New output
This commit is contained in:
+250
-322
@@ -3,375 +3,198 @@ Different values: 4
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=====================================
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object {Bounties}
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_id : string {Bounties._id} (all different values)
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folder : string {Bounties.folder} (same value: hFauXG44K375sJNP)
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folder : string {Bounties.folder} (same value: 'hFauXG44K375sJNP')
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img : string {Bounties.img} (2 different values)
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systems/pf2e/icons/default-icons/hazard.svg (x1)
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systems/pf2e/icons/default-icons/npc.svg (x3)
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'systems/pf2e/icons/default-icons/npc.svg' (x3)
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'systems/pf2e/icons/default-icons/hazard.svg' (x1)
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items : array<object> {Bounties.items}
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Length: min=1 max=12
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Value type: object {Bounties.items.[]}
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_id : string {Bounties.items.[]._id} (25 different values)
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img : string {Bounties.items.[].img} (11 different values)
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systems/pf2e/icons/actions/Reaction.webp (x1)
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systems/pf2e/icons/default-icons/equipment.svg (x1)
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systems/pf2e/icons/default-icons/melee.svg (x6)
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systems/pf2e/icons/actions/Passive.webp (x10)
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systems/pf2e/icons/actions/TwoActions.webp (x1)
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systems/pf2e/icons/equipment/weapons/dagger.webp (x1)
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icons/weapons/swords/sword-guard-purple.webp (x1)
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icons/equipment/chest/breastplate-banded-simple-leather-brown.webp (x1)
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systems/pf2e/icons/conditions/slowed.webp (x1)
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systems/pf2e/icons/actions/FreeAction.webp (x1)
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icons/equipment/waist/belt-buckle-spiked--leather-red.webp (x1)
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name : string {Bounties.items.[].name} (17 different values)
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Emotional Outburst (x1)
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Ribbon Collar (x1)
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Jaws (x2)
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Sense Companion (x2)
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Stench (x2)
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Void Healing (x3)
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Feral Leap (x1)
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Dagger (x3)
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Shortsword (x2)
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Leather Armor (x1)
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Slowed (x1)
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Fist (x1)
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Slow (x1)
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Sneak Attack (x1)
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Sudden Surge (x1)
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Spiked Collar (x1)
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Betray the Living (x1)
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sort : integer {Bounties.items.[].sort} (13 different values)
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0 (x1)
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100000 (x3)
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200000 (x3)
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300000 (x3)
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400000 (x3)
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500000 (x3)
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600000 (x3)
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700000 (x1)
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800000 (x1)
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900000 (x1)
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1000000 (x1)
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1100000 (x1)
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1200000 (x1)
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system : object {Bounties.items.[].system}
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[acBonus] : integer {Bounties.items.[].system.acBonus} (same value: 1)
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[actionType] : object {Bounties.items.[].system.actionType}
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value : string {Bounties.items.[].system.actionType.value} (all different values)
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[actions] : object {Bounties.items.[].system.actions}
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[value] : integer {Bounties.items.[].system.actions.value} (same value: 2)
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rules : ignored (Foundry rules object) {Bounties.items.[].system.rules}
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[attack] : object {Bounties.items.[].system.attack}
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value : string {Bounties.items.[].system.attack.value} (same value: '')
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[attackEffects] : object {Bounties.items.[].system.attackEffects}
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custom : string {Bounties.items.[].system.attackEffects.custom} (same value: '')
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value : array<> {Bounties.items.[].system.attackEffects.value}
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Length: min=0 max=0
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Value type: empty
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[bonus] : object {Bounties.items.[].system.bonus}
