Новые результаты

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2025-03-29 15:31:05 +04:00
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1-00
Different values: 4
=====================================
object {1-00}
_id : string {1-00._id} (all different values)
folder : string {1-00.folder} (same value: I4l2pDNBdcgiUIiv)
img : string {1-00.img} (2 different values)
systems/pf2e/icons/default-icons/hazard.svg (x2)
systems/pf2e/icons/default-icons/npc.svg (x2)
items : array<object> {1-00.items}
Length: min=1 max=16
Value type: object {1-00.items.[]}
_id : string {1-00.items.[]._id} (29 different values)
img : string {1-00.items.[].img} (17 different values)
systems/pf2e/icons/actions/Reaction.webp (x2)
systems/pf2e/icons/default-icons/melee.svg (x6)
systems/pf2e/icons/actions/Passive.webp (x7)
systems/pf2e/icons/equipment/weapons/kukri.webp (x1)
systems/pf2e/icons/equipment/alchemical-items/alchemical-bombs/acid-flask.webp (x1)
systems/pf2e/icons/equipment/alchemical-items/alchemical-bombs/bottled-lightning.webp (x1)
systems/pf2e/icons/equipment/alchemical-items/alchemical-bombs/frost-vial.webp (x1)
icons/equipment/chest/breastplate-layered-leather-studded-brown.webp (x1)
icons/tools/laboratory/vials-blue-pink.webp (x1)
systems/pf2e/icons/equipment/worn-items/other-worn-items/alchemist-goggles.webp (x1)
systems/pf2e/icons/actions/OneAction.webp (x1)
systems/pf2e/icons/default-icons/spellcastingEntry.svg (x1)
icons/magic/light/projectile-stars-blue.webp (x1)
systems/pf2e/icons/spells/grease.webp (x1)
systems/pf2e/icons/spells/light.webp (x1)
systems/pf2e/icons/spells/mage-hand.webp (x1)
icons/magic/symbols/runes-triangle-blue.webp (x1)
name : string {1-00.items.[].name} (27 different values)
sort : integer {1-00.items.[].sort} (17 different values)
0 (x3)
100000 (x3)
200000 (x2)
300000 (x2)
400000 (x2)
500000 (x2)
600000 (x2)
700000 (x2)
800000 (x2)
900000 (x2)
1000000 (x1)
1100000 (x1)
1200000 (x1)
1300000 (x1)
1400000 (x1)
1500000 (x1)
1600000 (x1)
system : object {1-00.items.[].system}
[actionType] : object {1-00.items.[].system.actionType}
value : string {1-00.items.[].system.actionType.value} (3 different values)
reaction (x2)
passive (x7)
action (x1)
[actions] : object {1-00.items.[].system.actions}
[value] : integer {1-00.items.[].system.actions.value} (same value: 1)
[category] : string {1-00.items.[].system.category} (all different values)
description : object {1-00.items.[].system.description}
value : string {1-00.items.[].system.description.value} (24 different values)
publication : object {1-00.items.[].system.publication}
license : string {1-00.items.[].system.publication.license} (same value: OGL)
remaster : boolean {1-00.items.[].system.publication.remaster} (same value: False)
title : string {1-00.items.[].system.publication.title} (3 different values)
(x21)
Pathfinder Core Rulebook (x7)
Pathfinder Bestiary (x1)
rules : ###FoundryRulesObject###
[slug] : string {1-00.items.[].system.slug} (13 different values)
kukri (x1)
acid-flask-moderate (x1)
bottled-lightning-moderate (x1)
frost-vial-moderate (x1)
studded-leather-armor (x1)
alchemists-tools (x1)
alchemist-goggles (x1)
sneak-attack (x1)
levitate (x1)
grease (x1)
light (x1)
mage-hand (x1)
prestidigitation (x1)
[traits] : object {1-00.items.[].system.traits}
rarity : string {1-00.items.[].system.traits.rarity} (2 different values)
common (x27)
uncommon (x1)
value : array<string> {1-00.items.[].system.traits.value}
Length: min=0 max=6
Value type: string {1-00.items.[].system.traits.value.[]} (19 different values)
agile (x3)
finesse (x3)
trip (x2)
acid (x1)
alchemical (x3)
bomb (x3)
consumable (x3)
infused (x3)
splash (x6)
electricity (x1)
cold (x1)
invested (x1)
magical (x3)
range-increment-20 (x3)
concentrate (x5)
manipulate (x5)
cantrip (x3)
light (x1)
unarmed (x1)
[traditions] : array<string> {1-00.items.[].system.traits.traditions}
Length: min=2 max=4
Value type: string {1-00.items.[].system.traits.traditions.[]} (all different values)
[attack] : object {1-00.items.[].system.attack}
value : string {1-00.items.[].system.attack.value} (same value: )
[attackEffects] : object {1-00.items.[].system.attackEffects}
value : array<string> {1-00.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {1-00.items.[].system.attackEffects.value.[]} (same value: no-map)
[custom] : string {1-00.items.[].system.attackEffects.custom} (same value: )
[bonus] : object {1-00.items.[].system.bonus}
value : integer {1-00.items.[].system.bonus.value} (6 different values)
14 (x1)
0 (x1)
1 (x3)
15 (x1)
16 (x3)
10 (x1)
[damageRolls] : object {1-00.items.[].system.damageRolls}
[0] : object {1-00.items.[].system.damageRolls.0}
damage : string {1-00.items.[].system.damageRolls.0.damage} (all different values)
damageType : string {1-00.items.[].system.damageRolls.0.damageType} (all different values)
[1] : object {1-00.items.[].system.damageRolls.1}
category : string {1-00.items.[].system.damageRolls.1.category} (2 different values)
persistent (x2)
splash (x2)
damage : string {1-00.items.[].system.damageRolls.1.damage} (3 different values)
2d4 (x1)
2d6 (x1)
2 (x2)
damageType : string {1-00.items.[].system.damageRolls.1.damageType} (3 different values)
acid (x2)
electricity (x1)
cold (x1)
[2] : object {1-00.items.[].system.damageRolls.2}
category : string {1-00.items.[].system.damageRolls.2.category} (same value: splash)
damage : string {1-00.items.[].system.damageRolls.2.damage} (same value: 2)
damageType : string {1-00.items.[].system.damageRolls.2.damageType} (same value: acid)
bl9e8drfhkiss7bj3hh7 : object {1-00.items.[].system.damageRolls.bl9e8drfhkiss7bj3hh7}
damage : string {1-00.items.[].system.damageRolls.bl9e8drfhkiss7bj3hh7.damage} (same value: 1d6+2)
damageType : string {1-00.items.[].system.damageRolls.bl9e8drfhkiss7bj3hh7.damageType} (same value: bludgeoning)
[weaponType] : object {1-00.items.[].system.weaponType}
value : string {1-00.items.[].system.weaponType.value} (2 different values)
melee (x3)
ranged (x3)
[baseItem] : string {1-00.items.[].system.baseItem} (3 different values)
kukri (x1)
alchemical-bomb (x3)
studded-leather-armor (x1)
[bonusDamage] : object {1-00.items.[].system.bonusDamage}
value : integer {1-00.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {1-00.items.[].system.bulk}
value : mixed
float {1-00.items.[].system.bulk.value} (same value: 0,1)
integer {1-00.items.[].system.bulk.value} (2 different values)
1 (x2)
0 (x1)
[containerId] : mixed
[damage] : object {1-00.items.[].system.damage}
[damageType] : string {1-00.items.[].system.damage.damageType} (all different values)
[dice] : integer {1-00.items.[].system.damage.dice} (2 different values)
1 (x2)
2 (x2)
[die] : string {1-00.items.[].system.damage.die} (2 different values)
d6 (x3)
(x1)
[persistent] : object {1-00.items.[].system.damage.persistent}
faces : integer {1-00.items.[].system.damage.persistent.faces} (same value: 6)
number : integer {1-00.items.[].system.damage.persistent.number} (same value: 2)
type : string {1-00.items.[].system.damage.persistent.type} (same value: acid)
[equipped] : object {1-00.items.[].system.equipped}
carryType : string {1-00.items.[].system.equipped.carryType} (same value: worn)
handsHeld : integer {1-00.items.[].system.equipped.handsHeld} (same value: 0)
[invested] : mixed
[inSlot] : boolean {1-00.items.[].system.equipped.inSlot} (same value: True)
[group] : string {1-00.items.[].system.group} (3 different values)
knife (x1)
bomb (x3)
leather (x1)
[hardness] : integer {1-00.items.[].system.hardness} (same value: 0)
[hp] : object {1-00.items.[].system.hp}
max : integer {1-00.items.[].system.hp.max} (same value: 0)
value : integer {1-00.items.[].system.hp.value} (same value: 0)
[level] : object {1-00.items.[].system.level}
value : integer {1-00.items.[].system.level.value} (all different values)
[material] : object {1-00.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {1-00.items.[].system.price}
value : object {1-00.items.[].system.price.value}
[sp] : integer {1-00.items.[].system.price.value.sp} (same value: 6)
gp : integer {1-00.items.[].system.price.value.gp} (3 different values)
10 (x3)
3 (x2)
100 (x1)
[quantity] : integer {1-00.items.[].system.quantity} (2 different values)
1 (x4)
2 (x3)
[range] : mixed
integer {1-00.items.[].system.range} (same value: 20)
object {1-00.items.[].system.range}
value : string {1-00.items.[].system.range.value} (3 different values)
touch (x2)
30 feet (x2)
10 feet (x1)
[reload] : object {1-00.items.[].system.reload}
value : string {1-00.items.[].system.reload.value} (2 different values)
(x1)
- (x3)
[runes] : object {1-00.items.[].system.runes}
potency : integer {1-00.items.[].system.runes.potency} (2 different values)
1 (x1)
0 (x4)
property : array<> {1-00.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {1-00.items.[].system.runes.striking} (same value: 0)
resilient : integer {1-00.items.[].system.runes.resilient} (same value: 0)
[size] : string {1-00.items.[].system.size} (same value: med)
[splashDamage] : object {1-00.items.[].system.splashDamage}
[value] : integer {1-00.items.[].system.splashDamage.value} (same value: 2)
[usage] : object {1-00.items.[].system.usage}
value : string {1-00.items.[].system.usage.value} (3 different values)
held-in-one-hand (x4)
held-in-two-hands (x1)
worneyepiece (x1)
[acBonus] : integer {1-00.items.[].system.acBonus} (same value: 2)
[checkPenalty] : integer {1-00.items.[].system.checkPenalty} (same value: -1)
[dexCap] : integer {1-00.items.[].system.dexCap} (same value: 3)
[speedPenalty] : integer {1-00.items.[].system.speedPenalty} (same value: 0)
[strength] : integer {1-00.items.[].system.strength} (same value: 1)
[autoHeightenLevel] : object {1-00.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {1-00.items.[].system.prepared}
value : string {1-00.items.[].system.prepared.value} (same value: innate)
[proficiency] : object {1-00.items.[].system.proficiency}
value : integer {1-00.items.[].system.proficiency.value} (same value: 0)
[slots] : object {1-00.items.[].system.slots}
slot3 : object {1-00.items.[].system.slots.slot3}
max : integer {1-00.items.[].system.slots.slot3.max} (same value: 2)
value : integer {1-00.items.[].system.slots.slot3.value} (same value: 2)
[spelldc] : object {1-00.items.[].system.spelldc}
dc : integer {1-00.items.[].system.spelldc.dc} (same value: 18)
mod : integer {1-00.items.[].system.spelldc.mod} (same value: 0)
value : integer {1-00.items.[].system.spelldc.value} (same value: 8)
[tradition] : object {1-00.items.[].system.tradition}
value : string {1-00.items.[].system.tradition.value} (same value: occult)
[area] : mixed
[cost] : object {1-00.items.[].system.cost}
value : string {1-00.items.[].system.cost.value} (same value: )
[counteraction] : boolean {1-00.items.[].system.counteraction} (same value: False)
[defense] : object {1-00.items.[].system.defense}
save : object {1-00.items.[].system.defense.save}
basic : boolean {1-00.items.[].system.defense.save.basic} (same value: False)
statistic : string {1-00.items.[].system.defense.save.statistic} (same value: reflex)
[duration] : object {1-00.items.[].system.duration}
sustained : boolean {1-00.items.[].system.duration.sustained} (2 different values)
False (x3)
True (x2)
value : string {1-00.items.[].system.duration.value} (all different values)
[location] : object {1-00.items.[].system.location}
[heightenedLevel] : integer {1-00.items.[].system.location.heightenedLevel} (same value: 3)
value : string {1-00.items.[].system.location.value} (same value: vMQQwaWnO7CVgobM)
[requirements] : string {1-00.items.[].system.requirements} (same value: )
[target] : object {1-00.items.[].system.target}
value : string {1-00.items.[].system.target.value} (5 different values)
1 unattended object or willing creature (x1)
1 object of Bulk 1 or less (x1)
1 object of 1 Bulk or less, either unattended or possessed by you or a willing ally (x1)
1 unattended object of light Bulk or less (x1)
1 object (cook, lift, or tidy only) (x1)
[time] : object {1-00.items.[].system.time}
value : string {1-00.items.[].system.time.value} (same value: 2)
type : string {1-00.items.[].type} (7 different values)
action (x10)
melee (x6)
weapon (x4)
armor (x1)
equipment (x2)
spellcastingEntry (x1)
spell (x5)
[_stats] : object {1-00.items.[]._stats}
compendiumSource : string {1-00.items.[]._stats.compendiumSource} (13 different values)
Compendium.pf2e.equipment-srd.Item.TDrO7Xdyn7juFy3c (x1)
Compendium.pf2e.equipment-srd.Item.SgtqZxt26BdjUmEB (x1)
Compendium.pf2e.equipment-srd.Item.97QyNEOAyYLdGaYc (x1)
Compendium.pf2e.equipment-srd.Item.nVvH1ZcM7OwIVIs8 (x1)
Compendium.pf2e.equipment-srd.Item.ewQZ0VeL38v3qFnN (x1)
Compendium.pf2e.equipment-srd.Item.4ftXXUCBHcf4b0MH (x1)
Compendium.pf2e.equipment-srd.Item.7JVgLiNTAs4clEW8 (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.AWvNPE4U0kEJSL1T (x1)
Compendium.pf2e.spells-srd.Item.fI20AVwOzJMHXRdo (x1)
Compendium.pf2e.spells-srd.Item.Wu0xFpewMKRK3HG8 (x1)
Compendium.pf2e.spells-srd.Item.WBmvzNDfpwka3qT4 (x1)
Compendium.pf2e.spells-srd.Item.pwzdSlJgYqN7bs2w (x1)
Compendium.pf2e.spells-srd.Item.Qw3fnUlaUbnn7ipC (x1)
[flags] : object {1-00.items.[].flags}
pf2e : object {1-00.items.[].flags.pf2e}
linkedWeapon : string {1-00.items.[].flags.pf2e.linkedWeapon} (all different values)
name : string {1-00.name} (all different values)
system : object {1-00.system}
attributes : object {1-00.system.attributes}
ac : object {1-00.system.attributes.ac}
value : integer {1-00.system.attributes.ac.value} (all different values)
[details] : string {1-00.system.attributes.ac.details} (same value: )
[emitsSound] : string {1-00.system.attributes.emitsSound} (same value: encounter)
[hardness] : integer {1-00.system.attributes.hardness} (2 different values)
14 (x1)
12 (x1)
[hasHealth] : boolean {1-00.system.attributes.hasHealth} (same value: True)
hp : object {1-00.system.attributes.hp}
details : string {1-00.system.attributes.hp.details} (same value: )
max : integer {1-00.system.attributes.hp.max} (all different values)
temp : integer {1-00.system.attributes.hp.temp} (same value: 0)
value : integer {1-00.system.attributes.hp.value} (all different values)
tempmax : integer {1-00.system.attributes.hp.tempmax} (same value: 0)
[immunities] : array<object> {1-00.system.attributes.immunities}
Length: min=1 max=3
Value type: object {1-00.system.attributes.immunities.[]}
type : string {1-00.system.attributes.immunities.[].type} (all different values)
[stealth] : object {1-00.system.attributes.stealth}
details : string {1-00.system.attributes.stealth.details} (2 different values)
<p>(expert) to notice the concealed fountain</p> (x1)
<p>(trained); the DC to notice the <em>protoplasmic extruder</em> is 0</p> (x1)
value : integer {1-00.system.attributes.stealth.value} (2 different values)
16 (x1)
0 (x1)
[allSaves] : object {1-00.system.attributes.allSaves}
value : string {1-00.system.attributes.allSaves.value} (2 different values)
+1 status on all saves vs. poison (x1)
(x1)
[speed] : object {1-00.system.attributes.speed}
otherSpeeds : array<> {1-00.system.attributes.speed.otherSpeeds}
Length: min=0 max=0
Value type: mixed
value : integer {1-00.system.attributes.speed.value} (2 different values)
25 (x1)
20 (x1)
[creatureType] : string {1-00.system.creatureType} (same value: )
details : object {1-00.system.details}
[description] : string {1-00.system.details.description} (2 different values)
<p>A concealed acid fountain with three nozzles is connected to eight pressure pads in the room.</p> (x1)
<p>A spherical contraption of metal and reinforced hoses 20 feet in diameter, the <em>protoplasmic extruder</em> draws in the arcane slurry from Quantium's sewers and magically transforms the slurry into dangerous oozes.</p> (x1)
[disable] : string {1-00.system.details.disable} (2 different values)
<p>@Check[thievery|dc:26|name:Disable the Fountain|traits:complex,mechanical,trap] (expert) on the fountain stops it from spraying acid, or @Check[thievery|dc:22|name:Disable a Fountain Nozzle|traits:complex,mechanical,trap] (expert) disables one of the nozzles and reduces the number of actions the trap can take by 1. When the number of actions is reduced to 0, the fountain is disabled.</p> (x1)
<p>@Check[occultism|dc:22|name:Disable Extruder|traits:complex,mechanical,magical,trap] (expert) twice or @Check[thievery|dc:24|name:Disable Extruder|traits:complex,mechanical,magical,trap] (expert) causes it to lose its action on its next turn. Two successes (or one critical success) disables it completely; @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (3rd level; counteract DC 20) causes the protoplasmic extruder to lose its action on its next turn but never disables it.</p> (x1)
[isComplex] : boolean {1-00.system.details.isComplex} (same value: True)
level : object {1-00.system.details.level}
value : integer {1-00.system.details.level.value} (3 different values)
6 (x1)
5 (x2)
2 (x1)
publication : object {1-00.system.details.publication}
license : string {1-00.system.details.publication.license} (same value: OGL)
remaster : boolean {1-00.system.details.publication.remaster} (same value: False)
title : string {1-00.system.details.publication.title} (same value: Pathfinder Society Scenario #1-00: Origin of the Open Road)
[reset] : string {1-00.system.details.reset} (2 different values)
<p>The trap deactivates after 1 minute, at which point its acid reservoir is empty. It can't reactivate until this reservoir is refilled.</p> (x1)
<p>The <em>protoplasmic extruder</em> must gather reagents from the arcane slurry of the sewers for 24 hours before it can be reactivated.</p> (x1)
[routine] : string {1-00.system.details.routine} (2 different values)
<p>(3 actions) On its initiative, the trap makes an acid spray Strike against a random creature in the room for each of its actions.</p> (x1)
<p>(1 action) On its initiative, the trap creates an ooze in an adjacent unoccupied space. The first time the <em>protoplasmic extruder</em> uses this action, it creates a @UUID[Compendium.pf2e.pathfinder-bestiary.Actor.Gelatinous Cube] that acts immediately and thereafter acts on the <em>protoplasmic extruder's</em> initiative. In following rounds, the <em>protoplasmic extruder</em> instead creates @UUID[Compendium.pf2e.pathfinder-monster-core.Actor.Sewer Ooze]{Sewer Oozes} that act in the same manner.</p>
<p>Oozes created by the protoplasmic extruder are a nacreous green color; a gelatinous cube loses its transparent ability. All oozes created by the <em>protoplasmic extruder</em> are loyal to the Ohrlavis and act as they command.</p>
<p>The <em>protoplasmic extruder</em> can create no more than four oozes in total before it deactivates and resets.</p> (x1)
[blurb] : string {1-00.system.details.blurb} (same value: )
[languages] : object {1-00.system.details.languages}
details : string {1-00.system.details.languages.details} (same value: )
value : array<string> {1-00.system.details.languages.value}
Length: min=1 max=3
Value type: string {1-00.system.details.languages.value.[]} (3 different values)
common (x2)
osiriani (x1)
vudrani (x1)
[privateNotes] : string {1-00.system.details.privateNotes} (same value: )
[publicNotes] : string {1-00.system.details.publicNotes} (same value: )
saves : object {1-00.system.saves}
fortitude : object {1-00.system.saves.fortitude}
saveDetail : string {1-00.system.saves.fortitude.saveDetail} (same value: )
value : integer {1-00.system.saves.fortitude.value} (all different values)
reflex : object {1-00.system.saves.reflex}
saveDetail : string {1-00.system.saves.reflex.saveDetail} (same value: )
value : integer {1-00.system.saves.reflex.value} (all different values)
will : object {1-00.system.saves.will}
saveDetail : string {1-00.system.saves.will.saveDetail} (same value: )
value : integer {1-00.system.saves.will.value} (3 different values)
0 (x2)
9 (x1)
6 (x1)
[statusEffects] : array<> {1-00.system.statusEffects}
Length: min=0 max=0
Value type: mixed
traits : object {1-00.system.traits}
rarity : string {1-00.system.traits.rarity} (2 different values)
common (x3)
unique (x1)
size : object {1-00.system.traits.size}
value : string {1-00.system.traits.size.value} (2 different values)
med (x3)
tiny (x1)
value : array<string> {1-00.system.traits.value}
Length: min=2 max=3
Value type: string {1-00.system.traits.value.[]} (9 different values)
mechanical (x2)
trap (x2)
evil (x1)
human (x1)
humanoid (x1)
chaotic (x1)
construct (x1)
soulbound (x1)
magical (x1)
[abilities] : object {1-00.system.abilities}
cha : object {1-00.system.abilities.cha}
mod : integer {1-00.system.abilities.cha.mod} (same value: 0)
con : object {1-00.system.abilities.con}
mod : integer {1-00.system.abilities.con.mod} (2 different values)
1 (x1)
3 (x1)
dex : object {1-00.system.abilities.dex}
mod : integer {1-00.system.abilities.dex.mod} (same value: 4)
int : object {1-00.system.abilities.int}
mod : integer {1-00.system.abilities.int.mod} (2 different values)
5 (x1)
0 (x1)
str : object {1-00.system.abilities.str}
mod : integer {1-00.system.abilities.str.mod} (2 different values)
0 (x1)
-2 (x1)
wis : object {1-00.system.abilities.wis}
mod : integer {1-00.system.abilities.wis.mod} (same value: 2)
[initiative] : object {1-00.system.initiative}
statistic : string {1-00.system.initiative.statistic} (same value: perception)
[perception] : object {1-00.system.perception}
details : string {1-00.system.perception.details} (same value: )
mod : integer {1-00.system.perception.mod} (2 different values)
11 (x1)
8 (x1)
senses : array<object> {1-00.system.perception.senses}
Length: min=0 max=1
Value type: object {1-00.system.perception.senses.[]}
type : string {1-00.system.perception.senses.[].type} (same value: darkvision)
[resources] : object {1-00.system.resources}
focus : object {1-00.system.resources.focus}
max : integer {1-00.system.resources.focus.max} (same value: 1)
value : integer {1-00.system.resources.focus.value} (same value: 1)
[skills] : object {1-00.system.skills}
acrobatics : object {1-00.system.skills.acrobatics}
base : integer {1-00.system.skills.acrobatics.base} (2 different values)
13 (x1)
8 (x1)
[arcana] : object {1-00.system.skills.arcana}
base : integer {1-00.system.skills.arcana.base} (same value: 12)
[crafting] : object {1-00.system.skills.crafting}
base : integer {1-00.system.skills.crafting.base} (same value: 16)
[deception] : object {1-00.system.skills.deception}
base : integer {1-00.system.skills.deception.base} (same value: 9)
occultism : object {1-00.system.skills.occultism}
base : integer {1-00.system.skills.occultism.base} (2 different values)
12 (x1)
4 (x1)
stealth : object {1-00.system.skills.stealth}
base : integer {1-00.system.skills.stealth.base} (2 different values)
13 (x1)
8 (x1)
[thievery] : object {1-00.system.skills.thievery}
base : integer {1-00.system.skills.thievery.base} (same value: 13)
customModifiers : object {1-00.system.customModifiers}
type : string {1-00.type} (2 different values)
hazard (x2)
npc (x2)
+888
View File
@@ -0,0 +1,888 @@
1-01
Different values: 29
=====================================
object {1-01}
_id : string {1-01._id} (all different values)
folder : string {1-01.folder} (same value: DpoDvFIJCL6haard)
img : string {1-01.img} (2 different values)
systems/pf2e/icons/default-icons/hazard.svg (x10)
systems/pf2e/icons/default-icons/npc.svg (x19)
items : array<object> {1-01.items}
Length: min=1 max=13
Value type: object {1-01.items.[]}
_id : string {1-01.items.[]._id} (71 different values)
img : string {1-01.items.[].img} (19 different values)
systems/pf2e/icons/actions/Reaction.webp (x9)
systems/pf2e/icons/equipment/weapons/dagger.webp (x2)
icons/equipment/chest/breastplate-layered-leather-studded-brown.webp (x2)
systems/pf2e/icons/default-icons/melee.svg (x40)
systems/pf2e/icons/actions/Passive.webp (x17)
systems/pf2e/icons/actions/TwoActions.webp (x3)
systems/pf2e/icons/actions/OneAction.webp (x11)
systems/pf2e/icons/features/feats/accursed-clay-fist.webp (x2)
systems/pf2e/icons/equipment/weapons/dogslicer.webp (x1)
systems/pf2e/icons/equipment/weapons/shortbow.webp (x1)
icons/equipment/chest/breastplate-banded-simple-leather-brown.webp (x1)
systems/pf2e/icons/equipment/weapons/arrows.webp (x1)
systems/pf2e/icons/default-icons/spellcastingEntry.svg (x1)
icons/magic/symbols/ring-circle-smoke-blue.webp (x1)
icons/creatures/mammals/bats-movement-flying-black.webp (x1)
systems/pf2e/icons/spells/paralyze.webp (x1)
systems/pf2e/icons/spells/dispel-magic.webp (x1)
systems/pf2e/icons/spells/see-invisibility.webp (x1)
systems/pf2e/icons/spells/detect-alignment.webp (x1)
name : string {1-01.items.[].name} (47 different values)
sort : integer {1-01.items.[].sort} (13 different values)
100000 (x29)
200000 (x21)
300000 (x19)
400000 (x9)
500000 (x7)
600000 (x3)
700000 (x3)
800000 (x1)
900000 (x1)
1000000 (x1)
1100000 (x1)
1200000 (x1)
1300000 (x1)
system : object {1-01.items.[].system}
[actionType] : object {1-01.items.[].system.actionType}
value : string {1-01.items.[].system.actionType.value} (3 different values)
reaction (x9)
passive (x17)
action (x14)
[actions] : object {1-01.items.[].system.actions}
[value] : integer {1-01.items.[].system.actions.value} (2 different values)
2 (x3)
1 (x11)
[category] : string {1-01.items.[].system.category} (7 different values)
simple (x2)
light (x3)
offensive (x17)
interaction (x5)
defensive (x8)
martial (x2)
ammo (x1)
description : object {1-01.items.[].system.description}
value : string {1-01.items.[].system.description.value} (48 different values)
publication : object {1-01.items.[].system.publication}
license : string {1-01.items.[].system.publication.license} (same value: OGL)
remaster : boolean {1-01.items.[].system.publication.remaster} (same value: False)
title : string {1-01.items.[].system.publication.title} (4 different values)
(x80)
Pathfinder Core Rulebook (x8)
Pathfinder Bestiary (x6)
Pathfinder Bestiary 2 (x3)
rules : ###FoundryRulesObject###
[slug] : string {1-01.items.[].system.slug} (19 different values)
dagger (x2)
studded-leather-armor (x2)
grab (x2)
steel-shield (x2)
shield-block (x2)
dogslicer (x1)
shortbow (x1)
leather-armor (x1)
arrows (x1)
(x1)
negative-healing (x3)
dimension-door (x1)
fly (x1)
paralyze (x1)
dispel-magic (x1)
see-invisibility (x1)
detect-alignment (x1)
telepathy (x1)
constant-spells (x1)
[traits] : object {1-01.items.[].system.traits}
rarity : string {1-01.items.[].system.traits.rarity} (3 different values)
common (x92)
unique (x2)
uncommon (x2)
value : array<string> {1-01.items.[].system.traits.value}
Length: min=0 max=4
Value type: string {1-01.items.[].system.traits.value.[]} (32 different values)
[selected] : mixed
object {1-01.items.[].system.traits.selected}
array<> {1-01.items.[].system.traits.selected}
Length: min=0 max=0
Value type: mixed
[integrated] : mixed
[traditions] : array<string> {1-01.items.[].system.traits.traditions}
Length: min=2 max=4
Value type: string {1-01.items.[].system.traits.traditions.[]} (4 different values)
arcane (x5)
occult (x6)
primal (x2)
divine (x3)
[baseItem] : string {1-01.items.[].system.baseItem} (6 different values)
dagger (x2)
studded-leather-armor (x2)
steel-shield (x2)
dogslicer (x1)
shortbow (x1)
leather-armor (x1)
[bonus] : object {1-01.items.[].system.bonus}
value : integer {1-01.items.[].system.bonus.value} (10 different values)
0 (x4)
11 (x5)
8 (x5)
17 (x1)
14 (x1)
12 (x13)
15 (x12)
13 (x1)
9 (x1)
16 (x1)
[bonusDamage] : object {1-01.items.[].system.bonusDamage}
value : integer {1-01.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {1-01.items.[].system.bulk}
value : mixed
float {1-01.items.[].system.bulk.value} (same value: 0,1)
integer {1-01.items.[].system.bulk.value} (2 different values)
1 (x4)
0 (x2)
[containerId] : mixed
[damage] : object {1-01.items.[].system.damage}
[damageType] : string {1-01.items.[].system.damage.damageType} (2 different values)
piercing (x3)
slashing (x1)
[dice] : integer {1-01.items.[].system.damage.dice} (same value: 1)
[die] : string {1-01.items.[].system.damage.die} (2 different values)
d4 (x2)
d6 (x2)
[equipped] : object {1-01.items.[].system.equipped}
carryType : string {1-01.items.[].system.equipped.carryType} (2 different values)
worn (x5)
held (x5)
[handsHeld] : integer {1-01.items.[].system.equipped.handsHeld} (2 different values)
0 (x2)
1 (x5)
[invested] : mixed
[inSlot] : boolean {1-01.items.[].system.equipped.inSlot} (2 different values)
False (x1)
True (x1)
[group] : string {1-01.items.[].system.group} (4 different values)
knife (x2)
leather (x3)
sword (x1)
bow (x1)
[hardness] : integer {1-01.items.[].system.hardness} (3 different values)
0 (x8)
3 (x1)
5 (x1)
[hp] : object {1-01.items.[].system.hp}
max : integer {1-01.items.[].system.hp.max} (2 different values)
0 (x8)
20 (x2)
value : integer {1-01.items.[].system.hp.value} (2 different values)
0 (x8)
20 (x2)
[level] : object {1-01.items.[].system.level}
value : integer {1-01.items.[].system.level.value} (5 different values)
0 (x10)
4 (x2)
3 (x1)
2 (x2)
1 (x1)
[material] : object {1-01.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {1-01.items.[].system.price}
value : object {1-01.items.[].system.price.value}
[sp] : integer {1-01.items.[].system.price.value.sp} (2 different values)
2 (x2)
1 (x2)
[gp] : integer {1-01.items.[].system.price.value.gp} (2 different values)
3 (x3)
2 (x1)
per : integer {1-01.items.[].system.price.per} (same value: 10)
[quantity] : integer {1-01.items.[].system.quantity} (3 different values)
3 (x2)
1 (x7)
10 (x1)
[range] : mixed
integer {1-01.items.[].system.range} (2 different values)
10 (x1)
60 (x1)
object {1-01.items.[].system.range}
value : string {1-01.items.[].system.range.value} (4 different values)
120 feet (x2)
touch (x1)
30 feet (x1)
(x2)
[reload] : object {1-01.items.[].system.reload}
value : string {1-01.items.[].system.reload.value} (3 different values)
- (x2)
(x1)
0 (x1)
[runes] : object {1-01.items.[].system.runes}
[potency] : integer {1-01.items.[].system.runes.potency} (same value: 0)
[property] : array<> {1-01.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {1-01.items.[].system.runes.striking} (same value: 0)
[resilient] : integer {1-01.items.[].system.runes.resilient} (same value: 0)
[reinforcing] : integer {1-01.items.[].system.runes.reinforcing} (same value: 0)
[size] : string {1-01.items.[].system.size} (same value: med)
[splashDamage] : object {1-01.items.[].system.splashDamage}
[value] : integer {1-01.items.[].system.splashDamage.value} (same value: 0)
[usage] : object {1-01.items.[].system.usage}
value : string {1-01.items.[].system.usage.value} (2 different values)
held-in-one-hand (x4)
held-in-one-plus-hands (x1)
[acBonus] : integer {1-01.items.[].system.acBonus} (2 different values)
2 (x4)
1 (x1)
[checkPenalty] : integer {1-01.items.[].system.checkPenalty} (same value: -1)
[dexCap] : integer {1-01.items.[].system.dexCap} (2 different values)
3 (x2)
4 (x1)
[speedPenalty] : integer {1-01.items.[].system.speedPenalty} (same value: 0)
[strength] : integer {1-01.items.[].system.strength} (2 different values)
1 (x2)
0 (x1)
[attack] : object {1-01.items.[].system.attack}
value : string {1-01.items.[].system.attack.value} (same value: )
[attackEffects] : object {1-01.items.[].system.attackEffects}
value : array<string> {1-01.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {1-01.items.[].system.attackEffects.value.[]} (2 different values)
grab (x2)
vicious-wounds (x1)
[custom] : string {1-01.items.[].system.attackEffects.custom} (same value: )
[damageRolls] : object {1-01.items.[].system.damageRolls}
[qzvgfrtdozq4npji4aa4] : object {1-01.items.[].system.damageRolls.qzvgfrtdozq4npji4aa4}
damage : string {1-01.items.[].system.damageRolls.qzvgfrtdozq4npji4aa4.damage} (same value: 1d4+3)
damageType : string {1-01.items.[].system.damageRolls.qzvgfrtdozq4npji4aa4.damageType} (same value: piercing)
[8d3l97185sg7g1irp5l3] : object {1-01.items.[].system.damageRolls.8d3l97185sg7g1irp5l3}
damage : string {1-01.items.[].system.damageRolls.8d3l97185sg7g1irp5l3.damage} (same value: 1d4+3)
damageType : string {1-01.items.[].system.damageRolls.8d3l97185sg7g1irp5l3.damageType} (same value: piercing)
[xbb5zsoxscas7mmiqecq] : object {1-01.items.[].system.damageRolls.xbb5zsoxscas7mmiqecq}
damage : string {1-01.items.[].system.damageRolls.xbb5zsoxscas7mmiqecq.damage} (same value: 1d4+1)
damageType : string {1-01.items.[].system.damageRolls.xbb5zsoxscas7mmiqecq.damageType} (same value: piercing)
[pwxh3x1q1gn4dep9tccy] : object {1-01.items.[].system.damageRolls.pwxh3x1q1gn4dep9tccy}
damage : string {1-01.items.[].system.damageRolls.pwxh3x1q1gn4dep9tccy.damage} (same value: 1d4+1)
damageType : string {1-01.items.[].system.damageRolls.pwxh3x1q1gn4dep9tccy.damageType} (same value: piercing)
[c07qdc9k4jj2ngi6kyk6] : object {1-01.items.[].system.damageRolls.c07qdc9k4jj2ngi6kyk6}
damage : string {1-01.items.[].system.damageRolls.c07qdc9k4jj2ngi6kyk6.damage} (2 different values)
2d6+6 (x1)
1d6+3 (x1)
damageType : string {1-01.items.[].system.damageRolls.c07qdc9k4jj2ngi6kyk6.damageType} (same value: bludgeoning)
[pipt414ux93n6sn9020m] : object {1-01.items.[].system.damageRolls.pipt414ux93n6sn9020m}
damage : string {1-01.items.[].system.damageRolls.pipt414ux93n6sn9020m.damage} (same value: 1d10+6)
damageType : string {1-01.items.[].system.damageRolls.pipt414ux93n6sn9020m.damageType} (same value: bludgeoning)
[2sr5mi2vkdc9lcrh4feq] : object {1-01.items.[].system.damageRolls.2sr5mi2vkdc9lcrh4feq}
damage : string {1-01.items.[].system.damageRolls.2sr5mi2vkdc9lcrh4feq.damage} (same value: 1d6+6)
damageType : string {1-01.items.[].system.damageRolls.2sr5mi2vkdc9lcrh4feq.damageType} (same value: bludgeoning)
[bly5t4lrtfjfyelu6mu5x] : object {1-01.items.[].system.damageRolls.bly5t4lrtfjfyelu6mu5x}
damage : string {1-01.items.[].system.damageRolls.bly5t4lrtfjfyelu6mu5x.damage} (same value: 3d6)
damageType : string {1-01.items.[].system.damageRolls.bly5t4lrtfjfyelu6mu5x.damageType} (same value: acid)
[im06j3q7calu3h1d02i4] : object {1-01.items.[].system.damageRolls.im06j3q7calu3h1d02i4}
damage : string {1-01.items.[].system.damageRolls.im06j3q7calu3h1d02i4.damage} (same value: 1d10+6)
damageType : string {1-01.items.[].system.damageRolls.im06j3q7calu3h1d02i4.damageType} (same value: bludgeoning)
[s6jpih9zwwqp5u60uzai] : object {1-01.items.[].system.damageRolls.s6jpih9zwwqp5u60uzai}
damage : string {1-01.items.[].system.damageRolls.s6jpih9zwwqp5u60uzai.damage} (same value: 1d6+6)
damageType : string {1-01.items.[].system.damageRolls.s6jpih9zwwqp5u60uzai.damageType} (same value: bludgeoning)
[3op1u9sz3ol4ppm6gnqu] : object {1-01.items.[].system.damageRolls.3op1u9sz3ol4ppm6gnqu}
damage : string {1-01.items.[].system.damageRolls.3op1u9sz3ol4ppm6gnqu.damage} (same value: 1d10+6)
damageType : string {1-01.items.[].system.damageRolls.3op1u9sz3ol4ppm6gnqu.damageType} (same value: bludgeoning)
[haizphzc9tbpe9cpautc] : object {1-01.items.[].system.damageRolls.haizphzc9tbpe9cpautc}
damage : string {1-01.items.[].system.damageRolls.haizphzc9tbpe9cpautc.damage} (same value: 1d6+6)
damageType : string {1-01.items.[].system.damageRolls.haizphzc9tbpe9cpautc.damageType} (same value: bludgeoning)
[w4uetqzz6inoglizrire] : object {1-01.items.[].system.damageRolls.w4uetqzz6inoglizrire}
damage : string {1-01.items.[].system.damageRolls.w4uetqzz6inoglizrire.damage} (same value: 1d10+6)
damageType : string {1-01.items.[].system.damageRolls.w4uetqzz6inoglizrire.damageType} (same value: bludgeoning)
[0] : object {1-01.items.[].system.damageRolls.0}
damage : string {1-01.items.[].system.damageRolls.0.damage} (2 different values)
1d6+6 (x1)
2d4+7 (x1)
damageType : string {1-01.items.[].system.damageRolls.0.damageType} (same value: bludgeoning)
[c8h6ojyswu9h3ic4kbdv] : object {1-01.items.[].system.damageRolls.c8h6ojyswu9h3ic4kbdv}
damage : string {1-01.items.[].system.damageRolls.c8h6ojyswu9h3ic4kbdv.damage} (same value: 1d10+6)
damageType : string {1-01.items.[].system.damageRolls.c8h6ojyswu9h3ic4kbdv.damageType} (same value: bludgeoning)
[bko543uz9n7o91fw8e09] : object {1-01.items.[].system.damageRolls.bko543uz9n7o91fw8e09}
damage : string {1-01.items.[].system.damageRolls.bko543uz9n7o91fw8e09.damage} (same value: 1d6+6)
damageType : string {1-01.items.[].system.damageRolls.bko543uz9n7o91fw8e09.damageType} (same value: bludgeoning)
[uz9cmtcbabix89cq90jp] : object {1-01.items.[].system.damageRolls.uz9cmtcbabix89cq90jp}
damage : string {1-01.items.[].system.damageRolls.uz9cmtcbabix89cq90jp.damage} (same value: 2d8+7)
damageType : string {1-01.items.[].system.damageRolls.uz9cmtcbabix89cq90jp.damageType} (same value: bludgeoning)
[ptvlc1g6h5fmgiv71zhf] : object {1-01.items.[].system.damageRolls.ptvlc1g6h5fmgiv71zhf}
damage : string {1-01.items.[].system.damageRolls.ptvlc1g6h5fmgiv71zhf.damage} (same value: 2d4+7)
damageType : string {1-01.items.[].system.damageRolls.ptvlc1g6h5fmgiv71zhf.damageType} (same value: bludgeoning)
[skozu1zgwse4jrj8xhand2] : object {1-01.items.[].system.damageRolls.skozu1zgwse4jrj8xhand2}
damage : string {1-01.items.[].system.damageRolls.skozu1zgwse4jrj8xhand2.damage} (same value: 4d6)
damageType : string {1-01.items.[].system.damageRolls.skozu1zgwse4jrj8xhand2.damageType} (same value: acid)
[8dvra9jit7wnrx14nd8v] : object {1-01.items.[].system.damageRolls.8dvra9jit7wnrx14nd8v}
damage : string {1-01.items.[].system.damageRolls.8dvra9jit7wnrx14nd8v.damage} (same value: 2d8+7)
damageType : string {1-01.items.[].system.damageRolls.8dvra9jit7wnrx14nd8v.damageType} (same value: bludgeoning)
[1upw90b43che12cf9vig] : object {1-01.items.[].system.damageRolls.1upw90b43che12cf9vig}
damage : string {1-01.items.[].system.damageRolls.1upw90b43che12cf9vig.damage} (same value: 2d4+7)
damageType : string {1-01.items.[].system.damageRolls.1upw90b43che12cf9vig.damageType} (same value: bludgeoning)
[4zo4w1fiem5wx1ac0jdx] : object {1-01.items.[].system.damageRolls.4zo4w1fiem5wx1ac0jdx}
damage : string {1-01.items.[].system.damageRolls.4zo4w1fiem5wx1ac0jdx.damage} (same value: 2d8+7)
damageType : string {1-01.items.[].system.damageRolls.4zo4w1fiem5wx1ac0jdx.damageType} (same value: bludgeoning)
[ljfciwwl00erapj6xcyi] : object {1-01.items.[].system.damageRolls.ljfciwwl00erapj6xcyi}
damage : string {1-01.items.[].system.damageRolls.ljfciwwl00erapj6xcyi.damage} (same value: 2d4+7)
damageType : string {1-01.items.[].system.damageRolls.ljfciwwl00erapj6xcyi.damageType} (same value: bludgeoning)
[l5xoi4n04cl72skas2m2] : object {1-01.items.[].system.damageRolls.l5xoi4n04cl72skas2m2}
damage : string {1-01.items.[].system.damageRolls.l5xoi4n04cl72skas2m2.damage} (same value: 2d8+7)
damageType : string {1-01.items.[].system.damageRolls.l5xoi4n04cl72skas2m2.damageType} (same value: bludgeoning)
[675ematbrwim1brnp232] : object {1-01.items.[].system.damageRolls.675ematbrwim1brnp232}
damage : string {1-01.items.[].system.damageRolls.675ematbrwim1brnp232.damage} (same value: 2d8+7)
damageType : string {1-01.items.[].system.damageRolls.675ematbrwim1brnp232.damageType} (same value: bludgeoning)
[qju0z9heq4fw8xuj76pi] : object {1-01.items.[].system.damageRolls.qju0z9heq4fw8xuj76pi}
damage : string {1-01.items.[].system.damageRolls.qju0z9heq4fw8xuj76pi.damage} (same value: 2d4+7)
damageType : string {1-01.items.[].system.damageRolls.qju0z9heq4fw8xuj76pi.damageType} (same value: bludgeoning)
[hl766z85k2f2dczmazsp] : object {1-01.items.[].system.damageRolls.hl766z85k2f2dczmazsp}
damage : string {1-01.items.[].system.damageRolls.hl766z85k2f2dczmazsp.damage} (same value: 2d8+7)
damageType : string {1-01.items.[].system.damageRolls.hl766z85k2f2dczmazsp.damageType} (same value: bludgeoning)
[go5ry3igsnjux3heemdq] : object {1-01.items.[].system.damageRolls.go5ry3igsnjux3heemdq}
damage : string {1-01.items.[].system.damageRolls.go5ry3igsnjux3heemdq.damage} (same value: 2d4+7)
damageType : string {1-01.items.[].system.damageRolls.go5ry3igsnjux3heemdq.damageType} (same value: bludgeoning)
[ey6azuuwlybw1co71ts0] : object {1-01.items.[].system.damageRolls.ey6azuuwlybw1co71ts0}
damage : string {1-01.items.[].system.damageRolls.ey6azuuwlybw1co71ts0.damage} (same value: 1d6)
damageType : string {1-01.items.[].system.damageRolls.ey6azuuwlybw1co71ts0.damageType} (same value: slashing)
[ujtbajeebtfq2x6cn2d7] : object {1-01.items.[].system.damageRolls.ujtbajeebtfq2x6cn2d7}
damage : string {1-01.items.[].system.damageRolls.ujtbajeebtfq2x6cn2d7.damage} (same value: 1d6)
damageType : string {1-01.items.[].system.damageRolls.ujtbajeebtfq2x6cn2d7.damageType} (same value: piercing)
[kigtbgim787026bu17me] : object {1-01.items.[].system.damageRolls.kigtbgim787026bu17me}
damage : string {1-01.items.[].system.damageRolls.kigtbgim787026bu17me.damage} (same value: 2d8)
damageType : string {1-01.items.[].system.damageRolls.kigtbgim787026bu17me.damageType} (same value: void)
[ofjchq1h03sp13g2jaf7] : object {1-01.items.[].system.damageRolls.ofjchq1h03sp13g2jaf7}
damage : string {1-01.items.[].system.damageRolls.ofjchq1h03sp13g2jaf7.damage} (same value: 1d6)
damageType : string {1-01.items.[].system.damageRolls.ofjchq1h03sp13g2jaf7.damageType} (same value: void)
[e4e9v1htkljt1ckzdfr1] : object {1-01.items.[].system.damageRolls.e4e9v1htkljt1ckzdfr1}
damage : string {1-01.items.[].system.damageRolls.e4e9v1htkljt1ckzdfr1.damage} (same value: 2d10+9)
damageType : string {1-01.items.[].system.damageRolls.e4e9v1htkljt1ckzdfr1.damageType} (same value: bludgeoning)
[3ln88vck4uokao0w5mu4] : object {1-01.items.[].system.damageRolls.3ln88vck4uokao0w5mu4}
damage : string {1-01.items.[].system.damageRolls.3ln88vck4uokao0w5mu4.damage} (same value: 2d10+9)
damageType : string {1-01.items.[].system.damageRolls.3ln88vck4uokao0w5mu4.damageType} (same value: bludgeoning)
[udxpp9ryxqh3sdv80nrp] : object {1-01.items.[].system.damageRolls.udxpp9ryxqh3sdv80nrp}
damage : string {1-01.items.[].system.damageRolls.udxpp9ryxqh3sdv80nrp.damage} (same value: 2d6+9)
damageType : string {1-01.items.[].system.damageRolls.udxpp9ryxqh3sdv80nrp.damageType} (same value: bludgeoning)
f7aysg1od1qm8tt7db6q : object {1-01.items.[].system.damageRolls.f7aysg1od1qm8tt7db6q}
damage : string {1-01.items.[].system.damageRolls.f7aysg1od1qm8tt7db6q.damage} (same value: 2d10+3)
damageType : string {1-01.items.[].system.damageRolls.f7aysg1od1qm8tt7db6q.damageType} (same value: piercing)
z05z88pykuk0rfwe1m3p : object {1-01.items.[].system.damageRolls.z05z88pykuk0rfwe1m3p}
damage : string {1-01.items.[].system.damageRolls.z05z88pykuk0rfwe1m3p.damage} (same value: 1d6)
damageType : string {1-01.items.[].system.damageRolls.z05z88pykuk0rfwe1m3p.damageType} (same value: spirit)
[weaponType] : object {1-01.items.[].system.weaponType}
value : string {1-01.items.[].system.weaponType.value} (2 different values)
melee (x31)
ranged (x9)
[stackGroup] : string {1-01.items.[].system.stackGroup} (same value: arrows)
[uses] : object {1-01.items.[].system.uses}
autoDestroy : boolean {1-01.items.[].system.uses.autoDestroy} (same value: True)
max : integer {1-01.items.[].system.uses.max} (same value: 1)
value : integer {1-01.items.[].system.uses.value} (same value: 1)
[autoHeightenLevel] : object {1-01.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {1-01.items.[].system.prepared}
value : string {1-01.items.[].system.prepared.value} (same value: innate)
[proficiency] : object {1-01.items.[].system.proficiency}
value : integer {1-01.items.[].system.proficiency.value} (same value: 0)
[showSlotlessLevels] : object {1-01.items.[].system.showSlotlessLevels}
value : boolean {1-01.items.[].system.showSlotlessLevels.value} (same value: False)
[slots] : object {1-01.items.[].system.slots}
[spelldc] : object {1-01.items.[].system.spelldc}
dc : integer {1-01.items.[].system.spelldc.dc} (same value: 21)
mod : integer {1-01.items.[].system.spelldc.mod} (same value: 0)
value : integer {1-01.items.[].system.spelldc.value} (same value: 13)
[tradition] : object {1-01.items.[].system.tradition}
value : string {1-01.items.[].system.tradition.value} (same value: divine)
[area] : object {1-01.items.[].system.area}
type : string {1-01.items.[].system.area.type} (same value: emanation)
value : integer {1-01.items.[].system.area.value} (same value: 30)
[cost] : object {1-01.items.[].system.cost}
value : string {1-01.items.[].system.cost.value} (same value: )
[counteraction] : boolean {1-01.items.[].system.counteraction} (2 different values)
False (x5)
True (x1)
[defense] : object {1-01.items.[].system.defense}
save : object {1-01.items.[].system.defense.save}
basic : boolean {1-01.items.[].system.defense.save.basic} (same value: False)
statistic : string {1-01.items.[].system.defense.save.statistic} (same value: will)
[duration] : object {1-01.items.[].system.duration}
sustained : boolean {1-01.items.[].system.duration.sustained} (same value: False)
value : string {1-01.items.[].system.duration.value} (4 different values)
(x3)
5 minutes (x1)
varies (x1)
10 minutes (x1)
[location] : object {1-01.items.[].system.location}
heightenedLevel : integer {1-01.items.[].system.location.heightenedLevel} (5 different values)
4 (x1)
7 (x1)
3 (x2)
2 (x1)
1 (x1)
value : string {1-01.items.[].system.location.value} (same value: q09mldN5OwQ33WsU)
[uses] : object {1-01.items.[].system.location.uses}
max : integer {1-01.items.[].system.location.uses.max} (same value: 2)
value : integer {1-01.items.[].system.location.uses.value} (same value: 2)
[requirements] : string {1-01.items.[].system.requirements} (same value: )
[target] : object {1-01.items.[].system.target}
value : string {1-01.items.[].system.target.value} (3 different values)
(x3)
1 creature (x2)
1 spell effect or unattended magic item (x1)
[time] : object {1-01.items.[].system.time}
value : string {1-01.items.[].system.time.value} (same value: 2)
type : string {1-01.items.[].type} (8 different values)
action (x40)
weapon (x4)
armor (x3)
melee (x40)
shield (x2)
consumable (x1)
spellcastingEntry (x1)
spell (x6)
[_stats] : object {1-01.items.[]._stats}
compendiumSource : string {1-01.items.[]._stats.compendiumSource} (18 different values)
Compendium.pf2e.equipment-srd.Item.rQWaJhI5Bko5x14Z (x2)
Compendium.pf2e.equipment-srd.Item.ewQZ0VeL38v3qFnN (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.Tkd8sH4pwFIPzqTr (x2)
Compendium.pf2e.equipment-srd.Item.Yr9yCuJiAlFh3QEB (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.m4HQ2o5aPxjXf2kY (x2)
Compendium.pf2e.equipment-srd.Item.olwngGXM3hpgoLEP (x1)
Compendium.pf2e.equipment-srd.Item.hIgqLgH3YcLZBeoT (x1)
Compendium.pf2e.equipment-srd.Item.4tIVTg9wj56RrveA (x1)
Compendium.pf2e.equipment-srd.Item.w2ENw2VMPcsbif8g (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.TTCw5NusiSSkJU1x (x3)
Compendium.pf2e.spells-srd.Item.VlNcjmYyu95vOUe8 (x1)
Compendium.pf2e.spells-srd.Item.A2JfEKe6BZcTG1S8 (x1)
Compendium.pf2e.spells-srd.Item.DCQHaLrYXMI37dvW (x1)
Compendium.pf2e.spells-srd.Item.9HpwDN4MYQJnW0LG (x1)
Compendium.pf2e.spells-srd.Item.jwK43yKsHTkJQvQ9 (x1)
Compendium.pf2e.spells-srd.Item.QnTtGCAvdWRU4spv (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.kdhbPaBMK1d1fpbA (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.kakyXBG5WA8c6Zfd (x1)
[flags] : object {1-01.items.[].flags}
pf2e : object {1-01.items.[].flags.pf2e}
linkedWeapon : string {1-01.items.[].flags.pf2e.linkedWeapon} (4 different values)
jVjAtpRE6WjhzPKB (x2)
04m3EIa19ttph5GV (x2)
mMD4kftdZOuc9fDs (x1)
IJpCpIMcnl9ZLZlp (x1)
name : string {1-01.name} (all different values)
system : object {1-01.system}
attributes : object {1-01.system.attributes}
ac : object {1-01.system.attributes.ac}
value : integer {1-01.system.attributes.ac.value} (8 different values)
0 (x8)
17 (x1)
16 (x4)
18 (x1)
19 (x7)
22 (x6)
15 (x1)
21 (x1)
[details] : string {1-01.system.attributes.ac.details} (3 different values)
(x17)
(21 with shield raised) (x1)
(24 with shield raised) (x1)
[emitsSound] : string {1-01.system.attributes.emitsSound} (same value: encounter)
[hardness] : integer {1-01.system.attributes.hardness} (same value: 0)
[hasHealth] : boolean {1-01.system.attributes.hasHealth} (same value: True)
hp : object {1-01.system.attributes.hp}
details : string {1-01.system.attributes.hp.details} (2 different values)
(x26)
void healing (x3)
max : integer {1-01.system.attributes.hp.max} (11 different values)
0 (x8)
19 (x1)
7 (x1)
1 (x2)
45 (x6)
75 (x6)
6 (x1)
60 (x1)
25 (x1)
70 (x1)
110 (x1)
temp : integer {1-01.system.attributes.hp.temp} (same value: 0)
value : integer {1-01.system.attributes.hp.value} (10 different values)
0 (x10)
19 (x1)
7 (x1)
45 (x6)
75 (x6)
6 (x1)
60 (x1)
25 (x1)
70 (x1)
110 (x1)
[stealth] : object {1-01.system.attributes.stealth}
details : string {1-01.system.attributes.stealth.details} (3 different values)
(x6)
<p>(trained) to hear the scratching beneath the floorboards</p> (x2)
<p>(trained) to hear the whispers from a distance</p> (x2)
value : integer {1-01.system.attributes.stealth.value} (5 different values)
4 (x1)
0 (x4)
2 (x1)
13 (x2)
10 (x2)
[allSaves] : object {1-01.system.attributes.allSaves}
value : string {1-01.system.attributes.allSaves.value} (same value: )
[speed] : object {1-01.system.attributes.speed}
otherSpeeds : array<object> {1-01.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {1-01.system.attributes.speed.otherSpeeds.[]}
type : string {1-01.system.attributes.speed.otherSpeeds.[].type} (same value: fly)
value : integer {1-01.system.attributes.speed.otherSpeeds.[].value} (same value: 30)
value : integer {1-01.system.attributes.speed.value} (2 different values)
25 (x17)
10 (x2)
[immunities] : array<object> {1-01.system.attributes.immunities}
Length: min=0 max=5
Value type: object {1-01.system.attributes.immunities.[]}
type : string {1-01.system.attributes.immunities.[].type} (5 different values)
death-effects (x4)
disease (x3)
paralyzed (x3)
poison (x3)
unconscious (x3)
[weaknesses] : array<object> {1-01.system.attributes.weaknesses}
Length: min=1 max=2
Value type: object {1-01.system.attributes.weaknesses.[]}
type : string {1-01.system.attributes.weaknesses.[].type} (5 different values)
fire (x2)
light (x2)
critical-hits (x1)
vitality (x1)
holy (x1)
value : integer {1-01.system.attributes.weaknesses.[].value} (3 different values)
5 (x4)
6 (x1)
10 (x2)
[resistances] : array<object> {1-01.system.attributes.resistances}
Length: min=1 max=1
Value type: object {1-01.system.attributes.resistances.[]}
type : string {1-01.system.attributes.resistances.[].type} (same value: all-damage)
value : integer {1-01.system.attributes.resistances.[].value} (same value: 3)
[creatureType] : string {1-01.system.creatureType} (same value: )
details : object {1-01.system.details}
[description] : string {1-01.system.details.description} (6 different values)
<p>Around the edges of the pit, more rotting boards are ready to give way.</p> (x2)
<p>The crowd is riled up enough to start throwing chamberpots at the interlopers, but not riled up enough to risk their lives. The crowd fills nine contiguous squares but can be shaped to fit the streets. Characters can move through the crowd, but spaces occupied by the crowd are difficult terrain.</p> (x1)
<p>The crowd is riled up enough to start throwing garbage at the interlopers, but not riled up enough to risk their lives. The crowd fills nine contiguous squares but can be shaped to fit the streets. Characters can move through the crowd, but spaces occupied by the crowd are difficult terrain.</p> (x1)
<p>A flawed ritual emits surges of shadowy energy and opens tiny breaches into the Shadow Plane.</p> (x2)
<p>Illusory hands tear from the floorboards, clawing at their victim's legs and leaving real wounds.</p> (x2)
<p>Lost spirits whisper, reliving their last moments, ready to drag the living into their illusion.</p> (x2)
[disable] : string {1-01.system.details.disable} (9 different values)
<p>@Check[crafting|dc:16|name:Reinforce Beams] to reinforce the beams</p> (x1)
<p>After more people in the crowd have become shaken or taken damage than there are crowd leaders left standing, the crowd disperses. For abilities affecting an area, count each affected square as one member of the crowd.</p> (x2)
<p>@Check[crafting|dc:14|name:Reinforce Beams] to reinforce the beams</p> (x1)
<p>Seven flaws have appeared in the ritual circle, dancing like shadowy flames. Each of Tavvar's three aides keeps one flaw under control as long as they are alive, while Tavvar herself staves off the ritual's implosion as listed in the ritual anchor ability below.</p>
<p>Each flaw can be repaired with a successful @Check[occultism|dc:24] check or DC 20 (trained) check using a skill related to the flaw's original cause (see the table below). Regardless of success or failure, a PC who attempts an Occultism check to disable the hazard learns the cause of the flaws and the skills that can be used to overcome it.</p>
<p>Each success on a check to repair a flaw using these other skills reduces the DC of the Occultism check to repair a flaw by 2. Instead of using skill checks, the PCs can use force to stabilize the ritual. A PC who defeats a shadow wisp automatically repairs one flaw.</p>
<table class="pf2e">
<thead>
<tr>
<th>d4</th>
<th>Cause of Flaw</th>
<th>Skills to Overcome</th>
</tr>
</thead>
<tbody>
<tr>
<td>1</td>
<td>Harried (a "publish or perish" culture at the College of Mystery led to Tavvar cutting corners in the ritual's execution, so some runes aren't drawn quite right)</td>
<td>@Check[arcana|dc:20] (trained) or @Check[thievery|dc:20] (trained)</td>
</tr>
<tr>
<td>2</td>
<td>Misplaced Affection (Tavvar is from Nidal and subconsciously hopes the ritual will show that there is some good in her homeland; she included some Shadowtongue in the runes and it's enhancing the energy</td>
<td>@Check[society|dc:20] (trained) or @Check[religion|dc:20] (trained)</td>
</tr>
<tr>
<td>3</td>
<td>Cloistered (Tavvar hasn't done much field work and made a dangerous mistake in which mushrooms she used in the ink for the runes)</td>
<td>@Check[crafting|dc:20] (trained) or @Check[nature|dc:20] (trained)</td>
</tr>
<tr>
<td>4</td>
<td>Restrained (Tavvar's own hesitation and self-doubt has led to the ritual slipping out of her control)</td>
<td>@Check[deception|dc:20] (trained) or @Check[diplomacy|dc:20] (trained)</td>
</tr>
</tbody>
</table> (x1)
<p>Seven flaws have appeared in the ritual circle, dancing like shadowy flames. Each of Tavvar's three aides keeps one flaw under control as long as they are alive, while Tavvar herself staves off the ritual's implosion as listed in the ritual anchor ability below.</p>
<p>Each flaw can be repaired with a successful @Check[occultism|dc:22] or DC 18 (trained) check using a skill related to the flaw's original cause (see the table below). Regardless of success or failure, a PC who attempts an Occultism check to disable the hazard learns the cause of the flaws and the skills that can be used to overcome it.</p>
<p>Each success on a check to repair a flaw using these other skills reduces the DC of the Occultism check to repair a flaw by 2. Instead of using skill checks, the PCs can use force to stabilize the ritual. A PC who defeats a shadow wisp automatically repairs one flaw.</p>
<table class="pf2e">
<thead>
<tr>
<th>d4</th>
<th>Cause of Flaw</th>
<th>Skills to Overcome</th>
</tr>
</thead>
<tbody>
<tr>
<td>1</td>
<td>Harried (a "publish or perish" culture at the College of Mystery led to Tavvar cutting corners in the ritual's execution, so some runes aren't drawn quite right)</td>
<td>@Check[arcana|dc:18] (trained) or @Check[thievery|dc:18] (trained)</td>
</tr>
<tr>
<td>2</td>
<td>Misplaced Affection (Tavvar is from Nidal and subconsciously hopes the ritual will show that there is some good in her homeland; she included some Shadowtongue in the runes and it's enhancing the energy</td>
<td>@Check[society|dc:18] (trained) or @Check[religion|dc:18] (trained)</td>
</tr>
<tr>
<td>3</td>
<td>Cloistered (Tavvar hasn't done much field work and made a dangerous mistake in which mushrooms she used in the ink for the runes)</td>
<td>@Check[crafting|dc:18] (trained) or @Check[nature|dc:18] (trained)</td>
</tr>
<tr>
<td>4</td>
<td>Restrained (Tavvar's own hesitation and self-doubt has led to the ritual slipping out of her control)</td>
<td>@Check[deception|dc:18] (trained) or @Check[diplomacy|dc:18] (trained)</td>
</tr>
</tbody>
</table> (x1)
<p>@Check[religion|dc:20|name:Exorcize the Spirits] (trained) to exorcize the spirits</p> (x1)
<p>@Check[religion|dc:16|name:Exorcize the Spirits] (trained) to exorcize the spirits</p> (x1)
<p>@Check[religion|dc:19|name:Supress the Spirits] (trained) to suppress the spirits or @Check[performance|dc:19|name:Drown Out the Spirits] (trained) to drown them out</p> (x1)
<p>@Check[religion|dc:16|name:Supress the Spirits] (trained) to suppress the spirits or @Check[performance|dc:16|name:Drown Out the Spirits] (trained) to drown them out</p> (x1)
[isComplex] : boolean {1-01.system.details.isComplex} (2 different values)
False (x6)
True (x4)
level : object {1-01.system.details.level}
value : integer {1-01.system.details.level.value} (7 different values)
2 (x5)
1 (x1)
-1 (x2)
4 (x3)
0 (x2)
5 (x8)
3 (x8)
publication : object {1-01.system.details.publication}
license : string {1-01.system.details.publication.license} (same value: OGL)
remaster : boolean {1-01.system.details.publication.remaster} (same value: False)
title : string {1-01.system.details.publication.title} (same value: Pathfinder Society Scenario #1-01: The Absalom Initiation)
[reset] : string {1-01.system.details.reset} (5 different values)
<p>As the damage to the floor spreads, the areas adjacent to the new pit become new areas of this hazard.</p> (x2)
<p>After more people in the crowd have become shaken or taken damage than there are crowd leaders left standing, the crowd disperses. For abilities affecting an area, count each affected square as one member of the crowd.</p> (x2)
(x2)
<p>The underlying spirits remain, resetting the haunt every midnight, until the true story of what happened here becomes public.</p> (x2)
<p>The underlying spirits remain, resetting the haunt every midnight, until what truly happened here becomes public.</p> (x2)
[routine] : string {1-01.system.details.routine} (5 different values)
(x6)
<p>(3 actions) The crowd uses its first action to Stride away from any opponent adjacent to them (or to get within 30 feet), then uses each remaining action to make a chamber pot Strike at a different target.</p> (x1)
<p>(3 actions) The crowd uses its first action to Stride away from any opponent adjacent to them (or to get within 30 feet), then uses each remaining action to make a trash Strike at a different target.</p> (x1)
<p>(1 action) On each of its turns, the ritual lets out a surge of shadowy energy, dealing @Damage[4d6[void]] damage (@Check[fortitude|dc:22|basic|name:Flawed Ritual] save) to each character who participated in ritual the past round (including Tavvar and her aides as well as any PC who attempted a skill check to disable the hazard). A non-participant can step in front of a participant as a reaction. This blocks the damage from the ritual caster, but the non-participant must then attempt the Fortitude save.</p><p>In addition to dealing damage, the ritual's surge of energy brings a @UUID[Compendium.pf2e.pfs-season-1-bestiary.Actor.Greater Shadow Wisp] into the room. Wisps act at the end of the ritual's turn. If there are already two shadow wisps in the room, instead of creating a new wisp, the ritual restores @Damage[10[healing]] Hit Points to each wisp.</p> (x1)
<p>(1 action) On each of its turns, the ritual lets out a surge of shadowy energy, dealing @Damage[2d6[void]] damage (@Check[fortitude|dc:18|basic] save) to each character who participated in ritual the past round (including Tavvar and her aides as well as any PC who attempted a skill check to disable the hazard). A non-participant can step in front of a participant as a reaction. This blocks the damage from the ritual caster, but the non-participant must then attempt the Fortitude save.</p><p>In addition to dealing damage, the ritual's surge of energy brings a @UUID[Compendium.pf2e.pfs-season-1-bestiary.Actor.Shadow Wisp] into the room. Wisps act at the end of the ritual's turn. If there are already two shadow wisps in the room, instead of creating a new wisp, the ritual restores @Damage[10[healing]] Hit Points to each wisp.</p> (x1)
[blurb] : string {1-01.system.details.blurb} (same value: )
[languages] : object {1-01.system.details.languages}
details : string {1-01.system.details.languages.details} (3 different values)
(x6)
(can't speak any language) (x12)
telepathy 100 feet (x1)
value : array<string> {1-01.system.details.languages.value}
Length: min=0 max=2
Value type: string {1-01.system.details.languages.value.[]} (4 different values)
common (x16)
goblin (x1)
necril (x2)
daemonic (x1)
[privateNotes] : string {1-01.system.details.privateNotes} (same value: )
[publicNotes] : string {1-01.system.details.publicNotes} (4 different values)
(x16)
<p>The frontline fighters of goblin tribes prefer to fight in large groups-especially when they can outnumber their foes at least three to one.</p>
<hr />
<p>These small humanoids have green or gray skin and large heads with wide ears. While some goblins are civilized and have worked hard to be considered upstanding members of humanoid communities, most are impetuous and vicious creatures who delight in wreaking havoc. These goblins think nothing of slaughtering livestock, stealing infants, or burning down a building purely for momentary delight. They revel in playing malicious tricks on taller humanoids, whom they call "longshanks."</p>
<p>Goblins are superstitious, with an intense awe of magic and a fascination with fire; goblins who master magic or fire earn great respect from their kin. Most other humanoids find it difficult to understand goblins' outlook: they hate canines but eagerly share their lairs with so-called "goblin dogs," they fearlessly attack larger creatures but are terrified of horses, and they despise vegetables yet consider pickles a delicacy. To a goblin, of course, these are all perfectly sensible life choices.</p> (x1)
<p>Necromantic augmentations have granted this zombie increased size and power.</p>
<hr />
<p>A zombie's only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they're destroyed.</p> (x1)
<p>Ceustodaemons are formed from the souls of vile mortals, particularly those who took efforts to hasten their own death, their willingness shaping them into daemonic servants. Their otherworldly senses make them useful for protecting vaults and similar locations on the Material Plane. Ceustodaemons are created to serve, but always seek ways to subvert their bindings, so they can rend their mortal summoners' flesh. The worst type of conjurer calls upon ceustodaemons merely to set them free into the world in hopes of currying favor with the powers of Abaddon.</p>
<hr />
<p>Denizens of the bleak and terrible plane of Abaddon, daemons are shaped by and devoted to the destruction of life in all its forms. They seek the death of every mortal being by the most painful and horrible means possible, all in service to the apocalyptic entities known as the Four Horsemen. Each kind of daemon represents a different way to die, and their powers are nearly always aimed at spreading that particular form of death. Through the use of these powers, they seek to drag all existence down into a pit of hopelessness and despair, and to commit all souls to oblivion.</p>
<p>While those who summon daemons to the Material Plane usually seek to use the creatures' destructive and corrupting powers for their own ends, daemons always look for ways to spread fear, doubt, and despair wherever they go. Often, daemons disguise their plots as the workings of other fiends, knowing that such confusion compounds mortals' fear.</p>
<p>While all fiends seek to tempt mortals into lives of evil to increase their own numbers and power on their native planes, daemons are further driven by a supernatural hunger for mortal souls and use a variety of methods-not least of which is the cacodaemons' soul gems-to entrap them. On Abaddon and in other forbidding places across the multiverse, souls are simultaneously a delicacy, a trade good, and a source of magical power, and the daemons are among the greatest gluttons, merchants, and abusers of this spiritual "resource."</p> (x1)
saves : object {1-01.system.saves}
fortitude : object {1-01.system.saves.fortitude}
saveDetail : string {1-01.system.saves.fortitude.saveDetail} (same value: )
value : integer {1-01.system.saves.fortitude.value} (9 different values)
0 (x8)
4 (x2)
5 (x2)
14 (x2)
11 (x1)
9 (x6)
15 (x6)
8 (x1)
10 (x1)
reflex : object {1-01.system.saves.reflex}
saveDetail : string {1-01.system.saves.reflex.saveDetail} (same value: )
value : integer {1-01.system.saves.reflex.value} (8 different values)
0 (x8)
9 (x7)
6 (x2)
3 (x2)
12 (x6)
7 (x2)
11 (x1)
10 (x1)
will : object {1-01.system.saves.will}
saveDetail : string {1-01.system.saves.will.saveDetail} (same value: )
value : integer {1-01.system.saves.will.value} (8 different values)
0 (x8)
6 (x8)
3 (x2)
10 (x2)
7 (x1)
9 (x6)
8 (x1)
4 (x1)
[statusEffects] : array<> {1-01.system.statusEffects}
Length: min=0 max=0
Value type: mixed
traits : object {1-01.system.traits}
rarity : string {1-01.system.traits.rarity} (2 different values)
common (x15)
rare (x14)
size : object {1-01.system.traits.size}
value : string {1-01.system.traits.size.value} (4 different values)
med (x24)
sm (x1)
tiny (x2)
lg (x2)
value : array<string> {1-01.system.traits.value}
Length: min=1 max=5
Value type: string {1-01.system.traits.value.[]} (17 different values)
mechanical (x2)
trap (x2)
human (x2)
humanoid (x3)
environmental (x2)
magical (x2)
construct (x12)
chaotic (x3)
evil (x5)
goblin (x1)
undead (x3)
unholy (x4)
haunt (x4)
mindless (x1)
zombie (x1)
daemon (x1)
fiend (x1)
[abilities] : object {1-01.system.abilities}
cha : object {1-01.system.abilities.cha}
mod : integer {1-01.system.abilities.cha.mod} (5 different values)
3 (x4)
0 (x12)
1 (x1)
2 (x1)
-2 (x1)
con : object {1-01.system.abilities.con}
mod : integer {1-01.system.abilities.con.mod} (4 different values)
1 (x3)
0 (x2)
3 (x6)
4 (x8)
dex : object {1-01.system.abilities.dex}
mod : integer {1-01.system.abilities.dex.mod} (4 different values)
4 (x2)
3 (x15)
-3 (x1)
2 (x1)
int : object {1-01.system.abilities.int}
mod : integer {1-01.system.abilities.int.mod} (3 different values)
0 (x4)
-3 (x14)
-5 (x1)
str : object {1-01.system.abilities.str}
mod : integer {1-01.system.abilities.str.mod} (6 different values)
3 (x1)
1 (x1)
4 (x6)
5 (x8)
0 (x1)
-3 (x2)
wis : object {1-01.system.abilities.wis}
mod : integer {1-01.system.abilities.wis.mod} (4 different values)
1 (x3)
0 (x14)
-1 (x1)
2 (x1)
[initiative] : object {1-01.system.initiative}
statistic : string {1-01.system.initiative.statistic} (same value: perception)
[perception] : object {1-01.system.perception}
details : string {1-01.system.perception.details} (same value: )
mod : integer {1-01.system.perception.mod} (6 different values)
6 (x7)
4 (x3)
9 (x6)
2 (x1)
8 (x1)
12 (x1)
senses : array<object> {1-01.system.perception.senses}
Length: min=0 max=2
Value type: object {1-01.system.perception.senses.[]}
type : string {1-01.system.perception.senses.[].type} (2 different values)
darkvision (x3)
see-invisibility (x1)
[resources] : object {1-01.system.resources}
focus : object {1-01.system.resources.focus}
max : integer {1-01.system.resources.focus.max} (same value: 1)
value : integer {1-01.system.resources.focus.value} (same value: 1)
[skills] : object {1-01.system.skills}
[crafting] : object {1-01.system.skills.crafting}
base : integer {1-01.system.skills.crafting.base} (2 different values)
4 (x1)
2 (x1)
[deception] : object {1-01.system.skills.deception}
base : integer {1-01.system.skills.deception.base} (3 different values)
7 (x1)
5 (x1)
13 (x1)
[diplomacy] : object {1-01.system.skills.diplomacy}
base : integer {1-01.system.skills.diplomacy.base} (2 different values)
7 (x1)
5 (x1)
[intimidation] : object {1-01.system.skills.intimidation}
base : integer {1-01.system.skills.intimidation.base} (3 different values)
7 (x1)
5 (x1)
11 (x1)
[acrobatics] : object {1-01.system.skills.acrobatics}
base : integer {1-01.system.skills.acrobatics.base} (3 different values)
9 (x7)
12 (x6)
5 (x2)
[athletics] : object {1-01.system.skills.athletics}
base : integer {1-01.system.skills.athletics.base} (4 different values)
10 (x6)
13 (x6)
2 (x1)
9 (x1)
[survival] : object {1-01.system.skills.survival}
base : integer {1-01.system.skills.survival.base} (3 different values)
7 (x6)
9 (x6)
8 (x1)
[nature] : object {1-01.system.skills.nature}
base : integer {1-01.system.skills.nature.base} (same value: 1)
[stealth] : object {1-01.system.skills.stealth}
base : integer {1-01.system.skills.stealth.base} (4 different values)
5 (x1)
13 (x1)
9 (x1)
10 (x1)
[customModifiers] : object {1-01.system.customModifiers}
type : string {1-01.type} (2 different values)
hazard (x10)
npc (x19)
[prototypeToken] : object {1-01.prototypeToken}
name : string {1-01.prototypeToken.name} (5 different values)
Fleshforge Dreg (x6)
Fleshforge Prototype (x6)
Goblin Warrior (x1)
Unkillable Zombie Brute (x1)
Ceustodaemon (x1)
+582
View File
@@ -0,0 +1,582 @@
1-02
Different values: 6
=====================================
object {1-02}
_id : string {1-02._id} (all different values)
folder : string {1-02.folder} (same value: xhFUeQhxFI3H23Wu)
img : string {1-02.img} (same value: systems/pf2e/icons/default-icons/npc.svg)
items : array<object> {1-02.items}
Length: min=1 max=15
Value type: object {1-02.items.[]}
_id : string {1-02.items.[]._id} (58 different values)
img : string {1-02.items.[].img} (10 different values)
systems/pf2e/icons/default-icons/melee.svg (x9)
systems/pf2e/icons/actions/Passive.webp (x20)
systems/pf2e/icons/actions/OneAction.webp (x2)
systems/pf2e/icons/default-icons/spellcastingEntry.svg (x4)
icons/creatures/mammals/ox-buffalo-horned-green.webp (x4)
systems/pf2e/icons/spells/bane.webp (x4)
icons/magic/symbols/runes-triangle-blue.webp (x4)
systems/pf2e/icons/equipment/weapons/dart.webp (x4)
icons/weapons/swords/sword-guard-purple.webp (x4)
icons/consumables/potions/bottle-conical-corked-green.webp (x3)
name : string {1-02.items.[].name} (18 different values)
Barbed Leg (x1)
Attach (x1)
Blood Drain (x1)
Primal Innate Spells (x4)
Speak with Animals (At Will) (Arthropods Only) (x2)
Bane (x4)
Prestidigitation (x4)
Dart (x8)
Shortsword (x8)
Black Adder Venom (x3)
Self-Loathing (x4)
Vermin Empathy (x4)
Baleful Blade (x2)
Sneak Attack (x4)
Vengeful Anger (x4)
Speak with Animals (At Will) (Arthropods only) (x2)
Hidden Movement (x1)
Swarming Bites (x1)
sort : integer {1-02.items.[].sort} (15 different values)
100000 (x6)
200000 (x5)
300000 (x5)
400000 (x4)
500000 (x4)
600000 (x4)
700000 (x4)
800000 (x4)
900000 (x4)
1000000 (x4)
1100000 (x4)
1200000 (x4)
1300000 (x3)
1400000 (x2)
1500000 (x1)
system : object {1-02.items.[].system}
[attack] : object {1-02.items.[].system.attack}
value : string {1-02.items.[].system.attack.value} (same value: )
[attackEffects] : object {1-02.items.[].system.attackEffects}
value : array<string> {1-02.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {1-02.items.[].system.attackEffects.value.[]} (2 different values)
attach (x1)
black-adder-venom (x3)
[custom] : string {1-02.items.[].system.attackEffects.custom} (same value: )
[bonus] : object {1-02.items.[].system.bonus}
value : integer {1-02.items.[].system.bonus.value} (4 different values)
9 (x5)
0 (x8)
11 (x2)
8 (x2)
[damageRolls] : object {1-02.items.[].system.damageRolls}
[95h7we2ledgn910v] : object {1-02.items.[].system.damageRolls.95h7we2ledgn910v}
damage : string {1-02.items.[].system.damageRolls.95h7we2ledgn910v.damage} (same value: 1d6 - 1)
damageType : string {1-02.items.[].system.damageRolls.95h7we2ledgn910v.damageType} (same value: piercing)
[w43qkdi0zsnwjm5m] : object {1-02.items.[].system.damageRolls.w43qkdi0zsnwjm5m}
damage : string {1-02.items.[].system.damageRolls.w43qkdi0zsnwjm5m.damage} (same value: 1d4 -1)
damageType : string {1-02.items.[].system.damageRolls.w43qkdi0zsnwjm5m.damageType} (same value: piercing)
[qnqf1skk4p5qyp1u] : object {1-02.items.[].system.damageRolls.qnqf1skk4p5qyp1u}
damage : string {1-02.items.[].system.damageRolls.qnqf1skk4p5qyp1u.damage} (same value: 1d6)
damageType : string {1-02.items.[].system.damageRolls.qnqf1skk4p5qyp1u.damageType} (same value: piercing)
[omilgqty9d1uiq0k] : object {1-02.items.[].system.damageRolls.omilgqty9d1uiq0k}
damage : string {1-02.items.[].system.damageRolls.omilgqty9d1uiq0k.damage} (same value: 1d4)
damageType : string {1-02.items.[].system.damageRolls.omilgqty9d1uiq0k.damageType} (same value: piercing)
[v2owiwtq9qenlunw27s0] : object {1-02.items.[].system.damageRolls.v2owiwtq9qenlunw27s0}
damage : string {1-02.items.[].system.damageRolls.v2owiwtq9qenlunw27s0.damage} (same value: 1d6-1)
damageType : string {1-02.items.[].system.damageRolls.v2owiwtq9qenlunw27s0.damageType} (same value: piercing)
[43o7xqnvnzqdq19bdyue] : object {1-02.items.[].system.damageRolls.43o7xqnvnzqdq19bdyue}
damage : string {1-02.items.[].system.damageRolls.43o7xqnvnzqdq19bdyue.damage} (same value: 1d4-1)
damageType : string {1-02.items.[].system.damageRolls.43o7xqnvnzqdq19bdyue.damageType} (same value: piercing)
[qb3w1sbgbhnibea7] : object {1-02.items.[].system.damageRolls.qb3w1sbgbhnibea7}
damage : string {1-02.items.[].system.damageRolls.qb3w1sbgbhnibea7.damage} (same value: 1d6 - 1)
damageType : string {1-02.items.[].system.damageRolls.qb3w1sbgbhnibea7.damageType} (same value: piercing)
6w0g77r4opcav5wb : object {1-02.items.[].system.damageRolls.6w0g77r4opcav5wb}
damage : string {1-02.items.[].system.damageRolls.6w0g77r4opcav5wb.damage} (same value: 1d4 - 1)
damageType : string {1-02.items.[].system.damageRolls.6w0g77r4opcav5wb.damageType} (same value: piercing)
description : object {1-02.items.[].system.description}
value : string {1-02.items.[].system.description.value} (18 different values)
(x13)
<p>When a barbed bloodseeker hits a target larger than itself, its barbed legs attach it to that creature. This is similar to @UUID[Compendium.pf2e.conditionitems.Item.Grabbed]{Grabbing} the creature, but the bloodseeker moves with that creature rather than holding it in place.</p>
<p>The bloodseeker is @UUID[Compendium.pf2e.conditionitems.Item.Off-Guard] while attached. If the bloodseeker is killed or pushed away while attached to a creature it has drained blood from, that creature takes @Damage[1[bleed]] damage. Escaping the attach or removing the bloodseeker in other ways doesn't cause bleed damage.</p> (x1)
<p><strong>Requirements</strong> The bloodseeker is attached to a creature.</p>
<hr />
<p><strong>Effect</strong> The bloodseeker uses its proboscis to drain blood from the creature it's attached to. This deals [[/r 1d6]]{1d6 damage}, and the bloodseeker gains temporary Hit Points equal to the damage dealt. A creature that has its blood drained by a bloodseeker is @UUID[Compendium.pf2e.conditionitems.Item.Drained]{Drained 1} until it receives healing (of any kind or amount).</p> (x1)
<p>You can ask questions of, receive answers from, and use the Diplomacy skill with animals. The spell doesn't make them more friendly than normal. Cunning animals are likely to be terse and evasive, while less intelligent ones often make inane comments.</p> (x4)
<p>You fill the minds of your enemies with doubt.</p>
<p>Enemies in the area must succeed at a Will save or take a -1 status penalty to attack rolls as long as they are in the area.</p>
<p>Once per turn, starting the turn after you cast bane, you can use a single action, which has the concentrate trait, to increase the emanation's radius by 5 feet and force enemies in the area that weren't yet affected to attempt another saving throw.</p>
<p>Bane can counteract @UUID[Compendium.pf2e.spells-srd.Item.Bless].</p>
<p>@UUID[Compendium.pf2e.spell-effects.Item.Spell Effect: Bane]</p> (x3)
<p>The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the Spell. Each time you Sustain the Spell, you can choose one of four options.</p>
<ul>
<li><strong>Cook</strong> Cool, warm, or flavor 1 pound of nonliving material.</li>
<li><strong>Lift</strong> Slowly lift an unattended object of light Bulk or less 1 foot off the ground.</li>
<li><strong>Make</strong> Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile-it can't be used as a tool, weapon, or spell component.</li>
<li><strong>Tidy</strong> Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.</li>
</ul>
<p>Prestidigitation can't deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the Spell.</p> (x4)
<p>This thrown weapon is larger than an arrow but shorter than a javelin. It typically has a short shaft of wood ending in a metal tip and is sometimes stabilized by feathers or fur.</p> (x4)
<p>These blades come in a variety of shapes and styles, but they are typically 2 feet long.</p> (x4)
<p>Adder venom is a simple but effective way to enhance a weapon.</p>
<hr />
<p><strong>Activate</strong> <span class="action-glyph">2</span> Interact (Injury)</p>
<p><strong>Saving Throw</strong> @Check[fortitude|dc:18]</p>
<p><strong>Maximum Duration</strong> 3 rounds</p>
<p><strong>Stage 1</strong> @Damage[1d8[poison]] damage (1 round)</p>
<p><strong>Stage 2</strong> @Damage[1d10[poison]] damage (1 round)</p>
<p><strong>Stage 3</strong> @Damage[2d6[poison]] damage (1 round)</p> (x3)
<p>A mitflit's self-loathing makes it easy to influence. It takes a -4 penalty to its Will DC against checks to @UUID[Compendium.pf2e.actionspf2e.Item.Coerce], @UUID[Compendium.pf2e.actionspf2e.Item.Demoralize], @UUID[Compendium.pf2e.actionspf2e.Item.Make an Impression], and @UUID[Compendium.pf2e.actionspf2e.Item.Request].</p> (x4)
<p>Mitflits can use Diplomacy to @UUID[Compendium.pf2e.actionspf2e.Item.Make an Impression] on and @UUID[Compendium.pf2e.actionspf2e.Item.Request] things of arthropods (insects, spiders, scorpions, crabs, and similar invertebrate animals). Most arthropods have a starting attitude of @UUID[Compendium.pf2e.conditionitems.Item.Indifferent] to mitflits.</p> (x4)
<p>Any creature affected by the @UUID[Compendium.pf2e.spells-srd.Item.Bane] spell is @UUID[Compendium.pf2e.conditionitems.Item.Off-Guard] to Gwibble.</p> (x2)
<p>The mitflit sneak deals an extra 1d6 precision damage to @UUID[Compendium.pf2e.conditionitems.Item.Off-Guard] creatures.</p> (x3)
<p>As long as it isn't @UUID[Compendium.pf2e.conditionitems.Item.Frightened], a mitflit gains a +2 status bonus to damage rolls against a creature that has previously damaged or tormented it.</p> (x4)
<p>If Gwibble starts his turn @UUID[Compendium.pf2e.conditionitems.Item.Undetected] by a creature or merely @UUID[Compendium.pf2e.conditionitems.Item.Hidden] from it, that creature is @UUID[Compendium.pf2e.conditionitems.Item.Off-Guard] against Gwibble's attacks until the end of Gwibble's turn.</p> (x1)
<p>Gwibble deals an extra 2d6 precision damage to @UUID[Compendium.pf2e.conditionitems.Item.Off-Guard] creatures.</p> (x1)
<p>You fill the minds of your enemies with doubt.</p>
<p>Enemies in the area must succeed at a Will save or take a -1 status penalty to attack rolls as long as they are in the area.</p>
<p>Once per turn, starting the turn after you cast bane, you can use a single action, which has the concentrate trait, to increase the emanation's radius by 5 feet and force enemies in the area that weren't yet affected to attempt another saving throw.</p>
<p>Bane can counteract bless.</p>
<p>@UUID[Compendium.pf2e.spell-effects.Item.Spell Effect: Bane]</p> (x1)
<p>Each enemy in the swarm's space takes @Damage[1d8[piercing]] damage (@Check[reflex|dc:20|basic] save) and @Damage[1[bleed]] damage. The young bloodseeker swarm gains temporary Hit Points equal to the damage dealt. A creature that takes damage from the bloodseeker swarm is drained 1 until it receives healing (of any kind or amount).</p> (x1)
publication : object {1-02.items.[].system.publication}
license : string {1-02.items.[].system.publication.license} (same value: OGL)
remaster : boolean {1-02.items.[].system.publication.remaster} (same value: False)
title : string {1-02.items.[].system.publication.title} (3 different values)
(x31)
Pathfinder Core Rulebook (x23)
Pathfinder Bestiary (x4)
rules : ###FoundryRulesObject###
[slug] : string {1-02.items.[].system.slug} (7 different values)
speak-with-animals (x4)
bane (x4)
prestidigitation (x4)
dart (x4)
shortsword (x4)
black-adder-venom (x3)
sneak-attack (x4)
[traits] : object {1-02.items.[].system.traits}
rarity : string {1-02.items.[].system.traits.rarity} (same value: common)
value : array<string> {1-02.items.[].system.traits.value}
Length: min=0 max=4
Value type: string {1-02.items.[].system.traits.value.[]} (14 different values)
finesse (x9)
concentrate (x12)
manipulate (x12)
mental (x12)
cantrip (x4)
agile (x16)
thrown (x8)
versatile-s (x8)
alchemical (x3)
consumable (x3)
injury (x3)
poison (x3)
range-increment-20 (x4)
emotion (x8)
[traditions] : array<string> {1-02.items.[].system.traits.traditions}
Length: min=1 max=4
Value type: string {1-02.items.[].system.traits.traditions.[]} (4 different values)
primal (x8)
divine (x8)
occult (x8)
arcane (x4)
selected : object {1-02.items.[].system.traits.selected}
[weaponType] : object {1-02.items.[].system.weaponType}
value : string {1-02.items.[].system.weaponType.value} (2 different values)
melee (x5)
ranged (x4)
[actionType] : object {1-02.items.[].system.actionType}
value : string {1-02.items.[].system.actionType.value} (2 different values)
passive (x20)
action (x2)
[actions] : object {1-02.items.[].system.actions}
[value] : integer {1-02.items.[].system.actions.value} (same value: 1)
[category] : string {1-02.items.[].system.category} (5 different values)
offensive (x14)
simple (x4)
martial (x4)
poison (x3)
interaction (x8)
[autoHeightenLevel] : object {1-02.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {1-02.items.[].system.prepared}
flexible : boolean {1-02.items.[].system.prepared.flexible} (same value: False)
value : string {1-02.items.[].system.prepared.value} (same value: innate)
[proficiency] : object {1-02.items.[].system.proficiency}
value : integer {1-02.items.[].system.proficiency.value} (same value: 0)
[slots] : object {1-02.items.[].system.slots}
[slot0] : object {1-02.items.[].system.slots.slot0}
max : integer {1-02.items.[].system.slots.slot0.max} (same value: 1)
value : integer {1-02.items.[].system.slots.slot0.value} (same value: 1)
[slot1] : object {1-02.items.[].system.slots.slot1}
max : integer {1-02.items.[].system.slots.slot1.max} (same value: 1)
value : integer {1-02.items.[].system.slots.slot1.value} (same value: 1)
[slot2] : object {1-02.items.[].system.slots.slot2}
max : integer {1-02.items.[].system.slots.slot2.max} (same value: 1)
value : integer {1-02.items.[].system.slots.slot2.value} (same value: 1)
[spelldc] : object {1-02.items.[].system.spelldc}
dc : integer {1-02.items.[].system.spelldc.dc} (3 different values)
17 (x2)
20 (x1)
16 (x1)
mod : integer {1-02.items.[].system.spelldc.mod} (same value: 0)
value : integer {1-02.items.[].system.spelldc.value} (3 different values)
9 (x2)
12 (x1)
8 (x1)
[tradition] : object {1-02.items.[].system.tradition}
value : string {1-02.items.[].system.tradition.value} (same value: primal)
[area] : object {1-02.items.[].system.area}
type : string {1-02.items.[].system.area.type} (same value: emanation)
value : integer {1-02.items.[].system.area.value} (same value: 5)
[cost] : object {1-02.items.[].system.cost}
value : string {1-02.items.[].system.cost.value} (same value: )
[counteraction] : boolean {1-02.items.[].system.counteraction} (2 different values)
False (x8)
True (x4)
[damage] : object {1-02.items.[].system.damage}
[damageType] : string {1-02.items.[].system.damage.damageType} (same value: piercing)
[dice] : integer {1-02.items.[].system.damage.dice} (same value: 1)
[die] : string {1-02.items.[].system.damage.die} (2 different values)
d4 (x4)
d6 (x4)
[defense] : object {1-02.items.[].system.defense}
save : object {1-02.items.[].system.defense.save}
basic : boolean {1-02.items.[].system.defense.save.basic} (same value: False)
statistic : string {1-02.items.[].system.defense.save.statistic} (same value: will)
[duration] : object {1-02.items.[].system.duration}
sustained : boolean {1-02.items.[].system.duration.sustained} (2 different values)
False (x8)
True (x4)
value : string {1-02.items.[].system.duration.value} (3 different values)
10 minutes (x4)
1 minute (x4)
(x4)
[level] : object {1-02.items.[].system.level}
value : integer {1-02.items.[].system.level.value} (3 different values)
2 (x7)
1 (x8)
0 (x8)
[location] : object {1-02.items.[].system.location}
[heightenedLevel] : integer {1-02.items.[].system.location.heightenedLevel} (2 different values)
2 (x3)
1 (x3)
value : string {1-02.items.[].system.location.value} (4 different values)
lvmTDmczc0pEvtDh (x3)
KLbVPH1j8KmVgQEy (x3)
RUcX4XrsDpkjIiPy (x3)
jI6lvoLrE6ira9YV (x3)
[range] : mixed
object {1-02.items.[].system.range}
value : string {1-02.items.[].system.range.value} (2 different values)
(x8)
10 feet (x4)
integer {1-02.items.[].system.range} (same value: 20)
[requirements] : string {1-02.items.[].system.requirements} (same value: )
[target] : object {1-02.items.[].system.target}
value : string {1-02.items.[].system.target.value} (3 different values)
(x4)
enemies in the area (x4)
1 object (cook, lift, or tidy only) (x4)
[time] : object {1-02.items.[].system.time}
value : string {1-02.items.[].system.time.value} (same value: 2)
[baseItem] : string {1-02.items.[].system.baseItem} (2 different values)
dart (x4)
shortsword (x4)
[bonusDamage] : object {1-02.items.[].system.bonusDamage}
value : integer {1-02.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {1-02.items.[].system.bulk}
value : float {1-02.items.[].system.bulk.value} (same value: 0,1)
[containerId] : mixed
[equipped] : object {1-02.items.[].system.equipped}
carryType : string {1-02.items.[].system.equipped.carryType} (2 different values)
worn (x9)
held (x2)
[handsHeld] : integer {1-02.items.[].system.equipped.handsHeld} (2 different values)
0 (x6)
1 (x2)
[invested] : mixed
[group] : string {1-02.items.[].system.group} (2 different values)
dart (x4)
sword (x4)
[hardness] : integer {1-02.items.[].system.hardness} (same value: 0)
[hp] : object {1-02.items.[].system.hp}
max : integer {1-02.items.[].system.hp.max} (same value: 0)
value : integer {1-02.items.[].system.hp.value} (same value: 0)
[material] : object {1-02.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {1-02.items.[].system.price}
value : object {1-02.items.[].system.price.value}
[cp] : integer {1-02.items.[].system.price.value.cp} (same value: 1)
[sp] : integer {1-02.items.[].system.price.value.sp} (same value: 9)
[gp] : integer {1-02.items.[].system.price.value.gp} (same value: 6)
[quantity] : integer {1-02.items.[].system.quantity} (2 different values)
10 (x4)
1 (x7)
[reload] : object {1-02.items.[].system.reload}
value : string {1-02.items.[].system.reload.value} (2 different values)
- (x4)
(x4)
[runes] : object {1-02.items.[].system.runes}
potency : integer {1-02.items.[].system.runes.potency} (same value: 0)
property : array<> {1-02.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
striking : integer {1-02.items.[].system.runes.striking} (same value: 0)
[size] : string {1-02.items.[].system.size} (same value: med)
[splashDamage] : object {1-02.items.[].system.splashDamage}
value : integer {1-02.items.[].system.splashDamage.value} (same value: 0)
[usage] : object {1-02.items.[].system.usage}
value : string {1-02.items.[].system.usage.value} (same value: held-in-one-hand)
[uses] : object {1-02.items.[].system.uses}
autoDestroy : boolean {1-02.items.[].system.uses.autoDestroy} (same value: True)
max : integer {1-02.items.[].system.uses.max} (same value: 1)
value : integer {1-02.items.[].system.uses.value} (same value: 1)
[showSlotlessLevels] : object {1-02.items.[].system.showSlotlessLevels}
value : boolean {1-02.items.[].system.showSlotlessLevels.value} (same value: False)
type : string {1-02.items.[].type} (all different values)
[_stats] : object {1-02.items.[]._stats}
compendiumSource : string {1-02.items.[]._stats.compendiumSource} (7 different values)
Compendium.pf2e.spells-srd.Item.BBvV7qoXGdw09q1C (x4)
Compendium.pf2e.spells-srd.Item.7ZinJNzxq0XF0oMx (x4)
Compendium.pf2e.spells-srd.Item.Qw3fnUlaUbnn7ipC (x4)
Compendium.pf2e.equipment-srd.Item.Tt4Qw64fwrxhr5gT (x4)
Compendium.pf2e.equipment-srd.Item.7tKkkF8eZ4iCLJtp (x4)
Compendium.pf2e.equipment-srd.Item.ScclzFrjyB0YJlrb (x3)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.AWvNPE4U0kEJSL1T (x4)
[flags] : object {1-02.items.[].flags}
pf2e : object {1-02.items.[].flags.pf2e}
linkedWeapon : string {1-02.items.[].flags.pf2e.linkedWeapon} (8 different values)
klBP9tiX1zZ9I2Kx (x1)
yMslPGw6XvTaK42Z (x1)
APCUaeUth5rf5REN (x1)
mKag626bCv87Iyyz (x1)
5BocjA6rG31MrfjU (x1)
6NikyAbgOET6bEOx (x1)
EQmCIrnZOpiQgUjp (x1)
cqmuyW9wZmRvQMBh (x1)
name : string {1-02.name} (all different values)
system : object {1-02.system}
abilities : object {1-02.system.abilities}
cha : object {1-02.system.abilities.cha}
mod : integer {1-02.system.abilities.cha.mod} (4 different values)
-2 (x1)
0 (x3)
-1 (x1)
-4 (x1)
con : object {1-02.system.abilities.con}
mod : integer {1-02.system.abilities.con.mod} (3 different values)
0 (x2)
1 (x2)
2 (x2)
dex : object {1-02.system.abilities.dex}
mod : integer {1-02.system.abilities.dex.mod} (2 different values)
4 (x5)
3 (x1)
int : object {1-02.system.abilities.int}
mod : integer {1-02.system.abilities.int.mod} (3 different values)
-5 (x2)
0 (x1)
-1 (x3)
str : object {1-02.system.abilities.str}
mod : integer {1-02.system.abilities.str.mod} (3 different values)
-3 (x1)
-1 (x3)
0 (x2)
wis : object {1-02.system.abilities.wis}
mod : integer {1-02.system.abilities.wis.mod} (2 different values)
1 (x5)
2 (x1)
attributes : object {1-02.system.attributes}
ac : object {1-02.system.attributes.ac}
details : string {1-02.system.attributes.ac.details} (same value: )
value : integer {1-02.system.attributes.ac.value} (4 different values)
18 (x2)
16 (x2)
20 (x1)
15 (x1)
allSaves : object {1-02.system.attributes.allSaves}
value : string {1-02.system.attributes.allSaves.value} (same value: )
hp : object {1-02.system.attributes.hp}
details : string {1-02.system.attributes.hp.details} (same value: )
max : integer {1-02.system.attributes.hp.max} (5 different values)
18 (x1)
23 (x2)
44 (x1)
10 (x1)
30 (x1)
temp : integer {1-02.system.attributes.hp.temp} (same value: 0)
value : integer {1-02.system.attributes.hp.value} (5 different values)
18 (x1)
23 (x2)
44 (x1)
10 (x1)
30 (x1)
speed : object {1-02.system.attributes.speed}
otherSpeeds : array<object> {1-02.system.attributes.speed.otherSpeeds}
Length: min=1 max=1
Value type: object {1-02.system.attributes.speed.otherSpeeds.[]}
type : string {1-02.system.attributes.speed.otherSpeeds.[].type} (2 different values)
fly (x2)
climb (x4)
value : integer {1-02.system.attributes.speed.otherSpeeds.[].value} (2 different values)
30 (x2)
20 (x4)
value : integer {1-02.system.attributes.speed.value} (2 different values)
10 (x2)
20 (x4)
weaknesses : array<object> {1-02.system.attributes.weaknesses}
Length: min=1 max=2
Value type: object {1-02.system.attributes.weaknesses.[]}
type : string {1-02.system.attributes.weaknesses.[].type} (3 different values)
cold-iron (x4)
area-damage (x1)
splash-damage (x1)
value : integer {1-02.system.attributes.weaknesses.[].value} (2 different values)
2 (x4)
5 (x2)
immunities : array<object> {1-02.system.attributes.immunities}
Length: min=2 max=2
Value type: object {1-02.system.attributes.immunities.[]}
type : string {1-02.system.attributes.immunities.[].type} (2 different values)
precision (x1)
swarm-mind (x1)
resistances : array<object> {1-02.system.attributes.resistances}
Length: min=3 max=3
Value type: object {1-02.system.attributes.resistances.[]}
type : string {1-02.system.attributes.resistances.[].type} (3 different values)
bludgeoning (x1)
piercing (x1)
slashing (x1)
value : integer {1-02.system.attributes.resistances.[].value} (2 different values)
5 (x2)
2 (x1)
details : object {1-02.system.details}
blurb : string {1-02.system.details.blurb} (same value: )
languages : object {1-02.system.details.languages}
details : string {1-02.system.details.languages.details} (same value: )
value : array<string> {1-02.system.details.languages.value}
Length: min=0 max=1
Value type: string {1-02.system.details.languages.value.[]} (same value: sakvroth)
level : object {1-02.system.details.level}
value : integer {1-02.system.details.level.value} (3 different values)
1 (x3)
3 (x2)
-1 (x1)
privateNotes : string {1-02.system.details.privateNotes} (same value: )
publicNotes : string {1-02.system.details.publicNotes} (3 different values)
(x4)
<p>Mitflits, also known as mites, are self-loathing and pitiful cowards, easily bullied into servitude by other creatures or even slightly more powerful mitflit leaders. They tame insects, spiders, and other such creatures to serve as faithful allies. Mitflits have lost most of their ancestral gremlin magic, leaving these incomplete beings full of doubt and insecurity. Mitflits find companionship in the other base creatures of the world, and forge bonds of friendship with vermin, the only other beings that seem willing to accept them. A social structure, even one in which they are bullied, partially fills the hole within mitflits' personalities, and they rarely rebel or rail out unless their rage hits a breaking point.</p>
<hr />
<p>Gremlins are cruel fey tricksters and saboteurs who have fully acclimated to life on the Material Plane, finding distinct niches for their inventive destructiveness. All gremlins delight in ruining or breaking things, whether it's something physical like a device or vehicle or something intangible such as an alliance or relationship. A gremlin's greatest joy is watching the collapse of complex creations, preferably after the lightest and slightest, carefully targeted push from the gremlin. Gremlins tend to denigrate, bully, or even slaughter their lesser kin, particularly mitflits, whom gremlins (and many others) derisively call "mites."</p> (x1)
<p>Swarms of centipedes are dangerous indeed, ravenous carpets of skittering hunger capable of devouring a traveler whole in a matter of minutes. Some alchemists submerge whole centipedes taken from swarms in their elixirs and some mutagens, claiming such infusions increase potency, though other say this is nothing more than quackish claptrap. Kobolds and mitflits are both known to incorporate swarms of centipedes into cunning traps, from simple pits filled with vermin or more complex affairs involving chutes that dump the vermin onto the heads of unwary intruders.</p> (x1)
publication : object {1-02.system.details.publication}
license : string {1-02.system.details.publication.license} (same value: OGL)
remaster : boolean {1-02.system.details.publication.remaster} (same value: False)
title : string {1-02.system.details.publication.title} (same value: Pathfinder Society Scenario #1-02: The Mosquito Witch)
initiative : object {1-02.system.initiative}
statistic : string {1-02.system.initiative.statistic} (same value: perception)
perception : object {1-02.system.perception}
details : string {1-02.system.perception.details} (same value: )
mod : integer {1-02.system.perception.mod} (4 different values)
8 (x1)
6 (x2)
9 (x2)
4 (x1)
senses : array<object> {1-02.system.perception.senses}
Length: min=2 max=2
Value type: object {1-02.system.perception.senses.[]}
type : string {1-02.system.perception.senses.[].type} (2 different values)
darkvision (x6)
scent (x6)
[acuity] : string {1-02.system.perception.senses.[].acuity} (same value: imprecise)
[range] : integer {1-02.system.perception.senses.[].range} (2 different values)
60 (x2)
30 (x4)
resources : object {1-02.system.resources}
[focus] : object {1-02.system.resources.focus}
max : integer {1-02.system.resources.focus.max} (same value: 1)
value : integer {1-02.system.resources.focus.value} (same value: 1)
saves : object {1-02.system.saves}
fortitude : object {1-02.system.saves.fortitude}
saveDetail : string {1-02.system.saves.fortitude.saveDetail} (same value: )
value : integer {1-02.system.saves.fortitude.value} (3 different values)
7 (x3)
5 (x2)
2 (x1)
reflex : object {1-02.system.saves.reflex}
saveDetail : string {1-02.system.saves.reflex.saveDetail} (same value: )
value : integer {1-02.system.saves.reflex.value} (3 different values)
10 (x3)
11 (x2)
7 (x1)
will : object {1-02.system.saves.will}
saveDetail : string {1-02.system.saves.will.saveDetail} (same value: )
value : integer {1-02.system.saves.will.value} (4 different values)
5 (x1)
6 (x3)
9 (x1)
4 (x1)
skills : object {1-02.system.skills}
acrobatics : object {1-02.system.skills.acrobatics}
base : integer {1-02.system.skills.acrobatics.base} (5 different values)
8 (x1)
7 (x2)
11 (x1)
5 (x1)
9 (x1)
stealth : object {1-02.system.skills.stealth}
base : integer {1-02.system.skills.stealth.base} (5 different values)
8 (x1)
7 (x2)
11 (x1)
5 (x1)
9 (x1)
[diplomacy] : object {1-02.system.skills.diplomacy}
base : integer {1-02.system.skills.diplomacy.base} (3 different values)
4 (x2)
6 (x1)
1 (x1)
special : array<object> {1-02.system.skills.diplomacy.special}
Length: min=1 max=1
Value type: object {1-02.system.skills.diplomacy.special.[]}
base : integer {1-02.system.skills.diplomacy.special.[].base} (3 different values)
10 (x2)
12 (x1)
7 (x1)
label : string {1-02.system.skills.diplomacy.special.[].label} (same value: vs. arthropods)
predicate : array<string> {1-02.system.skills.diplomacy.special.[].predicate}
Length: min=1 max=1
Value type: string {1-02.system.skills.diplomacy.special.[].predicate.[]} (same value: target:tag:arthropod)
[nature] : object {1-02.system.skills.nature}
base : integer {1-02.system.skills.nature.base} (3 different values)
4 (x2)
7 (x1)
3 (x1)
[thievery] : object {1-02.system.skills.thievery}
base : integer {1-02.system.skills.thievery.base} (3 different values)
7 (x2)
11 (x1)
5 (x1)
traits : object {1-02.system.traits}
rarity : string {1-02.system.traits.rarity} (3 different values)
uncommon (x3)
unique (x2)
common (x1)
size : object {1-02.system.traits.size}
value : string {1-02.system.traits.size.value} (3 different values)
tiny (x1)
sm (x4)
lg (x1)
value : array<string> {1-02.system.traits.value}
Length: min=1 max=4
Value type: string {1-02.system.traits.value.[]} (all different values)
type : string {1-02.type} (same value: npc)
[prototypeToken] : object {1-02.prototypeToken}
name : string {1-02.prototypeToken.name} (2 different values)
Gwibble (x2)
Mitflit (x1)
File diff suppressed because it is too large Load Diff
+807
View File
@@ -0,0 +1,807 @@
1-04
Different values: 16
=====================================
object {1-04}
_id : string {1-04._id} (all different values)
folder : string {1-04.folder} (same value: 8PxU1ciUU6TqCPIt)
img : string {1-04.img} (2 different values)
systems/pf2e/icons/default-icons/npc.svg (x12)
systems/pf2e/icons/default-icons/hazard.svg (x4)
items : array<object> {1-04.items}
Length: min=1 max=21
Value type: object {1-04.items.[]}
_id : string {1-04.items.[]._id} (94 different values)
img : string {1-04.items.[].img} (33 different values)
name : string {1-04.items.[].name} (46 different values)
sort : integer {1-04.items.[].sort} (22 different values)
system : object {1-04.items.[].system}
[attack] : object {1-04.items.[].system.attack}
value : string {1-04.items.[].system.attack.value} (same value: )
[attackEffects] : object {1-04.items.[].system.attackEffects}
value : array<string> {1-04.items.[].system.attackEffects.value}
Length: min=0 max=2
Value type: string {1-04.items.[].system.attackEffects.value.[]} (2 different values)
grab (x2)
reefclaw-venom (x1)
[custom] : string {1-04.items.[].system.attackEffects.custom} (same value: )
[bonus] : object {1-04.items.[].system.bonus}
value : integer {1-04.items.[].system.bonus.value} (9 different values)
6 (x4)
8 (x2)
12 (x2)
0 (x7)
3 (x1)
5 (x1)
7 (x2)
9 (x2)
11 (x1)
[damageRolls] : object {1-04.items.[].system.damageRolls}
[xie8axk4tsrnr2qv89lb] : object {1-04.items.[].system.damageRolls.xie8axk4tsrnr2qv89lb}
damage : string {1-04.items.[].system.damageRolls.xie8axk4tsrnr2qv89lb.damage} (same value: 1d6+2)
damageType : string {1-04.items.[].system.damageRolls.xie8axk4tsrnr2qv89lb.damageType} (same value: bludgeoning)
[z758dberxdigmqvia5m1] : object {1-04.items.[].system.damageRolls.z758dberxdigmqvia5m1}
damage : string {1-04.items.[].system.damageRolls.z758dberxdigmqvia5m1.damage} (same value: 1d6+2)
damageType : string {1-04.items.[].system.damageRolls.z758dberxdigmqvia5m1.damageType} (same value: bludgeoning)
[yhmslwsjnsuxpy7spmu2] : object {1-04.items.[].system.damageRolls.yhmslwsjnsuxpy7spmu2}
damage : string {1-04.items.[].system.damageRolls.yhmslwsjnsuxpy7spmu2.damage} (2 different values)
2d8+5 (x1)
1d4 (x1)
damageType : string {1-04.items.[].system.damageRolls.yhmslwsjnsuxpy7spmu2.damageType} (same value: piercing)
[hvx4aslbwpjcvooky7d1] : object {1-04.items.[].system.damageRolls.hvx4aslbwpjcvooky7d1}
damage : string {1-04.items.[].system.damageRolls.hvx4aslbwpjcvooky7d1.damage} (2 different values)
1d10+5 (x1)
1d4 (x1)
damageType : string {1-04.items.[].system.damageRolls.hvx4aslbwpjcvooky7d1.damageType} (same value: slashing)
[uaetb4f56ssf7mrc] : object {1-04.items.[].system.damageRolls.uaetb4f56ssf7mrc}
damage : string {1-04.items.[].system.damageRolls.uaetb4f56ssf7mrc.damage} (same value: 1d6)
damageType : string {1-04.items.[].system.damageRolls.uaetb4f56ssf7mrc.damageType} (same value: bludgeoning)
[gl25u5i6rcm9kt9l] : object {1-04.items.[].system.damageRolls.gl25u5i6rcm9kt9l}
damage : string {1-04.items.[].system.damageRolls.gl25u5i6rcm9kt9l.damage} (same value: 1d10)
damageType : string {1-04.items.[].system.damageRolls.gl25u5i6rcm9kt9l.damageType} (same value: bludgeoning)
[anx3kwwgatk0d5uchqe8] : object {1-04.items.[].system.damageRolls.anx3kwwgatk0d5uchqe8}
damage : string {1-04.items.[].system.damageRolls.anx3kwwgatk0d5uchqe8.damage} (same value: 1d6)
damageType : string {1-04.items.[].system.damageRolls.anx3kwwgatk0d5uchqe8.damageType} (same value: bludgeoning)
[o3aiq04p4mn1r5a8du1q] : object {1-04.items.[].system.damageRolls.o3aiq04p4mn1r5a8du1q}
damage : string {1-04.items.[].system.damageRolls.o3aiq04p4mn1r5a8du1q.damage} (same value: 1d10)
damageType : string {1-04.items.[].system.damageRolls.o3aiq04p4mn1r5a8du1q.damageType} (same value: bludgeoning)
[odd3yybk2rhtjni9proc] : object {1-04.items.[].system.damageRolls.odd3yybk2rhtjni9proc}
damage : string {1-04.items.[].system.damageRolls.odd3yybk2rhtjni9proc.damage} (same value: 1d6-1)
damageType : string {1-04.items.[].system.damageRolls.odd3yybk2rhtjni9proc.damageType} (same value: slashing)
[t97yyq0tipqqigqcnz3o] : object {1-04.items.[].system.damageRolls.t97yyq0tipqqigqcnz3o}
damage : string {1-04.items.[].system.damageRolls.t97yyq0tipqqigqcnz3o.damage} (same value: 1d10+2)
damageType : string {1-04.items.[].system.damageRolls.t97yyq0tipqqigqcnz3o.damageType} (same value: bludgeoning)
[n8vq2ulobthd0lkj] : object {1-04.items.[].system.damageRolls.n8vq2ulobthd0lkj}
damage : string {1-04.items.[].system.damageRolls.n8vq2ulobthd0lkj.damage} (same value: 1d6+2)
damageType : string {1-04.items.[].system.damageRolls.n8vq2ulobthd0lkj.damageType} (same value: bludgeoning)
[om6y4uvl6ynziba9gpk4] : object {1-04.items.[].system.damageRolls.om6y4uvl6ynziba9gpk4}
damage : string {1-04.items.[].system.damageRolls.om6y4uvl6ynziba9gpk4.damage} (same value: 1d10+2)
damageType : string {1-04.items.[].system.damageRolls.om6y4uvl6ynziba9gpk4.damageType} (same value: bludgeoning)
9wievn3d9xo5xfnv : object {1-04.items.[].system.damageRolls.9wievn3d9xo5xfnv}
damage : string {1-04.items.[].system.damageRolls.9wievn3d9xo5xfnv.damage} (same value: 1d6 + 2)
damageType : string {1-04.items.[].system.damageRolls.9wievn3d9xo5xfnv.damageType} (same value: bludgeoning)
description : object {1-04.items.[].system.description}
value : string {1-04.items.[].system.description.value} (46 different values)
publication : object {1-04.items.[].system.publication}
license : string {1-04.items.[].system.publication.license} (2 different values)
OGL (x100)
ORC (x1)
remaster : boolean {1-04.items.[].system.publication.remaster} (2 different values)
False (x100)
True (x1)
title : string {1-04.items.[].system.publication.title} (4 different values)
(x42)
Pathfinder Bestiary (x2)
Pathfinder Core Rulebook (x56)
Pathfinder Player Core (x1)
rules : ###FoundryRulesObject###
[slug] : string {1-04.items.[].system.slug} (27 different values)
[traits] : object {1-04.items.[].system.traits}
rarity : string {1-04.items.[].system.traits.rarity} (2 different values)
common (x89)
uncommon (x5)
value : array<string> {1-04.items.[].system.traits.value}
Length: min=0 max=6
Value type: string {1-04.items.[].system.traits.value.[]} (37 different values)
[selected] : object {1-04.items.[].system.traits.selected}
[traditions] : array<string> {1-04.items.[].system.traits.traditions}
Length: min=0 max=4
Value type: string {1-04.items.[].system.traits.traditions.[]} (4 different values)
arcane (x20)
occult (x14)
primal (x31)
divine (x12)
[weaponType] : object {1-04.items.[].system.weaponType}
value : string {1-04.items.[].system.weaponType.value} (2 different values)
melee (x14)
ranged (x1)
[actionType] : object {1-04.items.[].system.actionType}
value : string {1-04.items.[].system.actionType.value} (4 different values)
action (x10)
reaction (x5)
free (x2)
passive (x5)
[actions] : object {1-04.items.[].system.actions}
[value] : integer {1-04.items.[].system.actions.value} (2 different values)
1 (x5)
2 (x5)
[category] : string {1-04.items.[].system.category} (9 different values)
offensive (x16)
martial (x3)
simple (x4)
light (x4)
elixir (x1)
ammo (x2)
interaction (x1)
defensive (x1)
scroll (x2)
[autoHeightenLevel] : object {1-04.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {1-04.items.[].system.prepared}
flexible : boolean {1-04.items.[].system.prepared.flexible} (same value: False)
value : string {1-04.items.[].system.prepared.value} (2 different values)
prepared (x4)
focus (x3)
[proficiency] : object {1-04.items.[].system.proficiency}
value : integer {1-04.items.[].system.proficiency.value} (same value: 0)
[slots] : object {1-04.items.[].system.slots}
[slot0] : object {1-04.items.[].system.slots.slot0}
max : integer {1-04.items.[].system.slots.slot0.max} (same value: 4)
prepared : array<object> {1-04.items.[].system.slots.slot0.prepared}
Length: min=4 max=4
Value type: object {1-04.items.[].system.slots.slot0.prepared.[]}
id : string {1-04.items.[].system.slots.slot0.prepared.[].id} (all different values)
slot1 : object {1-04.items.[].system.slots.slot1}
max : integer {1-04.items.[].system.slots.slot1.max} (3 different values)
2 (x1)
3 (x3)
1 (x3)
[prepared] : array<object> {1-04.items.[].system.slots.slot1.prepared}
Length: min=2 max=3
Value type: object {1-04.items.[].system.slots.slot1.prepared.[]}
id : string {1-04.items.[].system.slots.slot1.prepared.[].id} (11 different values)
Afy6BrrqPmeZWO6s (x1)
lW0BTHuRme70VXbi (x1)
FQuzLJ8Gqu2a7AqD (x1)
1aCPBA5LBeiFB3ud (x1)
LIqnWI9V6tKZPXJi (x1)
2u16Wxty1pNHvwLK (x1)
aK1WKmlsUZKo9yUq (x1)
xgFlPi76nAG3IOGC (x1)
ZehHQtKhGRj6D6eo (x1)
QeDqggvt2PKkihUh (x1)
ZtZIOMYQUaPHU8gm (x1)
[expended] : boolean {1-04.items.[].system.slots.slot1.prepared.[].expended} (same value: True)
[value] : integer {1-04.items.[].system.slots.slot1.value} (same value: 1)
[slot2] : object {1-04.items.[].system.slots.slot2}
max : integer {1-04.items.[].system.slots.slot2.max} (same value: 2)
prepared : array<object> {1-04.items.[].system.slots.slot2.prepared}
Length: min=2 max=2
Value type: object {1-04.items.[].system.slots.slot2.prepared.[]}
id : string {1-04.items.[].system.slots.slot2.prepared.[].id} (4 different values)
rRzCUmFWt5KFYAQE (x1)
NHVXp5RQHMPyNxFr (x1)
TdNbVnlNbCKhpwRO (x1)
uWliJdp3XC2hwvGB (x1)
[spelldc] : object {1-04.items.[].system.spelldc}
dc : integer {1-04.items.[].system.spelldc.dc} (3 different values)
16 (x3)
17 (x2)
18 (x2)
mod : integer {1-04.items.[].system.spelldc.mod} (same value: 0)
value : integer {1-04.items.[].system.spelldc.value} (3 different values)
8 (x3)
9 (x2)
10 (x2)
[tradition] : object {1-04.items.[].system.tradition}
value : string {1-04.items.[].system.tradition.value} (same value: primal)
[area] : object {1-04.items.[].system.area}
type : string {1-04.items.[].system.area.type} (same value: burst)
value : integer {1-04.items.[].system.area.value} (same value: 20)
[cost] : object {1-04.items.[].system.cost}
value : string {1-04.items.[].system.cost.value} (same value: )
[counteraction] : boolean {1-04.items.[].system.counteraction} (same value: False)
[damage] : object {1-04.items.[].system.damage}
[damageType] : string {1-04.items.[].system.damage.damageType} (2 different values)
electricity (x1)
bludgeoning (x6)
[dice] : integer {1-04.items.[].system.damage.dice} (same value: 1)
[die] : string {1-04.items.[].system.damage.die} (3 different values)
d6 (x3)
d10 (x2)
d4 (x2)
[formula] : string {1-04.items.[].system.damage.formula} (same value: 1d6)
[kind] : string {1-04.items.[].system.damage.kind} (same value: healing)
[type] : string {1-04.items.[].system.damage.type} (same value: untyped)
[0] : object {1-04.items.[].system.damage.0}
[category] : mixed
formula : string {1-04.items.[].system.damage.0.formula} (4 different values)
1d8 (x1)
1d4 (x2)
3d6 (x2)
1d12 (x2)
kinds : array<string> {1-04.items.[].system.damage.0.kinds}
Length: min=1 max=1
Value type: string {1-04.items.[].system.damage.0.kinds.[]} (2 different values)
healing (x1)
damage (x6)
materials : array<> {1-04.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {1-04.items.[].system.damage.0.type} (3 different values)
untyped (x1)
electricity (x4)
bludgeoning (x2)
[applyMod] : boolean {1-04.items.[].system.damage.0.applyMod} (same value: True)
[defense] : object {1-04.items.[].system.defense}
save : object {1-04.items.[].system.defense.save}
basic : boolean {1-04.items.[].system.defense.save.basic} (2 different values)
False (x4)
True (x4)
statistic : string {1-04.items.[].system.defense.save.statistic} (2 different values)
will (x4)
reflex (x4)
[duration] : object {1-04.items.[].system.duration}
sustained : boolean {1-04.items.[].system.duration.sustained} (2 different values)
True (x2)
False (x32)
value : string {1-04.items.[].system.duration.value} (7 different values)
(x17)
varies (x4)
1 minute (x4)
unlimited (x4)
see text (x1)
10 minutes (x2)
1 hour (x2)
[level] : object {1-04.items.[].system.level}
value : integer {1-04.items.[].system.level.value} (4 different values)
1 (x32)
0 (x18)
2 (x4)
3 (x3)
[location] : object {1-04.items.[].system.location}
value : string {1-04.items.[].system.location.value} (7 different values)
tnijG1sI6J9RgqEf (x6)
Vk2Yk178GjaDAnWx (x9)
bpGrWQMsE7IbSEui (x1)
ZXmXu3fpEwzcnU1m (x7)
PfWq2Lg2EbHVklOV (x1)
2GdNRu7lpObZOsOA (x9)
jqM5EqxldHZMQyw3 (x1)
[range] : mixed
object {1-04.items.[].system.range}
value : string {1-04.items.[].system.range.value} (6 different values)
120 feet (x4)
30 feet (x12)
(x7)
touch (x8)
varies (x1)
60 feet (x2)
integer {1-04.items.[].system.range} (2 different values)
20 (x1)
80 (x2)
[requirements] : string {1-04.items.[].system.requirements} (same value: )
[target] : object {1-04.items.[].system.target}
value : string {1-04.items.[].system.target.value} (7 different values)
(x11)
1 creature (x10)
1 willing creature (x4)
1 creature or object (x4)
1 willing living animal creature (x1)
1 or 2 creatures (x2)
1 creature or unattended object (x2)
[time] : object {1-04.items.[].system.time}
value : string {1-04.items.[].system.time.value} (4 different values)
2 (x31)
1 minute (x1)
1 to 2 (x1)
3 (x1)
[heightening] : object {1-04.items.[].system.heightening}
[levels] : object {1-04.items.[].system.heightening.levels}
[3] : object {1-04.items.[].system.heightening.levels.3}
target : object {1-04.items.[].system.heightening.levels.3.target}
value : string {1-04.items.[].system.heightening.levels.3.target.value} (same value: 5 creatures)
[4] : object {1-04.items.[].system.heightening.levels.4}
area : object {1-04.items.[].system.heightening.levels.4.area}
areaType : string {1-04.items.[].system.heightening.levels.4.area.areaType} (same value: emanation)
value : string {1-04.items.[].system.heightening.levels.4.area.value} (same value: 20)
range : object {1-04.items.[].system.heightening.levels.4.range}
value : string {1-04.items.[].system.heightening.levels.4.range.value} (same value: 20 feet)
type : string {1-04.items.[].system.heightening.type} (2 different values)
fixed (x6)
interval (x7)
[damage] : object {1-04.items.[].system.heightening.damage}
0 : string {1-04.items.[].system.heightening.damage.0} (4 different values)
1d8 (x1)
1d4 (x2)
2d6 (x2)
1d12 (x2)
[interval] : integer {1-04.items.[].system.heightening.interval} (same value: 1)
[baseItem] : string {1-04.items.[].system.baseItem} (5 different values)
alchemical-bomb (x1)
club (x2)
halfling-sling-staff (x2)
leather-armor (x4)
staff (x2)
[bonusDamage] : object {1-04.items.[].system.bonusDamage}
value : integer {1-04.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {1-04.items.[].system.bulk}
value : mixed
float {1-04.items.[].system.bulk.value} (same value: 0,1)
integer {1-04.items.[].system.bulk.value} (2 different values)
1 (x12)
0 (x5)
[containerId] : mixed
[equipped] : object {1-04.items.[].system.equipped}
carryType : string {1-04.items.[].system.equipped.carryType} (same value: worn)
[handsHeld] : integer {1-04.items.[].system.equipped.handsHeld} (same value: 0)
[invested] : mixed
[inSlot] : boolean {1-04.items.[].system.equipped.inSlot} (2 different values)
True (x2)
False (x1)
[group] : string {1-04.items.[].system.group} (4 different values)
bomb (x1)
club (x4)
sling (x2)
leather (x4)
[hardness] : integer {1-04.items.[].system.hardness} (same value: 0)
[hp] : object {1-04.items.[].system.hp}
max : integer {1-04.items.[].system.hp.max} (same value: 0)
value : integer {1-04.items.[].system.hp.value} (same value: 0)
[material] : object {1-04.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {1-04.items.[].system.price}
value : object {1-04.items.[].system.price.value}
[gp] : integer {1-04.items.[].system.price.value.gp} (5 different values)
3 (x2)
5 (x2)
2 (x4)
60 (x1)
12 (x2)
[cp] : integer {1-04.items.[].system.price.value.cp} (same value: 1)
[sp] : integer {1-04.items.[].system.price.value.sp} (same value: 1)
[per] : integer {1-04.items.[].system.price.per} (same value: 10)
[quantity] : integer {1-04.items.[].system.quantity} (4 different values)
1 (x19)
10 (x2)
12 (x1)
22 (x1)
[reload] : object {1-04.items.[].system.reload}
value : string {1-04.items.[].system.reload.value} (3 different values)
- (x3)
1 (x2)
(x2)
[runes] : object {1-04.items.[].system.runes}
potency : integer {1-04.items.[].system.runes.potency} (2 different values)
0 (x10)
1 (x1)
property : array<> {1-04.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {1-04.items.[].system.runes.striking} (same value: 0)
[resilient] : integer {1-04.items.[].system.runes.resilient} (same value: 0)
[size] : string {1-04.items.[].system.size} (2 different values)
med (x16)
lg (x7)
[splashDamage] : object {1-04.items.[].system.splashDamage}
[value] : integer {1-04.items.[].system.splashDamage.value} (2 different values)
1 (x1)
0 (x4)
[usage] : object {1-04.items.[].system.usage}
value : string {1-04.items.[].system.usage.value} (3 different values)
held-in-one-hand (x14)
held-in-two-hands (x2)
worneyepiece (x1)
[acBonus] : integer {1-04.items.[].system.acBonus} (same value: 1)
[checkPenalty] : integer {1-04.items.[].system.checkPenalty} (same value: -1)
[dexCap] : integer {1-04.items.[].system.dexCap} (same value: 4)
[speedPenalty] : integer {1-04.items.[].system.speedPenalty} (same value: 0)
[strength] : integer {1-04.items.[].system.strength} (same value: 0)
[uses] : object {1-04.items.[].system.uses}
autoDestroy : boolean {1-04.items.[].system.uses.autoDestroy} (same value: True)
max : integer {1-04.items.[].system.uses.max} (same value: 1)
value : integer {1-04.items.[].system.uses.value} (same value: 1)
[stackGroup] : string {1-04.items.[].system.stackGroup} (2 different values)
slingBullets (x2)
coins (x2)
[deathNote] : boolean {1-04.items.[].system.deathNote} (same value: True)
[showSlotlessLevels] : object {1-04.items.[].system.showSlotlessLevels}
value : boolean {1-04.items.[].system.showSlotlessLevels.value} (same value: False)
[spell] : object {1-04.items.[].system.spell}
_id : string {1-04.items.[].system.spell._id} (same value: J6vNvrUT3b1hx2iA)
flags : object {1-04.items.[].system.spell.flags}
core : object {1-04.items.[].system.spell.flags.core}
sourceId : string {1-04.items.[].system.spell.flags.core.sourceId} (same value: Compendium.pf2e.spells-srd.Item.J6vNvrUT3b1hx2iA)
img : string {1-04.items.[].system.spell.img} (same value: icons/magic/nature/root-vines-grow-brown.webp)
name : string {1-04.items.[].system.spell.name} (same value: Entangle)
sort : integer {1-04.items.[].system.spell.sort} (same value: 0)
system : object {1-04.items.[].system.spell.system}
area : object {1-04.items.[].system.spell.system.area}
details : string {1-04.items.[].system.spell.system.area.details} (same value: all squares in a 20-foot-radius burst that contain plants)
type : string {1-04.items.[].system.spell.system.area.type} (same value: burst)
value : integer {1-04.items.[].system.spell.system.area.value} (same value: 20)
cost : object {1-04.items.[].system.spell.system.cost}
value : string {1-04.items.[].system.spell.system.cost.value} (same value: )
counteraction : boolean {1-04.items.[].system.spell.system.counteraction} (same value: False)
damage : object {1-04.items.[].system.spell.system.damage}
defense : object {1-04.items.[].system.spell.system.defense}
save : object {1-04.items.[].system.spell.system.defense.save}
basic : boolean {1-04.items.[].system.spell.system.defense.save.basic} (same value: False)
statistic : string {1-04.items.[].system.spell.system.defense.save.statistic} (same value: reflex)
description : object {1-04.items.[].system.spell.system.description}
value : string {1-04.items.[].system.spell.system.description.value} (same value: <p>Plants in the area entangle creatures. The area counts as difficult terrain. Each round that a creature starts its turn in the area, it must attempt a Reflex save. On a failure, it takes a -10-foot circumstance penalty to its Speeds until it leaves the area, and on a critical failure, it is also @UUID[Compendium.pf2e.conditionitems.Item.Immobilized] for 1 round. Creatures can attempt to Escape at entangle's DC to remove these effects.</p>)
duration : object {1-04.items.[].system.spell.system.duration}
sustained : boolean {1-04.items.[].system.spell.system.duration.sustained} (same value: False)
value : string {1-04.items.[].system.spell.system.duration.value} (same value: 1 minute)
level : object {1-04.items.[].system.spell.system.level}
value : integer {1-04.items.[].system.spell.system.level.value} (same value: 2)
location : object {1-04.items.[].system.spell.system.location}
heightenedLevel : integer {1-04.items.[].system.spell.system.location.heightenedLevel} (same value: 2)
value : string {1-04.items.[].system.spell.system.location.value} (same value: )
publication : object {1-04.items.[].system.spell.system.publication}
license : string {1-04.items.[].system.spell.system.publication.license} (same value: OGL)
remaster : boolean {1-04.items.[].system.spell.system.publication.remaster} (same value: False)
title : string {1-04.items.[].system.spell.system.publication.title} (same value: Pathfinder Core Rulebook)
range : object {1-04.items.[].system.spell.system.range}
value : string {1-04.items.[].system.spell.system.range.value} (same value: 120 feet)
requirements : string {1-04.items.[].system.spell.system.requirements} (same value: )
rules : ###FoundryRulesObject###
slug : string {1-04.items.[].system.spell.system.slug} (same value: entangle)
target : object {1-04.items.[].system.spell.system.target}
value : string {1-04.items.[].system.spell.system.target.value} (same value: )
time : object {1-04.items.[].system.spell.system.time}
value : string {1-04.items.[].system.spell.system.time.value} (same value: 2)
traits : object {1-04.items.[].system.spell.system.traits}
rarity : string {1-04.items.[].system.spell.system.traits.rarity} (same value: common)
traditions : array<string> {1-04.items.[].system.spell.system.traits.traditions}
Length: min=1 max=1
Value type: string {1-04.items.[].system.spell.system.traits.traditions.[]} (same value: primal)
value : array<string> {1-04.items.[].system.spell.system.traits.value}
Length: min=3 max=3
Value type: string {1-04.items.[].system.spell.system.traits.value.[]} (3 different values)
concentrate (x2)
manipulate (x2)
plant (x2)
type : string {1-04.items.[].system.spell.type} (same value: spell)
type : string {1-04.items.[].type} (9 different values)
melee (x15)
action (x22)
spellcastingEntry (x7)
spell (x34)
weapon (x7)
armor (x4)
equipment (x5)
consumable (x5)
treasure (x2)
[_stats] : object {1-04.items.[]._stats}
compendiumSource : string {1-04.items.[]._stats.compendiumSource} (27 different values)
[flags] : object {1-04.items.[].flags}
pf2e : object {1-04.items.[].flags.pf2e}
linkedWeapon : string {1-04.items.[].flags.pf2e.linkedWeapon} (6 different values)
WiT4bEoxOemisMlS (x1)
eIP05g0YgQV3l0wQ (x1)
H87yYE8Cx4bVd5Vg (x1)
LbFl8nMKKVbY0iF3 (x1)
lVzsruIZLD0wG83E (x1)
bYKxyAapWfgl8fSm (x1)
name : string {1-04.name} (all different values)
[prototypeToken] : object {1-04.prototypeToken}
name : string {1-04.prototypeToken.name} (6 different values)
Animal Companion (Wolf) (x2)
Ankle Trap (x2)
Deadfall Trap (x2)
Halfling Druid (x2)
Squirrel Swarm (x1)
Vengeant Thorn (x2)
system : object {1-04.system}
[abilities] : object {1-04.system.abilities}
cha : object {1-04.system.abilities.cha}
mod : integer {1-04.system.abilities.cha.mod} (4 different values)
0 (x4)
-3 (x1)
1 (x5)
-2 (x2)
con : object {1-04.system.abilities.con}
mod : integer {1-04.system.abilities.con.mod} (2 different values)
2 (x5)
1 (x7)
dex : object {1-04.system.abilities.dex}
mod : integer {1-04.system.abilities.dex.mod} (3 different values)
3 (x8)
4 (x2)
2 (x2)
int : object {1-04.system.abilities.int}
mod : integer {1-04.system.abilities.int.mod} (3 different values)
-4 (x7)
0 (x4)
-3 (x1)
str : object {1-04.system.abilities.str}
mod : integer {1-04.system.abilities.str.mod} (6 different values)
2 (x5)
-2 (x1)
3 (x1)
0 (x2)
-3 (x2)
1 (x1)
wis : object {1-04.system.abilities.wis}
mod : integer {1-04.system.abilities.wis.mod} (3 different values)
1 (x8)
3 (x3)
2 (x1)
attributes : object {1-04.system.attributes}
ac : object {1-04.system.attributes.ac}
[details] : string {1-04.system.attributes.ac.details} (same value: )
value : integer {1-04.system.attributes.ac.value} (7 different values)
16 (x3)
0 (x4)
13 (x1)
19 (x3)
17 (x1)
14 (x2)
18 (x2)
[allSaves] : object {1-04.system.attributes.allSaves}
value : string {1-04.system.attributes.allSaves.value} (same value: )
hp : object {1-04.system.attributes.hp}
details : string {1-04.system.attributes.hp.details} (same value: )
max : integer {1-04.system.attributes.hp.max} (11 different values)
14 (x1)
30 (x1)
0 (x4)
12 (x3)
45 (x1)
15 (x1)
35 (x1)
7 (x1)
17 (x1)
40 (x1)
60 (x1)
temp : integer {1-04.system.attributes.hp.temp} (same value: 0)
value : integer {1-04.system.attributes.hp.value} (11 different values)
14 (x1)
30 (x1)
0 (x4)
12 (x3)
45 (x1)
15 (x1)
35 (x1)
7 (x1)
17 (x1)
40 (x1)
60 (x1)
[speed] : object {1-04.system.attributes.speed}
otherSpeeds : array<object> {1-04.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {1-04.system.attributes.speed.otherSpeeds.[]}
type : string {1-04.system.attributes.speed.otherSpeeds.[].type} (3 different values)
climb (x3)
fly (x2)
swim (x1)
value : integer {1-04.system.attributes.speed.otherSpeeds.[].value} (5 different values)
10 (x1)
60 (x1)
40 (x1)
20 (x2)
30 (x1)
value : integer {1-04.system.attributes.speed.value} (4 different values)
40 (x4)
30 (x3)
10 (x3)
25 (x2)
[emitsSound] : string {1-04.system.attributes.emitsSound} (same value: encounter)
[hardness] : integer {1-04.system.attributes.hardness} (same value: 0)
[hasHealth] : boolean {1-04.system.attributes.hasHealth} (same value: True)
[stealth] : object {1-04.system.attributes.stealth}
details : string {1-04.system.attributes.stealth.details} (same value: )
value : integer {1-04.system.attributes.stealth.value} (2 different values)
8 (x2)
10 (x2)
[immunities] : array<object> {1-04.system.attributes.immunities}
Length: min=2 max=2
Value type: object {1-04.system.attributes.immunities.[]}
type : string {1-04.system.attributes.immunities.[].type} (2 different values)
precision (x3)
swarm-mind (x3)
[resistances] : array<object> {1-04.system.attributes.resistances}
Length: min=1 max=1
Value type: object {1-04.system.attributes.resistances.[]}
[exceptions] : array<string> {1-04.system.attributes.resistances.[].exceptions}
Length: min=1 max=1
Value type: string {1-04.system.attributes.resistances.[].exceptions.[]} (same value: bludgeoning)
type : string {1-04.system.attributes.resistances.[].type} (same value: physical)
value : integer {1-04.system.attributes.resistances.[].value} (same value: 6)
[weaknesses] : array<object> {1-04.system.attributes.weaknesses}
Length: min=2 max=2
Value type: object {1-04.system.attributes.weaknesses.[]}
type : string {1-04.system.attributes.weaknesses.[].type} (2 different values)
area-damage (x3)
splash-damage (x3)
value : integer {1-04.system.attributes.weaknesses.[].value} (same value: 3)
details : object {1-04.system.details}
[blurb] : string {1-04.system.details.blurb} (same value: )
[languages] : object {1-04.system.details.languages}
details : string {1-04.system.details.languages.details} (2 different values)
(x11)
can't speak any language (x1)
value : array<string> {1-04.system.details.languages.value}
Length: min=0 max=3
Value type: string {1-04.system.details.languages.value.[]} (3 different values)
common (x3)
elven (x2)
fey (x2)
level : object {1-04.system.details.level}
value : integer {1-04.system.details.level.value} (6 different values)
0 (x4)
1 (x5)
3 (x3)
-1 (x2)
2 (x1)
5 (x1)
[privateNotes] : string {1-04.system.details.privateNotes} (2 different values)
(x11)
<p>Squirrel Swarm size is incorrect in the PDF and was corrected to be large.</p>
<p>https://paizo.com/threads/rzs42s73?PFS-104-Bandits-of-Immenwood#10</p> (x1)
[publicNotes] : string {1-04.system.details.publicNotes} (2 different values)
(x9)
<p>Swarms of centipedes are dangerous indeed, ravenous carpets of skittering hunger capable of devouring a traveler whole in a matter of minutes. Some alchemists submerge whole centipedes taken from swarms in their elixirs and some mutagens, claiming such infusions increase potency, though other say this is nothing more than quackish claptrap. Kobolds and mitflits are both known to incorporate swarms of centipedes into cunning traps, from simple pits filled with vermin or more complex affairs involving chutes that dump the vermin onto the heads of unwary intruders.</p> (x3)
publication : object {1-04.system.details.publication}
license : string {1-04.system.details.publication.license} (same value: OGL)
remaster : boolean {1-04.system.details.publication.remaster} (same value: False)
title : string {1-04.system.details.publication.title} (same value: Pathfinder Society Scenario #1-04: Bandits of Immenwood)
[description] : string {1-04.system.details.description} (2 different values)
<p>Many small pits have been dug in the road and covered with leaves and dirt to disguise them.</p> (x2)
<p>A large tree has been cut down and supported only by a rope.</p> (x2)
[disable] : string {1-04.system.details.disable} (3 different values)
<p>If spotted, the pits can be avoided by moving at one quarter of normal speed.</p> (x2)
<p>The trap cannot be disabled in advance.</p> (x1)
<p>The trap cannot be disabled in advance (unless the PCs are able to out stealth Vengeant Thorn and sneak up on him before the wagon reaches the target zone).</p> (x1)
[isComplex] : boolean {1-04.system.details.isComplex} (same value: False)
[reset] : string {1-04.system.details.reset} (same value: )
[routine] : string {1-04.system.details.routine} (same value: )
[initiative] : object {1-04.system.initiative}
statistic : string {1-04.system.initiative.statistic} (same value: perception)
[perception] : object {1-04.system.perception}
details : string {1-04.system.perception.details} (2 different values)
(x11)
scent (imprecise, 30 feet) (x1)
mod : integer {1-04.system.perception.mod} (7 different values)
4 (x2)
5 (x3)
8 (x3)
10 (x1)
6 (x1)
7 (x1)
13 (x1)
senses : array<object> {1-04.system.perception.senses}
Length: min=1 max=2
Value type: object {1-04.system.perception.senses.[]}
type : string {1-04.system.perception.senses.[].type} (3 different values)
low-light-vision (x9)
scent (x1)
darkvision (x3)
[acuity] : string {1-04.system.perception.senses.[].acuity} (same value: imprecise)
[range] : integer {1-04.system.perception.senses.[].range} (same value: 30)
[resources] : object {1-04.system.resources}
[focus] : object {1-04.system.resources.focus}
max : integer {1-04.system.resources.focus.max} (2 different values)
1 (x1)
2 (x3)
value : integer {1-04.system.resources.focus.value} (2 different values)
1 (x1)
2 (x3)
saves : object {1-04.system.saves}
fortitude : object {1-04.system.saves.fortitude}
saveDetail : string {1-04.system.saves.fortitude.saveDetail} (same value: )
value : integer {1-04.system.saves.fortitude.value} (6 different values)
5 (x3)
0 (x4)
2 (x3)
6 (x3)
4 (x2)
8 (x1)
reflex : object {1-04.system.saves.reflex}
saveDetail : string {1-04.system.saves.reflex.saveDetail} (same value: )
value : integer {1-04.system.saves.reflex.value} (6 different values)
6 (x4)
0 (x4)
7 (x5)
11 (x1)
8 (x1)
9 (x1)
will : object {1-04.system.saves.will}
saveDetail : string {1-04.system.saves.will.saveDetail} (same value: )
value : integer {1-04.system.saves.will.value} (6 different values)
4 (x5)
0 (x4)
8 (x2)
10 (x2)
2 (x2)
7 (x1)
[skills] : object {1-04.system.skills}
[acrobatics] : object {1-04.system.skills.acrobatics}
base : integer {1-04.system.skills.acrobatics.base} (6 different values)
6 (x3)
4 (x1)
11 (x1)
8 (x2)
5 (x2)
7 (x1)
[special] : array<object> {1-04.system.skills.acrobatics.special}
Length: min=1 max=1
Value type: object {1-04.system.skills.acrobatics.special.[]}
base : integer {1-04.system.skills.acrobatics.special.[].base} (same value: 8)
label : string {1-04.system.skills.acrobatics.special.[].label} (same value: to jump)
predicate : array<string> {1-04.system.skills.acrobatics.special.[].predicate}
Length: min=1 max=1
Value type: string {1-04.system.skills.acrobatics.special.[].predicate.[]} (same value: action:jump)
[athletics] : object {1-04.system.skills.athletics}
base : integer {1-04.system.skills.athletics.base} (8 different values)
5 (x2)
8 (x1)
3 (x1)
6 (x1)
4 (x2)
2 (x1)
9 (x1)
11 (x1)
[special] : array<object> {1-04.system.skills.athletics.special}
Length: min=1 max=1
Value type: object {1-04.system.skills.athletics.special.[]}
base : integer {1-04.system.skills.athletics.special.[].base} (same value: 6)
label : string {1-04.system.skills.athletics.special.[].label} (2 different values)
to Climb (x2)
to Swim (x1)
predicate : array<string> {1-04.system.skills.athletics.special.[].predicate}
Length: min=1 max=1
Value type: string {1-04.system.skills.athletics.special.[].predicate.[]} (2 different values)
action:climb (x2)
action:swim (x1)
[survival] : object {1-04.system.skills.survival}
base : integer {1-04.system.skills.survival.base} (3 different values)
4 (x2)
5 (x2)
7 (x1)
[stealth] : object {1-04.system.skills.stealth}
base : integer {1-04.system.skills.stealth.base} (2 different values)
6 (x1)
8 (x1)
[diplomacy] : object {1-04.system.skills.diplomacy}
base : integer {1-04.system.skills.diplomacy.base} (2 different values)
4 (x2)
6 (x1)
[intimidation] : object {1-04.system.skills.intimidation}
base : integer {1-04.system.skills.intimidation.base} (2 different values)
4 (x2)
6 (x1)
[nature] : object {1-04.system.skills.nature}
base : integer {1-04.system.skills.nature.base} (2 different values)
5 (x2)
7 (x1)
traits : object {1-04.system.traits}
rarity : string {1-04.system.traits.rarity} (same value: common)
size : object {1-04.system.traits.size}
value : string {1-04.system.traits.size.value} (3 different values)
sm (x6)
med (x4)
lg (x6)
value : array<string> {1-04.system.traits.value}
Length: min=1 max=3
Value type: string {1-04.system.traits.value.[]} (12 different values)
animal (x6)
minion (x2)
mechanical (x4)
trap (x4)
swarm (x3)
beast (x3)
evil (x4)
halfling (x2)
humanoid (x2)
aberration (x1)
amphibious (x1)
aquatic (x1)
[creatureType] : string {1-04.system.creatureType} (same value: )
[statusEffects] : array<> {1-04.system.statusEffects}
Length: min=0 max=0
Value type: mixed
type : string {1-04.type} (2 different values)
npc (x12)
hazard (x4)
+639
View File
@@ -0,0 +1,639 @@
1-05
Different values: 11
=====================================
object {1-05}
_id : string {1-05._id} (all different values)
folder : string {1-05.folder} (same value: C2XHn3rJYZFFAcil)
img : string {1-05.img} (same value: systems/pf2e/icons/default-icons/npc.svg)
items : array<object> {1-05.items}
Length: min=1 max=11
Value type: object {1-05.items.[]}
_id : string {1-05.items.[]._id} (51 different values)
img : string {1-05.items.[].img} (16 different values)
systems/pf2e/icons/default-icons/melee.svg (x20)
systems/pf2e/icons/actions/Reaction.webp (x3)
systems/pf2e/icons/actions/Passive.webp (x4)
systems/pf2e/icons/actions/OneAction.webp (x8)
systems/pf2e/icons/actions/TwoActions.webp (x3)
icons/weapons/axes/axe-double-engraved.webp (x1)
systems/pf2e/icons/equipment/weapons/javelin.webp (x3)
icons/equipment/chest/breastplate-banded-simple-leather-brown.webp (x1)
systems/pf2e/icons/equipment/weapons/ogre-hook.webp (x1)
icons/equipment/chest/vest-leather-tattered-white.webp (x1)
systems/pf2e/icons/equipment/alchemical-items/alchemical-bombs/acid-flask.webp (x1)
systems/pf2e/icons/equipment/alchemical-items/alchemical-bombs/alchemists-fire.webp (x1)
systems/pf2e/icons/equipment/alchemical-items/alchemical-bombs/bottled-lightning.webp (x1)
systems/pf2e/icons/equipment/weapons/orc-knuckle-dagger.webp (x2)
systems/pf2e/icons/equipment/alchemical-items/alchemical-elixirs/elixir-of-life.webp (x1)
icons/equipment/chest/breastplate-collared-steel.webp (x1)
name : string {1-05.items.[].name} (27 different values)
sort : integer {1-05.items.[].sort} (all different values)
system : object {1-05.items.[].system}
[attack] : object {1-05.items.[].system.attack}
value : string {1-05.items.[].system.attack.value} (same value: )
[attackEffects] : object {1-05.items.[].system.attackEffects}
value : array<string> {1-05.items.[].system.attackEffects.value}
Length: min=0 max=2
Value type: string {1-05.items.[].system.attackEffects.value.[]} (4 different values)
grab (x2)
shrew-venom (x2)
push (x2)
gluttons-feast (x1)
[custom] : string {1-05.items.[].system.attackEffects.custom} (same value: )
[bonus] : object {1-05.items.[].system.bonus}
value : integer {1-05.items.[].system.bonus.value} (9 different values)
13 (x1)
7 (x7)
5 (x4)
0 (x10)
14 (x2)
6 (x3)
11 (x1)
8 (x1)
4 (x1)
[damageRolls] : object {1-05.items.[].system.damageRolls}
[nba21h6s59aqo8sfyvd3] : object {1-05.items.[].system.damageRolls.nba21h6s59aqo8sfyvd3}
damage : string {1-05.items.[].system.damageRolls.nba21h6s59aqo8sfyvd3.damage} (same value: 1d10+5)
damageType : string {1-05.items.[].system.damageRolls.nba21h6s59aqo8sfyvd3.damageType} (same value: piercing)
[u3q3viq71etnjtajkwyu] : object {1-05.items.[].system.damageRolls.u3q3viq71etnjtajkwyu}
damage : string {1-05.items.[].system.damageRolls.u3q3viq71etnjtajkwyu.damage} (same value: 1d4+1)
damageType : string {1-05.items.[].system.damageRolls.u3q3viq71etnjtajkwyu.damageType} (same value: piercing)
[lfcxbab5n8nakfna0xdm] : object {1-05.items.[].system.damageRolls.lfcxbab5n8nakfna0xdm}
damage : string {1-05.items.[].system.damageRolls.lfcxbab5n8nakfna0xdm.damage} (same value: 1d4+3)
damageType : string {1-05.items.[].system.damageRolls.lfcxbab5n8nakfna0xdm.damageType} (same value: bludgeoning)
[ooff84f7387p198txih4] : object {1-05.items.[].system.damageRolls.ooff84f7387p198txih4}
damage : string {1-05.items.[].system.damageRolls.ooff84f7387p198txih4.damage} (same value: 1d12+8)
damageType : string {1-05.items.[].system.damageRolls.ooff84f7387p198txih4.damageType} (same value: slashing)
[5fvjv8kzg69c928kgy74] : object {1-05.items.[].system.damageRolls.5fvjv8kzg69c928kgy74}
damage : string {1-05.items.[].system.damageRolls.5fvjv8kzg69c928kgy74.damage} (same value: 1d8+8)
damageType : string {1-05.items.[].system.damageRolls.5fvjv8kzg69c928kgy74.damageType} (same value: piercing)
[jqm08slu61rrlvx5] : object {1-05.items.[].system.damageRolls.jqm08slu61rrlvx5}
damage : string {1-05.items.[].system.damageRolls.jqm08slu61rrlvx5.damage} (same value: 1d6+6)
damageType : string {1-05.items.[].system.damageRolls.jqm08slu61rrlvx5.damageType} (same value: piercing)
[ticchmipshr6ebiuje91] : object {1-05.items.[].system.damageRolls.ticchmipshr6ebiuje91}
damage : string {1-05.items.[].system.damageRolls.ticchmipshr6ebiuje91.damage} (same value: 1d4+6)
damageType : string {1-05.items.[].system.damageRolls.ticchmipshr6ebiuje91.damageType} (same value: bludgeoning)
[cdfor4p4vln9ifru] : object {1-05.items.[].system.damageRolls.cdfor4p4vln9ifru}
damage : string {1-05.items.[].system.damageRolls.cdfor4p4vln9ifru.damage} (same value: 1d8 + 5)
damageType : string {1-05.items.[].system.damageRolls.cdfor4p4vln9ifru.damageType} (same value: slashing)
[z64t7etapeb8qvsp] : object {1-05.items.[].system.damageRolls.z64t7etapeb8qvsp}
damage : string {1-05.items.[].system.damageRolls.z64t7etapeb8qvsp.damage} (same value: 1d6+5)
damageType : string {1-05.items.[].system.damageRolls.z64t7etapeb8qvsp.damageType} (same value: piercing)
[y1gfcco76jouwhpq57rs] : object {1-05.items.[].system.damageRolls.y1gfcco76jouwhpq57rs}
damage : string {1-05.items.[].system.damageRolls.y1gfcco76jouwhpq57rs.damage} (same value: 1d4+5)
damageType : string {1-05.items.[].system.damageRolls.y1gfcco76jouwhpq57rs.damageType} (same value: bludgeoning)
[tnhfn9i9rrakujtn] : object {1-05.items.[].system.damageRolls.tnhfn9i9rrakujtn}
damage : string {1-05.items.[].system.damageRolls.tnhfn9i9rrakujtn.damage} (same value: 1d6 + 1)
damageType : string {1-05.items.[].system.damageRolls.tnhfn9i9rrakujtn.damageType} (same value: piercing)
[x9qfi5lp99fiuhfw9kqz] : object {1-05.items.[].system.damageRolls.x9qfi5lp99fiuhfw9kqz}
damage : string {1-05.items.[].system.damageRolls.x9qfi5lp99fiuhfw9kqz.damage} (same value: 1d4+1)
damageType : string {1-05.items.[].system.damageRolls.x9qfi5lp99fiuhfw9kqz.damageType} (same value: bludgeoning)
[0] : object {1-05.items.[].system.damageRolls.0}
damage : string {1-05.items.[].system.damageRolls.0.damage} (3 different values)
1 (x1)
1d8 (x1)
1d6 (x1)
damageType : string {1-05.items.[].system.damageRolls.0.damageType} (3 different values)
acid (x1)
fire (x1)
electricity (x1)
[1] : object {1-05.items.[].system.damageRolls.1}
category : string {1-05.items.[].system.damageRolls.1.category} (2 different values)
persistent (x2)
splash (x1)
damage : string {1-05.items.[].system.damageRolls.1.damage} (2 different values)
1d6 (x1)
1 (x2)
damageType : string {1-05.items.[].system.damageRolls.1.damageType} (3 different values)
acid (x1)
fire (x1)
electricity (x1)
[2] : object {1-05.items.[].system.damageRolls.2}
category : string {1-05.items.[].system.damageRolls.2.category} (same value: splash)
damage : string {1-05.items.[].system.damageRolls.2.damage} (same value: 1)
damageType : string {1-05.items.[].system.damageRolls.2.damageType} (2 different values)
acid (x1)
fire (x1)
[ajqd39kwajmhp6u31ezd] : object {1-05.items.[].system.damageRolls.ajqd39kwajmhp6u31ezd}
damage : string {1-05.items.[].system.damageRolls.ajqd39kwajmhp6u31ezd.damage} (same value: 1d6+3)
damageType : string {1-05.items.[].system.damageRolls.ajqd39kwajmhp6u31ezd.damageType} (same value: piercing)
[8sffps37po42707tlc3s] : object {1-05.items.[].system.damageRolls.8sffps37po42707tlc3s}
damage : string {1-05.items.[].system.damageRolls.8sffps37po42707tlc3s.damage} (same value: 1d4+4)
damageType : string {1-05.items.[].system.damageRolls.8sffps37po42707tlc3s.damageType} (same value: bludgeoning)
[6hlcnbhzyspfh5i7] : object {1-05.items.[].system.damageRolls.6hlcnbhzyspfh5i7}
damage : string {1-05.items.[].system.damageRolls.6hlcnbhzyspfh5i7.damage} (same value: 1d6 + 3)
damageType : string {1-05.items.[].system.damageRolls.6hlcnbhzyspfh5i7.damageType} (same value: piercing)
[z4noi9ocvql7kkjbr2lr] : object {1-05.items.[].system.damageRolls.z4noi9ocvql7kkjbr2lr}
damage : string {1-05.items.[].system.damageRolls.z4noi9ocvql7kkjbr2lr.damage} (same value: 1d4+3)
damageType : string {1-05.items.[].system.damageRolls.z4noi9ocvql7kkjbr2lr.damageType} (same value: bludgeoning)
angs8zsy5y6djlq7 : object {1-05.items.[].system.damageRolls.angs8zsy5y6djlq7}
damage : string {1-05.items.[].system.damageRolls.angs8zsy5y6djlq7.damage} (same value: 1d6 + 3)
damageType : string {1-05.items.[].system.damageRolls.angs8zsy5y6djlq7.damageType} (same value: piercing)
description : object {1-05.items.[].system.description}
value : string {1-05.items.[].system.description.value} (26 different values)
publication : object {1-05.items.[].system.publication}
license : string {1-05.items.[].system.publication.license} (same value: OGL)
remaster : boolean {1-05.items.[].system.publication.remaster} (same value: False)
title : string {1-05.items.[].system.publication.title} (3 different values)
(x30)
Pathfinder Bestiary (x9)
Pathfinder Core Rulebook (x13)
rules : ###FoundryRulesObject###
[slug] : string {1-05.items.[].system.slug} (16 different values)
avenging-bite (x1)
swallow-whole (x2)
grab (x2)
push (x2)
greataxe (x1)
javelin (x3)
leather-armor (x1)
ogre-hook (x1)
hide-armor (x1)
acid-flask-lesser (x1)
alchemists-fire-lesser (x1)
bottled-lightning-lesser (x1)
orc-knuckle-dagger (x2)
elixir-of-life-lesser (x1)
ferocity (x2)
breastplate (x1)
traits : object {1-05.items.[].system.traits}
rarity : string {1-05.items.[].system.traits.rarity} (2 different values)
common (x49)
uncommon (x3)
value : array<string> {1-05.items.[].system.traits.value}
Length: min=0 max=5
Value type: string {1-05.items.[].system.traits.value.[]} (24 different values)
[selected] : mixed
object {1-05.items.[].system.traits.selected}
array<> {1-05.items.[].system.traits.selected}
Length: min=0 max=0
Value type: mixed
[weaponType] : object {1-05.items.[].system.weaponType}
value : string {1-05.items.[].system.weaponType.value} (2 different values)
melee (x12)
ranged (x8)
[actionType] : object {1-05.items.[].system.actionType}
value : string {1-05.items.[].system.actionType.value} (3 different values)
reaction (x3)
passive (x4)
action (x11)
[actions] : object {1-05.items.[].system.actions}
[value] : integer {1-05.items.[].system.actions.value} (2 different values)
1 (x8)
2 (x3)
[category] : string {1-05.items.[].system.category} (8 different values)
defensive (x3)
offensive (x15)
martial (x6)
simple (x3)
light (x1)
advanced (x1)
medium (x2)
elixir (x1)
[baseItem] : string {1-05.items.[].system.baseItem} (8 different values)
greataxe (x1)
javelin (x3)
leather-armor (x1)
ogre-hook (x1)
hide-armor (x1)
alchemical-bomb (x3)
orc-knuckle-dagger (x2)
breastplate (x1)
[bonusDamage] : object {1-05.items.[].system.bonusDamage}
value : integer {1-05.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {1-05.items.[].system.bulk}
value : mixed
integer {1-05.items.[].system.bulk.value} (2 different values)
2 (x4)
1 (x1)
float {1-05.items.[].system.bulk.value} (same value: 0,1)
[containerId] : mixed
[damage] : object {1-05.items.[].system.damage}
[damageType] : string {1-05.items.[].system.damage.damageType} (5 different values)
slashing (x1)
piercing (x6)
acid (x1)
fire (x1)
electricity (x1)
[dice] : integer {1-05.items.[].system.damage.dice} (same value: 1)
[die] : string {1-05.items.[].system.damage.die} (5 different values)
d12 (x1)
d6 (x6)
d10 (x1)
(x1)
d8 (x1)
[persistent] : object {1-05.items.[].system.damage.persistent}
[faces] : integer {1-05.items.[].system.damage.persistent.faces} (same value: 6)
number : integer {1-05.items.[].system.damage.persistent.number} (same value: 1)
type : string {1-05.items.[].system.damage.persistent.type} (2 different values)
acid (x1)
fire (x1)
[formula] : string {1-05.items.[].system.damage.formula} (same value: 3d6+6)
[kind] : string {1-05.items.[].system.damage.kind} (same value: healing)
[type] : string {1-05.items.[].system.damage.type} (same value: untyped)
[equipped] : object {1-05.items.[].system.equipped}
carryType : string {1-05.items.[].system.equipped.carryType} (2 different values)
held (x1)
worn (x13)
[handsHeld] : integer {1-05.items.[].system.equipped.handsHeld} (2 different values)
2 (x1)
0 (x11)
[invested] : mixed
[inSlot] : boolean {1-05.items.[].system.equipped.inSlot} (2 different values)
True (x1)
False (x1)
[group] : string {1-05.items.[].system.group} (7 different values)
axe (x1)
dart (x3)
leather (x2)
pick (x1)
bomb (x3)
knife (x2)
plate (x1)
[hardness] : integer {1-05.items.[].system.hardness} (same value: 0)
[hp] : object {1-05.items.[].system.hp}
max : integer {1-05.items.[].system.hp.max} (same value: 0)
value : integer {1-05.items.[].system.hp.value} (same value: 0)
[level] : object {1-05.items.[].system.level}
value : integer {1-05.items.[].system.level.value} (3 different values)
0 (x10)
1 (x3)
5 (x1)
[material] : object {1-05.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {1-05.items.[].system.price}
value : object {1-05.items.[].system.price.value}
[gp] : integer {1-05.items.[].system.price.value.gp} (5 different values)
2 (x3)
1 (x1)
3 (x3)
30 (x1)
4 (x1)
[sp] : integer {1-05.items.[].system.price.value.sp} (2 different values)
1 (x3)
7 (x2)
[quantity] : integer {1-05.items.[].system.quantity} (4 different values)
1 (x6)
6 (x2)
2 (x5)
3 (x1)
[range] : integer {1-05.items.[].system.range} (2 different values)
30 (x3)
20 (x3)
[reload] : object {1-05.items.[].system.reload}
value : string {1-05.items.[].system.reload.value} (2 different values)
(x4)
- (x6)
[runes] : object {1-05.items.[].system.runes}
potency : integer {1-05.items.[].system.runes.potency} (same value: 0)
property : array<> {1-05.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {1-05.items.[].system.runes.striking} (same value: 0)
[resilient] : integer {1-05.items.[].system.runes.resilient} (same value: 0)
[size] : string {1-05.items.[].system.size} (2 different values)
lg (x6)
med (x8)
[splashDamage] : object {1-05.items.[].system.splashDamage}
[value] : integer {1-05.items.[].system.splashDamage.value} (2 different values)
0 (x4)
1 (x3)
[usage] : object {1-05.items.[].system.usage}
value : string {1-05.items.[].system.usage.value} (2 different values)
held-in-two-hands (x2)
held-in-one-hand (x9)
[acBonus] : integer {1-05.items.[].system.acBonus} (3 different values)
1 (x1)
3 (x1)
2 (x1)
[checkPenalty] : integer {1-05.items.[].system.checkPenalty} (2 different values)
-1 (x1)
-2 (x2)
[dexCap] : integer {1-05.items.[].system.dexCap} (3 different values)
4 (x1)
2 (x1)
1 (x1)
[speedPenalty] : integer {1-05.items.[].system.speedPenalty} (2 different values)
0 (x1)
-5 (x2)
[strength] : integer {1-05.items.[].system.strength} (3 different values)
0 (x1)
2 (x1)
3 (x1)
[uses] : object {1-05.items.[].system.uses}
autoDestroy : boolean {1-05.items.[].system.uses.autoDestroy} (same value: True)
max : integer {1-05.items.[].system.uses.max} (same value: 1)
value : integer {1-05.items.[].system.uses.value} (same value: 1)
[deathNote] : boolean {1-05.items.[].system.deathNote} (same value: True)
type : string {1-05.items.[].type} (5 different values)
melee (x20)
action (x18)
weapon (x10)
armor (x3)
consumable (x1)
[_stats] : object {1-05.items.[]._stats}
compendiumSource : string {1-05.items.[]._stats.compendiumSource} (15 different values)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.uJSseLa57HZYSMUu (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.Tkd8sH4pwFIPzqTr (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.t6cx9FOODmeZQNYl (x2)
Compendium.pf2e.equipment-srd.Item.8COlYvHe6hKCXY8x (x1)
Compendium.pf2e.equipment-srd.Item.JNt7GmLCCVz5BiEI (x3)
Compendium.pf2e.equipment-srd.Item.4tIVTg9wj56RrveA (x1)
Compendium.pf2e.equipment-srd.Item.Oiq3QgLrM4i3W5Hg (x1)
Compendium.pf2e.equipment-srd.Item.AnwzlOs0njF9Jqnr (x1)
Compendium.pf2e.equipment-srd.Item.M1k5QQc1qQLxzyCK (x1)
Compendium.pf2e.equipment-srd.Item.yd3kEK21YknZLlcT (x1)
Compendium.pf2e.equipment-srd.Item.AFR01HVd7DcZvkpP (x1)
Compendium.pf2e.equipment-srd.Item.sAjzLXgA2LnIwpBM (x2)
Compendium.pf2e.equipment-srd.Item.TZUskLT7yvP7N2co (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.N1kstYbHScxgUQtN (x2)
Compendium.pf2e.equipment-srd.Item.r0ifJfoz8aqf0mwk (x1)
[flags] : object {1-05.items.[].flags}
pf2e : object {1-05.items.[].flags.pf2e}
linkedWeapon : string {1-05.items.[].flags.pf2e.linkedWeapon} (9 different values)
9YL8nBbbHZl7eqG2 (x1)
hExVgjDf33bTv7xC (x1)
UYuNXo8H41cw12FJ (x1)
g8oBDPsY5iX6RKMd (x1)
zf2zh4uBzvaeNsuo (x1)
9kWHfaCRBVx8LIP7 (x1)
Pv2KS6jcexf1PsNg (x1)
iYcJJovDmWhhPTRj (x1)
S9WWdA8wxdqWiJIK (x1)
name : string {1-05.name} (all different values)
system : object {1-05.system}
abilities : object {1-05.system.abilities}
cha : object {1-05.system.abilities.cha}
mod : integer {1-05.system.abilities.cha.mod} (5 different values)
2 (x1)
-1 (x2)
-3 (x3)
0 (x3)
-2 (x2)
con : object {1-05.system.abilities.con}
mod : integer {1-05.system.abilities.con.mod} (4 different values)
4 (x3)
2 (x3)
3 (x4)
1 (x1)
dex : object {1-05.system.abilities.dex}
mod : integer {1-05.system.abilities.dex.mod} (4 different values)
4 (x4)
3 (x3)
2 (x2)
-1 (x2)
int : object {1-05.system.abilities.int}
mod : integer {1-05.system.abilities.int.mod} (4 different values)
-1 (x2)
-4 (x6)
-2 (x2)
3 (x1)
