3-02
Different values: 11
=====================================
object {3-02}
    _id : string {3-02._id} (all different values)
    folder : string {3-02.folder} (same value: 'ifDDLfplrl3f771G')
    img : string {3-02.img} (2 different values)
        'systems/pf2e/icons/default-icons/npc.svg' (x7)
        'systems/pf2e/icons/default-icons/hazard.svg' (x4)
    items : array<object> {3-02.items}
        Length: min=1 max=9
        Value type: object {3-02.items.[]}
            _id : string {3-02.items.[]._id} (31 different values)
            img : string {3-02.items.[].img} (14 different values)
            name : string {3-02.items.[].name} (25 different values)
            sort : integer {3-02.items.[].sort} (10 different values)
                0 (x8)
                100000 (x7)
                200000 (x7)
                300000 (x7)
                400000 (x6)
                500000 (x4)
                600000 (x4)
                700000 (x2)
                800000 (x2)
                900000 (x2)
            system : object {3-02.items.[].system}
                [acBonus] : integer {3-02.items.[].system.acBonus} (2 different values)
                    2 (x2)
                    1 (x2)
                [actionType] : object {3-02.items.[].system.actionType}
                    value : string {3-02.items.[].system.actionType.value} (4 different values)
                        'passive' (x11)
                        'action' (x6)
                        'reaction' (x4)
                        'free' (x2)
                [actions] : object {3-02.items.[].system.actions}
                    [value] : integer {3-02.items.[].system.actions.value} (2 different values)
                        2 (x4)
                        1 (x2)
                [attack] : object {3-02.items.[].system.attack}
                    value : string {3-02.items.[].system.attack.value} (same value: '')
                [attackEffects] : object {3-02.items.[].system.attackEffects}
                    [custom] : string {3-02.items.[].system.attackEffects.custom} (same value: '')
                    value : array<> {3-02.items.[].system.attackEffects.value}
                        Length: min=0 max=0
                        Value type: empty
                [baseItem] : string {3-02.items.[].system.baseItem} (6 different values)
                    'hand-crossbow' (x2)
                    'shortsword' (x2)
                    'studded-leather-armor' (x2)
                    'leather-armor' (x2)
                    'light-mace' (x1)
                    'warhammer' (x1)
                [bonus] : object {3-02.items.[].system.bonus}
                    value : integer {3-02.items.[].system.bonus.value} (9 different values)
                        0 (x6)
                        11 (x3)
                        7 (x3)
                        13 (x1)
                        16 (x1)
                        12 (x1)
                        15 (x1)
                        9 (x1)
                        6 (x1)
                [bonusDamage] : object {3-02.items.[].system.bonusDamage}
                    value : integer {3-02.items.[].system.bonusDamage.value} (same value: 0)
                [bulk] : object {3-02.items.[].system.bulk}
                    value : mixed
                        float {3-02.items.[].system.bulk.value} (same value: 0,1)
                        integer {3-02.items.[].system.bulk.value} (same value: 1)
                [category] : string {3-02.items.[].system.category} (7 different values)
                    'offensive' (x10)
                    'defensive' (x5)
                    'light' (x4)
                    'simple' (x3)
                    'martial' (x3)
                    'interaction' (x2)
                    'ammo' (x2)
                [checkPenalty] : integer {3-02.items.[].system.checkPenalty} (same value: -1)
                [containerId] : empty
                [damage] : object {3-02.items.[].system.damage}
                    damageType : string {3-02.items.[].system.damage.damageType} (2 different values)
                        'piercing' (x4)
                        'bludgeoning' (x2)
                    dice : integer {3-02.items.[].system.damage.dice} (same value: 1)
                    die : string {3-02.items.[].system.damage.die} (3 different values)
                        'd6' (x4)
                        'd4' (x1)
                        'd8' (x1)
                [damageRolls] : object {3-02.items.[].system.damageRolls}
                    [4jqnr0heq8dqkk8mf4ls] : object {3-02.items.[].system.damageRolls.4jqnr0heq8dqkk8mf4ls}
                        damage : string {3-02.items.[].system.damageRolls.4jqnr0heq8dqkk8mf4ls.damage} (same value: '1d8+4')