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value : integer {Bounties.items.[].system.bonus.value} (5 different values)
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14 (x3)
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0 (x2)
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8 (x1)
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13 (x1)
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9 (x1)
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[bonusDamage] : object {Bounties.items.[].system.bonusDamage}
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value : integer {Bounties.items.[].system.bonusDamage.value} (same value: 0)
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[category] : string {Bounties.items.[].system.category} (6 different values)
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interaction (x2)
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defensive (x6)
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offensive (x4)
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simple (x1)
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martial (x1)
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light (x1)
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'defensive' (x6)
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'offensive' (x4)
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'interaction' (x2)
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'simple' (x1)
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'martial' (x1)
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'light' (x1)
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[checkPenalty] : integer {Bounties.items.[].system.checkPenalty} (same value: -1)
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[damage] : object {Bounties.items.[].system.damage}
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damageType : string {Bounties.items.[].system.damage.damageType} (same value: 'piercing')
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dice : integer {Bounties.items.[].system.damage.dice} (same value: 1)
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die : string {Bounties.items.[].system.damage.die} (2 different values)
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'd4' (x1)
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'd6' (x1)
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[damageRolls] : object {Bounties.items.[].system.damageRolls}
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[Ad9p9lKbDM0juxHV] : object {Bounties.items.[].system.damageRolls.Ad9p9lKbDM0juxHV}
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damage : string {Bounties.items.[].system.damageRolls.Ad9p9lKbDM0juxHV.damage} (same value: '1d4+9')
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damageType : string {Bounties.items.[].system.damageRolls.Ad9p9lKbDM0juxHV.damageType} (same value: 'piercing')
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[SoJEF6D1JZOyWUhP] : object {Bounties.items.[].system.damageRolls.SoJEF6D1JZOyWUhP}
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damage : string {Bounties.items.[].system.damageRolls.SoJEF6D1JZOyWUhP.damage} (same value: '1d4+9')
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damageType : string {Bounties.items.[].system.damageRolls.SoJEF6D1JZOyWUhP.damageType} (same value: 'piercing')
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T0hA6wBJPANk4HGf : object {Bounties.items.[].system.damageRolls.T0hA6wBJPANk4HGf}
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damage : string {Bounties.items.[].system.damageRolls.T0hA6wBJPANk4HGf.damage} (same value: '1d6+2')
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damageType : string {Bounties.items.[].system.damageRolls.T0hA6wBJPANk4HGf.damageType} (same value: 'piercing')
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[cbodj5vn7dewriq7xvct] : object {Bounties.items.[].system.damageRolls.cbodj5vn7dewriq7xvct}
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damage : string {Bounties.items.[].system.damageRolls.cbodj5vn7dewriq7xvct.damage} (same value: '1d4')
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damageType : string {Bounties.items.[].system.damageRolls.cbodj5vn7dewriq7xvct.damageType} (same value: 'piercing')
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[h5UWXaz4bhnqeZT2] : object {Bounties.items.[].system.damageRolls.h5UWXaz4bhnqeZT2}
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damage : string {Bounties.items.[].system.damageRolls.h5UWXaz4bhnqeZT2.damage} (same value: '1d8+7')
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damageType : string {Bounties.items.[].system.damageRolls.h5UWXaz4bhnqeZT2.damageType} (same value: 'bludgeoning')
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[mvbfxShAZVEVMNk7] : object {Bounties.items.[].system.damageRolls.mvbfxShAZVEVMNk7}
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damage : string {Bounties.items.[].system.damageRolls.mvbfxShAZVEVMNk7.damage} (same value: '1d6+9')
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damageType : string {Bounties.items.[].system.damageRolls.mvbfxShAZVEVMNk7.damageType} (same value: 'piercing')
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description : object {Bounties.items.[].system.description}
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value : string {Bounties.items.[].system.description.value} (16 different values)
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<p><strong>Trigger</strong> A living creature enters the area of the haunt</p>
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<p><strong>Effect</strong> Averlace roars in anger or denial. All creatures within 30 feet must succeed at a @Check[fortitude|dc:18] save or take @Damage[3d6[mental]] damage and @Damage[3d6[sonic]] damage. On a failure, they are @UUID[Compendium.pf2e.conditionitems.Item.Frightened]{Frightened 1} for 1 hour (@UUID[Compendium.pf2e.conditionitems.Item.Frightened]{Frightened 2} on critical failure).</p> (x1)
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(x8)
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<p>Denufair knows the direction of its past owner or family (as long as they're both on the same plane), but not the distance.</p> (x1)
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<p>10 feet. A creature entering the aura or starting its turn in the aura must succeed at a @Check[fortitude|dc:13] save or become @UUID[Compendium.pf2e.conditionitems.Item.Sickened]{Sickened 1} (plus @UUID[Compendium.pf2e.conditionitems.Item.Slowed]{Slowed 1} for as long as it's sickened on a critical failure). While within the aura, affected creatures take a -2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.</p> (x1)