str : object {1-05.system.abilities.str}
mod : integer {1-05.system.abilities.str.mod} (6 different values)
5 (x2)
1 (x3)
3 (x3)
6 (x1)
2 (x1)
4 (x1)
wis : object {1-05.system.abilities.wis}
mod : integer {1-05.system.abilities.wis.mod} (4 different values)
2 (x3)
3 (x2)
1 (x3)
0 (x3)
attributes : object {1-05.system.attributes}
ac : object {1-05.system.attributes.ac}
details : string {1-05.system.attributes.ac.details} (same value: )
value : integer {1-05.system.attributes.ac.value} (6 different values)
21 (x1)
18 (x2)
15 (x2)
14 (x1)
16 (x4)
17 (x1)
allSaves : object {1-05.system.attributes.allSaves}
value : string {1-05.system.attributes.allSaves.value} (same value: )
hp : object {1-05.system.attributes.hp}
details : string {1-05.system.attributes.hp.details} (same value: )
max : integer {1-05.system.attributes.hp.max} (8 different values)
60 (x1)
45 (x1)
8 (x2)
16 (x1)
70 (x1)
35 (x1)
20 (x3)
19 (x1)
temp : integer {1-05.system.attributes.hp.temp} (same value: 0)
value : integer {1-05.system.attributes.hp.value} (8 different values)
60 (x1)
45 (x1)
8 (x2)
16 (x1)
70 (x1)
35 (x1)
20 (x3)
19 (x1)
speed : object {1-05.system.attributes.speed}
otherSpeeds : array<object> {1-05.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {1-05.system.attributes.speed.otherSpeeds.[]}
type : string {1-05.system.attributes.speed.otherSpeeds.[].type} (2 different values)
fly (x2)
climb (x2)
value : integer {1-05.system.attributes.speed.otherSpeeds.[].value} (3 different values)
40 (x1)
10 (x2)
30 (x1)
value : integer {1-05.system.attributes.speed.value} (6 different values)
40 (x1)
10 (x1)
30 (x3)
35 (x2)
25 (x3)
5 (x1)
[immunities] : array<object> {1-05.system.attributes.immunities}
Length: min=2 max=2
Value type: object {1-05.system.attributes.immunities.[]}
type : string {1-05.system.attributes.immunities.[].type} (2 different values)
precision (x2)
swarm-mind (x2)
[resistances] : array<object> {1-05.system.attributes.resistances}
Length: min=3 max=3
Value type: object {1-05.system.attributes.resistances.[]}
type : string {1-05.system.attributes.resistances.[].type} (3 different values)
bludgeoning (x2)
piercing (x2)
slashing (x2)
value : integer {1-05.system.attributes.resistances.[].value} (3 different values)
7 (x2)
3 (x2)
6 (x2)
[weaknesses] : array<object> {1-05.system.attributes.weaknesses}
Length: min=2 max=2
Value type: object {1-05.system.attributes.weaknesses.[]}
type : string {1-05.system.attributes.weaknesses.[].type} (2 different values)
area-damage (x2)
splash-damage (x2)
value : integer {1-05.system.attributes.weaknesses.[].value} (2 different values)
5 (x2)
3 (x2)
details : object {1-05.system.details}
blurb : string {1-05.system.details.blurb} (same value: )
languages : object {1-05.system.details.languages}
details : string {1-05.system.details.languages.details} (same value: )
value : array<string> {1-05.system.details.languages.value}
Length: min=0 max=3
Value type: string {1-05.system.details.languages.value.[]} (4 different values)
common (x2)
goblin (x1)
orcish (x3)
jotun (x2)
level : object {1-05.system.details.level}
value : integer {1-05.system.details.level.value} (5 different values)
4 (x3)
-1 (x2)
0 (x1)
2 (x2)
1 (x3)
privateNotes : string {1-05.system.details.privateNotes} (same value: )
publicNotes : string {1-05.system.details.publicNotes} (3 different values)
(x8)
<p>A flock of ravens is known as an unkindness. Certainly the name lives up to its meaning when a swarm of ravens decides to work together. In most cases, a raven swarm like the one presented here won't attack larger foes, but when manipulated by supernatural forces or simple desperation born from hunger, an unkindness of ravens can be a surprisingly dangerous foe.</p> (x2)
<p>Ogre gluttons take the act of feeding to a horrific extreme, capable of extending their already cavernous mouths wide enough to gulp down a halfling. Stories of ogre gluttons being tricked into eating razor-edged shields or barrels filled with poisoned meat are common, but such tales are of little consolation to those who have been gobbled down whole by these ravenous giants. In addition to their sadistic table manners, ogre gluttons have a disturbing knack for coming up with violent "games" that are little more than drawn-out torments, yet those who somehow manage to beat a glutton at the rules of its own game can often enrage and frustrate the ogre enough that the resulting tantrum is more than enough distraction to afford a last-ditch escape from doom.</p>
<hr />
<p>Ogres embody brutish, amoral violence and cruelty. Standing 10 feet tall and densely muscled, ogres are as strong as they are cruel. Ogres are sadists that enjoy remorseless murder, torture, degradation, and mutilation in all of its forms. Although they prefer to vent their violent urges on smaller humanoids-the smaller and more beautiful, the better-ogres promise a horrifying fate for anyone unlucky enough to fall within their meaty grasp. But for all their creativity in developing methods of violence, ogres often remain too dim-witted to realize that their playthings lack an ogre's robust fortitude and high pain tolerance, so most captives die far sooner than the ogres might prefer. Such a fate is perhaps preferable however, as those who survive too long as ogres' playthings suffer lasting mental scars from the horrifying abuse. A captive able to keep their wits can sometimes trick the brutes by promising treasure, meatier captives, or other crude amusements, taking advantage of an ogre's limited intellect to engineer opportunities to escape.</p>
<p>Ogres are social creatures only in the most debased sense. They gather together in groups called families, though members are not always related by blood. Ogres practice incest regularly, believing that it makes for stronger familial bonds, and most ogres are misshapen or mutated from generations of inbreeding. The most powerful ogre in any family is the "boss"-usually the family's patriarch or matriarch-while other ogres in the family learn to obey or risk being brutalized by the boss's loyal kin. Ogres lair in caves, crumbling ruins, or dilapidated shacks close enough to humanoid settlements or animal trails to make raiding easy. These lairs are filthy and frequently contain all-too-recognizable evidence of their depravity.</p> (x1)
publication : object {1-05.system.details.publication}
license : string {1-05.system.details.publication.license} (same value: OGL)
remaster : boolean {1-05.system.details.publication.remaster} (same value: False)
title : string {1-05.system.details.publication.title} (same value: Pathfinder Society Scenario #1-05: Trailblazers' Bounty)
initiative : object {1-05.system.initiative}
statistic : string {1-05.system.initiative.statistic} (same value: perception)
perception : object {1-05.system.perception}
details : string {1-05.system.perception.details} (same value: )
mod : integer {1-05.system.perception.mod} (5 different values)
12 (x1)
10 (x2)
5 (x5)
4 (x1)
6 (x2)
senses : array<object> {1-05.system.perception.senses}
Length: min=1 max=2
Value type: object {1-05.system.perception.senses.[]}
type : string {1-05.system.perception.senses.[].type} (3 different values)
darkvision (x5)
scent (x5)
low-light-vision (x6)
[acuity] : string {1-05.system.perception.senses.[].acuity} (same value: imprecise)
[range] : integer {1-05.system.perception.senses.[].range} (same value: 30)
resources : object {1-05.system.resources}
saves : object {1-05.system.saves}
fortitude : object {1-05.system.saves.fortitude}
saveDetail : string {1-05.system.saves.fortitude.saveDetail} (same value: )
value : integer {1-05.system.saves.fortitude.value} (6 different values)
12 (x1)
10 (x2)
6 (x2)
7 (x2)
14 (x1)
8 (x3)
reflex : object {1-05.system.saves.reflex}
saveDetail : string {1-05.system.saves.reflex.saveDetail} (same value: )
value : integer {1-05.system.saves.reflex.value} (7 different values)
10 (x2)
12 (x1)
7 (x3)
4 (x2)
5 (x1)
8 (x1)
9 (x1)
will : object {1-05.system.saves.will}
saveDetail : string {1-05.system.saves.will.saveDetail} (same value: )
value : integer {1-05.system.saves.will.value} (7 different values)
8 (x2)
3 (x2)
4 (x2)
6 (x1)
7 (x1)
5 (x2)
2 (x1)
skills : object {1-05.system.skills}
[acrobatics] : object {1-05.system.skills.acrobatics}
base : integer {1-05.system.skills.acrobatics.base} (7 different values)
10 (x1)
12 (x1)
5 (x1)
4 (x1)
6 (x1)
8 (x1)
7 (x2)
athletics : object {1-05.system.skills.athletics}
base : integer {1-05.system.skills.athletics.base} (6 different values)
12 (x2)
5 (x4)
2 (x1)
7 (x2)
10 (x1)
4 (x1)
[special] : array<object> {1-05.system.skills.athletics.special}
Length: min=1 max=1
Value type: object {1-05.system.skills.athletics.special.[]}
base : integer {1-05.system.skills.athletics.special.[].base} (2 different values)
4 (x1)
6 (x1)
label : string {1-05.system.skills.athletics.special.[].label} (same value: to Climb or Swim)
predicate : array<object> {1-05.system.skills.athletics.special.[].predicate}
Length: min=1 max=1
Value type: object {1-05.system.skills.athletics.special.[].predicate.[]}
or : array<string> {1-05.system.skills.athletics.special.[].predicate.[].or}
Length: min=2 max=2
Value type: string {1-05.system.skills.athletics.special.[].predicate.[].or.[]} (2 different values)
action:climb (x2)
action:swim (x2)
[deception] : object {1-05.system.skills.deception}
base : integer {1-05.system.skills.deception.base} (same value: 8)
[intimidation] : object {1-05.system.skills.intimidation}
base : integer {1-05.system.skills.intimidation.base} (4 different values)
8 (x1)
10 (x1)
7 (x1)
2 (x1)
[stealth] : object {1-05.system.skills.stealth}
base : integer {1-05.system.skills.stealth.base} (5 different values)
10 (x1)
8 (x2)
5 (x1)
6 (x1)
7 (x1)
[survival] : object {1-05.system.skills.survival}
base : integer {1-05.system.skills.survival.base} (2 different values)
12 (x1)
6 (x1)
[crafting] : object {1-05.system.skills.crafting}
base : integer {1-05.system.skills.crafting.base} (same value: 8)
traits : object {1-05.system.traits}
rarity : string {1-05.system.traits.rarity} (same value: common)
size : object {1-05.system.traits.size}
value : string {1-05.system.traits.size.value} (3 different values)
lg (x5)
sm (x2)
med (x4)
value : array<string> {1-05.system.traits.value}
Length: min=1 max=4
Value type: string {1-05.system.traits.value.[]} (8 different values)
beast (x1)
evil (x5)
animal (x6)
swarm (x2)
chaotic (x4)
giant (x2)
humanoid (x4)
orc (x2)
type : string {1-05.type} (same value: npc)
[prototypeToken] : object {1-05.prototypeToken}
name : string {1-05.prototypeToken.name} (2 different values)
Ogre Glutton (x1)
Raven Swarm (x1)
File diff suppressed because it is too large Load Diff
+373
View File
@@ -0,0 +1,373 @@
1-07
Different values: 5
=====================================
object {1-07}
_id : string {1-07._id} (all different values)
folder : string {1-07.folder} (same value: hVlpjpNmT37xia1E)
img : string {1-07.img} (same value: systems/pf2e/icons/default-icons/npc.svg)
items : array<object> {1-07.items}
Length: min=4 max=8
Value type: object {1-07.items.[]}
_id : string {1-07.items.[]._id} (29 different values)
img : string {1-07.items.[].img} (4 different values)
systems/pf2e/icons/default-icons/melee.svg (x12)
systems/pf2e/icons/actions/Passive.webp (x11)
systems/pf2e/icons/actions/OneAction.webp (x6)
systems/pf2e/icons/actions/TwoActions.webp (x2)
name : string {1-07.items.[].name} (13 different values)
Jaws (x3)
Claw (x3)
Stench (x2)
Void Healing (x3)
Consume Flesh (x3)
Ghast Fever (x2)
Paralysis (x3)
Swift Leap (x3)
Shortsword (x2)
Club (x2)
Crossbow (x2)
Dirty Fighting (x2)
Ghoul Fever (x1)
sort : integer {1-07.items.[].sort} (8 different values)
100000 (x5)
200000 (x5)
300000 (x5)
400000 (x5)
500000 (x3)
600000 (x3)
700000 (x3)
800000 (x2)
system : object {1-07.items.[].system}
[attack] : object {1-07.items.[].system.attack}
value : string {1-07.items.[].system.attack.value} (same value: )
[attackEffects] : object {1-07.items.[].system.attackEffects}
[custom] : string {1-07.items.[].system.attackEffects.custom} (same value: )
value : array<string> {1-07.items.[].system.attackEffects.value}
Length: min=0 max=2
Value type: string {1-07.items.[].system.attackEffects.value.[]} (4 different values)
ghast-ghast-fever (x2)
ghast-paralysis (x2)
ghoul-ghoul-fever (x1)
ghoul-paralysis (x4)
[bonus] : object {1-07.items.[].system.bonus}
value : integer {1-07.items.[].system.bonus.value} (6 different values)
13 (x4)
7 (x2)
5 (x1)
9 (x2)
6 (x2)
4 (x1)
[damageRolls] : object {1-07.items.[].system.damageRolls}
[oah2drarovo3s87t3akp] : object {1-07.items.[].system.damageRolls.oah2drarovo3s87t3akp}
damage : string {1-07.items.[].system.damageRolls.oah2drarovo3s87t3akp.damage} (same value: 1d6+7)
damageType : string {1-07.items.[].system.damageRolls.oah2drarovo3s87t3akp.damageType} (same value: piercing)
[35tvlmnbp3gxuakha4e4] : object {1-07.items.[].system.damageRolls.35tvlmnbp3gxuakha4e4}
damage : string {1-07.items.[].system.damageRolls.35tvlmnbp3gxuakha4e4.damage} (same value: 1d4+7)
damageType : string {1-07.items.[].system.damageRolls.35tvlmnbp3gxuakha4e4.damageType} (same value: slashing)
[0] : object {1-07.items.[].system.damageRolls.0}
damage : string {1-07.items.[].system.damageRolls.0.damage} (2 different values)
1d6+3 (x2)
1d8 (x1)
damageType : string {1-07.items.[].system.damageRolls.0.damageType} (2 different values)
piercing (x2)
bludgeoning (x1)
[d422qz24cc9t9az35hla] : object {1-07.items.[].system.damageRolls.d422qz24cc9t9az35hla}
damage : string {1-07.items.[].system.damageRolls.d422qz24cc9t9az35hla.damage} (same value: 1d6+1)
damageType : string {1-07.items.[].system.damageRolls.d422qz24cc9t9az35hla.damageType} (same value: piercing)
[dw3x7ldshujmtmuf3p78] : object {1-07.items.[].system.damageRolls.dw3x7ldshujmtmuf3p78}
damage : string {1-07.items.[].system.damageRolls.dw3x7ldshujmtmuf3p78.damage} (same value: 1d4+1)
damageType : string {1-07.items.[].system.damageRolls.dw3x7ldshujmtmuf3p78.damageType} (same value: slashing)
[o8uoyi8t8d16v89k638a] : object {1-07.items.[].system.damageRolls.o8uoyi8t8d16v89k638a}
damage : string {1-07.items.[].system.damageRolls.o8uoyi8t8d16v89k638a.damage} (same value: 1d6+7)
damageType : string {1-07.items.[].system.damageRolls.o8uoyi8t8d16v89k638a.damageType} (same value: piercing)
[8vv32ox9uolfqwiq7ffk] : object {1-07.items.[].system.damageRolls.8vv32ox9uolfqwiq7ffk}
damage : string {1-07.items.[].system.damageRolls.8vv32ox9uolfqwiq7ffk.damage} (same value: 1d4+7)
damageType : string {1-07.items.[].system.damageRolls.8vv32ox9uolfqwiq7ffk.damageType} (same value: slashing)
[t783l2g6coj3jaxdo1eo] : object {1-07.items.[].system.damageRolls.t783l2g6coj3jaxdo1eo}
damage : string {1-07.items.[].system.damageRolls.t783l2g6coj3jaxdo1eo.damage} (same value: 1d6+2)
damageType : string {1-07.items.[].system.damageRolls.t783l2g6coj3jaxdo1eo.damageType} (same value: piercing)
[sq8ghu59slffybvdw68i] : object {1-07.items.[].system.damageRolls.sq8ghu59slffybvdw68i}
damage : string {1-07.items.[].system.damageRolls.sq8ghu59slffybvdw68i.damage} (same value: 1d6+2)
damageType : string {1-07.items.[].system.damageRolls.sq8ghu59slffybvdw68i.damageType} (same value: bludgeoning)
gvjtfej9kmr3rxppu1ao : object {1-07.items.[].system.damageRolls.gvjtfej9kmr3rxppu1ao}
damage : string {1-07.items.[].system.damageRolls.gvjtfej9kmr3rxppu1ao.damage} (same value: 1d8)
damageType : string {1-07.items.[].system.damageRolls.gvjtfej9kmr3rxppu1ao.damageType} (same value: piercing)
description : object {1-07.items.[].system.description}
value : string {1-07.items.[].system.description.value} (15 different values)
(x12)
<p>10 feet. A creature entering the aura or starting its turn in the aura must succeed at a @Check[fortitude|dc:18] save or become @UUID[Compendium.pf2e.conditionitems.Item.Sickened]{Sickened 1} (plus @UUID[Compendium.pf2e.conditionitems.Item.Slowed]{Slowed 1} as long as it's sickened on a critical failure).</p>
<p>While within the aura, the creature takes 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>
<p>@UUID[Compendium.pf2e.bestiary-effects.Item.Effect: Stench]</p> (x2)
<p>@Localize[PF2E.NPC.Abilities.Glossary.NegativeHealing]</p> (x3)
<p><strong>Requirements</strong> The ghast is adjacent to the corpse of a creature that died within the last hour.</p>
<hr />
<p><strong>Effect</strong> The ghast devours a chunk of the corpse and regains @Damage[3d6[healing]] Hit Points.</p>
<p>It can regain Hit Points from any given corpse only once.</p> (x1)
<p><strong>Saving Throw</strong> @Check[fortitude|dc:18]</p>
<hr />
<p><strong>Stage 1</strong> carrier with no ill effect (1 day)</p>
<p><strong>Stage 2</strong> @Damage[3d8[void]] damage and regains half as many Hit Points from all healing (1 day)</p>
<p><strong>Stage 3</strong> as stage 2 (1 day)</p>
<p><strong>Stage 4</strong> @Damage[3d8[void]] damage and gains no benefit from healing (1 day)</p>
<p><strong>Stage 5</strong> as stage 4 (1 day)</p>
<p><strong>Stage 6</strong> dead, and rises as a @UUID[Compendium.pf2e.pathfinder-bestiary.Actor.Ghast] the next midnight</p> (x2)
<p>Any living creature hit by a ghast's attack must succeed at a @Check[fortitude|dc:18] save or become @UUID[Compendium.pf2e.conditionitems.Item.Paralyzed]. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.</p> (x1)
<p>The ghast jumps up to half its Speed. This movement doesn't trigger reactions.</p> (x1)
<p>A mercenary throws dirt in an opponent's eyes or performs similar underhanded trick.</p>
<hr />
<p><strong>Effect</strong> The opponent must attempt a @Check[reflex|dc:17] save. On a failure, the PC gains the @UUID[Compendium.pf2e.conditionitems.Item.Blinded] condition for one round. On a critical failure, the duration increases to 2 rounds.</p> (x1)
<p><strong>Requirements</strong> The ghoul is adjacent to the corpse of a creature that died within the last hour.</p>
<hr />
<p><strong>Effect</strong> The ghoul devours a chunk of the corpse and regains @Damage[1d6[healing]] Hit Points.</p>
<p>It can regain Hit Points from any given corpse only once.</p> (x1)
<p><strong>Saving Throw</strong> @Check[fortitude|dc:15]</p>
<hr />
<p><strong>Stage 1</strong> carrier with no ill effect (1 day)</p>
<p><strong>Stage 2</strong> @Damage[2d6[void]] damage and regains half as many Hit Points from all healing (1 day)</p>
<p><strong>Stage 3</strong> as stage 2 (1 day)</p>
<p><strong>Stage 4</strong> @Damage[2d6[void]] damage and gains no benefit from healing (1 day)</p>
<p><strong>Stage 5</strong> as stage 4 (1 day)</p>
<p><strong>Stage 6</strong> dead, and rises as a @UUID[Compendium.pf2e.pathfinder-bestiary.Actor.Ghoul] the next midnight.</p> (x1)
<p>Any living, non-elf creature hit by a ghoul's attack must succeed at a @Check[fortitude|dc:15] save or become @UUID[Compendium.pf2e.conditionitems.Item.Paralyzed]. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.</p> (x1)
<p>The ghoul jumps up to half its Speed. This movement doesn't trigger reactions.</p> (x2)
<p><strong>Requirements</strong> The ghoul is adjacent to the corpse of a creature that died within the last hour.</p>
<hr />
<p><strong>Effect</strong> The ghoul devours a chunk of the corpse and regains @Damage[3d6[healing]] Hit Points.</p>
<p>It can regain Hit Points from any given corpse only once.</p> (x1)
<p>Any living, non-elf creature hit by a ghoul's attack must succeed at a @Check[fortitude|dc:18] save or become @UUID[Compendium.pf2e.conditionitems.Item.Paralyzed]. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.</p> (x1)
<p>A mercenary throws dirt in an opponent's eyes or performs similar underhanded trick.</p>
<hr />
<p><strong>Effect</strong> The opponent must attempt a @Check[reflex|dc:16] save. On a failure, the PC gains the @UUID[Compendium.pf2e.conditionitems.Item.Blinded] condition for one round. On a critical failure, the duration increases to 2 rounds.</p> (x1)
publication : object {1-07.items.[].system.publication}
license : string {1-07.items.[].system.publication.license} (same value: OGL)
remaster : boolean {1-07.items.[].system.publication.remaster} (same value: False)
title : string {1-07.items.[].system.publication.title} (3 different values)
(x14)
Pathfinder Bestiary (x14)
Pathfinder Bestiary 2 (x3)
rules : ###FoundryRulesObject###
[slug] : string {1-07.items.[].system.slug} (9 different values)
ghast-stench (x2)
negative-healing (x3)
ghast-consume-flesh (x1)
ghast-ghast-fever (x2)
ghast-paralysis (x1)
ghoul-swift-leap (x3)
ghoul-consume-flesh (x2)
ghoul-ghoul-fever (x1)
ghoul-paralysis (x2)
traits : object {1-07.items.[].system.traits}
rarity : string {1-07.items.[].system.traits.rarity} (same value: common)
value : array<string> {1-07.items.[].system.traits.value}
Length: min=0 max=3
Value type: string {1-07.items.[].system.traits.value.[]} (13 different values)
finesse (x8)
unarmed (x6)
agile (x5)
aura (x2)
olfactory (x2)
manipulate (x3)
disease (x3)
incapacitation (x3)
occult (x3)
move (x3)
versatile-s (x2)
thrown-10 (x2)
attack (x2)
[selected] : mixed
object {1-07.items.[].system.traits.selected}
array<> {1-07.items.[].system.traits.selected}
Length: min=0 max=0
Value type: mixed
[weaponType] : object {1-07.items.[].system.weaponType}
value : string {1-07.items.[].system.weaponType.value} (2 different values)
melee (x10)
ranged (x2)
[actionType] : object {1-07.items.[].system.actionType}
value : string {1-07.items.[].system.actionType.value} (2 different values)
passive (x11)
action (x8)
[actions] : object {1-07.items.[].system.actions}
[value] : integer {1-07.items.[].system.actions.value} (2 different values)
1 (x6)
2 (x2)
[category] : string {1-07.items.[].system.category} (2 different values)
defensive (x5)
offensive (x14)
type : string {1-07.items.[].type} (2 different values)
melee (x12)
action (x19)
[_stats] : object {1-07.items.[]._stats}
compendiumSource : string {1-07.items.[]._stats.compendiumSource} (9 different values)
Compendium.pf2e.bestiary-family-ability-glossary.Item.SEzkqVJxr2eJDsuJ (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.TTCw5NusiSSkJU1x (x3)
Compendium.pf2e.bestiary-family-ability-glossary.Item.m6teF5ADh7vuM8Zr (x1)
Compendium.pf2e.bestiary-family-ability-glossary.Item.hA6HsM4i4yPfEsDH (x2)
Compendium.pf2e.bestiary-family-ability-glossary.Item.bVZ6KizWVTLJUBXi (x1)
Compendium.pf2e.bestiary-family-ability-glossary.Item.UU1Fp3PRuTFONjC9 (x3)
Compendium.pf2e.bestiary-family-ability-glossary.Item.ixPqVlqLaYTB1b23 (x2)
Compendium.pf2e.bestiary-family-ability-glossary.Item.N7UV5CZXtcoxDxCF (x1)
Compendium.pf2e.bestiary-family-ability-glossary.Item.FW4KAUHb7r8WkxUc (x2)
name : string {1-07.name} (all different values)
[prototypeToken] : object {1-07.prototypeToken}
name : string {1-07.prototypeToken.name} (2 different values)
Elite Ghast (x1)
Marcon Tinol (x2)
system : object {1-07.system}
abilities : object {1-07.system.abilities}
cha : object {1-07.system.abilities.cha}
mod : integer {1-07.system.abilities.cha.mod} (3 different values)
3 (x2)
1 (x2)
2 (x1)
con : object {1-07.system.abilities.con}
mod : integer {1-07.system.abilities.con.mod} (2 different values)
2 (x4)
1 (x1)
dex : object {1-07.system.abilities.dex}
mod : integer {1-07.system.abilities.dex.mod} (3 different values)
4 (x3)
1 (x1)
0 (x1)
int : object {1-07.system.abilities.int}
mod : integer {1-07.system.abilities.int.mod} (2 different values)
1 (x3)
0 (x2)
str : object {1-07.system.abilities.str}
mod : integer {1-07.system.abilities.str.mod} (3 different values)
3 (x3)
1 (x1)
2 (x1)
wis : object {1-07.system.abilities.wis}
mod : integer {1-07.system.abilities.wis.mod} (2 different values)
2 (x3)
0 (x2)
attributes : object {1-07.system.attributes}
ac : object {1-07.system.attributes.ac}
details : string {1-07.system.attributes.ac.details} (same value: )
value : integer {1-07.system.attributes.ac.value} (all different values)
allSaves : object {1-07.system.attributes.allSaves}
value : string {1-07.system.attributes.allSaves.value} (same value: )
hp : object {1-07.system.attributes.hp}
details : string {1-07.system.attributes.hp.details} (2 different values)
void healing (x3)
(x2)
max : integer {1-07.system.attributes.hp.max} (3 different values)
30 (x2)
20 (x2)
8 (x1)
temp : integer {1-07.system.attributes.hp.temp} (same value: 0)
value : integer {1-07.system.attributes.hp.value} (3 different values)
30 (x2)
20 (x2)
8 (x1)
[immunities] : array<object> {1-07.system.attributes.immunities}
Length: min=5 max=5
Value type: object {1-07.system.attributes.immunities.[]}
type : string {1-07.system.attributes.immunities.[].type} (all different values)
speed : object {1-07.system.attributes.speed}
otherSpeeds : array<object> {1-07.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {1-07.system.attributes.speed.otherSpeeds.[]}
type : string {1-07.system.attributes.speed.otherSpeeds.[].type} (same value: burrow)
value : integer {1-07.system.attributes.speed.otherSpeeds.[].value} (same value: 5)
value : integer {1-07.system.attributes.speed.value} (2 different values)
30 (x3)
25 (x2)
details : object {1-07.system.details}
blurb : string {1-07.system.details.blurb} (same value: )
languages : object {1-07.system.details.languages}
details : string {1-07.system.details.languages.details} (same value: )
value : array<string> {1-07.system.details.languages.value}
Length: min=0 max=2
Value type: string {1-07.system.details.languages.value.[]} (2 different values)
common (x4)
necril (x2)
level : object {1-07.system.details.level}
value : integer {1-07.system.details.level.value} (3 different values)
3 (x2)
1 (x2)
-1 (x1)
privateNotes : string {1-07.system.details.privateNotes} (same value: )
publicNotes : string {1-07.system.details.publicNotes} (2 different values)
<p>Ghasts-feral, foul-smelling, and constantly hungry-are the more powerful kin of ghouls. They are relentless in the pursuit of their prey.</p>
<hr />
<p>Few creatures are more ubiquitous to sinister locations such as lonely graveyards and ruined crypts than the flesh-eating undead known as ghouls.</p> (x1)
(x4)
publication : object {1-07.system.details.publication}
license : string {1-07.system.details.publication.license} (same value: OGL)
remaster : boolean {1-07.system.details.publication.remaster} (same value: False)
title : string {1-07.system.details.publication.title} (same value: Pathfinder Society Scenario #1-07: Flooded King's Court)
initiative : object {1-07.system.initiative}
statistic : string {1-07.system.initiative.statistic} (same value: perception)
perception : object {1-07.system.perception}
details : string {1-07.system.perception.details} (same value: )
mod : integer {1-07.system.perception.mod} (3 different values)
10 (x2)
7 (x2)
5 (x1)
senses : array<object> {1-07.system.perception.senses}
Length: min=0 max=1
Value type: object {1-07.system.perception.senses.[]}
type : string {1-07.system.perception.senses.[].type} (same value: darkvision)
resources : object {1-07.system.resources}
saves : object {1-07.system.saves}
fortitude : object {1-07.system.saves.fortitude}
saveDetail : string {1-07.system.saves.fortitude.saveDetail} (same value: )
value : integer {1-07.system.saves.fortitude.value} (4 different values)
8 (x2)
7 (x1)
4 (x1)
6 (x1)
reflex : object {1-07.system.saves.reflex}
saveDetail : string {1-07.system.saves.reflex.saveDetail} (same value: )
value : integer {1-07.system.saves.reflex.value} (4 different values)
12 (x2)
5 (x1)
9 (x1)
3 (x1)
will : object {1-07.system.saves.will}
saveDetail : string {1-07.system.saves.will.saveDetail} (same value: )
value : integer {1-07.system.saves.will.value} (4 different values)
10 (x2)
4 (x1)
5 (x1)
3 (x1)
skills : object {1-07.system.skills}
acrobatics : object {1-07.system.skills.acrobatics}
base : integer {1-07.system.skills.acrobatics.base} (4 different values)
12 (x2)
4 (x1)
7 (x1)
2 (x1)
athletics : object {1-07.system.skills.athletics}
base : integer {1-07.system.skills.athletics.base} (4 different values)
9 (x2)
7 (x1)
4 (x1)
5 (x1)
stealth : object {1-07.system.skills.stealth}
base : integer {1-07.system.skills.stealth.base} (4 different values)
12 (x2)
6 (x1)
7 (x1)
4 (x1)
[survival] : object {1-07.system.skills.survival}
base : integer {1-07.system.skills.survival.base} (2 different values)
10 (x2)
5 (x1)
traits : object {1-07.system.traits}
rarity : string {1-07.system.traits.rarity} (same value: common)
size : object {1-07.system.traits.size}
value : string {1-07.system.traits.size.value} (same value: med)
value : array<string> {1-07.system.traits.value}
Length: min=2 max=5
Value type: string {1-07.system.traits.value.[]} (7 different values)
chaotic (x3)
evil (x3)
ghoul (x3)
undead (x3)
unholy (x3)
human (x2)
humanoid (x2)
type : string {1-07.type} (same value: npc)
+900
View File
@@ -0,0 +1,900 @@
1-08
Different values: 18
=====================================
object {1-08}
_id : string {1-08._id} (all different values)
folder : string {1-08.folder} (same value: ED6TMTieIILHzg2i)
img : string {1-08.img} (2 different values)
systems/pf2e/icons/default-icons/npc.svg (x16)
systems/pf2e/icons/default-icons/hazard.svg (x2)
items : array<object> {1-08.items}
Length: min=1 max=18
Value type: object {1-08.items.[]}
_id : string {1-08.items.[]._id} (153 different values)
[_stats] : object {1-08.items.[]._stats}
compendiumSource : string {1-08.items.[]._stats.compendiumSource} (48 different values)
img : string {1-08.items.[].img} (51 different values)
name : string {1-08.items.[].name} (67 different values)
sort : integer {1-08.items.[].sort} (19 different values)
100000 (x16)
200000 (x16)
300000 (x16)
400000 (x16)
500000 (x15)
600000 (x13)
700000 (x13)
800000 (x11)
900000 (x10)
1000000 (x6)
1100000 (x4)
1200000 (x4)
1300000 (x4)
1400000 (x2)
1500000 (x2)
1600000 (x1)
1700000 (x1)
1800000 (x1)
0 (x2)
system : object {1-08.items.[].system}
[baseItem] : string {1-08.items.[].system.baseItem} (19 different values)
hatchet (x1)
heavy-crossbow (x3)
studded-leather-armor (x1)
falchion (x2)
chain-mail (x3)
shortsword (x4)
shortbow (x4)
leather-armor (x5)
battle-axe (x1)
breastplate (x1)
spear (x1)
chain-shirt (x1)
dagger (x1)
longsword (x2)
bastard-sword (x1)
greataxe (x1)
half-plate (x1)
longspear (x1)
scale-mail (x1)
[bonus] : object {1-08.items.[].system.bonus}
value : integer {1-08.items.[].system.bonus.value} (9 different values)
0 (x22)
7 (x5)
5 (x7)
10 (x4)
6 (x6)
9 (x1)
8 (x2)
11 (x2)
13 (x1)
[bonusDamage] : object {1-08.items.[].system.bonusDamage}
value : integer {1-08.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {1-08.items.[].system.bulk}
value : mixed
float {1-08.items.[].system.bulk.value} (same value: 0,1)
integer {1-08.items.[].system.bulk.value} (4 different values)
2 (x12)
1 (x16)
0 (x4)
3 (x1)
[category] : string {1-08.items.[].system.category} (10 different values)
martial (x16)
simple (x6)
light (x7)
ammo (x9)
defensive (x10)
medium (x5)
offensive (x17)
scroll (x1)
heavy (x1)
interaction (x1)
[containerId] : mixed
[damage] : object {1-08.items.[].system.damage}
[damageType] : string {1-08.items.[].system.damage.damageType} (2 different values)
slashing (x8)
piercing (x14)
[dice] : integer {1-08.items.[].system.damage.dice} (same value: 1)
[die] : string {1-08.items.[].system.damage.die} (5 different values)
d6 (x10)
d10 (x5)
d8 (x5)
d4 (x1)
d12 (x1)
[0] : object {1-08.items.[].system.damage.0}
[category] : mixed
formula : string {1-08.items.[].system.damage.0.formula} (3 different values)
1d4+1 (x4)
2d4 (x3)
1d6 (x2)
kinds : array<string> {1-08.items.[].system.damage.0.kinds}
Length: min=1 max=1
Value type: string {1-08.items.[].system.damage.0.kinds.[]} (same value: damage)
materials : array<> {1-08.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {1-08.items.[].system.damage.0.type} (4 different values)
force (x4)
cold (x2)
void (x1)
untyped (x2)
[applyMod] : boolean {1-08.items.[].system.damage.0.applyMod} (2 different values)
False (x3)
True (x2)
description : object {1-08.items.[].system.description}
value : string {1-08.items.[].system.description.value} (59 different values)
[equipped] : object {1-08.items.[].system.equipped}
carryType : string {1-08.items.[].system.equipped.carryType} (same value: worn)
[handsHeld] : integer {1-08.items.[].system.equipped.handsHeld} (same value: 0)
[invested] : mixed
[inSlot] : boolean {1-08.items.[].system.equipped.inSlot} (same value: True)
[group] : string {1-08.items.[].system.group} (10 different values)
axe (x3)
crossbow (x3)
leather (x6)
sword (x9)
chain (x4)
bow (x4)
plate (x2)
spear (x2)
knife (x1)
composite (x1)
[hardness] : integer {1-08.items.[].system.hardness} (same value: 0)
[hp] : object {1-08.items.[].system.hp}
max : integer {1-08.items.[].system.hp.max} (same value: 0)
value : integer {1-08.items.[].system.hp.value} (same value: 0)
[level] : object {1-08.items.[].system.level}
value : integer {1-08.items.[].system.level.value} (3 different values)
0 (x54)
1 (x30)
2 (x4)
[material] : object {1-08.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {1-08.items.[].system.price}
value : object {1-08.items.[].system.price.value}
[sp] : integer {1-08.items.[].system.price.value.sp} (5 different values)
4 (x1)
1 (x8)
9 (x4)
2 (x1)
5 (x1)
[gp] : integer {1-08.items.[].system.price.value.gp} (8 different values)
4 (x6)
3 (x7)
6 (x3)
2 (x6)
1 (x3)
8 (x1)
5 (x1)
18 (x1)
[cp] : integer {1-08.items.[].system.price.value.cp} (same value: 1)
[per] : integer {1-08.items.[].system.price.per} (same value: 10)
publication : object {1-08.items.[].system.publication}
license : string {1-08.items.[].system.publication.license} (same value: OGL)
remaster : boolean {1-08.items.[].system.publication.remaster} (same value: False)
title : string {1-08.items.[].system.publication.title} (3 different values)
Pathfinder Core Rulebook (x86)
(x54)
Pathfinder Bestiary (x13)
[quantity] : integer {1-08.items.[].system.quantity} (3 different values)
1 (x46)
20 (x9)
2 (x1)
[range] : mixed
integer {1-08.items.[].system.range} (2 different values)
120 (x3)
60 (x4)
object {1-08.items.[].system.range}
value : string {1-08.items.[].system.range.value} (4 different values)
touch (x6)
(x16)
120 feet (x7)
30 feet (x3)
[reload] : object {1-08.items.[].system.reload}
value : string {1-08.items.[].system.reload.value} (4 different values)
- (x3)
2 (x3)
(x12)
0 (x4)
rules : ###FoundryRulesObject###
[runes] : object {1-08.items.[].system.runes}
potency : integer {1-08.items.[].system.runes.potency} (same value: 0)
property : array<> {1-08.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {1-08.items.[].system.runes.striking} (same value: 0)
[resilient] : integer {1-08.items.[].system.runes.resilient} (same value: 0)
[size] : string {1-08.items.[].system.size} (same value: med)
[slug] : string {1-08.items.[].system.slug} (48 different values)
[splashDamage] : object {1-08.items.[].system.splashDamage}
value : integer {1-08.items.[].system.splashDamage.value} (same value: 0)
[traits] : object {1-08.items.[].system.traits}
rarity : string {1-08.items.[].system.traits.rarity} (2 different values)
common (x141)
uncommon (x5)
value : array<string> {1-08.items.[].system.traits.value}
Length: min=0 max=6
Value type: string {1-08.items.[].system.traits.value.[]} (48 different values)
[traditions] : array<string> {1-08.items.[].system.traits.traditions}
Length: min=0 max=4
Value type: string {1-08.items.[].system.traits.traditions.[]} (4 different values)
arcane (x26)
divine (x11)
occult (x25)
primal (x8)
selected : array<> {1-08.items.[].system.traits.selected}
Length: min=0 max=0
Value type: mixed
[usage] : object {1-08.items.[].system.usage}
value : string {1-08.items.[].system.usage.value} (3 different values)
held-in-one-hand (x32)
held-in-two-hands (x7)
held-in-one-plus-hands (x4)
[acBonus] : integer {1-08.items.[].system.acBonus} (5 different values)
2 (x2)
4 (x4)
1 (x5)
5 (x1)
3 (x1)
[checkPenalty] : integer {1-08.items.[].system.checkPenalty} (3 different values)
-1 (x7)
-2 (x5)
-3 (x1)
[dexCap] : integer {1-08.items.[].system.dexCap} (4 different values)
3 (x2)
1 (x5)
4 (x5)
2 (x1)
[speedPenalty] : integer {1-08.items.[].system.speedPenalty} (3 different values)
0 (x7)
-5 (x5)
-10 (x1)
[strength] : integer {1-08.items.[].system.strength} (4 different values)
1 (x2)
3 (x5)
0 (x5)
2 (x1)
[stackGroup] : string {1-08.items.[].system.stackGroup} (3 different values)
bolts (x3)
arrows (x4)
slingBullets (x2)
[uses] : object {1-08.items.[].system.uses}
autoDestroy : boolean {1-08.items.[].system.uses.autoDestroy} (same value: True)
max : integer {1-08.items.[].system.uses.max} (same value: 1)
value : integer {1-08.items.[].system.uses.value} (same value: 1)
[attack] : object {1-08.items.[].system.attack}
value : string {1-08.items.[].system.attack.value} (same value: )
[attackEffects] : object {1-08.items.[].system.attackEffects}
value : array<> {1-08.items.[].system.attackEffects.value}
Length: min=0 max=0
Value type: mixed
[damageRolls] : object {1-08.items.[].system.damageRolls}
[h6gawus8azp6t5n9] : object {1-08.items.[].system.damageRolls.h6gawus8azp6t5n9}
damage : string {1-08.items.[].system.damageRolls.h6gawus8azp6t5n9.damage} (same value: 1d6 + 3)
damageType : string {1-08.items.[].system.damageRolls.h6gawus8azp6t5n9.damageType} (same value: slashing)
[p9dd33re6bcpaz58] : object {1-08.items.[].system.damageRolls.p9dd33re6bcpaz58}
damage : string {1-08.items.[].system.damageRolls.p9dd33re6bcpaz58.damage} (same value: 1d10)
damageType : string {1-08.items.[].system.damageRolls.p9dd33re6bcpaz58.damageType} (same value: piercing)
[uev72qz6p9m907aj] : object {1-08.items.[].system.damageRolls.uev72qz6p9m907aj}
damage : string {1-08.items.[].system.damageRolls.uev72qz6p9m907aj.damage} (same value: 1d10 + 4)
damageType : string {1-08.items.[].system.damageRolls.uev72qz6p9m907aj.damageType} (same value: slashing)
[4am4gjdiar9kq9pq] : object {1-08.items.[].system.damageRolls.4am4gjdiar9kq9pq}
damage : string {1-08.items.[].system.damageRolls.4am4gjdiar9kq9pq.damage} (same value: 1d10)
damageType : string {1-08.items.[].system.damageRolls.4am4gjdiar9kq9pq.damageType} (same value: piercing)
[x43gu02pwafpjxoh] : object {1-08.items.[].system.damageRolls.x43gu02pwafpjxoh}
damage : string {1-08.items.[].system.damageRolls.x43gu02pwafpjxoh.damage} (same value: 1d6 + 3)
damageType : string {1-08.items.[].system.damageRolls.x43gu02pwafpjxoh.damageType} (same value: piercing)
[ew2nxykza67q4u7w] : object {1-08.items.[].system.damageRolls.ew2nxykza67q4u7w}
damage : string {1-08.items.[].system.damageRolls.ew2nxykza67q4u7w.damage} (same value: 1d6)
damageType : string {1-08.items.[].system.damageRolls.ew2nxykza67q4u7w.damageType} (same value: piercing)
[420lvu2hz4nq1uzj] : object {1-08.items.[].system.damageRolls.420lvu2hz4nq1uzj}
damage : string {1-08.items.[].system.damageRolls.420lvu2hz4nq1uzj.damage} (same value: 1d6 + 3)
damageType : string {1-08.items.[].system.damageRolls.420lvu2hz4nq1uzj.damageType} (same value: piercing)
[rs9lrtzvru9qvapm] : object {1-08.items.[].system.damageRolls.rs9lrtzvru9qvapm}
damage : string {1-08.items.[].system.damageRolls.rs9lrtzvru9qvapm.damage} (same value: 1d6)
damageType : string {1-08.items.[].system.damageRolls.rs9lrtzvru9qvapm.damageType} (same value: piercing)
[b56qulhfoad5b3nk] : object {1-08.items.[].system.damageRolls.b56qulhfoad5b3nk}
damage : string {1-08.items.[].system.damageRolls.b56qulhfoad5b3nk.damage} (same value: 1d8 + 4)
damageType : string {1-08.items.[].system.damageRolls.b56qulhfoad5b3nk.damageType} (same value: slashing)
[ueszcmk69in4b65k] : object {1-08.items.[].system.damageRolls.ueszcmk69in4b65k}
damage : string {1-08.items.[].system.damageRolls.ueszcmk69in4b65k.damage} (same value: 1d6 + 2)
damageType : string {1-08.items.[].system.damageRolls.ueszcmk69in4b65k.damageType} (same value: piercing)
[tcgxouk8x32rp8b4] : object {1-08.items.[].system.damageRolls.tcgxouk8x32rp8b4}
damage : string {1-08.items.[].system.damageRolls.tcgxouk8x32rp8b4.damage} (same value: 1d6 + 2)
damageType : string {1-08.items.[].system.damageRolls.tcgxouk8x32rp8b4.damageType} (same value: piercing)
[m4hzco0y7eciu6xc] : object {1-08.items.[].system.damageRolls.m4hzco0y7eciu6xc}
damage : string {1-08.items.[].system.damageRolls.m4hzco0y7eciu6xc.damage} (same value: 1d4)
damageType : string {1-08.items.[].system.damageRolls.m4hzco0y7eciu6xc.damageType} (same value: piercing)
[7ovz665abk61xagr] : object {1-08.items.[].system.damageRolls.7ovz665abk61xagr}
damage : string {1-08.items.[].system.damageRolls.7ovz665abk61xagr.damage} (same value: 1d6)
damageType : string {1-08.items.[].system.damageRolls.7ovz665abk61xagr.damageType} (same value: piercing)
[7i57e07jgy7kopjb] : object {1-08.items.[].system.damageRolls.7i57e07jgy7kopjb}
damage : string {1-08.items.[].system.damageRolls.7i57e07jgy7kopjb.damage} (same value: 1d4)
damageType : string {1-08.items.[].system.damageRolls.7i57e07jgy7kopjb.damageType} (same value: piercing)
[ogasyvjyzel7fzm4] : object {1-08.items.[].system.damageRolls.ogasyvjyzel7fzm4}
damage : string {1-08.items.[].system.damageRolls.ogasyvjyzel7fzm4.damage} (same value: 1d4)
damageType : string {1-08.items.[].system.damageRolls.ogasyvjyzel7fzm4.damageType} (same value: piercing)
[f4hgclj76j6fk690d5xt] : object {1-08.items.[].system.damageRolls.f4hgclj76j6fk690d5xt}
damage : string {1-08.items.[].system.damageRolls.f4hgclj76j6fk690d5xt.damage} (same value: 1d4+3)
damageType : string {1-08.items.[].system.damageRolls.f4hgclj76j6fk690d5xt.damageType} (same value: bludgeoning)
[vbcvmakwqjrkv03i] : object {1-08.items.[].system.damageRolls.vbcvmakwqjrkv03i}
damage : string {1-08.items.[].system.damageRolls.vbcvmakwqjrkv03i.damage} (same value: 1d8 + 3)
damageType : string {1-08.items.[].system.damageRolls.vbcvmakwqjrkv03i.damageType} (same value: slashing)
[qi8ntgxw4om0kwum] : object {1-08.items.[].system.damageRolls.qi8ntgxw4om0kwum}
damage : string {1-08.items.[].system.damageRolls.qi8ntgxw4om0kwum.damage} (same value: 1d8 + 4)
damageType : string {1-08.items.[].system.damageRolls.qi8ntgxw4om0kwum.damageType} (same value: slashing)
[jxqyzn3meengb5c2tzrb] : object {1-08.items.[].system.damageRolls.jxqyzn3meengb5c2tzrb}
damage : string {1-08.items.[].system.damageRolls.jxqyzn3meengb5c2tzrb.damage} (same value: 1d4+4)
damageType : string {1-08.items.[].system.damageRolls.jxqyzn3meengb5c2tzrb.damageType} (same value: bludgeoning)
[aty21ymhkl53gtya] : object {1-08.items.[].system.damageRolls.aty21ymhkl53gtya}
damage : string {1-08.items.[].system.damageRolls.aty21ymhkl53gtya.damage} (same value: 1d10 + 4)
damageType : string {1-08.items.[].system.damageRolls.aty21ymhkl53gtya.damageType} (same value: slashing)
[2gvngxokwu6e37zk] : object {1-08.items.[].system.damageRolls.2gvngxokwu6e37zk}
damage : string {1-08.items.[].system.damageRolls.2gvngxokwu6e37zk.damage} (same value: 1d10)
damageType : string {1-08.items.[].system.damageRolls.2gvngxokwu6e37zk.damageType} (same value: piercing)
[tva10izo9glbkbat] : object {1-08.items.[].system.damageRolls.tva10izo9glbkbat}
damage : string {1-08.items.[].system.damageRolls.tva10izo9glbkbat.damage} (same value: 1d6 + 1)
damageType : string {1-08.items.[].system.damageRolls.tva10izo9glbkbat.damageType} (same value: piercing)
[kg53g98xmz979fmb] : object {1-08.items.[].system.damageRolls.kg53g98xmz979fmb}
damage : string {1-08.items.[].system.damageRolls.kg53g98xmz979fmb.damage} (same value: 1d6)
damageType : string {1-08.items.[].system.damageRolls.kg53g98xmz979fmb.damageType} (same value: piercing)
[73eavl8vzevoqhaunn07] : object {1-08.items.[].system.damageRolls.73eavl8vzevoqhaunn07}
damage : string {1-08.items.[].system.damageRolls.73eavl8vzevoqhaunn07.damage} (same value: 1d12+5)
damageType : string {1-08.items.[].system.damageRolls.73eavl8vzevoqhaunn07.damageType} (same value: slashing)
[n3wd6dzrbxrjf3ji] : object {1-08.items.[].system.damageRolls.n3wd6dzrbxrjf3ji}
damage : string {1-08.items.[].system.damageRolls.n3wd6dzrbxrjf3ji.damage} (same value: 1d8 + 5)
damageType : string {1-08.items.[].system.damageRolls.n3wd6dzrbxrjf3ji.damageType} (same value: piercing)
[94jrnyfzjplzrg84] : object {1-08.items.[].system.damageRolls.94jrnyfzjplzrg84}
damage : string {1-08.items.[].system.damageRolls.94jrnyfzjplzrg84.damage} (same value: 1d8 + 5)
damageType : string {1-08.items.[].system.damageRolls.94jrnyfzjplzrg84.damageType} (same value: slashing)
[j6rki5x6xerlsjtq] : object {1-08.items.[].system.damageRolls.j6rki5x6xerlsjtq}
damage : string {1-08.items.[].system.damageRolls.j6rki5x6xerlsjtq.damage} (same value: 1d6 + 1)
damageType : string {1-08.items.[].system.damageRolls.j6rki5x6xerlsjtq.damageType} (same value: piercing)
3ipd5q9gphxybkcg : object {1-08.items.[].system.damageRolls.3ipd5q9gphxybkcg}
damage : string {1-08.items.[].system.damageRolls.3ipd5q9gphxybkcg.damage} (same value: 1d6)
damageType : string {1-08.items.[].system.damageRolls.3ipd5q9gphxybkcg.damageType} (same value: piercing)
[weaponType] : object {1-08.items.[].system.weaponType}
value : string {1-08.items.[].system.weaponType.value} (2 different values)
melee (x18)
ranged (x10)
[actionType] : object {1-08.items.[].system.actionType}
value : string {1-08.items.[].system.actionType.value} (4 different values)
reaction (x9)
action (x8)
passive (x11)
free (x2)
[actions] : object {1-08.items.[].system.actions}
[value] : integer {1-08.items.[].system.actions.value} (2 different values)
1 (x4)
2 (x4)
[autoHeightenLevel] : object {1-08.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {1-08.items.[].system.prepared}
flexible : boolean {1-08.items.[].system.prepared.flexible} (same value: False)
value : string {1-08.items.[].system.prepared.value} (3 different values)
prepared (x2)
focus (x3)
spontaneous (x2)
[proficiency] : object {1-08.items.[].system.proficiency}
value : integer {1-08.items.[].system.proficiency.value} (2 different values)
0 (x6)
1 (x1)
[slots] : object {1-08.items.[].system.slots}
[slot0] : object {1-08.items.[].system.slots.slot0}
max : integer {1-08.items.[].system.slots.slot0.max} (3 different values)
3 (x3)
1 (x1)
2 (x1)
[prepared] : array<object> {1-08.items.[].system.slots.slot0.prepared}
Length: min=3 max=3
Value type: object {1-08.items.[].system.slots.slot0.prepared.[]}
id : string {1-08.items.[].system.slots.slot0.prepared.[].id} (6 different values)
DJrpr9zM3n1e6bUK (x1)
ElXIDEYpiG9Q6EHy (x1)
rt3cY61gKPOuKwVw (x1)
qLiUvyC7tzCFyIr3 (x1)
TK3xKcqhgJR5IgZN (x1)
Uf3uJzebyQCKl7Gq (x1)
value : integer {1-08.items.[].system.slots.slot0.value} (3 different values)
1 (x1)
3 (x1)
2 (x1)
[slot1] : object {1-08.items.[].system.slots.slot1}
max : integer {1-08.items.[].system.slots.slot1.max} (4 different values)
2 (x2)
1 (x2)
4 (x1)
3 (x1)
[prepared] : array<object> {1-08.items.[].system.slots.slot1.prepared}
Length: min=2 max=4
Value type: object {1-08.items.[].system.slots.slot1.prepared.[]}
id : string {1-08.items.[].system.slots.slot1.prepared.[].id} (6 different values)
IJdKyuEJopOGibdi (x1)
2IlnVqYLJntwvYXE (x1)
sagAQYIj3Ybju5qK (x1)
QwJ540FPTX9G9sVQ (x1)
CCHXNjzE3l6DEiwZ (x1)
1wFxOUKnt2WEsH5N (x1)
[value] : integer {1-08.items.[].system.slots.slot1.value} (3 different values)
1 (x2)
2 (x1)
3 (x1)
[slot2] : object {1-08.items.[].system.slots.slot2}
max : integer {1-08.items.[].system.slots.slot2.max} (same value: 2)
[prepared] : array<object> {1-08.items.[].system.slots.slot2.prepared}
Length: min=2 max=2
Value type: object {1-08.items.[].system.slots.slot2.prepared.[]}
id : string {1-08.items.[].system.slots.slot2.prepared.[].id} (2 different values)
deptgP8Cd1B6B7Fm (x1)
eazYWMBCZKlt5Ic7 (x1)
value : integer {1-08.items.[].system.slots.slot2.value} (same value: 2)
[spelldc] : object {1-08.items.[].system.spelldc}
dc : integer {1-08.items.[].system.spelldc.dc} (4 different values)
16 (x2)
19 (x1)
15 (x2)
17 (x2)
mod : integer {1-08.items.[].system.spelldc.mod} (same value: 0)
value : integer {1-08.items.[].system.spelldc.value} (4 different values)
6 (x2)
9 (x1)
5 (x2)
7 (x2)
[tradition] : object {1-08.items.[].system.tradition}
value : string {1-08.items.[].system.tradition.value} (2 different values)
arcane (x3)
occult (x4)
[area] : object {1-08.items.[].system.area}
type : string {1-08.items.[].system.area.type} (4 different values)
line (x1)
cone (x2)
emanation (x3)
burst (x1)
value : integer {1-08.items.[].system.area.value} (4 different values)
30 (x1)
15 (x2)
60 (x3)
10 (x1)
[cost] : object {1-08.items.[].system.cost}
value : string {1-08.items.[].system.cost.value} (same value: )
[counteraction] : boolean {1-08.items.[].system.counteraction} (same value: False)
[defense] : object {1-08.items.[].system.defense}
save : object {1-08.items.[].system.defense.save}
basic : boolean {1-08.items.[].system.defense.save.basic} (same value: False)
statistic : string {1-08.items.[].system.defense.save.statistic} (2 different values)
will (x3)
fortitude (x1)
[duration] : object {1-08.items.[].system.duration}
sustained : boolean {1-08.items.[].system.duration.sustained} (same value: False)
value : string {1-08.items.[].system.duration.value} (11 different values)
until the next time you make your daily preparations (x6)
(x10)
until the start of your next turn (x4)
until the end of your next turn (x1)
10 minutes (x1)
varies (x1)
1 hour (x1)
1 or more rounds (see below) (x2)
1 round (x3)
5 minutes (x1)
1 minute (x2)
[location] : object {1-08.items.[].system.location}
value : string {1-08.items.[].system.location.value} (7 different values)
h03iAP9MvzmSm0TA (x5)
8OpTFIZT5CshaArl (x1)
0C2yvKco4E1CfRvM (x9)
TNUHjFm6nRTzHUsD (x5)
H68vjcuKjkrIWraP (x1)
2AQZuhOWh6JrNmcq (x8)
xflTcRJSWuMqx4iB (x3)
[heightenedLevel] : integer {1-08.items.[].system.location.heightenedLevel} (2 different values)
1 (x5)
2 (x2)
[requirements] : string {1-08.items.[].system.requirements} (same value: )
[target] : object {1-08.items.[].system.target}
value : string {1-08.items.[].system.target.value} (4 different values)
1 object of 1 Bulk or less, either unattended or possessed by you or a willing ally (x4)
(x17)
1 creature (x10)
1 weapon that is unattended or wielded by you or a willing ally (x1)
[time] : object {1-08.items.[].system.time}
value : string {1-08.items.[].system.time.value} (5 different values)
2 (x19)
1 to 3 (x4)
1 (x7)
reaction (x1)
free (x1)
[heightening] : object {1-08.items.[].system.heightening}
[damage] : object {1-08.items.[].system.heightening.damage}
0 : string {1-08.items.[].system.heightening.damage.0} (3 different values)
1d4 (x2)
2d4 (x1)
1d6 (x2)
[interval] : integer {1-08.items.[].system.heightening.interval} (same value: 1)
type : string {1-08.items.[].system.heightening.type} (2 different values)
interval (x5)
fixed (x1)
[levels] : object {1-08.items.[].system.heightening.levels}
3 : object {1-08.items.[].system.heightening.levels.3}
target : object {1-08.items.[].system.heightening.levels.3.target}
value : string {1-08.items.[].system.heightening.levels.3.target.value} (same value: 5 creatures)
[spell] : object {1-08.items.[].system.spell}
_id : string {1-08.items.[].system.spell._id} (same value: i35dpZFI7jZcRoBo)
flags : object {1-08.items.[].system.spell.flags}
core : object {1-08.items.[].system.spell.flags.core}
sourceId : string {1-08.items.[].system.spell.flags.core.sourceId} (same value: Compendium.pf2e.spells-srd.Item.i35dpZFI7jZcRoBo)
img : string {1-08.items.[].system.spell.img} (same value: systems/pf2e/icons/spells/illusory-disguise.webp)
name : string {1-08.items.[].system.spell.name} (same value: Illusory Disguise)
sort : integer {1-08.items.[].system.spell.sort} (same value: 0)
system : object {1-08.items.[].system.spell.system}
[area] : mixed
cost : object {1-08.items.[].system.spell.system.cost}
value : string {1-08.items.[].system.spell.system.cost.value} (same value: )
counteraction : boolean {1-08.items.[].system.spell.system.counteraction} (same value: False)
damage : object {1-08.items.[].system.spell.system.damage}
[defense] : mixed
description : object {1-08.items.[].system.spell.system.description}
value : string {1-08.items.[].system.spell.system.description.value} (same value: <p>You create an illusion that causes you to appear as another creature of the same body shape, and with roughly similar height (within 6 inches) and weight (within 50 pounds), as yourself. The disguise is typically good enough to hide your identity, but not to impersonate a specific individual. The spell doesn't change your voice, scent, or mannerisms. You can change the appearance of your clothing and worn items, such as making your armor look like a dress. Held items are unaffected, and any worn item you remove returns to its true appearance.</p>
<p>Casting illusory disguise counts as setting up a disguise for the @UUID[Compendium.pf2e.action-macros.Macro.Impersonate: Deception]{Impersonate} use of Deception; it ignores any circumstance penalties you might take for disguising yourself as a dissimilar creature, it gives you a +4 status bonus to Deception checks to prevent others from seeing through your disguise, and you add your level even if you're untrained. You can Dismiss this spell.</p>
<hr />
<p><strong>Heightened (2nd)</strong> The spell also disguises your voice and scent, and it gains the auditory and olfactory traits.</p>
<p><strong>Heightened (3rd)</strong> You can appear as any creature of the same size, even a specific individual. You must have seen an individual to take on their appearance. The spell also disguises your voice and scent, and it gains the auditory and olfactory traits.</p>
<p>@UUID[Compendium.pf2e.spell-effects.Item.Spell Effect: Illusory Disguise]</p>)
duration : object {1-08.items.[].system.spell.system.duration}
sustained : boolean {1-08.items.[].system.spell.system.duration.sustained} (same value: False)
value : string {1-08.items.[].system.spell.system.duration.value} (same value: 1 hour)
level : object {1-08.items.[].system.spell.system.level}
value : integer {1-08.items.[].system.spell.system.level.value} (same value: 1)
location : object {1-08.items.[].system.spell.system.location}
heightenedLevel : integer {1-08.items.[].system.spell.system.location.heightenedLevel} (same value: 1)
value : string {1-08.items.[].system.spell.system.location.value} (same value: )
publication : object {1-08.items.[].system.spell.system.publication}
license : string {1-08.items.[].system.spell.system.publication.license} (same value: OGL)
remaster : boolean {1-08.items.[].system.spell.system.publication.remaster} (same value: False)
title : string {1-08.items.[].system.spell.system.publication.title} (same value: Pathfinder Core Rulebook)
range : object {1-08.items.[].system.spell.system.range}
value : string {1-08.items.[].system.spell.system.range.value} (same value: )
requirements : string {1-08.items.[].system.spell.system.requirements} (same value: )
rules : ###FoundryRulesObject###
slug : string {1-08.items.[].system.spell.system.slug} (same value: illusory-disguise)
target : object {1-08.items.[].system.spell.system.target}
value : string {1-08.items.[].system.spell.system.target.value} (same value: )
time : object {1-08.items.[].system.spell.system.time}
value : string {1-08.items.[].system.spell.system.time.value} (same value: 2)
traits : object {1-08.items.[].system.spell.system.traits}
rarity : string {1-08.items.[].system.spell.system.traits.rarity} (same value: common)
traditions : array<string> {1-08.items.[].system.spell.system.traits.traditions}
Length: min=2 max=2
Value type: string {1-08.items.[].system.spell.system.traits.traditions.[]} (2 different values)
arcane (x1)
occult (x1)
value : array<string> {1-08.items.[].system.spell.system.traits.value}
Length: min=4 max=4
Value type: string {1-08.items.[].system.spell.system.traits.value.[]} (4 different values)
concentrate (x1)
illusion (x1)
manipulate (x1)
visual (x1)
type : string {1-08.items.[].system.spell.type} (same value: spell)
[overlays] : object {1-08.items.[].system.overlays}
2I469pfbYcmFvzOA : object {1-08.items.[].system.overlays.2I469pfbYcmFvzOA}
_id : string {1-08.items.[].system.overlays.2I469pfbYcmFvzOA._id} (same value: 2I469pfbYcmFvzOA)
name : string {1-08.items.[].system.overlays.2I469pfbYcmFvzOA.name} (same value: Telekinetic Projectile (Bludgeoning))
overlayType : string {1-08.items.[].system.overlays.2I469pfbYcmFvzOA.overlayType} (same value: override)
sort : integer {1-08.items.[].system.overlays.2I469pfbYcmFvzOA.sort} (same value: 1)
system : object {1-08.items.[].system.overlays.2I469pfbYcmFvzOA.system}
damage : object {1-08.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage}
0 : object {1-08.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage.0}
[category] : mixed
type : string {1-08.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage.0.type} (same value: bludgeoning)
cUFX7ExSLeoa3vIF : object {1-08.items.[].system.overlays.cUFX7ExSLeoa3vIF}
_id : string {1-08.items.[].system.overlays.cUFX7ExSLeoa3vIF._id} (same value: cUFX7ExSLeoa3vIF)
name : string {1-08.items.[].system.overlays.cUFX7ExSLeoa3vIF.name} (same value: Telekinetic Projectile (Piercing))
overlayType : string {1-08.items.[].system.overlays.cUFX7ExSLeoa3vIF.overlayType} (same value: override)
sort : integer {1-08.items.[].system.overlays.cUFX7ExSLeoa3vIF.sort} (same value: 2)
system : object {1-08.items.[].system.overlays.cUFX7ExSLeoa3vIF.system}
damage : object {1-08.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage}
0 : object {1-08.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage.0}
[category] : mixed
type : string {1-08.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage.0.type} (same value: piercing)
zFWsMjoeCnLxqJaV : object {1-08.items.[].system.overlays.zFWsMjoeCnLxqJaV}
_id : string {1-08.items.[].system.overlays.zFWsMjoeCnLxqJaV._id} (same value: zFWsMjoeCnLxqJaV)
name : string {1-08.items.[].system.overlays.zFWsMjoeCnLxqJaV.name} (same value: Telekinetic Projectile (Slashing))
overlayType : string {1-08.items.[].system.overlays.zFWsMjoeCnLxqJaV.overlayType} (same value: override)
sort : integer {1-08.items.[].system.overlays.zFWsMjoeCnLxqJaV.sort} (same value: 3)
system : object {1-08.items.[].system.overlays.zFWsMjoeCnLxqJaV.system}
damage : object {1-08.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage}
0 : object {1-08.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage.0}
[category] : mixed
type : string {1-08.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage.0.type} (same value: slashing)
type : string {1-08.items.[].type} (8 different values)
weapon (x22)
armor (x13)
equipment (x11)
consumable (x10)
melee (x28)
action (x30)
spellcastingEntry (x7)
spell (x32)
[flags] : object {1-08.items.[].flags}
pf2e : object {1-08.items.[].flags.pf2e}
linkedWeapon : string {1-08.items.[].flags.pf2e.linkedWeapon} (22 different values)
name : string {1-08.name} (all different values)
[prototypeToken] : object {1-08.prototypeToken}
name : string {1-08.prototypeToken.name} (4 different values)
Chops (x2)
Harsus (x2)
Nalla (x2)
Spider Swarm (x1)
system : object {1-08.system}
[abilities] : object {1-08.system.abilities}
cha : object {1-08.system.abilities.cha}
mod : integer {1-08.system.abilities.cha.mod} (4 different values)
0 (x9)
1 (x2)
2 (x4)
-4 (x1)
con : object {1-08.system.abilities.con}
mod : integer {1-08.system.abilities.con.mod} (4 different values)
2 (x6)
3 (x3)
1 (x6)
0 (x1)
dex : object {1-08.system.abilities.dex}
mod : integer {1-08.system.abilities.dex.mod} (3 different values)
1 (x6)
3 (x5)
2 (x5)
int : object {1-08.system.abilities.int}
mod : integer {1-08.system.abilities.int.mod} (5 different values)
0 (x11)
1 (x2)
3 (x1)
4 (x1)
-5 (x1)
str : object {1-08.system.abilities.str}
mod : integer {1-08.system.abilities.str.mod} (7 different values)
3 (x2)
4 (x5)
2 (x3)
0 (x2)
1 (x2)
5 (x1)
-2 (x1)
wis : object {1-08.system.abilities.wis}
mod : integer {1-08.system.abilities.wis.mod} (3 different values)
2 (x9)
1 (x6)
0 (x1)
attributes : object {1-08.system.attributes}
ac : object {1-08.system.attributes.ac}
[details] : string {1-08.system.attributes.ac.details} (3 different values)
(x14)
(16 with mage armor) (x1)
(18 with mage armor) (x1)
value : integer {1-08.system.attributes.ac.value} (7 different values)
15 (x3)
18 (x4)
17 (x3)
16 (x3)
19 (x2)
0 (x2)
14 (x1)
[allSaves] : object {1-08.system.attributes.allSaves}
value : string {1-08.system.attributes.allSaves.value} (same value: )
hp : object {1-08.system.attributes.hp}
details : string {1-08.system.attributes.hp.details} (same value: )
max : integer {1-08.system.attributes.hp.max} (9 different values)
16 (x1)
32 (x3)
21 (x4)
24 (x1)
9 (x1)
48 (x2)
0 (x2)
8 (x3)
63 (x1)
temp : integer {1-08.system.attributes.hp.temp} (same value: 0)
value : integer {1-08.system.attributes.hp.value} (9 different values)
16 (x1)
32 (x3)
21 (x4)
24 (x1)
9 (x1)
48 (x2)
0 (x2)
8 (x3)
63 (x1)
[speed] : object {1-08.system.attributes.speed}
otherSpeeds : array<object> {1-08.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {1-08.system.attributes.speed.otherSpeeds.[]}
type : string {1-08.system.attributes.speed.otherSpeeds.[].type} (same value: climb)
value : integer {1-08.system.attributes.speed.otherSpeeds.[].value} (same value: 20)
value : integer {1-08.system.attributes.speed.value} (2 different values)
25 (x15)
20 (x1)
[emitsSound] : string {1-08.system.attributes.emitsSound} (same value: encounter)
[hardness] : integer {1-08.system.attributes.hardness} (same value: 0)
[hasHealth] : boolean {1-08.system.attributes.hasHealth} (same value: True)
[stealth] : object {1-08.system.attributes.stealth}
details : string {1-08.system.attributes.stealth.details} (same value: <p>(trained)</p>)
value : integer {1-08.system.attributes.stealth.value} (2 different values)
8 (x1)
12 (x1)
immunities : array<object> {1-08.system.attributes.immunities}
Length: min=2 max=2
Value type: object {1-08.system.attributes.immunities.[]}
type : string {1-08.system.attributes.immunities.[].type} (2 different values)
precision (x1)
swarm-mind (x1)
resistances : array<object> {1-08.system.attributes.resistances}
Length: min=3 max=3
Value type: object {1-08.system.attributes.resistances.[]}
type : string {1-08.system.attributes.resistances.[].type} (3 different values)
bludgeoning (x1)
piercing (x1)
slashing (x1)
value : integer {1-08.system.attributes.resistances.[].value} (2 different values)
2 (x1)
5 (x2)
weaknesses : array<object> {1-08.system.attributes.weaknesses}
Length: min=2 max=2
Value type: object {1-08.system.attributes.weaknesses.[]}
type : string {1-08.system.attributes.weaknesses.[].type} (2 different values)
area-damage (x1)
splash-damage (x1)
value : integer {1-08.system.attributes.weaknesses.[].value} (same value: 5)
details : object {1-08.system.details}
[blurb] : string {1-08.system.details.blurb} (same value: )
[languages] : object {1-08.system.details.languages}
details : string {1-08.system.details.languages.details} (same value: )
value : array<string> {1-08.system.details.languages.value}
Length: min=0 max=1
Value type: string {1-08.system.details.languages.value.[]} (same value: common)
level : object {1-08.system.details.level}
value : integer {1-08.system.details.level.value} (6 different values)
0 (x1)
2 (x3)
1 (x6)
-1 (x4)
3 (x3)
4 (x1)
[privateNotes] : string {1-08.system.details.privateNotes} (same value: )
[publicNotes] : string {1-08.system.details.publicNotes} (2 different values)
(x15)
<p>An abundance of food, the sudden hatching of a clutch of eggs, or magical influence can cause smaller spiders to gather in terrifying, deadly masses.</p>
<hr />
<p>Few everyday vermin inspire as much dread as the infamous spider.</p> (x1)
publication : object {1-08.system.details.publication}
license : string {1-08.system.details.publication.license} (same value: OGL)
remaster : boolean {1-08.system.details.publication.remaster} (same value: False)
title : string {1-08.system.details.publication.title} (same value: Pathfinder Society Scenario #1-08: Revolution on the Riverside)
[description] : string {1-08.system.details.description} (same value: <p>A patch of treacherous bog attempts to submerge creatures that step onto it.</p>)
[disable] : string {1-08.system.details.disable} (2 different values)
<p>@Check[survival|dc:15|name:Disturb Surface|traits:secret,action:sense-direction,exploration] (trained) to disturb the surface and make the quagmire plainly visible</p> (x1)
<p>@Check[survival|dc:18|name:Disturb Surface|traits:secret,action:sense-direction,exploration] (trained) to disturb the surface and make the quagmire plainly visible.</p> (x1)
[isComplex] : boolean {1-08.system.details.isComplex} (same value: True)
[reset] : string {1-08.system.details.reset} (same value: <p>The hazard still submerges anyone who walks in, but the surface doesn't become hidden again until it settles over the course of 24 hours</p>)
[routine] : string {1-08.system.details.routine} (2 different values)
<p>(1 action) On its initiative, the quagmire pulls each creature within it 1 square toward the center of the quagmire and 1 step further submerged; a creature that is submerged up to its waist becomes submerged up to its neck, and a creature that is submerged up to its neck is pulled under and has to hold its breath to avoid suffocation.</p>
<p>A creature in the quagmire can attempt a @Check[athletics|dc:17|name:Swim Out of Quagmire|traits:environmental,hazard,action:swim] check to Swim to either raise itself by 1 step if its submerged to its neck or worse, or to swim out of the quagmire if its submerged up to only its waist. On a critical failure, the creature is pulled down 1 step. A creature that Swims out of the quagmire escapes the hazard and is @UUID[Compendium.pf2e.conditionitems.Item.Prone] adjacent to the quagmire. Other creatures can @UUID[Compendium.pf2e.actionspf2e.Item.Aid] the creature, typically by using a rope or similar tool, or attempt to pull a creature within their reach out with a @Check[athletics|dc:17|name:Pull Out of Quagmire] check, with the same results as if the creature attempted the check.</p> (x1)
<p>(1 action) On its initiative, the quagmire pulls each creature within it 1 square toward the center of the quagmire and 1 step further submerged; a creature that is submerged up to its waist becomes submerged up to its neck, and a creature that is submerged up to its neck is pulled under and has to hold its breath to avoid suffocation.</p>
<p>A creature in the quagmire can attempt a @Check[athletics|dc:20|name:Swim Out of Quagmire|traits:environmental,hazard,action:swim] check to Swim to either raise itself by 1 step if its submerged to its neck or worse, or to swim out of the quagmire if its submerged up to only its waist. On a critical failure, the creature is pulled down 1 step. A creature that Swims out of the quagmire escapes the hazard and is @UUID[Compendium.pf2e.conditionitems.Item.Prone] adjacent to the quagmire. Other creatures can @UUID[Compendium.pf2e.actionspf2e.Item.Aid] the creature, typically by using a rope or similar tool, or attempt to pull a creature within their reach out with a @Check[athletics|dc:20|name:Pull Out of Quagmire|traits:environmental,hazard,action:aid] check, with the same results as if the creature attempted the check.</p> (x1)
[initiative] : object {1-08.system.initiative}
statistic : string {1-08.system.initiative.statistic} (same value: perception)
[perception] : object {1-08.system.perception}
details : string {1-08.system.perception.details} (same value: )
mod : integer {1-08.system.perception.mod} (5 different values)
4 (x5)
6 (x6)
5 (x3)
8 (x1)
9 (x1)
senses : array<object> {1-08.system.perception.senses}
Length: min=0 max=2
Value type: object {1-08.system.perception.senses.[]}
type : string {1-08.system.perception.senses.[].type} (2 different values)
darkvision (x1)
tremorsense (x1)
acuity : string {1-08.system.perception.senses.[].acuity} (same value: imprecise)
range : integer {1-08.system.perception.senses.[].range} (same value: 30)
[resources] : object {1-08.system.resources}
[focus] : object {1-08.system.resources.focus}
max : integer {1-08.system.resources.focus.max} (same value: 1)
value : integer {1-08.system.resources.focus.value} (same value: 1)
saves : object {1-08.system.saves}
fortitude : object {1-08.system.saves.fortitude}
saveDetail : string {1-08.system.saves.fortitude.saveDetail} (same value: )
value : integer {1-08.system.saves.fortitude.value} (8 different values)
6 (x3)
9 (x3)
5 (x3)
7 (x1)
4 (x1)
10 (x2)
0 (x2)
3 (x3)
reflex : object {1-08.system.saves.reflex}
saveDetail : string {1-08.system.saves.reflex.saveDetail} (same value: )
value : integer {1-08.system.saves.reflex.value} (7 different values)
3 (x2)
5 (x3)
9 (x2)
4 (x2)
7 (x6)
0 (x2)
6 (x1)
will : object {1-08.system.saves.will}
saveDetail : string {1-08.system.saves.will.saveDetail} (same value: )
value : integer {1-08.system.saves.will.value} (8 different values)
4 (x4)
6 (x3)
5 (x3)
3 (x1)
8 (x2)
7 (x2)
0 (x2)
1 (x1)
[skills] : object {1-08.system.skills}
acrobatics : object {1-08.system.skills.acrobatics}
base : integer {1-08.system.skills.acrobatics.base} (6 different values)
3 (x1)
5 (x7)
6 (x2)
4 (x2)
2 (x1)
7 (x3)
[athletics] : object {1-08.system.skills.athletics}
base : integer {1-08.system.skills.athletics.base} (8 different values)
5 (x3)
8 (x3)
7 (x1)
3 (x3)
6 (x1)
9 (x1)
11 (x1)
1 (x1)
[stealth] : object {1-08.system.skills.stealth}
base : integer {1-08.system.skills.stealth.base} (5 different values)
3 (x1)
6 (x2)
5 (x4)
7 (x2)
4 (x1)
[arcana] : object {1-08.system.skills.arcana}
base : integer {1-08.system.skills.arcana.base} (same value: 6)
[deception] : object {1-08.system.skills.deception}
base : integer {1-08.system.skills.deception.base} (2 different values)
5 (x1)
9 (x1)
[diplomacy] : object {1-08.system.skills.diplomacy}
base : integer {1-08.system.skills.diplomacy.base} (3 different values)
5 (x2)
9 (x1)
7 (x1)
[performance] : object {1-08.system.skills.performance}
base : integer {1-08.system.skills.performance.base} (same value: 5)
traits : object {1-08.system.traits}
rarity : string {1-08.system.traits.rarity} (2 different values)
common (x14)
unique (x4)
size : object {1-08.system.traits.size}
value : string {1-08.system.traits.size.value} (2 different values)
med (x17)
lg (x1)
value : array<string> {1-08.system.traits.value}
Length: min=1 max=2
Value type: string {1-08.system.traits.value.[]} (5 different values)
human (x15)
humanoid (x15)
environmental (x2)
animal (x1)
swarm (x1)
[creatureType] : string {1-08.system.creatureType} (same value: )
[statusEffects] : array<> {1-08.system.statusEffects}
Length: min=0 max=0
Value type: mixed
type : string {1-08.type} (2 different values)
npc (x16)
hazard (x2)
+611
View File
@@ -0,0 +1,611 @@
1-09
Different values: 8
=====================================
object {1-09}
_id : string {1-09._id} (all different values)
folder : string {1-09.folder} (same value: ZmK0JOxXFNP0PfUk)
img : string {1-09.img} (same value: systems/pf2e/icons/default-icons/npc.svg)
items : array<object> {1-09.items}
Length: min=4 max=10
Value type: object {1-09.items.[]}
_id : string {1-09.items.[]._id} (51 different values)
[_stats] : object {1-09.items.[]._stats}
compendiumSource : string {1-09.items.[]._stats.compendiumSource} (11 different values)
Compendium.pf2e.equipment-srd.Item.c58wczIzH2gzeXQL (x1)
Compendium.pf2e.equipment-srd.Item.JNt7GmLCCVz5BiEI (x1)
Compendium.pf2e.equipment-srd.Item.ewQZ0VeL38v3qFnN (x1)
Compendium.pf2e.bestiary-family-ability-glossary.Item.DIYZNvVP28U2UnDb (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.BCLvAx4Pz4MLa2pu (x2)
Compendium.pf2e.spells-srd.Item.vh1RpbWfqdNC4L3P (x2)
Compendium.pf2e.spells-srd.Item.wzctak6BxOW8xvFV (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.j2wsK6IsW5yMW1jW (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.fJSNOw4zHGbIm4bZ (x2)
Compendium.pf2e.equipment-srd.Item.FJrsDoaIXksVjld9 (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.VdSMQ6yRZ3YXNXHL (x1)
img : string {1-09.items.[].img} (13 different values)
icons/weapons/clubs/club-banded-brown.webp (x1)
systems/pf2e/icons/equipment/weapons/javelin.webp (x1)
icons/equipment/chest/breastplate-layered-leather-studded-brown.webp (x1)
systems/pf2e/icons/default-icons/melee.svg (x16)
systems/pf2e/icons/actions/Passive.webp (x16)
systems/pf2e/icons/actions/OneAction.webp (x5)
systems/pf2e/icons/default-icons/spellcastingEntry.svg (x2)
icons/magic/earth/strike-fist-stone-light.webp (x2)
icons/magic/unholy/silhouette-evil-horned-giant.webp (x2)
systems/pf2e/icons/actions/TwoActions.webp (x2)
systems/pf2e/icons/actions/Reaction.webp (x2)
systems/pf2e/icons/equipment/weapons/trident.webp (x1)
systems/pf2e/icons/actions/FreeAction.webp (x1)
name : string {1-09.items.[].name} (29 different values)
sort : integer {1-09.items.[].sort} (10 different values)
100000 (x8)
200000 (x8)
300000 (x8)
400000 (x8)
500000 (x6)
600000 (x4)
700000 (x4)
800000 (x2)
900000 (x2)
1000000 (x2)
system : object {1-09.items.[].system}
[baseItem] : string {1-09.items.[].system.baseItem} (4 different values)
club (x1)
javelin (x1)
studded-leather-armor (x1)
trident (x1)
[bonus] : object {1-09.items.[].system.bonus}
value : integer {1-09.items.[].system.bonus.value} (9 different values)
0 (x3)
10 (x3)
6 (x1)
14 (x1)
13 (x4)
11 (x1)
17 (x2)
16 (x3)
8 (x1)
[bonusDamage] : object {1-09.items.[].system.bonusDamage}
value : integer {1-09.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {1-09.items.[].system.bulk}
value : mixed
integer {1-09.items.[].system.bulk.value} (same value: 1)
float {1-09.items.[].system.bulk.value} (same value: 0,1)
[category] : string {1-09.items.[].system.category} (6 different values)
simple (x2)
light (x1)
offensive (x14)
interaction (x6)
defensive (x6)
martial (x1)
[containerId] : mixed
[damage] : object {1-09.items.[].system.damage}
[damageType] : string {1-09.items.[].system.damage.damageType} (2 different values)
bludgeoning (x1)
piercing (x2)
[dice] : integer {1-09.items.[].system.damage.dice} (same value: 1)
[die] : string {1-09.items.[].system.damage.die} (2 different values)
d6 (x2)
d8 (x1)
description : object {1-09.items.[].system.description}
value : string {1-09.items.[].system.description.value} (26 different values)
[equipped] : object {1-09.items.[].system.equipped}
carryType : string {1-09.items.[].system.equipped.carryType} (2 different values)
held (x2)
worn (x2)
[handsHeld] : integer {1-09.items.[].system.equipped.handsHeld} (2 different values)
1 (x2)
0 (x1)
[invested] : mixed
[inSlot] : boolean {1-09.items.[].system.equipped.inSlot} (same value: True)
[group] : string {1-09.items.[].system.group} (4 different values)
club (x1)
dart (x1)
leather (x1)
spear (x1)
[hardness] : integer {1-09.items.[].system.hardness} (same value: 0)
[hp] : object {1-09.items.[].system.hp}
max : integer {1-09.items.[].system.hp.max} (same value: 0)
value : integer {1-09.items.[].system.hp.value} (same value: 0)
[level] : object {1-09.items.[].system.level}
value : integer {1-09.items.[].system.level.value} (3 different values)
0 (x4)
3 (x2)
2 (x2)
[material] : object {1-09.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {1-09.items.[].system.price}
value : object {1-09.items.[].system.price.value}
[sp] : integer {1-09.items.[].system.price.value.sp} (same value: 1)
gp : integer {1-09.items.[].system.price.value.gp} (2 different values)
3 (x1)
1 (x1)
publication : object {1-09.items.[].system.publication}
license : string {1-09.items.[].system.publication.license} (2 different values)
OGL (x50)
ORC (x2)
remaster : boolean {1-09.items.[].system.publication.remaster} (2 different values)
False (x50)
True (x2)
title : string {1-09.items.[].system.publication.title} (4 different values)
(x40)
Pathfinder Bestiary (x7)
Pathfinder Core Rulebook (x3)
Pathfinder Player Core (x2)
[quantity] : integer {1-09.items.[].system.quantity} (2 different values)
1 (x3)
3 (x1)
[range] : mixed
integer {1-09.items.[].system.range} (same value: 30)
object {1-09.items.[].system.range}
value : string {1-09.items.[].system.range.value} (2 different values)
(x2)
30 feet (x2)
[reload] : object {1-09.items.[].system.reload}
value : string {1-09.items.[].system.reload.value} (same value: -)
rules : ###FoundryRulesObject###
[runes] : object {1-09.items.[].system.runes}
potency : integer {1-09.items.[].system.runes.potency} (same value: 0)
property : array<> {1-09.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {1-09.items.[].system.runes.striking} (same value: 0)
[resilient] : integer {1-09.items.[].system.runes.resilient} (same value: 0)
[size] : string {1-09.items.[].system.size} (same value: med)
[slug] : string {1-09.items.[].system.slug} (11 different values)
club (x1)
javelin (x1)
studded-leather-armor (x1)
siabrae-earth-glide (x2)
knockdown (x2)
meld-into-stone (x2)
enlarge (x2)
tremorsense (x2)
fast-healing (x2)
trident (x1)
wavesense (x1)
[splashDamage] : object {1-09.items.[].system.splashDamage}
value : integer {1-09.items.[].system.splashDamage.value} (same value: 0)
[traits] : object {1-09.items.[].system.traits}
rarity : string {1-09.items.[].system.traits.rarity} (same value: common)
value : array<string> {1-09.items.[].system.traits.value}
Length: min=0 max=4
Value type: string {1-09.items.[].system.traits.value.[]} (19 different values)
thrown-10 (x2)
thrown (x1)
reach-10 (x1)
thrown-30 (x1)
auditory (x1)
emotion (x1)
fear (x1)
mental (x2)
unarmed (x10)
concentrate (x6)
earth (x4)
manipulate (x4)
polymorph (x2)
arcane (x2)
agile (x3)
attack (x2)
aura (x2)
thrown-20 (x2)
rage (x1)
[traditions] : array<string> {1-09.items.[].system.traits.traditions}
Length: min=2 max=2
Value type: string {1-09.items.[].system.traits.traditions.[]} (2 different values)
arcane (x4)
primal (x4)
[usage] : object {1-09.items.[].system.usage}
value : string {1-09.items.[].system.usage.value} (same value: held-in-one-hand)
[acBonus] : integer {1-09.items.[].system.acBonus} (same value: 2)
[checkPenalty] : integer {1-09.items.[].system.checkPenalty} (same value: -1)
[dexCap] : integer {1-09.items.[].system.dexCap} (same value: 3)
[speedPenalty] : integer {1-09.items.[].system.speedPenalty} (same value: 0)
[strength] : integer {1-09.items.[].system.strength} (same value: 1)
[attack] : object {1-09.items.[].system.attack}
value : string {1-09.items.[].system.attack.value} (same value: )
[attackEffects] : object {1-09.items.[].system.attackEffects}
[custom] : string {1-09.items.[].system.attackEffects.custom} (same value: )
value : array<string> {1-09.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {1-09.items.[].system.attackEffects.value.[]} (2 different values)
tongue-grab (x1)
knockdown (x2)
[damageRolls] : object {1-09.items.[].system.damageRolls}
[rcutywhow3ru4ao82j1d] : object {1-09.items.[].system.damageRolls.rcutywhow3ru4ao82j1d}
damage : string {1-09.items.[].system.damageRolls.rcutywhow3ru4ao82j1d.damage} (same value: 1d6+6)
damageType : string {1-09.items.[].system.damageRolls.rcutywhow3ru4ao82j1d.damageType} (same value: bludgeoning)
[zblmbl142y858gc9w829] : object {1-09.items.[].system.damageRolls.zblmbl142y858gc9w829}
damage : string {1-09.items.[].system.damageRolls.zblmbl142y858gc9w829.damage} (same value: 1d6+4)
damageType : string {1-09.items.[].system.damageRolls.zblmbl142y858gc9w829.damageType} (same value: piercing)
[0ttxks84tizclbomhlkl] : object {1-09.items.[].system.damageRolls.0ttxks84tizclbomhlkl}
damage : string {1-09.items.[].system.damageRolls.0ttxks84tizclbomhlkl.damage} (same value: 1d6+6)
damageType : string {1-09.items.[].system.damageRolls.0ttxks84tizclbomhlkl.damageType} (same value: bludgeoning)
[4wpuqrx5d0fu04e2o5i9] : object {1-09.items.[].system.damageRolls.4wpuqrx5d0fu04e2o5i9}
damage : string {1-09.items.[].system.damageRolls.4wpuqrx5d0fu04e2o5i9.damage} (2 different values)
2d10+8 (x1)
1d10+6 (x1)
damageType : string {1-09.items.[].system.damageRolls.4wpuqrx5d0fu04e2o5i9.damageType} (same value: piercing)
[qoxcnbydpzicbuwdslms] : object {1-09.items.[].system.damageRolls.qoxcnbydpzicbuwdslms}
damage : string {1-09.items.[].system.damageRolls.qoxcnbydpzicbuwdslms.damage} (same value: 2d8+5)
damageType : string {1-09.items.[].system.damageRolls.qoxcnbydpzicbuwdslms.damageType} (same value: bludgeoning)
[gfzhc4pstixvjzcxkd9p] : object {1-09.items.[].system.damageRolls.gfzhc4pstixvjzcxkd9p}
damage : string {1-09.items.[].system.damageRolls.gfzhc4pstixvjzcxkd9p.damage} (same value: 2d8+5)
damageType : string {1-09.items.[].system.damageRolls.gfzhc4pstixvjzcxkd9p.damageType} (same value: piercing)
[2v7tgt10iiop3d61yg6p] : object {1-09.items.[].system.damageRolls.2v7tgt10iiop3d61yg6p}
damage : string {1-09.items.[].system.damageRolls.2v7tgt10iiop3d61yg6p.damage} (same value: 2d6+5)
damageType : string {1-09.items.[].system.damageRolls.2v7tgt10iiop3d61yg6p.damageType} (same value: slashing)
[6z92kwkgnduzf4qznmvd] : object {1-09.items.[].system.damageRolls.6z92kwkgnduzf4qznmvd}
damage : string {1-09.items.[].system.damageRolls.6z92kwkgnduzf4qznmvd.damage} (same value: 2d8+8)
damageType : string {1-09.items.[].system.damageRolls.6z92kwkgnduzf4qznmvd.damageType} (same value: piercing)
[k4xfpbenv48q6mqmshbn] : object {1-09.items.[].system.damageRolls.k4xfpbenv48q6mqmshbn}
damage : string {1-09.items.[].system.damageRolls.k4xfpbenv48q6mqmshbn.damage} (same value: 2d6+8)
damageType : string {1-09.items.[].system.damageRolls.k4xfpbenv48q6mqmshbn.damageType} (same value: slashing)
[5sigmrnlspnytqhdesv5] : object {1-09.items.[].system.damageRolls.5sigmrnlspnytqhdesv5}
damage : string {1-09.items.[].system.damageRolls.5sigmrnlspnytqhdesv5.damage} (same value: 1d8+10)
damageType : string {1-09.items.[].system.damageRolls.5sigmrnlspnytqhdesv5.damageType} (same value: piercing)
[qu3zrc2iy9lvq9p39qr1] : object {1-09.items.[].system.damageRolls.qu3zrc2iy9lvq9p39qr1}
damage : string {1-09.items.[].system.damageRolls.qu3zrc2iy9lvq9p39qr1.damage} (same value: 1d6+8)
damageType : string {1-09.items.[].system.damageRolls.qu3zrc2iy9lvq9p39qr1.damageType} (same value: slashing)
[x8bmn0lzm4kzxjhi27mz] : object {1-09.items.[].system.damageRolls.x8bmn0lzm4kzxjhi27mz}
damage : string {1-09.items.[].system.damageRolls.x8bmn0lzm4kzxjhi27mz.damage} (same value: 1d8+8)
damageType : string {1-09.items.[].system.damageRolls.x8bmn0lzm4kzxjhi27mz.damageType} (same value: piercing)
[brv47hfeqedmpdo9no6v] : object {1-09.items.[].system.damageRolls.brv47hfeqedmpdo9no6v}
damage : string {1-09.items.[].system.damageRolls.brv47hfeqedmpdo9no6v.damage} (same value: 1d8+10)
damageType : string {1-09.items.[].system.damageRolls.brv47hfeqedmpdo9no6v.damageType} (same value: piercing)
k5katjrxbdm4e24r6ooz : object {1-09.items.[].system.damageRolls.k5katjrxbdm4e24r6ooz}
damage : string {1-09.items.[].system.damageRolls.k5katjrxbdm4e24r6ooz.damage} (same value: 1d6+4)
damageType : string {1-09.items.[].system.damageRolls.k5katjrxbdm4e24r6ooz.damageType} (same value: bludgeoning)
[weaponType] : object {1-09.items.[].system.weaponType}
value : string {1-09.items.[].system.weaponType.value} (2 different values)
melee (x13)
ranged (x3)
[actionType] : object {1-09.items.[].system.actionType}
value : string {1-09.items.[].system.actionType.value} (4 different values)
passive (x16)
action (x7)
reaction (x2)
free (x1)
[actions] : object {1-09.items.[].system.actions}
[value] : integer {1-09.items.[].system.actions.value} (2 different values)
1 (x5)
2 (x2)
[autoHeightenLevel] : object {1-09.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {1-09.items.[].system.prepared}
flexible : boolean {1-09.items.[].system.prepared.flexible} (same value: False)
value : string {1-09.items.[].system.prepared.value} (same value: innate)
[proficiency] : object {1-09.items.[].system.proficiency}
value : integer {1-09.items.[].system.proficiency.value} (same value: 0)
[showSlotlessLevels] : object {1-09.items.[].system.showSlotlessLevels}
value : boolean {1-09.items.[].system.showSlotlessLevels.value} (same value: False)
[slots] : object {1-09.items.[].system.slots}
slot2 : object {1-09.items.[].system.slots.slot2}
max : integer {1-09.items.[].system.slots.slot2.max} (same value: 1)
value : integer {1-09.items.[].system.slots.slot2.value} (same value: 1)
slot3 : object {1-09.items.[].system.slots.slot3}
max : integer {1-09.items.[].system.slots.slot3.max} (same value: 1)
value : integer {1-09.items.[].system.slots.slot3.value} (same value: 1)
[spelldc] : object {1-09.items.[].system.spelldc}
dc : integer {1-09.items.[].system.spelldc.dc} (2 different values)
20 (x1)
17 (x1)
mod : integer {1-09.items.[].system.spelldc.mod} (same value: 0)
value : integer {1-09.items.[].system.spelldc.value} (2 different values)
12 (x1)
9 (x1)
item : integer {1-09.items.[].system.spelldc.item} (same value: 0)
[tradition] : object {1-09.items.[].system.tradition}
value : string {1-09.items.[].system.tradition.value} (same value: arcane)
[area] : mixed
[cost] : object {1-09.items.[].system.cost}
value : string {1-09.items.[].system.cost.value} (same value: )
[counteraction] : boolean {1-09.items.[].system.counteraction} (same value: False)
[defense] : mixed
[duration] : object {1-09.items.[].system.duration}
sustained : boolean {1-09.items.[].system.duration.sustained} (same value: False)
value : string {1-09.items.[].system.duration.value} (2 different values)
10 minutes (x2)
5 minutes (x2)
[location] : object {1-09.items.[].system.location}
heightenedLevel : integer {1-09.items.[].system.location.heightenedLevel} (2 different values)
3 (x2)
2 (x2)
value : string {1-09.items.[].system.location.value} (2 different values)
0ODRWW0GDLgdkkZj (x2)
BCgHNkpKqEiYb0Kr (x2)
[requirements] : string {1-09.items.[].system.requirements} (same value: )
[target] : object {1-09.items.[].system.target}
value : string {1-09.items.[].system.target.value} (2 different values)
(x2)
1 willing creature (x2)
[time] : object {1-09.items.[].system.time}
value : string {1-09.items.[].system.time.value} (same value: 2)
[heightening] : object {1-09.items.[].system.heightening}
levels : object {1-09.items.[].system.heightening.levels}
6 : object {1-09.items.[].system.heightening.levels.6}
target : object {1-09.items.[].system.heightening.levels.6.target}
value : string {1-09.items.[].system.heightening.levels.6.target.value} (same value: 10 willing creatures)
type : string {1-09.items.[].system.heightening.type} (same value: fixed)
[selfEffect] : object {1-09.items.[].system.selfEffect}
name : string {1-09.items.[].system.selfEffect.name} (same value: Effect: Blood Frenzy)
uuid : string {1-09.items.[].system.selfEffect.uuid} (same value: Compendium.pf2e.bestiary-effects.Item.Effect: Blood Frenzy)
type : string {1-09.items.[].type} (6 different values)
weapon (x3)
armor (x1)
melee (x16)
action (x26)
spellcastingEntry (x2)
spell (x4)
[flags] : object {1-09.items.[].flags}
pf2e : object {1-09.items.[].flags.pf2e}
linkedWeapon : string {1-09.items.[].flags.pf2e.linkedWeapon} (3 different values)
ouN8yYrLIh9oRsNL (x2)
WyHLxLFTE4TB1Utp (x1)
7hVcyzyPGsgva9CU (x2)
name : string {1-09.name} (all different values)
[prototypeToken] : object {1-09.prototypeToken}
name : string {1-09.prototypeToken.name} (2 different values)
Boggard Warrior (x1)
Paravaax (x2)
system : object {1-09.system}
abilities : object {1-09.system.abilities}
cha : object {1-09.system.abilities.cha}
mod : integer {1-09.system.abilities.cha.mod} (4 different values)
1 (x1)
-1 (x4)
-2 (x2)
0 (x1)
con : object {1-09.system.abilities.con}
mod : integer {1-09.system.abilities.con.mod} (4 different values)
4 (x3)
3 (x2)
5 (x2)
2 (x1)
dex : object {1-09.system.abilities.dex}
mod : integer {1-09.system.abilities.dex.mod} (6 different values)
0 (x1)
-1 (x2)
-2 (x2)
2 (x1)
3 (x1)
1 (x1)
int : object {1-09.system.abilities.int}
mod : integer {1-09.system.abilities.int.mod} (4 different values)
-1 (x1)
-4 (x2)
-2 (x4)
0 (x1)
str : object {1-09.system.abilities.str}
mod : integer {1-09.system.abilities.str.mod} (3 different values)
4 (x4)
5 (x3)
6 (x1)
wis : object {1-09.system.abilities.wis}
mod : integer {1-09.system.abilities.wis.mod} (4 different values)
2 (x3)
3 (x3)
1 (x1)
0 (x1)
attributes : object {1-09.system.attributes}
ac : object {1-09.system.attributes.ac}
details : string {1-09.system.attributes.ac.details} (same value: )
value : integer {1-09.system.attributes.ac.value} (7 different values)
17 (x1)
22 (x2)
21 (x1)
19 (x1)
25 (x1)
23 (x1)
14 (x1)
allSaves : object {1-09.system.attributes.allSaves}
value : string {1-09.system.attributes.allSaves.value} (same value: )
hp : object {1-09.system.attributes.hp}
details : string {1-09.system.attributes.hp.details} (3 different values)
(x6)
fast healing 4 (while within Paravaax's aura) (x1)
fast healing 2 (while in Paravaax's aura) (x1)
max : integer {1-09.system.attributes.hp.max} (all different values)
temp : integer {1-09.system.attributes.hp.temp} (same value: 0)
value : integer {1-09.system.attributes.hp.value} (all different values)
speed : object {1-09.system.attributes.speed}
[details] : string {1-09.system.attributes.speed.details} (2 different values)
swamp stride (x1)
earth glide (x2)
otherSpeeds : array<object> {1-09.system.attributes.speed.otherSpeeds}
Length: min=1 max=2
Value type: object {1-09.system.attributes.speed.otherSpeeds.[]}
type : string {1-09.system.attributes.speed.otherSpeeds.[].type} (3 different values)
swim (x2)
burrow (x4)
fly (x4)
value : integer {1-09.system.attributes.speed.otherSpeeds.[].value} (5 different values)
25 (x1)
20 (x4)
15 (x2)
40 (x2)
35 (x1)
value : integer {1-09.system.attributes.speed.value} (3 different values)
20 (x3)
30 (x2)
25 (x3)
[immunities] : array<object> {1-09.system.attributes.immunities}
Length: min=4 max=4
Value type: object {1-09.system.attributes.immunities.[]}
type : string {1-09.system.attributes.immunities.[].type} (4 different values)
bleed (x4)
paralyzed (x4)
poison (x4)
sleep (x4)
[resistances] : array<object> {1-09.system.attributes.resistances}
Length: min=1 max=1
Value type: object {1-09.system.attributes.resistances.[]}
exceptions : array<string> {1-09.system.attributes.resistances.[].exceptions}
Length: min=1 max=1
Value type: string {1-09.system.attributes.resistances.[].exceptions.[]} (same value: adamantine)
type : string {1-09.system.attributes.resistances.[].type} (same value: physical)
value : integer {1-09.system.attributes.resistances.[].value} (2 different values)
7 (x1)
10 (x1)
details : object {1-09.system.details}
blurb : string {1-09.system.details.blurb} (2 different values)
(x6)
Variant sod hound (x2)
languages : object {1-09.system.details.languages}
details : string {1-09.system.details.languages.details} (2 different values)
(x7)
shark commune 150 feet (x1)
value : array<string> {1-09.system.details.languages.value}
Length: min=0 max=2
Value type: string {1-09.system.details.languages.value.[]} (4 different values)
boggard (x1)
petran (x4)
common (x2)
thalassic (x1)
level : object {1-09.system.details.level}
value : integer {1-09.system.details.level.value} (6 different values)
2 (x1)
5 (x2)
4 (x2)
3 (x1)
7 (x1)
1 (x1)
privateNotes : string {1-09.system.details.privateNotes} (same value: )
publicNotes : string {1-09.system.details.publicNotes} (2 different values)
<p>Boggard warriors exalt in single combat, and prefer to fight alone so that none can contest their kills. They have been known to pursue enemies who flee combat with a single-mindedness that seems almost supernatural.</p>
<hr />
<p>Boggards are aggressive humanoid amphibians that thrive in swamps, marshes, and even some rain forests. Boggards hatch from eggs into tadpoles, fiercely competing for food and even consuming their siblings in that struggle. Over 3 years, the surviving boggards develops arms, legs, and lungs while learning the rudiments of hunting, crafts, and warfare-everything needed to survive in their might-makes-right society. At the top of most boggard hierarchies lords a hulking swampseer imbued with sinister divine magic.</p> (x1)
(x7)
publication : object {1-09.system.details.publication}
license : string {1-09.system.details.publication.license} (same value: OGL)
remaster : boolean {1-09.system.details.publication.remaster} (same value: False)
title : string {1-09.system.details.publication.title} (same value: Pathfinder Society Scenario #1-09: Star-Crossed Voyages)
initiative : object {1-09.system.initiative}
statistic : string {1-09.system.initiative.statistic} (same value: perception)
perception : object {1-09.system.perception}
details : string {1-09.system.perception.details} (2 different values)
(x6)
metal sense (imprecise) 60 feet (x2)
mod : integer {1-09.system.perception.mod} (6 different values)
8 (x1)
12 (x2)
9 (x2)
11 (x1)
14 (x1)
3 (x1)
senses : array<object> {1-09.system.perception.senses}
Length: min=1 max=2
Value type: object {1-09.system.perception.senses.[]}
type : string {1-09.system.perception.senses.[].type} (3 different values)
darkvision (x8)
tremorsense (x2)
wavesense (x1)
[acuity] : string {1-09.system.perception.senses.[].acuity} (same value: imprecise)
[range] : integer {1-09.system.perception.senses.[].range} (same value: 30)
resources : object {1-09.system.resources}
[focus] : object {1-09.system.resources.focus}
max : integer {1-09.system.resources.focus.max} (same value: 1)
value : integer {1-09.system.resources.focus.value} (same value: 1)
saves : object {1-09.system.saves}
fortitude : object {1-09.system.saves.fortitude}
saveDetail : string {1-09.system.saves.fortitude.saveDetail} (same value: )
value : integer {1-09.system.saves.fortitude.value} (7 different values)
10 (x1)
15 (x2)
13 (x1)
12 (x1)
16 (x1)
18 (x1)
9 (x1)
reflex : object {1-09.system.saves.reflex}
saveDetail : string {1-09.system.saves.reflex.saveDetail} (same value: )
value : integer {1-09.system.saves.reflex.value} (6 different values)
5 (x1)
8 (x1)
6 (x2)
11 (x1)
13 (x2)
3 (x1)
will : object {1-09.system.saves.will}
saveDetail : string {1-09.system.saves.will.saveDetail} (same value: )
value : integer {1-09.system.saves.will.value} (7 different values)
8 (x1)
9 (x1)
10 (x1)
7 (x1)
11 (x2)
14 (x1)
3 (x1)
skills : object {1-09.system.skills}
athletics : object {1-09.system.skills.athletics}
base : integer {1-09.system.skills.athletics.base} (5 different values)
8 (x1)
14 (x3)
13 (x2)
16 (x1)
7 (x1)
[special] : array<object> {1-09.system.skills.athletics.special}
Length: min=1 max=1
Value type: object {1-09.system.skills.athletics.special.[]}
base : integer {1-09.system.skills.athletics.special.[].base} (same value: 17)
label : string {1-09.system.skills.athletics.special.[].label} (same value: to swim)
predicate : array<string> {1-09.system.skills.athletics.special.[].predicate}
Length: min=1 max=1
Value type: string {1-09.system.skills.athletics.special.[].predicate.[]} (same value: action:swim)
[intimidation] : object {1-09.system.skills.intimidation}
base : integer {1-09.system.skills.intimidation.base} (2 different values)
5 (x1)
11 (x1)
[stealth] : object {1-09.system.skills.stealth}
base : integer {1-09.system.skills.stealth.base} (3 different values)
6 (x1)
11 (x1)
17 (x1)
[special] : array<object> {1-09.system.skills.stealth.special}
Length: min=1 max=1
Value type: object {1-09.system.skills.stealth.special.[]}
base : integer {1-09.system.skills.stealth.special.[].base} (same value: 8)
label : string {1-09.system.skills.stealth.special.[].label} (same value: in water)
predicate : array<string> {1-09.system.skills.stealth.special.[].predicate}
Length: min=1 max=1
Value type: string {1-09.system.skills.stealth.special.[].predicate.[]} (same value: terrain:water)
[survival] : object {1-09.system.skills.survival}
base : integer {1-09.system.skills.survival.base} (3 different values)
12 (x1)
9 (x1)
11 (x1)
[special] : array<object> {1-09.system.skills.survival.special}
Length: min=1 max=1
Value type: object {1-09.system.skills.survival.special.[]}
base : integer {1-09.system.skills.survival.special.[].base} (2 different values)
14 (x1)
11 (x1)
label : string {1-09.system.skills.survival.special.[].label} (same value: to track)
predicate : array<string> {1-09.system.skills.survival.special.[].predicate}
Length: min=1 max=1
Value type: string {1-09.system.skills.survival.special.[].predicate.[]} (same value: action:track)
[acrobatics] : object {1-09.system.skills.acrobatics}
base : integer {1-09.system.skills.acrobatics.base} (2 different values)
11 (x1)
15 (x1)
traits : object {1-09.system.traits}
rarity : string {1-09.system.traits.rarity} (same value: common)
size : object {1-09.system.traits.size}
value : string {1-09.system.traits.size.value} (2 different values)
med (x4)
sm (x4)
value : array<string> {1-09.system.traits.value}
Length: min=2 max=5
Value type: string {1-09.system.traits.value.[]} (10 different values)
amphibious (x2)
boggard (x1)
chaotic (x3)
evil (x4)
humanoid (x2)
earth (x6)
elemental (x4)
beast (x2)
lawful (x1)
sea-devil (x1)
type : string {1-09.type} (same value: npc)
+182
View File
@@ -0,0 +1,182 @@
1-10
Different values: 2
=====================================
object {1-10}
_id : string {1-10._id} (all different values)
folder : string {1-10.folder} (same value: OvRD9Mz3So2LRlFj)
img : string {1-10.img} (same value: systems/pf2e/icons/default-icons/npc.svg)
items : array<object> {1-10.items}
Length: min=6 max=6
Value type: object {1-10.items.[]}
_id : string {1-10.items.[]._id} (12 different values)
W0vMaBvGpr2XX2NT (x1)
slsMmF8mzJy4wk9t (x1)
TZaavqeujukw7kS6 (x1)
bx6K2TyP0v8pDNv2 (x1)
1LBXc3ulH9FB6m6u (x1)
lO3JL8v9dkcE4QCe (x1)
wICruJiIDIwHUA2Z (x1)
kfBQV8RuDyXehQaN (x1)
mUvOIm2z6ES27Pzu (x1)
vSdNGYtVD1Xw1F5Z (x1)
HduILld1A7oTXnvA (x1)
4VUtbJq8ScOOq5FV (x1)
img : string {1-10.items.[].img} (4 different values)
systems/pf2e/icons/default-icons/melee.svg (x4)
systems/pf2e/icons/actions/Reaction.webp (x2)
systems/pf2e/icons/actions/OneAction.webp (x4)
systems/pf2e/icons/actions/TwoActions.webp (x2)
name : string {1-10.items.[].name} (6 different values)
Jaws (x2)
Claw (x2)
Attack of Opportunity (x2)
Mauling Throw (x2)
Rush (x2)
Grab (x2)
sort : integer {1-10.items.[].sort} (6 different values)
100000 (x2)
200000 (x2)
300000 (x2)
400000 (x2)
500000 (x2)
600000 (x2)
system : object {1-10.items.[].system}
[attack] : object {1-10.items.[].system.attack}
value : string {1-10.items.[].system.attack.value} (same value: )
[attackEffects] : object {1-10.items.[].system.attackEffects}
value : array<string> {1-10.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {1-10.items.[].system.attackEffects.value.[]} (same value: grab)
[bonus] : object {1-10.items.[].system.bonus}
value : integer {1-10.items.[].system.bonus.value} (all different values)
[damageRolls] : object {1-10.items.[].system.damageRolls}
[28l286kc5yi2xrt9ekmy] : object {1-10.items.[].system.damageRolls.28l286kc5yi2xrt9ekmy}
damage : string {1-10.items.[].system.damageRolls.28l286kc5yi2xrt9ekmy.damage} (same value: 2d6+7)
damageType : string {1-10.items.[].system.damageRolls.28l286kc5yi2xrt9ekmy.damageType} (same value: piercing)
[44ncw0ctxvs3orsw4dwa] : object {1-10.items.[].system.damageRolls.44ncw0ctxvs3orsw4dwa}
damage : string {1-10.items.[].system.damageRolls.44ncw0ctxvs3orsw4dwa.damage} (same value: 1d12+7)
damageType : string {1-10.items.[].system.damageRolls.44ncw0ctxvs3orsw4dwa.damageType} (same value: slashing)
[rkttgx90yhkbrfiqiayt] : object {1-10.items.[].system.damageRolls.rkttgx90yhkbrfiqiayt}
damage : string {1-10.items.[].system.damageRolls.rkttgx90yhkbrfiqiayt.damage} (same value: 2d6+4)
damageType : string {1-10.items.[].system.damageRolls.rkttgx90yhkbrfiqiayt.damageType} (same value: piercing)
56d85po2fe8btdg0akso : object {1-10.items.[].system.damageRolls.56d85po2fe8btdg0akso}
damage : string {1-10.items.[].system.damageRolls.56d85po2fe8btdg0akso.damage} (same value: 1d12+4)
damageType : string {1-10.items.[].system.damageRolls.56d85po2fe8btdg0akso.damageType} (same value: slashing)
description : object {1-10.items.[].system.description}
value : string {1-10.items.[].system.description.value} (6 different values)
(x4)
<p>@Localize[PF2E.NPC.Abilities.Glossary.AttackOfOpportunity]</p> (x2)
<p><strong>Requirements</strong> The giant short-faced bear has a creature grabbed</p>
<hr />
<p><strong>Effect</strong> The giant short-faced bear throws its grabbed target up to 20 feet in any direction and deals its claw damage to the target.</p> (x1)
<p>The giant short-faced bear Strides and makes a Strike at the end of that movement. During the Stride, the giant short-faced bear gains a +10-foot circumstance bonus to its Speed.</p> (x2)
<p>@Localize[PF2E.NPC.Abilities.Glossary.Grab]</p> (x2)
<p><strong>Requirements</strong> The giant short-faced bear has a creature grabbed</p>
<hr />
<p><strong>Effect</strong> The giant shortfaced bear throws its grabbed target up to 20 feet in any direction and deals its claw damage to the target.</p> (x1)
publication : object {1-10.items.[].system.publication}
license : string {1-10.items.[].system.publication.license} (same value: OGL)
remaster : boolean {1-10.items.[].system.publication.remaster} (same value: False)
title : string {1-10.items.[].system.publication.title} (all different values)
rules : ###FoundryRulesObject###
[slug] : string {1-10.items.[].system.slug} (all different values)
traits : object {1-10.items.[].system.traits}
rarity : string {1-10.items.[].system.traits.rarity} (same value: common)
value : array<string> {1-10.items.[].system.traits.value}
Length: min=0 max=3
Value type: string {1-10.items.[].system.traits.value.[]} (4 different values)
unarmed (x4)
agile (x2)
reach (x2)
attack (x2)
[weaponType] : object {1-10.items.[].system.weaponType}
value : string {1-10.items.[].system.weaponType.value} (same value: melee)
[actionType] : object {1-10.items.[].system.actionType}
value : string {1-10.items.[].system.actionType.value} (all different values)
[actions] : object {1-10.items.[].system.actions}
[value] : integer {1-10.items.[].system.actions.value} (all different values)
[category] : string {1-10.items.[].system.category} (all different values)
type : string {1-10.items.[].type} (all different values)
[_stats] : object {1-10.items.[]._stats}
compendiumSource : string {1-10.items.[]._stats.compendiumSource} (all different values)
name : string {1-10.name} (all different values)
system : object {1-10.system}
abilities : object {1-10.system.abilities}
cha : object {1-10.system.abilities.cha}
mod : integer {1-10.system.abilities.cha.mod} (same value: -2)
con : object {1-10.system.abilities.con}
mod : integer {1-10.system.abilities.con.mod} (all different values)
dex : object {1-10.system.abilities.dex}
mod : integer {1-10.system.abilities.dex.mod} (all different values)
int : object {1-10.system.abilities.int}
mod : integer {1-10.system.abilities.int.mod} (same value: -4)
str : object {1-10.system.abilities.str}
mod : integer {1-10.system.abilities.str.mod} (all different values)
wis : object {1-10.system.abilities.wis}
mod : integer {1-10.system.abilities.wis.mod} (all different values)
attributes : object {1-10.system.attributes}
ac : object {1-10.system.attributes.ac}
details : string {1-10.system.attributes.ac.details} (same value: )
value : integer {1-10.system.attributes.ac.value} (all different values)
allSaves : object {1-10.system.attributes.allSaves}
value : string {1-10.system.attributes.allSaves.value} (same value: )
hp : object {1-10.system.attributes.hp}
details : string {1-10.system.attributes.hp.details} (same value: )
max : integer {1-10.system.attributes.hp.max} (all different values)
temp : integer {1-10.system.attributes.hp.temp} (same value: 0)
value : integer {1-10.system.attributes.hp.value} (all different values)
speed : object {1-10.system.attributes.speed}
otherSpeeds : array<> {1-10.system.attributes.speed.otherSpeeds}
Length: min=0 max=0
Value type: mixed
value : integer {1-10.system.attributes.speed.value} (same value: 45)
details : object {1-10.system.details}
blurb : string {1-10.system.details.blurb} (same value: )
languages : object {1-10.system.details.languages}
details : string {1-10.system.details.languages.details} (same value: )
value : array<> {1-10.system.details.languages.value}
Length: min=0 max=0
Value type: mixed
level : object {1-10.system.details.level}
value : integer {1-10.system.details.level.value} (all different values)
privateNotes : string {1-10.system.details.privateNotes} (same value: )
publicNotes : string {1-10.system.details.publicNotes} (same value: )
publication : object {1-10.system.details.publication}
license : string {1-10.system.details.publication.license} (same value: OGL)
remaster : boolean {1-10.system.details.publication.remaster} (same value: False)
title : string {1-10.system.details.publication.title} (same value: Pathfinder Society Scenario #1-10: Tarnbreaker's Trail)
initiative : object {1-10.system.initiative}
statistic : string {1-10.system.initiative.statistic} (same value: perception)
perception : object {1-10.system.perception}
details : string {1-10.system.perception.details} (same value: )
mod : integer {1-10.system.perception.mod} (all different values)
senses : array<object> {1-10.system.perception.senses}
Length: min=2 max=2
Value type: object {1-10.system.perception.senses.[]}
type : string {1-10.system.perception.senses.[].type} (all different values)
[acuity] : string {1-10.system.perception.senses.[].acuity} (same value: imprecise)
[range] : integer {1-10.system.perception.senses.[].range} (same value: 30)
resources : object {1-10.system.resources}
saves : object {1-10.system.saves}
fortitude : object {1-10.system.saves.fortitude}
saveDetail : string {1-10.system.saves.fortitude.saveDetail} (same value: )
value : integer {1-10.system.saves.fortitude.value} (all different values)
reflex : object {1-10.system.saves.reflex}
saveDetail : string {1-10.system.saves.reflex.saveDetail} (same value: )
value : integer {1-10.system.saves.reflex.value} (all different values)
will : object {1-10.system.saves.will}
saveDetail : string {1-10.system.saves.will.saveDetail} (same value: )
value : integer {1-10.system.saves.will.value} (all different values)
skills : object {1-10.system.skills}
athletics : object {1-10.system.skills.athletics}
base : integer {1-10.system.skills.athletics.base} (all different values)
survival : object {1-10.system.skills.survival}
base : integer {1-10.system.skills.survival.base} (all different values)
traits : object {1-10.system.traits}
rarity : string {1-10.system.traits.rarity} (same value: common)
size : object {1-10.system.traits.size}
value : string {1-10.system.traits.size.value} (same value: lg)
value : array<string> {1-10.system.traits.value}
Length: min=1 max=1
Value type: string {1-10.system.traits.value.[]} (same value: animal)
type : string {1-10.type} (same value: npc)
+913
View File
@@ -0,0 +1,913 @@
1-11
Different values: 15
=====================================
object {1-11}
_id : string {1-11._id} (all different values)
folder : string {1-11.folder} (same value: 1bZ9CFAmgPKZlEZD)
img : string {1-11.img} (2 different values)
systems/pf2e/icons/default-icons/hazard.svg (x4)
systems/pf2e/icons/default-icons/npc.svg (x11)
items : array<object> {1-11.items}
Length: min=1 max=18
Value type: object {1-11.items.[]}
_id : string {1-11.items.[]._id} (116 different values)
img : string {1-11.items.[].img} (38 different values)
name : string {1-11.items.[].name} (62 different values)
sort : integer {1-11.items.[].sort} (18 different values)
100000 (x15)
200000 (x11)
300000 (x10)
400000 (x10)
500000 (x10)
600000 (x10)
700000 (x9)
800000 (x7)
900000 (x7)
1000000 (x5)
1100000 (x5)
1200000 (x4)
1300000 (x4)
1400000 (x4)
1500000 (x3)
1600000 (x2)
1700000 (x1)
1800000 (x1)
system : object {1-11.items.[].system}
[actionType] : object {1-11.items.[].system.actionType}
value : string {1-11.items.[].system.actionType.value} (4 different values)
reaction (x8)
passive (x25)
action (x10)
free (x1)
[actions] : object {1-11.items.[].system.actions}
[value] : integer {1-11.items.[].system.actions.value} (3 different values)
2 (x2)
1 (x6)
3 (x2)
[category] : string {1-11.items.[].system.category} (8 different values)
martial (x6)
medium (x1)
defensive (x14)
offensive (x20)
ammo (x3)
interaction (x6)
simple (x5)
light (x2)
description : object {1-11.items.[].system.description}
value : string {1-11.items.[].system.description.value} (63 different values)
publication : object {1-11.items.[].system.publication}
license : string {1-11.items.[].system.publication.license} (same value: OGL)
remaster : boolean {1-11.items.[].system.publication.remaster} (same value: False)
title : string {1-11.items.[].system.publication.title} (4 different values)
(x55)
Pathfinder Core Rulebook (x41)
Pathfinder Bestiary (x18)
Pathfinder Bestiary 2 (x4)
rules : ###FoundryRulesObject###
[slug] : string {1-11.items.[].system.slug} (40 different values)
[traits] : object {1-11.items.[].system.traits}
rarity : string {1-11.items.[].system.traits.rarity} (2 different values)
common (x108)
uncommon (x2)
value : array<string> {1-11.items.[].system.traits.value}
Length: min=0 max=6
Value type: string {1-11.items.[].system.traits.value.[]} (48 different values)
[integrated] : mixed
[traditions] : array<string> {1-11.items.[].system.traits.traditions}
Length: min=0 max=4
Value type: string {1-11.items.[].system.traits.traditions.[]} (4 different values)
arcane (x22)
divine (x4)
occult (x16)
primal (x10)
[baseItem] : string {1-11.items.[].system.baseItem} (12 different values)
lance (x1)
longsword (x1)
steel-shield (x1)
chain-mail (x1)
shortbow (x1)
staff (x2)
crossbow (x1)
shortsword (x1)
leather-armor (x2)
sling (x1)
spear (x1)
glaive (x2)
[bonus] : object {1-11.items.[].system.bonus}
value : integer {1-11.items.[].system.bonus.value} (12 different values)
0 (x11)
9 (x4)
10 (x2)
6 (x2)
13 (x2)
7 (x1)
3 (x2)
5 (x3)
15 (x3)
11 (x2)
12 (x1)
8 (x1)
[bonusDamage] : object {1-11.items.[].system.bonusDamage}
value : integer {1-11.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {1-11.items.[].system.bulk}
value : mixed
integer {1-11.items.[].system.bulk.value} (2 different values)
2 (x5)
1 (x9)
float {1-11.items.[].system.bulk.value} (same value: 0,1)
[containerId] : mixed
[damage] : object {1-11.items.[].system.damage}
[damageType] : string {1-11.items.[].system.damage.damageType} (3 different values)
piercing (x5)
slashing (x3)
bludgeoning (x3)
[dice] : integer {1-11.items.[].system.damage.dice} (same value: 1)
[die] : string {1-11.items.[].system.damage.die} (3 different values)
d8 (x5)
d6 (x4)
d4 (x2)
[0] : object {1-11.items.[].system.damage.0}
[applyMod] : boolean {1-11.items.[].system.damage.0.applyMod} (2 different values)
True (x2)
False (x1)
[category] : mixed
formula : string {1-11.items.[].system.damage.0.formula} (4 different values)
1d4 (x2)
1d4+1 (x2)
3d8 (x1)
3d6 (x1)
kinds : array<string> {1-11.items.[].system.damage.0.kinds}
Length: min=1 max=1
Value type: string {1-11.items.[].system.damage.0.kinds.[]} (same value: damage)
materials : array<> {1-11.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {1-11.items.[].system.damage.0.type} (4 different values)
electricity (x2)
force (x2)
acid (x1)
fire (x1)
[equipped] : object {1-11.items.[].system.equipped}
carryType : string {1-11.items.[].system.equipped.carryType} (2 different values)
worn (x10)
held (x9)
[handsHeld] : integer {1-11.items.[].system.equipped.handsHeld} (3 different values)
0 (x7)
1 (x8)
2 (x1)
[invested] : mixed
[inSlot] : boolean {1-11.items.[].system.equipped.inSlot} (same value: True)
[group] : string {1-11.items.[].system.group} (9 different values)
spear (x2)
sword (x2)
chain (x1)
bow (x1)
club (x2)
crossbow (x1)
leather (x2)
sling (x1)
polearm (x2)
[hardness] : integer {1-11.items.[].system.hardness} (2 different values)
0 (x18)
5 (x1)
[hp] : object {1-11.items.[].system.hp}
max : integer {1-11.items.[].system.hp.max} (2 different values)
0 (x18)
20 (x1)
value : integer {1-11.items.[].system.hp.value} (2 different values)
0 (x18)
20 (x1)
[level] : object {1-11.items.[].system.level}
value : integer {1-11.items.[].system.level.value} (4 different values)
0 (x19)
1 (x18)
2 (x3)
4 (x3)
[material] : object {1-11.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {1-11.items.[].system.price}
value : object {1-11.items.[].system.price.value}
[gp] : integer {1-11.items.[].system.price.value.gp} (5 different values)
1 (x4)
2 (x3)
6 (x1)
3 (x2)
5 (x1)
[sp] : integer {1-11.items.[].system.price.value.sp} (2 different values)
1 (x3)
9 (x1)
[cp] : integer {1-11.items.[].system.price.value.cp} (same value: 1)
[per] : integer {1-11.items.[].system.price.per} (same value: 10)
[quantity] : integer {1-11.items.[].system.quantity} (2 different values)
1 (x16)
20 (x3)
[range] : mixed
integer {1-11.items.[].system.range} (3 different values)
60 (x1)
120 (x1)
50 (x1)
object {1-11.items.[].system.range}
value : string {1-11.items.[].system.range.value} (5 different values)
(x4)
30 feet (x11)
500 feet (x2)
120 feet (x6)
60 feet (x1)
[reload] : object {1-11.items.[].system.reload}
value : string {1-11.items.[].system.reload.value} (4 different values)
(x7)
0 (x1)
1 (x2)
- (x1)
[runes] : object {1-11.items.[].system.runes}
[potency] : integer {1-11.items.[].system.runes.potency} (same value: 0)
[property] : array<> {1-11.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {1-11.items.[].system.runes.striking} (same value: 0)
[reinforcing] : integer {1-11.items.[].system.runes.reinforcing} (same value: 0)
[resilient] : integer {1-11.items.[].system.runes.resilient} (same value: 0)
[size] : string {1-11.items.[].system.size} (same value: med)
[splashDamage] : object {1-11.items.[].system.splashDamage}
value : integer {1-11.items.[].system.splashDamage.value} (same value: 0)
[usage] : object {1-11.items.[].system.usage}
value : string {1-11.items.[].system.usage.value} (3 different values)
held-in-two-hands (x4)
held-in-one-hand (x10)
held-in-one-plus-hands (x1)
[acBonus] : integer {1-11.items.[].system.acBonus} (3 different values)
2 (x1)
4 (x1)
1 (x2)
[speedPenalty] : integer {1-11.items.[].system.speedPenalty} (2 different values)
0 (x3)
-5 (x1)
[checkPenalty] : integer {1-11.items.[].system.checkPenalty} (2 different values)
-2 (x1)
-1 (x2)
[dexCap] : integer {1-11.items.[].system.dexCap} (2 different values)
1 (x1)
4 (x2)
[strength] : integer {1-11.items.[].system.strength} (2 different values)
3 (x1)
0 (x2)
[attack] : object {1-11.items.[].system.attack}
value : string {1-11.items.[].system.attack.value} (same value: )
[attackEffects] : object {1-11.items.[].system.attackEffects}
value : array<string> {1-11.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {1-11.items.[].system.attackEffects.value.[]} (3 different values)
infernal-wound (x2)
avernal-fever (x2)
ravenous-giant-centipede-venom (x1)
[custom] : string {1-11.items.[].system.attackEffects.custom} (same value: )
[damageRolls] : object {1-11.items.[].system.damageRolls}
[66k7ifymz6rp46x0pyh2] : object {1-11.items.[].system.damageRolls.66k7ifymz6rp46x0pyh2}
damage : string {1-11.items.[].system.damageRolls.66k7ifymz6rp46x0pyh2.damage} (same value: 1d8+3)
damageType : string {1-11.items.[].system.damageRolls.66k7ifymz6rp46x0pyh2.damageType} (same value: slashing)
[rmyqn3yqbhe0jaj3bvcg] : object {1-11.items.[].system.damageRolls.rmyqn3yqbhe0jaj3bvcg}
damage : string {1-11.items.[].system.damageRolls.rmyqn3yqbhe0jaj3bvcg.damage} (same value: 1d4+3)
damageType : string {1-11.items.[].system.damageRolls.rmyqn3yqbhe0jaj3bvcg.damageType} (same value: slashing)
[dg6fggc1ev7zy58m7ylh] : object {1-11.items.[].system.damageRolls.dg6fggc1ev7zy58m7ylh}
damage : string {1-11.items.[].system.damageRolls.dg6fggc1ev7zy58m7ylh.damage} (same value: 1d4)
damageType : string {1-11.items.[].system.damageRolls.dg6fggc1ev7zy58m7ylh.damageType} (same value: fire)
[03u1j3nxvetgirca8z6j] : object {1-11.items.[].system.damageRolls.03u1j3nxvetgirca8z6j}
damage : string {1-11.items.[].system.damageRolls.03u1j3nxvetgirca8z6j.damage} (same value: 1d8+4)
damageType : string {1-11.items.[].system.damageRolls.03u1j3nxvetgirca8z6j.damageType} (same value: piercing)
[i1dbe7ezkrgqa8ogbyzb] : object {1-11.items.[].system.damageRolls.i1dbe7ezkrgqa8ogbyzb}
damage : string {1-11.items.[].system.damageRolls.i1dbe7ezkrgqa8ogbyzb.damage} (same value: 1d4)
damageType : string {1-11.items.[].system.damageRolls.i1dbe7ezkrgqa8ogbyzb.damageType} (same value: piercing)
[vzsvu71tz2qw0kk1e27o] : object {1-11.items.[].system.damageRolls.vzsvu71tz2qw0kk1e27o}
damage : string {1-11.items.[].system.damageRolls.vzsvu71tz2qw0kk1e27o.damage} (same value: 1d4)
damageType : string {1-11.items.[].system.damageRolls.vzsvu71tz2qw0kk1e27o.damageType} (same value: fire)
[0ethz4tb7dmi0iee] : object {1-11.items.[].system.damageRolls.0ethz4tb7dmi0iee}
damage : string {1-11.items.[].system.damageRolls.0ethz4tb7dmi0iee.damage} (same value: 1d6)
damageType : string {1-11.items.[].system.damageRolls.0ethz4tb7dmi0iee.damageType} (same value: piercing)
[fs9if5isxdiso81peaca] : object {1-11.items.[].system.damageRolls.fs9if5isxdiso81peaca}
damage : string {1-11.items.[].system.damageRolls.fs9if5isxdiso81peaca.damage} (same value: 2d6+2)
damageType : string {1-11.items.[].system.damageRolls.fs9if5isxdiso81peaca.damageType} (same value: void)
[ycg70l3z9we9o4benrjr] : object {1-11.items.[].system.damageRolls.ycg70l3z9we9o4benrjr}
damage : string {1-11.items.[].system.damageRolls.ycg70l3z9we9o4benrjr.damage} (same value: 2d6+2)
damageType : string {1-11.items.[].system.damageRolls.ycg70l3z9we9o4benrjr.damageType} (same value: void)
[htq8qguyjhots13g6ppy] : object {1-11.items.[].system.damageRolls.htq8qguyjhots13g6ppy}
damage : string {1-11.items.[].system.damageRolls.htq8qguyjhots13g6ppy.damage} (same value: 1d6-1)
damageType : string {1-11.items.[].system.damageRolls.htq8qguyjhots13g6ppy.damageType} (same value: slashing)
[q6izqjpdmzc5p9l8n49x] : object {1-11.items.[].system.damageRolls.q6izqjpdmzc5p9l8n49x}
damage : string {1-11.items.[].system.damageRolls.q6izqjpdmzc5p9l8n49x.damage} (same value: 1d4-1)
damageType : string {1-11.items.[].system.damageRolls.q6izqjpdmzc5p9l8n49x.damageType} (same value: bludgeoning)
[iqu5lrarr1aga84xdrd7] : object {1-11.items.[].system.damageRolls.iqu5lrarr1aga84xdrd7}
damage : string {1-11.items.[].system.damageRolls.iqu5lrarr1aga84xdrd7.damage} (same value: 1d6-1)
damageType : string {1-11.items.[].system.damageRolls.iqu5lrarr1aga84xdrd7.damageType} (same value: slashing)
[25mqf6eu03kqdjrw] : object {1-11.items.[].system.damageRolls.25mqf6eu03kqdjrw}
damage : string {1-11.items.[].system.damageRolls.25mqf6eu03kqdjrw.damage} (same value: 1d4-1)
damageType : string {1-11.items.[].system.damageRolls.25mqf6eu03kqdjrw.damageType} (same value: bludgeoning)
[cxy93r9oz2a60nirflsd] : object {1-11.items.[].system.damageRolls.cxy93r9oz2a60nirflsd}
damage : string {1-11.items.[].system.damageRolls.cxy93r9oz2a60nirflsd.damage} (same value: 1d6)
damageType : string {1-11.items.[].system.damageRolls.cxy93r9oz2a60nirflsd.damageType} (same value: piercing)
[lbspac7kr5rrtmhliftl] : object {1-11.items.[].system.damageRolls.lbspac7kr5rrtmhliftl}
damage : string {1-11.items.[].system.damageRolls.lbspac7kr5rrtmhliftl.damage} (same value: 1d8)
damageType : string {1-11.items.[].system.damageRolls.lbspac7kr5rrtmhliftl.damageType} (same value: piercing)
[av8e3ms6pkhhnj0ym67j] : object {1-11.items.[].system.damageRolls.av8e3ms6pkhhnj0ym67j}
damage : string {1-11.items.[].system.damageRolls.av8e3ms6pkhhnj0ym67j.damage} (same value: 1d6+1)
damageType : string {1-11.items.[].system.damageRolls.av8e3ms6pkhhnj0ym67j.damageType} (same value: piercing)
[rhn0qyhqcmxkvirkr24o] : object {1-11.items.[].system.damageRolls.rhn0qyhqcmxkvirkr24o}
damage : string {1-11.items.[].system.damageRolls.rhn0qyhqcmxkvirkr24o.damage} (same value: 1d6+1)
damageType : string {1-11.items.[].system.damageRolls.rhn0qyhqcmxkvirkr24o.damageType} (same value: piercing)
[o31javx5ga7qa6o5eye1] : object {1-11.items.[].system.damageRolls.o31javx5ga7qa6o5eye1}
damage : string {1-11.items.[].system.damageRolls.o31javx5ga7qa6o5eye1.damage} (same value: 1d4)
damageType : string {1-11.items.[].system.damageRolls.o31javx5ga7qa6o5eye1.damageType} (same value: bludgeoning)
[21wcxa25samjknoz4t0j] : object {1-11.items.[].system.damageRolls.21wcxa25samjknoz4t0j}
damage : string {1-11.items.[].system.damageRolls.21wcxa25samjknoz4t0j.damage} (2 different values)
1d8+7 (x1)
1d8+5 (x1)
damageType : string {1-11.items.[].system.damageRolls.21wcxa25samjknoz4t0j.damageType} (same value: slashing)
[fmuc3tt84ghiy5gzxfag] : object {1-11.items.[].system.damageRolls.fmuc3tt84ghiy5gzxfag}
damage : string {1-11.items.[].system.damageRolls.fmuc3tt84ghiy5gzxfag.damage} (2 different values)
2d6 (x1)
1d6 (x1)
damageType : string {1-11.items.[].system.damageRolls.fmuc3tt84ghiy5gzxfag.damageType} (same value: spirit)
[ekd4zn6q64nd9im5e8tz] : object {1-11.items.[].system.damageRolls.ekd4zn6q64nd9im5e8tz}
damage : string {1-11.items.[].system.damageRolls.ekd4zn6q64nd9im5e8tz.damage} (2 different values)
2d6+7 (x1)
1d6+5 (x1)
damageType : string {1-11.items.[].system.damageRolls.ekd4zn6q64nd9im5e8tz.damageType} (same value: slashing)
[d88d04bcjo8in3h2kok7] : object {1-11.items.[].system.damageRolls.d88d04bcjo8in3h2kok7}
damage : string {1-11.items.[].system.damageRolls.d88d04bcjo8in3h2kok7.damage} (2 different values)
1d6 (x1)
1d4 (x1)
damageType : string {1-11.items.[].system.damageRolls.d88d04bcjo8in3h2kok7.damageType} (same value: spirit)
[xigo14gfsr9rb4xoxoxa] : object {1-11.items.[].system.damageRolls.xigo14gfsr9rb4xoxoxa}
damage : string {1-11.items.[].system.damageRolls.xigo14gfsr9rb4xoxoxa.damage} (2 different values)
1d6+7 (x1)
1d4+5 (x1)
damageType : string {1-11.items.[].system.damageRolls.xigo14gfsr9rb4xoxoxa.damageType} (same value: piercing)
plg7sitj51gi6zo8hpfs : object {1-11.items.[].system.damageRolls.plg7sitj51gi6zo8hpfs}
damage : string {1-11.items.[].system.damageRolls.plg7sitj51gi6zo8hpfs.damage} (same value: 1d6+1)
damageType : string {1-11.items.[].system.damageRolls.plg7sitj51gi6zo8hpfs.damageType} (same value: piercing)
[weaponType] : object {1-11.items.[].system.weaponType}
value : string {1-11.items.[].system.weaponType.value} (2 different values)
melee (x19)
ranged (x4)
[stackGroup] : string {1-11.items.[].system.stackGroup} (3 different values)
arrows (x1)
bolts (x1)
slingBullets (x1)
[uses] : object {1-11.items.[].system.uses}
autoDestroy : boolean {1-11.items.[].system.uses.autoDestroy} (same value: True)
max : integer {1-11.items.[].system.uses.max} (same value: 1)
value : integer {1-11.items.[].system.uses.value} (same value: 1)
[deathNote] : boolean {1-11.items.[].system.deathNote} (same value: True)
[mod] : object {1-11.items.[].system.mod}
value : integer {1-11.items.[].system.mod.value} (2 different values)
10 (x3)
12 (x1)
[proficient] : object {1-11.items.[].system.proficient}
value : integer {1-11.items.[].system.proficient.value} (same value: 0)
[autoHeightenLevel] : object {1-11.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {1-11.items.[].system.prepared}
flexible : boolean {1-11.items.[].system.prepared.flexible} (same value: False)
value : string {1-11.items.[].system.prepared.value} (2 different values)
spontaneous (x2)
innate (x2)
[proficiency] : object {1-11.items.[].system.proficiency}
value : integer {1-11.items.[].system.proficiency.value} (same value: 0)
[showSlotlessLevels] : object {1-11.items.[].system.showSlotlessLevels}
value : boolean {1-11.items.[].system.showSlotlessLevels.value} (same value: False)
[slots] : object {1-11.items.[].system.slots}
[slot1] : object {1-11.items.[].system.slots.slot1}
max : integer {1-11.items.[].system.slots.slot1.max} (same value: 4)
value : integer {1-11.items.[].system.slots.slot1.value} (same value: 4)
[slot0] : object {1-11.items.[].system.slots.slot0}
max : integer {1-11.items.[].system.slots.slot0.max} (same value: 5)
value : integer {1-11.items.[].system.slots.slot0.value} (same value: 5)
[slot2] : object {1-11.items.[].system.slots.slot2}
max : integer {1-11.items.[].system.slots.slot2.max} (same value: 4)
value : integer {1-11.items.[].system.slots.slot2.value} (same value: 4)
slot4 : object {1-11.items.[].system.slots.slot4}
max : integer {1-11.items.[].system.slots.slot4.max} (same value: 1)
value : integer {1-11.items.[].system.slots.slot4.value} (same value: 1)
[slot5] : object {1-11.items.[].system.slots.slot5}
max : integer {1-11.items.[].system.slots.slot5.max} (same value: 1)
value : integer {1-11.items.[].system.slots.slot5.value} (same value: 1)
[spelldc] : object {1-11.items.[].system.spelldc}
dc : integer {1-11.items.[].system.spelldc.dc} (4 different values)
20 (x1)
21 (x1)
19 (x1)
17 (x1)
mod : integer {1-11.items.[].system.spelldc.mod} (same value: 0)
value : integer {1-11.items.[].system.spelldc.value} (4 different values)
12 (x1)
13 (x1)
11 (x1)
9 (x1)
[tradition] : object {1-11.items.[].system.tradition}
value : string {1-11.items.[].system.tradition.value} (2 different values)
arcane (x2)
divine (x2)
[area] : object {1-11.items.[].system.area}
type : string {1-11.items.[].system.area.type} (2 different values)
emanation (x2)
burst (x2)
value : integer {1-11.items.[].system.area.value} (2 different values)
30 (x2)
20 (x2)
[cost] : object {1-11.items.[].system.cost}
value : string {1-11.items.[].system.cost.value} (same value: )
[counteraction] : boolean {1-11.items.[].system.counteraction} (same value: False)
[defense] : object {1-11.items.[].system.defense}
save : object {1-11.items.[].system.defense.save}
basic : boolean {1-11.items.[].system.defense.save.basic} (2 different values)
True (x2)
False (x3)
statistic : string {1-11.items.[].system.defense.save.statistic} (2 different values)
reflex (x3)
will (x2)
[duration] : object {1-11.items.[].system.duration}
sustained : boolean {1-11.items.[].system.duration.sustained} (2 different values)
False (x19)
True (x5)
value : string {1-11.items.[].system.duration.value} (4 different values)
(x19)
varies (x2)
10 minutes (x2)
1 minute (x1)
[location] : object {1-11.items.[].system.location}
[value] : string {1-11.items.[].system.location.value} (4 different values)
MEMnTHEnlQDgPkfq (x8)
idrxPD2oG0Af2yHS (x11)
7mmiTb4ZfLORTs0B (x2)
Vg5vGmFotbgVYEmi (x1)
[heightenedLevel] : integer {1-11.items.[].system.location.heightenedLevel} (4 different values)
1 (x6)
2 (x3)
5 (x1)
4 (x2)
[requirements] : string {1-11.items.[].system.requirements} (same value: )
[target] : object {1-11.items.[].system.target}
value : string {1-11.items.[].system.target.value} (4 different values)
(x12)
1 or 2 creatures (x2)
1 creature (x8)
1 unattended object of light Bulk or less (x2)
[time] : object {1-11.items.[].system.time}
value : string {1-11.items.[].system.time.value} (3 different values)
2 (x20)
1 to 3 (x2)
1 day (x2)
[heightening] : object {1-11.items.[].system.heightening}
[damage] : object {1-11.items.[].system.heightening.damage}
0 : string {1-11.items.[].system.heightening.damage.0} (3 different values)
1d4 (x2)
2d8 (x1)
1d6 (x1)
[interval] : integer {1-11.items.[].system.heightening.interval} (2 different values)
1 (x3)
2 (x1)
type : string {1-11.items.[].system.heightening.type} (2 different values)
interval (x4)
fixed (x3)
levels : object {1-11.items.[].system.heightening.levels}
5 : object {1-11.items.[].system.heightening.levels.5}
range : object {1-11.items.[].system.heightening.levels.5.range}
value : string {1-11.items.[].system.heightening.levels.5.range.value} (same value: 1 mile)
[frequency] : object {1-11.items.[].system.frequency}
max : integer {1-11.items.[].system.frequency.max} (same value: 1)
per : string {1-11.items.[].system.frequency.per} (2 different values)
PT1H (x2)
round (x2)
value : integer {1-11.items.[].system.frequency.value} (same value: 1)
[ritual] : object {1-11.items.[].system.ritual}
primary : object {1-11.items.[].system.ritual.primary}
check : string {1-11.items.[].system.ritual.primary.check} (same value: Religion (expert; you must be a devil))
secondary : object {1-11.items.[].system.ritual.secondary}
casters : integer {1-11.items.[].system.ritual.secondary.casters} (same value: 0)
checks : string {1-11.items.[].system.ritual.secondary.checks} (same value: )
type : string {1-11.items.[].type} (10 different values)
action (x44)
weapon (x11)
shield (x1)
armor (x3)
melee (x23)
consumable (x3)
lore (x4)
spellcastingEntry (x4)
spell (x24)
equipment (x1)
[_stats] : object {1-11.items.[]._stats}
compendiumSource : string {1-11.items.[]._stats.compendiumSource} (39 different values)
[flags] : object {1-11.items.[].flags}
pf2e : object {1-11.items.[].flags.pf2e}
linkedWeapon : string {1-11.items.[].flags.pf2e.linkedWeapon} (11 different values)
S9BXNEwmHGDdlkcG (x1)
HCKH0DNBT7OhdNMn (x1)
YYCcFJthYOewlvnY (x1)
cbm3StDtPSuLEauG (x1)
zuBuN8P7asAkffRx (x1)
mAdLAm3BwhJOTVkd (x1)
5IzoN6IwHOIwWFf6 (x1)
dzri0n4zN4VQa655 (x2)
AnK2gnYD2Y0rrpYh (x1)
ICEv5U9rosc82qME (x1)
bMcoZBMYf1UyPlBx (x1)
name : string {1-11.name} (all different values)
[prototypeToken] : object {1-11.prototypeToken}
name : string {1-11.prototypeToken.name} (6 different values)
Collapsing Barricade (x2)
Ghost Of Diggen Thrune (x2)
Kobold Dragon Mage (x1)
Kobold Scout (x1)
Kobold Warrior (x1)
Summoning Rune (x2)
system : object {1-11.system}
attributes : object {1-11.system.attributes}
ac : object {1-11.system.attributes.ac}
value : integer {1-11.system.attributes.ac.value} (9 different values)
21 (x1)
24 (x1)
19 (x2)
16 (x2)
20 (x3)
17 (x2)
18 (x1)
10 (x2)
22 (x1)
[details] : string {1-11.system.attributes.ac.details} (2 different values)
(21 with shield raised) (x1)
(x10)
[emitsSound] : string {1-11.system.attributes.emitsSound} (same value: encounter)
[hardness] : integer {1-11.system.attributes.hardness} (3 different values)
10 (x1)
12 (x1)
0 (x2)
[hasHealth] : boolean {1-11.system.attributes.hasHealth} (2 different values)
True (x2)
False (x2)
hp : object {1-11.system.attributes.hp}
details : string {1-11.system.attributes.hp.details} (3 different values)
(x11)
void healing (x2)
void healing, rejuvenation (x2)
max : integer {1-11.system.attributes.hp.max} (12 different values)
40 (x1)
50 (x1)
20 (x2)
4 (x1)
30 (x2)
25 (x1)
52 (x1)
16 (x1)
8 (x1)
0 (x2)
60 (x1)
35 (x1)
temp : integer {1-11.system.attributes.hp.temp} (same value: 0)
value : integer {1-11.system.attributes.hp.value} (13 different values)
40 (x1)
50 (x1)
20 (x1)
4 (x1)
30 (x2)
25 (x1)
52 (x1)
16 (x1)
8 (x1)
0 (x2)
60 (x1)
35 (x1)
15 (x1)
[tempmax] : integer {1-11.system.attributes.hp.tempmax} (same value: 0)
[immunities] : array<object> {1-11.system.attributes.immunities}
Length: min=1 max=6
Value type: object {1-11.system.attributes.immunities.[]}
type : string {1-11.system.attributes.immunities.[].type} (8 different values)
precision (x4)
critical-hits (x2)
death-effects (x4)
disease (x4)
fire (x4)
paralyzed (x4)
poison (x4)
unconscious (x4)
[stealth] : object {1-11.system.attributes.stealth}
details : string {1-11.system.attributes.stealth.details} (same value: <p>(trained)</p>)
value : integer {1-11.system.attributes.stealth.value} (4 different values)
10 (x1)
13 (x1)
5 (x1)
7 (x1)
[allSaves] : object {1-11.system.attributes.allSaves}
value : string {1-11.system.attributes.allSaves.value} (2 different values)
(x9)
+1 status to all saves vs. magic (x2)
[resistances] : array<object> {1-11.system.attributes.resistances}
Length: min=1 max=4
Value type: object {1-11.system.attributes.resistances.[]}
type : string {1-11.system.attributes.resistances.[].type} (8 different values)
cold (x2)
electricity (x2)
piercing (x2)
slashing (x2)
all-damage (x2)
fire (x2)
poison (x3)
physical (x1)
value : integer {1-11.system.attributes.resistances.[].value} (2 different values)
5 (x15)
10 (x1)
[doubleVs] : array<string> {1-11.system.attributes.resistances.[].doubleVs}
Length: min=1 max=1
Value type: string {1-11.system.attributes.resistances.[].doubleVs.[]} (same value: non-magical)
[exceptions] : array<string> {1-11.system.attributes.resistances.[].exceptions}
Length: min=1 max=3
Value type: string {1-11.system.attributes.resistances.[].exceptions.[]} (4 different values)
force (x2)
ghost-touch (x2)
vitality (x2)
silver (x1)
[speed] : object {1-11.system.attributes.speed}
otherSpeeds : array<object> {1-11.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {1-11.system.attributes.speed.otherSpeeds.[]}
type : string {1-11.system.attributes.speed.otherSpeeds.[].type} (2 different values)
fly (x2)
climb (x1)
value : integer {1-11.system.attributes.speed.otherSpeeds.[].value} (2 different values)
25 (x2)
30 (x1)
value : integer {1-11.system.attributes.speed.value} (4 different values)
25 (x6)
0 (x2)
35 (x2)
30 (x1)
[weaknesses] : array<object> {1-11.system.attributes.weaknesses}
Length: min=1 max=1
Value type: object {1-11.system.attributes.weaknesses.[]}
type : string {1-11.system.attributes.weaknesses.[].type} (same value: holy)
value : integer {1-11.system.attributes.weaknesses.[].value} (same value: 5)
[creatureType] : string {1-11.system.creatureType} (same value: )
details : object {1-11.system.details}
[description] : string {1-11.system.details.description} (2 different values)
<p>A tunnel through this steep barricade is rigged to collapse. If a kobold spends one action to throw a lever, the tunnel collapses on the next creature to pass through.</p> (x2)
<p>A cloud of invisible magical sensors covers four squares on the map. One of these hazards is in the squares directly above each of the four yellow runes on the map, and the other is in the squares directly above each of the four blue runes on the map.</p> (x2)
[disable] : string {1-11.system.details.disable} (4 different values)
<p>@Check[thievery|dc:18] (trained) to carefully trigger the collapse without entering the tunnel or @Check[thievery|dc:22] (trained) to brace the tunnel so it is safe to pass through.</p> (x1)
<p>@Check[thievery|dc:25] (trained) to carefully trigger the collapse without entering the tunnel.</p> (x1)
<p>@Check[acrobatics|dc:13] to approach without triggering the trap followed by @Check[thievery|dc:15] (trained) to erase the rune, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic](1st level; counteract DC 13) to counteract the rune</p> (x1)
<p>@Check[acrobatics|dc:15] to approach without triggering the trap followed by @Check[thievery|dc:17] (trained) to erase the rune, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (1st level; counteract DC 15) to counteract the rune</p> (x1)
[isComplex] : boolean {1-11.system.details.isComplex} (2 different values)
False (x2)
True (x2)
level : object {1-11.system.details.level}
value : integer {1-11.system.details.level.value} (6 different values)
3 (x2)
5 (x2)
2 (x2)
-1 (x3)
4 (x3)
1 (x3)
publication : object {1-11.system.details.publication}
license : string {1-11.system.details.publication.license} (same value: OGL)
remaster : boolean {1-11.system.details.publication.remaster} (same value: False)
title : string {1-11.system.details.publication.title} (same value: Pathfinder Society Scenario #1-11: Flames of Rebellion)
[reset] : string {1-11.system.details.reset} (2 different values)
(x2)
<p>The trap resets each day at dawn.</p> (x2)
[routine] : string {1-11.system.details.routine} (same value: )
[blurb] : string {1-11.system.details.blurb} (4 different values)
Variant skeletal champion (x1)
Variant skeleton guard (x1)
(x7)
Variant barbazu (x2)
[languages] : object {1-11.system.details.languages}
details : string {1-11.system.details.languages.details} (2 different values)
(x9)
telepathy 100 feet (x2)
value : array<string> {1-11.system.details.languages.value}
Length: min=0 max=4
Value type: string {1-11.system.details.languages.value.[]} (5 different values)
common (x8)
necril (x1)
draconic (x6)
diabolic (x2)
empyrean (x2)
[privateNotes] : string {1-11.system.details.privateNotes} (same value: )
[publicNotes] : string {1-11.system.details.publicNotes} (4 different values)
(x8)
<p>Kobold dragon mages use magic to carry out their secret schemes. The presence of a dragon mage in a kobold warren is one of the greatest testaments to the kobolds' claim to draconic heritage.</p>
<hr />
<p>Kobolds are small, reptilian humanoids who carry physical similarities to true dragons. They lurk in dark spaces, usually tunnels and mines beneath the earth, in either warrens of their own design or complexes discovered and colonized after the original builders have moved on. Though kobolds are far more pragmatic than they are courageous, they use every inch of their cunning to even the playing field between themselves and other, stronger creatures. They attack from the darkness and at range, and kobold artificers and engineers master the art of simple but effective traps, which they use to protect their lairs. Kobolds are skilled at working together by necessity, and they often set up ambushes or hit-and-run assaults that allow them to do the most damage possible without being harmed in return.</p>
<p>Kobolds are diligent and hardworking creatures, though they often turn these virtues toward selfish ends. While some kobolds live in communal collectives that maintain neutral relations with the creatures around them, they can be easily swayed into serving malevolent powers or megalomaniac leaders. This is in part due to kobolds' innate pragmatism, as they would rather concede to servitude than risk being killed, but it is also in part due to a reverence for the power that kobolds generally lack. Dragons in particular are viewed with a deferential awe, and kobolds eagerly offer their services to such mighty and glorious creatures when they can. While kobolds may scheme against other leaders, especially those that control them via subjugation, dragons are usually viewed with adoration, no matter how brutal they might be to their kobold minions.</p> (x1)
<p>Most kobolds encountered outside of a well-defended warren or lair are kobold scouts, creatures trained for stalking and the hunt.</p>
<hr />
<p>Kobolds are small, reptilian humanoids who carry physical similarities to true dragons. They lurk in dark spaces, usually tunnels and mines beneath the earth, in either warrens of their own design or complexes discovered and colonized after the original builders have moved on. Though kobolds are far more pragmatic than they are courageous, they use every inch of their cunning to even the playing field between themselves and other, stronger creatures. They attack from the darkness and at range, and kobold artificers and engineers master the art of simple but effective traps, which they use to protect their lairs. Kobolds are skilled at working together by necessity, and they often set up ambushes or hit-and-run assaults that allow them to do the most damage possible without being harmed in return.</p>
<p>Kobolds are diligent and hardworking creatures, though they often turn these virtues toward selfish ends. While some kobolds live in communal collectives that maintain neutral relations with the creatures around them, they can be easily swayed into serving malevolent powers or megalomaniac leaders. This is in part due to kobolds' innate pragmatism, as they would rather concede to servitude than risk being killed, but it is also in part due to a reverence for the power that kobolds generally lack. Dragons in particular are viewed with a deferential awe, and kobolds eagerly offer their services to such mighty and glorious creatures when they can. While kobolds may scheme against other leaders, especially those that control them via subjugation, dragons are usually viewed with adoration, no matter how brutal they might be to their kobold minions.</p> (x1)
<p>The typical kobold trains with agile weaponry, favoring the light pick for its use in crafting new tunnels to expand their domains through underground reaches. Kobolds are capable of landing sneaky strikes against unsuspecting foes but are just as quick to scamper off to safety when they don't, as a group, outnumber their enemies at least two to one.</p>
<hr />
<p>Kobolds are small, reptilian humanoids who carry physical similarities to true dragons. They lurk in dark spaces, usually tunnels and mines beneath the earth, in either warrens of their own design or complexes discovered and colonized after the original builders have moved on. Though kobolds are far more pragmatic than they are courageous, they use every inch of their cunning to even the playing field between themselves and other, stronger creatures. They attack from the darkness and at range, and kobold artificers and engineers master the art of simple but effective traps, which they use to protect their lairs. Kobolds are skilled at working together by necessity, and they often set up ambushes or hit-and-run assaults that allow them to do the most damage possible without being harmed in return.</p>
<p>Kobolds are diligent and hardworking creatures, though they often turn these virtues toward selfish ends. While some kobolds live in communal collectives that maintain neutral relations with the creatures around them, they can be easily swayed into serving malevolent powers or megalomaniac leaders. This is in part due to kobolds' innate pragmatism, as they would rather concede to servitude than risk being killed, but it is also in part due to a reverence for the power that kobolds generally lack. Dragons in particular are viewed with a deferential awe, and kobolds eagerly offer their services to such mighty and glorious creatures when they can. While kobolds may scheme against other leaders, especially those that control them via subjugation, dragons are usually viewed with adoration, no matter how brutal they might be to their kobold minions.</p> (x1)
saves : object {1-11.system.saves}
fortitude : object {1-11.system.saves.fortitude}
saveDetail : string {1-11.system.saves.fortitude.saveDetail} (same value: )
value : integer {1-11.system.saves.fortitude.value} (10 different values)
12 (x1)
15 (x2)
7 (x1)
2 (x1)
8 (x3)
4 (x2)
5 (x1)
0 (x2)
11 (x1)
6 (x1)
reflex : object {1-11.system.saves.reflex}
saveDetail : string {1-11.system.saves.reflex.saveDetail} (same value: )
value : integer {1-11.system.saves.reflex.value} (8 different values)
6 (x1)
9 (x3)
10 (x1)
8 (x2)
11 (x3)
7 (x2)
12 (x1)
0 (x2)
will : object {1-11.system.saves.will}
saveDetail : string {1-11.system.saves.will.saveDetail} (same value: )
value : integer {1-11.system.saves.will.value} (10 different values)
0 (x4)
6 (x2)
2 (x1)
8 (x2)
7 (x1)
12 (x1)
3 (x1)
11 (x1)
9 (x1)
4 (x1)
[statusEffects] : array<> {1-11.system.statusEffects}
Length: min=0 max=0
Value type: mixed
traits : object {1-11.system.traits}
rarity : string {1-11.system.traits.rarity} (same value: common)
size : object {1-11.system.traits.size}
value : string {1-11.system.traits.size.value} (2 different values)
med (x11)
sm (x4)
value : array<string> {1-11.system.traits.value}
Length: min=1 max=7
Value type: string {1-11.system.traits.value.[]} (18 different values)
mechanical (x2)
trap (x2)
evil (x10)
mindless (x2)
skeleton (x2)
undead (x4)
unholy (x6)
chaotic (x2)
ghost (x2)
incorporeal (x2)
spirit (x2)
humanoid (x4)
kobold (x4)
lawful (x5)
magical (x2)
devil (x2)
fiend (x2)
animal (x1)
[abilities] : object {1-11.system.abilities}
cha : object {1-11.system.abilities.cha}
mod : integer {1-11.system.abilities.cha.mod} (6 different values)
1 (x4)
0 (x1)
2 (x2)
4 (x2)
-1 (x1)
-4 (x1)
con : object {1-11.system.abilities.con}
mod : integer {1-11.system.abilities.con.mod} (3 different values)
1 (x3)
0 (x6)
4 (x2)
dex : object {1-11.system.abilities.dex}
mod : integer {1-11.system.abilities.dex.mod} (3 different values)
4 (x4)
3 (x5)
2 (x2)
int : object {1-11.system.abilities.int}
mod : integer {1-11.system.abilities.int.mod} (5 different values)
-1 (x1)
-5 (x2)
0 (x4)
2 (x2)
-2 (x2)
str : object {1-11.system.abilities.str}
mod : integer {1-11.system.abilities.str.mod} (6 different values)
3 (x2)
0 (x2)
-5 (x2)
-1 (x3)
1 (x1)
4 (x1)
wis : object {1-11.system.abilities.wis}
mod : integer {1-11.system.abilities.wis.mod} (4 different values)
2 (x6)
0 (x1)
1 (x3)
3 (x1)
[initiative] : object {1-11.system.initiative}
statistic : string {1-11.system.initiative.statistic} (same value: perception)
[perception] : object {1-11.system.perception}
details : string {1-11.system.perception.details} (same value: )
mod : integer {1-11.system.perception.mod} (8 different values)
8 (x2)
2 (x1)
10 (x3)
5 (x1)
3 (x1)
13 (x1)
9 (x1)
6 (x1)
senses : array<object> {1-11.system.perception.senses}
Length: min=1 max=1
Value type: object {1-11.system.perception.senses.[]}
type : string {1-11.system.perception.senses.[].type} (2 different values)
darkvision (x9)
greater-darkvision (x2)
[resources] : object {1-11.system.resources}
[focus] : object {1-11.system.resources.focus}
max : integer {1-11.system.resources.focus.max} (same value: 1)
value : integer {1-11.system.resources.focus.value} (same value: 1)
[skills] : object {1-11.system.skills}
[acrobatics] : object {1-11.system.skills.acrobatics}
base : integer {1-11.system.skills.acrobatics.base} (5 different values)
8 (x2)
6 (x1)
7 (x2)
5 (x1)
11 (x1)
[athletics] : object {1-11.system.skills.athletics}
base : integer {1-11.system.skills.athletics.base} (5 different values)
7 (x1)
2 (x1)
13 (x1)
10 (x1)
4 (x1)
[intimidation] : object {1-11.system.skills.intimidation}
base : integer {1-11.system.skills.intimidation.base} (4 different values)
7 (x1)
8 (x1)
10 (x2)
6 (x1)
[deception] : object {1-11.system.skills.deception}
base : integer {1-11.system.skills.deception.base} (3 different values)
10 (x2)
13 (x1)
8 (x1)
stealth : object {1-11.system.skills.stealth}
base : integer {1-11.system.skills.stealth.base} (6 different values)
12 (x2)
7 (x3)
10 (x1)
5 (x1)
11 (x1)
8 (x1)
[arcana] : object {1-11.system.skills.arcana}
base : integer {1-11.system.skills.arcana.base} (2 different values)
6 (x1)
8 (x1)
[diplomacy] : object {1-11.system.skills.diplomacy}
base : integer {1-11.system.skills.diplomacy.base} (2 different values)
8 (x1)
10 (x1)
[crafting] : object {1-11.system.skills.crafting}
base : integer {1-11.system.skills.crafting.base} (2 different values)
3 (x1)
2 (x1)
special : array<object> {1-11.system.skills.crafting.special}
Length: min=1 max=1
Value type: object {1-11.system.skills.crafting.special.[]}
base : integer {1-11.system.skills.crafting.special.[].base} (2 different values)
5 (x1)
4 (x1)
label : string {1-11.system.skills.crafting.special.[].label} (same value: traps)
predicate : array<string> {1-11.system.skills.crafting.special.[].predicate}
Length: min=1 max=1
Value type: string {1-11.system.skills.crafting.special.[].predicate.[]} (same value: trap)
[nature] : object {1-11.system.skills.nature}
base : integer {1-11.system.skills.nature.base} (same value: 6)
[survival] : object {1-11.system.skills.survival}
base : integer {1-11.system.skills.survival.base} (same value: 6)
[religion] : object {1-11.system.skills.religion}
base : integer {1-11.system.skills.religion.base} (2 different values)
11 (x1)
7 (x1)
[spellcasting] : object {1-11.system.spellcasting}
rituals : object {1-11.system.spellcasting.rituals}
dc : integer {1-11.system.spellcasting.rituals.dc} (2 different values)
19 (x1)
17 (x1)
type : string {1-11.type} (2 different values)
hazard (x4)
npc (x11)
+631
View File
@@ -0,0 +1,631 @@
1-12
Different values: 7
=====================================
object {1-12}
_id : string {1-12._id} (all different values)
folder : string {1-12.folder} (same value: d7txxycz8vzH5est)
img : string {1-12.img} (2 different values)
systems/pf2e/icons/default-icons/npc.svg (x6)
systems/pf2e/icons/default-icons/hazard.svg (x1)
items : array<object> {1-12.items}
Length: min=1 max=26
Value type: object {1-12.items.[]}
_id : string {1-12.items.[]._id} (73 different values)
img : string {1-12.items.[].img} (28 different values)
name : string {1-12.items.[].name} (41 different values)
sort : integer {1-12.items.[].sort} (26 different values)
system : object {1-12.items.[].system}
[autoHeightenLevel] : object {1-12.items.[].system.autoHeightenLevel}
[value] : mixed
description : object {1-12.items.[].system.description}
value : string {1-12.items.[].system.description.value} (37 different values)
[item] : object {1-12.items.[].system.item}
value : integer {1-12.items.[].system.item.value} (same value: 0)
[prepared] : object {1-12.items.[].system.prepared}
value : string {1-12.items.[].system.prepared.value} (same value: prepared)
flexible : boolean {1-12.items.[].system.prepared.flexible} (same value: False)
[proficiency] : object {1-12.items.[].system.proficiency}
value : integer {1-12.items.[].system.proficiency.value} (same value: 0)
publication : object {1-12.items.[].system.publication}
license : string {1-12.items.[].system.publication.license} (same value: OGL)
remaster : boolean {1-12.items.[].system.publication.remaster} (same value: False)
title : string {1-12.items.[].system.publication.title} (3 different values)
(x33)
Pathfinder Core Rulebook (x36)
Pathfinder Bestiary (x4)
rules : ###FoundryRulesObject###
[showSlotlessLevels] : object {1-12.items.[].system.showSlotlessLevels}
value : boolean {1-12.items.[].system.showSlotlessLevels.value} (same value: False)
[slots] : object {1-12.items.[].system.slots}
slot0 : object {1-12.items.[].system.slots.slot0}
max : integer {1-12.items.[].system.slots.slot0.max} (same value: 5)
prepared : array<object> {1-12.items.[].system.slots.slot0.prepared}
Length: min=5 max=5
Value type: object {1-12.items.[].system.slots.slot0.prepared.[]}
id : string {1-12.items.[].system.slots.slot0.prepared.[].id} (10 different values)
pPnCvDEePqiGTieE (x1)
BmV6g4WJQytKY7Sr (x1)
Vyy1x2IZsCiO8X02 (x1)
4KSSugDzK7MDY88f (x1)
wIyftXuVQ5Tm7RSb (x1)
UWaGyUM34nc2Qdtp (x1)
Ah1ejyOueU2ArkyP (x1)
jEENle6PFod3NYXj (x1)
zYnrZRy639VgWZN3 (x1)
cPZMJqSieyuvKdNe (x1)
slot1 : object {1-12.items.[].system.slots.slot1}
max : integer {1-12.items.[].system.slots.slot1.max} (same value: 4)
prepared : array<object> {1-12.items.[].system.slots.slot1.prepared}
Length: min=8 max=8
Value type: object {1-12.items.[].system.slots.slot1.prepared.[]}
id : string {1-12.items.[].system.slots.slot1.prepared.[].id} (16 different values)
nuHBFL8TPok6GNdi (x1)
Bq6B4VFuAVW6IPzd (x1)
4FADqs8cfuMBQZAG (x1)
Dk2D4RoujlzjXdTh (x1)
gO9S7Oc7JlWJIKP1 (x1)
Gul7qhgsSnjT6Glu (x1)
EfZgg0puxYMWTDWC (x1)
LcX8P6KN0pXx1kFD (x1)
S6iKnbLohGNRltrr (x1)
Z0bv73qEDtqUW4ad (x1)
orjd4m7Wv9wlIjPX (x1)
6GaCatURD0BWY0OW (x1)
ezxY8SRhUiwe6A4n (x1)