                        damageType : string {3-02.items.[].system.damageRolls.4jqnr0heq8dqkk8mf4ls.damageType} (same value: 'slashing')
                    [MsuzxajY5eKBHfXz] : object {3-02.items.[].system.damageRolls.MsuzxajY5eKBHfXz}
                        damage : string {3-02.items.[].system.damageRolls.MsuzxajY5eKBHfXz.damage} (2 different values)
                            '2d6+2' (x1)
                            '2d8+4' (x1)
                        damageType : string {3-02.items.[].system.damageRolls.MsuzxajY5eKBHfXz.damageType} (same value: 'void')
                    kl4vE9Rt7pFUBh3M : object {3-02.items.[].system.damageRolls.kl4vE9Rt7pFUBh3M}
                        damage : string {3-02.items.[].system.damageRolls.kl4vE9Rt7pFUBh3M.damage} (2 different values)
                            '1d4+2' (x1)
                            '1d8+4' (x1)
                        damageType : string {3-02.items.[].system.damageRolls.kl4vE9Rt7pFUBh3M.damageType} (same value: 'bludgeoning')
                    [lhflr40jwajii990myjj] : object {3-02.items.[].system.damageRolls.lhflr40jwajii990myjj}
                        damage : string {3-02.items.[].system.damageRolls.lhflr40jwajii990myjj.damage} (same value: '1d6+4')
                        damageType : string {3-02.items.[].system.damageRolls.lhflr40jwajii990myjj.damageType} (same value: 'bludgeoning')
                    [mACl06enz9V7cHlV] : object {3-02.items.[].system.damageRolls.mACl06enz9V7cHlV}
                        damage : string {3-02.items.[].system.damageRolls.mACl06enz9V7cHlV.damage} (same value: '1d6')
                        damageType : string {3-02.items.[].system.damageRolls.mACl06enz9V7cHlV.damageType} (same value: 'piercing')
                    [pKCbPePVPe56dD06] : object {3-02.items.[].system.damageRolls.pKCbPePVPe56dD06}
                        damage : string {3-02.items.[].system.damageRolls.pKCbPePVPe56dD06.damage} (2 different values)
                            '1d6' (x1)
                            '1d6+2' (x1)
                        damageType : string {3-02.items.[].system.damageRolls.pKCbPePVPe56dD06.damageType} (same value: 'piercing')
                    [x2xzitw3cmrro3pp1m88] : object {3-02.items.[].system.damageRolls.x2xzitw3cmrro3pp1m88}
                        damage : string {3-02.items.[].system.damageRolls.x2xzitw3cmrro3pp1m88.damage} (2 different values)
                            '1d10+6' (x1)
                            '2d8+7' (x1)
                        damageType : string {3-02.items.[].system.damageRolls.x2xzitw3cmrro3pp1m88.damageType} (same value: 'void')
                [deathNote] : boolean {3-02.items.[].system.deathNote} (same value: True)
                description : object {3-02.items.[].system.description}
                    value : string {3-02.items.[].system.description.value} (23 different values)
                [dexCap] : integer {3-02.items.[].system.dexCap} (2 different values)
                    3 (x2)
                    4 (x2)
                [mod] : object {3-02.items.[].system.mod}
                    value : integer {3-02.items.[].system.mod.value} (2 different values)
                        10 (x1)
                        13 (x1)
                publication : object {3-02.items.[].system.publication}
                    license : string {3-02.items.[].system.publication.license} (same value: 'OGL')
                    remaster : boolean {3-02.items.[].system.publication.remaster} (same value: False)
                    title : string {3-02.items.[].system.publication.title} (4 different values)
                        '' (x29)
                        'Pathfinder Core Rulebook' (x12)
                        'Pathfinder Bestiary' (x6)
                        'Pathfinder Bestiary 2' (x2)
                [equipped] : object {3-02.items.[].system.equipped}
                    carryType : string {3-02.items.[].system.equipped.carryType} (2 different values)
                        'held' (x8)
                        'worn' (x4)
                    [handsHeld] : integer {3-02.items.[].system.equipped.handsHeld} (same value: 1)
                    [inSlot] : boolean {3-02.items.[].system.equipped.inSlot} (same value: True)
                    [invested] : empty
                [group] : string {3-02.items.[].system.group} (5 different values)
                    'leather' (x4)
                    'crossbow' (x2)
                    'sword' (x2)
                    'club' (x1)
                    'hammer' (x1)
                [hardness] : integer {3-02.items.[].system.hardness} (same value: 0)
                [hp] : object {3-02.items.[].system.hp}
                    max : integer {3-02.items.[].system.hp.max} (same value: 0)