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<p>@Localize[PF2E.NPC.Abilities.Glossary.NegativeHealing]</p> (x3)
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<p>Denufair jumps with a maximum height and distance each equal to half its Speed. This movement doesn't trigger reactions. At any point, the predatory rabbit attempts a jaws Strike.</p> (x1)
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<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> (x1)
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<p>These blades come in a variety of shapes and styles, but they are typically 2 feet long.</p> (x1)
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<p>A mix of flexible and molded boiled leather, a suit of this type of armor provides some protection with maximum flexibility.</p> (x1)
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<p>You have fewer actions. Slowed always includes a value. When you regain your actions at the start of your turn, reduce the number of actions you regain by your slowed value. Because slowed has its effect at the start of your turn, you don't immediately lose actions if you become slowed during your turn.</p> (x1)
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<p>Dorenea is permanently @UUID[Compendium.pf2e.conditionitems.Item.Slowed]{Slowed 1} and can't use reactions.</p> (x1)
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<p>Dorenea zombie deals an additional 2d6 precision damage to @UUID[Compendium.pf2e.conditionitems.Item.Off-Guard] creatures.</p> (x1)
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<p><strong>Trigger</strong> Dorenea's turn begins</p>
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<hr />
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<p><strong>Effect</strong> Dorenea has a sudden burst of speed. They are @UUID[Compendium.pf2e.conditionitems.Item.Quickened] this turn and can use the extra action only to Stride or Strike. If Dorenea's first action this turn is a melee Strike, the target is @UUID[Compendium.pf2e.conditionitems.Item.Off-Guard] against the attack.</p>
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<p>Dorenea can't use Sudden Surge for [[/gmr 1d4 #Recharge]]{1d4 rounds}.</p> (x1)
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<p>Pups knows the direction of its past owner or family (as long as they're both on the same plane), but not the distance.</p> (x1)
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<p>10 feet. A creature entering the aura or starting its turn in the aura must succeed at a @Check[fortitude|dc:14] save or become @UUID[Compendium.pf2e.conditionitems.Item.Sickened]{Sickened 1} (plus @UUID[Compendium.pf2e.conditionitems.Item.Slowed]{Slowed 1} for as long as it's sickened on a critical failure). While within the aura, affected creatures take a -2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.</p> (x1)
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<p>Pups' Strikes deal 1d4 additional damage to living creatures.</p> (x1)
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publication : object {Bounties.items.[].system.publication}
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license : string {Bounties.items.[].system.publication.license} (same value: OGL)
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remaster : boolean {Bounties.items.[].system.publication.remaster} (same value: False)
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title : string {Bounties.items.[].system.publication.title} (all different values)
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rules : ###FoundryRulesObject###
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[slug] : string {Bounties.items.[].system.slug} (6 different values)
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negative-healing (x3)
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dagger (x1)
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shortsword (x1)
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leather-armor (x1)
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slowed (x1)
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sneak-attack (x1)
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[traits] : object {Bounties.items.[].system.traits}
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rarity : string {Bounties.items.[].system.traits.rarity} (same value: common)
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value : array<string> {Bounties.items.[].system.traits.value}
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Length: min=0 max=4
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Value type: string {Bounties.items.[].system.traits.value.[]} (11 different values)
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finesse (x3)
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reach-0 (x1)
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unarmed (x3)
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detection (x2)
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occult (x2)
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aura (x2)
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olfactory (x2)
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move (x1)
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agile (x5)
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thrown-10 (x2)
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versatile-s (x5)
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[baseItem] : string {Bounties.items.[].system.baseItem} (3 different values)
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dagger (x1)
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shortsword (x1)
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leather-armor (x1)
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'dagger' (x1)
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'shortsword' (x1)
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'leather-armor' (x1)
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[bulk] : object {Bounties.items.[].system.bulk}
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value : mixed
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integer {Bounties.items.[].system.bulk.value} (2 different values)
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0 (x2)
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1 (x1)
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float {Bounties.items.[].system.bulk.value} (same value: 0,1)
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[containerId] : mixed