ZsbY7eJu23FydF96 (x1)
DjPolT7f83L7MGjE (x1)
pyTsZ1UmOOTC52OL (x1)
slot2 : object {1-12.items.[].system.slots.slot2}
max : integer {1-12.items.[].system.slots.slot2.max} (2 different values)
3 (x1)
4 (x1)
prepared : array<object> {1-12.items.[].system.slots.slot2.prepared}
Length: min=3 max=4
Value type: object {1-12.items.[].system.slots.slot2.prepared.[]}
id : string {1-12.items.[].system.slots.slot2.prepared.[].id} (all different values)
slot3 : object {1-12.items.[].system.slots.slot3}
max : integer {1-12.items.[].system.slots.slot3.max} (same value: 3)
prepared : array<object> {1-12.items.[].system.slots.slot3.prepared}
Length: min=3 max=3
Value type: object {1-12.items.[].system.slots.slot3.prepared.[]}
id : string {1-12.items.[].system.slots.slot3.prepared.[].id} (3 different values)
7VvcrV3tcoWAbYCV (x1)
Qg4CsAZlzky3WBiw (x1)
6GaCatURD0BWY0OW (x1)
[slug] : string {1-12.items.[].system.slug} (23 different values)
[spelldc] : object {1-12.items.[].system.spelldc}
dc : integer {1-12.items.[].system.spelldc.dc} (2 different values)
20 (x1)
22 (x1)
mod : integer {1-12.items.[].system.spelldc.mod} (same value: 0)
value : integer {1-12.items.[].system.spelldc.value} (2 different values)
12 (x1)
14 (x1)
[tradition] : object {1-12.items.[].system.tradition}
value : string {1-12.items.[].system.tradition.value} (same value: arcane)
[area] : object {1-12.items.[].system.area}
type : string {1-12.items.[].system.area.type} (3 different values)
line (x2)
emanation (x1)
burst (x1)
value : integer {1-12.items.[].system.area.value} (3 different values)
60 (x2)
10 (x1)
20 (x1)
[cost] : object {1-12.items.[].system.cost}
value : string {1-12.items.[].system.cost.value} (same value: )
[counteraction] : boolean {1-12.items.[].system.counteraction} (same value: False)
[damage] : object {1-12.items.[].system.damage}
[0] : object {1-12.items.[].system.damage.0}
[category] : mixed
formula : string {1-12.items.[].system.damage.0.formula} (4 different values)
3d6 (x2)
1d4 (x2)
1d4+1 (x2)
2d4 (x4)
kinds : array<string> {1-12.items.[].system.damage.0.kinds}
Length: min=1 max=1
Value type: string {1-12.items.[].system.damage.0.kinds.[]} (same value: damage)
materials : array<> {1-12.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {1-12.items.[].system.damage.0.type} (4 different values)
fire (x4)
electricity (x2)
force (x2)
cold (x2)
[applyMod] : boolean {1-12.items.[].system.damage.0.applyMod} (2 different values)
True (x2)
False (x4)
[damageType] : string {1-12.items.[].system.damage.damageType} (2 different values)
bludgeoning (x2)
piercing (x3)
[dice] : integer {1-12.items.[].system.damage.dice} (same value: 1)
[die] : string {1-12.items.[].system.damage.die} (3 different values)
d4 (x2)
d8 (x1)
d6 (x2)
[defense] : object {1-12.items.[].system.defense}
save : object {1-12.items.[].system.defense.save}
basic : boolean {1-12.items.[].system.defense.save.basic} (2 different values)
False (x8)
True (x2)
statistic : string {1-12.items.[].system.defense.save.statistic} (3 different values)
reflex (x6)
will (x2)
fortitude (x2)
[duration] : object {1-12.items.[].system.duration}
sustained : boolean {1-12.items.[].system.duration.sustained} (2 different values)
False (x23)
True (x4)
value : string {1-12.items.[].system.duration.value} (6 different values)
1 minute (x8)
10 minutes (x3)
until the end of the target's next turn (x2)
(x10)
until the start of your next turn (x2)
unlimited (x2)
[level] : object {1-12.items.[].system.level}
value : integer {1-12.items.[].system.level.value} (5 different values)
2 (x7)
1 (x18)
0 (x9)
4 (x2)
3 (x2)
[location] : object {1-12.items.[].system.location}
value : string {1-12.items.[].system.location.value} (2 different values)
zhQazFnJ3vvJ1U5N (x12)
6RPk7nkEni9oUhjT (x15)
[range] : mixed
object {1-12.items.[].system.range}
value : string {1-12.items.[].system.range.value} (4 different values)
touch (x6)
30 feet (x13)
(x3)
120 feet (x5)
integer {1-12.items.[].system.range} (same value: 120)
[requirements] : string {1-12.items.[].system.requirements} (same value: )
[target] : object {1-12.items.[].system.target}
value : string {1-12.items.[].system.target.value} (all different values)
[time] : object {1-12.items.[].system.time}
value : string {1-12.items.[].system.time.value} (3 different values)
2 (x24)
1 to 3 (x2)
3 (x1)
[traits] : object {1-12.items.[].system.traits}
rarity : string {1-12.items.[].system.traits.rarity} (2 different values)
common (x63)
uncommon (x2)
[traditions] : array<string> {1-12.items.[].system.traits.traditions}
Length: min=2 max=4
Value type: string {1-12.items.[].system.traits.traditions.[]} (4 different values)
arcane (x27)
occult (x15)
primal (x18)
divine (x7)
value : array<string> {1-12.items.[].system.traits.value}
Length: min=0 max=5
Value type: string {1-12.items.[].system.traits.value.[]} (27 different values)
[heightening] : object {1-12.items.[].system.heightening}
[damage] : object {1-12.items.[].system.heightening.damage}
0 : string {1-12.items.[].system.heightening.damage.0} (2 different values)
1d6 (x2)
1d4 (x6)
[interval] : integer {1-12.items.[].system.heightening.interval} (same value: 1)
type : string {1-12.items.[].system.heightening.type} (2 different values)
interval (x8)
fixed (x7)
[levels] : object {1-12.items.[].system.heightening.levels}
[4] : object {1-12.items.[].system.heightening.levels.4}
target : object {1-12.items.[].system.heightening.levels.4.target}
value : string {1-12.items.[].system.heightening.levels.4.target.value} (same value: 2 creatures)
[7] : object {1-12.items.[].system.heightening.levels.7}
target : object {1-12.items.[].system.heightening.levels.7.target}
value : string {1-12.items.[].system.heightening.levels.7.target.value} (3 different values)
5 creatures (x2)
1 unattended object with a Bulk of 2 or less (x2)
6 creatures (x1)
[5] : object {1-12.items.[].system.heightening.levels.5}
[target] : object {1-12.items.[].system.heightening.levels.5.target}
value : string {1-12.items.[].system.heightening.levels.5.target.value} (same value: 10 creatures)
[range] : object {1-12.items.[].system.heightening.levels.5.range}
value : string {1-12.items.[].system.heightening.levels.5.range.value} (same value: 60 feet)
[3] : object {1-12.items.[].system.heightening.levels.3}
target : object {1-12.items.[].system.heightening.levels.3.target}
value : string {1-12.items.[].system.heightening.levels.3.target.value} (same value: 1 unattended object with a Bulk of 1 or less)
[baseItem] : string {1-12.items.[].system.baseItem} (3 different values)
staff (x2)
crossbow (x1)
rapier (x2)
[bonus] : object {1-12.items.[].system.bonus}
value : integer {1-12.items.[].system.bonus.value} (all different values)
[bonusDamage] : object {1-12.items.[].system.bonusDamage}
value : integer {1-12.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {1-12.items.[].system.bulk}
value : mixed
integer {1-12.items.[].system.bulk.value} (2 different values)
1 (x5)
0 (x2)
float {1-12.items.[].system.bulk.value} (same value: 0,1)
[category] : string {1-12.items.[].system.category} (6 different values)
simple (x3)
potion (x2)
defensive (x3)
interaction (x1)
offensive (x12)
martial (x2)
[containerId] : mixed
[equipped] : object {1-12.items.[].system.equipped}
carryType : string {1-12.items.[].system.equipped.carryType} (same value: worn)
[handsHeld] : integer {1-12.items.[].system.equipped.handsHeld} (same value: 0)
[invested] : mixed
[group] : string {1-12.items.[].system.group} (3 different values)
club (x2)
crossbow (x1)
sword (x2)
[hardness] : integer {1-12.items.[].system.hardness} (same value: 0)
[hp] : object {1-12.items.[].system.hp}
max : integer {1-12.items.[].system.hp.max} (same value: 0)
value : integer {1-12.items.[].system.hp.value} (same value: 0)
[material] : object {1-12.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {1-12.items.[].system.price}
value : object {1-12.items.[].system.price.value}
[gp] : integer {1-12.items.[].system.price.value.gp} (4 different values)
1 (x2)
20 (x2)
3 (x1)
2 (x2)
[quantity] : integer {1-12.items.[].system.quantity} (same value: 1)
[reload] : object {1-12.items.[].system.reload}
value : string {1-12.items.[].system.reload.value} (2 different values)
(x4)
1 (x1)
[runes] : object {1-12.items.[].system.runes}
potency : integer {1-12.items.[].system.runes.potency} (same value: 0)
property : array<> {1-12.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
striking : integer {1-12.items.[].system.runes.striking} (same value: 0)
[size] : string {1-12.items.[].system.size} (same value: med)
[splashDamage] : object {1-12.items.[].system.splashDamage}
value : integer {1-12.items.[].system.splashDamage.value} (same value: 0)
[usage] : object {1-12.items.[].system.usage}
value : string {1-12.items.[].system.usage.value} (2 different values)
held-in-one-hand (x10)
held-in-two-hands (x1)
[uses] : object {1-12.items.[].system.uses}
autoDestroy : boolean {1-12.items.[].system.uses.autoDestroy} (same value: True)
max : integer {1-12.items.[].system.uses.max} (same value: 1)
value : integer {1-12.items.[].system.uses.value} (same value: 1)
[attack] : object {1-12.items.[].system.attack}
value : string {1-12.items.[].system.attack.value} (same value: )
[attackEffects] : object {1-12.items.[].system.attackEffects}
value : array<string> {1-12.items.[].system.attackEffects.value}
Length: min=0 max=2
Value type: string {1-12.items.[].system.attackEffects.value.[]} (2 different values)
grab (x1)
reefclaw-venom (x1)
[custom] : string {1-12.items.[].system.attackEffects.custom} (same value: )
[damageRolls] : object {1-12.items.[].system.damageRolls}
[5wqc6k55k789nsld] : object {1-12.items.[].system.damageRolls.5wqc6k55k789nsld}
damage : string {1-12.items.[].system.damageRolls.5wqc6k55k789nsld.damage} (same value: 1d4 + 1)
damageType : string {1-12.items.[].system.damageRolls.5wqc6k55k789nsld.damageType} (same value: bludgeoning)
[4si9ksqbmcqo65yz] : object {1-12.items.[].system.damageRolls.4si9ksqbmcqo65yz}
damage : string {1-12.items.[].system.damageRolls.4si9ksqbmcqo65yz.damage} (same value: 1d8)
damageType : string {1-12.items.[].system.damageRolls.4si9ksqbmcqo65yz.damageType} (same value: piercing)
[58z6f082txg7nurm] : object {1-12.items.[].system.damageRolls.58z6f082txg7nurm}
damage : string {1-12.items.[].system.damageRolls.58z6f082txg7nurm.damage} (same value: 1d4)
damageType : string {1-12.items.[].system.damageRolls.58z6f082txg7nurm.damageType} (same value: bludgeoning)
[a17arkgh1lfgwwvf] : object {1-12.items.[].system.damageRolls.a17arkgh1lfgwwvf}
damage : string {1-12.items.[].system.damageRolls.a17arkgh1lfgwwvf.damage} (same value: 1d8)
damageType : string {1-12.items.[].system.damageRolls.a17arkgh1lfgwwvf.damageType} (same value: piercing)
[kh3agg2xsgkm4gkakvfq] : object {1-12.items.[].system.damageRolls.kh3agg2xsgkm4gkakvfq}
damage : string {1-12.items.[].system.damageRolls.kh3agg2xsgkm4gkakvfq.damage} (same value: 1d12+8)
damageType : string {1-12.items.[].system.damageRolls.kh3agg2xsgkm4gkakvfq.damageType} (same value: piercing)
[811f0endxtfhu6pz] : object {1-12.items.[].system.damageRolls.811f0endxtfhu6pz}
damage : string {1-12.items.[].system.damageRolls.811f0endxtfhu6pz.damage} (same value: 1d6 + 6)
damageType : string {1-12.items.[].system.damageRolls.811f0endxtfhu6pz.damageType} (same value: piercing)
[if7n24ii9bi1f4ce] : object {1-12.items.[].system.damageRolls.if7n24ii9bi1f4ce}
damage : string {1-12.items.[].system.damageRolls.if7n24ii9bi1f4ce.damage} (same value: 1d6)
damageType : string {1-12.items.[].system.damageRolls.if7n24ii9bi1f4ce.damageType} (same value: piercing)
[zydym7z421gka409] : object {1-12.items.[].system.damageRolls.zydym7z421gka409}
damage : string {1-12.items.[].system.damageRolls.zydym7z421gka409.damage} (same value: 1d6 + 3)
damageType : string {1-12.items.[].system.damageRolls.zydym7z421gka409.damageType} (same value: piercing)
[0t6uttug7oelktxy] : object {1-12.items.[].system.damageRolls.0t6uttug7oelktxy}
damage : string {1-12.items.[].system.damageRolls.0t6uttug7oelktxy.damage} (same value: 1d6)
damageType : string {1-12.items.[].system.damageRolls.0t6uttug7oelktxy.damageType} (same value: piercing)
f71f9bsvnu6bgxa5ike6 : object {1-12.items.[].system.damageRolls.f71f9bsvnu6bgxa5ike6}
damage : string {1-12.items.[].system.damageRolls.f71f9bsvnu6bgxa5ike6.damage} (same value: 1d6+3)
damageType : string {1-12.items.[].system.damageRolls.f71f9bsvnu6bgxa5ike6.damageType} (same value: slashing)
[weaponType] : object {1-12.items.[].system.weaponType}
value : string {1-12.items.[].system.weaponType.value} (2 different values)
melee (x6)
ranged (x4)
[actionType] : object {1-12.items.[].system.actionType}
value : string {1-12.items.[].system.actionType.value} (3 different values)
reaction (x6)
passive (x6)
action (x5)
[actions] : object {1-12.items.[].system.actions}
[value] : integer {1-12.items.[].system.actions.value} (2 different values)
2 (x1)
1 (x4)
[mod] : object {1-12.items.[].system.mod}
value : integer {1-12.items.[].system.mod.value} (4 different values)
9 (x2)
11 (x2)
6 (x1)
4 (x1)
[proficient] : object {1-12.items.[].system.proficient}
value : integer {1-12.items.[].system.proficient.value} (same value: 0)
[deathNote] : boolean {1-12.items.[].system.deathNote} (same value: True)
type : string {1-12.items.[].type} (8 different values)
spellcastingEntry (x2)
spell (x27)
weapon (x5)
equipment (x4)
consumable (x2)
melee (x10)
action (x17)
lore (x6)
[_stats] : object {1-12.items.[]._stats}
compendiumSource : string {1-12.items.[]._stats.compendiumSource} (23 different values)
[flags] : object {1-12.items.[].flags}
pf2e : object {1-12.items.[].flags.pf2e}
linkedWeapon : string {1-12.items.[].flags.pf2e.linkedWeapon} (5 different values)
1MQsuf651GsZJhwO (x1)
0Naz3Y05EDw1Gdg0 (x1)
meLWURjO2kTkJwhE (x1)
LPpfpvkQZpIWtpAx (x1)
I9E7ShNSEB4VIxnv (x1)
name : string {1-12.name} (all different values)
[prototypeToken] : object {1-12.prototypeToken}
name : string {1-12.prototypeToken.name} (3 different values)
Barralbus (x2)
Great White Shark (x1)
Reefclaw (x1)
system : object {1-12.system}
[abilities] : object {1-12.system.abilities}
cha : object {1-12.system.abilities.cha}
mod : integer {1-12.system.abilities.cha.mod} (3 different values)
1 (x3)
-4 (x1)
0 (x2)
con : object {1-12.system.abilities.con}
mod : integer {1-12.system.abilities.con.mod} (3 different values)
1 (x4)
4 (x1)
2 (x1)
dex : object {1-12.system.abilities.dex}
mod : integer {1-12.system.abilities.dex.mod} (3 different values)
2 (x2)
3 (x1)
4 (x3)
int : object {1-12.system.abilities.int}
mod : integer {1-12.system.abilities.int.mod} (5 different values)
4 (x1)
5 (x1)
-4 (x1)
0 (x2)
-3 (x1)
str : object {1-12.system.abilities.str}
mod : integer {1-12.system.abilities.str.mod} (4 different values)
0 (x2)
6 (x1)
3 (x2)
1 (x1)
wis : object {1-12.system.abilities.wis}
mod : integer {1-12.system.abilities.wis.mod} (2 different values)
1 (x5)
2 (x1)
attributes : object {1-12.system.attributes}
ac : object {1-12.system.attributes.ac}
[details] : string {1-12.system.attributes.ac.details} (same value: )
value : integer {1-12.system.attributes.ac.value} (4 different values)
17 (x2)
20 (x3)
21 (x1)
16 (x1)
[allSaves] : object {1-12.system.attributes.allSaves}
value : string {1-12.system.attributes.allSaves.value} (same value: )
hp : object {1-12.system.attributes.hp}
details : string {1-12.system.attributes.hp.details} (same value: )
max : integer {1-12.system.attributes.hp.max} (6 different values)
31 (x1)
53 (x1)
60 (x1)
40 (x1)
17 (x2)
24 (x1)
temp : integer {1-12.system.attributes.hp.temp} (same value: 0)
value : integer {1-12.system.attributes.hp.value} (6 different values)
31 (x1)
53 (x1)
60 (x1)
40 (x1)
17 (x2)
24 (x1)
[speed] : object {1-12.system.attributes.speed}
otherSpeeds : array<object> {1-12.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {1-12.system.attributes.speed.otherSpeeds.[]}
type : string {1-12.system.attributes.speed.otherSpeeds.[].type} (same value: swim)
value : integer {1-12.system.attributes.speed.otherSpeeds.[].value} (2 different values)
40 (x1)
30 (x1)
value : integer {1-12.system.attributes.speed.value} (3 different values)
25 (x4)
0 (x1)
5 (x1)
emitsSound : string {1-12.system.attributes.emitsSound} (same value: encounter)
hardness : integer {1-12.system.attributes.hardness} (same value: 7)
hasHealth : boolean {1-12.system.attributes.hasHealth} (same value: True)
immunities : array<object> {1-12.system.attributes.immunities}
Length: min=2 max=2
Value type: object {1-12.system.attributes.immunities.[]}
type : string {1-12.system.attributes.immunities.[].type} (2 different values)
precision (x1)
critical-hits (x1)
stealth : object {1-12.system.attributes.stealth}
details : string {1-12.system.attributes.stealth.details} (same value: <p>(trained)</p>)
value : integer {1-12.system.attributes.stealth.value} (same value: 8)
details : object {1-12.system.details}
[blurb] : string {1-12.system.details.blurb} (4 different values)
Male arcanist (x1)
Male Arcanist (x1)
(x3)
Female Assassin (x1)
[languages] : object {1-12.system.details.languages}
details : string {1-12.system.details.languages.details} (2 different values)
(x5)
(can't speak any language) (x1)
value : array<string> {1-12.system.details.languages.value}
Length: min=0 max=4
Value type: string {1-12.system.details.languages.value.[]} (4 different values)
common (x5)
jotun (x2)
thassilonian (x4)
varisian (x2)
level : object {1-12.system.details.level}
value : integer {1-12.system.details.level.value} (5 different values)
3 (x1)
5 (x1)
4 (x1)
2 (x1)
1 (x3)
[privateNotes] : string {1-12.system.details.privateNotes} (same value: )
[publicNotes] : string {1-12.system.details.publicNotes} (3 different values)
(x4)
<p>An apex predator among the coastal surface waters where it hunts, the great white shark is one of the largest shark species. These silent killers glide gracefully through the ocean, always in search of their next meal.</p>
<hr />
<p>Sharks of all shapes and sizes have stalked the oceans, largely unchanged, since primordial times. They are efficient, ruthless predators with multiple rows of razor-sharp teeth capable of rending prey in an instant. Their uncanny ability to smell blood in the water means sharks might show up at any scene of aquatic carnage.</p> (x1)
<p>Reefclaws are aquatic monsters that resemble huge shrimp or lobsters. As one might expect from its name, a reefclaw's oversized claws are powerful weapons with their vicelike grip and the ability to inject potent venom into unfortunate prey.</p>
<p>While reefclaws can't speak, they are intelligent enough to understand the local language of humanoids near their hunting grounds. The creatures sometimes listen to conversations, either to gain intelligence on the best place to ambush aquatic or land-dwelling prey, or merely for entertainment value-reefclaws are particularly fond of listening to people with high-pitched voices. Reefclaws are usually solitary hunters, but small swarms of female reefclaws have been known to gather around a single male for mating purposes or together for the communal raising of their broods. In the latter case, the females will perform widespread hunts in order to bring back a large enough bounty to feed their young. Such hunting parties are extremely dangerous-they've been known to tip over small flshing boats and attack those who fall overboard.</p>
<p>Once a reefclaw has decided upon a course of action, it follows through even if doing so spells its own end. More than one reefclaw survivor has said that the creature released its bone-crushing grasp only after its brains were leaking from its broken skull, and even then the reefclaw was able to perform a terrible last slash as part of its dying breath. During mating season, female reefclaws are often a little more pragmatic and release their prey before endangering themselves and their offspring.</p>
<p>Despite their intelligence and the accompanying moral quandaries, reefclaws frequently find their way onto the dinner plates of land-dwelling hunters such as humans and hobgoblins. According to those who have a taste for reefclaw flesh, the meat is either delectably sweet or slightly tangy (in the case of warm-water reefclaws). Most civilized people who know of reefclaws' intellect find the act of eating them distasteful, but this does not dissuade unscrupulous nobles in coastal regions, for whom reefclaw meat is a delicacy well worth the expense. Likewise, fisherfolk whose focus is on the bottom line of their ledgers are more than willing to hunt the dangerous creatures-or, even better, hire out the task to naive adventurers.</p> (x1)
publication : object {1-12.system.details.publication}
license : string {1-12.system.details.publication.license} (same value: OGL)
remaster : boolean {1-12.system.details.publication.remaster} (same value: False)
title : string {1-12.system.details.publication.title} (same value: Pathfinder Society Scenario #1-12: The Burden of Envy)
description : string {1-12.system.details.description} (same value: <p>An immense, jagged piece of clear crystal 10 feet square and forty feet high juts up from the seafloor</p>)
disable : string {1-12.system.details.disable} (same value: <p>@Check[survival|dc:13|name:Blunt Crystal] (trained) to blunt the crystal's edges without getting cut</p>)
isComplex : boolean {1-12.system.details.isComplex} (same value: False)
reset : string {1-12.system.details.reset} (same value: <p>The hazard still damages any creature or object that enters its space, but the surface doesn't become hidden again until it settles over the course of 1 minute.</p>)
routine : string {1-12.system.details.routine} (same value: )
[initiative] : object {1-12.system.initiative}
statistic : string {1-12.system.initiative.statistic} (same value: perception)
[perception] : object {1-12.system.perception}
details : string {1-12.system.perception.details} (2 different values)
(x5)
blood scent (x1)
mod : integer {1-12.system.perception.mod} (5 different values)
7 (x1)
9 (x1)
11 (x1)
8 (x2)
6 (x1)
senses : array<object> {1-12.system.perception.senses}
Length: min=0 max=1
Value type: object {1-12.system.perception.senses.[]}
[acuity] : string {1-12.system.perception.senses.[].acuity} (same value: imprecise)
[range] : integer {1-12.system.perception.senses.[].range} (same value: 100)
type : string {1-12.system.perception.senses.[].type} (2 different values)
scent (x1)
darkvision (x1)
[resources] : object {1-12.system.resources}
[focus] : object {1-12.system.resources.focus}
max : integer {1-12.system.resources.focus.max} (same value: 1)
value : integer {1-12.system.resources.focus.value} (same value: 1)
saves : object {1-12.system.saves}
fortitude : object {1-12.system.saves.fortitude}
saveDetail : string {1-12.system.saves.fortitude.saveDetail} (same value: )
value : integer {1-12.system.saves.fortitude.value} (all different values)
reflex : object {1-12.system.saves.reflex}
saveDetail : string {1-12.system.saves.reflex.saveDetail} (same value: )
value : integer {1-12.system.saves.reflex.value} (4 different values)
9 (x3)
12 (x2)
10 (x1)
4 (x1)
will : object {1-12.system.saves.will}
saveDetail : string {1-12.system.saves.will.saveDetail} (same value: )
value : integer {1-12.system.saves.will.value} (6 different values)
10 (x1)
14 (x1)
9 (x2)
6 (x1)
4 (x1)
0 (x1)
[skills] : object {1-12.system.skills}
[arcana] : object {1-12.system.skills.arcana}
base : integer {1-12.system.skills.arcana.base} (2 different values)
11 (x1)
14 (x1)
[society] : object {1-12.system.skills.society}
base : integer {1-12.system.skills.society.base} (2 different values)
9 (x1)
11 (x1)
[stealth] : object {1-12.system.skills.stealth}
base : integer {1-12.system.skills.stealth.base} (3 different values)
7 (x2)
9 (x2)
12 (x1)
[thievery] : object {1-12.system.skills.thievery}
base : integer {1-12.system.skills.thievery.base} (3 different values)
9 (x2)
11 (x1)
7 (x1)
athletics : object {1-12.system.skills.athletics}
base : integer {1-12.system.skills.athletics.base} (4 different values)
14 (x1)
8 (x1)
6 (x1)
4 (x1)
special : array<object> {1-12.system.skills.athletics.special}
Length: min=1 max=1
Value type: object {1-12.system.skills.athletics.special.[]}
base : integer {1-12.system.skills.athletics.special.[].base} (same value: 8)
label : string {1-12.system.skills.athletics.special.[].label} (same value: to Swim)
predicate : array<string> {1-12.system.skills.athletics.special.[].predicate}
Length: min=1 max=1
Value type: string {1-12.system.skills.athletics.special.[].predicate.[]} (same value: action:swim)
[survival] : object {1-12.system.skills.survival}
base : integer {1-12.system.skills.survival.base} (same value: 9)
acrobatics : object {1-12.system.skills.acrobatics}
base : integer {1-12.system.skills.acrobatics.base} (2 different values)
9 (x1)
7 (x2)
[intimidation] : object {1-12.system.skills.intimidation}
base : integer {1-12.system.skills.intimidation.base} (2 different values)
5 (x1)
3 (x1)
traits : object {1-12.system.traits}
rarity : string {1-12.system.traits.rarity} (2 different values)
unique (x2)
common (x5)
size : object {1-12.system.traits.size}
value : string {1-12.system.traits.size.value} (3 different values)
med (x5)
lg (x1)
sm (x1)
value : array<string> {1-12.system.traits.value}
Length: min=1 max=4
Value type: string {1-12.system.traits.value.[]} (9 different values)
evil (x4)
human (x4)
humanoid (x4)
lawful (x4)
animal (x1)
aquatic (x2)
aberration (x1)
chaotic (x1)
environmental (x1)
creatureType : string {1-12.system.creatureType} (same value: )
statusEffects : array<> {1-12.system.statusEffects}
Length: min=0 max=0
Value type: mixed
type : string {1-12.type} (2 different values)
npc (x6)
hazard (x1)
+618
View File
@@ -0,0 +1,618 @@
1-13
Different values: 5
=====================================
object {1-13}
_id : string {1-13._id} (all different values)
folder : string {1-13.folder} (same value: 8xiSFg4ARhMFkfQD)
img : string {1-13.img} (2 different values)
systems/pf2e/icons/default-icons/hazard.svg (x2)
systems/pf2e/icons/default-icons/npc.svg (x3)
items : array<object> {1-13.items}
Length: min=1 max=17
Value type: object {1-13.items.[]}
_id : string {1-13.items.[]._id} (40 different values)
img : string {1-13.items.[].img} (14 different values)
systems/pf2e/icons/actions/Reaction.webp (x2)
systems/pf2e/icons/default-icons/spellcastingEntry.svg (x2)
systems/pf2e/icons/spells/true-seeing.webp (x2)
icons/magic/symbols/ring-circle-smoke-blue.webp (x2)
systems/pf2e/icons/spells/paralyze.webp (x2)
icons/magic/fire/flame-burning-eye.webp (x2)
systems/pf2e/icons/spells/silence.webp (x2)
systems/pf2e/icons/spells/fear.webp (x2)
systems/pf2e/icons/equipment/weapons/mace.webp (x2)
systems/pf2e/icons/default-icons/melee.svg (x7)
systems/pf2e/icons/actions/Passive.webp (x12)
systems/pf2e/icons/actions/TwoActions.webp (x2)
systems/pf2e/icons/conditions/slowed.webp (x1)
systems/pf2e/icons/actions/FreeAction.webp (x1)
name : string {1-13.items.[].name} (23 different values)
sort : integer {1-13.items.[].sort} (18 different values)
0 (x2)
100000 (x3)
200000 (x3)
300000 (x3)
400000 (x3)
500000 (x3)
600000 (x2)
700000 (x2)
800000 (x2)
900000 (x2)
1000000 (x2)
1100000 (x2)
1200000 (x2)
1300000 (x2)
1400000 (x2)
1500000 (x2)
1600000 (x2)
1700000 (x2)
system : object {1-13.items.[].system}
[actionType] : object {1-13.items.[].system.actionType}
value : string {1-13.items.[].system.actionType.value} (4 different values)
reaction (x2)
passive (x12)
action (x2)
free (x1)
[actions] : object {1-13.items.[].system.actions}
[value] : integer {1-13.items.[].system.actions.value} (same value: 2)
[category] : string {1-13.items.[].system.category} (4 different values)
simple (x2)
interaction (x7)
defensive (x3)
offensive (x5)
description : object {1-13.items.[].system.description}
value : string {1-13.items.[].system.description.value} (21 different values)
publication : object {1-13.items.[].system.publication}
license : string {1-13.items.[].system.publication.license} (same value: OGL)
remaster : boolean {1-13.items.[].system.publication.remaster} (same value: False)
title : string {1-13.items.[].system.publication.title} (4 different values)
(x19)
Pathfinder Core Rulebook (x14)
Pathfinder Bestiary (x7)
Pathfinder Bestiary 2 (x1)
rules : ###FoundryRulesObject###
[slug] : string {1-13.items.[].system.slug} (14 different values)
true-seeing (x2)
dimension-door (x2)
paralyze (x2)
paranoia (x2)
silence (x2)
fear (x2)
mace (x2)
greater-darkvision (x2)
telepathy (x2)
constant-spells (x2)
1-status-to-all-saves-vs-magic (x2)
slowed (x1)
negative-healing (x1)
improved-push (x1)
[traits] : object {1-13.items.[].system.traits}
rarity : string {1-13.items.[].system.traits.rarity} (same value: common)
value : array<string> {1-13.items.[].system.traits.value}
Length: min=0 max=5
Value type: string {1-13.items.[].system.traits.value.[]} (17 different values)
concentrate (x10)
manipulate (x12)
revelation (x2)
teleportation (x2)
incapacitation (x2)
mental (x6)
illusion (x4)
emotion (x2)
fear (x2)
shove (x4)
unholy (x6)
agile (x2)
range-increment-30 (x2)
aura (x2)
magical (x2)
reach-10 (x1)
unarmed (x1)
[traditions] : array<string> {1-13.items.[].system.traits.traditions}
Length: min=1 max=4
Value type: string {1-13.items.[].system.traits.traditions.[]} (4 different values)
arcane (x8)
divine (x6)
occult (x12)
primal (x4)
[autoHeightenLevel] : object {1-13.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {1-13.items.[].system.prepared}
flexible : boolean {1-13.items.[].system.prepared.flexible} (same value: False)
value : string {1-13.items.[].system.prepared.value} (same value: innate)
[proficiency] : object {1-13.items.[].system.proficiency}
value : integer {1-13.items.[].system.proficiency.value} (same value: 0)
[slots] : object {1-13.items.[].system.slots}
slot2 : object {1-13.items.[].system.slots.slot2}
max : integer {1-13.items.[].system.slots.slot2.max} (same value: 2)
value : integer {1-13.items.[].system.slots.slot2.value} (same value: 2)
slot3 : object {1-13.items.[].system.slots.slot3}
max : integer {1-13.items.[].system.slots.slot3.max} (same value: 3)
value : integer {1-13.items.[].system.slots.slot3.value} (same value: 3)
slot4 : object {1-13.items.[].system.slots.slot4}
max : integer {1-13.items.[].system.slots.slot4.max} (same value: 1)
value : integer {1-13.items.[].system.slots.slot4.value} (same value: 1)
slot6 : object {1-13.items.[].system.slots.slot6}
max : integer {1-13.items.[].system.slots.slot6.max} (same value: 1)
value : integer {1-13.items.[].system.slots.slot6.value} (same value: 1)
[spelldc] : object {1-13.items.[].system.spelldc}
dc : integer {1-13.items.[].system.spelldc.dc} (2 different values)
21 (x1)
23 (x1)
mod : integer {1-13.items.[].system.spelldc.mod} (same value: 0)
value : integer {1-13.items.[].system.spelldc.value} (2 different values)
11 (x1)
13 (x1)
[tradition] : object {1-13.items.[].system.tradition}
value : string {1-13.items.[].system.tradition.value} (same value: divine)
[area] : mixed
[cost] : object {1-13.items.[].system.cost}
value : string {1-13.items.[].system.cost.value} (same value: )
[counteraction] : boolean {1-13.items.[].system.counteraction} (2 different values)
True (x2)
False (x10)
[damage] : object {1-13.items.[].system.damage}
[damageType] : string {1-13.items.[].system.damage.damageType} (same value: bludgeoning)
[dice] : integer {1-13.items.[].system.damage.dice} (same value: 1)
[die] : string {1-13.items.[].system.damage.die} (same value: d6)
[defense] : object {1-13.items.[].system.defense}
save : object {1-13.items.[].system.defense.save}
basic : boolean {1-13.items.[].system.defense.save.basic} (same value: False)
statistic : string {1-13.items.[].system.defense.save.statistic} (same value: will)
[duration] : object {1-13.items.[].system.duration}
[sustained] : boolean {1-13.items.[].system.duration.sustained} (same value: False)
value : mixed
string {1-13.items.[].system.duration.value} (4 different values)
10 minutes (x2)
(x2)
varies (x4)
1 minute (x4)
integer {1-13.items.[].system.duration.value} (same value: 0)
[level] : object {1-13.items.[].system.level}
value : integer {1-13.items.[].system.level.value} (6 different values)
6 (x2)
4 (x2)
3 (x2)
2 (x4)
1 (x2)
0 (x2)
[location] : object {1-13.items.[].system.location}
heightenedLevel : integer {1-13.items.[].system.location.heightenedLevel} (4 different values)
6 (x2)
4 (x2)
3 (x4)
2 (x4)
value : string {1-13.items.[].system.location.value} (2 different values)
jBPgL5cdaBsnm9N1 (x6)
flkn7WKcRA511YkF (x6)
[uses] : object {1-13.items.[].system.location.uses}
max : integer {1-13.items.[].system.location.uses.max} (same value: 2)
value : integer {1-13.items.[].system.location.uses.value} (same value: 2)
[range] : object {1-13.items.[].system.range}
value : string {1-13.items.[].system.range.value} (4 different values)
(x2)
120 feet (x2)
30 feet (x6)
touch (x2)
[requirements] : string {1-13.items.[].system.requirements} (same value: )
[target] : object {1-13.items.[].system.target}
value : string {1-13.items.[].system.target.value} (3 different values)
(x4)
1 creature (x6)
1 willing creature (x2)
[time] : object {1-13.items.[].system.time}
value : string {1-13.items.[].system.time.value} (same value: 2)
[heightening] : object {1-13.items.[].system.heightening}
levels : object {1-13.items.[].system.heightening.levels}
[5] : object {1-13.items.[].system.heightening.levels.5}
range : object {1-13.items.[].system.heightening.levels.5.range}
value : string {1-13.items.[].system.heightening.levels.5.range.value} (same value: 1 mile)
[7] : object {1-13.items.[].system.heightening.levels.7}
target : object {1-13.items.[].system.heightening.levels.7.target}
value : string {1-13.items.[].system.heightening.levels.7.target.value} (same value: 10 creatures)
[6] : object {1-13.items.[].system.heightening.levels.6}
target : object {1-13.items.[].system.heightening.levels.6.target}
value : string {1-13.items.[].system.heightening.levels.6.target.value} (same value: 5 creatures)
[3] : object {1-13.items.[].system.heightening.levels.3}
target : object {1-13.items.[].system.heightening.levels.3.target}
value : string {1-13.items.[].system.heightening.levels.3.target.value} (same value: 5 creatures)
type : string {1-13.items.[].system.heightening.type} (same value: fixed)
[baseItem] : string {1-13.items.[].system.baseItem} (same value: mace)
[bonus] : object {1-13.items.[].system.bonus}
value : integer {1-13.items.[].system.bonus.value} (all different values)
[bonusDamage] : object {1-13.items.[].system.bonusDamage}
value : integer {1-13.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {1-13.items.[].system.bulk}
value : integer {1-13.items.[].system.bulk.value} (same value: 1)
[containerId] : mixed
[equipped] : object {1-13.items.[].system.equipped}
carryType : string {1-13.items.[].system.equipped.carryType} (same value: worn)
handsHeld : integer {1-13.items.[].system.equipped.handsHeld} (same value: 0)
[invested] : mixed
[group] : string {1-13.items.[].system.group} (same value: club)
[hardness] : integer {1-13.items.[].system.hardness} (same value: 0)
[hp] : object {1-13.items.[].system.hp}
max : integer {1-13.items.[].system.hp.max} (same value: 0)
value : integer {1-13.items.[].system.hp.value} (same value: 0)
[material] : object {1-13.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {1-13.items.[].system.price}
value : object {1-13.items.[].system.price.value}
gp : integer {1-13.items.[].system.price.value.gp} (same value: 1)
[quantity] : integer {1-13.items.[].system.quantity} (same value: 1)
[reload] : object {1-13.items.[].system.reload}
value : string {1-13.items.[].system.reload.value} (same value: )
[runes] : object {1-13.items.[].system.runes}
potency : integer {1-13.items.[].system.runes.potency} (same value: 0)
property : array<> {1-13.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
striking : integer {1-13.items.[].system.runes.striking} (same value: 0)
[size] : string {1-13.items.[].system.size} (same value: med)
[splashDamage] : object {1-13.items.[].system.splashDamage}
value : integer {1-13.items.[].system.splashDamage.value} (same value: 0)
[usage] : object {1-13.items.[].system.usage}
value : string {1-13.items.[].system.usage.value} (same value: held-in-one-hand)
[attack] : object {1-13.items.[].system.attack}
value : string {1-13.items.[].system.attack.value} (same value: )
[attackEffects] : object {1-13.items.[].system.attackEffects}
value : array<string> {1-13.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {1-13.items.[].system.attackEffects.value.[]} (same value: improved-push)
custom : string {1-13.items.[].system.attackEffects.custom} (same value: )
[damageRolls] : object {1-13.items.[].system.damageRolls}
[1qn57xvhwl1ck2zk] : object {1-13.items.[].system.damageRolls.1qn57xvhwl1ck2zk}
damage : string {1-13.items.[].system.damageRolls.1qn57xvhwl1ck2zk.damage} (same value: 1d6+9)
damageType : string {1-13.items.[].system.damageRolls.1qn57xvhwl1ck2zk.damageType} (same value: bludgeoning)
[rzhty0sxyymhsvybpi1d] : object {1-13.items.[].system.damageRolls.rzhty0sxyymhsvybpi1d}
damage : string {1-13.items.[].system.damageRolls.rzhty0sxyymhsvybpi1d.damage} (same value: 1d6)
damageType : string {1-13.items.[].system.damageRolls.rzhty0sxyymhsvybpi1d.damageType} (same value: spirit)
[cbo3ilek98tfbepkwyoq] : object {1-13.items.[].system.damageRolls.cbo3ilek98tfbepkwyoq}
damage : string {1-13.items.[].system.damageRolls.cbo3ilek98tfbepkwyoq.damage} (same value: 1d6)
damageType : string {1-13.items.[].system.damageRolls.cbo3ilek98tfbepkwyoq.damageType} (same value: fire)
[94ag2815ec6s2ayi4cdl] : object {1-13.items.[].system.damageRolls.94ag2815ec6s2ayi4cdl}
damage : string {1-13.items.[].system.damageRolls.94ag2815ec6s2ayi4cdl.damage} (same value: 1d6+8)
damageType : string {1-13.items.[].system.damageRolls.94ag2815ec6s2ayi4cdl.damageType} (same value: bludgeoning)
[fca8prpbtekst91u1uun] : object {1-13.items.[].system.damageRolls.fca8prpbtekst91u1uun}
damage : string {1-13.items.[].system.damageRolls.fca8prpbtekst91u1uun.damage} (same value: 1d6)
damageType : string {1-13.items.[].system.damageRolls.fca8prpbtekst91u1uun.damageType} (same value: spirit)
[f1r8p83cwwahpxapcsn8] : object {1-13.items.[].system.damageRolls.f1r8p83cwwahpxapcsn8}
damage : string {1-13.items.[].system.damageRolls.f1r8p83cwwahpxapcsn8.damage} (same value: 1d6+4)
damageType : string {1-13.items.[].system.damageRolls.f1r8p83cwwahpxapcsn8.damageType} (same value: piercing)
[d27c93bqyggyz0ogqnwc] : object {1-13.items.[].system.damageRolls.d27c93bqyggyz0ogqnwc}
damage : string {1-13.items.[].system.damageRolls.d27c93bqyggyz0ogqnwc.damage} (same value: 1d6)
damageType : string {1-13.items.[].system.damageRolls.d27c93bqyggyz0ogqnwc.damageType} (same value: spirit)
[tpsi79razapj036l] : object {1-13.items.[].system.damageRolls.tpsi79razapj036l}
damage : string {1-13.items.[].system.damageRolls.tpsi79razapj036l.damage} (same value: 2d6 + 9)
damageType : string {1-13.items.[].system.damageRolls.tpsi79razapj036l.damageType} (same value: bludgeoning)
[8ljukf2n92y4qc36ms91] : object {1-13.items.[].system.damageRolls.8ljukf2n92y4qc36ms91}
damage : string {1-13.items.[].system.damageRolls.8ljukf2n92y4qc36ms91.damage} (same value: 1d6)
damageType : string {1-13.items.[].system.damageRolls.8ljukf2n92y4qc36ms91.damageType} (same value: spirit)
[qscw5ydv4rgt4cnokdlm] : object {1-13.items.[].system.damageRolls.qscw5ydv4rgt4cnokdlm}
damage : string {1-13.items.[].system.damageRolls.qscw5ydv4rgt4cnokdlm.damage} (same value: 1d6)
damageType : string {1-13.items.[].system.damageRolls.qscw5ydv4rgt4cnokdlm.damageType} (same value: fire)
[m5keu5rntbwhficqpnuu] : object {1-13.items.[].system.damageRolls.m5keu5rntbwhficqpnuu}
damage : string {1-13.items.[].system.damageRolls.m5keu5rntbwhficqpnuu.damage} (same value: 2d6+8)
damageType : string {1-13.items.[].system.damageRolls.m5keu5rntbwhficqpnuu.damageType} (same value: bludgeoning)
[s7ng1ltal6q32fwsjizo] : object {1-13.items.[].system.damageRolls.s7ng1ltal6q32fwsjizo}
damage : string {1-13.items.[].system.damageRolls.s7ng1ltal6q32fwsjizo.damage} (same value: 1d6)
damageType : string {1-13.items.[].system.damageRolls.s7ng1ltal6q32fwsjizo.damageType} (same value: spirit)
[oskkkkczdvdizyyr2iwq] : object {1-13.items.[].system.damageRolls.oskkkkczdvdizyyr2iwq}
damage : string {1-13.items.[].system.damageRolls.oskkkkczdvdizyyr2iwq.damage} (same value: 2d6+4)
damageType : string {1-13.items.[].system.damageRolls.oskkkkczdvdizyyr2iwq.damageType} (same value: piercing)
[s70ikvlgh5u1hh1jj941] : object {1-13.items.[].system.damageRolls.s70ikvlgh5u1hh1jj941}
damage : string {1-13.items.[].system.damageRolls.s70ikvlgh5u1hh1jj941.damage} (same value: 1d6)
damageType : string {1-13.items.[].system.damageRolls.s70ikvlgh5u1hh1jj941.damageType} (same value: spirit)
e4e9v1htkljt1ckzdfr1 : object {1-13.items.[].system.damageRolls.e4e9v1htkljt1ckzdfr1}
damage : string {1-13.items.[].system.damageRolls.e4e9v1htkljt1ckzdfr1.damage} (same value: 1d12+5)
damageType : string {1-13.items.[].system.damageRolls.e4e9v1htkljt1ckzdfr1.damageType} (same value: bludgeoning)
[weaponType] : object {1-13.items.[].system.weaponType}
value : string {1-13.items.[].system.weaponType.value} (2 different values)
melee (x5)
ranged (x2)
[overrides] : array<> {1-13.items.[].system.overrides}
Length: min=0 max=0
Value type: mixed
[references] : object {1-13.items.[].system.references}
children : array<> {1-13.items.[].system.references.children}
Length: min=0 max=0
Value type: mixed
immunityFrom : array<> {1-13.items.[].system.references.immunityFrom}
Length: min=0 max=0
Value type: mixed
overriddenBy : array<> {1-13.items.[].system.references.overriddenBy}
Length: min=0 max=0
Value type: mixed
overrides : array<> {1-13.items.[].system.references.overrides}
Length: min=0 max=0
Value type: mixed
[value] : object {1-13.items.[].system.value}
isValued : boolean {1-13.items.[].system.value.isValued} (same value: True)
value : integer {1-13.items.[].system.value.value} (same value: 1)
type : string {1-13.items.[].type} (6 different values)
action (x17)
spellcastingEntry (x2)
spell (x12)
weapon (x2)
melee (x7)
condition (x1)
[_stats] : object {1-13.items.[]._stats}
compendiumSource : string {1-13.items.[]._stats.compendiumSource} (14 different values)
Compendium.pf2e.spells-srd.Item.uqlxMQQeSGWEVjki (x2)
Compendium.pf2e.spells-srd.Item.VlNcjmYyu95vOUe8 (x2)
Compendium.pf2e.spells-srd.Item.DCQHaLrYXMI37dvW (x2)
Compendium.pf2e.spells-srd.Item.Mkbq9xlAUxHUHyR2 (x2)
Compendium.pf2e.spells-srd.Item.gIdDLrbswTV3OBJy (x2)
Compendium.pf2e.spells-srd.Item.4koZzrnMXhhosn0D (x2)
Compendium.pf2e.equipment-srd.Item.9iDqOLNFKxiTcFKE (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.4Ho2xMPEC05aSxzr (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.kdhbPaBMK1d1fpbA (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.kakyXBG5WA8c6Zfd (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.kquBnQ0kObZztnBc (x2)
Compendium.pf2e.conditionitems.Item.xYTAsEpcJE1Ccni3 (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.TTCw5NusiSSkJU1x (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.6l7e7CHQLESlI57U (x1)
[flags] : object {1-13.items.[].flags}
pf2e : object {1-13.items.[].flags.pf2e}
linkedWeapon : string {1-13.items.[].flags.pf2e.linkedWeapon} (2 different values)
cTM3OodvGMFsUbIA (x1)
BxDCgYUwe9bAFdWn (x1)
name : string {1-13.name} (all different values)
prototypeToken : object {1-13.prototypeToken}
name : string {1-13.prototypeToken.name} (3 different values)
Murderous Bathhouse (x2)
The Ascendant (x2)
Unkillable Zombie Brute (x1)
system : object {1-13.system}
attributes : object {1-13.system.attributes}
ac : object {1-13.system.attributes.ac}
value : integer {1-13.system.attributes.ac.value} (4 different values)
0 (x2)
24 (x1)
27 (x1)
15 (x1)
details : string {1-13.system.attributes.ac.details} (same value: )
[emitsSound] : string {1-13.system.attributes.emitsSound} (same value: encounter)
[hardness] : integer {1-13.system.attributes.hardness} (same value: 0)
hp : object {1-13.system.attributes.hp}
details : string {1-13.system.attributes.hp.details} (2 different values)
(x4)
void healing (x1)
max : integer {1-13.system.attributes.hp.max} (4 different values)
0 (x2)
115 (x1)
165 (x1)
70 (x1)
temp : integer {1-13.system.attributes.hp.temp} (same value: 0)
value : integer {1-13.system.attributes.hp.value} (4 different values)
0 (x2)
115 (x1)
165 (x1)
70 (x1)
[stealth] : object {1-13.system.attributes.stealth}
details : string {1-13.system.attributes.stealth.details} (same value: <p>(trained)</p>)
value : integer {1-13.system.attributes.stealth.value} (2 different values)
12 (x1)
15 (x1)
allSaves : object {1-13.system.attributes.allSaves}
value : string {1-13.system.attributes.allSaves.value} (2 different values)
+1 to all saves vs. magic (x2)
(x1)
immunities : array<object> {1-13.system.attributes.immunities}
Length: min=2 max=5
Value type: object {1-13.system.attributes.immunities.[]}
type : string {1-13.system.attributes.immunities.[].type} (6 different values)
death-effects (x3)
fire (x2)
disease (x1)
paralyzed (x1)
poison (x1)
unconscious (x1)
resistances : array<object> {1-13.system.attributes.resistances}
Length: min=1 max=2
Value type: object {1-13.system.attributes.resistances.[]}
[exceptions] : array<string> {1-13.system.attributes.resistances.[].exceptions}
Length: min=1 max=1
Value type: string {1-13.system.attributes.resistances.[].exceptions.[]} (same value: silver)
type : string {1-13.system.attributes.resistances.[].type} (3 different values)
physical (x2)
poison (x2)
all-damage (x1)
value : integer {1-13.system.attributes.resistances.[].value} (3 different values)
5 (x2)
7 (x2)
3 (x1)
speed : object {1-13.system.attributes.speed}
otherSpeeds : array<object> {1-13.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {1-13.system.attributes.speed.otherSpeeds.[]}
type : string {1-13.system.attributes.speed.otherSpeeds.[].type} (same value: fly)
value : integer {1-13.system.attributes.speed.otherSpeeds.[].value} (same value: 40)
value : integer {1-13.system.attributes.speed.value} (2 different values)
30 (x2)
25 (x1)
weaknesses : array<object> {1-13.system.attributes.weaknesses}
Length: min=1 max=2
Value type: object {1-13.system.attributes.weaknesses.[]}
type : string {1-13.system.attributes.weaknesses.[].type} (3 different values)
holy (x2)
critical-hits (x1)
vitality (x1)
value : integer {1-13.system.attributes.weaknesses.[].value} (3 different values)
5 (x2)
6 (x1)
10 (x1)
[creatureType] : string {1-13.system.creatureType} (same value: )
details : object {1-13.system.details}
[description] : string {1-13.system.details.description} (same value: <p>Linneus's grudge manifests as a haunt that isolates creatures in the bathroom and attempts to psychically drown them in one of three containers of water: the sink, the bath, or the wash bucket.</p>)
[disable] : string {1-13.system.details.disable} (2 different values)
<p>@Check[religion|dc:22|name:Excorise the Spirit] (expert) to exorcise the spirit from one of the containers of water, or @Check[athletics|dc:23] or @Check[thievery|dc:23|name:Overpower the Ghostly Force] (trained) to overpower the ghostly force sealing a container and drain it. All three containers must be disabled to disable the entire haunt.</p> (x1)
<p>@Check[religion|dc:25|name:Excorise the Spirit] (expert) to exorcise the spirit from one of the containers of water, or @Check[athletics|dc:26|name:Overpower the Ghostly Force] or @Check[thievery|dc:26] (trained) to overpower the ghostly force sealing a container and drain it. All three containers must be disabled to disable the entire haunt.</p> (x1)
[isComplex] : boolean {1-13.system.details.isComplex} (same value: True)
level : object {1-13.system.details.level}
value : integer {1-13.system.details.level.value} (4 different values)
4 (x1)
6 (x2)
8 (x1)
3 (x1)
publication : object {1-13.system.details.publication}
license : string {1-13.system.details.publication.license} (same value: OGL)
remaster : boolean {1-13.system.details.publication.remaster} (same value: False)
title : string {1-13.system.details.publication.title} (same value: Pathfinder Society Scenario #1-13: Devil at the Crossroads)
[reset] : string {1-13.system.details.reset} (same value: <p>The haunt deactivates and resets after 1 minute.</p>)
[routine] : string {1-13.system.details.routine} (2 different values)
<p>(one action) One creature within the room must attempt a @Check[will|dc:23] save as the haunt attempts to drown them.</p>
<hr />
<p><strong>Critical Success</strong> The creature is unaffected and temporarily immune for 1 minute.</p>
<p><strong>Success</strong> The creature is unaffected.</p>
<p><strong>Failure</strong> A ghostly version of the creature's face appears in the water of the sink, the bath, or the wash bucket. The creature immediately experiences the sensation of being underwater, and if it can't breathe water, it must begin to hold its breath to avoid suffocation. The haunt can affect only one creature per container remaining in the haunt. If the creature leaves the room, it's immediately freed.</p>
<p><strong>Critical Failure</strong> As failure, but the creature immediately loses [[/r 1d4 #Actions]]{1d4} actions' worth of air.</p> (x1)
<p>(one action) One creature within the room must attempt a @Check[will|dc:25] save as the haunt attempts to drown them.</p>
<hr />
<p><strong>Critical Success</strong> The creature is unaffected and temporarily immune for 1 minute.</p>
<p><strong>Success</strong> The creature is unaffected.</p>
<p><strong>Failure</strong> A ghostly version of the creature's face appears in the water of the sink, the bath, or the wash bucket. The creature immediately experiences the sensation of being underwater, and if it can't breathe water, it must begin to hold its breath to avoid suffocation. The haunt can affect only one creature per container remaining in the haunt. If the creature leaves the room, it's immediately freed.</p>
<p><strong>Critical Failure</strong> As failure, but the creature immediately loses [[/r 1d4 #Actions]]{1d4} actions' worth of air.</p> (x1)
blurb : string {1-13.system.details.blurb} (same value: )
languages : object {1-13.system.details.languages}
details : string {1-13.system.details.languages.details} (2 different values)
telepathy 30 feet (x2)
(x1)
value : array<string> {1-13.system.details.languages.value}
Length: min=0 max=2
Value type: string {1-13.system.details.languages.value.[]} (2 different values)
common (x2)
diabolic (x2)
privateNotes : string {1-13.system.details.privateNotes} (same value: )
publicNotes : string {1-13.system.details.publicNotes} (2 different values)
(x2)
<p>Necromantic augmentations have granted this zombie increased size and power.</p>
<hr />
<p>A zombie's only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they're destroyed.</p> (x1)
saves : object {1-13.system.saves}
fortitude : object {1-13.system.saves.fortitude}
saveDetail : string {1-13.system.saves.fortitude.saveDetail} (same value: )
value : integer {1-13.system.saves.fortitude.value} (4 different values)
0 (x2)
14 (x1)
16 (x1)
10 (x1)
reflex : object {1-13.system.saves.reflex}
saveDetail : string {1-13.system.saves.reflex.saveDetail} (same value: )
value : integer {1-13.system.saves.reflex.value} (4 different values)
0 (x2)
11 (x1)
13 (x1)
3 (x1)
will : object {1-13.system.saves.will}
saveDetail : string {1-13.system.saves.will.saveDetail} (same value: )
value : integer {1-13.system.saves.will.value} (4 different values)
0 (x2)
17 (x1)
19 (x1)
6 (x1)
[statusEffects] : array<> {1-13.system.statusEffects}
Length: min=0 max=0
Value type: mixed
traits : object {1-13.system.traits}
rarity : string {1-13.system.traits.rarity} (2 different values)
unique (x4)
common (x1)
size : object {1-13.system.traits.size}
value : string {1-13.system.traits.size.value} (3 different values)
med (x3)
sm (x1)
lg (x1)
value : array<string> {1-13.system.traits.value}
Length: min=1 max=5
Value type: string {1-13.system.traits.value.[]} (9 different values)
haunt (x2)
devil (x2)
evil (x3)
fiend (x2)
lawful (x2)
unholy (x3)
mindless (x1)
undead (x1)
zombie (x1)
abilities : object {1-13.system.abilities}
cha : object {1-13.system.abilities.cha}
mod : integer {1-13.system.abilities.cha.mod} (3 different values)
4 (x1)
5 (x1)
-2 (x1)
con : object {1-13.system.abilities.con}
mod : integer {1-13.system.abilities.con.mod} (2 different values)
3 (x1)
4 (x2)
dex : object {1-13.system.abilities.dex}
mod : integer {1-13.system.abilities.dex.mod} (3 different values)
2 (x1)
3 (x1)
-3 (x1)
int : object {1-13.system.abilities.int}
mod : integer {1-13.system.abilities.int.mod} (3 different values)
4 (x1)
5 (x1)
-5 (x1)
str : object {1-13.system.abilities.str}
mod : integer {1-13.system.abilities.str.mod} (2 different values)
5 (x2)
6 (x1)
wis : object {1-13.system.abilities.wis}
mod : integer {1-13.system.abilities.wis.mod} (3 different values)
5 (x1)
6 (x1)
0 (x1)
initiative : object {1-13.system.initiative}
statistic : string {1-13.system.initiative.statistic} (same value: perception)
perception : object {1-13.system.perception}
details : string {1-13.system.perception.details} (same value: )
mod : integer {1-13.system.perception.mod} (3 different values)
17 (x1)
19 (x1)
4 (x1)
senses : array<object> {1-13.system.perception.senses}
Length: min=1 max=2
Value type: object {1-13.system.perception.senses.[]}
type : string {1-13.system.perception.senses.[].type} (3 different values)
greater-darkvision (x2)
truesight (x2)
darkvision (x1)
[acuity] : string {1-13.system.perception.senses.[].acuity} (same value: precise)
[range] : integer {1-13.system.perception.senses.[].range} (same value: 60)
resources : object {1-13.system.resources}
[focus] : object {1-13.system.resources.focus}
max : integer {1-13.system.resources.focus.max} (same value: 1)
value : integer {1-13.system.resources.focus.value} (same value: 1)
skills : object {1-13.system.skills}
[arcana] : object {1-13.system.skills.arcana}
base : integer {1-13.system.skills.arcana.base} (2 different values)
11 (x1)
14 (x1)
[deception] : object {1-13.system.skills.deception}
base : integer {1-13.system.skills.deception.base} (2 different values)
18 (x1)
21 (x1)
[intimidation] : object {1-13.system.skills.intimidation}
base : integer {1-13.system.skills.intimidation.base} (2 different values)
13 (x1)
16 (x1)
[occultism] : object {1-13.system.skills.occultism}
base : integer {1-13.system.skills.occultism.base} (2 different values)
15 (x1)
18 (x1)
[religion] : object {1-13.system.skills.religion}
base : integer {1-13.system.skills.religion.base} (2 different values)
15 (x1)
18 (x1)
[stealth] : object {1-13.system.skills.stealth}
base : integer {1-13.system.skills.stealth.base} (2 different values)
11 (x1)
14 (x1)
athletics : object {1-13.system.skills.athletics}
base : integer {1-13.system.skills.athletics.base} (same value: 9)
type : string {1-13.type} (2 different values)
hazard (x2)
npc (x3)
File diff suppressed because it is too large Load Diff
+453
View File
@@ -0,0 +1,453 @@
1-15
Different values: 10
=====================================
object {1-15}
_id : string {1-15._id} (all different values)
folder : string {1-15.folder} (same value: Gn7mXO5Ks4vFbods)
img : string {1-15.img} (2 different values)
systems/pf2e/icons/default-icons/npc.svg (x8)
systems/pf2e/icons/default-icons/hazard.svg (x2)
items : array<object> {1-15.items}
Length: min=0 max=8
Value type: object {1-15.items.[]}
_id : string {1-15.items.[]._id} (53 different values)
img : string {1-15.items.[].img} (6 different values)
systems/pf2e/icons/default-icons/melee.svg (x12)
systems/pf2e/icons/actions/Passive.webp (x18)
systems/pf2e/icons/actions/TwoActions.webp (x9)
systems/pf2e/icons/default-icons/spellcastingEntry.svg (x6)
icons/magic/nature/plant-poison-spit-green.webp (x6)
systems/pf2e/icons/actions/Reaction.webp (x2)
name : string {1-15.items.[].name} (21 different values)
sort : integer {1-15.items.[].sort} (8 different values)
100000 (x8)
200000 (x8)
300000 (x8)
400000 (x8)
500000 (x7)
600000 (x6)
700000 (x6)
800000 (x2)
system : object {1-15.items.[].system}
[attack] : object {1-15.items.[].system.attack}
value : string {1-15.items.[].system.attack.value} (same value: )
[attackEffects] : object {1-15.items.[].system.attackEffects}
value : array<string> {1-15.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {1-15.items.[].system.attackEffects.value.[]} (2 different values)
burning-sap (x2)
bitter-harvest (x2)
[bonus] : object {1-15.items.[].system.bonus}
value : integer {1-15.items.[].system.bonus.value} (8 different values)
9 (x1)
12 (x1)
8 (x2)
10 (x1)
11 (x3)
14 (x2)
4 (x1)
7 (x1)
[damageRolls] : object {1-15.items.[].system.damageRolls}
[dbyssv6tg8rp083v9qaj] : object {1-15.items.[].system.damageRolls.dbyssv6tg8rp083v9qaj}
damage : string {1-15.items.[].system.damageRolls.dbyssv6tg8rp083v9qaj.damage} (same value: 1d6+3)
damageType : string {1-15.items.[].system.damageRolls.dbyssv6tg8rp083v9qaj.damageType} (same value: slashing)
[5c0r4vz05snmvaq863b2] : object {1-15.items.[].system.damageRolls.5c0r4vz05snmvaq863b2}
damage : string {1-15.items.[].system.damageRolls.5c0r4vz05snmvaq863b2.damage} (same value: 1d6+6)
damageType : string {1-15.items.[].system.damageRolls.5c0r4vz05snmvaq863b2.damageType} (same value: slashing)
[xb206efvyns7teh88jh1] : object {1-15.items.[].system.damageRolls.xb206efvyns7teh88jh1}
damage : string {1-15.items.[].system.damageRolls.xb206efvyns7teh88jh1.damage} (same value: 1d6)
damageType : string {1-15.items.[].system.damageRolls.xb206efvyns7teh88jh1.damageType} (same value: spirit)
[2zqvh4xawzg27oxv7tgr] : object {1-15.items.[].system.damageRolls.2zqvh4xawzg27oxv7tgr}
damage : string {1-15.items.[].system.damageRolls.2zqvh4xawzg27oxv7tgr.damage} (same value: 1d6)
damageType : string {1-15.items.[].system.damageRolls.2zqvh4xawzg27oxv7tgr.damageType} (same value: bludgeoning)
[zomiyd3fgnq2wao5w3fx] : object {1-15.items.[].system.damageRolls.zomiyd3fgnq2wao5w3fx}
damage : string {1-15.items.[].system.damageRolls.zomiyd3fgnq2wao5w3fx.damage} (same value: 1d6+5)
damageType : string {1-15.items.[].system.damageRolls.zomiyd3fgnq2wao5w3fx.damageType} (same value: bludgeoning)
[b9bbkb2343s72a8qdnye] : object {1-15.items.[].system.damageRolls.b9bbkb2343s72a8qdnye}
damage : string {1-15.items.[].system.damageRolls.b9bbkb2343s72a8qdnye.damage} (same value: 1d8+5)
damageType : string {1-15.items.[].system.damageRolls.b9bbkb2343s72a8qdnye.damageType} (same value: slashing)
[tx5vgnxei4mavakhyucj] : object {1-15.items.[].system.damageRolls.tx5vgnxei4mavakhyucj}
damage : string {1-15.items.[].system.damageRolls.tx5vgnxei4mavakhyucj.damage} (same value: 1d6+5)
damageType : string {1-15.items.[].system.damageRolls.tx5vgnxei4mavakhyucj.damageType} (same value: piercing)
[gbp5fw2wi075iq0pa3bz] : object {1-15.items.[].system.damageRolls.gbp5fw2wi075iq0pa3bz}
damage : string {1-15.items.[].system.damageRolls.gbp5fw2wi075iq0pa3bz.damage} (same value: 2d6+6)
damageType : string {1-15.items.[].system.damageRolls.gbp5fw2wi075iq0pa3bz.damageType} (same value: slashing)
[pjxigwhrtkfh7h30l81r] : object {1-15.items.[].system.damageRolls.pjxigwhrtkfh7h30l81r}
damage : string {1-15.items.[].system.damageRolls.pjxigwhrtkfh7h30l81r.damage} (same value: 2d4+6)
damageType : string {1-15.items.[].system.damageRolls.pjxigwhrtkfh7h30l81r.damageType} (same value: piercing)
[wn84iyb5hsb247azl0oa] : object {1-15.items.[].system.damageRolls.wn84iyb5hsb247azl0oa}
damage : string {1-15.items.[].system.damageRolls.wn84iyb5hsb247azl0oa.damage} (same value: 1d4)
damageType : string {1-15.items.[].system.damageRolls.wn84iyb5hsb247azl0oa.damageType} (same value: slashing)
[zverb56cvevnwunm4h4q] : object {1-15.items.[].system.damageRolls.zverb56cvevnwunm4h4q}
damage : string {1-15.items.[].system.damageRolls.zverb56cvevnwunm4h4q.damage} (same value: 1d6)
damageType : string {1-15.items.[].system.damageRolls.zverb56cvevnwunm4h4q.damageType} (same value: bludgeoning)
[afnvkzyqzec1cltdiyuq] : object {1-15.items.[].system.damageRolls.afnvkzyqzec1cltdiyuq}
damage : string {1-15.items.[].system.damageRolls.afnvkzyqzec1cltdiyuq.damage} (same value: 1d4+4)
damageType : string {1-15.items.[].system.damageRolls.afnvkzyqzec1cltdiyuq.damageType} (same value: slashing)
yro6y1inbxian0qtainb : object {1-15.items.[].system.damageRolls.yro6y1inbxian0qtainb}
damage : string {1-15.items.[].system.damageRolls.yro6y1inbxian0qtainb.damage} (same value: 1d6+2)
damageType : string {1-15.items.[].system.damageRolls.yro6y1inbxian0qtainb.damageType} (same value: bludgeoning)
description : object {1-15.items.[].system.description}
value : string {1-15.items.[].system.description.value} (21 different values)
publication : object {1-15.items.[].system.publication}
license : string {1-15.items.[].system.publication.license} (same value: OGL)
remaster : boolean {1-15.items.[].system.publication.remaster} (same value: False)
title : string {1-15.items.[].system.publication.title} (3 different values)
(x41)
Pathfinder Core Rulebook (x6)
Pathfinder Bestiary (x6)
rules : ###FoundryRulesObject###
[slug] : string {1-15.items.[].system.slug} (2 different values)
speak-with-plants (x6)
constant-spells (x6)
[traits] : object {1-15.items.[].system.traits}
rarity : string {1-15.items.[].system.traits.rarity} (same value: common)
value : array<string> {1-15.items.[].system.traits.value}
Length: min=0 max=6
Value type: string {1-15.items.[].system.traits.value.[]} (14 different values)
agile (x10)
finesse (x8)
reach-10 (x2)
unarmed (x2)
unholy (x2)
versatile-p (x2)
concentrate (x6)
manipulate (x6)
plant (x6)
disarm (x2)
trip (x2)
sweep (x2)
thrown (x2)
range-60 (x2)
[traditions] : array<string> {1-15.items.[].system.traits.traditions}
Length: min=1 max=1
Value type: string {1-15.items.[].system.traits.traditions.[]} (same value: primal)
[weaponType] : object {1-15.items.[].system.weaponType}
value : string {1-15.items.[].system.weaponType.value} (2 different values)
melee (x8)
ranged (x4)
[actionType] : object {1-15.items.[].system.actionType}
value : string {1-15.items.[].system.actionType.value} (3 different values)
passive (x18)
action (x9)
reaction (x2)
[actions] : object {1-15.items.[].system.actions}
[value] : integer {1-15.items.[].system.actions.value} (same value: 2)
[category] : string {1-15.items.[].system.category} (3 different values)
interaction (x8)
offensive (x15)
defensive (x6)
[autoHeightenLevel] : object {1-15.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {1-15.items.[].system.prepared}
flexible : boolean {1-15.items.[].system.prepared.flexible} (same value: False)
value : string {1-15.items.[].system.prepared.value} (same value: innate)
[proficiency] : object {1-15.items.[].system.proficiency}
value : integer {1-15.items.[].system.proficiency.value} (same value: 0)
[showSlotlessLevels] : object {1-15.items.[].system.showSlotlessLevels}
value : boolean {1-15.items.[].system.showSlotlessLevels.value} (same value: False)
[slots] : object {1-15.items.[].system.slots}
[spelldc] : object {1-15.items.[].system.spelldc}
dc : integer {1-15.items.[].system.spelldc.dc} (4 different values)
13 (x2)
14 (x2)
17 (x1)
19 (x1)
mod : integer {1-15.items.[].system.spelldc.mod} (same value: 0)
value : integer {1-15.items.[].system.spelldc.value} (4 different values)
5 (x2)
6 (x2)
9 (x1)
11 (x1)
[tradition] : object {1-15.items.[].system.tradition}
value : string {1-15.items.[].system.tradition.value} (same value: primal)
[area] : mixed
[cost] : object {1-15.items.[].system.cost}
value : string {1-15.items.[].system.cost.value} (same value: )
[counteraction] : boolean {1-15.items.[].system.counteraction} (same value: False)
[damage] : object {1-15.items.[].system.damage}
[defense] : mixed
[duration] : object {1-15.items.[].system.duration}
sustained : boolean {1-15.items.[].system.duration.sustained} (same value: False)
value : string {1-15.items.[].system.duration.value} (same value: 10 minutes)
[heightening] : object {1-15.items.[].system.heightening}
damage : object {1-15.items.[].system.heightening.damage}
interval : integer {1-15.items.[].system.heightening.interval} (same value: 1)
type : string {1-15.items.[].system.heightening.type} (same value: interval)
[level] : object {1-15.items.[].system.level}
value : integer {1-15.items.[].system.level.value} (same value: 4)
[location] : object {1-15.items.[].system.location}
heightenedLevel : integer {1-15.items.[].system.location.heightenedLevel} (same value: 4)
value : string {1-15.items.[].system.location.value} (6 different values)
4nEbig9q1Hx62Bxx (x1)
vDMQgwgjF06tq6l8 (x1)
nHJB2s5hLplCZOOs (x1)
e7NjwWvqrYDFdnhy (x1)
8qbmQUey3r6DcdOI (x1)
2aTAvBFzNZ7wdij4 (x1)
[range] : object {1-15.items.[].system.range}
value : string {1-15.items.[].system.range.value} (same value: )
[requirements] : string {1-15.items.[].system.requirements} (same value: )
[target] : object {1-15.items.[].system.target}
value : string {1-15.items.[].system.target.value} (same value: )
[time] : object {1-15.items.[].system.time}
value : string {1-15.items.[].system.time.value} (same value: 2)
[deathNote] : boolean {1-15.items.[].system.deathNote} (same value: True)
[frequency] : object {1-15.items.[].system.frequency}
max : integer {1-15.items.[].system.frequency.max} (same value: 1)
per : string {1-15.items.[].system.frequency.per} (same value: PT1M)
type : string {1-15.items.[].type} (4 different values)
melee (x12)
action (x29)
spellcastingEntry (x6)
spell (x6)
[_stats] : object {1-15.items.[]._stats}
compendiumSource : string {1-15.items.[]._stats.compendiumSource} (2 different values)
Compendium.pf2e.spells-srd.Item.qvwIwJ9QBihy8R0t (x6)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.kakyXBG5WA8c6Zfd (x6)
name : string {1-15.name} (all different values)
[prototypeToken] : object {1-15.prototypeToken}
name : string {1-15.prototypeToken.name} (4 different values)
Farmer Drystan's Scarecrow (x2)
Hogweed Leshy (x2)
Leshy Crafter (x2)
Plum Leshy (x2)
system : object {1-15.system}
[abilities] : object {1-15.system.abilities}
cha : object {1-15.system.abilities.cha}
mod : integer {1-15.system.abilities.cha.mod} (3 different values)
1 (x2)
0 (x4)
3 (x2)
con : object {1-15.system.abilities.con}
mod : integer {1-15.system.abilities.con.mod} (4 different values)
3 (x1)
4 (x1)
1 (x3)
2 (x3)
dex : object {1-15.system.abilities.dex}
mod : integer {1-15.system.abilities.dex.mod} (3 different values)
3 (x4)
4 (x3)
2 (x1)
int : object {1-15.system.abilities.int}
mod : integer {1-15.system.abilities.int.mod} (5 different values)
-3 (x2)
0 (x3)
2 (x1)
3 (x1)
-2 (x1)
str : object {1-15.system.abilities.str}
mod : integer {1-15.system.abilities.str.mod} (5 different values)
3 (x2)
4 (x1)
1 (x2)
2 (x2)
-1 (x1)
wis : object {1-15.system.abilities.wis}
mod : integer {1-15.system.abilities.wis.mod} (3 different values)
2 (x5)
3 (x1)
1 (x2)
attributes : object {1-15.system.attributes}
ac : object {1-15.system.attributes.ac}
[details] : string {1-15.system.attributes.ac.details} (same value: )
value : integer {1-15.system.attributes.ac.value} (6 different values)
16 (x2)
19 (x2)
17 (x2)
22 (x1)
15 (x1)
10 (x2)
[allSaves] : object {1-15.system.attributes.allSaves}
value : string {1-15.system.attributes.allSaves.value} (same value: )
hp : object {1-15.system.attributes.hp}
details : string {1-15.system.attributes.hp.details} (same value: )
max : integer {1-15.system.attributes.hp.max} (7 different values)
32 (x1)
52 (x1)
12 (x1)
20 (x2)
51 (x1)
84 (x1)
10 (x3)
temp : integer {1-15.system.attributes.hp.temp} (same value: 0)
value : integer {1-15.system.attributes.hp.value} (7 different values)
32 (x1)
52 (x1)
12 (x1)
20 (x2)
51 (x1)
84 (x1)
10 (x3)
[immunities] : array<> {1-15.system.attributes.immunities}
Length: min=0 max=0
Value type: mixed
[speed] : object {1-15.system.attributes.speed}
[details] : string {1-15.system.attributes.speed.details} (same value: woodwalk)
otherSpeeds : array<object> {1-15.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {1-15.system.attributes.speed.otherSpeeds.[]}
type : string {1-15.system.attributes.speed.otherSpeeds.[].type} (same value: climb)
value : integer {1-15.system.attributes.speed.otherSpeeds.[].value} (same value: 25)
value : integer {1-15.system.attributes.speed.value} (2 different values)
25 (x6)
30 (x2)
[weaknesses] : array<object> {1-15.system.attributes.weaknesses}
Length: min=1 max=1
Value type: object {1-15.system.attributes.weaknesses.[]}
type : string {1-15.system.attributes.weaknesses.[].type} (same value: fire)
value : integer {1-15.system.attributes.weaknesses.[].value} (2 different values)
3 (x1)
5 (x1)
emitsSound : string {1-15.system.attributes.emitsSound} (same value: encounter)
hardness : integer {1-15.system.attributes.hardness} (same value: 0)
hasHealth : boolean {1-15.system.attributes.hasHealth} (same value: True)
stealth : object {1-15.system.attributes.stealth}
details : string {1-15.system.attributes.stealth.details} (same value: <p>Initiative modifier is [[/r 1d20+5]]{+5}</p>)
value : integer {1-15.system.attributes.stealth.value} (same value: -10)
details : object {1-15.system.details}
[blurb] : string {1-15.system.details.blurb} (same value: )
[languages] : object {1-15.system.details.languages}
details : string {1-15.system.details.languages.details} (3 different values)
(x2)
speak with plants (weeds only) (x2)
speak with plants (trees only) (x4)
value : array<string> {1-15.system.details.languages.value}
Length: min=1 max=4
Value type: string {1-15.system.details.languages.value.[]} (4 different values)
chthonian (x8)
common (x2)
fey (x2)
wildsong (x2)
level : object {1-15.system.details.level}
value : integer {1-15.system.details.level.value} (4 different values)
1 (x4)
3 (x2)
-1 (x3)
5 (x1)
[privateNotes] : string {1-15.system.details.privateNotes} (same value: )
[publicNotes] : string {1-15.system.details.publicNotes} (same value: )
publication : object {1-15.system.details.publication}
license : string {1-15.system.details.publication.license} (same value: OGL)
remaster : boolean {1-15.system.details.publication.remaster} (same value: False)
title : string {1-15.system.details.publication.title} (same value: Pathfinder Society Scenario #1-15: The Blooming Catastrophe)
description : string {1-15.system.details.description} (same value: <p>A fire engulfs a 10-foot-by-10-foot section of forest, then spreads on each of its turns.</p>)
disable : string {1-15.system.details.disable} (2 different values)
<p>A successful @Check[athletics|dc:15|name:Smother Fire|traits:hazard,environmental,fire], @Check[nature|dc:15|name:Smother Fire|traits:hazard,environmental,fire], or @Check[survival|dc:15|name:Smother Fire|traits:hazard,environmental,fire] check from an adjacent square is sufficient to smother one 5-foot-square of fire; each attempt is an Interact action. Dousing the flames automatically extinguishes one or more sections of fire, with no check. Water typically clears a 5-foot square if the amount is small (such as that from @UUID[Compendium.pf2e.spells-srd.Item.Create Water] or @UUID[Compendium.pf2e.spells-srd.Item.Hydraulic Push]). Larger amounts of water, such as a full bucket, typically douse a 10-foot-by-10-foot area (or 4 squares in some other shape). Throwing a bucket of water on flames requires an Interact action. A @UUID[Compendium.pf2e.equipment-srd.Item.Waterskin] doesn't contain enough water to put out even 1 square of fire.</p>
<p>Cold can also put out fire, but only if the cold can affect an area; cold is usually less effective than water, so a @UUID[Compendium.pf2e.equipment-srd.Item.Frost Vial (Lesser)]{Frost Vial} typically puts out only 1 square of fire, and @UUID[Compendium.pf2e.spells-srd.Item.Ray of Frost] is ineffective.</p> (x1)
<p>A successful @Check[athletics|dc:13|name:Smother Fire|traits:hazard,environmental,fire], @Check[nature|dc:13|name:Smother Fire|traits:hazard,environmental,fire], or @Check[survival|dc:13|name:Smother Fire|traits:hazard,environmental,fire] check from an adjacent square is sufficient to smother one 5-foot-square of fire; each attempt is an Interact action. Dousing the flames automatically extinguishes one or more sections of fire, with no check. Water typically clears a 5-foot square if the amount is small (such as that from create water or hydraulic push). Larger amounts of water, such as a full bucket, typically douse a 10-foot-by-10-foot area (or 4 squares in some other shape). Throwing a bucket of water on flames requires an Interact action. A waterskin doesn't contain enough water to put out even 1 square of fire.</p>
<p>Cold can also put out fire, but only if the cold can affect an area; cold is usually less effective than water, so a @UUID[Compendium.pf2e.equipment-srd.Item.Frost Vial (Lesser)]{Frost Vial} typically puts out only 1 square of fire, and @UUID[Compendium.pf2e.spells-srd.Item.Ray of Frost] is ineffective.</p> (x1)
isComplex : boolean {1-15.system.details.isComplex} (same value: True)
reset : string {1-15.system.details.reset} (same value: )
routine : string {1-15.system.details.routine} (2 different values)
<p>On its turn, the fire spreads into a number of additional squares equal to half the number of squares the fire currently occupies, minimum 1 square. The GM determines the squares the fire spreads into. Any creature that ends its turn next to the flames takes @Damage[1d6[fire]] damage, and any creature within the flames takes @Damage[4d6[fire]] damage (@Check[reflex|dc:15|basic|name:Raging Forest Fire|traits:hazard,environmental,fire] save for both). A creature can take damage from flames only once per round.</p> (x1)
<p>On its turn, the fire spreads into a number of additional squares equal to half the number of squares the fire currently occupies, minimum 1 square. The GM determines the squares the fire spreads into. Any creature that ends its turn next to the flames takes @Damage[1d6[fire]] damage, and any creature within the flames takes @Damage[2d6[fire]] damage (@Check[reflex|dc:13|basic|name:Smoldering Forest Fire|traits:hazard,environmental,fire] save for both). A creature can take damage from flames only once per round.</p> (x1)
[initiative] : object {1-15.system.initiative}
statistic : string {1-15.system.initiative.statistic} (same value: perception)
[perception] : object {1-15.system.perception}
details : string {1-15.system.perception.details} (same value: )
mod : integer {1-15.system.perception.mod} (5 different values)
10 (x1)
12 (x2)
5 (x2)
7 (x2)
9 (x1)
senses : array<object> {1-15.system.perception.senses}
Length: min=1 max=1
Value type: object {1-15.system.perception.senses.[]}
type : string {1-15.system.perception.senses.[].type} (2 different values)
darkvision (x2)
low-light-vision (x6)
[resources] : object {1-15.system.resources}
saves : object {1-15.system.saves}
fortitude : object {1-15.system.saves.fortitude}
saveDetail : string {1-15.system.saves.fortitude.saveDetail} (same value: )
value : integer {1-15.system.saves.fortitude.value} (7 different values)
10 (x2)
12 (x2)
8 (x1)
9 (x1)
2 (x1)
4 (x1)
0 (x2)
reflex : object {1-15.system.saves.reflex}
saveDetail : string {1-15.system.saves.reflex.saveDetail} (same value: )
value : integer {1-15.system.saves.reflex.value} (8 different values)
7 (x2)
9 (x1)
5 (x1)
12 (x1)
15 (x1)
8 (x1)
10 (x1)
0 (x2)
will : object {1-15.system.saves.will}
saveDetail : string {1-15.system.saves.will.saveDetail} (same value: )
value : integer {1-15.system.saves.will.value} (8 different values)
4 (x2)
8 (x1)
2 (x1)
6 (x1)
9 (x1)
5 (x1)
7 (x1)
0 (x2)
[skills] : object {1-15.system.skills}
[athletics] : object {1-15.system.skills.athletics}
base : integer {1-15.system.skills.athletics.base} (4 different values)
7 (x1)
10 (x1)
4 (x2)
6 (x2)
[intimidation] : object {1-15.system.skills.intimidation}
base : integer {1-15.system.skills.intimidation.base} (2 different values)
9 (x1)
12 (x1)
[stealth] : object {1-15.system.skills.stealth}
base : integer {1-15.system.skills.stealth.base} (3 different values)
7 (x3)
10 (x1)
5 (x2)
[acrobatics] : object {1-15.system.skills.acrobatics}
base : integer {1-15.system.skills.acrobatics.base} (2 different values)
5 (x2)
7 (x2)
[crafting] : object {1-15.system.skills.crafting}
base : integer {1-15.system.skills.crafting.base} (2 different values)
11 (x1)
14 (x1)
[nature] : object {1-15.system.skills.nature}
base : integer {1-15.system.skills.nature.base} (2 different values)
7 (x1)
10 (x1)
[occultism] : object {1-15.system.skills.occultism}
base : integer {1-15.system.skills.occultism.base} (2 different values)
10 (x1)
13 (x1)
traits : object {1-15.system.traits}
rarity : string {1-15.system.traits.rarity} (2 different values)
common (x8)
unique (x2)
size : object {1-15.system.traits.size}
value : string {1-15.system.traits.size.value} (3 different values)
lg (x2)
sm (x6)
med (x2)
value : array<string> {1-15.system.traits.value}
Length: min=2 max=4
Value type: string {1-15.system.traits.value.[]} (7 different values)
chaotic (x8)
construct (x2)
evil (x8)
leshy (x6)
plant (x6)
environmental (x2)
fire (x2)
creatureType : string {1-15.system.creatureType} (same value: )
statusEffects : array<> {1-15.system.statusEffects}
Length: min=0 max=0
Value type: mixed
type : string {1-15.type} (2 different values)
npc (x8)
hazard (x2)
+765
View File
@@ -0,0 +1,765 @@
1-16
Different values: 9
=====================================
object {1-16}
_id : string {1-16._id} (all different values)
folder : string {1-16.folder} (same value: PkorCphND0x23Yfi)
img : string {1-16.img} (2 different values)
systems/pf2e/icons/default-icons/npc.svg (x7)
systems/pf2e/icons/default-icons/hazard.svg (x2)
items : array<object> {1-16.items}
Length: min=1 max=15
Value type: object {1-16.items.[]}
_id : string {1-16.items.[]._id} (76 different values)
img : string {1-16.items.[].img} (25 different values)
name : string {1-16.items.[].name} (40 different values)
sort : integer {1-16.items.[].sort} (16 different values)
100000 (x7)
200000 (x7)
300000 (x7)
400000 (x7)
500000 (x7)
600000 (x7)
700000 (x5)
800000 (x5)
900000 (x5)
1000000 (x4)
1100000 (x4)
1200000 (x3)
1300000 (x3)
1400000 (x3)
1500000 (x1)
0 (x2)
system : object {1-16.items.[].system}
[autoHeightenLevel] : object {1-16.items.[].system.autoHeightenLevel}
[value] : mixed
description : object {1-16.items.[].system.description}
value : string {1-16.items.[].system.description.value} (39 different values)
[prepared] : object {1-16.items.[].system.prepared}
flexible : boolean {1-16.items.[].system.prepared.flexible} (same value: False)
value : string {1-16.items.[].system.prepared.value} (2 different values)
innate (x3)
spontaneous (x2)
[proficiency] : object {1-16.items.[].system.proficiency}
value : integer {1-16.items.[].system.proficiency.value} (same value: 0)
publication : object {1-16.items.[].system.publication}
license : string {1-16.items.[].system.publication.license} (same value: OGL)
remaster : boolean {1-16.items.[].system.publication.remaster} (same value: False)
title : string {1-16.items.[].system.publication.title} (3 different values)
(x42)
Pathfinder Bestiary (x7)
Pathfinder Core Rulebook (x28)
rules : ###FoundryRulesObject###
[slots] : object {1-16.items.[].system.slots}
slot0 : object {1-16.items.[].system.slots.slot0}
max : integer {1-16.items.[].system.slots.slot0.max} (same value: 2)
value : integer {1-16.items.[].system.slots.slot0.value} (same value: 2)
[slug] : string {1-16.items.[].system.slug} (24 different values)
[spelldc] : object {1-16.items.[].system.spelldc}
dc : integer {1-16.items.[].system.spelldc.dc} (4 different values)
21 (x2)
17 (x1)
22 (x1)
25 (x1)
[item] : integer {1-16.items.[].system.spelldc.item} (same value: 0)
mod : integer {1-16.items.[].system.spelldc.mod} (same value: 0)
value : integer {1-16.items.[].system.spelldc.value} (5 different values)
13 (x1)
9 (x1)
11 (x1)
12 (x1)
16 (x1)
[tradition] : object {1-16.items.[].system.tradition}
value : string {1-16.items.[].system.tradition.value} (same value: primal)
[area] : object {1-16.items.[].system.area}
[details] : string {1-16.items.[].system.area.details} (same value: all squares in a 20-foot-radius burst that contain plants)
type : string {1-16.items.[].system.area.type} (same value: burst)
value : integer {1-16.items.[].system.area.value} (2 different values)
20 (x1)
5 (x1)
[cost] : object {1-16.items.[].system.cost}
value : string {1-16.items.[].system.cost.value} (same value: )
[counteraction] : boolean {1-16.items.[].system.counteraction} (same value: False)
[damage] : object {1-16.items.[].system.damage}
[damageType] : string {1-16.items.[].system.damage.damageType} (2 different values)
piercing (x3)
slashing (x4)
[dice] : integer {1-16.items.[].system.damage.dice} (same value: 1)
[die] : string {1-16.items.[].system.damage.die} (2 different values)
d8 (x1)
d6 (x6)
[0] : object {1-16.items.[].system.damage.0}
applyMod : boolean {1-16.items.[].system.damage.0.applyMod} (same value: False)
[category] : mixed
formula : string {1-16.items.[].system.damage.0.formula} (same value: 2d4)
kinds : array<string> {1-16.items.[].system.damage.0.kinds}
Length: min=1 max=1
Value type: string {1-16.items.[].system.damage.0.kinds.[]} (same value: damage)
materials : array<> {1-16.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {1-16.items.[].system.damage.0.type} (same value: fire)
[defense] : object {1-16.items.[].system.defense}
save : object {1-16.items.[].system.defense.save}
basic : boolean {1-16.items.[].system.defense.save.basic} (same value: False)
statistic : string {1-16.items.[].system.defense.save.statistic} (2 different values)
will (x5)
reflex (x1)
[duration] : object {1-16.items.[].system.duration}
sustained : boolean {1-16.items.[].system.duration.sustained} (same value: False)
value : string {1-16.items.[].system.duration.value} (6 different values)
1 hour (x3)
(x7)
10 minutes (x1)
varies (x1)
1 minute (x1)
8 hours (x1)
[level] : object {1-16.items.[].system.level}
value : integer {1-16.items.[].system.level.value} (7 different values)
1 (x9)
0 (x14)
5 (x1)
4 (x2)
2 (x2)
6 (x2)
3 (x1)
[location] : object {1-16.items.[].system.location}
value : string {1-16.items.[].system.location.value} (5 different values)
bXgRimCzt5v6iBye (x1)
cey14Luo1DtXz0rN (x1)
gxbMXYNwJTWTgbf6 (x8)
pnXlt0jW6DnyVc4g (x2)
I63HcfoopcEpBdU2 (x2)
[uses] : object {1-16.items.[].system.location.uses}
max : integer {1-16.items.[].system.location.uses.max} (2 different values)
2 (x1)
3 (x1)
value : integer {1-16.items.[].system.location.uses.value} (2 different values)
2 (x1)
3 (x1)
[heightenedLevel] : integer {1-16.items.[].system.location.heightenedLevel} (2 different values)
4 (x1)
3 (x1)
[range] : mixed
object {1-16.items.[].system.range}
value : string {1-16.items.[].system.range.value} (3 different values)
30 feet (x10)
(x3)
120 feet (x1)
integer {1-16.items.[].system.range} (same value: 60)
[requirements] : string {1-16.items.[].system.requirements} (same value: )
[target] : object {1-16.items.[].system.target}
value : string {1-16.items.[].system.target.value} (2 different values)
1 creature (x9)
(x5)
[time] : object {1-16.items.[].system.time}
value : string {1-16.items.[].system.time.value} (2 different values)
2 (x13)
1 minute (x1)
[traits] : object {1-16.items.[].system.traits}
rarity : string {1-16.items.[].system.traits.rarity} (2 different values)
common (x63)
uncommon (x5)
[traditions] : array<string> {1-16.items.[].system.traits.traditions}
Length: min=1 max=3
Value type: string {1-16.items.[].system.traits.traditions.[]} (3 different values)
arcane (x10)
occult (x5)
primal (x12)
value : array<string> {1-16.items.[].system.traits.value}
Length: min=0 max=5
Value type: string {1-16.items.[].system.traits.value.[]} (28 different values)
[integrated] : mixed
[baseItem] : string {1-16.items.[].system.baseItem} (6 different values)
longspear (x1)
shortbow (x1)
spear (x1)
wooden-shield (x1)
kukri (x4)
leather-armor (x4)
[bonus] : object {1-16.items.[].system.bonus}
value : integer {1-16.items.[].system.bonus.value} (all different values)
[bonusDamage] : object {1-16.items.[].system.bonusDamage}
value : integer {1-16.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {1-16.items.[].system.bulk}
value : mixed
integer {1-16.items.[].system.bulk.value} (2 different values)
2 (x1)
1 (x7)
float {1-16.items.[].system.bulk.value} (same value: 0,1)
[category] : string {1-16.items.[].system.category} (7 different values)
simple (x2)
martial (x5)
ammo (x1)
defensive (x10)
offensive (x12)
interaction (x2)
light (x4)
[containerId] : mixed
[equipped] : object {1-16.items.[].system.equipped}
carryType : string {1-16.items.[].system.equipped.carryType} (2 different values)
held (x5)
worn (x12)
handsHeld : integer {1-16.items.[].system.equipped.handsHeld} (3 different values)
2 (x1)
1 (x4)
0 (x12)
[invested] : mixed
[inSlot] : boolean {1-16.items.[].system.equipped.inSlot} (same value: True)
[group] : string {1-16.items.[].system.group} (4 different values)
spear (x2)
bow (x1)
knife (x4)
leather (x4)
[hardness] : integer {1-16.items.[].system.hardness} (2 different values)
0 (x16)
3 (x1)
[hp] : object {1-16.items.[].system.hp}
max : integer {1-16.items.[].system.hp.max} (2 different values)
0 (x16)
12 (x1)
value : integer {1-16.items.[].system.hp.value} (2 different values)
0 (x16)
12 (x1)
[material] : object {1-16.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {1-16.items.[].system.price}
value : object {1-16.items.[].system.price.value}
[sp] : integer {1-16.items.[].system.price.value.sp} (3 different values)
5 (x1)
1 (x2)
6 (x2)
[gp] : integer {1-16.items.[].system.price.value.gp} (5 different values)
3 (x1)
1 (x1)
240 (x2)
2 (x7)
55 (x1)
[per] : integer {1-16.items.[].system.price.per} (same value: 10)
[quantity] : integer {1-16.items.[].system.quantity} (3 different values)
1 (x15)
20 (x1)
4 (x1)
[reload] : object {1-16.items.[].system.reload}
value : string {1-16.items.[].system.reload.value} (3 different values)
(x5)
0 (x1)
- (x1)
[runes] : object {1-16.items.[].system.runes}
[potency] : integer {1-16.items.[].system.runes.potency} (2 different values)
0 (x9)
1 (x2)
[property] : array<> {1-16.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {1-16.items.[].system.runes.striking} (2 different values)
0 (x5)
1 (x2)
[reinforcing] : integer {1-16.items.[].system.runes.reinforcing} (same value: 0)
[resilient] : integer {1-16.items.[].system.runes.resilient} (same value: 0)
[size] : string {1-16.items.[].system.size} (same value: med)
[splashDamage] : object {1-16.items.[].system.splashDamage}
[value] : integer {1-16.items.[].system.splashDamage.value} (same value: 0)
[usage] : object {1-16.items.[].system.usage}
value : string {1-16.items.[].system.usage.value} (4 different values)
held-in-two-hands (x1)
held-in-one-plus-hands (x1)
held-in-one-hand (x6)
worn (x4)
[stackGroup] : string {1-16.items.[].system.stackGroup} (same value: arrows)
[uses] : object {1-16.items.[].system.uses}
autoDestroy : boolean {1-16.items.[].system.uses.autoDestroy} (same value: True)
max : integer {1-16.items.[].system.uses.max} (same value: 1)
value : integer {1-16.items.[].system.uses.value} (same value: 1)
[attack] : object {1-16.items.[].system.attack}
value : string {1-16.items.[].system.attack.value} (same value: )
[attackEffects] : object {1-16.items.[].system.attackEffects}
value : array<> {1-16.items.[].system.attackEffects.value}
Length: min=0 max=0
Value type: mixed
[custom] : string {1-16.items.[].system.attackEffects.custom} (same value: )
[damageRolls] : object {1-16.items.[].system.damageRolls}
[jv8zfy0nrvk86fqb5u4p] : object {1-16.items.[].system.damageRolls.jv8zfy0nrvk86fqb5u4p}
damage : string {1-16.items.[].system.damageRolls.jv8zfy0nrvk86fqb5u4p.damage} (same value: 2d8+5)
damageType : string {1-16.items.[].system.damageRolls.jv8zfy0nrvk86fqb5u4p.damageType} (same value: piercing)
[u6tpksbxhvnixci7otwm] : object {1-16.items.[].system.damageRolls.u6tpksbxhvnixci7otwm}
damage : string {1-16.items.[].system.damageRolls.u6tpksbxhvnixci7otwm.damage} (same value: 1d8+5)
damageType : string {1-16.items.[].system.damageRolls.u6tpksbxhvnixci7otwm.damageType} (same value: piercing)
[hcgglfhexb9q3lyj7y3p] : object {1-16.items.[].system.damageRolls.hcgglfhexb9q3lyj7y3p}
damage : string {1-16.items.[].system.damageRolls.hcgglfhexb9q3lyj7y3p.damage} (same value: 1d6+3)
damageType : string {1-16.items.[].system.damageRolls.hcgglfhexb9q3lyj7y3p.damageType} (same value: piercing)
[8wuozwtegmugnx7wtzdb] : object {1-16.items.[].system.damageRolls.8wuozwtegmugnx7wtzdb}
damage : string {1-16.items.[].system.damageRolls.8wuozwtegmugnx7wtzdb.damage} (same value: 1d8+3)
damageType : string {1-16.items.[].system.damageRolls.8wuozwtegmugnx7wtzdb.damageType} (same value: piercing)
[a7ne7e6ww95l9p86fjua] : object {1-16.items.[].system.damageRolls.a7ne7e6ww95l9p86fjua}
damage : string {1-16.items.[].system.damageRolls.a7ne7e6ww95l9p86fjua.damage} (same value: 1d6+3)
damageType : string {1-16.items.[].system.damageRolls.a7ne7e6ww95l9p86fjua.damageType} (same value: piercing)
[l86eh74seiv2j6yq07ey] : object {1-16.items.[].system.damageRolls.l86eh74seiv2j6yq07ey}
damage : string {1-16.items.[].system.damageRolls.l86eh74seiv2j6yq07ey.damage} (same value: 1d6+3)
damageType : string {1-16.items.[].system.damageRolls.l86eh74seiv2j6yq07ey.damageType} (same value: piercing)
[13cs4xmf6azv7ow3owtp] : object {1-16.items.[].system.damageRolls.13cs4xmf6azv7ow3owtp}
damage : string {1-16.items.[].system.damageRolls.13cs4xmf6azv7ow3owtp.damage} (same value: 1d12+2)
damageType : string {1-16.items.[].system.damageRolls.13cs4xmf6azv7ow3owtp.damageType} (same value: bludgeoning)
[abzs9cwz9n63ueo5qs1l] : object {1-16.items.[].system.damageRolls.abzs9cwz9n63ueo5qs1l}
damage : string {1-16.items.[].system.damageRolls.abzs9cwz9n63ueo5qs1l.damage} (same value: 2d6+2)
damageType : string {1-16.items.[].system.damageRolls.abzs9cwz9n63ueo5qs1l.damageType} (same value: slashing)
[j3wcorqeteabknsemzzq] : object {1-16.items.[].system.damageRolls.j3wcorqeteabknsemzzq}
damage : string {1-16.items.[].system.damageRolls.j3wcorqeteabknsemzzq.damage} (same value: 2d6+6)
damageType : string {1-16.items.[].system.damageRolls.j3wcorqeteabknsemzzq.damageType} (same value: slashing)
[291dajzuu1nc5ly0o2mp] : object {1-16.items.[].system.damageRolls.291dajzuu1nc5ly0o2mp}
damage : string {1-16.items.[].system.damageRolls.291dajzuu1nc5ly0o2mp.damage} (same value: 1d6+2)
damageType : string {1-16.items.[].system.damageRolls.291dajzuu1nc5ly0o2mp.damageType} (same value: slashing)
9t9gp1nwm0mqe4xg6wyb : object {1-16.items.[].system.damageRolls.9t9gp1nwm0mqe4xg6wyb}
damage : string {1-16.items.[].system.damageRolls.9t9gp1nwm0mqe4xg6wyb.damage} (same value: 1d6+4)
damageType : string {1-16.items.[].system.damageRolls.9t9gp1nwm0mqe4xg6wyb.damageType} (same value: slashing)
[weaponType] : object {1-16.items.[].system.weaponType}
value : string {1-16.items.[].system.weaponType.value} (2 different values)
melee (x9)
ranged (x2)
[actionType] : object {1-16.items.[].system.actionType}
value : string {1-16.items.[].system.actionType.value} (3 different values)
reaction (x10)
passive (x14)
action (x2)
[actions] : object {1-16.items.[].system.actions}
[value] : integer {1-16.items.[].system.actions.value} (same value: 2)
[acBonus] : integer {1-16.items.[].system.acBonus} (2 different values)
2 (x1)
1 (x4)
[speedPenalty] : integer {1-16.items.[].system.speedPenalty} (same value: 0)
[showSlotlessLevels] : object {1-16.items.[].system.showSlotlessLevels}
value : boolean {1-16.items.[].system.showSlotlessLevels.value} (same value: False)
[heightening] : object {1-16.items.[].system.heightening}
[levels] : object {1-16.items.[].system.heightening.levels}
8 : object {1-16.items.[].system.heightening.levels.8}
target : object {1-16.items.[].system.heightening.levels.8.target}
value : string {1-16.items.[].system.heightening.levels.8.target.value} (same value: 10 creatures)
type : string {1-16.items.[].system.heightening.type} (2 different values)
fixed (x2)
interval (x2)
damage : object {1-16.items.[].system.heightening.damage}
0 : string {1-16.items.[].system.heightening.damage.0} (same value: 1d4)
interval : integer {1-16.items.[].system.heightening.interval} (same value: 1)
[specific] : object {1-16.items.[].system.specific}
material : object {1-16.items.[].system.specific.material}
[grade] : mixed
[type] : mixed
runes : object {1-16.items.[].system.specific.runes}
potency : integer {1-16.items.[].system.specific.runes.potency} (same value: 1)
property : array<> {1-16.items.[].system.specific.runes.property}
Length: min=0 max=0
Value type: mixed
striking : integer {1-16.items.[].system.specific.runes.striking} (same value: 1)
[checkPenalty] : integer {1-16.items.[].system.checkPenalty} (same value: -1)
[dexCap] : integer {1-16.items.[].system.dexCap} (same value: 4)
[strength] : integer {1-16.items.[].system.strength} (same value: 0)
[frequency] : object {1-16.items.[].system.frequency}
max : integer {1-16.items.[].system.frequency.max} (same value: 1)
per : string {1-16.items.[].system.frequency.per} (same value: day)
[mod] : object {1-16.items.[].system.mod}
value : integer {1-16.items.[].system.mod.value} (2 different values)
11 (x2)
13 (x2)
[proficient] : object {1-16.items.[].system.proficient}
value : integer {1-16.items.[].system.proficient.value} (same value: 0)
type : string {1-16.items.[].type} (10 different values)
spellcastingEntry (x5)
spell (x14)
weapon (x7)
consumable (x1)
melee (x11)
action (x26)
shield (x1)
armor (x4)
equipment (x4)
lore (x4)
[_stats] : object {1-16.items.[]._stats}
compendiumSource : string {1-16.items.[]._stats.compendiumSource} (24 different values)
[flags] : object {1-16.items.[].flags}
pf2e : object {1-16.items.[].flags.pf2e}
linkedWeapon : string {1-16.items.[].flags.pf2e.linkedWeapon} (7 different values)
Oz4U2hMCTvbHoRoY (x1)
JDjct5dVg1xppZYi (x1)
fDThR1uWgOgioSZv (x2)
Q5dcdleE7MQc7CDd (x1)
xWMfb6AIsKa0SQMs (x1)
xWK6GSwo5X5gcjao (x1)
iVYiCyrFefPvNS1i (x1)
name : string {1-16.name} (all different values)
prototypeToken : object {1-16.prototypeToken}
name : string {1-16.prototypeToken.name} (6 different values)
Biloko Veteran (x1)
Biloko Warrior (x1)
Dryad (x1)
Lelzeshin (x2)
Mirrored Lelzeshin (x2)
Season's Toll (x2)
system : object {1-16.system}
[abilities] : object {1-16.system.abilities}
cha : object {1-16.system.abilities.cha}
mod : integer {1-16.system.abilities.cha.mod} (5 different values)
2 (x1)
1 (x1)
4 (x2)
3 (x1)
0 (x2)
con : object {1-16.system.abilities.con}
mod : integer {1-16.system.abilities.con.mod} (4 different values)
0 (x1)
-1 (x1)
1 (x1)
2 (x4)
dex : object {1-16.system.abilities.dex}
mod : integer {1-16.system.abilities.dex.mod} (3 different values)
4 (x5)
2 (x1)
3 (x1)
int : object {1-16.system.abilities.int}
mod : integer {1-16.system.abilities.int.mod} (3 different values)
0 (x2)
2 (x3)
-4 (x2)
str : object {1-16.system.abilities.str}
mod : integer {1-16.system.abilities.str.mod} (5 different values)
4 (x1)
3 (x1)
0 (x1)
2 (x3)
1 (x1)
wis : object {1-16.system.abilities.wis}
mod : integer {1-16.system.abilities.wis.mod} (3 different values)
3 (x2)
2 (x1)
-1 (x4)
attributes : object {1-16.system.attributes}
ac : object {1-16.system.attributes.ac}
[details] : string {1-16.system.attributes.ac.details} (2 different values)
(x6)
(18 with shield raised) (x1)
value : integer {1-16.system.attributes.ac.value} (7 different values)
21 (x2)
16 (x1)
19 (x1)
22 (x1)
25 (x1)
18 (x1)
0 (x2)
[allSaves] : object {1-16.system.attributes.allSaves}
value : string {1-16.system.attributes.allSaves.value} (same value: )
hp : object {1-16.system.attributes.hp}
details : string {1-16.system.attributes.hp.details} (same value: )
max : integer {1-16.system.attributes.hp.max} (8 different values)
58 (x1)
19 (x1)
55 (x1)
70 (x1)
110 (x1)
20 (x1)
44 (x1)
0 (x2)
temp : integer {1-16.system.attributes.hp.temp} (same value: 0)
value : integer {1-16.system.attributes.hp.value} (8 different values)
58 (x1)
19 (x1)
55 (x1)
70 (x1)
110 (x1)
20 (x1)
44 (x1)
0 (x2)
[speed] : object {1-16.system.attributes.speed}
otherSpeeds : array<> {1-16.system.attributes.speed.otherSpeeds}
Length: min=0 max=0
Value type: mixed
value : integer {1-16.system.attributes.speed.value} (3 different values)
20 (x2)
25 (x1)
30 (x4)
[weaknesses] : array<object> {1-16.system.attributes.weaknesses}
Length: min=2 max=2
Value type: object {1-16.system.attributes.weaknesses.[]}
type : string {1-16.system.attributes.weaknesses.[].type} (2 different values)
cold-iron (x1)
fire (x1)
value : integer {1-16.system.attributes.weaknesses.[].value} (same value: 5)
hardness : mixed
object {1-16.system.attributes.hardness}
value : integer {1-16.system.attributes.hardness.value} (2 different values)
2 (x1)
4 (x1)
integer {1-16.system.attributes.hardness} (same value: 0)
[immunities] : array<> {1-16.system.attributes.immunities}
Length: min=0 max=0
Value type: mixed
emitsSound : string {1-16.system.attributes.emitsSound} (same value: encounter)
stealth : object {1-16.system.attributes.stealth}
details : string {1-16.system.attributes.stealth.details} (same value: <p>(expert)</p>)
value : integer {1-16.system.attributes.stealth.value} (2 different values)
12 (x1)
15 (x1)
details : object {1-16.system.details}
[blurb] : string {1-16.system.details.blurb} (same value: )
[languages] : object {1-16.system.details.languages}
details : string {1-16.system.details.languages.details} (2 different values)
(x6)
speak with plants (x1)
value : array<string> {1-16.system.details.languages.value}
Length: min=0 max=3
Value type: string {1-16.system.details.languages.value.[]} (4 different values)
fey (x5)
mwangi (x4)
common (x3)
elven (x1)
level : object {1-16.system.details.level}
value : integer {1-16.system.details.level.value} (7 different values)
4 (x3)
1 (x1)
3 (x1)
5 (x1)
7 (x1)
2 (x1)
6 (x1)
[privateNotes] : string {1-16.system.details.privateNotes} (same value: )
[publicNotes] : string {1-16.system.details.publicNotes} (4 different values)
<p>A biloko who has led a sufficient number of successful hunts garners the respect (and fear) of their companions.</p>
<hr />
<p>Bilokos are crocodile-snouted fey who stalk the Mwangi Jungle and feast upon the flesh of humanoids. As cunning as they are vicious, bilokos employ deadly traps and guerrilla hunting tactics to capture prey-typically hapless explorers or, occasionally, wayward villagers, many of whom believe bilokos to be cruel ancestral spirits. The most powerful of these creatures, known as elokos, wield potent transformative magic.</p>
<p>Bilokos have a fondness for bells, and the sound of ringing bells often indicates their presence. In addition to carrying and ringing them while out hunting, bilokos sometimes enchant bells with potent magic, or hang them on strings to serve as alarms for their encampments.</p>
<p>Bilokos look like slender but wiry humanoids with crocodile-like heads, rust-colored skin, and blood-red eyes. They eat only the meat of humanoids, though they can survive for extended periods of time on a single meal thanks to their snakelike ability to consume a Medium humanoid creature whole. They do this by unhinging their jaws and slowly swallowing the victim from head to foot. Thanks to their acidic saliva and sharp teeth, a biloko can masticate their food into an easy-to-digest pulp, grinding flesh and bone into a compact mush, even while swallowing; thus, they do not flinch while devouring meals two or three times their own size.</p>
<p>A recently-fed biloko can be easily recognized by their sagging, distended belly. However, despite their slow appearance, the fey is no less dangerous then, as they delight in killing and might have hungry comrades hiding nearby, waiting to feed.</p> (x1)
<p>Bilokos prefer to move in small, stealthy packs through dark, isolated sections of the forest. When a band of bilokos finds a suitable hunting ground, they claim the area exclusively, digging pit traps, crafting snares from vines, and building blinds high in trees where they can lie in ambush.</p>
<hr />
<p>Bilokos are crocodile-snouted fey who stalk the Mwangi Jungle and feast upon the flesh of humanoids. As cunning as they are vicious, bilokos employ deadly traps and guerrilla hunting tactics to capture prey-typically hapless explorers or, occasionally, wayward villagers, many of whom believe bilokos to be cruel ancestral spirits. The most powerful of these creatures, known as elokos, wield potent transformative magic.</p>
<p>Bilokos have a fondness for bells, and the sound of ringing bells often indicates their presence. In addition to carrying and ringing them while out hunting, bilokos sometimes enchant bells with potent magic, or hang them on strings to serve as alarms for their encampments.</p>
<p>Bilokos look like slender but wiry humanoids with crocodile-like heads, rust-colored skin, and blood-red eyes. They eat only the meat of humanoids, though they can survive for extended periods of time on a single meal thanks to their snakelike ability to consume a Medium humanoid creature whole. They do this by unhinging their jaws and slowly swallowing the victim from head to foot. Thanks to their acidic saliva and sharp teeth, a biloko can masticate their food into an easy-to-digest pulp, grinding flesh and bone into a compact mush, even while swallowing; thus, they do not flinch while devouring meals two or three times their own size.</p>
<p>A recently-fed biloko can be easily recognized by their sagging, distended belly. However, despite their slow appearance, the fey is no less dangerous then, as they delight in killing and might have hungry comrades hiding nearby, waiting to feed.</p> (x1)
<p>Dryads are fey guardians of the trees and creatures who dwell in wooded areas. They prefer using indirect methods to dissuade those who would harm their sacred groves and beloved forests, but they are not above using enchantments to enlist the aid of allies when evil threats cannot be dissuaded with words alone. In times of peace, dryads happily live secluded lives inside their trees, and a community at harmony with nature might not even realize a dryad lives nearby.</p>
<p>Though they watch over all the woods around them, dryads are inextricably tied to a specific tree, usually an oak. Dryads who are bonded to another type of tree are fundamentally the same, but they may differ in temperament and appearance to match their ward. For instance, kraneiai, or cherry-tree dryads, have beautiful pink coloration and concern themselves with the fragile beauty of life.</p>
<hr />
<p>Nymphs are a family of fey that take the form of beautiful humanoids with elven features and have a deep association with the natural world. The most common of their kind are the dryads, which are spirits that embody great trees, but many other kinds of nymphs exist, including naiads, who watch over bodies of water. All nymphs are guardians of some element of nature, typically a specific tree or pond, or even-in the case of nymph queens-whole forests or massive bodies of water</p> (x1)
(x4)
publication : object {1-16.system.details.publication}
license : string {1-16.system.details.publication.license} (same value: OGL)
remaster : boolean {1-16.system.details.publication.remaster} (same value: False)
title : string {1-16.system.details.publication.title} (same value: Pathfinder Society Scenario #1-16: The Perennial Crown Part 1, Opal of Bhopan)
description : string {1-16.system.details.description} (same value: <p>Arcs of primal energy emerge from the L-shaped stone wall at the center of each alcove.</p>)
disable : string {1-16.system.details.disable} (2 different values)
<p><span class="action-glyph">1</span> @Check[crafting|dc:25] or @Check[thievery|dc:25] (expert) to rig up a dummy or other object to distract one of the trap's sensors, or</p>
<p><span class="action-glyph">1</span> @Check[nature|dc:23] (trained) to temporarily befuddle one of the sensors with knowledge of primal magic.</p>
<p>Alternatively, inserting the correct key into an alcove's keyhole disables that alcove's sensor.</p> (x1)
<p>@Check[crafting|dc:28] or @Check[thievery|dc:28] (expert) to rig up a dummy or other object to distract one of the trap's sensors, or @Check[nature|dc:26] (trained) to temporarily befuddle one of the sensors with knowledge of primal magic.</p>
<p>Alternatively, inserting the correct key into an alcove's keyhole disables that alcove's sensor.</p> (x1)
isComplex : boolean {1-16.system.details.isComplex} (same value: True)
reset : string {1-16.system.details.reset} (same value: <p>The trap is powered by the Eternal Bloom. It resets after 5 minutes, at which time the doors to the vault slam shut once again.</p>)
routine : string {1-16.system.details.routine} (2 different values)
<p>(4 actions) The trap loses one action per magical sensor disabled. On its initiative, the trap uses each of its actions to target one creature adjacent to or within an alcove with a negative effect that corresponds to the season opposite the one depicted on the alcove's murals (@Check[fortitude|dc:24] to resist). For the purposes of this trap, creatures who are within an alcove's landscape count are within that alcove. The trap can target only one creature per alcove per round.</p>
<hr />
<p><strong>Spring Alcove (death)</strong> The decay of late autumn takes hold of the target.</p>
<ul>
<li><strong>Critical Success</strong> The trap has no effect.</li>
<li><strong>Success</strong> The target takes @Damage[2d6[void]] damage.</li>
<li><strong>Failure</strong> The target takes @Damage[4d6[void]] damage.</li>
<li><strong>Critical Failure</strong> The target takes @Damage[4d6[void]] damage and @Damage[1d6[persistent,void]] damage. Effects that use vitality energy, such as the @UUID[Compendium.pf2e.spells-srd.Item.Heal] spell, automatically end this persistent damage.</li>
</ul>
<hr />
<p><strong>Summer Alcove (cold)</strong> Winter's bitter chill descends on the target.</p>
<ul>
<li><strong>Critical Success</strong> The trap has no effect.</li>
<li><strong>Success</strong> The target takes @Damage[2d6[cold]] damage.</li>
<li><strong>Failure</strong> The target takes @Damage[4d6[cold]] damage.</li>
<li><strong>Critical Failure</strong> The target takes @Damage[4d6[cold]] damage;and is @UUID[Compendium.pf2e.conditionitems.Item.Enfeebled]{Enfeebled 1} for 1 hour.</li>
</ul>
<hr />
<p><strong>Autumn Alcove (poison)</strong> Poisonous springtime pollen sprays at the target.</p>
<ul>
<li><strong>Critical Success</strong> The trap has no effect.</li>
<li><strong>Success</strong> The target takes @Damage[2d6[poison]] damage.</li>
<li><strong>Failure</strong> The target takes @Damage[4d6[poison]] damage.</li>
<li><strong>Critical Failure</strong> The target takes @Damage[4d6[poison]] damage and is @UUID[Compendium.pf2e.conditionitems.Item.Drained]{Drained 1}.</li>
</ul>
<hr />
<p><strong>Winter Alcove (fire)</strong> Heat greater than the hottest summer afternoon engulfs the target.</p>
<ul>
<li><strong>Critical Success</strong> The trap has no effect.</li>
<li><strong>Success</strong> The target takes @Damage[2d6[fire]] damage.</li>
<li><strong>Failure</strong> The target takes @Damage[4d6[fire]] damage.</li>
<li><strong>Critical Failure</strong> The target takes @Damage[4d6[fire]] damage and is @UUID[Compendium.pf2e.conditionitems.Item.Dazzled] for 1 hour.</li>
</ul> (x1)
<p>(4 actions) The trap loses one action per magical sensor disabled. On its initiative, the trap uses each of its actions to target one creature adjacent to or within an alcove with a negative effect that corresponds to the season opposite the one depicted on the alcove's murals (@Check[fortitude|dc:27] to resist). For the purposes of this trap, creatures who are within an alcove's landscape count are within that alcove. The trap can target only one creature per alcove per round.</p>
<hr />
<p><strong>Spring Alcove (death)</strong> The decay of late autumn takes hold of the target.</p>
<ul>
<li><strong>Critical Success</strong> The trap has no effect.</li>
<li><strong>Success</strong> The target takes @Damage[(2d6+2)[void]] damage.</li>
<li><strong>Failure</strong> The target takes @Damage[(4d6+4)[void]] damage.</li>
<li><strong>Critical Failure</strong> The target takes @Damage[(4d6+4)[void]] damage and @Damage[1d6[persistent,void]] damage. Effects that use vitality energy, such as the @UUID[Compendium.pf2e.spells-srd.Item.Heal] spell, automatically end this persistent damage.</li>
</ul>
<hr />
<p><strong>Summer Alcove (cold)</strong> Winter's bitter chill descends on the target.</p>
<ul>
<li><strong>Critical Success</strong> The trap has no effect.</li>
<li><strong>Success</strong> The target takes @Damage[(2d6+2)[cold]] damage.</li>
<li><strong>Failure</strong> The target takes @Damage[(4d6+4)[cold]] damage.</li>
<li><strong>Critical Failure</strong> The target takes @Damage[(4d6+4)[cold]] damage and is @UUID[Compendium.pf2e.conditionitems.Item.Enfeebled]{Enfeebled 1} for 1 hour.</li>
</ul>
<hr />
<p><strong>Autumn Alcove (poison)</strong> Poisonous springtime pollen sprays at the target.</p>
<ul>
<li><strong>Critical Success</strong> The trap has no effect.</li>
<li><strong>Success</strong> The target takes @Damage[(2d6+2)[poison]] damage.</li>
<li><strong>Failure</strong> The target takes @Damage[(4d6+4)[poison]] damage.</li>
<li><strong>Critical Failure</strong> The target takes @Damage[(4d6+4)[poison]] damage and is @UUID[Compendium.pf2e.conditionitems.Item.Drained]{Drained 1}.</li>
</ul>
<hr />
<p><strong>Winter Alcove (fire)</strong> Heat greater than the hottest summer afternoon engulfs the target.</p>
<ul>
<li><strong>Critical Success</strong> The trap has no effect.</li>
<li><strong>Success</strong> The target takes @Damage[(2d6+2)[fire]] damage.</li>
<li><strong>Failure</strong> The target takes @Damage[(4d6+4)[fire]] damage.</li>
<li><strong>Critical Failure</strong> The target takes @Damage[(4d6+4)[fire]] damage and is @UUID[Compendium.pf2e.conditionitems.Item.Dazzled] for 1 hour.</li>
</ul> (x1)
[initiative] : object {1-16.system.initiative}
statistic : string {1-16.system.initiative.statistic} (same value: perception)
[perception] : object {1-16.system.perception}
details : string {1-16.system.perception.details} (same value: )
mod : integer {1-16.system.perception.mod} (6 different values)
11 (x2)
7 (x1)
10 (x1)
15 (x1)
5 (x1)
8 (x1)
senses : array<object> {1-16.system.perception.senses}
Length: min=0 max=2
Value type: object {1-16.system.perception.senses.[]}
type : string {1-16.system.perception.senses.[].type} (2 different values)
low-light-vision (x3)
scent (x2)
[acuity] : string {1-16.system.perception.senses.[].acuity} (same value: imprecise)
[range] : integer {1-16.system.perception.senses.[].range} (same value: 30)
[resources] : object {1-16.system.resources}
[focus] : object {1-16.system.resources.focus}
max : integer {1-16.system.resources.focus.max} (same value: 1)
value : integer {1-16.system.resources.focus.value} (same value: 1)
saves : object {1-16.system.saves}
fortitude : object {1-16.system.saves.fortitude}
saveDetail : string {1-16.system.saves.fortitude.saveDetail} (same value: )
value : integer {1-16.system.saves.fortitude.value} (6 different values)
8 (x2)
4 (x1)
6 (x2)
10 (x1)
12 (x1)
0 (x2)
reflex : object {1-16.system.saves.reflex}
saveDetail : string {1-16.system.saves.reflex.saveDetail} (same value: )
value : integer {1-16.system.saves.reflex.value} (6 different values)
13 (x1)
7 (x1)
11 (x2)
14 (x2)
18 (x1)
0 (x2)
will : object {1-16.system.saves.will}
saveDetail : string {1-16.system.saves.will.saveDetail} (same value: )
value : integer {1-16.system.saves.will.value} (8 different values)
11 (x1)
7 (x1)
10 (x1)
9 (x1)
12 (x1)
5 (x1)
8 (x1)
0 (x2)
[skills] : object {1-16.system.skills}
athletics : object {1-16.system.skills.athletics}
base : integer {1-16.system.skills.athletics.base} (7 different values)
10 (x1)
7 (x1)
5 (x1)
9 (x1)
11 (x1)
6 (x1)
8 (x1)
[crafting] : object {1-16.system.skills.crafting}
base : integer {1-16.system.skills.crafting.base} (2 different values)
10 (x1)
7 (x2)
special : array<object> {1-16.system.skills.crafting.special}
Length: min=1 max=1
Value type: object {1-16.system.skills.crafting.special.[]}
base : integer {1-16.system.skills.crafting.special.[].base} (same value: 9)
label : string {1-16.system.skills.crafting.special.[].label} (same value: woodworking)
predicate : array<string> {1-16.system.skills.crafting.special.[].predicate}
Length: min=1 max=1
Value type: string {1-16.system.skills.crafting.special.[].predicate.[]} (same value: action:craft:woodworking)
[intimidation] : object {1-16.system.skills.intimidation}
base : integer {1-16.system.skills.intimidation.base} (same value: 12)
[nature] : object {1-16.system.skills.nature}
base : integer {1-16.system.skills.nature.base} (5 different values)
9 (x1)
5 (x1)
13 (x1)
10 (x1)
12 (x1)
stealth : object {1-16.system.skills.stealth}
base : integer {1-16.system.skills.stealth.base} (5 different values)
13 (x2)
6 (x1)
9 (x2)
16 (x1)
11 (x1)
[survival] : object {1-16.system.skills.survival}
base : integer {1-16.system.skills.survival.base} (3 different values)
11 (x1)
6 (x1)
12 (x1)
acrobatics : object {1-16.system.skills.acrobatics}
base : integer {1-16.system.skills.acrobatics.base} (4 different values)
9 (x2)
13 (x1)
16 (x1)
11 (x1)
[diplomacy] : object {1-16.system.skills.diplomacy}
base : integer {1-16.system.skills.diplomacy.base} (3 different values)
9 (x1)
12 (x1)
16 (x1)
[deception] : object {1-16.system.skills.deception}
base : integer {1-16.system.skills.deception.base} (2 different values)
14 (x1)
18 (x1)
[society] : object {1-16.system.skills.society}
base : integer {1-16.system.skills.society.base} (2 different values)
11 (x1)
13 (x1)
traits : object {1-16.system.traits}
rarity : string {1-16.system.traits.rarity} (2 different values)
common (x5)
unique (x4)
size : object {1-16.system.traits.size}
value : string {1-16.system.traits.size.value} (2 different values)
sm (x2)
med (x7)
value : array<string> {1-16.system.traits.value}
Length: min=1 max=4
Value type: string {1-16.system.traits.value.[]} (11 different values)
evil (x4)
fey (x3)
chaotic (x1)
nymph (x1)
plant (x1)
human (x2)
humanoid (x2)
lawful (x2)
construct (x2)
magical (x2)
trap (x2)
creatureType : string {1-16.system.creatureType} (same value: )
statusEffects : array<> {1-16.system.statusEffects}
Length: min=0 max=0
Value type: mixed
type : string {1-16.type} (2 different values)
npc (x7)
hazard (x2)
+840
View File
@@ -0,0 +1,840 @@
1-17
Different values: 9
=====================================
object {1-17}
_id : string {1-17._id} (all different values)
folder : string {1-17.folder} (same value: EFnBw0rINjC95Hth)
img : string {1-17.img} (same value: systems/pf2e/icons/default-icons/npc.svg)
items : array<object> {1-17.items}
Length: min=4 max=21
Value type: object {1-17.items.[]}
_id : string {1-17.items.[]._id} (63 different values)
[_stats] : object {1-17.items.[]._stats}
compendiumSource : string {1-17.items.[]._stats.compendiumSource} (26 different values)
img : string {1-17.items.[].img} (31 different values)
name : string {1-17.items.[].name} (50 different values)
sort : integer {1-17.items.[].sort} (21 different values)
system : object {1-17.items.[].system}
[baseItem] : string {1-17.items.[].system.baseItem} (6 different values)
crossbow (x2)
club (x3)
sap (x2)
chain-mail (x2)
shortsword (x1)
halberd (x1)
[bonus] : object {1-17.items.[].system.bonus}
value : integer {1-17.items.[].system.bonus.value} (8 different values)
0 (x9)
9 (x4)
7 (x2)
17 (x3)
20 (x3)
12 (x4)
10 (x1)
15 (x1)
[bonusDamage] : object {1-17.items.[].system.bonusDamage}
value : integer {1-17.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {1-17.items.[].system.bulk}
value : mixed
integer {1-17.items.[].system.bulk.value} (3 different values)
1 (x5)
2 (x3)
0 (x2)
float {1-17.items.[].system.bulk.value} (same value: 0,1)
[category] : string {1-17.items.[].system.category} (7 different values)
simple (x5)
martial (x4)
medium (x2)
ammo (x2)
defensive (x8)
offensive (x14)
interaction (x2)
[containerId] : mixed
[damage] : object {1-17.items.[].system.damage}
[damageType] : string {1-17.items.[].system.damage.damageType} (2 different values)
piercing (x4)
bludgeoning (x5)
[dice] : integer {1-17.items.[].system.damage.dice} (same value: 1)
[die] : string {1-17.items.[].system.damage.die} (3 different values)
d8 (x2)
d6 (x6)
d10 (x1)
[0] : object {1-17.items.[].system.damage.0}
[applyMod] : boolean {1-17.items.[].system.damage.0.applyMod} (same value: False)
[category] : mixed
formula : string {1-17.items.[].system.damage.0.formula} (7 different values)
3d4 (x3)
3d8 (x2)
1d6 (x2)
1d8 (x2)
2d4 (x2)
2d12 (x2)
4d12 (x1)
kinds : array<string> {1-17.items.[].system.damage.0.kinds}
Length: min=1 max=2
Value type: string {1-17.items.[].system.damage.0.kinds.[]} (2 different values)
damage (x14)
healing (x2)
materials : array<> {1-17.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {1-17.items.[].system.damage.0.type} (5 different values)
piercing (x3)
acid (x4)
vitality (x2)
fire (x2)
electricity (x3)
[gcovwqxwitqchoin] : object {1-17.items.[].system.damage.gcovwqxwitqchoin}
applyMod : boolean {1-17.items.[].system.damage.gcovwqxwitqchoin.applyMod} (same value: False)
category : string {1-17.items.[].system.damage.gcovwqxwitqchoin.category} (same value: splash)
formula : string {1-17.items.[].system.damage.gcovwqxwitqchoin.formula} (same value: 1)
kinds : array<string> {1-17.items.[].system.damage.gcovwqxwitqchoin.kinds}
Length: min=1 max=1
Value type: string {1-17.items.[].system.damage.gcovwqxwitqchoin.kinds.[]} (same value: damage)
materials : array<> {1-17.items.[].system.damage.gcovwqxwitqchoin.materials}
Length: min=0 max=0
Value type: mixed
type : string {1-17.items.[].system.damage.gcovwqxwitqchoin.type} (same value: acid)
description : object {1-17.items.[].system.description}
value : string {1-17.items.[].system.description.value} (41 different values)
[equipped] : object {1-17.items.[].system.equipped}
carryType : string {1-17.items.[].system.equipped.carryType} (2 different values)
worn (x16)
held (x1)
[handsHeld] : integer {1-17.items.[].system.equipped.handsHeld} (3 different values)
2 (x2)
1 (x6)
0 (x5)
[invested] : mixed
[group] : string {1-17.items.[].system.group} (5 different values)
crossbow (x2)
club (x5)
chain (x2)
sword (x1)
polearm (x1)
[hardness] : integer {1-17.items.[].system.hardness} (same value: 0)
[hp] : object {1-17.items.[].system.hp}
max : integer {1-17.items.[].system.hp.max} (same value: 0)
value : integer {1-17.items.[].system.hp.value} (same value: 0)
[level] : object {1-17.items.[].system.level}
value : integer {1-17.items.[].system.level.value} (4 different values)
0 (x15)
1 (x21)
3 (x4)
2 (x8)
[material] : object {1-17.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {1-17.items.[].system.price}
value : object {1-17.items.[].system.price.value}
[gp] : integer {1-17.items.[].system.price.value.gp} (3 different values)
3 (x4)
6 (x2)
2 (x3)
[sp] : integer {1-17.items.[].system.price.value.sp} (2 different values)
1 (x4)
9 (x1)
[per] : integer {1-17.items.[].system.price.per} (same value: 10)
publication : object {1-17.items.[].system.publication}
license : string {1-17.items.[].system.publication.license} (same value: OGL)
remaster : boolean {1-17.items.[].system.publication.remaster} (same value: False)
title : string {1-17.items.[].system.publication.title} (3 different values)
Pathfinder Core Rulebook (x48)
(x49)
Pathfinder Bestiary (x5)
[quantity] : integer {1-17.items.[].system.quantity} (2 different values)
1 (x15)
10 (x2)
[range] : mixed
integer {1-17.items.[].system.range} (same value: 120)
object {1-17.items.[].system.range}
value : string {1-17.items.[].system.range.value} (7 different values)
10 feet (x1)
60 feet (x3)
120 feet (x8)
30 feet (x8)
touch (x6)
varies (x2)
(x3)
[reload] : object {1-17.items.[].system.reload}
value : string {1-17.items.[].system.reload.value} (3 different values)
1 (x2)
- (x3)
(x4)
rules : ###FoundryRulesObject###
[runes] : object {1-17.items.[].system.runes}
potency : integer {1-17.items.[].system.runes.potency} (2 different values)
0 (x9)
1 (x2)
property : array<> {1-17.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {1-17.items.[].system.runes.striking} (2 different values)
0 (x8)
1 (x1)
[resilient] : integer {1-17.items.[].system.runes.resilient} (same value: 0)
[size] : string {1-17.items.[].system.size} (2 different values)
med (x16)
tiny (x1)
[slug] : string {1-17.items.[].system.slug} (26 different values)
[splashDamage] : object {1-17.items.[].system.splashDamage}
value : integer {1-17.items.[].system.splashDamage.value} (same value: 0)
[traits] : object {1-17.items.[].system.traits}
rarity : string {1-17.items.[].system.traits.rarity} (same value: common)
value : array<string> {1-17.items.[].system.traits.value}
Length: min=0 max=5
Value type: string {1-17.items.[].system.traits.value.[]} (35 different values)
[traditions] : array<string> {1-17.items.[].system.traits.traditions}
Length: min=1 max=4
Value type: string {1-17.items.[].system.traits.traditions.[]} (4 different values)
arcane (x16)
divine (x5)
occult (x5)
primal (x31)
[usage] : object {1-17.items.[].system.usage}
value : string {1-17.items.[].system.usage.value} (3 different values)
held-in-two-hands (x3)
held-in-one-hand (x10)
worn (x2)
[acBonus] : integer {1-17.items.[].system.acBonus} (same value: 4)
[checkPenalty] : integer {1-17.items.[].system.checkPenalty} (same value: -2)
[dexCap] : integer {1-17.items.[].system.dexCap} (same value: 1)
[speedPenalty] : integer {1-17.items.[].system.speedPenalty} (same value: -5)
[strength] : integer {1-17.items.[].system.strength} (same value: 3)
[stackGroup] : string {1-17.items.[].system.stackGroup} (same value: bolts)
[uses] : object {1-17.items.[].system.uses}
autoDestroy : boolean {1-17.items.[].system.uses.autoDestroy} (same value: True)
max : integer {1-17.items.[].system.uses.max} (same value: 1)
value : integer {1-17.items.[].system.uses.value} (same value: 1)
[attack] : object {1-17.items.[].system.attack}
value : string {1-17.items.[].system.attack.value} (same value: )
[attackEffects] : object {1-17.items.[].system.attackEffects}
value : array<> {1-17.items.[].system.attackEffects.value}
Length: min=0 max=0
Value type: mixed
[custom] : string {1-17.items.[].system.attackEffects.custom} (same value: )
[damageRolls] : object {1-17.items.[].system.damageRolls}
[oiodqohoofafi7fqe4of] : object {1-17.items.[].system.damageRolls.oiodqohoofafi7fqe4of}
damage : string {1-17.items.[].system.damageRolls.oiodqohoofafi7fqe4of.damage} (2 different values)
1d6+4 (x1)
1d10+6 (x1)
damageType : string {1-17.items.[].system.damageRolls.oiodqohoofafi7fqe4of.damageType} (2 different values)
bludgeoning (x1)
piercing (x1)
[0] : object {1-17.items.[].system.damageRolls.0}
damage : string {1-17.items.[].system.damageRolls.0.damage} (7 different values)
1d6+4 (x2)
1d8 (x2)
2d10+5 (x1)
2d4+5 (x1)
2d10+6 (x1)
2d4+6 (x1)
1d6+6 (x1)
damageType : string {1-17.items.[].system.damageRolls.0.damageType} (3 different values)
bludgeoning (x3)
piercing (x4)
slashing (x2)
[1utbo6jneyb904lrlih8] : object {1-17.items.[].system.damageRolls.1utbo6jneyb904lrlih8}
damage : string {1-17.items.[].system.damageRolls.1utbo6jneyb904lrlih8.damage} (same value: 1d6-2)
damageType : string {1-17.items.[].system.damageRolls.1utbo6jneyb904lrlih8.damageType} (same value: piercing)
[2obh99rlstyrkbwyuatz] : object {1-17.items.[].system.damageRolls.2obh99rlstyrkbwyuatz}
damage : string {1-17.items.[].system.damageRolls.2obh99rlstyrkbwyuatz.damage} (2 different values)
2d12+7 (x1)
2d12+9 (x1)
damageType : string {1-17.items.[].system.damageRolls.2obh99rlstyrkbwyuatz.damageType} (same value: piercing)
[1] : object {1-17.items.[].system.damageRolls.1}
damage : string {1-17.items.[].system.damageRolls.1.damage} (same value: 1d4)
damageType : string {1-17.items.[].system.damageRolls.1.damageType} (same value: bleed)
[dx7fhx3qccwea4gyi2pi] : object {1-17.items.[].system.damageRolls.dx7fhx3qccwea4gyi2pi}
damage : string {1-17.items.[].system.damageRolls.dx7fhx3qccwea4gyi2pi.damage} (2 different values)
1d10+3 (x1)
2d8+3 (x1)
damageType : string {1-17.items.[].system.damageRolls.dx7fhx3qccwea4gyi2pi.damageType} (same value: slashing)
wdsbn4w7xypm4wya : object {1-17.items.[].system.damageRolls.wdsbn4w7xypm4wya}
damage : string {1-17.items.[].system.damageRolls.wdsbn4w7xypm4wya.damage} (2 different values)
1d6 + 5 (x1)
2d6 + 6 (x1)
damageType : string {1-17.items.[].system.damageRolls.wdsbn4w7xypm4wya.damageType} (same value: bludgeoning)
[weaponType] : object {1-17.items.[].system.weaponType}
value : string {1-17.items.[].system.weaponType.value} (2 different values)
melee (x13)
ranged (x5)
[actionType] : object {1-17.items.[].system.actionType}
value : string {1-17.items.[].system.actionType.value} (4 different values)
reaction (x4)
passive (x8)
action (x10)
free (x2)
[actions] : object {1-17.items.[].system.actions}
[value] : integer {1-17.items.[].system.actions.value} (2 different values)
2 (x6)
1 (x4)
[mod] : object {1-17.items.[].system.mod}
value : integer {1-17.items.[].system.mod.value} (6 different values)
3 (x1)
16 (x1)
19 (x1)
15 (x2)
13 (x1)
17 (x1)
[proficient] : object {1-17.items.[].system.proficient}
value : integer {1-17.items.[].system.proficient.value} (same value: 0)
[autoHeightenLevel] : object {1-17.items.[].system.autoHeightenLevel}
[value] : integer {1-17.items.[].system.autoHeightenLevel.value} (same value: 3)
[prepared] : object {1-17.items.[].system.prepared}
flexible : boolean {1-17.items.[].system.prepared.flexible} (same value: False)
value : string {1-17.items.[].system.prepared.value} (2 different values)
innate (x3)
spontaneous (x2)
[proficiency] : object {1-17.items.[].system.proficiency}
value : integer {1-17.items.[].system.proficiency.value} (2 different values)
0 (x1)
1 (x4)
[showSlotlessLevels] : object {1-17.items.[].system.showSlotlessLevels}
value : boolean {1-17.items.[].system.showSlotlessLevels.value} (same value: False)
[slots] : object {1-17.items.[].system.slots}
slot1 : object {1-17.items.[].system.slots.slot1}
max : integer {1-17.items.[].system.slots.slot1.max} (same value: 4)
value : integer {1-17.items.[].system.slots.slot1.value} (same value: 4)
slot2 : object {1-17.items.[].system.slots.slot2}
max : integer {1-17.items.[].system.slots.slot2.max} (same value: 3)
value : integer {1-17.items.[].system.slots.slot2.value} (same value: 3)
slot3 : object {1-17.items.[].system.slots.slot3}
max : integer {1-17.items.[].system.slots.slot3.max} (same value: 2)
value : integer {1-17.items.[].system.slots.slot3.value} (same value: 2)
[spelldc] : object {1-17.items.[].system.spelldc}
dc : integer {1-17.items.[].system.spelldc.dc} (5 different values)
17 (x1)
21 (x1)
23 (x1)
20 (x1)
22 (x1)
mod : integer {1-17.items.[].system.spelldc.mod} (same value: 0)
value : integer {1-17.items.[].system.spelldc.value} (5 different values)
9 (x1)
13 (x1)
18 (x1)
12 (x1)
14 (x1)
[tradition] : object {1-17.items.[].system.tradition}
value : string {1-17.items.[].system.tradition.value} (same value: primal)
[area] : object {1-17.items.[].system.area}
[details] : string {1-17.items.[].system.area.details} (same value: all squares in a 20-foot-radius burst that contain plants)
type : string {1-17.items.[].system.area.type} (2 different values)
burst (x4)
line (x1)
value : integer {1-17.items.[].system.area.value} (2 different values)
20 (x4)
120 (x1)
[cost] : object {1-17.items.[].system.cost}
value : string {1-17.items.[].system.cost.value} (same value: )
[counteraction] : boolean {1-17.items.[].system.counteraction} (same value: False)
[defense] : object {1-17.items.[].system.defense}
save : object {1-17.items.[].system.defense.save}
basic : boolean {1-17.items.[].system.defense.save.basic} (2 different values)
False (x4)
True (x3)
statistic : string {1-17.items.[].system.defense.save.statistic} (2 different values)
reflex (x5)
fortitude (x2)
[duration] : object {1-17.items.[].system.duration}
sustained : boolean {1-17.items.[].system.duration.sustained} (2 different values)
True (x3)
False (x28)
value : string {1-17.items.[].system.duration.value} (3 different values)
(x20)
1 minute (x9)
10 minutes (x2)
[location] : object {1-17.items.[].system.location}
value : string {1-17.items.[].system.location.value} (4 different values)
5rP5cz0JHgxkYHIF (x1)
4A69v2khm6Z1XeDz (x3)
7Yg3VZOlPeDU4h9E (x3)
3F3x4IywUnVu0pmJ (x24)
[heightenedLevel] : integer {1-17.items.[].system.location.heightenedLevel} (3 different values)
3 (x4)
2 (x8)
1 (x6)
[requirements] : string {1-17.items.[].system.requirements} (same value: )
[target] : object {1-17.items.[].system.target}
value : string {1-17.items.[].system.target.value} (6 different values)
1 object (cook, lift, or tidy only) (x1)
(x12)
1 creature (x12)
1 willing creature (x2)
1 willing living creature or 1 undead (x2)
1 non-magical club or staff you hold (x2)
[time] : object {1-17.items.[].system.time}
value : string {1-17.items.[].system.time.value} (3 different values)
2 (x26)
3 (x3)
1 to 3 (x2)
[heightening] : object {1-17.items.[].system.heightening}
[damage] : object {1-17.items.[].system.heightening.damage}
0 : string {1-17.items.[].system.heightening.damage.0} (4 different values)
1d4 (x5)
2d8 (x2)
1d8 (x2)
1d12 (x3)
[interval] : integer {1-17.items.[].system.heightening.interval} (2 different values)
1 (x10)
2 (x2)
type : string {1-17.items.[].system.heightening.type} (2 different values)
interval (x12)
fixed (x2)
[levels] : object {1-17.items.[].system.heightening.levels}
3 : object {1-17.items.[].system.heightening.levels.3}
damage : object {1-17.items.[].system.heightening.levels.3.damage}
0 : object {1-17.items.[].system.heightening.levels.3.damage.0}
applyMod : boolean {1-17.items.[].system.heightening.levels.3.damage.0.applyMod} (same value: False)
[category] : mixed
formula : string {1-17.items.[].system.heightening.levels.3.damage.0.formula} (same value: 2d6)
materials : array<> {1-17.items.[].system.heightening.levels.3.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {1-17.items.[].system.heightening.levels.3.damage.0.type} (same value: acid)
gcovwqxwitqchoin : object {1-17.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin}
applyMod : boolean {1-17.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.applyMod} (same value: False)
category : string {1-17.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.category} (same value: splash)
formula : string {1-17.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.formula} (same value: 1)
materials : array<> {1-17.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.materials}
Length: min=0 max=0
Value type: mixed
type : string {1-17.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.type} (same value: acid)
5 : object {1-17.items.[].system.heightening.levels.5}
damage : object {1-17.items.[].system.heightening.levels.5.damage}
0 : object {1-17.items.[].system.heightening.levels.5.damage.0}
applyMod : boolean {1-17.items.[].system.heightening.levels.5.damage.0.applyMod} (same value: False)
[category] : mixed
formula : string {1-17.items.[].system.heightening.levels.5.damage.0.formula} (same value: 3d6)
materials : array<> {1-17.items.[].system.heightening.levels.5.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {1-17.items.[].system.heightening.levels.5.damage.0.type} (same value: acid)
gcovwqxwitqchoin : object {1-17.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin}
applyMod : boolean {1-17.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.applyMod} (same value: False)
category : string {1-17.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.category} (same value: splash)
formula : string {1-17.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.formula} (same value: 2)
materials : array<> {1-17.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.materials}
Length: min=0 max=0
Value type: mixed
type : string {1-17.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.type} (same value: acid)
7 : object {1-17.items.[].system.heightening.levels.7}
damage : object {1-17.items.[].system.heightening.levels.7.damage}
0 : object {1-17.items.[].system.heightening.levels.7.damage.0}
applyMod : boolean {1-17.items.[].system.heightening.levels.7.damage.0.applyMod} (same value: False)
[category] : mixed
formula : string {1-17.items.[].system.heightening.levels.7.damage.0.formula} (same value: 4d6)
materials : array<> {1-17.items.[].system.heightening.levels.7.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {1-17.items.[].system.heightening.levels.7.damage.0.type} (same value: acid)
gcovwqxwitqchoin : object {1-17.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin}
applyMod : boolean {1-17.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.applyMod} (same value: False)
category : string {1-17.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.category} (same value: splash)
formula : string {1-17.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.formula} (same value: 3)
materials : array<> {1-17.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.materials}
Length: min=0 max=0
Value type: mixed
type : string {1-17.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.type} (same value: acid)
9 : object {1-17.items.[].system.heightening.levels.9}
damage : object {1-17.items.[].system.heightening.levels.9.damage}
0 : object {1-17.items.[].system.heightening.levels.9.damage.0}
applyMod : boolean {1-17.items.[].system.heightening.levels.9.damage.0.applyMod} (same value: False)
[category] : mixed
formula : string {1-17.items.[].system.heightening.levels.9.damage.0.formula} (same value: 5d6)
materials : array<> {1-17.items.[].system.heightening.levels.9.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {1-17.items.[].system.heightening.levels.9.damage.0.type} (same value: acid)
gcovwqxwitqchoin : object {1-17.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin}
applyMod : boolean {1-17.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.applyMod} (same value: False)
category : string {1-17.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.category} (same value: splash)
formula : string {1-17.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.formula} (same value: 4)
materials : array<> {1-17.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.materials}
Length: min=0 max=0
Value type: mixed
type : string {1-17.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.type} (same value: acid)
[deathNote] : boolean {1-17.items.[].system.deathNote} (same value: True)
[overlays] : object {1-17.items.[].system.overlays}
37gy7l19tik74o4s : object {1-17.items.[].system.overlays.37gy7l19tik74o4s}
_id : string {1-17.items.[].system.overlays.37gy7l19tik74o4s._id} (same value: 37gy7l19tik74o4s)
name : string {1-17.items.[].system.overlays.37gy7l19tik74o4s.name} (same value: Heal (vs. Living))
overlayType : string {1-17.items.[].system.overlays.37gy7l19tik74o4s.overlayType} (same value: override)
sort : integer {1-17.items.[].system.overlays.37gy7l19tik74o4s.sort} (same value: 2)
system : object {1-17.items.[].system.overlays.37gy7l19tik74o4s.system}
damage : object {1-17.items.[].system.overlays.37gy7l19tik74o4s.system.damage}
0 : object {1-17.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0}
formula : string {1-17.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0.formula} (same value: 1d8+8)
kinds : array<string> {1-17.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {1-17.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0.kinds.[]} (same value: healing)
[defense] : mixed
heightening : object {1-17.items.[].system.overlays.37gy7l19tik74o4s.system.heightening}
damage : object {1-17.items.[].system.overlays.37gy7l19tik74o4s.system.heightening.damage}
0 : string {1-17.items.[].system.overlays.37gy7l19tik74o4s.system.heightening.damage.0} (same value: 1d8+8)
range : object {1-17.items.[].system.overlays.37gy7l19tik74o4s.system.range}
value : string {1-17.items.[].system.overlays.37gy7l19tik74o4s.system.range.value} (same value: 30 feet)
time : object {1-17.items.[].system.overlays.37gy7l19tik74o4s.system.time}
value : string {1-17.items.[].system.overlays.37gy7l19tik74o4s.system.time.value} (same value: 2)
traits : object {1-17.items.[].system.overlays.37gy7l19tik74o4s.system.traits}
value : array<string> {1-17.items.[].system.overlays.37gy7l19tik74o4s.system.traits.value}
Length: min=4 max=4
Value type: string {1-17.items.[].system.overlays.37gy7l19tik74o4s.system.traits.value.[]} (4 different values)
concentrate (x2)
healing (x2)
manipulate (x2)
vitality (x2)
7qdtetowq348s9oc : object {1-17.items.[].system.overlays.7qdtetowq348s9oc}
_id : string {1-17.items.[].system.overlays.7qdtetowq348s9oc._id} (same value: 7qdtetowq348s9oc)
overlayType : string {1-17.items.[].system.overlays.7qdtetowq348s9oc.overlayType} (same value: override)
sort : integer {1-17.items.[].system.overlays.7qdtetowq348s9oc.sort} (same value: 1)
system : object {1-17.items.[].system.overlays.7qdtetowq348s9oc.system}
range : object {1-17.items.[].system.overlays.7qdtetowq348s9oc.system.range}
value : string {1-17.items.[].system.overlays.7qdtetowq348s9oc.system.range.value} (same value: touch)
time : object {1-17.items.[].system.overlays.7qdtetowq348s9oc.system.time}
value : string {1-17.items.[].system.overlays.7qdtetowq348s9oc.system.time.value} (same value: 1)
7vbvdrv2cl87sqta : object {1-17.items.[].system.overlays.7vbvdrv2cl87sqta}
_id : string {1-17.items.[].system.overlays.7vbvdrv2cl87sqta._id} (same value: 7vbvdrv2cl87sqta)
overlayType : string {1-17.items.[].system.overlays.7vbvdrv2cl87sqta.overlayType} (same value: override)
sort : integer {1-17.items.[].system.overlays.7vbvdrv2cl87sqta.sort} (same value: 4)
system : object {1-17.items.[].system.overlays.7vbvdrv2cl87sqta.system}
area : object {1-17.items.[].system.overlays.7vbvdrv2cl87sqta.system.area}
type : string {1-17.items.[].system.overlays.7vbvdrv2cl87sqta.system.area.type} (same value: emanation)
value : integer {1-17.items.[].system.overlays.7vbvdrv2cl87sqta.system.area.value} (same value: 30)
range : object {1-17.items.[].system.overlays.7vbvdrv2cl87sqta.system.range}
value : string {1-17.items.[].system.overlays.7vbvdrv2cl87sqta.system.range.value} (same value: )
target : object {1-17.items.[].system.overlays.7vbvdrv2cl87sqta.system.target}
value : string {1-17.items.[].system.overlays.7vbvdrv2cl87sqta.system.target.value} (same value: all living and undead creatures)
time : object {1-17.items.[].system.overlays.7vbvdrv2cl87sqta.system.time}
value : string {1-17.items.[].system.overlays.7vbvdrv2cl87sqta.system.time.value} (same value: 3)
traits : object {1-17.items.[].system.overlays.7vbvdrv2cl87sqta.system.traits}
value : array<string> {1-17.items.[].system.overlays.7vbvdrv2cl87sqta.system.traits.value}
Length: min=4 max=4
Value type: string {1-17.items.[].system.overlays.7vbvdrv2cl87sqta.system.traits.value.[]} (4 different values)
concentrate (x2)
healing (x2)
manipulate (x2)
vitality (x2)
lfxcoz2d3f8j2zq1 : object {1-17.items.[].system.overlays.lfxcoz2d3f8j2zq1}
_id : string {1-17.items.[].system.overlays.lfxcoz2d3f8j2zq1._id} (same value: lfxcoz2d3f8j2zq1)
name : string {1-17.items.[].system.overlays.lfxcoz2d3f8j2zq1.name} (same value: Heal (vs. Undead))
overlayType : string {1-17.items.[].system.overlays.lfxcoz2d3f8j2zq1.overlayType} (same value: override)
sort : integer {1-17.items.[].system.overlays.lfxcoz2d3f8j2zq1.sort} (same value: 3)
system : object {1-17.items.[].system.overlays.lfxcoz2d3f8j2zq1.system}
damage : object {1-17.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage}
0 : object {1-17.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage.0}
kinds : array<string> {1-17.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {1-17.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage.0.kinds.[]} (same value: damage)
range : object {1-17.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.range}
value : string {1-17.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.range.value} (same value: 30 feet)
target : object {1-17.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.target}
value : string {1-17.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.target.value} (same value: 1 undead)
time : object {1-17.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.time}
value : string {1-17.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.time.value} (same value: 2)
traits : object {1-17.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.traits}
value : array<string> {1-17.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.traits.value}
Length: min=4 max=4
Value type: string {1-17.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.traits.value.[]} (4 different values)
concentrate (x2)
healing (x2)
manipulate (x2)
vitality (x2)
[frequency] : object {1-17.items.[].system.frequency}
max : integer {1-17.items.[].system.frequency.max} (same value: 1)
per : string {1-17.items.[].system.frequency.per} (same value: turn)
value : integer {1-17.items.[].system.frequency.value} (same value: 1)
type : string {1-17.items.[].type} (all different values)
[flags] : object {1-17.items.[].flags}
pf2e : object {1-17.items.[].flags.pf2e}
linkedWeapon : string {1-17.items.[].flags.pf2e.linkedWeapon} (6 different values)
LQzprXf7vMvaVP2O (x2)
tWgRQucN54SKcyMB (x2)
lP5zMAGrvkhhfig2 (x2)
Q7Syteo9JjOZLurF (x1)
4ygMFXbouVRtILNF (x1)
o0lluDlwxccxhtYI (x2)
name : string {1-17.name} (all different values)
prototypeToken : object {1-17.prototypeToken}
name : string {1-17.prototypeToken.name} (6 different values)
Guard (x1)
Jinkin (x1)
Manifestation of Qxal (x2)
Palace Guard (x1)
Thorned Cocoon (x2)
Webhekiz (x2)
system : object {1-17.system}
abilities : object {1-17.system.abilities}
cha : object {1-17.system.abilities.cha}
mod : integer {1-17.system.abilities.cha.mod} (5 different values)
-1 (x3)
2 (x1)
4 (x2)
0 (x1)
3 (x2)
con : object {1-17.system.abilities.con}
mod : integer {1-17.system.abilities.con.mod} (5 different values)
2 (x2)
0 (x2)
4 (x3)
5 (x1)
1 (x1)
dex : object {1-17.system.abilities.dex}
mod : integer {1-17.system.abilities.dex.mod} (6 different values)
2 (x3)
4 (x1)
5 (x1)
6 (x1)
3 (x1)
1 (x2)
int : object {1-17.system.abilities.int}
mod : integer {1-17.system.abilities.int.mod} (3 different values)
0 (x2)
2 (x5)
-5 (x2)
str : object {1-17.system.abilities.str}
mod : integer {1-17.system.abilities.str.mod} (6 different values)
4 (x2)
-2 (x1)
5 (x1)
6 (x1)
3 (x3)
2 (x1)
wis : object {1-17.system.abilities.wis}
mod : integer {1-17.system.abilities.wis.mod} (3 different values)
2 (x5)
4 (x2)
0 (x2)
attributes : object {1-17.system.attributes}
ac : object {1-17.system.attributes.ac}
details : string {1-17.system.attributes.ac.details} (same value: )
value : integer {1-17.system.attributes.ac.value} (7 different values)
16 (x1)
17 (x1)
23 (x1)
26 (x1)
20 (x1)
18 (x2)
21 (x2)
allSaves : object {1-17.system.attributes.allSaves}
value : string {1-17.system.attributes.allSaves.value} (same value: )
hp : object {1-17.system.attributes.hp}
details : string {1-17.system.attributes.hp.details} (2 different values)
(x7)
bloodsoaked soil (regeneration 20) (x2)
max : integer {1-17.system.attributes.hp.max} (8 different values)
25 (x1)
19 (x1)
125 (x1)
170 (x1)
45 (x2)
34 (x1)
66 (x1)
75 (x1)
temp : integer {1-17.system.attributes.hp.temp} (same value: 0)
value : integer {1-17.system.attributes.hp.value} (8 different values)
25 (x1)
19 (x1)
125 (x1)
170 (x1)
45 (x2)
34 (x1)
66 (x1)
75 (x1)
speed : object {1-17.system.attributes.speed}
otherSpeeds : array<object> {1-17.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {1-17.system.attributes.speed.otherSpeeds.[]}
type : string {1-17.system.attributes.speed.otherSpeeds.[].type} (same value: fly)
value : integer {1-17.system.attributes.speed.otherSpeeds.[].value} (same value: 30)
value : integer {1-17.system.attributes.speed.value} (3 different values)
25 (x4)
30 (x3)
10 (x2)
[weaknesses] : array<object> {1-17.system.attributes.weaknesses}
Length: min=1 max=1
Value type: object {1-17.system.attributes.weaknesses.[]}
type : string {1-17.system.attributes.weaknesses.[].type} (2 different values)
cold-iron (x1)
fire (x4)
value : integer {1-17.system.attributes.weaknesses.[].value} (4 different values)
2 (x1)
8 (x1)
10 (x1)
5 (x2)
[resistances] : array<object> {1-17.system.attributes.resistances}
Length: min=1 max=1
Value type: object {1-17.system.attributes.resistances.[]}
type : string {1-17.system.attributes.resistances.[].type} (same value: acid)
value : integer {1-17.system.attributes.resistances.[].value} (same value: 5)
[immunities] : array<> {1-17.system.attributes.immunities}
Length: min=0 max=0
Value type: mixed
details : object {1-17.system.details}
blurb : string {1-17.system.details.blurb} (same value: )
languages : object {1-17.system.details.languages}
details : string {1-17.system.details.languages.details} (2 different values)
(x7)
(can't speak any langauge) (x2)
value : array<string> {1-17.system.details.languages.value}
Length: min=0 max=3
Value type: string {1-17.system.details.languages.value.[]} (4 different values)
common (x6)
fey (x6)
mwangi (x4)
sakvroth (x1)
level : object {1-17.system.details.level}
value : integer {1-17.system.details.level.value} (7 different values)
1 (x2)
6 (x1)
8 (x1)
3 (x2)
2 (x1)
4 (x1)
5 (x1)
privateNotes : string {1-17.system.details.privateNotes} (same value: )
publicNotes : string {1-17.system.details.publicNotes} (3 different values)
<p>Guards are rank-and-file members of a town watch or city guard, trained to look for trouble, take down criminals, and follow orders. They are a match for only the most fledgling of adventurers and criminals, but, given time, the settlement can usually muster them in numbers sufficient to neutralize most threats.</p>
<hr />
<p>Larger societies rely on those with the authority and the ability to interpret and enforce laws. In good-aligned societies, these officials carry out their duties fairly. In neutral and evil ones, these officials can be harsh and cruel (with an altered alignment to reflect this), imposing severe punishments on those who can't pay for mercy.</p> (x2)
<p>Jinkins are sadistic tinkers who steal and sabotage items and take great pride in their power to curse precious objects. They hold grudges and create convoluted plans for revenge whenever they feel slighted, such as when a creature dares to remove one of their curses. Rarely content to wreak simple mayhem, jinkins also take immense pleasure in torture and murder, though they prefer to lead victims into traps designed to capture or incapacitate rather than kill outright. Deep pits are favorites, since victims who survive the fall face a slow death from starvation and thirst. Jinkins enjoy gathering at the edge of pits to mock, tease, and torment.</p>
<hr />
<p>Gremlins are cruel fey tricksters and saboteurs who have fully acclimated to life on the Material Plane, finding distinct niches for their inventive destructiveness. All gremlins delight in ruining or breaking things, whether it's something physical like a device or vehicle or something intangible such as an alliance or relationship. A gremlin's greatest joy is watching the collapse of complex creations, preferably after the lightest and slightest, carefully targeted push from the gremlin. Gremlins tend to denigrate, bully, or even slaughter their lesser kin, particularly mitflits, whom gremlins (and many others) derisively call "mites."</p> (x1)
(x6)
publication : object {1-17.system.details.publication}
license : string {1-17.system.details.publication.license} (same value: OGL)
remaster : boolean {1-17.system.details.publication.remaster} (same value: False)
title : string {1-17.system.details.publication.title} (same value: Pathfinder Society Scenario #1-17: The Perennial Crown Part 2, The Thorned Monarch)
initiative : object {1-17.system.initiative}
statistic : string {1-17.system.initiative.statistic} (same value: perception)
perception : object {1-17.system.perception}
details : string {1-17.system.perception.details} (same value: )
mod : integer {1-17.system.perception.mod} (6 different values)
7 (x3)
17 (x1)
19 (x1)
14 (x2)
4 (x1)
11 (x1)
senses : array<object> {1-17.system.perception.senses}
Length: min=0 max=1
Value type: object {1-17.system.perception.senses.[]}
type : string {1-17.system.perception.senses.[].type} (3 different values)
darkvision (x1)
low-light-vision (x4)
tremorsense (x2)
[acuity] : string {1-17.system.perception.senses.[].acuity} (same value: imprecise)
[range] : integer {1-17.system.perception.senses.[].range} (same value: 30)
resources : object {1-17.system.resources}
[focus] : object {1-17.system.resources.focus}
max : integer {1-17.system.resources.focus.max} (same value: 1)
value : integer {1-17.system.resources.focus.value} (same value: 1)
saves : object {1-17.system.saves}
fortitude : object {1-17.system.saves.fortitude}
saveDetail : string {1-17.system.saves.fortitude.saveDetail} (same value: )
value : integer {1-17.system.saves.fortitude.value} (8 different values)
8 (x1)
6 (x1)
14 (x1)
16 (x1)
11 (x1)
10 (x2)
13 (x1)
7 (x1)
reflex : object {1-17.system.saves.reflex}
saveDetail : string {1-17.system.saves.reflex.saveDetail} (same value: )
value : integer {1-17.system.saves.reflex.value} (7 different values)
8 (x2)
10 (x1)
11 (x1)
13 (x1)
6 (x1)
9 (x2)
12 (x1)
will : object {1-17.system.saves.will}
saveDetail : string {1-17.system.saves.will.saveDetail} (same value: )
value : integer {1-17.system.saves.will.value} (8 different values)
5 (x1)
7 (x2)
17 (x1)
19 (x1)
6 (x1)
4 (x1)
12 (x1)
15 (x1)
skills : object {1-17.system.skills}
[athletics] : object {1-17.system.skills.athletics}
base : integer {1-17.system.skills.athletics.base} (4 different values)
7 (x1)
15 (x1)
18 (x1)
10 (x1)
[intimidation] : object {1-17.system.skills.intimidation}
base : integer {1-17.system.skills.intimidation.base} (4 different values)
5 (x1)
16 (x1)
19 (x1)
7 (x1)
[acrobatics] : object {1-17.system.skills.acrobatics}