                    value : integer {3-02.items.[].system.hp.value} (same value: 0)
                [level] : object {3-02.items.[].system.level}
                    value : integer {3-02.items.[].system.level.value} (same value: 0)
                [material] : object {3-02.items.[].system.material}
                    [grade] : empty
                    [type] : empty
                [price] : object {3-02.items.[].system.price}
                    [per] : integer {3-02.items.[].system.price.per} (same value: 10)
                    value : object {3-02.items.[].system.price.value}
                        [gp] : integer {3-02.items.[].system.price.value.gp} (3 different values)
                            3 (x4)
                            2 (x2)
                            1 (x1)
                        [sp] : integer {3-02.items.[].system.price.value.sp} (3 different values)
                            9 (x2)
                            1 (x2)
                            4 (x1)
                rules : ignored (Foundry rules object) {3-02.items.[].system.rules}
                [proficient] : object {3-02.items.[].system.proficient}
                    value : integer {3-02.items.[].system.proficient.value} (same value: 0)
                [quantity] : integer {3-02.items.[].system.quantity} (2 different values)
                    1 (x10)
                    10 (x2)
                [range] : integer {3-02.items.[].system.range} (same value: 60)
                [reload] : object {3-02.items.[].system.reload}
                    value : string {3-02.items.[].system.reload.value} (2 different values)
                        '' (x4)
                        '1' (x2)
                [runes] : object {3-02.items.[].system.runes}
                    potency : integer {3-02.items.[].system.runes.potency} (same value: 0)
                    property : array<> {3-02.items.[].system.runes.property}
                        Length: min=0 max=0
                        Value type: empty
                    [resilient] : integer {3-02.items.[].system.runes.resilient} (same value: 0)
                    [striking] : integer {3-02.items.[].system.runes.striking} (same value: 0)
                [size] : string {3-02.items.[].system.size} (same value: 'med')
                [slug] : string {3-02.items.[].system.slug} (all different values)
                [speedPenalty] : integer {3-02.items.[].system.speedPenalty} (same value: 0)
                [splashDamage] : object {3-02.items.[].system.splashDamage}
                    value : integer {3-02.items.[].system.splashDamage.value} (same value: 0)
                [stackGroup] : string {3-02.items.[].system.stackGroup} (same value: 'bolts')
                [strength] : integer {3-02.items.[].system.strength} (2 different values)
                    1 (x2)
                    0 (x2)
                [traits] : object {3-02.items.[].system.traits}
                    rarity : string {3-02.items.[].system.traits.rarity} (same value: 'common')
                    value : array<string> {3-02.items.[].system.traits.value}
                        Length: min=0 max=5
                        Value type: string {3-02.items.[].system.traits.value.[]} (18 different values)
                [usage] : object {3-02.items.[].system.usage}
                    value : string {3-02.items.[].system.usage.value} (same value: 'held-in-one-hand')
                [uses] : object {3-02.items.[].system.uses}
                    autoDestroy : boolean {3-02.items.[].system.uses.autoDestroy} (same value: True)
                    max : integer {3-02.items.[].system.uses.max} (same value: 1)
                    value : integer {3-02.items.[].system.uses.value} (same value: 1)
                [weaponType] : object {3-02.items.[].system.weaponType}
                    value : string {3-02.items.[].system.weaponType.value} (2 different values)
                        'melee' (x10)
                        'ranged' (x2)
            type : string {3-02.items.[].type} (6 different values)
                'action' (x23)
                'melee' (x12)
                'weapon' (x6)
                'armor' (x4)
                'lore' (x2)
                'consumable' (x2)
            [_stats] : object {3-02.items.[]._stats}
                compendiumSource : string {3-02.items.[]._stats.compendiumSource} (12 different values)
            [flags] : object {3-02.items.[].flags}
                pf2e : object {3-02.items.[].flags.pf2e}
                    linkedWeapon : string {3-02.items.[].flags.pf2e.linkedWeapon} (4 different values)
                        'EIVvFJBrNrovMNqM' (x2)
                        'epO40sydPgdelf6a' (x2)
                        'T0KMqjnZKpq3u4HO' (x1)
