New output

This commit is contained in:
2025-04-08 17:11:57 +04:00
parent f01128b059
commit 6367ced32e
722 changed files with 231855 additions and 272229 deletions
+202 -280
View File
@@ -3,42 +3,15 @@ Different values: 7
=====================================
object {3-08}
_id : string {3-08._id} (all different values)
folder : string {3-08.folder} (same value: cXbzNol9Eai06ViV)
img : string {3-08.img} (same value: systems/pf2e/icons/default-icons/npc.svg)
folder : string {3-08.folder} (same value: 'cXbzNol9Eai06ViV')
img : string {3-08.img} (same value: 'systems/pf2e/icons/default-icons/npc.svg')
items : array<object> {3-08.items}
Length: min=7 max=10
Value type: object {3-08.items.[]}
_id : string {3-08.items.[]._id} (44 different values)
[_stats] : object {3-08.items.[]._stats}
compendiumSource : string {3-08.items.[]._stats.compendiumSource} (11 different values)
Compendium.pf2e.equipment-srd.Item.rQWaJhI5Bko5x14Z (x4)
Compendium.pf2e.equipment-srd.Item.tOhoGvmCMw4JpWcS (x2)
Compendium.pf2e.equipment-srd.Item.4tIVTg9wj56RrveA (x4)
Compendium.pf2e.equipment-srd.Item.UMAXLDpI6YLSfYX1 (x1)
Compendium.pf2e.equipment-srd.Item.grmaV4GdoGD7sKbn (x1)
Compendium.pf2e.equipment-srd.Item.zBYEU9E7034ENCmh (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.hFtNbo1LKYCoDy2O (x3)
Compendium.pf2e.equipment-srd.Item.War0uyLBx1jA0Ge7 (x1)
Compendium.pf2e.equipment-srd.Item.YFfG2fMyaIAXkmtr (x2)
Compendium.pf2e.equipment-srd.Item.8COlYvHe6hKCXY8x (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.kquBnQ0kObZztnBc (x1)
img : string {3-08.items.[].img} (16 different values)
systems/pf2e/icons/equipment/weapons/dagger.webp (x4)
systems/pf2e/icons/equipment/weapons/spear.webp (x2)
systems/pf2e/icons/default-icons/melee.svg (x19)
systems/pf2e/icons/actions/OneAction.webp (x5)
systems/pf2e/icons/actions/TwoActions.webp (x5)
systems/pf2e/icons/default-icons/lore.svg (x5)
icons/equipment/chest/breastplate-banded-simple-leather-brown.webp (x4)
systems/pf2e/icons/equipment/held-items/bottled-air.webp (x1)
systems/pf2e/icons/equipment/alchemical-items/drugs/alcohol.webp (x1)
systems/pf2e/icons/equipment/weapons/scimitar.webp (x1)
icons/equipment/chest/breastplate-banded-leather-brown.webp (x1)
systems/pf2e/icons/actions/Reaction.webp (x3)
systems/pf2e/icons/actions/Passive.webp (x4)
systems/pf2e/icons/equipment/weapons/battle-axe.webp (x1)
systems/pf2e/icons/equipment/weapons/spiked-gauntlet.webp (x2)
icons/weapons/axes/axe-double-engraved.webp (x1)
name : string {3-08.items.[].name} (26 different values)
sort : integer {3-08.items.[].sort} (10 different values)
100000 (x7)
@@ -52,25 +25,45 @@ object {3-08}
900000 (x3)
1000000 (x1)
system : object {3-08.items.[].system}
[acBonus] : integer {3-08.items.[].system.acBonus} (same value: 1)
[actionType] : object {3-08.items.[].system.actionType}
value : string {3-08.items.[].system.actionType.value} (3 different values)
'action' (x10)
'passive' (x4)
'reaction' (x3)
[attack] : object {3-08.items.[].system.attack}
value : string {3-08.items.[].system.attack.value} (same value: '')
[attackEffects] : object {3-08.items.[].system.attackEffects}
custom : string {3-08.items.[].system.attackEffects.custom} (same value: '')
value : array<> {3-08.items.[].system.attackEffects.value}
Length: min=0 max=0
Value type: empty
rules : ignored (Foundry rules object) {3-08.items.[].system.rules}
[actions] : object {3-08.items.[].system.actions}
[value] : integer {3-08.items.[].system.actions.value} (2 different values)
1 (x5)
2 (x5)
description : object {3-08.items.[].system.description}
value : string {3-08.items.[].system.description.value} (20 different values)
[baseItem] : string {3-08.items.[].system.baseItem} (8 different values)
dagger (x4)
spear (x2)
leather-armor (x4)
scimitar (x1)
padded-armor (x1)
battle-axe (x1)
spiked-gauntlet (x2)
greataxe (x1)
'dagger' (x4)
'leather-armor' (x4)
'spear' (x2)
'spiked-gauntlet' (x2)
'scimitar' (x1)
'padded-armor' (x1)
'battle-axe' (x1)
'greataxe' (x1)