base : integer {1-17.system.skills.acrobatics.base} (3 different values)
7 (x1)
8 (x1)
11 (x1)
[crafting] : object {1-17.system.skills.crafting}
base : integer {1-17.system.skills.crafting.base} (same value: 5)
special : array<object> {1-17.system.skills.crafting.special}
Length: min=1 max=1
Value type: object {1-17.system.skills.crafting.special.[]}
base : integer {1-17.system.skills.crafting.special.[].base} (same value: 7)
label : string {1-17.system.skills.crafting.special.[].label} (same value: traps)
predicate : array<string> {1-17.system.skills.crafting.special.[].predicate}
Length: min=1 max=1
Value type: string {1-17.system.skills.crafting.special.[].predicate.[]} (same value: trap)
[deception] : object {1-17.system.skills.deception}
base : integer {1-17.system.skills.deception.base} (3 different values)
5 (x1)
18 (x1)
21 (x1)
[nature] : object {1-17.system.skills.nature}
base : integer {1-17.system.skills.nature.base} (5 different values)
5 (x1)
18 (x1)
21 (x1)
10 (x1)
12 (x1)
[stealth] : object {1-17.system.skills.stealth}
base : integer {1-17.system.skills.stealth.base} (3 different values)
7 (x1)
6 (x1)
9 (x1)
[thievery] : object {1-17.system.skills.thievery}
base : integer {1-17.system.skills.thievery.base} (same value: 7)
[arcana] : object {1-17.system.skills.arcana}
base : integer {1-17.system.skills.arcana.base} (2 different values)
15 (x1)
18 (x1)
[society] : object {1-17.system.skills.society}
base : integer {1-17.system.skills.society.base} (4 different values)
15 (x1)
18 (x1)
10 (x1)
12 (x1)
[diplomacy] : object {1-17.system.skills.diplomacy}
base : integer {1-17.system.skills.diplomacy.base} (3 different values)
9 (x1)
10 (x1)
13 (x1)
traits : object {1-17.system.traits}
rarity : string {1-17.system.traits.rarity} (2 different values)
common (x5)
unique (x4)
size : object {1-17.system.traits.size}
value : string {1-17.system.traits.size.value} (3 different values)
med (x6)
tiny (x1)
huge (x2)
value : array<string> {1-17.system.traits.value}
Length: min=2 max=4
Value type: string {1-17.system.traits.value.[]} (all different values)
type : string {1-17.type} (same value: npc)
+616
View File
@@ -0,0 +1,616 @@
1-18
Different values: 10
=====================================
object {1-18}
_id : string {1-18._id} (all different values)
folder : string {1-18.folder} (same value: EVjsyMM2qqrCwIhV)
img : string {1-18.img} (same value: systems/pf2e/icons/default-icons/npc.svg)
items : array<object> {1-18.items}
Length: min=2 max=11
Value type: object {1-18.items.[]}
_id : string {1-18.items.[]._id} (56 different values)
img : string {1-18.items.[].img} (16 different values)
systems/pf2e/icons/default-icons/melee.svg (x18)
systems/pf2e/icons/actions/Passive.webp (x20)
systems/pf2e/icons/actions/OneAction.webp (x3)
systems/pf2e/icons/equipment/weapons/glaive.webp (x1)
icons/equipment/chest/breastplate-gorget-steel-white.webp (x1)
systems/pf2e/icons/actions/TwoActions.webp (x3)
systems/pf2e/icons/equipment/weapons/lance.webp (x1)
systems/pf2e/icons/equipment/weapons/longsword.webp (x1)
icons/equipment/shield/heater-steel-boss-red.webp (x1)
systems/pf2e/icons/equipment/armor/chainmail.webp (x1)
systems/pf2e/icons/actions/Reaction.webp (x2)
systems/pf2e/icons/equipment/weapons/scimitar.webp (x2)
systems/pf2e/icons/equipment/weapons/shortbow.webp (x2)
systems/pf2e/icons/equipment/weapons/arrows.webp (x2)
systems/pf2e/icons/conditions/slowed.webp (x1)
systems/pf2e/icons/actions/FreeAction.webp (x1)
name : string {1-18.items.[].name} (33 different values)
sort : integer {1-18.items.[].sort} (11 different values)
100000 (x10)
200000 (x10)
300000 (x9)
400000 (x9)
500000 (x7)
600000 (x5)
700000 (x4)
800000 (x3)
900000 (x1)
1000000 (x1)
1100000 (x1)
system : object {1-18.items.[].system}
[attack] : object {1-18.items.[].system.attack}
value : string {1-18.items.[].system.attack.value} (same value: )
[attackEffects] : object {1-18.items.[].system.attackEffects}
[custom] : string {1-18.items.[].system.attackEffects.custom} (same value: )
value : array<string> {1-18.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {1-18.items.[].system.attackEffects.value.[]} (3 different values)
attach (x2)
improved-push (x1)
grab (x1)
[bonus] : object {1-18.items.[].system.bonus}
value : integer {1-18.items.[].system.bonus.value} (8 different values)
10 (x4)
0 (x7)
12 (x2)
8 (x4)
6 (x4)
9 (x1)
11 (x1)
7 (x2)
[damageRolls] : object {1-18.items.[].system.damageRolls}
[4zb5vuw6opqdcxue1e0g] : object {1-18.items.[].system.damageRolls.4zb5vuw6opqdcxue1e0g}
damage : string {1-18.items.[].system.damageRolls.4zb5vuw6opqdcxue1e0g.damage} (same value: 1d8+7)
damageType : string {1-18.items.[].system.damageRolls.4zb5vuw6opqdcxue1e0g.damageType} (same value: slashing)
[ujqunpz2hpe9ybdetfuh] : object {1-18.items.[].system.damageRolls.ujqunpz2hpe9ybdetfuh}
damage : string {1-18.items.[].system.damageRolls.ujqunpz2hpe9ybdetfuh.damage} (same value: 1d10+5)
damageType : string {1-18.items.[].system.damageRolls.ujqunpz2hpe9ybdetfuh.damageType} (same value: piercing)
[9y5NMgye8yvFRQnu] : object {1-18.items.[].system.damageRolls.9y5NMgye8yvFRQnu}
damage : string {1-18.items.[].system.damageRolls.9y5NMgye8yvFRQnu.damage} (same value: 1d6+2)
damageType : string {1-18.items.[].system.damageRolls.9y5NMgye8yvFRQnu.damageType} (same value: piercing)
[AWj0c3rEFAEY7LhY] : object {1-18.items.[].system.damageRolls.AWj0c3rEFAEY7LhY}
damage : string {1-18.items.[].system.damageRolls.AWj0c3rEFAEY7LhY.damage} (same value: 1d8+5)
damageType : string {1-18.items.[].system.damageRolls.AWj0c3rEFAEY7LhY.damageType} (same value: bludgeoning)
[j1x0YC9NfN49SvCb] : object {1-18.items.[].system.damageRolls.j1x0YC9NfN49SvCb}
damage : string {1-18.items.[].system.damageRolls.j1x0YC9NfN49SvCb.damage} (same value: 1d8+4)
damageType : string {1-18.items.[].system.damageRolls.j1x0YC9NfN49SvCb.damageType} (same value: piercing)
[fxLCDMRjHdeLPUR0] : object {1-18.items.[].system.damageRolls.fxLCDMRjHdeLPUR0}
damage : string {1-18.items.[].system.damageRolls.fxLCDMRjHdeLPUR0.damage} (same value: 1d8+4)
damageType : string {1-18.items.[].system.damageRolls.fxLCDMRjHdeLPUR0.damageType} (same value: slashing)
[ttR3cxZb5XEdmQr7] : object {1-18.items.[].system.damageRolls.ttR3cxZb5XEdmQr7}
damage : string {1-18.items.[].system.damageRolls.ttR3cxZb5XEdmQr7.damage} (same value: 1d6+4)
damageType : string {1-18.items.[].system.damageRolls.ttR3cxZb5XEdmQr7.damageType} (same value: slashing)
[JWCqCT5IIB2pO5vB] : object {1-18.items.[].system.damageRolls.JWCqCT5IIB2pO5vB}
damage : string {1-18.items.[].system.damageRolls.JWCqCT5IIB2pO5vB.damage} (same value: 1d6+4)
damageType : string {1-18.items.[].system.damageRolls.JWCqCT5IIB2pO5vB.damageType} (same value: slashing)
[gHKeqD2f0552pljx] : object {1-18.items.[].system.damageRolls.gHKeqD2f0552pljx}
damage : string {1-18.items.[].system.damageRolls.gHKeqD2f0552pljx.damage} (same value: 1d4+4)
damageType : string {1-18.items.[].system.damageRolls.gHKeqD2f0552pljx.damageType} (same value: slashing)
[EGdTpqWRPZ9dDsl7] : object {1-18.items.[].system.damageRolls.EGdTpqWRPZ9dDsl7}
damage : string {1-18.items.[].system.damageRolls.EGdTpqWRPZ9dDsl7.damage} (same value: 1d6)
damageType : string {1-18.items.[].system.damageRolls.EGdTpqWRPZ9dDsl7.damageType} (same value: piercing)
[x7bT3jtlubIIUbwn] : object {1-18.items.[].system.damageRolls.x7bT3jtlubIIUbwn}
damage : string {1-18.items.[].system.damageRolls.x7bT3jtlubIIUbwn.damage} (same value: 1d6+2)
damageType : string {1-18.items.[].system.damageRolls.x7bT3jtlubIIUbwn.damageType} (same value: slashing)
[oA7qfQkN7gtAshG7] : object {1-18.items.[].system.damageRolls.oA7qfQkN7gtAshG7}
damage : string {1-18.items.[].system.damageRolls.oA7qfQkN7gtAshG7.damage} (same value: 1d4+2)
damageType : string {1-18.items.[].system.damageRolls.oA7qfQkN7gtAshG7.damageType} (same value: slashing)
[SGkS4CAnUzRV9p9H] : object {1-18.items.[].system.damageRolls.SGkS4CAnUzRV9p9H}
damage : string {1-18.items.[].system.damageRolls.SGkS4CAnUzRV9p9H.damage} (same value: 1d6)
damageType : string {1-18.items.[].system.damageRolls.SGkS4CAnUzRV9p9H.damageType} (same value: piercing)
[izwzbwakdx5r2d8gxlh7] : object {1-18.items.[].system.damageRolls.izwzbwakdx5r2d8gxlh7}
damage : string {1-18.items.[].system.damageRolls.izwzbwakdx5r2d8gxlh7.damage} (same value: 1d12+5)
damageType : string {1-18.items.[].system.damageRolls.izwzbwakdx5r2d8gxlh7.damageType} (same value: bludgeoning)
[9EIWAacx6PzvWKex] : object {1-18.items.[].system.damageRolls.9EIWAacx6PzvWKex}
damage : string {1-18.items.[].system.damageRolls.9EIWAacx6PzvWKex.damage} (same value: 1d6+3)
damageType : string {1-18.items.[].system.damageRolls.9EIWAacx6PzvWKex.damageType} (same value: bludgeoning)
2rof0t3ang89c3dtvwyr : object {1-18.items.[].system.damageRolls.2rof0t3ang89c3dtvwyr}
damage : string {1-18.items.[].system.damageRolls.2rof0t3ang89c3dtvwyr.damage} (same value: 1d8+3)
damageType : string {1-18.items.[].system.damageRolls.2rof0t3ang89c3dtvwyr.damageType} (same value: piercing)
description : object {1-18.items.[].system.description}
value : string {1-18.items.[].system.description.value} (32 different values)
publication : object {1-18.items.[].system.publication}
license : string {1-18.items.[].system.publication.license} (same value: OGL)
remaster : boolean {1-18.items.[].system.publication.remaster} (same value: False)
title : string {1-18.items.[].system.publication.title} (4 different values)
(x32)
Pathfinder Core Rulebook (x12)
Pathfinder Bestiary 2 (x7)
Pathfinder Bestiary (x9)
rules : ###FoundryRulesObject###
[slug] : string {1-18.items.[].system.slug} (17 different values)
glaive (x1)
half-plate (x1)
negative-healing (x7)
skeleton-explosive-death (x3)
lance (x1)
longsword (x1)
steel-shield (x1)
chain-mail (x1)
attack-of-opportunity (x1)
shield-block (x1)
scimitar (x2)
shortbow (x2)
arrows (x2)
slowed (x1)
zombie-rotting-aura (x2)
improved-push (x1)
grab (x1)
[traits] : object {1-18.items.[].system.traits}
rarity : string {1-18.items.[].system.traits.rarity} (same value: common)
value : array<string> {1-18.items.[].system.traits.value}
Length: min=0 max=3
Value type: string {1-18.items.[].system.traits.value.[]} (18 different values)
finesse (x4)
deadly-d8 (x4)
forceful (x6)
reach (x2)
reach-15 (x1)
agile (x4)
unarmed (x7)
jousting-d6 (x2)
versatile-p (x2)
flexible (x1)
noisy (x1)
reach-10 (x2)
sweep (x4)
deadly-d10 (x4)
range-increment-60 (x2)
reload-0 (x2)
aura (x2)
disease (x2)
[integrated] : mixed
[weaponType] : object {1-18.items.[].system.weaponType}
value : string {1-18.items.[].system.weaponType.value} (2 different values)
melee (x16)
ranged (x2)
[actionType] : object {1-18.items.[].system.actionType}
value : string {1-18.items.[].system.actionType.value} (4 different values)
passive (x20)
action (x6)
reaction (x2)
free (x1)
[actions] : object {1-18.items.[].system.actions}
[value] : integer {1-18.items.[].system.actions.value} (2 different values)
1 (x3)
2 (x3)
[category] : string {1-18.items.[].system.category} (7 different values)
offensive (x12)
martial (x7)
heavy (x1)
defensive (x15)
interaction (x2)
medium (x1)
ammo (x2)
[baseItem] : string {1-18.items.[].system.baseItem} (8 different values)
glaive (x1)
half-plate (x1)
lance (x1)
longsword (x1)
steel-shield (x1)
chain-mail (x1)
scimitar (x2)
shortbow (x2)
[bonusDamage] : object {1-18.items.[].system.bonusDamage}
value : integer {1-18.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {1-18.items.[].system.bulk}
value : mixed
integer {1-18.items.[].system.bulk.value} (3 different values)
2 (x3)
3 (x1)
1 (x6)
float {1-18.items.[].system.bulk.value} (same value: 0,1)
[containerId] : mixed
[damage] : object {1-18.items.[].system.damage}
damageType : string {1-18.items.[].system.damage.damageType} (2 different values)
slashing (x4)
piercing (x3)
dice : integer {1-18.items.[].system.damage.dice} (same value: 1)
die : string {1-18.items.[].system.damage.die} (2 different values)
d8 (x3)
d6 (x4)
[equipped] : object {1-18.items.[].system.equipped}
carryType : string {1-18.items.[].system.equipped.carryType} (2 different values)
held (x1)
worn (x11)
[handsHeld] : integer {1-18.items.[].system.equipped.handsHeld} (2 different values)
2 (x1)
0 (x8)
[invested] : mixed
[inSlot] : boolean {1-18.items.[].system.equipped.inSlot} (2 different values)
True (x1)
False (x1)
[group] : string {1-18.items.[].system.group} (6 different values)
polearm (x1)
plate (x1)
spear (x1)
sword (x3)
chain (x1)
bow (x2)
[hardness] : integer {1-18.items.[].system.hardness} (2 different values)
0 (x11)
5 (x1)
[hp] : object {1-18.items.[].system.hp}
max : integer {1-18.items.[].system.hp.max} (2 different values)
0 (x11)
20 (x1)
value : integer {1-18.items.[].system.hp.value} (2 different values)
0 (x11)
20 (x1)
[level] : object {1-18.items.[].system.level}
value : integer {1-18.items.[].system.level.value} (2 different values)
0 (x11)
1 (x1)
[material] : object {1-18.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {1-18.items.[].system.price}
value : object {1-18.items.[].system.price.value}
[gp] : integer {1-18.items.[].system.price.value.gp} (5 different values)
2 (x2)
18 (x1)
1 (x4)
6 (x1)
3 (x2)
[sp] : integer {1-18.items.[].system.price.value.sp} (same value: 1)
[per] : integer {1-18.items.[].system.price.per} (same value: 10)
[quantity] : integer {1-18.items.[].system.quantity} (2 different values)
1 (x10)
20 (x2)
[range] : integer {1-18.items.[].system.range} (same value: 60)
[reload] : object {1-18.items.[].system.reload}
value : string {1-18.items.[].system.reload.value} (2 different values)
(x5)
0 (x2)
[runes] : object {1-18.items.[].system.runes}
[potency] : integer {1-18.items.[].system.runes.potency} (same value: 0)
[property] : array<> {1-18.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {1-18.items.[].system.runes.striking} (same value: 0)
[resilient] : integer {1-18.items.[].system.runes.resilient} (same value: 0)
[reinforcing] : integer {1-18.items.[].system.runes.reinforcing} (same value: 0)
[size] : string {1-18.items.[].system.size} (2 different values)
lg (x2)
med (x10)
[splashDamage] : object {1-18.items.[].system.splashDamage}
value : integer {1-18.items.[].system.splashDamage.value} (same value: 0)
[usage] : object {1-18.items.[].system.usage}
value : string {1-18.items.[].system.usage.value} (3 different values)
held-in-two-hands (x2)
held-in-one-hand (x5)
held-in-one-plus-hands (x2)
[acBonus] : integer {1-18.items.[].system.acBonus} (3 different values)
5 (x1)
2 (x1)
4 (x1)
[checkPenalty] : integer {1-18.items.[].system.checkPenalty} (2 different values)
-3 (x1)
-2 (x1)
[dexCap] : integer {1-18.items.[].system.dexCap} (same value: 1)
[speedPenalty] : integer {1-18.items.[].system.speedPenalty} (3 different values)
-10 (x1)
0 (x1)
-5 (x1)
[strength] : integer {1-18.items.[].system.strength} (same value: 3)
[deathNote] : boolean {1-18.items.[].system.deathNote} (same value: True)
[stackGroup] : string {1-18.items.[].system.stackGroup} (same value: arrows)
[uses] : object {1-18.items.[].system.uses}
autoDestroy : boolean {1-18.items.[].system.uses.autoDestroy} (same value: True)
max : integer {1-18.items.[].system.uses.max} (same value: 1)
value : integer {1-18.items.[].system.uses.value} (same value: 1)
[duration] : object {1-18.items.[].system.duration}
value : integer {1-18.items.[].system.duration.value} (same value: 0)
[overrides] : array<> {1-18.items.[].system.overrides}
Length: min=0 max=0
Value type: mixed
[references] : object {1-18.items.[].system.references}
children : array<> {1-18.items.[].system.references.children}
Length: min=0 max=0
Value type: mixed
immunityFrom : array<> {1-18.items.[].system.references.immunityFrom}
Length: min=0 max=0
Value type: mixed
overriddenBy : array<> {1-18.items.[].system.references.overriddenBy}
Length: min=0 max=0
Value type: mixed
overrides : array<> {1-18.items.[].system.references.overrides}
Length: min=0 max=0
Value type: mixed
[value] : object {1-18.items.[].system.value}
isValued : boolean {1-18.items.[].system.value.isValued} (same value: True)
value : integer {1-18.items.[].system.value.value} (same value: 1)
type : string {1-18.items.[].type} (7 different values)
melee (x18)
action (x29)
weapon (x7)
armor (x2)
shield (x1)
consumable (x2)
condition (x1)
[_stats] : object {1-18.items.[]._stats}
compendiumSource : string {1-18.items.[]._stats.compendiumSource} (17 different values)
Compendium.pf2e.equipment-srd.Item.vlnzTSsRmWeSkt9O (x1)
Compendium.pf2e.equipment-srd.Item.pRoikbRo5HFW6YUB (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.TTCw5NusiSSkJU1x (x7)
Compendium.pf2e.bestiary-family-ability-glossary.Item.W77QhVNE46WDyMXi (x3)
Compendium.pf2e.equipment-srd.Item.OPMzQdM9rZznMGhW (x1)
Compendium.pf2e.equipment-srd.Item.LJdbVTOZog39EEbi (x1)
Compendium.pf2e.equipment-srd.Item.Yr9yCuJiAlFh3QEB (x1)
Compendium.pf2e.equipment-srd.Item.Kf4eJEXnFPuAsseP (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.hFtNbo1LKYCoDy2O (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.m4HQ2o5aPxjXf2kY (x1)
Compendium.pf2e.equipment-srd.Item.grmaV4GdoGD7sKbn (x2)
Compendium.pf2e.equipment-srd.Item.hIgqLgH3YcLZBeoT (x2)
Compendium.pf2e.equipment-srd.Item.w2ENw2VMPcsbif8g (x2)
Compendium.pf2e.conditionitems.Item.xYTAsEpcJE1Ccni3 (x1)
Compendium.pf2e.bestiary-family-ability-glossary.Item.CxiEpXt7Gw3tSIOh (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.6l7e7CHQLESlI57U (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.Tkd8sH4pwFIPzqTr (x1)
[flags] : object {1-18.items.[].flags}
pf2e : object {1-18.items.[].flags.pf2e}
linkedWeapon : string {1-18.items.[].flags.pf2e.linkedWeapon} (7 different values)
hIwpotlCQA4fl1eM (x1)
d57USi3cWh0wbbkS (x1)
lHO6og3QnRNLXr60 (x1)
BTuoXrHTGZA72dTp (x1)
mN0lOUFCAnVNkpwY (x1)
xWydDfjrOYyj1aR4 (x1)
8rsunaFuwnCRqQgl (x1)
name : string {1-18.name} (all different values)
[prototypeToken] : object {1-18.prototypeToken}
name : string {1-18.prototypeToken.name} (3 different values)
Glass River Midge (x1)
Elite Skeletal Giant (x1)
Zombie Brute (x1)
system : object {1-18.system}
abilities : object {1-18.system.abilities}
cha : object {1-18.system.abilities.cha}
mod : integer {1-18.system.abilities.cha.mod} (4 different values)
-2 (x5)
2 (x1)
0 (x3)
1 (x1)
con : object {1-18.system.abilities.con}
mod : integer {1-18.system.abilities.con.mod} (5 different values)
0 (x4)
3 (x1)
1 (x2)
2 (x2)
4 (x1)
dex : object {1-18.system.abilities.dex}
mod : integer {1-18.system.abilities.dex.mod} (5 different values)
3 (x4)
1 (x1)
4 (x3)
-3 (x1)
-2 (x1)
int : object {1-18.system.abilities.int}
mod : integer {1-18.system.abilities.int.mod} (3 different values)
-5 (x8)
-4 (x1)
-1 (x1)
str : object {1-18.system.abilities.str}
mod : integer {1-18.system.abilities.str.mod} (5 different values)
-4 (x2)
5 (x3)
2 (x3)
4 (x1)
3 (x1)
wis : object {1-18.system.abilities.wis}
mod : integer {1-18.system.abilities.wis.mod} (3 different values)
1 (x2)
0 (x5)
2 (x3)
attributes : object {1-18.system.attributes}
ac : object {1-18.system.attributes.ac}
details : string {1-18.system.attributes.ac.details} (2 different values)
(x9)
(21 with shield raised) (x1)
value : integer {1-18.system.attributes.ac.value} (8 different values)
18 (x2)
17 (x1)
16 (x2)
14 (x1)
19 (x1)
1 (x1)
15 (x1)
12 (x1)
allSaves : object {1-18.system.attributes.allSaves}
value : string {1-18.system.attributes.allSaves.value} (same value: )
hp : object {1-18.system.attributes.hp}
details : string {1-18.system.attributes.hp.details} (3 different values)
(x3)
void healing (x6)
void healing, bloody (x1)
max : integer {1-18.system.attributes.hp.max} (9 different values)
16 (x2)
50 (x1)
6 (x1)
10 (x1)
33 (x1)
25 (x1)
14 (x1)
4 (x1)
70 (x1)
temp : integer {1-18.system.attributes.hp.temp} (same value: 0)
value : integer {1-18.system.attributes.hp.value} (9 different values)
16 (x2)
50 (x1)
6 (x1)
10 (x1)
33 (x1)
25 (x1)
14 (x1)
4 (x1)
70 (x1)
speed : object {1-18.system.attributes.speed}
otherSpeeds : array<object> {1-18.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {1-18.system.attributes.speed.otherSpeeds.[]}
type : string {1-18.system.attributes.speed.otherSpeeds.[].type} (2 different values)
fly (x2)
climb (x1)
value : integer {1-18.system.attributes.speed.otherSpeeds.[].value} (same value: 30)
[special] : string {1-18.system.attributes.speed.special} (same value: )
value : integer {1-18.system.attributes.speed.value} (4 different values)
10 (x2)
30 (x3)
40 (x1)
25 (x4)
[immunities] : array<object> {1-18.system.attributes.immunities}
Length: min=5 max=5
Value type: object {1-18.system.attributes.immunities.[]}
type : string {1-18.system.attributes.immunities.[].type} (5 different values)
death-effects (x7)
disease (x7)
paralyzed (x7)
poison (x7)
unconscious (x7)
[resistances] : array<object> {1-18.system.attributes.resistances}
Length: min=5 max=5
Value type: object {1-18.system.attributes.resistances.[]}
type : string {1-18.system.attributes.resistances.[].type} (5 different values)
cold (x5)
electricity (x5)
fire (x5)
piercing (x5)
slashing (x5)
value : integer {1-18.system.attributes.resistances.[].value} (same value: 5)
weaknesses : array<object> {1-18.system.attributes.weaknesses}
Length: min=2 max=2
Value type: object {1-18.system.attributes.weaknesses.[]}
type : string {1-18.system.attributes.weaknesses.[].type} (2 different values)
vitality (x2)
slashing (x2)
value : integer {1-18.system.attributes.weaknesses.[].value} (2 different values)
10 (x2)
5 (x2)
details : object {1-18.system.details}
blurb : string {1-18.system.details.blurb} (same value: )
languages : object {1-18.system.details.languages}
details : string {1-18.system.details.languages.details} (same value: )
value : array<string> {1-18.system.details.languages.value}
Length: min=0 max=2
Value type: string {1-18.system.details.languages.value.[]} (2 different values)
common (x1)
necril (x1)
level : object {1-18.system.details.level}
value : integer {1-18.system.details.level.value} (5 different values)
1 (x2)
4 (x1)
-1 (x3)
0 (x1)
2 (x3)
privateNotes : string {1-18.system.details.privateNotes} (same value: )
publicNotes : string {1-18.system.details.publicNotes} (3 different values)
(x8)
<p>The reanimated bones of giants make excellent necromantic thralls.</p>
<hr />
<p>Made from bones held together by foul necromancy, skeletons are among the most common types of undead, found haunting old dungeons and forgotten cemeteries.</p> (x1)
<p>Necromantic augmentations have granted this zombie increased size and power.</p>
<hr />
<p>A zombie's only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they're destroyed.</p> (x1)
publication : object {1-18.system.details.publication}
license : string {1-18.system.details.publication.license} (same value: OGL)
remaster : boolean {1-18.system.details.publication.remaster} (same value: False)
title : string {1-18.system.details.publication.title} (same value: Pathfinder Society Scenario #1-18: Lodge of the Living God)
initiative : object {1-18.system.initiative}
statistic : string {1-18.system.initiative.statistic} (same value: perception)
perception : object {1-18.system.perception}
details : string {1-18.system.perception.details} (same value: )
mod : integer {1-18.system.perception.mod} (7 different values)
8 (x3)
7 (x1)
6 (x1)
5 (x1)
4 (x2)
2 (x1)
0 (x1)
senses : array<object> {1-18.system.perception.senses}
Length: min=1 max=2
Value type: object {1-18.system.perception.senses.[]}
type : string {1-18.system.perception.senses.[].type} (3 different values)
darkvision (x9)
scent (x2)
low-light-vision (x1)
[acuity] : string {1-18.system.perception.senses.[].acuity} (same value: imprecise)
[range] : integer {1-18.system.perception.senses.[].range} (same value: 60)
resources : object {1-18.system.resources}
saves : object {1-18.system.saves}
fortitude : object {1-18.system.saves.fortitude}
saveDetail : string {1-18.system.saves.fortitude.saveDetail} (same value: )
value : integer {1-18.system.saves.fortitude.value} (6 different values)
5 (x2)
10 (x2)
4 (x2)
6 (x2)
7 (x1)
2 (x1)
reflex : object {1-18.system.saves.reflex}
saveDetail : string {1-18.system.saves.reflex.saveDetail} (same value: )
value : integer {1-18.system.saves.reflex.value} (5 different values)
8 (x5)
9 (x1)
10 (x2)
3 (x1)
0 (x1)
will : object {1-18.system.saves.will}
saveDetail : string {1-18.system.saves.will.saveDetail} (same value: )
value : integer {1-18.system.saves.will.value} (6 different values)
4 (x3)
7 (x1)
3 (x1)
8 (x1)
6 (x2)
2 (x2)
skills : object {1-18.system.skills}
[acrobatics] : object {1-18.system.skills.acrobatics}
base : integer {1-18.system.skills.acrobatics.base} (3 different values)
8 (x3)
6 (x3)
7 (x1)
[stealth] : object {1-18.system.skills.stealth}
base : integer {1-18.system.skills.stealth.base} (3 different values)
12 (x1)
10 (x1)
4 (x1)
[athletics] : object {1-18.system.skills.athletics}
base : integer {1-18.system.skills.athletics.base} (5 different values)
12 (x1)
3 (x2)
9 (x2)
8 (x1)
5 (x2)
[special] : array<object> {1-18.system.skills.athletics.special}
Length: min=1 max=1
Value type: object {1-18.system.skills.athletics.special.[]}
base : integer {1-18.system.skills.athletics.special.[].base} (same value: 7)
label : string {1-18.system.skills.athletics.special.[].label} (same value: to climb)
predicate : array<string> {1-18.system.skills.athletics.special.[].predicate}
Length: min=1 max=1
Value type: string {1-18.system.skills.athletics.special.[].predicate.[]} (same value: action:climb)
[intimidation] : object {1-18.system.skills.intimidation}
base : integer {1-18.system.skills.intimidation.base} (2 different values)
9 (x1)
7 (x1)
traits : object {1-18.system.traits}
rarity : string {1-18.system.traits.rarity} (same value: common)
size : object {1-18.system.traits.size}
value : string {1-18.system.traits.size.value} (3 different values)
tiny (x2)
lg (x3)
med (x5)
value : array<string> {1-18.system.traits.value}
Length: min=1 max=5
Value type: string {1-18.system.traits.value.[]} (7 different values)
animal (x3)
evil (x7)
mindless (x7)
skeleton (x5)
undead (x7)
unholy (x7)
zombie (x2)
type : string {1-18.type} (same value: npc)
+177
View File
@@ -0,0 +1,177 @@
1-19
Different values: 1
=====================================
object {1-19}
_id : string {1-19._id} (all different values)
folder : string {1-19.folder} (all different values)
img : string {1-19.img} (all different values)
items : array<object> {1-19.items}
Length: min=5 max=5
Value type: object {1-19.items.[]}
_id : string {1-19.items.[]._id} (5 different values)
FVPUI5ZwAWZGUad5 (x1)
HJCZJXbHtVBvkimY (x1)
tMRiR8xtk95slP5k (x1)
x6syCNrfhFqb9bzy (x1)
WfNG3jbrXzY0ZCPK (x1)
img : string {1-19.items.[].img} (4 different values)
systems/pf2e/icons/default-icons/melee.svg (x2)
systems/pf2e/icons/actions/Passive.webp (x1)
systems/pf2e/icons/actions/TwoActions.webp (x1)
systems/pf2e/icons/actions/OneAction.webp (x1)
name : string {1-19.items.[].name} (5 different values)
Fangs (x1)
Leg (x1)
Giant Tarantula Venom (x1)
Hair Barrage (x1)
Knockdown (x1)
sort : integer {1-19.items.[].sort} (5 different values)
100000 (x1)
200000 (x1)
300000 (x1)
400000 (x1)
500000 (x1)
system : object {1-19.items.[].system}
[attack] : object {1-19.items.[].system.attack}
value : string {1-19.items.[].system.attack.value} (all different values)
[attackEffects] : object {1-19.items.[].system.attackEffects}
value : array<string> {1-19.items.[].system.attackEffects.value}
Length: min=1 max=1
Value type: string {1-19.items.[].system.attackEffects.value.[]} (2 different values)
giant-tarantula-venom (x1)
knockdown (x1)
[bonus] : object {1-19.items.[].system.bonus}
value : integer {1-19.items.[].system.bonus.value} (all different values)
[damageRolls] : object {1-19.items.[].system.damageRolls}
[u8pw2mnxvn2ewfrism02] : object {1-19.items.[].system.damageRolls.u8pw2mnxvn2ewfrism02}
damage : string {1-19.items.[].system.damageRolls.u8pw2mnxvn2ewfrism02.damage} (all different values)
damageType : string {1-19.items.[].system.damageRolls.u8pw2mnxvn2ewfrism02.damageType} (all different values)
oqf8u8jy06z5g4zwlmki : object {1-19.items.[].system.damageRolls.oqf8u8jy06z5g4zwlmki}
damage : string {1-19.items.[].system.damageRolls.oqf8u8jy06z5g4zwlmki.damage} (all different values)
damageType : string {1-19.items.[].system.damageRolls.oqf8u8jy06z5g4zwlmki.damageType} (all different values)
description : object {1-19.items.[].system.description}
value : string {1-19.items.[].system.description.value} (4 different values)
(x2)
<p><strong>Saving Throw</strong> @Check[fortitude|dc:25]</p>
<hr />
<p><strong>Maximum Duration</strong> 8 rounds</p>
<p><strong>Stage 1</strong> @Damage[1d4[poison]] damage (1 round)</p>
<p><strong>Stage 2</strong> 1d4 poison, @UUID[Compendium.pf2e.conditionitems.Item.Off-Guard], and @UUID[Compendium.pf2e.conditionitems.Item.Clumsy]{Clumsy 1}(1 round)</p>
<p><strong>Stage 3</strong> 1d4 poison, off-guard, and @UUID[Compendium.pf2e.conditionitems.Item.Clumsy]{Clumsy 2}</p>
<p><strong>Stage 4</strong> 1d4 poison and @UUID[Compendium.pf2e.conditionitems.Item.Paralyzed] (1 round).</p> (x1)
<p>The tarantula flicks its legs, flinging spiky hairs in a @Template[cone|distance:15]. This deals @Damage[3d8[piercing]|options:area-damage] damage with a @Check[reflex|dc:19|basic|options:area-effect] save.</p> (x1)
<p>@Localize[PF2E.NPC.Abilities.Glossary.Knockdown]</p> (x1)
publication : object {1-19.items.[].system.publication}
license : string {1-19.items.[].system.publication.license} (all different values)
remaster : boolean {1-19.items.[].system.publication.remaster} (all different values)
title : string {1-19.items.[].system.publication.title} (2 different values)
(x4)
Pathfinder Bestiary (x1)
rules : ###FoundryRulesObject###
[slug] : string {1-19.items.[].system.slug} (all different values)
traits : object {1-19.items.[].system.traits}
rarity : string {1-19.items.[].system.traits.rarity} (all different values)
value : array<string> {1-19.items.[].system.traits.value}
Length: min=0 max=1
Value type: string {1-19.items.[].system.traits.value.[]} (2 different values)
reach-10 (x1)
poison (x1)
[weaponType] : object {1-19.items.[].system.weaponType}
value : string {1-19.items.[].system.weaponType.value} (all different values)
actionType : object {1-19.items.[].system.actionType}
value : string {1-19.items.[].system.actionType.value} (2 different values)
passive (x1)
action (x2)
actions : object {1-19.items.[].system.actions}
[value] : integer {1-19.items.[].system.actions.value} (2 different values)
2 (x1)
1 (x1)
category : string {1-19.items.[].system.category} (all different values)
type : string {1-19.items.[].type} (2 different values)
melee (x2)
action (x3)
_stats : object {1-19.items.[]._stats}
compendiumSource : string {1-19.items.[]._stats.compendiumSource} (all different values)
name : string {1-19.name} (all different values)
system : object {1-19.system}
abilities : object {1-19.system.abilities}
cha : object {1-19.system.abilities.cha}
mod : integer {1-19.system.abilities.cha.mod} (all different values)
con : object {1-19.system.abilities.con}
mod : integer {1-19.system.abilities.con.mod} (all different values)
dex : object {1-19.system.abilities.dex}
mod : integer {1-19.system.abilities.dex.mod} (all different values)
int : object {1-19.system.abilities.int}
mod : integer {1-19.system.abilities.int.mod} (all different values)
str : object {1-19.system.abilities.str}
mod : integer {1-19.system.abilities.str.mod} (all different values)
wis : object {1-19.system.abilities.wis}
mod : integer {1-19.system.abilities.wis.mod} (all different values)
attributes : object {1-19.system.attributes}
ac : object {1-19.system.attributes.ac}
details : string {1-19.system.attributes.ac.details} (all different values)
value : integer {1-19.system.attributes.ac.value} (all different values)
allSaves : object {1-19.system.attributes.allSaves}
value : string {1-19.system.attributes.allSaves.value} (all different values)
hp : object {1-19.system.attributes.hp}
details : string {1-19.system.attributes.hp.details} (all different values)
max : integer {1-19.system.attributes.hp.max} (all different values)
temp : integer {1-19.system.attributes.hp.temp} (all different values)
value : integer {1-19.system.attributes.hp.value} (all different values)
speed : object {1-19.system.attributes.speed}
otherSpeeds : array<object> {1-19.system.attributes.speed.otherSpeeds}
Length: min=1 max=1
Value type: object {1-19.system.attributes.speed.otherSpeeds.[]}
type : string {1-19.system.attributes.speed.otherSpeeds.[].type} (all different values)
value : integer {1-19.system.attributes.speed.otherSpeeds.[].value} (all different values)
value : integer {1-19.system.attributes.speed.value} (all different values)
details : object {1-19.system.details}
blurb : string {1-19.system.details.blurb} (all different values)
languages : object {1-19.system.details.languages}
details : string {1-19.system.details.languages.details} (all different values)
value : array<> {1-19.system.details.languages.value}
Length: min=0 max=0
Value type: mixed
level : object {1-19.system.details.level}
value : integer {1-19.system.details.level.value} (all different values)
privateNotes : string {1-19.system.details.privateNotes} (all different values)
publicNotes : string {1-19.system.details.publicNotes} (all different values)
publication : object {1-19.system.details.publication}
license : string {1-19.system.details.publication.license} (all different values)
remaster : boolean {1-19.system.details.publication.remaster} (all different values)
title : string {1-19.system.details.publication.title} (all different values)
initiative : object {1-19.system.initiative}
statistic : string {1-19.system.initiative.statistic} (all different values)
perception : object {1-19.system.perception}
details : string {1-19.system.perception.details} (all different values)
mod : integer {1-19.system.perception.mod} (all different values)
senses : array<object> {1-19.system.perception.senses}
Length: min=1 max=1
Value type: object {1-19.system.perception.senses.[]}
type : string {1-19.system.perception.senses.[].type} (all different values)
resources : object {1-19.system.resources}
saves : object {1-19.system.saves}
fortitude : object {1-19.system.saves.fortitude}
saveDetail : string {1-19.system.saves.fortitude.saveDetail} (all different values)
value : integer {1-19.system.saves.fortitude.value} (all different values)
reflex : object {1-19.system.saves.reflex}
saveDetail : string {1-19.system.saves.reflex.saveDetail} (all different values)
value : integer {1-19.system.saves.reflex.value} (all different values)
will : object {1-19.system.saves.will}
saveDetail : string {1-19.system.saves.will.saveDetail} (all different values)
value : integer {1-19.system.saves.will.value} (all different values)
skills : object {1-19.system.skills}
acrobatics : object {1-19.system.skills.acrobatics}
base : integer {1-19.system.skills.acrobatics.base} (all different values)
athletics : object {1-19.system.skills.athletics}
base : integer {1-19.system.skills.athletics.base} (all different values)
stealth : object {1-19.system.skills.stealth}
base : integer {1-19.system.skills.stealth.base} (all different values)
traits : object {1-19.system.traits}
rarity : string {1-19.system.traits.rarity} (all different values)
size : object {1-19.system.traits.size}
value : string {1-19.system.traits.size.value} (all different values)
value : array<string> {1-19.system.traits.value}
Length: min=1 max=1
Value type: string {1-19.system.traits.value.[]} (all different values)
type : string {1-19.type} (all different values)
+625
View File
@@ -0,0 +1,625 @@
1-20
Different values: 7
=====================================
object {1-20}
_id : string {1-20._id} (all different values)
folder : string {1-20.folder} (same value: 8QqENdDpBJaOqcjK)
img : string {1-20.img} (2 different values)
systems/pf2e/icons/default-icons/hazard.svg (x2)
systems/pf2e/icons/default-icons/npc.svg (x5)
items : array<object> {1-20.items}
Length: min=1 max=18
Value type: object {1-20.items.[]}
_id : string {1-20.items.[]._id} (30 different values)
img : string {1-20.items.[].img} (17 different values)
systems/pf2e/icons/actions/Reaction.webp (x6)
systems/pf2e/icons/default-icons/spellcastingEntry.svg (x3)
systems/pf2e/icons/spells/acid-arrow.webp (x3)
icons/magic/air/fog-gas-smoke-dense-white.webp (x3)
icons/magic/acid/projectile-smoke-glowing.webp (x3)
systems/pf2e/icons/spells/dancing-lights.webp (x3)
systems/pf2e/icons/spells/fear.webp (x3)
systems/pf2e/icons/spells/jump.webp (x3)
icons/magic/movement/trail-streak-impact-blue.webp (x3)
systems/pf2e/icons/spells/shillelagh.webp (x3)
icons/magic/nature/root-vine-entangled-hand.webp (x3)
icons/weapons/staves/staff-ornate-bird.webp (x2)
systems/pf2e/icons/default-icons/melee.svg (x9)
systems/pf2e/icons/actions/TwoActions.webp (x4)
systems/pf2e/icons/actions/Passive.webp (x9)
systems/pf2e/icons/actions/OneAction.webp (x3)
icons/weapons/staves/staff-simple.webp (x1)
name : string {1-20.items.[].name} (27 different values)
sort : integer {1-20.items.[].sort} (19 different values)
0 (x2)
100000 (x5)
200000 (x5)
300000 (x4)
400000 (x4)
500000 (x4)
600000 (x4)
700000 (x3)
800000 (x3)
900000 (x3)
1000000 (x3)
1100000 (x3)
1200000 (x3)
1300000 (x3)
1400000 (x3)
1500000 (x3)
1600000 (x3)
1700000 (x3)
1800000 (x3)
system : object {1-20.items.[].system}
[actionType] : object {1-20.items.[].system.actionType}
value : string {1-20.items.[].system.actionType.value} (3 different values)
reaction (x6)
action (x7)
passive (x9)
[actions] : object {1-20.items.[].system.actions}
[value] : integer {1-20.items.[].system.actions.value} (2 different values)
2 (x4)
1 (x3)
[category] : string {1-20.items.[].system.category} (3 different values)
simple (x3)
offensive (x18)
defensive (x2)
description : object {1-20.items.[].system.description}
value : string {1-20.items.[].system.description.value} (26 different values)
publication : object {1-20.items.[].system.publication}
license : string {1-20.items.[].system.publication.license} (same value: OGL)
remaster : boolean {1-20.items.[].system.publication.remaster} (same value: False)
title : string {1-20.items.[].system.publication.title} (3 different values)
(x33)
Pathfinder Core Rulebook (x30)
Pathfinder Bestiary 2 (x1)
rules : ###FoundryRulesObject###
[slug] : string {1-20.items.[].system.slug} (12 different values)
acid-arrow (x3)
obscuring-mist (x3)
acid-splash (x3)
dancing-lights (x3)
fear (x3)
jump (x3)
ray-of-frost (x3)
shillelagh (x3)
tanglefoot (x3)
animal-staff (x2)
negative-healing (x1)
staff (x1)
[traits] : object {1-20.items.[].system.traits}
rarity : string {1-20.items.[].system.traits.rarity} (same value: common)
value : array<string> {1-20.items.[].system.traits.value}
Length: min=0 max=5
Value type: string {1-20.items.[].system.traits.value.[]} (23 different values)
[traditions] : array<string> {1-20.items.[].system.traits.traditions}
Length: min=1 max=4
Value type: string {1-20.items.[].system.traits.traditions.[]} (4 different values)
arcane (x24)
primal (x27)
occult (x6)
divine (x3)
[autoHeightenLevel] : object {1-20.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {1-20.items.[].system.prepared}
flexible : boolean {1-20.items.[].system.prepared.flexible} (same value: False)
value : string {1-20.items.[].system.prepared.value} (same value: prepared)
[proficiency] : object {1-20.items.[].system.proficiency}
value : integer {1-20.items.[].system.proficiency.value} (same value: 0)
[slots] : object {1-20.items.[].system.slots}
slot0 : object {1-20.items.[].system.slots.slot0}
max : integer {1-20.items.[].system.slots.slot0.max} (same value: 4)
prepared : array<object> {1-20.items.[].system.slots.slot0.prepared}
Length: min=4 max=4
Value type: object {1-20.items.[].system.slots.slot0.prepared.[]}
id : string {1-20.items.[].system.slots.slot0.prepared.[].id} (4 different values)
PMv0ScBncLEWfm5A (x3)
EBMJYwTl0ZSvLHiQ (x3)
g3kH2uuQtfYUM1ZY (x3)
cgrEU62MxEgjhoX3 (x3)
slot1 : object {1-20.items.[].system.slots.slot1}
max : integer {1-20.items.[].system.slots.slot1.max} (same value: 3)
prepared : array<object> {1-20.items.[].system.slots.slot1.prepared}
Length: min=3 max=3
Value type: object {1-20.items.[].system.slots.slot1.prepared.[]}
id : string {1-20.items.[].system.slots.slot1.prepared.[].id} (3 different values)
LToGsgFrhhD1hil9 (x3)
KFwDGc58goUeKhth (x3)
Tj3ClqJJlDsvpI5G (x3)
slot2 : object {1-20.items.[].system.slots.slot2}
max : integer {1-20.items.[].system.slots.slot2.max} (same value: 2)
prepared : array<object> {1-20.items.[].system.slots.slot2.prepared}
Length: min=2 max=2
Value type: object {1-20.items.[].system.slots.slot2.prepared.[]}
id : string {1-20.items.[].system.slots.slot2.prepared.[].id} (2 different values)
X5dRlJaq2Zl76EB2 (x3)
sMWl6cpcIkMbDu0S (x3)
[spelldc] : object {1-20.items.[].system.spelldc}
dc : integer {1-20.items.[].system.spelldc.dc} (same value: 21)
mod : integer {1-20.items.[].system.spelldc.mod} (same value: 0)
value : integer {1-20.items.[].system.spelldc.value} (same value: 11)
[tradition] : object {1-20.items.[].system.tradition}
value : string {1-20.items.[].system.tradition.value} (same value: primal)
[area] : object {1-20.items.[].system.area}
type : string {1-20.items.[].system.area.type} (same value: burst)
value : integer {1-20.items.[].system.area.value} (same value: 20)
[cost] : object {1-20.items.[].system.cost}
value : string {1-20.items.[].system.cost.value} (same value: )
[counteraction] : boolean {1-20.items.[].system.counteraction} (same value: False)
[damage] : object {1-20.items.[].system.damage}
[0] : object {1-20.items.[].system.damage.0}
applyMod : boolean {1-20.items.[].system.damage.0.applyMod} (same value: False)
[category] : mixed
formula : string {1-20.items.[].system.damage.0.formula} (3 different values)
3d8 (x3)
1d6 (x3)
2d4 (x3)
kinds : array<string> {1-20.items.[].system.damage.0.kinds}
Length: min=1 max=1
Value type: string {1-20.items.[].system.damage.0.kinds.[]} (same value: damage)
materials : array<> {1-20.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {1-20.items.[].system.damage.0.type} (2 different values)
acid (x6)
cold (x3)
[gcovwqxwitqchoin] : object {1-20.items.[].system.damage.gcovwqxwitqchoin}
applyMod : boolean {1-20.items.[].system.damage.gcovwqxwitqchoin.applyMod} (same value: False)
category : string {1-20.items.[].system.damage.gcovwqxwitqchoin.category} (same value: splash)
formula : string {1-20.items.[].system.damage.gcovwqxwitqchoin.formula} (same value: 1)
kinds : array<string> {1-20.items.[].system.damage.gcovwqxwitqchoin.kinds}
Length: min=1 max=1
Value type: string {1-20.items.[].system.damage.gcovwqxwitqchoin.kinds.[]} (same value: damage)
materials : array<> {1-20.items.[].system.damage.gcovwqxwitqchoin.materials}
Length: min=0 max=0
Value type: mixed
type : string {1-20.items.[].system.damage.gcovwqxwitqchoin.type} (same value: acid)
[damageType] : string {1-20.items.[].system.damage.damageType} (same value: bludgeoning)
[dice] : integer {1-20.items.[].system.damage.dice} (same value: 1)
[die] : string {1-20.items.[].system.damage.die} (same value: d4)
[defense] : object {1-20.items.[].system.defense}
save : object {1-20.items.[].system.defense.save}
basic : boolean {1-20.items.[].system.defense.save.basic} (same value: False)
statistic : string {1-20.items.[].system.defense.save.statistic} (same value: will)
[duration] : object {1-20.items.[].system.duration}
sustained : boolean {1-20.items.[].system.duration.sustained} (2 different values)
False (x24)
True (x3)
value : string {1-20.items.[].system.duration.value} (3 different values)
(x18)
1 minute (x6)
varies (x3)
[heightening] : object {1-20.items.[].system.heightening}
[damage] : object {1-20.items.[].system.heightening.damage}
0 : string {1-20.items.[].system.heightening.damage.0} (2 different values)
2d8 (x3)
1d4 (x3)
[interval] : integer {1-20.items.[].system.heightening.interval} (2 different values)
2 (x3)
1 (x3)
type : string {1-20.items.[].system.heightening.type} (2 different values)
interval (x6)
fixed (x3)
[levels] : object {1-20.items.[].system.heightening.levels}
3 : object {1-20.items.[].system.heightening.levels.3}
damage : object {1-20.items.[].system.heightening.levels.3.damage}
0 : object {1-20.items.[].system.heightening.levels.3.damage.0}
applyMod : boolean {1-20.items.[].system.heightening.levels.3.damage.0.applyMod} (same value: False)
[category] : mixed
formula : string {1-20.items.[].system.heightening.levels.3.damage.0.formula} (same value: 2d6)
materials : array<> {1-20.items.[].system.heightening.levels.3.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {1-20.items.[].system.heightening.levels.3.damage.0.type} (same value: acid)
gcovwqxwitqchoin : object {1-20.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin}
applyMod : boolean {1-20.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.applyMod} (same value: False)
category : string {1-20.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.category} (same value: splash)
formula : string {1-20.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.formula} (same value: 1)
materials : array<> {1-20.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.materials}
Length: min=0 max=0
Value type: mixed
type : string {1-20.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.type} (same value: acid)
5 : object {1-20.items.[].system.heightening.levels.5}
damage : object {1-20.items.[].system.heightening.levels.5.damage}
0 : object {1-20.items.[].system.heightening.levels.5.damage.0}
applyMod : boolean {1-20.items.[].system.heightening.levels.5.damage.0.applyMod} (same value: False)
[category] : mixed
formula : string {1-20.items.[].system.heightening.levels.5.damage.0.formula} (same value: 3d6)
materials : array<> {1-20.items.[].system.heightening.levels.5.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {1-20.items.[].system.heightening.levels.5.damage.0.type} (same value: acid)
gcovwqxwitqchoin : object {1-20.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin}
applyMod : boolean {1-20.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.applyMod} (same value: False)
category : string {1-20.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.category} (same value: splash)
formula : string {1-20.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.formula} (same value: 2)
materials : array<> {1-20.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.materials}
Length: min=0 max=0
Value type: mixed
type : string {1-20.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.type} (same value: acid)
7 : object {1-20.items.[].system.heightening.levels.7}
damage : object {1-20.items.[].system.heightening.levels.7.damage}
0 : object {1-20.items.[].system.heightening.levels.7.damage.0}
applyMod : boolean {1-20.items.[].system.heightening.levels.7.damage.0.applyMod} (same value: False)
[category] : mixed
formula : string {1-20.items.[].system.heightening.levels.7.damage.0.formula} (same value: 4d6)
materials : array<> {1-20.items.[].system.heightening.levels.7.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {1-20.items.[].system.heightening.levels.7.damage.0.type} (same value: acid)
gcovwqxwitqchoin : object {1-20.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin}
applyMod : boolean {1-20.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.applyMod} (same value: False)
category : string {1-20.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.category} (same value: splash)
formula : string {1-20.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.formula} (same value: 3)
materials : array<> {1-20.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.materials}
Length: min=0 max=0
Value type: mixed
type : string {1-20.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.type} (same value: acid)
9 : object {1-20.items.[].system.heightening.levels.9}
damage : object {1-20.items.[].system.heightening.levels.9.damage}
0 : object {1-20.items.[].system.heightening.levels.9.damage.0}
applyMod : boolean {1-20.items.[].system.heightening.levels.9.damage.0.applyMod} (same value: False)
[category] : mixed
formula : string {1-20.items.[].system.heightening.levels.9.damage.0.formula} (same value: 5d6)
materials : array<> {1-20.items.[].system.heightening.levels.9.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {1-20.items.[].system.heightening.levels.9.damage.0.type} (same value: acid)
gcovwqxwitqchoin : object {1-20.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin}
applyMod : boolean {1-20.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.applyMod} (same value: False)
category : string {1-20.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.category} (same value: splash)
formula : string {1-20.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.formula} (same value: 4)
materials : array<> {1-20.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.materials}
Length: min=0 max=0
Value type: mixed
type : string {1-20.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.type} (same value: acid)
[level] : object {1-20.items.[].system.level}
value : integer {1-20.items.[].system.level.value} (4 different values)
2 (x6)
1 (x21)
4 (x2)
0 (x1)
[location] : object {1-20.items.[].system.location}
value : string {1-20.items.[].system.location.value} (same value: pFruogrBBB4pvImp)
[range] : object {1-20.items.[].system.range}
value : string {1-20.items.[].system.range.value} (4 different values)
120 feet (x12)
30 feet (x9)
(x3)
touch (x3)
[requirements] : string {1-20.items.[].system.requirements} (same value: )
[target] : object {1-20.items.[].system.target}
value : string {1-20.items.[].system.target.value} (3 different values)
1 creature (x15)
(x9)
1 non-magical club or staff you hold (x3)
[time] : object {1-20.items.[].system.time}
value : string {1-20.items.[].system.time.value} (3 different values)
2 (x21)
3 (x3)
1 (x3)
[baseItem] : string {1-20.items.[].system.baseItem} (same value: staff)
[bonus] : object {1-20.items.[].system.bonus}
value : integer {1-20.items.[].system.bonus.value} (4 different values)
0 (x3)
10 (x6)
12 (x2)
9 (x1)
[bonusDamage] : object {1-20.items.[].system.bonusDamage}
value : integer {1-20.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {1-20.items.[].system.bulk}
value : integer {1-20.items.[].system.bulk.value} (same value: 1)
[containerId] : mixed
[equipped] : object {1-20.items.[].system.equipped}
carryType : string {1-20.items.[].system.equipped.carryType} (same value: held)
handsHeld : integer {1-20.items.[].system.equipped.handsHeld} (same value: 1)
[invested] : mixed
[group] : string {1-20.items.[].system.group} (same value: club)
[hardness] : integer {1-20.items.[].system.hardness} (same value: 0)
[hp] : object {1-20.items.[].system.hp}
max : integer {1-20.items.[].system.hp.max} (same value: 0)
value : integer {1-20.items.[].system.hp.value} (same value: 0)
[material] : object {1-20.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {1-20.items.[].system.price}
value : object {1-20.items.[].system.price.value}
[gp] : integer {1-20.items.[].system.price.value.gp} (same value: 90)
[quantity] : integer {1-20.items.[].system.quantity} (same value: 1)
[reload] : object {1-20.items.[].system.reload}
value : string {1-20.items.[].system.reload.value} (same value: )
[runes] : object {1-20.items.[].system.runes}
potency : integer {1-20.items.[].system.runes.potency} (same value: 0)
property : array<> {1-20.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
striking : integer {1-20.items.[].system.runes.striking} (same value: 0)
[size] : string {1-20.items.[].system.size} (same value: med)
[splashDamage] : object {1-20.items.[].system.splashDamage}
value : integer {1-20.items.[].system.splashDamage.value} (same value: 0)
[usage] : object {1-20.items.[].system.usage}
value : string {1-20.items.[].system.usage.value} (same value: held-in-one-hand)
[attack] : object {1-20.items.[].system.attack}
value : string {1-20.items.[].system.attack.value} (same value: )
[attackEffects] : object {1-20.items.[].system.attackEffects}
[custom] : string {1-20.items.[].system.attackEffects.custom} (same value: )
value : array<string> {1-20.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {1-20.items.[].system.attackEffects.value.[]} (2 different values)
tongue-grab (x3)
drain-life (x2)
[damageRolls] : object {1-20.items.[].system.damageRolls}
[ly3k2b36qjq24em4gium] : object {1-20.items.[].system.damageRolls.ly3k2b36qjq24em4gium}
damage : string {1-20.items.[].system.damageRolls.ly3k2b36qjq24em4gium.damage} (same value: 1d4+6)
damageType : string {1-20.items.[].system.damageRolls.ly3k2b36qjq24em4gium.damageType} (same value: bludgeoning)
[j3wlza1577g36ssy5jp0] : object {1-20.items.[].system.damageRolls.j3wlza1577g36ssy5jp0}
damage : string {1-20.items.[].system.damageRolls.j3wlza1577g36ssy5jp0.damage} (same value: 1d12+4)
damageType : string {1-20.items.[].system.damageRolls.j3wlza1577g36ssy5jp0.damageType} (same value: slashing)
[ij2lhqmlq2rsyqlo9pzg] : object {1-20.items.[].system.damageRolls.ij2lhqmlq2rsyqlo9pzg}
damage : string {1-20.items.[].system.damageRolls.ij2lhqmlq2rsyqlo9pzg.damage} (same value: 1d4+4)
damageType : string {1-20.items.[].system.damageRolls.ij2lhqmlq2rsyqlo9pzg.damageType} (same value: slashing)
cHITJyiAgLEuOtsz : object {1-20.items.[].system.damageRolls.cHITJyiAgLEuOtsz}
damage : string {1-20.items.[].system.damageRolls.cHITJyiAgLEuOtsz.damage} (same value: 1d8+2)
damageType : string {1-20.items.[].system.damageRolls.cHITJyiAgLEuOtsz.damageType} (same value: slashing)
[weaponType] : object {1-20.items.[].system.weaponType}
value : string {1-20.items.[].system.weaponType.value} (same value: melee)
[deathNote] : boolean {1-20.items.[].system.deathNote} (same value: True)
type : string {1-20.items.[].type} (5 different values)
action (x22)
spellcastingEntry (x3)
spell (x27)
weapon (x3)
melee (x9)
[_stats] : object {1-20.items.[]._stats}
compendiumSource : string {1-20.items.[]._stats.compendiumSource} (12 different values)
Compendium.pf2e.spells-srd.Item.f8hRqLJaxBVhF1u0 (x3)
Compendium.pf2e.spells-srd.Item.9XHmC2JgTUIQ1CCm (x3)
Compendium.pf2e.spells-srd.Item.gISYsBFby1TiXfBt (x3)
Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v (x3)
Compendium.pf2e.spells-srd.Item.4koZzrnMXhhosn0D (x3)
Compendium.pf2e.spells-srd.Item.Q7QQ91vQtyi1Ux36 (x3)
Compendium.pf2e.spells-srd.Item.gYjPm7YwGtEa1oxh (x3)
Compendium.pf2e.spells-srd.Item.s3abwDbTV43pGFFW (x3)
Compendium.pf2e.spells-srd.Item.uZK2BYzPnxUBnDjr (x3)
Compendium.pf2e.equipment-srd.Item.WcuknnE3xYfSdbhm (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.TTCw5NusiSSkJU1x (x1)
Compendium.pf2e.equipment-srd.Item.FVjTuBCIefAgloUU (x1)
[flags] : object {1-20.items.[].flags}
pf2e : object {1-20.items.[].flags.pf2e}
linkedWeapon : string {1-20.items.[].flags.pf2e.linkedWeapon} (3 different values)
dCHoQIYRiFuFFGDf (x1)
16CB1YmZg9tDn7ct (x1)
uWLdQKgSHMDTC4JV (x1)
name : string {1-20.name} (all different values)
prototypeToken : object {1-20.prototypeToken}
name : string {1-20.prototypeToken.name} (5 different values)
Boggard Pit (x2)
Boggard Swampseer (x1)
Cairn Wight (x1)
Elite Boggard Swampseer (x2)
Weak Zephyr Hawk (x1)
system : object {1-20.system}
attributes : object {1-20.system.attributes}
ac : object {1-20.system.attributes.ac}
value : integer {1-20.system.attributes.ac.value} (3 different values)
10 (x1)
19 (x2)
18 (x4)
details : string {1-20.system.attributes.ac.details} (same value: )
[emitsSound] : string {1-20.system.attributes.emitsSound} (same value: encounter)
[hardness] : integer {1-20.system.attributes.hardness} (2 different values)
1 (x1)
5 (x1)
[hasHealth] : boolean {1-20.system.attributes.hasHealth} (same value: True)
hp : object {1-20.system.attributes.hp}
details : string {1-20.system.attributes.hp.details} (2 different values)
(x6)
void healing (x1)
max : integer {1-20.system.attributes.hp.max} (5 different values)
7 (x1)
21 (x1)
40 (x1)
50 (x3)
36 (x1)
temp : integer {1-20.system.attributes.hp.temp} (same value: 0)
value : integer {1-20.system.attributes.hp.value} (6 different values)
7 (x1)
21 (x1)
40 (x1)
50 (x1)
65 (x2)
36 (x1)
[immunities] : array<object> {1-20.system.attributes.immunities}
Length: min=2 max=5
Value type: object {1-20.system.attributes.immunities.[]}
type : string {1-20.system.attributes.immunities.[].type} (9 different values)
critical-hits (x2)
precision (x2)
death-effects (x1)
disease (x1)
paralyzed (x2)
poison (x2)
unconscious (x1)
bleed (x1)
sleep (x1)
[stealth] : object {1-20.system.attributes.stealth}
details : string {1-20.system.attributes.stealth.details} (same value: <p>(or 0 if the net is exposed)</p>)
value : integer {1-20.system.attributes.stealth.value} (2 different values)
9 (x1)
12 (x1)
allSaves : object {1-20.system.attributes.allSaves}
value : string {1-20.system.attributes.allSaves.value} (same value: )
speed : object {1-20.system.attributes.speed}
[details] : string {1-20.system.attributes.speed.details} (same value: swamp stride)
otherSpeeds : array<object> {1-20.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {1-20.system.attributes.speed.otherSpeeds.[]}
type : string {1-20.system.attributes.speed.otherSpeeds.[].type} (2 different values)
swim (x3)
fly (x1)
value : integer {1-20.system.attributes.speed.otherSpeeds.[].value} (2 different values)
25 (x3)
50 (x1)
value : integer {1-20.system.attributes.speed.value} (3 different values)
20 (x3)
25 (x1)
0 (x1)
special : string {1-20.system.attributes.speed.special} (same value: )
[adjustment] : string {1-20.system.attributes.adjustment} (same value: elite)
[creatureType] : string {1-20.system.creatureType} (same value: )
details : object {1-20.system.details}
[description] : string {1-20.system.details.description} (same value: <p>A net with soil and aquatic plants on it covers a 10-foot pit dug into the bottom of a body of water.</p>)
[disable] : string {1-20.system.details.disable} (2 different values)
<p>@Check[thievery|dc:15|name:Remove the Net|traits:mechanical,trap] to remove the net</p> (x1)
<p>@Check[thievery|dc:18|name:Remove the Net|traits:mechanical,trap] to remove the net</p> (x1)
[isComplex] : boolean {1-20.system.details.isComplex} (same value: False)
level : object {1-20.system.details.level}
value : integer {1-20.system.details.level.value} (3 different values)
1 (x1)
3 (x5)
2 (x1)
publication : object {1-20.system.details.publication}
license : string {1-20.system.details.publication.license} (same value: OGL)
remaster : boolean {1-20.system.details.publication.remaster} (same value: False)
title : string {1-20.system.details.publication.title} (same value: Pathfinder Society Scenario #1-20: The Lost Legend)
[reset] : string {1-20.system.details.reset} (same value: <p>Others can fall into the pit, but the net entangles only the first creature to trigger the trap. The net must be reset manually.</p>)
[routine] : string {1-20.system.details.routine} (same value: )
blurb : string {1-20.system.details.blurb} (same value: )
languages : object {1-20.system.details.languages}
details : string {1-20.system.details.languages.details} (same value: )
value : array<string> {1-20.system.details.languages.value}
Length: min=0 max=3
Value type: string {1-20.system.details.languages.value.[]} (4 different values)
boggard (x3)
chthonian (x3)
common (x4)
necril (x1)
privateNotes : string {1-20.system.details.privateNotes} (same value: )
publicNotes : string {1-20.system.details.publicNotes} (2 different values)
<p>The boggard swampseer has been gifted with magic through its worship of the demon lord Gogunta, and uses its power to rule a boggard village, keeping the rest of the village in line and planning raids on nearby communities.</p>
<hr />
<p>Boggards are aggressive humanoid amphibians that thrive in swamps, marshes, and even some rain forests. Boggards hatch from eggs into tadpoles, fiercely competing for food and even consuming their siblings in that struggle. Over 3 years, the surviving boggards develops arms, legs, and lungs while learning the rudiments of hunting, crafts, and warfare-everything needed to survive in their might-makes-right society. At the top of most boggard hierarchies lords a hulking swampseer imbued with sinister divine magic.</p> (x3)
(x2)
[flavourText] : string {1-20.system.flavourText} (same value: )
[recallKnowledgeText] : string {1-20.system.recallKnowledgeText} (same value: )
saves : object {1-20.system.saves}
fortitude : object {1-20.system.saves.fortitude}
saveDetail : string {1-20.system.saves.fortitude.saveDetail} (same value: )
value : integer {1-20.system.saves.fortitude.value} (5 different values)
1 (x1)
6 (x1)
9 (x3)
11 (x1)
4 (x1)
reflex : object {1-20.system.saves.reflex}
saveDetail : string {1-20.system.saves.reflex.saveDetail} (same value: )
value : integer {1-20.system.saves.reflex.value} (4 different values)
1 (x1)
6 (x2)
7 (x3)
11 (x1)
will : object {1-20.system.saves.will}
saveDetail : string {1-20.system.saves.will.saveDetail} (same value: )
value : integer {1-20.system.saves.will.value} (4 different values)
0 (x2)
11 (x3)
10 (x1)
5 (x1)
[sidebarText] : string {1-20.system.sidebarText} (same value: )
[statusEffects] : array<> {1-20.system.statusEffects}
Length: min=0 max=0
Value type: mixed
traits : object {1-20.system.traits}
rarity : string {1-20.system.traits.rarity} (same value: common)
size : object {1-20.system.traits.size}
value : string {1-20.system.traits.size.value} (2 different values)
med (x6)
sm (x1)
value : array<string> {1-20.system.traits.value}
Length: min=2 max=5
Value type: string {1-20.system.traits.value.[]} (13 different values)
mechanical (x2)
trap (x2)
amphibious (x3)
boggard (x3)
chaotic (x3)
evil (x4)
humanoid (x3)
lawful (x1)
undead (x1)
unholy (x1)
wight (x1)
air (x1)
elemental (x1)
abilities : object {1-20.system.abilities}
cha : object {1-20.system.abilities.cha}
mod : integer {1-20.system.abilities.cha.mod} (3 different values)
3 (x3)
2 (x1)
0 (x1)
con : object {1-20.system.abilities.con}
mod : integer {1-20.system.abilities.con.mod} (3 different values)
2 (x3)
4 (x1)
1 (x1)
dex : object {1-20.system.abilities.dex}
mod : integer {1-20.system.abilities.dex.mod} (3 different values)
0 (x3)
1 (x1)
4 (x1)
int : object {1-20.system.abilities.int}
mod : integer {1-20.system.abilities.int.mod} (2 different values)
0 (x4)
-4 (x1)
str : object {1-20.system.abilities.str}
mod : integer {1-20.system.abilities.str.mod} (3 different values)
3 (x3)
4 (x1)
2 (x1)
wis : object {1-20.system.abilities.wis}
mod : integer {1-20.system.abilities.wis.mod} (3 different values)
4 (x3)
3 (x1)
0 (x1)
initiative : object {1-20.system.initiative}
statistic : string {1-20.system.initiative.statistic} (same value: perception)
perception : object {1-20.system.perception}
details : string {1-20.system.perception.details} (same value: )
mod : integer {1-20.system.perception.mod} (3 different values)
11 (x3)
10 (x1)
5 (x1)
senses : array<object> {1-20.system.perception.senses}
Length: min=1 max=1
Value type: object {1-20.system.perception.senses.[]}
type : string {1-20.system.perception.senses.[].type} (same value: darkvision)
resources : object {1-20.system.resources}
[focus] : object {1-20.system.resources.focus}
max : integer {1-20.system.resources.focus.max} (same value: 1)
value : integer {1-20.system.resources.focus.value} (same value: 1)
skills : object {1-20.system.skills}
[athletics] : object {1-20.system.skills.athletics}
base : integer {1-20.system.skills.athletics.base} (2 different values)
8 (x3)
11 (x1)
[intimidation] : object {1-20.system.skills.intimidation}
base : integer {1-20.system.skills.intimidation.base} (2 different values)
8 (x3)
9 (x1)
[medicine] : object {1-20.system.skills.medicine}
base : integer {1-20.system.skills.medicine.base} (same value: 9)
[nature] : object {1-20.system.skills.nature}
base : integer {1-20.system.skills.nature.base} (same value: 11)
[performance] : object {1-20.system.skills.performance}
base : integer {1-20.system.skills.performance.base} (same value: 8)
[religion] : object {1-20.system.skills.religion}
base : integer {1-20.system.skills.religion.base} (same value: 9)
[stealth] : object {1-20.system.skills.stealth}
base : integer {1-20.system.skills.stealth.base} (2 different values)
6 (x1)
9 (x1)
acrobatics : object {1-20.system.skills.acrobatics}
base : integer {1-20.system.skills.acrobatics.base} (same value: 11)
type : string {1-20.type} (2 different values)
hazard (x2)
npc (x5)
+577
View File
@@ -0,0 +1,577 @@
1-21
Different values: 6
=====================================
object {1-21}
_id : string {1-21._id} (all different values)
folder : string {1-21.folder} (same value: RcP4o6OsMkWJ4h3i)
img : string {1-21.img} (same value: systems/pf2e/icons/default-icons/npc.svg)
items : array<object> {1-21.items}
Length: min=17 max=21
Value type: object {1-21.items.[]}
_id : string {1-21.items.[]._id} (60 different values)
img : string {1-21.items.[].img} (36 different values)
name : string {1-21.items.[].name} (60 different values)
sort : integer {1-21.items.[].sort} (21 different values)
system : object {1-21.items.[].system}
[autoHeightenLevel] : object {1-21.items.[].system.autoHeightenLevel}
[value] : integer {1-21.items.[].system.autoHeightenLevel.value} (same value: 1)
description : object {1-21.items.[].system.description}
value : string {1-21.items.[].system.description.value} (45 different values)
[prepared] : object {1-21.items.[].system.prepared}
flexible : boolean {1-21.items.[].system.prepared.flexible} (same value: False)
value : string {1-21.items.[].system.prepared.value} (2 different values)
innate (x6)
spontaneous (x2)
[proficiency] : object {1-21.items.[].system.proficiency}
value : integer {1-21.items.[].system.proficiency.value} (2 different values)
1 (x7)
0 (x1)
publication : object {1-21.items.[].system.publication}
license : string {1-21.items.[].system.publication.license} (same value: OGL)
remaster : boolean {1-21.items.[].system.publication.remaster} (same value: False)
title : string {1-21.items.[].system.publication.title} (4 different values)
(x48)
Pathfinder Core Rulebook (x50)
Pathfinder Bestiary (x15)
Pathfinder Gamemastery Guide (x2)
rules : ###FoundryRulesObject###
[slots] : object {1-21.items.[].system.slots}
[slot1] : object {1-21.items.[].system.slots.slot1}
max : integer {1-21.items.[].system.slots.slot1.max} (same value: 4)
value : integer {1-21.items.[].system.slots.slot1.value} (same value: 4)
[slug] : string {1-21.items.[].system.slug} (39 different values)
[spelldc] : object {1-21.items.[].system.spelldc}
dc : integer {1-21.items.[].system.spelldc.dc} (4 different values)
19 (x2)
22 (x4)
25 (x1)
23 (x1)
mod : integer {1-21.items.[].system.spelldc.mod} (same value: 0)
value : integer {1-21.items.[].system.spelldc.value} (4 different values)
11 (x2)
14 (x3)
15 (x2)
17 (x1)
[tradition] : object {1-21.items.[].system.tradition}
value : string {1-21.items.[].system.tradition.value} (3 different values)
divine (x3)
occult (x4)
arcane (x1)
[area] : object {1-21.items.[].system.area}
type : string {1-21.items.[].system.area.type} (2 different values)
burst (x3)
emanation (x6)
value : integer {1-21.items.[].system.area.value} (2 different values)
20 (x3)
30 (x6)
[cost] : object {1-21.items.[].system.cost}
value : string {1-21.items.[].system.cost.value} (same value: )
[counteraction] : boolean {1-21.items.[].system.counteraction} (2 different values)
False (x53)
True (x1)
[damage] : object {1-21.items.[].system.damage}
[0] : object {1-21.items.[].system.damage.0}
applyMod : boolean {1-21.items.[].system.damage.0.applyMod} (same value: True)
[category] : mixed
formula : string {1-21.items.[].system.damage.0.formula} (same value: 0)
kinds : array<string> {1-21.items.[].system.damage.0.kinds}
Length: min=1 max=1
Value type: string {1-21.items.[].system.damage.0.kinds.[]} (same value: damage)
materials : array<> {1-21.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {1-21.items.[].system.damage.0.type} (same value: mental)
[formula] : string {1-21.items.[].system.damage.formula} (2 different values)
2d8+5 (x1)
3d8+10 (x1)
[kind] : string {1-21.items.[].system.damage.kind} (same value: healing)
[type] : string {1-21.items.[].system.damage.type} (same value: vitality)
damageType : string {1-21.items.[].system.damage.damageType} (same value: piercing)
dice : integer {1-21.items.[].system.damage.dice} (same value: 1)
die : string {1-21.items.[].system.damage.die} (same value: d10)
[defense] : object {1-21.items.[].system.defense}
save : object {1-21.items.[].system.defense.save}
basic : boolean {1-21.items.[].system.defense.save.basic} (2 different values)
False (x5)
True (x2)
statistic : string {1-21.items.[].system.defense.save.statistic} (same value: will)
[duration] : object {1-21.items.[].system.duration}
sustained : boolean {1-21.items.[].system.duration.sustained} (2 different values)
False (x38)
True (x16)
value : string {1-21.items.[].system.duration.value} (9 different values)
10 minutes (x10)
(x25)
1 minute (x8)
1 round or sustained up to 1 minute (x2)
1 hour (x3)
1 round (x2)
unlimited (x2)
varies (x1)
8 hours (x1)
[level] : object {1-21.items.[].system.level}
value : integer {1-21.items.[].system.level.value} (7 different values)
4 (x11)
2 (x7)
1 (x29)
3 (x6)
0 (x5)
6 (x1)
5 (x2)
[location] : object {1-21.items.[].system.location}
[heightenedLevel] : integer {1-21.items.[].system.location.heightenedLevel} (4 different values)
4 (x8)
2 (x6)
1 (x7)
3 (x4)
value : string {1-21.items.[].system.location.value} (4 different values)
LQ2bKpRmevYPA766 (x24)
7djCYJFOvDbYMLau (x6)
cB7a1Nrvsv9EKXKJ (x14)
THUDJyCpb4at07bz (x10)
[uses] : object {1-21.items.[].system.location.uses}
max : integer {1-21.items.[].system.location.uses.max} (same value: 2)
value : integer {1-21.items.[].system.location.uses.value} (same value: 2)
[range] : object {1-21.items.[].system.range}
value : string {1-21.items.[].system.range.value} (7 different values)
touch (x10)
(x13)
120 feet (x8)
30 feet (x13)
10 feet (x3)
500 feet (x4)
60 feet (x3)
[requirements] : string {1-21.items.[].system.requirements} (same value: )
[target] : object {1-21.items.[].system.target}
value : string {1-21.items.[].system.target.value} (9 different values)
1 creature touched (x3)
(x30)
self (x3)
1 object (cook, lift, or tidy only) (x3)
1 creature (x9)
1 unattended object of light Bulk or less (x2)
1 creature or object (x2)
1 Large or smaller creature (x1)
1 spell effect or unattended magic item (x1)
[time] : object {1-21.items.[].system.time}
value : string {1-21.items.[].system.time.value} (4 different values)
2 (x43)
10 minutes (x3)
3 (x4)
1 minute (x4)
[traits] : object {1-21.items.[].system.traits}
rarity : string {1-21.items.[].system.traits.rarity} (2 different values)
common (x96)
uncommon (x9)
[traditions] : array<string> {1-21.items.[].system.traits.traditions}
Length: min=2 max=4
Value type: string {1-21.items.[].system.traits.traditions.[]} (4 different values)
arcane (x48)
divine (x24)
primal (x23)
occult (x48)
value : array<string> {1-21.items.[].system.traits.value}
Length: min=0 max=5
Value type: string {1-21.items.[].system.traits.value.[]} (36 different values)
[heightening] : object {1-21.items.[].system.heightening}
[levels] : object {1-21.items.[].system.heightening.levels}
[3] : object {1-21.items.[].system.heightening.levels.3}
[range] : object {1-21.items.[].system.heightening.levels.3.range}
value : string {1-21.items.[].system.heightening.levels.3.range.value} (same value: 60 feet)
[target] : object {1-21.items.[].system.heightening.levels.3.target}
value : string {1-21.items.[].system.heightening.levels.3.target.value} (same value: 1 unattended object with a Bulk of 1 or less)
[5] : object {1-21.items.[].system.heightening.levels.5}
range : object {1-21.items.[].system.heightening.levels.5.range}
value : string {1-21.items.[].system.heightening.levels.5.range.value} (2 different values)
120 feet (x5)
60 feet (x2)
[8] : object {1-21.items.[].system.heightening.levels.8}
target : object {1-21.items.[].system.heightening.levels.8.target}
value : string {1-21.items.[].system.heightening.levels.8.target.value} (same value: 10 creatures)
[7] : object {1-21.items.[].system.heightening.levels.7}
target : object {1-21.items.[].system.heightening.levels.7.target}
value : string {1-21.items.[].system.heightening.levels.7.target.value} (same value: 1 unattended object with a Bulk of 2 or less)
type : string {1-21.items.[].system.heightening.type} (2 different values)
fixed (x9)
interval (x2)
[damage] : object {1-21.items.[].system.heightening.damage}
0 : string {1-21.items.[].system.heightening.damage.0} (same value: 1d6)
[interval] : integer {1-21.items.[].system.heightening.interval} (same value: 2)
[attack] : object {1-21.items.[].system.attack}
value : string {1-21.items.[].system.attack.value} (same value: )
[attackEffects] : object {1-21.items.[].system.attackEffects}
value : array<string> {1-21.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {1-21.items.[].system.attackEffects.value.[]} (2 different values)
confounding-lash (x3)
grab (x1)
[custom] : string {1-21.items.[].system.attackEffects.custom} (same value: )
[bonus] : object {1-21.items.[].system.bonus}
value : integer {1-21.items.[].system.bonus.value} (5 different values)
12 (x2)
15 (x7)
17 (x2)
0 (x1)
16 (x1)
[damageRolls] : object {1-21.items.[].system.damageRolls}
[pdksnppt4j8y815lcyic] : object {1-21.items.[].system.damageRolls.pdksnppt4j8y815lcyic}
damage : string {1-21.items.[].system.damageRolls.pdksnppt4j8y815lcyic.damage} (2 different values)
1d12 (x1)
1d12+1 (x2)
damageType : string {1-21.items.[].system.damageRolls.pdksnppt4j8y815lcyic.damageType} (same value: piercing)
[j4e2la4qwexpvh9xuxqe] : object {1-21.items.[].system.damageRolls.j4e2la4qwexpvh9xuxqe}
damage : string {1-21.items.[].system.damageRolls.j4e2la4qwexpvh9xuxqe.damage} (2 different values)
1d8 (x1)
1d12 (x2)
damageType : string {1-21.items.[].system.damageRolls.j4e2la4qwexpvh9xuxqe.damageType} (same value: spirit)
[1lqpoib915n2do6f3o4q] : object {1-21.items.[].system.damageRolls.1lqpoib915n2do6f3o4q}
damage : string {1-21.items.[].system.damageRolls.1lqpoib915n2do6f3o4q.damage} (2 different values)
1d8 (x1)
1d8+1 (x2)
damageType : string {1-21.items.[].system.damageRolls.1lqpoib915n2do6f3o4q.damageType} (same value: slashing)
[4tp7jpvlr8dys6fp7512] : object {1-21.items.[].system.damageRolls.4tp7jpvlr8dys6fp7512}
damage : string {1-21.items.[].system.damageRolls.4tp7jpvlr8dys6fp7512.damage} (2 different values)
1d8 (x1)
1d12 (x2)
damageType : string {1-21.items.[].system.damageRolls.4tp7jpvlr8dys6fp7512.damageType} (same value: spirit)
[0] : object {1-21.items.[].system.damageRolls.0}
damage : string {1-21.items.[].system.damageRolls.0.damage} (2 different values)
2d6+4 (x1)
2d8+4 (x1)
damageType : string {1-21.items.[].system.damageRolls.0.damageType} (same value: piercing)
[1] : object {1-21.items.[].system.damageRolls.1}
damage : string {1-21.items.[].system.damageRolls.1.damage} (same value: 1d6)
damageType : string {1-21.items.[].system.damageRolls.1.damageType} (same value: bleed)
[m7kia7irtng5n1qvnmen] : object {1-21.items.[].system.damageRolls.m7kia7irtng5n1qvnmen}
damage : string {1-21.items.[].system.damageRolls.m7kia7irtng5n1qvnmen.damage} (2 different values)
2d4+4 (x1)
2d6+4 (x1)
damageType : string {1-21.items.[].system.damageRolls.m7kia7irtng5n1qvnmen.damageType} (same value: slashing)
[6wumx7pzhk3z7rellcdu] : object {1-21.items.[].system.damageRolls.6wumx7pzhk3z7rellcdu}
damage : string {1-21.items.[].system.damageRolls.6wumx7pzhk3z7rellcdu.damage} (same value: 1d10+6)
damageType : string {1-21.items.[].system.damageRolls.6wumx7pzhk3z7rellcdu.damageType} (same value: piercing)
9eibwz4gn167o4hqatb1 : object {1-21.items.[].system.damageRolls.9eibwz4gn167o4hqatb1}
damage : string {1-21.items.[].system.damageRolls.9eibwz4gn167o4hqatb1.damage} (same value: 1d6+6)
damageType : string {1-21.items.[].system.damageRolls.9eibwz4gn167o4hqatb1.damageType} (same value: bludgeoning)
[weaponType] : object {1-21.items.[].system.weaponType}
value : string {1-21.items.[].system.weaponType.value} (same value: melee)
[actionType] : object {1-21.items.[].system.actionType}
value : string {1-21.items.[].system.actionType.value} (3 different values)
passive (x22)
action (x9)
reaction (x1)
[actions] : object {1-21.items.[].system.actions}
[value] : integer {1-21.items.[].system.actions.value} (same value: 1)
[category] : string {1-21.items.[].system.category} (5 different values)
interaction (x7)
defensive (x11)
offensive (x14)
potion (x2)
martial (x1)
[showSlotlessLevels] : object {1-21.items.[].system.showSlotlessLevels}
value : boolean {1-21.items.[].system.showSlotlessLevels.value} (same value: False)
[baseItem] : string {1-21.items.[].system.baseItem} (same value: ranseur)
[bulk] : object {1-21.items.[].system.bulk}
value : mixed
float {1-21.items.[].system.bulk.value} (same value: 0,1)
integer {1-21.items.[].system.bulk.value} (2 different values)
0 (x2)
2 (x1)
[capacity] : integer {1-21.items.[].system.bulk.capacity} (same value: 8)
[heldOrStowed] : float {1-21.items.[].system.bulk.heldOrStowed} (same value: 0,1)
[ignored] : integer {1-21.items.[].system.bulk.ignored} (same value: 0)
[containerId] : string {1-21.items.[].system.containerId} (same value: RFoj9b2TwhIJAodX)
[equipped] : object {1-21.items.[].system.equipped}
carryType : string {1-21.items.[].system.equipped.carryType} (same value: worn)
handsHeld : integer {1-21.items.[].system.equipped.handsHeld} (same value: 0)
[invested] : mixed
[hardness] : integer {1-21.items.[].system.hardness} (same value: 0)
[hp] : object {1-21.items.[].system.hp}
max : integer {1-21.items.[].system.hp.max} (same value: 0)
value : integer {1-21.items.[].system.hp.value} (same value: 0)
[material] : object {1-21.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {1-21.items.[].system.price}
value : object {1-21.items.[].system.price.value}
[gp] : integer {1-21.items.[].system.price.value.gp} (3 different values)
12 (x1)
50 (x1)
2 (x1)
[cp] : integer {1-21.items.[].system.price.value.cp} (same value: 1)
[quantity] : integer {1-21.items.[].system.quantity} (3 different values)
3 (x2)
1 (x3)
5 (x2)
[size] : string {1-21.items.[].system.size} (same value: med)
[usage] : object {1-21.items.[].system.usage}
value : string {1-21.items.[].system.usage.value} (2 different values)
held-in-one-hand (x4)
held-in-two-hands (x1)
[uses] : object {1-21.items.[].system.uses}
autoDestroy : boolean {1-21.items.[].system.uses.autoDestroy} (same value: True)
max : integer {1-21.items.[].system.uses.max} (same value: 1)
value : integer {1-21.items.[].system.uses.value} (same value: 1)
[collapsed] : boolean {1-21.items.[].system.collapsed} (same value: False)
[stowing] : boolean {1-21.items.[].system.stowing} (same value: False)
[bonusDamage] : object {1-21.items.[].system.bonusDamage}
value : integer {1-21.items.[].system.bonusDamage.value} (same value: 0)
[group] : string {1-21.items.[].system.group} (same value: polearm)
[reload] : object {1-21.items.[].system.reload}
value : string {1-21.items.[].system.reload.value} (same value: )
[runes] : object {1-21.items.[].system.runes}
potency : integer {1-21.items.[].system.runes.potency} (same value: 1)
property : array<> {1-21.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
striking : integer {1-21.items.[].system.runes.striking} (same value: 0)
[splashDamage] : object {1-21.items.[].system.splashDamage}
value : integer {1-21.items.[].system.splashDamage.value} (same value: 0)
[frequency] : object {1-21.items.[].system.frequency}
max : integer {1-21.items.[].system.frequency.max} (same value: 1)
per : string {1-21.items.[].system.frequency.per} (same value: round)
value : integer {1-21.items.[].system.frequency.value} (same value: 1)
mod : object {1-21.items.[].system.mod}
value : integer {1-21.items.[].system.mod.value} (same value: 14)
proficient : object {1-21.items.[].system.proficient}
value : integer {1-21.items.[].system.proficient.value} (same value: 0)
type : string {1-21.items.[].type} (9 different values)
spellcastingEntry (x8)
spell (x54)
melee (x12)
action (x32)
consumable (x2)
treasure (x2)
backpack (x2)
weapon (x1)
lore (x2)
[_stats] : object {1-21.items.[]._stats}
compendiumSource : string {1-21.items.[]._stats.compendiumSource} (38 different values)
[flags] : object {1-21.items.[].flags}
pf2e : object {1-21.items.[].flags.pf2e}
linkedWeapon : string {1-21.items.[].flags.pf2e.linkedWeapon} (same value: wJkawABLUtrnlz3Y)
name : string {1-21.name} (all different values)
[prototypeToken] : object {1-21.prototypeToken}
name : string {1-21.prototypeToken.name} (3 different values)
Mr. Chitters (x2)
Nevashi (x2)
Witchwyrd (x1)
system : object {1-21.system}
abilities : object {1-21.system.abilities}
cha : object {1-21.system.abilities.cha}
mod : integer {1-21.system.abilities.cha.mod} (5 different values)
1 (x1)
2 (x2)
3 (x1)
4 (x1)
5 (x1)
con : object {1-21.system.abilities.con}
mod : integer {1-21.system.abilities.con.mod} (3 different values)
0 (x1)
1 (x3)
3 (x2)
dex : object {1-21.system.abilities.dex}
mod : integer {1-21.system.abilities.dex.mod} (3 different values)
4 (x3)
5 (x2)
3 (x1)
int : object {1-21.system.abilities.int}
mod : integer {1-21.system.abilities.int.mod} (4 different values)
-1 (x1)
0 (x2)
1 (x2)
4 (x1)
str : object {1-21.system.abilities.str}
mod : integer {1-21.system.abilities.str.mod} (3 different values)
0 (x1)
1 (x4)
3 (x1)
wis : object {1-21.system.abilities.wis}
mod : integer {1-21.system.abilities.wis.mod} (4 different values)
-1 (x1)
0 (x2)
1 (x2)
3 (x1)
attributes : object {1-21.system.attributes}
ac : object {1-21.system.attributes.ac}
details : string {1-21.system.attributes.ac.details} (same value: )
value : integer {1-21.system.attributes.ac.value} (4 different values)
20 (x1)
23 (x3)
25 (x1)
22 (x1)
allSaves : object {1-21.system.attributes.allSaves}
value : string {1-21.system.attributes.allSaves.value} (2 different values)
(x4)
+2 Status to All Saves vs. Magic, +3 Status to All Saves vs. Divine Magic (x2)
hp : object {1-21.system.attributes.hp}
details : string {1-21.system.attributes.hp.details} (3 different values)
fast healing 1 (x1)
fast healing 2 (x2)
(x3)
max : integer {1-21.system.attributes.hp.max} (5 different values)
16 (x1)
65 (x2)
60 (x1)
124 (x1)
110 (x1)
temp : integer {1-21.system.attributes.hp.temp} (same value: 0)
value : integer {1-21.system.attributes.hp.value} (5 different values)
16 (x1)
65 (x2)
60 (x1)
124 (x1)
110 (x1)
resistances : array<object> {1-21.system.attributes.resistances}
Length: min=1 max=2
Value type: object {1-21.system.attributes.resistances.[]}
type : string {1-21.system.attributes.resistances.[].type} (4 different values)
precision (x3)
protean-anatomy (x3)
physical (x2)
force (x1)
value : integer {1-21.system.attributes.resistances.[].value} (2 different values)
3 (x1)
5 (x8)
[exceptions] : array<string> {1-21.system.attributes.resistances.[].exceptions}
Length: min=1 max=1
Value type: string {1-21.system.attributes.resistances.[].exceptions.[]} (same value: piercing)
speed : object {1-21.system.attributes.speed}
[details] : string {1-21.system.attributes.speed.details} (same value: freedom of movement)
otherSpeeds : array<object> {1-21.system.attributes.speed.otherSpeeds}
Length: min=0 max=2
Value type: object {1-21.system.attributes.speed.otherSpeeds.[]}
type : string {1-21.system.attributes.speed.otherSpeeds.[].type} (3 different values)
fly (x3)
climb (x2)
swim (x1)
value : integer {1-21.system.attributes.speed.otherSpeeds.[].value} (2 different values)
40 (x3)
20 (x3)
value : integer {1-21.system.attributes.speed.value} (3 different values)
20 (x3)
25 (x2)
30 (x1)
[weaknesses] : array<object> {1-21.system.attributes.weaknesses}
Length: min=1 max=1
Value type: object {1-21.system.attributes.weaknesses.[]}
type : string {1-21.system.attributes.weaknesses.[].type} (same value: holy)
value : integer {1-21.system.attributes.weaknesses.[].value} (same value: 5)
details : object {1-21.system.details}
blurb : string {1-21.system.details.blurb} (same value: )
languages : object {1-21.system.details.languages}
details : string {1-21.system.details.languages.details} (2 different values)
(x5)
one or more planar languages; tongues (x1)
value : array<string> {1-21.system.details.languages.value}
Length: min=2 max=3
Value type: string {1-21.system.details.languages.value.[]} (all different values)
level : object {1-21.system.details.level}
value : integer {1-21.system.details.level.value} (4 different values)
3 (x1)
5 (x3)
7 (x1)
6 (x1)
privateNotes : string {1-21.system.details.privateNotes} (same value: )
publicNotes : string {1-21.system.details.publicNotes} (2 different values)
(x5)
<p>Witchwyrds conceal most of their faces, leaving only their eyes unmasked. Their inscrutability is a boon to one of their most significant interests-mercantilism- and many haughty witchwyrds openly revel in the befuddlement inspired by their mysterious guises and mannerisms. Witchwyrds have a keen eye for new opportunities and markets, and a witchwyrd almost always knows when someone is trying to pull one over on them.</p>
<p>These four-armed humanoid creatures have hairless blue-gray skin, are typically 6-1/2 feet tall, and weigh 300 pounds. Their hands have three evenly sized and spaced digits in a tripod-like arrangement. When not trying to blend in with the local community, witchwyrds favor outlandish, loose-fitting clothes in bright reds or yellows and a signature conical hat. They tend to prefer the driest, warmest regions of the lands they visit-perhaps an indicator of their mysterious home world. This, however, is the only indicator; witchwyrds are notoriously close-mouthed about details of this distant world, and with good reason: most witchwyrds on Golarion have never visited their ancestral home. To these witchwyrds, the notion of a home planet is a constant thorn in their side, and when asked, many choose to ignore the question altogether. Others are so agitated by these queries that they respond with impatience or even violence. Some scholars have theorized a connection between witchwyrds and several other four-armed creatures, but like with questions of their place of origin, witchwyrds have little to say about the topic.</p> (x1)
publication : object {1-21.system.details.publication}
license : string {1-21.system.details.publication.license} (same value: OGL)
remaster : boolean {1-21.system.details.publication.remaster} (same value: False)
title : string {1-21.system.details.publication.title} (same value: Pathfinder Society Scenario #1-21: Mistress of the Maze)
initiative : object {1-21.system.initiative}
statistic : string {1-21.system.initiative.statistic} (same value: perception)
perception : object {1-21.system.perception}
details : string {1-21.system.perception.details} (3 different values)
entropy sense (imprecise) 30 feet (x3)
(x2)
detect magic (x1)
mod : integer {1-21.system.perception.mod} (4 different values)
6 (x1)
9 (x2)
12 (x2)
14 (x1)
senses : array<object> {1-21.system.perception.senses}
Length: min=1 max=1
Value type: object {1-21.system.perception.senses.[]}
type : string {1-21.system.perception.senses.[].type} (same value: darkvision)
resources : object {1-21.system.resources}
focus : object {1-21.system.resources.focus}
max : integer {1-21.system.resources.focus.max} (same value: 1)
value : integer {1-21.system.resources.focus.value} (same value: 1)
saves : object {1-21.system.saves}
fortitude : object {1-21.system.saves.fortitude}
saveDetail : string {1-21.system.saves.fortitude.saveDetail} (same value: )
value : integer {1-21.system.saves.fortitude.value} (5 different values)
7 (x1)
10 (x2)
12 (x1)
14 (x1)
13 (x1)
reflex : object {1-21.system.saves.reflex}
saveDetail : string {1-21.system.saves.reflex.saveDetail} (same value: )
value : integer {1-21.system.saves.reflex.value} (4 different values)
11 (x1)
14 (x2)
13 (x2)
15 (x1)
will : object {1-21.system.saves.will}
saveDetail : string {1-21.system.saves.will.saveDetail} (same value: )
value : integer {1-21.system.saves.will.value} (5 different values)
8 (x1)
11 (x2)
10 (x1)
12 (x1)
15 (x1)
skills : object {1-21.system.skills}
[acrobatics] : object {1-21.system.skills.acrobatics}
base : integer {1-21.system.skills.acrobatics.base} (2 different values)
10 (x1)
13 (x4)
deception : object {1-21.system.skills.deception}
base : integer {1-21.system.skills.deception.base} (4 different values)
9 (x1)
12 (x2)
14 (x2)
15 (x1)
[religion] : object {1-21.system.skills.religion}
base : integer {1-21.system.skills.religion.base} (2 different values)
7 (x1)
10 (x2)
[stealth] : object {1-21.system.skills.stealth}
base : integer {1-21.system.skills.stealth.base} (2 different values)
10 (x1)
13 (x4)
[thievery] : object {1-21.system.skills.thievery}
base : integer {1-21.system.skills.thievery.base} (same value: 13)
arcana : object {1-21.system.skills.arcana}
base : integer {1-21.system.skills.arcana.base} (same value: 16)
diplomacy : object {1-21.system.skills.diplomacy}
base : integer {1-21.system.skills.diplomacy.base} (same value: 15)
intimidation : object {1-21.system.skills.intimidation}
base : integer {1-21.system.skills.intimidation.base} (same value: 15)
traits : object {1-21.system.traits}
rarity : string {1-21.system.traits.rarity} (3 different values)
unique (x4)
rare (x1)
uncommon (x1)
size : object {1-21.system.traits.size}
value : string {1-21.system.traits.size.value} (3 different values)
tiny (x1)
sm (x4)
med (x1)
value : array<string> {1-21.system.traits.value}
Length: min=2 max=5
Value type: string {1-21.system.traits.value.[]} (9 different values)
chaotic (x3)
monitor (x3)
protean (x3)
evil (x2)
fiend (x2)
lawful (x3)
rakshasa (x2)
unholy (x2)
humanoid (x1)
type : string {1-21.type} (same value: npc)
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File diff suppressed because it is too large Load Diff
+814
View File
@@ -0,0 +1,814 @@
1-25
Different values: 11
=====================================
object {1-25}
_id : string {1-25._id} (all different values)
folder : string {1-25.folder} (same value: PMwbSb6SPOXTt5c0)
img : string {1-25.img} (2 different values)
systems/pf2e/icons/default-icons/hazard.svg (x4)
systems/pf2e/icons/default-icons/npc.svg (x7)
items : array<object> {1-25.items}
Length: min=1 max=24
Value type: object {1-25.items.[]}
_id : string {1-25.items.[]._id} (88 different values)
img : string {1-25.items.[].img} (31 different values)
name : string {1-25.items.[].name} (51 different values)
sort : integer {1-25.items.[].sort} (25 different values)
system : object {1-25.items.[].system}
[actionType] : object {1-25.items.[].system.actionType}
value : string {1-25.items.[].system.actionType.value} (4 different values)
free (x2)
passive (x18)
action (x6)
reaction (x5)
[actions] : object {1-25.items.[].system.actions}
[value] : integer {1-25.items.[].system.actions.value} (same value: 1)
[category] : string {1-25.items.[].system.category} (7 different values)
simple (x2)
wand (x2)
defensive (x16)
offensive (x8)
martial (x4)
light (x2)
interaction (x3)
description : object {1-25.items.[].system.description}
value : string {1-25.items.[].system.description.value} (46 different values)
publication : object {1-25.items.[].system.publication}
license : string {1-25.items.[].system.publication.license} (2 different values)
OGL (x90)
ORC (x2)
remaster : boolean {1-25.items.[].system.publication.remaster} (2 different values)
False (x90)
True (x2)
title : string {1-25.items.[].system.publication.title} (6 different values)
(x74)
Pathfinder Player Core (x2)
Pathfinder Core Rulebook (x8)
Pathfinder Bestiary 2 (x5)
Pathfinder Bestiary (x1)
Pathfinder Lost Omens Gods & Magic (x2)
rules : ###FoundryRulesObject###
[slug] : string {1-25.items.[].system.slug} (27 different values)
[traits] : object {1-25.items.[].system.traits}
rarity : string {1-25.items.[].system.traits.rarity} (2 different values)
common (x85)
uncommon (x2)
value : array<string> {1-25.items.[].system.traits.value}
Length: min=0 max=6
Value type: string {1-25.items.[].system.traits.value.[]} (38 different values)
[traditions] : array<string> {1-25.items.[].system.traits.traditions}
Length: min=0 max=4
Value type: string {1-25.items.[].system.traits.traditions.[]} (4 different values)
arcane (x26)
divine (x21)
occult (x30)
primal (x12)
[selected] : object {1-25.items.[].system.traits.selected}
[autoHeightenLevel] : object {1-25.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {1-25.items.[].system.prepared}
value : string {1-25.items.[].system.prepared.value} (same value: prepared)
[proficiency] : object {1-25.items.[].system.proficiency}
value : integer {1-25.items.[].system.proficiency.value} (same value: 0)
[slots] : object {1-25.items.[].system.slots}
slot0 : object {1-25.items.[].system.slots.slot0}
max : integer {1-25.items.[].system.slots.slot0.max} (same value: 5)
prepared : array<object> {1-25.items.[].system.slots.slot0.prepared}
Length: min=5 max=5
Value type: object {1-25.items.[].system.slots.slot0.prepared.[]}
id : string {1-25.items.[].system.slots.slot0.prepared.[].id} (10 different values)
Q9lQJ3b8XvoODQVj (x1)
BFpEeFN0mOzmo2nG (x1)
JS79SkoNgn9aT2Lx (x1)
LqVT3n66K4z3KP4D (x1)
bQ2X0BXP0750WBFa (x1)
0MXxljiTlIC30j3T (x1)
NCLH2Y886YSJGCBl (x1)
QUvCqrae2SMI1Uah (x1)
iVhGR5T29yM86e93 (x1)
TzkUwBFOnqbZduE6 (x1)
slot1 : object {1-25.items.[].system.slots.slot1}
max : integer {1-25.items.[].system.slots.slot1.max} (same value: 3)
prepared : array<object> {1-25.items.[].system.slots.slot1.prepared}
Length: min=3 max=3
Value type: object {1-25.items.[].system.slots.slot1.prepared.[]}
id : string {1-25.items.[].system.slots.slot1.prepared.[].id} (6 different values)
PEa508x08Beqb2YM (x1)
mIBS79Nkl4cMb6kY (x1)
q3YhHenxx555RPuW (x1)
St1bzdYO1ePLeMu4 (x1)
m5YPf7z7ZoSVAEzA (x1)
AFG2nWVD6qHH6jL6 (x1)
slot2 : object {1-25.items.[].system.slots.slot2}
max : integer {1-25.items.[].system.slots.slot2.max} (same value: 3)
prepared : array<object> {1-25.items.[].system.slots.slot2.prepared}
Length: min=3 max=3
Value type: object {1-25.items.[].system.slots.slot2.prepared.[]}
id : string {1-25.items.[].system.slots.slot2.prepared.[].id} (6 different values)
0pVug3GrKwloIWZR (x1)
nImtma7eGCdd0q1D (x1)
0jvgbzhuyxj3xatd (x1)
4qWdWQuRUey3nEpv (x1)
WJKiXCbz016s7JJj (x1)
DYAoK84MRbgq28eb (x1)
slot3 : object {1-25.items.[].system.slots.slot3}
max : integer {1-25.items.[].system.slots.slot3.max} (same value: 3)
prepared : array<object> {1-25.items.[].system.slots.slot3.prepared}
Length: min=3 max=3
Value type: object {1-25.items.[].system.slots.slot3.prepared.[]}
id : string {1-25.items.[].system.slots.slot3.prepared.[].id} (6 different values)
q8LBmLba5YWq3UYJ (x1)
uiUGp4eBHcKpizbj (x1)
IXf5PuHZuxqQr1q8 (x1)
MorhLVdJKZlU3W5B (x1)
c8b8RqSnk5kMw9Bb (x1)
rmSv54kzdl7BzpIB (x1)
slot4 : object {1-25.items.[].system.slots.slot4}
max : integer {1-25.items.[].system.slots.slot4.max} (same value: 3)
prepared : array<object> {1-25.items.[].system.slots.slot4.prepared}
Length: min=3 max=3
Value type: object {1-25.items.[].system.slots.slot4.prepared.[]}
id : string {1-25.items.[].system.slots.slot4.prepared.[].id} (3 different values)
2A7DRjzupc7dKotY (x1)
5RmdsAPLW1T7Cocs (x1)
rmSv54kzdl7BzpIB (x1)
[spelldc] : object {1-25.items.[].system.spelldc}
dc : integer {1-25.items.[].system.spelldc.dc} (2 different values)
26 (x1)
29 (x1)
mod : integer {1-25.items.[].system.spelldc.mod} (same value: 0)
value : integer {1-25.items.[].system.spelldc.value} (2 different values)
18 (x1)
21 (x1)
[tradition] : object {1-25.items.[].system.tradition}
value : string {1-25.items.[].system.tradition.value} (same value: occult)
[area] : object {1-25.items.[].system.area}
type : string {1-25.items.[].system.area.type} (same value: burst)
value : integer {1-25.items.[].system.area.value} (same value: 20)
[cost] : object {1-25.items.[].system.cost}
value : string {1-25.items.[].system.cost.value} (2 different values)
(x30)
black onyx, see Table 7-1 (x2)
[counteraction] : boolean {1-25.items.[].system.counteraction} (2 different values)
False (x29)
True (x3)
[damage] : object {1-25.items.[].system.damage}
[0] : object {1-25.items.[].system.damage.0}
[category] : mixed
formula : string {1-25.items.[].system.damage.0.formula} (2 different values)
6d6 (x2)
0 (x2)
kinds : array<string> {1-25.items.[].system.damage.0.kinds}
Length: min=1 max=1
Value type: string {1-25.items.[].system.damage.0.kinds.[]} (same value: damage)
materials : array<> {1-25.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {1-25.items.[].system.damage.0.type} (2 different values)
void (x2)
mental (x2)
[applyMod] : boolean {1-25.items.[].system.damage.0.applyMod} (same value: True)
[damageType] : string {1-25.items.[].system.damage.damageType} (3 different values)
bludgeoning (x2)
electricity (x2)
slashing (x2)
[dice] : integer {1-25.items.[].system.damage.dice} (2 different values)
1 (x4)
2 (x2)
[die] : string {1-25.items.[].system.damage.die} (same value: d6)
[defense] : object {1-25.items.[].system.defense}
save : object {1-25.items.[].system.defense.save}
basic : boolean {1-25.items.[].system.defense.save.basic} (2 different values)
True (x4)
False (x7)
statistic : string {1-25.items.[].system.defense.save.statistic} (2 different values)
fortitude (x2)
will (x9)
[duration] : object {1-25.items.[].system.duration}
[sustained] : boolean {1-25.items.[].system.duration.sustained} (2 different values)
False (x24)
True (x8)
value : mixed
string {1-25.items.[].system.duration.value} (9 different values)
1 day (x2)
(x14)
1 minute (x5)
8 hours (x2)
until the end of the target's next turn (x2)
1 round (x2)
varies (x2)
until the start of your next turn (x2)
24 hours (x1)
integer {1-25.items.[].system.duration.value} (same value: 0)
[level] : object {1-25.items.[].system.level}
value : integer {1-25.items.[].system.level.value} (7 different values)
3 (x6)
2 (x10)
1 (x16)
0 (x6)
7 (x2)
4 (x2)
6 (x2)
[location] : object {1-25.items.[].system.location}
[value] : string {1-25.items.[].system.location.value} (2 different values)
iXJ8ye7VtuOlnHoJ (x14)
0HbRbuIbtQyfB48g (x16)
[range] : mixed
object {1-25.items.[].system.range}
value : string {1-25.items.[].system.range.value} (6 different values)
30 feet (x13)
touch (x5)
10 feet (x4)
120 feet (x6)
(x2)
60 feet (x2)
integer {1-25.items.[].system.range} (same value: 20)
[requirements] : string {1-25.items.[].system.requirements} (same value: )
[target] : object {1-25.items.[].system.target}
value : string {1-25.items.[].system.target.value} (7 different values)
1 mindless undead creature with a level no greater than bind undead's spell rank (x2)
1 living creature (x4)
1 dead creature (x2)
(x8)
1 spell effect or unattended magic item (x2)
1 creature (x12)
1 object (cook, lift, or tidy only) (x2)
[time] : object {1-25.items.[].system.time}
value : string {1-25.items.[].system.time.value} (4 different values)
2 (x26)
1 day (x2)
3 (x2)
1 (x2)
[heightening] : object {1-25.items.[].system.heightening}
damage : object {1-25.items.[].system.heightening.damage}
0 : string {1-25.items.[].system.heightening.damage.0} (2 different values)
2d6 (x2)
1d6 (x2)
interval : integer {1-25.items.[].system.heightening.interval} (2 different values)
1 (x2)
2 (x2)
type : string {1-25.items.[].system.heightening.type} (same value: interval)
[ritual] : object {1-25.items.[].system.ritual}
primary : object {1-25.items.[].system.ritual.primary}
check : string {1-25.items.[].system.ritual.primary.check} (same value: Arcana (expert), Occultism (expert), or Religion (expert))
secondary : object {1-25.items.[].system.ritual.secondary}
casters : integer {1-25.items.[].system.ritual.secondary.casters} (same value: 1)
checks : string {1-25.items.[].system.ritual.secondary.checks} (same value: Religion)
[baseItem] : string {1-25.items.[].system.baseItem} (4 different values)
mace (x2)
alchemical-bomb (x2)
machete (x2)
studded-leather-armor (x2)
[bonus] : object {1-25.items.[].system.bonus}
value : integer {1-25.items.[].system.bonus.value} (all different values)
[bonusDamage] : object {1-25.items.[].system.bonusDamage}
value : integer {1-25.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {1-25.items.[].system.bulk}
value : mixed
integer {1-25.items.[].system.bulk.value} (2 different values)
1 (x4)
0 (x2)
float {1-25.items.[].system.bulk.value} (same value: 0,1)
[containerId] : mixed
[equipped] : object {1-25.items.[].system.equipped}
carryType : string {1-25.items.[].system.equipped.carryType} (2 different values)
held (x3)
worn (x9)
handsHeld : integer {1-25.items.[].system.equipped.handsHeld} (2 different values)
1 (x3)
0 (x9)
[invested] : mixed
[inSlot] : boolean {1-25.items.[].system.equipped.inSlot} (same value: True)
[group] : string {1-25.items.[].system.group} (4 different values)
club (x2)
bomb (x2)
sword (x2)
leather (x2)
[hardness] : integer {1-25.items.[].system.hardness} (same value: 0)
[hp] : object {1-25.items.[].system.hp}
max : integer {1-25.items.[].system.hp.max} (same value: 0)
value : integer {1-25.items.[].system.hp.value} (same value: 0)
[material] : object {1-25.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {1-25.items.[].system.price}
value : object {1-25.items.[].system.price.value}
[gp] : integer {1-25.items.[].system.price.value.gp} (5 different values)
1 (x2)
360 (x2)
10 (x2)
3 (x2)
245 (x2)
[sp] : integer {1-25.items.[].system.price.value.sp} (same value: 7)
[quantity] : integer {1-25.items.[].system.quantity} (2 different values)
1 (x10)
10 (x2)
[reload] : object {1-25.items.[].system.reload}
value : string {1-25.items.[].system.reload.value} (2 different values)
(x4)
- (x2)
[runes] : object {1-25.items.[].system.runes}
potency : integer {1-25.items.[].system.runes.potency} (2 different values)
1 (x2)
0 (x6)
property : array<> {1-25.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {1-25.items.[].system.runes.striking} (2 different values)
0 (x5)
1 (x1)
[resilient] : integer {1-25.items.[].system.runes.resilient} (same value: 0)
[size] : string {1-25.items.[].system.size} (same value: med)
[splashDamage] : object {1-25.items.[].system.splashDamage}
value : integer {1-25.items.[].system.splashDamage.value} (2 different values)
0 (x4)
2 (x2)
[usage] : object {1-25.items.[].system.usage}
value : string {1-25.items.[].system.usage.value} (2 different values)
held-in-one-hand (x8)
worn (x2)
[spell] : object {1-25.items.[].system.spell}
_id : string {1-25.items.[].system.spell._id} (same value: N1Z1oLPdBxaSgrEE)
flags : object {1-25.items.[].system.spell.flags}
core : object {1-25.items.[].system.spell.flags.core}
sourceId : string {1-25.items.[].system.spell.flags.core.sourceId} (same value: Compendium.pf2e.spells-srd.Item.N1Z1oLPdBxaSgrEE)
img : string {1-25.items.[].system.spell.img} (same value: systems/pf2e/icons/spells/vampiric-touch.webp)
name : string {1-25.items.[].system.spell.name} (same value: Vampiric Touch)
sort : integer {1-25.items.[].system.spell.sort} (same value: 0)
system : object {1-25.items.[].system.spell.system}
[area] : mixed
cost : object {1-25.items.[].system.spell.system.cost}
value : string {1-25.items.[].system.spell.system.cost.value} (same value: )
counteraction : boolean {1-25.items.[].system.spell.system.counteraction} (same value: False)
damage : object {1-25.items.[].system.spell.system.damage}
0 : object {1-25.items.[].system.spell.system.damage.0}
[category] : mixed
formula : string {1-25.items.[].system.spell.system.damage.0.formula} (same value: 6d6)
kinds : array<string> {1-25.items.[].system.spell.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {1-25.items.[].system.spell.system.damage.0.kinds.[]} (same value: damage)
materials : array<> {1-25.items.[].system.spell.system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {1-25.items.[].system.spell.system.damage.0.type} (same value: void)
defense : object {1-25.items.[].system.spell.system.defense}
save : object {1-25.items.[].system.spell.system.defense.save}
basic : boolean {1-25.items.[].system.spell.system.defense.save.basic} (same value: True)
statistic : string {1-25.items.[].system.spell.system.defense.save.statistic} (same value: fortitude)
description : object {1-25.items.[].system.spell.system.description}
value : string {1-25.items.[].system.spell.system.description.value} (same value: <p>Your touch leeches the lifeblood out of a target to empower yourself. You deal 6d6 void damage to the target. You gain temporary Hit Points equal to half the void damage the target takes (after applying resistances and the like). You lose any remaining temporary Hit Points after 1 minute.</p>
<hr />
<p><strong>Heightened (+1)</strong> The damage increases by 2d6.</p>)
duration : object {1-25.items.[].system.spell.system.duration}
sustained : boolean {1-25.items.[].system.spell.system.duration.sustained} (same value: False)
value : string {1-25.items.[].system.spell.system.duration.value} (same value: )
heightening : object {1-25.items.[].system.spell.system.heightening}
damage : object {1-25.items.[].system.spell.system.heightening.damage}
0 : string {1-25.items.[].system.spell.system.heightening.damage.0} (same value: 2d6)
interval : integer {1-25.items.[].system.spell.system.heightening.interval} (same value: 1)
type : string {1-25.items.[].system.spell.system.heightening.type} (same value: interval)
level : object {1-25.items.[].system.spell.system.level}
value : integer {1-25.items.[].system.spell.system.level.value} (same value: 3)
location : object {1-25.items.[].system.spell.system.location}
heightenedLevel : integer {1-25.items.[].system.spell.system.location.heightenedLevel} (same value: 3)
value : string {1-25.items.[].system.spell.system.location.value} (same value: )
publication : object {1-25.items.[].system.spell.system.publication}
license : string {1-25.items.[].system.spell.system.publication.license} (same value: OGL)
remaster : boolean {1-25.items.[].system.spell.system.publication.remaster} (same value: False)
title : string {1-25.items.[].system.spell.system.publication.title} (same value: )
range : object {1-25.items.[].system.spell.system.range}
value : string {1-25.items.[].system.spell.system.range.value} (same value: touch)
requirements : string {1-25.items.[].system.spell.system.requirements} (same value: )
rules : ###FoundryRulesObject###
slug : string {1-25.items.[].system.spell.system.slug} (same value: vampiric-touch)
target : object {1-25.items.[].system.spell.system.target}
value : string {1-25.items.[].system.spell.system.target.value} (same value: 1 living creature)
time : object {1-25.items.[].system.spell.system.time}
value : string {1-25.items.[].system.spell.system.time.value} (same value: 2)
traits : object {1-25.items.[].system.spell.system.traits}
rarity : string {1-25.items.[].system.spell.system.traits.rarity} (same value: common)
traditions : array<string> {1-25.items.[].system.spell.system.traits.traditions}
Length: min=3 max=3
Value type: string {1-25.items.[].system.spell.system.traits.traditions.[]} (3 different values)
arcane (x2)
divine (x2)
occult (x2)
value : array<string> {1-25.items.[].system.spell.system.traits.value}
Length: min=4 max=4
Value type: string {1-25.items.[].system.spell.system.traits.value.[]} (4 different values)
concentrate (x2)
death (x2)
manipulate (x2)
void (x2)
type : string {1-25.items.[].system.spell.type} (same value: spell)
[uses] : object {1-25.items.[].system.uses}
autoDestroy : boolean {1-25.items.[].system.uses.autoDestroy} (same value: False)
max : integer {1-25.items.[].system.uses.max} (same value: 1)
value : integer {1-25.items.[].system.uses.value} (same value: 1)
[attack] : object {1-25.items.[].system.attack}
value : string {1-25.items.[].system.attack.value} (same value: )
[attackEffects] : object {1-25.items.[].system.attackEffects}
value : array<> {1-25.items.[].system.attackEffects.value}
Length: min=0 max=0
Value type: mixed
[custom] : string {1-25.items.[].system.attackEffects.custom} (same value: )
[damageRolls] : object {1-25.items.[].system.damageRolls}
[rhkmlnroyhkg0w69z2ac] : object {1-25.items.[].system.damageRolls.rhkmlnroyhkg0w69z2ac}
damage : string {1-25.items.[].system.damageRolls.rhkmlnroyhkg0w69z2ac.damage} (same value: 2d6+5)
damageType : string {1-25.items.[].system.damageRolls.rhkmlnroyhkg0w69z2ac.damageType} (same value: bludgeoning)
[953y30mlbd7pcvgnh2yg] : object {1-25.items.[].system.damageRolls.953y30mlbd7pcvgnh2yg}
damage : string {1-25.items.[].system.damageRolls.953y30mlbd7pcvgnh2yg.damage} (same value: 2d6+8)
damageType : string {1-25.items.[].system.damageRolls.953y30mlbd7pcvgnh2yg.damageType} (same value: bludgeoning)
[p5d1nbdm06qkq6wsqaq5] : object {1-25.items.[].system.damageRolls.p5d1nbdm06qkq6wsqaq5}
damage : string {1-25.items.[].system.damageRolls.p5d1nbdm06qkq6wsqaq5.damage} (same value: 2d10+7)
damageType : string {1-25.items.[].system.damageRolls.p5d1nbdm06qkq6wsqaq5.damageType} (same value: bludgeoning)
[07t8o8tvzov1e2zcg83l] : object {1-25.items.[].system.damageRolls.07t8o8tvzov1e2zcg83l}
damage : string {1-25.items.[].system.damageRolls.07t8o8tvzov1e2zcg83l.damage} (same value: 1d4+1)
damageType : string {1-25.items.[].system.damageRolls.07t8o8tvzov1e2zcg83l.damageType} (same value: piercing)
[d0wjvkkcxdfyxkr64ztj] : object {1-25.items.[].system.damageRolls.d0wjvkkcxdfyxkr64ztj}
damage : string {1-25.items.[].system.damageRolls.d0wjvkkcxdfyxkr64ztj.damage} (same value: 1d4)
damageType : string {1-25.items.[].system.damageRolls.d0wjvkkcxdfyxkr64ztj.damageType} (same value: slashing)
[2tude30o5wyka0r05jq9jg] : object {1-25.items.[].system.damageRolls.2tude30o5wyka0r05jq9jg}
damage : string {1-25.items.[].system.damageRolls.2tude30o5wyka0r05jq9jg.damage} (2 different values)
1d6+4 (x1)
1d6+6 (x1)
damageType : string {1-25.items.[].system.damageRolls.2tude30o5wyka0r05jq9jg.damageType} (same value: slashing)
[0] : object {1-25.items.[].system.damageRolls.0}
damage : string {1-25.items.[].system.damageRolls.0.damage} (2 different values)
2d6 (x1)
2d6+2 (x1)
damageType : string {1-25.items.[].system.damageRolls.0.damageType} (same value: electricity)
[1] : object {1-25.items.[].system.damageRolls.1}
category : string {1-25.items.[].system.damageRolls.1.category} (same value: splash)
damage : string {1-25.items.[].system.damageRolls.1.damage} (2 different values)
5 (x1)
6 (x1)
damageType : string {1-25.items.[].system.damageRolls.1.damageType} (same value: electricity)
[oxj4sygwp8pvxed73zio] : object {1-25.items.[].system.damageRolls.oxj4sygwp8pvxed73zio}
damage : string {1-25.items.[].system.damageRolls.oxj4sygwp8pvxed73zio.damage} (same value: 2d10+9)
damageType : string {1-25.items.[].system.damageRolls.oxj4sygwp8pvxed73zio.damageType} (same value: bludgeoning)
[uy05ql6gyc8pp4v26s0y] : object {1-25.items.[].system.damageRolls.uy05ql6gyc8pp4v26s0y}
damage : string {1-25.items.[].system.damageRolls.uy05ql6gyc8pp4v26s0y.damage} (same value: 2d10+9)
damageType : string {1-25.items.[].system.damageRolls.uy05ql6gyc8pp4v26s0y.damageType} (same value: bludgeoning)
b7jj3jmar6an1m656nd5 : object {1-25.items.[].system.damageRolls.b7jj3jmar6an1m656nd5}
damage : string {1-25.items.[].system.damageRolls.b7jj3jmar6an1m656nd5.damage} (same value: 2d6+9)
damageType : string {1-25.items.[].system.damageRolls.b7jj3jmar6an1m656nd5.damageType} (same value: bludgeoning)
[weaponType] : object {1-25.items.[].system.weaponType}
value : string {1-25.items.[].system.weaponType.value} (2 different values)
melee (x8)
ranged (x4)
[mod] : object {1-25.items.[].system.mod}
value : integer {1-25.items.[].system.mod.value} (2 different values)
13 (x1)
16 (x1)
[proficient] : object {1-25.items.[].system.proficient}
value : integer {1-25.items.[].system.proficient.value} (same value: 1)
[acBonus] : integer {1-25.items.[].system.acBonus} (same value: 2)
[checkPenalty] : integer {1-25.items.[].system.checkPenalty} (same value: -1)
[dexCap] : integer {1-25.items.[].system.dexCap} (same value: 3)
[speedPenalty] : integer {1-25.items.[].system.speedPenalty} (same value: 0)
[strength] : integer {1-25.items.[].system.strength} (same value: 1)
[overrides] : array<> {1-25.items.[].system.overrides}
Length: min=0 max=0
Value type: mixed
[references] : object {1-25.items.[].system.references}
children : array<> {1-25.items.[].system.references.children}
Length: min=0 max=0
Value type: mixed
immunityFrom : array<> {1-25.items.[].system.references.immunityFrom}
Length: min=0 max=0
Value type: mixed
overriddenBy : array<> {1-25.items.[].system.references.overriddenBy}
Length: min=0 max=0
Value type: mixed
overrides : array<> {1-25.items.[].system.references.overrides}
Length: min=0 max=0
Value type: mixed
[value] : object {1-25.items.[].system.value}
isValued : boolean {1-25.items.[].system.value.isValued} (same value: True)
value : integer {1-25.items.[].system.value.value} (same value: 1)
type : string {1-25.items.[].type} (10 different values)
action (x31)
spellcastingEntry (x2)
spell (x32)
weapon (x6)
consumable (x2)
melee (x12)
lore (x2)
armor (x2)
equipment (x2)
condition (x1)
[_stats] : object {1-25.items.[]._stats}
compendiumSource : string {1-25.items.[]._stats.compendiumSource} (27 different values)
[flags] : object {1-25.items.[].flags}
pf2e : object {1-25.items.[].flags.pf2e}
linkedWeapon : string {1-25.items.[].flags.pf2e.linkedWeapon} (6 different values)
kDinRoxPb0bfTEjq (x1)
UYLQVLt1dY60o732 (x1)
zKVrWkddjaAAETM8 (x1)
hMnXr3Xfh3AW5L1Z (x1)
BSWMJs2VDBLfT2D1 (x1)
DNEozI6inkdy8s5J (x1)
name : string {1-25.name} (all different values)
[prototypeToken] : object {1-25.prototypeToken}
name : string {1-25.prototypeToken.name} (5 different values)
Dead Organ (x2)
Doctor Velshun (x2)
Flesh Golem (x1)
Iloise (x2)
Lightning Platform (x2)
system : object {1-25.system}
attributes : object {1-25.system.attributes}
ac : object {1-25.system.attributes.ac}
value : integer {1-25.system.attributes.ac.value} (8 different values)
21 (x3)
24 (x2)
23 (x1)
27 (x1)
26 (x1)
15 (x1)
16 (x1)
19 (x1)
[details] : string {1-25.system.attributes.ac.details} (same value: )
[emitsSound] : string {1-25.system.attributes.emitsSound} (same value: encounter)
[hardness] : integer {1-25.system.attributes.hardness} (4 different values)
13 (x1)
15 (x1)
10 (x1)
12 (x1)
[hasHealth] : boolean {1-25.system.attributes.hasHealth} (same value: True)
hp : object {1-25.system.attributes.hp}
details : string {1-25.system.attributes.hp.details} (2 different values)
(x6)
void healing (x5)
max : integer {1-25.system.attributes.hp.max} (all different values)
temp : integer {1-25.system.attributes.hp.temp} (same value: 0)
value : integer {1-25.system.attributes.hp.value} (all different values)
[immunities] : array<object> {1-25.system.attributes.immunities}
Length: min=2 max=6
Value type: object {1-25.system.attributes.immunities.[]}
type : string {1-25.system.attributes.immunities.[].type} (9 different values)
critical-hits (x4)
precision (x4)
electricity (x4)
magic (x1)
death-effects (x1)
disease (x1)
paralyzed (x1)
poison (x1)
unconscious (x1)
[resistances] : array<object> {1-25.system.attributes.resistances}
Length: min=1 max=1
Value type: object {1-25.system.attributes.resistances.[]}
type : string {1-25.system.attributes.resistances.[].type} (3 different values)
sonic (x2)
physical (x1)
electricity (x2)
value : integer {1-25.system.attributes.resistances.[].value} (same value: 5)
[exceptions] : array<string> {1-25.system.attributes.resistances.[].exceptions}
Length: min=1 max=1
Value type: string {1-25.system.attributes.resistances.[].exceptions.[]} (same value: adamantine)
[stealth] : object {1-25.system.attributes.stealth}
details : string {1-25.system.attributes.stealth.details} (2 different values)
(x2)
<p>or <em>Detect Magic</em></p> (x2)
value : integer {1-25.system.attributes.stealth.value} (same value: 0)
[weaknesses] : array<object> {1-25.system.attributes.weaknesses}
Length: min=1 max=2
Value type: object {1-25.system.attributes.weaknesses.[]}
type : string {1-25.system.attributes.weaknesses.[].type} (3 different values)
fire (x2)
vitality (x1)
slashing (x1)
value : integer {1-25.system.attributes.weaknesses.[].value} (2 different values)
5 (x2)
10 (x2)
[allSaves] : object {1-25.system.attributes.allSaves}
value : string {1-25.system.attributes.allSaves.value} (3 different values)
+2 circumstance to all saves vs. disease (x1)
+2 circumstance bonus to all saves vs. disease (x1)
(x5)
[speed] : object {1-25.system.attributes.speed}
otherSpeeds : array<object> {1-25.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {1-25.system.attributes.speed.otherSpeeds.[]}
type : string {1-25.system.attributes.speed.otherSpeeds.[].type} (same value: climb)
value : integer {1-25.system.attributes.speed.otherSpeeds.[].value} (same value: 15)
value : integer {1-25.system.attributes.speed.value} (2 different values)
25 (x5)
20 (x2)
[creatureType] : string {1-25.system.creatureType} (same value: )
details : object {1-25.system.details}
[description] : string {1-25.system.details.description} (2 different values)
<p>A magical pipe organ for controlling and bolstering the undead. Creatures that are trained in Performance can spend one action to attempt to play a tune.</p> (x2)
<p>A magnetically charged platform draws in armored creatures, then flings them up into the sky, where they are struck by lightning.</p> (x2)
[disable] : string {1-25.system.details.disable} (4 different values)
<p>@Check[thievery|dc:25|name:Stopper the Pipes SC|traits:magical,necromancy] (expert) to stopper the pipes. Each pipe stoppered imparts a stacking -1 circumstance penalty to Performance checks with the organ. Once four pipes have been stoppered, the organ ceases to function.</p> (x1)
<p>@Check[thievery|dc:28|name:Stopper the Pipes SC|traits:magical,necromancy] (expert) to stopper the pipes. Each pipe stoppered imparts a stacking -1 circumstance penalty to Performance checks with the organ. Once four pipes have been stoppered, the organ ceases to function.</p> (x1)
<p>@Check[thievery|dc:20|name:Ground the Electricity|traits:electricity,magical,trap] (trained) to ground out the energy or @Check[arcana|dc:23|name:Neutralize the Magical Charge|traits:electricity,magical,trap] (trained) to neutralize the magical charge</p> (x1)
<p>@Check[thievery|dc:23|name:Ground the Electricity|traits:electricity,magical,trap] (trained) to ground out the energy or @Check[arcana|dc:26|name:Neutralize the Magical Charge|traits:electricity,magical,trap] (expert) to neutralize the magical charge</p> (x1)
[isComplex] : boolean {1-25.system.details.isComplex} (same value: False)
level : object {1-25.system.details.level}
value : integer {1-25.system.details.level.value} (6 different values)
6 (x3)
8 (x3)
-1 (x1)
5 (x2)
7 (x1)
3 (x1)
publication : object {1-25.system.details.publication}
license : string {1-25.system.details.publication.license} (same value: OGL)
remaster : boolean {1-25.system.details.publication.remaster} (same value: False)
title : string {1-25.system.details.publication.title} (same value: Pathfinder Society Scenario #1-25: Grim Symphony)
[reset] : string {1-25.system.details.reset} (same value: )
[routine] : string {1-25.system.details.routine} (same value: )
[blurb] : string {1-25.system.details.blurb} (same value: )
[languages] : object {1-25.system.details.languages}
details : string {1-25.system.details.languages.details} (same value: )
value : array<string> {1-25.system.details.languages.value}
Length: min=0 max=2
Value type: string {1-25.system.details.languages.value.[]} (2 different values)
common (x4)
necril (x4)
[privateNotes] : string {1-25.system.details.privateNotes} (same value: )
[publicNotes] : string {1-25.system.details.publicNotes} (same value: )
saves : object {1-25.system.saves}
fortitude : object {1-25.system.saves.fortitude}
saveDetail : string {1-25.system.saves.fortitude.saveDetail} (same value: )
value : integer {1-25.system.saves.fortitude.value} (7 different values)
18 (x3)
21 (x1)
14 (x2)
16 (x2)
5 (x1)
15 (x1)
17 (x1)
reflex : object {1-25.system.saves.reflex}
saveDetail : string {1-25.system.saves.reflex.saveDetail} (same value: )
value : integer {1-25.system.saves.reflex.value} (9 different values)
11 (x1)
13 (x1)
14 (x2)
16 (x1)
8 (x1)
15 (x2)
18 (x1)
12 (x1)
9 (x1)
will : object {1-25.system.saves.will}
saveDetail : string {1-25.system.saves.will.saveDetail} (same value: )
value : integer {1-25.system.saves.will.value} (6 different values)
0 (x4)
17 (x1)
19 (x1)
15 (x2)
2 (x1)
12 (x2)
[statusEffects] : array<> {1-25.system.statusEffects}
Length: min=0 max=0
Value type: mixed
traits : object {1-25.system.traits}
rarity : string {1-25.system.traits.rarity} (4 different values)
rare (x2)
unique (x4)
uncommon (x4)
common (x1)
size : object {1-25.system.traits.size}
value : string {1-25.system.traits.size.value} (3 different values)
med (x8)
lg (x2)
tiny (x1)
value : array<string> {1-25.system.traits.value}
Length: min=1 max=5
Value type: string {1-25.system.traits.value.[]} (17 different values)
magical (x4)
chaotic (x2)
dhampir (x2)
evil (x5)
human (x2)
humanoid (x4)
construct (x1)
golem (x1)
mindless (x2)
animal (x1)
dwarf (x2)
mortic (x2)
electricity (x2)
trap (x2)
undead (x1)
unholy (x1)
zombie (x1)
[abilities] : object {1-25.system.abilities}
cha : object {1-25.system.abilities.cha}
mod : integer {1-25.system.abilities.cha.mod} (6 different values)
5 (x1)
6 (x1)
-5 (x1)
-1 (x1)
2 (x2)
-2 (x1)
con : object {1-25.system.abilities.con}
mod : integer {1-25.system.abilities.con.mod} (3 different values)
4 (x3)
3 (x1)
0 (x3)
dex : object {1-25.system.abilities.dex}
mod : integer {1-25.system.abilities.dex.mod} (3 different values)
2 (x3)
-1 (x2)
4 (x2)
int : object {1-25.system.abilities.int}
mod : integer {1-25.system.abilities.int.mod} (5 different values)
4 (x2)
-5 (x2)
-4 (x1)
5 (x1)
6 (x1)
str : object {1-25.system.abilities.str}
mod : integer {1-25.system.abilities.str.mod} (5 different values)
2 (x2)
5 (x1)
-2 (x1)
4 (x2)
7 (x1)
wis : object {1-25.system.abilities.wis}
mod : integer {1-25.system.abilities.wis.mod} (4 different values)
2 (x3)
3 (x1)
0 (x2)
1 (x1)
[initiative] : object {1-25.system.initiative}
statistic : string {1-25.system.initiative.statistic} (same value: perception)
[perception] : object {1-25.system.perception}
details : string {1-25.system.perception.details} (same value: )
mod : integer {1-25.system.perception.mod} (6 different values)
13 (x1)
15 (x1)
12 (x2)
6 (x1)
9 (x1)
8 (x1)
senses : array<object> {1-25.system.perception.senses}
Length: min=1 max=2
Value type: object {1-25.system.perception.senses.[]}
type : string {1-25.system.perception.senses.[].type} (3 different values)
darkvision (x6)
low-light-vision (x1)
scent (x1)
[acuity] : string {1-25.system.perception.senses.[].acuity} (same value: imprecise)
[range] : integer {1-25.system.perception.senses.[].range} (same value: 30)
[resources] : object {1-25.system.resources}
[focus] : object {1-25.system.resources.focus}
max : integer {1-25.system.resources.focus.max} (same value: 1)
value : integer {1-25.system.resources.focus.value} (same value: 1)
[skills] : object {1-25.system.skills}
[occultism] : object {1-25.system.skills.occultism}
base : integer {1-25.system.skills.occultism.base} (2 different values)
13 (x1)
16 (x1)
[performance] : object {1-25.system.skills.performance}
base : integer {1-25.system.skills.performance.base} (3 different values)
15 (x1)
18 (x1)
0 (x2)
[special] : array<object> {1-25.system.skills.performance.special}
Length: min=1 max=1
Value type: object {1-25.system.skills.performance.special.[]}
base : integer {1-25.system.skills.performance.special.[].base} (same value: 12)
label : string {1-25.system.skills.performance.special.[].label} (same value: with Tesla Coil)
predicate : array<string> {1-25.system.skills.performance.special.[].predicate}
Length: min=1 max=1
Value type: string {1-25.system.skills.performance.special.[].predicate.[]} (same value: performance:tesla-coil)
[religion] : object {1-25.system.skills.religion}
base : integer {1-25.system.skills.religion.base} (4 different values)
13 (x1)
16 (x1)
12 (x1)
15 (x1)
[athletics] : object {1-25.system.skills.athletics}
base : integer {1-25.system.skills.athletics.base} (3 different values)
19 (x1)
4 (x1)
18 (x1)
[acrobatics] : object {1-25.system.skills.acrobatics}
base : integer {1-25.system.skills.acrobatics.base} (same value: 4)
[stealth] : object {1-25.system.skills.stealth}
base : integer {1-25.system.skills.stealth.base} (same value: 5)
[survival] : object {1-25.system.skills.survival}
base : integer {1-25.system.skills.survival.base} (same value: 4)
[arcana] : object {1-25.system.skills.arcana}
base : integer {1-25.system.skills.arcana.base} (2 different values)
12 (x1)
15 (x1)
[crafting] : object {1-25.system.skills.crafting}
base : integer {1-25.system.skills.crafting.base} (2 different values)
13 (x1)
17 (x1)
[spellcasting] : object {1-25.system.spellcasting}
rituals : object {1-25.system.spellcasting.rituals}
dc : integer {1-25.system.spellcasting.rituals.dc} (2 different values)
26 (x1)
29 (x1)
type : string {1-25.type} (2 different values)
hazard (x4)
npc (x7)
+174
View File
@@ -0,0 +1,174 @@
10th Rank
Different values: 22
=====================================
object {10th Rank}
_id : string {10th Rank._id} (all different values)
folder : string {10th Rank.folder} (same value: x5tjEh1N0FHzbHkv)
img : string {10th Rank.img} (all different values)
name : string {10th Rank.name} (all different values)
system : object {10th Rank.system}
[area] : object {10th Rank.system.area}
type : string {10th Rank.system.area.type} (same value: burst)
value : integer {10th Rank.system.area.value} (2 different values)
60 (x1)
50 (x1)
cost : object {10th Rank.system.cost}
value : string {10th Rank.system.cost.value} (same value: )
counteraction : boolean {10th Rank.system.counteraction} (2 different values)
False (x21)
True (x1)
damage : object {10th Rank.system.damage}
[0] : object {10th Rank.system.damage.0}
applyMod : boolean {10th Rank.system.damage.0.applyMod} (same value: False)
[category] : mixed
formula : string {10th Rank.system.damage.0.formula} (2 different values)
3d10 (x2)
10d8+40 (x1)
kinds : array<string> {10th Rank.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {10th Rank.system.damage.0.kinds.[]} (2 different values)
damage (x2)
healing (x1)
[materials] : array<> {10th Rank.system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {10th Rank.system.damage.0.type} (3 different values)
acid (x1)
untyped (x1)
mental (x1)
[1] : object {10th Rank.system.damage.1}
applyMod : boolean {10th Rank.system.damage.1.applyMod} (same value: False)
[category] : mixed
formula : string {10th Rank.system.damage.1.formula} (same value: 3d10)
kinds : array<string> {10th Rank.system.damage.1.kinds}
Length: min=1 max=1
Value type: string {10th Rank.system.damage.1.kinds.[]} (same value: damage)
[materials] : array<> {10th Rank.system.damage.1.materials}
Length: min=0 max=0
Value type: mixed
type : string {10th Rank.system.damage.1.type} (same value: bludgeoning)
[2] : object {10th Rank.system.damage.2}
applyMod : boolean {10th Rank.system.damage.2.applyMod} (same value: False)
[category] : mixed
formula : string {10th Rank.system.damage.2.formula} (same value: 3d10)
kinds : array<string> {10th Rank.system.damage.2.kinds}
Length: min=1 max=1
Value type: string {10th Rank.system.damage.2.kinds.[]} (same value: damage)
materials : array<> {10th Rank.system.damage.2.materials}
Length: min=0 max=0
Value type: mixed
type : string {10th Rank.system.damage.2.type} (same value: cold)
[3] : object {10th Rank.system.damage.3}
applyMod : boolean {10th Rank.system.damage.3.applyMod} (same value: False)
[category] : mixed
formula : string {10th Rank.system.damage.3.formula} (same value: 3d10)
kinds : array<string> {10th Rank.system.damage.3.kinds}
Length: min=1 max=1
Value type: string {10th Rank.system.damage.3.kinds.[]} (same value: damage)
materials : array<> {10th Rank.system.damage.3.materials}
Length: min=0 max=0
Value type: mixed
type : string {10th Rank.system.damage.3.type} (same value: electricity)
[4] : object {10th Rank.system.damage.4}
applyMod : boolean {10th Rank.system.damage.4.applyMod} (same value: False)
[category] : mixed
formula : string {10th Rank.system.damage.4.formula} (same value: 3d10)
kinds : array<string> {10th Rank.system.damage.4.kinds}
Length: min=1 max=1
Value type: string {10th Rank.system.damage.4.kinds.[]} (same value: damage)
materials : array<> {10th Rank.system.damage.4.materials}
Length: min=0 max=0
Value type: mixed
type : string {10th Rank.system.damage.4.type} (same value: bludgeoning)
[5] : object {10th Rank.system.damage.5}
applyMod : boolean {10th Rank.system.damage.5.applyMod} (same value: False)
[category] : mixed
formula : string {10th Rank.system.damage.5.formula} (same value: 3d10)
kinds : array<string> {10th Rank.system.damage.5.kinds}
Length: min=1 max=1
Value type: string {10th Rank.system.damage.5.kinds.[]} (same value: damage)
materials : array<> {10th Rank.system.damage.5.materials}
Length: min=0 max=0
Value type: mixed
type : string {10th Rank.system.damage.5.type} (same value: fire)
[defense] : object {10th Rank.system.defense}
save : object {10th Rank.system.defense.save}
basic : boolean {10th Rank.system.defense.save.basic} (2 different values)
True (x1)
False (x2)
statistic : string {10th Rank.system.defense.save.statistic} (2 different values)
reflex (x1)
will (x2)
description : object {10th Rank.system.description}
value : string {10th Rank.system.description.value} (all different values)
duration : object {10th Rank.system.duration}
sustained : boolean {10th Rank.system.duration.sustained} (2 different values)
False (x20)
True (x2)
value : string {10th Rank.system.duration.value} (6 different values)
(x8)
1 minute (x8)
24 hours (see text) (x1)
varies (x1)
until the end of your next turn (x3)
until the start of your next turn (x1)
level : object {10th Rank.system.level}
value : integer {10th Rank.system.level.value} (same value: 10)
publication : object {10th Rank.system.publication}
license : string {10th Rank.system.publication.license} (2 different values)
OGL (x9)
ORC (x13)
remaster : boolean {10th Rank.system.publication.remaster} (2 different values)
False (x8)
True (x14)
title : string {10th Rank.system.publication.title} (7 different values)
Pathfinder Core Rulebook (x3)
Pathfinder Player Core (x10)
Pathfinder #177: Burning Tundra (x1)
Pathfinder Rage of Elements (x1)
Pathfinder Secrets of Magic (x4)
Pathfinder War of Immortals (x2)
Pathfinder Player Core 2 (x1)
range : object {10th Rank.system.range}
value : string {10th Rank.system.range.value} (8 different values)
(x10)
1,000 feet (x1)
500 feet (x3)
100 feet (x2)
120 (x1)
120 feet (x2)
30 feet (x2)
5 feet (x1)
requirements : string {10th Rank.system.requirements} (same value: )
rules : ###FoundryRulesObject###
target : object {10th Rank.system.target}
value : string {10th Rank.system.target.value} (6 different values)
(x17)
up to 5 creatures (x1)
1 willing ally and 1 enemy (x1)
the triggering spell (x1)
you and up to 5 willing targets (x1)
dead creatures and living creatures of your choice within range (x1)
time : object {10th Rank.system.time}
value : string {10th Rank.system.time.value} (5 different values)
3 (x10)
2 (x9)
10 minutes (x1)
reaction (x1)
1 hour (x1)
traits : object {10th Rank.system.traits}
rarity : string {10th Rank.system.traits.rarity} (3 different values)
common (x16)
rare (x4)
uncommon (x2)
traditions : array<string> {10th Rank.system.traits.traditions}
Length: min=1 max=4
Value type: string {10th Rank.system.traits.traditions.[]} (4 different values)
occult (x11)
divine (x10)
arcane (x10)
primal (x14)
value : array<string> {10th Rank.system.traits.value}
Length: min=2 max=9
Value type: string {10th Rank.system.traits.value.[]} (21 different values)
type : string {10th Rank.type} (same value: spell)
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
+585
View File
@@ -0,0 +1,585 @@
2-01
Different values: 8
=====================================
object {2-01}
_id : string {2-01._id} (all different values)
folder : string {2-01.folder} (same value: AKbUY24AXVBqNZHG)
img : string {2-01.img} (2 different values)
systems/pf2e/icons/default-icons/npc.svg (x6)
systems/pf2e/icons/default-icons/hazard.svg (x2)
items : array<object> {2-01.items}
Length: min=0 max=8
Value type: object {2-01.items.[]}
_id : string {2-01.items.[]._id} (38 different values)
img : string {2-01.items.[].img} (12 different values)
systems/pf2e/icons/default-icons/spellcastingEntry.svg (x1)
systems/pf2e/icons/spells/darkness.webp (x1)
systems/pf2e/icons/default-icons/melee.svg (x12)
systems/pf2e/icons/actions/Reaction.webp (x4)
systems/pf2e/icons/actions/TwoActions.webp (x4)
systems/pf2e/icons/actions/Passive.webp (x9)
systems/pf2e/icons/equipment/weapons/dogslicer.webp (x1)
systems/pf2e/icons/equipment/weapons/longsword.webp (x1)
icons/equipment/shield/heater-steel-boss-red.webp (x1)
systems/pf2e/icons/equipment/armor/chainmail.webp (x1)
icons/weapons/axes/axe-double-engraved.webp (x1)
systems/pf2e/icons/actions/FreeAction.webp (x2)
name : string {2-01.items.[].name} (20 different values)
Divine Innate Spells (x1)
Darkness (x1)
Slam (x2)
Spore Pod (x2)
Spore Burst (x2)
Spore Cloud (x2)
Spores (x2)
Dogslicer (x2)
Claw (x4)
Void Healing (x4)
Longsword (x2)
Steel Shield (x1)
Chain Mail (x1)
Attack of Opportunity (x1)
Shield Block (x1)
Greataxe (x3)
Flash of Insight (x2)
Drain Life (x2)
Swipe (x2)
Wight Spawn (x1)
sort : integer {2-01.items.[].sort} (all different values)
system : object {2-01.items.[].system}
[autoHeightenLevel] : object {2-01.items.[].system.autoHeightenLevel}
[value] : mixed
description : object {2-01.items.[].system.description}
value : string {2-01.items.[].system.description.value} (22 different values)
[prepared] : object {2-01.items.[].system.prepared}
flexible : boolean {2-01.items.[].system.prepared.flexible} (same value: False)
value : string {2-01.items.[].system.prepared.value} (same value: innate)
[proficiency] : object {2-01.items.[].system.proficiency}
value : integer {2-01.items.[].system.proficiency.value} (same value: 0)
publication : object {2-01.items.[].system.publication}
license : string {2-01.items.[].system.publication.license} (same value: OGL)
remaster : boolean {2-01.items.[].system.publication.remaster} (same value: False)
title : string {2-01.items.[].system.publication.title} (3 different values)
(x32)
Pathfinder Bestiary 2 (x4)
Pathfinder Bestiary (x2)
rules : ###FoundryRulesObject###
[slots] : object {2-01.items.[].system.slots}
slot2 : object {2-01.items.[].system.slots.slot2}
max : integer {2-01.items.[].system.slots.slot2.max} (same value: 1)
value : integer {2-01.items.[].system.slots.slot2.value} (same value: 1)
[slug] : string {2-01.items.[].system.slug} (9 different values)
darkness (x1)
dogslicer (x1)
negative-healing (x4)
longsword (x1)
steel-shield (x1)
chain-mail (x1)
attack-of-opportunity (x1)
shield-block (x1)
greataxe (x1)
[spelldc] : object {2-01.items.[].system.spelldc}
dc : integer {2-01.items.[].system.spelldc.dc} (same value: 16)
item : integer {2-01.items.[].system.spelldc.item} (same value: 0)
mod : integer {2-01.items.[].system.spelldc.mod} (same value: 0)
value : integer {2-01.items.[].system.spelldc.value} (same value: 8)
[tradition] : object {2-01.items.[].system.tradition}
value : string {2-01.items.[].system.tradition.value} (same value: divine)
[area] : object {2-01.items.[].system.area}
type : string {2-01.items.[].system.area.type} (same value: burst)
value : integer {2-01.items.[].system.area.value} (same value: 20)
[cost] : object {2-01.items.[].system.cost}
value : string {2-01.items.[].system.cost.value} (same value: )
[counteraction] : boolean {2-01.items.[].system.counteraction} (same value: False)
[damage] : object {2-01.items.[].system.damage}
damageType : string {2-01.items.[].system.damage.damageType} (same value: slashing)
dice : integer {2-01.items.[].system.damage.dice} (same value: 1)
die : string {2-01.items.[].system.damage.die} (3 different values)
d6 (x1)
d8 (x1)
d12 (x1)
[defense] : mixed
[duration] : object {2-01.items.[].system.duration}
sustained : boolean {2-01.items.[].system.duration.sustained} (same value: False)
value : string {2-01.items.[].system.duration.value} (same value: 1 minute)
[level] : object {2-01.items.[].system.level}
value : integer {2-01.items.[].system.level.value} (2 different values)
2 (x1)
0 (x5)
[location] : object {2-01.items.[].system.location}
heightenedLevel : integer {2-01.items.[].system.location.heightenedLevel} (same value: 2)
value : string {2-01.items.[].system.location.value} (same value: T9SCN25gJNZU6Q9B)
[range] : object {2-01.items.[].system.range}
value : string {2-01.items.[].system.range.value} (same value: 120 feet)
[requirements] : string {2-01.items.[].system.requirements} (same value: )
[target] : object {2-01.items.[].system.target}
value : string {2-01.items.[].system.target.value} (same value: )
[time] : object {2-01.items.[].system.time}
value : string {2-01.items.[].system.time.value} (same value: 3)
traits : object {2-01.items.[].system.traits}
rarity : string {2-01.items.[].system.traits.rarity} (2 different values)
common (x36)
uncommon (x1)
[traditions] : array<string> {2-01.items.[].system.traits.traditions}
Length: min=4 max=4
Value type: string {2-01.items.[].system.traits.traditions.[]} (4 different values)
arcane (x1)
divine (x1)
occult (x1)
primal (x1)
value : array<string> {2-01.items.[].system.traits.value}
Length: min=0 max=4
Value type: string {2-01.items.[].system.traits.value.[]} (19 different values)
concentrate (x1)
darkness (x1)
manipulate (x1)
agile (x6)
finesse (x5)
unarmed (x6)
range-increment-30 (x2)
poison (x2)
backstabber (x2)
goblin (x2)
versatile-p (x2)
flexible (x1)
noisy (x1)
sweep (x3)
reach-10 (x2)
fortune (x2)
occult (x2)
divine (x3)
flourish (x2)
[integrated] : mixed
[attack] : object {2-01.items.[].system.attack}
value : string {2-01.items.[].system.attack.value} (same value: )
[attackEffects] : object {2-01.items.[].system.attackEffects}
value : array<string> {2-01.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {2-01.items.[].system.attackEffects.value.[]} (2 different values)
spores (x2)
drain-life (x2)
[custom] : string {2-01.items.[].system.attackEffects.custom} (same value: )
[bonus] : object {2-01.items.[].system.bonus}
value : integer {2-01.items.[].system.bonus.value} (all different values)
[damageRolls] : object {2-01.items.[].system.damageRolls}
[dkr7kbrjt3eng4v3i46y] : object {2-01.items.[].system.damageRolls.dkr7kbrjt3eng4v3i46y}
damage : string {2-01.items.[].system.damageRolls.dkr7kbrjt3eng4v3i46y.damage} (same value: 1d6+4)
damageType : string {2-01.items.[].system.damageRolls.dkr7kbrjt3eng4v3i46y.damageType} (same value: bludgeoning)
[jjg1jql7xhlul7lin3mq] : object {2-01.items.[].system.damageRolls.jjg1jql7xhlul7lin3mq}
damage : string {2-01.items.[].system.damageRolls.jjg1jql7xhlul7lin3mq.damage} (same value: 1d6+2)
damageType : string {2-01.items.[].system.damageRolls.jjg1jql7xhlul7lin3mq.damageType} (same value: bludgeoning)
[bvedccmaueep4dh037ln] : object {2-01.items.[].system.damageRolls.bvedccmaueep4dh037ln}
damage : string {2-01.items.[].system.damageRolls.bvedccmaueep4dh037ln.damage} (same value: 1d6)
damageType : string {2-01.items.[].system.damageRolls.bvedccmaueep4dh037ln.damageType} (same value: slashing)
[qtvwrjquxcbcm8nw02bw] : object {2-01.items.[].system.damageRolls.qtvwrjquxcbcm8nw02bw}
damage : string {2-01.items.[].system.damageRolls.qtvwrjquxcbcm8nw02bw.damage} (same value: 1d4)
damageType : string {2-01.items.[].system.damageRolls.qtvwrjquxcbcm8nw02bw.damageType} (same value: slashing)
[yfcd0jl4rir7uft7w8lx] : object {2-01.items.[].system.damageRolls.yfcd0jl4rir7uft7w8lx}
damage : string {2-01.items.[].system.damageRolls.yfcd0jl4rir7uft7w8lx.damage} (same value: 1d8+3)
damageType : string {2-01.items.[].system.damageRolls.yfcd0jl4rir7uft7w8lx.damageType} (same value: slashing)
[ft6180ddqmq1lngezy44] : object {2-01.items.[].system.damageRolls.ft6180ddqmq1lngezy44}
damage : string {2-01.items.[].system.damageRolls.ft6180ddqmq1lngezy44.damage} (same value: 1d4+3)
damageType : string {2-01.items.[].system.damageRolls.ft6180ddqmq1lngezy44.damageType} (same value: slashing)
[tm6fvvianzl9fyz6la59] : object {2-01.items.[].system.damageRolls.tm6fvvianzl9fyz6la59}
damage : string {2-01.items.[].system.damageRolls.tm6fvvianzl9fyz6la59.damage} (same value: 1d12+5)
damageType : string {2-01.items.[].system.damageRolls.tm6fvvianzl9fyz6la59.damageType} (same value: slashing)
[ziq9n2eiitrssnkzxwh1] : object {2-01.items.[].system.damageRolls.ziq9n2eiitrssnkzxwh1}
damage : string {2-01.items.[].system.damageRolls.ziq9n2eiitrssnkzxwh1.damage} (same value: 1d8+5)
damageType : string {2-01.items.[].system.damageRolls.ziq9n2eiitrssnkzxwh1.damageType} (same value: slashing)
[4az72cj8he8tqjorvv41] : object {2-01.items.[].system.damageRolls.4az72cj8he8tqjorvv41}
damage : string {2-01.items.[].system.damageRolls.4az72cj8he8tqjorvv41.damage} (same value: 1d12+10)
damageType : string {2-01.items.[].system.damageRolls.4az72cj8he8tqjorvv41.damageType} (same value: slashing)
[ql91buqwarrj318n207s] : object {2-01.items.[].system.damageRolls.ql91buqwarrj318n207s}
damage : string {2-01.items.[].system.damageRolls.ql91buqwarrj318n207s.damage} (same value: 2d6+4)
damageType : string {2-01.items.[].system.damageRolls.ql91buqwarrj318n207s.damageType} (same value: slashing)
[srilu4cq20e0qpfaqyvn] : object {2-01.items.[].system.damageRolls.srilu4cq20e0qpfaqyvn}
damage : string {2-01.items.[].system.damageRolls.srilu4cq20e0qpfaqyvn.damage} (same value: 1d6+2)
damageType : string {2-01.items.[].system.damageRolls.srilu4cq20e0qpfaqyvn.damageType} (same value: bludgeoning)
3p4e5iy20wfl6bft4gy0 : object {2-01.items.[].system.damageRolls.3p4e5iy20wfl6bft4gy0}
damage : string {2-01.items.[].system.damageRolls.3p4e5iy20wfl6bft4gy0.damage} (same value: 1d6+1)
damageType : string {2-01.items.[].system.damageRolls.3p4e5iy20wfl6bft4gy0.damageType} (same value: bludgeoning)
[weaponType] : object {2-01.items.[].system.weaponType}
value : string {2-01.items.[].system.weaponType.value} (2 different values)
melee (x10)
ranged (x2)
[actionType] : object {2-01.items.[].system.actionType}
value : string {2-01.items.[].system.actionType.value} (4 different values)
reaction (x4)
action (x4)
passive (x9)
free (x2)
[actions] : object {2-01.items.[].system.actions}
[value] : integer {2-01.items.[].system.actions.value} (same value: 2)
[category] : string {2-01.items.[].system.category} (4 different values)
defensive (x10)
offensive (x9)
martial (x3)
medium (x1)
[deathNote] : boolean {2-01.items.[].system.deathNote} (same value: True)
[baseItem] : string {2-01.items.[].system.baseItem} (5 different values)
dogslicer (x1)
longsword (x1)
steel-shield (x1)
chain-mail (x1)
greataxe (x1)
[bonusDamage] : object {2-01.items.[].system.bonusDamage}
value : integer {2-01.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {2-01.items.[].system.bulk}
value : mixed
float {2-01.items.[].system.bulk.value} (same value: 0,1)
integer {2-01.items.[].system.bulk.value} (2 different values)
1 (x2)
2 (x2)
[containerId] : mixed
[equipped] : object {2-01.items.[].system.equipped}
carryType : string {2-01.items.[].system.equipped.carryType} (2 different values)
worn (x4)
held (x1)
[handsHeld] : integer {2-01.items.[].system.equipped.handsHeld} (2 different values)
0 (x3)
1 (x1)
[invested] : mixed
[inSlot] : boolean {2-01.items.[].system.equipped.inSlot} (same value: True)
[group] : string {2-01.items.[].system.group} (3 different values)
sword (x2)
chain (x1)
axe (x1)
[hardness] : integer {2-01.items.[].system.hardness} (2 different values)
0 (x4)
5 (x1)
[hp] : object {2-01.items.[].system.hp}
max : integer {2-01.items.[].system.hp.max} (2 different values)
0 (x4)
20 (x1)
value : integer {2-01.items.[].system.hp.value} (2 different values)
0 (x4)
20 (x1)
[material] : object {2-01.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {2-01.items.[].system.price}
value : object {2-01.items.[].system.price.value}
gp : integer {2-01.items.[].system.price.value.gp} (3 different values)
1 (x1)
2 (x2)
6 (x1)
[quantity] : integer {2-01.items.[].system.quantity} (same value: 1)
[reload] : object {2-01.items.[].system.reload}
value : string {2-01.items.[].system.reload.value} (same value: )
[runes] : object {2-01.items.[].system.runes}
[potency] : integer {2-01.items.[].system.runes.potency} (same value: 0)
[property] : array<> {2-01.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {2-01.items.[].system.runes.striking} (same value: 0)
[reinforcing] : integer {2-01.items.[].system.runes.reinforcing} (same value: 0)
[resilient] : integer {2-01.items.[].system.runes.resilient} (same value: 0)
[size] : string {2-01.items.[].system.size} (2 different values)
med (x4)
lg (x1)
[splashDamage] : object {2-01.items.[].system.splashDamage}
[value] : integer {2-01.items.[].system.splashDamage.value} (same value: 0)
[usage] : object {2-01.items.[].system.usage}
value : string {2-01.items.[].system.usage.value} (2 different values)
held-in-one-hand (x2)
held-in-two-hands (x1)
[acBonus] : integer {2-01.items.[].system.acBonus} (2 different values)
2 (x1)
4 (x1)
[speedPenalty] : integer {2-01.items.[].system.speedPenalty} (same value: 0)
[checkPenalty] : integer {2-01.items.[].system.checkPenalty} (same value: -2)
[dexCap] : integer {2-01.items.[].system.dexCap} (same value: 1)
[strength] : integer {2-01.items.[].system.strength} (same value: 3)
[frequency] : object {2-01.items.[].system.frequency}
max : integer {2-01.items.[].system.frequency.max} (same value: 1)
per : string {2-01.items.[].system.frequency.per} (same value: day)
value : integer {2-01.items.[].system.frequency.value} (same value: 1)
type : string {2-01.items.[].type} (7 different values)
spellcastingEntry (x1)
spell (x1)
melee (x12)
action (x19)
weapon (x3)
shield (x1)
armor (x1)
[_stats] : object {2-01.items.[]._stats}
compendiumSource : string {2-01.items.[]._stats.compendiumSource} (9 different values)
Compendium.pf2e.spells-srd.Item.4GE2ZdODgIQtg51c (x1)
Compendium.pf2e.equipment-srd.Item.olwngGXM3hpgoLEP (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.TTCw5NusiSSkJU1x (x4)
Compendium.pf2e.equipment-srd.Item.LJdbVTOZog39EEbi (x1)
Compendium.pf2e.equipment-srd.Item.Yr9yCuJiAlFh3QEB (x1)
Compendium.pf2e.equipment-srd.Item.Kf4eJEXnFPuAsseP (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.hFtNbo1LKYCoDy2O (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.m4HQ2o5aPxjXf2kY (x1)
Compendium.pf2e.equipment-srd.Item.8COlYvHe6hKCXY8x (x1)
[flags] : object {2-01.items.[].flags}
pf2e : object {2-01.items.[].flags.pf2e}
linkedWeapon : string {2-01.items.[].flags.pf2e.linkedWeapon} (3 different values)
XyXAMK8lQuApOeXH (x1)
ve2YkqSn16RJqx9x (x1)
gW7FWlbRJEMvMTF1 (x1)
name : string {2-01.name} (all different values)
system : object {2-01.system}
[abilities] : object {2-01.system.abilities}
cha : object {2-01.system.abilities.cha}
mod : integer {2-01.system.abilities.cha.mod} (2 different values)
0 (x4)
2 (x2)
con : object {2-01.system.abilities.con}
mod : integer {2-01.system.abilities.con.mod} (4 different values)
2 (x2)
0 (x2)
4 (x1)
5 (x1)
dex : object {2-01.system.abilities.dex}
mod : integer {2-01.system.abilities.dex.mod} (5 different values)
3 (x2)
5 (x1)
-2 (x1)
-1 (x1)
2 (x1)
int : object {2-01.system.abilities.int}
mod : integer {2-01.system.abilities.int.mod} (3 different values)
-2 (x2)
-5 (x2)
2 (x2)
str : object {2-01.system.abilities.str}
mod : integer {2-01.system.abilities.str.mod} (4 different values)
3 (x3)
0 (x1)
5 (x1)
1 (x1)
wis : object {2-01.system.abilities.wis}
mod : integer {2-01.system.abilities.wis.mod} (4 different values)
2 (x2)
0 (x2)
3 (x1)
4 (x1)
attributes : object {2-01.system.attributes}
ac : object {2-01.system.attributes.ac}
[details] : string {2-01.system.attributes.ac.details} (2 different values)
(x5)
(19 with shield raised) (x1)
value : integer {2-01.system.attributes.ac.value} (5 different values)
18 (x1)
0 (x2)
17 (x3)
20 (x1)
16 (x1)
[allSaves] : object {2-01.system.attributes.allSaves}
value : string {2-01.system.attributes.allSaves.value} (same value: )
hp : object {2-01.system.attributes.hp}
details : string {2-01.system.attributes.hp.details} (2 different values)
(x4)
void healing (x4)
max : integer {2-01.system.attributes.hp.max} (7 different values)
45 (x1)
0 (x2)
4 (x1)
15 (x1)
50 (x1)
75 (x1)
25 (x1)
temp : integer {2-01.system.attributes.hp.temp} (same value: 0)
value : integer {2-01.system.attributes.hp.value} (7 different values)
45 (x1)
0 (x2)
4 (x1)
15 (x1)
50 (x1)
75 (x1)
25 (x1)
[speed] : object {2-01.system.attributes.speed}
otherSpeeds : array<object> {2-01.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {2-01.system.attributes.speed.otherSpeeds.[]}
type : string {2-01.system.attributes.speed.otherSpeeds.[].type} (same value: climb)
value : integer {2-01.system.attributes.speed.otherSpeeds.[].value} (same value: 20)
value : integer {2-01.system.attributes.speed.value} (2 different values)
25 (x4)
20 (x2)
[weaknesses] : array<object> {2-01.system.attributes.weaknesses}
Length: min=2 max=2
Value type: object {2-01.system.attributes.weaknesses.[]}
type : string {2-01.system.attributes.weaknesses.[].type} (2 different values)
cold-iron (x2)
holy (x2)
value : integer {2-01.system.attributes.weaknesses.[].value} (2 different values)
5 (x2)
3 (x2)
[emitsSound] : string {2-01.system.attributes.emitsSound} (same value: encounter)
[hardness] : integer {2-01.system.attributes.hardness} (same value: 0)
[hasHealth] : boolean {2-01.system.attributes.hasHealth} (same value: True)
[stealth] : object {2-01.system.attributes.stealth}
details : string {2-01.system.attributes.stealth.details} (same value: <p>(expert)</p>)
value : integer {2-01.system.attributes.stealth.value} (2 different values)
11 (x1)
14 (x1)
[immunities] : array<object> {2-01.system.attributes.immunities}
Length: min=5 max=6
Value type: object {2-01.system.attributes.immunities.[]}
type : string {2-01.system.attributes.immunities.[].type} (6 different values)
death-effects (x4)
disease (x4)
paralyzed (x4)
