4-03
Different values: 4
=====================================
object {4-03}
    _id : string {4-03._id} (all different values)
    folder : string {4-03.folder} (same value: uovIumN7adjPOBV0)
    img : string {4-03.img} (same value: systems/pf2e/icons/default-icons/npc.svg)
    items : array<object> {4-03.items}
        Length: min=18 max=39
        Value type: object {4-03.items.[]}
            _id : string {4-03.items.[]._id} (58 different values)
            img : string {4-03.items.[].img} (35 different values)
            name : string {4-03.items.[].name} (41 different values)
            sort : integer {4-03.items.[].sort} (39 different values)
            system : object {4-03.items.[].system}
                [autoHeightenLevel] : object {4-03.items.[].system.autoHeightenLevel}
                    [value] : mixed
                description : object {4-03.items.[].system.description}
                    value : string {4-03.items.[].system.description.value} (39 different values)
                [prepared] : object {4-03.items.[].system.prepared}
                    value : string {4-03.items.[].system.prepared.value} (2 different values)
                        spontaneous (x2)
                        focus (x2)
                [proficiency] : object {4-03.items.[].system.proficiency}
                    value : integer {4-03.items.[].system.proficiency.value} (same value: 1)
                publication : object {4-03.items.[].system.publication}
                    license : string {4-03.items.[].system.publication.license} (same value: OGL)
                    remaster : boolean {4-03.items.[].system.publication.remaster} (same value: False)
                    title : string {4-03.items.[].system.publication.title} (all different values)
                rules : ###FoundryRulesObject###
                [slots] : object {4-03.items.[].system.slots}
                    [slot1] : object {4-03.items.[].system.slots.slot1}
                        max : integer {4-03.items.[].system.slots.slot1.max} (same value: 3)
                        value : integer {4-03.items.[].system.slots.slot1.value} (same value: 3)
                    [slot2] : object {4-03.items.[].system.slots.slot2}
                        max : integer {4-03.items.[].system.slots.slot2.max} (same value: 3)
                        value : integer {4-03.items.[].system.slots.slot2.value} (same value: 3)
                    [slot3] : object {4-03.items.[].system.slots.slot3}
                        max : integer {4-03.items.[].system.slots.slot3.max} (2 different values)
                            2 (x1)
                            3 (x1)
                        value : integer {4-03.items.[].system.slots.slot3.value} (2 different values)
                            2 (x1)
                            3 (x1)
                    [slot4] : object {4-03.items.[].system.slots.slot4}
                        max : integer {4-03.items.[].system.slots.slot4.max} (same value: 2)
                        value : integer {4-03.items.[].system.slots.slot4.value} (same value: 2)
                [slug] : string {4-03.items.[].system.slug} (31 different values)
                [spelldc] : object {4-03.items.[].system.spelldc}
                    dc : integer {4-03.items.[].system.spelldc.dc} (2 different values)
                        22 (x2)
                        25 (x2)
                    mod : integer {4-03.items.[].system.spelldc.mod} (same value: 0)
                    value : integer {4-03.items.[].system.spelldc.value} (2 different values)
                        14 (x2)
                        17 (x2)
                [tradition] : object {4-03.items.[].system.tradition}
                    value : string {4-03.items.[].system.tradition.value} (same value: occult)
                [area] : object {4-03.items.[].system.area}
                    type : string {4-03.items.[].system.area.type} (3 different values)
                        emanation (x8)
                        burst (x2)
                        cone (x2)
                    value : integer {4-03.items.[].system.area.value} (all different values)
                [cost] : object {4-03.items.[].system.cost}
                    value : string {4-03.items.[].system.cost.value} (same value: )
                [counteraction] : boolean {4-03.items.[].system.counteraction} (2 different values)
                    False (x34)
                    True (x2)
                [damage] : object {4-03.items.[].system.damage}
                    [0] : object {4-03.items.[].system.damage.0}
                        [category] : mixed
                        formula : string {4-03.items.[].system.damage.0.formula} (6 different values)
                            2d10 (x2)
                            2d8 (x3)
                            0 (x2)
                            1d8 (x2)
                            1d10+4 (x2)