[bonus] : object {3-08.items.[].system.bonus}
value : integer {3-08.items.[].system.bonus.value} (9 different values)
0 (x11)
13 (x6)
9 (x4)
11 (x2)
7 (x2)
12 (x2)
5 (x1)
8 (x1)
9 (x4)
12 (x2)
6 (x1)
[bonusDamage] : object {3-08.items.[].system.bonusDamage}
value : integer {3-08.items.[].system.bonusDamage.value} (same value: 0)
@@ -81,84 +74,83 @@ object {3-08}
1 (x8)
2 (x1)
[category] : string {3-08.items.[].system.category} (6 different values)
simple (x8)
offensive (x10)
light (x5)
other (x1)
martial (x3)
defensive (x7)
[containerId] : mixed
'offensive' (x10)
'simple' (x8)
'defensive' (x7)
'light' (x5)
'martial' (x3)
'other' (x1)
[checkPenalty] : integer {3-08.items.[].system.checkPenalty} (2 different values)
-1 (x4)
0 (x1)
[containerId] : empty
[damage] : object {3-08.items.[].system.damage}
damageType : string {3-08.items.[].system.damage.damageType} (2 different values)
piercing (x8)
slashing (x3)
'piercing' (x8)
'slashing' (x3)
dice : integer {3-08.items.[].system.damage.dice} (same value: 1)
die : string {3-08.items.[].system.damage.die} (4 different values)
d4 (x6)
d6 (x3)
d8 (x1)
d12 (x1)
description : object {3-08.items.[].system.description}
value : string {3-08.items.[].system.description.value} (20 different values)
<p>This small, bladed weapon is held in one hand and used to stab a creature in close combat. It can also be thrown.</p> (x4)
<p>A long metal shaft ending with a metal spike, a spear can be used one-handed as a melee weapon and can be thrown.</p> (x2)
(x26)
<p><strong>Frequency</strong> once per round</p><hr /><p><strong>Effect</strong> The bosun orders an ally to attack or to get in position. Until the end of the ally's next turn, they gain the bosun's choice of a +2 status bonus to attack rolls or a +10-foot status bonus to their Speeds.</p>
<p>@UUID[Compendium.pf2e.bestiary-effects.Item.Effect: Bosun's Command]</p> (x2)
<p>The bosun Strikes with their naval pike.</p>
<p>If this Strike hits, the bosun can either move the target 5 feet within the pike's reach or make a fist Strike against the target without increasing their multiple attack penalty until after the fist Strike.</p> (x2)
<p>A mix of flexible and molded boiled leather, a suit of this type of armor provides some protection with maximum flexibility.</p> (x4)
<p>Alcohol is a common substance available in stunning variety. The Price of a dose of alcohol depends on the specific beverage. You can't recover from the sickened condition from alcohol while affected.</p>
<p>If you fail a saving throw against alcohol other than initial saves, the affliction's stage doesn't increase; the only way to increase the stage of alcohol's affliction is to consume more alcohol.</p>
<hr />
<p><strong>Activate</strong> <span class="action-glyph">A</span> Interact (Ingested)</p>
<p><strong>Saving Throw</strong> @Check[fortitude|dc:12|name:Alcohol]</p>
<p><strong>Onset</strong> 10 minutes</p>
<p><strong>Stage 1</strong> +1 item bonus to saving throws against fear (10 minutes)</p>
<p><strong>Stage 2</strong> @UUID[Compendium.pf2e.conditionitems.Item.Off-Guard], +1 item bonus to saving throws against fear effects (10 minutes)</p>
<p><strong>Stage 3</strong> @UUID[Compendium.pf2e.conditionitems.Item.Clumsy]{Clumsy 1}, off-guard, @UUID[Compendium.pf2e.conditionitems.Item.Stupefied]{Stupefied 2} (10 minutes)</p>
<p><strong>Stage 4</strong> clumsy 2 and @UUID[Compendium.pf2e.conditionitems.Item.Sickened]{Sickened 2} (10 minutes)</p>
<p><strong>Stage 5</strong> clumsy 2, sickened 2, and stupefied 2 (10 minutes)</p>
<p><strong>Stage 6</strong> @UUID[Compendium.pf2e.conditionitems.Item.Unconscious] (8 hours)</p>
<p><strong>Stage 7</strong> death</p> (x1)
<p><strong>Requirements</strong> The deckhand is adjacent to a crate</p>
<hr />
<p><strong>Effect</strong> The deckhand picks up a crate and heaves it up to 15 feet. Upon landing, the crate breaks open in a @Template[burst|distance:5]. Each creature within the area takes @Damage[2d4[bludgeoning]] damage (@Check[reflex|dc:13|basic] save), and the area becomes difficult terrain until cleared.</p> (x1)