poison (x4)
unconscious (x4)
mental (x2)
[resistances] : array<object> {2-01.system.attributes.resistances}
Length: min=5 max=5
Value type: object {2-01.system.attributes.resistances.[]}
type : string {2-01.system.attributes.resistances.[].type} (5 different values)
cold (x4)
electricity (x4)
fire (x4)
piercing (x4)
slashing (x4)
value : integer {2-01.system.attributes.resistances.[].value} (same value: 5)
details : object {2-01.system.details}
[blurb] : string {2-01.system.details.blurb} (same value: )
[languages] : object {2-01.system.details.languages}
details : string {2-01.system.details.languages.details} (2 different values)
(can't speak any language) (x2)
(x4)
value : array<string> {2-01.system.details.languages.value}
Length: min=0 max=6
Value type: string {2-01.system.details.languages.value.[]} (7 different values)
chthonian (x2)
aklo (x2)
azlanti (x2)
cyclops (x2)
draconic (x2)
empyrean (x2)
jotun (x2)
level : object {2-01.system.details.level}
value : integer {2-01.system.details.level.value} (5 different values)
2 (x1)
3 (x2)
5 (x2)
-1 (x1)
1 (x2)
[privateNotes] : string {2-01.system.details.privateNotes} (same value: )
[publicNotes] : string {2-01.system.details.publicNotes} (same value: )
publication : object {2-01.system.details.publication}
license : string {2-01.system.details.publication.license} (same value: OGL)
remaster : boolean {2-01.system.details.publication.remaster} (same value: False)
title : string {2-01.system.details.publication.title} (same value: Pathfinder Society Scenario #2-01: Citadel of Corruption)
[description] : string {2-01.system.details.description} (same value: <p>The pile of bones transforms into a Large silver dragon, while the PCs appear to transform into dark, shadowy figures of alien physique. The dragon's flesh appears to slowly dissolve into lines of black smoke, which trail away toward the PCs and appear to be absorbed into their bodies. Once the dragon is stripped of flesh, its skeleton explodes in a shower of bone fragments.</p>)
[disable] : string {2-01.system.details.disable} (2 different values)
<p>@Check[religion|dc:20|name:Exorcise the Spirit|traits:haunt] (trained) to exorcise the spirit (two actions), or @Check[diplomacy|dc:23|name:Calm the Spirit|traits:haunt] (trained) to calm the spirit momentarily (two actions).</p> (x1)
<p>@Check[religion|dc:23|name:Exorcise the Spirit|traits:haunt] (trained) to exorcise the spirit (two actions), or @Check[diplomacy|dc:26|name:Calm the Spirit|traits:haunt] (trained) to calm the spirit momentarily (two actions).</p> (x1)
[isComplex] : boolean {2-01.system.details.isComplex} (same value: False)
[reset] : string {2-01.system.details.reset} (same value: <p>1 minute, as the bone fragments slowly move back into a neat pile with the skull on top.</p>)
[routine] : string {2-01.system.details.routine} (2 different values)
<p><strong>Trigger</strong> A creature comes within 15 feet of the dragon skull</p>
<hr />
<p><strong>Effect</strong> All living creatures within 20 feet of the nest are peppered with bone shards and take @Damage[(2d10+7)[slashing]] damage (@Check[reflex|dc:20|basic|name:Dragon's Death|traits:haunt,divine,necromancy] save).</p> (x1)
<p><strong>Trigger</strong> A creature comes within 15 feet of the dragon skull</p>
<hr />
<p><strong>Effect</strong> All living creatures within 20 feet of the nest are peppered with bone shards and take @Damage[(4d8+10)[slashing]] damage (@Check[reflex|dc:22|basic|name:Dragon's Death|traits:haunt,divine,necromancy] save).</p>
<p>On a critical failure, the creature is @UUID[Compendium.pf2e.conditionitems.Item.Blinded] for [[/gmr 1d4 #hours]]{1d4 hours}.</p> (x1)
[initiative] : object {2-01.system.initiative}
statistic : string {2-01.system.initiative.statistic} (same value: perception)
[perception] : object {2-01.system.perception}
details : string {2-01.system.perception.details} (same value: )
mod : integer {2-01.system.perception.mod} (5 different values)
6 (x2)
2 (x1)
12 (x1)
15 (x1)
5 (x1)
senses : array<object> {2-01.system.perception.senses}
Length: min=1 max=1
Value type: object {2-01.system.perception.senses.[]}
type : string {2-01.system.perception.senses.[].type} (same value: darkvision)
[resources] : object {2-01.system.resources}
[focus] : object {2-01.system.resources.focus}
max : integer {2-01.system.resources.focus.max} (same value: 1)
value : integer {2-01.system.resources.focus.value} (same value: 1)
saves : object {2-01.system.saves}
fortitude : object {2-01.system.saves.fortitude}
saveDetail : string {2-01.system.saves.fortitude.saveDetail} (same value: )
value : integer {2-01.system.saves.fortitude.value} (7 different values)
8 (x1)
0 (x2)
2 (x1)
5 (x1)
11 (x1)
14 (x1)
7 (x1)
reflex : object {2-01.system.saves.reflex}
saveDetail : string {2-01.system.saves.reflex.saveDetail} (same value: )
value : integer {2-01.system.saves.reflex.value} (5 different values)
9 (x3)
0 (x2)
8 (x1)
6 (x1)
7 (x1)
will : object {2-01.system.saves.will}
saveDetail : string {2-01.system.saves.will.saveDetail} (same value: )
value : integer {2-01.system.saves.will.value} (7 different values)
6 (x1)
0 (x2)
2 (x1)
3 (x1)
10 (x1)
13 (x1)
5 (x1)
[skills] : object {2-01.system.skills}
athletics : object {2-01.system.skills.athletics}
base : integer {2-01.system.skills.athletics.base} (6 different values)
8 (x1)
2 (x1)
5 (x1)
12 (x1)
15 (x1)
7 (x1)
[nature] : object {2-01.system.skills.nature}
base : integer {2-01.system.skills.nature.base} (same value: 6)
[stealth] : object {2-01.system.skills.stealth}
base : integer {2-01.system.skills.stealth.base} (2 different values)
8 (x1)
7 (x1)
[acrobatics] : object {2-01.system.skills.acrobatics}
base : integer {2-01.system.skills.acrobatics.base} (2 different values)
7 (x1)
5 (x1)
[intimidation] : object {2-01.system.skills.intimidation}
base : integer {2-01.system.skills.intimidation.base} (2 different values)
9 (x1)
12 (x1)
[religion] : object {2-01.system.skills.religion}
base : integer {2-01.system.skills.religion.base} (2 different values)
10 (x1)
13 (x1)
traits : object {2-01.system.traits}
rarity : string {2-01.system.traits.rarity} (same value: common)
size : object {2-01.system.traits.size}
value : string {2-01.system.traits.size.value} (3 different values)
sm (x3)
med (x3)
lg (x2)
value : array<string> {2-01.system.traits.value}
Length: min=1 max=5
Value type: string {2-01.system.traits.value.[]} (9 different values)
chaotic (x2)
evil (x6)
fungus (x2)
unholy (x6)
haunt (x2)
mindless (x2)
skeleton (x2)
undead (x4)
wight (x1)
[creatureType] : string {2-01.system.creatureType} (same value: )
[statusEffects] : array<> {2-01.system.statusEffects}
Length: min=0 max=0
Value type: mixed
type : string {2-01.type} (2 different values)
npc (x6)
hazard (x2)
[prototypeToken] : object {2-01.prototypeToken}
name : string {2-01.prototypeToken.name} (2 different values)
Dragon's Death (x2)
Valgomorus (x2)
+354
View File
@@ -0,0 +1,354 @@
2-02
Different values: 6
=====================================
object {2-02}
_id : string {2-02._id} (all different values)
folder : string {2-02.folder} (same value: 9yMLU9eWejQjLumu)
img : string {2-02.img} (same value: systems/pf2e/icons/default-icons/npc.svg)
items : array<object> {2-02.items}
Length: min=2 max=5
Value type: object {2-02.items.[]}
_id : string {2-02.items.[]._id} (13 different values)
3bAxyZsnErhUuO5k (x1)
JgxMB26VLPosNML6 (x1)
XZzJJKcamIQvGqFL (x1)
sD2sBz3QDTR3TesI (x1)
OPGeq3oklgj2Qwwu (x1)
YjZsr4inH9qTVsVo (x1)
uG9Xf5mQy36f7njW (x2)
zpKCgmkpmuMWqS4I (x2)
icMP8x2L8sLVpCPP (x2)
RurmrfKLGW9f3iez (x2)
Frpc0KRkdnPN6zjA (x2)
21yFJ9CtjGVqNRyl (x2)
blnlbHg4zm5aPODb (x2)
img : string {2-02.items.[].img} (5 different values)
systems/pf2e/icons/default-icons/melee.svg (x8)
systems/pf2e/icons/actions/Reaction.webp (x4)
systems/pf2e/icons/actions/TwoActions.webp (x4)
systems/pf2e/icons/actions/Passive.webp (x2)
systems/pf2e/icons/actions/OneAction.webp (x2)
name : string {2-02.items.[].name} (11 different values)
Tusk (x2)
Ferocity (x2)
Boar Charge (x1)
Daeodon Charge (x1)
Energized Fist (x2)
Eye Beam (x2)
Construct Armor (x2)
Ley Line Surge (x2)
Sudden Charge (x2)
Vacuum Sickle (x2)
Dissociate (x2)
sort : integer {2-02.items.[].sort} (5 different values)
100000 (x6)
200000 (x6)
300000 (x4)
400000 (x2)
500000 (x2)
system : object {2-02.items.[].system}
[attack] : object {2-02.items.[].system.attack}
value : string {2-02.items.[].system.attack.value} (same value: )
[attackEffects] : object {2-02.items.[].system.attackEffects}
value : array<> {2-02.items.[].system.attackEffects.value}
Length: min=0 max=0
Value type: mixed
[bonus] : object {2-02.items.[].system.bonus}
value : integer {2-02.items.[].system.bonus.value} (5 different values)
12 (x2)
16 (x2)
19 (x1)
14 (x2)
11 (x1)
[damageRolls] : object {2-02.items.[].system.damageRolls}
[mvem5z3mudqdf5ets4m0] : object {2-02.items.[].system.damageRolls.mvem5z3mudqdf5ets4m0}
damage : string {2-02.items.[].system.damageRolls.mvem5z3mudqdf5ets4m0.damage} (same value: 2d6+6)
damageType : string {2-02.items.[].system.damageRolls.mvem5z3mudqdf5ets4m0.damageType} (same value: piercing)
[hkws1kx5125gnwcydkur] : object {2-02.items.[].system.damageRolls.hkws1kx5125gnwcydkur}
damage : string {2-02.items.[].system.damageRolls.hkws1kx5125gnwcydkur.damage} (same value: 2d8+8)
damageType : string {2-02.items.[].system.damageRolls.hkws1kx5125gnwcydkur.damageType} (same value: piercing)
[bxpw7h10i8zge6wyqqyv] : object {2-02.items.[].system.damageRolls.bxpw7h10i8zge6wyqqyv}
damage : string {2-02.items.[].system.damageRolls.bxpw7h10i8zge6wyqqyv.damage} (2 different values)
2d10+5 (x1)
2d12+6 (x1)
damageType : string {2-02.items.[].system.damageRolls.bxpw7h10i8zge6wyqqyv.damageType} (same value: bludgeoning)
[lsedtgjewjc5h8ukimaq] : object {2-02.items.[].system.damageRolls.lsedtgjewjc5h8ukimaq}
damage : string {2-02.items.[].system.damageRolls.lsedtgjewjc5h8ukimaq.damage} (2 different values)
3d10+3 (x1)
4d6+10 (x1)
damageType : string {2-02.items.[].system.damageRolls.lsedtgjewjc5h8ukimaq.damageType} (same value: fire)
20yh59rk1faxy135ps0i : object {2-02.items.[].system.damageRolls.20yh59rk1faxy135ps0i}
damage : string {2-02.items.[].system.damageRolls.20yh59rk1faxy135ps0i.damage} (2 different values)
1d8+6 (x1)
2d8+7 (x1)
damageType : string {2-02.items.[].system.damageRolls.20yh59rk1faxy135ps0i.damageType} (same value: slashing)
description : object {2-02.items.[].system.description}
value : string {2-02.items.[].system.description.value} (11 different values)
(x8)
<p>@Localize[PF2E.NPC.Abilities.Glossary.Ferocity]</p> (x2)
<p>The boar Strides twice and then makes a tusk Strike. As long as it moved at least 20 feet, it gains a +2 circumstance bonus to its attack roll.</p> (x1)
<p>The daeodon Strides twice and then makes a tusk Strike. As long as it moved at least 20 feet, it gains a +2 circumstance bonus to its attack roll. A Medium or smaller creature struck by this attack must succeed at a @Check[reflex|dc:21] save or be knocked @UUID[Compendium.pf2e.conditionitems.Item.Prone] by the force of the blow.</p> (x1)
<p>Like normal objects, the guardian dogu has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once the guardian is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 20.</p> (x1)
<p><span class="action-glyph">A</span> to <span class="action-glyph">3</span></p>
<p><strong>Frequency</strong> once per day</p>
<hr />
<p><strong>Effect</strong> The Kayajima guardian pulses with mystical energies that emit a pale blue glow before it emits a wave of force. If the Kayajima guardian uses 1 action to use, it unleashes a powerful blast that deals @Damage[3d6[force]] damage to all creatures in a @Template[cone|distance:15]. If the Kayajima guardian uses 2 actions to use Ley Line Surge, increase the size of the cone to @Template[cone|distance:30] and the damage to @Damage[5d6[force]] damage. If the Kayajima guardian uses 3 actions to use Ley Line Surge, increase the size of the cone to @Template[cone|distance:60] and the damage to @Damage[6d6[force]] damage.</p>
<p>Each creature in the area must attempt a @Check[fortitude|dc:19|traits:damaging-effect] save.</p>
<hr />
<p><strong>Critical Success</strong> The creature is unaffected.</p>
<p><strong>Success</strong> The creature takes half damage.</p>
<p><strong>Failure</strong> The creature takes full damage and is pushed 5 feet.</p>
<p><strong>Critical Failure</strong> The creature takes double damage and is pushed 10 feet.</p> (x1)
<p>The Kayajima guardian propels itself with jets of blue energy from its feet, dashing up to a foe and swinging its fist. It Strides twice. If it ends its movement within melee range of at least one enemy, it can make an energized fist Strike against that enemy.</p> (x2)
<p>Like normal objects, the guardian dogu has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once the guardian is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 22.</p> (x1)
<p><span class="action-glyph">A</span> to <span class="action-glyph">3</span></p>n<p><strong>Frequency</strong> once per day</p>
<hr />
<p><strong>Effect</strong> The Kayajima guardian pulses with mystical energies that emit a pale blue glow before it emits a wave of force. If the Kayajima guardian uses 1 action to use, it unleashes a powerful blast that deals @Damage[4d6[force]] damage to all creatures in a @Template[cone|distance:15]. If the Kayajima guardian uses 2 actions to use Ley Line Surge, increase the size of the cone to @Template[cone|distance:30] and the damage to @Damage[6d6[force]] damage. If the Kayajima guardian uses 3 actions to use Ley Line Surge, increase the size of the cone to @Template[cone|distance:60] and the damage to @Damage[8d6[force]] damage.</p>
<p>Each creature in the area must attempt a @Check[fortitude|dc:22|traits:damaging-effect] save.</p>
<hr />
<p><strong>Critical Success</strong> The creature is unaffected.</p>
<p><strong>Success</strong> The creature takes half damage.</p>
<p><strong>Failure</strong> The creature takes full damage and is pushed 5 feet.</p>
<p><strong>Critical Failure</strong> The creature takes double damage and is pushed 10 feet.</p> (x1)
<p><strong>Trigger</strong> The wind malevolent would be hit by an effect that deals bludgeoning, piercing, or slashing damage</p>
<hr />
<p><strong>Effect</strong> The wind malevolent dissociates into component elemental wisps while vaguely retaining its weasel-like form. This grants it bludgeoning resistance 5, piercing resistance 5, slashing resistance 5, weakness 5 to area damage, and weakness 5 to splash damage. While in this dissociated form, it can't use its vacuum sickle Strike. The wind malevolent automatically re-forms into its normal form at the beginning of its next turn.</p> (x1)
<p><strong>Trigger</strong> The wind malevolent would be hit by an effect that deals bludgeoning, piercing, or slashing damage</p>
<hr />
<p><strong>Effect</strong> The wind malevolent dissociates into component elemental wisps while vaguely retaining its weasel-like form. This grants it bludgeoning resistance 7, piercing resistance 7, slashing resistance 7, weakness 5 to area damage, and weakness 5 to splash damage. While in this dissociated form, it can't use its vacuum sickle Strike. The wind malevolent automatically re-forms into its normal form at the beginning of its next turn.</p> (x1)
publication : object {2-02.items.[].system.publication}
license : string {2-02.items.[].system.publication.license} (same value: OGL)
remaster : boolean {2-02.items.[].system.publication.remaster} (same value: False)
title : string {2-02.items.[].system.publication.title} (2 different values)
(x18)
Pathfinder Bestiary (x2)
rules : ###FoundryRulesObject###
[slug] : string {2-02.items.[].system.slug} (same value: ferocity)
traits : object {2-02.items.[].system.traits}
rarity : string {2-02.items.[].system.traits.rarity} (same value: common)
value : array<string> {2-02.items.[].system.traits.value}
Length: min=0 max=3
Value type: string {2-02.items.[].system.traits.value.[]} (8 different values)
unarmed (x2)
magical (x4)
reach-10 (x2)
fire (x2)
range-increment-80 (x2)
force (x2)
primal (x2)
versatile-p (x1)
[weaponType] : object {2-02.items.[].system.weaponType}
value : string {2-02.items.[].system.weaponType.value} (2 different values)
melee (x6)
ranged (x2)
[actionType] : object {2-02.items.[].system.actionType}
value : string {2-02.items.[].system.actionType.value} (3 different values)
reaction (x4)
action (x6)
passive (x2)
[actions] : object {2-02.items.[].system.actions}
[value] : integer {2-02.items.[].system.actions.value} (2 different values)
2 (x4)
1 (x2)
[category] : string {2-02.items.[].system.category} (2 different values)
defensive (x6)
offensive (x6)
[deathNote] : boolean {2-02.items.[].system.deathNote} (same value: True)
[frequency] : object {2-02.items.[].system.frequency}
max : integer {2-02.items.[].system.frequency.max} (same value: 1)
per : string {2-02.items.[].system.frequency.per} (same value: day)
value : integer {2-02.items.[].system.frequency.value} (same value: 1)
type : string {2-02.items.[].type} (2 different values)
melee (x8)
action (x12)
[_stats] : object {2-02.items.[]._stats}
compendiumSource : string {2-02.items.[]._stats.compendiumSource} (same value: Compendium.pf2e.bestiary-ability-glossary-srd.Item.N1kstYbHScxgUQtN)
name : string {2-02.name} (all different values)
system : object {2-02.system}
abilities : object {2-02.system.abilities}
cha : object {2-02.system.abilities.cha}
mod : integer {2-02.system.abilities.cha.mod} (4 different values)
-3 (x1)
-1 (x1)
-5 (x2)
0 (x2)
con : object {2-02.system.abilities.con}
mod : integer {2-02.system.abilities.con.mod} (4 different values)
1 (x1)
3 (x1)
5 (x2)
6 (x2)
dex : object {2-02.system.abilities.dex}
mod : integer {2-02.system.abilities.dex.mod} (5 different values)
1 (x1)
0 (x1)
-1 (x2)
2 (x1)
3 (x1)
int : object {2-02.system.abilities.int}
mod : integer {2-02.system.abilities.int.mod} (2 different values)
-4 (x4)
-5 (x2)
str : object {2-02.system.abilities.str}
mod : integer {2-02.system.abilities.str.mod} (3 different values)
4 (x2)
6 (x2)
5 (x2)
wis : object {2-02.system.abilities.wis}
mod : integer {2-02.system.abilities.wis.mod} (3 different values)
2 (x2)
0 (x3)
1 (x1)
attributes : object {2-02.system.attributes}
ac : object {2-02.system.attributes.ac}
details : string {2-02.system.attributes.ac.details} (3 different values)
(x4)
(20 when broken); construct armor (x1)
(22 when broken); construct armor (x1)
value : integer {2-02.system.attributes.ac.value} (5 different values)
20 (x1)
23 (x2)
26 (x1)
19 (x1)
22 (x1)
allSaves : object {2-02.system.attributes.allSaves}
value : string {2-02.system.attributes.allSaves.value} (same value: )
hp : object {2-02.system.attributes.hp}
details : string {2-02.system.attributes.hp.details} (same value: )
max : integer {2-02.system.attributes.hp.max} (5 different values)
45 (x1)
75 (x1)
85 (x1)
130 (x1)
50 (x2)
temp : integer {2-02.system.attributes.hp.temp} (same value: 0)
value : integer {2-02.system.attributes.hp.value} (5 different values)
45 (x1)
75 (x1)
85 (x1)
130 (x1)
50 (x2)
speed : object {2-02.system.attributes.speed}
otherSpeeds : array<object> {2-02.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {2-02.system.attributes.speed.otherSpeeds.[]}
type : string {2-02.system.attributes.speed.otherSpeeds.[].type} (same value: fly)
value : integer {2-02.system.attributes.speed.otherSpeeds.[].value} (same value: 50)
value : integer {2-02.system.attributes.speed.value} (3 different values)
40 (x2)
30 (x2)
0 (x2)
[hardness] : object {2-02.system.attributes.hardness}
value : integer {2-02.system.attributes.hardness.value} (2 different values)
8 (x1)
10 (x1)
immunities : array<object> {2-02.system.attributes.immunities}
Length: min=0 max=4
Value type: object {2-02.system.attributes.immunities.[]}
type : string {2-02.system.attributes.immunities.[].type} (4 different values)
bleed (x2)
paralyzed (x2)
poison (x2)
sleep (x2)
details : object {2-02.system.details}
blurb : string {2-02.system.details.blurb} (same value: )
languages : object {2-02.system.details.languages}
details : string {2-02.system.details.languages.details} (same value: )
value : array<> {2-02.system.details.languages.value}
Length: min=0 max=0
Value type: mixed
level : object {2-02.system.details.level}
value : integer {2-02.system.details.level.value} (3 different values)
3 (x2)
5 (x3)
7 (x1)
privateNotes : string {2-02.system.details.privateNotes} (same value: )
publicNotes : string {2-02.system.details.publicNotes} (same value: )
publication : object {2-02.system.details.publication}
license : string {2-02.system.details.publication.license} (same value: OGL)
remaster : boolean {2-02.system.details.publication.remaster} (same value: False)
title : string {2-02.system.details.publication.title} (same value: Pathfinder Society Scenario #2-02: Mountain of Sea and Sky)
initiative : object {2-02.system.initiative}
statistic : string {2-02.system.initiative.statistic} (same value: perception)
perception : object {2-02.system.perception}
details : string {2-02.system.perception.details} (same value: )
mod : integer {2-02.system.perception.mod} (4 different values)
10 (x2)
14 (x2)
11 (x1)
7 (x1)
senses : array<object> {2-02.system.perception.senses}
Length: min=1 max=2
Value type: object {2-02.system.perception.senses.[]}
type : string {2-02.system.perception.senses.[].type} (3 different values)
low-light-vision (x2)
scent (x2)
darkvision (x4)
[acuity] : string {2-02.system.perception.senses.[].acuity} (same value: imprecise)
[range] : integer {2-02.system.perception.senses.[].range} (same value: 30)
resources : object {2-02.system.resources}
saves : object {2-02.system.saves}
fortitude : object {2-02.system.saves.fortitude}
saveDetail : string {2-02.system.saves.fortitude.saveDetail} (same value: )
value : integer {2-02.system.saves.fortitude.value} (all different values)
reflex : object {2-02.system.saves.reflex}
saveDetail : string {2-02.system.saves.reflex.saveDetail} (same value: )
value : integer {2-02.system.saves.reflex.value} (4 different values)
7 (x1)
11 (x3)
8 (x1)
14 (x1)
will : object {2-02.system.saves.will}
saveDetail : string {2-02.system.saves.will.saveDetail} (same value: )
value : integer {2-02.system.saves.will.value} (4 different values)
10 (x2)
12 (x1)
7 (x2)
9 (x1)
skills : object {2-02.system.skills}
[acrobatics] : object {2-02.system.skills.acrobatics}
base : integer {2-02.system.skills.acrobatics.base} (4 different values)
7 (x1)
10 (x1)
11 (x1)
14 (x1)
[athletics] : object {2-02.system.skills.athletics}
base : integer {2-02.system.skills.athletics.base} (4 different values)
10 (x1)
14 (x1)
13 (x1)
17 (x1)
[survival] : object {2-02.system.skills.survival}
base : integer {2-02.system.skills.survival.base} (2 different values)
10 (x1)
12 (x1)
stealth : object {2-02.system.skills.stealth}
base : integer {2-02.system.skills.stealth.base} (2 different values)
9 (x1)
12 (x1)
traits : object {2-02.system.traits}
rarity : string {2-02.system.traits.rarity} (3 different values)
common (x2)
unique (x2)
uncommon (x2)
size : object {2-02.system.traits.size}
value : string {2-02.system.traits.size.value} (4 different values)
med (x1)
lg (x1)
huge (x2)
sm (x2)
value : array<string> {2-02.system.traits.value}
Length: min=1 max=3
Value type: string {2-02.system.traits.value.[]} (7 different values)
animal (x2)
construct (x2)
earth (x2)
mindless (x2)
air (x2)
elemental (x2)
evil (x2)
type : string {2-02.type} (same value: npc)
prototypeToken : object {2-02.prototypeToken}
name : string {2-02.prototypeToken.name} (2 different values)
Kayajima Guardian Dogu (x2)
Wind Malevolent (x2)
+546
View File
@@ -0,0 +1,546 @@
2-03
Different values: 11
=====================================
object {2-03}
_id : string {2-03._id} (all different values)
folder : string {2-03.folder} (same value: yEgfyr18o9szmZmW)
img : string {2-03.img} (2 different values)
systems/pf2e/icons/default-icons/npc.svg (x7)
systems/pf2e/icons/default-icons/hazard.svg (x4)
items : array<object> {2-03.items}
Length: min=1 max=8
Value type: object {2-03.items.[]}
_id : string {2-03.items.[]._id} (39 different values)
img : string {2-03.items.[].img} (10 different values)
systems/pf2e/icons/default-icons/melee.svg (x13)
systems/pf2e/icons/actions/Passive.webp (x19)
systems/pf2e/icons/actions/OneAction.webp (x8)
systems/pf2e/icons/actions/Reaction.webp (x5)
systems/pf2e/icons/equipment/weapons/scimitar.webp (x1)
systems/pf2e/icons/equipment/weapons/shortbow.webp (x1)
systems/pf2e/icons/equipment/weapons/arrows.webp (x1)
systems/pf2e/icons/equipment/weapons/bo-staff.webp (x2)
icons/equipment/chest/breastplate-gorget-steel-white.webp (x2)
systems/pf2e/icons/actions/TwoActions.webp (x4)
name : string {2-03.items.[].name} (29 different values)
sort : integer {2-03.items.[].sort} (9 different values)
100000 (x7)
200000 (x7)
300000 (x7)
400000 (x7)
500000 (x7)
600000 (x6)
700000 (x6)
0 (x6)
800000 (x3)
system : object {2-03.items.[].system}
[attack] : object {2-03.items.[].system.attack}
value : string {2-03.items.[].system.attack.value} (same value: )
[attackEffects] : object {2-03.items.[].system.attackEffects}
[custom] : string {2-03.items.[].system.attackEffects.custom} (same value: )
value : array<string> {2-03.items.[].system.attackEffects.value}
Length: min=0 max=2
Value type: string {2-03.items.[].system.attackEffects.value.[]} (4 different values)
grab (x3)
bruorsivi-sap-infusion (x2)
bloodfire-fever (x1)
knockdown (x1)
[bonus] : object {2-03.items.[].system.bonus}
value : integer {2-03.items.[].system.bonus.value} (5 different values)
12 (x5)
0 (x4)
6 (x3)
9 (x4)
11 (x1)
[damageRolls] : object {2-03.items.[].system.damageRolls}
[fr4sjxzftfrwaudp9smb] : object {2-03.items.[].system.damageRolls.fr4sjxzftfrwaudp9smb}
damage : string {2-03.items.[].system.damageRolls.fr4sjxzftfrwaudp9smb.damage} (2 different values)
2d8+2 (x1)
1d6+3 (x1)
damageType : string {2-03.items.[].system.damageRolls.fr4sjxzftfrwaudp9smb.damageType} (same value: piercing)
[4io4bkaxhur0z2mmbg2n] : object {2-03.items.[].system.damageRolls.4io4bkaxhur0z2mmbg2n}
damage : string {2-03.items.[].system.damageRolls.4io4bkaxhur0z2mmbg2n.damage} (2 different values)
2d4+2 (x1)
1d4+2 (x1)
damageType : string {2-03.items.[].system.damageRolls.4io4bkaxhur0z2mmbg2n.damageType} (same value: slashing)
[browdhfdsktallkm1bpc] : object {2-03.items.[].system.damageRolls.browdhfdsktallkm1bpc}
damage : string {2-03.items.[].system.damageRolls.browdhfdsktallkm1bpc.damage} (same value: 1d6+7)
damageType : string {2-03.items.[].system.damageRolls.browdhfdsktallkm1bpc.damageType} (same value: slashing)
[gil68opf3l8m2ry2y98b] : object {2-03.items.[].system.damageRolls.gil68opf3l8m2ry2y98b}
damage : string {2-03.items.[].system.damageRolls.gil68opf3l8m2ry2y98b.damage} (same value: 1d6+2)
damageType : string {2-03.items.[].system.damageRolls.gil68opf3l8m2ry2y98b.damageType} (same value: slashing)
[zh2kv76dit7v2virhd8l] : object {2-03.items.[].system.damageRolls.zh2kv76dit7v2virhd8l}
damage : string {2-03.items.[].system.damageRolls.zh2kv76dit7v2virhd8l.damage} (same value: 1d4+2)
damageType : string {2-03.items.[].system.damageRolls.zh2kv76dit7v2virhd8l.damageType} (same value: slashing)
[swr5m6j146h3yyef1vim] : object {2-03.items.[].system.damageRolls.swr5m6j146h3yyef1vim}
damage : string {2-03.items.[].system.damageRolls.swr5m6j146h3yyef1vim.damage} (same value: 1d6)
damageType : string {2-03.items.[].system.damageRolls.swr5m6j146h3yyef1vim.damageType} (same value: piercing)
[oh1v5y96dcozemt16p9w] : object {2-03.items.[].system.damageRolls.oh1v5y96dcozemt16p9w}
damage : string {2-03.items.[].system.damageRolls.oh1v5y96dcozemt16p9w.damage} (2 different values)
1d8+4 (x1)
1d8+7 (x1)
damageType : string {2-03.items.[].system.damageRolls.oh1v5y96dcozemt16p9w.damageType} (2 different values)
slashing (x1)
bludgeoning (x1)
[w0y98sznvyfeqgsaa7ai] : object {2-03.items.[].system.damageRolls.w0y98sznvyfeqgsaa7ai}
damage : string {2-03.items.[].system.damageRolls.w0y98sznvyfeqgsaa7ai.damage} (2 different values)
1d10+2 (x1)
1d10+5 (x1)
damageType : string {2-03.items.[].system.damageRolls.w0y98sznvyfeqgsaa7ai.damageType} (same value: slashing)
[za86nrxw3rczla2y7kh6] : object {2-03.items.[].system.damageRolls.za86nrxw3rczla2y7kh6}
damage : string {2-03.items.[].system.damageRolls.za86nrxw3rczla2y7kh6.damage} (same value: 1d12+4)
damageType : string {2-03.items.[].system.damageRolls.za86nrxw3rczla2y7kh6.damageType} (same value: piercing)
description : object {2-03.items.[].system.description}
value : string {2-03.items.[].system.description.value} (35 different values)
publication : object {2-03.items.[].system.publication}
license : string {2-03.items.[].system.publication.license} (same value: OGL)
remaster : boolean {2-03.items.[].system.publication.remaster} (same value: False)
title : string {2-03.items.[].system.publication.title} (3 different values)
(x45)
Pathfinder Bestiary (x7)
Pathfinder Bestiary 2 (x4)
rules : ###FoundryRulesObject###
[slug] : string {2-03.items.[].system.slug} (all different values)
traits : object {2-03.items.[].system.traits}
rarity : string {2-03.items.[].system.traits.rarity} (same value: common)
value : array<string> {2-03.items.[].system.traits.value}
Length: min=0 max=4
Value type: string {2-03.items.[].system.traits.value.[]} (20 different values)
finesse (x5)
unarmed (x7)
agile (x5)
reach-10 (x4)
poison (x4)
auditory (x2)
mental (x2)
primal (x2)
forceful (x2)
sweep (x2)
deadly-d10 (x2)
range-increment-60 (x1)
reload-0 (x1)
monk (x4)
parry (x4)
reach (x2)
trip (x4)
reach-15 (x2)
disease (x1)
attack (x2)
[weaponType] : object {2-03.items.[].system.weaponType}
value : string {2-03.items.[].system.weaponType.value} (2 different values)
melee (x12)
ranged (x1)
[actionType] : object {2-03.items.[].system.actionType}
value : string {2-03.items.[].system.actionType.value} (3 different values)
passive (x19)
action (x12)
reaction (x5)
[actions] : object {2-03.items.[].system.actions}
[value] : integer {2-03.items.[].system.actions.value} (2 different values)
1 (x8)
2 (x4)
[category] : string {2-03.items.[].system.category} (6 different values)
interaction (x4)
offensive (x20)
defensive (x6)
martial (x4)
ammo (x1)
heavy (x2)
[frequency] : object {2-03.items.[].system.frequency}
max : integer {2-03.items.[].system.frequency.max} (same value: 1)
per : string {2-03.items.[].system.frequency.per} (same value: day)
value : integer {2-03.items.[].system.frequency.value} (same value: 1)
[baseItem] : string {2-03.items.[].system.baseItem} (4 different values)
scimitar (x1)
shortbow (x1)
bo-staff (x2)
half-plate (x2)
[bonusDamage] : object {2-03.items.[].system.bonusDamage}
value : integer {2-03.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {2-03.items.[].system.bulk}
value : mixed
integer {2-03.items.[].system.bulk.value} (3 different values)
1 (x2)
2 (x2)
3 (x2)
float {2-03.items.[].system.bulk.value} (same value: 0,1)
[containerId] : mixed
[damage] : object {2-03.items.[].system.damage}
damageType : string {2-03.items.[].system.damage.damageType} (3 different values)
slashing (x1)
piercing (x1)
bludgeoning (x2)
dice : integer {2-03.items.[].system.damage.dice} (same value: 1)
die : string {2-03.items.[].system.damage.die} (2 different values)
d6 (x2)
d8 (x2)
[equipped] : object {2-03.items.[].system.equipped}
carryType : string {2-03.items.[].system.equipped.carryType} (2 different values)
worn (x5)
held (x2)
[handsHeld] : integer {2-03.items.[].system.equipped.handsHeld} (2 different values)
0 (x3)
2 (x2)
[invested] : mixed
[inSlot] : boolean {2-03.items.[].system.equipped.inSlot} (same value: True)
[group] : string {2-03.items.[].system.group} (4 different values)
sword (x1)
bow (x1)
club (x2)
plate (x2)
[hardness] : integer {2-03.items.[].system.hardness} (same value: 0)
[hp] : object {2-03.items.[].system.hp}
max : integer {2-03.items.[].system.hp.max} (same value: 0)
value : integer {2-03.items.[].system.hp.value} (same value: 0)
[level] : object {2-03.items.[].system.level}
value : integer {2-03.items.[].system.level.value} (2 different values)
0 (x5)
1 (x2)
[material] : object {2-03.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {2-03.items.[].system.price}
value : object {2-03.items.[].system.price.value}
[gp] : integer {2-03.items.[].system.price.value.gp} (3 different values)
1 (x1)
3 (x1)
18 (x2)
[sp] : integer {2-03.items.[].system.price.value.sp} (2 different values)
1 (x1)
2 (x2)
[per] : integer {2-03.items.[].system.price.per} (same value: 10)
[quantity] : integer {2-03.items.[].system.quantity} (2 different values)
1 (x6)
20 (x1)
[range] : integer {2-03.items.[].system.range} (same value: 60)
[reload] : object {2-03.items.[].system.reload}
value : string {2-03.items.[].system.reload.value} (2 different values)
(x3)
0 (x1)
[runes] : object {2-03.items.[].system.runes}
potency : integer {2-03.items.[].system.runes.potency} (same value: 0)
property : array<> {2-03.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {2-03.items.[].system.runes.striking} (same value: 0)
[resilient] : integer {2-03.items.[].system.runes.resilient} (same value: 0)
[size] : string {2-03.items.[].system.size} (2 different values)
med (x3)
lg (x4)
[splashDamage] : object {2-03.items.[].system.splashDamage}
value : integer {2-03.items.[].system.splashDamage.value} (same value: 0)
[usage] : object {2-03.items.[].system.usage}
value : string {2-03.items.[].system.usage.value} (3 different values)
held-in-one-hand (x2)
held-in-one-plus-hands (x1)
held-in-two-hands (x2)
[stackGroup] : string {2-03.items.[].system.stackGroup} (same value: arrows)
[uses] : object {2-03.items.[].system.uses}
autoDestroy : boolean {2-03.items.[].system.uses.autoDestroy} (same value: True)
max : integer {2-03.items.[].system.uses.max} (same value: 1)
value : integer {2-03.items.[].system.uses.value} (same value: 1)
[deathNote] : boolean {2-03.items.[].system.deathNote} (same value: True)
[acBonus] : integer {2-03.items.[].system.acBonus} (same value: 5)
[checkPenalty] : integer {2-03.items.[].system.checkPenalty} (same value: -3)
[dexCap] : integer {2-03.items.[].system.dexCap} (same value: 1)
[speedPenalty] : integer {2-03.items.[].system.speedPenalty} (same value: -10)
[strength] : integer {2-03.items.[].system.strength} (same value: 3)
type : string {2-03.items.[].type} (5 different values)
melee (x13)
action (x36)
weapon (x4)
consumable (x1)
armor (x2)
[_stats] : object {2-03.items.[]._stats}
compendiumSource : string {2-03.items.[]._stats.compendiumSource} (all different values)
[flags] : object {2-03.items.[].flags}
pf2e : object {2-03.items.[].flags.pf2e}
linkedWeapon : string {2-03.items.[].flags.pf2e.linkedWeapon} (3 different values)
80MD9nnffpcc3EZj (x1)
qfzh5eQNdgpbA3Sp (x1)
b65tWh6PV9j81yq3 (x2)
name : string {2-03.name} (all different values)
system : object {2-03.system}
[abilities] : object {2-03.system.abilities}
cha : object {2-03.system.abilities.cha}
mod : integer {2-03.system.abilities.cha.mod} (3 different values)
0 (x4)
2 (x2)
-2 (x1)
con : object {2-03.system.abilities.con}
mod : integer {2-03.system.abilities.con.mod} (4 different values)
3 (x4)
2 (x1)
0 (x1)
6 (x1)
dex : object {2-03.system.abilities.dex}
mod : integer {2-03.system.abilities.dex.mod} (4 different values)
5 (x1)
1 (x3)
4 (x2)
2 (x1)
int : object {2-03.system.abilities.int}
mod : integer {2-03.system.abilities.int.mod} (3 different values)
-1 (x2)
-4 (x2)
-5 (x3)
str : object {2-03.system.abilities.str}
mod : integer {2-03.system.abilities.str.mod} (4 different values)
2 (x2)
3 (x1)
1 (x1)
5 (x3)
wis : object {2-03.system.abilities.wis}
mod : integer {2-03.system.abilities.wis.mod} (3 different values)
2 (x3)
0 (x3)
1 (x1)
attributes : object {2-03.system.attributes}
ac : object {2-03.system.attributes.ac}
[details] : string {2-03.system.attributes.ac.details} (same value: )
value : integer {2-03.system.attributes.ac.value} (7 different values)
19 (x2)
12 (x1)
15 (x2)
16 (x2)
17 (x2)
20 (x1)
18 (x1)
[allSaves] : object {2-03.system.attributes.allSaves}
value : string {2-03.system.attributes.allSaves.value} (same value: )
hp : object {2-03.system.attributes.hp}
details : string {2-03.system.attributes.hp.details} (3 different values)
(x6)
void healing (x4)
regeneration 15 (deactivated by acid or fire) (x1)
max : integer {2-03.system.attributes.hp.max} (8 different values)
45 (x2)
20 (x2)
40 (x1)
4 (x1)
22 (x1)
110 (x1)
1 (x2)
50 (x1)
temp : integer {2-03.system.attributes.hp.temp} (same value: 0)
value : integer {2-03.system.attributes.hp.value} (8 different values)
45 (x2)
20 (x2)
40 (x1)
4 (x1)
22 (x1)
110 (x1)
1 (x2)
50 (x1)
[resistances] : array<object> {2-03.system.attributes.resistances}
Length: min=2 max=5
Value type: object {2-03.system.attributes.resistances.[]}
type : string {2-03.system.attributes.resistances.[].type} (6 different values)
bludgeoning (x2)
piercing (x5)
cold (x3)
electricity (x3)
fire (x3)
slashing (x3)
value : integer {2-03.system.attributes.resistances.[].value} (same value: 5)
[speed] : object {2-03.system.attributes.speed}
otherSpeeds : array<object> {2-03.system.attributes.speed.otherSpeeds}
Length: min=0 max=2
Value type: object {2-03.system.attributes.speed.otherSpeeds.[]}
type : string {2-03.system.attributes.speed.otherSpeeds.[].type} (2 different values)
burrow (x2)
climb (x2)
value : integer {2-03.system.attributes.speed.otherSpeeds.[].value} (2 different values)
10 (x2)
30 (x2)
value : integer {2-03.system.attributes.speed.value} (4 different values)
30 (x4)
20 (x1)
25 (x1)
35 (x1)
[weaknesses] : array<object> {2-03.system.attributes.weaknesses}
Length: min=1 max=1
Value type: object {2-03.system.attributes.weaknesses.[]}
type : string {2-03.system.attributes.weaknesses.[].type} (same value: fire)
value : integer {2-03.system.attributes.weaknesses.[].value} (2 different values)
5 (x1)
15 (x1)
[emitsSound] : string {2-03.system.attributes.emitsSound} (same value: encounter)
[hardness] : integer {2-03.system.attributes.hardness} (2 different values)
5 (x2)
1 (x2)
[hasHealth] : boolean {2-03.system.attributes.hasHealth} (same value: True)
[immunities] : array<object> {2-03.system.attributes.immunities}
Length: min=1 max=6
Value type: object {2-03.system.attributes.immunities.[]}
type : string {2-03.system.attributes.immunities.[].type} (7 different values)
precision (x4)
death-effects (x4)
disease (x4)
paralyzed (x4)
poison (x4)
unconscious (x4)
visual (x1)
[stealth] : object {2-03.system.attributes.stealth}
details : string {2-03.system.attributes.stealth.details} (same value: <p>(trained)</p>)
value : integer {2-03.system.attributes.stealth.value} (2 different values)
7 (x2)
10 (x2)
details : object {2-03.system.details}
[blurb] : string {2-03.system.details.blurb} (same value: )
[languages] : object {2-03.system.details.languages}
details : string {2-03.system.details.languages.details} (2 different values)
(x6)
(can't speak any language) (x1)
value : array<string> {2-03.system.details.languages.value}
Length: min=0 max=2
Value type: string {2-03.system.details.languages.value.[]} (2 different values)
chthonian (x2)
common (x3)
level : object {2-03.system.details.level}
value : integer {2-03.system.details.level.value} (5 different values)
4 (x1)
1 (x4)
3 (x4)
-1 (x1)
5 (x1)
[privateNotes] : string {2-03.system.details.privateNotes} (same value: )
[publicNotes] : string {2-03.system.details.publicNotes} (2 different values)
(x6)
<p>Trollhounds are squat, slavering beasts akin to trolls in canine form. Requiring vast quantities of meat to fuel their regenerative metabolisms, packs of wild trollhounds prowl the foothills of regions where trolls dwell, their voracious hunger driving them to slaughter and consume any prey they encounter. In some regions, trolls breed trollhounds as pets, utilizing the trollhounds' keen sense of smell to aid in the hunt.</p>
<p>Covered in fetid, weeping sores, trollhounds are carriers of a debilitating contagion known as bloodfire fever. Creatures that contract the disease through the bite of a trollhound experience deep internal pain, as if their blood were on fire. Additional symptoms include loss of muscle coordination, pus-filled blisters, and overall lethargy and fatigue. Other than suffering from skin irritation, both trolls and trollhounds are immune to the major effects of the disease.</p>
<p>Trollhounds are fearless on the hunt and in combat, relying on their ability to regenerate to carry them through. Not even the threat of fire is enough to repel them, as the beasts don't recognize the danger it represents. Nevertheless, fire is one of the most effective tools in combating trollhounds; canny hunters know to burn every last remnant of a supposedly slain trollhound, for their regenerative powers are potent indeed.</p>
<p>While trolls themselves have had great success in domesticating, training, and even befriending trollhounds, the same cannot be said for other would-be masters. Whether impeded by constant exposure to trollhounds' diseased slobber, their ravenous hunger that never seems to be fully sated, or simply their foul personality and quick-to-bite temperament, most attempts to use trollhounds in place of more reliable guardians end in pain, misery, and a pack of feral trollhounds escaping into the hinterlands. Left to their own devices, a pack of escaped trollhounds can breed relatively quickly, and it can take less than a year for a small pack to multiply into a significant threat to the countryside. Best to leave the trollhounds to the trolls, as they say!</p> (x1)
publication : object {2-03.system.details.publication}
license : string {2-03.system.details.publication.license} (same value: OGL)
remaster : boolean {2-03.system.details.publication.remaster} (same value: False)
title : string {2-03.system.details.publication.title} (same value: Pathfinder Society Scenario #2-03: Catastrophe's Spark)
[description] : string {2-03.system.details.description} (3 different values)
<p>Fluids from leaking beakers have eaten nearly through the supports holding up this cabinet.</p>
<p>This Broken Threshold for this trap is 5, not 10.</p> (x1)
<p>Fluids from leaking beakers have eaten nearly through the supports holding up this cabinet.</p>
<p>This Broken Threshold for this trap is 10, not 20.</p> (x1)
<p>One of the potions has decayed, putting it under immense pressure. Its contents have become poisonous. When handled improperly, the bottle bursts, sending glass shards flying everywhere.</p> (x2)
[disable] : string {2-03.system.details.disable} (4 different values)
<p>@Check[thievery|dc:15|name:Support Cabinet|traits:mechanical,trap] (trained) to gently place something under the cabinet to support its weight.</p> (x1)
<p>@Check[thievery|dc:18|name:Support Cabinet|traits:mechanical,trap] (trained) to gently place something under the cabinet to support its weight.</p> (x1)
<p>@Check[thievery|dc:17|name:Pressurized Bottle|traits:mechanical,trap] (trained) to carefully place the bottle under a bucket or bowl.</p> (x1)
<p>@Check[thievery|dc:20|name:Pressurized Bottle|traits:mechanical,trap] (trained) to carefully place the bottle under a bucket or bowl.</p> (x1)
[isComplex] : boolean {2-03.system.details.isComplex} (same value: False)
[reset] : string {2-03.system.details.reset} (same value: )
[routine] : string {2-03.system.details.routine} (same value: )
[initiative] : object {2-03.system.initiative}
statistic : string {2-03.system.initiative.statistic} (same value: perception)
[perception] : object {2-03.system.perception}
details : string {2-03.system.perception.details} (2 different values)
blood scent (x2)
(x5)
mod : integer {2-03.system.perception.mod} (4 different values)
9 (x3)
2 (x1)
7 (x2)
4 (x1)
senses : array<object> {2-03.system.perception.senses}
Length: min=1 max=2
Value type: object {2-03.system.perception.senses.[]}
type : string {2-03.system.perception.senses.[].type} (5 different values)
low-light-vision (x2)
lifesense (x1)
tremorsense (x1)
darkvision (x4)
scent (x1)
[acuity] : string {2-03.system.perception.senses.[].acuity} (2 different values)
precise (x1)
imprecise (x2)
[range] : integer {2-03.system.perception.senses.[].range} (same value: 30)
[resources] : object {2-03.system.resources}
saves : object {2-03.system.saves}
fortitude : object {2-03.system.saves.fortitude}
saveDetail : string {2-03.system.saves.fortitude.saveDetail} (same value: )
value : integer {2-03.system.saves.fortitude.value} (7 different values)
9 (x1)
10 (x4)
12 (x1)
2 (x1)
7 (x1)
8 (x2)
17 (x1)
reflex : object {2-03.system.saves.reflex}
saveDetail : string {2-03.system.saves.reflex.saveDetail} (same value: )
value : integer {2-03.system.saves.reflex.value} (6 different values)
11 (x2)
2 (x1)
4 (x2)
8 (x3)
9 (x1)
6 (x2)
will : object {2-03.system.saves.will}
saveDetail : string {2-03.system.saves.will.saveDetail} (same value: )
value : integer {2-03.system.saves.will.value} (6 different values)
7 (x3)
0 (x4)
2 (x1)
4 (x1)
5 (x1)
9 (x1)
[skills] : object {2-03.system.skills}
[acrobatics] : object {2-03.system.skills.acrobatics}
base : integer {2-03.system.skills.acrobatics.base} (3 different values)
8 (x1)
6 (x2)
13 (x1)
athletics : object {2-03.system.skills.athletics}
base : integer {2-03.system.skills.athletics.base} (7 different values)
8 (x1)
10 (x1)
3 (x1)
6 (x1)
9 (x1)
14 (x1)
12 (x1)
[stealth] : object {2-03.system.skills.stealth}
base : integer {2-03.system.skills.stealth.base} (4 different values)
10 (x1)
8 (x1)
7 (x1)
11 (x1)
[special] : array<object> {2-03.system.skills.stealth.special}
Length: min=1 max=1
Value type: object {2-03.system.skills.stealth.special.[]}
base : integer {2-03.system.skills.stealth.special.[].base} (2 different values)
18 (x1)
13 (x1)
label : string {2-03.system.skills.stealth.special.[].label} (same value: in vegetation)
predicate : array<string> {2-03.system.skills.stealth.special.[].predicate}
Length: min=1 max=1
Value type: string {2-03.system.skills.stealth.special.[].predicate.[]} (same value: terrain:vegetation)
[survival] : object {2-03.system.skills.survival}
base : integer {2-03.system.skills.survival.base} (same value: 9)
[intimidation] : object {2-03.system.skills.intimidation}
base : integer {2-03.system.skills.intimidation.base} (2 different values)
6 (x1)
9 (x1)
traits : object {2-03.system.traits}
rarity : string {2-03.system.traits.rarity} (2 different values)
uncommon (x6)
common (x5)
size : object {2-03.system.traits.size}
value : string {2-03.system.traits.size.value} (3 different values)
sm (x2)
med (x7)
lg (x2)
value : array<string> {2-03.system.traits.value}
Length: min=2 max=5
Value type: string {2-03.system.traits.value.[]} (all different values)
[creatureType] : string {2-03.system.creatureType} (same value: )
[statusEffects] : array<> {2-03.system.statusEffects}
Length: min=0 max=0
Value type: mixed
type : string {2-03.type} (2 different values)
npc (x7)
hazard (x4)
[prototypeToken] : object {2-03.prototypeToken}
name : string {2-03.prototypeToken.name} (3 different values)
Collapsing Cabinet (x2)
Trollhound (x1)
Pressurized Bottle (x2)
+529
View File
@@ -0,0 +1,529 @@
2-04
Different values: 7
=====================================
object {2-04}
_id : string {2-04._id} (all different values)
folder : string {2-04.folder} (same value: 8AslHaR9bicEcO4z)
img : string {2-04.img} (same value: systems/pf2e/icons/default-icons/npc.svg)
items : array<object> {2-04.items}
Length: min=5 max=10
Value type: object {2-04.items.[]}
_id : string {2-04.items.[]._id} (61 different values)
[_stats] : object {2-04.items.[]._stats}
compendiumSource : string {2-04.items.[]._stats.compendiumSource} (14 different values)
Compendium.pf2e.equipment-srd.Item.8COlYvHe6hKCXY8x (x3)
Compendium.pf2e.equipment-srd.Item.4tIVTg9wj56RrveA (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.TTCw5NusiSSkJU1x (x1)
Compendium.pf2e.equipment-srd.Item.LGgvev6AV0So8tP9 (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.lR9R5Vld8Eu2Dha5 (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.hFtNbo1LKYCoDy2O (x3)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.3JOi2cMcGhT3eze1 (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.BCLvAx4Pz4MLa2pu (x1)
Compendium.pf2e.equipment-srd.Item.mlrmkpOlwpnGkw4I (x2)
Compendium.pf2e.equipment-srd.Item.JNt7GmLCCVz5BiEI (x2)
Compendium.pf2e.equipment-srd.Item.Kf4eJEXnFPuAsseP (x2)
Compendium.pf2e.equipment-srd.Item.e4NwsnPnpQKbDZ9F (x2)
Compendium.pf2e.equipment-srd.Item.YMQr577asquZIP65 (x2)
Compendium.pf2e.equipment-srd.Item.w2ENw2VMPcsbif8g (x2)
img : string {2-04.items.[].img} (15 different values)
icons/weapons/axes/axe-double-engraved.webp (x3)
icons/equipment/chest/breastplate-banded-simple-leather-brown.webp (x1)
systems/pf2e/icons/default-icons/melee.svg (x15)
systems/pf2e/icons/actions/Passive.webp (x11)
systems/pf2e/icons/actions/TwoActions.webp (x3)
icons/weapons/axes/axe-broad-black.webp (x1)
systems/pf2e/icons/actions/Reaction.webp (x5)
systems/pf2e/icons/actions/OneAction.webp (x6)
systems/pf2e/icons/equipment/weapons/maul.webp (x2)
systems/pf2e/icons/equipment/weapons/javelin.webp (x2)
systems/pf2e/icons/equipment/armor/chainmail.webp (x2)
systems/pf2e/icons/default-icons/lore.svg (x4)
systems/pf2e/icons/equipment/weapons/composite-shortbow.webp (x2)
icons/equipment/chest/breastplate-metal-scaled-grey.webp (x2)
systems/pf2e/icons/equipment/weapons/arrows.webp (x2)
name : string {2-04.items.[].name} (32 different values)
sort : integer {2-04.items.[].sort} (10 different values)
100000 (x7)
200000 (x7)
300000 (x7)
400000 (x7)
500000 (x7)
600000 (x6)
700000 (x6)
800000 (x6)
900000 (x5)
1000000 (x3)
system : object {2-04.items.[].system}
[baseItem] : string {2-04.items.[].system.baseItem} (8 different values)
greataxe (x3)
leather-armor (x1)
hatchet (x1)
maul (x2)
javelin (x2)
chain-mail (x2)
composite-shortbow (x2)
scale-mail (x2)
[bonus] : object {2-04.items.[].system.bonus}
value : integer {2-04.items.[].system.bonus.value} (all different values)
[bonusDamage] : object {2-04.items.[].system.bonusDamage}
value : integer {2-04.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {2-04.items.[].system.bulk}
value : mixed
integer {2-04.items.[].system.bulk.value} (2 different values)
2 (x9)
1 (x3)
float {2-04.items.[].system.bulk.value} (same value: 0,1)
[category] : string {2-04.items.[].system.category} (all different values)
[containerId] : mixed
[damage] : object {2-04.items.[].system.damage}
damageType : string {2-04.items.[].system.damage.damageType} (3 different values)
slashing (x4)
bludgeoning (x2)
piercing (x4)
dice : integer {2-04.items.[].system.damage.dice} (same value: 1)
die : string {2-04.items.[].system.damage.die} (2 different values)
d12 (x5)
d6 (x5)
description : object {2-04.items.[].system.description}
value : string {2-04.items.[].system.description.value} (30 different values)
[equipped] : object {2-04.items.[].system.equipped}
carryType : string {2-04.items.[].system.equipped.carryType} (2 different values)
held (x12)
worn (x5)
[handsHeld] : integer {2-04.items.[].system.equipped.handsHeld} (2 different values)
2 (x5)
1 (x7)
[invested] : mixed
[inSlot] : boolean {2-04.items.[].system.equipped.inSlot} (same value: True)
[group] : string {2-04.items.[].system.group} (all different values)
[hardness] : integer {2-04.items.[].system.hardness} (same value: 0)
[hp] : object {2-04.items.[].system.hp}
max : integer {2-04.items.[].system.hp.max} (same value: 0)
value : integer {2-04.items.[].system.hp.value} (same value: 0)
[level] : object {2-04.items.[].system.level}
value : integer {2-04.items.[].system.level.value} (same value: 0)
[material] : object {2-04.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {2-04.items.[].system.price}
value : object {2-04.items.[].system.price.value}
[gp] : integer {2-04.items.[].system.price.value.gp} (5 different values)
2 (x4)
3 (x2)
6 (x2)
14 (x2)
4 (x2)
[sp] : integer {2-04.items.[].system.price.value.sp} (2 different values)
4 (x1)
1 (x4)
[per] : integer {2-04.items.[].system.price.per} (same value: 10)
publication : object {2-04.items.[].system.publication}
license : string {2-04.items.[].system.publication.license} (same value: OGL)
remaster : boolean {2-04.items.[].system.publication.remaster} (same value: False)
title : string {2-04.items.[].system.publication.title} (3 different values)
(x53)
Pathfinder Bestiary 2 (x1)
Pathfinder Bestiary (x7)
[quantity] : integer {2-04.items.[].system.quantity} (3 different values)
1 (x13)
5 (x2)
40 (x2)
[range] : integer {2-04.items.[].system.range} (2 different values)
30 (x2)
60 (x2)
[reload] : object {2-04.items.[].system.reload}
value : string {2-04.items.[].system.reload.value} (3 different values)
(x5)
- (x3)
0 (x2)
rules : ###FoundryRulesObject###
[runes] : object {2-04.items.[].system.runes}
potency : integer {2-04.items.[].system.runes.potency} (2 different values)
0 (x14)
1 (x1)
property : array<> {2-04.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {2-04.items.[].system.runes.striking} (2 different values)
0 (x9)
1 (x1)
[resilient] : integer {2-04.items.[].system.runes.resilient} (same value: 0)
[size] : string {2-04.items.[].system.size} (2 different values)
med (x16)
lg (x1)
[slug] : string {2-04.items.[].system.slug} (14 different values)
greataxe (x3)
leather-armor (x1)
negative-healing (x1)
hatchet (x1)
regeneration (x2)
attack-of-opportunity (x3)
rend (x1)
knockdown (x1)
maul (x2)
javelin (x2)
chain-mail (x2)
composite-shortbow (x2)
scale-mail (x2)
arrows (x2)
[splashDamage] : object {2-04.items.[].system.splashDamage}
value : integer {2-04.items.[].system.splashDamage.value} (same value: 0)
[traits] : object {2-04.items.[].system.traits}
rarity : string {2-04.items.[].system.traits.rarity} (same value: common)
value : array<string> {2-04.items.[].system.traits.value}
Length: min=0 max=4
Value type: string {2-04.items.[].system.traits.value.[]} (22 different values)
[usage] : object {2-04.items.[].system.usage}
value : string {2-04.items.[].system.usage.value} (3 different values)
held-in-two-hands (x5)
held-in-one-hand (x5)
held-in-one-plus-hands (x2)
[acBonus] : integer {2-04.items.[].system.acBonus} (3 different values)
1 (x1)
4 (x2)
3 (x2)
[checkPenalty] : integer {2-04.items.[].system.checkPenalty} (2 different values)
-1 (x1)
-2 (x4)
[dexCap] : integer {2-04.items.[].system.dexCap} (3 different values)
4 (x1)
1 (x2)
2 (x2)
[speedPenalty] : integer {2-04.items.[].system.speedPenalty} (2 different values)
0 (x1)
-5 (x4)
[strength] : integer {2-04.items.[].system.strength} (3 different values)
0 (x1)
3 (x2)
2 (x2)
[attack] : object {2-04.items.[].system.attack}
value : string {2-04.items.[].system.attack.value} (same value: )
[attackEffects] : object {2-04.items.[].system.attackEffects}
[custom] : string {2-04.items.[].system.attackEffects.custom} (same value: )
value : array<string> {2-04.items.[].system.attackEffects.value}
Length: min=0 max=2
Value type: string {2-04.items.[].system.attackEffects.value.[]} (3 different values)
grotesque-gift (x2)
bloodfire-fever (x1)
knockdown (x1)
[damageRolls] : object {2-04.items.[].system.damageRolls}
[n7ayqh4m17nc5ydprtyy] : object {2-04.items.[].system.damageRolls.n7ayqh4m17nc5ydprtyy}
damage : string {2-04.items.[].system.damageRolls.n7ayqh4m17nc5ydprtyy.damage} (same value: 1d12+8)
damageType : string {2-04.items.[].system.damageRolls.n7ayqh4m17nc5ydprtyy.damageType} (same value: slashing)
[009qs9f60mjswwej9w9d] : object {2-04.items.[].system.damageRolls.009qs9f60mjswwej9w9d}
damage : string {2-04.items.[].system.damageRolls.009qs9f60mjswwej9w9d.damage} (same value: 1d4+6)
damageType : string {2-04.items.[].system.damageRolls.009qs9f60mjswwej9w9d.damageType} (same value: slashing)
[xjow5zhncljimrcnn815] : object {2-04.items.[].system.damageRolls.xjow5zhncljimrcnn815}
damage : string {2-04.items.[].system.damageRolls.xjow5zhncljimrcnn815.damage} (same value: 2d8+9)
damageType : string {2-04.items.[].system.damageRolls.xjow5zhncljimrcnn815.damageType} (same value: piercing)
[yo0ckdcxn9og9xorxzfn] : object {2-04.items.[].system.damageRolls.yo0ckdcxn9og9xorxzfn}
damage : string {2-04.items.[].system.damageRolls.yo0ckdcxn9og9xorxzfn.damage} (same value: 2d6+9)
damageType : string {2-04.items.[].system.damageRolls.yo0ckdcxn9og9xorxzfn.damageType} (same value: slashing)
[krr3d91s1z7g3uphigqu] : object {2-04.items.[].system.damageRolls.krr3d91s1z7g3uphigqu}
damage : string {2-04.items.[].system.damageRolls.krr3d91s1z7g3uphigqu.damage} (same value: 2d4+9)
damageType : string {2-04.items.[].system.damageRolls.krr3d91s1z7g3uphigqu.damageType} (same value: slashing)
[ic82ap65h4r4jcxbh4gb] : object {2-04.items.[].system.damageRolls.ic82ap65h4r4jcxbh4gb}
damage : string {2-04.items.[].system.damageRolls.ic82ap65h4r4jcxbh4gb.damage} (same value: 2d6+9)
damageType : string {2-04.items.[].system.damageRolls.ic82ap65h4r4jcxbh4gb.damageType} (same value: slashing)
[8x1sl3h7f5sirvg8lt2u] : object {2-04.items.[].system.damageRolls.8x1sl3h7f5sirvg8lt2u}
damage : string {2-04.items.[].system.damageRolls.8x1sl3h7f5sirvg8lt2u.damage} (same value: 1d12+2)
damageType : string {2-04.items.[].system.damageRolls.8x1sl3h7f5sirvg8lt2u.damageType} (same value: piercing)
[wn4s0e0ugiok36g8274u] : object {2-04.items.[].system.damageRolls.wn4s0e0ugiok36g8274u}
damage : string {2-04.items.[].system.damageRolls.wn4s0e0ugiok36g8274u.damage} (same value: 1d12+6)
damageType : string {2-04.items.[].system.damageRolls.wn4s0e0ugiok36g8274u.damageType} (same value: bludgeoning)
[hv8ov48bezdoib26212q] : object {2-04.items.[].system.damageRolls.hv8ov48bezdoib26212q}
damage : string {2-04.items.[].system.damageRolls.hv8ov48bezdoib26212q.damage} (same value: 1d6+4)
damageType : string {2-04.items.[].system.damageRolls.hv8ov48bezdoib26212q.damageType} (same value: piercing)
[dpd8b1u40kp3oo7wbrva] : object {2-04.items.[].system.damageRolls.dpd8b1u40kp3oo7wbrva}
damage : string {2-04.items.[].system.damageRolls.dpd8b1u40kp3oo7wbrva.damage} (same value: 2d12+6)
damageType : string {2-04.items.[].system.damageRolls.dpd8b1u40kp3oo7wbrva.damageType} (same value: bludgeoning)
[nk2d7pornoafn1y72z02] : object {2-04.items.[].system.damageRolls.nk2d7pornoafn1y72z02}
damage : string {2-04.items.[].system.damageRolls.nk2d7pornoafn1y72z02.damage} (same value: 1d6+4)
damageType : string {2-04.items.[].system.damageRolls.nk2d7pornoafn1y72z02.damageType} (same value: piercing)
[svk37iqwah8s7mobl4ce] : object {2-04.items.[].system.damageRolls.svk37iqwah8s7mobl4ce}
damage : string {2-04.items.[].system.damageRolls.svk37iqwah8s7mobl4ce.damage} (same value: 1d12+3)
damageType : string {2-04.items.[].system.damageRolls.svk37iqwah8s7mobl4ce.damageType} (same value: slashing)
[5z2aegs9w0r0n92d8sfl] : object {2-04.items.[].system.damageRolls.5z2aegs9w0r0n92d8sfl}
damage : string {2-04.items.[].system.damageRolls.5z2aegs9w0r0n92d8sfl.damage} (same value: 1d6+1)
damageType : string {2-04.items.[].system.damageRolls.5z2aegs9w0r0n92d8sfl.damageType} (same value: piercing)
[0m1duiig2tnn3ghw7wxq] : object {2-04.items.[].system.damageRolls.0m1duiig2tnn3ghw7wxq}
damage : string {2-04.items.[].system.damageRolls.0m1duiig2tnn3ghw7wxq.damage} (same value: 1d12+6)
damageType : string {2-04.items.[].system.damageRolls.0m1duiig2tnn3ghw7wxq.damageType} (same value: slashing)
gqfrkhbscboquotbmkmi : object {2-04.items.[].system.damageRolls.gqfrkhbscboquotbmkmi}
damage : string {2-04.items.[].system.damageRolls.gqfrkhbscboquotbmkmi.damage} (same value: 1d6+2)
damageType : string {2-04.items.[].system.damageRolls.gqfrkhbscboquotbmkmi.damageType} (same value: piercing)
[weaponType] : object {2-04.items.[].system.weaponType}
value : string {2-04.items.[].system.weaponType.value} (2 different values)
melee (x10)
ranged (x5)
[actionType] : object {2-04.items.[].system.actionType}
value : string {2-04.items.[].system.actionType.value} (3 different values)
passive (x10)
action (x10)
reaction (x5)
[actions] : object {2-04.items.[].system.actions}
[value] : integer {2-04.items.[].system.actions.value} (2 different values)
2 (x3)
1 (x7)
[deathNote] : boolean {2-04.items.[].system.deathNote} (same value: True)
[mod] : object {2-04.items.[].system.mod}
value : integer {2-04.items.[].system.mod.value} (4 different values)
10 (x1)
13 (x1)
7 (x1)
12 (x1)
[proficient] : object {2-04.items.[].system.proficient}
value : integer {2-04.items.[].system.proficient.value} (same value: 1)
[stackGroup] : string {2-04.items.[].system.stackGroup} (same value: arrows)
[uses] : object {2-04.items.[].system.uses}
autoDestroy : boolean {2-04.items.[].system.uses.autoDestroy} (same value: True)
max : integer {2-04.items.[].system.uses.max} (same value: 1)
value : integer {2-04.items.[].system.uses.value} (same value: 1)
type : string {2-04.items.[].type} (6 different values)
weapon (x10)
armor (x5)
melee (x15)
action (x25)
lore (x4)
consumable (x2)
[flags] : object {2-04.items.[].flags}
pf2e : object {2-04.items.[].flags.pf2e}
linkedWeapon : string {2-04.items.[].flags.pf2e.linkedWeapon} (10 different values)
kKZAWwrwJlNL09mE (x1)
5Fi69HwbyfVUdlQ6 (x2)
FfdHAmCYnI4PUl2v (x1)
9xnm3AEir9FIx3P4 (x1)
CF8RFJeJl6TUudbT (x1)
7idHs4bI1DVU5v8l (x1)
cyw0PQ9OsauAO56c (x1)
RKAEhjFG1Rm4aXHU (x1)
qPTwvxQv1mo9ajtw (x1)
RE3BRRIpCZ4MU49T (x1)
name : string {2-04.name} (all different values)
system : object {2-04.system}
abilities : object {2-04.system.abilities}
cha : object {2-04.system.abilities.cha}
mod : integer {2-04.system.abilities.cha.mod} (6 different values)
1 (x1)
4 (x1)
-2 (x1)
2 (x1)
3 (x1)
0 (x2)
con : object {2-04.system.abilities.con}
mod : integer {2-04.system.abilities.con.mod} (4 different values)
3 (x1)
5 (x2)
4 (x2)
2 (x2)
dex : object {2-04.system.abilities.dex}
mod : integer {2-04.system.abilities.dex.mod} (3 different values)
3 (x1)
2 (x3)
1 (x3)
int : object {2-04.system.abilities.int}
mod : integer {2-04.system.abilities.int.mod} (4 different values)
-1 (x1)
0 (x3)
-4 (x1)
1 (x2)
str : object {2-04.system.abilities.str}
mod : integer {2-04.system.abilities.str.mod} (4 different values)
5 (x1)
6 (x1)
4 (x4)
3 (x1)
wis : object {2-04.system.abilities.wis}
mod : integer {2-04.system.abilities.wis.mod} (4 different values)
1 (x2)
2 (x1)
0 (x2)
3 (x2)
attributes : object {2-04.system.attributes}
ac : object {2-04.system.attributes.ac}
details : string {2-04.system.attributes.ac.details} (same value: )
value : integer {2-04.system.attributes.ac.value} (6 different values)
20 (x1)
22 (x2)
15 (x1)
24 (x1)
18 (x1)
21 (x1)
allSaves : object {2-04.system.attributes.allSaves}
[value] : string {2-04.system.attributes.allSaves.value} (same value: )
hp : object {2-04.system.attributes.hp}
details : string {2-04.system.attributes.hp.details} (4 different values)
void healing (x1)
regeneration 15 (deactivated by acid or fire) (x1)
regeneration 10 (deactivated by acid or fire) (x1)
(x4)
max : integer {2-04.system.attributes.hp.max} (all different values)
temp : integer {2-04.system.attributes.hp.temp} (same value: 0)
value : integer {2-04.system.attributes.hp.value} (all different values)
[immunities] : array<object> {2-04.system.attributes.immunities}
Length: min=1 max=5
Value type: object {2-04.system.attributes.immunities.[]}
type : string {2-04.system.attributes.immunities.[].type} (6 different values)
death-effects (x1)
disease (x1)
paralyzed (x1)
poison (x1)
unconscious (x1)
cold (x1)
[resistances] : array<object> {2-04.system.attributes.resistances}
Length: min=1 max=1
Value type: object {2-04.system.attributes.resistances.[]}
type : string {2-04.system.attributes.resistances.[].type} (same value: fire)
value : integer {2-04.system.attributes.resistances.[].value} (same value: 5)
speed : object {2-04.system.attributes.speed}
otherSpeeds : array<object> {2-04.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {2-04.system.attributes.speed.otherSpeeds.[]}
type : string {2-04.system.attributes.speed.otherSpeeds.[].type} (same value: swim)
value : integer {2-04.system.attributes.speed.otherSpeeds.[].value} (same value: 25)
value : integer {2-04.system.attributes.speed.value} (3 different values)
25 (x5)
30 (x1)
35 (x1)
[weaknesses] : array<object> {2-04.system.attributes.weaknesses}
Length: min=1 max=1
Value type: object {2-04.system.attributes.weaknesses.[]}
type : string {2-04.system.attributes.weaknesses.[].type} (2 different values)
vitality (x1)
fire (x2)
value : integer {2-04.system.attributes.weaknesses.[].value} (2 different values)
7 (x1)
10 (x2)
details : object {2-04.system.details}
blurb : string {2-04.system.details.blurb} (same value: )
languages : object {2-04.system.details.languages}
details : string {2-04.system.details.languages.details} (2 different values)
(can't speak any language) (x1)
(x6)
value : array<string> {2-04.system.details.languages.value}
Length: min=0 max=3
Value type: string {2-04.system.details.languages.value.[]} (4 different values)
common (x6)
jotun (x1)
mahwek (x4)
skald (x4)
level : object {2-04.system.details.level}
value : integer {2-04.system.details.level.value} (5 different values)
4 (x2)
6 (x1)
2 (x2)
5 (x1)
7 (x1)
privateNotes : string {2-04.system.details.privateNotes} (same value: )
publicNotes : string {2-04.system.details.publicNotes} (same value: )
publication : object {2-04.system.details.publication}
license : string {2-04.system.details.publication.license} (same value: OGL)
remaster : boolean {2-04.system.details.publication.remaster} (same value: False)
title : string {2-04.system.details.publication.title} (same value: Pathfinder Society Scenario #2-04: Path of Kings)
initiative : object {2-04.system.initiative}
statistic : string {2-04.system.initiative.statistic} (same value: perception)
perception : object {2-04.system.perception}
details : string {2-04.system.perception.details} (same value: )
mod : integer {2-04.system.perception.mod} (6 different values)
10 (x1)
15 (x2)
4 (x1)
12 (x1)
11 (x1)
14 (x1)
senses : array<object> {2-04.system.perception.senses}
Length: min=0 max=2
Value type: object {2-04.system.perception.senses.[]}
type : string {2-04.system.perception.senses.[].type} (2 different values)
darkvision (x3)
scent (x1)
acuity : string {2-04.system.perception.senses.[].acuity} (same value: imprecise)
range : integer {2-04.system.perception.senses.[].range} (same value: 30)
resources : object {2-04.system.resources}
saves : object {2-04.system.saves}
fortitude : object {2-04.system.saves.fortitude}
saveDetail : string {2-04.system.saves.fortitude.saveDetail} (same value: )
value : integer {2-04.system.saves.fortitude.value} (6 different values)
14 (x1)
16 (x1)
12 (x2)
15 (x1)
18 (x1)
8 (x1)
reflex : object {2-04.system.saves.reflex}
saveDetail : string {2-04.system.saves.reflex.saveDetail} (same value: )
value : integer {2-04.system.saves.reflex.value} (all different values)
will : object {2-04.system.saves.will}
saveDetail : string {2-04.system.saves.will.saveDetail} (same value: )
value : integer {2-04.system.saves.will.value} (6 different values)
10 (x1)
11 (x2)
4 (x1)
9 (x1)
12 (x1)
14 (x1)
skills : object {2-04.system.skills}
athletics : object {2-04.system.skills.athletics}
base : integer {2-04.system.skills.athletics.base} (5 different values)
14 (x2)
16 (x1)
9 (x2)
13 (x1)
17 (x1)
[stealth] : object {2-04.system.skills.stealth}
base : integer {2-04.system.skills.stealth.base} (4 different values)
12 (x1)
6 (x1)
7 (x1)
11 (x1)
[intimidation] : object {2-04.system.skills.intimidation}
base : integer {2-04.system.skills.intimidation.base} (3 different values)
15 (x1)
12 (x1)
14 (x1)
survival : object {2-04.system.skills.survival}
base : integer {2-04.system.skills.survival.base} (6 different values)
13 (x1)
4 (x1)
8 (x1)
11 (x1)
9 (x1)
12 (x1)
[acrobatics] : object {2-04.system.skills.acrobatics}
base : integer {2-04.system.skills.acrobatics.base} (3 different values)
4 (x1)
10 (x1)
13 (x1)
[society] : object {2-04.system.skills.society}
base : integer {2-04.system.skills.society.base} (2 different values)
10 (x1)
13 (x1)
traits : object {2-04.system.traits}
rarity : string {2-04.system.traits.rarity} (3 different values)
uncommon (x2)
rare (x1)
unique (x4)
size : object {2-04.system.traits.size}
value : string {2-04.system.traits.size.value} (2 different values)
med (x6)
lg (x1)
value : array<string> {2-04.system.traits.value}
Length: min=2 max=5
Value type: string {2-04.system.traits.value.[]} (12 different values)
chaotic (x2)
evil (x2)
undead (x1)
unholy (x1)
water (x1)
cold (x1)
giant (x1)
troll (x2)
beast (x1)
human (x4)
humanoid (x4)
lawful (x2)
type : string {2-04.type} (same value: npc)
prototypeToken : object {2-04.prototypeToken}
name : string {2-04.prototypeToken.name} (2 different values)
Murta Kronniksdottir (x2)
Tewakam Nekotek (x2)
+428
View File
@@ -0,0 +1,428 @@
2-05
Different values: 10
=====================================
object {2-05}
_id : string {2-05._id} (all different values)
folder : string {2-05.folder} (same value: jsl5ODZJ60Ksx08E)
img : string {2-05.img} (same value: systems/pf2e/icons/default-icons/npc.svg)
items : array<object> {2-05.items}
Length: min=4 max=8
Value type: object {2-05.items.[]}
_id : string {2-05.items.[]._id} (42 different values)
img : string {2-05.items.[].img} (6 different values)
systems/pf2e/icons/default-icons/melee.svg (x18)
systems/pf2e/icons/actions/Reaction.webp (x6)
systems/pf2e/icons/actions/Passive.webp (x16)
systems/pf2e/icons/actions/OneAction.webp (x7)
systems/pf2e/icons/conditions/slowed.webp (x2)
systems/pf2e/icons/actions/TwoActions.webp (x4)
name : string {2-05.items.[].name} (23 different values)
sort : integer {2-05.items.[].sort} (8 different values)
100000 (x10)
200000 (x10)
300000 (x10)
400000 (x10)
500000 (x6)
600000 (x4)
700000 (x2)
800000 (x1)
system : object {2-05.items.[].system}
[attack] : object {2-05.items.[].system.attack}
value : string {2-05.items.[].system.attack.value} (same value: )
[attackEffects] : object {2-05.items.[].system.attackEffects}
value : array<string> {2-05.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {2-05.items.[].system.attackEffects.value.[]} (same value: knockdown)
[custom] : string {2-05.items.[].system.attackEffects.custom} (same value: )
[bonus] : object {2-05.items.[].system.bonus}
value : integer {2-05.items.[].system.bonus.value} (7 different values)
9 (x2)
12 (x4)
15 (x2)
7 (x3)
8 (x3)
11 (x2)
14 (x2)
[damageRolls] : object {2-05.items.[].system.damageRolls}
[osayhcs1cth3arvgkr02ns] : object {2-05.items.[].system.damageRolls.osayhcs1cth3arvgkr02ns}
damage : string {2-05.items.[].system.damageRolls.osayhcs1cth3arvgkr02ns.damage} (2 different values)
1d6+4 (x1)
2d6+5 (x1)
damageType : string {2-05.items.[].system.damageRolls.osayhcs1cth3arvgkr02ns.damageType} (same value: piercing)
[gz5u4li1nj5cuwia2fqrzj] : object {2-05.items.[].system.damageRolls.gz5u4li1nj5cuwia2fqrzj}
damage : string {2-05.items.[].system.damageRolls.gz5u4li1nj5cuwia2fqrzj.damage} (2 different values)
1d4+4 (x1)
1d8+5 (x1)
damageType : string {2-05.items.[].system.damageRolls.gz5u4li1nj5cuwia2fqrzj.damageType} (same value: slashing)
[vstpklvj75m0mzcy96ivlhj] : object {2-05.items.[].system.damageRolls.vstpklvj75m0mzcy96ivlhj}
damage : string {2-05.items.[].system.damageRolls.vstpklvj75m0mzcy96ivlhj.damage} (2 different values)
1d8+7 (x1)
2d8+8 (x1)
damageType : string {2-05.items.[].system.damageRolls.vstpklvj75m0mzcy96ivlhj.damageType} (same value: bludgeoning)
[i2rsbxmukmrqwrsbhd9l] : object {2-05.items.[].system.damageRolls.i2rsbxmukmrqwrsbhd9l}
damage : string {2-05.items.[].system.damageRolls.i2rsbxmukmrqwrsbhd9l.damage} (2 different values)
1d4+7 (x1)
1d4+8 (x1)
damageType : string {2-05.items.[].system.damageRolls.i2rsbxmukmrqwrsbhd9l.damageType} (same value: bludgeoning)
[qc2w192282irfvia0sg2p] : object {2-05.items.[].system.damageRolls.qc2w192282irfvia0sg2p}
damage : string {2-05.items.[].system.damageRolls.qc2w192282irfvia0sg2p.damage} (same value: 1d4)
damageType : string {2-05.items.[].system.damageRolls.qc2w192282irfvia0sg2p.damageType} (same value: fire)
[n1tjd4diofel6aeqsw5wn] : object {2-05.items.[].system.damageRolls.n1tjd4diofel6aeqsw5wn}
damage : string {2-05.items.[].system.damageRolls.n1tjd4diofel6aeqsw5wn.damage} (2 different values)
1d4 (x1)
1d6+2 (x1)
damageType : string {2-05.items.[].system.damageRolls.n1tjd4diofel6aeqsw5wn.damageType} (same value: fire)
[fdo6sbphs8th9lpt3x80p] : object {2-05.items.[].system.damageRolls.fdo6sbphs8th9lpt3x80p}
damage : string {2-05.items.[].system.damageRolls.fdo6sbphs8th9lpt3x80p.damage} (2 different values)
1d6 (x1)
1d8 (x1)
damageType : string {2-05.items.[].system.damageRolls.fdo6sbphs8th9lpt3x80p.damageType} (same value: fire)
[egms8ecv4tn7nq0jwlkbd] : object {2-05.items.[].system.damageRolls.egms8ecv4tn7nq0jwlkbd}
damage : string {2-05.items.[].system.damageRolls.egms8ecv4tn7nq0jwlkbd.damage} (2 different values)
1d4 (x1)
1d6 (x1)
damageType : string {2-05.items.[].system.damageRolls.egms8ecv4tn7nq0jwlkbd.damageType} (same value: piercing)
[vby9vzx97mmb1n5yjzowo] : object {2-05.items.[].system.damageRolls.vby9vzx97mmb1n5yjzowo}
damage : string {2-05.items.[].system.damageRolls.vby9vzx97mmb1n5yjzowo.damage} (2 different values)
1d8+3 (x1)
2d8+4 (x1)
damageType : string {2-05.items.[].system.damageRolls.vby9vzx97mmb1n5yjzowo.damageType} (same value: piercing)
[xv9opri90s9yyrrfqd68r] : object {2-05.items.[].system.damageRolls.xv9opri90s9yyrrfqd68r}
damage : string {2-05.items.[].system.damageRolls.xv9opri90s9yyrrfqd68r.damage} (same value: 1d4)
damageType : string {2-05.items.[].system.damageRolls.xv9opri90s9yyrrfqd68r.damageType} (same value: electricity)
[i1tlrq5fswctmxtdr480m] : object {2-05.items.[].system.damageRolls.i1tlrq5fswctmxtdr480m}
damage : string {2-05.items.[].system.damageRolls.i1tlrq5fswctmxtdr480m.damage} (2 different values)
1d6+3 (x1)
2d6+4 (x1)
damageType : string {2-05.items.[].system.damageRolls.i1tlrq5fswctmxtdr480m.damageType} (same value: slashing)
description : object {2-05.items.[].system.description}
value : string {2-05.items.[].system.description.value} (23 different values)
publication : object {2-05.items.[].system.publication}
license : string {2-05.items.[].system.publication.license} (same value: OGL)
remaster : boolean {2-05.items.[].system.publication.remaster} (same value: False)
title : string {2-05.items.[].system.publication.title} (3 different values)
(x41)
Pathfinder Bestiary 2 (x6)
Pathfinder Bestiary (x6)
rules : ###FoundryRulesObject###
[slug] : string {2-05.items.[].system.slug} (5 different values)
negative-healing (x6)
rend (x2)
slowed (x2)
regeneration (x2)
knockdown (x2)
[traits] : object {2-05.items.[].system.traits}
rarity : string {2-05.items.[].system.traits.rarity} (same value: common)
value : array<string> {2-05.items.[].system.traits.value}
Length: min=0 max=3
Value type: string {2-05.items.[].system.traits.value.[]} (15 different values)
reach-10 (x8)
unarmed (x8)
agile (x4)
brutal (x2)
range-increment-30 (x2)
aura (x2)
fire (x2)
finesse (x4)
range-increment-10 (x2)
unholy (x2)
concentrate (x2)
electricity (x2)
primal (x4)
auditory (x2)
sonic (x2)
[weaponType] : object {2-05.items.[].system.weaponType}
value : string {2-05.items.[].system.weaponType.value} (2 different values)
melee (x14)
ranged (x4)
[actionType] : object {2-05.items.[].system.actionType}
value : string {2-05.items.[].system.actionType.value} (3 different values)
reaction (x6)
passive (x16)
action (x11)
[actions] : object {2-05.items.[].system.actions}
[value] : integer {2-05.items.[].system.actions.value} (2 different values)
1 (x7)
2 (x4)
[category] : string {2-05.items.[].system.category} (3 different values)
defensive (x18)
offensive (x13)
interaction (x2)
[duration] : object {2-05.items.[].system.duration}
value : integer {2-05.items.[].system.duration.value} (same value: 0)
[group] : mixed
[overrides] : array<> {2-05.items.[].system.overrides}
Length: min=0 max=0
Value type: mixed
[references] : object {2-05.items.[].system.references}
children : array<> {2-05.items.[].system.references.children}
Length: min=0 max=0
Value type: mixed
immunityFrom : array<> {2-05.items.[].system.references.immunityFrom}
Length: min=0 max=0
Value type: mixed
overriddenBy : array<> {2-05.items.[].system.references.overriddenBy}
Length: min=0 max=0
Value type: mixed
overrides : array<> {2-05.items.[].system.references.overrides}
Length: min=0 max=0
Value type: mixed
[value] : object {2-05.items.[].system.value}
isValued : boolean {2-05.items.[].system.value.isValued} (same value: True)
value : integer {2-05.items.[].system.value.value} (same value: 1)
[deathNote] : boolean {2-05.items.[].system.deathNote} (same value: True)
type : string {2-05.items.[].type} (3 different values)
melee (x18)
action (x33)
condition (x2)
[_stats] : object {2-05.items.[]._stats}
compendiumSource : string {2-05.items.[]._stats.compendiumSource} (5 different values)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.TTCw5NusiSSkJU1x (x6)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.3JOi2cMcGhT3eze1 (x2)
Compendium.pf2e.conditionitems.Item.xYTAsEpcJE1Ccni3 (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.lR9R5Vld8Eu2Dha5 (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.BCLvAx4Pz4MLa2pu (x2)
name : string {2-05.name} (all different values)
prototypeToken : object {2-05.prototypeToken}
name : string {2-05.prototypeToken.name} (5 different values)
Ash Skeleton (x2)
Fire-Eye Cyclops Zombie (x2)
Flaming Eye (x2)
Spark Troll (x2)
Storm Bear (x2)
system : object {2-05.system}
abilities : object {2-05.system.abilities}
cha : object {2-05.system.abilities.cha}
mod : integer {2-05.system.abilities.cha.mod} (3 different values)
1 (x3)
-2 (x4)
0 (x3)
con : object {2-05.system.abilities.con}
mod : integer {2-05.system.abilities.con.mod} (2 different values)
3 (x8)
2 (x2)
dex : object {2-05.system.abilities.dex}
mod : integer {2-05.system.abilities.dex.mod} (5 different values)
1 (x2)
-1 (x2)
3 (x4)
4 (x1)
2 (x1)
int : object {2-05.system.abilities.int}
mod : integer {2-05.system.abilities.int.mod} (3 different values)
-5 (x6)
-1 (x2)
-3 (x2)
str : object {2-05.system.abilities.str}
mod : integer {2-05.system.abilities.str.mod} (5 different values)
4 (x2)
5 (x2)
6 (x1)
0 (x4)
3 (x1)
wis : object {2-05.system.abilities.wis}
mod : integer {2-05.system.abilities.wis.mod} (2 different values)
0 (x6)
1 (x4)
attributes : object {2-05.system.attributes}
ac : object {2-05.system.attributes.ac}
details : string {2-05.system.attributes.ac.details} (same value: )
value : integer {2-05.system.attributes.ac.value} (4 different values)
16 (x4)
18 (x3)
15 (x2)
21 (x1)
allSaves : object {2-05.system.attributes.allSaves}
value : string {2-05.system.attributes.allSaves.value} (same value: )
hp : object {2-05.system.attributes.hp}
details : string {2-05.system.attributes.hp.details} (4 different values)
void healing (x6)
regeneration 2 (deactivated by acid or fire) (x1)
regeneration 3 (deactivated by acid or fire) (x1)
(x2)
max : integer {2-05.system.attributes.hp.max} (8 different values)
12 (x1)
30 (x2)
93 (x1)
120 (x1)
8 (x2)
20 (x1)
22 (x1)
60 (x1)
temp : integer {2-05.system.attributes.hp.temp} (same value: 0)
value : integer {2-05.system.attributes.hp.value} (8 different values)
12 (x1)
30 (x2)
93 (x1)
120 (x1)
8 (x2)
20 (x1)
22 (x1)
60 (x1)
immunities : array<object> {2-05.system.attributes.immunities}
Length: min=1 max=6
Value type: object {2-05.system.attributes.immunities.[]}
type : string {2-05.system.attributes.immunities.[].type} (7 different values)
death-effects (x6)
disease (x6)
paralyzed (x6)
poison (x6)
unconscious (x6)
fire (x4)
electricity (x4)
[resistances] : array<object> {2-05.system.attributes.resistances}
Length: min=5 max=5
Value type: object {2-05.system.attributes.resistances.[]}
type : string {2-05.system.attributes.resistances.[].type} (5 different values)
cold (x2)
electricity (x2)
fire (x2)
piercing (x2)
slashing (x2)
value : integer {2-05.system.attributes.resistances.[].value} (same value: 5)
speed : object {2-05.system.attributes.speed}
otherSpeeds : array<object> {2-05.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {2-05.system.attributes.speed.otherSpeeds.[]}
type : string {2-05.system.attributes.speed.otherSpeeds.[].type} (same value: fly)
value : integer {2-05.system.attributes.speed.otherSpeeds.[].value} (2 different values)
30 (x2)
10 (x2)
value : integer {2-05.system.attributes.speed.value} (3 different values)
25 (x6)
0 (x2)
35 (x2)
[weaknesses] : array<object> {2-05.system.attributes.weaknesses}
Length: min=2 max=2
Value type: object {2-05.system.attributes.weaknesses.[]}
type : string {2-05.system.attributes.weaknesses.[].type} (4 different values)
vitality (x2)
slashing (x2)
fire (x2)
holy (x2)
value : integer {2-05.system.attributes.weaknesses.[].value} (3 different values)
10 (x4)
2 (x2)
3 (x2)
details : object {2-05.system.details}
blurb : string {2-05.system.details.blurb} (same value: )
languages : object {2-05.system.details.languages}
details : string {2-05.system.details.languages.details} (same value: )
value : array<string> {2-05.system.details.languages.value}
Length: min=0 max=2
Value type: string {2-05.system.details.languages.value.[]} (2 different values)
chthonian (x2)
jotun (x2)
level : object {2-05.system.details.level}
value : integer {2-05.system.details.level.value} (6 different values)
1 (x3)
3 (x2)
5 (x1)
-1 (x2)
2 (x1)
4 (x1)
privateNotes : string {2-05.system.details.privateNotes} (same value: )
publicNotes : string {2-05.system.details.publicNotes} (same value: )
publication : object {2-05.system.details.publication}
license : string {2-05.system.details.publication.license} (same value: OGL)
remaster : boolean {2-05.system.details.publication.remaster} (same value: False)
title : string {2-05.system.details.publication.title} (same value: Pathfinder Society Scenario #2-05: Balancing the Scales)
initiative : object {2-05.system.initiative}
statistic : string {2-05.system.initiative.statistic} (same value: perception)
perception : object {2-05.system.perception}
details : string {2-05.system.perception.details} (same value: )
mod : integer {2-05.system.perception.mod} (6 different values)
5 (x2)
7 (x4)
4 (x1)
3 (x1)
6 (x1)
11 (x1)
senses : array<object> {2-05.system.perception.senses}
Length: min=1 max=2
Value type: object {2-05.system.perception.senses.[]}
type : string {2-05.system.perception.senses.[].type} (3 different values)
darkvision (x8)
low-light-vision (x2)
scent (x2)
[acuity] : string {2-05.system.perception.senses.[].acuity} (same value: imprecise)
[range] : integer {2-05.system.perception.senses.[].range} (same value: 30)
resources : object {2-05.system.resources}
saves : object {2-05.system.saves}
fortitude : object {2-05.system.saves.fortitude}
saveDetail : string {2-05.system.saves.fortitude.saveDetail} (same value: )
value : integer {2-05.system.saves.fortitude.value} (8 different values)
8 (x1)
10 (x1)
12 (x1)
14 (x1)
4 (x2)
6 (x2)
11 (x1)
13 (x1)
reflex : object {2-05.system.saves.reflex}
saveDetail : string {2-05.system.saves.reflex.saveDetail} (same value: )
value : integer {2-05.system.saves.reflex.value} (7 different values)
6 (x2)
8 (x2)
4 (x1)
7 (x2)
9 (x1)
10 (x1)
11 (x1)
will : object {2-05.system.saves.will}
saveDetail : string {2-05.system.saves.will.saveDetail} (same value: )
value : integer {2-05.system.saves.will.value} (6 different values)
3 (x3)
5 (x3)
9 (x1)
2 (x1)
4 (x1)
7 (x1)
skills : object {2-05.system.skills}
[athletics] : object {2-05.system.skills.athletics}
base : integer {2-05.system.skills.athletics.base} (4 different values)
9 (x2)
10 (x1)
12 (x2)
15 (x1)
[deception] : object {2-05.system.skills.deception}
base : integer {2-05.system.skills.deception.base} (2 different values)
6 (x1)
8 (x1)
[stealth] : object {2-05.system.skills.stealth}
base : integer {2-05.system.skills.stealth.base} (2 different values)
6 (x1)
8 (x1)
[acrobatics] : object {2-05.system.skills.acrobatics}
base : integer {2-05.system.skills.acrobatics.base} (3 different values)
5 (x2)
7 (x1)
8 (x1)
traits : object {2-05.system.traits}
rarity : string {2-05.system.traits.rarity} (3 different values)
uncommon (x6)
rare (x2)
common (x2)
size : object {2-05.system.traits.size}
value : string {2-05.system.traits.size.value} (3 different values)
lg (x4)
tiny (x4)
med (x2)
value : array<string> {2-05.system.traits.value}
Length: min=2 max=6
Value type: string {2-05.system.traits.value.[]} (13 different values)
evil (x8)
mindless (x6)
skeleton (x2)
undead (x6)
unholy (x8)
fire (x4)
zombie (x2)
chaotic (x2)
elemental (x1)
fiend (x2)
troll (x2)
electricity (x3)
beast (x2)
type : string {2-05.type} (same value: npc)
+731
View File
@@ -0,0 +1,731 @@
2-06
Different values: 19
=====================================
object {2-06}
_id : string {2-06._id} (all different values)
folder : string {2-06.folder} (same value: K0OPrk98aqlbgDr9)
img : string {2-06.img} (2 different values)
systems/pf2e/icons/default-icons/npc.svg (x17)
systems/pf2e/icons/default-icons/hazard.svg (x2)
items : array<object> {2-06.items}
Length: min=2 max=13
Value type: object {2-06.items.[]}
_id : string {2-06.items.[]._id} (101 different values)
img : string {2-06.items.[].img} (13 different values)
systems/pf2e/icons/equipment/weapons/lance.webp (x2)
systems/pf2e/icons/equipment/weapons/spear.webp (x3)
systems/pf2e/icons/default-icons/melee.svg (x34)
systems/pf2e/icons/actions/Passive.webp (x39)
systems/pf2e/icons/actions/FreeAction.webp (x6)
systems/pf2e/icons/actions/TwoActions.webp (x9)
systems/pf2e/icons/actions/OneAction.webp (x16)
systems/pf2e/icons/actions/Reaction.webp (x14)
systems/pf2e/icons/conditions/slowed.webp (x2)
systems/pf2e/icons/equipment/weapons/trident.webp (x1)
icons/sundries/survival/rope-wrapped-brown.webp (x1)
systems/pf2e/icons/equipment/weapons/dagger.webp (x2)
systems/pf2e/icons/equipment/weapons/longspear.webp (x1)
name : string {2-06.items.[].name} (56 different values)
sort : integer {2-06.items.[].sort} (14 different values)
100000 (x17)
200000 (x17)
300000 (x17)
400000 (x14)
500000 (x13)
600000 (x13)
700000 (x9)
800000 (x8)
900000 (x5)
1000000 (x5)
1100000 (x4)
0 (x4)
1200000 (x3)
1300000 (x1)
system : object {2-06.items.[].system}
[baseItem] : string {2-06.items.[].system.baseItem} (3 different values)
dagger (x2)
longspear (x1)
spear (x1)
[bonus] : object {2-06.items.[].system.bonus}
value : integer {2-06.items.[].system.bonus.value} (11 different values)
0 (x9)
14 (x8)
17 (x4)
12 (x3)
10 (x2)
9 (x4)
11 (x5)
8 (x2)
15 (x3)
18 (x2)
7 (x1)
[bonusDamage] : object {2-06.items.[].system.bonusDamage}
value : integer {2-06.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {2-06.items.[].system.bulk}
value : mixed
integer {2-06.items.[].system.bulk.value} (2 different values)
2 (x3)
1 (x4)
float {2-06.items.[].system.bulk.value} (same value: 0,1)
[category] : string {2-06.items.[].system.category} (5 different values)
martial (x3)
simple (x6)
interaction (x20)
offensive (x46)
defensive (x14)
[containerId] : mixed
[damage] : object {2-06.items.[].system.damage}
damageType : string {2-06.items.[].system.damage.damageType} (same value: piercing)
dice : integer {2-06.items.[].system.damage.dice} (same value: 1)
die : string {2-06.items.[].system.damage.die} (3 different values)
d8 (x4)
d6 (x3)
d4 (x2)
description : object {2-06.items.[].system.description}
value : string {2-06.items.[].system.description.value} (59 different values)
[equipped] : object {2-06.items.[].system.equipped}
carryType : string {2-06.items.[].system.equipped.carryType} (2 different values)
worn (x8)
held (x2)
[handsHeld] : integer {2-06.items.[].system.equipped.handsHeld} (3 different values)
0 (x7)
2 (x1)
1 (x1)
[invested] : mixed
[group] : string {2-06.items.[].system.group} (2 different values)
spear (x7)
knife (x2)
[hardness] : integer {2-06.items.[].system.hardness} (same value: 0)
[hp] : object {2-06.items.[].system.hp}
max : integer {2-06.items.[].system.hp.max} (same value: 0)
value : integer {2-06.items.[].system.hp.value} (same value: 0)
[level] : object {2-06.items.[].system.level}
value : integer {2-06.items.[].system.level.value} (same value: 0)
[material] : object {2-06.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {2-06.items.[].system.price}
value : object {2-06.items.[].system.price.value}
[gp] : integer {2-06.items.[].system.price.value.gp} (same value: 1)
[sp] : integer {2-06.items.[].system.price.value.sp} (3 different values)
1 (x3)
5 (x2)
2 (x2)
publication : object {2-06.items.[].system.publication}
license : string {2-06.items.[].system.publication.license} (same value: OGL)
remaster : boolean {2-06.items.[].system.publication.remaster} (same value: False)
title : string {2-06.items.[].system.publication.title} (4 different values)
(x107)
Pathfinder Bestiary (x16)
Pathfinder Bestiary 2 (x2)
Pathfinder Core Rulebook (x5)
[quantity] : integer {2-06.items.[].system.quantity} (2 different values)
1 (x8)
2 (x2)
[range] : mixed
[reload] : object {2-06.items.[].system.reload}
value : string {2-06.items.[].system.reload.value} (2 different values)
(x3)
- (x6)
rules : ###FoundryRulesObject###
[runes] : object {2-06.items.[].system.runes}
potency : integer {2-06.items.[].system.runes.potency} (2 different values)
0 (x8)
1 (x1)
property : array<> {2-06.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
striking : integer {2-06.items.[].system.runes.striking} (2 different values)
0 (x8)
1 (x1)
[size] : string {2-06.items.[].system.size} (same value: med)
[slug] : string {2-06.items.[].system.slug} (11 different values)
wavesense (x6)
slowed (x2)
negative-healing (x2)
grab (x6)
tail (x1)
rope (x1)
dagger (x2)
sneak-attack (x2)
constrict (x2)
longspear (x1)
spear (x1)
[splashDamage] : object {2-06.items.[].system.splashDamage}
value : integer {2-06.items.[].system.splashDamage.value} (same value: 0)
[traits] : object {2-06.items.[].system.traits}
rarity : string {2-06.items.[].system.traits.rarity} (same value: common)
value : array<string> {2-06.items.[].system.traits.value}
Length: min=0 max=6
Value type: string {2-06.items.[].system.traits.value.[]} (29 different values)
[usage] : object {2-06.items.[].system.usage}
value : string {2-06.items.[].system.usage.value} (2 different values)
held-in-one-hand (x9)
held-in-two-hands (x1)
[attack] : object {2-06.items.[].system.attack}
value : string {2-06.items.[].system.attack.value} (same value: )
[attackEffects] : object {2-06.items.[].system.attackEffects}
[custom] : string {2-06.items.[].system.attackEffects.custom} (2 different values)
(x12)
skewer (x1)
value : array<string> {2-06.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {2-06.items.[].system.attackEffects.value.[]} (2 different values)
grab (x6)
skewer (x1)
[damageRolls] : object {2-06.items.[].system.damageRolls}
[353l20w1eny429m3j1g9i2] : object {2-06.items.[].system.damageRolls.353l20w1eny429m3j1g9i2}
damage : string {2-06.items.[].system.damageRolls.353l20w1eny429m3j1g9i2.damage} (3 different values)
1d8+8 (x1)
1d8+11 (x1)
1d8+6 (x1)
damageType : string {2-06.items.[].system.damageRolls.353l20w1eny429m3j1g9i2.damageType} (same value: piercing)
[98ekcdoucvm6zjdd5lrr26] : object {2-06.items.[].system.damageRolls.98ekcdoucvm6zjdd5lrr26}
damage : string {2-06.items.[].system.damageRolls.98ekcdoucvm6zjdd5lrr26.damage} (3 different values)
1d6+5 (x1)
1d6+8 (x1)
1d6+6 (x1)
damageType : string {2-06.items.[].system.damageRolls.98ekcdoucvm6zjdd5lrr26.damageType} (same value: slashing)
[geq5ooeocri2uw8gvfiu6] : object {2-06.items.[].system.damageRolls.geq5ooeocri2uw8gvfiu6}
damage : string {2-06.items.[].system.damageRolls.geq5ooeocri2uw8gvfiu6.damage} (5 different values)
1d6+5 (x1)
1d6+8 (x1)
1d8+6 (x1)
2d6+1 (x1)
2d8+3 (x1)
damageType : string {2-06.items.[].system.damageRolls.geq5ooeocri2uw8gvfiu6.damageType} (same value: piercing)
[07f4blm8697m0idvhpq4j5bj] : object {2-06.items.[].system.damageRolls.07f4blm8697m0idvhpq4j5bj}
damage : string {2-06.items.[].system.damageRolls.07f4blm8697m0idvhpq4j5bj.damage} (3 different values)
1d8+8 (x1)
1d8+11 (x1)
1d8+6 (x1)
damageType : string {2-06.items.[].system.damageRolls.07f4blm8697m0idvhpq4j5bj.damageType} (same value: piercing)
[pi7287x59mfbgvol2kk9mv] : object {2-06.items.[].system.damageRolls.pi7287x59mfbgvol2kk9mv}
damage : string {2-06.items.[].system.damageRolls.pi7287x59mfbgvol2kk9mv.damage} (2 different values)
1d10+5 (x1)
1d6+3 (x1)
damageType : string {2-06.items.[].system.damageRolls.pi7287x59mfbgvol2kk9mv.damageType} (same value: piercing)
[jbvzc23swuow1knedzmkbh] : object {2-06.items.[].system.damageRolls.jbvzc23swuow1knedzmkbh}
damage : string {2-06.items.[].system.damageRolls.jbvzc23swuow1knedzmkbh.damage} (2 different values)
1d8+5 (x1)
1d4+2 (x1)
damageType : string {2-06.items.[].system.damageRolls.jbvzc23swuow1knedzmkbh.damageType} (same value: bludgeoning)
[0] : object {2-06.items.[].system.damageRolls.0}
damage : string {2-06.items.[].system.damageRolls.0.damage} (3 different values)
1d10+4 (x1)
2d8+2 (x1)
1d8+2 (x1)
damageType : string {2-06.items.[].system.damageRolls.0.damageType} (2 different values)
piercing (x1)
bludgeoning (x2)
[y3bx4fgk139hyoeumn5z] : object {2-06.items.[].system.damageRolls.y3bx4fgk139hyoeumn5z}
damage : string {2-06.items.[].system.damageRolls.y3bx4fgk139hyoeumn5z.damage} (same value: 1d8+4)
damageType : string {2-06.items.[].system.damageRolls.y3bx4fgk139hyoeumn5z.damageType} (same value: bludgeoning)
[kebag99r2ae2mwn7oqk11e] : object {2-06.items.[].system.damageRolls.kebag99r2ae2mwn7oqk11e}
damage : string {2-06.items.[].system.damageRolls.kebag99r2ae2mwn7oqk11e.damage} (2 different values)
1d10+3 (x1)
1d12+6 (x1)
damageType : string {2-06.items.[].system.damageRolls.kebag99r2ae2mwn7oqk11e.damageType} (same value: piercing)
[nafx05tyf3lhh5h0apxona] : object {2-06.items.[].system.damageRolls.nafx05tyf3lhh5h0apxona}
damage : string {2-06.items.[].system.damageRolls.nafx05tyf3lhh5h0apxona.damage} (same value: 1d6)
damageType : string {2-06.items.[].system.damageRolls.nafx05tyf3lhh5h0apxona.damageType} (same value: electricity)
[vcli6ektm5laxsg0hjcfa] : object {2-06.items.[].system.damageRolls.vcli6ektm5laxsg0hjcfa}
damage : string {2-06.items.[].system.damageRolls.vcli6ektm5laxsg0hjcfa.damage} (2 different values)
1d4+1 (x1)
2d4+3 (x1)
damageType : string {2-06.items.[].system.damageRolls.vcli6ektm5laxsg0hjcfa.damageType} (same value: slashing)
[6qts6ztnmqlofx2zd9lb] : object {2-06.items.[].system.damageRolls.6qts6ztnmqlofx2zd9lb}
damage : string {2-06.items.[].system.damageRolls.6qts6ztnmqlofx2zd9lb.damage} (same value: 1d8+1)
damageType : string {2-06.items.[].system.damageRolls.6qts6ztnmqlofx2zd9lb.damageType} (same value: piercing)
[7ykimsnioe51b09mtr03] : object {2-06.items.[].system.damageRolls.7ykimsnioe51b09mtr03}
damage : string {2-06.items.[].system.damageRolls.7ykimsnioe51b09mtr03.damage} (same value: 1d6+1)
damageType : string {2-06.items.[].system.damageRolls.7ykimsnioe51b09mtr03.damageType} (same value: slashing)
[ultmqx2ctrqq4k95yli5] : object {2-06.items.[].system.damageRolls.ultmqx2ctrqq4k95yli5}
damage : string {2-06.items.[].system.damageRolls.ultmqx2ctrqq4k95yli5.damage} (same value: 1d8+1)
damageType : string {2-06.items.[].system.damageRolls.ultmqx2ctrqq4k95yli5.damageType} (same value: piercing)
[7n3zegjxjvswjm0rkrmf] : object {2-06.items.[].system.damageRolls.7n3zegjxjvswjm0rkrmf}
damage : string {2-06.items.[].system.damageRolls.7n3zegjxjvswjm0rkrmf.damage} (same value: 1d6+1)
damageType : string {2-06.items.[].system.damageRolls.7n3zegjxjvswjm0rkrmf.damageType} (same value: piercing)
[b7fh5rk21dsflerg2lf3zn] : object {2-06.items.[].system.damageRolls.b7fh5rk21dsflerg2lf3zn}
damage : string {2-06.items.[].system.damageRolls.b7fh5rk21dsflerg2lf3zn.damage} (2 different values)
2d8+5 (x1)
2d12+6 (x1)
damageType : string {2-06.items.[].system.damageRolls.b7fh5rk21dsflerg2lf3zn.damageType} (same value: piercing)
[urnjop1tmgec4hae4akc5s] : object {2-06.items.[].system.damageRolls.urnjop1tmgec4hae4akc5s}
damage : string {2-06.items.[].system.damageRolls.urnjop1tmgec4hae4akc5s.damage} (2 different values)
2d6+5 (x1)
2d8+6 (x1)
damageType : string {2-06.items.[].system.damageRolls.urnjop1tmgec4hae4akc5s.damageType} (same value: slashing)
[weaponType] : object {2-06.items.[].system.weaponType}
value : string {2-06.items.[].system.weaponType.value} (2 different values)
melee (x30)
ranged (x4)
[actionType] : object {2-06.items.[].system.actionType}
value : string {2-06.items.[].system.actionType.value} (4 different values)
passive (x39)
free (x6)
action (x25)
reaction (x14)
[actions] : object {2-06.items.[].system.actions}
[value] : integer {2-06.items.[].system.actions.value} (2 different values)
2 (x9)
1 (x16)
[selfEffect] : object {2-06.items.[].system.selfEffect}
name : string {2-06.items.[].system.selfEffect.name} (same value: Effect: Blood Frenzy)
uuid : string {2-06.items.[].system.selfEffect.uuid} (same value: Compendium.pf2e.bestiary-effects.Item.Effect: Blood Frenzy)
[duration] : object {2-06.items.[].system.duration}
value : integer {2-06.items.[].system.duration.value} (same value: 0)
[overrides] : array<> {2-06.items.[].system.overrides}
Length: min=0 max=0
Value type: mixed
[references] : object {2-06.items.[].system.references}
children : array<> {2-06.items.[].system.references.children}
Length: min=0 max=0
Value type: mixed
immunityFrom : array<> {2-06.items.[].system.references.immunityFrom}
Length: min=0 max=0
Value type: mixed
overriddenBy : array<> {2-06.items.[].system.references.overriddenBy}
Length: min=0 max=0
Value type: mixed
overrides : array<> {2-06.items.[].system.references.overrides}
Length: min=0 max=0
Value type: mixed
[value] : object {2-06.items.[].system.value}
isValued : boolean {2-06.items.[].system.value.isValued} (same value: True)
value : integer {2-06.items.[].system.value.value} (same value: 1)
type : string {2-06.items.[].type} (5 different values)
weapon (x9)
melee (x34)
action (x84)
condition (x2)
equipment (x1)
[flags] : object {2-06.items.[].flags}
pf2e : object {2-06.items.[].flags.pf2e}
linkedWeapon : string {2-06.items.[].flags.pf2e.linkedWeapon} (7 different values)
i6GAmamndfHnlAUB (x2)
Mx93Dq1HHVLyRBX7 (x2)
coDTfS5nQjX0Wbij (x2)
cZMrsm8iHJmQlhLf (x1)
SI3JMojfD5PRH3ne (x1)
RmRCyTSAEiNPqwE9 (x1)
SCiAtVb11X3s8Zqx (x1)
[_stats] : object {2-06.items.[]._stats}
compendiumSource : string {2-06.items.[]._stats.compendiumSource} (9 different values)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.VdSMQ6yRZ3YXNXHL (x6)
Compendium.pf2e.conditionitems.Item.xYTAsEpcJE1Ccni3 (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.TTCw5NusiSSkJU1x (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.Tkd8sH4pwFIPzqTr (x6)
Compendium.pf2e.equipment-srd.Item.fyYnQf1NAx9fWFaS (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.AWvNPE4U0kEJSL1T (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.g26YiEIfSHCpLocV (x2)
Compendium.pf2e.equipment-srd.Item.aXuJh4i8HqSu6NYV (x1)
Compendium.pf2e.equipment-srd.Item.tOhoGvmCMw4JpWcS (x1)
name : string {2-06.name} (all different values)
[prototypeToken] : object {2-06.prototypeToken}
name : string {2-06.prototypeToken.name} (7 different values)
Baron Utomo (x2)
Bloody Vortex (x2)
Silaqui (x2)
The Saboteur (x2)
Mist Stalker (x1)
Sea Devil Scout (x1)
Wounded Dragon Turtle (x2)
system : object {2-06.system}
[abilities] : object {2-06.system.abilities}
cha : object {2-06.system.abilities.cha}
mod : integer {2-06.system.abilities.cha.mod} (7 different values)
2 (x3)
-4 (x2)
-1 (x3)
0 (x5)
3 (x2)
4 (x1)
-2 (x1)
con : object {2-06.system.abilities.con}
mod : integer {2-06.system.abilities.con.mod} (4 different values)
3 (x6)
4 (x6)
2 (x4)
1 (x1)
dex : object {2-06.system.abilities.dex}
mod : integer {2-06.system.abilities.dex.mod} (7 different values)
2 (x4)
1 (x3)
3 (x3)
4 (x3)
5 (x1)
0 (x1)
-1 (x2)
int : object {2-06.system.abilities.int}
mod : integer {2-06.system.abilities.int.mod} (5 different values)
0 (x8)
-4 (x3)
-5 (x2)
1 (x3)
-2 (x1)
str : object {2-06.system.abilities.str}
mod : integer {2-06.system.abilities.str.mod} (6 different values)
5 (x4)
3 (x4)
4 (x5)
1 (x1)
2 (x2)
6 (x1)
wis : object {2-06.system.abilities.wis}
mod : integer {2-06.system.abilities.wis.mod} (5 different values)
3 (x5)
0 (x3)
1 (x4)
2 (x4)
5 (x1)
attributes : object {2-06.system.attributes}
ac : object {2-06.system.attributes.ac}
[details] : string {2-06.system.attributes.ac.details} (same value: )
value : integer {2-06.system.attributes.ac.value} (11 different values)
21 (x2)
24 (x1)
19 (x4)
15 (x2)
18 (x2)
16 (x2)
22 (x2)
14 (x1)
23 (x1)
26 (x1)
13 (x1)
[allSaves] : object {2-06.system.attributes.allSaves}
value : string {2-06.system.attributes.allSaves.value} (same value: )
hp : object {2-06.system.attributes.hp}
details : string {2-06.system.attributes.hp.details} (2 different values)
(x17)
void healing (x2)
max : integer {2-06.system.attributes.hp.max} (12 different values)
60 (x3)
95 (x1)
45 (x3)
25 (x1)
20 (x2)
40 (x1)
70 (x2)
48 (x1)
75 (x1)
43 (x1)
30 (x2)
110 (x1)
temp : integer {2-06.system.attributes.hp.temp} (same value: 0)
value : integer {2-06.system.attributes.hp.value} (12 different values)
60 (x3)
95 (x1)
45 (x3)
25 (x1)
20 (x2)
40 (x1)
70 (x2)
48 (x1)
75 (x1)
43 (x1)
30 (x2)
110 (x1)
[speed] : object {2-06.system.attributes.speed}
otherSpeeds : array<object> {2-06.system.attributes.speed.otherSpeeds}
Length: min=0 max=2
Value type: object {2-06.system.attributes.speed.otherSpeeds.[]}
type : string {2-06.system.attributes.speed.otherSpeeds.[].type} (2 different values)
swim (x14)
climb (x1)
value : integer {2-06.system.attributes.speed.otherSpeeds.[].value} (5 different values)
35 (x4)
40 (x2)
50 (x1)
30 (x6)
20 (x2)
value : integer {2-06.system.attributes.speed.value} (6 different values)
25 (x8)
0 (x1)
30 (x1)
10 (x1)
15 (x2)
20 (x4)
[emitsSound] : string {2-06.system.attributes.emitsSound} (same value: encounter)
[hardness] : integer {2-06.system.attributes.hardness} (2 different values)
5 (x1)
10 (x1)
[stealth] : object {2-06.system.attributes.stealth}
details : string {2-06.system.attributes.stealth.details} (same value: )
value : integer {2-06.system.attributes.stealth.value} (same value: 0)
[immunities] : array<object> {2-06.system.attributes.immunities}
Length: min=3 max=5
Value type: object {2-06.system.attributes.immunities.[]}
type : string {2-06.system.attributes.immunities.[].type} (10 different values)
death-effects (x2)
disease (x2)
paralyzed (x8)
poison (x6)
unconscious (x2)
bleed (x4)
electricity (x2)
sleep (x6)
critical-hits (x1)
fire (x2)
[weaknesses] : array<object> {2-06.system.attributes.weaknesses}
Length: min=1 max=2
Value type: object {2-06.system.attributes.weaknesses.[]}
type : string {2-06.system.attributes.weaknesses.[].type} (3 different values)
vitality (x2)
slashing (x2)
fire (x1)
value : integer {2-06.system.attributes.weaknesses.[].value} (2 different values)
10 (x2)
5 (x3)
[resistances] : array<object> {2-06.system.attributes.resistances}
Length: min=2 max=2
Value type: object {2-06.system.attributes.resistances.[]}
type : string {2-06.system.attributes.resistances.[].type} (2 different values)
acid (x1)
physical (x1)
value : integer {2-06.system.attributes.resistances.[].value} (same value: 3)
exceptions : array<string> {2-06.system.attributes.resistances.[].exceptions}
Length: min=1 max=1
Value type: string {2-06.system.attributes.resistances.[].exceptions.[]} (same value: bludgeoning)
details : object {2-06.system.details}
[blurb] : string {2-06.system.details.blurb} (same value: )
[languages] : object {2-06.system.details.languages}
details : string {2-06.system.details.languages.details} (2 different values)
shark commune 150 feet (x6)
(x11)
value : array<string> {2-06.system.details.languages.value}
Length: min=0 max=3
Value type: string {2-06.system.details.languages.value.[]} (4 different values)
thalassic (x11)
common (x6)
petran (x1)
draconic (x2)
level : object {2-06.system.details.level}
value : integer {2-06.system.details.level.value} (8 different values)
4 (x3)
6 (x1)
3 (x5)
1 (x4)
2 (x1)
5 (x3)
7 (x1)
0 (x1)
[privateNotes] : string {2-06.system.details.privateNotes} (same value: )
[publicNotes] : string {2-06.system.details.publicNotes} (5 different values)
(x13)
<p>Bunyips are dangerous aquatic predators that resemble a cross between a shark and a seal. Found in freshwater inlets or saltwater coves worldwide, bunyips hunt where prey is plentiful, often to the consternation of coastal residents and fisherfolk.</p>
<p>Despite their outlandish appearance and tendency to defend their territory with loud, bellowing roars that echo for great distances, bunyips are very rarely sighted by humanoids, leaving many to question their existence. For hundreds of years, bunyips were widely regarded as nothing more than folk tales, and even now that their existence as a species has been proven, the existence of any particular bunyip in a local area is often met with heavy skepticism. While their limited shapechanging abilities are no doubt a significant part of the reason for this air of mystery, another major factor is that the aquatic creatures rarely hunt humanoids, preferring to eat smaller animals. Most bunyips avoid human contact, except when one wanders too close to their den or favorite hunting spot, at which point the territorial bunyip attacks with swift and terrible ferocity. Many scholars agree that a large number of unexplained disappearances near coastal areas are the result of unreported bunyip aggression.</p>
<p>In some ports, bunyips have learned that delicious prizes can be had from the chum and garbage discarded by fishing boats and merchant vessels. They lurk close to the shore and carefully choose their victims, plucking them off docks and small boats. These bunyips are particularly careful to keep their true forms hidden, but this does little to dull rumors of monster-infested waters.</p> (x1)
<p>The tentacled mist stalker shrouds itself in a cloak of mist through which its single, never-blinking eye can see with clarity, allowing it an advantage when stalking its prey.</p>
<hr />
<p>Water elementals that become infused with cold or mist have increased mobility in regions outside of bodies of water.</p> (x1)
<p>In its resting form, a mudwretch looks like a large puddle of thick, dark mud, heaped at the center in a slightly drier patch of loam. When a living creature approaches, though, the mudwretch lurches upward, piling its muddy flesh upon itself to form a roughly humanoid shape, often in vague mockery of the approaching creature's general form in cases where the creature is a humanoid itself.</p>
<p>Mudwretches possess a low level of intellect, and while they do not form societies or cultures of their own, they are attracted to ruins or abandoned settlements. They have little need to eat, but without a constant source of moisture, a mudwretch dries out, suffering from low throbbing aches until it can resaturate. Often, blood from living creatures has to do-a dried mudwretch is more dangerous to intruders than one that's comfortably wallowing on a river bank.</p> (x1)
<p>Scouts, among the lowliest of sea devils, ply the inky waters of the ocean in search of aquatic prey, tread ashore to gauge landborne threats, or charge into battle with the advance forces of a greater sea devil war party.</p>
<hr />
<p>Sea devils are horrid, amphibious humanoids who lurk in Golarion's oceans and crawl ashore to steal away victims beneath the veil of darkness. When an entire fishing village disappears overnight, sea devils are the first suspects.</p>
<p>Far from mindless monstrosities, sea devils are terribly intelligent, with a cunning limited only by their strict adherence to hierarchy. They call themselves "sahuagin" but have wholly embraced their enemies' name for their kind as their own. Their cultural militancy enables sea devils to act in concert to perform grand acts of sabotage, marauding, and pillaging, and only the strongest (and most conniving) members of the tribe make it to the top of the social ladder. For all their discipline, however, sea devils are widely known to snap into murderous frenzies at the scent of blood. Even the best-laid plans can fall apart when a sea devil breaks ranks to revel in the spilled blood of their victims, an indulgence that can quickly cause a chain reaction of bloodthirsty ecstasy throughout an entire raiding party. For this reason, sea devils typically capture landborne quarry using nets and ropes, dragging them to the depths of the sea before making even a single incision.</p>
<p>Among sea devil society, individuals are rewarded based on their performance during hunts and shore excursions, with rebels and outliers quickly culled from the ranks. Every pup is given a fair chance, however, and even the lowest-born sea devil can strive for the rank of commander, general, or perhaps even king or queen. Sea devils in positions of leadership tend to be among the largest, most violent, and most calculating of their kind, and fully realized sea devils are skilled warriors capable of capturing entire villages on their own. The most powerful sea devils are mighty kings and queens who coordinate the activity of lesser sea devils across territories spanning leagues, foiling attempts at their positions via manufactured blood feuds and wars against their numerous enemies ashore and underwater.</p> (x1)
publication : object {2-06.system.details.publication}
license : string {2-06.system.details.publication.license} (same value: OGL)
remaster : boolean {2-06.system.details.publication.remaster} (same value: False)
title : string {2-06.system.details.publication.title} (same value: Pathfinder Society Scenario #2-06: The Crashing Wave)
[description] : string {2-06.system.details.description} (2 different values)
(x1)
<p>A bloody vortex violently draining into a crack of raw elemental energy, fueled by the curse of a sea devil oracle.</p> (x1)
[disable] : string {2-06.system.details.disable} (2 different values)
<p>Slay Silaqui, or @Check[thievery|dc:17|traits:action:disable-a-device] (trained) to pry the gem out of Silaqui followed by disrupting the gem's power by either breaking it (AC 15, Hardness 5, HP 25, BT 13) or using @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (2nd level; counteract DC 15)</p> (x1)
<p>Slay Silaqui, or @Check[thievery|dc:20|traits:action:disable-a-device] (trained) to pry the gem out of Silaqui followed by disrupting the gem's power by either breaking it (AC 18, Hardness 10, HP 45, BT 23) or using @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (2nd level; counteract DC 19)</p> (x1)
[isComplex] : boolean {2-06.system.details.isComplex} (same value: True)
[reset] : string {2-06.system.details.reset} (same value: )
[routine] : string {2-06.system.details.routine} (2 different values)
<p>All creatures within 40 feet of the vortex except Silaqui are drawn toward it. They must attempt either a @Check[fortitude|dc:14] save or an @Check[athletics|dc:14|traits:action:swim] check to Swim with a DC of 14, with the following results.</p>
<hr />
<p><strong>Success</strong> The creature is not moved.</p>
<p><strong>Failure</strong> The creature is moved 10 feet closer to the center of the vortex. If this causes the creature to reach the center square of the vortex, they are exposed to Consuming Maelstrom.</p>
<p><strong>Critical Failure</strong> As failure, except the creature is moved 20 feet closer to the center of the vortex.</p> (x1)
<p>All creatures within 40 feet of the vortex except Silaqui are drawn toward it. They must attempt either a @Check[fortitude|dc:17] save or an @Check[athletics|dc:17|traits:action:swim] check to Swim with a DC of 17, with the following results.</p>
<hr />
<p><strong>Success</strong> The creature is not moved.</p>
<p><strong>Failure</strong> The creature is moved 10 feet closer to the center of the vortex. If this causes the creature to reach the center square of the vortex, they are exposed to Consuming Maelstrom.</p>
<p><strong>Critical Failure</strong> As failure, except the creature is moved 20 feet closer to the center of the vortex.</p> (x1)
[initiative] : object {2-06.system.initiative}
statistic : string {2-06.system.initiative.statistic} (same value: perception)
[perception] : object {2-06.system.perception}
details : string {2-06.system.perception.details} (3 different values)
(x13)
blood scent (x3)
mist vision (x1)
mod : integer {2-06.system.perception.mod} (7 different values)
10 (x2)
13 (x2)
9 (x5)
7 (x4)
12 (x2)
15 (x1)
5 (x1)
senses : array<object> {2-06.system.perception.senses}
Length: min=1 max=2
Value type: object {2-06.system.perception.senses.[]}
type : string {2-06.system.perception.senses.[].type} (3 different values)
darkvision (x15)
wavesense (x6)
scent (x3)
[acuity] : string {2-06.system.perception.senses.[].acuity} (same value: imprecise)
[range] : integer {2-06.system.perception.senses.[].range} (2 different values)
30 (x6)
100 (x3)
[resources] : object {2-06.system.resources}
saves : object {2-06.system.saves}
fortitude : object {2-06.system.saves.fortitude}
saveDetail : string {2-06.system.saves.fortitude.saveDetail} (same value: )
value : integer {2-06.system.saves.fortitude.value} (9 different values)
13 (x3)
16 (x2)
10 (x1)
0 (x2)
9 (x5)
8 (x2)
12 (x1)
6 (x2)
5 (x1)
reflex : object {2-06.system.saves.reflex}
saveDetail : string {2-06.system.saves.reflex.saveDetail} (same value: )
value : integer {2-06.system.saves.reflex.value} (11 different values)
11 (x3)
14 (x2)
8 (x2)
0 (x2)
5 (x1)
6 (x1)
12 (x2)
10 (x2)
13 (x1)
2 (x2)
9 (x1)
will : object {2-06.system.saves.will}
saveDetail : string {2-06.system.saves.will.saveDetail} (same value: )
value : integer {2-06.system.saves.will.value} (9 different values)
10 (x2)
13 (x2)
7 (x2)
0 (x2)
5 (x3)
6 (x2)
9 (x4)
12 (x1)
2 (x1)
[skills] : object {2-06.system.skills}
athletics : object {2-06.system.skills.athletics}
base : integer {2-06.system.skills.athletics.base} (11 different values)
12 (x3)
15 (x1)
11 (x3)
9 (x2)
10 (x1)
13 (x1)
8 (x2)
6 (x1)
7 (x1)
14 (x1)
18 (x1)
[special] : array<object> {2-06.system.skills.athletics.special}
Length: min=1 max=1
Value type: object {2-06.system.skills.athletics.special.[]}
base : integer {2-06.system.skills.athletics.special.[].base} (3 different values)
15 (x2)
18 (x1)
9 (x1)
label : string {2-06.system.skills.athletics.special.[].label} (2 different values)
to Swim (x2)
to swim (x2)
predicate : array<string> {2-06.system.skills.athletics.special.[].predicate}
Length: min=1 max=1
Value type: string {2-06.system.skills.athletics.special.[].predicate.[]} (same value: action:swim)
[intimidation] : object {2-06.system.skills.intimidation}
base : integer {2-06.system.skills.intimidation.base} (6 different values)
9 (x3)
12 (x3)
8 (x1)
11 (x1)
3 (x1)
15 (x1)
[stealth] : object {2-06.system.skills.stealth}
base : integer {2-06.system.skills.stealth.base} (9 different values)
9 (x1)
12 (x1)
10 (x4)
6 (x2)
11 (x2)
14 (x1)
13 (x1)
4 (x1)
8 (x1)
[survival] : object {2-06.system.skills.survival}
base : integer {2-06.system.skills.survival.base} (6 different values)
8 (x3)
11 (x3)
7 (x1)
5 (x2)
9 (x1)
14 (x1)
[religion] : object {2-06.system.skills.religion}
base : integer {2-06.system.skills.religion.base} (2 different values)
8 (x1)
11 (x1)
[acrobatics] : object {2-06.system.skills.acrobatics}
base : integer {2-06.system.skills.acrobatics.base} (2 different values)
10 (x1)
13 (x1)
[deception] : object {2-06.system.skills.deception}
base : integer {2-06.system.skills.deception.base} (2 different values)
12 (x1)
15 (x1)
[medicine] : object {2-06.system.skills.medicine}
base : integer {2-06.system.skills.medicine.base} (2 different values)
10 (x1)
13 (x1)
[diplomacy] : object {2-06.system.skills.diplomacy}
base : integer {2-06.system.skills.diplomacy.base} (2 different values)
10 (x1)
13 (x1)
traits : object {2-06.system.traits}
rarity : string {2-06.system.traits.rarity} (3 different values)
uncommon (x11)
unique (x3)
common (x5)
size : object {2-06.system.traits.size}
value : string {2-06.system.traits.size.value} (4 different values)
med (x12)
lg (x3)
sm (x2)
huge (x2)
value : array<string> {2-06.system.traits.value}
Length: min=1 max=6
Value type: string {2-06.system.traits.value.[]} (18 different values)
amphibious (x11)
evil (x10)
humanoid (x6)
mutant (x2)
sea-devil (x6)
lawful (x7)
animal (x3)
aquatic (x4)
divine (x2)
trap (x2)
mindless (x2)
undead (x2)
unholy (x2)
zombie (x2)
elemental (x4)
water (x4)
earth (x1)
dragon (x2)
[creatureType] : string {2-06.system.creatureType} (same value: )
[statusEffects] : array<> {2-06.system.statusEffects}
Length: min=0 max=0
Value type: mixed
type : string {2-06.type} (2 different values)
npc (x17)
hazard (x2)
+386
View File
@@ -0,0 +1,386 @@
2-07
Different values: 2
=====================================
object {2-07}
_id : string {2-07._id} (all different values)
folder : string {2-07.folder} (same value: RgnfIQJYT887CPKY)
img : string {2-07.img} (same value: systems/pf2e/icons/default-icons/npc.svg)
items : array<object> {2-07.items}
Length: min=23 max=28
Value type: object {2-07.items.[]}
_id : string {2-07.items.[]._id} (51 different values)
img : string {2-07.items.[].img} (29 different values)
name : string {2-07.items.[].name} (28 different values)
sort : integer {2-07.items.[].sort} (28 different values)
system : object {2-07.items.[].system}
[autoHeightenLevel] : object {2-07.items.[].system.autoHeightenLevel}
[value] : mixed
description : object {2-07.items.[].system.description}
value : string {2-07.items.[].system.description.value} (29 different values)
[prepared] : object {2-07.items.[].system.prepared}
flexible : boolean {2-07.items.[].system.prepared.flexible} (same value: False)
value : string {2-07.items.[].system.prepared.value} (same value: spontaneous)
[proficiency] : object {2-07.items.[].system.proficiency}
value : integer {2-07.items.[].system.proficiency.value} (same value: 0)
publication : object {2-07.items.[].system.publication}
license : string {2-07.items.[].system.publication.license} (same value: OGL)
remaster : boolean {2-07.items.[].system.publication.remaster} (same value: False)
title : string {2-07.items.[].system.publication.title} (3 different values)
(x10)
Pathfinder Core Rulebook (x39)
Pathfinder Bestiary (x2)
rules : ###FoundryRulesObject###
[slots] : object {2-07.items.[].system.slots}
slot0 : object {2-07.items.[].system.slots.slot0}
max : integer {2-07.items.[].system.slots.slot0.max} (same value: 5)
value : integer {2-07.items.[].system.slots.slot0.value} (same value: 5)
slot1 : object {2-07.items.[].system.slots.slot1}
max : integer {2-07.items.[].system.slots.slot1.max} (same value: 4)
value : integer {2-07.items.[].system.slots.slot1.value} (same value: 4)
slot2 : object {2-07.items.[].system.slots.slot2}
max : integer {2-07.items.[].system.slots.slot2.max} (same value: 4)
value : integer {2-07.items.[].system.slots.slot2.value} (same value: 4)
slot3 : object {2-07.items.[].system.slots.slot3}
max : integer {2-07.items.[].system.slots.slot3.max} (same value: 4)
value : integer {2-07.items.[].system.slots.slot3.value} (same value: 4)
[slug] : string {2-07.items.[].system.slug} (25 different values)
[spelldc] : object {2-07.items.[].system.spelldc}
dc : integer {2-07.items.[].system.spelldc.dc} (all different values)
mod : integer {2-07.items.[].system.spelldc.mod} (same value: 0)
value : integer {2-07.items.[].system.spelldc.value} (all different values)
[tradition] : object {2-07.items.[].system.tradition}
value : string {2-07.items.[].system.tradition.value} (same value: occult)
[area] : object {2-07.items.[].system.area}
type : string {2-07.items.[].system.area.type} (same value: burst)
value : integer {2-07.items.[].system.area.value} (same value: 10)
[cost] : object {2-07.items.[].system.cost}
value : string {2-07.items.[].system.cost.value} (same value: )
[counteraction] : boolean {2-07.items.[].system.counteraction} (same value: False)
[damage] : object {2-07.items.[].system.damage}
[0] : object {2-07.items.[].system.damage.0}
applyMod : boolean {2-07.items.[].system.damage.0.applyMod} (same value: True)
[category] : mixed
formula : string {2-07.items.[].system.damage.0.formula} (same value: 0)
kinds : array<string> {2-07.items.[].system.damage.0.kinds}
Length: min=1 max=1
Value type: string {2-07.items.[].system.damage.0.kinds.[]} (same value: damage)
materials : array<> {2-07.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {2-07.items.[].system.damage.0.type} (same value: mental)
[damageType] : string {2-07.items.[].system.damage.damageType} (3 different values)
bludgeoning (x1)
slashing (x2)
piercing (x1)
[dice] : integer {2-07.items.[].system.damage.dice} (same value: 1)
[die] : string {2-07.items.[].system.damage.die} (3 different values)
d6 (x1)
d4 (x2)
(x1)
[defense] : object {2-07.items.[].system.defense}
save : object {2-07.items.[].system.defense.save}
basic : boolean {2-07.items.[].system.defense.save.basic} (all different values)
statistic : string {2-07.items.[].system.defense.save.statistic} (all different values)
[duration] : object {2-07.items.[].system.duration}
sustained : boolean {2-07.items.[].system.duration.sustained} (all different values)
value : string {2-07.items.[].system.duration.value} (9 different values)
(x6)
10 minutes (x2)
1 minute (x9)
until the end of the target's next turn (x2)
1 round (x2)
varies (x3)
see below (x2)
until the start of your next turn (x2)
until the end of your turn (x2)
[level] : object {2-07.items.[].system.level}
value : integer {2-07.items.[].system.level.value} (4 different values)
2 (x9)
1 (x19)
0 (x7)
3 (x4)
[location] : object {2-07.items.[].system.location}
[heightenedLevel] : integer {2-07.items.[].system.location.heightenedLevel} (3 different values)
2 (x8)
1 (x8)
3 (x4)
value : string {2-07.items.[].system.location.value} (all different values)
[range] : mixed
object {2-07.items.[].system.range}
value : string {2-07.items.[].system.range.value} (5 different values)
30 feet (x13)
touch (x6)
(x6)
60 feet (x2)
120 feet (x3)
integer {2-07.items.[].system.range} (same value: 20)
[requirements] : string {2-07.items.[].system.requirements} (same value: )
[target] : object {2-07.items.[].system.target}
value : string {2-07.items.[].system.target.value} (5 different values)
1 living creature (x2)
1 creature (x15)
(x9)
1 willing creature (x2)
1 unattended object of light Bulk or less (x2)
[time] : object {2-07.items.[].system.time}
value : string {2-07.items.[].system.time.value} (all different values)
[traits] : object {2-07.items.[].system.traits}
rarity : string {2-07.items.[].system.traits.rarity} (all different values)
[traditions] : array<string> {2-07.items.[].system.traits.traditions}
Length: min=2 max=4
Value type: string {2-07.items.[].system.traits.traditions.[]} (4 different values)
arcane (x26)
occult (x30)
divine (x14)
primal (x4)
value : array<string> {2-07.items.[].system.traits.value}
Length: min=0 max=6
Value type: string {2-07.items.[].system.traits.value.[]} (29 different values)
[heightening] : object {2-07.items.[].system.heightening}
[levels] : object {2-07.items.[].system.heightening.levels}
[5] : object {2-07.items.[].system.heightening.levels.5}
[target] : object {2-07.items.[].system.heightening.levels.5.target}
value : string {2-07.items.[].system.heightening.levels.5.target.value} (same value: 10 creatures)
[range] : object {2-07.items.[].system.heightening.levels.5.range}
value : string {2-07.items.[].system.heightening.levels.5.range.value} (all different values)
[3] : object {2-07.items.[].system.heightening.levels.3}
[target] : object {2-07.items.[].system.heightening.levels.3.target}
value : string {2-07.items.[].system.heightening.levels.3.target.value} (all different values)
[range] : object {2-07.items.[].system.heightening.levels.3.range}
value : string {2-07.items.[].system.heightening.levels.3.range.value} (all different values)
[7] : object {2-07.items.[].system.heightening.levels.7}
target : object {2-07.items.[].system.heightening.levels.7.target}
value : string {2-07.items.[].system.heightening.levels.7.target.value} (3 different values)
1 unattended object with a Bulk of 2 or less (x2)
6 creatures (x1)
10 creatures (x1)
[6] : object {2-07.items.[].system.heightening.levels.6}
target : object {2-07.items.[].system.heightening.levels.6.target}
value : string {2-07.items.[].system.heightening.levels.6.target.value} (same value: 10 creatures)
type : string {2-07.items.[].system.heightening.type} (all different values)
[damage] : object {2-07.items.[].system.heightening.damage}
0 : string {2-07.items.[].system.heightening.damage.0} (same value: 1d6)
[interval] : integer {2-07.items.[].system.heightening.interval} (same value: 2)
[baseItem] : string {2-07.items.[].system.baseItem} (4 different values)
sap (x1)
whip (x2)
leather-armor (x2)
blowgun (x1)
[bonus] : object {2-07.items.[].system.bonus}
value : integer {2-07.items.[].system.bonus.value} (3 different values)
0 (x4)
14 (x2)
18 (x2)
[bonusDamage] : object {2-07.items.[].system.bonusDamage}
value : integer {2-07.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {2-07.items.[].system.bulk}
value : mixed
float {2-07.items.[].system.bulk.value} (same value: 0,1)
integer {2-07.items.[].system.bulk.value} (all different values)
[category] : string {2-07.items.[].system.category} (8 different values)
martial (x3)
light (x2)
other (x1)
defensive (x4)
offensive (x2)
simple (x1)
poison (x1)
ammo (x1)
[containerId] : mixed
[equipped] : object {2-07.items.[].system.equipped}
carryType : string {2-07.items.[].system.equipped.carryType} (same value: worn)
[handsHeld] : integer {2-07.items.[].system.equipped.handsHeld} (same value: 0)
[invested] : mixed
[group] : string {2-07.items.[].system.group} (4 different values)
club (x1)
flail (x2)
leather (x2)
dart (x1)
[hardness] : integer {2-07.items.[].system.hardness} (same value: 0)
[hp] : object {2-07.items.[].system.hp}
max : integer {2-07.items.[].system.hp.max} (same value: 0)
value : integer {2-07.items.[].system.hp.value} (same value: 0)
[material] : object {2-07.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {2-07.items.[].system.price}
value : object {2-07.items.[].system.price.value}
[sp] : integer {2-07.items.[].system.price.value.sp} (same value: 1)
[gp] : integer {2-07.items.[].system.price.value.gp} (3 different values)
2 (x2)
3 (x1)
7 (x1)
cp : integer {2-07.items.[].system.price.value.cp} (same value: 5)
per : integer {2-07.items.[].system.price.per} (same value: 10)
[quantity] : integer {2-07.items.[].system.quantity} (4 different values)
1 (x6)
2 (x1)
3 (x1)
10 (x1)
[reload] : object {2-07.items.[].system.reload}
value : string {2-07.items.[].system.reload.value} (all different values)
[runes] : object {2-07.items.[].system.runes}
potency : integer {2-07.items.[].system.runes.potency} (all different values)
property : array<> {2-07.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {2-07.items.[].system.runes.striking} (same value: 0)
[resilient] : integer {2-07.items.[].system.runes.resilient} (same value: 0)
[size] : string {2-07.items.[].system.size} (same value: med)
[splashDamage] : object {2-07.items.[].system.splashDamage}
[value] : integer {2-07.items.[].system.splashDamage.value} (same value: 0)
[usage] : object {2-07.items.[].system.usage}
value : string {2-07.items.[].system.usage.value} (same value: held-in-one-hand)
[acBonus] : integer {2-07.items.[].system.acBonus} (same value: 1)
[checkPenalty] : integer {2-07.items.[].system.checkPenalty} (same value: -1)
[dexCap] : integer {2-07.items.[].system.dexCap} (same value: 4)
[speedPenalty] : integer {2-07.items.[].system.speedPenalty} (same value: 0)
[strength] : integer {2-07.items.[].system.strength} (same value: 0)
[uses] : object {2-07.items.[].system.uses}
autoDestroy : boolean {2-07.items.[].system.uses.autoDestroy} (same value: True)
max : integer {2-07.items.[].system.uses.max} (same value: 1)
value : integer {2-07.items.[].system.uses.value} (same value: 1)
[attack] : object {2-07.items.[].system.attack}
value : string {2-07.items.[].system.attack.value} (same value: )
[attackEffects] : object {2-07.items.[].system.attackEffects}
value : array<string> {2-07.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {2-07.items.[].system.attackEffects.value.[]} (same value: lethargy-poison)
custom : string {2-07.items.[].system.attackEffects.custom} (same value: )
[damageRolls] : object {2-07.items.[].system.damageRolls}
[xvxd0um46pfeuhbue0b3] : object {2-07.items.[].system.damageRolls.xvxd0um46pfeuhbue0b3}
damage : string {2-07.items.[].system.damageRolls.xvxd0um46pfeuhbue0b3.damage} (same value: 1d4+10)
damageType : string {2-07.items.[].system.damageRolls.xvxd0um46pfeuhbue0b3.damageType} (same value: slashing)
[a853hj1ygu4r07xaproj] : object {2-07.items.[].system.damageRolls.a853hj1ygu4r07xaproj}
damage : string {2-07.items.[].system.damageRolls.a853hj1ygu4r07xaproj.damage} (same value: 1d4+10)
damageType : string {2-07.items.[].system.damageRolls.a853hj1ygu4r07xaproj.damageType} (same value: bludgeoning)
[fy12gxywqec7vpaeinvr] : object {2-07.items.[].system.damageRolls.fy12gxywqec7vpaeinvr}
damage : string {2-07.items.[].system.damageRolls.fy12gxywqec7vpaeinvr.damage} (same value: 1d4+12)
damageType : string {2-07.items.[].system.damageRolls.fy12gxywqec7vpaeinvr.damageType} (same value: slashing)
yrivjcg9yifku4srfxke : object {2-07.items.[].system.damageRolls.yrivjcg9yifku4srfxke}
damage : string {2-07.items.[].system.damageRolls.yrivjcg9yifku4srfxke.damage} (same value: 1)
damageType : string {2-07.items.[].system.damageRolls.yrivjcg9yifku4srfxke.damageType} (same value: piercing)
[weaponType] : object {2-07.items.[].system.weaponType}
value : string {2-07.items.[].system.weaponType.value} (same value: melee)
[actionType] : object {2-07.items.[].system.actionType}
value : string {2-07.items.[].system.actionType.value} (3 different values)
reaction (x2)
action (x2)
passive (x2)
[actions] : object {2-07.items.[].system.actions}
[value] : integer {2-07.items.[].system.actions.value} (same value: 3)
[frequency] : object {2-07.items.[].system.frequency}
max : integer {2-07.items.[].system.frequency.max} (same value: 1)
per : string {2-07.items.[].system.frequency.per} (same value: P1Y)
[stackGroup] : string {2-07.items.[].system.stackGroup} (same value: blowgunDarts)
type : string {2-07.items.[].type} (7 different values)
spellcastingEntry (x2)
spell (x30)
weapon (x4)
armor (x2)
consumable (x3)
melee (x4)
action (x6)
[_stats] : object {2-07.items.[]._stats}
compendiumSource : string {2-07.items.[]._stats.compendiumSource} (25 different values)
[flags] : object {2-07.items.[].flags}
pf2e : object {2-07.items.[].flags.pf2e}
linkedWeapon : string {2-07.items.[].flags.pf2e.linkedWeapon} (4 different values)
rjzvPRDWo93WEUkw (x1)
JHMeoO8Z29xAiHe2 (x1)
EFGH5ZZN3ZFpuICM (x1)
f1BJYbQ7Q1tiN6vx (x1)
name : string {2-07.name} (all different values)
prototypeToken : object {2-07.prototypeToken}
name : string {2-07.prototypeToken.name} (same value: Onyx Alliance Agent)
system : object {2-07.system}
abilities : object {2-07.system.abilities}
cha : object {2-07.system.abilities.cha}
mod : integer {2-07.system.abilities.cha.mod} (all different values)
con : object {2-07.system.abilities.con}
mod : integer {2-07.system.abilities.con.mod} (all different values)
dex : object {2-07.system.abilities.dex}
mod : integer {2-07.system.abilities.dex.mod} (same value: 4)
int : object {2-07.system.abilities.int}
mod : integer {2-07.system.abilities.int.mod} (all different values)
str : object {2-07.system.abilities.str}
mod : integer {2-07.system.abilities.str.mod} (same value: 4)
wis : object {2-07.system.abilities.wis}
mod : integer {2-07.system.abilities.wis.mod} (all different values)
attributes : object {2-07.system.attributes}
ac : object {2-07.system.attributes.ac}
details : string {2-07.system.attributes.ac.details} (same value: )
value : integer {2-07.system.attributes.ac.value} (all different values)
allSaves : object {2-07.system.attributes.allSaves}
value : string {2-07.system.attributes.allSaves.value} (same value: )
hp : object {2-07.system.attributes.hp}
details : string {2-07.system.attributes.hp.details} (same value: )
max : integer {2-07.system.attributes.hp.max} (all different values)
temp : integer {2-07.system.attributes.hp.temp} (same value: 0)
value : integer {2-07.system.attributes.hp.value} (all different values)
speed : object {2-07.system.attributes.speed}
otherSpeeds : array<> {2-07.system.attributes.speed.otherSpeeds}
Length: min=0 max=0
Value type: mixed
value : integer {2-07.system.attributes.speed.value} (same value: 25)
details : object {2-07.system.details}
blurb : string {2-07.system.details.blurb} (same value: )
languages : object {2-07.system.details.languages}
details : string {2-07.system.details.languages.details} (same value: )
value : array<string> {2-07.system.details.languages.value}
Length: min=2 max=2
Value type: string {2-07.system.details.languages.value.[]} (all different values)
level : object {2-07.system.details.level}
value : integer {2-07.system.details.level.value} (all different values)
privateNotes : string {2-07.system.details.privateNotes} (same value: )
publicNotes : string {2-07.system.details.publicNotes} (same value: )
publication : object {2-07.system.details.publication}
license : string {2-07.system.details.publication.license} (same value: OGL)
remaster : boolean {2-07.system.details.publication.remaster} (same value: False)
title : string {2-07.system.details.publication.title} (same value: Pathfinder Society Scenario #2-07: The Blackros Deception)
initiative : object {2-07.system.initiative}
statistic : string {2-07.system.initiative.statistic} (same value: perception)
perception : object {2-07.system.perception}
details : string {2-07.system.perception.details} (same value: )
mod : integer {2-07.system.perception.mod} (all different values)
senses : array<> {2-07.system.perception.senses}
Length: min=0 max=0
Value type: mixed
resources : object {2-07.system.resources}
focus : object {2-07.system.resources.focus}
max : integer {2-07.system.resources.focus.max} (same value: 1)
value : integer {2-07.system.resources.focus.value} (same value: 1)
saves : object {2-07.system.saves}
fortitude : object {2-07.system.saves.fortitude}
saveDetail : string {2-07.system.saves.fortitude.saveDetail} (same value: )
value : integer {2-07.system.saves.fortitude.value} (all different values)
reflex : object {2-07.system.saves.reflex}
saveDetail : string {2-07.system.saves.reflex.saveDetail} (same value: )
value : integer {2-07.system.saves.reflex.value} (all different values)
will : object {2-07.system.saves.will}
saveDetail : string {2-07.system.saves.will.saveDetail} (same value: )
value : integer {2-07.system.saves.will.value} (all different values)
skills : object {2-07.system.skills}
acrobatics : object {2-07.system.skills.acrobatics}
base : integer {2-07.system.skills.acrobatics.base} (all different values)
athletics : object {2-07.system.skills.athletics}
base : integer {2-07.system.skills.athletics.base} (all different values)
deception : object {2-07.system.skills.deception}
base : integer {2-07.system.skills.deception.base} (all different values)
occultism : object {2-07.system.skills.occultism}
base : integer {2-07.system.skills.occultism.base} (all different values)
stealth : object {2-07.system.skills.stealth}
base : integer {2-07.system.skills.stealth.base} (all different values)
thievery : object {2-07.system.skills.thievery}
base : integer {2-07.system.skills.thievery.base} (all different values)
traits : object {2-07.system.traits}
rarity : string {2-07.system.traits.rarity} (same value: common)
size : object {2-07.system.traits.size}
value : string {2-07.system.traits.size.value} (same value: med)
value : array<string> {2-07.system.traits.value}
Length: min=3 max=3
Value type: string {2-07.system.traits.value.[]} (3 different values)
human (x2)
humanoid (x2)
lawful (x2)
type : string {2-07.type} (same value: npc)
+865
View File
@@ -0,0 +1,865 @@
2-08
Different values: 11
=====================================
object {2-08}
_id : string {2-08._id} (all different values)
folder : string {2-08.folder} (same value: 9kJTANFr2niZkrSv)
img : string {2-08.img} (same value: systems/pf2e/icons/default-icons/npc.svg)
items : array<object> {2-08.items}
Length: min=4 max=29
Value type: object {2-08.items.[]}
_id : string {2-08.items.[]._id} (101 different values)
img : string {2-08.items.[].img} (33 different values)
name : string {2-08.items.[].name} (51 different values)
sort : integer {2-08.items.[].sort} (29 different values)
system : object {2-08.items.[].system}
[autoHeightenLevel] : object {2-08.items.[].system.autoHeightenLevel}
[value] : mixed
description : object {2-08.items.[].system.description}
value : string {2-08.items.[].system.description.value} (44 different values)
[prepared] : object {2-08.items.[].system.prepared}
value : string {2-08.items.[].system.prepared.value} (2 different values)
prepared (x2)
focus (x2)
[proficiency] : object {2-08.items.[].system.proficiency}
value : integer {2-08.items.[].system.proficiency.value} (same value: 0)
publication : object {2-08.items.[].system.publication}
license : string {2-08.items.[].system.publication.license} (2 different values)
OGL (x113)
ORC (x4)
remaster : boolean {2-08.items.[].system.publication.remaster} (2 different values)
False (x113)
True (x4)
title : string {2-08.items.[].system.publication.title} (5 different values)
(x101)
Pathfinder Player Core (x4)
Pathfinder Core Rulebook (x8)
Pathfinder Bestiary (x3)
Pathfinder Advanced Player's Guide (x1)
rules : ###FoundryRulesObject###
[slots] : object {2-08.items.[].system.slots}
[slot0] : object {2-08.items.[].system.slots.slot0}
max : integer {2-08.items.[].system.slots.slot0.max} (same value: 4)
prepared : array<object> {2-08.items.[].system.slots.slot0.prepared}
Length: min=4 max=4
Value type: object {2-08.items.[].system.slots.slot0.prepared.[]}
id : string {2-08.items.[].system.slots.slot0.prepared.[].id} (8 different values)
z93pBKN5hkimGhas (x1)
RUocrBLlgb3rLfCe (x1)
m7CLX2S6tIGVy4BM (x1)
xK1f9uuCMKrCyt4o (x1)
SVAWx5khnlWyQFtC (x1)
ENj4wTgHv9eTNP5P (x1)
2kOM6lkWF31CQwcl (x1)
AtQXQQd9S7hDJrB9 (x1)
[slot1] : object {2-08.items.[].system.slots.slot1}
max : integer {2-08.items.[].system.slots.slot1.max} (same value: 4)
prepared : array<object> {2-08.items.[].system.slots.slot1.prepared}
Length: min=4 max=4
Value type: object {2-08.items.[].system.slots.slot1.prepared.[]}
id : string {2-08.items.[].system.slots.slot1.prepared.[].id} (6 different values)
ym0o5AspNj1Mij5j (x1)
5nzzggF8gZxAFhvP (x1)
u08quwo3mf30qO2B (x2)
NKfe8pSYWp4AzWcN (x1)
iVHAnkLyIlb06sBL (x1)
2DKcCc1F7sUQmGZO (x2)
[slot2] : object {2-08.items.[].system.slots.slot2}
max : integer {2-08.items.[].system.slots.slot2.max} (same value: 5)
prepared : array<object> {2-08.items.[].system.slots.slot2.prepared}
Length: min=5 max=5
Value type: object {2-08.items.[].system.slots.slot2.prepared.[]}
id : string {2-08.items.[].system.slots.slot2.prepared.[].id} (8 different values)
Ysa4ATmXLaT9VVyD (x2)
SWG29bYwatFZdTPS (x1)
1cowjT2wKBPizlNM (x1)
vJjHIvcQENXSdIRA (x1)
BlSJVFCSyEIzH32O (x2)
WPXsRIH4LQYZlS1q (x1)
7JfnRFYCIDv7qCUK (x1)
eEqiLd9oPE50nkEd (x1)
[slot3] : object {2-08.items.[].system.slots.slot3}
max : integer {2-08.items.[].system.slots.slot3.max} (same value: 4)
prepared : array<object> {2-08.items.[].system.slots.slot3.prepared}
Length: min=4 max=4
Value type: object {2-08.items.[].system.slots.slot3.prepared.[]}
id : string {2-08.items.[].system.slots.slot3.prepared.[].id} (8 different values)
QPFk0fdbP4hYW6Xm (x1)
9hLHCO5FVWgbbD1P (x1)
u08quwo3mf30qO2B (x1)
ELRN6HiznQil3L8I (x1)
6aniwxM8SiOu8BfG (x1)
wpm8UiBtJ5wLfZk2 (x1)
2DKcCc1F7sUQmGZO (x1)
WST26S3DZaOTsVav (x1)
[slot4] : object {2-08.items.[].system.slots.slot4}
max : integer {2-08.items.[].system.slots.slot4.max} (same value: 3)
prepared : array<object> {2-08.items.[].system.slots.slot4.prepared}
Length: min=3 max=3
Value type: object {2-08.items.[].system.slots.slot4.prepared.[]}
id : string {2-08.items.[].system.slots.slot4.prepared.[].id} (3 different values)
eaPNU4eIO6MHNA5b (x1)
UPkVXe7ahvzRCE22 (x1)
YRnILukt7BVAkBW9 (x1)
[slug] : string {2-08.items.[].system.slug} (26 different values)
[spelldc] : object {2-08.items.[].system.spelldc}
dc : integer {2-08.items.[].system.spelldc.dc} (2 different values)
22 (x2)
25 (x2)
mod : integer {2-08.items.[].system.spelldc.mod} (same value: 0)
value : integer {2-08.items.[].system.spelldc.value} (2 different values)
14 (x2)
17 (x2)
[tradition] : object {2-08.items.[].system.tradition}
value : string {2-08.items.[].system.tradition.value} (same value: arcane)
[area] : object {2-08.items.[].system.area}
type : string {2-08.items.[].system.area.type} (2 different values)
burst (x6)
cone (x2)
value : integer {2-08.items.[].system.area.value} (3 different values)
20 (x4)
10 (x2)
15 (x2)
[cost] : object {2-08.items.[].system.cost}
value : string {2-08.items.[].system.cost.value} (same value: )
[counteraction] : boolean {2-08.items.[].system.counteraction} (same value: False)
[damage] : object {2-08.items.[].system.damage}
[0] : object {2-08.items.[].system.damage.0}
[applyMod] : boolean {2-08.items.[].system.damage.0.applyMod} (2 different values)
False (x11)
True (x2)
[category] : mixed
formula : string {2-08.items.[].system.damage.0.formula} (6 different values)
6d6 (x2)
1d6 (x2)
1d4 (x4)
2d4 (x6)
1d8 (x2)
2d8 (x1)
kinds : array<string> {2-08.items.[].system.damage.0.kinds}
Length: min=1 max=2
Value type: string {2-08.items.[].system.damage.0.kinds.[]} (2 different values)
damage (x17)
healing (x2)
materials : array<> {2-08.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {2-08.items.[].system.damage.0.type} (5 different values)
fire (x2)
cold (x10)
void (x2)
vitality (x2)
bludgeoning (x1)
[1] : object {2-08.items.[].system.damage.1}
applyMod : boolean {2-08.items.[].system.damage.1.applyMod} (same value: False)
category : string {2-08.items.[].system.damage.1.category} (same value: persistent)
formula : string {2-08.items.[].system.damage.1.formula} (same value: 1d6)
kinds : array<string> {2-08.items.[].system.damage.1.kinds}
Length: min=1 max=1
Value type: string {2-08.items.[].system.damage.1.kinds.[]} (same value: damage)
materials : array<> {2-08.items.[].system.damage.1.materials}
Length: min=0 max=0
Value type: mixed
type : string {2-08.items.[].system.damage.1.type} (same value: cold)
[damageType] : string {2-08.items.[].system.damage.damageType} (same value: piercing)
[dice] : integer {2-08.items.[].system.damage.dice} (same value: 1)
[die] : string {2-08.items.[].system.damage.die} (2 different values)
d4 (x4)
d8 (x4)
[wnlxzlrxtrkk2bh3] : object {2-08.items.[].system.damage.wnlxzlrxtrkk2bh3}
applyMod : boolean {2-08.items.[].system.damage.wnlxzlrxtrkk2bh3.applyMod} (same value: False)
[category] : mixed
formula : string {2-08.items.[].system.damage.wnlxzlrxtrkk2bh3.formula} (same value: 2d8)
kinds : array<string> {2-08.items.[].system.damage.wnlxzlrxtrkk2bh3.kinds}
Length: min=1 max=1
Value type: string {2-08.items.[].system.damage.wnlxzlrxtrkk2bh3.kinds.[]} (same value: damage)
materials : array<> {2-08.items.[].system.damage.wnlxzlrxtrkk2bh3.materials}
Length: min=0 max=0
Value type: mixed
type : string {2-08.items.[].system.damage.wnlxzlrxtrkk2bh3.type} (same value: cold)
[formula] : string {2-08.items.[].system.damage.formula} (same value: 6d6)
[kind] : string {2-08.items.[].system.damage.kind} (same value: damage)
[type] : string {2-08.items.[].system.damage.type} (same value: fire)
[defense] : object {2-08.items.[].system.defense}
save : object {2-08.items.[].system.defense.save}
basic : boolean {2-08.items.[].system.defense.save.basic} (2 different values)
True (x7)
False (x14)
statistic : string {2-08.items.[].system.defense.save.statistic} (3 different values)
reflex (x11)
fortitude (x8)
will (x2)
[duration] : object {2-08.items.[].system.duration}
sustained : boolean {2-08.items.[].system.duration.sustained} (2 different values)
False (x30)
True (x5)
value : string {2-08.items.[].system.duration.value} (6 different values)
(x16)
1 minute (x12)
10 minutes (x2)
varies (x2)
unlimited (x2)
5 minutes (x1)
[heightening] : object {2-08.items.[].system.heightening}
damage : object {2-08.items.[].system.heightening.damage}
0 : string {2-08.items.[].system.heightening.damage.0} (5 different values)
2d6 (x2)
1 (x2)
1d4 (x6)
2d4 (x4)
1d8 (x3)
[1] : string {2-08.items.[].system.heightening.damage.1} (same value: 1)
[wnlxzlrxtrkk2bh3] : string {2-08.items.[].system.heightening.damage.wnlxzlrxtrkk2bh3} (same value: 1d8)
interval : integer {2-08.items.[].system.heightening.interval} (2 different values)
1 (x16)
2 (x1)
type : string {2-08.items.[].system.heightening.type} (same value: interval)
[level] : object {2-08.items.[].system.level}
value : integer {2-08.items.[].system.level.value} (7 different values)
3 (x6)
2 (x6)
1 (x20)
0 (x18)
5 (x2)
4 (x3)
9 (x4)
[location] : object {2-08.items.[].system.location}
value : string {2-08.items.[].system.location.value} (4 different values)
cxPALScq3PzKyQYx (x14)
7td0UNA9K0jBS2ZC (x2)
XlV43s01uoL2vhaR (x17)
qZnTGSwUzqfhGG4E (x2)
[range] : mixed
object {2-08.items.[].system.range}
value : string {2-08.items.[].system.range.value} (6 different values)
500 feet (x2)
30 feet (x12)
120 feet (x6)
(x6)
touch (x7)
varies (x2)
integer {2-08.items.[].system.range} (same value: 100)
[requirements] : string {2-08.items.[].system.requirements} (same value: )
[target] : object {2-08.items.[].system.target}
value : string {2-08.items.[].system.target.value} (7 different values)
(x12)
1 creature (x14)
1 living or undead creature (x2)
1 object of Bulk 1 or less (x2)
1 willing living creature or 1 undead (x2)
1 creature or object (x2)
1 willing creature (x1)
[time] : object {2-08.items.[].system.time}
value : string {2-08.items.[].system.time.value} (4 different values)
2 (x27)
1 (x4)
1 to 3 (x2)
3 (x2)
[traits] : object {2-08.items.[].system.traits}
rarity : string {2-08.items.[].system.traits.rarity} (2 different values)
common (x107)
uncommon (x4)
[traditions] : array<string> {2-08.items.[].system.traits.traditions}
Length: min=0 max=4
Value type: string {2-08.items.[].system.traits.traditions.[]} (4 different values)
arcane (x27)
primal (x27)
occult (x15)
divine (x12)
value : array<string> {2-08.items.[].system.traits.value}
Length: min=0 max=5
Value type: string {2-08.items.[].system.traits.value.[]} (41 different values)
[overlays] : object {2-08.items.[].system.overlays}
37gy7l19tik74o4s : object {2-08.items.[].system.overlays.37gy7l19tik74o4s}
_id : string {2-08.items.[].system.overlays.37gy7l19tik74o4s._id} (same value: 37gy7l19tik74o4s)
name : string {2-08.items.[].system.overlays.37gy7l19tik74o4s.name} (same value: Heal (vs. Living))
overlayType : string {2-08.items.[].system.overlays.37gy7l19tik74o4s.overlayType} (same value: override)
sort : integer {2-08.items.[].system.overlays.37gy7l19tik74o4s.sort} (same value: 2)
system : object {2-08.items.[].system.overlays.37gy7l19tik74o4s.system}
damage : object {2-08.items.[].system.overlays.37gy7l19tik74o4s.system.damage}
0 : object {2-08.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0}
formula : string {2-08.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0.formula} (same value: 1d8+8)
kinds : array<string> {2-08.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {2-08.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0.kinds.[]} (same value: healing)
[defense] : mixed
heightening : object {2-08.items.[].system.overlays.37gy7l19tik74o4s.system.heightening}
damage : object {2-08.items.[].system.overlays.37gy7l19tik74o4s.system.heightening.damage}
0 : string {2-08.items.[].system.overlays.37gy7l19tik74o4s.system.heightening.damage.0} (same value: 1d8+8)
range : object {2-08.items.[].system.overlays.37gy7l19tik74o4s.system.range}
value : string {2-08.items.[].system.overlays.37gy7l19tik74o4s.system.range.value} (same value: 30 feet)
time : object {2-08.items.[].system.overlays.37gy7l19tik74o4s.system.time}
value : string {2-08.items.[].system.overlays.37gy7l19tik74o4s.system.time.value} (same value: 2)
traits : object {2-08.items.[].system.overlays.37gy7l19tik74o4s.system.traits}
value : array<string> {2-08.items.[].system.overlays.37gy7l19tik74o4s.system.traits.value}
Length: min=4 max=4
Value type: string {2-08.items.[].system.overlays.37gy7l19tik74o4s.system.traits.value.[]} (4 different values)
concentrate (x2)
healing (x2)
manipulate (x2)
vitality (x2)
7qdtetowq348s9oc : object {2-08.items.[].system.overlays.7qdtetowq348s9oc}
_id : string {2-08.items.[].system.overlays.7qdtetowq348s9oc._id} (same value: 7qdtetowq348s9oc)
overlayType : string {2-08.items.[].system.overlays.7qdtetowq348s9oc.overlayType} (same value: override)
sort : integer {2-08.items.[].system.overlays.7qdtetowq348s9oc.sort} (same value: 1)
system : object {2-08.items.[].system.overlays.7qdtetowq348s9oc.system}
range : object {2-08.items.[].system.overlays.7qdtetowq348s9oc.system.range}
value : string {2-08.items.[].system.overlays.7qdtetowq348s9oc.system.range.value} (same value: touch)
time : object {2-08.items.[].system.overlays.7qdtetowq348s9oc.system.time}
value : string {2-08.items.[].system.overlays.7qdtetowq348s9oc.system.time.value} (same value: 1)
7vbvdrv2cl87sqta : object {2-08.items.[].system.overlays.7vbvdrv2cl87sqta}
_id : string {2-08.items.[].system.overlays.7vbvdrv2cl87sqta._id} (same value: 7vbvdrv2cl87sqta)
overlayType : string {2-08.items.[].system.overlays.7vbvdrv2cl87sqta.overlayType} (same value: override)
sort : integer {2-08.items.[].system.overlays.7vbvdrv2cl87sqta.sort} (same value: 4)
system : object {2-08.items.[].system.overlays.7vbvdrv2cl87sqta.system}
area : object {2-08.items.[].system.overlays.7vbvdrv2cl87sqta.system.area}
type : string {2-08.items.[].system.overlays.7vbvdrv2cl87sqta.system.area.type} (same value: emanation)
value : integer {2-08.items.[].system.overlays.7vbvdrv2cl87sqta.system.area.value} (same value: 30)
range : object {2-08.items.[].system.overlays.7vbvdrv2cl87sqta.system.range}
value : string {2-08.items.[].system.overlays.7vbvdrv2cl87sqta.system.range.value} (same value: )