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[equipped] : object {Bounties.items.[].system.equipped}
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carryType : string {Bounties.items.[].system.equipped.carryType} (same value: worn)
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[handsHeld] : integer {Bounties.items.[].system.equipped.handsHeld} (same value: 0)
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[invested] : mixed
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[inSlot] : boolean {Bounties.items.[].system.equipped.inSlot} (same value: False)
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[containerId] : empty
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[dexCap] : integer {Bounties.items.[].system.dexCap} (same value: 4)
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[duration] : object {Bounties.items.[].system.duration}
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value : integer {Bounties.items.[].system.duration.value} (same value: 0)
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[group] : string {Bounties.items.[].system.group} (3 different values)
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'knife' (x1)
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'sword' (x1)
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'leather' (x1)
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[hardness] : integer {Bounties.items.[].system.hardness} (same value: 0)
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publication : object {Bounties.items.[].system.publication}
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license : string {Bounties.items.[].system.publication.license} (same value: 'OGL')
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remaster : boolean {Bounties.items.[].system.publication.remaster} (same value: False)
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title : string {Bounties.items.[].system.publication.title} (all different values)
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[equipped] : object {Bounties.items.[].system.equipped}
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carryType : string {Bounties.items.[].system.equipped.carryType} (same value: 'worn')
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[handsHeld] : integer {Bounties.items.[].system.equipped.handsHeld} (same value: 0)
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[inSlot] : boolean {Bounties.items.[].system.equipped.inSlot} (same value: False)
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[invested] : empty
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[hp] : object {Bounties.items.[].system.hp}
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max : integer {Bounties.items.[].system.hp.max} (same value: 0)
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value : integer {Bounties.items.[].system.hp.value} (same value: 0)
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[level] : object {Bounties.items.[].system.level}
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value : integer {Bounties.items.[].system.level.value} (same value: 0)
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[material] : object {Bounties.items.[].system.material}
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[grade] : mixed
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[type] : mixed
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[grade] : empty
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[type] : empty
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[overrides] : array<> {Bounties.items.[].system.overrides}
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Length: min=0 max=0
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Value type: empty
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[price] : object {Bounties.items.[].system.price}
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value : object {Bounties.items.[].system.price.value}
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[gp] : integer {Bounties.items.[].system.price.value.gp} (same value: 2)
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[sp] : integer {Bounties.items.[].system.price.value.sp} (2 different values)
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2 (x1)
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9 (x1)
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[gp] : integer {Bounties.items.[].system.price.value.gp} (same value: 2)
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[quantity] : integer {Bounties.items.[].system.quantity} (2 different values)
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1 (x4)
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6 (x1)
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[size] : string {Bounties.items.[].system.size} (2 different values)
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tiny (x1)
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med (x4)
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[usage] : object {Bounties.items.[].system.usage}
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value : string {Bounties.items.[].system.usage.value} (same value: held-in-one-hand)
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[attack] : object {Bounties.items.[].system.attack}
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value : string {Bounties.items.[].system.attack.value} (same value: )
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||||
[attackEffects] : object {Bounties.items.[].system.attackEffects}
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custom : string {Bounties.items.[].system.attackEffects.custom} (same value: )
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value : array<> {Bounties.items.[].system.attackEffects.value}
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[range] : empty
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||||
[references] : object {Bounties.items.[].system.references}
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children : array<> {Bounties.items.[].system.references.children}
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Length: min=0 max=0
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||||
Value type: mixed
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||||
[bonus] : object {Bounties.items.[].system.bonus}
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value : integer {Bounties.items.[].system.bonus.value} (5 different values)
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8 (x1)
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0 (x2)