<p>The dockhand Interacts to either draw a bottle of @UUID[Compendium.pf2e.equipment-srd.Item.Alcohol] or pick up a nearby unattended bottle of alcohol and drink the whole thing.</p>
<p>For 1 minute, the dockhand gains a +2 item bonus to melee damage rolls and saving throws against fear, but they become @UUID[Compendium.pf2e.conditionitems.Item.Clumsy]{Clumsy 1}.</p> (x1)
<p>This one-handed curved blade is sharp on one side.</p> (x1)
<p>This armor is simply a layer of heavy, quilted cloth, but it is sometimes used because it's so inexpensive. Padded armor is easier to damage and destroy than other types of armor. Heavy armor comes with a padded armor undercoat included in its Price, though it loses the comfort trait when worn under heavy armor. You can wear just that padded armor or undercoat to sleep in, if your heavy armor is destroyed, or when otherwise not wearing the full heavy armor. This allows you to keep the armor invested and benefit from the power of any runes on the associated heavy armor, but no one else can wear your heavy armor without the padded undercoat.</p> (x1)
<p>@Localize[PF2E.NPC.Abilities.Glossary.AttackOfOpportunity]</p> (x3)
<p>When the pirate rolls a success on a Will save against a fear effect, they get a critical success instead. In addition, any time they gain the @UUID[Compendium.pf2e.conditionitems.Item.Frightened] condition, reduce its value by 1.</p> (x1)
<p>The pirate swings on a rope or Strides, moving up to double their Speed. If the pirate boarded or disembarked a boat during this movement, they can make a melee Strike at the end of their movement that deals one extra damage die on a hit.</p> (x1)
<p>These axes are designed explicitly as weapons, rather than tools. They typically weigh less, with a shaft reinforced with metal bands or bolts, and have a sharper blade, making them ideal for chopping limbs rather than wood.</p> (x1)
<p>Providing the same defensive function as a standard gauntlet, this version has a group of spikes protruding from the knuckles to deliver piercing damage with a punch.</p> (x2)
<p>When he's adjacent to at least two other allies, Tadrun gains a +1 circumstance bonus to AC and saving throws. This bonus increases to +2 to Reflex saves against area effects.</p> (x2)
<p>Tadrun designates a single creature he can see and hear, or one he's Tracking, as his prey. Tadrun gains a +2 circumstance bonus to Perception checks to @UUID[Compendium.pf2e.actionspf2e.Item.Seek] the prey and to Survival checks to @UUID[Compendium.pf2e.actionspf2e.Item.Track] the prey. The first time Tadrun hits his designated prey in a round, he deals an additional 1d8 precision damage. These effects last until Tadrun uses Hunt Prey again.</p> (x2)
<p>This large battle axe is too heavy to wield with only one hand. Many greataxes incorporate two blades, and they are often "bearded", having a hook at the bottom to increase the strength of their chopping power.</p> (x1)
<p><strong>Requirements</strong> The fanatic has taken damage and is neither @UUID[Compendium.pf2e.conditionitems.Item.Fatigued] nor already in a frenzy</p>
<hr />
<p><strong>Effect</strong> The cultist flies into a frenzy that lasts 1 minute. While frenzied, the cultist gains a +1 status bonus to attack rolls and a +2 status bonus to damage rolls, and they take a -2 status penalty to AC. The cultist can't voluntarily stop their frenzy. After their frenzy, the cultist is @UUID[Compendium.pf2e.conditionitems.Item.Fatigued].</p>
<p>@UUID[Compendium.pf2e.bestiary-effects.Item.Effect: Fanatical Frenzy]</p> (x1)
'd4' (x6)
'd6' (x3)
'd8' (x1)
'd12' (x1)
[damageRolls] : object {3-08.items.[].system.damageRolls}
[0] : object {3-08.items.[].system.damageRolls.0}
damage : string {3-08.items.[].system.damageRolls.0.damage} (5 different values)
'1d6+5' (x4)
'1d4+5' (x2)
'1d4+2' (x2)
'1d4+4' (x2)
'1d6+2' (x1)
