the apex attribute on the details tab of this item.</em></p><h2>Choose Heroic Skill</h2><p><em>Fiendbreaker</em> also bolsters one skill of your choice. When your character creates the artifact, choose one of the three skills listed for the artifact. As long as the artifact is invested by you, it grants you a +4 item bonus to checks with that skill.</p><h2>Heroic Recovery</h2><p>Finally, <em>Fiendbreaker</em> has 1 Recovery Point; this point replenishes once per day when its invested partner does their daily preparations. When the artifact's partner's @UUID[Compendium.pf2e.conditionitems.Item.Dying] value would reach an amount sufficient to kill them (usually 4), the artifact spends its Recovery Point, and the partner instead increases their @UUID[Compendium.pf2e.conditionitems.Item.Doomed] value by 1 and stabilizes at 0 Hit Points.</p><h2>Invested Weapon</h2><p>Note that normally staves and weapons don't need to be invested, but <em>Fiendbreaker</em> is an exception to this rule. It provides its constant benefits as long as the item remains invested and is carried or stowed by a character; they need not be held in a hand or wielded as a weapon in combat in order to grant these benefits. If you drop an invested staff or weapon, are disarmed of it, or otherwise release it from being held or stowed, you continue to benefit from its invested qualities until the end of your next turn—if you reclaim the staff or weapon before the end of your next turn, then your investment continues uninterrupted. If you fail to reclaim the item by this point, it's no longer invested until you repeat the process by Interacting with the item, taking the normal steps to invest the item.</p> (x1)
                <p><strong>Aspects</strong> air, celestial</p>
            <hr />
            <p><em>Monarch</em> is an ancient starknife, once wielded by a priest of the Desnan sect known as the Order of the Starless Night, an organization devoted to protecting Golarion from the horrors of the Dark Tapestry. The weapon is made of low-grade silver, and its blades gleam with soft light, equivalent to that of a candle (the glow can be extinguished or activated by the weapon's carrier by activating <em>Monarch</em> as an envision action). The blades bear etchings of monarch butterflies in flight.</p>
            <p>When discovered in the Pit, <em>Monarch</em> functions as a +1 striking returning starknife that can't have additional property runes, as it's a specific item. <em>Monarch</em> deals an additional 1d6 untyped damage to creatures with the aberration trait, provided the creature isn't disguised as another creature.</p>
            <hr />
            <p><strong>Minor Gifts:</strong> @UUID[Compendium.pf2e.adventure-specific-actions.Item.Wind Barrier], @UUID[Compendium.pf2e.adventure-specific-actions.Item.Word of Faith]</p>
            <p><strong>Major Gifts:</strong> @UUID[Compendium.pf2e.adventure-specific-actions.Item.Propelling Winds], @UUID[Compendium.pf2e.adventure-specific-actions.Item.Righteous Call]</p>
            <p><strong>Grand Gift:</strong> @UUID[Compendium.pf2e.adventure-specific-actions.Item.Azata's Grace]</p>
            <p>While <em>Monarch</em> has no direct ties to the seven dooms that threaten Sandpoint, certain dangers in the Pit present specific opportunities to honor the weapon's ancient traditions by opposing forces from the darkest reaches of the Universe. In particular, the dero worshippers of Azathoth found in the Pit, as well as the Hollow Star, are elements the Order of the Starless Night would've worked hard to oppose, and the magic imbued into <em>Monarch</em> retains this thematic opposition.</p>
            <p>When the PCs first recover <em>Monarch</em>, one of its minor gifts becomes active as chosen from the above options by the first PC to handle the starknife. The second minor gift becomes active as soon as the party defeats the dero cultists of the Hollow Star. Its first major gift becomes active once the PCs defeat their first intellect devourer foes, likely those encountered at the Midnight Dawn encampment (area <strong>G7</strong>); the weapon's wielder chooses which of the two gifts become active. Note that this is likely to take place while the party is 8th level, rather than 9th level (as would be the norm for a relic's first major gift). Likewise, the relic's second major gift should become active just before this adventure's climactic battle so that the weapon's wielder can use it in the final battle. While <em>Monarch</em>'s grand gift won't become active during this adventure, this unique gift is presented here so that you can include its activation at a later date as you see fit.</p>