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||||
14 (x3)
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||||
13 (x1)
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||||
9 (x1)
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[damageRolls] : object {Bounties.items.[].system.damageRolls}
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[cbodj5vn7dewriq7xvct] : object {Bounties.items.[].system.damageRolls.cbodj5vn7dewriq7xvct}
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damage : string {Bounties.items.[].system.damageRolls.cbodj5vn7dewriq7xvct.damage} (same value: 1d4)
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||||
damageType : string {Bounties.items.[].system.damageRolls.cbodj5vn7dewriq7xvct.damageType} (same value: piercing)
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||||
[mvbfxShAZVEVMNk7] : object {Bounties.items.[].system.damageRolls.mvbfxShAZVEVMNk7}
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||||
damage : string {Bounties.items.[].system.damageRolls.mvbfxShAZVEVMNk7.damage} (same value: 1d6+9)
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||||
damageType : string {Bounties.items.[].system.damageRolls.mvbfxShAZVEVMNk7.damageType} (same value: piercing)
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||||
[Ad9p9lKbDM0juxHV] : object {Bounties.items.[].system.damageRolls.Ad9p9lKbDM0juxHV}
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||||
damage : string {Bounties.items.[].system.damageRolls.Ad9p9lKbDM0juxHV.damage} (same value: 1d4+9)
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||||
damageType : string {Bounties.items.[].system.damageRolls.Ad9p9lKbDM0juxHV.damageType} (same value: piercing)
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||||
[h5UWXaz4bhnqeZT2] : object {Bounties.items.[].system.damageRolls.h5UWXaz4bhnqeZT2}
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||||
damage : string {Bounties.items.[].system.damageRolls.h5UWXaz4bhnqeZT2.damage} (same value: 1d8+7)
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||||
damageType : string {Bounties.items.[].system.damageRolls.h5UWXaz4bhnqeZT2.damageType} (same value: bludgeoning)
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||||
[SoJEF6D1JZOyWUhP] : object {Bounties.items.[].system.damageRolls.SoJEF6D1JZOyWUhP}
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||||
damage : string {Bounties.items.[].system.damageRolls.SoJEF6D1JZOyWUhP.damage} (same value: 1d4+9)
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||||
damageType : string {Bounties.items.[].system.damageRolls.SoJEF6D1JZOyWUhP.damageType} (same value: piercing)
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||||
T0hA6wBJPANk4HGf : object {Bounties.items.[].system.damageRolls.T0hA6wBJPANk4HGf}
|
||||
damage : string {Bounties.items.[].system.damageRolls.T0hA6wBJPANk4HGf.damage} (same value: 1d6+2)
|
||||
damageType : string {Bounties.items.[].system.damageRolls.T0hA6wBJPANk4HGf.damageType} (same value: piercing)
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||||
[weaponType] : object {Bounties.items.[].system.weaponType}
|
||||
value : string {Bounties.items.[].system.weaponType.value} (2 different values)
|
||||
melee (x5)
|
||||
ranged (x1)
|
||||
[bonusDamage] : object {Bounties.items.[].system.bonusDamage}
|
||||
value : integer {Bounties.items.[].system.bonusDamage.value} (same value: 0)
|
||||
[damage] : object {Bounties.items.[].system.damage}
|
||||
damageType : string {Bounties.items.[].system.damage.damageType} (same value: piercing)
|
||||
dice : integer {Bounties.items.[].system.damage.dice} (same value: 1)
|
||||
die : string {Bounties.items.[].system.damage.die} (2 different values)
|
||||
d4 (x1)
|
||||
d6 (x1)
|
||||
[group] : string {Bounties.items.[].system.group} (3 different values)
|
||||
knife (x1)
|
||||
sword (x1)
|
||||
leather (x1)
|
||||
[range] : mixed
|
||||
Value type: empty
|
||||
immunityFrom : array<> {Bounties.items.[].system.references.immunityFrom}
|
||||
Length: min=0 max=0
|
||||
Value type: empty
|
||||
overriddenBy : array<> {Bounties.items.[].system.references.overriddenBy}
|
||||
Length: min=0 max=0
|
||||
Value type: empty
|
||||
overrides : array<> {Bounties.items.[].system.references.overrides}
|
||||
Length: min=0 max=0
|
||||
Value type: empty
|
||||
[reload] : object {Bounties.items.[].system.reload}
|
||||
value : string {Bounties.items.[].system.reload.value} (2 different values)
|
||||
- (x1)
|
||||
(x1)
|
||||
'-' (x1)
|
||||
'' (x1)
|
||||
[runes] : object {Bounties.items.[].system.runes}
|
||||
potency : integer {Bounties.items.[].system.runes.potency} (same value: 0)
|
||||
property : array<> {Bounties.items.[].system.runes.property}
|
||||
Length: min=0 max=0
|
||||
Value type: mixed
|
||||
[striking] : integer {Bounties.items.[].system.runes.striking} (same value: 0)
|
||||
Value type: empty
|
||||
resilient : integer {Bounties.items.[].system.runes.resilient} (same value: 0)
|
||||
[striking] : integer {Bounties.items.[].system.runes.striking} (same value: 0)
|
||||
[size] : string {Bounties.items.[].system.size} (2 different values)
|
||||
'med' (x4)
|
||||
'tiny' (x1)
|
||||
[slug] : string {Bounties.items.[].system.slug} (6 different values)
|
||||
'negative-healing' (x3)
|
||||
'dagger' (x1)
|
||||
'shortsword' (x1)
|
||||
'leather-armor' (x1)
|
||||
'slowed' (x1)
|
||||
'sneak-attack' (x1)
|
||||
[speedPenalty] : integer {Bounties.items.[].system.speedPenalty} (same value: 0)
|
||||
[splashDamage] : object {Bounties.items.[].system.splashDamage}
|
||||
value : integer {Bounties.items.[].system.splashDamage.value} (same value: 0)
|
||||
[acBonus] : integer {Bounties.items.[].system.acBonus} (same value: 1)
|
||||
[checkPenalty] : integer {Bounties.items.[].system.checkPenalty} (same value: -1)
|
||||
[dexCap] : integer {Bounties.items.[].system.dexCap} (same value: 4)
|
||||
[speedPenalty] : integer {Bounties.items.[].system.speedPenalty} (same value: 0)
|
||||
[strength] : integer {Bounties.items.[].system.strength} (same value: 0)
|
||||
[duration] : object {Bounties.items.[].system.duration}
|
||||
value : integer {Bounties.items.[].system.duration.value} (same value: 0)
|
||||
[overrides] : array<> {Bounties.items.[].system.overrides}
|
||||
Length: min=0 max=0
|
||||
Value type: mixed
|
||||
[references] : object {Bounties.items.[].system.references}
|
||||
children : array<> {Bounties.items.[].system.references.children}
|
||||
Length: min=0 max=0
|
||||
Value type: mixed
|
||||
immunityFrom : array<> {Bounties.items.[].system.references.immunityFrom}
|
||||
Length: min=0 max=0
|
||||
Value type: mixed
|
||||
overriddenBy : array<> {Bounties.items.[].system.references.overriddenBy}