                            6d6 (x1)
                        kinds : array<string> {4-03.items.[].system.damage.0.kinds}
                            Length: min=1 max=1
                            Value type: string {4-03.items.[].system.damage.0.kinds.[]} (2 different values)
                                damage (x10)
                                healing (x2)
                        materials : array<> {4-03.items.[].system.damage.0.materials}
                            Length: min=0 max=0
                            Value type: mixed
                        type : string {4-03.items.[].system.damage.0.type} (5 different values)
                            sonic (x4)
                            force (x3)
                            mental (x2)
                            untyped (x2)
                            void (x1)
                        [applyMod] : boolean {4-03.items.[].system.damage.0.applyMod} (2 different values)
                            False (x5)
                            True (x2)
                    [damageType] : string {4-03.items.[].system.damage.damageType} (2 different values)
                        slashing (x8)
                        piercing (x6)
                    [dice] : integer {4-03.items.[].system.damage.dice} (same value: 1)
                    [die] : string {4-03.items.[].system.damage.die} (2 different values)
                        d8 (x4)
                        d6 (x10)
                [defense] : object {4-03.items.[].system.defense}
                    save : object {4-03.items.[].system.defense.save}
                        basic : boolean {4-03.items.[].system.defense.save.basic} (2 different values)
                            False (x7)
                            True (x5)
                        statistic : string {4-03.items.[].system.defense.save.statistic} (2 different values)
                            fortitude (x8)
                            will (x4)
                [duration] : object {4-03.items.[].system.duration}
                    sustained : boolean {4-03.items.[].system.duration.sustained} (2 different values)
                        False (x33)
                        True (x3)
                    value : string {4-03.items.[].system.duration.value} (6 different values)
                        1 minute (x10)
                         (x14)
                        1 round (x6)
                        10 minutes (x2)
                        varies (x2)
                        until the end of your turn (x2)
                [heightening] : object {4-03.items.[].system.heightening}
                    [levels] : object {4-03.items.[].system.heightening.levels}
                        [6] : object {4-03.items.[].system.heightening.levels.6}
                            target : object {4-03.items.[].system.heightening.levels.6.target}
                                value : string {4-03.items.[].system.heightening.levels.6.target.value} (2 different values)
                                    10 creatures (x2)
                                    any number of objects (x2)
                        [5] : object {4-03.items.[].system.heightening.levels.5}
                            range : object {4-03.items.[].system.heightening.levels.5.range}
                                value : string {4-03.items.[].system.heightening.levels.5.range.value} (same value: 1200 feet)
                        [7] : object {4-03.items.[].system.heightening.levels.7}
                            [range] : object {4-03.items.[].system.heightening.levels.7.range}
                                value : string {4-03.items.[].system.heightening.levels.7.range.value} (same value: 1 mile)
                            [target] : object {4-03.items.[].system.heightening.levels.7.target}
                                value : string {4-03.items.[].system.heightening.levels.7.target.value} (same value: 6 creatures)
                        [3] : object {4-03.items.[].system.heightening.levels.3}
                            target : object {4-03.items.[].system.heightening.levels.3.target}
                                value : string {4-03.items.[].system.heightening.levels.3.target.value} (2 different values)
                                    5 creatures (x2)
                                    10 objects (x2)
                    type : string {4-03.items.[].system.heightening.type} (2 different values)
                        fixed (x9)
                        interval (x12)
                    [damage] : object {4-03.items.[].system.heightening.damage}
                        0 : string {4-03.items.[].system.heightening.damage.0} (5 different values)
                            1d10 (x2)
                            1d8 (x5)
                            1d6 (x2)
                            1d10+4 (x2)
                            2d6 (x1)
                    [interval] : integer {4-03.items.[].system.heightening.interval} (2 different values)