                        'fGzH0oW6kmh1wCDj' (x1)
    name : string {3-02.name} (all different values)
    system : object {3-02.system}
        attributes : object {3-02.system.attributes}
            ac : object {3-02.system.attributes.ac}
                [details] : string {3-02.system.attributes.ac.details} (2 different values)
                    '' (x6)
                    '(16 when broken); construct armor' (x1)
                value : integer {3-02.system.attributes.ac.value} (6 different values)
                    0 (x4)
                    18 (x2)
                    15 (x2)
                    20 (x1)
                    23 (x1)
                    16 (x1)
            [emitsSound] : string {3-02.system.attributes.emitsSound} (same value: 'encounter')
            [hardness] : mixed
                integer {3-02.system.attributes.hardness} (same value: 0)
                object {3-02.system.attributes.hardness}
                    value : integer {3-02.system.attributes.hardness.value} (same value: 3)
            [hasHealth] : boolean {3-02.system.attributes.hasHealth} (same value: False)
            hp : object {3-02.system.attributes.hp}
                details : string {3-02.system.attributes.hp.details} (2 different values)
                    '' (x9)
                    'void healing, rejuvenation' (x2)
                max : integer {3-02.system.attributes.hp.max} (7 different values)
                    0 (x4)
                    25 (x2)
                    30 (x1)
                    60 (x1)
                    18 (x1)
                    45 (x1)
                    8 (x1)
                temp : integer {3-02.system.attributes.hp.temp} (same value: 0)
                value : integer {3-02.system.attributes.hp.value} (7 different values)
                    0 (x4)
                    25 (x2)
                    30 (x1)
                    60 (x1)
                    18 (x1)
                    45 (x1)
                    8 (x1)
            [allSaves] : object {3-02.system.attributes.allSaves}
                value : string {3-02.system.attributes.allSaves.value} (same value: '')
            [immunities] : array<object> {3-02.system.attributes.immunities}
                Length: min=0 max=6
                Value type: object {3-02.system.attributes.immunities.[]}
                    type : string {3-02.system.attributes.immunities.[].type} (6 different values)
                        'death-effects' (x2)
                        'disease' (x2)
                        'paralyzed' (x2)
                        'poison' (x2)
                        'precision' (x2)
                        'unconscious' (x2)
            [resistances] : array<object> {3-02.system.attributes.resistances}
                Length: min=1 max=1
                Value type: object {3-02.system.attributes.resistances.[]}
                    doubleVs : array<string> {3-02.system.attributes.resistances.[].doubleVs}
                        Length: min=1 max=1
                        Value type: string {3-02.system.attributes.resistances.[].doubleVs.[]} (same value: 'non-magical')
                    exceptions : array<string> {3-02.system.attributes.resistances.[].exceptions}
                        Length: min=3 max=3
                        Value type: string {3-02.system.attributes.resistances.[].exceptions.[]} (3 different values)
                            'force' (x2)
                            'ghost-touch' (x2)
                            'vitality' (x2)
                    type : string {3-02.system.attributes.resistances.[].type} (same value: 'all-damage')
                    value : integer {3-02.system.attributes.resistances.[].value} (same value: 5)
            [speed] : object {3-02.system.attributes.speed}
                otherSpeeds : array<object> {3-02.system.attributes.speed.otherSpeeds}
                    Length: min=0 max=1
                    Value type: object {3-02.system.attributes.speed.otherSpeeds.[]}
                        type : string {3-02.system.attributes.speed.otherSpeeds.[].type} (same value: 'fly')
                        value : integer {3-02.system.attributes.speed.otherSpeeds.[].value} (same value: 25)
                value : integer {3-02.system.attributes.speed.value} (3 different values)
                    25 (x4)
                    0 (x2)
                    20 (x1)
            [stealth] : object {3-02.system.attributes.stealth}
                details : string {3-02.system.attributes.stealth.details} (same value: '<p>(trained)</p>')
                value : integer {3-02.system.attributes.stealth.value} (3 different values)
                    10 (x2)
                    7 (x1)
                    13 (x1)