            <hr />
            <p><strong>Special</strong> Note: If you feel that introducing a relic upsets party balance, simply omit its gifts and have it be a unique magic starknife with the above activation.</p> (x1)
                <p>Once Retribution is restored, it becomes a <em>+3 major striking keen shifting wounding war razor</em> and gains the following additional activations.</p><hr /><p><strong>Activate—Cruel Cut</strong> <span class="pf2-icon">2</span> (curse, death, manipulate)</p><p><strong>Frequency</strong> once per day</p><p><strong>Effect</strong> Choose a target within 120 feet who you can see. That target must attempt a @Check[fortitude|dc:44] save.</p><p><strong>Critical Success</strong> The target is unaffected.</p><p><strong>Success</strong> The target takes @Damage[3d6[persistent,bleed]] damage.</p><p><strong>Failure</strong> As success, but one of their eyes is damaged, rendering them @UUID[Compendium.pf2e.conditionitems.Item.Dazzled]. The target also becomes @UUID[Compendium.pf2e.conditionitems.Item.Drained]{Drained 1}. The dazzled and drained condition are permanent until removed by cleanse affliction or a similar effect.</p><p><strong>Critical Failure</strong> As failure, but @Damage[6d6[persistent,bleed]] damage and the target is @UUID[Compendium.pf2e.conditionitems.Item.Blinded] instead of dazzled, and @UUID[Compendium.pf2e.conditionitems.Item.Drained]{Drained 2} instead of drained 1. If the target is ever reduced to 0 Hit Points or less while under this curse, they immediately die.</p><hr /><p><strong>Activate—Reflect Curse</strong> <span class="pf2-icon">r</span></p><p><strong>Frequency</strong> once per hour</p><p><strong>Trigger</strong> You are about to attempt a saving throw against a curse</p><p><strong>Effect</strong> If you succeed or critically succeed against the curse, it is reflected back to its source and it does not affect you; the source must then attempt a saving throw against the curse.</p> (x1)
                <p><strong>Forming the Bond</strong> The PCs complete the @UUID[Compendium.pf2e.spells-srd.Item.Rite of Repatriation].</p>
            <p><strong>Advancing the Bond</strong> Protect, recover, and restore dwarven culture and people.</p>
            <p><strong>Minor Gifts</strong> @UUID[Compendium.pf2e.adventure-specific-actions.Item.Deadly Spark], @UUID[Compendium.pf2e.adventure-specific-actions.Item.Divine Retribution], @UUID[Compendium.pf2e.adventure-specific-actions.Item.Word of Faith]; divine retribution Strikes made with Skysunder gain the deadly d4 trait.</p>
            <p><strong>Major Gifts</strong> @UUID[Compendium.pf2e.adventure-specific-actions.Item.Holy Light], @UUID[Compendium.pf2e.adventure-specific-actions.Item.Propelling Winds]</p> (x1)
                <p><em>Soulbreaker</em> is focused on Kyonin's safety and protection. It imparts the following edicts and anathema on the wielder. If they're violated, the artifact reverts to its non-artifact form until the wielder atones, either through the use of the atone ritual, or through a short side quest or influence encounter of your own design.</p><p><strong>Edicts</strong> kill Treerazer, protect elven lives, push back Tanglebriar's boundaries</p><p><strong>Anathema</strong> aid Treerazer, willingly betray Kyonin</p><h2>Choose Apex Attribute</h2><p><em>Soulbreaker</em> is a powerful apex item, but the apex bonuses granted are more powerful than most. As with all apex items, a PC can only benefit from one apex item at a time. When your character creates the artifact, choose one attribute modifier. When you invest the artifact, you either increase that attribute modifier by 2 or increase it to +5, whichever would give you a higher value. Once you make this selection, you can't change it later.</p><hr /><p><em>Note: Select the apex attribute on the details tab of this item.</em></p><h2>Choose Heroic Skill</h2><p><em>Soulbreaker</em> also bolsters one skill of your choice. When your character creates the artifact, choose one of the three skills listed for the artifact. As long as the artifact is invested by you, it grants you a +4 item bonus to checks with that skill.