                        1 (x5)
                        2 (x7)
                [level] : object {4-03.items.[].system.level}
                    value : integer {4-03.items.[].system.level.value} (5 different values)
                        3 (x4)
                        2 (x11)
                        1 (x20)
                        0 (x28)
                        4 (x1)
                [location] : object {4-03.items.[].system.location}
                    [heightenedLevel] : integer {4-03.items.[].system.location.heightenedLevel} (all different values)
                    value : string {4-03.items.[].system.location.value} (2 different values)
                        un5QEIBwp9WdjxPy (x30)
                        Z8RG8I9XaUontnAA (x6)
                    [signature] : boolean {4-03.items.[].system.location.signature} (same value: True)
                [range] : mixed
                    object {4-03.items.[].system.range}
                        value : string {4-03.items.[].system.range.value} (6 different values)
                            30 feet (x12)
                            120 feet (x5)
                             (x14)
                            500 feet (x2)
                            60 feet (x2)
                            touch (x1)
                    integer {4-03.items.[].system.range} (2 different values)
                        60 (x4)
                        30 (x2)
                [requirements] : string {4-03.items.[].system.requirements} (same value: )
                [target] : object {4-03.items.[].system.target}
                    value : string {4-03.items.[].system.target.value} (6 different values)
                        1 creature (x8)
                        1 spell effect or unattended magic item (x2)
                         (x21)
                        1 object (x2)
                        1 willing living creature (x2)
                        1 living creature (x1)
                [time] : object {4-03.items.[].system.time}
                    value : string {4-03.items.[].system.time.value} (all different values)
                [traits] : object {4-03.items.[].system.traits}
                    rarity : string {4-03.items.[].system.traits.rarity} (2 different values)
                        common (x90)
                        uncommon (x6)
                    [traditions] : array<string> {4-03.items.[].system.traits.traditions}
                        Length: min=0 max=4
                        Value type: string {4-03.items.[].system.traits.traditions.[]} (all different values)
                    value : array<string> {4-03.items.[].system.traits.value}
                        Length: min=0 max=7
                        Value type: string {4-03.items.[].system.traits.value.[]} (28 different values)
                    [integrated] : mixed
                [baseItem] : string {4-03.items.[].system.baseItem} (8 different values)
                    battle-axe (x2)
                    hatchet (x4)
                    shortbow (x4)
                    wooden-shield (x4)
                    leather-armor (x2)
                    javelin (x2)
                    longsword (x2)
                    hide-armor (x2)
                [bonus] : object {4-03.items.[].system.bonus}
                    value : integer {4-03.items.[].system.bonus.value} (6 different values)
                        0 (x14)
                        15 (x4)
                        13 (x4)
                        18 (x2)
                        16 (x2)
                        12 (x4)
                [bonusDamage] : object {4-03.items.[].system.bonusDamage}
                    value : integer {4-03.items.[].system.bonusDamage.value} (same value: 0)
                [bulk] : object {4-03.items.[].system.bulk}
                    value : mixed
                        integer {4-03.items.[].system.bulk.value} (2 different values)
                            1 (x16)
                            2 (x2)
                        float {4-03.items.[].system.bulk.value} (same value: 0,1)
                [category] : string {4-03.items.[].system.category} (8 different values)
                    martial (x12)
                    light (x2)
                    ammo (x4)
                    interaction (x2)
                    defensive (x9)
                    offensive (x5)
                    simple (x2)
                    medium (x2)
                [containerId] : mixed
                [equipped] : object {4-03.items.[].system.equipped}
                    carryType : string {4-03.items.[].system.equipped.carryType} (2 different values)
                        worn (x24)
                        held (x4)
                    [handsHeld] : integer {4-03.items.[].system.equipped.handsHeld} (2 different values)
                        0 (x20)
                        1 (x4)
                    [invested] : mixed