damageType : string {3-08.items.[].system.damageRolls.0.damageType} (3 different values)
'piercing' (x8)
'bludgeoning' (x2)
'slashing' (x1)
[5r5nlmw0ttws4tmbp52w] : object {3-08.items.[].system.damageRolls.5r5nlmw0ttws4tmbp52w}
damage : string {3-08.items.[].system.damageRolls.5r5nlmw0ttws4tmbp52w.damage} (same value: '1d6+1')
damageType : string {3-08.items.[].system.damageRolls.5r5nlmw0ttws4tmbp52w.damageType} (same value: 'bludgeoning')
[dhkol5zbbeej1ehayggz] : object {3-08.items.[].system.damageRolls.dhkol5zbbeej1ehayggz}
damage : string {3-08.items.[].system.damageRolls.dhkol5zbbeej1ehayggz.damage} (same value: '1d6+5')
damageType : string {3-08.items.[].system.damageRolls.dhkol5zbbeej1ehayggz.damageType} (same value: 'piercing')
[hms1h95mcxaw0igcvxtp] : object {3-08.items.[].system.damageRolls.hms1h95mcxaw0igcvxtp}
damage : string {3-08.items.[].system.damageRolls.hms1h95mcxaw0igcvxtp.damage} (2 different values)
'1d4+5' (x1)
'1d4+8' (x1)
damageType : string {3-08.items.[].system.damageRolls.hms1h95mcxaw0igcvxtp.damageType} (same value: 'piercing')
[ljrbue7s5qhvsjl5ht2q] : object {3-08.items.[].system.damageRolls.ljrbue7s5qhvsjl5ht2q}
damage : string {3-08.items.[].system.damageRolls.ljrbue7s5qhvsjl5ht2q.damage} (2 different values)
'1d8+5' (x1)
'1d12+8' (x1)
damageType : string {3-08.items.[].system.damageRolls.ljrbue7s5qhvsjl5ht2q.damageType} (same value: 'slashing')
[zumsvt8r4ujdo5uf3kyk] : object {3-08.items.[].system.damageRolls.zumsvt8r4ujdo5uf3kyk}
damage : string {3-08.items.[].system.damageRolls.zumsvt8r4ujdo5uf3kyk.damage} (same value: '1d4+1')
damageType : string {3-08.items.[].system.damageRolls.zumsvt8r4ujdo5uf3kyk.damageType} (same value: 'bludgeoning')
[dexCap] : integer {3-08.items.[].system.dexCap} (2 different values)
4 (x4)
3 (x1)
[equipped] : object {3-08.items.[].system.equipped}
carryType : string {3-08.items.[].system.equipped.carryType} (2 different values)
held (x9)
worn (x9)
'held' (x9)
'worn' (x9)
[handsHeld] : integer {3-08.items.[].system.equipped.handsHeld} (3 different values)
1 (x8)
0 (x4)
2 (x1)
[invested] : mixed
[inSlot] : boolean {3-08.items.[].system.equipped.inSlot} (2 different values)
True (x4)
False (x1)
[invested] : empty
[frequency] : object {3-08.items.[].system.frequency}
max : integer {3-08.items.[].system.frequency.max} (same value: 1)
per : string {3-08.items.[].system.frequency.per} (same value: 'round')
value : integer {3-08.items.[].system.frequency.value} (same value: 1)
[group] : string {3-08.items.[].system.group} (6 different values)
knife (x4)
spear (x2)
leather (x4)
sword (x1)
axe (x2)
brawling (x2)
'knife' (x4)
'leather' (x4)
'spear' (x2)
'axe' (x2)
'brawling' (x2)
'sword' (x1)
[hardness] : integer {3-08.items.[].system.hardness} (same value: 0)
[hp] : object {3-08.items.[].system.hp}
max : integer {3-08.items.[].system.hp.max} (same value: 0)
@@ -168,170 +160,100 @@ object {3-08}
0 (x17)
1 (x1)
[material] : object {3-08.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {3-08.items.[].system.price}
value : object {3-08.items.[].system.price.value}
[sp] : integer {3-08.items.[].system.price.value.sp} (3 different values)
2 (x5)
1 (x2)
3 (x2)
[gp] : integer {3-08.items.[].system.price.value.gp} (2 different values)
2 (x5)
1 (x2)
[cp] : integer {3-08.items.[].system.price.value.cp} (same value: 1)
publication : object {3-08.items.[].system.publication}
license : string {3-08.items.[].system.publication.license} (same value: OGL)
remaster : boolean {3-08.items.[].system.publication.remaster} (same value: False)
title : string {3-08.items.[].system.publication.title} (4 different values)
Pathfinder Core Rulebook (x16)
(x39)
Pathfinder Gamemastery Guide (x1)
Pathfinder Bestiary (x3)
[quantity] : integer {3-08.items.[].system.quantity} (2 different values)
1 (x17)
3 (x1)
[range] : mixed
[reload] : object {3-08.items.[].system.reload}
value : string {3-08.items.[].system.reload.value} (2 different values)
- (x6)
(x5)
rules : ###FoundryRulesObject###
[runes] : object {3-08.items.[].system.runes}