|
||||
Length: min=0 max=0
|
||||
Value type: mixed
|
||||
overrides : array<> {Bounties.items.[].system.references.overrides}
|
||||
Length: min=0 max=0
|
||||
Value type: mixed
|
||||
[traits] : object {Bounties.items.[].system.traits}
|
||||
rarity : string {Bounties.items.[].system.traits.rarity} (same value: 'common')
|
||||
value : array<string> {Bounties.items.[].system.traits.value}
|
||||
Length: min=0 max=4
|
||||
Value type: string {Bounties.items.[].system.traits.value.[]} (11 different values)
|
||||
[usage] : object {Bounties.items.[].system.usage}
|
||||
value : string {Bounties.items.[].system.usage.value} (same value: 'held-in-one-hand')
|
||||
[value] : object {Bounties.items.[].system.value}
|
||||
isValued : boolean {Bounties.items.[].system.value.isValued} (same value: True)
|
||||
value : integer {Bounties.items.[].system.value.value} (same value: 1)
|
||||
[weaponType] : object {Bounties.items.[].system.weaponType}
|
||||
value : string {Bounties.items.[].system.weaponType.value} (2 different values)
|
||||
'melee' (x5)
|
||||
'ranged' (x1)
|
||||
type : string {Bounties.items.[].type} (6 different values)
|
||||
action (x13)
|
||||
equipment (x2)
|
||||
melee (x6)
|
||||
weapon (x2)
|
||||
armor (x1)
|
||||
condition (x1)
|
||||
'action' (x13)
|
||||
'melee' (x6)
|
||||
'equipment' (x2)
|
||||
'weapon' (x2)
|
||||
'armor' (x1)
|
||||
'condition' (x1)
|
||||
[_stats] : object {Bounties.items.[]._stats}
|
||||
compendiumSource : string {Bounties.items.[]._stats.compendiumSource} (6 different values)
|
||||
Compendium.pf2e.bestiary-ability-glossary-srd.Item.TTCw5NusiSSkJU1x (x3)
|
||||
Compendium.pf2e.equipment-srd.Item.rQWaJhI5Bko5x14Z (x1)
|
||||
Compendium.pf2e.equipment-srd.Item.7tKkkF8eZ4iCLJtp (x1)
|
||||
Compendium.pf2e.equipment-srd.Item.4tIVTg9wj56RrveA (x1)
|
||||
Compendium.pf2e.conditionitems.Item.xYTAsEpcJE1Ccni3 (x1)
|
||||
Compendium.pf2e.bestiary-ability-glossary-srd.Item.AWvNPE4U0kEJSL1T (x1)
|
||||
'Compendium.pf2e.bestiary-ability-glossary-srd.Item.TTCw5NusiSSkJU1x' (x3)
|
||||
'Compendium.pf2e.equipment-srd.Item.rQWaJhI5Bko5x14Z' (x1)
|
||||
'Compendium.pf2e.equipment-srd.Item.7tKkkF8eZ4iCLJtp' (x1)
|
||||
'Compendium.pf2e.equipment-srd.Item.4tIVTg9wj56RrveA' (x1)
|
||||
'Compendium.pf2e.conditionitems.Item.xYTAsEpcJE1Ccni3' (x1)
|
||||
'Compendium.pf2e.bestiary-ability-glossary-srd.Item.AWvNPE4U0kEJSL1T' (x1)
|
||||
[flags] : object {Bounties.items.[].flags}
|
||||
pf2e : object {Bounties.items.[].flags.pf2e}
|
||||
linkedWeapon : string {Bounties.items.[].flags.pf2e.linkedWeapon} (2 different values)
|
||||
ZMD2EPgF9Gt7yBx9 (x1)
|
||||
sQAZaMnLlIELcrm0 (x2)
|
||||
'sQAZaMnLlIELcrm0' (x2)
|
||||
'ZMD2EPgF9Gt7yBx9' (x1)
|
||||
name : string {Bounties.name} (all different values)
|
||||
system : object {Bounties.system}
|
||||
attributes : object {Bounties.system.attributes}
|
||||
ac : object {Bounties.system.attributes.ac}
|
||||
value : integer {Bounties.system.attributes.ac.value} (all different values)
|
||||
details : string {Bounties.system.attributes.ac.details} (same value: )
|
||||
[emitsSound] : string {Bounties.system.attributes.emitsSound} (same value: encounter)
|
||||
[hardness] : integer {Bounties.system.attributes.hardness} (same value: 0)
|
||||
hp : object {Bounties.system.attributes.hp}
|
||||
details : string {Bounties.system.attributes.hp.details} (2 different values)
|
||||
(x1)
|
||||
void healing (x3)
|
||||
max : integer {Bounties.system.attributes.hp.max} (all different values)
|
||||
temp : integer {Bounties.system.attributes.hp.temp} (same value: 0)
|
||||
value : integer {Bounties.system.attributes.hp.value} (all different values)
|
||||
[stealth] : object {Bounties.system.attributes.stealth}
|
||||
details : string {Bounties.system.attributes.stealth.details} (same value: <p>to notice a thickening in the fog and hear a whispered voice asking "is Garmon safe?"</p>)
|
||||
value : integer {Bounties.system.attributes.stealth.value} (same value: 13)
|
||||
allSaves : object {Bounties.system.attributes.allSaves}
|
||||
value : string {Bounties.system.attributes.allSaves.value} (same value: )
|
||||
immunities : array<object> {Bounties.system.attributes.immunities}
|
||||
Length: min=5 max=5
|
||||
Value type: object {Bounties.system.attributes.immunities.[]}
|
||||
type : string {Bounties.system.attributes.immunities.[].type} (6 different values)
|
||||
death-effects (x3)
|
||||
disease (x3)
|
||||
paralyzed (x3)
|
||||
poison (x3)
|
||||
sleep (x2)
|
||||
unconscious (x1)
|
||||
speed : object {Bounties.system.attributes.speed}
|
||||
otherSpeeds : array<> {Bounties.system.attributes.speed.otherSpeeds}
|
||||
Length: min=0 max=0
|
||||
Value type: mixed
|
||||
special : string {Bounties.system.attributes.speed.special} (same value: )
|
||||
value : integer {Bounties.system.attributes.speed.value} (2 different values)
|
||||
40 (x1)
|
||||
30 (x2)
|
||||
[weaknesses] : array<object> {Bounties.system.attributes.weaknesses}
|
||||
Length: min=2 max=2
|
||||
Value type: object {Bounties.system.attributes.weaknesses.[]}
|
||||
type : string {Bounties.system.attributes.weaknesses.[].type} (2 different values)
|
||||
vitality (x1)
|
||||
slashing (x1)
|
||||
value : integer {Bounties.system.attributes.weaknesses.[].value} (same value: 5)
|
||||
[creatureType] : string {Bounties.system.creatureType} (same value: )
|
||||
details : object {Bounties.system.details}
|
||||
[description] : string {Bounties.system.details.description} (same value: <p>Averlace's lingering sentiment wards her mentor's remains and her own.</p>)
|
||||
[disable] : string {Bounties.system.details.disable} (same value: <p>@Check[religion|dc:18] (trained) to exorcise the haunt, or @Check[deception|dc:20] or Diplomacy to convincingly say Garmon is "safe"</p>)
|
||||
[isComplex] : boolean {Bounties.system.details.isComplex} (same value: False)
|
||||
level : object {Bounties.system.details.level}
|
||||
value : integer {Bounties.system.details.level.value} (3 different values)
|
||||
5 (x2)
|
||||
-1 (x1)
|
||||
1 (x1)
|
||||
publication : object {Bounties.system.details.publication}
|
||||
license : string {Bounties.system.details.publication.license} (same value: OGL)
|
||||
remaster : boolean {Bounties.system.details.publication.remaster} (same value: False)
|
||||
title : string {Bounties.system.details.publication.title} (same value: Pathfinder Bounty #21: Against the Unliving)
|
||||
[reset] : string {Bounties.system.details.reset} (same value: <p>The haunt resets every night at midnight until the skeletal soldiers risen from Garmon and Averlace are destroyed.</p>)
|
||||
[routine] : string {Bounties.system.details.routine} (same value: )