                [group] : string {4-03.items.[].system.group} (5 different values)
                    axe (x6)
                    bow (x4)
                    leather (x4)
                    dart (x2)
                    sword (x2)
                [hardness] : integer {4-03.items.[].system.hardness} (2 different values)
                    0 (x24)
                    3 (x4)
                [hp] : object {4-03.items.[].system.hp}
                    max : integer {4-03.items.[].system.hp.max} (2 different values)
                        0 (x24)
                        12 (x4)
                    value : integer {4-03.items.[].system.hp.value} (2 different values)
                        0 (x24)
                        12 (x4)
                [material] : object {4-03.items.[].system.material}
                    [grade] : mixed
                    [type] : mixed
                [price] : object {4-03.items.[].system.price}
                    value : object {4-03.items.[].system.price.value}
                        [gp] : integer {4-03.items.[].system.price.value.gp} (3 different values)
                            1 (x8)
                            3 (x4)
                            2 (x4)
                        [sp] : integer {4-03.items.[].system.price.value.sp} (3 different values)
                            4 (x4)
                            8 (x2)
                            1 (x6)
                    [per] : integer {4-03.items.[].system.price.per} (same value: 10)
                [quantity] : integer {4-03.items.[].system.quantity} (3 different values)
                    1 (x20)
                    4 (x4)
                    20 (x4)
                [reload] : object {4-03.items.[].system.reload}
                    value : string {4-03.items.[].system.reload.value} (3 different values)
                         (x4)
                        - (x6)
                        0 (x4)
                [runes] : object {4-03.items.[].system.runes}
                    [potency] : integer {4-03.items.[].system.runes.potency} (same value: 0)
                    [property] : array<> {4-03.items.[].system.runes.property}
                        Length: min=0 max=0
                        Value type: mixed
                    [striking] : integer {4-03.items.[].system.runes.striking} (same value: 0)
                    [reinforcing] : integer {4-03.items.[].system.runes.reinforcing} (same value: 0)
                    [resilient] : integer {4-03.items.[].system.runes.resilient} (same value: 0)
                [size] : string {4-03.items.[].system.size} (same value: med)
                [splashDamage] : object {4-03.items.[].system.splashDamage}
                    value : integer {4-03.items.[].system.splashDamage.value} (same value: 0)
                [usage] : object {4-03.items.[].system.usage}
                    value : string {4-03.items.[].system.usage.value} (3 different values)
                        held-in-one-hand (x14)
                        held-in-one-plus-hands (x4)
                        held-in-two-hands (x2)
                [acBonus] : integer {4-03.items.[].system.acBonus} (3 different values)
                    2 (x4)
                    1 (x2)
                    3 (x2)
                [speedPenalty] : integer {4-03.items.[].system.speedPenalty} (2 different values)
                    0 (x6)
                    -5 (x2)
                [checkPenalty] : integer {4-03.items.[].system.checkPenalty} (2 different values)
                    -1 (x2)
                    -2 (x2)
                [dexCap] : integer {4-03.items.[].system.dexCap} (2 different values)
                    4 (x2)
                    2 (x2)
                [strength] : integer {4-03.items.[].system.strength} (2 different values)
                    0 (x2)
                    2 (x2)
                [stackGroup] : string {4-03.items.[].system.stackGroup} (same value: arrows)
                [uses] : object {4-03.items.[].system.uses}
                    autoDestroy : boolean {4-03.items.[].system.uses.autoDestroy} (same value: True)
                    max : integer {4-03.items.[].system.uses.max} (same value: 1)
                    value : integer {4-03.items.[].system.uses.value} (same value: 1)
                [attack] : object {4-03.items.[].system.attack}
                    value : string {4-03.items.[].system.attack.value} (same value: )
                [attackEffects] : object {4-03.items.[].system.attackEffects}
                    value : array<> {4-03.items.[].system.attackEffects.value}
                        Length: min=0 max=0
                        Value type: mixed
                [damageRolls] : object {4-03.items.[].system.damageRolls}
                    [c908naqm4d5wvsi1] : object {4-03.items.[].system.damageRolls.c908naqm4d5wvsi1}
                        damage : string {4-03.items.[].system.damageRolls.c908naqm4d5wvsi1.damage} (2 different values)