        [creatureType] : string {3-02.system.creatureType} (same value: '')
        details : object {3-02.system.details}
            [description] : string {3-02.system.details.description} (2 different values)
                '<p>Magical sensors detect when a creature enters the chamber.</p>' (x2)
                '<p>An obscuring fog covers the entirety of the hallway and northern room of the manor\'s second floor. Anyone moving through the area is subjected to an attack from a ghostly assailant.</p>' (x2)
            [disable] : string {3-02.system.details.disable} (4 different values)
            [isComplex] : boolean {3-02.system.details.isComplex} (same value: True)
            level : object {3-02.system.details.level}
                value : integer {3-02.system.details.level.value} (7 different values)
                    1 (x3)
                    3 (x3)
                    4 (x1)
                    6 (x1)
                    5 (x1)
                    2 (x1)
                    -1 (x1)
            publication : object {3-02.system.details.publication}
                license : string {3-02.system.details.publication.license} (same value: 'OGL')
                remaster : boolean {3-02.system.details.publication.remaster} (same value: False)
                title : string {3-02.system.details.publication.title} (same value: 'Pathfinder Society Scenario #3-02: The East Hill Haunting')
            [blurb] : string {3-02.system.details.blurb} (2 different values)
                '' (x5)
                'Variant ghost' (x2)
            [languages] : object {3-02.system.details.languages}
                details : string {3-02.system.details.languages.details} (same value: '')
                value : array<string> {3-02.system.details.languages.value}
                    Length: min=0 max=1
                    Value type: string {3-02.system.details.languages.value.[]} (same value: 'common')
            [privateNotes] : string {3-02.system.details.privateNotes} (same value: '')
            [publicNotes] : string {3-02.system.details.publicNotes} (2 different values)
            [reset] : string {3-02.system.details.reset} (2 different values)
                '<p>The storm continues raging for 1 minute unless disabled, and then dissipates, returning after 1 week.</p>' (x2)
                '<p>The haunt lasts until disabled. It re-forms after 1 hour unless Eloise\'s ghost is put to permanent rest.</p>' (x2)
            [routine] : string {3-02.system.details.routine} (3 different values)
                '<p>(2 actions) The haunt uses an action to manifest an illusory shadow beside a creature ending its move in the fog, then attempts a spectral touch Strike against that creature. The shadow disappears after the Strike.</p>' (x2)
                '<p>(2 actions) The haunt uses its first action to stir up a storm of debris against all creatures in the quadrant clockwise from where it last attacked. Creatures in the quadrant take @Damage[2d4[bludgeoning]] damage (@Check[reflex|dc:15|basic] save). For each additional action it has (at most 1 without adjustments from the scaling sidebar), the storm targets an additional quadrant, moving clockwise around the area. On the first round, it begins by attacking creatures in the northwestern quadrant.</p>' (x1)
                '<p>(2 actions) The haunt uses its first action to stir up a storm of debris against all creatures in the quadrant clockwise from where it last attacked. Creatures in the quadrant take @Damage[(2d4+4)[bludgeoning]] damage (@Check[reflex|dc:18|basic]). For each additional action it has (at most 1 without adjustments from the scaling sidebar), the storm targets an additional quadrant, moving clockwise around the area. On the first round, it begins by attacking creatures in the northwestern quadrant.</p>' (x1)
        saves : object {3-02.system.saves}
            fortitude : object {3-02.system.saves.fortitude}
                saveDetail : string {3-02.system.saves.fortitude.saveDetail} (same value: '')
                value : integer {3-02.system.saves.fortitude.value} (5 different values)
                    0 (x4)
                    8 (x4)
                    11 (x1)
                    9 (x1)
                    4 (x1)
            reflex : object {3-02.system.saves.reflex}
                saveDetail : string {3-02.system.saves.reflex.saveDetail} (same value: '')
                value : integer {3-02.system.saves.reflex.value} (5 different values)
                    0 (x4)
                    6 (x3)
                    11 (x2)
                    14 (x1)
                    9 (x1)
            will : object {3-02.system.saves.will}
                saveDetail : string {3-02.system.saves.will.saveDetail} (same value: '')