potency : integer {3-08.items.[].system.runes.potency} (same value: 0)
property : array<> {3-08.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {3-08.items.[].system.runes.striking} (same value: 0)
[resilient] : integer {3-08.items.[].system.runes.resilient} (same value: 0)
[size] : string {3-08.items.[].system.size} (same value: med)
[slug] : string {3-08.items.[].system.slug} (11 different values)
dagger (x4)
spear (x2)
leather-armor (x4)
alcohol (x1)
scimitar (x1)
padded-armor (x1)
attack-of-opportunity (x3)
battle-axe (x1)
spiked-gauntlet (x2)
greataxe (x1)
1-status-to-all-saves-vs-magic (x1)
[splashDamage] : object {3-08.items.[].system.splashDamage}
value : integer {3-08.items.[].system.splashDamage.value} (same value: 0)
[traits] : object {3-08.items.[].system.traits}
rarity : string {3-08.items.[].system.traits.rarity} (same value: common)
value : array<string> {3-08.items.[].system.traits.value}
Length: min=0 max=5
Value type: string {3-08.items.[].system.traits.value.[]} (22 different values)
[usage] : object {3-08.items.[].system.usage}
value : string {3-08.items.[].system.usage.value} (2 different values)
held-in-one-hand (x12)
held-in-two-hands (x1)
[attack] : object {3-08.items.[].system.attack}
value : string {3-08.items.[].system.attack.value} (same value: )
[attackEffects] : object {3-08.items.[].system.attackEffects}
value : array<> {3-08.items.[].system.attackEffects.value}
Length: min=0 max=0
Value type: mixed
custom : string {3-08.items.[].system.attackEffects.custom} (same value: )
[damageRolls] : object {3-08.items.[].system.damageRolls}
[0] : object {3-08.items.[].system.damageRolls.0}
damage : string {3-08.items.[].system.damageRolls.0.damage} (5 different values)
1d6+5 (x4)
1d4+5 (x2)
1d6+2 (x1)
1d4+2 (x2)
1d4+4 (x2)
damageType : string {3-08.items.[].system.damageRolls.0.damageType} (3 different values)
bludgeoning (x2)
piercing (x8)
slashing (x1)
[dhkol5zbbeej1ehayggz] : object {3-08.items.[].system.damageRolls.dhkol5zbbeej1ehayggz}
damage : string {3-08.items.[].system.damageRolls.dhkol5zbbeej1ehayggz.damage} (same value: 1d6+5)
damageType : string {3-08.items.[].system.damageRolls.dhkol5zbbeej1ehayggz.damageType} (same value: piercing)
[zumsvt8r4ujdo5uf3kyk] : object {3-08.items.[].system.damageRolls.zumsvt8r4ujdo5uf3kyk}
damage : string {3-08.items.[].system.damageRolls.zumsvt8r4ujdo5uf3kyk.damage} (same value: 1d4+1)
damageType : string {3-08.items.[].system.damageRolls.zumsvt8r4ujdo5uf3kyk.damageType} (same value: bludgeoning)
[5r5nlmw0ttws4tmbp52w] : object {3-08.items.[].system.damageRolls.5r5nlmw0ttws4tmbp52w}
damage : string {3-08.items.[].system.damageRolls.5r5nlmw0ttws4tmbp52w.damage} (same value: 1d6+1)
damageType : string {3-08.items.[].system.damageRolls.5r5nlmw0ttws4tmbp52w.damageType} (same value: bludgeoning)
[ljrbue7s5qhvsjl5ht2q] : object {3-08.items.[].system.damageRolls.ljrbue7s5qhvsjl5ht2q}
damage : string {3-08.items.[].system.damageRolls.ljrbue7s5qhvsjl5ht2q.damage} (2 different values)
1d8+5 (x1)
1d12+8 (x1)
damageType : string {3-08.items.[].system.damageRolls.ljrbue7s5qhvsjl5ht2q.damageType} (same value: slashing)
[hms1h95mcxaw0igcvxtp] : object {3-08.items.[].system.damageRolls.hms1h95mcxaw0igcvxtp}
damage : string {3-08.items.[].system.damageRolls.hms1h95mcxaw0igcvxtp.damage} (2 different values)
1d4+5 (x1)
1d4+8 (x1)
damageType : string {3-08.items.[].system.damageRolls.hms1h95mcxaw0igcvxtp.damageType} (same value: piercing)
[weaponType] : object {3-08.items.[].system.weaponType}
value : string {3-08.items.[].system.weaponType.value} (2 different values)
melee (x14)
ranged (x5)
[actionType] : object {3-08.items.[].system.actionType}
value : string {3-08.items.[].system.actionType.value} (3 different values)
action (x10)
reaction (x3)
passive (x4)
[actions] : object {3-08.items.[].system.actions}
[value] : integer {3-08.items.[].system.actions.value} (2 different values)
1 (x5)
2 (x5)
[frequency] : object {3-08.items.[].system.frequency}