target : object {2-08.items.[].system.overlays.7vbvdrv2cl87sqta.system.target}
value : string {2-08.items.[].system.overlays.7vbvdrv2cl87sqta.system.target.value} (same value: all living and undead creatures)
time : object {2-08.items.[].system.overlays.7vbvdrv2cl87sqta.system.time}
value : string {2-08.items.[].system.overlays.7vbvdrv2cl87sqta.system.time.value} (same value: 3)
traits : object {2-08.items.[].system.overlays.7vbvdrv2cl87sqta.system.traits}
value : array<string> {2-08.items.[].system.overlays.7vbvdrv2cl87sqta.system.traits.value}
Length: min=4 max=4
Value type: string {2-08.items.[].system.overlays.7vbvdrv2cl87sqta.system.traits.value.[]} (4 different values)
concentrate (x2)
healing (x2)
manipulate (x2)
vitality (x2)
lfxcoz2d3f8j2zq1 : object {2-08.items.[].system.overlays.lfxcoz2d3f8j2zq1}
_id : string {2-08.items.[].system.overlays.lfxcoz2d3f8j2zq1._id} (same value: lfxcoz2d3f8j2zq1)
name : string {2-08.items.[].system.overlays.lfxcoz2d3f8j2zq1.name} (same value: Heal (vs. Undead))
overlayType : string {2-08.items.[].system.overlays.lfxcoz2d3f8j2zq1.overlayType} (same value: override)
sort : integer {2-08.items.[].system.overlays.lfxcoz2d3f8j2zq1.sort} (same value: 3)
system : object {2-08.items.[].system.overlays.lfxcoz2d3f8j2zq1.system}
damage : object {2-08.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage}
0 : object {2-08.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage.0}
kinds : array<string> {2-08.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {2-08.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage.0.kinds.[]} (same value: damage)
range : object {2-08.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.range}
value : string {2-08.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.range.value} (same value: 30 feet)
target : object {2-08.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.target}
value : string {2-08.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.target.value} (same value: 1 undead)
time : object {2-08.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.time}
value : string {2-08.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.time.value} (same value: 2)
traits : object {2-08.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.traits}
value : array<string> {2-08.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.traits.value}
Length: min=4 max=4
Value type: string {2-08.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.traits.value.[]} (4 different values)
concentrate (x2)
healing (x2)
manipulate (x2)
vitality (x2)
[baseItem] : string {2-08.items.[].system.baseItem} (3 different values)
dagger (x4)
leather-armor (x2)
composite-longbow (x4)
[bonus] : object {2-08.items.[].system.bonus}
value : integer {2-08.items.[].system.bonus.value} (8 different values)
0 (x8)
11 (x3)
13 (x2)
18 (x2)
16 (x6)
21 (x2)
19 (x1)
15 (x4)
[bonusDamage] : object {2-08.items.[].system.bonusDamage}
value : integer {2-08.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {2-08.items.[].system.bulk}
value : mixed
float {2-08.items.[].system.bulk.value} (same value: 0,1)
integer {2-08.items.[].system.bulk.value} (3 different values)
1 (x2)
2 (x4)
0 (x12)
[category] : string {2-08.items.[].system.category} (8 different values)
simple (x4)
wand (x2)
interaction (x4)
defensive (x3)
offensive (x25)
light (x2)
martial (x4)
ammo (x4)
[containerId] : mixed
[equipped] : object {2-08.items.[].system.equipped}
carryType : string {2-08.items.[].system.equipped.carryType} (2 different values)
held (x21)
worn (x3)
[handsHeld] : integer {2-08.items.[].system.equipped.handsHeld} (2 different values)
1 (x21)
0 (x1)
[invested] : mixed
[inSlot] : boolean {2-08.items.[].system.equipped.inSlot} (same value: True)
[group] : string {2-08.items.[].system.group} (3 different values)
knife (x4)
leather (x2)
bow (x4)
[hardness] : integer {2-08.items.[].system.hardness} (same value: 0)
[hp] : object {2-08.items.[].system.hp}
max : integer {2-08.items.[].system.hp.max} (same value: 0)
value : integer {2-08.items.[].system.hp.value} (same value: 0)
[material] : object {2-08.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {2-08.items.[].system.price}
value : object {2-08.items.[].system.price.value}
[sp] : integer {2-08.items.[].system.price.value.sp} (same value: 2)
[gp] : integer {2-08.items.[].system.price.value.gp} (4 different values)
160 (x2)
2 (x2)
20 (x4)
130 (x4)
[quantity] : integer {2-08.items.[].system.quantity} (2 different values)
1 (x20)
20 (x4)
[reload] : object {2-08.items.[].system.reload}
value : string {2-08.items.[].system.reload.value} (2 different values)
- (x4)
0 (x4)
[runes] : object {2-08.items.[].system.runes}
potency : integer {2-08.items.[].system.runes.potency} (2 different values)
0 (x8)
1 (x2)
property : array<> {2-08.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {2-08.items.[].system.runes.striking} (2 different values)
0 (x6)
1 (x2)
[resilient] : integer {2-08.items.[].system.runes.resilient} (same value: 0)
[size] : string {2-08.items.[].system.size} (same value: med)
[splashDamage] : object {2-08.items.[].system.splashDamage}
value : integer {2-08.items.[].system.splashDamage.value} (same value: 0)
[usage] : object {2-08.items.[].system.usage}
value : string {2-08.items.[].system.usage.value} (2 different values)
held-in-one-hand (x18)
held-in-one-plus-hands (x4)
[spell] : object {2-08.items.[].system.spell}
_id : string {2-08.items.[].system.spell._id} (same value: j8vIoIEWElvpwkcI)
flags : object {2-08.items.[].system.spell.flags}
core : object {2-08.items.[].system.spell.flags.core}
sourceId : string {2-08.items.[].system.spell.flags.core.sourceId} (same value: Compendium.pf2e.spells-srd.Item.j8vIoIEWElvpwkcI)
img : string {2-08.items.[].system.spell.img} (same value: systems/pf2e/icons/spells/mirror-image.webp)
name : string {2-08.items.[].system.spell.name} (same value: Mirror Image)
sort : integer {2-08.items.[].system.spell.sort} (same value: 0)
system : object {2-08.items.[].system.spell.system}
[area] : mixed
cost : object {2-08.items.[].system.spell.system.cost}
value : string {2-08.items.[].system.spell.system.cost.value} (same value: )
counteraction : boolean {2-08.items.[].system.spell.system.counteraction} (same value: False)
damage : object {2-08.items.[].system.spell.system.damage}
[defense] : mixed
description : object {2-08.items.[].system.spell.system.description}
value : string {2-08.items.[].system.spell.system.description.value} (same value: <p>Three illusory images of you swirl about your space, potentially causing those who attack you to hit one of the images instead of you. Any attack that would hit you has a random chance of hitting one of your images instead of you. If all three images remain, there is a 1 in 4 chance of hitting you (1 on 1d4). With two images remaining, there is a 1 in 3 chance of hitting you (1-2 on 1d6). With only one image, the chances are 1 in 2 (1-3 on 1d6).</p>
<p>Once an image is hit, it is destroyed. If an attack roll fails to hit your AC but doesn't critically fail, it destroys an image but has no additional effect (even if the attack would normally have an effect on a failure). If an attack roll is a critical success and would hit one of the images, one of the images is destroyed and the attack roll becomes a success against you. Once all the images are destroyed, the spell ends.</p>)
duration : object {2-08.items.[].system.spell.system.duration}
sustained : boolean {2-08.items.[].system.spell.system.duration.sustained} (same value: False)
value : string {2-08.items.[].system.spell.system.duration.value} (same value: 1 minute)
level : object {2-08.items.[].system.spell.system.level}
value : integer {2-08.items.[].system.spell.system.level.value} (same value: 2)
location : object {2-08.items.[].system.spell.system.location}
heightenedLevel : integer {2-08.items.[].system.spell.system.location.heightenedLevel} (same value: 2)
value : string {2-08.items.[].system.spell.system.location.value} (same value: )
publication : object {2-08.items.[].system.spell.system.publication}
license : string {2-08.items.[].system.spell.system.publication.license} (same value: OGL)
remaster : boolean {2-08.items.[].system.spell.system.publication.remaster} (same value: False)
title : string {2-08.items.[].system.spell.system.publication.title} (same value: )
range : object {2-08.items.[].system.spell.system.range}
value : string {2-08.items.[].system.spell.system.range.value} (same value: )
requirements : string {2-08.items.[].system.spell.system.requirements} (same value: )
rules : ###FoundryRulesObject###
slug : string {2-08.items.[].system.spell.system.slug} (same value: mirror-image)
target : object {2-08.items.[].system.spell.system.target}
value : string {2-08.items.[].system.spell.system.target.value} (same value: )
time : object {2-08.items.[].system.spell.system.time}
value : string {2-08.items.[].system.spell.system.time.value} (same value: 2)
traits : object {2-08.items.[].system.spell.system.traits}
rarity : string {2-08.items.[].system.spell.system.traits.rarity} (same value: common)
traditions : array<string> {2-08.items.[].system.spell.system.traits.traditions}
Length: min=2 max=2
Value type: string {2-08.items.[].system.spell.system.traits.traditions.[]} (2 different values)
arcane (x2)
occult (x2)
value : array<string> {2-08.items.[].system.spell.system.traits.value}
Length: min=4 max=4
Value type: string {2-08.items.[].system.spell.system.traits.value.[]} (4 different values)
concentrate (x2)
illusion (x2)
manipulate (x2)
visual (x2)
type : string {2-08.items.[].system.spell.type} (same value: spell)
[uses] : object {2-08.items.[].system.uses}
autoDestroy : boolean {2-08.items.[].system.uses.autoDestroy} (2 different values)
False (x2)
True (x4)
max : integer {2-08.items.[].system.uses.max} (same value: 1)
value : integer {2-08.items.[].system.uses.value} (same value: 1)
[attack] : object {2-08.items.[].system.attack}
value : string {2-08.items.[].system.attack.value} (same value: )
[attackEffects] : object {2-08.items.[].system.attackEffects}
value : array<> {2-08.items.[].system.attackEffects.value}
Length: min=0 max=0
Value type: mixed
[damageRolls] : object {2-08.items.[].system.damageRolls}
[0xn3hmm21ft9vjc4vv6v] : object {2-08.items.[].system.damageRolls.0xn3hmm21ft9vjc4vv6v}
damage : string {2-08.items.[].system.damageRolls.0xn3hmm21ft9vjc4vv6v.damage} (same value: 1d4+6)
damageType : string {2-08.items.[].system.damageRolls.0xn3hmm21ft9vjc4vv6v.damageType} (same value: piercing)
[k4m7g0enpmhxb8j61hs9] : object {2-08.items.[].system.damageRolls.k4m7g0enpmhxb8j61hs9}
damage : string {2-08.items.[].system.damageRolls.k4m7g0enpmhxb8j61hs9.damage} (same value: 2d4+4)
damageType : string {2-08.items.[].system.damageRolls.k4m7g0enpmhxb8j61hs9.damageType} (same value: piercing)
[lw8z0p4wpi0a7iwtaevk] : object {2-08.items.[].system.damageRolls.lw8z0p4wpi0a7iwtaevk}
damage : string {2-08.items.[].system.damageRolls.lw8z0p4wpi0a7iwtaevk.damage} (same value: 2d10+7)
damageType : string {2-08.items.[].system.damageRolls.lw8z0p4wpi0a7iwtaevk.damageType} (same value: piercing)
[sddgfmcus3wx45jk2p4v] : object {2-08.items.[].system.damageRolls.sddgfmcus3wx45jk2p4v}
damage : string {2-08.items.[].system.damageRolls.sddgfmcus3wx45jk2p4v.damage} (same value: 2d8+7)
damageType : string {2-08.items.[].system.damageRolls.sddgfmcus3wx45jk2p4v.damageType} (same value: slashing)
[gknd7f3opzhm2k7tf419] : object {2-08.items.[].system.damageRolls.gknd7f3opzhm2k7tf419}
damage : string {2-08.items.[].system.damageRolls.gknd7f3opzhm2k7tf419.damage} (same value: 2d12+12)
damageType : string {2-08.items.[].system.damageRolls.gknd7f3opzhm2k7tf419.damageType} (same value: fire)
[wvwfbf5y5lp1af2jnvr8] : object {2-08.items.[].system.damageRolls.wvwfbf5y5lp1af2jnvr8}
damage : string {2-08.items.[].system.damageRolls.wvwfbf5y5lp1af2jnvr8.damage} (same value: 2d12+10)
damageType : string {2-08.items.[].system.damageRolls.wvwfbf5y5lp1af2jnvr8.damageType} (same value: piercing)
[b1gplnd3hy702vr7jx5l] : object {2-08.items.[].system.damageRolls.b1gplnd3hy702vr7jx5l}
damage : string {2-08.items.[].system.damageRolls.b1gplnd3hy702vr7jx5l.damage} (same value: 2d8+10)
damageType : string {2-08.items.[].system.damageRolls.b1gplnd3hy702vr7jx5l.damageType} (same value: slashing)
[ad4rf9iz34t79ysb30m2] : object {2-08.items.[].system.damageRolls.ad4rf9iz34t79ysb30m2}
damage : string {2-08.items.[].system.damageRolls.ad4rf9iz34t79ysb30m2.damage} (same value: 2d12+17)
damageType : string {2-08.items.[].system.damageRolls.ad4rf9iz34t79ysb30m2.damageType} (same value: fire)
[xlqe1qalbo3hbdjmmojj] : object {2-08.items.[].system.damageRolls.xlqe1qalbo3hbdjmmojj}
damage : string {2-08.items.[].system.damageRolls.xlqe1qalbo3hbdjmmojj.damage} (same value: 1d6+5)
damageType : string {2-08.items.[].system.damageRolls.xlqe1qalbo3hbdjmmojj.damageType} (same value: piercing)
[0kkro0gk3tueot4yuyqn] : object {2-08.items.[].system.damageRolls.0kkro0gk3tueot4yuyqn}
damage : string {2-08.items.[].system.damageRolls.0kkro0gk3tueot4yuyqn.damage} (same value: 2d6+5)
damageType : string {2-08.items.[].system.damageRolls.0kkro0gk3tueot4yuyqn.damageType} (same value: piercing)
[ifpxr5apaslh9701z2t5] : object {2-08.items.[].system.damageRolls.ifpxr5apaslh9701z2t5}
damage : string {2-08.items.[].system.damageRolls.ifpxr5apaslh9701z2t5.damage} (same value: 1d6+5)
damageType : string {2-08.items.[].system.damageRolls.ifpxr5apaslh9701z2t5.damageType} (same value: piercing)
[kgq77c6052ijjw37d9w0] : object {2-08.items.[].system.damageRolls.kgq77c6052ijjw37d9w0}
damage : string {2-08.items.[].system.damageRolls.kgq77c6052ijjw37d9w0.damage} (same value: 1d6)
damageType : string {2-08.items.[].system.damageRolls.kgq77c6052ijjw37d9w0.damageType} (same value: fire)
[dr3qzxk7xwaw0mi0xssx] : object {2-08.items.[].system.damageRolls.dr3qzxk7xwaw0mi0xssx}
damage : string {2-08.items.[].system.damageRolls.dr3qzxk7xwaw0mi0xssx.damage} (same value: 1d8+1)
damageType : string {2-08.items.[].system.damageRolls.dr3qzxk7xwaw0mi0xssx.damageType} (same value: piercing)
[85fguzx1nqaroctmjbym] : object {2-08.items.[].system.damageRolls.85fguzx1nqaroctmjbym}
damage : string {2-08.items.[].system.damageRolls.85fguzx1nqaroctmjbym.damage} (same value: 2d4)
damageType : string {2-08.items.[].system.damageRolls.85fguzx1nqaroctmjbym.damageType} (same value: fire)
[t417zacqqiuhv1qp5zs9] : object {2-08.items.[].system.damageRolls.t417zacqqiuhv1qp5zs9}
damage : string {2-08.items.[].system.damageRolls.t417zacqqiuhv1qp5zs9.damage} (same value: 1d6+6)
damageType : string {2-08.items.[].system.damageRolls.t417zacqqiuhv1qp5zs9.damageType} (same value: piercing)
[dgiohp4s496jlhv1x4bd] : object {2-08.items.[].system.damageRolls.dgiohp4s496jlhv1x4bd}
damage : string {2-08.items.[].system.damageRolls.dgiohp4s496jlhv1x4bd.damage} (same value: 2d6)
damageType : string {2-08.items.[].system.damageRolls.dgiohp4s496jlhv1x4bd.damageType} (same value: fire)
[gbm69du7fvc3fkstfs8t] : object {2-08.items.[].system.damageRolls.gbm69du7fvc3fkstfs8t}
damage : string {2-08.items.[].system.damageRolls.gbm69du7fvc3fkstfs8t.damage} (same value: 1d8+2)
damageType : string {2-08.items.[].system.damageRolls.gbm69du7fvc3fkstfs8t.damageType} (same value: piercing)
[zooxsaaelmfc25fqyddr] : object {2-08.items.[].system.damageRolls.zooxsaaelmfc25fqyddr}
damage : string {2-08.items.[].system.damageRolls.zooxsaaelmfc25fqyddr.damage} (same value: 2d6)
damageType : string {2-08.items.[].system.damageRolls.zooxsaaelmfc25fqyddr.damageType} (same value: fire)
[s68jratooz3axw3sx1ak] : object {2-08.items.[].system.damageRolls.s68jratooz3axw3sx1ak}
damage : string {2-08.items.[].system.damageRolls.s68jratooz3axw3sx1ak.damage} (same value: 1d10+4)
damageType : string {2-08.items.[].system.damageRolls.s68jratooz3axw3sx1ak.damageType} (same value: slashing)
rfgtfia2k34nqvsi8iv9 : object {2-08.items.[].system.damageRolls.rfgtfia2k34nqvsi8iv9}
damage : string {2-08.items.[].system.damageRolls.rfgtfia2k34nqvsi8iv9.damage} (same value: 1d6+4)
damageType : string {2-08.items.[].system.damageRolls.rfgtfia2k34nqvsi8iv9.damageType} (same value: piercing)
[weaponType] : object {2-08.items.[].system.weaponType}
value : string {2-08.items.[].system.weaponType.value} (2 different values)
melee (x13)
ranged (x7)
[actionType] : object {2-08.items.[].system.actionType}
value : string {2-08.items.[].system.actionType.value} (3 different values)
passive (x18)
action (x13)
reaction (x1)
[actions] : object {2-08.items.[].system.actions}
[value] : integer {2-08.items.[].system.actions.value} (3 different values)
1 (x4)
2 (x7)
3 (x2)
[mod] : object {2-08.items.[].system.mod}
value : integer {2-08.items.[].system.mod.value} (2 different values)
12 (x1)
15 (x1)
[proficient] : object {2-08.items.[].system.proficient}
value : integer {2-08.items.[].system.proficient.value} (same value: 0)
[acBonus] : integer {2-08.items.[].system.acBonus} (same value: 1)
[checkPenalty] : integer {2-08.items.[].system.checkPenalty} (same value: -1)
[dexCap] : integer {2-08.items.[].system.dexCap} (same value: 4)
[speedPenalty] : integer {2-08.items.[].system.speedPenalty} (same value: 0)
[strength] : integer {2-08.items.[].system.strength} (same value: 0)
[deathNote] : boolean {2-08.items.[].system.deathNote} (same value: True)
type : string {2-08.items.[].type} (9 different values)
spellcastingEntry (x4)
spell (x35)
weapon (x8)
consumable (x6)
melee (x20)
action (x32)
lore (x2)
armor (x2)
equipment (x8)
[_stats] : object {2-08.items.[]._stats}
compendiumSource : string {2-08.items.[]._stats.compendiumSource} (26 different values)
[flags] : object {2-08.items.[].flags}
pf2e : object {2-08.items.[].flags.pf2e}
linkedWeapon : string {2-08.items.[].flags.pf2e.linkedWeapon} (6 different values)
fgakUMKQBPR6HkMc (x1)
z5E6Jyeu3594f4ac (x1)
tbU3MUJ7d0JCi1ri (x1)
tjNoCJ0WGkPXmIPZ (x1)
2smh1J8bFl77p2cz (x2)
oMfhJAn40jaMWd3L (x2)
name : string {2-08.name} (all different values)
prototypeToken : object {2-08.prototypeToken}
name : string {2-08.prototypeToken.name} (6 different values)
Chesjilawa Jadwiga Karina (x2)
Mishka The Bear (x2)
Ogthup (x2)
Russian Soldier (x2)
Semyon (x2)
Twigjack (x1)
system : object {2-08.system}
abilities : object {2-08.system.abilities}
cha : object {2-08.system.abilities.cha}
mod : integer {2-08.system.abilities.cha.mod} (4 different values)
4 (x2)
-1 (x2)
0 (x2)
1 (x5)
con : object {2-08.system.abilities.con}
mod : integer {2-08.system.abilities.con.mod} (4 different values)
2 (x5)
5 (x1)
6 (x1)
3 (x4)
dex : object {2-08.system.abilities.dex}
mod : integer {2-08.system.abilities.dex.mod} (4 different values)
4 (x4)
1 (x2)
5 (x1)
3 (x4)
int : object {2-08.system.abilities.int}
mod : integer {2-08.system.abilities.int.mod} (3 different values)
5 (x2)
-4 (x2)
0 (x7)
str : object {2-08.system.abilities.str}
mod : integer {2-08.system.abilities.str.mod} (5 different values)
1 (x2)
7 (x2)
3 (x4)
4 (x2)
2 (x1)
wis : object {2-08.system.abilities.wis}
mod : integer {2-08.system.abilities.wis.mod} (2 different values)
2 (x7)
1 (x4)
attributes : object {2-08.system.attributes}
ac : object {2-08.system.attributes.ac}
details : string {2-08.system.attributes.ac.details} (same value: )
value : integer {2-08.system.attributes.ac.value} (5 different values)
21 (x2)
24 (x5)
27 (x1)
20 (x2)
19 (x1)
allSaves : object {2-08.system.attributes.allSaves}
value : string {2-08.system.attributes.allSaves.value} (same value: )
hp : object {2-08.system.attributes.hp}
details : string {2-08.system.attributes.hp.details} (same value: )
max : integer {2-08.system.attributes.hp.max} (all different values)
temp : integer {2-08.system.attributes.hp.temp} (same value: 0)
value : integer {2-08.system.attributes.hp.value} (all different values)
[resistances] : array<object> {2-08.system.attributes.resistances}
Length: min=1 max=1
Value type: object {2-08.system.attributes.resistances.[]}
type : string {2-08.system.attributes.resistances.[].type} (same value: cold)
value : integer {2-08.system.attributes.resistances.[].value} (4 different values)
8 (x1)
10 (x1)
4 (x1)
6 (x1)
speed : object {2-08.system.attributes.speed}
otherSpeeds : array<> {2-08.system.attributes.speed.otherSpeeds}
Length: min=0 max=0
Value type: mixed
value : integer {2-08.system.attributes.speed.value} (3 different values)
35 (x4)
30 (x6)
25 (x1)
weaknesses : array<object> {2-08.system.attributes.weaknesses}
Length: min=1 max=1
Value type: object {2-08.system.attributes.weaknesses.[]}
type : string {2-08.system.attributes.weaknesses.[].type} (same value: fire)
value : integer {2-08.system.attributes.weaknesses.[].value} (same value: 5)
details : object {2-08.system.details}
blurb : string {2-08.system.details.blurb} (same value: )
languages : object {2-08.system.details.languages}
details : string {2-08.system.details.languages.details} (same value: )
value : array<string> {2-08.system.details.languages.value}
Length: min=0 max=5
Value type: string {2-08.system.details.languages.value.[]} (7 different values)
common (x9)
fey (x3)
hallit (x2)
jotun (x2)
skald (x2)
goblin (x2)
russian (x4)
level : object {2-08.system.details.level}
value : integer {2-08.system.details.level.value} (6 different values)
5 (x1)
7 (x2)
9 (x1)
4 (x3)
6 (x3)
3 (x1)
privateNotes : string {2-08.system.details.privateNotes} (same value: )
publicNotes : string {2-08.system.details.publicNotes} (2 different values)
(x10)
<p>Maladjusted forest denizens, twigjacks form from the cruel and prankish combination of fey and the very woods in which they reside. A twigjack's body is made up of prickly brambles woven with vines. Shaggy, mossy growth, not unlike hair, tops a twigjack's head. Its mouth is just a canyon of splintered and broken sticks bisecting its face. Leaves and sprigs of new growth randomly sprout from the creature's body. Many dense forests on Golarion have at least a handful of twigjacks living in the undergrowth.</p>
<p>While truculent and violent, twigjacks care deeply for what they consider to be their forests. These creatures harass outsiders who delve deep into their wooded domains, forcing back even the most determined explorers, foresters, and travelers, especially when those intruders cut roads through the forest. However, they are not terribly territorial when it comes to other forest creatures. When sylvan creatures, especially fey, rally against an outside threat, twigjacks in the area eagerly arrive to fight, even if they were not invited.</p>
<p>Less seasoned travelers who encounter twigjacks in their canopied homes often mistake them for leshys, a tendency that frustrates twigjacks, as they have a low opinion of such creatures. More broadly, twigjacks resent being considered mere animated plants at all. Rather, they embrace their fey heritage-often to a foolish end. Twigjacks go out of their way to ingratiate themselves to the fey creatures they live among. Several popular comic songs weave the tale of a twigjack attempting to woo a powerful and graceful dryad, only to be comically disgraced after many loutish attempts. Many fey seem embarrassed by these strange cousins, but some spriggans, quicklings, and redcaps harness the twigjacks' violent urges and disruptive behavior for their own purposes.</p>
<p>While twigjacks are fey, and as such are often found in the First World, it's somewhat curious that those twigjacks who find religion only rarely turn to the Eldest of the First World. Instead, twigjacks tend to worship false deities of their own design: figures spotted in tangles of tree branches, clots of undergrowth, or other hidden nooks in the natural world. These religions are always highly localized, and while these faiths do not support clerics, they often inspire zealous crusades against non-fey.</p> (x1)
publication : object {2-08.system.details.publication}
license : string {2-08.system.details.publication.license} (same value: OGL)
remaster : boolean {2-08.system.details.publication.remaster} (same value: False)
title : string {2-08.system.details.publication.title} (same value: Pathfinder Society Scenario #2-08: A Frosty Mug)
initiative : object {2-08.system.initiative}
statistic : string {2-08.system.initiative.statistic} (same value: perception)
perception : object {2-08.system.perception}
details : string {2-08.system.perception.details} (2 different values)
winter wise (x2)
(x9)
mod : integer {2-08.system.perception.mod} (7 different values)
13 (x1)
12 (x4)
18 (x1)
21 (x1)
16 (x1)
14 (x2)
9 (x1)
senses : array<object> {2-08.system.perception.senses}
Length: min=0 max=2
Value type: object {2-08.system.perception.senses.[]}
type : string {2-08.system.perception.senses.[].type} (3 different values)
low-light-vision (x2)
scent (x2)
darkvision (x3)
[acuity] : string {2-08.system.perception.senses.[].acuity} (same value: imprecise)
[range] : integer {2-08.system.perception.senses.[].range} (same value: 30)
resources : object {2-08.system.resources}
[focus] : object {2-08.system.resources.focus}
max : integer {2-08.system.resources.focus.max} (same value: 1)
value : integer {2-08.system.resources.focus.value} (same value: 1)
saves : object {2-08.system.saves}
fortitude : object {2-08.system.saves.fortitude}
saveDetail : string {2-08.system.saves.fortitude.saveDetail} (same value: )
value : integer {2-08.system.saves.fortitude.value} (7 different values)
9 (x2)
12 (x3)
18 (x1)
21 (x1)
11 (x1)
14 (x1)
15 (x2)
reflex : object {2-08.system.saves.reflex}
saveDetail : string {2-08.system.saves.reflex.saveDetail} (same value: )
value : integer {2-08.system.saves.reflex.value} (6 different values)
12 (x4)
15 (x2)
13 (x1)
17 (x1)
9 (x2)
11 (x1)
will : object {2-08.system.saves.will}
saveDetail : string {2-08.system.saves.will.saveDetail} (same value: )
value : integer {2-08.system.saves.will.value} (5 different values)
15 (x2)
18 (x2)
9 (x3)
12 (x3)
7 (x1)
skills : object {2-08.system.skills}
[arcana] : object {2-08.system.skills.arcana}
base : integer {2-08.system.skills.arcana.base} (2 different values)
13 (x1)
17 (x1)
[deception] : object {2-08.system.skills.deception}
base : integer {2-08.system.skills.deception.base} (2 different values)
12 (x1)
15 (x1)
[diplomacy] : object {2-08.system.skills.diplomacy}
base : integer {2-08.system.skills.diplomacy.base} (2 different values)
9 (x1)
12 (x1)
[intimidation] : object {2-08.system.skills.intimidation}
base : integer {2-08.system.skills.intimidation.base} (2 different values)
13 (x1)
16 (x1)
[nature] : object {2-08.system.skills.nature}
base : integer {2-08.system.skills.nature.base} (3 different values)
12 (x1)
15 (x1)
7 (x1)
[society] : object {2-08.system.skills.society}
base : integer {2-08.system.skills.society.base} (2 different values)
13 (x1)
17 (x1)
[acrobatics] : object {2-08.system.skills.acrobatics}
base : integer {2-08.system.skills.acrobatics.base} (5 different values)
15 (x1)
18 (x1)
10 (x1)
13 (x1)
11 (x1)
[athletics] : object {2-08.system.skills.athletics}
base : integer {2-08.system.skills.athletics.base} (5 different values)
17 (x1)
20 (x1)
10 (x2)
14 (x2)
9 (x1)
[survival] : object {2-08.system.skills.survival}
base : integer {2-08.system.skills.survival.base} (6 different values)
15 (x1)
18 (x1)
14 (x1)
17 (x1)
10 (x2)
13 (x2)
stealth : object {2-08.system.skills.stealth}
base : integer {2-08.system.skills.stealth.base} (3 different values)
12 (x3)
15 (x3)
11 (x1)
traits : object {2-08.system.traits}
rarity : string {2-08.system.traits.rarity} (3 different values)
unique (x6)
rare (x4)
common (x1)
size : object {2-08.system.traits.size}
value : string {2-08.system.traits.size.value} (4 different values)
med (x6)
huge (x2)
sm (x2)
tiny (x1)
value : array<string> {2-08.system.traits.value}
Length: min=1 max=4
Value type: string {2-08.system.traits.value.[]} (10 different values)
human (x6)
humanoid (x8)
lawful (x2)
animal (x2)
chaotic (x3)
goblin (x2)
minion (x2)
evil (x1)
fey (x1)
plant (x1)
type : string {2-08.type} (same value: npc)
+657
View File
@@ -0,0 +1,657 @@
2-09
Different values: 11
=====================================
object {2-09}
_id : string {2-09._id} (all different values)
folder : string {2-09.folder} (same value: lkK91LF9ryRW1tir)
img : string {2-09.img} (2 different values)
systems/pf2e/icons/default-icons/npc.svg (x7)
systems/pf2e/icons/default-icons/hazard.svg (x4)
items : array<object> {2-09.items}
Length: min=1 max=23
Value type: object {2-09.items.[]}
_id : string {2-09.items.[]._id} (47 different values)
img : string {2-09.items.[].img} (15 different values)
systems/pf2e/icons/default-icons/melee.svg (x16)
systems/pf2e/icons/actions/Passive.webp (x24)
systems/pf2e/icons/actions/Reaction.webp (x8)
systems/pf2e/icons/actions/ThreeActions.webp (x2)
systems/pf2e/icons/actions/OneAction.webp (x10)
systems/pf2e/icons/default-icons/spellcastingEntry.svg (x2)
icons/equipment/feet/boots-leather-laced-brown.webp (x2)
systems/pf2e/icons/spells/glyph-of-warding.webp (x2)
icons/sundries/books/book-teal-lightning.webp (x2)
icons/magic/acid/projectile-smoke-glowing.webp (x2)
systems/pf2e/icons/spells/daze.webp (x2)
systems/pf2e/icons/spells/detect-alignment.webp (x2)
systems/pf2e/icons/spells/ghost-sound.webp (x2)
systems/pf2e/icons/spells/mage-hand.webp (x2)
systems/pf2e/icons/spells/sigil.webp (x2)
name : string {2-09.items.[].name} (39 different values)
sort : integer {2-09.items.[].sort} (24 different values)
system : object {2-09.items.[].system}
[attack] : object {2-09.items.[].system.attack}
value : string {2-09.items.[].system.attack.value} (same value: )
[attackEffects] : object {2-09.items.[].system.attackEffects}
value : array<string> {2-09.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {2-09.items.[].system.attackEffects.value.[]} (3 different values)
slimy-guts (x3)
garbled-thoughts (x2)
grab (x2)
[custom] : string {2-09.items.[].system.attackEffects.custom} (same value: )
[bonus] : object {2-09.items.[].system.bonus}
value : integer {2-09.items.[].system.bonus.value} (9 different values)
11 (x2)
9 (x4)
14 (x2)
12 (x2)
16 (x1)
8 (x1)
15 (x1)
13 (x1)
10 (x2)
[damageRolls] : object {2-09.items.[].system.damageRolls}
[p9twzapnjomlwp5x0bk8] : object {2-09.items.[].system.damageRolls.p9twzapnjomlwp5x0bk8}
damage : string {2-09.items.[].system.damageRolls.p9twzapnjomlwp5x0bk8.damage} (3 different values)
1d8+4 (x1)
2d6+5 (x1)
2d6+7 (x1)
damageType : string {2-09.items.[].system.damageRolls.p9twzapnjomlwp5x0bk8.damageType} (same value: bludgeoning)
[34c5bysy0cmpg6eufzu8] : object {2-09.items.[].system.damageRolls.34c5bysy0cmpg6eufzu8}
damage : string {2-09.items.[].system.damageRolls.34c5bysy0cmpg6eufzu8.damage} (2 different values)
1d6+3 (x1)
1d10+6 (x1)
damageType : string {2-09.items.[].system.damageRolls.34c5bysy0cmpg6eufzu8.damageType} (same value: bludgeoning)
[fb2ptj7617jvo8t5juzc] : object {2-09.items.[].system.damageRolls.fb2ptj7617jvo8t5juzc}
damage : string {2-09.items.[].system.damageRolls.fb2ptj7617jvo8t5juzc.damage} (2 different values)
1d10+2 (x1)
1d12+4 (x1)
damageType : string {2-09.items.[].system.damageRolls.fb2ptj7617jvo8t5juzc.damageType} (same value: piercing)
[7mey3d4ejqrca8ulrjgf] : object {2-09.items.[].system.damageRolls.7mey3d4ejqrca8ulrjgf}
damage : string {2-09.items.[].system.damageRolls.7mey3d4ejqrca8ulrjgf.damage} (2 different values)
1d6+2 (x1)
1d8+4 (x1)
damageType : string {2-09.items.[].system.damageRolls.7mey3d4ejqrca8ulrjgf.damageType} (same value: slashing)
[0] : object {2-09.items.[].system.damageRolls.0}
damage : string {2-09.items.[].system.damageRolls.0.damage} (4 different values)
1d10+3 (x1)
2d6+3 (x1)
2d8+4 (x1)
2d10+4 (x1)
damageType : string {2-09.items.[].system.damageRolls.0.damageType} (2 different values)
piercing (x2)
bludgeoning (x2)
[1] : object {2-09.items.[].system.damageRolls.1}
damage : string {2-09.items.[].system.damageRolls.1.damage} (2 different values)
1d6 (x2)
2d4 (x2)
damageType : string {2-09.items.[].system.damageRolls.1.damageType} (same value: spirit)
description : object {2-09.items.[].system.description}
value : string {2-09.items.[].system.description.value} (37 different values)
publication : object {2-09.items.[].system.publication}
license : string {2-09.items.[].system.publication.license} (same value: OGL)
remaster : boolean {2-09.items.[].system.publication.remaster} (same value: False)
title : string {2-09.items.[].system.publication.title} (3 different values)
(x48)
Pathfinder Bestiary (x14)
Pathfinder Core Rulebook (x18)
rules : ###FoundryRulesObject###
[slug] : string {2-09.items.[].system.slug} (18 different values)
trample (x2)
1-status-to-all-saves-vs-magic (x2)
freedom-of-movement (x2)
glyph-of-warding (x2)
secret-page (x2)
acid-splash (x2)
daze (x2)
detect-alignment (x2)
ghost-sound (x2)
mage-hand (x2)
sigil (x2)
tail (x2)
telepathy (x2)
constant-spells (x2)
fast-healing (x2)
change-shape (x2)
constrict (x2)
grab (x2)
[traits] : object {2-09.items.[].system.traits}
rarity : string {2-09.items.[].system.traits.rarity} (2 different values)
common (x76)
uncommon (x2)
value : array<string> {2-09.items.[].system.traits.value}
Length: min=0 max=5
Value type: string {2-09.items.[].system.traits.value.[]} (24 different values)
[traditions] : array<string> {2-09.items.[].system.traits.traditions}
Length: min=2 max=4
Value type: string {2-09.items.[].system.traits.traditions.[]} (4 different values)
arcane (x16)
divine (x10)
primal (x8)
occult (x14)
[weaponType] : object {2-09.items.[].system.weaponType}
value : string {2-09.items.[].system.weaponType.value} (2 different values)
melee (x13)
ranged (x3)
[actionType] : object {2-09.items.[].system.actionType}
value : string {2-09.items.[].system.actionType.value} (3 different values)
passive (x24)
reaction (x8)
action (x12)
[actions] : object {2-09.items.[].system.actions}
[value] : integer {2-09.items.[].system.actions.value} (2 different values)
3 (x2)
1 (x10)
[category] : string {2-09.items.[].system.category} (3 different values)
defensive (x13)
offensive (x17)
interaction (x6)
[autoHeightenLevel] : object {2-09.items.[].system.autoHeightenLevel}
[value] : integer {2-09.items.[].system.autoHeightenLevel.value} (same value: 2)
[prepared] : object {2-09.items.[].system.prepared}
flexible : boolean {2-09.items.[].system.prepared.flexible} (same value: False)
value : string {2-09.items.[].system.prepared.value} (same value: innate)
[proficiency] : object {2-09.items.[].system.proficiency}
value : integer {2-09.items.[].system.proficiency.value} (same value: 0)
[showSlotlessLevels] : object {2-09.items.[].system.showSlotlessLevels}
value : boolean {2-09.items.[].system.showSlotlessLevels.value} (same value: False)
[slots] : object {2-09.items.[].system.slots}
[spelldc] : object {2-09.items.[].system.spelldc}
dc : integer {2-09.items.[].system.spelldc.dc} (2 different values)
20 (x1)
22 (x1)
mod : integer {2-09.items.[].system.spelldc.mod} (same value: 0)
value : integer {2-09.items.[].system.spelldc.value} (2 different values)
12 (x1)
14 (x1)
[tradition] : object {2-09.items.[].system.tradition}
value : string {2-09.items.[].system.tradition.value} (same value: divine)
[area] : object {2-09.items.[].system.area}
type : string {2-09.items.[].system.area.type} (same value: emanation)
value : integer {2-09.items.[].system.area.value} (same value: 30)
[cost] : object {2-09.items.[].system.cost}
value : string {2-09.items.[].system.cost.value} (same value: )
[counteraction] : boolean {2-09.items.[].system.counteraction} (same value: False)
[damage] : object {2-09.items.[].system.damage}
[0] : object {2-09.items.[].system.damage.0}
applyMod : boolean {2-09.items.[].system.damage.0.applyMod} (2 different values)
False (x2)
True (x2)
[category] : mixed
formula : string {2-09.items.[].system.damage.0.formula} (2 different values)
1d6 (x2)
0 (x2)
kinds : array<string> {2-09.items.[].system.damage.0.kinds}
Length: min=1 max=1
Value type: string {2-09.items.[].system.damage.0.kinds.[]} (same value: damage)
materials : array<> {2-09.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {2-09.items.[].system.damage.0.type} (2 different values)
acid (x2)
mental (x2)
[gcovwqxwitqchoin] : object {2-09.items.[].system.damage.gcovwqxwitqchoin}
applyMod : boolean {2-09.items.[].system.damage.gcovwqxwitqchoin.applyMod} (same value: False)
category : string {2-09.items.[].system.damage.gcovwqxwitqchoin.category} (same value: splash)
formula : string {2-09.items.[].system.damage.gcovwqxwitqchoin.formula} (same value: 1)
kinds : array<string> {2-09.items.[].system.damage.gcovwqxwitqchoin.kinds}
Length: min=1 max=1
Value type: string {2-09.items.[].system.damage.gcovwqxwitqchoin.kinds.[]} (same value: damage)
materials : array<> {2-09.items.[].system.damage.gcovwqxwitqchoin.materials}
Length: min=0 max=0
Value type: mixed
type : string {2-09.items.[].system.damage.gcovwqxwitqchoin.type} (same value: acid)
[defense] : object {2-09.items.[].system.defense}
save : object {2-09.items.[].system.defense.save}
basic : boolean {2-09.items.[].system.defense.save.basic} (same value: True)
statistic : string {2-09.items.[].system.defense.save.statistic} (same value: will)
[duration] : object {2-09.items.[].system.duration}
sustained : boolean {2-09.items.[].system.duration.sustained} (2 different values)
False (x14)
True (x4)
value : string {2-09.items.[].system.duration.value} (4 different values)
10 minutes (x2)
unlimited (x6)
(x8)
1 round (x2)
[level] : object {2-09.items.[].system.level}
value : integer {2-09.items.[].system.level.value} (3 different values)
4 (x2)
3 (x4)
1 (x12)
[location] : object {2-09.items.[].system.location}
[heightenedLevel] : integer {2-09.items.[].system.location.heightenedLevel} (3 different values)
4 (x2)
3 (x4)
1 (x2)
[uses] : object {2-09.items.[].system.location.uses}
max : integer {2-09.items.[].system.location.uses.max} (same value: 1)
value : integer {2-09.items.[].system.location.uses.value} (same value: 1)
value : string {2-09.items.[].system.location.value} (same value: kbVyC3rbr7rfXsxu)
[range] : object {2-09.items.[].system.range}
value : string {2-09.items.[].system.range.value} (4 different values)
touch (x8)
30 feet (x6)
60 feet (x2)
(x2)
[requirements] : string {2-09.items.[].system.requirements} (same value: )
[target] : object {2-09.items.[].system.target}
value : string {2-09.items.[].system.target.value} (7 different values)
1 creature touched (x2)
1 container or a 10-foot-by-10-foot area (x2)
1 page up to 3 square feet in size (x2)
1 creature (x4)
(x4)
1 unattended object of light Bulk or less (x2)
1 creature or object (x2)
[time] : object {2-09.items.[].system.time}
value : string {2-09.items.[].system.time.value} (3 different values)
2 (x14)
10 minutes (x2)
1 minute (x2)
[heightening] : object {2-09.items.[].system.heightening}
[levels] : object {2-09.items.[].system.heightening.levels}
3 : object {2-09.items.[].system.heightening.levels.3}
[damage] : object {2-09.items.[].system.heightening.levels.3.damage}
0 : object {2-09.items.[].system.heightening.levels.3.damage.0}
applyMod : boolean {2-09.items.[].system.heightening.levels.3.damage.0.applyMod} (same value: False)
[category] : mixed
formula : string {2-09.items.[].system.heightening.levels.3.damage.0.formula} (same value: 2d6)
materials : array<> {2-09.items.[].system.heightening.levels.3.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {2-09.items.[].system.heightening.levels.3.damage.0.type} (same value: acid)
gcovwqxwitqchoin : object {2-09.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin}
applyMod : boolean {2-09.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.applyMod} (same value: False)
category : string {2-09.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.category} (same value: splash)
formula : string {2-09.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.formula} (same value: 1)
materials : array<> {2-09.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.materials}
Length: min=0 max=0
Value type: mixed
type : string {2-09.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.type} (same value: acid)
[range] : object {2-09.items.[].system.heightening.levels.3.range}
value : string {2-09.items.[].system.heightening.levels.3.range.value} (same value: 60 feet)
[target] : object {2-09.items.[].system.heightening.levels.3.target}
value : string {2-09.items.[].system.heightening.levels.3.target.value} (same value: 1 unattended object with a Bulk of 1 or less)
5 : object {2-09.items.[].system.heightening.levels.5}
[damage] : object {2-09.items.[].system.heightening.levels.5.damage}
0 : object {2-09.items.[].system.heightening.levels.5.damage.0}
applyMod : boolean {2-09.items.[].system.heightening.levels.5.damage.0.applyMod} (same value: False)
[category] : mixed
formula : string {2-09.items.[].system.heightening.levels.5.damage.0.formula} (same value: 3d6)
materials : array<> {2-09.items.[].system.heightening.levels.5.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {2-09.items.[].system.heightening.levels.5.damage.0.type} (same value: acid)
gcovwqxwitqchoin : object {2-09.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin}
applyMod : boolean {2-09.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.applyMod} (same value: False)
category : string {2-09.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.category} (same value: splash)
formula : string {2-09.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.formula} (same value: 2)
materials : array<> {2-09.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.materials}
Length: min=0 max=0
Value type: mixed
type : string {2-09.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.type} (same value: acid)
[range] : object {2-09.items.[].system.heightening.levels.5.range}
value : string {2-09.items.[].system.heightening.levels.5.range.value} (2 different values)
120 feet (x2)
60 feet (x2)
[7] : object {2-09.items.[].system.heightening.levels.7}
[damage] : object {2-09.items.[].system.heightening.levels.7.damage}
0 : object {2-09.items.[].system.heightening.levels.7.damage.0}
applyMod : boolean {2-09.items.[].system.heightening.levels.7.damage.0.applyMod} (same value: False)
[category] : mixed
formula : string {2-09.items.[].system.heightening.levels.7.damage.0.formula} (same value: 4d6)
materials : array<> {2-09.items.[].system.heightening.levels.7.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {2-09.items.[].system.heightening.levels.7.damage.0.type} (same value: acid)
gcovwqxwitqchoin : object {2-09.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin}
applyMod : boolean {2-09.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.applyMod} (same value: False)
category : string {2-09.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.category} (same value: splash)
formula : string {2-09.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.formula} (same value: 3)
materials : array<> {2-09.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.materials}
Length: min=0 max=0
Value type: mixed
type : string {2-09.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.type} (same value: acid)
[target] : object {2-09.items.[].system.heightening.levels.7.target}
value : string {2-09.items.[].system.heightening.levels.7.target.value} (same value: 1 unattended object with a Bulk of 2 or less)
[9] : object {2-09.items.[].system.heightening.levels.9}
damage : object {2-09.items.[].system.heightening.levels.9.damage}
0 : object {2-09.items.[].system.heightening.levels.9.damage.0}
applyMod : boolean {2-09.items.[].system.heightening.levels.9.damage.0.applyMod} (same value: False)
[category] : mixed
formula : string {2-09.items.[].system.heightening.levels.9.damage.0.formula} (same value: 5d6)
materials : array<> {2-09.items.[].system.heightening.levels.9.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {2-09.items.[].system.heightening.levels.9.damage.0.type} (same value: acid)
gcovwqxwitqchoin : object {2-09.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin}
applyMod : boolean {2-09.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.applyMod} (same value: False)
category : string {2-09.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.category} (same value: splash)
formula : string {2-09.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.formula} (same value: 4)
materials : array<> {2-09.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.materials}
Length: min=0 max=0
Value type: mixed
type : string {2-09.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.type} (same value: acid)
type : string {2-09.items.[].system.heightening.type} (2 different values)
fixed (x6)
interval (x2)
[damage] : object {2-09.items.[].system.heightening.damage}
0 : string {2-09.items.[].system.heightening.damage.0} (same value: 1d6)
[interval] : integer {2-09.items.[].system.heightening.interval} (same value: 2)
type : string {2-09.items.[].type} (4 different values)
melee (x16)
action (x44)
spellcastingEntry (x2)
spell (x18)
[_stats] : object {2-09.items.[]._stats}
compendiumSource : string {2-09.items.[]._stats.compendiumSource} (17 different values)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.UNah0bxXxkcZjxO3 (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.kquBnQ0kObZztnBc (x2)
Compendium.pf2e.spells-srd.Item.aqRYNoSvxsVfqglH (x2)
Compendium.pf2e.spells-srd.Item.o0l57UfBm9ScEUMW (x2)
Compendium.pf2e.spells-srd.Item.VVAZPCvd4d90qVA1 (x2)
Compendium.pf2e.spells-srd.Item.gISYsBFby1TiXfBt (x2)
Compendium.pf2e.spells-srd.Item.4gBIw4IDrSfFHik4 (x2)
Compendium.pf2e.spells-srd.Item.QnTtGCAvdWRU4spv (x2)
Compendium.pf2e.spells-srd.Item.atlgGNI1E1Ox3O3a (x2)
Compendium.pf2e.spells-srd.Item.pwzdSlJgYqN7bs2w (x2)
Compendium.pf2e.spells-srd.Item.AUctDF2fqPZN2w4W (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.kdhbPaBMK1d1fpbA (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.kakyXBG5WA8c6Zfd (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.fJSNOw4zHGbIm4bZ (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.eQM5hQ1W3d1uen97 (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.g26YiEIfSHCpLocV (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.Tkd8sH4pwFIPzqTr (x2)
name : string {2-09.name} (all different values)
[prototypeToken] : object {2-09.prototypeToken}
name : string {2-09.prototypeToken.name} (4 different values)
Anatomical Model (x3)
Chaotic Door (x2)
Sliding Statue (x2)
The Scholar of Sorts (x2)
system : object {2-09.system}
[abilities] : object {2-09.system.abilities}
cha : object {2-09.system.abilities.cha}
mod : integer {2-09.system.abilities.cha.mod} (3 different values)
0 (x5)
1 (x1)
2 (x1)
con : object {2-09.system.abilities.con}
mod : integer {2-09.system.abilities.con.mod} (4 different values)
3 (x4)
4 (x1)
1 (x1)
2 (x1)
dex : object {2-09.system.abilities.dex}
mod : integer {2-09.system.abilities.dex.mod} (4 different values)
2 (x2)
3 (x3)
4 (x1)
5 (x1)
int : object {2-09.system.abilities.int}
mod : integer {2-09.system.abilities.int.mod} (4 different values)
-5 (x3)
-4 (x2)
4 (x1)
5 (x1)
str : object {2-09.system.abilities.str}
mod : integer {2-09.system.abilities.str.mod} (4 different values)
4 (x3)
5 (x2)
2 (x1)
3 (x1)
wis : object {2-09.system.abilities.wis}
mod : integer {2-09.system.abilities.wis.mod} (3 different values)
1 (x4)
3 (x2)
2 (x1)
attributes : object {2-09.system.attributes}
ac : object {2-09.system.attributes.ac}
[details] : string {2-09.system.attributes.ac.details} (4 different values)
(13 when broken); construct armor (x1)
(17 when broken); construct armor (x1)
(19 when broken); construct armor (x1)
(x4)
value : integer {2-09.system.attributes.ac.value} (7 different values)
17 (x2)
21 (x2)
19 (x3)
23 (x1)
16 (x1)
15 (x1)
22 (x1)
[allSaves] : object {2-09.system.attributes.allSaves}
value : string {2-09.system.attributes.allSaves.value} (2 different values)
(x5)
+2 circumstance to all saves vs. disease (x2)
[hardness] : mixed
object {2-09.system.attributes.hardness}
value : integer {2-09.system.attributes.hardness.value} (2 different values)
3 (x1)
5 (x2)
integer {2-09.system.attributes.hardness} (3 different values)
5 (x1)
10 (x2)
7 (x1)
hp : object {2-09.system.attributes.hp}
details : string {2-09.system.attributes.hp.details} (3 different values)
(x9)
fast healing 1 (x1)
fast healing 3 (x1)
max : integer {2-09.system.attributes.hp.max} (all different values)
temp : integer {2-09.system.attributes.hp.temp} (same value: 0)
value : integer {2-09.system.attributes.hp.value} (all different values)
[immunities] : array<object> {2-09.system.attributes.immunities}
Length: min=0 max=2
Value type: object {2-09.system.attributes.immunities.[]}
type : string {2-09.system.attributes.immunities.[].type} (2 different values)
critical-hits (x2)
precision (x2)
[speed] : object {2-09.system.attributes.speed}
otherSpeeds : array<object> {2-09.system.attributes.speed.otherSpeeds}
Length: min=0 max=2
Value type: object {2-09.system.attributes.speed.otherSpeeds.[]}
type : string {2-09.system.attributes.speed.otherSpeeds.[].type} (3 different values)
climb (x2)
fly (x2)
swim (x2)
value : integer {2-09.system.attributes.speed.otherSpeeds.[].value} (2 different values)
20 (x2)
25 (x4)
value : integer {2-09.system.attributes.speed.value} (2 different values)
25 (x5)
30 (x2)
[details] : string {2-09.system.attributes.speed.details} (same value: freedom of movement)
[emitsSound] : string {2-09.system.attributes.emitsSound} (same value: encounter)
[hasHealth] : boolean {2-09.system.attributes.hasHealth} (same value: True)
[stealth] : object {2-09.system.attributes.stealth}
details : string {2-09.system.attributes.stealth.details} (2 different values)
<p>(expert)</p> (x2)
<p>(trained)</p> (x2)
value : integer {2-09.system.attributes.stealth.value} (3 different values)
10 (x2)
13 (x1)
7 (x1)
resistances : array<object> {2-09.system.attributes.resistances}
Length: min=1 max=2
Value type: object {2-09.system.attributes.resistances.[]}
type : string {2-09.system.attributes.resistances.[].type} (3 different values)
poison (x2)
precision (x2)
protean-anatomy (x2)
value : integer {2-09.system.attributes.resistances.[].value} (5 different values)
2 (x1)
3 (x2)
6 (x1)
5 (x1)
8 (x1)
[weaknesses] : array<> {2-09.system.attributes.weaknesses}
Length: min=0 max=0
Value type: mixed
details : object {2-09.system.details}
[blurb] : string {2-09.system.details.blurb} (same value: )
[languages] : object {2-09.system.details.languages}
details : string {2-09.system.details.languages.details} (2 different values)
(x5)
telepathy (touch) (x2)
value : array<string> {2-09.system.details.languages.value}
Length: min=0 max=4
Value type: string {2-09.system.details.languages.value.[]} (4 different values)
chthonian (x2)
common (x2)
empyrean (x2)
protean (x2)
level : object {2-09.system.details.level}
value : integer {2-09.system.details.level.value} (5 different values)
2 (x2)
4 (x2)
1 (x3)
3 (x3)
5 (x1)
[privateNotes] : string {2-09.system.details.privateNotes} (same value: )
[publicNotes] : string {2-09.system.details.publicNotes} (2 different values)
(x5)
<p>Akizendris gnaw at sources of knowledge and lore, gleefully corrupting and altering them to vex scholars and sages across the planes with contradictions and untruths. These proteans appear as cackling, serpentine creatures with elongated crocodilian faces, luminous eyes, and arms that vanish at the elbows into swirling clouds of runes before reforming into solid talons.</p>
<p>Akizendris amuse themselves by rearranging or deleting texts, placing insulting acrostics in poetic verses, and penning crude insults upon title pages. Libraries in such places as Heaven, Axis, and Hell are especially keen to avoid such contamination, knowing that their records are choice targets for every akizendri in existence.</p> (x2)
publication : object {2-09.system.details.publication}
license : string {2-09.system.details.publication.license} (same value: OGL)
remaster : boolean {2-09.system.details.publication.remaster} (same value: False)
title : string {2-09.system.details.publication.title} (same value: Pathfinder Society Scenario #2-09: The Seven Secrets of Dacilane Academy)
[description] : string {2-09.system.details.description} (2 different values)
<p>The frame splinters as the door flings open, the force hitting those nearby.</p> (x2)
<p>With a rumble, this statue of a former Pathfinder slides across the schoolyard. Its legs pump up and down as it advances.</p> (x2)
[disable] : string {2-09.system.details.disable} (4 different values)
<p>@Check[athletics|dc:17|name:Hold the Door Shut|traits:chaotic,hazard,magical,trap] (trained) to hold the door shut against the force, or @Check[thievery|dc:18|name:Relieve Door Pressure|traits:chaotic,hazard,magical,trap] (trained) to deftly relieve pressure from the door.</p> (x1)
<p>@Check[athletics|dc:20|name:Hold the Door Shut|traits:chaotic,hazard,magical,trap] (trained) to hold the door shut against the force, or @Check[thievery|dc:21|name:Relieve Door Pressure|traits:chaotic,hazard,magical,trap] (trained) to deftly relieve pressure from the door.</p> (x1)
<p>@Check[athletics|dc:20|name:Hold Back Statue|traits:complex,hazard,magical,trap] to hold it back, @Check[crafting|dc:17|name:Break Statue|traits:complex,hazard,magical,trap] (trained) to break the statue by exploiting a flaw, @Check[occultism|dc:16|name:Dispel Planar Energies|traits:complex,hazard,magical,trap] (trained) to dispel the planar energies.</p> (x1)
<p>@Check[athletics|dc:23|name:Hold Back Statue|traits:complex,hazard,magical,trap] to hold it back, @Check[crafting|dc:20|name:Break Statue|traits:complex,hazard,magical,trap] (trained) to break the statue by exploiting a flaw, @Check[occultism|dc:18|name:Dispel Planar Energies|traits:complex,hazard,magical,trap] (trained) to dispel the planar energies.</p> (x1)
[isComplex] : boolean {2-09.system.details.isComplex} (2 different values)
False (x2)
True (x2)
[reset] : string {2-09.system.details.reset} (same value: )
[routine] : string {2-09.system.details.routine} (2 different values)
(x2)
<p>(3 actions) The trap uses its three actions for its Trample activity.</p> (x2)
[initiative] : object {2-09.system.initiative}
statistic : string {2-09.system.initiative.statistic} (same value: perception)
[perception] : object {2-09.system.perception}
details : string {2-09.system.perception.details} (2 different values)
(x5)
entropy sense (imprecise) 30 feet (x2)
mod : integer {2-09.system.perception.mod} (6 different values)
11 (x1)
15 (x1)
17 (x1)
6 (x1)
8 (x2)
12 (x1)
senses : array<object> {2-09.system.perception.senses}
Length: min=0 max=2
Value type: object {2-09.system.perception.senses.[]}
type : string {2-09.system.perception.senses.[].type} (3 different values)
low-light-vision (x2)
scent (x2)
darkvision (x2)
[acuity] : string {2-09.system.perception.senses.[].acuity} (same value: imprecise)
[range] : integer {2-09.system.perception.senses.[].range} (same value: 30)
[resources] : object {2-09.system.resources}
[focus] : object {2-09.system.resources.focus}
max : integer {2-09.system.resources.focus.max} (same value: 1)
value : integer {2-09.system.resources.focus.value} (same value: 1)
saves : object {2-09.system.saves}
fortitude : object {2-09.system.saves.fortitude}
saveDetail : string {2-09.system.saves.fortitude.saveDetail} (same value: )
value : integer {2-09.system.saves.fortitude.value} (6 different values)
8 (x1)
12 (x3)
10 (x2)
14 (x1)
9 (x3)
6 (x1)
reflex : object {2-09.system.saves.reflex}
saveDetail : string {2-09.system.saves.reflex.saveDetail} (same value: )
value : integer {2-09.system.saves.reflex.value} (7 different values)
8 (x1)
12 (x1)
11 (x2)
13 (x1)
14 (x2)
4 (x1)
6 (x3)
will : object {2-09.system.saves.will}
saveDetail : string {2-09.system.saves.will.saveDetail} (same value: )
value : integer {2-09.system.saves.will.value} (7 different values)
4 (x1)
8 (x1)
0 (x4)
10 (x2)
3 (x1)
12 (x1)
5 (x1)
[skills] : object {2-09.system.skills}
[athletics] : object {2-09.system.skills.athletics}
base : integer {2-09.system.skills.athletics.base} (5 different values)
7 (x1)
12 (x1)
14 (x1)
6 (x1)
10 (x1)
stealth : object {2-09.system.skills.stealth}
base : integer {2-09.system.skills.stealth.base} (5 different values)
9 (x2)
14 (x1)
16 (x1)
6 (x2)
12 (x1)
[survival] : object {2-09.system.skills.survival}
base : integer {2-09.system.skills.survival.base} (2 different values)
4 (x1)
6 (x1)
[acrobatics] : object {2-09.system.skills.acrobatics}
base : integer {2-09.system.skills.acrobatics.base} (2 different values)
9 (x1)
12 (x1)
[deception] : object {2-09.system.skills.deception}
base : integer {2-09.system.skills.deception.base} (2 different values)
10 (x1)
13 (x1)
[occultism] : object {2-09.system.skills.occultism}
base : integer {2-09.system.skills.occultism.base} (2 different values)
11 (x1)
14 (x1)
[society] : object {2-09.system.skills.society}
base : integer {2-09.system.skills.society.base} (2 different values)
10 (x1)
12 (x1)
[thievery] : object {2-09.system.skills.thievery}
base : integer {2-09.system.skills.thievery.base} (2 different values)
9 (x1)
12 (x1)
traits : object {2-09.system.traits}
rarity : string {2-09.system.traits.rarity} (2 different values)
common (x9)
unique (x2)
size : object {2-09.system.traits.size}
value : string {2-09.system.traits.size.value} (2 different values)
med (x7)
sm (x4)
value : array<string> {2-09.system.traits.value}
Length: min=1 max=3
Value type: string {2-09.system.traits.value.[]} (8 different values)
construct (x3)
mindless (x3)
chaotic (x4)
magical (x4)
trap (x4)
animal (x2)
monitor (x2)
protean (x2)
[creatureType] : string {2-09.system.creatureType} (same value: )
[statusEffects] : array<> {2-09.system.statusEffects}
Length: min=0 max=0
Value type: mixed
type : string {2-09.type} (2 different values)
npc (x7)
hazard (x4)
+497
View File
@@ -0,0 +1,497 @@
2-10
Different values: 10
=====================================
object {2-10}
_id : string {2-10._id} (all different values)
folder : string {2-10.folder} (same value: LyGamhKp06y9TVsM)
img : string {2-10.img} (same value: systems/pf2e/icons/default-icons/npc.svg)
items : array<object> {2-10.items}
Length: min=7 max=16
Value type: object {2-10.items.[]}
_id : string {2-10.items.[]._id} (99 different values)
[_stats] : object {2-10.items.[]._stats}
compendiumSource : string {2-10.items.[]._stats.compendiumSource} (18 different values)
Compendium.pf2e.equipment-srd.Item.grmaV4GdoGD7sKbn (x2)
Compendium.pf2e.equipment-srd.Item.JNt7GmLCCVz5BiEI (x2)
Compendium.pf2e.equipment-srd.Item.AnwzlOs0njF9Jqnr (x6)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.hFtNbo1LKYCoDy2O (x8)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.N1kstYbHScxgUQtN (x10)
Compendium.pf2e.equipment-srd.Item.7tKkkF8eZ4iCLJtp (x6)
Compendium.pf2e.equipment-srd.Item.e4NwsnPnpQKbDZ9F (x6)
Compendium.pf2e.equipment-srd.Item.w2ENw2VMPcsbif8g (x6)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.AWvNPE4U0kEJSL1T (x4)
Compendium.pf2e.actionspf2e.Item.JYi4MnsdFu618hPm (x2)
Compendium.pf2e.equipment-srd.Item.J6H5UbLVsSXShoTs (x2)
Compendium.pf2e.equipment-srd.Item.gWr4q4HiyGhETA8H (x2)
Compendium.pf2e.equipment-srd.Item.SgtqZxt26BdjUmEB (x2)
Compendium.pf2e.equipment-srd.Item.4ftXXUCBHcf4b0MH (x2)
Compendium.pf2e.equipment-srd.Item.UlIxxLm71UdRgCFE (x2)
Compendium.pf2e.equipment-srd.Item.qCEOZ6109Yo34tRx (x2)
Compendium.pf2e.equipment-srd.Item.ehss8yPTXxiUdVlJ (x2)
Compendium.pf2e.equipment-srd.Item.TZUskLT7yvP7N2co (x2)
img : string {2-10.items.[].img} (19 different values)
systems/pf2e/icons/equipment/weapons/scimitar.webp (x2)
systems/pf2e/icons/equipment/weapons/javelin.webp (x2)
icons/equipment/chest/vest-leather-tattered-white.webp (x6)
systems/pf2e/icons/default-icons/melee.svg (x22)
systems/pf2e/icons/actions/Reaction.webp (x18)
icons/weapons/swords/sword-guard-purple.webp (x6)
systems/pf2e/icons/equipment/weapons/composite-shortbow.webp (x6)
systems/pf2e/icons/equipment/weapons/arrows.webp (x6)
systems/pf2e/icons/actions/TwoActions.webp (x4)
systems/pf2e/icons/actions/Passive.webp (x7)
systems/pf2e/icons/actions/OneAction.webp (x4)
systems/pf2e/icons/equipment/weapons/orc-necksplitter.webp (x2)
systems/pf2e/icons/equipment/alchemical-items/alchemical-bombs/alchemists-fire.webp (x2)
systems/pf2e/icons/equipment/alchemical-items/alchemical-bombs/acid-flask.webp (x2)
icons/tools/laboratory/vials-blue-pink.webp (x2)
icons/commodities/stone/geode-raw-tan.webp (x2)
icons/sundries/books/book-tooled-brass-brown.webp (x2)
systems/pf2e/icons/equipment/alchemical-items/alchemical-tools/smokestick.webp (x2)
systems/pf2e/icons/equipment/alchemical-items/alchemical-elixirs/elixir-of-life.webp (x2)
name : string {2-10.items.[].name} (27 different values)
sort : integer {2-10.items.[].sort} (16 different values)
100000 (x10)
200000 (x10)
300000 (x10)
400000 (x10)
500000 (x10)
600000 (x10)
700000 (x10)
800000 (x6)
900000 (x6)
1000000 (x6)
1100000 (x2)
1200000 (x2)
1300000 (x2)
1400000 (x2)
1500000 (x2)
1600000 (x1)
system : object {2-10.items.[].system}
[baseItem] : string {2-10.items.[].system.baseItem} (7 different values)
scimitar (x2)
javelin (x2)
hide-armor (x6)
shortsword (x6)
composite-shortbow (x6)
orc-necksplitter (x2)
alchemical-bomb (x4)
[bonus] : object {2-10.items.[].system.bonus}
value : integer {2-10.items.[].system.bonus.value} (all different values)
[bonusDamage] : object {2-10.items.[].system.bonusDamage}
value : integer {2-10.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {2-10.items.[].system.bulk}
value : mixed
integer {2-10.items.[].system.bulk.value} (3 different values)
1 (x12)
2 (x6)
0 (x2)
float {2-10.items.[].system.bulk.value} (same value: 0,1)
[category] : string {2-10.items.[].system.category} (all different values)
[containerId] : mixed
[damage] : object {2-10.items.[].system.damage}
[damageType] : string {2-10.items.[].system.damage.damageType} (4 different values)
slashing (x4)
piercing (x14)
fire (x2)
acid (x2)
[dice] : integer {2-10.items.[].system.damage.dice} (2 different values)
1 (x20)
2 (x2)
[die] : string {2-10.items.[].system.damage.die} (3 different values)
d6 (x16)
d8 (x4)
(x2)
[persistent] : object {2-10.items.[].system.damage.persistent}
[faces] : integer {2-10.items.[].system.damage.persistent.faces} (same value: 6)
number : integer {2-10.items.[].system.damage.persistent.number} (same value: 2)
type : string {2-10.items.[].system.damage.persistent.type} (2 different values)
fire (x2)
acid (x2)
[formula] : string {2-10.items.[].system.damage.formula} (same value: 3d6+6)
[kind] : string {2-10.items.[].system.damage.kind} (same value: healing)
[type] : string {2-10.items.[].system.damage.type} (same value: untyped)
description : object {2-10.items.[].system.description}
value : string {2-10.items.[].system.description.value} (27 different values)
[equipped] : object {2-10.items.[].system.equipped}
carryType : string {2-10.items.[].system.equipped.carryType} (same value: worn)
[handsHeld] : integer {2-10.items.[].system.equipped.handsHeld} (same value: 0)
[invested] : mixed
[inSlot] : boolean {2-10.items.[].system.equipped.inSlot} (2 different values)
False (x1)
True (x5)
[group] : string {2-10.items.[].system.group} (6 different values)
sword (x8)
dart (x2)
leather (x6)
bow (x6)
axe (x2)
bomb (x4)
[hardness] : integer {2-10.items.[].system.hardness} (same value: 0)
[hp] : object {2-10.items.[].system.hp}
max : integer {2-10.items.[].system.hp.max} (same value: 0)
value : integer {2-10.items.[].system.hp.value} (same value: 0)
[level] : object {2-10.items.[].system.level}
value : integer {2-10.items.[].system.level.value} (4 different values)
0 (x36)
3 (x4)
7 (x2)
5 (x2)
[material] : object {2-10.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {2-10.items.[].system.price}
value : object {2-10.items.[].system.price.value}
[gp] : integer {2-10.items.[].system.price.value.gp} (7 different values)
1 (x4)
2 (x8)
14 (x6)
10 (x4)
3 (x2)
53 (x2)
30 (x2)
[sp] : integer {2-10.items.[].system.price.value.sp} (2 different values)
1 (x8)
9 (x6)
[cp] : integer {2-10.items.[].system.price.value.cp} (same value: 5)
[per] : integer {2-10.items.[].system.price.per} (same value: 10)
publication : object {2-10.items.[].system.publication}
license : string {2-10.items.[].system.publication.license} (same value: OGL)
remaster : boolean {2-10.items.[].system.publication.remaster} (same value: False)
title : string {2-10.items.[].system.publication.title} (3 different values)
Pathfinder Core Rulebook (x20)
(x57)
Pathfinder Bestiary (x22)
[quantity] : integer {2-10.items.[].system.quantity} (7 different values)
1 (x34)
5 (x1)
3 (x1)
20 (x4)
10 (x2)
9 (x1)
12 (x1)
[range] : integer {2-10.items.[].system.range} (3 different values)
30 (x2)
60 (x6)
20 (x4)
[reload] : object {2-10.items.[].system.reload}
value : string {2-10.items.[].system.reload.value} (3 different values)
(x10)
- (x6)
0 (x6)
rules : ###FoundryRulesObject###
[runes] : object {2-10.items.[].system.runes}
potency : integer {2-10.items.[].system.runes.potency} (2 different values)
0 (x23)
1 (x5)
property : array<> {2-10.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {2-10.items.[].system.runes.striking} (2 different values)
0 (x19)
1 (x3)
[resilient] : integer {2-10.items.[].system.runes.resilient} (same value: 0)
[size] : string {2-10.items.[].system.size} (same value: med)
[slug] : string {2-10.items.[].system.slug} (18 different values)
scimitar (x2)
javelin (x2)
hide-armor (x6)
attack-of-opportunity (x8)
ferocity (x10)
shortsword (x6)
composite-shortbow (x6)
arrows (x6)
sneak-attack (x4)
hunt-prey (x2)
orc-necksplitter (x2)
alchemists-fire-moderate (x2)
acid-flask-moderate (x2)
alchemist-s-tools (x2)
flint-and-steel (x2)
formula-book-blank (x2)
smokestick-greater (x2)
elixir-of-life-lesser (x2)
[splashDamage] : object {2-10.items.[].system.splashDamage}
[value] : integer {2-10.items.[].system.splashDamage.value} (2 different values)
0 (x16)
2 (x4)
traits : object {2-10.items.[].system.traits}
rarity : string {2-10.items.[].system.traits.rarity} (2 different values)
common (x97)
uncommon (x2)
value : array<string> {2-10.items.[].system.traits.value}
Length: min=0 max=6
Value type: string {2-10.items.[].system.traits.value.[]} (22 different values)
[usage] : object {2-10.items.[].system.usage}
value : string {2-10.items.[].system.usage.value} (3 different values)
held-in-one-hand (x30)
held-in-one-plus-hands (x6)
held-in-two-hands (x2)
[acBonus] : integer {2-10.items.[].system.acBonus} (same value: 3)
[checkPenalty] : integer {2-10.items.[].system.checkPenalty} (same value: -2)
[dexCap] : integer {2-10.items.[].system.dexCap} (same value: 2)
[speedPenalty] : integer {2-10.items.[].system.speedPenalty} (same value: -5)
[strength] : integer {2-10.items.[].system.strength} (same value: 2)
[attack] : object {2-10.items.[].system.attack}
value : string {2-10.items.[].system.attack.value} (same value: )
[attackEffects] : object {2-10.items.[].system.attackEffects}
value : array<> {2-10.items.[].system.attackEffects.value}
Length: min=0 max=0
Value type: mixed
[damageRolls] : object {2-10.items.[].system.damageRolls}
[0] : object {2-10.items.[].system.damageRolls.0}
damage : string {2-10.items.[].system.damageRolls.0.damage} (11 different values)
1d6+11 (x3)
1d6+8 (x2)
1d8+4 (x2)
1d6+14 (x2)
2d8+7 (x2)
1d6+7 (x2)
1d8+10 (x1)
4 (x1)
2d8 (x2)
2d8+10 (x1)
5 (x1)
damageType : string {2-10.items.[].system.damageRolls.0.damageType} (4 different values)
slashing (x3)
piercing (x12)
acid (x2)
fire (x2)
[b08rny74e4tnzidg05yx] : object {2-10.items.[].system.damageRolls.b08rny74e4tnzidg05yx}
damage : string {2-10.items.[].system.damageRolls.b08rny74e4tnzidg05yx.damage} (same value: 1d6+9)
damageType : string {2-10.items.[].system.damageRolls.b08rny74e4tnzidg05yx.damageType} (same value: piercing)
[bublbng2ak9atu2lbyo8gn] : object {2-10.items.[].system.damageRolls.bublbng2ak9atu2lbyo8gn}
damage : string {2-10.items.[].system.damageRolls.bublbng2ak9atu2lbyo8gn.damage} (same value: 1d6+15)
damageType : string {2-10.items.[].system.damageRolls.bublbng2ak9atu2lbyo8gn.damageType} (same value: slashing)
[z8udvsl8yznn53wzrxn3j9] : object {2-10.items.[].system.damageRolls.z8udvsl8yznn53wzrxn3j9}
damage : string {2-10.items.[].system.damageRolls.z8udvsl8yznn53wzrxn3j9.damage} (same value: 1d6+12)
damageType : string {2-10.items.[].system.damageRolls.z8udvsl8yznn53wzrxn3j9.damageType} (same value: piercing)
[1] : object {2-10.items.[].system.damageRolls.1}
category : string {2-10.items.[].system.damageRolls.1.category} (same value: persistent)
damage : string {2-10.items.[].system.damageRolls.1.damage} (same value: 2d6)
damageType : string {2-10.items.[].system.damageRolls.1.damageType} (2 different values)
acid (x2)
fire (x2)
[2] : object {2-10.items.[].system.damageRolls.2}
category : string {2-10.items.[].system.damageRolls.2.category} (same value: splash)
damage : string {2-10.items.[].system.damageRolls.2.damage} (2 different values)
4 (x1)
5 (x1)
damageType : string {2-10.items.[].system.damageRolls.2.damageType} (same value: fire)
[weaponType] : object {2-10.items.[].system.weaponType}
value : string {2-10.items.[].system.weaponType.value} (2 different values)
melee (x16)
ranged (x6)
[actionType] : object {2-10.items.[].system.actionType}
value : string {2-10.items.[].system.actionType.value} (3 different values)
reaction (x18)
action (x8)
passive (x7)
[actions] : object {2-10.items.[].system.actions}
[value] : integer {2-10.items.[].system.actions.value} (2 different values)
2 (x4)
1 (x4)
[deathNote] : boolean {2-10.items.[].system.deathNote} (same value: True)
[stackGroup] : string {2-10.items.[].system.stackGroup} (same value: arrows)
[uses] : object {2-10.items.[].system.uses}
autoDestroy : boolean {2-10.items.[].system.uses.autoDestroy} (same value: True)
max : integer {2-10.items.[].system.uses.max} (same value: 1)
value : integer {2-10.items.[].system.uses.value} (same value: 1)
[frequency] : object {2-10.items.[].system.frequency}
max : integer {2-10.items.[].system.frequency.max} (same value: 1)
per : string {2-10.items.[].system.frequency.per} (same value: round)
value : integer {2-10.items.[].system.frequency.value} (same value: 1)
[skill_requirements] : object {2-10.items.[].system.skill_requirements}
rank : string {2-10.items.[].system.skill_requirements.rank} (same value: )
skill : string {2-10.items.[].system.skill_requirements.skill} (same value: )
type : string {2-10.items.[].type} (6 different values)
weapon (x22)
armor (x6)
melee (x22)
action (x33)
consumable (x10)
equipment (x6)
[flags] : object {2-10.items.[].flags}
pf2e : object {2-10.items.[].flags.pf2e}
linkedWeapon : string {2-10.items.[].flags.pf2e.linkedWeapon} (22 different values)
name : string {2-10.name} (all different values)
prototypeToken : object {2-10.prototypeToken}
name : string {2-10.prototypeToken.name} (5 different values)
Burning Sun Orc (x2)
Scorched Earth Orc (Clipper) (x2)
Scorched Earth Orc (Scout) (x2)
Scorched Earth Orc (Sharpshooter) (x2)
Strak (x2)
system : object {2-10.system}
abilities : object {2-10.system.abilities}
cha : object {2-10.system.abilities.cha}
mod : integer {2-10.system.abilities.cha.mod} (2 different values)
2 (x8)
3 (x2)
con : object {2-10.system.abilities.con}
mod : integer {2-10.system.abilities.con.mod} (3 different values)
2 (x7)
3 (x2)
4 (x1)
dex : object {2-10.system.abilities.dex}
mod : integer {2-10.system.abilities.dex.mod} (3 different values)
2 (x3)
3 (x2)
4 (x5)
int : object {2-10.system.abilities.int}
mod : integer {2-10.system.abilities.int.mod} (4 different values)
1 (x5)
0 (x1)
2 (x3)
3 (x1)
str : object {2-10.system.abilities.str}
mod : integer {2-10.system.abilities.str.mod} (3 different values)
3 (x2)
4 (x5)
5 (x3)
wis : object {2-10.system.abilities.wis}
mod : integer {2-10.system.abilities.wis.mod} (2 different values)
1 (x7)
2 (x3)
attributes : object {2-10.system.attributes}
ac : object {2-10.system.attributes.ac}
details : string {2-10.system.attributes.ac.details} (same value: )
value : integer {2-10.system.attributes.ac.value} (5 different values)
21 (x4)
23 (x1)
25 (x2)
24 (x2)
27 (x1)
allSaves : object {2-10.system.attributes.allSaves}
value : string {2-10.system.attributes.allSaves.value} (same value: )
hp : object {2-10.system.attributes.hp}
details : string {2-10.system.attributes.hp.details} (same value: )
max : integer {2-10.system.attributes.hp.max} (8 different values)
63 (x1)
99 (x1)
78 (x2)
119 (x2)
55 (x1)
95 (x1)
92 (x1)
130 (x1)
temp : integer {2-10.system.attributes.hp.temp} (same value: 0)
[tempmax] : integer {2-10.system.attributes.hp.tempmax} (same value: 0)
value : integer {2-10.system.attributes.hp.value} (8 different values)
63 (x1)
99 (x1)
78 (x2)
119 (x2)
55 (x1)
95 (x1)
92 (x1)
130 (x1)
speed : object {2-10.system.attributes.speed}
otherSpeeds : array<> {2-10.system.attributes.speed.otherSpeeds}
Length: min=0 max=0
Value type: mixed
value : integer {2-10.system.attributes.speed.value} (same value: 30)
details : object {2-10.system.details}
blurb : string {2-10.system.details.blurb} (same value: )
languages : object {2-10.system.details.languages}
details : string {2-10.system.details.languages.details} (same value: )
value : array<string> {2-10.system.details.languages.value}
Length: min=2 max=2
Value type: string {2-10.system.details.languages.value.[]} (2 different values)
common (x10)
orcish (x10)
level : object {2-10.system.details.level}
value : integer {2-10.system.details.level.value} (5 different values)
4 (x2)
6 (x3)
5 (x2)
7 (x2)
8 (x1)
privateNotes : string {2-10.system.details.privateNotes} (same value: )
publicNotes : string {2-10.system.details.publicNotes} (same value: )
publication : object {2-10.system.details.publication}
license : string {2-10.system.details.publication.license} (same value: OGL)
remaster : boolean {2-10.system.details.publication.remaster} (same value: False)
title : string {2-10.system.details.publication.title} (same value: Pathfinder Society Scenario #2-10: In Burning Dawn)
initiative : object {2-10.system.initiative}
statistic : string {2-10.system.initiative.statistic} (same value: perception)
perception : object {2-10.system.perception}
details : string {2-10.system.perception.details} (same value: )
mod : integer {2-10.system.perception.mod} (5 different values)
12 (x2)
13 (x2)
15 (x3)
16 (x2)
11 (x1)
senses : array<object> {2-10.system.perception.senses}
Length: min=1 max=1
Value type: object {2-10.system.perception.senses.[]}
type : string {2-10.system.perception.senses.[].type} (same value: darkvision)
resources : object {2-10.system.resources}
saves : object {2-10.system.saves}
fortitude : object {2-10.system.saves.fortitude}
saveDetail : string {2-10.system.saves.fortitude.saveDetail} (same value: )
value : integer {2-10.system.saves.fortitude.value} (5 different values)
14 (x3)
16 (x2)
17 (x2)
11 (x2)
13 (x1)
reflex : object {2-10.system.saves.reflex}
saveDetail : string {2-10.system.saves.reflex.saveDetail} (same value: )
value : integer {2-10.system.saves.reflex.value} (5 different values)
11 (x1)
14 (x3)
12 (x2)
15 (x3)
18 (x1)
will : object {2-10.system.saves.will}
saveDetail : string {2-10.system.saves.will.saveDetail} (2 different values)
(x9)
Items shortsword, composite shortbow (10 arrows) (x1)
value : integer {2-10.system.saves.will.value} (3 different values)
9 (x5)
12 (x4)
14 (x1)
skills : object {2-10.system.skills}
[athletics] : object {2-10.system.skills.athletics}
base : integer {2-10.system.skills.athletics.base} (4 different values)
11 (x1)
13 (x1)
12 (x3)
15 (x3)
intimidation : object {2-10.system.skills.intimidation}
base : integer {2-10.system.skills.intimidation.base} (4 different values)
12 (x5)
14 (x2)
13 (x2)
15 (x1)
survival : object {2-10.system.skills.survival}
base : integer {2-10.system.skills.survival.base} (4 different values)
10 (x2)
11 (x2)
13 (x4)
16 (x2)
acrobatics : object {2-10.system.skills.acrobatics}
base : integer {2-10.system.skills.acrobatics.base} (2 different values)
12 (x1)
14 (x1)
crafting : object {2-10.system.skills.crafting}
base : integer {2-10.system.skills.crafting.base} (2 different values)
14 (x1)
17 (x1)
traits : object {2-10.system.traits}
rarity : string {2-10.system.traits.rarity} (2 different values)
uncommon (x8)
unique (x2)
size : object {2-10.system.traits.size}
value : string {2-10.system.traits.size.value} (same value: med)
value : array<string> {2-10.system.traits.value}
Length: min=3 max=4
Value type: string {2-10.system.traits.value.[]} (5 different values)
good (x2)
humanoid (x10)
orc (x10)
chaotic (x8)
evil (x8)
type : string {2-10.type} (same value: npc)
+589
View File
@@ -0,0 +1,589 @@
2-11
Different values: 5
=====================================
object {2-11}
_id : string {2-11._id} (all different values)
folder : string {2-11.folder} (same value: NrR8gapK8h9YTpSs)
img : string {2-11.img} (same value: systems/pf2e/icons/default-icons/npc.svg)
items : array<object> {2-11.items}
Length: min=4 max=27
Value type: object {2-11.items.[]}
_id : string {2-11.items.[]._id} (58 different values)
img : string {2-11.items.[].img} (33 different values)
name : string {2-11.items.[].name} (49 different values)
sort : integer {2-11.items.[].sort} (27 different values)
system : object {2-11.items.[].system}
[attack] : object {2-11.items.[].system.attack}
value : string {2-11.items.[].system.attack.value} (same value: )
[attackEffects] : object {2-11.items.[].system.attackEffects}
[custom] : string {2-11.items.[].system.attackEffects.custom} (same value: )
value : array<string> {2-11.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {2-11.items.[].system.attackEffects.value.[]} (2 different values)
adhesive (x1)
imp-venom (x1)
[bonus] : object {2-11.items.[].system.bonus}
value : integer {2-11.items.[].system.bonus.value} (6 different values)
7 (x1)
12 (x3)
0 (x4)
3 (x1)
5 (x2)
9 (x1)
[damageRolls] : object {2-11.items.[].system.damageRolls}
[6wyc7t773noibxofs7zl] : object {2-11.items.[].system.damageRolls.6wyc7t773noibxofs7zl}
damage : string {2-11.items.[].system.damageRolls.6wyc7t773noibxofs7zl.damage} (same value: 1d8+3)
damageType : string {2-11.items.[].system.damageRolls.6wyc7t773noibxofs7zl.damageType} (same value: bludgeoning)
[rvlu5qwwq843u9jw1bki] : object {2-11.items.[].system.damageRolls.rvlu5qwwq843u9jw1bki}
damage : string {2-11.items.[].system.damageRolls.rvlu5qwwq843u9jw1bki.damage} (same value: 2d8+2)
damageType : string {2-11.items.[].system.damageRolls.rvlu5qwwq843u9jw1bki.damageType} (same value: bludgeoning)
[av8e3ms6pkhhnj0ym67j] : object {2-11.items.[].system.damageRolls.av8e3ms6pkhhnj0ym67j}
damage : string {2-11.items.[].system.damageRolls.av8e3ms6pkhhnj0ym67j.damage} (same value: 1d6+1)
damageType : string {2-11.items.[].system.damageRolls.av8e3ms6pkhhnj0ym67j.damageType} (same value: piercing)
[rhn0qyhqcmxkvirkr24o] : object {2-11.items.[].system.damageRolls.rhn0qyhqcmxkvirkr24o}
damage : string {2-11.items.[].system.damageRolls.rhn0qyhqcmxkvirkr24o.damage} (same value: 1d6+1)
damageType : string {2-11.items.[].system.damageRolls.rhn0qyhqcmxkvirkr24o.damageType} (same value: piercing)
[o31javx5ga7qa6o5eye1] : object {2-11.items.[].system.damageRolls.o31javx5ga7qa6o5eye1}
damage : string {2-11.items.[].system.damageRolls.o31javx5ga7qa6o5eye1.damage} (same value: 1d4)
damageType : string {2-11.items.[].system.damageRolls.o31javx5ga7qa6o5eye1.damageType} (same value: bludgeoning)
[nsgmxp0lfrca8zl328u8] : object {2-11.items.[].system.damageRolls.nsgmxp0lfrca8zl328u8}
damage : string {2-11.items.[].system.damageRolls.nsgmxp0lfrca8zl328u8.damage} (same value: 1d6+3)
damageType : string {2-11.items.[].system.damageRolls.nsgmxp0lfrca8zl328u8.damageType} (same value: piercing)
[ypp7uj1g9x8r0kewduk5] : object {2-11.items.[].system.damageRolls.ypp7uj1g9x8r0kewduk5}
damage : string {2-11.items.[].system.damageRolls.ypp7uj1g9x8r0kewduk5.damage} (same value: 1d8+3)
damageType : string {2-11.items.[].system.damageRolls.ypp7uj1g9x8r0kewduk5.damageType} (same value: piercing)
d9z5nolyot72t6a50ny1 : object {2-11.items.[].system.damageRolls.d9z5nolyot72t6a50ny1}
damage : string {2-11.items.[].system.damageRolls.d9z5nolyot72t6a50ny1.damage} (same value: 1d4-1)
damageType : string {2-11.items.[].system.damageRolls.d9z5nolyot72t6a50ny1.damageType} (same value: piercing)
vcwh2a3qi4lsqtcmyi4u : object {2-11.items.[].system.damageRolls.vcwh2a3qi4lsqtcmyi4u}
damage : string {2-11.items.[].system.damageRolls.vcwh2a3qi4lsqtcmyi4u.damage} (same value: 1d4)
damageType : string {2-11.items.[].system.damageRolls.vcwh2a3qi4lsqtcmyi4u.damageType} (same value: spirit)
description : object {2-11.items.[].system.description}
value : string {2-11.items.[].system.description.value} (41 different values)
publication : object {2-11.items.[].system.publication}
license : string {2-11.items.[].system.publication.license} (same value: OGL)
remaster : boolean {2-11.items.[].system.publication.remaster} (same value: False)
title : string {2-11.items.[].system.publication.title} (all different values)
rules : ###FoundryRulesObject###
[slug] : string {2-11.items.[].system.slug} (31 different values)
[traits] : object {2-11.items.[].system.traits}
rarity : string {2-11.items.[].system.traits.rarity} (2 different values)
common (x47)
uncommon (x5)
value : array<string> {2-11.items.[].system.traits.value}
Length: min=0 max=7
Value type: string {2-11.items.[].system.traits.value.[]} (34 different values)
[traditions] : array<string> {2-11.items.[].system.traits.traditions}
Length: min=0 max=4
Value type: string {2-11.items.[].system.traits.traditions.[]} (4 different values)
divine (x9)
occult (x16)
arcane (x12)
primal (x7)
[weaponType] : object {2-11.items.[].system.weaponType}
value : string {2-11.items.[].system.weaponType.value} (2 different values)
melee (x5)
ranged (x3)
[actionType] : object {2-11.items.[].system.actionType}
value : string {2-11.items.[].system.actionType.value} (3 different values)
passive (x8)
action (x6)
reaction (x1)
[actions] : object {2-11.items.[].system.actions}
[value] : integer {2-11.items.[].system.actions.value} (2 different values)
2 (x1)
1 (x5)
[category] : string {2-11.items.[].system.category} (7 different values)
defensive (x3)
offensive (x9)
simple (x3)
light (x2)
ammo (x2)
martial (x1)
interaction (x3)
[mod] : object {2-11.items.[].system.mod}
value : integer {2-11.items.[].system.mod.value} (3 different values)
8 (x1)
7 (x1)
9 (x1)
[proficient] : object {2-11.items.[].system.proficient}
value : integer {2-11.items.[].system.proficient.value} (same value: 0)
[variants] : object {2-11.items.[].system.variants}
[baseItem] : string {2-11.items.[].system.baseItem} (all different values)
[bonusDamage] : object {2-11.items.[].system.bonusDamage}
value : integer {2-11.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {2-11.items.[].system.bulk}
value : mixed
float {2-11.items.[].system.bulk.value} (same value: 0,1)
integer {2-11.items.[].system.bulk.value} (2 different values)
1 (x6)
0 (x1)
[containerId] : mixed
[damage] : object {2-11.items.[].system.damage}
[damageType] : string {2-11.items.[].system.damage.damageType} (2 different values)
bludgeoning (x1)
piercing (x3)
[dice] : integer {2-11.items.[].system.damage.dice} (same value: 1)
[die] : string {2-11.items.[].system.damage.die} (2 different values)
d6 (x3)
d8 (x1)
[0] : object {2-11.items.[].system.damage.0}
[category] : mixed
formula : string {2-11.items.[].system.damage.0.formula} (same value: 1d10+4)
kinds : array<string> {2-11.items.[].system.damage.0.kinds}
Length: min=1 max=1
Value type: string {2-11.items.[].system.damage.0.kinds.[]} (same value: healing)
materials : array<> {2-11.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {2-11.items.[].system.damage.0.type} (same value: untyped)
[equipped] : object {2-11.items.[].system.equipped}
carryType : string {2-11.items.[].system.equipped.carryType} (2 different values)
held (x3)
worn (x7)
[handsHeld] : integer {2-11.items.[].system.equipped.handsHeld} (2 different values)
1 (x3)
0 (x4)
[invested] : mixed
[inSlot] : boolean {2-11.items.[].system.equipped.inSlot} (same value: True)
[group] : string {2-11.items.[].system.group} (all different values)
[hardness] : integer {2-11.items.[].system.hardness} (same value: 0)
[hp] : object {2-11.items.[].system.hp}
max : integer {2-11.items.[].system.hp.max} (same value: 0)
value : integer {2-11.items.[].system.hp.value} (same value: 0)
[level] : object {2-11.items.[].system.level}
value : integer {2-11.items.[].system.level.value} (4 different values)
0 (x10)
2 (x3)
1 (x15)
4 (x1)
[material] : object {2-11.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {2-11.items.[].system.price}
value : object {2-11.items.[].system.price.value}
[sp] : integer {2-11.items.[].system.price.value.sp} (2 different values)
1 (x2)
8 (x1)
[gp] : integer {2-11.items.[].system.price.value.gp} (2 different values)
2 (x3)
3 (x1)
[cp] : integer {2-11.items.[].system.price.value.cp} (same value: 1)
[per] : integer {2-11.items.[].system.price.per} (same value: 10)
[quantity] : integer {2-11.items.[].system.quantity} (3 different values)
1 (x8)
20 (x1)
10 (x1)
[range] : mixed
integer {2-11.items.[].system.range} (2 different values)
50 (x1)
120 (x1)
object {2-11.items.[].system.range}
value : string {2-11.items.[].system.range.value} (all different values)
[reload] : object {2-11.items.[].system.reload}
value : string {2-11.items.[].system.reload.value} (3 different values)
1 (x2)
- (x1)
(x1)
[runes] : object {2-11.items.[].system.runes}
potency : integer {2-11.items.[].system.runes.potency} (same value: 0)
property : array<> {2-11.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {2-11.items.[].system.runes.striking} (same value: 0)
[resilient] : integer {2-11.items.[].system.runes.resilient} (same value: 0)
[size] : string {2-11.items.[].system.size} (same value: med)
[splashDamage] : object {2-11.items.[].system.splashDamage}
value : integer {2-11.items.[].system.splashDamage.value} (same value: 0)
[usage] : object {2-11.items.[].system.usage}
value : string {2-11.items.[].system.usage.value} (2 different values)
held-in-one-hand (x5)
held-in-two-hands (x2)
[acBonus] : integer {2-11.items.[].system.acBonus} (same value: 1)
[checkPenalty] : integer {2-11.items.[].system.checkPenalty} (same value: -1)
[dexCap] : integer {2-11.items.[].system.dexCap} (same value: 4)
[speedPenalty] : integer {2-11.items.[].system.speedPenalty} (same value: 0)
[strength] : integer {2-11.items.[].system.strength} (same value: 0)
[stackGroup] : string {2-11.items.[].system.stackGroup} (2 different values)
slingBullets (x1)
bolts (x1)
[uses] : object {2-11.items.[].system.uses}
autoDestroy : boolean {2-11.items.[].system.uses.autoDestroy} (same value: True)
max : integer {2-11.items.[].system.uses.max} (same value: 1)
value : integer {2-11.items.[].system.uses.value} (same value: 1)
[autoHeightenLevel] : object {2-11.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {2-11.items.[].system.prepared}
flexible : boolean {2-11.items.[].system.prepared.flexible} (same value: False)
value : string {2-11.items.[].system.prepared.value} (3 different values)
spontaneous (x1)
focus (x1)
innate (x1)
[proficiency] : object {2-11.items.[].system.proficiency}
value : integer {2-11.items.[].system.proficiency.value} (2 different values)
1 (x2)
0 (x1)
[slots] : object {2-11.items.[].system.slots}
[slot1] : object {2-11.items.[].system.slots.slot1}
max : integer {2-11.items.[].system.slots.slot1.max} (same value: 3)
value : integer {2-11.items.[].system.slots.slot1.value} (same value: 3)
[slot2] : object {2-11.items.[].system.slots.slot2}
max : integer {2-11.items.[].system.slots.slot2.max} (same value: 2)
value : integer {2-11.items.[].system.slots.slot2.value} (same value: 2)
[spelldc] : object {2-11.items.[].system.spelldc}
dc : integer {2-11.items.[].system.spelldc.dc} (2 different values)
21 (x2)
17 (x1)
mod : integer {2-11.items.[].system.spelldc.mod} (same value: 0)
value : integer {2-11.items.[].system.spelldc.value} (2 different values)
13 (x2)
9 (x1)
[tradition] : object {2-11.items.[].system.tradition}
value : string {2-11.items.[].system.tradition.value} (2 different values)
occult (x2)
divine (x1)
[area] : object {2-11.items.[].system.area}
type : string {2-11.items.[].system.area.type} (2 different values)
burst (x1)
emanation (x5)
value : integer {2-11.items.[].system.area.value} (3 different values)
10 (x1)
60 (x2)
30 (x3)
[cost] : object {2-11.items.[].system.cost}
value : string {2-11.items.[].system.cost.value} (same value: )
[counteraction] : boolean {2-11.items.[].system.counteraction} (same value: False)
[defense] : object {2-11.items.[].system.defense}
save : object {2-11.items.[].system.defense.save}
basic : boolean {2-11.items.[].system.defense.save.basic} (same value: False)
statistic : string {2-11.items.[].system.defense.save.statistic} (same value: will)
[duration] : object {2-11.items.[].system.duration}
sustained : boolean {2-11.items.[].system.duration.sustained} (2 different values)
True (x3)
False (x16)
value : string {2-11.items.[].system.duration.value} (7 different values)
1 minute (x2)
unlimited (x1)
1 hour (x3)
(x9)
1 round (x1)
see below (x1)
10 minutes (x2)
[location] : object {2-11.items.[].system.location}
[heightenedLevel] : integer {2-11.items.[].system.location.heightenedLevel} (3 different values)
2 (x3)
1 (x6)
4 (x1)
value : string {2-11.items.[].system.location.value} (3 different values)
yVfNqSgn27yXHhaP (x11)
8m4dYaZwTC4ljde0 (x3)
AuBndTd199sHLYXX (x5)
[signature] : boolean {2-11.items.[].system.location.signature} (same value: True)
[requirements] : string {2-11.items.[].system.requirements} (same value: )
[target] : object {2-11.items.[].system.target}
value : string {2-11.items.[].system.target.value} (7 different values)
(x11)
1 creature or object (x1)
1 creature (x3)
1 object (cook, lift, or tidy only) (x1)
1 object (x1)
1 willing living creature (x1)
self (x1)
[time] : object {2-11.items.[].system.time}
value : string {2-11.items.[].system.time.value} (6 different values)
2 (x13)
reaction (x1)
1 (x2)
free (x1)
1 minute (x1)
10 minutes (x1)
[heightening] : object {2-11.items.[].system.heightening}
[levels] : object {2-11.items.[].system.heightening.levels}
[8] : object {2-11.items.[].system.heightening.levels.8}
target : object {2-11.items.[].system.heightening.levels.8.target}
value : string {2-11.items.[].system.heightening.levels.8.target.value} (same value: 10 creatures)
3 : object {2-11.items.[].system.heightening.levels.3}
[range] : object {2-11.items.[].system.heightening.levels.3.range}
value : string {2-11.items.[].system.heightening.levels.3.range.value} (2 different values)
60 feet (x1)
500 feet (x1)
target : object {2-11.items.[].system.heightening.levels.3.target}
value : string {2-11.items.[].system.heightening.levels.3.target.value} (same value: 10 objects)
[5] : object {2-11.items.[].system.heightening.levels.5}
range : object {2-11.items.[].system.heightening.levels.5.range}
value : string {2-11.items.[].system.heightening.levels.5.range.value} (same value: 120 feet)
6 : object {2-11.items.[].system.heightening.levels.6}
target : object {2-11.items.[].system.heightening.levels.6.target}
value : string {2-11.items.[].system.heightening.levels.6.target.value} (same value: any number of objects)
type : string {2-11.items.[].system.heightening.type} (2 different values)
fixed (x4)
interval (x1)
damage : object {2-11.items.[].system.heightening.damage}
0 : string {2-11.items.[].system.heightening.damage.0} (same value: 1d10+4)
interval : integer {2-11.items.[].system.heightening.interval} (same value: 1)
[showSlotlessLevels] : object {2-11.items.[].system.showSlotlessLevels}
value : boolean {2-11.items.[].system.showSlotlessLevels.value} (same value: False)
[frequency] : object {2-11.items.[].system.frequency}
max : integer {2-11.items.[].system.frequency.max} (same value: 1)
per : string {2-11.items.[].system.frequency.per} (2 different values)
round (x1)
day (x1)
value : integer {2-11.items.[].system.frequency.value} (same value: 1)
type : string {2-11.items.[].type} (10 different values)
melee (x8)
action (x15)
lore (x3)
weapon (x4)
armor (x2)
consumable (x2)
spellcastingEntry (x3)
spell (x19)
equipment (x1)
treasure (x1)
[_stats] : object {2-11.items.[]._stats}
compendiumSource : string {2-11.items.[]._stats.compendiumSource} (31 different values)
[flags] : object {2-11.items.[].flags}
pf2e : object {2-11.items.[].flags.pf2e}
linkedWeapon : string {2-11.items.[].flags.pf2e.linkedWeapon} (4 different values)
dzri0n4zN4VQa655 (x2)
AnK2gnYD2Y0rrpYh (x1)
tbk1aVz1BCeYJBRk (x1)
UpH5ghxBbpPj60Rb (x1)
name : string {2-11.name} (all different values)
[prototypeToken] : object {2-11.prototypeToken}
name : string {2-11.prototypeToken.name} (3 different values)
Skeletal Horse (x1)
Mimic (x1)
Kobold Warrior (x1)
system : object {2-11.system}
abilities : object {2-11.system.abilities}
cha : object {2-11.system.abilities.cha}
mod : integer {2-11.system.abilities.cha.mod} (4 different values)
0 (x2)
-1 (x1)
4 (x1)
2 (x1)
con : object {2-11.system.abilities.con}
mod : integer {2-11.system.abilities.con.mod} (3 different values)
2 (x1)
3 (x1)
0 (x3)
dex : object {2-11.system.abilities.dex}
mod : integer {2-11.system.abilities.dex.mod} (3 different values)
3 (x3)
1 (x1)
4 (x1)
int : object {2-11.system.abilities.int}
mod : integer {2-11.system.abilities.int.mod} (4 different values)
-5 (x1)
0 (x2)
2 (x1)
1 (x1)
str : object {2-11.system.abilities.str}
mod : integer {2-11.system.abilities.str.mod} (all different values)
wis : object {2-11.system.abilities.wis}
mod : integer {2-11.system.abilities.wis.mod} (2 different values)
2 (x2)
1 (x3)
attributes : object {2-11.system.attributes}
ac : object {2-11.system.attributes.ac}
details : string {2-11.system.attributes.ac.details} (same value: )
value : integer {2-11.system.attributes.ac.value} (all different values)
allSaves : object {2-11.system.attributes.allSaves}
value : string {2-11.system.attributes.allSaves.value} (same value: )
hp : object {2-11.system.attributes.hp}
details : string {2-11.system.attributes.hp.details} (2 different values)
void healing (x1)
(x4)
max : integer {2-11.system.attributes.hp.max} (all different values)
temp : integer {2-11.system.attributes.hp.temp} (same value: 0)
value : integer {2-11.system.attributes.hp.value} (all different values)
[immunities] : array<object> {2-11.system.attributes.immunities}
Length: min=1 max=5
Value type: object {2-11.system.attributes.immunities.[]}
type : string {2-11.system.attributes.immunities.[].type} (6 different values)
death-effects (x1)
disease (x1)
paralyzed (x1)
poison (x1)
unconscious (x1)
fire (x1)
[resistances] : array<object> {2-11.system.attributes.resistances}
Length: min=2 max=5
Value type: object {2-11.system.attributes.resistances.[]}
type : string {2-11.system.attributes.resistances.[].type} (7 different values)
cold (x1)
electricity (x1)
fire (x1)
piercing (x1)
slashing (x1)
physical (x1)
poison (x1)
value : integer {2-11.system.attributes.resistances.[].value} (2 different values)
5 (x6)
3 (x1)
[exceptions] : array<string> {2-11.system.attributes.resistances.[].exceptions}
Length: min=1 max=1
Value type: string {2-11.system.attributes.resistances.[].exceptions.[]} (same value: silver)
speed : object {2-11.system.attributes.speed}
otherSpeeds : array<object> {2-11.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {2-11.system.attributes.speed.otherSpeeds.[]}
type : string {2-11.system.attributes.speed.otherSpeeds.[].type} (same value: fly)
value : integer {2-11.system.attributes.speed.otherSpeeds.[].value} (same value: 30)
value : integer {2-11.system.attributes.speed.value} (4 different values)
40 (x1)
10 (x1)
25 (x2)
20 (x1)
weaknesses : array<object> {2-11.system.attributes.weaknesses}
Length: min=1 max=1
Value type: object {2-11.system.attributes.weaknesses.[]}
type : string {2-11.system.attributes.weaknesses.[].type} (same value: holy)
value : integer {2-11.system.attributes.weaknesses.[].value} (same value: 3)
details : object {2-11.system.details}
blurb : string {2-11.system.details.blurb} (4 different values)
Variant skeletal horse (x1)
Variant mimic (x1)
(x2)
Female imp (x1)
languages : object {2-11.system.details.languages}
details : string {2-11.system.details.languages.details} (2 different values)
(x4)
telepathy (touch) (x1)
value : array<string> {2-11.system.details.languages.value}
Length: min=0 max=2
Value type: string {2-11.system.details.languages.value.[]} (3 different values)
common (x3)
draconic (x1)
diabolic (x1)
level : object {2-11.system.details.level}
value : integer {2-11.system.details.level.value} (3 different values)
1 (x2)
3 (x2)
-1 (x1)
privateNotes : string {2-11.system.details.privateNotes} (same value: )
publicNotes : string {2-11.system.details.publicNotes} (all different values)
publication : object {2-11.system.details.publication}
license : string {2-11.system.details.publication.license} (same value: OGL)
remaster : boolean {2-11.system.details.publication.remaster} (same value: False)
title : string {2-11.system.details.publication.title} (same value: Pathfinder Society Scenario #2-11: The Pathfinder Trials)
initiative : object {2-11.system.initiative}
statistic : string {2-11.system.initiative.statistic} (same value: perception)
perception : object {2-11.system.perception}
details : string {2-11.system.perception.details} (same value: )
mod : integer {2-11.system.perception.mod} (4 different values)
6 (x1)
7 (x2)
3 (x1)
8 (x1)
senses : array<object> {2-11.system.perception.senses}
Length: min=0 max=1
Value type: object {2-11.system.perception.senses.[]}
type : string {2-11.system.perception.senses.[].type} (2 different values)
darkvision (x3)
greater-darkvision (x1)
resources : object {2-11.system.resources}
focus : object {2-11.system.resources.focus}
max : integer {2-11.system.resources.focus.max} (2 different values)
2 (x1)
1 (x1)
value : integer {2-11.system.resources.focus.value} (2 different values)
2 (x1)
1 (x1)
saves : object {2-11.system.saves}
fortitude : object {2-11.system.saves.fortitude}
saveDetail : string {2-11.system.saves.fortitude.saveDetail} (same value: )
value : integer {2-11.system.saves.fortitude.value} (3 different values)
4 (x2)
9 (x1)
5 (x2)
reflex : object {2-11.system.saves.reflex}
saveDetail : string {2-11.system.saves.reflex.saveDetail} (same value: )
value : integer {2-11.system.saves.reflex.value} (3 different values)
7 (x3)
10 (x1)
9 (x1)
will : object {2-11.system.saves.will}
saveDetail : string {2-11.system.saves.will.saveDetail} (same value: )
value : integer {2-11.system.saves.will.value} (4 different values)
6 (x1)
7 (x2)
3 (x1)
8 (x1)
skills : object {2-11.system.skills}
[acrobatics] : object {2-11.system.skills.acrobatics}
base : integer {2-11.system.skills.acrobatics.base} (3 different values)
5 (x2)
8 (x1)
7 (x1)
[athletics] : object {2-11.system.skills.athletics}
base : integer {2-11.system.skills.athletics.base} (2 different values)
7 (x1)
10 (x1)
[deception] : object {2-11.system.skills.deception}
base : integer {2-11.system.skills.deception.base} (3 different values)
6 (x1)
9 (x1)
7 (x1)
[crafting] : object {2-11.system.skills.crafting}
base : integer {2-11.system.skills.crafting.base} (same value: 2)
special : array<object> {2-11.system.skills.crafting.special}
Length: min=1 max=1
Value type: object {2-11.system.skills.crafting.special.[]}
base : integer {2-11.system.skills.crafting.special.[].base} (same value: 4)
label : string {2-11.system.skills.crafting.special.[].label} (same value: traps)
predicate : array<string> {2-11.system.skills.crafting.special.[].predicate}
Length: min=1 max=1
Value type: string {2-11.system.skills.crafting.special.[].predicate.[]} (same value: trap)
[stealth] : object {2-11.system.skills.stealth}
base : integer {2-11.system.skills.stealth.base} (2 different values)
5 (x1)
8 (x1)
[diplomacy] : object {2-11.system.skills.diplomacy}
base : integer {2-11.system.skills.diplomacy.base} (same value: 9)
[occultism] : object {2-11.system.skills.occultism}
base : integer {2-11.system.skills.occultism.base} (same value: 7)
[performance] : object {2-11.system.skills.performance}
base : integer {2-11.system.skills.performance.base} (same value: 13)
special : array<object> {2-11.system.skills.performance.special}
Length: min=1 max=1
Value type: object {2-11.system.skills.performance.special.[]}
base : integer {2-11.system.skills.performance.special.[].base} (same value: 14)
label : string {2-11.system.skills.performance.special.[].label} (same value: playing a lute)
predicate : array<string> {2-11.system.skills.performance.special.[].predicate}
Length: min=1 max=1
Value type: string {2-11.system.skills.performance.special.[].predicate.[]} (same value: playing-a-lute)
[society] : object {2-11.system.skills.society}
base : integer {2-11.system.skills.society.base} (same value: 7)
arcana : object {2-11.system.skills.arcana}
base : integer {2-11.system.skills.arcana.base} (same value: 6)
religion : object {2-11.system.skills.religion}
base : integer {2-11.system.skills.religion.base} (same value: 5)
traits : object {2-11.system.traits}
rarity : string {2-11.system.traits.rarity} (3 different values)
uncommon (x2)
common (x2)
unique (x1)
size : object {2-11.system.traits.size}
value : string {2-11.system.traits.size.value} (4 different values)
lg (x1)
med (x2)
sm (x1)
tiny (x1)
value : array<string> {2-11.system.traits.value}
Length: min=1 max=5
Value type: string {2-11.system.traits.value.[]} (12 different values)
evil (x3)
mindless (x1)
skeleton (x1)
undead (x1)
unholy (x2)
aberration (x1)
humanoid (x2)
kobold (x1)
lawful (x2)
human (x1)
devil (x1)
fiend (x1)
type : string {2-11.type} (same value: npc)
+746
View File
@@ -0,0 +1,746 @@
2-12
Different values: 11
=====================================
object {2-12}
_id : string {2-12._id} (all different values)
folder : string {2-12.folder} (same value: GNAHZDfJyCRDLzG5)
img : string {2-12.img} (2 different values)
systems/pf2e/icons/default-icons/npc.svg (x10)
systems/pf2e/icons/default-icons/hazard.svg (x1)
items : array<object> {2-12.items}
Length: min=1 max=21
Value type: object {2-12.items.[]}
_id : string {2-12.items.[]._id} (101 different values)
[_stats] : object {2-12.items.[]._stats}
compendiumSource : string {2-12.items.[]._stats.compendiumSource} (31 different values)
img : string {2-12.items.[].img} (37 different values)
name : string {2-12.items.[].name} (51 different values)
sort : integer {2-12.items.[].sort} (21 different values)
system : object {2-12.items.[].system}
[baseItem] : string {2-12.items.[].system.baseItem} (12 different values)
greataxe (x2)
shortbow (x2)
studded-leather-armor (x4)
hatchet (x1)
sling (x1)
crossbow (x1)
falchion (x1)
staff (x2)
explorers-clothing (x2)
composite-shortbow (x2)
halberd (x2)
half-plate (x2)
[bonus] : object {2-12.items.[].system.bonus}
value : integer {2-12.items.[].system.bonus.value} (12 different values)
1 (x2)
0 (x12)
15 (x2)
14 (x2)
18 (x2)
17 (x3)
9 (x4)
13 (x1)
8 (x2)
11 (x2)
16 (x1)
19 (x1)
[bonusDamage] : object {2-12.items.[].system.bonusDamage}
[value] : integer {2-12.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {2-12.items.[].system.bulk}
value : mixed
integer {2-12.items.[].system.bulk.value} (3 different values)
2 (x5)
1 (x11)
3 (x2)
float {2-12.items.[].system.bulk.value} (same value: 0,1)
[category] : string {2-12.items.[].system.category} (9 different values)
martial (x10)
light (x4)
ammo (x6)
offensive (x19)
simple (x4)
interaction (x1)
unarmored (x2)
heavy (x2)
defensive (x2)
[containerId] : mixed
[damage] : object {2-12.items.[].system.damage}
[damageType] : string {2-12.items.[].system.damage.damageType} (3 different values)
slashing (x4)
piercing (x7)
bludgeoning (x3)
[dice] : integer {2-12.items.[].system.damage.dice} (same value: 1)
[die] : string {2-12.items.[].system.damage.die} (5 different values)
d12 (x2)
d6 (x6)
d8 (x1)
d10 (x3)
d4 (x2)
[0] : object {2-12.items.[].system.damage.0}
[applyMod] : boolean {2-12.items.[].system.damage.0.applyMod} (2 different values)
True (x2)
False (x5)
[category] : mixed
formula : string {2-12.items.[].system.damage.0.formula} (4 different values)
1d4 (x2)
3d6 (x2)
2d4 (x4)
4d12 (x1)
kinds : array<string> {2-12.items.[].system.damage.0.kinds}
Length: min=1 max=1
Value type: string {2-12.items.[].system.damage.0.kinds.[]} (same value: damage)
materials : array<> {2-12.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {2-12.items.[].system.damage.0.type} (4 different values)
electricity (x3)
bludgeoning (x2)
fire (x2)
cold (x2)
description : object {2-12.items.[].system.description}
value : string {2-12.items.[].system.description.value} (48 different values)
[equipped] : object {2-12.items.[].system.equipped}
carryType : string {2-12.items.[].system.equipped.carryType} (same value: worn)
[handsHeld] : integer {2-12.items.[].system.equipped.handsHeld} (same value: 0)
[invested] : mixed
[inSlot] : boolean {2-12.items.[].system.equipped.inSlot} (2 different values)
True (x4)
False (x4)
[group] : string {2-12.items.[].system.group} (10 different values)
axe (x3)
bow (x4)
leather (x4)
sling (x1)
crossbow (x1)
sword (x1)
club (x2)
cloth (x2)
polearm (x2)
plate (x2)
[hardness] : integer {2-12.items.[].system.hardness} (same value: 0)
[hp] : object {2-12.items.[].system.hp}
max : integer {2-12.items.[].system.hp.max} (same value: 0)
value : integer {2-12.items.[].system.hp.value} (same value: 0)
[level] : object {2-12.items.[].system.level}
value : integer {2-12.items.[].system.level.value} (4 different values)
3 (x4)
0 (x24)
2 (x7)
1 (x19)
[material] : object {2-12.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {2-12.items.[].system.price}
value : object {2-12.items.[].system.price.value}
[gp] : integer {2-12.items.[].system.price.value.gp} (5 different values)
60 (x2)
3 (x8)
14 (x2)
2 (x2)
18 (x2)
[sp] : integer {2-12.items.[].system.price.value.sp} (2 different values)
1 (x7)
4 (x1)
[cp] : integer {2-12.items.[].system.price.value.cp} (same value: 1)
[per] : integer {2-12.items.[].system.price.per} (same value: 10)
publication : object {2-12.items.[].system.publication}
license : string {2-12.items.[].system.publication.license} (2 different values)
OGL (x99)
ORC (x2)
remaster : boolean {2-12.items.[].system.publication.remaster} (2 different values)
False (x99)
True (x2)
title : string {2-12.items.[].system.publication.title} (4 different values)
(x74)
Pathfinder Bestiary (x1)
Pathfinder Core Rulebook (x24)
Pathfinder Player Core (x2)
[quantity] : integer {2-12.items.[].system.quantity} (3 different values)
1 (x22)
20 (x4)
10 (x2)
[range] : mixed
integer {2-12.items.[].system.range} (2 different values)
60 (x5)
120 (x1)
object {2-12.items.[].system.range}
value : string {2-12.items.[].system.range.value} (5 different values)
touch (x5)
30 feet (x10)
120 feet (x4)
(x5)
60 feet (x2)
[reload] : object {2-12.items.[].system.reload}
value : string {2-12.items.[].system.reload.value} (4 different values)
(x7)
0 (x4)
- (x1)
1 (x2)
rules : ###FoundryRulesObject###
[runes] : object {2-12.items.[].system.runes}
potency : integer {2-12.items.[].system.runes.potency} (2 different values)
1 (x2)
0 (x20)
property : array<> {2-12.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {2-12.items.[].system.runes.striking} (same value: 0)
[resilient] : integer {2-12.items.[].system.runes.resilient} (same value: 0)
[size] : string {2-12.items.[].system.size} (same value: med)
[slug] : string {2-12.items.[].system.slug} (31 different values)
[splashDamage] : object {2-12.items.[].system.splashDamage}
value : integer {2-12.items.[].system.splashDamage.value} (same value: 0)
[traits] : object {2-12.items.[].system.traits}
[rarity] : string {2-12.items.[].system.traits.rarity} (same value: common)
value : array<string> {2-12.items.[].system.traits.value}
Length: min=0 max=5
Value type: string {2-12.items.[].system.traits.value.[]} (37 different values)
[traditions] : array<string> {2-12.items.[].system.traits.traditions}
Length: min=1 max=4
Value type: string {2-12.items.[].system.traits.traditions.[]} (4 different values)
arcane (x21)
divine (x9)
primal (x26)
occult (x4)
[usage] : object {2-12.items.[].system.usage}
value : string {2-12.items.[].system.usage.value} (3 different values)
held-in-two-hands (x6)
held-in-one-plus-hands (x4)
held-in-one-hand (x10)
[acBonus] : integer {2-12.items.[].system.acBonus} (3 different values)
2 (x4)
0 (x2)
5 (x2)
[checkPenalty] : integer {2-12.items.[].system.checkPenalty} (3 different values)
-1 (x4)
0 (x2)
-3 (x2)
[dexCap] : integer {2-12.items.[].system.dexCap} (3 different values)
3 (x4)
5 (x2)
1 (x2)
[speedPenalty] : integer {2-12.items.[].system.speedPenalty} (2 different values)
0 (x6)
-10 (x2)
[strength] : integer {2-12.items.[].system.strength} (2 different values)
1 (x4)
3 (x2)
[stackGroup] : string {2-12.items.[].system.stackGroup} (3 different values)
arrows (x4)
slingBullets (x1)
bolts (x1)
[uses] : object {2-12.items.[].system.uses}
autoDestroy : boolean {2-12.items.[].system.uses.autoDestroy} (same value: True)
max : integer {2-12.items.[].system.uses.max} (same value: 1)
value : integer {2-12.items.[].system.uses.value} (same value: 1)
[attack] : object {2-12.items.[].system.attack}
value : string {2-12.items.[].system.attack.value} (same value: )
[attackEffects] : object {2-12.items.[].system.attackEffects}
value : array<string> {2-12.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {2-12.items.[].system.attackEffects.value.[]} (same value: grab)
[custom] : string {2-12.items.[].system.attackEffects.custom} (same value: )
[damageRolls] : object {2-12.items.[].system.damageRolls}
[onfpqcfnc7929yu75ck5] : object {2-12.items.[].system.damageRolls.onfpqcfnc7929yu75ck5}
damage : string {2-12.items.[].system.damageRolls.onfpqcfnc7929yu75ck5.damage} (same value: 1d12+7)
damageType : string {2-12.items.[].system.damageRolls.onfpqcfnc7929yu75ck5.damageType} (same value: slashing)
[odf25ta9gqj9cefbq69s] : object {2-12.items.[].system.damageRolls.odf25ta9gqj9cefbq69s}
damage : string {2-12.items.[].system.damageRolls.odf25ta9gqj9cefbq69s.damage} (same value: 1d6+5)
damageType : string {2-12.items.[].system.damageRolls.odf25ta9gqj9cefbq69s.damageType} (same value: piercing)
[nqwip6w9r2goka9ovqut] : object {2-12.items.[].system.damageRolls.nqwip6w9r2goka9ovqut}
damage : string {2-12.items.[].system.damageRolls.nqwip6w9r2goka9ovqut.damage} (same value: 1d12+10)
damageType : string {2-12.items.[].system.damageRolls.nqwip6w9r2goka9ovqut.damageType} (same value: slashing)
[qhmavm38sh1l862j4avk] : object {2-12.items.[].system.damageRolls.qhmavm38sh1l862j4avk}
damage : string {2-12.items.[].system.damageRolls.qhmavm38sh1l862j4avk.damage} (same value: 1d6+7)
damageType : string {2-12.items.[].system.damageRolls.qhmavm38sh1l862j4avk.damageType} (same value: piercing)
[aavme9q9g3m0f99uusbt] : object {2-12.items.[].system.damageRolls.aavme9q9g3m0f99uusbt}
damage : string {2-12.items.[].system.damageRolls.aavme9q9g3m0f99uusbt.damage} (same value: 1d6+5)
damageType : string {2-12.items.[].system.damageRolls.aavme9q9g3m0f99uusbt.damageType} (same value: slashing)
[rxyd6pf6ly8bt8kay9br] : object {2-12.items.[].system.damageRolls.rxyd6pf6ly8bt8kay9br}
damage : string {2-12.items.[].system.damageRolls.rxyd6pf6ly8bt8kay9br.damage} (same value: 1d6+5)
damageType : string {2-12.items.[].system.damageRolls.rxyd6pf6ly8bt8kay9br.damageType} (same value: slashing)
[rvh4io79fxo78ke8has9] : object {2-12.items.[].system.damageRolls.rvh4io79fxo78ke8has9}
damage : string {2-12.items.[].system.damageRolls.rvh4io79fxo78ke8has9.damage} (same value: 1d6+3)
damageType : string {2-12.items.[].system.damageRolls.rvh4io79fxo78ke8has9.damageType} (same value: bludgeoning)
[ppuqcj5bmkmrohs3jfxj] : object {2-12.items.[].system.damageRolls.ppuqcj5bmkmrohs3jfxj}
damage : string {2-12.items.[].system.damageRolls.ppuqcj5bmkmrohs3jfxj.damage} (same value: 1d10+6)
damageType : string {2-12.items.[].system.damageRolls.ppuqcj5bmkmrohs3jfxj.damageType} (same value: slashing)
[0e7t2i1bohickglgddop] : object {2-12.items.[].system.damageRolls.0e7t2i1bohickglgddop}
damage : string {2-12.items.[].system.damageRolls.0e7t2i1bohickglgddop.damage} (same value: 1d10+5)
damageType : string {2-12.items.[].system.damageRolls.0e7t2i1bohickglgddop.damageType} (same value: piercing)
[5tfg7maqtpff48820w41] : object {2-12.items.[].system.damageRolls.5tfg7maqtpff48820w41}
damage : string {2-12.items.[].system.damageRolls.5tfg7maqtpff48820w41.damage} (same value: 2d8+9)
damageType : string {2-12.items.[].system.damageRolls.5tfg7maqtpff48820w41.damageType} (same value: piercing)
[tdmpolntz5jifljg0ah3] : object {2-12.items.[].system.damageRolls.tdmpolntz5jifljg0ah3}
damage : string {2-12.items.[].system.damageRolls.tdmpolntz5jifljg0ah3.damage} (same value: 2d6+7)
damageType : string {2-12.items.[].system.damageRolls.tdmpolntz5jifljg0ah3.damageType} (same value: slashing)
[pzagxwmvkmcrgttulajd] : object {2-12.items.[].system.damageRolls.pzagxwmvkmcrgttulajd}
damage : string {2-12.items.[].system.damageRolls.pzagxwmvkmcrgttulajd.damage} (same value: 1d6+3)
damageType : string {2-12.items.[].system.damageRolls.pzagxwmvkmcrgttulajd.damageType} (same value: slashing)
[r9kwu2253up5ajpnj8xy] : object {2-12.items.[].system.damageRolls.r9kwu2253up5ajpnj8xy}
damage : string {2-12.items.[].system.damageRolls.r9kwu2253up5ajpnj8xy.damage} (2 different values)
1d6+3 (x1)
1d6+7 (x1)
damageType : string {2-12.items.[].system.damageRolls.r9kwu2253up5ajpnj8xy.damageType} (same value: slashing)
[gtts2j90hdck1c363b6v] : object {2-12.items.[].system.damageRolls.gtts2j90hdck1c363b6v}
damage : string {2-12.items.[].system.damageRolls.gtts2j90hdck1c363b6v.damage} (2 different values)
1d4+3 (x1)
1d4+7 (x1)
damageType : string {2-12.items.[].system.damageRolls.gtts2j90hdck1c363b6v.damageType} (same value: bludgeoning)
[g5zcbg78yuw5o7uqh2fi] : object {2-12.items.[].system.damageRolls.g5zcbg78yuw5o7uqh2fi}
damage : string {2-12.items.[].system.damageRolls.g5zcbg78yuw5o7uqh2fi.damage} (same value: 1d10+9)
damageType : string {2-12.items.[].system.damageRolls.g5zcbg78yuw5o7uqh2fi.damageType} (same value: piercing)
[046ez7lg0873x2yu82r2] : object {2-12.items.[].system.damageRolls.046ez7lg0873x2yu82r2}
damage : string {2-12.items.[].system.damageRolls.046ez7lg0873x2yu82r2.damage} (same value: 1d6+9)
damageType : string {2-12.items.[].system.damageRolls.046ez7lg0873x2yu82r2.damageType} (same value: piercing)
[4mb988vlbb8rzezegrae] : object {2-12.items.[].system.damageRolls.4mb988vlbb8rzezegrae}
damage : string {2-12.items.[].system.damageRolls.4mb988vlbb8rzezegrae.damage} (same value: 1d10+13)
damageType : string {2-12.items.[].system.damageRolls.4mb988vlbb8rzezegrae.damageType} (same value: piercing)
lkrubx7ynll921yfeidn : object {2-12.items.[].system.damageRolls.lkrubx7ynll921yfeidn}
damage : string {2-12.items.[].system.damageRolls.lkrubx7ynll921yfeidn.damage} (same value: 1d6+13)
damageType : string {2-12.items.[].system.damageRolls.lkrubx7ynll921yfeidn.damageType} (same value: piercing)
[weaponType] : object {2-12.items.[].system.weaponType}
value : string {2-12.items.[].system.weaponType.value} (2 different values)
melee (x13)
ranged (x7)
[actionType] : object {2-12.items.[].system.actionType}
value : string {2-12.items.[].system.actionType.value} (3 different values)
passive (x15)
action (x7)
reaction (x1)
[actions] : object {2-12.items.[].system.actions}
[value] : integer {2-12.items.[].system.actions.value} (2 different values)
2 (x3)
1 (x4)
[frequency] : object {2-12.items.[].system.frequency}
max : integer {2-12.items.[].system.frequency.max} (same value: 1)
per : string {2-12.items.[].system.frequency.per} (same value: round)
value : integer {2-12.items.[].system.frequency.value} (same value: 1)
[autoHeightenLevel] : object {2-12.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {2-12.items.[].system.prepared}
flexible : boolean {2-12.items.[].system.prepared.flexible} (same value: False)
value : string {2-12.items.[].system.prepared.value} (same value: spontaneous)
[proficiency] : object {2-12.items.[].system.proficiency}
value : integer {2-12.items.[].system.proficiency.value} (same value: 0)
[slots] : object {2-12.items.[].system.slots}
slot1 : object {2-12.items.[].system.slots.slot1}
max : integer {2-12.items.[].system.slots.slot1.max} (2 different values)
3 (x1)
4 (x1)
value : integer {2-12.items.[].system.slots.slot1.value} (2 different values)
3 (x1)
4 (x1)
slot2 : object {2-12.items.[].system.slots.slot2}
max : integer {2-12.items.[].system.slots.slot2.max} (2 different values)
3 (x1)
4 (x1)
value : integer {2-12.items.[].system.slots.slot2.value} (2 different values)
3 (x1)
4 (x1)
slot3 : object {2-12.items.[].system.slots.slot3}
max : integer {2-12.items.[].system.slots.slot3.max} (same value: 2)
value : integer {2-12.items.[].system.slots.slot3.value} (same value: 2)
[spelldc] : object {2-12.items.[].system.spelldc}
dc : integer {2-12.items.[].system.spelldc.dc} (2 different values)
18 (x1)
21 (x1)
item : integer {2-12.items.[].system.spelldc.item} (same value: 0)
mod : integer {2-12.items.[].system.spelldc.mod} (same value: 0)
value : integer {2-12.items.[].system.spelldc.value} (2 different values)
10 (x1)
13 (x1)
[tradition] : object {2-12.items.[].system.tradition}
value : string {2-12.items.[].system.tradition.value} (same value: primal)
[area] : object {2-12.items.[].system.area}
[details] : string {2-12.items.[].system.area.details} (same value: all squares in a 20-foot-radius burst that contain plants)
type : string {2-12.items.[].system.area.type} (3 different values)
burst (x2)
emanation (x2)
line (x1)
value : integer {2-12.items.[].system.area.value} (3 different values)
20 (x2)
30 (x2)
120 (x1)
[cost] : object {2-12.items.[].system.cost}
value : string {2-12.items.[].system.cost.value} (same value: )
[counteraction] : boolean {2-12.items.[].system.counteraction} (2 different values)
False (x25)
True (x1)
[defense] : object {2-12.items.[].system.defense}
save : object {2-12.items.[].system.defense.save}
basic : boolean {2-12.items.[].system.defense.save.basic} (2 different values)
False (x5)
True (x3)
statistic : string {2-12.items.[].system.defense.save.statistic} (3 different values)
reflex (x5)
will (x2)
fortitude (x1)
[duration] : object {2-12.items.[].system.duration}
sustained : boolean {2-12.items.[].system.duration.sustained} (same value: False)
value : string {2-12.items.[].system.duration.value} (6 different values)
until the next time you make your daily preparations (x2)
5 minutes (x2)
1 minute (x4)
(x15)
varies (x2)
10 minutes (x1)
[location] : object {2-12.items.[].system.location}
[heightenedLevel] : integer {2-12.items.[].system.location.heightenedLevel} (3 different values)
2 (x7)
1 (x7)
3 (x2)
value : string {2-12.items.[].system.location.value} (2 different values)
yqDrODzfNQk71yE9 (x11)
Lerm8VftVl7naNNg (x15)
[requirements] : string {2-12.items.[].system.requirements} (same value: )
[target] : object {2-12.items.[].system.target}
value : string {2-12.items.[].system.target.value} (6 different values)
1 willing creature (x4)
(x7)
1 or 2 creatures (x2)
1 creature (x9)
1 creature or unattended object (x2)
1 dying creature (x2)
[time] : object {2-12.items.[].system.time}
value : string {2-12.items.[].system.time.value} (2 different values)
10 minutes (x2)
2 (x24)
[heightening] : object {2-12.items.[].system.heightening}
[levels] : object {2-12.items.[].system.heightening.levels}
[6] : object {2-12.items.[].system.heightening.levels.6}
target : object {2-12.items.[].system.heightening.levels.6.target}
value : string {2-12.items.[].system.heightening.levels.6.target.value} (same value: 10 willing creatures)
[3] : object {2-12.items.[].system.heightening.levels.3}
target : object {2-12.items.[].system.heightening.levels.3.target}
value : string {2-12.items.[].system.heightening.levels.3.target.value} (same value: 5 creatures)
type : string {2-12.items.[].system.heightening.type} (2 different values)
fixed (x4)
interval (x9)
[damage] : object {2-12.items.[].system.heightening.damage}
0 : string {2-12.items.[].system.heightening.damage.0} (3 different values)
1d4 (x6)
2d6 (x2)
1d12 (x1)
[interval] : integer {2-12.items.[].system.heightening.interval} (same value: 1)
[mod] : object {2-12.items.[].system.mod}
value : integer {2-12.items.[].system.mod.value} (2 different values)
10 (x1)
11 (x1)
[proficient] : object {2-12.items.[].system.proficient}
value : integer {2-12.items.[].system.proficient.value} (same value: 0)
type : string {2-12.items.[].type} (8 different values)
weapon (x14)
armor (x8)
consumable (x6)
melee (x20)
action (x23)
spellcastingEntry (x2)
spell (x26)
lore (x2)
[flags] : object {2-12.items.[].flags}
pf2e : object {2-12.items.[].flags.pf2e}
linkedWeapon : string {2-12.items.[].flags.pf2e.linkedWeapon} (14 different values)
Xo3Z9RLwt7njxA4f (x1)
1CWLFGL8CQLZe4eE (x1)
kMQTeGhHPms3YWJ2 (x1)
zaqEMm3kygaEmosJ (x1)
EZ3UuyTcButPvoJM (x2)
QjUmtwBmOfqEM43M (x1)
BK5wVTwAe5fGuolA (x1)
nz3RxV9V0FYL1Y0h (x1)
rxbJa9OatLoUBt4Z (x1)
cZ7qYQFEWi1S3Abb (x1)
xV06IC9Kcp14Qmk8 (x1)
3Kl6Cr8srjCbumOZ (x1)
7jabhUbGV23T59R3 (x1)
L3VWMZWkFN1QW8GJ (x1)
name : string {2-12.name} (all different values)
[prototypeToken] : object {2-12.prototypeToken}
name : string {2-12.prototypeToken.name} (3 different values)
Artennod Raike (x2)
Greeleep (x2)
Master Sergeant Morgroar (x2)
system : object {2-12.system}
[abilities] : object {2-12.system.abilities}
cha : object {2-12.system.abilities.cha}
mod : integer {2-12.system.abilities.cha.mod} (5 different values)
3 (x2)
1 (x4)
-2 (x1)
-4 (x1)
-1 (x2)
con : object {2-12.system.abilities.con}
mod : integer {2-12.system.abilities.con.mod} (6 different values)
3 (x2)
1 (x3)
6 (x1)
2 (x2)
4 (x1)
5 (x1)
dex : object {2-12.system.abilities.dex}
mod : integer {2-12.system.abilities.dex.mod} (6 different values)
5 (x1)
6 (x1)
3 (x4)
4 (x2)
2 (x1)
1 (x1)
int : object {2-12.system.abilities.int}
mod : integer {2-12.system.abilities.int.mod} (5 different values)
1 (x2)
0 (x4)
-4 (x1)
-5 (x1)
4 (x2)
str : object {2-12.system.abilities.str}
mod : integer {2-12.system.abilities.str.mod} (5 different values)
2 (x3)
3 (x3)
7 (x1)
4 (x2)
6 (x1)
wis : object {2-12.system.abilities.wis}
mod : integer {2-12.system.abilities.wis.mod} (4 different values)
2 (x3)
4 (x1)
1 (x4)
3 (x2)
attributes : object {2-12.system.attributes}
ac : object {2-12.system.attributes.ac}
[details] : string {2-12.system.attributes.ac.details} (same value: )
value : integer {2-12.system.attributes.ac.value} (8 different values)
22 (x2)
25 (x2)
19 (x1)
21 (x2)
26 (x1)
10 (x1)
16 (x1)
18 (x1)
[allSaves] : object {2-12.system.attributes.allSaves}
value : string {2-12.system.attributes.allSaves.value} (same value: )
hp : object {2-12.system.attributes.hp}
details : string {2-12.system.attributes.hp.details} (same value: )
max : integer {2-12.system.attributes.hp.max} (10 different values)
80 (x2)
125 (x1)
30 (x1)
60 (x1)
0 (x1)
25 (x1)
36 (x1)
58 (x1)
85 (x1)
105 (x1)
temp : integer {2-12.system.attributes.hp.temp} (same value: 0)
value : integer {2-12.system.attributes.hp.value} (10 different values)
80 (x2)
125 (x1)
30 (x1)
60 (x1)
0 (x1)
25 (x1)
36 (x1)
58 (x1)
85 (x1)
105 (x1)
[tempmax] : integer {2-12.system.attributes.hp.tempmax} (same value: 0)
[speed] : object {2-12.system.attributes.speed}
otherSpeeds : array<object> {2-12.system.attributes.speed.otherSpeeds}
Length: min=0 max=2
Value type: object {2-12.system.attributes.speed.otherSpeeds.[]}
type : string {2-12.system.attributes.speed.otherSpeeds.[].type} (2 different values)
burrow (x2)
climb (x1)
value : integer {2-12.system.attributes.speed.otherSpeeds.[].value} (3 different values)
30 (x1)
10 (x1)
20 (x1)
value : integer {2-12.system.attributes.speed.value} (2 different values)
25 (x8)
40 (x2)
[details] : string {2-12.system.attributes.speed.details} (same value: powerful jumper)
[emitsSound] : string {2-12.system.attributes.emitsSound} (same value: encounter)
[hardness] : integer {2-12.system.attributes.hardness} (same value: 0)
[hasHealth] : boolean {2-12.system.attributes.hasHealth} (same value: False)
[stealth] : object {2-12.system.attributes.stealth}
details : string {2-12.system.attributes.stealth.details} (same value: <p>(trained)</p>)
value : integer {2-12.system.attributes.stealth.value} (same value: 10)
[resistances] : array<object> {2-12.system.attributes.resistances}
Length: min=2 max=2
Value type: object {2-12.system.attributes.resistances.[]}
type : string {2-12.system.attributes.resistances.[].type} (2 different values)
fire (x2)
poison (x2)
value : integer {2-12.system.attributes.resistances.[].value} (same value: 5)
details : object {2-12.system.details}
[blurb] : string {2-12.system.details.blurb} (2 different values)
(x9)
Variant bulette (x1)
[languages] : object {2-12.system.details.languages}
details : string {2-12.system.details.languages.details} (same value: )
value : array<string> {2-12.system.details.languages.value}
Length: min=0 max=2
Value type: string {2-12.system.details.languages.value.[]} (3 different values)
common (x8)
goblin (x6)
draconic (x2)
level : object {2-12.system.details.level}
value : integer {2-12.system.details.level.value} (7 different values)
5 (x3)
7 (x2)
2 (x1)
4 (x1)
6 (x1)
3 (x2)
1 (x1)
[privateNotes] : string {2-12.system.details.privateNotes} (same value: )
[publicNotes] : string {2-12.system.details.publicNotes} (same value: )
publication : object {2-12.system.details.publication}
license : string {2-12.system.details.publication.license} (same value: OGL)
remaster : boolean {2-12.system.details.publication.remaster} (same value: False)
title : string {2-12.system.details.publication.title} (same value: Pathfinder Society Scenario #2-12: Snakes in the Grass)
[description] : string {2-12.system.details.description} (same value: <p>An invisible rune imprinted on a chest's lock releases a powerful electrical discharge.</p>)
[disable] : string {2-12.system.details.disable} (same value: <p>@Check[thievery|dc:20|name:Scratch Out the Rune] (expert) to scratch out the rune without allowing electricity to flow, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (2nd level; counteract DC 18) to counteract the rune</p>)
[isComplex] : boolean {2-12.system.details.isComplex} (same value: False)
[reset] : string {2-12.system.details.reset} (same value: )
[routine] : string {2-12.system.details.routine} (same value: )
[initiative] : object {2-12.system.initiative}
statistic : string {2-12.system.initiative.statistic} (same value: perception)
[perception] : object {2-12.system.perception}
details : string {2-12.system.perception.details} (same value: )
mod : integer {2-12.system.perception.mod} (7 different values)
15 (x1)
18 (x1)
6 (x1)
14 (x4)
7 (x1)
8 (x1)
10 (x1)
senses : array<object> {2-12.system.perception.senses}
Length: min=0 max=2
Value type: object {2-12.system.perception.senses.[]}
type : string {2-12.system.perception.senses.[].type} (2 different values)
darkvision (x6)
scent (x2)
[acuity] : string {2-12.system.perception.senses.[].acuity} (same value: imprecise)
[range] : integer {2-12.system.perception.senses.[].range} (same value: 30)
[resources] : object {2-12.system.resources}
[focus] : object {2-12.system.resources.focus}
max : integer {2-12.system.resources.focus.max} (same value: 1)
value : integer {2-12.system.resources.focus.value} (same value: 1)
saves : object {2-12.system.saves}
fortitude : object {2-12.system.saves.fortitude}
saveDetail : string {2-12.system.saves.fortitude.saveDetail} (same value: )
value : integer {2-12.system.saves.fortitude.value} (6 different values)
12 (x1)
15 (x2)
7 (x2)
9 (x3)
18 (x2)
0 (x1)
reflex : object {2-12.system.saves.reflex}
saveDetail : string {2-12.system.saves.reflex.saveDetail} (same value: )
value : integer {2-12.system.saves.reflex.value} (7 different values)
15 (x2)
18 (x1)
9 (x2)
12 (x3)
14 (x1)
0 (x1)
7 (x1)
will : object {2-12.system.saves.will}
saveDetail : string {2-12.system.saves.will.saveDetail} (same value: )
value : integer {2-12.system.saves.will.value} (8 different values)
10 (x1)
13 (x1)
6 (x1)
12 (x2)
11 (x2)
0 (x1)
4 (x1)
9 (x2)
[skills] : object {2-12.system.skills}
[athletics] : object {2-12.system.skills.athletics}
base : integer {2-12.system.skills.athletics.base} (7 different values)
12 (x1)
16 (x1)
6 (x1)
9 (x1)
15 (x2)
7 (x1)
13 (x1)
[deception] : object {2-12.system.skills.deception}
base : integer {2-12.system.skills.deception.base} (5 different values)
14 (x1)
18 (x1)
5 (x2)
10 (x1)
8 (x1)
[diplomacy] : object {2-12.system.skills.diplomacy}
base : integer {2-12.system.skills.diplomacy.base} (3 different values)
14 (x1)
18 (x1)
8 (x1)
[intimidation] : object {2-12.system.skills.intimidation}
base : integer {2-12.system.skills.intimidation.base} (6 different values)
12 (x1)
16 (x1)
6 (x1)
8 (x1)
13 (x1)
15 (x1)
[stealth] : object {2-12.system.skills.stealth}
base : integer {2-12.system.skills.stealth.base} (5 different values)
10 (x1)
13 (x2)
6 (x1)
12 (x1)
15 (x1)
[thievery] : object {2-12.system.skills.thievery}
base : integer {2-12.system.skills.thievery.base} (3 different values)
10 (x1)
13 (x1)
8 (x1)
[survival] : object {2-12.system.skills.survival}
base : integer {2-12.system.skills.survival.base} (2 different values)
6 (x2)
10 (x1)
[acrobatics] : object {2-12.system.skills.acrobatics}
base : integer {2-12.system.skills.acrobatics.base} (3 different values)
13 (x1)
10 (x1)
12 (x1)
[arcana] : object {2-12.system.skills.arcana}
base : integer {2-12.system.skills.arcana.base} (2 different values)
10 (x1)
11 (x1)
[crafting] : object {2-12.system.skills.crafting}
base : integer {2-12.system.skills.crafting.base} (2 different values)
10 (x1)
11 (x1)
[nature] : object {2-12.system.skills.nature}
base : integer {2-12.system.skills.nature.base} (2 different values)
11 (x1)
13 (x1)
traits : object {2-12.system.traits}
rarity : string {2-12.system.traits.rarity} (3 different values)
unique (x6)
uncommon (x4)
common (x1)
size : object {2-12.system.traits.size}
value : string {2-12.system.traits.size.value} (3 different values)
med (x8)
huge (x1)
sm (x2)
value : array<string> {2-12.system.traits.value}
Length: min=1 max=4
Value type: string {2-12.system.traits.value.[]} (all different values)
[creatureType] : string {2-12.system.creatureType} (same value: )
[statusEffects] : array<> {2-12.system.statusEffects}
Length: min=0 max=0
Value type: mixed
type : string {2-12.type} (2 different values)
npc (x10)
hazard (x1)
+776
View File
@@ -0,0 +1,776 @@
2-13
Different values: 11
=====================================
object {2-13}
_id : string {2-13._id} (all different values)
folder : string {2-13.folder} (same value: VFW6AthcadX4x2FT)
img : string {2-13.img} (2 different values)
systems/pf2e/icons/default-icons/npc.svg (x9)
systems/pf2e/icons/default-icons/hazard.svg (x2)
items : array<object> {2-13.items}
Length: min=2 max=20
Value type: object {2-13.items.[]}
_id : string {2-13.items.[]._id} (65 different values)
[_stats] : object {2-13.items.[]._stats}
compendiumSource : string {2-13.items.[]._stats.compendiumSource} (25 different values)
img : string {2-13.items.[].img} (28 different values)
name : string {2-13.items.[].name} (38 different values)
sort : integer {2-13.items.[].sort} (20 different values)
100000 (x11)
200000 (x11)
300000 (x9)
400000 (x9)
500000 (x9)
600000 (x8)
700000 (x3)
800000 (x3)
900000 (x2)
1000000 (x2)
1100000 (x2)
1200000 (x2)
1300000 (x2)
1400000 (x2)
1500000 (x2)
1600000 (x2)
1700000 (x1)
1800000 (x1)
1900000 (x1)
2000000 (x1)
system : object {2-13.items.[].system}
[baseItem] : string {2-13.items.[].system.baseItem} (7 different values)
kukri (x2)
sickle (x1)
javelin (x2)
shortsword (x2)
padded-armor (x4)
alchemical-bomb (x1)
mace (x2)
[bonus] : object {2-13.items.[].system.bonus}
value : integer {2-13.items.[].system.bonus.value} (10 different values)
0 (x10)
6 (x2)
9 (x3)
8 (x1)
5 (x4)
3 (x1)
11 (x2)
10 (x1)
14 (x1)
7 (x3)
[bonusDamage] : object {2-13.items.[].system.bonusDamage}
value : integer {2-13.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {2-13.items.[].system.bulk}
value : mixed
float {2-13.items.[].system.bulk.value} (same value: 0,1)
integer {2-13.items.[].system.bulk.value} (same value: 1)
[category] : string {2-13.items.[].system.category} (6 different values)
martial (x5)
defensive (x3)
offensive (x13)
simple (x5)
light (x4)
ammo (x2)
[containerId] : mixed
[damage] : object {2-13.items.[].system.damage}
[damageType] : string {2-13.items.[].system.damage.damageType} (4 different values)
slashing (x3)
piercing (x4)
fire (x1)
bludgeoning (x2)
[dice] : integer {2-13.items.[].system.damage.dice} (same value: 1)
[die] : string {2-13.items.[].system.damage.die} (3 different values)
d6 (x8)
d4 (x1)
d8 (x1)
[persistent] : object {2-13.items.[].system.damage.persistent}
[faces] : mixed
number : integer {2-13.items.[].system.damage.persistent.number} (same value: 1)
type : string {2-13.items.[].system.damage.persistent.type} (same value: fire)
[0] : object {2-13.items.[].system.damage.0}
[applyMod] : boolean {2-13.items.[].system.damage.0.applyMod} (2 different values)
False (x7)
True (x4)
[category] : mixed
formula : string {2-13.items.[].system.damage.0.formula} (7 different values)
1d6 (x4)
2d6 (x2)
1d4 (x2)
1d4+1 (x4)
2d4 (x5)
3d8 (x1)
3d6 (x1)
kinds : array<string> {2-13.items.[].system.damage.0.kinds}
Length: min=1 max=1
Value type: string {2-13.items.[].system.damage.0.kinds.[]} (same value: damage)
materials : array<> {2-13.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {2-13.items.[].system.damage.0.type} (6 different values)
acid (x3)
fire (x5)
electricity (x2)
force (x4)
cold (x3)
untyped (x2)
[gcovwqxwitqchoin] : object {2-13.items.[].system.damage.gcovwqxwitqchoin}
applyMod : boolean {2-13.items.[].system.damage.gcovwqxwitqchoin.applyMod} (same value: False)
category : string {2-13.items.[].system.damage.gcovwqxwitqchoin.category} (same value: splash)
formula : string {2-13.items.[].system.damage.gcovwqxwitqchoin.formula} (same value: 1)
kinds : array<string> {2-13.items.[].system.damage.gcovwqxwitqchoin.kinds}
Length: min=1 max=1
Value type: string {2-13.items.[].system.damage.gcovwqxwitqchoin.kinds.[]} (same value: damage)
materials : array<> {2-13.items.[].system.damage.gcovwqxwitqchoin.materials}
Length: min=0 max=0
Value type: mixed
type : string {2-13.items.[].system.damage.gcovwqxwitqchoin.type} (same value: acid)
description : object {2-13.items.[].system.description}
value : string {2-13.items.[].system.description.value} (36 different values)
[equipped] : object {2-13.items.[].system.equipped}
carryType : string {2-13.items.[].system.equipped.carryType} (same value: worn)
[handsHeld] : integer {2-13.items.[].system.equipped.handsHeld} (same value: 0)
[invested] : mixed
[group] : string {2-13.items.[].system.group} (5 different values)
knife (x3)
dart (x2)
sword (x2)
bomb (x1)
club (x2)
[hardness] : integer {2-13.items.[].system.hardness} (same value: 0)
[hp] : object {2-13.items.[].system.hp}
max : integer {2-13.items.[].system.hp.max} (same value: 0)
value : integer {2-13.items.[].system.hp.value} (same value: 0)
[level] : object {2-13.items.[].system.level}
value : integer {2-13.items.[].system.level.value} (3 different values)
0 (x15)
1 (x22)
2 (x3)
[material] : object {2-13.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {2-13.items.[].system.price}
value : object {2-13.items.[].system.price.value}
[sp] : integer {2-13.items.[].system.price.value.sp} (4 different values)
6 (x2)
2 (x5)
1 (x2)
9 (x2)
[gp] : integer {2-13.items.[].system.price.value.gp} (2 different values)
3 (x1)
1 (x2)
[cp] : integer {2-13.items.[].system.price.value.cp} (same value: 1)
[per] : integer {2-13.items.[].system.price.per} (same value: 10)
publication : object {2-13.items.[].system.publication}
license : string {2-13.items.[].system.publication.license} (same value: OGL)
remaster : boolean {2-13.items.[].system.publication.remaster} (same value: False)
title : string {2-13.items.[].system.publication.title} (4 different values)
Pathfinder Core Rulebook (x39)
(x36)
Pathfinder Bestiary (x7)
Pathfinder Advanced Player's Guide (x1)
[quantity] : integer {2-13.items.[].system.quantity} (3 different values)
1 (x13)
3 (x1)
10 (x2)
[range] : mixed
integer {2-13.items.[].system.range} (2 different values)
30 (x2)
20 (x1)
object {2-13.items.[].system.range}
value : string {2-13.items.[].system.range.value} (3 different values)
30 feet (x11)
(x8)
120 feet (x5)
[reload] : object {2-13.items.[].system.reload}
value : string {2-13.items.[].system.reload.value} (2 different values)
(x7)
- (x3)
rules : ###FoundryRulesObject###
[runes] : object {2-13.items.[].system.runes}
potency : integer {2-13.items.[].system.runes.potency} (2 different values)
0 (x13)
1 (x1)
property : array<> {2-13.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {2-13.items.[].system.runes.striking} (same value: 0)
[resilient] : integer {2-13.items.[].system.runes.resilient} (same value: 0)
[size] : string {2-13.items.[].system.size} (same value: med)
[slug] : string {2-13.items.[].system.slug} (25 different values)
[splashDamage] : object {2-13.items.[].system.splashDamage}
[value] : integer {2-13.items.[].system.splashDamage.value} (2 different values)
0 (x7)
1 (x1)
[traits] : object {2-13.items.[].system.traits}
rarity : string {2-13.items.[].system.traits.rarity} (2 different values)
uncommon (x4)
common (x72)
value : array<string> {2-13.items.[].system.traits.value}
Length: min=0 max=5
Value type: string {2-13.items.[].system.traits.value.[]} (28 different values)
[traditions] : array<string> {2-13.items.[].system.traits.traditions}
Length: min=0 max=3
Value type: string {2-13.items.[].system.traits.traditions.[]} (4 different values)
arcane (x22)
primal (x15)
occult (x7)
divine (x2)
[usage] : object {2-13.items.[].system.usage}
value : string {2-13.items.[].system.usage.value} (same value: held-in-one-hand)
[attack] : object {2-13.items.[].system.attack}
value : string {2-13.items.[].system.attack.value} (same value: )
[attackEffects] : object {2-13.items.[].system.attackEffects}
value : array<string> {2-13.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {2-13.items.[].system.attackEffects.value.[]} (same value: grab)
[custom] : string {2-13.items.[].system.attackEffects.custom} (same value: )
[damageRolls] : object {2-13.items.[].system.damageRolls}
[f8jmb3gscymsstmnyvgd] : object {2-13.items.[].system.damageRolls.f8jmb3gscymsstmnyvgd}
damage : string {2-13.items.[].system.damageRolls.f8jmb3gscymsstmnyvgd.damage} (same value: 1d6+3)
damageType : string {2-13.items.[].system.damageRolls.f8jmb3gscymsstmnyvgd.damageType} (same value: piercing)
[6jf68eb9xghfw94xj9hx] : object {2-13.items.[].system.damageRolls.6jf68eb9xghfw94xj9hx}
damage : string {2-13.items.[].system.damageRolls.6jf68eb9xghfw94xj9hx.damage} (same value: 1d4+3)
damageType : string {2-13.items.[].system.damageRolls.6jf68eb9xghfw94xj9hx.damageType} (same value: bludgeoning)
[uc1s1t4wur5bbofg09gjg] : object {2-13.items.[].system.damageRolls.uc1s1t4wur5bbofg09gjg}
damage : string {2-13.items.[].system.damageRolls.uc1s1t4wur5bbofg09gjg.damage} (same value: 1d4+2)
damageType : string {2-13.items.[].system.damageRolls.uc1s1t4wur5bbofg09gjg.damageType} (same value: slashing)
[c16oqbic9ep578zkoag35t] : object {2-13.items.[].system.damageRolls.c16oqbic9ep578zkoag35t}
damage : string {2-13.items.[].system.damageRolls.c16oqbic9ep578zkoag35t.damage} (same value: 1d4+2)
damageType : string {2-13.items.[].system.damageRolls.c16oqbic9ep578zkoag35t.damageType} (same value: bludgeoning)
[3rec2ivz5gszdi4lxqip] : object {2-13.items.[].system.damageRolls.3rec2ivz5gszdi4lxqip}
damage : string {2-13.items.[].system.damageRolls.3rec2ivz5gszdi4lxqip.damage} (2 different values)
1d10+6 (x1)
1d10+4 (x1)
damageType : string {2-13.items.[].system.damageRolls.3rec2ivz5gszdi4lxqip.damageType} (same value: piercing)
[pfbzfo3zspgf2ap4ayra] : object {2-13.items.[].system.damageRolls.pfbzfo3zspgf2ap4ayra}
damage : string {2-13.items.[].system.damageRolls.pfbzfo3zspgf2ap4ayra.damage} (2 different values)
1d8+6 (x1)
1d8+4 (x1)
damageType : string {2-13.items.[].system.damageRolls.pfbzfo3zspgf2ap4ayra.damageType} (same value: slashing)
[7jq93flns2fx2mg9l272] : object {2-13.items.[].system.damageRolls.7jq93flns2fx2mg9l272}
damage : string {2-13.items.[].system.damageRolls.7jq93flns2fx2mg9l272.damage} (2 different values)
1d6+3 (x1)
2d6+6 (x1)
damageType : string {2-13.items.[].system.damageRolls.7jq93flns2fx2mg9l272.damageType} (same value: piercing)
[9if2r9lbksb93g074yty] : object {2-13.items.[].system.damageRolls.9if2r9lbksb93g074yty}
damage : string {2-13.items.[].system.damageRolls.9if2r9lbksb93g074yty.damage} (same value: 1d6+1)
damageType : string {2-13.items.[].system.damageRolls.9if2r9lbksb93g074yty.damageType} (same value: piercing)
[tuhpzf915xqccdnpe4bj] : object {2-13.items.[].system.damageRolls.tuhpzf915xqccdnpe4bj}
damage : string {2-13.items.[].system.damageRolls.tuhpzf915xqccdnpe4bj.damage} (same value: 1d6+1)
damageType : string {2-13.items.[].system.damageRolls.tuhpzf915xqccdnpe4bj.damageType} (same value: piercing)
[qqs81fvqqkf0cqyf6441] : object {2-13.items.[].system.damageRolls.qqs81fvqqkf0cqyf6441}
damage : string {2-13.items.[].system.damageRolls.qqs81fvqqkf0cqyf6441.damage} (same value: 1d6+2)
damageType : string {2-13.items.[].system.damageRolls.qqs81fvqqkf0cqyf6441.damageType} (same value: bludgeoning)
[weaponType] : object {2-13.items.[].system.weaponType}
value : string {2-13.items.[].system.weaponType.value} (2 different values)
melee (x15)
ranged (x3)
[actionType] : object {2-13.items.[].system.actionType}
value : string {2-13.items.[].system.actionType.value} (3 different values)
reaction (x5)
passive (x9)
action (x4)
[actions] : object {2-13.items.[].system.actions}
[value] : integer {2-13.items.[].system.actions.value} (same value: 1)
[mod] : object {2-13.items.[].system.mod}
value : integer {2-13.items.[].system.mod.value} (3 different values)
5 (x1)
10 (x1)
6 (x1)
[proficient] : object {2-13.items.[].system.proficient}
value : integer {2-13.items.[].system.proficient.value} (same value: 0)
[acBonus] : integer {2-13.items.[].system.acBonus} (same value: 1)
[checkPenalty] : integer {2-13.items.[].system.checkPenalty} (same value: 0)
[dexCap] : integer {2-13.items.[].system.dexCap} (same value: 3)
[speedPenalty] : integer {2-13.items.[].system.speedPenalty} (same value: 0)
[strength] : integer {2-13.items.[].system.strength} (same value: 0)
[autoHeightenLevel] : object {2-13.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {2-13.items.[].system.prepared}
value : string {2-13.items.[].system.prepared.value} (2 different values)
prepared (x2)
focus (x2)
[proficiency] : object {2-13.items.[].system.proficiency}
value : integer {2-13.items.[].system.proficiency.value} (same value: 0)
[slots] : object {2-13.items.[].system.slots}
[slot0] : object {2-13.items.[].system.slots.slot0}
max : integer {2-13.items.[].system.slots.slot0.max} (same value: 6)
prepared : array<object> {2-13.items.[].system.slots.slot0.prepared}
Length: min=6 max=6
Value type: object {2-13.items.[].system.slots.slot0.prepared.[]}
id : string {2-13.items.[].system.slots.slot0.prepared.[].id} (12 different values)
KPr9HQJS8Dbd47Oa (x1)
ZexebKhOkIpt27WD (x1)
t76L3tDYgQiW35SD (x1)
BfZtGlIZcNDpATnv (x1)
66o6ODrcbM3jOHHm (x1)
rxCVRH4GfN4go2mX (x1)
TnajQdIaUIuiiZrn (x1)
4zxukksFd7OUm6y9 (x1)
Dm001K6hIvixuPML (x1)
jYPMRUDhNEl55ef6 (x1)
WKNZX3btZ2fLDYkg (x1)
W8cHSxJVh7d99XBB (x1)
slot1 : object {2-13.items.[].system.slots.slot1}
max : integer {2-13.items.[].system.slots.slot1.max} (3 different values)
3 (x1)
1 (x2)
4 (x1)
[prepared] : array<object> {2-13.items.[].system.slots.slot1.prepared}
Length: min=3 max=4
Value type: object {2-13.items.[].system.slots.slot1.prepared.[]}
id : string {2-13.items.[].system.slots.slot1.prepared.[].id} (7 different values)
65nTZBNjMb7SZ4aM (x1)
LhIn15tWApqARRpJ (x1)
OxjG4mzU6ydYqTcd (x1)
yn6lKxXDLn1YCIST (x1)
a1WJ4CKAHPo2iAvH (x1)
gj5iDE9sThHlcUcE (x1)
QR2dYhEDHzOeqpIR (x1)
[value] : integer {2-13.items.[].system.slots.slot1.value} (same value: 1)
[slot2] : object {2-13.items.[].system.slots.slot2}
max : integer {2-13.items.[].system.slots.slot2.max} (same value: 3)
prepared : array<object> {2-13.items.[].system.slots.slot2.prepared}
Length: min=3 max=3
Value type: object {2-13.items.[].system.slots.slot2.prepared.[]}
id : string {2-13.items.[].system.slots.slot2.prepared.[].id} (3 different values)
u7Ibbf5nUoC2bx8f (x1)
XEmpU7oq4ylbDUhK (x1)
FOvsWyV6qHgpCiTo (x1)
[spelldc] : object {2-13.items.[].system.spelldc}
dc : integer {2-13.items.[].system.spelldc.dc} (2 different values)
16 (x2)
19 (x2)
item : integer {2-13.items.[].system.spelldc.item} (same value: 0)
mod : integer {2-13.items.[].system.spelldc.mod} (same value: 0)
value : integer {2-13.items.[].system.spelldc.value} (2 different values)
6 (x2)
9 (x2)
[tradition] : object {2-13.items.[].system.tradition}
value : string {2-13.items.[].system.tradition.value} (same value: arcane)
[area] : object {2-13.items.[].system.area}
type : string {2-13.items.[].system.area.type} (2 different values)
cone (x3)
line (x2)
value : integer {2-13.items.[].system.area.value} (2 different values)
15 (x3)
60 (x2)
[cost] : object {2-13.items.[].system.cost}
value : string {2-13.items.[].system.cost.value} (same value: )
[counteraction] : boolean {2-13.items.[].system.counteraction} (same value: False)
[defense] : object {2-13.items.[].system.defense}
save : object {2-13.items.[].system.defense.save}
basic : boolean {2-13.items.[].system.defense.save.basic} (2 different values)
True (x4)
False (x4)
statistic : string {2-13.items.[].system.defense.save.statistic} (2 different values)
reflex (x6)
fortitude (x2)
[duration] : object {2-13.items.[].system.duration}
sustained : boolean {2-13.items.[].system.duration.sustained} (2 different values)
False (x23)
True (x1)
value : string {2-13.items.[].system.duration.value} (3 different values)
(x18)
until the start of your next turn (x4)
1 minute (x2)
[heightening] : object {2-13.items.[].system.heightening}
[levels] : object {2-13.items.[].system.heightening.levels}
3 : object {2-13.items.[].system.heightening.levels.3}
damage : object {2-13.items.[].system.heightening.levels.3.damage}
0 : object {2-13.items.[].system.heightening.levels.3.damage.0}
applyMod : boolean {2-13.items.[].system.heightening.levels.3.damage.0.applyMod} (same value: False)
[category] : mixed
formula : string {2-13.items.[].system.heightening.levels.3.damage.0.formula} (same value: 2d6)
materials : array<> {2-13.items.[].system.heightening.levels.3.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {2-13.items.[].system.heightening.levels.3.damage.0.type} (same value: acid)
gcovwqxwitqchoin : object {2-13.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin}
applyMod : boolean {2-13.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.applyMod} (same value: False)
category : string {2-13.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.category} (same value: splash)
formula : string {2-13.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.formula} (same value: 1)
materials : array<> {2-13.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.materials}
Length: min=0 max=0
Value type: mixed
type : string {2-13.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.type} (same value: acid)
5 : object {2-13.items.[].system.heightening.levels.5}
damage : object {2-13.items.[].system.heightening.levels.5.damage}
0 : object {2-13.items.[].system.heightening.levels.5.damage.0}
applyMod : boolean {2-13.items.[].system.heightening.levels.5.damage.0.applyMod} (same value: False)
[category] : mixed
formula : string {2-13.items.[].system.heightening.levels.5.damage.0.formula} (same value: 3d6)
materials : array<> {2-13.items.[].system.heightening.levels.5.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {2-13.items.[].system.heightening.levels.5.damage.0.type} (same value: acid)
gcovwqxwitqchoin : object {2-13.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin}
applyMod : boolean {2-13.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.applyMod} (same value: False)
category : string {2-13.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.category} (same value: splash)
formula : string {2-13.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.formula} (same value: 2)
materials : array<> {2-13.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.materials}
Length: min=0 max=0
Value type: mixed
type : string {2-13.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.type} (same value: acid)
7 : object {2-13.items.[].system.heightening.levels.7}
damage : object {2-13.items.[].system.heightening.levels.7.damage}
0 : object {2-13.items.[].system.heightening.levels.7.damage.0}
applyMod : boolean {2-13.items.[].system.heightening.levels.7.damage.0.applyMod} (same value: False)
[category] : mixed
formula : string {2-13.items.[].system.heightening.levels.7.damage.0.formula} (same value: 4d6)
materials : array<> {2-13.items.[].system.heightening.levels.7.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {2-13.items.[].system.heightening.levels.7.damage.0.type} (same value: acid)
gcovwqxwitqchoin : object {2-13.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin}
applyMod : boolean {2-13.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.applyMod} (same value: False)
category : string {2-13.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.category} (same value: splash)
formula : string {2-13.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.formula} (same value: 3)
materials : array<> {2-13.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.materials}
Length: min=0 max=0
Value type: mixed
type : string {2-13.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.type} (same value: acid)
9 : object {2-13.items.[].system.heightening.levels.9}
damage : object {2-13.items.[].system.heightening.levels.9.damage}
0 : object {2-13.items.[].system.heightening.levels.9.damage.0}
applyMod : boolean {2-13.items.[].system.heightening.levels.9.damage.0.applyMod} (same value: False)
[category] : mixed
formula : string {2-13.items.[].system.heightening.levels.9.damage.0.formula} (same value: 5d6)