</p><h2>Heroic Recovery</h2><p>Finally, <em>Soulbreaker</em> has 1 Recovery Point; this point replenishes once per day when its invested partner does their daily preparations. When the artifact's partner's @UUID[Compendium.pf2e.conditionitems.Item.Dying] value would reach an amount sufficient to kill them (usually 4), the artifact spends its Recovery Point, and the partner instead increases their @UUID[Compendium.pf2e.conditionitems.Item.Doomed] value by 1 and stabilizes at 0 Hit Points.</p><h2>Invested Weapon</h2><p>Note that normally staves and weapons don't need to be invested, but <em>Soulbreaker</em> is an exception to this rule. It provides its constant benefits as long as the item remains invested and is carried or stowed by a character; they need not be held in a hand or wielded as a weapon in combat in order to grant these benefits. If you drop an invested staff or weapon, are disarmed of it, or otherwise release it from being held or stowed, you continue to benefit from its invested qualities until the end of your next turn—if you reclaim the staff or weapon before the end of your next turn, then your investment continues uninterrupted. If you fail to reclaim the item by this point, it's no longer invested until you repeat the process by Interacting with the item, taking the normal steps to invest the item.</p> (x1)
                <p><em>Wintershot</em> is focused on Kyonin's safety and protection. It imparts the following edicts and anathema on the wielder. If they're violated, the artifact reverts to its non-artifact form until the wielder atones, either through the use of the atone ritual, or through a short side quest or influence encounter of your own design.</p><p><strong>Edicts</strong> kill Treerazer, protect elven lives, push back Tanglebriar's boundaries</p><p><strong>Anathema</strong> aid Treerazer, willingly betray Kyonin</p><h2>Choose Apex Attribute</h2><p><em>Wintershot</em> is a powerful apex item, but the apex bonuses granted are more powerful than most. As with all apex items, a PC can only benefit from one apex item at a time. When your character creates the artifact, choose one attribute modifier. When you invest the artifact, you either increase that attribute modifier by 2 or increase it to +5, whichever would give you a higher value. Once you make this selection, you can't change it later.</p><hr /><p><em>Note: Select the apex attribute on the details tab of this item.</em></p><h2>Choose Heroic Skill</h2><p><em>Wintershot</em> also bolsters one skill of your choice. When your character creates the artifact, choose one of the three skills listed for the artifact. As long as the artifact is invested by you, it grants you a +4 item bonus to checks with that skill.</p><h2>Heroic Recovery</h2><p>Finally, <em>Wintershot</em> has 1 Recovery Point; this point replenishes once per day when its invested partner does their daily preparations. When the artifact's partner's @UUID[Compendium.pf2e.conditionitems.Item.Dying] value would reach an amount sufficient to kill them (usually 4), the artifact spends its Recovery Point, and the partner instead increases their @UUID[Compendium.pf2e.conditionitems.Item.Doomed] value by 1 and stabilizes at 0 Hit Points.</p><h2>Invested Weapon</h2><p>Note that normally staves and weapons don't need to be invested, but <em>Wintershot</em> is an exception to this rule. It provides its constant benefits as long as the item remains invested and is carried or stowed by a character; they need not be held in a hand or wielded as a weapon in combat in order to grant these benefits. If you drop an invested staff or weapon, are disarmed of it, or otherwise release it from being held or stowed, you continue to benefit from its invested qualities until the end of your next turn—if you reclaim the staff or weapon before the end of your next turn, then your investment continues uninterrupted. If you fail to reclaim the item by this point, it's no longer invested until you repeat the process by Interacting with the item, taking the normal steps to invest the item.</p> (x1)
        [group] : string {Item.weapon.system.group} (17 different values)
            club (x213)
            bomb (x162)
            axe (x25)
            firearm (x103)
            crossbow (x17)
            brawling (x24)
            sword (x100)
            flail (x46)
            spear (x38)
            knife (x72)
            dart (x16)
            sling (x12)
            polearm (x24)