max : integer {3-08.items.[].system.frequency.max} (same value: 1)
per : string {3-08.items.[].system.frequency.per} (same value: round)
value : integer {3-08.items.[].system.frequency.value} (same value: 1)
[grade] : empty
[type] : empty
[mod] : object {3-08.items.[].system.mod}
value : integer {3-08.items.[].system.mod.value} (4 different values)
11 (x2)
3 (x1)
7 (x1)
8 (x1)
[price] : object {3-08.items.[].system.price}
value : object {3-08.items.[].system.price.value}
[cp] : integer {3-08.items.[].system.price.value.cp} (same value: 1)
[gp] : integer {3-08.items.[].system.price.value.gp} (2 different values)
2 (x5)
1 (x2)
[sp] : integer {3-08.items.[].system.price.value.sp} (3 different values)
2 (x5)
1 (x2)
3 (x2)
[proficient] : object {3-08.items.[].system.proficient}
value : integer {3-08.items.[].system.proficient.value} (same value: 0)
[acBonus] : integer {3-08.items.[].system.acBonus} (same value: 1)
[checkPenalty] : integer {3-08.items.[].system.checkPenalty} (2 different values)
-1 (x4)
0 (x1)
[dexCap] : integer {3-08.items.[].system.dexCap} (2 different values)
4 (x4)
publication : object {3-08.items.[].system.publication}
license : string {3-08.items.[].system.publication.license} (same value: 'OGL')
remaster : boolean {3-08.items.[].system.publication.remaster} (same value: False)
title : string {3-08.items.[].system.publication.title} (4 different values)
'' (x39)
'Pathfinder Core Rulebook' (x16)
'Pathfinder Bestiary' (x3)
'Pathfinder Gamemastery Guide' (x1)
[quantity] : integer {3-08.items.[].system.quantity} (2 different values)
1 (x17)
3 (x1)
[range] : empty
[reload] : object {3-08.items.[].system.reload}
value : string {3-08.items.[].system.reload.value} (2 different values)
'-' (x6)
'' (x5)
[runes] : object {3-08.items.[].system.runes}
potency : integer {3-08.items.[].system.runes.potency} (same value: 0)
property : array<> {3-08.items.[].system.runes.property}
Length: min=0 max=0
Value type: empty
[resilient] : integer {3-08.items.[].system.runes.resilient} (same value: 0)
[striking] : integer {3-08.items.[].system.runes.striking} (same value: 0)
[selfEffect] : object {3-08.items.[].system.selfEffect}
name : string {3-08.items.[].system.selfEffect.name} (same value: 'Effect: Swig')
uuid : string {3-08.items.[].system.selfEffect.uuid} (same value: 'Compendium.pf2e.bestiary-effects.Item.Effect: Swig')
[size] : string {3-08.items.[].system.size} (same value: 'med')
[slug] : string {3-08.items.[].system.slug} (11 different values)
[speedPenalty] : integer {3-08.items.[].system.speedPenalty} (same value: 0)
[splashDamage] : object {3-08.items.[].system.splashDamage}
value : integer {3-08.items.[].system.splashDamage.value} (same value: 0)
[strength] : integer {3-08.items.[].system.strength} (same value: 0)
[traits] : object {3-08.items.[].system.traits}
rarity : string {3-08.items.[].system.traits.rarity} (same value: 'common')
value : array<string> {3-08.items.[].system.traits.value}
Length: min=0 max=5
Value type: string {3-08.items.[].system.traits.value.[]} (22 different values)
[usage] : object {3-08.items.[].system.usage}
value : string {3-08.items.[].system.usage.value} (2 different values)
'held-in-one-hand' (x12)
'held-in-two-hands' (x1)
[uses] : object {3-08.items.[].system.uses}
autoDestroy : boolean {3-08.items.[].system.uses.autoDestroy} (same value: True)
max : integer {3-08.items.[].system.uses.max} (same value: 1)
value : integer {3-08.items.[].system.uses.value} (same value: 1)
[selfEffect] : object {3-08.items.[].system.selfEffect}
name : string {3-08.items.[].system.selfEffect.name} (same value: Effect: Swig)
uuid : string {3-08.items.[].system.selfEffect.uuid} (same value: Compendium.pf2e.bestiary-effects.Item.Effect: Swig)
[weaponType] : object {3-08.items.[].system.weaponType}
value : string {3-08.items.[].system.weaponType.value} (2 different values)
'melee' (x14)
'ranged' (x5)
type : string {3-08.items.[].type} (all different values)
[flags] : object {3-08.items.[].flags}