materials : array<> {2-13.items.[].system.heightening.levels.9.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {2-13.items.[].system.heightening.levels.9.damage.0.type} (same value: acid)
gcovwqxwitqchoin : object {2-13.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin}
applyMod : boolean {2-13.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.applyMod} (same value: False)
category : string {2-13.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.category} (same value: splash)
formula : string {2-13.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.formula} (same value: 4)
materials : array<> {2-13.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.materials}
Length: min=0 max=0
Value type: mixed
type : string {2-13.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.type} (same value: acid)
type : string {2-13.items.[].system.heightening.type} (2 different values)
fixed (x2)
interval (x15)
[damage] : object {2-13.items.[].system.heightening.damage}
0 : string {2-13.items.[].system.heightening.damage.0} (6 different values)
2d6 (x2)
1d4 (x6)
1d4+1 (x2)
1d6 (x3)
2d8 (x1)
2d4 (x1)
[interval] : integer {2-13.items.[].system.heightening.interval} (2 different values)
1 (x12)
2 (x3)
[location] : object {2-13.items.[].system.location}
value : string {2-13.items.[].system.location.value} (2 different values)
pyK7W4LbBcPHP8Vx (x22)
6WAyZi3FqPb1AVD6 (x2)
[requirements] : string {2-13.items.[].system.requirements} (same value: )
[target] : object {2-13.items.[].system.target}
value : string {2-13.items.[].system.target.value} (3 different values)
1 creature (x13)
(x9)
1 or 2 creatures (x2)
[time] : object {2-13.items.[].system.time}
value : string {2-13.items.[].system.time.value} (3 different values)
2 (x18)
1 (x4)
1 to 3 (x2)
[overlays] : object {2-13.items.[].system.overlays}
2I469pfbYcmFvzOA : object {2-13.items.[].system.overlays.2I469pfbYcmFvzOA}
_id : string {2-13.items.[].system.overlays.2I469pfbYcmFvzOA._id} (same value: 2I469pfbYcmFvzOA)
name : string {2-13.items.[].system.overlays.2I469pfbYcmFvzOA.name} (same value: Telekinetic Projectile (Bludgeoning))
overlayType : string {2-13.items.[].system.overlays.2I469pfbYcmFvzOA.overlayType} (same value: override)
sort : integer {2-13.items.[].system.overlays.2I469pfbYcmFvzOA.sort} (same value: 1)
system : object {2-13.items.[].system.overlays.2I469pfbYcmFvzOA.system}
damage : object {2-13.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage}
0 : object {2-13.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage.0}
[category] : mixed
type : string {2-13.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage.0.type} (same value: bludgeoning)
cUFX7ExSLeoa3vIF : object {2-13.items.[].system.overlays.cUFX7ExSLeoa3vIF}
_id : string {2-13.items.[].system.overlays.cUFX7ExSLeoa3vIF._id} (same value: cUFX7ExSLeoa3vIF)
name : string {2-13.items.[].system.overlays.cUFX7ExSLeoa3vIF.name} (same value: Telekinetic Projectile (Piercing))
overlayType : string {2-13.items.[].system.overlays.cUFX7ExSLeoa3vIF.overlayType} (same value: override)
sort : integer {2-13.items.[].system.overlays.cUFX7ExSLeoa3vIF.sort} (same value: 2)
system : object {2-13.items.[].system.overlays.cUFX7ExSLeoa3vIF.system}
damage : object {2-13.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage}
0 : object {2-13.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage.0}
[category] : mixed
type : string {2-13.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage.0.type} (same value: piercing)
zFWsMjoeCnLxqJaV : object {2-13.items.[].system.overlays.zFWsMjoeCnLxqJaV}
_id : string {2-13.items.[].system.overlays.zFWsMjoeCnLxqJaV._id} (same value: zFWsMjoeCnLxqJaV)
name : string {2-13.items.[].system.overlays.zFWsMjoeCnLxqJaV.name} (same value: Telekinetic Projectile (Slashing))
overlayType : string {2-13.items.[].system.overlays.zFWsMjoeCnLxqJaV.overlayType} (same value: override)
sort : integer {2-13.items.[].system.overlays.zFWsMjoeCnLxqJaV.sort} (same value: 3)
system : object {2-13.items.[].system.overlays.zFWsMjoeCnLxqJaV.system}
damage : object {2-13.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage}
0 : object {2-13.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage.0}
[category] : mixed
type : string {2-13.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage.0.type} (same value: slashing)
[stackGroup] : string {2-13.items.[].system.stackGroup} (same value: slingBullets)
[uses] : object {2-13.items.[].system.uses}
autoDestroy : boolean {2-13.items.[].system.uses.autoDestroy} (same value: True)
max : integer {2-13.items.[].system.uses.max} (same value: 1)
value : integer {2-13.items.[].system.uses.value} (same value: 1)
type : string {2-13.items.[].type} (8 different values)
weapon (x10)
melee (x18)
action (x18)
lore (x3)
armor (x4)
spellcastingEntry (x4)
spell (x24)
consumable (x2)
[flags] : object {2-13.items.[].flags}
pf2e : object {2-13.items.[].flags.pf2e}
linkedWeapon : string {2-13.items.[].flags.pf2e.linkedWeapon} (9 different values)
nblffaZIhH3gaSls (x1)
cPDtWTXlrggq30QC (x1)
TuCglVgdwXiNXE6i (x1)
qPzZns8LjML2ZDKo (x1)
hYz8UC2otlK6BSwp (x1)
XH08tuh9nV9O6YAg (x1)
O2UJaDPlKO9oGdx6 (x1)
aTFsrKwUBbeAYXlD (x1)
l1Rx7juF1C5K50de (x1)
name : string {2-13.name} (all different values)
[prototypeToken] : object {2-13.prototypeToken}
name : string {2-13.prototypeToken.name} (6 different values)
Archis Peers (x2)
Commoner (x1)
Lion (x1)
Mechanical Jaws (x2)
Mercenary Trapper (x2)
Mercenary Wizard (x2)
system : object {2-13.system}
[abilities] : object {2-13.system.abilities}
cha : object {2-13.system.abilities.cha}
mod : integer {2-13.system.abilities.cha.mod} (3 different values)
2 (x2)
0 (x5)
-2 (x2)
con : object {2-13.system.abilities.con}
mod : integer {2-13.system.abilities.con.mod} (2 different values)
1 (x6)
2 (x3)
dex : object {2-13.system.abilities.dex}
mod : integer {2-13.system.abilities.dex.mod} (4 different values)
3 (x5)
1 (x1)
4 (x1)
2 (x2)
int : object {2-13.system.abilities.int}
mod : integer {2-13.system.abilities.int.mod} (5 different values)
2 (x1)
3 (x2)
0 (x3)
-4 (x2)
4 (x1)
str : object {2-13.system.abilities.str}
mod : integer {2-13.system.abilities.str.mod} (5 different values)
0 (x2)
3 (x1)
4 (x2)
1 (x2)
2 (x2)
wis : object {2-13.system.abilities.wis}
mod : integer {2-13.system.abilities.wis.mod} (3 different values)
1 (x5)
2 (x3)
3 (x1)
attributes : object {2-13.system.attributes}
ac : object {2-13.system.attributes.ac}
[details] : string {2-13.system.attributes.ac.details} (same value: )
value : integer {2-13.system.attributes.ac.value} (6 different values)
16 (x3)
18 (x4)
13 (x1)
19 (x1)
14 (x1)
17 (x1)
[allSaves] : object {2-13.system.attributes.allSaves}
value : string {2-13.system.attributes.allSaves.value} (same value: )
hp : object {2-13.system.attributes.hp}
details : string {2-13.system.attributes.hp.details} (same value: )
max : integer {2-13.system.attributes.hp.max} (all different values)
temp : integer {2-13.system.attributes.hp.temp} (same value: 0)
value : integer {2-13.system.attributes.hp.value} (all different values)
[speed] : object {2-13.system.attributes.speed}
otherSpeeds : array<> {2-13.system.attributes.speed.otherSpeeds}
Length: min=0 max=0
Value type: mixed
value : integer {2-13.system.attributes.speed.value} (2 different values)
25 (x7)
30 (x2)
[emitsSound] : string {2-13.system.attributes.emitsSound} (same value: encounter)
[hardness] : integer {2-13.system.attributes.hardness} (2 different values)
5 (x1)
8 (x1)
[hasHealth] : boolean {2-13.system.attributes.hasHealth} (same value: True)
[immunities] : array<object> {2-13.system.attributes.immunities}
Length: min=2 max=2
Value type: object {2-13.system.attributes.immunities.[]}
type : string {2-13.system.attributes.immunities.[].type} (2 different values)
precision (x2)
critical-hits (x2)
[stealth] : object {2-13.system.attributes.stealth}
details : string {2-13.system.attributes.stealth.details} (same value: <p>(trained)</p>)
value : integer {2-13.system.attributes.stealth.value} (2 different values)
6 (x1)
8 (x1)
details : object {2-13.system.details}
[blurb] : string {2-13.system.details.blurb} (same value: )
[languages] : object {2-13.system.details.languages}
details : string {2-13.system.details.languages.details} (same value: )
value : array<string> {2-13.system.details.languages.value}
Length: min=0 max=2
Value type: string {2-13.system.details.languages.value.[]} (2 different values)
common (x7)
kelish (x2)
level : object {2-13.system.details.level}
value : integer {2-13.system.details.level.value} (5 different values)
1 (x3)
3 (x4)
-1 (x2)
0 (x1)
2 (x1)
[privateNotes] : string {2-13.system.details.privateNotes} (same value: )
[publicNotes] : string {2-13.system.details.publicNotes} (3 different values)
(x6)
<p>Though not every commoner is downtrodden, many live hard lives of toil as they work to keep their families fed and housed in relative comfort. While many commoners are just simple folks who keep to themselves, sometimes commoners rebel, either rising up to face their oppressors or persuaded or even duped into joining nefarious plans and criminal conspiracies. Commoners benefit from power in numbers, and a crowd of commoners can accomplish a great deal more than their rulers often expect.</p>
<hr />
<p>Unfortunately, every society has people living on its fringes. While good communities work to grant aid and respite to their downtrodden, sometimes-due to economic downturn, famine, or war-the ranks of the less fortunate exceed the community's capacity to support them. In heartless neutral and evil societies, poverty is seen as an inevitability that can never be truly eradicated, or even worse, as a tool to be manipulated for political gain.</p> (x1)
<p>Lions are cooperative hunters, ambushing dangerous prey in groups of lionesses that work in tandem to trap and kill their prey. Male lions are typically larger, with long manes, and when they hunt, they tend to do so on their own.</p>
<hr />
<p>Few predators of the natural world can match the cat's talent for stalking and stealth.</p> (x2)
publication : object {2-13.system.details.publication}
license : string {2-13.system.details.publication.license} (same value: OGL)
remaster : boolean {2-13.system.details.publication.remaster} (same value: False)
title : string {2-13.system.details.publication.title} (same value: Pathfinder Society Scenario #2-13: A Gilded Test)
[description] : string {2-13.system.details.description} (same value: <p>Mechanical jaws bolted to the stone beneath a camouflaged floor tile.</p>)
[disable] : string {2-13.system.details.disable} (2 different values)
<p>@Check[theivery|dc:12] (trained) on the jaw mechanism.</p> (x1)
<p>@Check[thievery|dc:16] (trained) on the jaw mechanism.</p> (x1)
[isComplex] : boolean {2-13.system.details.isComplex} (same value: False)
[reset] : string {2-13.system.details.reset} (same value: )
[routine] : string {2-13.system.details.routine} (same value: )
[initiative] : object {2-13.system.initiative}
statistic : string {2-13.system.initiative.statistic} (same value: perception)
[perception] : object {2-13.system.perception}
details : string {2-13.system.perception.details} (same value: )
mod : integer {2-13.system.perception.mod} (5 different values)
6 (x2)
8 (x3)
3 (x1)
9 (x2)
7 (x1)
senses : array<object> {2-13.system.perception.senses}
Length: min=0 max=2
Value type: object {2-13.system.perception.senses.[]}
type : string {2-13.system.perception.senses.[].type} (2 different values)
low-light-vision (x2)
scent (x2)
[acuity] : string {2-13.system.perception.senses.[].acuity} (same value: imprecise)
[range] : integer {2-13.system.perception.senses.[].range} (same value: 30)
[resources] : object {2-13.system.resources}
[focus] : object {2-13.system.resources.focus}
max : integer {2-13.system.resources.focus.max} (same value: 1)
value : integer {2-13.system.resources.focus.value} (same value: 1)
saves : object {2-13.system.saves}
fortitude : object {2-13.system.saves.fortitude}
saveDetail : string {2-13.system.saves.fortitude.saveDetail} (same value: )
value : integer {2-13.system.saves.fortitude.value} (7 different values)
4 (x1)
6 (x4)
9 (x1)
8 (x2)
11 (x1)
5 (x1)
7 (x1)
reflex : object {2-13.system.saves.reflex}
saveDetail : string {2-13.system.saves.reflex.saveDetail} (same value: )
value : integer {2-13.system.saves.reflex.value} (7 different values)
8 (x2)
10 (x2)
3 (x2)
2 (x1)
7 (x2)
9 (x1)
5 (x1)
will : object {2-13.system.saves.will}
saveDetail : string {2-13.system.saves.will.saveDetail} (same value: )
value : integer {2-13.system.saves.will.value} (7 different values)
6 (x3)
8 (x2)
3 (x1)
7 (x1)
0 (x2)
4 (x1)
5 (x1)
[skills] : object {2-13.system.skills}
[acrobatics] : object {2-13.system.skills.acrobatics}
base : integer {2-13.system.skills.acrobatics.base} (5 different values)
6 (x2)
10 (x1)
8 (x1)
5 (x2)
7 (x2)
athletics : object {2-13.system.skills.athletics}
base : integer {2-13.system.skills.athletics.base} (6 different values)
3 (x2)
5 (x3)
11 (x1)
4 (x1)
7 (x1)
9 (x1)
[deception] : object {2-13.system.skills.deception}
base : integer {2-13.system.skills.deception.base} (3 different values)
5 (x1)
9 (x1)
2 (x1)
[diplomacy] : object {2-13.system.skills.diplomacy}
base : integer {2-13.system.skills.diplomacy.base} (2 different values)
5 (x1)
7 (x1)
[society] : object {2-13.system.skills.society}
base : integer {2-13.system.skills.society.base} (3 different values)
5 (x1)
8 (x1)
2 (x1)
[stealth] : object {2-13.system.skills.stealth}
base : integer {2-13.system.skills.stealth.base} (5 different values)
6 (x1)
10 (x2)
5 (x2)
7 (x2)
8 (x1)
[arcana] : object {2-13.system.skills.arcana}
base : integer {2-13.system.skills.arcana.base} (2 different values)
6 (x1)
11 (x1)
traits : object {2-13.system.traits}
rarity : string {2-13.system.traits.rarity} (3 different values)
unique (x2)
common (x4)
uncommon (x5)
size : object {2-13.system.traits.size}
value : string {2-13.system.traits.size.value} (2 different values)
med (x9)
lg (x2)
value : array<string> {2-13.system.traits.value}
Length: min=1 max=4
Value type: string {2-13.system.traits.value.[]} (7 different values)
evil (x2)
human (x7)
humanoid (x7)
lawful (x2)
animal (x2)
mechanical (x2)
trap (x2)
[creatureType] : string {2-13.system.creatureType} (same value: )
[statusEffects] : array<> {2-13.system.statusEffects}
Length: min=0 max=0
Value type: mixed
type : string {2-13.type} (2 different values)
npc (x9)
hazard (x2)
+452
View File
@@ -0,0 +1,452 @@
2-14
Different values: 8
=====================================
object {2-14}
_id : string {2-14._id} (all different values)
folder : string {2-14.folder} (same value: nspWtbbTPHQORzWz)
img : string {2-14.img} (2 different values)
systems/pf2e/icons/default-icons/npc.svg (x4)
systems/pf2e/icons/default-icons/hazard.svg (x4)
items : array<object> {2-14.items}
Length: min=1 max=6
Value type: object {2-14.items.[]}
_id : string {2-14.items.[]._id} (15 different values)
dLvpDWgcaCGj0cGW (x2)
39OYF7rAupa5epUI (x2)
llP0iPm4qwoX8UZ6 (x2)
K2357WczpsewBpx1 (x2)
DdBcbOs69kmUVmkm (x2)
OYFgzf5Q5j6UeJhf (x1)
JlQUb1sbsYfmz5Vi (x1)
MmVshWo3qRUeXbet (x2)
X2ev5CVRF0E843MK (x2)
iOdkPynHS0PUuhjD (x1)
s2WEJDMzIoSEIZWj (x1)
Cleo9PQGP9OVoWtY (x1)
YgxWUbqgAc3iKOYz (x1)
0Vv2R9JCAdMBeLqh (x1)
ik1b27c1XdgWKcNZ (x1)
img : string {2-14.items.[].img} (6 different values)
systems/pf2e/icons/default-icons/melee.svg (x8)
systems/pf2e/icons/actions/Passive.webp (x5)
systems/pf2e/icons/actions/TwoActions.webp (x2)
systems/pf2e/icons/actions/Reaction.webp (x5)
systems/pf2e/icons/actions/OneAction.webp (x1)
systems/pf2e/icons/actions/FreeAction.webp (x1)
name : string {2-14.items.[].name} (14 different values)
Fist (x2)
Flaming Sap (x2)
Smoke Vision (x2)
Acrid Cloud (x2)
Filthy Burn (x2)
Jaws (x2)
Cloak in Embers (x1)
Flares (x2)
Flare (x2)
Claw (x1)
Tail Claw (x1)
Voice Imitation (x1)
Tail Drag (x1)
Improved Grab (x1)
sort : integer {2-14.items.[].sort} (6 different values)
100000 (x8)
200000 (x4)
300000 (x3)
400000 (x3)
500000 (x3)
600000 (x1)
system : object {2-14.items.[].system}
[attack] : object {2-14.items.[].system.attack}
value : string {2-14.items.[].system.attack.value} (same value: )
[attackEffects] : object {2-14.items.[].system.attackEffects}
[custom] : string {2-14.items.[].system.attackEffects.custom} (same value: )
value : array<string> {2-14.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {2-14.items.[].system.attackEffects.value.[]} (2 different values)
filthy-burn (x4)
improved-grab (x1)
[bonus] : object {2-14.items.[].system.bonus}
value : integer {2-14.items.[].system.bonus.value} (5 different values)
12 (x2)
15 (x2)
10 (x1)
14 (x1)
17 (x2)
[damageRolls] : object {2-14.items.[].system.damageRolls}
[0] : object {2-14.items.[].system.damageRolls.0}
damage : string {2-14.items.[].system.damageRolls.0.damage} (5 different values)
1d6+6 (x1)
1d6+3 (x1)
2d6+6 (x1)
2d6+3 (x1)
1d4+3 (x1)
damageType : string {2-14.items.[].system.damageRolls.0.damageType} (2 different values)
fire (x4)
piercing (x1)
[1] : object {2-14.items.[].system.damageRolls.1}
category : string {2-14.items.[].system.damageRolls.1.category} (same value: persistent)
damage : string {2-14.items.[].system.damageRolls.1.damage} (same value: 1d4)
damageType : string {2-14.items.[].system.damageRolls.1.damageType} (same value: fire)
[4r561g7omq99mbw1yknx] : object {2-14.items.[].system.damageRolls.4r561g7omq99mbw1yknx}
damage : string {2-14.items.[].system.damageRolls.4r561g7omq99mbw1yknx.damage} (same value: 2d8+4)
damageType : string {2-14.items.[].system.damageRolls.4r561g7omq99mbw1yknx.damageType} (same value: piercing)
[ueo321s5tdjm3mquk8ms] : object {2-14.items.[].system.damageRolls.ueo321s5tdjm3mquk8ms}
damage : string {2-14.items.[].system.damageRolls.ueo321s5tdjm3mquk8ms.damage} (same value: 2d6+4)
damageType : string {2-14.items.[].system.damageRolls.ueo321s5tdjm3mquk8ms.damageType} (same value: slashing)
cjmlyrl0vxrsxdi2xyop : object {2-14.items.[].system.damageRolls.cjmlyrl0vxrsxdi2xyop}
damage : string {2-14.items.[].system.damageRolls.cjmlyrl0vxrsxdi2xyop.damage} (same value: 2d4+4)
damageType : string {2-14.items.[].system.damageRolls.cjmlyrl0vxrsxdi2xyop.damageType} (same value: slashing)
description : object {2-14.items.[].system.description}
value : string {2-14.items.[].system.description.value} (13 different values)
(x8)
<p>The corrupted wildfire ignores the @UUID[Compendium.pf2e.conditionitems.Item.Concealed] condition from smoke.</p> (x2)
<p>The burning sap that makes up the corrupted wildfire's body sputters and pops, ejecting a cloud of acrid that smoke in a @Template[emanation|distance:10] that lasts for 1 round.</p>
<p>This smoke provides concealment to all creatures within, and deals @Damage[1d6[poison]] damage to any creature that enters or begins its turn in the cloud (@Check[fortitude|dc:20|basic]).</p>
<p>A creature that fails is also @UUID[Compendium.pf2e.conditionitems.Item.Sickened]{Sickened 1} (or @UUID[Compendium.pf2e.conditionitems.Item.Sickened]{Sickened 2} on a critical failure).</p> (x1)
<p>When the corrupted wildfire successfully strikes a creature with an attack that deals persistent fire damage, the target becomes @UUID[Compendium.pf2e.conditionitems.Item.Sickened]{Sickened 1} (@UUID[Compendium.pf2e.conditionitems.Item.Sickened]{Sickened 2} on a critical hit). This condition cannot be reduced below 1 while the creature is subject to the persistent fire damage from the attack, and ends automatically when the persistent fire ends.</p> (x2)
<p>The burning sap that makes up the corrupted wildfire's body sputters and pops, ejecting a cloud of acrid that smoke in a @Template[emanation|distance:10] that lasts for 1 round.</p>
<p>This smoke provides concealment to all creatures within, and deals @Damage[2d4[poison]] damage to any creature that enters or begins its turn in the cloud (@Check[fortitude|dc:22|basic]).</p>
<p>A creature that fails is also @UUID[Compendium.pf2e.conditionitems.Item.Sickened]{Sickened 1} (or @UUID[Compendium.pf2e.conditionitems.Item.Sickened]{Sickened 2} on a critical failure).</p> (x1)
<p><strong>Trigger</strong> An adjacent ally is targeted by an effect that deals fire damage</p>
<hr />
<p><strong>Effect</strong> The ember fox drapes itself across its ally, granting the ally fire resistance 10 against the incoming attack.</p> (x1)
<p><strong>Trigger</strong> A creature other than the monolith's guardians approaches within 40 feet of the monolith</p>
<hr />
<p><strong>Effect</strong> the flames wreathing the monolith flare with incandescent light. The triggering creature must attempt a @Check[fortitude|dc:17] save.</p>
<p>On a failure, the creature is @UUID[Compendium.pf2e.conditionitems.Item.Dazzled] for one round.</p>
<p>On a critical failure, the creature is @UUID[Compendium.pf2e.conditionitems.Item.Blinded] for one round, then @UUID[Compendium.pf2e.conditionitems.Item.Dazzled] for one round.</p>
<p>The hazard rolls initiative.</p> (x1)
<p><strong>Trigger</strong> A creature other than the monolith's guardians approaches within 40 feet of the monolith</p>
<hr />
<p><strong>Effect</strong> the flames wreathing the monolith flare with incandescent light. The triggering creature must attempt a @Check[fortitude|dc:20] save.</p>
<p>On a failure, the creature is @UUID[Compendium.pf2e.conditionitems.Item.Dazzled] for one round.</p>
<p>On a critical failure, the creature is @UUID[Compendium.pf2e.conditionitems.Item.Blinded] for one round, then dazzled for one round.</p>
<p>The hazard rolls initiative.</p> (x1)
<p><strong>Trigger</strong> A creature other than the monolith's guardians approaches within 40 feet of the monolith</p>
<hr />
<p><strong>Effect</strong> the flames wreathing the monolith flare with incandescent light. The triggering creature must attempt a @Check[fortitude|dc:18] save.</p>
<p>On a failure, the creature is @UUID[Compendium.pf2e.conditionitems.Item.Dazzled] for one round.</p>
<p>On a critical failure, the creature is @UUID[Compendium.pf2e.conditionitems.Item.Blinded] for one round, then @UUID[Compendium.pf2e.conditionitems.Item.Dazzled] for one round.</p>
<p>The hazard rolls initiative.</p> (x1)
<p><strong>Trigger</strong> A creature other than the monolith's guardians approaches within 40 feet of the monolith</p>
<hr />
<p><strong>Effect</strong> the flames wreathing the monolith flare with incandescent light. The triggering creature must attempt a @Check[fortitude|dc:22] save.</p>
<p>On a failure, the creature is @UUID[Compendium.pf2e.conditionitems.Item.Dazzled] for one round.</p>
<p>On a critical failure, the creature is @UUID[Compendium.pf2e.conditionitems.Item.Blinded] for one round, then dazzled for one round.</p>
<p>The hazard rolls initiative.</p> (x1)
<p>An ahuizotl can mimic the sounds of a person in distress by attempting a Deception check to @UUID[Compendium.pf2e.actionspf2e.Item.Lie]. The ahuizotl has a +4 circumstance bonus to this check.</p> (x1)
<p><strong>Requirements</strong> The ahuizotl has a Medium or smaller creature grabbed with its tail claw</p>
<hr />
<p><strong>Effect</strong> The ahuizotl attempts an @Check[athletics|defense:fortitude] check against the creature's Fortitude DC.</p>
<hr />
<p><strong>Critical Success</strong> If the creature is 10 feet away from the ahuizotl, it is dragged into a square adjacent to the ahuizotl. The ahuizotl can make a jaws Strike against the creature.</p>
<p><strong>Success</strong> If the creature is 10 feet away from the ahuizotl, it is dragged into a square adjacent to the ahuizotl.</p>
<p><strong>Failure</strong> The creature is not dragged.</p>
<p><strong>Critical Failure</strong> The creature is not dragged and the ahuizotl no longer has the creature grabbed.</p> (x1)
<p>@Localize[PF2E.NPC.Abilities.Glossary.ImprovedGrab]</p> (x1)
publication : object {2-14.items.[].system.publication}
license : string {2-14.items.[].system.publication.license} (same value: OGL)
remaster : boolean {2-14.items.[].system.publication.remaster} (same value: False)
title : string {2-14.items.[].system.publication.title} (2 different values)
(x21)
Pathfinder Bestiary (x1)
rules : ###FoundryRulesObject###
[slug] : string {2-14.items.[].system.slug} (same value: improved-grab)
traits : object {2-14.items.[].system.traits}
rarity : string {2-14.items.[].system.traits.rarity} (same value: common)
value : array<string> {2-14.items.[].system.traits.value}
Length: min=0 max=3
Value type: string {2-14.items.[].system.traits.value.[]} (7 different values)
agile (x5)
finesse (x3)
unarmed (x5)
range-increment-30 (x2)
poison (x2)
primal (x2)
reach-10 (x1)
[weaponType] : object {2-14.items.[].system.weaponType}
value : string {2-14.items.[].system.weaponType.value} (2 different values)
melee (x6)
ranged (x2)
[actionType] : object {2-14.items.[].system.actionType}
value : string {2-14.items.[].system.actionType.value} (4 different values)
passive (x5)
action (x3)
reaction (x5)
free (x1)
[actions] : object {2-14.items.[].system.actions}
[value] : integer {2-14.items.[].system.actions.value} (2 different values)
2 (x2)
1 (x1)
[category] : string {2-14.items.[].system.category} (3 different values)
interaction (x3)
offensive (x6)
defensive (x1)
type : string {2-14.items.[].type} (2 different values)
melee (x8)
action (x14)
_stats : object {2-14.items.[]._stats}
compendiumSource : string {2-14.items.[]._stats.compendiumSource} (same value: Compendium.pf2e.bestiary-ability-glossary-srd.Item.i18TlebMzwONyPhI)
name : string {2-14.name} (all different values)
[prototypeToken] : object {2-14.prototypeToken}
name : string {2-14.prototypeToken.name} (4 different values)
Corrupted Wildfire (x2)
Ember Fox (x1)
Explosive Monolith (x2)
Flooding Monolith (x2)
system : object {2-14.system}
[abilities] : object {2-14.system.abilities}
cha : object {2-14.system.abilities.cha}
mod : integer {2-14.system.abilities.cha.mod} (3 different values)
-2 (x2)
1 (x1)
3 (x1)
con : object {2-14.system.abilities.con}
mod : integer {2-14.system.abilities.con.mod} (3 different values)
4 (x2)
2 (x1)
5 (x1)
dex : object {2-14.system.abilities.dex}
mod : integer {2-14.system.abilities.dex.mod} (2 different values)
4 (x3)
3 (x1)
int : object {2-14.system.abilities.int}
mod : integer {2-14.system.abilities.int.mod} (2 different values)
-2 (x3)
-1 (x1)
str : object {2-14.system.abilities.str}
mod : integer {2-14.system.abilities.str.mod} (3 different values)
3 (x2)
1 (x1)
5 (x1)
wis : object {2-14.system.abilities.wis}
mod : integer {2-14.system.abilities.wis.mod} (2 different values)
3 (x3)
2 (x1)
attributes : object {2-14.system.attributes}
ac : object {2-14.system.attributes.ac}
[details] : string {2-14.system.attributes.ac.details} (same value: )
value : integer {2-14.system.attributes.ac.value} (6 different values)
18 (x3)
21 (x1)
13 (x1)
16 (x1)
15 (x1)
20 (x1)
[allSaves] : object {2-14.system.attributes.allSaves}
value : string {2-14.system.attributes.allSaves.value} (same value: )
hp : object {2-14.system.attributes.hp}
details : string {2-14.system.attributes.hp.details} (same value: )
max : integer {2-14.system.attributes.hp.max} (all different values)
temp : integer {2-14.system.attributes.hp.temp} (same value: 0)
value : integer {2-14.system.attributes.hp.value} (all different values)
[immunities] : array<object> {2-14.system.attributes.immunities}
Length: min=2 max=5
Value type: object {2-14.system.attributes.immunities.[]}
type : string {2-14.system.attributes.immunities.[].type} (7 different values)
paralyzed (x3)
bleed (x3)
fire (x3)
poison (x3)
sleep (x3)
precision (x4)
critical-hits (x4)
[speed] : object {2-14.system.attributes.speed}
otherSpeeds : array<object> {2-14.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {2-14.system.attributes.speed.otherSpeeds.[]}
type : string {2-14.system.attributes.speed.otherSpeeds.[].type} (same value: swim)
value : integer {2-14.system.attributes.speed.otherSpeeds.[].value} (same value: 35)
value : integer {2-14.system.attributes.speed.value} (3 different values)
50 (x2)
30 (x1)
25 (x1)
[weaknesses] : array<object> {2-14.system.attributes.weaknesses}
Length: min=1 max=1
Value type: object {2-14.system.attributes.weaknesses.[]}
type : string {2-14.system.attributes.weaknesses.[].type} (same value: cold)
value : integer {2-14.system.attributes.weaknesses.[].value} (2 different values)
4 (x1)
5 (x2)
[emitsSound] : string {2-14.system.attributes.emitsSound} (same value: encounter)
[hardness] : integer {2-14.system.attributes.hardness} (4 different values)
7 (x1)
12 (x1)
8 (x1)
13 (x1)
[hasHealth] : boolean {2-14.system.attributes.hasHealth} (same value: True)
[stealth] : object {2-14.system.attributes.stealth}
details : string {2-14.system.attributes.stealth.details} (same value: )
value : integer {2-14.system.attributes.stealth.value} (4 different values)
4 (x1)
7 (x1)
5 (x1)
8 (x1)
details : object {2-14.system.details}
[blurb] : string {2-14.system.details.blurb} (same value: )
[languages] : object {2-14.system.details.languages}
details : string {2-14.system.details.languages.details} (2 different values)
(x3)
(can't speak any language) (x1)
value : array<string> {2-14.system.details.languages.value}
Length: min=1 max=2
Value type: string {2-14.system.details.languages.value.[]} (4 different values)
chthonian (x2)
pyric (x3)
aklo (x1)
common (x1)
level : object {2-14.system.details.level}
value : integer {2-14.system.details.level.value} (5 different values)
3 (x2)
5 (x1)
2 (x2)
1 (x1)
4 (x2)
[privateNotes] : string {2-14.system.details.privateNotes} (same value: )
[publicNotes] : string {2-14.system.details.publicNotes} (3 different values)
(x2)
<p>Ember foxes resemble their canid namesakes, save for the flames that make their fur and the tips of their long whiskers flicker and glow.</p> (x1)
<p>The ahuizotl is a vicious, semi-aquatic predator that resembles a hideous cross between a badger and an otter, with disturbingly web-fingered paws supplemented by a fifth hand at the end of a long, serpentine tail. A clever and stealthy hunter, the ahuizotl lures unwary prey to their doom by mimicking the cries of people in distress.</p>
<p>The ahuizotl's macabre habit of feeding on a victim's eyes, fingernails, and teeth leaves the corpses of its kills uniquely mutilated. Some say the creatures consider these body parts delicacies, while others insist ahuizotls collect them as tribute to a powerful but unknown entity.</p>
<p>The fact that an ahuizotl does not eat the actual flesh of its victims, instead depositing their savaged and waterlogged corpses in locations where the remains are sure to be found by friends or family, points to a third and perhaps more likely possibility-the ahuizotl simply enjoys using its violent dietary quirks to spread fear and despair.</p>
<p>An ahuizotl walks on all fours, but its hands are capable of manipulating simple tools and other objects. Ahuizotls have roughly mustelid features and an extra membrane covering their eyes, giving their eyes a dull color suggestive of cataracts and somewhat blunting the creature's vision.</p>
<p>Yet despite their bestial appearance, ahuizotls are nearly as intelligent as the average human, and wiser than most. Although they don't form societies of their own, they have been known to ally with violent cults or conclaves of monsters, and even to found small shrines and temples to sinister deities.</p>
<p>The cult of Charon, the horseman of Death, is particularly popular among certain ahuizotls, who look forward to an afterlife spent wallowing in the waters of the River Styx.</p> (x1)
publication : object {2-14.system.details.publication}
license : string {2-14.system.details.publication.license} (same value: OGL)
remaster : boolean {2-14.system.details.publication.remaster} (same value: False)
title : string {2-14.system.details.publication.title} (same value: Pathfinder Society Scenario #2-14: Lost in Flames)
[description] : string {2-14.system.details.description} (2 different values)
<p>A burst of abyssal energy ignites the sap in a nearby bruorsivi, which explodes in a burst of fiery splinters.</p> (x2)
<p>A surge of abyssal energy creates a powerful wave pushing away from the monolith.</p> (x2)
[disable] : string {2-14.system.details.disable} (4 different values)
<p>@Check[arcana|dc:17], @Check[occultism|dc:17], or @Check[religion|dc:17] to magically alter the runes, or @Check[thievery|dc:20] to physically alter them. A PC that can read Abyssal or Cyclops is better able to identify key runes, gaining a +1 circumstance bonus to these check (+2 if they speak both).</span></p>
<p>Each check requires two actions, and disabling the monolith requires three successful checks. A PC that critically succeeds earns two success. On a failed check, the attempting PC is exposed to the burning flames wreathing the monolith, taking @Damage[2d6[fire]] damage(@Check[reflex|dc:17|basic|name:Explosive Monolith]).</p> (x1)
<p>@Check[arcana|dc:20], @Check[occultism|dc:20], or @Check[religion|dc:20] to magically alter the runes, or @Check[thievery|dc:23] to physically alter them. A PC that can read Abyssal or Cyclops is better able to identify key runes, gaining a +1 circumstance bonus to these check (+2 if they speak both).</p>
<p>Each check requires two actions, and disabling the monolith requires three successful checks. A PC that critically succeeds earns two success. On a failed check, the attempting PC is exposed to the burning flames wreathing the monolith, taking @Damage[2d6[fire]] damage (@Check[reflex|dc:20|basic|name:Explosive Monolith]).</p> (x1)
<p>@Check[arcana|dc:18], @Check[occultism|dc:18], or @Check[religion|dc:18] to magically alter the runes, or @Check[thievery|dc:21] to physically alter them. A PC that can read Abyssal or Cyclops is better able to identify key runes, gaining a +1 circumstance bonus to these check (+2 if they speak both).</p>
<p>Each check requires two actions, and disabling the monolith requires three successful checks. A PC that critically succeeds earns two success. On a failed check, the attempting PC is exposed to the burning flames wreathing the monolith, taking @Damage[2d6[fire]] damage (@Check[reflex|dc:18|basic|name:Flooding Monolith] save).</p> (x1)
<p>@Check[arcana|dc:22], @Check[occultism|dc:22], or @Check[religion|dc:22] to magically alter the runes, or @Check[thievery|dc:25] to physically alter them. A PC that can read Abyssal or Cyclops is better able to identify key runes, gaining a +1 circumstance bonus to these check (+2 if they speak both). Each check requires two actions, and disabling the monolith requires three successful checks. A PC that critically succeeds earns two success. On a failed check, the attempting PC is exposed to the burning flames wreathing the monolith, taking @Damage[2d6[fire]] damage (@Check[reflex|dc:22|basic] save).</p> (x1)
[isComplex] : boolean {2-14.system.details.isComplex} (same value: True)
[reset] : string {2-14.system.details.reset} (same value: )
[routine] : string {2-14.system.details.routine} (4 different values)
<p>(1 action) On the hazard's turn, randomly select a PC within 40 feet of the monolith. A tree near that PC explodes in a @Template[burst|distance:10], dealing @Damage[1d6[piercing],1d6[fire]]{1d6 piercing damage and 1d6 fire damage}. Each creature in the area must attempt a @Check[reflex|dc:17|name:Explosive Monolith|traits:damaging-effect] save.</p>
<hr />
<p><strong>Critical Success</strong> The creature takes no damage.</p>
<p><strong>Success</strong> The creature takes half damage.</p>
<p><strong>Failure</strong> The creature takes full damage and is @UUID[Compendium.pf2e.conditionitems.Item.Dazzled] for 1 round.</p>
<p><strong>Critical Failure</strong> The creature takes double damage and is @UUID[Compendium.pf2e.conditionitems.Item.Blinded] for 1 round.</p> (x1)
<p>(1 action) On the hazard's turn, randomly select a PC within 40 feet of the monolith. A tree near that PC explodes in a @Template[burst|distance:10], dealing @Damage[2d6[piercing],2d6[fire]]{2d6 piercing damage and 2d6 fire damage}. Each creature in the area must attempt a @Check[reflex|dc:20|name:Explosive Monolith|traits:damaging-effect] save.</p>
<hr />
<p><strong>Critical Success</strong> The creature takes no damage.</p>
<p><strong>Success</strong> The creature takes half damage.</p>
<p><strong>Failure</strong> The creature takes full damage and is @UUID[Compendium.pf2e.conditionitems.Item.Dazzled] for 1 round.</p>
<p><strong>Critical Failure</strong> The creature takes double damage and is @UUID[Compendium.pf2e.conditionitems.Item.Blinded] for 1 round.</p> (x1)
<p>(1 action) On the hazard's turn it sends a wave of water along the fork of the river (North, South, or East) that contains the nearest PC. Any creature along that fork in or on the surface of the water must attempt a @Check[fortitude|dc:18|name:Flooding Monolith] save.</p>
<p>The monolith's guardians are accustomed to these surges and are immune to this effect.</p>
<hr />
<p><strong>Critical Success</strong> The creature takes advantage of the undertow after the surge to reposition themselves. The creature can Step, ignoring difficult terrain caused by the water.</p>
<p><strong>Success</strong> The creature is unaffected.</p>
<p><strong>Failure</strong> The creature is pushed 10 feet away from the monolith.</p>
<p><strong>Critical Failure</strong> The creature is pushed 15 feet away from the monolith and knocked @UUID[Compendium.pf2e.conditionitems.Item.Prone].</p> (x1)
<p>(1 action) On the hazard's turn it sends a wave of water along the fork of the river (North, South, or East) that contains the nearest PC. Any creature along that fork in or on the surface of the water must attempt a @Check[fortitude|dc:22|name:Flooding Monolith] save.</p>
<p>The monolith's guardians are accustomed to these surges and are immune to this effect.</p>
<hr />
<p><strong>Critical Success</strong> The creature takes advantage of the undertow after the surge to reposition themselves. The creature can Step, ignoring difficult terrain caused by the water.</p>
<p><strong>Success</strong> The creature is unaffected.</p>
<p><strong>Failure</strong> The creature is pushed 10 feet away from the monolith.</p>
<p><strong>Critical Failure</strong> The creature is pushed 15 feet away from the monolith and knocked @UUID[Compendium.pf2e.conditionitems.Item.Prone].</p> (x1)
[initiative] : object {2-14.system.initiative}
statistic : string {2-14.system.initiative.statistic} (same value: perception)
[perception] : object {2-14.system.perception}
details : string {2-14.system.perception.details} (2 different values)
smoke vision (x2)
(x2)
mod : integer {2-14.system.perception.mod} (3 different values)
7 (x1)
10 (x2)
8 (x1)
senses : array<object> {2-14.system.perception.senses}
Length: min=1 max=1
Value type: object {2-14.system.perception.senses.[]}
type : string {2-14.system.perception.senses.[].type} (same value: darkvision)
[resources] : object {2-14.system.resources}
saves : object {2-14.system.saves}
fortitude : object {2-14.system.saves.fortitude}
saveDetail : string {2-14.system.saves.fortitude.saveDetail} (same value: )
value : integer {2-14.system.saves.fortitude.value} (5 different values)
12 (x2)
15 (x2)
6 (x1)
11 (x1)
14 (x2)
reflex : object {2-14.system.saves.reflex}
saveDetail : string {2-14.system.saves.reflex.saveDetail} (same value: )
value : integer {2-14.system.saves.reflex.value} (7 different values)
9 (x1)
11 (x1)
10 (x2)
4 (x1)
6 (x1)
5 (x1)
8 (x1)
will : object {2-14.system.saves.will}
saveDetail : string {2-14.system.saves.will.saveDetail} (same value: )
value : integer {2-14.system.saves.will.value} (3 different values)
8 (x2)
10 (x2)
0 (x4)
[skills] : object {2-14.system.skills}
[acrobatics] : object {2-14.system.skills.acrobatics}
base : integer {2-14.system.skills.acrobatics.base} (3 different values)
10 (x1)
13 (x1)
8 (x1)
athletics : object {2-14.system.skills.athletics}
base : integer {2-14.system.skills.athletics.base} (2 different values)
5 (x1)
12 (x1)
stealth : object {2-14.system.skills.stealth}
base : integer {2-14.system.skills.stealth.base} (2 different values)
8 (x1)
12 (x1)
deception : object {2-14.system.skills.deception}
base : integer {2-14.system.skills.deception.base} (same value: 12)
special : array<object> {2-14.system.skills.deception.special}
Length: min=1 max=1
Value type: object {2-14.system.skills.deception.special.[]}
base : integer {2-14.system.skills.deception.special.[].base} (same value: 16)
label : string {2-14.system.skills.deception.special.[].label} (same value: when using Voice Imitation)
predicate : array<string> {2-14.system.skills.deception.special.[].predicate}
Length: min=2 max=2
Value type: string {2-14.system.skills.deception.special.[].predicate.[]} (2 different values)
action:lie (x1)
voice-imitation (x1)
traits : object {2-14.system.traits}
rarity : string {2-14.system.traits.rarity} (2 different values)
uncommon (x3)
common (x5)
size : object {2-14.system.traits.size}
value : string {2-14.system.traits.size.value} (3 different values)
med (x6)
sm (x1)
lg (x1)
value : array<string> {2-14.system.traits.value}
Length: min=2 max=4
Value type: string {2-14.system.traits.value.[]} (9 different values)
chaotic (x2)
elemental (x3)
evil (x3)
fire (x5)
good (x1)
environmental (x4)
water (x2)
amphibious (x1)
beast (x1)
[creatureType] : string {2-14.system.creatureType} (same value: )
[statusEffects] : array<> {2-14.system.statusEffects}
Length: min=0 max=0
Value type: mixed
type : string {2-14.type} (2 different values)
npc (x4)
hazard (x4)
+679
View File
@@ -0,0 +1,679 @@
2-15
Different values: 11
=====================================
object {2-15}
_id : string {2-15._id} (all different values)
folder : string {2-15.folder} (same value: jHdptuqXi8sX383Z)
img : string {2-15.img} (2 different values)
systems/pf2e/icons/default-icons/npc.svg (x9)
systems/pf2e/icons/default-icons/hazard.svg (x2)
items : array<object> {2-15.items}
Length: min=1 max=16
Value type: object {2-15.items.[]}
_id : string {2-15.items.[]._id} (73 different values)
img : string {2-15.items.[].img} (20 different values)
systems/pf2e/icons/default-icons/spellcastingEntry.svg (x5)
icons/sundries/gaming/playing-cards-black.webp (x1)
icons/creatures/magical/construct-stone-earth-gray.webp (x1)
systems/pf2e/icons/spells/detect-alignment.webp (x1)
systems/pf2e/icons/spells/detect-magic.webp (x1)
systems/pf2e/icons/spells/fear.webp (x1)
systems/pf2e/icons/default-icons/melee.svg (x15)
systems/pf2e/icons/actions/Passive.webp (x26)
systems/pf2e/icons/actions/OneAction.webp (x10)
icons/magic/nature/plant-poison-spit-green.webp (x4)
systems/pf2e/icons/actions/TwoActions.webp (x1)
systems/pf2e/icons/conditions/slowed.webp (x2)
icons/magic/nature/root-vine-entangled-humanoid.webp (x3)
systems/pf2e/icons/spells/suggestion.webp (x2)
icons/magic/nature/root-vines-grow-brown.webp (x2)
icons/consumables/mushrooms/umbontae-bumpy-purple.webp (x2)
icons/magic/acid/dissolve-bone-white.webp (x2)
icons/magic/nature/tree-twisted-glow-yellow.webp (x2)
icons/magic/nature/root-vine-entangled-hand.webp (x2)
systems/pf2e/icons/actions/Reaction.webp (x4)
name : string {2-15.items.[].name} (52 different values)
sort : integer {2-15.items.[].sort} (16 different values)
100000 (x11)
200000 (x9)
300000 (x9)
400000 (x9)
500000 (x9)
600000 (x9)
700000 (x7)
800000 (x4)
900000 (x3)
1000000 (x3)
1100000 (x3)
1200000 (x3)
1300000 (x3)
1400000 (x2)
1500000 (x2)
1600000 (x1)
system : object {2-15.items.[].system}
[autoHeightenLevel] : object {2-15.items.[].system.autoHeightenLevel}
[value] : mixed
description : object {2-15.items.[].system.description}
value : string {2-15.items.[].system.description.value} (48 different values)
[prepared] : object {2-15.items.[].system.prepared}
[flexible] : boolean {2-15.items.[].system.prepared.flexible} (same value: False)
value : string {2-15.items.[].system.prepared.value} (same value: innate)
[proficiency] : object {2-15.items.[].system.proficiency}
value : integer {2-15.items.[].system.proficiency.value} (same value: 0)
publication : object {2-15.items.[].system.publication}
license : string {2-15.items.[].system.publication.license} (same value: OGL)
remaster : boolean {2-15.items.[].system.publication.remaster} (same value: False)
title : string {2-15.items.[].system.publication.title} (5 different values)
(x52)
Pathfinder Core Rulebook (x19)
Pathfinder Bestiary (x8)
Pathfinder Bestiary 2 (x4)
Pathfinder Advanced Player's Guide (x4)
rules : ###FoundryRulesObject###
[slots] : object {2-15.items.[].system.slots}
[slot2] : object {2-15.items.[].system.slots.slot2}
max : integer {2-15.items.[].system.slots.slot2.max} (same value: 3)
value : integer {2-15.items.[].system.slots.slot2.value} (same value: 3)
slot3 : object {2-15.items.[].system.slots.slot3}
max : integer {2-15.items.[].system.slots.slot3.max} (2 different values)
1 (x1)
2 (x1)
value : integer {2-15.items.[].system.slots.slot3.value} (2 different values)
1 (x1)
2 (x1)
slot4 : object {2-15.items.[].system.slots.slot4}
max : integer {2-15.items.[].system.slots.slot4.max} (same value: 2)
value : integer {2-15.items.[].system.slots.slot4.value} (same value: 2)
slot5 : object {2-15.items.[].system.slots.slot5}
max : integer {2-15.items.[].system.slots.slot5.max} (same value: 2)
value : integer {2-15.items.[].system.slots.slot5.value} (same value: 2)
[slug] : string {2-15.items.[].system.slug} (21 different values)
[spelldc] : object {2-15.items.[].system.spelldc}
dc : integer {2-15.items.[].system.spelldc.dc} (5 different values)
20 (x1)
18 (x1)
15 (x1)
22 (x1)
25 (x1)
item : integer {2-15.items.[].system.spelldc.item} (same value: 0)
mod : integer {2-15.items.[].system.spelldc.mod} (same value: 0)
value : integer {2-15.items.[].system.spelldc.value} (5 different values)
12 (x1)
10 (x1)
7 (x1)
14 (x1)
17 (x1)
[tradition] : object {2-15.items.[].system.tradition}
value : string {2-15.items.[].system.tradition.value} (2 different values)
divine (x1)
primal (x4)
[area] : object {2-15.items.[].system.area}
type : string {2-15.items.[].system.area.type} (3 different values)
emanation (x2)
burst (x4)
cone (x2)
value : integer {2-15.items.[].system.area.value} (3 different values)
30 (x2)
20 (x4)
15 (x2)
[details] : string {2-15.items.[].system.area.details} (same value: all squares in a 20-foot-radius burst that contain plants)
[cost] : object {2-15.items.[].system.cost}
value : string {2-15.items.[].system.cost.value} (same value: )
[counteraction] : boolean {2-15.items.[].system.counteraction} (2 different values)
False (x22)
True (x2)
[damage] : object {2-15.items.[].system.damage}
[0] : object {2-15.items.[].system.damage.0}
[applyMod] : boolean {2-15.items.[].system.damage.0.applyMod} (same value: False)
[category] : string {2-15.items.[].system.damage.0.category} (same value: persistent)
formula : string {2-15.items.[].system.damage.0.formula} (3 different values)
2d6 (x2)
2d10 (x2)
3d4 (x1)
kinds : array<string> {2-15.items.[].system.damage.0.kinds}
Length: min=1 max=1
Value type: string {2-15.items.[].system.damage.0.kinds.[]} (same value: damage)
materials : array<> {2-15.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {2-15.items.[].system.damage.0.type} (3 different values)
poison (x2)
void (x2)
piercing (x1)
[defense] : object {2-15.items.[].system.defense}
save : object {2-15.items.[].system.defense.save}
basic : boolean {2-15.items.[].system.defense.save.basic} (2 different values)
False (x7)
True (x2)
statistic : string {2-15.items.[].system.defense.save.statistic} (3 different values)
will (x3)
reflex (x2)
fortitude (x4)
[duration] : object {2-15.items.[].system.duration}
[sustained] : boolean {2-15.items.[].system.duration.sustained} (same value: False)
value : mixed
string {2-15.items.[].system.duration.value} (5 different values)
(x11)
10 minutes (x5)
varies (x3)
1 minute (x3)
8 hours (x2)
integer {2-15.items.[].system.duration.value} (same value: 0)
[level] : object {2-15.items.[].system.level}
value : integer {2-15.items.[].system.level.value} (5 different values)
4 (x7)
2 (x9)
1 (x5)
5 (x2)
3 (x1)
[location] : object {2-15.items.[].system.location}
[heightenedLevel] : integer {2-15.items.[].system.location.heightenedLevel} (5 different values)
4 (x6)
2 (x8)
1 (x1)
5 (x2)
3 (x3)
value : string {2-15.items.[].system.location.value} (4 different values)
tXsG0WYmch7MiZ0l (x5)
MAIiGgE1bWXTgfiS (x1)
6WcHOmwg8FiX5cgr (x1)
q5MhdIKLqL49q0mH (x17)
[uses] : object {2-15.items.[].system.location.uses}
max : integer {2-15.items.[].system.location.uses.max} (2 different values)
2 (x4)
3 (x1)
value : integer {2-15.items.[].system.location.uses.value} (2 different values)
2 (x4)
3 (x1)
[range] : object {2-15.items.[].system.range}
value : string {2-15.items.[].system.range.value} (5 different values)
(x11)
touch (x3)
30 feet (x5)
120 feet (x4)
60 feet (x1)
[requirements] : string {2-15.items.[].system.requirements} (same value: )
[target] : object {2-15.items.[].system.target}
value : string {2-15.items.[].system.target.value} (3 different values)
(x18)
self (x1)
1 creature (x5)
[time] : object {2-15.items.[].system.time}
value : string {2-15.items.[].system.time.value} (4 different values)
10 minutes (x1)
2 (x20)
1 minute (x2)
3 (x1)
[traits] : object {2-15.items.[].system.traits}
rarity : string {2-15.items.[].system.traits.rarity} (2 different values)
uncommon (x4)
common (x76)
[traditions] : array<string> {2-15.items.[].system.traits.traditions}
Length: min=1 max=4
Value type: string {2-15.items.[].system.traits.traditions.[]} (4 different values)
divine (x6)
occult (x7)
arcane (x7)
primal (x19)
value : array<string> {2-15.items.[].system.traits.value}
Length: min=0 max=6
Value type: string {2-15.items.[].system.traits.value.[]} (31 different values)
[heightening] : object {2-15.items.[].system.heightening}
[levels] : object {2-15.items.[].system.heightening.levels}
[3] : object {2-15.items.[].system.heightening.levels.3}
target : object {2-15.items.[].system.heightening.levels.3.target}
value : string {2-15.items.[].system.heightening.levels.3.target.value} (same value: 5 creatures)
8 : object {2-15.items.[].system.heightening.levels.8}
target : object {2-15.items.[].system.heightening.levels.8.target}
value : string {2-15.items.[].system.heightening.levels.8.target.value} (same value: 10 creatures)
type : string {2-15.items.[].system.heightening.type} (2 different values)
fixed (x3)
interval (x5)
[damage] : object {2-15.items.[].system.heightening.damage}
0 : string {2-15.items.[].system.heightening.damage.0} (3 different values)
2d6 (x2)
1d10 (x2)
1d4 (x1)
[interval] : integer {2-15.items.[].system.heightening.interval} (2 different values)
2 (x2)
1 (x3)
[attack] : object {2-15.items.[].system.attack}
value : string {2-15.items.[].system.attack.value} (same value: )
[attackEffects] : object {2-15.items.[].system.attackEffects}
[custom] : string {2-15.items.[].system.attackEffects.custom} (same value: )
value : array<string> {2-15.items.[].system.attackEffects.value}
Length: min=0 max=2
Value type: string {2-15.items.[].system.attackEffects.value.[]} (7 different values)
barrow-quasit-venom (x1)
spores (x1)
sickening-blow (x1)
demonplague (x2)
grab (x2)
zombie-rot (x2)
drain-life (x2)
[bonus] : object {2-15.items.[].system.bonus}
value : integer {2-15.items.[].system.bonus.value} (7 different values)
12 (x3)
11 (x2)
7 (x2)
14 (x2)
17 (x3)
9 (x2)
13 (x1)
[damageRolls] : object {2-15.items.[].system.damageRolls}
[lsh65h8914j5drwcdc8r] : object {2-15.items.[].system.damageRolls.lsh65h8914j5drwcdc8r}
damage : string {2-15.items.[].system.damageRolls.lsh65h8914j5drwcdc8r.damage} (same value: 1d8)
damageType : string {2-15.items.[].system.damageRolls.lsh65h8914j5drwcdc8r.damageType} (same value: slashing)
[0b3ul129vovt9z1kwgm4] : object {2-15.items.[].system.damageRolls.0b3ul129vovt9z1kwgm4}
damage : string {2-15.items.[].system.damageRolls.0b3ul129vovt9z1kwgm4.damage} (same value: 2d4)
damageType : string {2-15.items.[].system.damageRolls.0b3ul129vovt9z1kwgm4.damageType} (same value: spirit)
[3ykeh1kjwaobqxkygmus] : object {2-15.items.[].system.damageRolls.3ykeh1kjwaobqxkygmus}
damage : string {2-15.items.[].system.damageRolls.3ykeh1kjwaobqxkygmus.damage} (same value: 1d8+3)
damageType : string {2-15.items.[].system.damageRolls.3ykeh1kjwaobqxkygmus.damageType} (same value: bludgeoning)
[vpnm4kk44xu7vygyzcgr] : object {2-15.items.[].system.damageRolls.vpnm4kk44xu7vygyzcgr}
damage : string {2-15.items.[].system.damageRolls.vpnm4kk44xu7vygyzcgr.damage} (same value: 1d8+3)
damageType : string {2-15.items.[].system.damageRolls.vpnm4kk44xu7vygyzcgr.damageType} (same value: bludgeoning)
[5mqh5caji8bantxjb4i7] : object {2-15.items.[].system.damageRolls.5mqh5caji8bantxjb4i7}
damage : string {2-15.items.[].system.damageRolls.5mqh5caji8bantxjb4i7.damage} (same value: 1d8+1)
damageType : string {2-15.items.[].system.damageRolls.5mqh5caji8bantxjb4i7.damageType} (same value: piercing)
[3ggtiiqvun159te4t5tq] : object {2-15.items.[].system.damageRolls.3ggtiiqvun159te4t5tq}
damage : string {2-15.items.[].system.damageRolls.3ggtiiqvun159te4t5tq.damage} (same value: 1d8)
damageType : string {2-15.items.[].system.damageRolls.3ggtiiqvun159te4t5tq.damageType} (same value: bludgeoning)
[4p573gje435nepoiinno] : object {2-15.items.[].system.damageRolls.4p573gje435nepoiinno}
damage : string {2-15.items.[].system.damageRolls.4p573gje435nepoiinno.damage} (same value: 2d8+5)
damageType : string {2-15.items.[].system.damageRolls.4p573gje435nepoiinno.damageType} (same value: piercing)
[j1k19p9uj7aksz7n30zp] : object {2-15.items.[].system.damageRolls.j1k19p9uj7aksz7n30zp}
damage : string {2-15.items.[].system.damageRolls.j1k19p9uj7aksz7n30zp.damage} (same value: 1d12+5)
damageType : string {2-15.items.[].system.damageRolls.j1k19p9uj7aksz7n30zp.damageType} (same value: bludgeoning)
[8g0ujazr1xkg0tla1dmk] : object {2-15.items.[].system.damageRolls.8g0ujazr1xkg0tla1dmk}
damage : string {2-15.items.[].system.damageRolls.8g0ujazr1xkg0tla1dmk.damage} (2 different values)
2d8+2 (x1)
2d10+5 (x1)
damageType : string {2-15.items.[].system.damageRolls.8g0ujazr1xkg0tla1dmk.damageType} (same value: bludgeoning)
[fwmmvidbpfd4mb3blwwe] : object {2-15.items.[].system.damageRolls.fwmmvidbpfd4mb3blwwe}
damage : string {2-15.items.[].system.damageRolls.fwmmvidbpfd4mb3blwwe.damage} (same value: 2d6)
damageType : string {2-15.items.[].system.damageRolls.fwmmvidbpfd4mb3blwwe.damageType} (same value: piercing)
[6ti14r09g6g758cmooc9] : object {2-15.items.[].system.damageRolls.6ti14r09g6g758cmooc9}
damage : string {2-15.items.[].system.damageRolls.6ti14r09g6g758cmooc9.damage} (2 different values)
1d6 (x1)
2d6 (x1)
damageType : string {2-15.items.[].system.damageRolls.6ti14r09g6g758cmooc9.damageType} (same value: poison)
[ka33amlykrcrv5nq90lv] : object {2-15.items.[].system.damageRolls.ka33amlykrcrv5nq90lv}
damage : string {2-15.items.[].system.damageRolls.ka33amlykrcrv5nq90lv.damage} (same value: 1d8+4)
damageType : string {2-15.items.[].system.damageRolls.ka33amlykrcrv5nq90lv.damageType} (same value: bludgeoning)
[2rof0t3ang89c3dtvwyr] : object {2-15.items.[].system.damageRolls.2rof0t3ang89c3dtvwyr}
damage : string {2-15.items.[].system.damageRolls.2rof0t3ang89c3dtvwyr.damage} (same value: 1d12+4)
damageType : string {2-15.items.[].system.damageRolls.2rof0t3ang89c3dtvwyr.damageType} (same value: piercing)
euovysh17t93oau6drwv : object {2-15.items.[].system.damageRolls.euovysh17t93oau6drwv}
damage : string {2-15.items.[].system.damageRolls.euovysh17t93oau6drwv.damage} (2 different values)
2d4+5 (x1)
2d6+5 (x1)
damageType : string {2-15.items.[].system.damageRolls.euovysh17t93oau6drwv.damageType} (same value: slashing)
[weaponType] : object {2-15.items.[].system.weaponType}
value : string {2-15.items.[].system.weaponType.value} (2 different values)
melee (x11)
ranged (x4)
[actionType] : object {2-15.items.[].system.actionType}
value : string {2-15.items.[].system.actionType.value} (3 different values)
passive (x26)
action (x11)
reaction (x4)
[actions] : object {2-15.items.[].system.actions}
[value] : integer {2-15.items.[].system.actions.value} (2 different values)
1 (x10)
2 (x1)
[category] : string {2-15.items.[].system.category} (3 different values)
interaction (x6)
defensive (x9)
offensive (x24)
[frequency] : object {2-15.items.[].system.frequency}
max : integer {2-15.items.[].system.frequency.max} (same value: 1)
per : string {2-15.items.[].system.frequency.per} (2 different values)
round (x1)
day (x2)
value : integer {2-15.items.[].system.frequency.value} (same value: 1)
[deathNote] : boolean {2-15.items.[].system.deathNote} (same value: True)
[showSlotlessLevels] : object {2-15.items.[].system.showSlotlessLevels}
value : boolean {2-15.items.[].system.showSlotlessLevels.value} (same value: False)
[group] : mixed
[overrides] : array<> {2-15.items.[].system.overrides}
Length: min=0 max=0
Value type: mixed
[references] : object {2-15.items.[].system.references}
children : array<> {2-15.items.[].system.references.children}
Length: min=0 max=0
Value type: mixed
immunityFrom : array<> {2-15.items.[].system.references.immunityFrom}
Length: min=0 max=0
Value type: mixed
overriddenBy : array<> {2-15.items.[].system.references.overriddenBy}
Length: min=0 max=0
Value type: mixed
overrides : array<> {2-15.items.[].system.references.overrides}
Length: min=0 max=0
Value type: mixed
[value] : object {2-15.items.[].system.value}
isValued : boolean {2-15.items.[].system.value.isValued} (same value: True)
value : integer {2-15.items.[].system.value.value} (same value: 1)
type : string {2-15.items.[].type} (5 different values)
spellcastingEntry (x5)
spell (x24)
melee (x15)
action (x41)
condition (x2)
[_stats] : object {2-15.items.[]._stats}
compendiumSource : string {2-15.items.[]._stats.compendiumSource} (21 different values)
name : string {2-15.name} (all different values)
system : object {2-15.system}
[abilities] : object {2-15.system.abilities}
cha : object {2-15.system.abilities.cha}
mod : integer {2-15.system.abilities.cha.mod} (5 different values)
2 (x2)
0 (x1)
-2 (x2)
5 (x2)
3 (x2)
con : object {2-15.system.abilities.con}
mod : integer {2-15.system.abilities.con.mod} (5 different values)
0 (x1)
2 (x2)
3 (x3)
1 (x1)
5 (x2)
dex : object {2-15.system.abilities.dex}
mod : integer {2-15.system.abilities.dex.mod} (5 different values)
5 (x3)
4 (x1)
3 (x1)
-2 (x2)
2 (x2)
int : object {2-15.system.abilities.int}
mod : integer {2-15.system.abilities.int.mod} (5 different values)
1 (x3)
-1 (x2)
-5 (x2)
3 (x1)
2 (x1)
str : object {2-15.system.abilities.str}
mod : integer {2-15.system.abilities.str.mod} (5 different values)
0 (x2)
3 (x1)
1 (x2)
5 (x3)
4 (x1)
wis : object {2-15.system.abilities.wis}
mod : integer {2-15.system.abilities.wis.mod} (4 different values)
2 (x3)
0 (x2)
3 (x3)
4 (x1)
attributes : object {2-15.system.attributes}
ac : object {2-15.system.attributes.ac}
[details] : string {2-15.system.attributes.ac.details} (same value: )
value : integer {2-15.system.attributes.ac.value} (6 different values)
20 (x4)
18 (x1)
16 (x1)
23 (x2)
13 (x1)
0 (x2)
[allSaves] : object {2-15.system.attributes.allSaves}
value : string {2-15.system.attributes.allSaves.value} (2 different values)
(x7)
+1 status to all saves vs. magic (x2)
hp : object {2-15.system.attributes.hp}
details : string {2-15.system.attributes.hp.details} (2 different values)
(x7)
void healing (x4)
max : integer {2-15.system.attributes.hp.max} (9 different values)
54 (x1)
50 (x2)
20 (x1)
82 (x1)
74 (x1)
116 (x1)
72 (x1)
115 (x1)
0 (x2)
temp : integer {2-15.system.attributes.hp.temp} (same value: 0)
value : integer {2-15.system.attributes.hp.value} (9 different values)
54 (x1)
50 (x2)
20 (x1)
82 (x1)
74 (x1)
116 (x1)
72 (x1)
115 (x1)
0 (x2)
[speed] : object {2-15.system.attributes.speed}
otherSpeeds : array<object> {2-15.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {2-15.system.attributes.speed.otherSpeeds.[]}
type : string {2-15.system.attributes.speed.otherSpeeds.[].type} (same value: fly)
value : integer {2-15.system.attributes.speed.otherSpeeds.[].value} (same value: 35)
value : integer {2-15.system.attributes.speed.value} (2 different values)
15 (x1)
25 (x8)
[weaknesses] : array<object> {2-15.system.attributes.weaknesses}
Length: min=2 max=2
Value type: object {2-15.system.attributes.weaknesses.[]}
type : string {2-15.system.attributes.weaknesses.[].type} (5 different values)
holy (x5)
cold-iron (x3)
fire (x2)
vitality (x2)
slashing (x2)
value : integer {2-15.system.attributes.weaknesses.[].value} (4 different values)
5 (x6)
2 (x2)
10 (x4)
8 (x2)
[immunities] : array<object> {2-15.system.attributes.immunities}
Length: min=2 max=5
Value type: object {2-15.system.attributes.immunities.[]}
type : string {2-15.system.attributes.immunities.[].type} (5 different values)
poison (x5)
disease (x5)
paralyzed (x4)
unconscious (x4)
death-effects (x4)
emitsSound : string {2-15.system.attributes.emitsSound} (same value: encounter)
hardness : integer {2-15.system.attributes.hardness} (same value: 0)
hasHealth : boolean {2-15.system.attributes.hasHealth} (same value: True)
stealth : object {2-15.system.attributes.stealth}
details : string {2-15.system.attributes.stealth.details} (2 different values)
<p>(trained)</p> (x1)
<p>(expert)</p> (x1)
value : integer {2-15.system.attributes.stealth.value} (2 different values)
14 (x1)
17 (x1)
details : object {2-15.system.details}
[blurb] : string {2-15.system.details.blurb} (same value: )
[languages] : object {2-15.system.details.languages}
details : string {2-15.system.details.languages.details} (5 different values)
telepathy (touch) (x1)
speak with plants (fungi only) (x1)
speak with plants (trees only) (x1)
(x4)
speak with plants (x2)
value : array<string> {2-15.system.details.languages.value}
Length: min=0 max=3
Value type: string {2-15.system.details.languages.value.[]} (5 different values)
chthonian (x1)
common (x7)
fey (x4)
elven (x2)
necril (x2)
level : object {2-15.system.details.level}
value : integer {2-15.system.details.level.value} (4 different values)
3 (x3)
1 (x2)
4 (x3)
6 (x3)
[privateNotes] : string {2-15.system.details.privateNotes} (same value: )
[publicNotes] : string {2-15.system.details.publicNotes} (2 different values)
(x8)
<p>Plague zombies are infested with hideous contagions.</p>
<hr />
<p>A zombie's only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they're destroyed.</p> (x1)
publication : object {2-15.system.details.publication}
license : string {2-15.system.details.publication.license} (same value: OGL)
remaster : boolean {2-15.system.details.publication.remaster} (same value: False)
title : string {2-15.system.details.publication.title} (same value: Pathfinder Society Scenario #2-15: A Dirge for Sarkoris)
description : string {2-15.system.details.description} (same value: <p>A ghostly host of god callers and their eidolons manifests to defend the barrow against intruders, and the strains of a battle song fill the air.</p>)
disable : string {2-15.system.details.disable} (2 different values)
<p>@Check[deception|dc:22] to appear to be a defender of Storasta, @Check[diplomacy|dc:22] to demonstrate benign intentions, or @Check[occultism|dc:20] or @Check[religion|dc:20] to ward off the malevolent spiritual energies. Two successful checks are required to disable the haunt, and each attempt requires two actions.</p> (x1)
<p>@Check[deception|dc:25] to appear to be a defender of Storasta, @Check[diplomacy|dc:25] to demonstrate benign intentions, or @Check[occultism|dc:22] or @Check[religion|dc:22] to ward off the malevolent spiritual energies. Two successful checks are required to disable the haunt, and each attempt requires two actions.</p> (x1)
isComplex : boolean {2-15.system.details.isComplex} (same value: True)
reset : string {2-15.system.details.reset} (same value: <p>The haunt dissipates 1 minute after all living creatures leave area C1. Its spiritual energies re-form after 24 hours.</p>)
routine : string {2-15.system.details.routine} (2 different values)
<p>(1 action) (holy, illusion, mental, occult) The haunt attacks what it believes is a demonic incursion, dealing @Damage[(1d8+3)[mental],1d8[spirit]|traits:holy]{1d8+3 mental and 1d8 spirit damage} to each living creature in the area (@Check[will|dc:21|basic|name:Storasta's Last Stand|traits:holy,illusion,mental,occult] save).</p> (x1)
<p>(1 action) (illusion, mental, occult) The haunt attacks what it believes is a demonic incursion, dealing @Damage[(1d8+9)[mental]] damage and @Damage[1d8[good]] damage to each living creature in the area (@Check[will|dc:24|basic|name:Storasta's Last Stand] save).</p> (x1)
[initiative] : object {2-15.system.initiative}
statistic : string {2-15.system.initiative.statistic} (same value: perception)
[perception] : object {2-15.system.perception}
details : string {2-15.system.perception.details} (same value: )
mod : integer {2-15.system.perception.mod} (7 different values)
9 (x1)
7 (x1)
5 (x2)
12 (x1)
15 (x2)
3 (x1)
11 (x1)
senses : array<object> {2-15.system.perception.senses}
Length: min=1 max=1
Value type: object {2-15.system.perception.senses.[]}
type : string {2-15.system.perception.senses.[].type} (2 different values)
darkvision (x6)
low-light-vision (x3)
[resources] : object {2-15.system.resources}
[focus] : object {2-15.system.resources.focus}
max : integer {2-15.system.resources.focus.max} (same value: 1)
value : integer {2-15.system.resources.focus.value} (same value: 1)
saves : object {2-15.system.saves}
fortitude : object {2-15.system.saves.fortitude}
saveDetail : string {2-15.system.saves.fortitude.saveDetail} (same value: )
value : integer {2-15.system.saves.fortitude.value} (8 different values)
6 (x2)
9 (x1)
7 (x1)
8 (x2)
11 (x1)
13 (x1)
16 (x1)
0 (x2)
reflex : object {2-15.system.saves.reflex}
saveDetail : string {2-15.system.saves.reflex.saveDetail} (same value: )
value : integer {2-15.system.saves.reflex.value} (9 different values)
12 (x1)
11 (x2)
7 (x1)
5 (x1)
13 (x1)
15 (x1)
3 (x1)
8 (x1)
0 (x2)
will : object {2-15.system.saves.will}
saveDetail : string {2-15.system.saves.will.saveDetail} (same value: )
value : integer {2-15.system.saves.will.value} (9 different values)
9 (x1)
7 (x1)
6 (x1)
5 (x1)
11 (x2)
13 (x1)
4 (x1)
15 (x1)
0 (x2)
[skills] : object {2-15.system.skills}
[acrobatics] : object {2-15.system.skills.acrobatics}
base : integer {2-15.system.skills.acrobatics.base} (3 different values)
10 (x2)
6 (x1)
13 (x1)
[arcana] : object {2-15.system.skills.arcana}
base : integer {2-15.system.skills.arcana.base} (same value: 6)
[deception] : object {2-15.system.skills.deception}
base : integer {2-15.system.skills.deception.base} (3 different values)
9 (x1)
11 (x1)
13 (x1)
[intimidation] : object {2-15.system.skills.intimidation}
base : integer {2-15.system.skills.intimidation.base} (4 different values)
7 (x1)
13 (x2)
15 (x1)
11 (x1)
[religion] : object {2-15.system.skills.religion}
base : integer {2-15.system.skills.religion.base} (same value: 7)
[stealth] : object {2-15.system.skills.stealth}
base : integer {2-15.system.skills.stealth.base} (6 different values)
10 (x2)
6 (x1)
11 (x1)
13 (x1)
8 (x1)
12 (x1)
[athletics] : object {2-15.system.skills.athletics}
base : integer {2-15.system.skills.athletics.base} (6 different values)
8 (x1)
10 (x2)
6 (x1)
7 (x1)
13 (x1)
15 (x1)
[nature] : object {2-15.system.skills.nature}
base : integer {2-15.system.skills.nature.base} (4 different values)
8 (x1)
5 (x1)
11 (x1)
13 (x1)
[survival] : object {2-15.system.skills.survival}
base : integer {2-15.system.skills.survival.base} (2 different values)
13 (x1)
15 (x1)
traits : object {2-15.system.traits}
rarity : string {2-15.system.traits.rarity} (3 different values)
uncommon (x6)
unique (x2)
common (x3)
size : object {2-15.system.traits.size}
value : string {2-15.system.traits.size.value} (3 different values)
tiny (x1)
sm (x3)
med (x7)
value : array<string> {2-15.system.traits.value}
Length: min=1 max=6
Value type: string {2-15.system.traits.value.[]} (16 different values)
chaotic (x8)
demon (x1)
evil (x9)
fiend (x1)
unholy (x9)
fungus (x1)
leshy (x2)
plant (x3)
mindless (x2)
undead (x4)
zombie (x1)
fey (x2)
nymph (x2)
ghoul (x1)
wight (x2)
haunt (x2)
creatureType : string {2-15.system.creatureType} (same value: )
statusEffects : array<> {2-15.system.statusEffects}
Length: min=0 max=0
Value type: mixed
type : string {2-15.type} (2 different values)
npc (x9)
hazard (x2)
prototypeToken : object {2-15.prototypeToken}
name : string {2-15.prototypeToken.name} (4 different values)
Iverri (x2)
Plague Zombie (x1)
Ragewight (x2)
Storasta's Last Stand (x2)
+833
View File
@@ -0,0 +1,833 @@
2-16
Different values: 18
=====================================
object {2-16}
_id : string {2-16._id} (all different values)
folder : string {2-16.folder} (same value: AStmU4xOIMKCSZWv)
img : string {2-16.img} (2 different values)
systems/pf2e/icons/default-icons/npc.svg (x14)
systems/pf2e/icons/default-icons/hazard.svg (x4)
items : array<object> {2-16.items}
Length: min=1 max=19
Value type: object {2-16.items.[]}
_id : string {2-16.items.[]._id} (98 different values)
img : string {2-16.items.[].img} (28 different values)
name : string {2-16.items.[].name} (60 different values)
sort : integer {2-16.items.[].sort} (19 different values)
100000 (x18)
200000 (x16)
300000 (x16)
400000 (x12)
500000 (x12)
600000 (x12)
700000 (x8)
800000 (x8)
900000 (x6)
1000000 (x6)
1100000 (x6)
1200000 (x4)
1300000 (x4)
1400000 (x2)
1500000 (x2)
1600000 (x2)
1700000 (x2)
1800000 (x2)
1900000 (x2)
system : object {2-16.items.[].system}
[autoHeightenLevel] : object {2-16.items.[].system.autoHeightenLevel}
[value] : integer {2-16.items.[].system.autoHeightenLevel.value} (2 different values)
4 (x1)
5 (x1)
description : object {2-16.items.[].system.description}
value : string {2-16.items.[].system.description.value} (58 different values)
[prepared] : object {2-16.items.[].system.prepared}
value : string {2-16.items.[].system.prepared.value} (2 different values)
innate (x6)
prepared (x2)
[proficiency] : object {2-16.items.[].system.proficiency}
value : integer {2-16.items.[].system.proficiency.value} (same value: 0)
publication : object {2-16.items.[].system.publication}
license : string {2-16.items.[].system.publication.license} (2 different values)
OGL (x138)
ORC (x2)
remaster : boolean {2-16.items.[].system.publication.remaster} (2 different values)
False (x138)
True (x2)
title : string {2-16.items.[].system.publication.title} (4 different values)
(x120)
Pathfinder Core Rulebook (x4)
Pathfinder Bestiary (x14)
Pathfinder Monster Core (x2)
rules : ###FoundryRulesObject###
[slots] : object {2-16.items.[].system.slots}
[slot0] : object {2-16.items.[].system.slots.slot0}
max : integer {2-16.items.[].system.slots.slot0.max} (2 different values)
1 (x2)
5 (x2)
[value] : integer {2-16.items.[].system.slots.slot0.value} (same value: 1)
[prepared] : array<object> {2-16.items.[].system.slots.slot0.prepared}
Length: min=5 max=5
Value type: object {2-16.items.[].system.slots.slot0.prepared.[]}
id : string {2-16.items.[].system.slots.slot0.prepared.[].id} (10 different values)
DlVvYo3sjQ5xRL1y (x1)
8P35KyyCPduiZMo1 (x1)
QldhuGwxYc1vZcSm (x1)
5lQMdUX90Zk3kgPE (x1)
R9CWp2XMpF8PW99m (x1)
gdLlMpr4Rmq8rsM6 (x1)
rabsv0ujRkLST8Vv (x1)
c3LqHmLWcxTlEYv7 (x1)
Hywgii5qOsAj9Bpw (x1)
A1YtyYSbw2X11ofx (x1)
[slot2] : object {2-16.items.[].system.slots.slot2}
max : integer {2-16.items.[].system.slots.slot2.max} (3 different values)
2 (x2)
1 (x3)
3 (x1)
value : integer {2-16.items.[].system.slots.slot2.value} (3 different values)
2 (x2)
1 (x3)
3 (x1)
[slot3] : object {2-16.items.[].system.slots.slot3}
max : integer {2-16.items.[].system.slots.slot3.max} (same value: 3)
value : integer {2-16.items.[].system.slots.slot3.value} (same value: 3)
[slot4] : object {2-16.items.[].system.slots.slot4}
max : integer {2-16.items.[].system.slots.slot4.max} (same value: 1)
[slot5] : object {2-16.items.[].system.slots.slot5}
max : integer {2-16.items.[].system.slots.slot5.max} (same value: 1)
value : integer {2-16.items.[].system.slots.slot5.value} (same value: 1)
[slot1] : object {2-16.items.[].system.slots.slot1}
max : integer {2-16.items.[].system.slots.slot1.max} (same value: 3)
value : integer {2-16.items.[].system.slots.slot1.value} (same value: 3)
[slug] : string {2-16.items.[].system.slug} (27 different values)
[spelldc] : object {2-16.items.[].system.spelldc}
dc : integer {2-16.items.[].system.spelldc.dc} (5 different values)
20 (x2)
21 (x1)
24 (x2)
22 (x2)
26 (x1)
mod : integer {2-16.items.[].system.spelldc.mod} (same value: 0)
value : integer {2-16.items.[].system.spelldc.value} (5 different values)
12 (x2)
13 (x1)
16 (x2)
14 (x2)
18 (x1)
[tradition] : object {2-16.items.[].system.tradition}
value : string {2-16.items.[].system.tradition.value} (2 different values)
arcane (x6)
primal (x2)
[area] : object {2-16.items.[].system.area}
type : string {2-16.items.[].system.area.type} (2 different values)
emanation (x8)
burst (x4)
value : integer {2-16.items.[].system.area.value} (2 different values)
30 (x8)
20 (x4)
[cost] : object {2-16.items.[].system.cost}
value : string {2-16.items.[].system.cost.value} (same value: )
[counteraction] : boolean {2-16.items.[].system.counteraction} (same value: False)
[damage] : object {2-16.items.[].system.damage}
[0] : object {2-16.items.[].system.damage.0}
[applyMod] : boolean {2-16.items.[].system.damage.0.applyMod} (same value: False)
[category] : mixed
formula : string {2-16.items.[].system.damage.0.formula} (2 different values)
2d4 (x6)
3d6 (x4)
kinds : array<string> {2-16.items.[].system.damage.0.kinds}
Length: min=1 max=1
Value type: string {2-16.items.[].system.damage.0.kinds.[]} (same value: damage)
materials : array<> {2-16.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {2-16.items.[].system.damage.0.type} (3 different values)
fire (x4)
cold (x2)
bludgeoning (x4)
[damageType] : string {2-16.items.[].system.damage.damageType} (2 different values)
slashing (x2)
piercing (x4)
[dice] : integer {2-16.items.[].system.damage.dice} (same value: 1)
[die] : string {2-16.items.[].system.damage.die} (2 different values)
d6 (x4)
d8 (x2)
[defense] : object {2-16.items.[].system.defense}
save : object {2-16.items.[].system.defense.save}
basic : boolean {2-16.items.[].system.defense.save.basic} (same value: False)
statistic : string {2-16.items.[].system.defense.save.statistic} (same value: will)
[duration] : object {2-16.items.[].system.duration}
sustained : boolean {2-16.items.[].system.duration.sustained} (2 different values)
False (x38)
True (x2)
value : string {2-16.items.[].system.duration.value} (6 different values)
(x24)
10 minutes (x6)
until the start of your next turn (x2)
1 hour (x4)
until the next time you make your daily preparations (x2)
1 minute (x2)
[level] : object {2-16.items.[].system.level}
value : integer {2-16.items.[].system.level.value} (6 different values)
7 (x2)
2 (x6)
1 (x28)
0 (x10)
5 (x2)
4 (x2)
[location] : object {2-16.items.[].system.location}
[heightenedLevel] : integer {2-16.items.[].system.location.heightenedLevel} (6 different values)
7 (x2)
2 (x11)
1 (x4)
3 (x2)
5 (x2)
4 (x3)
value : string {2-16.items.[].system.location.value} (4 different values)
EIOdFygQsJ00k7dF (x10)
oLDydxtA4rlUclAb (x10)
jOKBfSXIlzG49vxv (x6)
RdZjRaFBAScsLjGU (x14)
[uses] : object {2-16.items.[].system.location.uses}
max : integer {2-16.items.[].system.location.uses.max} (2 different values)
3 (x2)
2 (x1)
value : integer {2-16.items.[].system.location.uses.value} (2 different values)
3 (x2)
2 (x1)
[range] : object {2-16.items.[].system.range}
value : string {2-16.items.[].system.range.value} (6 different values)
touch (x6)
(x10)
500 feet (x8)
30 feet (x10)
120 feet (x2)
60 feet (x4)
[requirements] : string {2-16.items.[].system.requirements} (same value: )
[target] : object {2-16.items.[].system.target}
value : string {2-16.items.[].system.target.value} (6 different values)
1 willing creature, or up to 8 willing creatures joining hands (x2)
1 creature (x12)
(x18)
1 unattended object of light Bulk or less (x2)
up to 5 creatures (x2)
1 creature or unattended object (x4)
[time] : object {2-16.items.[].system.time}
value : string {2-16.items.[].system.time.value} (4 different values)
10 minutes (x4)
2 (x32)
1 (x2)
1 minute (x2)
[traits] : object {2-16.items.[].system.traits}
[rarity] : string {2-16.items.[].system.traits.rarity} (2 different values)
uncommon (x6)
common (x122)
[traditions] : array<string> {2-16.items.[].system.traits.traditions}
Length: min=2 max=4
Value type: string {2-16.items.[].system.traits.traditions.[]} (4 different values)
arcane (x38)
divine (x14)
occult (x26)
primal (x26)
value : array<string> {2-16.items.[].system.traits.value}
Length: min=0 max=7
Value type: string {2-16.items.[].system.traits.value.[]} (36 different values)
[heightening] : object {2-16.items.[].system.heightening}
damage : object {2-16.items.[].system.heightening.damage}
0 : string {2-16.items.[].system.heightening.damage.0} (2 different values)
1d4 (x6)
2d6 (x4)
interval : integer {2-16.items.[].system.heightening.interval} (same value: 1)
type : string {2-16.items.[].system.heightening.type} (same value: interval)
[baseItem] : string {2-16.items.[].system.baseItem} (4 different values)
scimitar (x2)
breastplate (x2)
sword-cane (x2)
trident (x2)
[bonus] : object {2-16.items.[].system.bonus}
value : integer {2-16.items.[].system.bonus.value} (11 different values)
0 (x6)
12 (x4)
14 (x3)
13 (x1)
17 (x3)
16 (x1)
20 (x3)
19 (x1)
10 (x1)
15 (x3)
18 (x2)
[total] : integer {2-16.items.[].system.bonus.total} (6 different values)
2 (x2)
12 (x6)
10 (x2)
17 (x4)
16 (x2)
15 (x4)
[bonusDamage] : object {2-16.items.[].system.bonusDamage}
value : integer {2-16.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {2-16.items.[].system.bulk}
value : mixed
integer {2-16.items.[].system.bulk.value} (2 different values)
1 (x6)
2 (x2)
float {2-16.items.[].system.bulk.value} (same value: 0,1)
[category] : string {2-16.items.[].system.category} (5 different values)
martial (x6)
medium (x2)
interaction (x11)
offensive (x26)
defensive (x15)
[containerId] : mixed
[equipped] : object {2-16.items.[].system.equipped}
carryType : string {2-16.items.[].system.equipped.carryType} (2 different values)
held (x8)
worn (x2)
[handsHeld] : integer {2-16.items.[].system.equipped.handsHeld} (same value: 1)
[invested] : mixed
[inSlot] : boolean {2-16.items.[].system.equipped.inSlot} (same value: True)
[group] : string {2-16.items.[].system.group} (3 different values)
sword (x4)
plate (x2)
spear (x2)
[hardness] : integer {2-16.items.[].system.hardness} (same value: 0)
[hp] : object {2-16.items.[].system.hp}
max : integer {2-16.items.[].system.hp.max} (same value: 0)
value : integer {2-16.items.[].system.hp.value} (same value: 0)
[material] : object {2-16.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {2-16.items.[].system.price}
value : object {2-16.items.[].system.price.value}
gp : integer {2-16.items.[].system.price.value.gp} (3 different values)
1 (x6)
8 (x2)
5 (x2)
[quantity] : integer {2-16.items.[].system.quantity} (same value: 1)
[reload] : object {2-16.items.[].system.reload}
value : string {2-16.items.[].system.reload.value} (2 different values)
(x4)
- (x2)
[runes] : object {2-16.items.[].system.runes}
potency : integer {2-16.items.[].system.runes.potency} (2 different values)
0 (x4)
1 (x4)
property : array<> {2-16.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {2-16.items.[].system.runes.striking} (2 different values)
0 (x4)
1 (x2)
[resilient] : integer {2-16.items.[].system.runes.resilient} (same value: 0)
[size] : string {2-16.items.[].system.size} (2 different values)
lg (x6)
med (x4)
[splashDamage] : object {2-16.items.[].system.splashDamage}
value : integer {2-16.items.[].system.splashDamage.value} (same value: 0)
[usage] : object {2-16.items.[].system.usage}
value : string {2-16.items.[].system.usage.value} (same value: held-in-one-hand)
[acBonus] : integer {2-16.items.[].system.acBonus} (same value: 4)
[checkPenalty] : integer {2-16.items.[].system.checkPenalty} (same value: -2)
[dexCap] : integer {2-16.items.[].system.dexCap} (same value: 1)
[speedPenalty] : integer {2-16.items.[].system.speedPenalty} (same value: -5)
[strength] : integer {2-16.items.[].system.strength} (same value: 3)
[attack] : object {2-16.items.[].system.attack}
value : string {2-16.items.[].system.attack.value} (same value: )
[attackEffects] : object {2-16.items.[].system.attackEffects}
value : array<string> {2-16.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {2-16.items.[].system.attackEffects.value.[]} (same value: grab)
custom : string {2-16.items.[].system.attackEffects.custom} (same value: )
[damageRolls] : object {2-16.items.[].system.damageRolls}
[0] : object {2-16.items.[].system.damageRolls.0}
damage : string {2-16.items.[].system.damageRolls.0.damage} (13 different values)
1d6+6 (x2)
1d4+6 (x3)
1d6+5 (x1)
2d6+7 (x1)
2d6+5 (x1)
2d8+6 (x4)
2d8+11 (x2)
1d4+11 (x1)
2d6+2 (x1)
2d10+3 (x1)
2d8+3 (x1)
2d10+6 (x1)
2d8+2 (x1)
damageType : string {2-16.items.[].system.damageRolls.0.damageType} (3 different values)
slashing (x6)
bludgeoning (x8)
piercing (x6)
[1] : object {2-16.items.[].system.damageRolls.1}
damage : string {2-16.items.[].system.damageRolls.1.damage} (2 different values)
1d6 (x3)
2d6 (x1)
damageType : string {2-16.items.[].system.damageRolls.1.damageType} (same value: fire)
[ohp9k854inwuu2rd0rl1] : object {2-16.items.[].system.damageRolls.ohp9k854inwuu2rd0rl1}
damage : string {2-16.items.[].system.damageRolls.ohp9k854inwuu2rd0rl1.damage} (2 different values)
2d8+4 (x1)
2d10+4 (x1)
damageType : string {2-16.items.[].system.damageRolls.ohp9k854inwuu2rd0rl1.damageType} (same value: sonic)
[weaponType] : object {2-16.items.[].system.weaponType}
value : string {2-16.items.[].system.weaponType.value} (2 different values)
melee (x20)
ranged (x2)
[actionType] : object {2-16.items.[].system.actionType}
value : string {2-16.items.[].system.actionType.value} (3 different values)
passive (x26)
action (x24)
reaction (x8)
[actions] : object {2-16.items.[].system.actions}
[value] : integer {2-16.items.[].system.actions.value} (3 different values)
1 (x18)
3 (x2)
2 (x4)
[mod] : object {2-16.items.[].system.mod}
value : integer {2-16.items.[].system.mod.value} (same value: 18)
[proficient] : object {2-16.items.[].system.proficient}
value : integer {2-16.items.[].system.proficient.value} (same value: 0)
[frequency] : object {2-16.items.[].system.frequency}
max : integer {2-16.items.[].system.frequency.max} (same value: 1)
per : string {2-16.items.[].system.frequency.per} (same value: day)
value : integer {2-16.items.[].system.frequency.value} (same value: 1)
type : string {2-16.items.[].type} (8 different values)
spellcastingEntry (x8)
spell (x40)
weapon (x6)
armor (x2)
melee (x22)
action (x58)
equipment (x2)
lore (x2)
[_stats] : object {2-16.items.[]._stats}
compendiumSource : string {2-16.items.[]._stats.compendiumSource} (27 different values)
[flags] : object {2-16.items.[].flags}
pf2e : object {2-16.items.[].flags.pf2e}
linkedWeapon : string {2-16.items.[].flags.pf2e.linkedWeapon} (6 different values)
jqUMtY78eBMFHkTy (x1)
wRRYYII6myCz5MEV (x1)
2k1kmcrxCUq8XFQS (x1)
7ekEKCO1z1HvKUfH (x2)
pOI3aWMnI3Jn94hZ (x2)
tuBRic7wQIHhdDlU (x1)
name : string {2-16.name} (all different values)
system : object {2-16.system}
[abilities] : object {2-16.system.abilities}
cha : object {2-16.system.abilities.cha}
mod : integer {2-16.system.abilities.cha.mod} (6 different values)
3 (x3)
4 (x3)
5 (x1)
1 (x2)
2 (x1)
0 (x4)
con : object {2-16.system.abilities.con}
mod : integer {2-16.system.abilities.con.mod} (5 different values)
3 (x7)
0 (x2)
2 (x3)
4 (x1)
1 (x1)
dex : object {2-16.system.abilities.dex}
mod : integer {2-16.system.abilities.dex.mod} (6 different values)
2 (x1)
1 (x2)
4 (x3)
3 (x4)
5 (x3)
6 (x1)
int : object {2-16.system.abilities.int}
mod : integer {2-16.system.abilities.int.mod} (4 different values)
0 (x4)
3 (x2)
-2 (x4)
1 (x4)
str : object {2-16.system.abilities.str}
mod : integer {2-16.system.abilities.str.mod} (6 different values)
3 (x2)
1 (x4)
4 (x4)
5 (x2)
0 (x1)
2 (x1)
wis : object {2-16.system.abilities.wis}
mod : integer {2-16.system.abilities.wis.mod} (4 different values)
1 (x5)
2 (x5)
4 (x2)
5 (x2)
attributes : object {2-16.system.attributes}
ac : object {2-16.system.attributes.ac}
[details] : string {2-16.system.attributes.ac.details} (same value: )
value : integer {2-16.system.attributes.ac.value} (10 different values)
19 (x2)
20 (x1)
23 (x2)
22 (x3)
18 (x2)
21 (x1)
24 (x1)
27 (x1)
0 (x4)
26 (x1)
[allSaves] : object {2-16.system.attributes.allSaves}
value : string {2-16.system.attributes.allSaves.value} (2 different values)
(x12)
+1 status to all saves vs. magic (x2)
hp : object {2-16.system.attributes.hp}
details : string {2-16.system.attributes.hp.details} (2 different values)
(x16)
fast healing 2 (x2)
max : integer {2-16.system.attributes.hp.max} (12 different values)
55 (x3)
85 (x2)
75 (x2)
30 (x1)
50 (x1)
120 (x1)
0 (x2)
10 (x2)
60 (x1)
95 (x1)
43 (x1)
73 (x1)
temp : integer {2-16.system.attributes.hp.temp} (same value: 0)
value : mixed
integer {2-16.system.attributes.hp.value} (11 different values)
55 (x2)
85 (x2)
75 (x2)
30 (x1)
50 (x1)
120 (x1)
0 (x2)
10 (x2)
60 (x1)
95 (x1)
73 (x1)
string {2-16.system.attributes.hp.value} (2 different values)
55 (x1)
43 (x1)
[immunities] : array<object> {2-16.system.attributes.immunities}
Length: min=1 max=6
Value type: object {2-16.system.attributes.immunities.[]}
type : string {2-16.system.attributes.immunities.[].type} (7 different values)
fire (x2)
bleed (x6)
paralyzed (x6)
poison (x6)
precision (x4)
sleep (x6)
swarm-mind (x2)
[speed] : object {2-16.system.attributes.speed}
otherSpeeds : array<object> {2-16.system.attributes.speed.otherSpeeds}
Length: min=0 max=2
Value type: object {2-16.system.attributes.speed.otherSpeeds.[]}
type : string {2-16.system.attributes.speed.otherSpeeds.[].type} (3 different values)
fly (x6)
swim (x6)
climb (x2)
value : integer {2-16.system.attributes.speed.otherSpeeds.[].value} (5 different values)
35 (x1)
30 (x4)
25 (x3)
40 (x4)
20 (x2)
value : integer {2-16.system.attributes.speed.value} (2 different values)
25 (x6)
20 (x8)
[weaknesses] : array<object> {2-16.system.attributes.weaknesses}
Length: min=1 max=2
Value type: object {2-16.system.attributes.weaknesses.[]}
type : string {2-16.system.attributes.weaknesses.[].type} (4 different values)
cold (x2)
cold-iron (x2)
area-damage (x2)
splash-damage (x2)
value : integer {2-16.system.attributes.weaknesses.[].value} (same value: 5)
[resistances] : array<object> {2-16.system.attributes.resistances}
Length: min=1 max=1
Value type: object {2-16.system.attributes.resistances.[]}
type : string {2-16.system.attributes.resistances.[].type} (2 different values)
physical (x2)
fire (x2)
value : integer {2-16.system.attributes.resistances.[].value} (2 different values)
5 (x2)
10 (x2)
[emitsSound] : string {2-16.system.attributes.emitsSound} (same value: encounter)
[hardness] : integer {2-16.system.attributes.hardness} (same value: 0)
[hasHealth] : boolean {2-16.system.attributes.hasHealth} (same value: True)
[stealth] : object {2-16.system.attributes.stealth}
details : string {2-16.system.attributes.stealth.details} (2 different values)
(x2)
<p>(expert)</p> (x2)
value : integer {2-16.system.attributes.stealth.value} (4 different values)
12 (x1)
16 (x1)
15 (x1)
18 (x1)
details : object {2-16.system.details}
[blurb] : string {2-16.system.details.blurb} (same value: )
[languages] : object {2-16.system.details.languages}
details : string {2-16.system.details.languages.details} (2 different values)
(x12)
(varies by mephit) (x2)
value : array<string> {2-16.system.details.languages.value}
Length: min=1 max=6
Value type: string {2-16.system.details.languages.value.[]} (7 different values)
common (x6)
pyric (x6)
kelish (x2)
petran (x4)
sussuran (x6)
thalassic (x10)
fey (x2)
level : object {2-16.system.details.level}
value : integer {2-16.system.details.level.value} (6 different values)
3 (x4)
4 (x1)
6 (x3)
5 (x6)
8 (x2)
7 (x2)
[privateNotes] : string {2-16.system.details.privateNotes} (same value: )
[publicNotes] : string {2-16.system.details.publicNotes} (same value: )
publication : object {2-16.system.details.publication}
license : string {2-16.system.details.publication.license} (same value: OGL)
remaster : boolean {2-16.system.details.publication.remaster} (same value: False)
title : string {2-16.system.details.publication.title} (same value: Pathfinder Society Scenario #2-16: Freedom for Wishes)
[description] : string {2-16.system.details.description} (2 different values)
<p>The cracks scintillate and shift between the elemental planes, leaking perilous energy with each shift.</p> (x2)
<p>Planar winds summoned from beyond sweep through the room, song and sound carried adrift on their current. This air elemental is trapped on the Material Plane and can't escape.</p> (x2)
[disable] : string {2-16.system.details.disable} (4 different values)
<p>@Check[thievery|dc:24|name:Assemble a Seal|traits:environmental,magical] (trained) twice to assemble a seal using objects strongly grounded to the Material Plane, @Check[arcana|dc:22|name:Invoke Incantations|traits:environmental,magical] (trained) twice to invoke incantations to seal the cracks, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (3rd level, counteract DC 20) to counteract the cracks.</p> (x1)
<p>@Check[thievery|dc:28|name:Assemble a Seal|traits:environmental,magical] (expert) twice to assemble a seal using objects strongly grounded to the Material Plane, @Check[arcana|dc:26|name:Invoke Incantations|traits:environmental,magical] (trained) twice to invoke incantations to seal the cracks, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (4th level, counteract DC 22) to counteract the cracks.</p> (x1)
<p>@Check[performance|dc:24|name:Duplicate the Melody|traits:environmental,magical] (expert) twice to duplicate the melody and appease the elemental, or @Check[arcana|dc:27|name:Guide the Elemental|traits:environmental,magical] (expert) and then @Check[diplomacy|dc:24|name:Guide the Elemental|traits:environmental,magical] (trained) to guide the elemental through a planar tear elsewhere in the manor. Each attempt to Disable the hazard requires two actions, and each successful check to Disable removes one action from the hazard's routine.</p> (x1)
<p>@Check[performance|dc:27|name:Duplicate the Melody|traits:environmental,magical] (expert) twice to duplicate the melody and appease the elemental, or @Check[arcana|dc:30|name:Guide the Elemental|traits:environmental,magical] (expert) and then @Check[diplomacy|dc:27|name:Guide the Elemental|traits:environmental,magical] (trained) to guide the elemental through a planar tear elsewhere in the manor. Each attempt to Disable the hazard requires two actions, and each successful check to Disable removes one action from the hazard's routine.</p> (x1)
[isComplex] : boolean {2-16.system.details.isComplex} (same value: True)
[reset] : string {2-16.system.details.reset} (2 different values)
<p>The cracks re-form after 1 hour.</p> (x2)
<p>The melody remains for 1 minute, after which it disperses into several holes in the walls. It returns after an hour unless disabled.</p> (x2)
[routine] : string {2-16.system.details.routine} (3 different values)
<p>(1 action) A surge of energy strikes a random non-mephit creature in the foyer. Roll [[/r 1d4]] to determine the element of the energy surge.</p>
<p>1-Energy from the Plane of Air: the creature takes @Damage[2d8[electricity]] damage (@Check[reflex|dc:22|basic|name:Planar Cracks|traits:air,electricity] save); on a failure, the creature is pushed back 10 feet toward the entryway. The hazard gains the air and electricity traits for this round.</p>
<p>2-Energy from the Plane of Earth: the creature takes @Damage[2d8[bludgeoning]] damage (@Check[reflex|dc:22|basic|name:Planar Cracks|traits:earth] save); on a failed save, the creature is knocked @UUID[Compendium.pf2e.conditionitems.Item.Prone]. The hazard gains the earth trait for this round.</p>
<p>3-Energy from the Plane of Fire: the creature takes @Damage[(2d8+7)[fire]] damage (@Check[reflex|dc:22|basic|name:Planar Cracks|traits:fire] save). The hazard gains the fire trait for this round.</p>
<p>4-Energy from the Plane of Water: the creature takes @Damage[2d8[cold]] damage (@Check[reflex|dc:22|basic|name:Planar Cracks|traits:water,cold] save); on a failed save, the creature's lungs fill with water, making them @UUID[Compendium.pf2e.conditionitems.Item.Sickened]{Sickened 1}. The hazard gains the cold and water traits for this round.</p> (x1)
<p>(1 action) A surge of energy strikes a random non-mephit creature in the foyer. Roll [[/r 1d4]] to determine the element of the energy surge.</p>
<p>1-Energy from the Plane of Air: the creature takes @Damage[(2d10+3)[electricity]] damage (@Check[reflex|dc:25|basic|name:Planar Cracks|traits:air,electricity] save); on a failure, the creature is pushed back 10 feet toward the entryway. The hazard gains the air and electricity traits for this round.</p>
<p>2-Energy from the Plane of Earth: the creature takes @Damage[(2d10+3)[bludgeoning]] damage (@Check[reflex|dc:25|basic|name:Planar Cracks|traits:earth] save); on a failed save, the creature is knocked @UUID[Compendium.pf2e.conditionitems.Item.Prone]. The hazard gains the earth trait for this round.</p>
<p>3-Energy from the Plane of Fire: the creature takes @Damage[(2d10+9)[fire]] damage (@Check[reflex|dc:25|basic|name:Planar Cracks|traits:fire] save). The hazard gains the fire trait for this round.</p>
<p>4-Energy from the Plane of Water: the creature takes @Damage[(2d10+3)[cold]] damage (@Check[reflex|dc:25|basic|name:Planar Cracks|traits:water,cold] save); on a failed save, the creature's lungs fill with water, making them @UUID[Compendium.pf2e.conditionitems.Item.Sickened]{Sickened 2}. The hazard gains the cold and water traits for this round.</p> (x1)
<p>(2 actions) For each action in the routine, the melody makes a solid refrain Strike against one creature in its area. This trap doesn't take a multiple attack penalty.</p> (x2)
[initiative] : object {2-16.system.initiative}
statistic : string {2-16.system.initiative.statistic} (same value: perception)
[perception] : object {2-16.system.perception}
details : string {2-16.system.perception.details} (5 different values)
detect magic (x2)
(x6)
detect alignment, detect magic (x2)
smoke vision (x2)
mist vision (x2)
mod : integer {2-16.system.perception.mod} (7 different values)
8 (x3)
14 (x2)
17 (x1)
11 (x3)
12 (x3)
16 (x1)
15 (x1)
senses : array<object> {2-16.system.perception.senses}
Length: min=0 max=2
Value type: object {2-16.system.perception.senses.[]}
type : string {2-16.system.perception.senses.[].type} (2 different values)
darkvision (x12)
wavesense (x2)
[acuity] : string {2-16.system.perception.senses.[].acuity} (same value: imprecise)
[range] : integer {2-16.system.perception.senses.[].range} (same value: 60)
[resources] : object {2-16.system.resources}
[focus] : object {2-16.system.resources.focus}
max : integer {2-16.system.resources.focus.max} (same value: 1)
value : integer {2-16.system.resources.focus.value} (same value: 1)
saves : object {2-16.system.saves}
fortitude : object {2-16.system.saves.fortitude}
saveDetail : string {2-16.system.saves.fortitude.saveDetail} (same value: )
value : integer {2-16.system.saves.fortitude.value} (8 different values)
9 (x1)
8 (x4)
11 (x3)
10 (x1)
14 (x2)
16 (x1)
0 (x4)
12 (x2)
reflex : object {2-16.system.saves.reflex}
saveDetail : string {2-16.system.saves.reflex.saveDetail} (same value: )
value : integer {2-16.system.saves.reflex.value} (10 different values)
8 (x2)
11 (x1)
15 (x2)
10 (x2)
12 (x3)
17 (x1)
19 (x1)
0 (x4)
18 (x1)
14 (x1)
will : object {2-16.system.saves.will}
saveDetail : string {2-16.system.saves.will.saveDetail} (same value: )
value : integer {2-16.system.saves.will.value} (10 different values)
12 (x2)
14 (x1)
17 (x1)
11 (x1)
8 (x2)
10 (x2)
13 (x3)
15 (x1)
0 (x4)
9 (x1)
[skills] : object {2-16.system.skills}
[arcana] : object {2-16.system.skills.arcana}
base : integer {2-16.system.skills.arcana.base} (3 different values)
7 (x1)
18 (x2)
10 (x1)
[athletics] : object {2-16.system.skills.athletics}
base : integer {2-16.system.skills.athletics.base} (8 different values)
11 (x2)
8 (x1)
10 (x1)
16 (x1)
18 (x1)
9 (x2)
13 (x1)
12 (x1)
[special] : array<object> {2-16.system.skills.athletics.special}
Length: min=1 max=1
Value type: object {2-16.system.skills.athletics.special.[]}
base : integer {2-16.system.skills.athletics.special.[].base} (2 different values)
20 (x1)
22 (x1)
label : string {2-16.system.skills.athletics.special.[].label} (same value: to swim)
predicate : array<string> {2-16.system.skills.athletics.special.[].predicate}
Length: min=1 max=1
Value type: string {2-16.system.skills.athletics.special.[].predicate.[]} (same value: action:swim)
[crafting] : object {2-16.system.skills.crafting}
base : integer {2-16.system.skills.crafting.base} (4 different values)
7 (x1)
11 (x1)
14 (x1)
10 (x1)
[deception] : object {2-16.system.skills.deception}
base : integer {2-16.system.skills.deception.base} (4 different values)
12 (x2)
15 (x2)
8 (x1)
10 (x1)
[diplomacy] : object {2-16.system.skills.diplomacy}
base : integer {2-16.system.skills.diplomacy.base} (6 different values)
8 (x1)
10 (x1)
13 (x1)
14 (x1)
17 (x1)
11 (x1)
[intimidation] : object {2-16.system.skills.intimidation}
base : integer {2-16.system.skills.intimidation.base} (2 different values)
12 (x1)
15 (x1)
[society] : object {2-16.system.skills.society}
base : integer {2-16.system.skills.society.base} (6 different values)
7 (x1)
11 (x1)
14 (x1)
9 (x1)
12 (x1)
10 (x1)
[thievery] : object {2-16.system.skills.thievery}
base : integer {2-16.system.skills.thievery.base} (2 different values)
7 (x1)
10 (x1)
[nature] : object {2-16.system.skills.nature}
base : integer {2-16.system.skills.nature.base} (4 different values)
11 (x1)
13 (x1)
16 (x1)
8 (x1)
[stealth] : object {2-16.system.skills.stealth}
base : integer {2-16.system.skills.stealth.base} (7 different values)
13 (x2)
12 (x1)
16 (x1)
11 (x1)
17 (x1)
10 (x1)
14 (x1)
[special] : array<object> {2-16.system.skills.stealth.special}
Length: min=1 max=1
Value type: object {2-16.system.skills.stealth.special.[]}
base : integer {2-16.system.skills.stealth.special.[].base} (2 different values)
15 (x1)
19 (x1)
label : string {2-16.system.skills.stealth.special.[].label} (same value: in smoke)
predicate : array<string> {2-16.system.skills.stealth.special.[].predicate}
Length: min=1 max=1
Value type: string {2-16.system.skills.stealth.special.[].predicate.[]} (same value: terrain:smoke)
[acrobatics] : object {2-16.system.skills.acrobatics}
base : integer {2-16.system.skills.acrobatics.base} (4 different values)
10 (x1)
12 (x1)
13 (x1)
17 (x1)
[performance] : object {2-16.system.skills.performance}
base : integer {2-16.system.skills.performance.base} (2 different values)
11 (x1)
14 (x1)
traits : object {2-16.system.traits}
rarity : string {2-16.system.traits.rarity} (4 different values)
uncommon (x6)
unique (x4)
rare (x4)
common (x4)
size : object {2-16.system.traits.size}
value : string {2-16.system.traits.size.value} (3 different values)
lg (x8)
med (x8)
sm (x2)
value : array<string> {2-16.system.traits.value}
Length: min=2 max=6
Value type: string {2-16.system.traits.value.[]} (17 different values)
elemental (x10)
evil (x10)
fire (x4)
genie (x4)
lawful (x1)
human (x2)
humanoid (x2)
aquatic (x2)
chaotic (x4)
fey (x2)
water (x8)
air (x4)
earth (x2)
swarm (x2)
environmental (x4)
magical (x4)
amphibious (x2)
[creatureType] : string {2-16.system.creatureType} (same value: )
[statusEffects] : array<> {2-16.system.statusEffects}
Length: min=0 max=0
Value type: mixed
type : string {2-16.type} (2 different values)
npc (x14)
hazard (x4)
[prototypeToken] : object {2-16.prototypeToken}
name : string {2-16.prototypeToken.name} (7 different values)
Corvius Vayn (x2)
Mephit Swarm (x2)
Perizia (x2)
Planar Cracks (x2)
Stranded Melody (x2)
Wishbound Belker (x2)
Wishbound Mist Stalker (x2)
+339
View File
@@ -0,0 +1,339 @@
2-17
Different values: 6
=====================================
object {2-17}
_id : string {2-17._id} (all different values)
folder : string {2-17.folder} (same value: accQPEh7KC6g6pJI)
img : string {2-17.img} (same value: systems/pf2e/icons/default-icons/npc.svg)
items : array<object> {2-17.items}
Length: min=3 max=6
Value type: object {2-17.items.[]}
_id : string {2-17.items.[]._id} (16 different values)
UIrihE6vbts2g6iY (x2)
cYYbsHC602O0ITcg (x2)
32sJ45kKGClodunO (x2)
CRvYomkHsiRKov6N (x2)
wB5z5izK6gxLNCg9 (x2)
j3ELc14hlrOyqOK9 (x2)
4bkZzbPr0B6YZie6 (x1)
mTwyXddJq3vxuscO (x2)
55tgbiy8FT8JXzhV (x2)
iGL6H8CheLJbkTrY (x2)
qCAhvKYnPDUTobhm (x2)
WylTP27Q4NEGHat8 (x2)
l3XJMl6tQ2KETex2 (x2)
jdQXmq4gs8ldwb4d (x1)
FeAOOXPOv6YFHRZB (x1)
7rTJ0Lc6dTiPIHiX (x1)
img : string {2-17.items.[].img} (4 different values)
systems/pf2e/icons/default-icons/melee.svg (x14)
systems/pf2e/icons/actions/Passive.webp (x8)
systems/pf2e/icons/actions/Reaction.webp (x2)
systems/pf2e/icons/default-icons/mystery-man.svg (x4)
name : string {2-17.items.[].name} (11 different values)
Flaming Fist (x2)
Flaming Peat Ball (x2)
Smoldering Stench (x2)
Leaded Bone-fused Hammer (x2)
Leaded Claw (x2)
Lead Cloud (x2)
Void Healing (x4)
Rapid Lead Poison (x2)
Broken Bottle (x4)
Serving Tray (x4)
Claw (x2)
sort : integer {2-17.items.[].sort} (all different values)
system : object {2-17.items.[].system}
[attack] : object {2-17.items.[].system.attack}
value : string {2-17.items.[].system.attack.value} (same value: )
[attackEffects] : object {2-17.items.[].system.attackEffects}
value : array<string> {2-17.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {2-17.items.[].system.attackEffects.value.[]} (same value: rapid-lead-poison)
[custom] : string {2-17.items.[].system.attackEffects.custom} (same value: )
[bonus] : object {2-17.items.[].system.bonus}
total : integer {2-17.items.[].system.bonus.total} (2 different values)
10 (x8)
6 (x6)
value : integer {2-17.items.[].system.bonus.value} (5 different values)
13 (x3)
10 (x5)
6 (x3)
9 (x2)
11 (x1)
[damageRolls] : object {2-17.items.[].system.damageRolls}
0 : object {2-17.items.[].system.damageRolls.0}
damage : string {2-17.items.[].system.damageRolls.0.damage} (11 different values)
1d8+5 (x1)
4d6 (x1)
2d6+3 (x1)
1d10+3 (x3)
1d6+2 (x1)
1d4+2 (x2)
1d8+4 (x1)
3d6 (x1)
2d6+6 (x1)
2d6+4 (x1)
1d12+3 (x1)
damageType : string {2-17.items.[].system.damageRolls.0.damageType} (2 different values)
bludgeoning (x8)
slashing (x6)
[1] : object {2-17.items.[].system.damageRolls.1}
[category] : string {2-17.items.[].system.damageRolls.1.category} (same value: persistent)
damage : string {2-17.items.[].system.damageRolls.1.damage} (3 different values)
2d4 (x1)
1d6 (x2)
1d4 (x1)
damageType : string {2-17.items.[].system.damageRolls.1.damageType} (same value: fire)
[2] : object {2-17.items.[].system.damageRolls.2}
category : string {2-17.items.[].system.damageRolls.2.category} (same value: persistent)
damage : string {2-17.items.[].system.damageRolls.2.damage} (2 different values)
2d4 (x1)
1d4 (x1)
damageType : string {2-17.items.[].system.damageRolls.2.damageType} (same value: fire)
description : object {2-17.items.[].system.description}
value : string {2-17.items.[].system.description.value} (7 different values)
(x18)
<p>5 feet. A creature entering the aura or starting its turn in the aura must attempt a @Check[fortitude|dc:19] save.</p>
<hr />
<p><strong>Success</strong> The creature is unaffected and is temporarily immune to for 1 minute.</p>
<p><strong>Failure</strong> The creature is @UUID[Compendium.pf2e.conditionitems.Item.Sickened]{Sickened 1}.</p>
<p><strong>Critical Failure</strong> The creature is @UUID[Compendium.pf2e.conditionitems.Item.Sickened]{Sickened 2}.</p> (x1)
<p><strong>Trigger</strong> The leaded skeleton is hit by a melee attack</p>
<hr />
<p><strong>Effect</strong> A cloud of lead dust is released, forming a @Template[burst|distance:5]{5-foot radius} cloud of fine particles surrounding the skeleton. The cloud persists for 1 round, exposing creatures within it to an inhaled form of rapid lead poison.</p> (x2)
<p>@Localize[PF2E.NPC.Abilities.Glossary.NegativeHealing]</p> (x4)
<p>High amounts of lead can cause headache, difficulty concentrating, and joint pain. Necromantic magic has augmented the lead that infuses this skeleton, causing it to take effect far more quickly than is typical for lead poisoning.</p>
<p><strong>Saving Throw</strong> @Check[fortitude|dc:18]</p>
<hr />
<p><strong>Maximum Duration</strong> 4 rounds</p>
<p><strong>Stage 1</strong> @UUID[Compendium.pf2e.conditionitems.Item.Stupefied]{Stupefied 1} (1 round)</p>
<p><strong>Stage 2</strong> @Damage[1d6[poison]] damage, stupefied 1, and @UUID[Compendium.pf2e.conditionitems.Item.Clumsy]{Clumsy 1} (1 round)</p>
<p><strong>Stage 3</strong> @Damage[2d6[poison]] damage, @UUID[Compendium.pf2e.conditionitems.Item.Stupefied]{Stupefied 2}, and @UUID[Compendium.pf2e.conditionitems.Item.Clumsy]{Clumsy 2} (2 rounds)</p> (x1)
<p>5 feet. A creature entering the aura or starting its turn in the aura must attempt a @Check[fortitude|dc:17] save.</p>
<hr />
<p><strong>Success</strong> The creature is unaffected and is temporarily immune to for 1 minute.</p>
<p><strong>Failure</strong> The creature is @UUID[Compendium.pf2e.conditionitems.Item.Sickened]{Sickened 1}.</p>
<p><strong>Critical Failure</strong> The creature is @UUID[Compendium.pf2e.conditionitems.Item.Sickened]{Sickened 2}.</p> (x1)
<p>High amounts of lead can cause headache, difficulty concentrating, and joint pain. Necromantic magic has augmented the lead that infuses this skeleton, causing it to take effect far more quickly than is typical for lead poisoning.</p>
<hr />
<p><strong>Saving Throw</strong> @Check[fortitude|dc:20]</p>
<p><strong>Maximum Duration</strong> 4 rounds</p>
<p><strong>Stage 1</strong> @Damage[1d6[poison]] damage,@UUID[Compendium.pf2e.conditionitems.Item.Stupefied]{Stupefied 1} (1 round)</p>
<p><strong>Stage 2</strong> @Damage[2d6[poison]] damage, stupefied 1, and @UUID[Compendium.pf2e.conditionitems.Item.Clumsy]{Clumsy 1} (1 round)</p>
<p><strong>Stage 3</strong> @Damage[2d6[poison]] damage, @UUID[Compendium.pf2e.conditionitems.Item.Stupefied]{Stupefied 2}, and @UUID[Compendium.pf2e.conditionitems.Item.Clumsy]{Clumsy 2} (2 rounds)</p> (x1)
publication : object {2-17.items.[].system.publication}
license : string {2-17.items.[].system.publication.license} (same value: OGL)
remaster : boolean {2-17.items.[].system.publication.remaster} (same value: False)
title : string {2-17.items.[].system.publication.title} (2 different values)
(x24)
Pathfinder Bestiary 2 (x4)
rules : ###FoundryRulesObject###
[slug] : string {2-17.items.[].system.slug} (same value: negative-healing)
traits : object {2-17.items.[].system.traits}
rarity : string {2-17.items.[].system.traits.rarity} (same value: common)
value : array<string> {2-17.items.[].system.traits.value}
Length: min=0 max=2
Value type: string {2-17.items.[].system.traits.value.[]} (8 different values)
reload-1 (x2)
aura (x2)
olfactory (x2)
shove (x2)
agile (x4)
poison (x4)
unarmed (x2)
thrown-20 (x2)
[weaponType] : object {2-17.items.[].system.weaponType}
value : string {2-17.items.[].system.weaponType.value} (2 different values)
melee (x12)
ranged (x2)
[actionType] : object {2-17.items.[].system.actionType}
value : string {2-17.items.[].system.actionType.value} (2 different values)
passive (x8)
reaction (x2)
[actions] : object {2-17.items.[].system.actions}
[value] : mixed
[category] : string {2-17.items.[].system.category} (2 different values)
defensive (x8)
offensive (x2)
[baseItem] : mixed
[bulk] : object {2-17.items.[].system.bulk}
value : integer {2-17.items.[].system.bulk.value} (same value: 0)
[containerId] : mixed
[equipped] : object {2-17.items.[].system.equipped}
carryType : string {2-17.items.[].system.equipped.carryType} (same value: worn)
handsHeld : integer {2-17.items.[].system.equipped.handsHeld} (same value: 0)
[invested] : mixed
[hardness] : integer {2-17.items.[].system.hardness} (same value: 0)
[hp] : object {2-17.items.[].system.hp}
max : integer {2-17.items.[].system.hp.max} (same value: 0)
value : integer {2-17.items.[].system.hp.value} (same value: 0)
[level] : object {2-17.items.[].system.level}
value : integer {2-17.items.[].system.level.value} (same value: 0)
[material] : object {2-17.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {2-17.items.[].system.price}
value : object {2-17.items.[].system.price.value}
[quantity] : integer {2-17.items.[].system.quantity} (2 different values)
4 (x2)
1 (x2)
[size] : string {2-17.items.[].system.size} (same value: med)
[usage] : object {2-17.items.[].system.usage}
value : string {2-17.items.[].system.usage.value} (same value: held-in-one-hand)
type : string {2-17.items.[].type} (3 different values)
melee (x14)
action (x10)
equipment (x4)
[_stats] : object {2-17.items.[]._stats}
compendiumSource : string {2-17.items.[]._stats.compendiumSource} (same value: Compendium.pf2e.bestiary-ability-glossary-srd.Item.TTCw5NusiSSkJU1x)
name : string {2-17.name} (all different values)
system : object {2-17.system}
abilities : object {2-17.system.abilities}
cha : object {2-17.system.abilities.cha}
mod : integer {2-17.system.abilities.cha.mod} (3 different values)
-2 (x2)
0 (x3)
1 (x1)
con : object {2-17.system.abilities.con}
mod : integer {2-17.system.abilities.con.mod} (4 different values)
3 (x1)
1 (x1)
0 (x2)
2 (x2)
dex : object {2-17.system.abilities.dex}
mod : integer {2-17.system.abilities.dex.mod} (4 different values)
2 (x1)
4 (x2)
1 (x1)
5 (x2)
int : object {2-17.system.abilities.int}
mod : integer {2-17.system.abilities.int.mod} (same value: -5)
str : object {2-17.system.abilities.str}
mod : integer {2-17.system.abilities.str.mod} (4 different values)
5 (x1)
3 (x2)
2 (x1)
4 (x2)
wis : object {2-17.system.abilities.wis}
mod : integer {2-17.system.abilities.wis.mod} (2 different values)
1 (x2)
0 (x4)
attributes : object {2-17.system.attributes}
ac : object {2-17.system.attributes.ac}
details : string {2-17.system.attributes.ac.details} (same value: )
value : integer {2-17.system.attributes.ac.value} (5 different values)
22 (x1)
18 (x2)
16 (x1)
19 (x1)
21 (x1)
allSaves : object {2-17.system.attributes.allSaves}
value : string {2-17.system.attributes.allSaves.value} (same value: )
hp : object {2-17.system.attributes.hp}
details : string {2-17.system.attributes.hp.details} (2 different values)
(x2)
void healing (x4)
max : integer {2-17.system.attributes.hp.max} (all different values)
temp : integer {2-17.system.attributes.hp.temp} (same value: 0)
value : integer {2-17.system.attributes.hp.value} (all different values)
immunities : array<object> {2-17.system.attributes.immunities}
Length: min=1 max=5
Value type: object {2-17.system.attributes.immunities.[]}
type : string {2-17.system.attributes.immunities.[].type} (all different values)
speed : object {2-17.system.attributes.speed}
otherSpeeds : array<> {2-17.system.attributes.speed.otherSpeeds}
Length: min=0 max=0
Value type: mixed
value : integer {2-17.system.attributes.speed.value} (3 different values)
20 (x2)
15 (x2)
25 (x2)
[resistances] : array<object> {2-17.system.attributes.resistances}
Length: min=5 max=5
Value type: object {2-17.system.attributes.resistances.[]}
type : string {2-17.system.attributes.resistances.[].type} (5 different values)
cold (x4)
electricity (x4)
fire (x4)
piercing (x4)
slashing (x4)
value : integer {2-17.system.attributes.resistances.[].value} (same value: 5)
details : object {2-17.system.details}
blurb : string {2-17.system.details.blurb} (same value: )
languages : object {2-17.system.details.languages}
details : string {2-17.system.details.languages.details} (same value: )
value : array<> {2-17.system.details.languages.value}
Length: min=0 max=0
Value type: mixed
level : object {2-17.system.details.level}
value : integer {2-17.system.details.level.value} (4 different values)
5 (x2)
3 (x2)
0 (x1)
2 (x1)
privateNotes : string {2-17.system.details.privateNotes} (same value: )
publicNotes : string {2-17.system.details.publicNotes} (same value: )
publication : object {2-17.system.details.publication}
license : string {2-17.system.details.publication.license} (same value: OGL)
remaster : boolean {2-17.system.details.publication.remaster} (same value: False)
title : string {2-17.system.details.publication.title} (same value: Pathfinder Society Scenario #2-17: Lost Maid of Anactoria)
initiative : object {2-17.system.initiative}
statistic : string {2-17.system.initiative.statistic} (same value: perception)
perception : object {2-17.system.perception}
details : string {2-17.system.perception.details} (same value: )
mod : integer {2-17.system.perception.mod} (5 different values)
12 (x2)
4 (x1)
9 (x1)
15 (x1)
6 (x1)
senses : array<object> {2-17.system.perception.senses}
Length: min=0 max=1
Value type: object {2-17.system.perception.senses.[]}
type : string {2-17.system.perception.senses.[].type} (same value: darkvision)
resources : object {2-17.system.resources}
saves : object {2-17.system.saves}
fortitude : object {2-17.system.saves.fortitude}
saveDetail : string {2-17.system.saves.fortitude.saveDetail} (same value: )
value : integer {2-17.system.saves.fortitude.value} (all different values)
reflex : object {2-17.system.saves.reflex}
saveDetail : string {2-17.system.saves.reflex.saveDetail} (same value: )
value : integer {2-17.system.saves.reflex.value} (4 different values)
11 (x2)
12 (x1)
8 (x2)
15 (x1)
will : object {2-17.system.saves.will}
saveDetail : string {2-17.system.saves.will.saveDetail} (same value: )
value : integer {2-17.system.saves.will.value} (all different values)
skills : object {2-17.system.skills}
athletics : object {2-17.system.skills.athletics}
base : integer {2-17.system.skills.athletics.base} (4 different values)
12 (x2)
9 (x2)
5 (x1)
7 (x1)
[acrobatics] : object {2-17.system.skills.acrobatics}
base : integer {2-17.system.skills.acrobatics.base} (4 different values)
9 (x1)
6 (x1)
12 (x1)
7 (x1)
traits : object {2-17.system.traits}
rarity : string {2-17.system.traits.rarity} (2 different values)
uncommon (x4)
rare (x2)
size : object {2-17.system.traits.size}
value : string {2-17.system.traits.size.value} (same value: med)
value : array<string> {2-17.system.traits.value}
Length: min=2 max=5
Value type: string {2-17.system.traits.value.[]} (7 different values)
fire (x2)
plant (x2)
evil (x4)
mindless (x4)
skeleton (x4)
undead (x4)
unholy (x4)
type : string {2-17.type} (same value: npc)
+644
View File
@@ -0,0 +1,644 @@
2-18
Different values: 9
=====================================
object {2-18}
_id : string {2-18._id} (all different values)
folder : string {2-18.folder} (same value: r8MCzsKqL5SXqyHo)
img : string {2-18.img} (2 different values)
systems/pf2e/icons/default-icons/npc.svg (x6)
systems/pf2e/icons/default-icons/hazard.svg (x3)
items : array<object> {2-18.items}
Length: min=1 max=17
Value type: object {2-18.items.[]}
_id : string {2-18.items.[]._id} (42 different values)
img : string {2-18.items.[].img} (11 different values)
systems/pf2e/icons/default-icons/melee.svg (x17)
systems/pf2e/icons/actions/Passive.webp (x19)
systems/pf2e/icons/actions/Reaction.webp (x6)
systems/pf2e/icons/actions/TwoActions.webp (x4)
systems/pf2e/icons/actions/OneAction.webp (x1)
systems/pf2e/icons/default-icons/spellcastingEntry.svg (x2)
systems/pf2e/icons/spells/fear.webp (x2)
systems/pf2e/icons/spells/harm.webp (x2)
icons/weapons/hammers/shorthammer-embossed-white.webp (x2)
systems/pf2e/icons/equipment/weapons/longsword.webp (x2)
systems/pf2e/icons/actions/ThreeActions.webp (x4)
name : string {2-18.items.[].name} (31 different values)
sort : integer {2-18.items.[].sort} (17 different values)
100000 (x9)
200000 (x7)
300000 (x6)
400000 (x6)
500000 (x6)
600000 (x4)
700000 (x3)
800000 (x2)
900000 (x2)
1000000 (x2)
1100000 (x2)
1200000 (x2)
1300000 (x2)
1400000 (x2)
1500000 (x2)
1600000 (x2)
1700000 (x2)
system : object {2-18.items.[].system}
[attack] : object {2-18.items.[].system.attack}
value : string {2-18.items.[].system.attack.value} (same value: )
[attackEffects] : object {2-18.items.[].system.attackEffects}
value : array<string> {2-18.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {2-18.items.[].system.attackEffects.value.[]} (3 different values)
hunting-spider-venom (x1)
web-trap (x2)
ogre-spider-venom (x1)
[custom] : string {2-18.items.[].system.attackEffects.custom} (same value: )
[bonus] : object {2-18.items.[].system.bonus}
[total] : integer {2-18.items.[].system.bonus.total} (2 different values)
14 (x6)
11 (x2)
value : integer {2-18.items.[].system.bonus.value} (8 different values)
14 (x5)
9 (x1)
7 (x1)
17 (x5)
15 (x2)
13 (x2)
0 (x4)
11 (x1)
[damageRolls] : object {2-18.items.[].system.damageRolls}
[0] : object {2-18.items.[].system.damageRolls.0}
damage : string {2-18.items.[].system.damageRolls.0.damage} (7 different values)
2d8+5 (x2)
2d10+9 (x1)
2d8+8 (x1)
1d10+5 (x1)
1d8+5 (x2)
2d10+7 (x1)
2d6+7 (x1)
damageType : string {2-18.items.[].system.damageRolls.0.damageType} (3 different values)
slashing (x4)
piercing (x3)
bludgeoning (x2)
[dez5f2j66zdt2xxl3dsr] : object {2-18.items.[].system.damageRolls.dez5f2j66zdt2xxl3dsr}
damage : string {2-18.items.[].system.damageRolls.dez5f2j66zdt2xxl3dsr.damage} (same value: 1d6+2)
damageType : string {2-18.items.[].system.damageRolls.dez5f2j66zdt2xxl3dsr.damageType} (same value: piercing)
[mwdx5rvny9h800405t75e] : object {2-18.items.[].system.damageRolls.mwdx5rvny9h800405t75e}
damage : string {2-18.items.[].system.damageRolls.mwdx5rvny9h800405t75e.damage} (same value: 4d6)
damageType : string {2-18.items.[].system.damageRolls.mwdx5rvny9h800405t75e.damageType} (same value: bludgeoning)
[mu6cx92t1jingkhf5if1] : object {2-18.items.[].system.damageRolls.mu6cx92t1jingkhf5if1}
damage : string {2-18.items.[].system.damageRolls.mu6cx92t1jingkhf5if1.damage} (same value: 1d6+5)
damageType : string {2-18.items.[].system.damageRolls.mu6cx92t1jingkhf5if1.damageType} (same value: bludgeoning)
[cme9odgz5c8stbnbski1] : object {2-18.items.[].system.damageRolls.cme9odgz5c8stbnbski1}
damage : string {2-18.items.[].system.damageRolls.cme9odgz5c8stbnbski1.damage} (same value: 1d6+5)
damageType : string {2-18.items.[].system.damageRolls.cme9odgz5c8stbnbski1.damageType} (same value: bludgeoning)
[6nuzltdosebs9b48neqa] : object {2-18.items.[].system.damageRolls.6nuzltdosebs9b48neqa}
damage : string {2-18.items.[].system.damageRolls.6nuzltdosebs9b48neqa.damage} (same value: 1d6+7)
damageType : string {2-18.items.[].system.damageRolls.6nuzltdosebs9b48neqa.damageType} (same value: bludgeoning)
eth9baizwccm2fbevcmh : object {2-18.items.[].system.damageRolls.eth9baizwccm2fbevcmh}
damage : string {2-18.items.[].system.damageRolls.eth9baizwccm2fbevcmh.damage} (same value: 1d6+7)
damageType : string {2-18.items.[].system.damageRolls.eth9baizwccm2fbevcmh.damageType} (same value: spirit)
description : object {2-18.items.[].system.description}
value : string {2-18.items.[].system.description.value} (32 different values)
publication : object {2-18.items.[].system.publication}
license : string {2-18.items.[].system.publication.license} (same value: OGL)
remaster : boolean {2-18.items.[].system.publication.remaster} (same value: False)
title : string {2-18.items.[].system.publication.title} (3 different values)
(x53)
Pathfinder Core Rulebook (x4)
Pathfinder Bestiary (x4)
rules : ###FoundryRulesObject###
[slug] : string {2-18.items.[].system.slug} (6 different values)
fear (x2)
harm (x2)
light-hammer (x2)
longsword (x2)
telepathy (x2)
trample (x2)
[traits] : object {2-18.items.[].system.traits}
rarity : string {2-18.items.[].system.traits.rarity} (same value: common)
value : array<string> {2-18.items.[].system.traits.value}
Length: min=0 max=5
Value type: string {2-18.items.[].system.traits.value.[]} (22 different values)
[traditions] : array<string> {2-18.items.[].system.traits.traditions}
Length: min=1 max=4
Value type: string {2-18.items.[].system.traits.traditions.[]} (4 different values)
arcane (x2)
divine (x4)
occult (x2)
primal (x2)
[weaponType] : object {2-18.items.[].system.weaponType}
value : string {2-18.items.[].system.weaponType.value} (2 different values)
melee (x13)
ranged (x4)
[actionType] : object {2-18.items.[].system.actionType}
value : string {2-18.items.[].system.actionType.value} (3 different values)
passive (x19)
reaction (x6)
action (x9)
[actions] : object {2-18.items.[].system.actions}
[value] : integer {2-18.items.[].system.actions.value} (3 different values)
2 (x4)
1 (x1)
3 (x4)
[category] : string {2-18.items.[].system.category} (4 different values)
defensive (x9)
offensive (x18)
interaction (x4)
martial (x4)
[autoHeightenLevel] : object {2-18.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {2-18.items.[].system.prepared}
value : string {2-18.items.[].system.prepared.value} (same value: innate)
[proficiency] : object {2-18.items.[].system.proficiency}
value : integer {2-18.items.[].system.proficiency.value} (same value: 0)
[slots] : object {2-18.items.[].system.slots}
slot3 : object {2-18.items.[].system.slots.slot3}
max : integer {2-18.items.[].system.slots.slot3.max} (same value: 2)
value : integer {2-18.items.[].system.slots.slot3.value} (same value: 2)
[spelldc] : object {2-18.items.[].system.spelldc}
dc : integer {2-18.items.[].system.spelldc.dc} (2 different values)
20 (x1)
23 (x1)
mod : integer {2-18.items.[].system.spelldc.mod} (same value: 0)
value : integer {2-18.items.[].system.spelldc.value} (2 different values)
12 (x1)
15 (x1)
[tradition] : object {2-18.items.[].system.tradition}
value : string {2-18.items.[].system.tradition.value} (same value: divine)
[area] : mixed
[cost] : object {2-18.items.[].system.cost}
value : string {2-18.items.[].system.cost.value} (same value: )
[counteraction] : boolean {2-18.items.[].system.counteraction} (same value: False)
[damage] : object {2-18.items.[].system.damage}
[0] : object {2-18.items.[].system.damage.0}
applyMod : boolean {2-18.items.[].system.damage.0.applyMod} (same value: False)
[category] : mixed
formula : string {2-18.items.[].system.damage.0.formula} (same value: 1d8)
kinds : array<string> {2-18.items.[].system.damage.0.kinds}
Length: min=2 max=2
Value type: string {2-18.items.[].system.damage.0.kinds.[]} (2 different values)
damage (x2)
healing (x2)
materials : array<> {2-18.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {2-18.items.[].system.damage.0.type} (same value: void)
[damageType] : string {2-18.items.[].system.damage.damageType} (2 different values)
bludgeoning (x2)
slashing (x2)
[dice] : integer {2-18.items.[].system.damage.dice} (same value: 1)
[die] : string {2-18.items.[].system.damage.die} (2 different values)
d6 (x2)
d8 (x2)
[defense] : object {2-18.items.[].system.defense}
save : object {2-18.items.[].system.defense.save}
basic : boolean {2-18.items.[].system.defense.save.basic} (2 different values)
False (x2)
True (x2)
statistic : string {2-18.items.[].system.defense.save.statistic} (2 different values)
will (x2)
fortitude (x2)
[duration] : object {2-18.items.[].system.duration}
sustained : boolean {2-18.items.[].system.duration.sustained} (same value: False)
value : string {2-18.items.[].system.duration.value} (2 different values)
varies (x2)
(x2)
[heightening] : object {2-18.items.[].system.heightening}
[levels] : object {2-18.items.[].system.heightening.levels}
3 : object {2-18.items.[].system.heightening.levels.3}
target : object {2-18.items.[].system.heightening.levels.3.target}
value : string {2-18.items.[].system.heightening.levels.3.target.value} (same value: 5 creatures)
type : string {2-18.items.[].system.heightening.type} (2 different values)
fixed (x2)
interval (x2)
[damage] : object {2-18.items.[].system.heightening.damage}
0 : string {2-18.items.[].system.heightening.damage.0} (same value: 1d8)
[interval] : integer {2-18.items.[].system.heightening.interval} (same value: 1)
[level] : object {2-18.items.[].system.level}
value : integer {2-18.items.[].system.level.value} (2 different values)
1 (x4)
0 (x4)
[location] : object {2-18.items.[].system.location}
heightenedLevel : integer {2-18.items.[].system.location.heightenedLevel} (same value: 3)
value : string {2-18.items.[].system.location.value} (same value: wTLX8Pk1sMBmPKhZ)
[range] : object {2-18.items.[].system.range}
value : string {2-18.items.[].system.range.value} (2 different values)
30 feet (x2)
varies (x2)
[requirements] : string {2-18.items.[].system.requirements} (same value: )
[target] : object {2-18.items.[].system.target}
value : string {2-18.items.[].system.target.value} (2 different values)
1 creature (x2)
1 living creature or 1 willing undead creature (x2)
[time] : object {2-18.items.[].system.time}
value : string {2-18.items.[].system.time.value} (2 different values)
2 (x2)
1 to 3 (x2)
[overlays] : object {2-18.items.[].system.overlays}
4gyp3qlsv5ywdyjq : object {2-18.items.[].system.overlays.4gyp3qlsv5ywdyjq}
_id : string {2-18.items.[].system.overlays.4gyp3qlsv5ywdyjq._id} (same value: 4gyp3qlsv5ywdyjq)
name : string {2-18.items.[].system.overlays.4gyp3qlsv5ywdyjq.name} (same value: Harm (vs. Undead))
overlayType : string {2-18.items.[].system.overlays.4gyp3qlsv5ywdyjq.overlayType} (same value: override)
sort : integer {2-18.items.[].system.overlays.4gyp3qlsv5ywdyjq.sort} (same value: 3)
system : object {2-18.items.[].system.overlays.4gyp3qlsv5ywdyjq.system}
damage : object {2-18.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage}
0 : object {2-18.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0}
formula : string {2-18.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.formula} (same value: 1d8+8)
kinds : array<string> {2-18.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {2-18.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.kinds.[]} (same value: healing)
[defense] : mixed
heightening : object {2-18.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening}
damage : object {2-18.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening.damage}
0 : string {2-18.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening.damage.0} (same value: 1d8+8)
range : object {2-18.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.range}
value : string {2-18.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.range.value} (same value: 30 feet)
target : object {2-18.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.target}
value : string {2-18.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.target.value} (same value: 1 willing undead creature)
time : object {2-18.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.time}
value : string {2-18.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.time.value} (same value: 2)
traits : object {2-18.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits}
value : array<string> {2-18.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits.value}
Length: min=3 max=3
Value type: string {2-18.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits.value.[]} (3 different values)
concentrate (x2)
manipulate (x2)
void (x2)
pq7cxntbz4s8g5ik : object {2-18.items.[].system.overlays.pq7cxntbz4s8g5ik}
_id : string {2-18.items.[].system.overlays.pq7cxntbz4s8g5ik._id} (same value: pq7cxntbz4s8g5ik)
overlayType : string {2-18.items.[].system.overlays.pq7cxntbz4s8g5ik.overlayType} (same value: override)
sort : integer {2-18.items.[].system.overlays.pq7cxntbz4s8g5ik.sort} (same value: 1)
system : object {2-18.items.[].system.overlays.pq7cxntbz4s8g5ik.system}
range : object {2-18.items.[].system.overlays.pq7cxntbz4s8g5ik.system.range}
value : string {2-18.items.[].system.overlays.pq7cxntbz4s8g5ik.system.range.value} (same value: touch)
time : object {2-18.items.[].system.overlays.pq7cxntbz4s8g5ik.system.time}
value : string {2-18.items.[].system.overlays.pq7cxntbz4s8g5ik.system.time.value} (same value: 1)
rvhoa43rqqqp8izn : object {2-18.items.[].system.overlays.rvhoa43rqqqp8izn}
_id : string {2-18.items.[].system.overlays.rvhoa43rqqqp8izn._id} (same value: rvhoa43rqqqp8izn)
overlayType : string {2-18.items.[].system.overlays.rvhoa43rqqqp8izn.overlayType} (same value: override)
sort : integer {2-18.items.[].system.overlays.rvhoa43rqqqp8izn.sort} (same value: 4)
system : object {2-18.items.[].system.overlays.rvhoa43rqqqp8izn.system}
area : object {2-18.items.[].system.overlays.rvhoa43rqqqp8izn.system.area}
type : string {2-18.items.[].system.overlays.rvhoa43rqqqp8izn.system.area.type} (same value: emanation)
value : integer {2-18.items.[].system.overlays.rvhoa43rqqqp8izn.system.area.value} (same value: 30)
range : object {2-18.items.[].system.overlays.rvhoa43rqqqp8izn.system.range}
value : string {2-18.items.[].system.overlays.rvhoa43rqqqp8izn.system.range.value} (same value: )
target : object {2-18.items.[].system.overlays.rvhoa43rqqqp8izn.system.target}
value : string {2-18.items.[].system.overlays.rvhoa43rqqqp8izn.system.target.value} (same value: all living and undead creatures)
time : object {2-18.items.[].system.overlays.rvhoa43rqqqp8izn.system.time}
value : string {2-18.items.[].system.overlays.rvhoa43rqqqp8izn.system.time.value} (same value: 3)
traits : object {2-18.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits}
value : array<string> {2-18.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits.value}
Length: min=3 max=3
Value type: string {2-18.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits.value.[]} (3 different values)
concentrate (x2)
manipulate (x2)
void (x2)
z04svm1cvfcxtplb : object {2-18.items.[].system.overlays.z04svm1cvfcxtplb}
_id : string {2-18.items.[].system.overlays.z04svm1cvfcxtplb._id} (same value: z04svm1cvfcxtplb)
name : string {2-18.items.[].system.overlays.z04svm1cvfcxtplb.name} (same value: Harm (vs. Living))
overlayType : string {2-18.items.[].system.overlays.z04svm1cvfcxtplb.overlayType} (same value: override)
sort : integer {2-18.items.[].system.overlays.z04svm1cvfcxtplb.sort} (same value: 2)
system : object {2-18.items.[].system.overlays.z04svm1cvfcxtplb.system}
damage : object {2-18.items.[].system.overlays.z04svm1cvfcxtplb.system.damage}
0 : object {2-18.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0}
kinds : array<string> {2-18.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {2-18.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0.kinds.[]} (same value: damage)
range : object {2-18.items.[].system.overlays.z04svm1cvfcxtplb.system.range}
value : string {2-18.items.[].system.overlays.z04svm1cvfcxtplb.system.range.value} (same value: 30 feet)
target : object {2-18.items.[].system.overlays.z04svm1cvfcxtplb.system.target}
value : string {2-18.items.[].system.overlays.z04svm1cvfcxtplb.system.target.value} (same value: 1 living creature)
time : object {2-18.items.[].system.overlays.z04svm1cvfcxtplb.system.time}
value : string {2-18.items.[].system.overlays.z04svm1cvfcxtplb.system.time.value} (same value: 2)
traits : object {2-18.items.[].system.overlays.z04svm1cvfcxtplb.system.traits}
value : array<string> {2-18.items.[].system.overlays.z04svm1cvfcxtplb.system.traits.value}
Length: min=3 max=3
Value type: string {2-18.items.[].system.overlays.z04svm1cvfcxtplb.system.traits.value.[]} (3 different values)
concentrate (x2)
manipulate (x2)
void (x2)
[baseItem] : string {2-18.items.[].system.baseItem} (2 different values)
light-hammer (x2)
longsword (x2)
[bonusDamage] : object {2-18.items.[].system.bonusDamage}
value : integer {2-18.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {2-18.items.[].system.bulk}
value : mixed
float {2-18.items.[].system.bulk.value} (same value: 0,1)
integer {2-18.items.[].system.bulk.value} (same value: 1)
[containerId] : mixed
[equipped] : object {2-18.items.[].system.equipped}
carryType : string {2-18.items.[].system.equipped.carryType} (same value: held)
handsHeld : integer {2-18.items.[].system.equipped.handsHeld} (same value: 1)
[invested] : mixed
[group] : string {2-18.items.[].system.group} (2 different values)
hammer (x2)
sword (x2)
[hardness] : integer {2-18.items.[].system.hardness} (same value: 0)
[hp] : object {2-18.items.[].system.hp}
max : integer {2-18.items.[].system.hp.max} (same value: 0)
value : integer {2-18.items.[].system.hp.value} (same value: 0)
[material] : object {2-18.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {2-18.items.[].system.price}
value : object {2-18.items.[].system.price.value}
[sp] : integer {2-18.items.[].system.price.value.sp} (same value: 3)
[gp] : integer {2-18.items.[].system.price.value.gp} (same value: 1)
[quantity] : integer {2-18.items.[].system.quantity} (2 different values)
3 (x2)
1 (x2)
[reload] : object {2-18.items.[].system.reload}
value : string {2-18.items.[].system.reload.value} (2 different values)
- (x2)
(x2)
[runes] : object {2-18.items.[].system.runes}
potency : integer {2-18.items.[].system.runes.potency} (same value: 0)
property : array<> {2-18.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
striking : integer {2-18.items.[].system.runes.striking} (same value: 0)
[size] : string {2-18.items.[].system.size} (same value: lg)
[splashDamage] : object {2-18.items.[].system.splashDamage}
value : integer {2-18.items.[].system.splashDamage.value} (same value: 0)
[usage] : object {2-18.items.[].system.usage}
value : string {2-18.items.[].system.usage.value} (same value: held-in-one-hand)
type : string {2-18.items.[].type} (5 different values)
melee (x17)
action (x34)
spellcastingEntry (x2)
spell (x4)
weapon (x4)
[_stats] : object {2-18.items.[]._stats}
compendiumSource : string {2-18.items.[]._stats.compendiumSource} (6 different values)
Compendium.pf2e.spells-srd.Item.4koZzrnMXhhosn0D (x2)
Compendium.pf2e.spells-srd.Item.wdA52JJnsuQWeyqz (x2)
Compendium.pf2e.equipment-srd.Item.FibwLZ12EIEwLGhw (x2)
Compendium.pf2e.equipment-srd.Item.LJdbVTOZog39EEbi (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.kdhbPaBMK1d1fpbA (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.UNah0bxXxkcZjxO3 (x2)
[flags] : object {2-18.items.[].flags}
pf2e : object {2-18.items.[].flags.pf2e}
linkedWeapon : string {2-18.items.[].flags.pf2e.linkedWeapon} (2 different values)
QPkaS2AAZWCSBjqR (x2)
naRxw6KpN3XmDPDa (x4)
name : string {2-18.name} (all different values)
system : object {2-18.system}
[abilities] : object {2-18.system.abilities}
cha : object {2-18.system.abilities.cha}
mod : integer {2-18.system.abilities.cha.mod} (3 different values)
2 (x2)
-4 (x2)
3 (x2)
con : object {2-18.system.abilities.con}
mod : integer {2-18.system.abilities.con.mod} (4 different values)
3 (x1)
1 (x1)
4 (x2)
5 (x2)
dex : object {2-18.system.abilities.dex}
mod : integer {2-18.system.abilities.dex.mod} (2 different values)
2 (x4)
4 (x2)
int : object {2-18.system.abilities.int}
mod : integer {2-18.system.abilities.int.mod} (3 different values)
-4 (x2)
-5 (x2)
1 (x2)
str : object {2-18.system.abilities.str}
mod : integer {2-18.system.abilities.str.mod} (4 different values)
5 (x3)
2 (x1)
6 (x1)
3 (x1)
wis : object {2-18.system.abilities.wis}
mod : integer {2-18.system.abilities.wis.mod} (2 different values)
2 (x5)
1 (x1)
attributes : object {2-18.system.attributes}
ac : object {2-18.system.attributes.ac}
[details] : string {2-18.system.attributes.ac.details} (3 different values)
(x4)
(23 while Inhabiting a Centaur Body) (x1)
(26 while Inhabiting a Centaur Body) (x1)
value : integer {2-18.system.attributes.ac.value} (6 different values)
20 (x2)
0 (x2)
17 (x1)
22 (x1)
23 (x2)
19 (x1)
[allSaves] : object {2-18.system.attributes.allSaves}
value : string {2-18.system.attributes.allSaves.value} (same value: )
hp : object {2-18.system.attributes.hp}
details : string {2-18.system.attributes.hp.details} (same value: )
max : integer {2-18.system.attributes.hp.max} (6 different values)
80 (x2)
0 (x3)
16 (x1)
125 (x1)
70 (x1)
65 (x1)
temp : integer {2-18.system.attributes.hp.temp} (same value: 0)
value : integer {2-18.system.attributes.hp.value} (6 different values)
80 (x2)
0 (x3)
16 (x1)
125 (x1)
70 (x1)
65 (x1)
[tempmax] : integer {2-18.system.attributes.hp.tempmax} (same value: 0)
[resistances] : array<object> {2-18.system.attributes.resistances}
Length: min=1 max=1
Value type: object {2-18.system.attributes.resistances.[]}
type : string {2-18.system.attributes.resistances.[].type} (same value: poison)
value : integer {2-18.system.attributes.resistances.[].value} (same value: 5)
[speed] : object {2-18.system.attributes.speed}
otherSpeeds : array<object> {2-18.system.attributes.speed.otherSpeeds}
Length: min=1 max=2
Value type: object {2-18.system.attributes.speed.otherSpeeds.[]}
type : string {2-18.system.attributes.speed.otherSpeeds.[].type} (3 different values)
climb (x4)
swim (x2)
burrow (x2)
value : integer {2-18.system.attributes.speed.otherSpeeds.[].value} (4 different values)
10 (x4)
25 (x1)
30 (x1)
15 (x2)
value : integer {2-18.system.attributes.speed.value} (3 different values)
20 (x2)
25 (x3)
30 (x1)
[weaknesses] : array<object> {2-18.system.attributes.weaknesses}
Length: min=1 max=3
Value type: object {2-18.system.attributes.weaknesses.[]}
type : string {2-18.system.attributes.weaknesses.[].type} (4 different values)
fire (x2)
cold-iron (x2)
holy (x2)
sonic (x2)
value : integer {2-18.system.attributes.weaknesses.[].value} (same value: 5)
[emitsSound] : string {2-18.system.attributes.emitsSound} (same value: encounter)
[hardness] : integer {2-18.system.attributes.hardness} (same value: 0)
[hasHealth] : boolean {2-18.system.attributes.hasHealth} (same value: True)
[stealth] : object {2-18.system.attributes.stealth}
details : string {2-18.system.attributes.stealth.details} (2 different values)
<p>(trained)</p> (x2)
(x1)
value : integer {2-18.system.attributes.stealth.value} (3 different values)
8 (x1)
11 (x1)
14 (x1)
details : object {2-18.system.details}
[blurb] : string {2-18.system.details.blurb} (same value: )
[languages] : object {2-18.system.details.languages}
details : string {2-18.system.details.languages.details} (2 different values)
(x4)
telepathy 100 feet (x2)
value : array<string> {2-18.system.details.languages.value}
Length: min=0 max=4
Value type: string {2-18.system.details.languages.value.[]} (4 different values)
chthonian (x2)
draconic (x2)
empyrean (x2)
pyric (x2)
level : object {2-18.system.details.level}
value : integer {2-18.system.details.level.value} (5 different values)
4 (x2)
1 (x2)
3 (x2)
6 (x2)
5 (x1)
[privateNotes] : string {2-18.system.details.privateNotes} (same value: )
[publicNotes] : string {2-18.system.details.publicNotes} (3 different values)
(x4)
<p>Hunting spiders are the most common type of giant spider, though not the largest.</p>
<hr />
<p>Few everyday vermin inspire as much dread as the infamous spider.</p> (x1)
<p>These terrifying creatures grow as large as elephants. The placement of their eyes above their wide mandibles evokes the grimacing visage of an ogre's leer. Ogres themselves find the appearance of ogre spider faces simultaneously amusing and adorable, but in most cases, ogres' attempts to keep these spiders as pets result in dead ogres and well-fed spiders.</p> (x1)
publication : object {2-18.system.details.publication}
license : string {2-18.system.details.publication.license} (same value: OGL)
remaster : boolean {2-18.system.details.publication.remaster} (same value: False)
title : string {2-18.system.details.publication.title} (same value: Pathfinder Society Scenario #2-18: The Fanciful March of Urwal)
[description] : string {2-18.system.details.description} (2 different values)
<p>The demon lord Urxehl manifests upon Golarion a small region of his Abyssal realm, filled with constantly burning forests lashed by fierce storms and unholy rain that only further feeds the flames. This is a mystical fire, fueled by the presence of Urxehl's minions. Any flames on the map emit concealing smoke in a 10-foot radius around the fire.</p> (x2)
<p>Discreet webbing at throat level snags a creature that walks into it.</p> (x1)
[disable] : string {2-18.system.details.disable} (3 different values)
<p>@Check[nature|dc:17] or @Check[performance|dc:17] (trained) to remind the Finadar forest of its true self; or @Check[religion|dc:17], @Check[occultism|dc:17], or @Check[demon-lore|dc:17]{Demon Lore}(trained) to disrupt the connection to the imposed realm and extinguish one of the five sections of flames on the map. These checks can only be attempted by creatures adjacent to the section, and each attempt takes 2 actions. An extinguished fire still emits concealing smoke for 1 additional round but is no longer hot enough to deal damage. A @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] spell or a spell with the water trait (2nd level; counteract DC 15) extinguishes a section of flames. If the PCs disable three of the five sections of the flames of Verakivhan, the hazard is too weakened to sustain itself, and the remaining flames disappear. If there are no demons or elementals remaining in the area, the hazard is automatically disabled.</p> (x1)
<p>@Check[nature|dc:20] or @Check[performance|dc:20] (trained) to remind the Finadar forest of its true self; or @Check[religion|dc:20], @Check[occultism|dc:20], or @Check[demon-lore|dc:20]{Demon Lore}(trained) to disrupt the connection to the imposed realm and extinguish one of the five sections of flames on the map. These checks can only be attempted by creatures adjacent to the section, and each attempt takes 2 actions. An extinguished fire still emits concealing smoke for 1 additional round but is no longer hot enough to deal damage. A @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] spell or a spell with the water trait (2nd level; counteract DC 17) extinguishes a section of flames. If the PCs disable three of the five sections of the flames of Verakivhan, the hazard is too weakened to sustain itself, and the remaining flames disappear. If there are no demons or elementals remaining in the area, the hazard is automatically disabled.</p> (x1)
<p>@Check[survival|dc:20] (trained) or @Check[thievery|dc:20] (expert) to rearrange the webbing.</p> (x1)
[isComplex] : boolean {2-18.system.details.isComplex} (2 different values)
True (x2)
False (x1)
[reset] : string {2-18.system.details.reset} (same value: )
[routine] : string {2-18.system.details.routine} (3 different values)
<p>(3 actions) Any creature within the flames takes @Damage[(1d6+3)[fire]] damage, and any creature adjacent to the flames takes @Damage[1d6[fire]] damage (@Check[reflex|dc:17|basic|name:Flames of Verakivhan|traits:fire] save). Additionally, the flames call down a fiery rain that deals @Damage[(1d6+3)[fire]] damage to a random PC within the planar overlay (@Check[reflex|dc:17|basic|name:Flames of Verakivhan|traits:fire] save). If any PCs attempted to disable the hazard that turn, the fiery rain chooses one of them as its target.</p> (x1)
<p>(3 actions) Any creature within the flames takes @Damage[(1d10+6)[fire]] damage, and any creature adjacent to the flames takes @Damage[1d10[fire]] damage (@Check[reflex|dc:20|basic|name:Flames of Verakivhan|traits:fire]). Additionally, the flames call down a fiery rain that deals @Damage[(1d10+6)[fire]] damage to a random PC within the planar overlay (@Check[reflex|dc:20|basic|name:Flames of Verakivhan|traits:fire] save). If any PCs attempted to disable the hazard that turn, the fiery rain chooses one of them as its target.</p> (x1)
(x1)
[initiative] : object {2-18.system.initiative}
statistic : string {2-18.system.initiative.statistic} (same value: perception)
[perception] : object {2-18.system.perception}
details : string {2-18.system.perception.details} (2 different values)
(x4)
web sense (x2)
mod : integer {2-18.system.perception.mod} (5 different values)
8 (x1)
7 (x2)
12 (x1)
10 (x1)
13 (x1)
senses : array<object> {2-18.system.perception.senses}
Length: min=1 max=1
Value type: object {2-18.system.perception.senses.[]}
type : string {2-18.system.perception.senses.[].type} (same value: darkvision)
[resources] : object {2-18.system.resources}
focus : object {2-18.system.resources.focus}
max : integer {2-18.system.resources.focus.max} (same value: 1)
value : integer {2-18.system.resources.focus.value} (same value: 1)
saves : object {2-18.system.saves}
fortitude : object {2-18.system.saves.fortitude}
saveDetail : string {2-18.system.saves.fortitude.saveDetail} (same value: )
value : integer {2-18.system.saves.fortitude.value} (7 different values)
13 (x2)
0 (x2)
6 (x1)
17 (x1)
15 (x1)
12 (x1)
16 (x1)
reflex : object {2-18.system.saves.reflex}
saveDetail : string {2-18.system.saves.reflex.saveDetail} (same value: )
value : integer {2-18.system.saves.reflex.value} (5 different values)
10 (x2)
0 (x2)
9 (x1)
13 (x3)
6 (x1)
will : object {2-18.system.saves.will}
saveDetail : string {2-18.system.saves.will.saveDetail} (same value: )
value : integer {2-18.system.saves.will.value} (7 different values)
10 (x1)
0 (x3)
5 (x1)
13 (x1)
9 (x1)
7 (x1)
11 (x1)
[skills] : object {2-18.system.skills}
athletics : object {2-18.system.skills.athletics}
base : integer {2-18.system.skills.athletics.base} (4 different values)
11 (x2)
5 (x1)
15 (x2)
13 (x1)
[intimidation] : object {2-18.system.skills.intimidation}
base : integer {2-18.system.skills.intimidation.base} (2 different values)
10 (x1)
13 (x1)
[acrobatics] : object {2-18.system.skills.acrobatics}
base : integer {2-18.system.skills.acrobatics.base} (4 different values)
7 (x1)
13 (x1)
10 (x1)
12 (x1)
[stealth] : object {2-18.system.skills.stealth}
base : integer {2-18.system.skills.stealth.base} (3 different values)
7 (x1)
10 (x1)
12 (x1)
deception : object {2-18.system.skills.deception}
base : integer {2-18.system.skills.deception.base} (2 different values)
9 (x1)
11 (x1)
traits : object {2-18.system.traits}
rarity : string {2-18.system.traits.rarity} (4 different values)
uncommon (x2)
unique (x2)
common (x3)
rare (x2)
size : object {2-18.system.traits.size}
value : string {2-18.system.traits.size.value} (4 different values)
med (x5)
sm (x1)
huge (x1)
lg (x2)
value : array<string> {2-18.system.traits.value}
Length: min=0 max=5
Value type: string {2-18.system.traits.value.[]} (all different values)
[creatureType] : string {2-18.system.creatureType} (same value: )
[statusEffects] : array<> {2-18.system.statusEffects}
Length: min=0 max=0
Value type: mixed
type : string {2-18.type} (2 different values)
npc (x6)
hazard (x3)
[prototypeToken] : object {2-18.prototypeToken}
name : string {2-18.prototypeToken.name} (5 different values)
Flames of Verakivhan (x2)
Hunting Spider (x1)
Ogre Spider (x1)
Web Lurker Noose (x1)
Vermlek Centaur (x2)
+562
View File
@@ -0,0 +1,562 @@
2-19
Different values: 9
=====================================
object {2-19}
_id : string {2-19._id} (all different values)
folder : string {2-19.folder} (same value: dHDOzdSI2Jstnx3d)
img : string {2-19.img} (2 different values)
systems/pf2e/icons/default-icons/npc.svg (x5)
systems/pf2e/icons/default-icons/hazard.svg (x4)
items : array<object> {2-19.items}
Length: min=1 max=12
Value type: object {2-19.items.[]}
_id : string {2-19.items.[]._id} (27 different values)
img : string {2-19.items.[].img} (12 different values)
systems/pf2e/icons/default-icons/melee.svg (x11)
systems/pf2e/icons/actions/Passive.webp (x10)
systems/pf2e/icons/actions/OneAction.webp (x1)
systems/pf2e/icons/actions/Reaction.webp (x4)
systems/pf2e/icons/default-icons/spellcastingEntry.svg (x2)
icons/magic/unholy/silhouette-evil-horned-giant.webp (x2)
icons/creatures/magical/construct-stone-earth-gray.webp (x1)
icons/weapons/hammers/shorthammer-embossed-white.webp (x1)
icons/equipment/chest/breastplate-layered-leather-studded-brown.webp (x1)
icons/sundries/survival/cuffs-shackles-steel.webp (x1)
systems/pf2e/icons/actions/ThreeActions.webp (x1)
systems/pf2e/icons/actions/TwoActions.webp (x1)
name : string {2-19.items.[].name} (26 different values)
sort : integer {2-19.items.[].sort} (13 different values)
100000 (x5)
200000 (x5)
300000 (x5)
0 (x8)
400000 (x2)
500000 (x2)
600000 (x2)
700000 (x2)
800000 (x1)
900000 (x1)
1000000 (x1)
1100000 (x1)
1200000 (x1)
system : object {2-19.items.[].system}
[attack] : object {2-19.items.[].system.attack}
value : string {2-19.items.[].system.attack.value} (same value: )
[attackEffects] : object {2-19.items.[].system.attackEffects}
[custom] : string {2-19.items.[].system.attackEffects.custom} (same value: )
value : array<string> {2-19.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {2-19.items.[].system.attackEffects.value.[]} (2 different values)
grab (x1)
solidifying-lava (x2)
[bonus] : object {2-19.items.[].system.bonus}
value : integer {2-19.items.[].system.bonus.value} (6 different values)
11 (x4)
9 (x3)
7 (x1)
12 (x1)
0 (x1)
8 (x2)
[damageRolls] : object {2-19.items.[].system.damageRolls}
[lun94c125o9v0vi0xwoo] : object {2-19.items.[].system.damageRolls.lun94c125o9v0vi0xwoo}
damage : string {2-19.items.[].system.damageRolls.lun94c125o9v0vi0xwoo.damage} (3 different values)
1d8+6 (x1)
1d6+2 (x1)
1d6+4 (x1)
damageType : string {2-19.items.[].system.damageRolls.lun94c125o9v0vi0xwoo.damageType} (same value: bludgeoning)
[vgxzsh1xbha1w4i9akg2] : object {2-19.items.[].system.damageRolls.vgxzsh1xbha1w4i9akg2}
damage : string {2-19.items.[].system.damageRolls.vgxzsh1xbha1w4i9akg2.damage} (2 different values)
1d8+2 (x1)
1d8+4 (x1)
damageType : string {2-19.items.[].system.damageRolls.vgxzsh1xbha1w4i9akg2.damageType} (same value: bludgeoning)
[o30ldvl1rgxl3nvnwxvh] : object {2-19.items.[].system.damageRolls.o30ldvl1rgxl3nvnwxvh}
damage : string {2-19.items.[].system.damageRolls.o30ldvl1rgxl3nvnwxvh.damage} (2 different values)
1d4+3 (x1)
1d10+4 (x1)
damageType : string {2-19.items.[].system.damageRolls.o30ldvl1rgxl3nvnwxvh.damageType} (same value: fire)
[jqtxox4ffjb7hbb859hm] : object {2-19.items.[].system.damageRolls.jqtxox4ffjb7hbb859hm}
damage : string {2-19.items.[].system.damageRolls.jqtxox4ffjb7hbb859hm.damage} (same value: 1d8+4)
damageType : string {2-19.items.[].system.damageRolls.jqtxox4ffjb7hbb859hm.damageType} (same value: bludgeoning)
[4k7t5rnxt6tkxxjceids] : object {2-19.items.[].system.damageRolls.4k7t5rnxt6tkxxjceids}
damage : string {2-19.items.[].system.damageRolls.4k7t5rnxt6tkxxjceids.damage} (same value: 1d6+4)
damageType : string {2-19.items.[].system.damageRolls.4k7t5rnxt6tkxxjceids.damageType} (same value: bludgeoning)