                            1d8 + 7 (x1)
                            1d8 + 9 (x1)
                        damageType : string {4-03.items.[].system.damageRolls.c908naqm4d5wvsi1.damageType} (same value: slashing)
                    [evvcwbp546176aoz] : object {4-03.items.[].system.damageRolls.evvcwbp546176aoz}
                        damage : string {4-03.items.[].system.damageRolls.evvcwbp546176aoz.damage} (2 different values)
                            1d6 + 7 (x1)
                            1d6 + 9 (x1)
                        damageType : string {4-03.items.[].system.damageRolls.evvcwbp546176aoz.damageType} (same value: slashing)
                    [hdbkvdcgsu2tc2ek] : object {4-03.items.[].system.damageRolls.hdbkvdcgsu2tc2ek}
                        damage : string {4-03.items.[].system.damageRolls.hdbkvdcgsu2tc2ek.damage} (2 different values)
                            1d6 + 7 (x1)
                            1d6 + 9 (x1)
                        damageType : string {4-03.items.[].system.damageRolls.hdbkvdcgsu2tc2ek.damageType} (same value: slashing)
                    [v1ae3zfprsy5j7za] : object {4-03.items.[].system.damageRolls.v1ae3zfprsy5j7za}
                        damage : string {4-03.items.[].system.damageRolls.v1ae3zfprsy5j7za.damage} (2 different values)
                            1d6 + 4 (x1)
                            1d6 + 6 (x1)
                        damageType : string {4-03.items.[].system.damageRolls.v1ae3zfprsy5j7za.damageType} (same value: piercing)
                    [tv9t7m75xid3njcs] : object {4-03.items.[].system.damageRolls.tv9t7m75xid3njcs}
                        damage : string {4-03.items.[].system.damageRolls.tv9t7m75xid3njcs.damage} (2 different values)
                            1d6 + 6 (x1)
                            1d6 + 10 (x1)
                        damageType : string {4-03.items.[].system.damageRolls.tv9t7m75xid3njcs.damageType} (same value: slashing)
                    [mr3ezesyg80lv2dv] : object {4-03.items.[].system.damageRolls.mr3ezesyg80lv2dv}
                        damage : string {4-03.items.[].system.damageRolls.mr3ezesyg80lv2dv.damage} (2 different values)
                            1d8 + 6 (x1)
                            1d8 + 10 (x1)
                        damageType : string {4-03.items.[].system.damageRolls.mr3ezesyg80lv2dv.damageType} (same value: slashing)
                    [qy0f8hwsfqfy6b9w] : object {4-03.items.[].system.damageRolls.qy0f8hwsfqfy6b9w}
                        damage : string {4-03.items.[].system.damageRolls.qy0f8hwsfqfy6b9w.damage} (2 different values)
                            1d6 + 6 (x1)
                            1d6 + 10 (x1)
                        damageType : string {4-03.items.[].system.damageRolls.qy0f8hwsfqfy6b9w.damageType} (same value: piercing)
                    [ttijxd3at4qduwlh] : object {4-03.items.[].system.damageRolls.ttijxd3at4qduwlh}
                        damage : string {4-03.items.[].system.damageRolls.ttijxd3at4qduwlh.damage} (2 different values)
                            1d6 + 2 (x1)
                            1d6 + 6 (x1)
                        damageType : string {4-03.items.[].system.damageRolls.ttijxd3at4qduwlh.damageType} (same value: piercing)
                [weaponType] : object {4-03.items.[].system.weaponType}
                    value : string {4-03.items.[].system.weaponType.value} (2 different values)
                        melee (x8)
                        ranged (x8)
                [actionType] : object {4-03.items.[].system.actionType}
                    value : string {4-03.items.[].system.actionType.value} (3 different values)
                        passive (x8)
                        reaction (x6)
                        action (x2)
                [actions] : object {4-03.items.[].system.actions}
                    [value] : integer {4-03.items.[].system.actions.value} (same value: 2)
                [mod] : object {4-03.items.[].system.mod}
                    value : integer {4-03.items.[].system.mod.value} (all different values)
                [proficient] : object {4-03.items.[].system.proficient}
                    value : integer {4-03.items.[].system.proficient.value} (same value: 0)
            type : string {4-03.items.[].type} (10 different values)
                spellcastingEntry (x4)
                spell (x36)
                weapon (x14)
                shield (x4)
                armor (x4)
                equipment (x2)
                consumable (x4)
                melee (x16)
                action (x16)
                lore (x10)
            [_stats] : object {4-03.items.[]._stats}
                compendiumSource : string {4-03.items.[]._stats.compendiumSource} (31 different values)
            [flags] : object {4-03.items.[].flags}
                pf2e : object {4-03.items.[].flags.pf2e}