|
||||
blurb : string {Bounties.system.details.blurb} (3 different values)
|
||||
Variant predatory rabbit (x1)
|
||||
Variant withered (x1)
|
||||
Variant scorned hound (x1)
|
||||
languages : object {Bounties.system.details.languages}
|
||||
details : string {Bounties.system.details.languages.details} (2 different values)
|
||||
can't speak any language (x1)
|
||||
(x2)
|
||||
value : array<string> {Bounties.system.details.languages.value}
|
||||
Length: min=0 max=2
|
||||
Value type: string {Bounties.system.details.languages.value.[]} (2 different values)
|
||||
common (x2)
|
||||
necril (x2)
|
||||
privateNotes : string {Bounties.system.details.privateNotes} (same value: )
|
||||
publicNotes : string {Bounties.system.details.publicNotes} (2 different values)
|
||||
<p>Bonds of loyalty that endure beyond death reanimate pets to crawl from their graves within days of dying, returning to the side of their past owners, family, or pack. Unfortunately, death irrevocably changes a risen pet. They return as aggressive, predatory beasts, difficult to control and easy to anger. Even the most friendly and docile of pets becomes sadistic and violent in undeath—fixating first on those it views as competition for the attention of its owners. When a risen pet is jilted, rebuffed, or offended by its owner, it turns on them.</p> (x2)
|
||||
<p>Simple to create and varied in purpose, these shambling undead are often used for their strength and endless stamina to conduct boring, repetitive tasks.</p> (x1)
|
||||
saves : object {Bounties.system.saves}
|
||||
fortitude : object {Bounties.system.saves.fortitude}
|
||||
saveDetail : string {Bounties.system.saves.fortitude.saveDetail} (same value: )
|
||||
value : integer {Bounties.system.saves.fortitude.value} (all different values)
|
||||
reflex : object {Bounties.system.saves.reflex}
|
||||
saveDetail : string {Bounties.system.saves.reflex.saveDetail} (same value: )
|
||||
value : integer {Bounties.system.saves.reflex.value} (all different values)
|
||||
will : object {Bounties.system.saves.will}
|
||||
saveDetail : string {Bounties.system.saves.will.saveDetail} (same value: )
|
||||
value : integer {Bounties.system.saves.will.value} (all different values)
|
||||
[statusEffects] : array<> {Bounties.system.statusEffects}
|
||||
Length: min=0 max=0
|
||||
Value type: mixed
|
||||
traits : object {Bounties.system.traits}
|
||||
rarity : string {Bounties.system.traits.rarity} (same value: unique)
|
||||
size : object {Bounties.system.traits.size}
|
||||
value : string {Bounties.system.traits.size.value} (3 different values)
|
||||
med (x2)
|
||||
tiny (x1)
|
||||
sm (x1)
|
||||
value : array<string> {Bounties.system.traits.value}
|
||||
Length: min=1 max=4
|
||||
Value type: string {Bounties.system.traits.value.[]} (6 different values)
|
||||
haunt (x1)
|
||||
chaotic (x2)
|
||||
undead (x3)
|
||||
evil (x1)
|
||||
unholy (x1)
|
||||
zombie (x1)
|
||||
abilities : object {Bounties.system.abilities}
|
||||
cha : object {Bounties.system.abilities.cha}
|
||||
mod : integer {Bounties.system.abilities.cha.mod} (2 different values)
|
||||
@@ -397,14 +220,90 @@ object {Bounties}
|
||||
4 (x1)
|
||||
wis : object {Bounties.system.abilities.wis}
|
||||
mod : integer {Bounties.system.abilities.wis.mod} (2 different values)
|
||||
1 (x1)
|
||||
2 (x2)
|
||||
1 (x1)
|
||||
attributes : object {Bounties.system.attributes}
|
||||
ac : object {Bounties.system.attributes.ac}
|
||||
details : string {Bounties.system.attributes.ac.details} (same value: '')
|
||||
value : integer {Bounties.system.attributes.ac.value} (all different values)
|
||||
allSaves : object {Bounties.system.attributes.allSaves}
|
||||
value : string {Bounties.system.attributes.allSaves.value} (same value: '')
|
||||
[emitsSound] : string {Bounties.system.attributes.emitsSound} (same value: 'encounter')
|
||||
[hardness] : integer {Bounties.system.attributes.hardness} (same value: 0)
|
||||
hp : object {Bounties.system.attributes.hp}
|
||||
details : string {Bounties.system.attributes.hp.details} (2 different values)
|
||||
'void healing' (x3)
|
||||
'' (x1)
|
||||
max : integer {Bounties.system.attributes.hp.max} (all different values)
|
||||
temp : integer {Bounties.system.attributes.hp.temp} (same value: 0)
|
||||
value : integer {Bounties.system.attributes.hp.value} (all different values)
|
||||
immunities : array<object> {Bounties.system.attributes.immunities}
|
||||
Length: min=5 max=5
|
||||
Value type: object {Bounties.system.attributes.immunities.[]}
|
||||
type : string {Bounties.system.attributes.immunities.[].type} (6 different values)
|
||||
'death-effects' (x3)
|
||||
'disease' (x3)
|
||||
'paralyzed' (x3)
|
||||
'poison' (x3)
|
||||
'sleep' (x2)
|
||||
'unconscious' (x1)
|
||||
speed : object {Bounties.system.attributes.speed}
|
||||
otherSpeeds : array<> {Bounties.system.attributes.speed.otherSpeeds}
|
||||
Length: min=0 max=0
|
||||
Value type: empty
|
||||
special : string {Bounties.system.attributes.speed.special} (same value: '')
|
||||
value : integer {Bounties.system.attributes.speed.value} (2 different values)
|
||||
30 (x2)
|
||||
40 (x1)
|
||||
[stealth] : object {Bounties.system.attributes.stealth}
|
||||
details : string {Bounties.system.attributes.stealth.details} (same value: '<p>to notice a thickening in the fog and hear a whispered voice asking "is Garmon safe?"</p>')
|
||||
value : integer {Bounties.system.attributes.stealth.value} (same value: 13)
|
||||
[weaknesses] : array<object> {Bounties.system.attributes.weaknesses}
|
||||
Length: min=2 max=2
|
||||
Value type: object {Bounties.system.attributes.weaknesses.[]}
|
||||
type : string {Bounties.system.attributes.weaknesses.[].type} (2 different values)
|
||||
'vitality' (x1)
|
||||
'slashing' (x1)
|
||||
value : integer {Bounties.system.attributes.weaknesses.[].value} (same value: 5)
|
||||
[creatureType] : string {Bounties.system.creatureType} (same value: '')
|
||||
details : object {Bounties.system.details}
|
||||
blurb : string {Bounties.system.details.blurb} (3 different values)
|
||||
'Variant predatory rabbit' (x1)
|
||||
'Variant withered' (x1)
|
||||
'Variant scorned hound' (x1)
|
||||
[description] : string {Bounties.system.details.description} (same value: '<p>Averlace\'s lingering sentiment wards her mentor\'s remains and her own.</p>')
|
||||
[disable] : string {Bounties.system.details.disable} (same value: '<p>@Check[religion|dc:18] (trained) to exorcise the haunt, or @Check[deception|dc:20] or Diplomacy to convincingly say Garmon is "safe"</p>')
|
||||
[isComplex] : boolean {Bounties.system.details.isComplex} (same value: False)
|
||||
languages : object {Bounties.system.details.languages}