pf2e : object {3-08.items.[].flags.pf2e}
linkedWeapon : string {3-08.items.[].flags.pf2e.linkedWeapon} (8 different values)
ioBhBqoLt4XX6CZA (x4)
NxjUE1b3gXulaYXI (x2)
oNnM9IEd0UVv0pjI (x1)
m1wLRwK4NCvFzdlr (x2)
UzGrgUSMYIS3vKA3 (x1)
LsP34TtDyhU0rkZp (x2)
JaOADSZl9LDK4MLh (x1)
7Hepy2bK3kQbRIov (x2)
'ioBhBqoLt4XX6CZA' (x4)
'NxjUE1b3gXulaYXI' (x2)
'm1wLRwK4NCvFzdlr' (x2)
'LsP34TtDyhU0rkZp' (x2)
'7Hepy2bK3kQbRIov' (x2)
'oNnM9IEd0UVv0pjI' (x1)
'UzGrgUSMYIS3vKA3' (x1)
'JaOADSZl9LDK4MLh' (x1)
name : string {3-08.name} (all different values)
[prototypeToken] : object {3-08.prototypeToken}
name : string {3-08.prototypeToken.name} (3 different values)
Bosun (x2)
Pirate (x1)
Tadrun (x2)
'Bosun' (x2)
'Tadrun' (x2)
'Pirate' (x1)
system : object {3-08.system}
abilities : object {3-08.system.abilities}
cha : object {3-08.system.abilities.cha}
mod : integer {3-08.system.abilities.cha.mod} (3 different values)
2 (x3)
1 (x1)
0 (x3)
1 (x1)
con : object {3-08.system.abilities.con}
mod : integer {3-08.system.abilities.con.mod} (3 different values)
1 (x3)
@@ -339,9 +261,9 @@ object {3-08}
2 (x1)
dex : object {3-08.system.abilities.dex}
mod : integer {3-08.system.abilities.dex.mod} (3 different values)
3 (x4)
4 (x2)
1 (x1)
3 (x4)
int : object {3-08.system.abilities.int}
mod : integer {3-08.system.abilities.int.mod} (2 different values)
0 (x6)
@@ -349,9 +271,9 @@ object {3-08}
str : object {3-08.system.abilities.str}
mod : integer {3-08.system.abilities.str.mod} (4 different values)
2 (x3)
4 (x2)
1 (x1)
3 (x1)
4 (x2)
wis : object {3-08.system.abilities.wis}
mod : integer {3-08.system.abilities.wis.mod} (3 different values)
1 (x3)
@@ -359,7 +281,7 @@ object {3-08}
-1 (x1)
attributes : object {3-08.system.attributes}
ac : object {3-08.system.attributes.ac}
details : string {3-08.system.attributes.ac.details} (same value: )
details : string {3-08.system.attributes.ac.details} (same value: '')
value : integer {3-08.system.attributes.ac.value} (6 different values)
19 (x2)
13 (x1)
@@ -368,9 +290,9 @@ object {3-08}
21 (x1)
17 (x1)
allSaves : object {3-08.system.attributes.allSaves}
value : string {3-08.system.attributes.allSaves.value} (same value: )
value : string {3-08.system.attributes.allSaves.value} (same value: '')
hp : object {3-08.system.attributes.hp}
details : string {3-08.system.attributes.hp.details} (same value: )
details : string {3-08.system.attributes.hp.details} (same value: '')
max : integer {3-08.system.attributes.hp.max} (6 different values)
45 (x2)
9 (x1)
@@ -389,38 +311,38 @@ object {3-08}
speed : object {3-08.system.attributes.speed}
otherSpeeds : array<> {3-08.system.attributes.speed.otherSpeeds}
Length: min=0 max=0
Value type: mixed
Value type: empty
value : integer {3-08.system.attributes.speed.value} (same value: 25)
details : object {3-08.system.details}
blurb : string {3-08.system.details.blurb} (4 different values)
(x4)
Variant Dockhand (x1)
Variant Pirate (x1)
Variant Cultist (x1)
'' (x4)
'Variant Dockhand' (x1)
'Variant Pirate' (x1)
'Variant Cultist' (x1)
languages : object {3-08.system.details.languages}
details : string {3-08.system.details.languages.details} (same value: )
details : string {3-08.system.details.languages.details} (same value: '')
value : array<string> {3-08.system.details.languages.value}
Length: min=2 max=2
Value type: string {3-08.system.details.languages.value.[]} (2 different values)
common (x7)
goblin (x7)
'common' (x7)
'goblin' (x7)
level : object {3-08.system.details.level}
value : integer {3-08.system.details.level.value} (5 different values)
3 (x2)
-1 (x1)
1 (x2)
-1 (x1)
2 (x1)
4 (x1)
privateNotes : string {3-08.system.details.privateNotes} (same value: )
publicNotes : string {3-08.system.details.publicNotes} (same value: )
privateNotes : string {3-08.system.details.privateNotes} (same value: '')
publicNotes : string {3-08.system.details.publicNotes} (same value: '')
publication : object {3-08.system.details.publication}
license : string {3-08.system.details.publication.license} (same value: OGL)