                    linkedWeapon : string {4-03.items.[].flags.pf2e.linkedWeapon} (7 different values)
                        2Cr5q8BzKoIm2JOm (x2)
                        ZJMFKI4sM1MnSKBj (x4)
                        y5KhTAlkkIQhPGrq (x2)
                        2pmhauk2aty2AaLV (x2)
                        rxp3fYKut78kSkHG (x2)
                        MBHJXyIC2lFwI9mn (x2)
                        MXyva7qdcOauQwsI (x2)
    name : string {4-03.name} (all different values)
    [prototypeToken] : object {4-03.prototypeToken}
        name : string {4-03.prototypeToken.name} (same value: Revna the Brave)
    system : object {4-03.system}
        abilities : object {4-03.system.abilities}
            cha : object {4-03.system.abilities.cha}
                mod : integer {4-03.system.abilities.cha.mod} (2 different values)
                    4 (x2)
                    1 (x2)
            con : object {4-03.system.abilities.con}
                mod : integer {4-03.system.abilities.con.mod} (3 different values)
                    0 (x1)
                    1 (x1)
                    3 (x2)
            dex : object {4-03.system.abilities.dex}
                mod : integer {4-03.system.abilities.dex.mod} (2 different values)
                    1 (x3)
                    2 (x1)
            int : object {4-03.system.abilities.int}
                mod : integer {4-03.system.abilities.int.mod} (2 different values)
                    2 (x2)
                    0 (x2)
            str : object {4-03.system.abilities.str}
                mod : integer {4-03.system.abilities.str.mod} (2 different values)
                    3 (x2)
                    4 (x2)
            wis : object {4-03.system.abilities.wis}
                mod : integer {4-03.system.abilities.wis.mod} (2 different values)
                    2 (x3)
                    1 (x1)
        attributes : object {4-03.system.attributes}
            ac : object {4-03.system.attributes.ac}
                details : string {4-03.system.attributes.ac.details} (all different values)
                value : integer {4-03.system.attributes.ac.value} (all different values)
            allSaves : object {4-03.system.attributes.allSaves}
                value : string {4-03.system.attributes.allSaves.value} (same value: )
            hp : object {4-03.system.attributes.hp}
                details : string {4-03.system.attributes.hp.details} (same value: )
                max : integer {4-03.system.attributes.hp.max} (all different values)
                temp : integer {4-03.system.attributes.hp.temp} (same value: 0)
                value : integer {4-03.system.attributes.hp.value} (all different values)
            speed : object {4-03.system.attributes.speed}
                otherSpeeds : array<> {4-03.system.attributes.speed.otherSpeeds}
                    Length: min=0 max=0
                    Value type: mixed
                value : integer {4-03.system.attributes.speed.value} (same value: 25)
        details : object {4-03.system.details}
            blurb : string {4-03.system.details.blurb} (same value: )
            languages : object {4-03.system.details.languages}
                details : string {4-03.system.details.languages.details} (same value: )
                value : array<string> {4-03.system.details.languages.value}
                    Length: min=2 max=5
                    Value type: string {4-03.system.details.languages.value.[]} (5 different values)
                        common (x4)
                        draconic (x2)
                        hallit (x2)
                        skald (x4)
                        tien (x2)
            level : object {4-03.system.details.level}
                value : integer {4-03.system.details.level.value} (3 different values)
                    5 (x2)
                    7 (x1)
                    3 (x1)
            privateNotes : string {4-03.system.details.privateNotes} (same value: )
            publicNotes : string {4-03.system.details.publicNotes} (same value: )
            publication : object {4-03.system.details.publication}
                license : string {4-03.system.details.publication.license} (same value: OGL)
                remaster : boolean {4-03.system.details.publication.remaster} (same value: False)
                title : string {4-03.system.details.publication.title} (same value: Pathfinder Society Scenario #4-03: Linnorm's Legacy)
        initiative : object {4-03.system.initiative}
            statistic : string {4-03.system.initiative.statistic} (same value: perception)
        perception : object {4-03.system.perception}
            details : string {4-03.system.perception.details} (same value: )
            mod : integer {4-03.system.perception.mod} (3 different values)
                11 (x2)
                15 (x1)
                8 (x1)
            senses : array<> {4-03.system.perception.senses}
                Length: min=0 max=0