                value : integer {3-02.system.saves.will.value} (7 different values)
                    0 (x4)
                    8 (x2)
                    11 (x1)
                    4 (x1)
                    6 (x1)
                    2 (x1)
                    5 (x1)
        [statusEffects] : array<> {3-02.system.statusEffects}
            Length: min=0 max=0
            Value type: empty
        traits : object {3-02.system.traits}
            rarity : string {3-02.system.traits.rarity} (3 different values)
                'uncommon' (x5)
                'unique' (x4)
                'rare' (x2)
            size : object {3-02.system.traits.size}
                value : string {3-02.system.traits.size.value} (same value: 'med')
            value : array<string> {3-02.system.traits.value}
                Length: min=1 max=7
                Value type: string {3-02.system.traits.value.[]} (12 different values)
        [abilities] : object {3-02.system.abilities}
            cha : object {3-02.system.abilities.cha}
                mod : integer {3-02.system.abilities.cha.mod} (4 different values)
                    2 (x3)
                    0 (x2)
                    4 (x1)
                    -5 (x1)
            con : object {3-02.system.abilities.con}
                mod : integer {3-02.system.abilities.con.mod} (5 different values)
                    0 (x2)
                    3 (x2)
                    4 (x1)
                    2 (x1)
                    1 (x1)
            dex : object {3-02.system.abilities.dex}
                mod : integer {3-02.system.abilities.dex.mod} (4 different values)
                    3 (x3)
                    4 (x2)
                    0 (x1)
                    1 (x1)
            int : object {3-02.system.abilities.int}
                mod : integer {3-02.system.abilities.int.mod} (3 different values)
                    0 (x4)
                    -1 (x2)
                    -5 (x1)
            str : object {3-02.system.abilities.str}
                mod : integer {3-02.system.abilities.str.mod} (5 different values)
                    -5 (x2)
                    2 (x2)
                    3 (x1)
                    0 (x1)
                    4 (x1)
            wis : object {3-02.system.abilities.wis}
                mod : integer {3-02.system.abilities.wis.mod} (3 different values)
                    1 (x4)
                    2 (x2)
                    0 (x1)
        [customModifiers] : object {3-02.system.customModifiers}
        [initiative] : object {3-02.system.initiative}
            statistic : string {3-02.system.initiative.statistic} (same value: 'perception')
        [perception] : object {3-02.system.perception}
            details : string {3-02.system.perception.details} (same value: '')
            mod : integer {3-02.system.perception.mod} (6 different values)
                6 (x2)
                10 (x1)
                13 (x1)
                8 (x1)
                2 (x1)
                5 (x1)
            senses : array<object> {3-02.system.perception.senses}
                Length: min=0 max=1
                Value type: object {3-02.system.perception.senses.[]}
                    type : string {3-02.system.perception.senses.[].type} (same value: 'darkvision')
        [resources] : object {3-02.system.resources}
        [skills] : object {3-02.system.skills}
            acrobatics : object {3-02.system.skills.acrobatics}
                base : integer {3-02.system.skills.acrobatics.base} (same value: 4)
            athletics : object {3-02.system.skills.athletics}
                base : integer {3-02.system.skills.athletics.base} (4 different values)
                    7 (x2)
                    9 (x1)
                    3 (x1)
                    5 (x1)
            intimidation : object {3-02.system.skills.intimidation}
                base : integer {3-02.system.skills.intimidation.base} (4 different values)
                    7 (x1)
                    9 (x1)
                    3 (x1)
                    5 (x1)
            [stealth] : object {3-02.system.skills.stealth}
                base : integer {3-02.system.skills.stealth.base} (6 different values)
                    12 (x1)
                    15 (x1)
                    7 (x1)
                    9 (x1)
                    4 (x1)
                    6 (x1)
    type : string {3-02.type} (2 different values)
        'npc' (x7)
        'hazard' (x4)
    [prototypeToken] : object {3-02.prototypeToken}
        name : string {3-02.prototypeToken.name} (4 different values)
            'Eloise\'s Ghost' (x2)
            'Eloise\'s Last Gasp' (x2)
            'Revinus' (x2)
            'Revinus\'s Guards' (x2)