license : string {3-08.system.details.publication.license} (same value: 'OGL')
remaster : boolean {3-08.system.details.publication.remaster} (same value: False)
title : string {3-08.system.details.publication.title} (same value: Pathfinder Society Scenario #3-08: Foundation's Price)
title : string {3-08.system.details.publication.title} (same value: 'Pathfinder Society Scenario #3-08: Foundation\'s Price')
initiative : object {3-08.system.initiative}
statistic : string {3-08.system.initiative.statistic} (same value: perception)
statistic : string {3-08.system.initiative.statistic} (same value: 'perception')
perception : object {3-08.system.perception}
details : string {3-08.system.perception.details} (same value: )
details : string {3-08.system.perception.details} (same value: '')
mod : integer {3-08.system.perception.mod} (5 different values)
8 (x3)
2 (x1)
@@ -430,18 +352,18 @@ object {3-08}
senses : array<object> {3-08.system.perception.senses}
Length: min=1 max=1
Value type: object {3-08.system.perception.senses.[]}
type : string {3-08.system.perception.senses.[].type} (same value: darkvision)
type : string {3-08.system.perception.senses.[].type} (same value: 'darkvision')
resources : object {3-08.system.resources}
saves : object {3-08.system.saves}
fortitude : object {3-08.system.saves.fortitude}
saveDetail : string {3-08.system.saves.fortitude.saveDetail} (same value: )
saveDetail : string {3-08.system.saves.fortitude.saveDetail} (same value: '')
value : integer {3-08.system.saves.fortitude.value} (4 different values)
6 (x4)
11 (x1)
13 (x1)
7 (x1)
reflex : object {3-08.system.saves.reflex}
saveDetail : string {3-08.system.saves.reflex.saveDetail} (same value: )
saveDetail : string {3-08.system.saves.reflex.saveDetail} (same value: '')
value : integer {3-08.system.saves.reflex.value} (5 different values)
11 (x3)
4 (x1)
@@ -450,8 +372,8 @@ object {3-08}
8 (x1)
will : object {3-08.system.saves.will}
saveDetail : string {3-08.system.saves.will.saveDetail} (2 different values)
(x6)
(or +2 vs. higher-ranking members of the cult) (x1)
'' (x6)
'(or +2 vs. higher-ranking members of the cult)' (x1)
value : integer {3-08.system.saves.will.value} (5 different values)
8 (x3)
2 (x1)
@@ -472,36 +394,36 @@ object {3-08}
2 (x1)
7 (x1)
12 (x1)
[deception] : object {3-08.system.skills.deception}
base : integer {3-08.system.skills.deception.base} (2 different values)
5 (x1)
3 (x1)
[intimidation] : object {3-08.system.skills.intimidation}
base : integer {3-08.system.skills.intimidation.base} (4 different values)
9 (x2)
2 (x1)
5 (x1)
3 (x1)
[deception] : object {3-08.system.skills.deception}
base : integer {3-08.system.skills.deception.base} (2 different values)
5 (x1)
3 (x1)
occultism : object {3-08.system.skills.occultism}
base : integer {3-08.system.skills.occultism.base} (same value: 3)
society : object {3-08.system.skills.society}
base : integer {3-08.system.skills.society.base} (same value: 4)
[stealth] : object {3-08.system.skills.stealth}
base : integer {3-08.system.skills.stealth.base} (3 different values)
7 (x1)
11 (x1)
6 (x1)
occultism : object {3-08.system.skills.occultism}
base : integer {3-08.system.skills.occultism.base} (same value: 3)
society : object {3-08.system.skills.society}
base : integer {3-08.system.skills.society.base} (same value: 4)
traits : object {3-08.system.traits}
rarity : string {3-08.system.traits.rarity} (2 different values)
uncommon (x3)
unique (x4)
'unique' (x4)
'uncommon' (x3)
size : object {3-08.system.traits.size}
value : string {3-08.system.traits.size.value} (same value: med)
value : string {3-08.system.traits.size.value} (same value: 'med')
value : array<string> {3-08.system.traits.value}
Length: min=3 max=4
Value type: string {3-08.system.traits.value.[]} (4 different values)
evil (x7)
goblin (x7)
humanoid (x7)
lawful (x3)
type : string {3-08.type} (same value: npc)
'evil' (x7)
'goblin' (x7)
'humanoid' (x7)
'lawful' (x3)
type : string {3-08.type} (same value: 'npc')