                Value type: mixed
        resources : object {4-03.system.resources}
            [focus] : object {4-03.system.resources.focus}
                max : integer {4-03.system.resources.focus.max} (same value: 1)
                value : integer {4-03.system.resources.focus.value} (same value: 1)
        saves : object {4-03.system.saves}
            fortitude : object {4-03.system.saves.fortitude}
                saveDetail : string {4-03.system.saves.fortitude.saveDetail} (same value: )
                value : integer {4-03.system.saves.fortitude.value} (3 different values)
                    9 (x2)
                    10 (x1)
                    14 (x1)
            reflex : object {4-03.system.saves.reflex}
                saveDetail : string {4-03.system.saves.reflex.saveDetail} (same value: )
                value : integer {4-03.system.saves.reflex.value} (3 different values)
                    12 (x2)
                    6 (x1)
                    9 (x1)
            will : object {4-03.system.saves.will}
                saveDetail : string {4-03.system.saves.will.saveDetail} (same value: )
                value : integer {4-03.system.saves.will.value} (3 different values)
                    13 (x2)
                    8 (x1)
                    11 (x1)
        skills : object {4-03.system.skills}
            [acrobatics] : object {4-03.system.skills.acrobatics}
                base : integer {4-03.system.skills.acrobatics.base} (2 different values)
                    10 (x1)
                    12 (x1)
            athletics : object {4-03.system.skills.athletics}
                base : integer {4-03.system.skills.athletics.base} (all different values)
            [deception] : object {4-03.system.skills.deception}
                base : integer {4-03.system.skills.deception.base} (2 different values)
                    13 (x1)
                    17 (x1)
            [diplomacy] : object {4-03.system.skills.diplomacy}
                base : integer {4-03.system.skills.diplomacy.base} (2 different values)
                    13 (x1)
                    17 (x1)
            [medicine] : object {4-03.system.skills.medicine}
                base : integer {4-03.system.skills.medicine.base} (2 different values)
                    11 (x1)
                    13 (x1)
            [occultism] : object {4-03.system.skills.occultism}
                base : integer {4-03.system.skills.occultism.base} (2 different values)
                    11 (x1)
                    15 (x1)
            [performance] : object {4-03.system.skills.performance}
                base : integer {4-03.system.skills.performance.base} (2 different values)
                    14 (x1)
                    19 (x1)
                special : array<object> {4-03.system.skills.performance.special}
                    Length: min=1 max=1
                    Value type: object {4-03.system.skills.performance.special.[]}
                        base : integer {4-03.system.skills.performance.special.[].base} (2 different values)
                            15 (x1)
                            20 (x1)
                        label : string {4-03.system.skills.performance.special.[].label} (same value: when Singing)
                        predicate : array<string> {4-03.system.skills.performance.special.[].predicate}
                            Length: min=1 max=1
                            Value type: string {4-03.system.skills.performance.special.[].predicate.[]} (same value: action:perform:singing)
            society : object {4-03.system.skills.society}
                base : integer {4-03.system.skills.society.base} (all different values)
            [stealth] : object {4-03.system.skills.stealth}
                base : integer {4-03.system.skills.stealth.base} (2 different values)
                    10 (x1)
                    12 (x1)
            intimidation : object {4-03.system.skills.intimidation}
                base : integer {4-03.system.skills.intimidation.base} (2 different values)
                    8 (x1)
                    10 (x1)
            survival : object {4-03.system.skills.survival}
                base : integer {4-03.system.skills.survival.base} (2 different values)
                    8 (x1)
                    11 (x1)
        traits : object {4-03.system.traits}
            rarity : string {4-03.system.traits.rarity} (2 different values)
                unique (x2)
                uncommon (x2)
            size : object {4-03.system.traits.size}
                value : string {4-03.system.traits.size.value} (same value: med)
            value : array<string> {4-03.system.traits.value}
                Length: min=2 max=3
                Value type: string {4-03.system.traits.value.[]} (3 different values)
                    good (x2)
                    human (x4)
                    humanoid (x4)
    type : string {4-03.type} (same value: npc)