            hammer (x16)
            bow (x24)
            shield (x3)
            pick (x9)
        hardness : integer {Item.weapon.system.hardness} (same value: 0)
        hp : object {Item.weapon.system.hp}
            max : integer {Item.weapon.system.hp.max} (same value: 0)
            value : integer {Item.weapon.system.hp.value} (same value: 0)
        level : object {Item.weapon.system.level}
            value : integer {Item.weapon.system.level.value} (27 different values)
        material : object {Item.weapon.system.material}
            [grade] : string {Item.weapon.system.material.grade} (3 different values)
                high (x16)
                standard (x12)
                low (x6)
            [type] : string {Item.weapon.system.material.type} (9 different values)
                adamantine (x7)
                siccatite (x2)
                dawnsilver (x2)
                cold-iron (x8)
                peachwood (x1)
                silver (x9)
                inubrix (x1)
                orichalcum (x1)
                duskwood (x3)
        price : object {Item.weapon.system.price}
            value : object {Item.weapon.system.price.value}
                [gp] : integer {Item.weapon.system.price.value.gp} (149 different values)
                [sp] : integer {Item.weapon.system.price.value.sp} (12 different values)
                    2 (x14)
                    25 (x1)
                    1 (x12)
                    8 (x3)
                    5 (x15)
                    4 (x7)
                    9 (x5)
                    3 (x9)
                    14 (x1)
                    11 (x1)
                    7 (x4)
                    6 (x4)
                [cp] : integer {Item.weapon.system.price.value.cp} (2 different values)
                    2 (x1)
                    1 (x2)
        publication : object {Item.weapon.system.publication}
            license : string {Item.weapon.system.publication.license} (2 different values)
                OGL (x500)
                ORC (x408)
            remaster : boolean {Item.weapon.system.publication.remaster} (2 different values)
                False (x470)
                True (x438)
            title : string {Item.weapon.system.publication.title} (93 different values)
        quantity : integer {Item.weapon.system.quantity} (same value: 1)
        [range] : integer {Item.weapon.system.range} (17 different values)
            20 (x176)
            30 (x41)
            90 (x5)
            50 (x10)
            110 (x1)
            40 (x18)
            150 (x14)
            60 (x32)
            180 (x3)
            240 (x1)
            80 (x7)
            120 (x8)
            100 (x8)
            70 (x6)
            10 (x1)
            300 (x2)
            200 (x1)
        reload : object {Item.weapon.system.reload}
            [value] : string {Item.weapon.system.reload.value} (6 different values)
                 (x473)
                - (x236)
                0 (x30)
                1 (x116)
                10 (x2)
                2 (x8)
        rules : ###FoundryRulesObject###
        runes : object {Item.weapon.system.runes}
            potency : integer {Item.weapon.system.runes.potency} (5 different values)
                0 (x585)
                1 (x140)
                2 (x117)
                3 (x55)
                4 (x11)
            property : array<string> {Item.weapon.system.runes.property}
                Length: min=0 max=3
                Value type: string {Item.weapon.system.runes.property.[]} (38 different values)
            striking : integer {Item.weapon.system.runes.striking} (4 different values)
                0 (x612)
                1 (x153)
                2 (x115)
                3 (x28)
        size : string {Item.weapon.system.size} (3 different values)
            med (x905)
            huge (x1)
            lg (x2)
        splashDamage : object {Item.weapon.system.splashDamage}
            [value] : mixed
                integer {Item.weapon.system.splashDamage.value} (7 different values)
                    0 (x733)
                    3 (x38)
                    1 (x35)
                    4 (x38)
                    2 (x35)
                    5 (x1)
                    6 (x1)
                string {Item.weapon.system.splashDamage.value} (same value: )
        traits : object {Item.weapon.system.traits}
            rarity : string {Item.weapon.system.traits.rarity} (4 different values)