|
||||
details : string {Bounties.system.details.languages.details} (2 different values)
|
||||
'' (x2)
|
||||
'can\'t speak any language' (x1)
|
||||
value : array<string> {Bounties.system.details.languages.value}
|
||||
Length: min=0 max=2
|
||||
Value type: string {Bounties.system.details.languages.value.[]} (2 different values)
|
||||
'common' (x2)
|
||||
'necril' (x2)
|
||||
level : object {Bounties.system.details.level}
|
||||
value : integer {Bounties.system.details.level.value} (3 different values)
|
||||
5 (x2)
|
||||
-1 (x1)
|
||||
1 (x1)
|
||||
privateNotes : string {Bounties.system.details.privateNotes} (same value: '')
|
||||
publicNotes : string {Bounties.system.details.publicNotes} (2 different values)
|
||||
'<p>Bonds of loyalty that endure beyond death reanimate pets to crawl from their graves within days of dying, returning to the side of their past owners, family, or pack. Unfortunately, death irrevocably changes a risen pet. They return as aggressive, predatory beasts, difficult to control and easy to anger. Even the most friendly and docile of pets becomes sadistic and violent in undeath—fixating first on those it views as competition for the attention of its owners. When a risen pet is jilted, rebuffed, or offended by its owner, it turns on them.</p>' (x2)
|
||||
'<p>Simple to create and varied in purpose, these shambling undead are often used for their strength and endless stamina to conduct boring, repetitive tasks.</p>' (x1)
|
||||
publication : object {Bounties.system.details.publication}
|
||||
license : string {Bounties.system.details.publication.license} (same value: 'OGL')
|
||||
remaster : boolean {Bounties.system.details.publication.remaster} (same value: False)
|
||||
title : string {Bounties.system.details.publication.title} (same value: 'Pathfinder Bounty #21: Against the Unliving')
|
||||
[reset] : string {Bounties.system.details.reset} (same value: '<p>The haunt resets every night at midnight until the skeletal soldiers risen from Garmon and Averlace are destroyed.</p>')
|
||||
[routine] : string {Bounties.system.details.routine} (same value: '')
|
||||
initiative : object {Bounties.system.initiative}
|
||||
statistic : string {Bounties.system.initiative.statistic} (same value: perception)
|
||||
statistic : string {Bounties.system.initiative.statistic} (same value: 'perception')
|
||||
perception : object {Bounties.system.perception}
|
||||
details : string {Bounties.system.perception.details} (2 different values)
|
||||
sense companion (x2)
|
||||
(x1)
|
||||
'sense companion' (x2)
|
||||
'' (x1)
|
||||
mod : integer {Bounties.system.perception.mod} (3 different values)
|
||||
5 (x1)
|
||||
11 (x1)
|
||||
@@ -412,12 +311,22 @@ object {Bounties}
|
||||
senses : array<object> {Bounties.system.perception.senses}
|
||||
Length: min=1 max=2
|
||||
Value type: object {Bounties.system.perception.senses.[]}
|
||||
type : string {Bounties.system.perception.senses.[].type} (2 different values)
|
||||
darkvision (x3)
|
||||
scent (x1)
|
||||
acuity : string {Bounties.system.perception.senses.[].acuity} (same value: imprecise)
|
||||
acuity : string {Bounties.system.perception.senses.[].acuity} (same value: 'imprecise')
|
||||
range : integer {Bounties.system.perception.senses.[].range} (same value: 30)
|
||||
type : string {Bounties.system.perception.senses.[].type} (2 different values)
|
||||
'darkvision' (x3)
|
||||
'scent' (x1)
|
||||
resources : object {Bounties.system.resources}
|
||||
saves : object {Bounties.system.saves}
|
||||
fortitude : object {Bounties.system.saves.fortitude}
|
||||
saveDetail : string {Bounties.system.saves.fortitude.saveDetail} (same value: '')
|
||||
value : integer {Bounties.system.saves.fortitude.value} (all different values)
|
||||
reflex : object {Bounties.system.saves.reflex}
|
||||
saveDetail : string {Bounties.system.saves.reflex.saveDetail} (same value: '')
|
||||
value : integer {Bounties.system.saves.reflex.value} (all different values)
|
||||
will : object {Bounties.system.saves.will}
|
||||
saveDetail : string {Bounties.system.saves.will.saveDetail} (same value: '')
|
||||
value : integer {Bounties.system.saves.will.value} (all different values)
|
||||
skills : object {Bounties.system.skills}
|
||||
[acrobatics] : object {Bounties.system.skills.acrobatics}
|
||||
base : integer {Bounties.system.skills.acrobatics.base} (2 different values)
|
||||
@@ -432,15 +341,15 @@ object {Bounties}
|
||||
Length: min=1 max=1
|
||||
Value type: object {Bounties.system.skills.athletics.special.[]}
|
||||
base : integer {Bounties.system.skills.athletics.special.[].base} (same value: 4)
|
||||
label : string {Bounties.system.skills.athletics.special.[].label} (same value: when jumping)
|
||||
label : string {Bounties.system.skills.athletics.special.[].label} (same value: 'when jumping')
|
||||
predicate : array<object> {Bounties.system.skills.athletics.special.[].predicate}
|
||||
Length: min=1 max=1
|
||||
Value type: object {Bounties.system.skills.athletics.special.[].predicate.[]}
|
||||
or : array<string> {Bounties.system.skills.athletics.special.[].predicate.[].or}
|
||||
Length: min=2 max=2
|
||||
Value type: string {Bounties.system.skills.athletics.special.[].predicate.[].or.[]} (2 different values)
|
||||
action:long-jump (x1)
|
||||
action:high-jump (x1)
|
||||
'action:long-jump' (x1)
|
||||
'action:high-jump' (x1)
|
||||
stealth : object {Bounties.system.skills.stealth}
|
||||
base : integer {Bounties.system.skills.stealth.base} (3 different values)
|
||||
6 (x1)
|
||||
@@ -452,6 +361,25 @@ object {Bounties}
|
||||
base : integer {Bounties.system.skills.intimidation.base} (same value: 9)
|
||||
survival : object {Bounties.system.skills.survival}
|
||||
base : integer {Bounties.system.skills.survival.base} (same value: 5)
|
||||
[statusEffects] : array<> {Bounties.system.statusEffects}
|
||||
Length: min=0 max=0
|
||||
Value type: empty
|
||||
traits : object {Bounties.system.traits}
|
||||
rarity : string {Bounties.system.traits.rarity} (same value: 'unique')
|
||||
size : object {Bounties.system.traits.size}
|
||||
value : string {Bounties.system.traits.size.value} (3 different values)
|
||||
'med' (x2)
|
||||
'tiny' (x1)
|
||||
'sm' (x1)
|
||||
value : array<string> {Bounties.system.traits.value}
|
||||
Length: min=1 max=4
|
||||
Value type: string {Bounties.system.traits.value.[]} (6 different values)
|
||||
'undead' (x3)
|
||||
'chaotic' (x2)
|
||||
'haunt' (x1)
|
||||
'evil' (x1)
|
||||
'unholy' (x1)
|
||||
'zombie' (x1)
|
||||
type : string {Bounties.type} (2 different values)
|
||||
hazard (x1)
|
||||
npc (x3)
|
||||
'npc' (x3)
|
||||
'hazard' (x1)
|
||||
Reference in New Issue
Block a user