                common (x345)
                uncommon (x417)
                rare (x83)
                unique (x63)
            value : array<string> {Item.weapon.system.traits.value}
                Length: min=0 max=9
                Value type: string {Item.weapon.system.traits.value.[]} (147 different values)
            [otherTags] : array<string> {Item.weapon.system.traits.otherTags}
                Length: min=1 max=1
                Value type: string {Item.weapon.system.traits.otherTags.[]} (same value: handwraps-of-mighty-blows)
        usage : object {Item.weapon.system.usage}
            value : string {Item.weapon.system.usage.value} (4 different values)
                held-in-one-hand (x690)
                held-in-two-hands (x185)
                worngloves (x7)
                held-in-one-plus-hands (x26)
            [canBeAmmo] : boolean {Item.weapon.system.usage.canBeAmmo} (2 different values)
                False (x189)
                True (x1)
        [specific] : object {Item.weapon.system.specific}
            material : object {Item.weapon.system.specific.material}
                [grade] : string {Item.weapon.system.specific.material.grade} (3 different values)
                    high (x16)
                    standard (x12)
                    low (x6)
                [type] : string {Item.weapon.system.specific.material.type} (9 different values)
                    adamantine (x7)
                    siccatite (x2)
                    dawnsilver (x2)
                    cold-iron (x8)
                    peachwood (x1)
                    silver (x9)
                    inubrix (x1)
                    orichalcum (x1)
                    duskwood (x3)
                [base] : array<object> {Item.weapon.system.specific.material.base}
                    Length: min=1 max=1
                    Value type: object {Item.weapon.system.specific.material.base.[]}
                        thickness : string {Item.weapon.system.specific.material.base.[].thickness} (same value: thin)
                        type : string {Item.weapon.system.specific.material.base.[].type} (same value: steel)
                [effects] : array<> {Item.weapon.system.specific.material.effects}
                    Length: min=0 max=0
                    Value type: mixed
            runes : object {Item.weapon.system.specific.runes}
                potency : integer {Item.weapon.system.specific.runes.potency} (5 different values)
                    1 (x139)
                    2 (x116)
                    3 (x54)
                    4 (x11)
                    0 (x8)
                property : array<string> {Item.weapon.system.specific.runes.property}
                    Length: min=0 max=3
                    Value type: string {Item.weapon.system.specific.runes.property.[]} (38 different values)
                striking : integer {Item.weapon.system.specific.runes.striking} (4 different values)
                    1 (x156)
                    2 (x112)
                    0 (x32)
                    3 (x28)
        [meleeUsage] : object {Item.weapon.system.meleeUsage}
            damage : object {Item.weapon.system.meleeUsage.damage}
                die : string {Item.weapon.system.meleeUsage.damage.die} (4 different values)
                    d8 (x11)
                    d4 (x7)
                    d6 (x8)
                    d10 (x1)
                type : string {Item.weapon.system.meleeUsage.damage.type} (3 different values)
                    slashing (x11)
                    bludgeoning (x9)
                    piercing (x7)
            group : string {Item.weapon.system.meleeUsage.group} (8 different values)
                axe (x1)
                brawling (x1)
                sword (x11)
                club (x3)
                knife (x4)
                hammer (x3)
                spear (x2)
                flail (x2)
            [traits] : array<string> {Item.weapon.system.meleeUsage.traits}
                Length: min=2 max=5
                Value type: string {Item.weapon.system.meleeUsage.traits.[]} (25 different values)
        [apex] : object {Item.weapon.system.apex}
            attribute : string {Item.weapon.system.apex.attribute} (4 different values)
                str (x2)
                wis (x1)
                dex (x2)
                int (x1)
    type : string {Item.weapon.type} (same value: weapon)