[q7t1lmpw30nv1zdryh5h] : object {2-19.items.[].system.damageRolls.q7t1lmpw30nv1zdryh5h}
damage : string {2-19.items.[].system.damageRolls.q7t1lmpw30nv1zdryh5h.damage} (same value: 1d6+4)
damageType : string {2-19.items.[].system.damageRolls.q7t1lmpw30nv1zdryh5h.damageType} (same value: bludgeoning)
vth1jzwhg6489ybhls55 : object {2-19.items.[].system.damageRolls.vth1jzwhg6489ybhls55}
damage : string {2-19.items.[].system.damageRolls.vth1jzwhg6489ybhls55.damage} (same value: 1d6+3)
damageType : string {2-19.items.[].system.damageRolls.vth1jzwhg6489ybhls55.damageType} (same value: bludgeoning)
description : object {2-19.items.[].system.description}
value : string {2-19.items.[].system.description.value} (21 different values)
publication : object {2-19.items.[].system.publication}
license : string {2-19.items.[].system.publication.license} (2 different values)
OGL (x34)
ORC (x2)
remaster : boolean {2-19.items.[].system.publication.remaster} (2 different values)
False (x34)
True (x2)
title : string {2-19.items.[].system.publication.title} (3 different values)
(x30)
Pathfinder Bestiary (x4)
Pathfinder Player Core (x2)
rules : ###FoundryRulesObject###
[slug] : string {2-19.items.[].system.slug} (10 different values)
grab (x1)
enlarge (x2)
invisibility (x1)
light-hammer (x1)
studded-leather-armor (x1)
manacles-poor (x1)
light-blindness (x1)
1-status-to-all-saves-vs-magic (x1)
tremorsense (x1)
fast-healing (x1)
[traits] : object {2-19.items.[].system.traits}
[rarity] : string {2-19.items.[].system.traits.rarity} (same value: common)
[value] : array<string> {2-19.items.[].system.traits.value}
Length: min=0 max=3
Value type: string {2-19.items.[].system.traits.value.[]} (17 different values)
magical (x3)
unarmed (x2)
shove (x2)
agile (x5)
free-hand (x2)
concentrate (x2)
manipulate (x4)
polymorph (x2)
illusion (x1)
thrown-20 (x2)
trip (x1)
attack (x1)
emotion (x2)
fear (x2)
mental (x2)
arcane (x1)
earth (x1)
[traditions] : array<string> {2-19.items.[].system.traits.traditions}
Length: min=2 max=2
Value type: string {2-19.items.[].system.traits.traditions.[]} (3 different values)
arcane (x3)
primal (x2)
occult (x1)
[weaponType] : object {2-19.items.[].system.weaponType}
value : string {2-19.items.[].system.weaponType.value} (2 different values)
melee (x8)
ranged (x3)
[actionType] : object {2-19.items.[].system.actionType}
value : string {2-19.items.[].system.actionType.value} (3 different values)
passive (x10)
action (x3)
reaction (x4)
[actions] : object {2-19.items.[].system.actions}
[value] : integer {2-19.items.[].system.actions.value} (3 different values)
1 (x1)
3 (x1)
2 (x1)
[category] : string {2-19.items.[].system.category} (5 different values)
defensive (x5)
offensive (x4)
martial (x1)
light (x1)
interaction (x2)
[autoHeightenLevel] : object {2-19.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {2-19.items.[].system.prepared}
flexible : boolean {2-19.items.[].system.prepared.flexible} (same value: False)
value : string {2-19.items.[].system.prepared.value} (same value: innate)
[proficiency] : object {2-19.items.[].system.proficiency}
value : integer {2-19.items.[].system.proficiency.value} (same value: 0)
[slots] : object {2-19.items.[].system.slots}
slot2 : object {2-19.items.[].system.slots.slot2}
max : integer {2-19.items.[].system.slots.slot2.max} (2 different values)
2 (x1)
1 (x1)
value : integer {2-19.items.[].system.slots.slot2.value} (2 different values)
2 (x1)
1 (x1)
[spelldc] : object {2-19.items.[].system.spelldc}
dc : integer {2-19.items.[].system.spelldc.dc} (2 different values)
18 (x1)
17 (x1)
mod : integer {2-19.items.[].system.spelldc.mod} (same value: 0)
value : integer {2-19.items.[].system.spelldc.value} (2 different values)
10 (x1)
9 (x1)
[tradition] : object {2-19.items.[].system.tradition}
value : string {2-19.items.[].system.tradition.value} (2 different values)
occult (x1)
arcane (x1)
[area] : mixed
[cost] : object {2-19.items.[].system.cost}
value : string {2-19.items.[].system.cost.value} (same value: )
[counteraction] : boolean {2-19.items.[].system.counteraction} (same value: False)
[damage] : object {2-19.items.[].system.damage}
[damageType] : string {2-19.items.[].system.damage.damageType} (same value: bludgeoning)
[dice] : integer {2-19.items.[].system.damage.dice} (same value: 1)
[die] : string {2-19.items.[].system.damage.die} (same value: d6)
[defense] : mixed
[duration] : object {2-19.items.[].system.duration}
sustained : boolean {2-19.items.[].system.duration.sustained} (same value: False)
value : string {2-19.items.[].system.duration.value} (2 different values)
5 minutes (x2)
10 minutes (x1)
[heightening] : object {2-19.items.[].system.heightening}
levels : object {2-19.items.[].system.heightening.levels}
6 : object {2-19.items.[].system.heightening.levels.6}
target : object {2-19.items.[].system.heightening.levels.6.target}
value : string {2-19.items.[].system.heightening.levels.6.target.value} (same value: 10 willing creatures)
type : string {2-19.items.[].system.heightening.type} (same value: fixed)
[level] : object {2-19.items.[].system.level}
value : integer {2-19.items.[].system.level.value} (2 different values)
2 (x3)
0 (x3)
[location] : object {2-19.items.[].system.location}
heightenedLevel : integer {2-19.items.[].system.location.heightenedLevel} (same value: 2)
value : string {2-19.items.[].system.location.value} (2 different values)
wEdDGcB1okQD2PU0 (x2)
DnY0IkrDDcbJ0Tgp (x1)
[range] : object {2-19.items.[].system.range}
value : string {2-19.items.[].system.range.value} (2 different values)
30 feet (x2)
self (x1)
[requirements] : string {2-19.items.[].system.requirements} (same value: )
[target] : object {2-19.items.[].system.target}
value : string {2-19.items.[].system.target.value} (2 different values)
1 willing creature (x2)
self (x1)
[time] : object {2-19.items.[].system.time}
value : string {2-19.items.[].system.time.value} (same value: 2)
[baseItem] : string {2-19.items.[].system.baseItem} (2 different values)
light-hammer (x1)
studded-leather-armor (x1)
[bonusDamage] : object {2-19.items.[].system.bonusDamage}
value : integer {2-19.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {2-19.items.[].system.bulk}
value : mixed
float {2-19.items.[].system.bulk.value} (same value: 0,1)
integer {2-19.items.[].system.bulk.value} (2 different values)
1 (x1)
0 (x1)
[containerId] : mixed
[equipped] : object {2-19.items.[].system.equipped}
carryType : string {2-19.items.[].system.equipped.carryType} (2 different values)
held (x2)
worn (x1)
[handsHeld] : integer {2-19.items.[].system.equipped.handsHeld} (same value: 1)
[invested] : mixed
[inSlot] : boolean {2-19.items.[].system.equipped.inSlot} (same value: False)
[group] : string {2-19.items.[].system.group} (2 different values)
hammer (x1)
leather (x1)
[hardness] : integer {2-19.items.[].system.hardness} (same value: 0)
[hp] : object {2-19.items.[].system.hp}
max : integer {2-19.items.[].system.hp.max} (same value: 0)
value : integer {2-19.items.[].system.hp.value} (same value: 0)
[material] : object {2-19.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {2-19.items.[].system.price}
value : object {2-19.items.[].system.price.value}
[sp] : integer {2-19.items.[].system.price.value.sp} (same value: 3)
[gp] : integer {2-19.items.[].system.price.value.gp} (same value: 3)
[quantity] : integer {2-19.items.[].system.quantity} (2 different values)
2 (x2)
1 (x1)
[reload] : object {2-19.items.[].system.reload}
value : string {2-19.items.[].system.reload.value} (same value: -)
[runes] : object {2-19.items.[].system.runes}
potency : integer {2-19.items.[].system.runes.potency} (same value: 0)
property : array<> {2-19.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {2-19.items.[].system.runes.striking} (same value: 0)
resilient : integer {2-19.items.[].system.runes.resilient} (same value: 0)
[size] : string {2-19.items.[].system.size} (same value: med)
[splashDamage] : object {2-19.items.[].system.splashDamage}
value : integer {2-19.items.[].system.splashDamage.value} (same value: 0)
[usage] : object {2-19.items.[].system.usage}
value : string {2-19.items.[].system.usage.value} (same value: held-in-one-hand)
[acBonus] : integer {2-19.items.[].system.acBonus} (same value: 2)
[checkPenalty] : integer {2-19.items.[].system.checkPenalty} (same value: -1)
[dexCap] : integer {2-19.items.[].system.dexCap} (same value: 3)
[speedPenalty] : integer {2-19.items.[].system.speedPenalty} (same value: 0)
[strength] : integer {2-19.items.[].system.strength} (same value: 1)
[showSlotlessLevels] : object {2-19.items.[].system.showSlotlessLevels}
value : boolean {2-19.items.[].system.showSlotlessLevels.value} (same value: False)
type : string {2-19.items.[].type} (7 different values)
melee (x11)
action (x17)
spellcastingEntry (x2)
spell (x3)
weapon (x1)
armor (x1)
equipment (x1)
[_stats] : object {2-19.items.[]._stats}
compendiumSource : string {2-19.items.[]._stats.compendiumSource} (10 different values)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.Tkd8sH4pwFIPzqTr (x1)
Compendium.pf2e.spells-srd.Item.wzctak6BxOW8xvFV (x2)
Compendium.pf2e.spells-srd.Item.XXqE1eY3w3z6xJCB (x1)
Compendium.pf2e.equipment-srd.Item.FibwLZ12EIEwLGhw (x1)
Compendium.pf2e.equipment-srd.Item.ewQZ0VeL38v3qFnN (x1)
Compendium.pf2e.equipment-srd.Item.ZPY2dOaMYciIJv1Q (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.I0HYG0ctCLP5JRsW (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.kquBnQ0kObZztnBc (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.j2wsK6IsW5yMW1jW (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.fJSNOw4zHGbIm4bZ (x1)
[flags] : object {2-19.items.[].flags}
pf2e : object {2-19.items.[].flags.pf2e}
linkedWeapon : string {2-19.items.[].flags.pf2e.linkedWeapon} (same value: EvwJonzelyJ6hOZo)
name : string {2-19.name} (all different values)
system : object {2-19.system}
[abilities] : object {2-19.system.abilities}
cha : object {2-19.system.abilities.cha}
mod : integer {2-19.system.abilities.cha.mod} (3 different values)
-5 (x3)
1 (x1)
-1 (x1)
con : object {2-19.system.abilities.con}
mod : integer {2-19.system.abilities.con.mod} (4 different values)
5 (x1)
4 (x2)
3 (x1)
2 (x1)
dex : object {2-19.system.abilities.dex}
mod : integer {2-19.system.abilities.dex.mod} (4 different values)
-2 (x1)
-3 (x2)
1 (x1)
-1 (x1)
int : object {2-19.system.abilities.int}
mod : integer {2-19.system.abilities.int.mod} (3 different values)
-5 (x3)
0 (x1)
-2 (x1)
str : object {2-19.system.abilities.str}
mod : integer {2-19.system.abilities.str.mod} (3 different values)
4 (x2)
2 (x1)
3 (x2)
wis : object {2-19.system.abilities.wis}
mod : integer {2-19.system.abilities.wis.mod} (2 different values)
0 (x4)
1 (x1)
attributes : object {2-19.system.attributes}
ac : object {2-19.system.attributes.ac}
[details] : string {2-19.system.attributes.ac.details} (4 different values)
(15 when broken); guardian construct armor (x1)
(11 when broken); guardian construct armor (x1)
(x2)
(13 when broken); guardian construct armor (x1)
value : integer {2-19.system.attributes.ac.value} (6 different values)
19 (x1)
15 (x1)
0 (x4)
18 (x1)
17 (x1)
16 (x1)
[allSaves] : object {2-19.system.attributes.allSaves}
value : string {2-19.system.attributes.allSaves.value} (2 different values)
(x4)
+2 status to all saves vs. magic (x1)
[hardness] : mixed
object {2-19.system.attributes.hardness}
value : integer {2-19.system.attributes.hardness.value} (3 different values)
6 (x1)
3 (x1)
5 (x1)
integer {2-19.system.attributes.hardness} (same value: 0)
hp : object {2-19.system.attributes.hp}
details : string {2-19.system.attributes.hp.details} (2 different values)
(x8)
Fast Healing 2 (while underground) (x1)
max : integer {2-19.system.attributes.hp.max} (6 different values)
35 (x1)
15 (x1)
0 (x4)
32 (x1)
30 (x1)
17 (x1)
temp : integer {2-19.system.attributes.hp.temp} (same value: 0)
value : integer {2-19.system.attributes.hp.value} (6 different values)
35 (x1)
15 (x1)
0 (x4)
32 (x1)
30 (x1)
17 (x1)
[immunities] : array<object> {2-19.system.attributes.immunities}
Length: min=0 max=5
Value type: object {2-19.system.attributes.immunities.[]}
type : string {2-19.system.attributes.immunities.[].type} (5 different values)
bleed (x1)
fire (x1)
paralyzed (x1)
poison (x1)
sleep (x1)
[speed] : object {2-19.system.attributes.speed}
otherSpeeds : array<object> {2-19.system.attributes.speed.otherSpeeds}
Length: min=0 max=2
Value type: object {2-19.system.attributes.speed.otherSpeeds.[]}
type : string {2-19.system.attributes.speed.otherSpeeds.[].type} (2 different values)
fly (x1)
swim (x1)
value : integer {2-19.system.attributes.speed.otherSpeeds.[].value} (2 different values)
15 (x1)
20 (x1)
value : integer {2-19.system.attributes.speed.value} (same value: 20)
details : string {2-19.system.attributes.speed.details} (same value: magma swim)
[emitsSound] : string {2-19.system.attributes.emitsSound} (same value: encounter)
[hasHealth] : boolean {2-19.system.attributes.hasHealth} (same value: True)
[stealth] : object {2-19.system.attributes.stealth}
details : string {2-19.system.attributes.stealth.details} (2 different values)
<p>(trained)</p> (x2)
<p>(expert)</p> (x2)
value : integer {2-19.system.attributes.stealth.value} (3 different values)
9 (x1)
12 (x2)
8 (x1)
weaknesses : array<object> {2-19.system.attributes.weaknesses}
Length: min=1 max=1
Value type: object {2-19.system.attributes.weaknesses.[]}
type : string {2-19.system.attributes.weaknesses.[].type} (same value: cold)
value : integer {2-19.system.attributes.weaknesses.[].value} (same value: 3)
details : object {2-19.system.details}
[blurb] : string {2-19.system.details.blurb} (same value: )
[languages] : object {2-19.system.details.languages}
details : string {2-19.system.details.languages.details} (same value: )
value : array<string> {2-19.system.details.languages.value}
Length: min=0 max=3
Value type: string {2-19.system.details.languages.value.[]} (5 different values)
common (x1)
dwarven (x1)
sakvroth (x1)
petran (x1)
pyric (x1)
level : object {2-19.system.details.level}
value : integer {2-19.system.details.level.value} (4 different values)
3 (x2)
1 (x3)
2 (x3)
4 (x1)
[privateNotes] : string {2-19.system.details.privateNotes} (same value: )
[publicNotes] : string {2-19.system.details.publicNotes} (same value: )
publication : object {2-19.system.details.publication}
license : string {2-19.system.details.publication.license} (same value: OGL)
remaster : boolean {2-19.system.details.publication.remaster} (same value: False)
title : string {2-19.system.details.publication.title} (same value: Pathfinder Society Scenario #2-19: Enter the Pallid Peak)
[description] : string {2-19.system.details.description} (2 different values)
<p>The equilibrium of the brown mold and lava river is disturbed, creating bubbles of molten stone that burst and spew burning debris.</p> (x2)
<p>The room shakes violently, as it did during the Rending, and the spirits of dozens of dwarves make a mad dash for safety, their terror palpable.</p> (x2)
[disable] : string {2-19.system.details.disable} (3 different values)
<p>@Check[nature|dc:14|name:Clear mold] or @Check[survival|dc:14|name:Clear mold] or @Check[thievery|dc:17|name:Clear mold] to clear your square and all adjacent squares of the mold; the churning lava does not target creatures in cleared squares with its spatter attack, but the hazard is not destroyed until every square has been cleared of mold.</p> (x1)
<p>@Check[nature|dc:17|name:Clear mold] or @Check[survival|dc:17|name:Clear mold] or @Check[thievery|dc:20|name:Clear mold] to clear your square and all adjacent squares of the mold; the churning lava does not target creatures in cleared squares with its spatter attack, but the hazard is not destroyed until every square has been cleared of mold.</p> (x1)
<p>@Check[diplomacy|dc:18|name:Calm the Spirits|traits:unique,complex,haunt], @Check[intimidation|dc:18|name:Calm the Spirits|traits:unique,complex,haunt], or @Check[religion|dc:18|name:Calm the Spirits|traits:unique,complex,haunt] to calm the panicked spirits, or @Check[athletics|dc:20|name:Wrestle Spirits into Order|traits:unique,complex,haunt] to wrestle them into a semblance of order. Two successful checks are required to deactivate the haunt, and each attempt requires two actions.</p> (x2)
[isComplex] : boolean {2-19.system.details.isComplex} (same value: True)
[reset] : string {2-19.system.details.reset} (2 different values)
<p>If not completely destroyed, the mold spreads to one additional square within 10 feet of lava each day until it fully regenerates and regains its state of equilibrium. If every square is cleaned of mold, the hazard is destroyed.</p> (x2)
<p>Unless deactivated, the haunt deactivates 1 minute after all creatures leave the area but resets immediately thereafter. If deactivated, the haunt resets after 24 hours.</p> (x2)
[routine] : string {2-19.system.details.routine} (3 different values)
<p>(1 action) On the its initiative, the churning lava targets a random creature in the area with a ranged spatter attack as a magma bubble bursts.</p> (x2)
<p>(1 action) Phantom dwarves trample toward the exit, dealing @Damage[(1d10+4)[bludgeoning]] damage to each living creature in the area (@Check[reflex|dc:20|basic|name:Trampled by Spirits|traits:complex,haunt,unique] save). On a critical failure, a creature is also knocked @UUID[Compendium.pf2e.conditionitems.Item.Prone].</p>
<p>A creature that attempts to Stand after being inside the haunt's area must succeed at a @Check[flat|dc:11] check or else get knocked back down by the trampling spirits.</p> (x1)
<p>(1 action) Phantom dwarves trample toward the exit, dealing @Damage[(2d8+5)[bludgeoning]] damage to each living creature in the area (@Check[reflex|dc:23|basic|name:Trampled by Spirits|traits:complex,haunt,unique] save). On a critical failure, a creature is also knocked @UUID[Compendium.pf2e.conditionitems.Item.Prone].</p>
<p>A creature that attempts to Stand after being inside the haunt's area must succeed at a @Check[flat|dc:11] check or else get knocked back down by the trampling spirits.</p> (x1)
[initiative] : object {2-19.system.initiative}
statistic : string {2-19.system.initiative.statistic} (same value: perception)
[perception] : object {2-19.system.perception}
details : string {2-19.system.perception.details} (same value: )
mod : integer {2-19.system.perception.mod} (5 different values)
9 (x1)
5 (x1)
8 (x1)
6 (x1)
3 (x1)
senses : array<object> {2-19.system.perception.senses}
Length: min=1 max=2
Value type: object {2-19.system.perception.senses.[]}
type : string {2-19.system.perception.senses.[].type} (2 different values)
darkvision (x5)
tremorsense (x1)
acuity : string {2-19.system.perception.senses.[].acuity} (same value: imprecise)
range : integer {2-19.system.perception.senses.[].range} (same value: 30)
[resources] : object {2-19.system.resources}
focus : object {2-19.system.resources.focus}
max : integer {2-19.system.resources.focus.max} (same value: 1)
value : integer {2-19.system.resources.focus.value} (same value: 1)
saves : object {2-19.system.saves}
fortitude : object {2-19.system.saves.fortitude}
saveDetail : string {2-19.system.saves.fortitude.saveDetail} (same value: )
value : integer {2-19.system.saves.fortitude.value} (5 different values)
12 (x1)
9 (x1)
0 (x4)
10 (x2)
8 (x1)
reflex : object {2-19.system.saves.reflex}
saveDetail : string {2-19.system.saves.reflex.saveDetail} (same value: )
value : integer {2-19.system.saves.reflex.value} (6 different values)
5 (x1)
2 (x1)
0 (x4)
8 (x1)
3 (x1)
4 (x1)
will : object {2-19.system.saves.will}
saveDetail : string {2-19.system.saves.will.saveDetail} (same value: )
value : integer {2-19.system.saves.will.value} (5 different values)
5 (x1)
3 (x2)
0 (x4)
6 (x1)
4 (x1)
[skills] : object {2-19.system.skills}
athletics : object {2-19.system.skills.athletics}
base : integer {2-19.system.skills.athletics.base} (4 different values)
11 (x1)
8 (x2)
9 (x1)
5 (x1)
[intimidation] : object {2-19.system.skills.intimidation}
base : integer {2-19.system.skills.intimidation.base} (same value: 7)
[stealth] : object {2-19.system.skills.stealth}
base : integer {2-19.system.skills.stealth.base} (2 different values)
8 (x1)
2 (x1)
[survival] : object {2-19.system.skills.survival}
base : integer {2-19.system.skills.survival.base} (same value: 7)
traits : object {2-19.system.traits}
rarity : string {2-19.system.traits.rarity} (3 different values)
uncommon (x6)
unique (x2)
rare (x1)
size : object {2-19.system.traits.size}
value : string {2-19.system.traits.size.value} (2 different values)
med (x8)
sm (x1)
value : array<string> {2-19.system.traits.value}
Length: min=1 max=5
Value type: string {2-19.system.traits.value.[]} (12 different values)
construct (x3)
mindless (x3)
environmental (x2)
fire (x3)
duergar (x1)
dwarf (x1)
evil (x1)
humanoid (x1)
lawful (x1)
haunt (x2)
earth (x1)
elemental (x1)
[creatureType] : string {2-19.system.creatureType} (same value: )
[statusEffects] : array<> {2-19.system.statusEffects}
Length: min=0 max=0
Value type: mixed
type : string {2-19.type} (2 different values)
npc (x5)
hazard (x4)
[prototypeToken] : object {2-19.prototypeToken}
name : string {2-19.prototypeToken.name} (3 different values)
Churning Lava (x2)
Relive the Rending (x2)
Earth Mephit (x1)
+547
View File
@@ -0,0 +1,547 @@
2-20
Different values: 5
=====================================
object {2-20}
_id : string {2-20._id} (all different values)
folder : string {2-20.folder} (same value: qA32bNvQ2w4y0Mfe)
img : string {2-20.img} (same value: systems/pf2e/icons/default-icons/npc.svg)
items : array<object> {2-20.items}
Length: min=8 max=30
Value type: object {2-20.items.[]}
_id : string {2-20.items.[]._id} (56 different values)
[_stats] : object {2-20.items.[]._stats}
compendiumSource : string {2-20.items.[]._stats.compendiumSource} (29 different values)
img : string {2-20.items.[].img} (29 different values)
name : string {2-20.items.[].name} (43 different values)
sort : integer {2-20.items.[].sort} (30 different values)
system : object {2-20.items.[].system}
[baseItem] : string {2-20.items.[].system.baseItem} (3 different values)
battle-axe (x1)
composite-longbow (x1)
leather-armor (x1)
[bonus] : object {2-20.items.[].system.bonus}
value : integer {2-20.items.[].system.bonus.value} (all different values)
[bonusDamage] : object {2-20.items.[].system.bonusDamage}
value : integer {2-20.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {2-20.items.[].system.bulk}
value : mixed
integer {2-20.items.[].system.bulk.value} (2 different values)
1 (x2)
2 (x1)
float {2-20.items.[].system.bulk.value} (same value: 0,1)
[category] : string {2-20.items.[].system.category} (6 different values)
martial (x2)
light (x1)
ammo (x1)
offensive (x14)
interaction (x5)
defensive (x12)
[containerId] : mixed
[damage] : object {2-20.items.[].system.damage}
[damageType] : string {2-20.items.[].system.damage.damageType} (2 different values)
slashing (x1)
piercing (x1)
[dice] : integer {2-20.items.[].system.damage.dice} (same value: 1)
[die] : string {2-20.items.[].system.damage.die} (same value: d8)
[0] : object {2-20.items.[].system.damage.0}
[category] : mixed
formula : string {2-20.items.[].system.damage.0.formula} (4 different values)
5d6 (x2)
1d4 (x4)
2d4 (x2)
4d12 (x1)
kinds : array<string> {2-20.items.[].system.damage.0.kinds}
Length: min=1 max=1
Value type: string {2-20.items.[].system.damage.0.kinds.[]} (same value: damage)
materials : array<> {2-20.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {2-20.items.[].system.damage.0.type} (4 different values)
cold (x2)
void (x2)
spirit (x2)
electricity (x3)
[applyMod] : boolean {2-20.items.[].system.damage.0.applyMod} (2 different values)
True (x4)
False (x3)
description : object {2-20.items.[].system.description}
value : string {2-20.items.[].system.description.value} (41 different values)
[equipped] : object {2-20.items.[].system.equipped}
carryType : string {2-20.items.[].system.equipped.carryType} (same value: worn)
[handsHeld] : integer {2-20.items.[].system.equipped.handsHeld} (same value: 0)
[invested] : mixed
[group] : string {2-20.items.[].system.group} (3 different values)
axe (x1)
bow (x1)
leather (x1)
[hardness] : integer {2-20.items.[].system.hardness} (same value: 0)
[hp] : object {2-20.items.[].system.hp}
max : integer {2-20.items.[].system.hp.max} (same value: 0)
value : integer {2-20.items.[].system.hp.value} (same value: 0)
[level] : object {2-20.items.[].system.level}
value : integer {2-20.items.[].system.level.value} (all different values)
[material] : object {2-20.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {2-20.items.[].system.price}
value : object {2-20.items.[].system.price.value}
[gp] : integer {2-20.items.[].system.price.value.gp} (3 different values)
1 (x1)
20 (x1)
2 (x1)
sp : integer {2-20.items.[].system.price.value.sp} (same value: 1)
per : integer {2-20.items.[].system.price.per} (same value: 10)
publication : object {2-20.items.[].system.publication}
license : string {2-20.items.[].system.publication.license} (2 different values)
OGL (x81)
ORC (x2)
remaster : boolean {2-20.items.[].system.publication.remaster} (2 different values)
False (x81)
True (x2)
title : string {2-20.items.[].system.publication.title} (all different values)
[quantity] : integer {2-20.items.[].system.quantity} (2 different values)
1 (x3)
100 (x1)
[range] : mixed
integer {2-20.items.[].system.range} (same value: 100)
object {2-20.items.[].system.range}
value : string {2-20.items.[].system.range.value} (all different values)
[reload] : object {2-20.items.[].system.reload}
value : string {2-20.items.[].system.reload.value} (2 different values)
(x1)
0 (x1)
rules : ###FoundryRulesObject###
[runes] : object {2-20.items.[].system.runes}
potency : integer {2-20.items.[].system.runes.potency} (same value: 0)
property : array<> {2-20.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {2-20.items.[].system.runes.striking} (same value: 0)
resilient : integer {2-20.items.[].system.runes.resilient} (same value: 0)
[size] : string {2-20.items.[].system.size} (same value: med)
[slug] : string {2-20.items.[].system.slug} (29 different values)
[splashDamage] : object {2-20.items.[].system.splashDamage}
value : integer {2-20.items.[].system.splashDamage.value} (same value: 0)
[traits] : object {2-20.items.[].system.traits}
rarity : string {2-20.items.[].system.traits.rarity} (same value: common)
value : array<string> {2-20.items.[].system.traits.value}
Length: min=0 max=6
Value type: string {2-20.items.[].system.traits.value.[]} (34 different values)
[traditions] : array<string> {2-20.items.[].system.traits.traditions}
Length: min=1 max=4
Value type: string {2-20.items.[].system.traits.traditions.[]} (4 different values)
arcane (x21)
divine (x27)
occult (x19)
primal (x19)
[usage] : object {2-20.items.[].system.usage}
value : string {2-20.items.[].system.usage.value} (2 different values)
held-in-one-hand (x2)
held-in-one-plus-hands (x1)
[acBonus] : integer {2-20.items.[].system.acBonus} (same value: 1)
[checkPenalty] : integer {2-20.items.[].system.checkPenalty} (same value: -1)
[dexCap] : integer {2-20.items.[].system.dexCap} (same value: 4)
[speedPenalty] : integer {2-20.items.[].system.speedPenalty} (same value: 0)
[strength] : integer {2-20.items.[].system.strength} (same value: 0)
[stackGroup] : string {2-20.items.[].system.stackGroup} (same value: arrows)
[uses] : object {2-20.items.[].system.uses}
autoDestroy : boolean {2-20.items.[].system.uses.autoDestroy} (same value: True)
max : integer {2-20.items.[].system.uses.max} (same value: 1)
value : integer {2-20.items.[].system.uses.value} (same value: 1)
[attack] : object {2-20.items.[].system.attack}
value : string {2-20.items.[].system.attack.value} (same value: )
[attackEffects] : object {2-20.items.[].system.attackEffects}
value : array<string> {2-20.items.[].system.attackEffects.value}
Length: min=0 max=2
Value type: string {2-20.items.[].system.attackEffects.value.[]} (2 different values)
knockdown (x1)
sinister-bite (x1)
custom : string {2-20.items.[].system.attackEffects.custom} (same value: )
[damageRolls] : object {2-20.items.[].system.damageRolls}
[f0r6c2buv1n0gagrebae] : object {2-20.items.[].system.damageRolls.f0r6c2buv1n0gagrebae}
damage : string {2-20.items.[].system.damageRolls.f0r6c2buv1n0gagrebae.damage} (same value: 1d8+6)
damageType : string {2-20.items.[].system.damageRolls.f0r6c2buv1n0gagrebae.damageType} (same value: slashing)
[36cr95xwqd5fc3px3js0] : object {2-20.items.[].system.damageRolls.36cr95xwqd5fc3px3js0}
damage : string {2-20.items.[].system.damageRolls.36cr95xwqd5fc3px3js0.damage} (same value: 1d4+6)
damageType : string {2-20.items.[].system.damageRolls.36cr95xwqd5fc3px3js0.damageType} (same value: slashing)
[tqbjg751evqfvp3ml68w] : object {2-20.items.[].system.damageRolls.tqbjg751evqfvp3ml68w}
damage : string {2-20.items.[].system.damageRolls.tqbjg751evqfvp3ml68w.damage} (same value: 1d8+6)
damageType : string {2-20.items.[].system.damageRolls.tqbjg751evqfvp3ml68w.damageType} (same value: piercing)
[4w80hkfa6mifdmwxlf27] : object {2-20.items.[].system.damageRolls.4w80hkfa6mifdmwxlf27}
damage : string {2-20.items.[].system.damageRolls.4w80hkfa6mifdmwxlf27.damage} (2 different values)
2d10+8 (x1)
2d12+8 (x1)
damageType : string {2-20.items.[].system.damageRolls.4w80hkfa6mifdmwxlf27.damageType} (same value: piercing)
[15szkax6u7st28p1zg9i] : object {2-20.items.[].system.damageRolls.15szkax6u7st28p1zg9i}
damage : string {2-20.items.[].system.damageRolls.15szkax6u7st28p1zg9i.damage} (3 different values)
2d8+8 (x1)
3d6+8 (x1)
1d12+5 (x1)
damageType : string {2-20.items.[].system.damageRolls.15szkax6u7st28p1zg9i.damageType} (same value: slashing)
[0] : object {2-20.items.[].system.damageRolls.0}
damage : string {2-20.items.[].system.damageRolls.0.damage} (3 different values)
2d8+8 (x1)
2d10+8 (x1)
2d6+5 (x1)
damageType : string {2-20.items.[].system.damageRolls.0.damageType} (same value: bludgeoning)
[7n8ivl8tvng2hlqh48k3] : object {2-20.items.[].system.damageRolls.7n8ivl8tvng2hlqh48k3}
damage : string {2-20.items.[].system.damageRolls.7n8ivl8tvng2hlqh48k3.damage} (same value: 2d10+5)
damageType : string {2-20.items.[].system.damageRolls.7n8ivl8tvng2hlqh48k3.damageType} (same value: piercing)
a1yfnwfihfr3evyjpl65 : object {2-20.items.[].system.damageRolls.a1yfnwfihfr3evyjpl65}
damage : string {2-20.items.[].system.damageRolls.a1yfnwfihfr3evyjpl65.damage} (same value: 3d8+6)
damageType : string {2-20.items.[].system.damageRolls.a1yfnwfihfr3evyjpl65.damageType} (same value: piercing)
5agrpdu1xg688tw3a4m6 : object {2-20.items.[].system.damageRolls.5agrpdu1xg688tw3a4m6}
damage : string {2-20.items.[].system.damageRolls.5agrpdu1xg688tw3a4m6.damage} (same value: 1d6)
damageType : string {2-20.items.[].system.damageRolls.5agrpdu1xg688tw3a4m6.damageType} (same value: spirit)
[weaponType] : object {2-20.items.[].system.weaponType}
value : string {2-20.items.[].system.weaponType.value} (2 different values)
melee (x9)
ranged (x4)
[actionType] : object {2-20.items.[].system.actionType}
value : string {2-20.items.[].system.actionType.value} (3 different values)
action (x10)
passive (x15)
reaction (x6)
[actions] : object {2-20.items.[].system.actions}
[value] : integer {2-20.items.[].system.actions.value} (3 different values)
1 (x8)
3 (x1)
2 (x1)
[autoHeightenLevel] : object {2-20.items.[].system.autoHeightenLevel}
[value] : integer {2-20.items.[].system.autoHeightenLevel.value} (2 different values)
3 (x1)
4 (x1)
[prepared] : object {2-20.items.[].system.prepared}
flexible : boolean {2-20.items.[].system.prepared.flexible} (same value: False)
value : string {2-20.items.[].system.prepared.value} (2 different values)
spontaneous (x2)
innate (x1)
[proficiency] : object {2-20.items.[].system.proficiency}
value : integer {2-20.items.[].system.proficiency.value} (2 different values)
1 (x2)
0 (x1)
[slots] : object {2-20.items.[].system.slots}
[slot1] : object {2-20.items.[].system.slots.slot1}
max : integer {2-20.items.[].system.slots.slot1.max} (same value: 3)
value : integer {2-20.items.[].system.slots.slot1.value} (same value: 3)
[slot2] : object {2-20.items.[].system.slots.slot2}
max : integer {2-20.items.[].system.slots.slot2.max} (same value: 3)
value : integer {2-20.items.[].system.slots.slot2.value} (same value: 3)
[slot3] : object {2-20.items.[].system.slots.slot3}
max : integer {2-20.items.[].system.slots.slot3.max} (same value: 3)
value : integer {2-20.items.[].system.slots.slot3.value} (same value: 3)
[slot4] : object {2-20.items.[].system.slots.slot4}
max : integer {2-20.items.[].system.slots.slot4.max} (same value: 3)
value : integer {2-20.items.[].system.slots.slot4.value} (same value: 3)
[spelldc] : object {2-20.items.[].system.spelldc}
dc : integer {2-20.items.[].system.spelldc.dc} (3 different values)
23 (x1)
26 (x1)
25 (x1)
mod : integer {2-20.items.[].system.spelldc.mod} (same value: 0)
value : integer {2-20.items.[].system.spelldc.value} (3 different values)
15 (x1)
18 (x1)
17 (x1)
[tradition] : object {2-20.items.[].system.tradition}
value : string {2-20.items.[].system.tradition.value} (same value: divine)
[area] : object {2-20.items.[].system.area}
type : string {2-20.items.[].system.area.type} (2 different values)
burst (x2)
line (x4)
value : integer {2-20.items.[].system.area.value} (4 different values)
10 (x2)
60 (x2)
30 (x1)
120 (x1)
[cost] : object {2-20.items.[].system.cost}
value : string {2-20.items.[].system.cost.value} (same value: )
[counteraction] : boolean {2-20.items.[].system.counteraction} (2 different values)
False (x28)
True (x4)
[defense] : object {2-20.items.[].system.defense}
save : object {2-20.items.[].system.defense.save}
basic : boolean {2-20.items.[].system.defense.save.basic} (2 different values)
False (x7)
True (x5)
statistic : string {2-20.items.[].system.defense.save.statistic} (3 different values)
fortitude (x7)
reflex (x3)
will (x2)
[duration] : object {2-20.items.[].system.duration}
sustained : boolean {2-20.items.[].system.duration.sustained} (same value: False)
value : string {2-20.items.[].system.duration.value} (7 different values)
(x16)
5 minutes (x3)
1 minute (x4)
varies (x2)
until the start of your next turn (x4)
unlimited (x2)
10 minutes (x1)
[location] : object {2-20.items.[].system.location}
[heightenedLevel] : integer {2-20.items.[].system.location.heightenedLevel} (4 different values)
3 (x6)
2 (x6)
1 (x6)
4 (x3)
value : string {2-20.items.[].system.location.value} (2 different values)
IQlGtJOhRbajZuVz (x31)
hBvEzmMtwWP1eG7b (x1)
[requirements] : string {2-20.items.[].system.requirements} (same value: )
[target] : object {2-20.items.[].system.target}
value : string {2-20.items.[].system.target.value} (8 different values)
1 creature (x11)
1 spell effect or unattended magic item (x2)
(x10)
1 willing creature (x2)
1 living or undead creature (x2)
1 or 2 creatures (x2)
1 creature or object (x2)
1 creature touched (x1)
[time] : object {2-20.items.[].system.time}
value : string {2-20.items.[].system.time.value} (2 different values)
2 (x30)
1 (x2)
[heightening] : object {2-20.items.[].system.heightening}
[damage] : object {2-20.items.[].system.heightening.damage}
[0] : string {2-20.items.[].system.heightening.damage.0} (3 different values)
2d6 (x2)
1d4 (x6)
1d12 (x1)
[interval] : integer {2-20.items.[].system.heightening.interval} (same value: 1)
[type] : string {2-20.items.[].system.heightening.type} (2 different values)
interval (x9)
fixed (x2)
[levels] : object {2-20.items.[].system.heightening.levels}
3 : object {2-20.items.[].system.heightening.levels.3}
target : object {2-20.items.[].system.heightening.levels.3.target}
value : string {2-20.items.[].system.heightening.levels.3.target.value} (same value: 5 creatures)
[overlays] : object {2-20.items.[].system.overlays}
[deathNote] : boolean {2-20.items.[].system.deathNote} (same value: True)
type : string {2-20.items.[].type} (7 different values)
weapon (x2)
armor (x1)
consumable (x1)
melee (x13)
action (x31)
spellcastingEntry (x3)
spell (x32)
[flags] : object {2-20.items.[].flags}
pf2e : object {2-20.items.[].flags.pf2e}
linkedWeapon : string {2-20.items.[].flags.pf2e.linkedWeapon} (2 different values)
KY5eMvv74iXg2pUq (x1)
YmAEXxYTAt8t8ypi (x1)
name : string {2-20.name} (all different values)
system : object {2-20.system}
abilities : object {2-20.system.abilities}
cha : object {2-20.system.abilities.cha}
mod : integer {2-20.system.abilities.cha.mod} (4 different values)
0 (x1)
4 (x1)
5 (x1)
2 (x2)
con : object {2-20.system.abilities.con}
mod : integer {2-20.system.abilities.con.mod} (4 different values)
1 (x1)
6 (x2)
5 (x1)
2 (x1)
dex : object {2-20.system.abilities.dex}
mod : integer {2-20.system.abilities.dex.mod} (2 different values)
4 (x2)
2 (x3)
int : object {2-20.system.abilities.int}
mod : integer {2-20.system.abilities.int.mod} (2 different values)
-1 (x2)
-2 (x3)
str : object {2-20.system.abilities.str}
mod : integer {2-20.system.abilities.str.mod} (3 different values)
4 (x1)
6 (x3)
5 (x1)
wis : object {2-20.system.abilities.wis}
mod : integer {2-20.system.abilities.wis.mod} (3 different values)
2 (x2)
3 (x2)
4 (x1)
attributes : object {2-20.system.attributes}
ac : object {2-20.system.attributes.ac}
details : string {2-20.system.attributes.ac.details} (same value: )
value : integer {2-20.system.attributes.ac.value} (all different values)
allSaves : object {2-20.system.attributes.allSaves}
value : string {2-20.system.attributes.allSaves.value} (same value: )
hp : object {2-20.system.attributes.hp}
details : string {2-20.system.attributes.hp.details} (3 different values)
(x2)
regeneration 20 (deactivated by acid or sonic) (x2)
regeneration 15 (deactivated by acid or sonic) (x1)
max : integer {2-20.system.attributes.hp.max} (4 different values)
78 (x1)
145 (x2)
200 (x1)
80 (x1)
temp : integer {2-20.system.attributes.hp.temp} (same value: 0)
value : integer {2-20.system.attributes.hp.value} (4 different values)
78 (x1)
145 (x2)
200 (x1)
80 (x1)
[resistances] : array<object> {2-20.system.attributes.resistances}
Length: min=1 max=1
Value type: object {2-20.system.attributes.resistances.[]}
type : string {2-20.system.attributes.resistances.[].type} (same value: fire)
value : integer {2-20.system.attributes.resistances.[].value} (2 different values)
5 (x2)
10 (x1)
speed : object {2-20.system.attributes.speed}
otherSpeeds : array<object> {2-20.system.attributes.speed.otherSpeeds}
Length: min=0 max=2
Value type: object {2-20.system.attributes.speed.otherSpeeds.[]}
type : string {2-20.system.attributes.speed.otherSpeeds.[].type} (2 different values)
burrow (x3)
climb (x3)
value : integer {2-20.system.attributes.speed.otherSpeeds.[].value} (same value: 20)
value : integer {2-20.system.attributes.speed.value} (2 different values)
25 (x4)
40 (x1)
details : string {2-20.system.attributes.speed.details} (same value: air walk)
[immunities] : array<object> {2-20.system.attributes.immunities}
Length: min=1 max=1
Value type: object {2-20.system.attributes.immunities.[]}
type : string {2-20.system.attributes.immunities.[].type} (same value: bleed)
[weaknesses] : array<object> {2-20.system.attributes.weaknesses}
Length: min=1 max=1
Value type: object {2-20.system.attributes.weaknesses.[]}
type : string {2-20.system.attributes.weaknesses.[].type} (2 different values)
electricity (x2)
silver (x1)
value : integer {2-20.system.attributes.weaknesses.[].value} (2 different values)
5 (x1)
10 (x2)
details : object {2-20.system.details}
blurb : string {2-20.system.details.blurb} (same value: )
languages : object {2-20.system.details.languages}
details : string {2-20.system.details.languages.details} (2 different values)
(x4)
(can't speak any language) (x1)
value : array<string> {2-20.system.details.languages.value}
Length: min=1 max=3
Value type: string {2-20.system.details.languages.value.[]} (3 different values)
chthonian (x4)
jotun (x3)
sakvroth (x3)
level : object {2-20.system.details.level}
value : integer {2-20.system.details.level.value} (4 different values)
5 (x1)
7 (x2)
9 (x1)
4 (x1)
privateNotes : string {2-20.system.details.privateNotes} (same value: )
publicNotes : string {2-20.system.details.publicNotes} (3 different values)
(x1)
<p>Insatiable scavengers stalking the eternal gloom of the Darklands, cavern trolls consume all in their path-even rocks and minerals when more nourishing sustenance is scarce. These rocky goliaths can tunnel through stone with their iron-sharp claws.</p>
<p>Cavern trolls rarely venture to the surface world, for they have a debilitating vulnerability to sunlight that petrifies them on sustained contact. Unlike common trolls, cavern trolls can regenerate wounds dealt by fire. The crystalline nature of their skin, however, permits sonic attacks to neutralize their signature regeneration.</p>
<p>As cavern trolls age, their flinty skin becomes studded with small crystals and stones of various composition. Paragons of their kind have toothy maws replete with large, crystalline fangs. A typical cavern troll stands 14 feet in height and weighs about 2,000 pounds.</p> (x3)
<p>Wicked canine creatures who live for the thrill of the hunt, yeth hounds often serve evil masters as guardians and trackers. Yeth hounds resemble lean, sleek dogs with overlarge ears and narrow paws that can tread on air as easily as the ground. Despite their canine appearance, yeth hounds are remarkably intelligent, although they rarely display this intelligence except when devising intricate tactics to ensnare their quarry. Their eerie bays echo across the countryside when they are engaged in a hunt, and they particularly enjoy baying to frighten and disorient intelligent creatures. Yeth hound packs can number as many as a dozen members, each working in uncanny communion with its packmates to corner and kill their prey. Yeth hounds like to drag their victims back to their lairs to eat at their leisure, so these lairs often contain discarded treasures from the hounds' previous meals.</p>
<p>Yeth hounds despise two things: sunlight and other canines. They hunt only at night if they can, often breaking off their hunt at dawn to retreat to a subterranean lair or den, no matter how close they had come to catching their prey. Yeth hounds usually attack wargs, wolves, and similar creatures on sight, working to drive larger or more powerful canines from their hunting areas when then can't simply overpower and kill them.</p>
<p>Evil rangers, bestial demons, and wicked cults are frequently gifted yeth hound servants by fiendish patrons. Such hounds often serve as spies and are quick to turn against those who fail to advance the patrons' wicked aims. The cult of Lamashtu, in particular, is fond of using yeth hounds as temple guardians.</p> (x1)
publication : object {2-20.system.details.publication}
license : string {2-20.system.details.publication.license} (same value: OGL)
remaster : boolean {2-20.system.details.publication.remaster} (same value: False)
title : string {2-20.system.details.publication.title} (same value: Pathfinder Society Scenario #2-20: Breaking the Storm: Bastion in Embers)
initiative : object {2-20.system.initiative}
statistic : string {2-20.system.initiative.statistic} (same value: perception)
perception : object {2-20.system.perception}
details : string {2-20.system.perception.details} (2 different values)
(x3)
tempest sight (x2)
mod : integer {2-20.system.perception.mod} (4 different values)
15 (x2)
16 (x1)
18 (x1)
11 (x1)
senses : array<object> {2-20.system.perception.senses}
Length: min=1 max=2
Value type: object {2-20.system.perception.senses.[]}
type : string {2-20.system.perception.senses.[].type} (3 different values)
low-light-vision (x1)
darkvision (x4)
scent (x1)
acuity : string {2-20.system.perception.senses.[].acuity} (same value: imprecise)
range : integer {2-20.system.perception.senses.[].range} (same value: 30)
resources : object {2-20.system.resources}
focus : object {2-20.system.resources.focus}
max : integer {2-20.system.resources.focus.max} (same value: 1)
value : integer {2-20.system.resources.focus.value} (same value: 1)
saves : object {2-20.system.saves}
fortitude : object {2-20.system.saves.fortitude}
saveDetail : string {2-20.system.saves.fortitude.saveDetail} (same value: )
value : integer {2-20.system.saves.fortitude.value} (all different values)
reflex : object {2-20.system.saves.reflex}
saveDetail : string {2-20.system.saves.reflex.saveDetail} (same value: )
value : integer {2-20.system.saves.reflex.value} (4 different values)
13 (x1)
15 (x1)
17 (x2)
10 (x1)
will : object {2-20.system.saves.will}
saveDetail : string {2-20.system.saves.will.saveDetail} (same value: )
value : integer {2-20.system.saves.will.value} (all different values)
skills : object {2-20.system.skills}
[acrobatics] : object {2-20.system.skills.acrobatics}
base : integer {2-20.system.skills.acrobatics.base} (2 different values)
11 (x1)
13 (x1)
athletics : object {2-20.system.skills.athletics}
base : integer {2-20.system.skills.athletics.base} (3 different values)
13 (x2)
17 (x2)
19 (x1)
[nature] : object {2-20.system.skills.nature}
base : integer {2-20.system.skills.nature.base} (3 different values)
9 (x1)
14 (x1)
16 (x1)
[stealth] : object {2-20.system.skills.stealth}
base : integer {2-20.system.skills.stealth.base} (2 different values)
13 (x1)
15 (x1)
[survival] : object {2-20.system.skills.survival}
base : integer {2-20.system.skills.survival.base} (2 different values)
9 (x1)
13 (x1)
[intimidation] : object {2-20.system.skills.intimidation}
base : integer {2-20.system.skills.intimidation.base} (3 different values)
17 (x1)
20 (x1)
12 (x1)
[religion] : object {2-20.system.skills.religion}
base : integer {2-20.system.skills.religion.base} (2 different values)
14 (x1)
16 (x1)
traits : object {2-20.system.traits}
rarity : string {2-20.system.traits.rarity} (3 different values)
uncommon (x2)
unique (x2)
rare (x1)
size : object {2-20.system.traits.size}
value : string {2-20.system.traits.size.value} (2 different values)
med (x1)
lg (x4)
value : array<string> {2-20.system.traits.value}
Length: min=5 max=5
Value type: string {2-20.system.traits.value.[]} (11 different values)
chaotic (x5)
evil (x5)
humanoid (x1)
lizardfolk (x1)
nephilim (x1)
earth (x3)
giant (x3)
troll (x3)
beast (x1)
fiend (x1)
unholy (x1)
type : string {2-20.type} (same value: npc)
[prototypeToken] : object {2-20.prototypeToken}
name : string {2-20.prototypeToken.name} (same value: Clouded Quartz)
+854
View File
@@ -0,0 +1,854 @@
2-21
Different values: 9
=====================================
object {2-21}
_id : string {2-21._id} (all different values)
folder : string {2-21.folder} (same value: fRKMswvbkxuNtUjk)
img : string {2-21.img} (2 different values)
systems/pf2e/icons/default-icons/hazard.svg (x4)
systems/pf2e/icons/default-icons/npc.svg (x5)
items : array<object> {2-21.items}
Length: min=1 max=16
Value type: object {2-21.items.[]}
_id : string {2-21.items.[]._id} (47 different values)
img : string {2-21.items.[].img} (25 different values)
name : string {2-21.items.[].name} (36 different values)
sort : integer {2-21.items.[].sort} (17 different values)
0 (x4)
100000 (x5)
200000 (x5)
300000 (x5)
400000 (x5)
500000 (x5)
600000 (x5)
700000 (x5)
800000 (x4)
900000 (x4)
1000000 (x4)
1100000 (x4)
1200000 (x4)
1300000 (x4)
1400000 (x3)
1500000 (x3)
1600000 (x1)
system : object {2-21.items.[].system}
[actionType] : object {2-21.items.[].system.actionType}
value : string {2-21.items.[].system.actionType.value} (4 different values)
free (x2)
reaction (x4)
passive (x13)
action (x5)
[actions] : object {2-21.items.[].system.actions}
[value] : integer {2-21.items.[].system.actions.value} (3 different values)
2 (x2)
3 (x2)
1 (x1)
[category] : string {2-21.items.[].system.category} (5 different values)
interaction (x7)
defensive (x6)
offensive (x7)
simple (x2)
martial (x2)
description : object {2-21.items.[].system.description}
value : string {2-21.items.[].system.description.value} (37 different values)
publication : object {2-21.items.[].system.publication}
license : string {2-21.items.[].system.publication.license} (2 different values)
OGL (x68)
ORC (x2)
remaster : boolean {2-21.items.[].system.publication.remaster} (2 different values)
False (x68)
True (x2)
title : string {2-21.items.[].system.publication.title} (5 different values)
(x59)
Pathfinder Bestiary (x6)
Pathfinder Bestiary 2 (x1)
Pathfinder Player Core (x2)
Pathfinder Core Rulebook (x2)
rules : ###FoundryRulesObject###
[slug] : string {2-21.items.[].system.slug} (23 different values)
[traits] : object {2-21.items.[].system.traits}
rarity : string {2-21.items.[].system.traits.rarity} (2 different values)
common (x63)
uncommon (x2)
value : array<string> {2-21.items.[].system.traits.value}
Length: min=0 max=7
Value type: string {2-21.items.[].system.traits.value.[]} (33 different values)
[traditions] : array<string> {2-21.items.[].system.traits.traditions}
Length: min=0 max=4
Value type: string {2-21.items.[].system.traits.traditions.[]} (4 different values)
arcane (x15)
occult (x19)
divine (x17)
primal (x7)
[autoHeightenLevel] : object {2-21.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {2-21.items.[].system.prepared}
value : string {2-21.items.[].system.prepared.value} (2 different values)
innate (x2)
prepared (x2)
[proficiency] : object {2-21.items.[].system.proficiency}
value : integer {2-21.items.[].system.proficiency.value} (same value: 0)
[slots] : object {2-21.items.[].system.slots}
[slot4] : object {2-21.items.[].system.slots.slot4}
max : integer {2-21.items.[].system.slots.slot4.max} (same value: 2)
value : integer {2-21.items.[].system.slots.slot4.value} (same value: 2)
slot0 : object {2-21.items.[].system.slots.slot0}
max : integer {2-21.items.[].system.slots.slot0.max} (2 different values)
4 (x1)
5 (x1)
prepared : array<object> {2-21.items.[].system.slots.slot0.prepared}
Length: min=4 max=5
Value type: object {2-21.items.[].system.slots.slot0.prepared.[]}
id : string {2-21.items.[].system.slots.slot0.prepared.[].id} (5 different values)
f7wC2FMTW7kM5gih (x2)
BRm0ceL6QtFGoGFC (x2)
QJQ196E2z5IEzZ8j (x2)
gWNPW5FIiFvtbnvE (x2)
rLXQzXAjcjalCtgb (x1)
slot1 : object {2-21.items.[].system.slots.slot1}
max : integer {2-21.items.[].system.slots.slot1.max} (2 different values)
1 (x1)
4 (x1)
prepared : array<object> {2-21.items.[].system.slots.slot1.prepared}
Length: min=1 max=4
Value type: object {2-21.items.[].system.slots.slot1.prepared.[]}
id : string {2-21.items.[].system.slots.slot1.prepared.[].id} (3 different values)
CO1CMVfrN9ixp9wX (x2)
gCPFA6aPxxzAhXMl (x2)
463ekA24x3uJx5BX (x1)
value : integer {2-21.items.[].system.slots.slot1.value} (2 different values)
1 (x1)
3 (x1)
[spelldc] : object {2-21.items.[].system.spelldc}
dc : integer {2-21.items.[].system.spelldc.dc} (4 different values)
19 (x1)
22 (x1)
16 (x1)
17 (x1)
mod : integer {2-21.items.[].system.spelldc.mod} (same value: 0)
value : integer {2-21.items.[].system.spelldc.value} (4 different values)
11 (x1)
14 (x1)
8 (x1)
9 (x1)
[tradition] : object {2-21.items.[].system.tradition}
value : string {2-21.items.[].system.tradition.value} (same value: divine)
[area] : object {2-21.items.[].system.area}
type : string {2-21.items.[].system.area.type} (2 different values)
emanation (x6)
burst (x2)
value : integer {2-21.items.[].system.area.value} (3 different values)
30 (x4)
20 (x2)
5 (x2)
[cost] : object {2-21.items.[].system.cost}
value : string {2-21.items.[].system.cost.value} (same value: )
[counteraction] : boolean {2-21.items.[].system.counteraction} (2 different values)
False (x23)
True (x2)
[damage] : object {2-21.items.[].system.damage}
[0] : object {2-21.items.[].system.damage.0}
applyMod : boolean {2-21.items.[].system.damage.0.applyMod} (2 different values)
True (x2)
False (x4)
[category] : mixed
formula : string {2-21.items.[].system.damage.0.formula} (3 different values)
0 (x2)
2d4 (x2)
1d8 (x2)
kinds : array<string> {2-21.items.[].system.damage.0.kinds}
Length: min=1 max=2
Value type: string {2-21.items.[].system.damage.0.kinds.[]} (2 different values)
damage (x6)
healing (x2)
materials : array<> {2-21.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {2-21.items.[].system.damage.0.type} (4 different values)
mental (x2)
spirit (x2)
void (x1)
vitality (x1)
[damageType] : string {2-21.items.[].system.damage.damageType} (2 different values)
piercing (x2)
slashing (x2)
[dice] : integer {2-21.items.[].system.damage.dice} (same value: 1)
[die] : string {2-21.items.[].system.damage.die} (same value: d4)
[defense] : object {2-21.items.[].system.defense}
save : object {2-21.items.[].system.defense.save}
basic : boolean {2-21.items.[].system.defense.save.basic} (2 different values)
False (x6)
True (x4)
statistic : string {2-21.items.[].system.defense.save.statistic} (2 different values)
will (x8)
fortitude (x2)
[duration] : object {2-21.items.[].system.duration}
[sustained] : boolean {2-21.items.[].system.duration.sustained} (same value: False)
value : mixed
string {2-21.items.[].system.duration.value} (5 different values)
(x14)
1 minute (x4)
10 minutes (x2)
1 round (x2)
until the start of your next turn (x3)
integer {2-21.items.[].system.duration.value} (same value: 0)
[level] : object {2-21.items.[].system.level}
value : integer {2-21.items.[].system.level.value} (4 different values)
4 (x4)
2 (x2)
1 (x19)
0 (x6)
[location] : object {2-21.items.[].system.location}
[value] : string {2-21.items.[].system.location.value} (2 different values)
J3d6yi1mEROELLvM (x10)
kawGhx2ny0bhiSRl (x13)
[range] : object {2-21.items.[].system.range}
value : string {2-21.items.[].system.range.value} (7 different values)
120 feet (x2)
touch (x4)
(x9)
500 feet (x2)
60 feet (x2)
30 feet (x4)
varies (x2)
[requirements] : string {2-21.items.[].system.requirements} (same value: )
[target] : object {2-21.items.[].system.target}
value : string {2-21.items.[].system.target.value} (6 different values)
(x11)
1 creature (x8)
1 living creature (x2)
enemies in the area (x2)
1 living creature or 1 willing undead creature (x1)
1 willing living creature or 1 undead (x1)
[time] : object {2-21.items.[].system.time}
value : string {2-21.items.[].system.time.value} (4 different values)
2 (x18)
1 day (x2)
1 (x3)
1 to 3 (x2)
[ritual] : object {2-21.items.[].system.ritual}
primary : object {2-21.items.[].system.ritual.primary}
check : string {2-21.items.[].system.ritual.primary.check} (same value: Religion (expert; you must be a div))
secondary : object {2-21.items.[].system.ritual.secondary}
casters : integer {2-21.items.[].system.ritual.secondary.casters} (same value: 0)
checks : string {2-21.items.[].system.ritual.secondary.checks} (same value: )
[attack] : object {2-21.items.[].system.attack}
value : string {2-21.items.[].system.attack.value} (same value: )
[attackEffects] : object {2-21.items.[].system.attackEffects}
value : array<string> {2-21.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {2-21.items.[].system.attackEffects.value.[]} (same value: grab)
[custom] : string {2-21.items.[].system.attackEffects.custom} (same value: )
[bonus] : object {2-21.items.[].system.bonus}
value : integer {2-21.items.[].system.bonus.value} (7 different values)
12 (x1)
15 (x1)
7 (x4)
0 (x4)
6 (x2)
4 (x1)
5 (x1)
[damageRolls] : object {2-21.items.[].system.damageRolls}
[ddzgi26ticpzso61sd6z] : object {2-21.items.[].system.damageRolls.ddzgi26ticpzso61sd6z}
damage : string {2-21.items.[].system.damageRolls.ddzgi26ticpzso61sd6z.damage} (2 different values)
1d6+4 (x1)
2d6+5 (x1)
damageType : string {2-21.items.[].system.damageRolls.ddzgi26ticpzso61sd6z.damageType} (same value: slashing)
[dzjwrerr5iw2ks9s91en] : object {2-21.items.[].system.damageRolls.dzjwrerr5iw2ks9s91en}
damage : string {2-21.items.[].system.damageRolls.dzjwrerr5iw2ks9s91en.damage} (same value: 1d4)
damageType : string {2-21.items.[].system.damageRolls.dzjwrerr5iw2ks9s91en.damageType} (same value: spirit)
[je9qjnqu2howdcly6y38] : object {2-21.items.[].system.damageRolls.je9qjnqu2howdcly6y38}
damage : string {2-21.items.[].system.damageRolls.je9qjnqu2howdcly6y38.damage} (same value: 1d8)
damageType : string {2-21.items.[].system.damageRolls.je9qjnqu2howdcly6y38.damageType} (same value: spirit)
[ccvi95u44l425e2osjay] : object {2-21.items.[].system.damageRolls.ccvi95u44l425e2osjay}
damage : string {2-21.items.[].system.damageRolls.ccvi95u44l425e2osjay.damage} (same value: 1d6+3)
damageType : string {2-21.items.[].system.damageRolls.ccvi95u44l425e2osjay.damageType} (same value: bludgeoning)
[t969yxbnjd9b5uj29zj8] : object {2-21.items.[].system.damageRolls.t969yxbnjd9b5uj29zj8}
damage : string {2-21.items.[].system.damageRolls.t969yxbnjd9b5uj29zj8.damage} (same value: 1d8+3)
damageType : string {2-21.items.[].system.damageRolls.t969yxbnjd9b5uj29zj8.damageType} (same value: piercing)
[ibvwr3yyvw986msin62e] : object {2-21.items.[].system.damageRolls.ibvwr3yyvw986msin62e}
damage : string {2-21.items.[].system.damageRolls.ibvwr3yyvw986msin62e.damage} (2 different values)
1d4+1 (x1)
1d4+4 (x1)
damageType : string {2-21.items.[].system.damageRolls.ibvwr3yyvw986msin62e.damageType} (same value: piercing)
[cgu6ut26ohhncj3dpfrj] : object {2-21.items.[].system.damageRolls.cgu6ut26ohhncj3dpfrj}
damage : string {2-21.items.[].system.damageRolls.cgu6ut26ohhncj3dpfrj.damage} (2 different values)
1d4+1 (x1)
1d4+4 (x1)
damageType : string {2-21.items.[].system.damageRolls.cgu6ut26ohhncj3dpfrj.damageType} (same value: slashing)
[3hku32x4djq5z1muyrnu] : object {2-21.items.[].system.damageRolls.3hku32x4djq5z1muyrnu}
damage : string {2-21.items.[].system.damageRolls.3hku32x4djq5z1muyrnu.damage} (2 different values)
1d4+1 (x1)
1d4+4 (x1)
damageType : string {2-21.items.[].system.damageRolls.3hku32x4djq5z1muyrnu.damageType} (same value: piercing)
[weaponType] : object {2-21.items.[].system.weaponType}
value : string {2-21.items.[].system.weaponType.value} (2 different values)
melee (x8)
ranged (x2)
[frequency] : object {2-21.items.[].system.frequency}
max : integer {2-21.items.[].system.frequency.max} (same value: 1)
per : string {2-21.items.[].system.frequency.per} (same value: day)
value : integer {2-21.items.[].system.frequency.value} (same value: 1)
[group] : string {2-21.items.[].system.group} (2 different values)
knife (x2)
flail (x2)
[overrides] : array<> {2-21.items.[].system.overrides}
Length: min=0 max=0
Value type: mixed
[references] : object {2-21.items.[].system.references}
children : array<> {2-21.items.[].system.references.children}
Length: min=0 max=0
Value type: mixed
immunityFrom : array<> {2-21.items.[].system.references.immunityFrom}
Length: min=0 max=0
Value type: mixed
overriddenBy : array<> {2-21.items.[].system.references.overriddenBy}
Length: min=0 max=0
Value type: mixed
overrides : array<> {2-21.items.[].system.references.overrides}
Length: min=0 max=0
Value type: mixed
[value] : object {2-21.items.[].system.value}
isValued : boolean {2-21.items.[].system.value.isValued} (same value: True)
value : integer {2-21.items.[].system.value.value} (same value: 1)
[heightening] : object {2-21.items.[].system.heightening}
damage : object {2-21.items.[].system.heightening.damage}
0 : string {2-21.items.[].system.heightening.damage.0} (3 different values)
1d6 (x2)
1d4 (x2)
1d8 (x2)
interval : integer {2-21.items.[].system.heightening.interval} (2 different values)
2 (x2)
1 (x4)
type : string {2-21.items.[].system.heightening.type} (same value: interval)
[overlays] : object {2-21.items.[].system.overlays}
[4gyp3qlsv5ywdyjq] : object {2-21.items.[].system.overlays.4gyp3qlsv5ywdyjq}
_id : string {2-21.items.[].system.overlays.4gyp3qlsv5ywdyjq._id} (same value: 4gyp3qlsv5ywdyjq)
name : string {2-21.items.[].system.overlays.4gyp3qlsv5ywdyjq.name} (same value: Harm (vs. Undead))
overlayType : string {2-21.items.[].system.overlays.4gyp3qlsv5ywdyjq.overlayType} (same value: override)
sort : integer {2-21.items.[].system.overlays.4gyp3qlsv5ywdyjq.sort} (same value: 3)
system : object {2-21.items.[].system.overlays.4gyp3qlsv5ywdyjq.system}
damage : object {2-21.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage}
0 : object {2-21.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0}
formula : string {2-21.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.formula} (same value: 1d8+8)
kinds : array<string> {2-21.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {2-21.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.kinds.[]} (same value: healing)
[defense] : mixed
heightening : object {2-21.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening}
damage : object {2-21.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening.damage}
0 : string {2-21.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening.damage.0} (same value: 1d8+8)
range : object {2-21.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.range}
value : string {2-21.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.range.value} (same value: 30 feet)
target : object {2-21.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.target}
value : string {2-21.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.target.value} (same value: 1 willing undead creature)
time : object {2-21.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.time}
value : string {2-21.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.time.value} (same value: 2)
traits : object {2-21.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits}
value : array<string> {2-21.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits.value}
Length: min=3 max=3
Value type: string {2-21.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits.value.[]} (3 different values)
concentrate (x1)
manipulate (x1)
void (x1)
[pq7cxntbz4s8g5ik] : object {2-21.items.[].system.overlays.pq7cxntbz4s8g5ik}
_id : string {2-21.items.[].system.overlays.pq7cxntbz4s8g5ik._id} (same value: pq7cxntbz4s8g5ik)
overlayType : string {2-21.items.[].system.overlays.pq7cxntbz4s8g5ik.overlayType} (same value: override)
sort : integer {2-21.items.[].system.overlays.pq7cxntbz4s8g5ik.sort} (same value: 1)
system : object {2-21.items.[].system.overlays.pq7cxntbz4s8g5ik.system}
range : object {2-21.items.[].system.overlays.pq7cxntbz4s8g5ik.system.range}
value : string {2-21.items.[].system.overlays.pq7cxntbz4s8g5ik.system.range.value} (same value: touch)
time : object {2-21.items.[].system.overlays.pq7cxntbz4s8g5ik.system.time}
value : string {2-21.items.[].system.overlays.pq7cxntbz4s8g5ik.system.time.value} (same value: 1)
[rvhoa43rqqqp8izn] : object {2-21.items.[].system.overlays.rvhoa43rqqqp8izn}
_id : string {2-21.items.[].system.overlays.rvhoa43rqqqp8izn._id} (same value: rvhoa43rqqqp8izn)
overlayType : string {2-21.items.[].system.overlays.rvhoa43rqqqp8izn.overlayType} (same value: override)
sort : integer {2-21.items.[].system.overlays.rvhoa43rqqqp8izn.sort} (same value: 4)
system : object {2-21.items.[].system.overlays.rvhoa43rqqqp8izn.system}
area : object {2-21.items.[].system.overlays.rvhoa43rqqqp8izn.system.area}
type : string {2-21.items.[].system.overlays.rvhoa43rqqqp8izn.system.area.type} (same value: emanation)
value : integer {2-21.items.[].system.overlays.rvhoa43rqqqp8izn.system.area.value} (same value: 30)
range : object {2-21.items.[].system.overlays.rvhoa43rqqqp8izn.system.range}
value : string {2-21.items.[].system.overlays.rvhoa43rqqqp8izn.system.range.value} (same value: )
target : object {2-21.items.[].system.overlays.rvhoa43rqqqp8izn.system.target}
value : string {2-21.items.[].system.overlays.rvhoa43rqqqp8izn.system.target.value} (same value: all living and undead creatures)
time : object {2-21.items.[].system.overlays.rvhoa43rqqqp8izn.system.time}
value : string {2-21.items.[].system.overlays.rvhoa43rqqqp8izn.system.time.value} (same value: 3)
traits : object {2-21.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits}
value : array<string> {2-21.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits.value}
Length: min=3 max=3
Value type: string {2-21.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits.value.[]} (3 different values)
concentrate (x1)
manipulate (x1)
void (x1)
[z04svm1cvfcxtplb] : object {2-21.items.[].system.overlays.z04svm1cvfcxtplb}
_id : string {2-21.items.[].system.overlays.z04svm1cvfcxtplb._id} (same value: z04svm1cvfcxtplb)
name : string {2-21.items.[].system.overlays.z04svm1cvfcxtplb.name} (same value: Harm (vs. Living))
overlayType : string {2-21.items.[].system.overlays.z04svm1cvfcxtplb.overlayType} (same value: override)
sort : integer {2-21.items.[].system.overlays.z04svm1cvfcxtplb.sort} (same value: 2)
system : object {2-21.items.[].system.overlays.z04svm1cvfcxtplb.system}
damage : object {2-21.items.[].system.overlays.z04svm1cvfcxtplb.system.damage}
0 : object {2-21.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0}
kinds : array<string> {2-21.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {2-21.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0.kinds.[]} (same value: damage)
range : object {2-21.items.[].system.overlays.z04svm1cvfcxtplb.system.range}
value : string {2-21.items.[].system.overlays.z04svm1cvfcxtplb.system.range.value} (same value: 30 feet)
target : object {2-21.items.[].system.overlays.z04svm1cvfcxtplb.system.target}
value : string {2-21.items.[].system.overlays.z04svm1cvfcxtplb.system.target.value} (same value: 1 living creature)
time : object {2-21.items.[].system.overlays.z04svm1cvfcxtplb.system.time}
value : string {2-21.items.[].system.overlays.z04svm1cvfcxtplb.system.time.value} (same value: 2)
traits : object {2-21.items.[].system.overlays.z04svm1cvfcxtplb.system.traits}
value : array<string> {2-21.items.[].system.overlays.z04svm1cvfcxtplb.system.traits.value}
Length: min=3 max=3
Value type: string {2-21.items.[].system.overlays.z04svm1cvfcxtplb.system.traits.value.[]} (3 different values)
concentrate (x1)
manipulate (x1)
void (x1)
37gy7l19tik74o4s : object {2-21.items.[].system.overlays.37gy7l19tik74o4s}
_id : string {2-21.items.[].system.overlays.37gy7l19tik74o4s._id} (same value: 37gy7l19tik74o4s)
name : string {2-21.items.[].system.overlays.37gy7l19tik74o4s.name} (same value: Heal (vs. Living))
overlayType : string {2-21.items.[].system.overlays.37gy7l19tik74o4s.overlayType} (same value: override)
sort : integer {2-21.items.[].system.overlays.37gy7l19tik74o4s.sort} (same value: 2)
system : object {2-21.items.[].system.overlays.37gy7l19tik74o4s.system}
damage : object {2-21.items.[].system.overlays.37gy7l19tik74o4s.system.damage}
0 : object {2-21.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0}
formula : string {2-21.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0.formula} (same value: 1d8+8)
kinds : array<string> {2-21.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {2-21.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0.kinds.[]} (same value: healing)
[defense] : mixed
heightening : object {2-21.items.[].system.overlays.37gy7l19tik74o4s.system.heightening}
damage : object {2-21.items.[].system.overlays.37gy7l19tik74o4s.system.heightening.damage}
0 : string {2-21.items.[].system.overlays.37gy7l19tik74o4s.system.heightening.damage.0} (same value: 1d8+8)
range : object {2-21.items.[].system.overlays.37gy7l19tik74o4s.system.range}
value : string {2-21.items.[].system.overlays.37gy7l19tik74o4s.system.range.value} (same value: 30 feet)
time : object {2-21.items.[].system.overlays.37gy7l19tik74o4s.system.time}
value : string {2-21.items.[].system.overlays.37gy7l19tik74o4s.system.time.value} (same value: 2)
traits : object {2-21.items.[].system.overlays.37gy7l19tik74o4s.system.traits}
value : array<string> {2-21.items.[].system.overlays.37gy7l19tik74o4s.system.traits.value}
Length: min=4 max=4
Value type: string {2-21.items.[].system.overlays.37gy7l19tik74o4s.system.traits.value.[]} (4 different values)
concentrate (x1)
healing (x1)
manipulate (x1)
vitality (x1)
7qdtetowq348s9oc : object {2-21.items.[].system.overlays.7qdtetowq348s9oc}
_id : string {2-21.items.[].system.overlays.7qdtetowq348s9oc._id} (same value: 7qdtetowq348s9oc)
overlayType : string {2-21.items.[].system.overlays.7qdtetowq348s9oc.overlayType} (same value: override)
sort : integer {2-21.items.[].system.overlays.7qdtetowq348s9oc.sort} (same value: 1)
system : object {2-21.items.[].system.overlays.7qdtetowq348s9oc.system}
range : object {2-21.items.[].system.overlays.7qdtetowq348s9oc.system.range}
value : string {2-21.items.[].system.overlays.7qdtetowq348s9oc.system.range.value} (same value: touch)
time : object {2-21.items.[].system.overlays.7qdtetowq348s9oc.system.time}
value : string {2-21.items.[].system.overlays.7qdtetowq348s9oc.system.time.value} (same value: 1)
7vbvdrv2cl87sqta : object {2-21.items.[].system.overlays.7vbvdrv2cl87sqta}
_id : string {2-21.items.[].system.overlays.7vbvdrv2cl87sqta._id} (same value: 7vbvdrv2cl87sqta)
overlayType : string {2-21.items.[].system.overlays.7vbvdrv2cl87sqta.overlayType} (same value: override)
sort : integer {2-21.items.[].system.overlays.7vbvdrv2cl87sqta.sort} (same value: 4)
system : object {2-21.items.[].system.overlays.7vbvdrv2cl87sqta.system}
area : object {2-21.items.[].system.overlays.7vbvdrv2cl87sqta.system.area}
type : string {2-21.items.[].system.overlays.7vbvdrv2cl87sqta.system.area.type} (same value: emanation)
value : integer {2-21.items.[].system.overlays.7vbvdrv2cl87sqta.system.area.value} (same value: 30)
range : object {2-21.items.[].system.overlays.7vbvdrv2cl87sqta.system.range}
value : string {2-21.items.[].system.overlays.7vbvdrv2cl87sqta.system.range.value} (same value: )
target : object {2-21.items.[].system.overlays.7vbvdrv2cl87sqta.system.target}
value : string {2-21.items.[].system.overlays.7vbvdrv2cl87sqta.system.target.value} (same value: all living and undead creatures)
time : object {2-21.items.[].system.overlays.7vbvdrv2cl87sqta.system.time}
value : string {2-21.items.[].system.overlays.7vbvdrv2cl87sqta.system.time.value} (same value: 3)
traits : object {2-21.items.[].system.overlays.7vbvdrv2cl87sqta.system.traits}
value : array<string> {2-21.items.[].system.overlays.7vbvdrv2cl87sqta.system.traits.value}
Length: min=4 max=4
Value type: string {2-21.items.[].system.overlays.7vbvdrv2cl87sqta.system.traits.value.[]} (4 different values)
concentrate (x1)
healing (x1)
manipulate (x1)
vitality (x1)
lfxcoz2d3f8j2zq1 : object {2-21.items.[].system.overlays.lfxcoz2d3f8j2zq1}
_id : string {2-21.items.[].system.overlays.lfxcoz2d3f8j2zq1._id} (same value: lfxcoz2d3f8j2zq1)
name : string {2-21.items.[].system.overlays.lfxcoz2d3f8j2zq1.name} (same value: Heal (vs. Undead))
overlayType : string {2-21.items.[].system.overlays.lfxcoz2d3f8j2zq1.overlayType} (same value: override)
sort : integer {2-21.items.[].system.overlays.lfxcoz2d3f8j2zq1.sort} (same value: 3)
system : object {2-21.items.[].system.overlays.lfxcoz2d3f8j2zq1.system}
damage : object {2-21.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage}
0 : object {2-21.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage.0}
kinds : array<string> {2-21.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {2-21.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage.0.kinds.[]} (same value: damage)
range : object {2-21.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.range}
value : string {2-21.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.range.value} (same value: 30 feet)
target : object {2-21.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.target}
value : string {2-21.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.target.value} (same value: 1 undead)
time : object {2-21.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.time}
value : string {2-21.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.time.value} (same value: 2)
traits : object {2-21.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.traits}
value : array<string> {2-21.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.traits.value}
Length: min=4 max=4
Value type: string {2-21.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.traits.value.[]} (4 different values)
concentrate (x1)
healing (x1)
manipulate (x1)
vitality (x1)
[baseItem] : string {2-21.items.[].system.baseItem} (2 different values)
dagger (x2)
whip (x2)
[bonusDamage] : object {2-21.items.[].system.bonusDamage}
value : integer {2-21.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {2-21.items.[].system.bulk}
value : mixed
float {2-21.items.[].system.bulk.value} (same value: 0,1)
integer {2-21.items.[].system.bulk.value} (same value: 1)
[containerId] : mixed
[equipped] : object {2-21.items.[].system.equipped}
carryType : string {2-21.items.[].system.equipped.carryType} (2 different values)
held (x4)
worn (x2)
[handsHeld] : integer {2-21.items.[].system.equipped.handsHeld} (same value: 1)
[invested] : mixed
[inSlot] : boolean {2-21.items.[].system.equipped.inSlot} (same value: True)
[hardness] : integer {2-21.items.[].system.hardness} (same value: 0)
[hp] : object {2-21.items.[].system.hp}
max : integer {2-21.items.[].system.hp.max} (same value: 0)
value : integer {2-21.items.[].system.hp.value} (same value: 0)
[material] : object {2-21.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {2-21.items.[].system.price}
value : object {2-21.items.[].system.price.value}
sp : integer {2-21.items.[].system.price.value.sp} (2 different values)
2 (x2)
1 (x4)
[quantity] : integer {2-21.items.[].system.quantity} (same value: 1)
[reload] : object {2-21.items.[].system.reload}
value : string {2-21.items.[].system.reload.value} (2 different values)
- (x2)
(x2)
[runes] : object {2-21.items.[].system.runes}
potency : integer {2-21.items.[].system.runes.potency} (same value: 0)
property : array<> {2-21.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
striking : integer {2-21.items.[].system.runes.striking} (same value: 0)
[size] : string {2-21.items.[].system.size} (same value: med)
[splashDamage] : object {2-21.items.[].system.splashDamage}
[value] : integer {2-21.items.[].system.splashDamage.value} (same value: 0)
[usage] : object {2-21.items.[].system.usage}
value : string {2-21.items.[].system.usage.value} (same value: held-in-one-hand)
[deathNote] : boolean {2-21.items.[].system.deathNote} (same value: True)
type : string {2-21.items.[].type} (7 different values)
action (x24)
spellcastingEntry (x4)
spell (x25)
melee (x10)
condition (x1)
weapon (x4)
equipment (x2)
[_stats] : object {2-21.items.[]._stats}
compendiumSource : string {2-21.items.[]._stats.compendiumSource} (23 different values)
[flags] : object {2-21.items.[].flags}
pf2e : object {2-21.items.[].flags.pf2e}
linkedWeapon : string {2-21.items.[].flags.pf2e.linkedWeapon} (4 different values)
Bp83Jc9uqVyUghlV (x2)
vd8eZpfmO721TgVj (x1)
rlNjkKzP4UvEx5cR (x2)
RmA9kaVlm3Ek6kNx (x1)
name : string {2-21.name} (all different values)
[prototypeToken] : object {2-21.prototypeToken}
name : string {2-21.prototypeToken.name} (4 different values)
Empowered Blood (x2)
Foretold Ruin (x2)
Sezruth (x2)
Zombie Shambler (x1)
system : object {2-21.system}
attributes : object {2-21.system.attributes}
ac : object {2-21.system.attributes.ac}
value : integer {2-21.system.attributes.ac.value} (7 different values)
0 (x2)
16 (x2)
18 (x1)
17 (x1)
20 (x1)
12 (x1)
15 (x1)
details : string {2-21.system.attributes.ac.details} (same value: )
[emitsSound] : string {2-21.system.attributes.emitsSound} (same value: encounter)
[hardness] : integer {2-21.system.attributes.hardness} (3 different values)
0 (x2)
5 (x1)
10 (x1)
[hasHealth] : boolean {2-21.system.attributes.hasHealth} (same value: True)
hp : object {2-21.system.attributes.hp}
details : string {2-21.system.attributes.hp.details} (2 different values)
(x8)
void healing (x1)
max : integer {2-21.system.attributes.hp.max} (8 different values)
0 (x2)
24 (x1)
44 (x1)
55 (x1)
85 (x1)
20 (x1)
8 (x1)
21 (x1)
temp : integer {2-21.system.attributes.hp.temp} (same value: 0)
value : integer {2-21.system.attributes.hp.value} (8 different values)
0 (x2)
24 (x1)
44 (x1)
55 (x1)
85 (x1)
20 (x1)
8 (x1)
21 (x1)
[stealth] : object {2-21.system.attributes.stealth}
details : string {2-21.system.attributes.stealth.details} (4 different values)
<p>(Untrained)</p> (x1)
<p>(untrained)</p> (x1)
<p>(trained)</p> (x1)
(x1)
value : integer {2-21.system.attributes.stealth.value} (4 different values)
0 (x1)
2 (x1)
10 (x1)
13 (x1)
[immunities] : array<object> {2-21.system.attributes.immunities}
Length: min=1 max=5
Value type: object {2-21.system.attributes.immunities.[]}
type : string {2-21.system.attributes.immunities.[].type} (8 different values)
precision (x2)
critical-hits (x2)
curse (x2)
death-effects (x1)
disease (x1)
paralyzed (x1)
poison (x1)
unconscious (x1)
allSaves : object {2-21.system.attributes.allSaves}
value : string {2-21.system.attributes.allSaves.value} (2 different values)
+1 status to all saves vs. magic (x2)
(x3)
speed : object {2-21.system.attributes.speed}
otherSpeeds : array<> {2-21.system.attributes.speed.otherSpeeds}
Length: min=0 max=0
Value type: mixed
value : integer {2-21.system.attributes.speed.value} (same value: 25)
[weaknesses] : array<object> {2-21.system.attributes.weaknesses}
Length: min=2 max=2
Value type: object {2-21.system.attributes.weaknesses.[]}
type : string {2-21.system.attributes.weaknesses.[].type} (4 different values)
cold-iron (x2)
holy (x2)
critical-hits (x1)
vitality (x1)
value : integer {2-21.system.attributes.weaknesses.[].value} (2 different values)
5 (x5)
6 (x1)
[resistances] : array<object> {2-21.system.attributes.resistances}
Length: min=1 max=1
Value type: object {2-21.system.attributes.resistances.[]}
type : string {2-21.system.attributes.resistances.[].type} (same value: all-damage)
value : integer {2-21.system.attributes.resistances.[].value} (same value: 3)
[creatureType] : string {2-21.system.creatureType} (same value: )
details : object {2-21.system.details}
[description] : string {2-21.system.details.description} (2 different values)
<p>Glowing red Daemonic runes blaze when blood falls on them.</p> (x2)
<p>Daemonic curses slither and crawl through malevolent runes carved in four stone pillars. HP is per-pillar.</p> (x2)
[disable] : string {2-21.system.details.disable} (4 different values)
<p>@Check[thievery|dc:18|name:Scratch Out Runes] (untrained) to scratch out enough runes to disrupt the magic or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (1st level; counteract DC 15) to counteract the runes.</p> (x1)
<p>@Check[thievery|dc:20|name:Scratch Out Runes] (untrained) to scratch out enough runes to disrupt the magic or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (1st level; counteract DC 15) to counteract the runes</p> (x1)
<p>@Check[thievery|dc:17|name:Disable Thievery] (trained) to scratch out a pillar's runes, @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (1st level; counteract DC 15) to counteract a pillar's magic, or @Check[athletics|dc:18|name:Disable Athletics|traits:action:force-open]{Athletics (Force Open)} to push a pillar over. Disabling a pillar requires two actions. Disabling all four pillars or slaying Sezruth disables the trap</p> (x1)
<p>@Check[thievery|dc:20|name:Disable Thievery] (trained) to scratch out a pillar's runes, @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (2nd level; counteract DC 18) to counteract a pillar's magic, or @Check[athletics|dc:21|name:Disable Athletics|traits:action:force-open]{Athletics (Force Open)} to push a pillar over. Disabling a pillar requires two actions. Disabling all four pillars or slaying Sezruth disables the trap</p> (x1)
[isComplex] : boolean {2-21.system.details.isComplex} (2 different values)
False (x2)
True (x2)
level : object {2-21.system.details.level}
value : integer {2-21.system.details.level.value} (5 different values)
-1 (x2)
1 (x3)
3 (x2)
5 (x1)
0 (x1)
publication : object {2-21.system.details.publication}
license : string {2-21.system.details.publication.license} (same value: OGL)
remaster : boolean {2-21.system.details.publication.remaster} (same value: False)
title : string {2-21.system.details.publication.title} (same value: Pathfinder Society Scenario #2-21: In Pursuit of Water)
[reset] : string {2-21.system.details.reset} (3 different values)
<p>The hazard resets at the beginning of each round until it is disabled</p> (x1)
<p>The hazard resets at the beginning of each round until it is disabled.</p> (x1)
(x2)
[routine] : string {2-21.system.details.routine} (3 different values)
(x2)
<p><strong>Routine (4 actions)</strong> The trap loses 1 action each turn for each disabled pillar. On its initiative, the trap uses each action to afflict a different non-evil creature in the room with thirst. The creature must attempt a @Check[fortitude|dc:17|name:Foretold Ruin|traits:damaging-effect] save.</p>
<hr />
<p><strong>Critical Success</strong> The creature is temporarily immune to additional negative effects from the <em>foretold ruin</em> hazard's reaction for 24 hours. The hazard has no awareness of this immunity and continues to target this creature.</p>
<p><strong>Success</strong> The creature is unaffected.</p>
<p><strong>Failure</strong> The creature is @UUID[Compendium.pf2e.conditionitems.Item.Fatigued] until they drink water. If the creature was already fatigued, they take @Damage[1d6[nonlethal,mental]]{1d6 nonlethal mental} damage.</p>
<p><strong>Critical Failure</strong> The creature is fatigued until they drink water and takes 1d6 nonlethal mental damage. If the creature was already fatigued, they instead take @Damage[2d6[nonlethal,mental]]{2d6 nonlethal mental} damage.</p> (x1)
<p><strong>Routine (4 actions)</strong> The trap loses 1 action each turn for each disabled pillar. On its initiative, the trap uses each action to afflict a different non-evil creature in the room with thirst. The creature must attempt a @Check[fortitude|dc:20|name:Foretold Ruin|traits:damaging-effect] save.</p>
<hr />
<p><strong>Critical Success</strong> The creature is temporarily immune to additional negative effects from the <em>foretold ruin</em> hazard's reaction for 24 hours. The hazard has no awareness of this immunity and continues to target this creature.</p>
<p><strong>Success</strong> The creature is unaffected.</p>
<p><strong>Failure</strong> The creature is @UUID[Compendium.pf2e.conditionitems.Item.Fatigued] until they drink water. If the creature was already fatigued, they take @Damage[1d6[nonlethal,mental]]{1d6 nonlethal mental} damage.</p>
<p><strong>Critical Failure</strong> The creature is fatigued until they drink water and takes 1d6 nonlethal mental damage. If the creature was already fatigued, they instead take @Damage[2d6[nonlethal,mental]]{2d6 nonlethal mental} damage.</p> (x1)
blurb : string {2-21.system.details.blurb} (same value: )
languages : object {2-21.system.details.languages}
details : string {2-21.system.details.languages.details} (2 different values)
telepathy 100 feet (x2)
(x3)
value : array<string> {2-21.system.details.languages.value}
Length: min=0 max=2
Value type: string {2-21.system.details.languages.value.[]} (2 different values)
common (x4)
daemonic (x4)
privateNotes : string {2-21.system.details.privateNotes} (same value: )
publicNotes : string {2-21.system.details.publicNotes} (2 different values)
(x4)
<p>A zombie shambler is a slow-moving horror dangerous in larger groups.</p>
<hr />
<p>A zombie's only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they're destroyed.</p> (x1)
saves : object {2-21.system.saves}
fortitude : object {2-21.system.saves.fortitude}
saveDetail : string {2-21.system.saves.fortitude.saveDetail} (same value: )
value : integer {2-21.system.saves.fortitude.value} (6 different values)
0 (x2)
10 (x2)
12 (x1)
7 (x2)
6 (x1)
5 (x1)
reflex : object {2-21.system.saves.reflex}
saveDetail : string {2-21.system.saves.reflex.saveDetail} (same value: )
value : integer {2-21.system.saves.reflex.value} (7 different values)
0 (x3)
4 (x1)
6 (x1)
7 (x1)
13 (x1)
3 (x1)
5 (x1)
will : object {2-21.system.saves.will}
saveDetail : string {2-21.system.saves.will.saveDetail} (same value: )
value : integer {2-21.system.saves.will.value} (6 different values)
0 (x4)
10 (x1)
14 (x1)
2 (x1)
7 (x1)
8 (x1)
[statusEffects] : array<> {2-21.system.statusEffects}
Length: min=0 max=0
Value type: mixed
traits : object {2-21.system.traits}
rarity : string {2-21.system.traits.rarity} (3 different values)
unique (x4)
common (x1)
uncommon (x4)
size : object {2-21.system.traits.size}
value : string {2-21.system.traits.size.value} (same value: med)
value : array<string> {2-21.system.traits.value}
Length: min=2 max=5
Value type: string {2-21.system.traits.value.[]} (11 different values)
magical (x4)
trap (x4)
div (x2)
evil (x5)
fiend (x2)
unholy (x3)
mindless (x1)
undead (x1)
zombie (x1)
human (x2)
humanoid (x2)
abilities : object {2-21.system.abilities}
cha : object {2-21.system.abilities.cha}
mod : integer {2-21.system.abilities.cha.mod} (4 different values)
3 (x1)
5 (x1)
-2 (x1)
1 (x2)
con : object {2-21.system.abilities.con}
mod : integer {2-21.system.abilities.con.mod} (2 different values)
2 (x4)
3 (x1)
dex : object {2-21.system.abilities.dex}
mod : integer {2-21.system.abilities.dex.mod} (4 different values)
2 (x1)
4 (x1)
-2 (x1)
0 (x2)
int : object {2-21.system.abilities.int}
mod : integer {2-21.system.abilities.int.mod} (3 different values)
0 (x3)
1 (x1)
-5 (x1)
str : object {2-21.system.abilities.str}
mod : integer {2-21.system.abilities.str.mod} (4 different values)
2 (x1)
3 (x2)
1 (x1)
4 (x1)
wis : object {2-21.system.abilities.wis}
mod : integer {2-21.system.abilities.wis.mod} (4 different values)
1 (x1)
3 (x2)
0 (x1)
2 (x1)
initiative : object {2-21.system.initiative}
statistic : string {2-21.system.initiative.statistic} (same value: perception)
perception : object {2-21.system.perception}
details : string {2-21.system.perception.details} (same value: )
mod : integer {2-21.system.perception.mod} (5 different values)
10 (x1)
14 (x1)
0 (x1)
5 (x1)
8 (x1)
senses : array<object> {2-21.system.perception.senses}
Length: min=0 max=1
Value type: object {2-21.system.perception.senses.[]}
type : string {2-21.system.perception.senses.[].type} (2 different values)
greater-darkvision (x2)
darkvision (x1)
resources : object {2-21.system.resources}
[focus] : object {2-21.system.resources.focus}
max : integer {2-21.system.resources.focus.max} (same value: 1)
value : integer {2-21.system.resources.focus.value} (same value: 1)
skills : object {2-21.system.skills}
[arcana] : object {2-21.system.skills.arcana}
base : integer {2-21.system.skills.arcana.base} (2 different values)
7 (x1)
10 (x1)
athletics : object {2-21.system.skills.athletics}
base : integer {2-21.system.skills.athletics.base} (4 different values)
7 (x2)
10 (x1)
5 (x1)
4 (x1)
[deception] : object {2-21.system.skills.deception}
base : integer {2-21.system.skills.deception.base} (4 different values)
10 (x1)
14 (x1)
4 (x1)
6 (x1)
[intimidation] : object {2-21.system.skills.intimidation}
base : integer {2-21.system.skills.intimidation.base} (2 different values)
10 (x1)
14 (x1)
[religion] : object {2-21.system.skills.religion}
base : integer {2-21.system.skills.religion.base} (4 different values)
8 (x1)
12 (x1)
4 (x1)
6 (x1)
[stealth] : object {2-21.system.skills.stealth}
base : integer {2-21.system.skills.stealth.base} (2 different values)
9 (x1)
13 (x1)
[spellcasting] : object {2-21.system.spellcasting}
rituals : object {2-21.system.spellcasting.rituals}
dc : integer {2-21.system.spellcasting.rituals.dc} (2 different values)
19 (x1)
22 (x1)
type : string {2-21.type} (2 different values)
hazard (x4)
npc (x5)
+827
View File
@@ -0,0 +1,827 @@
2-22
Different values: 11
=====================================
object {2-22}
_id : string {2-22._id} (all different values)
folder : string {2-22.folder} (same value: ek4NoBfO3ShmdZju)
img : string {2-22.img} (2 different values)
systems/pf2e/icons/default-icons/hazard.svg (x6)
systems/pf2e/icons/default-icons/npc.svg (x5)
items : array<object> {2-22.items}
Length: min=1 max=26
Value type: object {2-22.items.[]}
_id : string {2-22.items.[]._id} (54 different values)
img : string {2-22.items.[].img} (33 different values)
name : string {2-22.items.[].name} (52 different values)
sort : integer {2-22.items.[].sort} (27 different values)
system : object {2-22.items.[].system}
[actionType] : object {2-22.items.[].system.actionType}
value : string {2-22.items.[].system.actionType.value} (4 different values)
reaction (x10)
passive (x22)
free (x2)
action (x5)
[actions] : object {2-22.items.[].system.actions}
[value] : integer {2-22.items.[].system.actions.value} (2 different values)
2 (x1)
1 (x4)
[category] : string {2-22.items.[].system.category} (7 different values)
interaction (x1)
defensive (x17)
offensive (x13)
martial (x2)
light (x2)
talisman (x2)
elixir (x2)
description : object {2-22.items.[].system.description}
value : string {2-22.items.[].system.description.value} (52 different values)
publication : object {2-22.items.[].system.publication}
license : string {2-22.items.[].system.publication.license} (2 different values)
OGL (x90)
ORC (x6)
remaster : boolean {2-22.items.[].system.publication.remaster} (2 different values)
False (x90)
True (x6)
title : string {2-22.items.[].system.publication.title} (6 different values)
(x44)
Pathfinder Bestiary (x3)
Pathfinder Bestiary 2 (x3)
Pathfinder Player Core (x6)
Pathfinder Advanced Player's Guide (x3)
Pathfinder Core Rulebook (x37)
rules : ###FoundryRulesObject###
[slug] : string {2-22.items.[].system.slug} (29 different values)
[traits] : object {2-22.items.[].system.traits}
rarity : string {2-22.items.[].system.traits.rarity} (2 different values)
common (x90)
uncommon (x2)
value : array<string> {2-22.items.[].system.traits.value}
Length: min=0 max=5
Value type: string {2-22.items.[].system.traits.value.[]} (40 different values)
[traditions] : array<string> {2-22.items.[].system.traits.traditions}
Length: min=1 max=4
Value type: string {2-22.items.[].system.traits.traditions.[]} (4 different values)
divine (x28)
arcane (x24)
occult (x26)
primal (x17)
[attack] : object {2-22.items.[].system.attack}
value : string {2-22.items.[].system.attack.value} (same value: )
[attackEffects] : object {2-22.items.[].system.attackEffects}
value : array<string> {2-22.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {2-22.items.[].system.attackEffects.value.[]} (same value: no-map)
custom : string {2-22.items.[].system.attackEffects.custom} (same value: )
[bonus] : object {2-22.items.[].system.bonus}
value : integer {2-22.items.[].system.bonus.value} (7 different values)
16 (x1)
15 (x1)
17 (x2)
0 (x2)
18 (x1)
21 (x1)
20 (x1)
[damageRolls] : object {2-22.items.[].system.damageRolls}
[b7tfxwiyo2p3edwm3ikx] : object {2-22.items.[].system.damageRolls.b7tfxwiyo2p3edwm3ikx}
damage : string {2-22.items.[].system.damageRolls.b7tfxwiyo2p3edwm3ikx.damage} (same value: 2d6+4)
damageType : string {2-22.items.[].system.damageRolls.b7tfxwiyo2p3edwm3ikx.damageType} (same value: bludgeoning)
[eydrrizchhl1znt4xif4] : object {2-22.items.[].system.damageRolls.eydrrizchhl1znt4xif4}
damage : string {2-22.items.[].system.damageRolls.eydrrizchhl1znt4xif4.damage} (same value: 1d6)
damageType : string {2-22.items.[].system.damageRolls.eydrrizchhl1znt4xif4.damageType} (same value: void)
[o5fwq8nuy1cdep0yrsqp] : object {2-22.items.[].system.damageRolls.o5fwq8nuy1cdep0yrsqp}
damage : string {2-22.items.[].system.damageRolls.o5fwq8nuy1cdep0yrsqp.damage} (2 different values)
2d8+9 (x1)
2d10+11 (x1)
damageType : string {2-22.items.[].system.damageRolls.o5fwq8nuy1cdep0yrsqp.damageType} (same value: void)
[lch64h5kw6a27j4nbf5j] : object {2-22.items.[].system.damageRolls.lch64h5kw6a27j4nbf5j}
damage : string {2-22.items.[].system.damageRolls.lch64h5kw6a27j4nbf5j.damage} (2 different values)
2d6+8 (x1)
2d6+11 (x1)
damageType : string {2-22.items.[].system.damageRolls.lch64h5kw6a27j4nbf5j.damageType} (same value: piercing)
uztzova2a3xkij7adhxc : object {2-22.items.[].system.damageRolls.uztzova2a3xkij7adhxc}
damage : string {2-22.items.[].system.damageRolls.uztzova2a3xkij7adhxc.damage} (2 different values)
2d6+7 (x1)
2d6+11 (x1)
damageType : string {2-22.items.[].system.damageRolls.uztzova2a3xkij7adhxc.damageType} (same value: fire)
45j0lu8tdnmz645ry91y : object {2-22.items.[].system.damageRolls.45j0lu8tdnmz645ry91y}
damage : string {2-22.items.[].system.damageRolls.45j0lu8tdnmz645ry91y.damage} (same value: 1d6)
damageType : string {2-22.items.[].system.damageRolls.45j0lu8tdnmz645ry91y.damageType} (same value: spirit)
[weaponType] : object {2-22.items.[].system.weaponType}
value : string {2-22.items.[].system.weaponType.value} (2 different values)
melee (x5)
ranged (x2)
[frequency] : object {2-22.items.[].system.frequency}
max : integer {2-22.items.[].system.frequency.max} (same value: 1)
per : string {2-22.items.[].system.frequency.per} (same value: day)
value : integer {2-22.items.[].system.frequency.value} (same value: 1)
[autoHeightenLevel] : object {2-22.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {2-22.items.[].system.prepared}
flexible : boolean {2-22.items.[].system.prepared.flexible} (same value: False)
value : string {2-22.items.[].system.prepared.value} (same value: spontaneous)
[proficiency] : object {2-22.items.[].system.proficiency}
value : integer {2-22.items.[].system.proficiency.value} (same value: 1)
[slots] : object {2-22.items.[].system.slots}
slot2 : object {2-22.items.[].system.slots.slot2}
max : integer {2-22.items.[].system.slots.slot2.max} (same value: 4)
value : integer {2-22.items.[].system.slots.slot2.value} (same value: 4)
slot3 : object {2-22.items.[].system.slots.slot3}
max : integer {2-22.items.[].system.slots.slot3.max} (same value: 4)
value : integer {2-22.items.[].system.slots.slot3.value} (same value: 4)
slot4 : object {2-22.items.[].system.slots.slot4}
max : integer {2-22.items.[].system.slots.slot4.max} (same value: 4)
value : integer {2-22.items.[].system.slots.slot4.value} (same value: 4)
slot5 : object {2-22.items.[].system.slots.slot5}
max : integer {2-22.items.[].system.slots.slot5.max} (same value: 4)
value : integer {2-22.items.[].system.slots.slot5.value} (same value: 4)
[spelldc] : object {2-22.items.[].system.spelldc}
dc : integer {2-22.items.[].system.spelldc.dc} (2 different values)
26 (x1)
29 (x1)
mod : integer {2-22.items.[].system.spelldc.mod} (same value: 0)
value : integer {2-22.items.[].system.spelldc.value} (2 different values)
18 (x1)
21 (x1)
[tradition] : object {2-22.items.[].system.tradition}
value : string {2-22.items.[].system.tradition.value} (same value: divine)
[area] : object {2-22.items.[].system.area}
type : string {2-22.items.[].system.area.type} (2 different values)
burst (x5)
line (x2)
value : integer {2-22.items.[].system.area.value} (3 different values)
20 (x4)
30 (x2)
10 (x1)
[details] : string {2-22.items.[].system.area.details} (same value: 10-foot radius, 40-foot-tall cylinder)
[cost] : object {2-22.items.[].system.cost}
value : string {2-22.items.[].system.cost.value} (same value: )
[counteraction] : boolean {2-22.items.[].system.counteraction} (same value: False)
[damage] : object {2-22.items.[].system.damage}
[0] : object {2-22.items.[].system.damage.0}
[applyMod] : boolean {2-22.items.[].system.damage.0.applyMod} (same value: False)
[category] : mixed
formula : string {2-22.items.[].system.damage.0.formula} (5 different values)
4d10 (x2)
6d6 (x4)
1d6 (x2)
8d6 (x1)
1d8 (x1)
kinds : array<string> {2-22.items.[].system.damage.0.kinds}
Length: min=1 max=2
Value type: string {2-22.items.[].system.damage.0.kinds.[]} (2 different values)
damage (x10)
healing (x1)
materials : array<> {2-22.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {2-22.items.[].system.damage.0.type} (5 different values)
spirit (x2)
mental (x2)
void (x3)
acid (x2)
fire (x1)
[gcovwqxwitqchoin] : object {2-22.items.[].system.damage.gcovwqxwitqchoin}
applyMod : boolean {2-22.items.[].system.damage.gcovwqxwitqchoin.applyMod} (same value: False)
category : string {2-22.items.[].system.damage.gcovwqxwitqchoin.category} (same value: splash)
formula : string {2-22.items.[].system.damage.gcovwqxwitqchoin.formula} (same value: 1)
kinds : array<string> {2-22.items.[].system.damage.gcovwqxwitqchoin.kinds}
Length: min=1 max=1
Value type: string {2-22.items.[].system.damage.gcovwqxwitqchoin.kinds.[]} (same value: damage)
materials : array<> {2-22.items.[].system.damage.gcovwqxwitqchoin.materials}
Length: min=0 max=0
Value type: mixed
type : string {2-22.items.[].system.damage.gcovwqxwitqchoin.type} (same value: acid)
damageType : string {2-22.items.[].system.damage.damageType} (same value: piercing)
dice : integer {2-22.items.[].system.damage.dice} (same value: 1)
die : string {2-22.items.[].system.damage.die} (same value: d6)
[defense] : object {2-22.items.[].system.defense}
save : object {2-22.items.[].system.defense.save}
basic : boolean {2-22.items.[].system.defense.save.basic} (2 different values)
False (x13)
True (x4)
statistic : string {2-22.items.[].system.defense.save.statistic} (3 different values)
fortitude (x12)
will (x4)
reflex (x1)
[duration] : object {2-22.items.[].system.duration}
sustained : boolean {2-22.items.[].system.duration.sustained} (2 different values)
False (x34)
True (x2)
value : string {2-22.items.[].system.duration.value} (6 different values)
(x21)
1 minute (x6)
5 minutes (x2)
10 minutes (x3)
varies (x2)
until the start of your next turn (x2)
[heightening] : object {2-22.items.[].system.heightening}
[damage] : object {2-22.items.[].system.heightening.damage}
[0] : string {2-22.items.[].system.heightening.damage.0} (3 different values)
1d10 (x2)
2d6 (x5)
1d8 (x1)
[interval] : integer {2-22.items.[].system.heightening.interval} (same value: 1)
[type] : string {2-22.items.[].system.heightening.type} (2 different values)
interval (x8)
fixed (x12)
[levels] : object {2-22.items.[].system.heightening.levels}
[6] : object {2-22.items.[].system.heightening.levels.6}
target : object {2-22.items.[].system.heightening.levels.6.target}
value : string {2-22.items.[].system.heightening.levels.6.target.value} (3 different values)
10 creatures (x2)
10 willing creatures (x2)
any number of objects (x2)
[3] : object {2-22.items.[].system.heightening.levels.3}
[damage] : object {2-22.items.[].system.heightening.levels.3.damage}
0 : object {2-22.items.[].system.heightening.levels.3.damage.0}
applyMod : boolean {2-22.items.[].system.heightening.levels.3.damage.0.applyMod} (same value: False)
[category] : mixed
formula : string {2-22.items.[].system.heightening.levels.3.damage.0.formula} (same value: 2d6)
materials : array<> {2-22.items.[].system.heightening.levels.3.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {2-22.items.[].system.heightening.levels.3.damage.0.type} (same value: acid)
gcovwqxwitqchoin : object {2-22.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin}
applyMod : boolean {2-22.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.applyMod} (same value: False)
category : string {2-22.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.category} (same value: splash)
formula : string {2-22.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.formula} (same value: 1)
materials : array<> {2-22.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.materials}
Length: min=0 max=0
Value type: mixed
type : string {2-22.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.type} (same value: acid)
[target] : object {2-22.items.[].system.heightening.levels.3.target}
value : string {2-22.items.[].system.heightening.levels.3.target.value} (3 different values)
5 creatures (x2)
1 unattended object with a Bulk of 1 or less (x2)
10 objects (x2)
[5] : object {2-22.items.[].system.heightening.levels.5}
[damage] : object {2-22.items.[].system.heightening.levels.5.damage}
0 : object {2-22.items.[].system.heightening.levels.5.damage.0}
applyMod : boolean {2-22.items.[].system.heightening.levels.5.damage.0.applyMod} (same value: False)
[category] : mixed
formula : string {2-22.items.[].system.heightening.levels.5.damage.0.formula} (same value: 3d6)
materials : array<> {2-22.items.[].system.heightening.levels.5.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {2-22.items.[].system.heightening.levels.5.damage.0.type} (same value: acid)
gcovwqxwitqchoin : object {2-22.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin}
applyMod : boolean {2-22.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.applyMod} (same value: False)
category : string {2-22.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.category} (same value: splash)
formula : string {2-22.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.formula} (same value: 2)
materials : array<> {2-22.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.materials}
Length: min=0 max=0
Value type: mixed
type : string {2-22.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.type} (same value: acid)
[range] : object {2-22.items.[].system.heightening.levels.5.range}
value : string {2-22.items.[].system.heightening.levels.5.range.value} (same value: 60 feet)
[7] : object {2-22.items.[].system.heightening.levels.7}
[damage] : object {2-22.items.[].system.heightening.levels.7.damage}
0 : object {2-22.items.[].system.heightening.levels.7.damage.0}
applyMod : boolean {2-22.items.[].system.heightening.levels.7.damage.0.applyMod} (same value: False)
[category] : mixed
formula : string {2-22.items.[].system.heightening.levels.7.damage.0.formula} (same value: 4d6)
materials : array<> {2-22.items.[].system.heightening.levels.7.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {2-22.items.[].system.heightening.levels.7.damage.0.type} (same value: acid)
gcovwqxwitqchoin : object {2-22.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin}
applyMod : boolean {2-22.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.applyMod} (same value: False)
category : string {2-22.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.category} (same value: splash)
formula : string {2-22.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.formula} (same value: 3)
materials : array<> {2-22.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.materials}
Length: min=0 max=0
Value type: mixed
type : string {2-22.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.type} (same value: acid)
[target] : object {2-22.items.[].system.heightening.levels.7.target}
value : string {2-22.items.[].system.heightening.levels.7.target.value} (same value: 1 unattended object with a Bulk of 2 or less)
[9] : object {2-22.items.[].system.heightening.levels.9}
damage : object {2-22.items.[].system.heightening.levels.9.damage}
0 : object {2-22.items.[].system.heightening.levels.9.damage.0}
applyMod : boolean {2-22.items.[].system.heightening.levels.9.damage.0.applyMod} (same value: False)
[category] : mixed
formula : string {2-22.items.[].system.heightening.levels.9.damage.0.formula} (same value: 5d6)
materials : array<> {2-22.items.[].system.heightening.levels.9.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {2-22.items.[].system.heightening.levels.9.damage.0.type} (same value: acid)
gcovwqxwitqchoin : object {2-22.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin}
applyMod : boolean {2-22.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.applyMod} (same value: False)
category : string {2-22.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.category} (same value: splash)
formula : string {2-22.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.formula} (same value: 4)
materials : array<> {2-22.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.materials}
Length: min=0 max=0
Value type: mixed
type : string {2-22.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.type} (same value: acid)
[level] : object {2-22.items.[].system.level}
value : integer {2-22.items.[].system.level.value} (7 different values)
4 (x6)
3 (x8)
2 (x10)
1 (x13)
5 (x3)
0 (x4)
7 (x2)
[location] : object {2-22.items.[].system.location}
[heightenedLevel] : integer {2-22.items.[].system.location.heightenedLevel} (4 different values)
4 (x8)
3 (x8)
2 (x6)
5 (x4)
value : string {2-22.items.[].system.location.value} (same value: vGeyTTw0qHPY2Cmg)
[overlays] : object {2-22.items.[].system.overlays}
4gyp3qlsv5ywdyjq : object {2-22.items.[].system.overlays.4gyp3qlsv5ywdyjq}
_id : string {2-22.items.[].system.overlays.4gyp3qlsv5ywdyjq._id} (same value: 4gyp3qlsv5ywdyjq)
name : string {2-22.items.[].system.overlays.4gyp3qlsv5ywdyjq.name} (same value: Harm (vs. Undead))
overlayType : string {2-22.items.[].system.overlays.4gyp3qlsv5ywdyjq.overlayType} (same value: override)
sort : integer {2-22.items.[].system.overlays.4gyp3qlsv5ywdyjq.sort} (same value: 3)
system : object {2-22.items.[].system.overlays.4gyp3qlsv5ywdyjq.system}
damage : object {2-22.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage}
0 : object {2-22.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0}
formula : string {2-22.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.formula} (same value: 1d8+8)
kinds : array<string> {2-22.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {2-22.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.kinds.[]} (same value: healing)
[defense] : mixed
heightening : object {2-22.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening}
damage : object {2-22.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening.damage}
0 : string {2-22.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening.damage.0} (same value: 1d8+8)
range : object {2-22.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.range}
value : string {2-22.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.range.value} (same value: 30 feet)
target : object {2-22.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.target}
value : string {2-22.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.target.value} (same value: 1 willing undead creature)
time : object {2-22.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.time}
value : string {2-22.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.time.value} (same value: 2)
traits : object {2-22.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits}
value : array<string> {2-22.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits.value}
Length: min=3 max=3
Value type: string {2-22.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits.value.[]} (3 different values)
concentrate (x1)
manipulate (x1)
void (x1)
pq7cxntbz4s8g5ik : object {2-22.items.[].system.overlays.pq7cxntbz4s8g5ik}
_id : string {2-22.items.[].system.overlays.pq7cxntbz4s8g5ik._id} (same value: pq7cxntbz4s8g5ik)
overlayType : string {2-22.items.[].system.overlays.pq7cxntbz4s8g5ik.overlayType} (same value: override)
sort : integer {2-22.items.[].system.overlays.pq7cxntbz4s8g5ik.sort} (same value: 1)
system : object {2-22.items.[].system.overlays.pq7cxntbz4s8g5ik.system}
range : object {2-22.items.[].system.overlays.pq7cxntbz4s8g5ik.system.range}
value : string {2-22.items.[].system.overlays.pq7cxntbz4s8g5ik.system.range.value} (same value: touch)
time : object {2-22.items.[].system.overlays.pq7cxntbz4s8g5ik.system.time}
value : string {2-22.items.[].system.overlays.pq7cxntbz4s8g5ik.system.time.value} (same value: 1)
rvhoa43rqqqp8izn : object {2-22.items.[].system.overlays.rvhoa43rqqqp8izn}
_id : string {2-22.items.[].system.overlays.rvhoa43rqqqp8izn._id} (same value: rvhoa43rqqqp8izn)
overlayType : string {2-22.items.[].system.overlays.rvhoa43rqqqp8izn.overlayType} (same value: override)
sort : integer {2-22.items.[].system.overlays.rvhoa43rqqqp8izn.sort} (same value: 4)
system : object {2-22.items.[].system.overlays.rvhoa43rqqqp8izn.system}
area : object {2-22.items.[].system.overlays.rvhoa43rqqqp8izn.system.area}
type : string {2-22.items.[].system.overlays.rvhoa43rqqqp8izn.system.area.type} (same value: emanation)
value : integer {2-22.items.[].system.overlays.rvhoa43rqqqp8izn.system.area.value} (same value: 30)
range : object {2-22.items.[].system.overlays.rvhoa43rqqqp8izn.system.range}
value : string {2-22.items.[].system.overlays.rvhoa43rqqqp8izn.system.range.value} (same value: )
target : object {2-22.items.[].system.overlays.rvhoa43rqqqp8izn.system.target}
value : string {2-22.items.[].system.overlays.rvhoa43rqqqp8izn.system.target.value} (same value: all living and undead creatures)
time : object {2-22.items.[].system.overlays.rvhoa43rqqqp8izn.system.time}
value : string {2-22.items.[].system.overlays.rvhoa43rqqqp8izn.system.time.value} (same value: 3)
traits : object {2-22.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits}
value : array<string> {2-22.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits.value}
Length: min=3 max=3
Value type: string {2-22.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits.value.[]} (3 different values)
concentrate (x1)
manipulate (x1)
void (x1)
z04svm1cvfcxtplb : object {2-22.items.[].system.overlays.z04svm1cvfcxtplb}
_id : string {2-22.items.[].system.overlays.z04svm1cvfcxtplb._id} (same value: z04svm1cvfcxtplb)
name : string {2-22.items.[].system.overlays.z04svm1cvfcxtplb.name} (same value: Harm (vs. Living))
overlayType : string {2-22.items.[].system.overlays.z04svm1cvfcxtplb.overlayType} (same value: override)
sort : integer {2-22.items.[].system.overlays.z04svm1cvfcxtplb.sort} (same value: 2)
system : object {2-22.items.[].system.overlays.z04svm1cvfcxtplb.system}
damage : object {2-22.items.[].system.overlays.z04svm1cvfcxtplb.system.damage}
0 : object {2-22.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0}
kinds : array<string> {2-22.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {2-22.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0.kinds.[]} (same value: damage)
range : object {2-22.items.[].system.overlays.z04svm1cvfcxtplb.system.range}
value : string {2-22.items.[].system.overlays.z04svm1cvfcxtplb.system.range.value} (same value: 30 feet)
target : object {2-22.items.[].system.overlays.z04svm1cvfcxtplb.system.target}
value : string {2-22.items.[].system.overlays.z04svm1cvfcxtplb.system.target.value} (same value: 1 living creature)
time : object {2-22.items.[].system.overlays.z04svm1cvfcxtplb.system.time}
value : string {2-22.items.[].system.overlays.z04svm1cvfcxtplb.system.time.value} (same value: 2)
traits : object {2-22.items.[].system.overlays.z04svm1cvfcxtplb.system.traits}
value : array<string> {2-22.items.[].system.overlays.z04svm1cvfcxtplb.system.traits.value}
Length: min=3 max=3
Value type: string {2-22.items.[].system.overlays.z04svm1cvfcxtplb.system.traits.value.[]} (3 different values)
concentrate (x1)
manipulate (x1)
void (x1)
[range] : object {2-22.items.[].system.range}
value : string {2-22.items.[].system.range.value} (6 different values)
120 feet (x5)
(x8)
30 feet (x16)
touch (x5)
20 feet (x1)
varies (x1)
[requirements] : string {2-22.items.[].system.requirements} (same value: )
[target] : object {2-22.items.[].system.target}
value : string {2-22.items.[].system.target.value} (7 different values)
(x14)
1 creature (x11)
1 living creature (x2)
1 willing creature (x4)
1 unattended object of light Bulk or less (x2)
1 object (x2)
1 living creature or 1 willing undead creature (x1)
[time] : object {2-22.items.[].system.time}
value : string {2-22.items.[].system.time.value} (5 different values)
2 (x29)
3 (x2)
1 minute (x2)
1 (x2)
1 to 3 (x1)
[baseItem] : string {2-22.items.[].system.baseItem} (2 different values)
rapier (x2)
leather-armor (x2)
[bonusDamage] : object {2-22.items.[].system.bonusDamage}
value : integer {2-22.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {2-22.items.[].system.bulk}
value : mixed
integer {2-22.items.[].system.bulk.value} (2 different values)
1 (x4)
0 (x4)
float {2-22.items.[].system.bulk.value} (same value: 0,1)
[containerId] : mixed
[equipped] : object {2-22.items.[].system.equipped}
carryType : string {2-22.items.[].system.equipped.carryType} (same value: worn)
[handsHeld] : integer {2-22.items.[].system.equipped.handsHeld} (same value: 0)
[invested] : mixed
[inSlot] : boolean {2-22.items.[].system.equipped.inSlot} (same value: True)
[group] : string {2-22.items.[].system.group} (2 different values)
sword (x2)
leather (x2)
[hardness] : integer {2-22.items.[].system.hardness} (same value: 0)
[hp] : object {2-22.items.[].system.hp}
max : integer {2-22.items.[].system.hp.max} (same value: 0)
value : integer {2-22.items.[].system.hp.value} (same value: 0)
[material] : object {2-22.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {2-22.items.[].system.price}
value : object {2-22.items.[].system.price.value}
gp : integer {2-22.items.[].system.price.value.gp} (4 different values)
2 (x4)
325 (x2)
20 (x2)
6 (x2)
[quantity] : integer {2-22.items.[].system.quantity} (same value: 1)
[reload] : object {2-22.items.[].system.reload}
value : string {2-22.items.[].system.reload.value} (same value: )
[runes] : object {2-22.items.[].system.runes}
potency : integer {2-22.items.[].system.runes.potency} (same value: 1)
property : array<> {2-22.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {2-22.items.[].system.runes.striking} (same value: 1)
[resilient] : integer {2-22.items.[].system.runes.resilient} (same value: 0)
[size] : string {2-22.items.[].system.size} (same value: med)
[splashDamage] : object {2-22.items.[].system.splashDamage}
value : integer {2-22.items.[].system.splashDamage.value} (same value: 0)
[usage] : object {2-22.items.[].system.usage}
value : string {2-22.items.[].system.usage.value} (3 different values)
held-in-one-hand (x4)
worn (x2)
affixed-to-weapon (x2)
[acBonus] : integer {2-22.items.[].system.acBonus} (same value: 1)
[checkPenalty] : integer {2-22.items.[].system.checkPenalty} (same value: -1)
[dexCap] : integer {2-22.items.[].system.dexCap} (same value: 4)
[speedPenalty] : integer {2-22.items.[].system.speedPenalty} (same value: 0)
[strength] : integer {2-22.items.[].system.strength} (same value: 0)
[uses] : object {2-22.items.[].system.uses}
autoDestroy : boolean {2-22.items.[].system.uses.autoDestroy} (same value: True)
max : integer {2-22.items.[].system.uses.max} (same value: 1)
value : integer {2-22.items.[].system.uses.value} (same value: 1)
[mod] : object {2-22.items.[].system.mod}
value : integer {2-22.items.[].system.mod.value} (2 different values)
19 (x1)
24 (x1)
[proficient] : object {2-22.items.[].system.proficient}
value : integer {2-22.items.[].system.proficient.value} (same value: 0)
type : string {2-22.items.[].type} (9 different values)
action (x39)
melee (x7)
spellcastingEntry (x2)
spell (x36)
weapon (x2)
armor (x2)
equipment (x2)
consumable (x4)
lore (x2)
[_stats] : object {2-22.items.[]._stats}
compendiumSource : string {2-22.items.[]._stats.compendiumSource} (29 different values)
[flags] : object {2-22.items.[].flags}
pf2e : object {2-22.items.[].flags.pf2e}
linkedWeapon : string {2-22.items.[].flags.pf2e.linkedWeapon} (same value: qFBgDmgWUfVE9mY8)
name : string {2-22.name} (all different values)
[prototypeToken] : object {2-22.prototypeToken}
name : string {2-22.prototypeToken.name} (5 different values)
Collapsing Ramp (x2)
Disciple of Urxehl (x2)
Drandle Dreng (x2)
Drandlesticks (x2)
Urxehl's Firestorm (x2)
system : object {2-22.system}
attributes : object {2-22.system.attributes}
ac : object {2-22.system.attributes.ac}
value : integer {2-22.system.attributes.ac.value} (5 different values)
0 (x6)
25 (x1)
24 (x1)
27 (x2)
30 (x1)
[details] : string {2-22.system.attributes.ac.details} (same value: )
[emitsSound] : string {2-22.system.attributes.emitsSound} (same value: encounter)
[hardness] : integer {2-22.system.attributes.hardness} (same value: 0)
hp : object {2-22.system.attributes.hp}
details : string {2-22.system.attributes.hp.details} (2 different values)
(x8)
void healing (x3)
max : integer {2-22.system.attributes.hp.max} (6 different values)
0 (x6)
140 (x1)
100 (x1)
145 (x1)
125 (x1)
160 (x1)
temp : integer {2-22.system.attributes.hp.temp} (same value: 0)
value : integer {2-22.system.attributes.hp.value} (6 different values)
0 (x6)
140 (x1)
100 (x1)
145 (x1)
125 (x1)
160 (x1)
[stealth] : object {2-22.system.attributes.stealth}
details : string {2-22.system.attributes.stealth.details} (same value: <p>(expert)</p>)
value : integer {2-22.system.attributes.stealth.value} (4 different values)
15 (x2)
18 (x2)
20 (x1)
23 (x1)
[allSaves] : object {2-22.system.attributes.allSaves}
value : string {2-22.system.attributes.allSaves.value} (2 different values)
(x3)
+1 Status to All Saves vs. Magic (x2)
[immunities] : array<object> {2-22.system.attributes.immunities}
Length: min=5 max=6
Value type: object {2-22.system.attributes.immunities.[]}
type : string {2-22.system.attributes.immunities.[].type} (6 different values)
death-effects (x3)
disease (x3)
paralyzed (x3)
poison (x3)
unconscious (x3)
precision (x2)
[speed] : object {2-22.system.attributes.speed}
otherSpeeds : array<object> {2-22.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {2-22.system.attributes.speed.otherSpeeds.[]}
type : string {2-22.system.attributes.speed.otherSpeeds.[].type} (same value: fly)
value : integer {2-22.system.attributes.speed.otherSpeeds.[].value} (same value: 30)
value : integer {2-22.system.attributes.speed.value} (3 different values)
20 (x1)
0 (x2)
30 (x2)
[weaknesses] : array<object> {2-22.system.attributes.weaknesses}
Length: min=1 max=1
Value type: object {2-22.system.attributes.weaknesses.[]}
type : string {2-22.system.attributes.weaknesses.[].type} (same value: holy)
value : integer {2-22.system.attributes.weaknesses.[].value} (same value: 10)
[resistances] : array<object> {2-22.system.attributes.resistances}
Length: min=1 max=1
Value type: object {2-22.system.attributes.resistances.[]}
doubleVs : array<string> {2-22.system.attributes.resistances.[].doubleVs}
Length: min=1 max=1
Value type: string {2-22.system.attributes.resistances.[].doubleVs.[]} (same value: non-magical)
exceptions : array<string> {2-22.system.attributes.resistances.[].exceptions}
Length: min=3 max=3
Value type: string {2-22.system.attributes.resistances.[].exceptions.[]} (3 different values)
force (x2)
ghost-touch (x2)
vitality (x2)
type : string {2-22.system.attributes.resistances.[].type} (same value: all-damage)
value : integer {2-22.system.attributes.resistances.[].value} (same value: 10)
[creatureType] : string {2-22.system.creatureType} (same value: )
details : object {2-22.system.details}
[description] : string {2-22.system.details.description} (3 different values)
<p>Abyssal fire hits the stone beneath the ramp, causing a 15-foot-long section of it to collapse.</p> (x2)
<p>Enchanted caltrops blend in with the surrounding masonry.</p> (x2)
<p>Abyssal fire rains from the sky.</p> (x2)
[disable] : string {2-22.system.details.disable} (5 different values)
<p>@Check[crafting|dc:28] (expert) to stabilize the masonry. Each attempt takes 2 actions.</p> (x1)
<p>@Check[crafting|dc:31] (expert) to stabilize the masonry. Each attempt takes 2 actions.</p> (x1)
<p>@Check[thievery|dc:30] to safely clear the path.</p> (x2)
<p>@Check[arcana|dc:28], @Check[nature|dc:28], @Check[occultism|dc:28], or @Check[religion|dc:28] (trained) twice or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (3rd level; counteract DC 22) to cause a temporary, local disruption to the Disciple of Urxehl's ritual. Checks to disrupt the firestorm require two actions. Defeating the Disciple of Urxehl also disables the hazard.</span></p> (x1)
<p>@Check[arcana|dc:31], @Check[nature|dc:31], @Check[occultism|dc:31], or @Check[religion|dc:31] (trained) twice or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (4th level; counteract DC 24) to cause a temporary, local disruption to the Disciple of Urxehl's ritual. Checks to disrupt the firestorm require two actions. Defeating the Disciple of Urxehl also disables the hazard.</p> (x1)
[isComplex] : boolean {2-22.system.details.isComplex} (2 different values)
False (x4)
True (x2)
level : object {2-22.system.details.level}
value : integer {2-22.system.details.level.value} (5 different values)
6 (x3)
8 (x3)
7 (x2)
10 (x2)
9 (x1)
publication : object {2-22.system.details.publication}
license : string {2-22.system.details.publication.license} (same value: OGL)
remaster : boolean {2-22.system.details.publication.remaster} (same value: False)
title : string {2-22.system.details.publication.title} (same value: Pathfinder Society Scenario #2-22: Breaking the Storm: Excising Ruination)
[reset] : string {2-22.system.details.reset} (2 different values)
(x4)
<p>The hazard activates when the PCs reach <strong>Event: Rain of Fire</strong>, area <strong>A1</strong>, and area <strong>A9</strong>. If the PCs defeat the Disciple of Urxehl, the hazard is permanently destroyed.</p> (x2)
[routine] : string {2-22.system.details.routine} (same value: )
[blurb] : string {2-22.system.details.blurb} (2 different values)
Variant Bodak (x1)
(x4)
[languages] : object {2-22.system.details.languages}
details : string {2-22.system.details.languages.details} (same value: )
value : array<string> {2-22.system.details.languages.value}
Length: min=3 max=8
Value type: string {2-22.system.details.languages.value.[]} (13 different values)
chthonian (x3)
cyclops (x3)
jotun (x3)
aklo (x2)
common (x4)
necril (x2)
draconic (x2)
dwarven (x2)
elven (x2)
gnomish (x2)
goblin (x2)
halfling (x2)
orcish (x2)
[privateNotes] : string {2-22.system.details.privateNotes} (same value: )
[publicNotes] : string {2-22.system.details.publicNotes} (same value: )
saves : object {2-22.system.saves}
fortitude : object {2-22.system.saves.fortitude}
saveDetail : string {2-22.system.saves.fortitude.saveDetail} (same value: )
value : integer {2-22.system.saves.fortitude.value} (6 different values)
0 (x6)
12 (x1)
13 (x1)
16 (x1)
14 (x1)
17 (x1)
reflex : object {2-22.system.saves.reflex}
saveDetail : string {2-22.system.saves.reflex.saveDetail} (same value: )
value : integer {2-22.system.saves.reflex.value} (4 different values)
0 (x6)
15 (x2)
18 (x2)
21 (x1)
will : object {2-22.system.saves.will}
saveDetail : string {2-22.system.saves.will.saveDetail} (same value: )
value : integer {2-22.system.saves.will.value} (5 different values)
0 (x6)
18 (x2)
21 (x1)
15 (x1)
17 (x1)
[statusEffects] : array<> {2-22.system.statusEffects}
Length: min=0 max=0
Value type: mixed
traits : object {2-22.system.traits}
rarity : string {2-22.system.traits.rarity} (3 different values)
uncommon (x2)
rare (x4)
unique (x5)
size : object {2-22.system.traits.size}
value : string {2-22.system.traits.size.value} (2 different values)
med (x8)
lg (x3)
value : array<string> {2-22.system.traits.value}
Length: min=1 max=5
Value type: string {2-22.system.traits.value.[]} (12 different values)
environmental (x4)
chaotic (x5)
evil (x5)
undead (x3)
unholy (x5)
incorporeal (x2)
good (x2)
human (x2)
humanoid (x2)
magical (x4)
mechanical (x2)
fire (x2)
[abilities] : object {2-22.system.abilities}
cha : object {2-22.system.abilities.cha}
mod : integer {2-22.system.abilities.cha.mod} (4 different values)
5 (x1)
6 (x1)
7 (x1)
4 (x2)
con : object {2-22.system.abilities.con}
mod : integer {2-22.system.abilities.con.mod} (3 different values)
1 (x1)
3 (x2)
4 (x2)
dex : object {2-22.system.abilities.dex}
mod : integer {2-22.system.abilities.dex.mod} (3 different values)
4 (x2)
5 (x1)
6 (x2)
int : object {2-22.system.abilities.int}
mod : integer {2-22.system.abilities.int.mod} (3 different values)
-2 (x1)
5 (x3)
6 (x1)
str : object {2-22.system.abilities.str}
mod : integer {2-22.system.abilities.str.mod} (3 different values)
2 (x1)
-5 (x2)
4 (x2)
wis : object {2-22.system.abilities.wis}
mod : integer {2-22.system.abilities.wis.mod} (3 different values)
5 (x2)
4 (x1)
3 (x2)
[initiative] : object {2-22.system.initiative}
statistic : string {2-22.system.initiative.statistic} (same value: perception)
[perception] : object {2-22.system.perception}
details : string {2-22.system.perception.details} (same value: )
mod : integer {2-22.system.perception.mod} (2 different values)
16 (x2)
19 (x3)
senses : array<object> {2-22.system.perception.senses}
Length: min=0 max=2
Value type: object {2-22.system.perception.senses.[]}
type : string {2-22.system.perception.senses.[].type} (2 different values)
darkvision (x3)
lifesense (x1)
[acuity] : string {2-22.system.perception.senses.[].acuity} (same value: precise)
[range] : integer {2-22.system.perception.senses.[].range} (same value: 60)
[resources] : object {2-22.system.resources}
[skills] : object {2-22.system.skills}
acrobatics : object {2-22.system.skills.acrobatics}
base : integer {2-22.system.skills.acrobatics.base} (5 different values)
17 (x1)
16 (x1)
19 (x1)
18 (x1)
22 (x1)
[athletics] : object {2-22.system.skills.athletics}
base : integer {2-22.system.skills.athletics.base} (3 different values)
13 (x1)
16 (x1)
15 (x1)
intimidation : object {2-22.system.skills.intimidation}
base : integer {2-22.system.skills.intimidation.base} (4 different values)
18 (x2)
16 (x1)
19 (x1)
14 (x1)
stealth : object {2-22.system.skills.stealth}
base : integer {2-22.system.skills.stealth.base} (4 different values)
17 (x2)
14 (x1)
18 (x1)
22 (x1)
deception : object {2-22.system.skills.deception}
base : integer {2-22.system.skills.deception.base} (3 different values)
16 (x2)
19 (x1)
20 (x1)
[occultism] : object {2-22.system.skills.occultism}
base : integer {2-22.system.skills.occultism.base} (2 different values)
19 (x1)
22 (x1)
[religion] : object {2-22.system.skills.religion}
base : integer {2-22.system.skills.religion.base} (2 different values)
19 (x1)
22 (x1)
society : object {2-22.system.skills.society}
base : integer {2-22.system.skills.society.base} (4 different values)
15 (x1)
18 (x1)
17 (x1)
20 (x1)
crafting : object {2-22.system.skills.crafting}
base : integer {2-22.system.skills.crafting.base} (2 different values)
17 (x1)
20 (x1)
diplomacy : object {2-22.system.skills.diplomacy}
base : integer {2-22.system.skills.diplomacy.base} (2 different values)
14 (x1)
18 (x1)
survival : object {2-22.system.skills.survival}
base : integer {2-22.system.skills.survival.base} (2 different values)
15 (x1)
19 (x1)
thievery : object {2-22.system.skills.thievery}
base : integer {2-22.system.skills.thievery.base} (2 different values)
18 (x1)
21 (x1)
customModifiers : object {2-22.system.customModifiers}
type : string {2-22.type} (2 different values)
hazard (x6)
npc (x5)
+649
View File
@@ -0,0 +1,649 @@
2-23
Different values: 8
=====================================
object {2-23}
_id : string {2-23._id} (all different values)
folder : string {2-23.folder} (same value: nFjIbqIQQwtOPCVg)
img : string {2-23.img} (same value: systems/pf2e/icons/default-icons/npc.svg)
items : array<object> {2-23.items}
Length: min=5 max=25
Value type: object {2-23.items.[]}
_id : string {2-23.items.[]._id} (70 different values)
[_stats] : object {2-23.items.[]._stats}
compendiumSource : string {2-23.items.[]._stats.compendiumSource} (32 different values)
img : string {2-23.items.[].img} (37 different values)
name : string {2-23.items.[].name} (60 different values)
sort : integer {2-23.items.[].sort} (25 different values)
system : object {2-23.items.[].system}
[baseItem] : string {2-23.items.[].system.baseItem} (all different values)
[bonus] : object {2-23.items.[].system.bonus}
value : integer {2-23.items.[].system.bonus.value} (all different values)
[bonusDamage] : object {2-23.items.[].system.bonusDamage}
value : integer {2-23.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {2-23.items.[].system.bulk}
value : mixed
integer {2-23.items.[].system.bulk.value} (2 different values)
1 (x6)
0 (x2)
float {2-23.items.[].system.bulk.value} (same value: 0,1)
[category] : string {2-23.items.[].system.category} (all different values)
[containerId] : mixed
[damage] : object {2-23.items.[].system.damage}
[damageType] : string {2-23.items.[].system.damage.damageType} (2 different values)
piercing (x3)
bludgeoning (x5)
[dice] : integer {2-23.items.[].system.damage.dice} (same value: 1)
[die] : string {2-23.items.[].system.damage.die} (2 different values)
d6 (x5)
d4 (x3)
[0] : object {2-23.items.[].system.damage.0}
[applyMod] : boolean {2-23.items.[].system.damage.0.applyMod} (same value: True)
[category] : mixed
formula : string {2-23.items.[].system.damage.0.formula} (4 different values)
0 (x2)
1d4+1 (x2)
1d10+4 (x2)
8d6 (x1)
kinds : array<string> {2-23.items.[].system.damage.0.kinds}
Length: min=1 max=1
Value type: string {2-23.items.[].system.damage.0.kinds.[]} (2 different values)
damage (x5)
healing (x2)
materials : array<> {2-23.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {2-23.items.[].system.damage.0.type} (3 different values)
mental (x3)
force (x2)
untyped (x2)
description : object {2-23.items.[].system.description}
value : string {2-23.items.[].system.description.value} (57 different values)
[gm] : string {2-23.items.[].system.description.gm} (same value: <p>To Jail Cell</p>)
[equipped] : object {2-23.items.[].system.equipped}
carryType : string {2-23.items.[].system.equipped.carryType} (2 different values)
held (x13)
worn (x8)
[handsHeld] : integer {2-23.items.[].system.equipped.handsHeld} (2 different values)
1 (x13)
0 (x3)
[invested] : boolean {2-23.items.[].system.equipped.invested} (same value: False)
[inSlot] : boolean {2-23.items.[].system.equipped.inSlot} (same value: True)
[group] : string {2-23.items.[].system.group} (6 different values)
bow (x1)
club (x2)
leather (x3)
sling (x2)
brawling (x1)
knife (x2)
[hardness] : integer {2-23.items.[].system.hardness} (same value: 0)
[hp] : object {2-23.items.[].system.hp}
max : integer {2-23.items.[].system.hp.max} (same value: 0)
value : integer {2-23.items.[].system.hp.value} (same value: 0)
[level] : object {2-23.items.[].system.level}
value : integer {2-23.items.[].system.level.value} (7 different values)
0 (x18)
2 (x4)
3 (x2)
1 (x20)
5 (x1)
4 (x3)
7 (x1)
[material] : object {2-23.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {2-23.items.[].system.price}
value : object {2-23.items.[].system.price.value}
[gp] : integer {2-23.items.[].system.price.value.gp} (6 different values)
14 (x1)
2 (x1)
3 (x3)
6 (x1)
44 (x1)
115 (x1)
[sp] : integer {2-23.items.[].system.price.value.sp} (3 different values)
1 (x2)
5 (x1)
2 (x3)
[cp] : integer {2-23.items.[].system.price.value.cp} (same value: 1)
[per] : integer {2-23.items.[].system.price.per} (same value: 10)
publication : object {2-23.items.[].system.publication}
license : string {2-23.items.[].system.publication.license} (same value: OGL)
remaster : boolean {2-23.items.[].system.publication.remaster} (same value: False)
title : string {2-23.items.[].system.publication.title} (2 different values)
(x96)
Pathfinder Bestiary (x7)
[quantity] : integer {2-23.items.[].system.quantity} (2 different values)
1 (x18)
10 (x3)
[range] : mixed
integer {2-23.items.[].system.range} (2 different values)
60 (x1)
50 (x2)
object {2-23.items.[].system.range}
value : string {2-23.items.[].system.range.value} (6 different values)
(x2)
60 feet (x4)
touch (x7)
30 feet (x8)
120 feet (x5)
10 feet (x2)
[reload] : object {2-23.items.[].system.reload}
value : string {2-23.items.[].system.reload.value} (4 different values)
0 (x1)
(x2)
- (x3)
1 (x2)
rules : ###FoundryRulesObject###
[runes] : object {2-23.items.[].system.runes}
potency : integer {2-23.items.[].system.runes.potency} (2 different values)
0 (x9)
1 (x2)
property : array<> {2-23.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {2-23.items.[].system.runes.striking} (2 different values)
0 (x7)
1 (x1)
[resilient] : integer {2-23.items.[].system.runes.resilient} (same value: 0)
[size] : string {2-23.items.[].system.size} (same value: med)
[slug] : string {2-23.items.[].system.slug} (34 different values)
[splashDamage] : object {2-23.items.[].system.splashDamage}
value : integer {2-23.items.[].system.splashDamage.value} (same value: 0)
[traits] : object {2-23.items.[].system.traits}
rarity : string {2-23.items.[].system.traits.rarity} (2 different values)
common (x92)
uncommon (x6)
value : array<string> {2-23.items.[].system.traits.value}
Length: min=0 max=8
Value type: string {2-23.items.[].system.traits.value.[]} (40 different values)
[traditions] : array<string> {2-23.items.[].system.traits.traditions}
Length: min=0 max=4
Value type: string {2-23.items.[].system.traits.traditions.[]} (4 different values)
arcane (x20)
occult (x22)
divine (x12)
primal (x8)
[usage] : object {2-23.items.[].system.usage}
value : string {2-23.items.[].system.usage.value} (3 different values)
held-in-one-plus-hands (x1)
held-in-one-hand (x15)
worn (x2)
[acBonus] : integer {2-23.items.[].system.acBonus} (2 different values)
1 (x1)
2 (x2)
[checkPenalty] : integer {2-23.items.[].system.checkPenalty} (same value: -1)
[dexCap] : integer {2-23.items.[].system.dexCap} (2 different values)
4 (x1)
3 (x2)
[speedPenalty] : integer {2-23.items.[].system.speedPenalty} (same value: 0)
[strength] : integer {2-23.items.[].system.strength} (2 different values)
0 (x1)
1 (x2)
[stackGroup] : string {2-23.items.[].system.stackGroup} (2 different values)
arrows (x1)
slingBullets (x2)
[uses] : object {2-23.items.[].system.uses}
autoDestroy : boolean {2-23.items.[].system.uses.autoDestroy} (same value: True)
max : integer {2-23.items.[].system.uses.max} (same value: 1)
value : integer {2-23.items.[].system.uses.value} (same value: 1)
[attack] : object {2-23.items.[].system.attack}
value : string {2-23.items.[].system.attack.value} (same value: )
[attackEffects] : object {2-23.items.[].system.attackEffects}
value : array<string> {2-23.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {2-23.items.[].system.attackEffects.value.[]} (same value: briny-wound)
[custom] : string {2-23.items.[].system.attackEffects.custom} (same value: )
[damageRolls] : object {2-23.items.[].system.damageRolls}
[dgadfu6i48hr9q3nxa544] : object {2-23.items.[].system.damageRolls.dgadfu6i48hr9q3nxa544}
damage : string {2-23.items.[].system.damageRolls.dgadfu6i48hr9q3nxa544.damage} (same value: 1d6+6)
damageType : string {2-23.items.[].system.damageRolls.dgadfu6i48hr9q3nxa544.damageType} (same value: piercing)
[wix79jaym4hhgjdb63phl] : object {2-23.items.[].system.damageRolls.wix79jaym4hhgjdb63phl}
damage : string {2-23.items.[].system.damageRolls.wix79jaym4hhgjdb63phl.damage} (same value: 1d6+4)
damageType : string {2-23.items.[].system.damageRolls.wix79jaym4hhgjdb63phl.damageType} (same value: bludgeoning)
[e2wd5bynmzo7tqk9f07rgb] : object {2-23.items.[].system.damageRolls.e2wd5bynmzo7tqk9f07rgb}
damage : string {2-23.items.[].system.damageRolls.e2wd5bynmzo7tqk9f07rgb.damage} (same value: 1d6+4)
damageType : string {2-23.items.[].system.damageRolls.e2wd5bynmzo7tqk9f07rgb.damageType} (same value: piercing)
[kkov790b8uhfc6xv2sdw18] : object {2-23.items.[].system.damageRolls.kkov790b8uhfc6xv2sdw18}
damage : string {2-23.items.[].system.damageRolls.kkov790b8uhfc6xv2sdw18.damage} (2 different values)
1d6+5 (x1)
1d4+5 (x1)
damageType : string {2-23.items.[].system.damageRolls.kkov790b8uhfc6xv2sdw18.damageType} (same value: bludgeoning)
[4bviwcy0rv7rmzk8bacmu] : object {2-23.items.[].system.damageRolls.4bviwcy0rv7rmzk8bacmu}
damage : string {2-23.items.[].system.damageRolls.4bviwcy0rv7rmzk8bacmu.damage} (same value: 1d6+5)
damageType : string {2-23.items.[].system.damageRolls.4bviwcy0rv7rmzk8bacmu.damageType} (same value: bludgeoning)
[mlgzwacs5fzwkmfhll2l] : object {2-23.items.[].system.damageRolls.mlgzwacs5fzwkmfhll2l}
damage : string {2-23.items.[].system.damageRolls.mlgzwacs5fzwkmfhll2l.damage} (same value: 1d6+5)
damageType : string {2-23.items.[].system.damageRolls.mlgzwacs5fzwkmfhll2l.damageType} (same value: bludgeoning)
[rik63rznpwk5q08bm8y6] : object {2-23.items.[].system.damageRolls.rik63rznpwk5q08bm8y6}
damage : string {2-23.items.[].system.damageRolls.rik63rznpwk5q08bm8y6.damage} (2 different values)
1d4+4 (x1)
2d4+5 (x1)
damageType : string {2-23.items.[].system.damageRolls.rik63rznpwk5q08bm8y6.damageType} (same value: piercing)
[8esa5iwk7xybi6svtgxd] : object {2-23.items.[].system.damageRolls.8esa5iwk7xybi6svtgxd}
damage : string {2-23.items.[].system.damageRolls.8esa5iwk7xybi6svtgxd.damage} (2 different values)
1d4+4 (x1)
2d4+5 (x1)
damageType : string {2-23.items.[].system.damageRolls.8esa5iwk7xybi6svtgxd.damageType} (same value: piercing)
[0] : object {2-23.items.[].system.damageRolls.0}
damage : string {2-23.items.[].system.damageRolls.0.damage} (same value: 2d8+7)
damageType : string {2-23.items.[].system.damageRolls.0.damageType} (same value: piercing)
[u9pdawpzqpccweuqxfv0] : object {2-23.items.[].system.damageRolls.u9pdawpzqpccweuqxfv0}
damage : string {2-23.items.[].system.damageRolls.u9pdawpzqpccweuqxfv0.damage} (same value: 2d6+7)
damageType : string {2-23.items.[].system.damageRolls.u9pdawpzqpccweuqxfv0.damageType} (same value: bludgeoning)
jtguda2tjozvfz78bzs3 : object {2-23.items.[].system.damageRolls.jtguda2tjozvfz78bzs3}
damage : string {2-23.items.[].system.damageRolls.jtguda2tjozvfz78bzs3.damage} (2 different values)
2d4+2 (x1)
2d6+4 (x1)
damageType : string {2-23.items.[].system.damageRolls.jtguda2tjozvfz78bzs3.damageType} (same value: electricity)
ik9zfoegvrpi5pyy0rlh : object {2-23.items.[].system.damageRolls.ik9zfoegvrpi5pyy0rlh}
damage : string {2-23.items.[].system.damageRolls.ik9zfoegvrpi5pyy0rlh.damage} (same value: 1d4)
damageType : string {2-23.items.[].system.damageRolls.ik9zfoegvrpi5pyy0rlh.damageType} (same value: spirit)
[weaponType] : object {2-23.items.[].system.weaponType}
value : string {2-23.items.[].system.weaponType.value} (2 different values)
melee (x10)
ranged (x6)
[actionType] : object {2-23.items.[].system.actionType}
value : string {2-23.items.[].system.actionType.value} (3 different values)
passive (x20)
reaction (x6)
action (x7)
[actions] : object {2-23.items.[].system.actions}
[value] : integer {2-23.items.[].system.actions.value} (2 different values)
1 (x5)
2 (x2)
[mod] : object {2-23.items.[].system.mod}
value : integer {2-23.items.[].system.mod.value} (same value: 7)
[proficient] : object {2-23.items.[].system.proficient}
value : integer {2-23.items.[].system.proficient.value} (same value: 0)
[autoHeightenLevel] : object {2-23.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {2-23.items.[].system.prepared}
value : string {2-23.items.[].system.prepared.value} (2 different values)
prepared (x2)
focus (x2)
[proficiency] : object {2-23.items.[].system.proficiency}
value : integer {2-23.items.[].system.proficiency.value} (same value: 0)
[slots] : object {2-23.items.[].system.slots}
[slot0] : object {2-23.items.[].system.slots.slot0}
max : integer {2-23.items.[].system.slots.slot0.max} (same value: 5)
prepared : array<object> {2-23.items.[].system.slots.slot0.prepared}
Length: min=5 max=5
Value type: object {2-23.items.[].system.slots.slot0.prepared.[]}
id : string {2-23.items.[].system.slots.slot0.prepared.[].id} (5 different values)
uuRSYbZW9AqUEiDy (x2)
Kwi7JsBfEJ94Yy46 (x2)
NeZnLiUcLM1b2R94 (x2)
GT4kbtZE9M7cwpl1 (x2)
98WJFzi1lFs0es1A (x2)
[slot1] : object {2-23.items.[].system.slots.slot1}
max : integer {2-23.items.[].system.slots.slot1.max} (same value: 3)
prepared : array<object> {2-23.items.[].system.slots.slot1.prepared}
Length: min=3 max=3
Value type: object {2-23.items.[].system.slots.slot1.prepared.[]}
id : string {2-23.items.[].system.slots.slot1.prepared.[].id} (3 different values)
fS3ONaYsDYk5xCev (x2)
1yGM6sEIVDcZXv6Z (x2)
AtlxDtPlHwnjOOLR (x2)
[slot2] : object {2-23.items.[].system.slots.slot2}
max : integer {2-23.items.[].system.slots.slot2.max} (same value: 3)
prepared : array<object> {2-23.items.[].system.slots.slot2.prepared}
Length: min=3 max=3
Value type: object {2-23.items.[].system.slots.slot2.prepared.[]}
id : string {2-23.items.[].system.slots.slot2.prepared.[].id} (3 different values)
9NITYBxzA124JEpz (x4)
uVNnvzJ0H9aXTR2t (x1)
NpTvXh5kxjhx36GR (x1)
[slot3] : object {2-23.items.[].system.slots.slot3}
max : integer {2-23.items.[].system.slots.slot3.max} (2 different values)
2 (x1)
3 (x1)
prepared : array<object> {2-23.items.[].system.slots.slot3.prepared}
Length: min=2 max=3
Value type: object {2-23.items.[].system.slots.slot3.prepared.[]}
id : string {2-23.items.[].system.slots.slot3.prepared.[].id} (3 different values)
1yGM6sEIVDcZXv6Z (x2)
AtlxDtPlHwnjOOLR (x2)
uVNnvzJ0H9aXTR2t (x1)
[slot4] : object {2-23.items.[].system.slots.slot4}
max : integer {2-23.items.[].system.slots.slot4.max} (same value: 2)
prepared : array<object> {2-23.items.[].system.slots.slot4.prepared}
Length: min=2 max=2
Value type: object {2-23.items.[].system.slots.slot4.prepared.[]}
id : string {2-23.items.[].system.slots.slot4.prepared.[].id} (2 different values)
9NITYBxzA124JEpz (x1)
lyYQ8DACucYwBWUu (x1)
[spelldc] : object {2-23.items.[].system.spelldc}
dc : integer {2-23.items.[].system.spelldc.dc} (2 different values)
22 (x2)
25 (x2)
mod : integer {2-23.items.[].system.spelldc.mod} (same value: 0)
value : integer {2-23.items.[].system.spelldc.value} (2 different values)
14 (x2)
17 (x2)
[tradition] : object {2-23.items.[].system.tradition}
value : string {2-23.items.[].system.tradition.value} (same value: occult)
[area] : object {2-23.items.[].system.area}
type : string {2-23.items.[].system.area.type} (same value: burst)
value : integer {2-23.items.[].system.area.value} (same value: 20)
[cost] : object {2-23.items.[].system.cost}
value : string {2-23.items.[].system.cost.value} (same value: )
[counteraction] : boolean {2-23.items.[].system.counteraction} (same value: False)
[defense] : object {2-23.items.[].system.defense}
save : object {2-23.items.[].system.defense.save}
basic : boolean {2-23.items.[].system.defense.save.basic} (2 different values)
True (x2)
False (x6)
statistic : string {2-23.items.[].system.defense.save.statistic} (same value: will)
[duration] : object {2-23.items.[].system.duration}
sustained : boolean {2-23.items.[].system.duration.sustained} (2 different values)
False (x22)
True (x6)
value : string {2-23.items.[].system.duration.value} (all different values)
[location] : object {2-23.items.[].system.location}
value : string {2-23.items.[].system.location.value} (2 different values)
BeWV53v7McHLD185 (x6)
p5UOhknlApqud6EM (x22)
[requirements] : string {2-23.items.[].system.requirements} (2 different values)
(x26)
3 gp silver bell focus (x2)
[target] : object {2-23.items.[].system.target}
value : string {2-23.items.[].system.target.value} (7 different values)
(x6)
your familiar (x2)
1 creature (x12)
1 object (cook, lift, or tidy only) (x2)
1 creature or object (x2)
1 willing living creature (x2)
1 living creature (x2)
[time] : object {2-23.items.[].system.time}
value : string {2-23.items.[].system.time.value} (6 different values)
free (x2)
reaction (x2)
2 (x16)
10 minutes (x2)
1 (x4)
1 to 3 (x2)
[heightening] : object {2-23.items.[].system.heightening}
damage : object {2-23.items.[].system.heightening.damage}
0 : string {2-23.items.[].system.heightening.damage.0} (3 different values)
1d6 (x2)
1d10+4 (x2)
2d6 (x1)
interval : integer {2-23.items.[].system.heightening.interval} (2 different values)
2 (x2)
1 (x3)
type : string {2-23.items.[].system.heightening.type} (same value: interval)
[frequency] : object {2-23.items.[].system.frequency}
max : integer {2-23.items.[].system.frequency.max} (same value: 1)
per : string {2-23.items.[].system.frequency.per} (same value: PT1M)
type : string {2-23.items.[].type} (9 different values)
weapon (x8)
armor (x3)
equipment (x6)
consumable (x4)
melee (x16)
action (x33)
lore (x1)
spellcastingEntry (x4)
spell (x28)
[flags] : object {2-23.items.[].flags}
pf2e : object {2-23.items.[].flags.pf2e}
linkedWeapon : string {2-23.items.[].flags.pf2e.linkedWeapon} (6 different values)
f91m8WafRYHg4RHF (x1)
v6db9ZyVuHZrWOsh (x1)
SPaEeqtWXwYuvBmF (x2)
6SWLsQ9LiSblLw8K (x2)
CA3JzeaMZinVIyuG (x1)
CTihC0OAaQCB8fSv (x4)
name : string {2-23.name} (all different values)
system : object {2-23.system}
abilities : object {2-23.system.abilities}
cha : object {2-23.system.abilities.cha}
mod : integer {2-23.system.abilities.cha.mod} (4 different values)
1 (x2)
0 (x2)
2 (x2)
3 (x2)
con : object {2-23.system.abilities.con}
mod : integer {2-23.system.abilities.con.mod} (4 different values)
1 (x3)
3 (x3)
-1 (x1)
0 (x1)
dex : object {2-23.system.abilities.dex}
mod : integer {2-23.system.abilities.dex.mod} (5 different values)
4 (x1)
2 (x4)
3 (x1)
5 (x1)
6 (x1)
int : object {2-23.system.abilities.int}
mod : integer {2-23.system.abilities.int.mod} (4 different values)
1 (x2)
-1 (x3)
4 (x2)
2 (x1)
str : object {2-23.system.abilities.str}
mod : integer {2-23.system.abilities.str.mod} (5 different values)
2 (x1)
3 (x2)
0 (x2)
5 (x1)
-5 (x2)
wis : object {2-23.system.abilities.wis}
mod : integer {2-23.system.abilities.wis.mod} (4 different values)
2 (x5)
1 (x1)
3 (x1)
4 (x1)
attributes : object {2-23.system.attributes}
ac : object {2-23.system.attributes.ac}
details : string {2-23.system.attributes.ac.details} (2 different values)
22 vs. traps (x1)
(x7)
value : integer {2-23.system.attributes.ac.value} (5 different values)
21 (x2)
18 (x1)
19 (x1)
22 (x2)
24 (x2)
allSaves : object {2-23.system.attributes.allSaves}
value : string {2-23.system.attributes.allSaves.value} (2 different values)
+1 circumstance to all saves vs. traps (x1)
(x7)
hp : object {2-23.system.attributes.hp}
details : string {2-23.system.attributes.hp.details} (same value: )
max : integer {2-23.system.attributes.hp.max} (all different values)
temp : integer {2-23.system.attributes.hp.temp} (same value: 0)
value : integer {2-23.system.attributes.hp.value} (all different values)
speed : object {2-23.system.attributes.speed}
otherSpeeds : array<object> {2-23.system.attributes.speed.otherSpeeds}
Length: min=0 max=2
Value type: object {2-23.system.attributes.speed.otherSpeeds.[]}
type : string {2-23.system.attributes.speed.otherSpeeds.[].type} (2 different values)
fly (x3)
swim (x1)
value : integer {2-23.system.attributes.speed.otherSpeeds.[].value} (3 different values)
30 (x1)
40 (x1)
50 (x2)
value : integer {2-23.system.attributes.speed.value} (4 different values)
30 (x1)
25 (x4)
15 (x1)
0 (x2)
immunities : array<object> {2-23.system.attributes.immunities}
Length: min=1 max=3
Value type: object {2-23.system.attributes.immunities.[]}
type : string {2-23.system.attributes.immunities.[].type} (4 different values)
electricity (x1)
paralyzed (x1)
sleep (x1)
magic (x2)
weaknesses : array<object> {2-23.system.attributes.weaknesses}
Length: min=1 max=1
Value type: object {2-23.system.attributes.weaknesses.[]}
type : string {2-23.system.attributes.weaknesses.[].type} (same value: holy)
value : integer {2-23.system.attributes.weaknesses.[].value} (2 different values)
4 (x1)
6 (x1)
details : object {2-23.system.details}
blurb : string {2-23.system.details.blurb} (same value: )
languages : object {2-23.system.details.languages}
details : string {2-23.system.details.languages.details} (same value: )
value : array<string> {2-23.system.details.languages.value}
Length: min=1 max=2
Value type: string {2-23.system.details.languages.value.[]} (3 different values)
common (x7)
aklo (x4)
draconic (x1)
level : object {2-23.system.details.level}
value : integer {2-23.system.details.level.value} (5 different values)
4 (x1)
2 (x1)
3 (x2)
5 (x3)
7 (x1)
privateNotes : string {2-23.system.details.privateNotes} (same value: )
publicNotes : string {2-23.system.details.publicNotes} (same value: )
publication : object {2-23.system.details.publication}
license : string {2-23.system.details.publication.license} (same value: OGL)
remaster : boolean {2-23.system.details.publication.remaster} (same value: False)
title : string {2-23.system.details.publication.title} (same value: Pathfinder Society Scenario #2-23: An Agent's Obligation)
initiative : object {2-23.system.initiative}
statistic : string {2-23.system.initiative.statistic} (same value: perception)
perception : object {2-23.system.perception}
details : string {2-23.system.perception.details} (2 different values)
(+11 to find traps) (x1)
(x7)
mod : integer {2-23.system.perception.mod} (6 different values)
10 (x2)
8 (x1)
12 (x2)
15 (x1)
11 (x1)
14 (x1)
senses : array<object> {2-23.system.perception.senses}
Length: min=0 max=2
Value type: object {2-23.system.perception.senses.[]}
type : string {2-23.system.perception.senses.[].type} (3 different values)
low-light-vision (x2)
darkvision (x3)
scent (x1)
[acuity] : string {2-23.system.perception.senses.[].acuity} (same value: imprecise)
[range] : integer {2-23.system.perception.senses.[].range} (same value: 30)
resources : object {2-23.system.resources}
[focus] : object {2-23.system.resources.focus}
max : integer {2-23.system.resources.focus.max} (same value: 2)
value : integer {2-23.system.resources.focus.value} (same value: 2)
saves : object {2-23.system.saves}
fortitude : object {2-23.system.saves.fortitude}
saveDetail : string {2-23.system.saves.fortitude.saveDetail} (same value: )
value : integer {2-23.system.saves.fortitude.value} (6 different values)
7 (x1)
9 (x3)
11 (x1)
12 (x1)
15 (x1)
6 (x1)
reflex : object {2-23.system.saves.reflex}
saveDetail : string {2-23.system.saves.reflex.saveDetail} (same value: )
value : integer {2-23.system.saves.reflex.value} (5 different values)
12 (x2)
8 (x1)
9 (x1)
11 (x2)
14 (x2)
will : object {2-23.system.saves.will}
saveDetail : string {2-23.system.saves.will.saveDetail} (same value: )
value : integer {2-23.system.saves.will.value} (7 different values)
10 (x1)
6 (x1)
7 (x1)
15 (x1)
18 (x1)
9 (x2)
12 (x1)
skills : object {2-23.system.skills}
[acrobatics] : object {2-23.system.skills.acrobatics}
base : integer {2-23.system.skills.acrobatics.base} (3 different values)
10 (x1)
13 (x2)
16 (x1)
[athletics] : object {2-23.system.skills.athletics}
base : integer {2-23.system.skills.athletics.base} (4 different values)
8 (x1)
7 (x1)
10 (x1)
14 (x1)
[deception] : object {2-23.system.skills.deception}
base : integer {2-23.system.skills.deception.base} (5 different values)
7 (x1)
13 (x1)
17 (x1)
8 (x1)
11 (x1)
[society] : object {2-23.system.skills.society}
base : integer {2-23.system.skills.society.base} (same value: 7)
stealth : object {2-23.system.skills.stealth}
base : integer {2-23.system.skills.stealth.base} (6 different values)
12 (x2)
6 (x1)
9 (x1)
15 (x1)
11 (x2)
14 (x1)
[thievery] : object {2-23.system.skills.thievery}
base : integer {2-23.system.skills.thievery.base} (3 different values)
12 (x1)
10 (x1)
13 (x1)
[note] : string {2-23.system.skills.thievery.note} (same value: can Disable traps that require master proficiency)
[intimidation] : object {2-23.system.skills.intimidation}
base : integer {2-23.system.skills.intimidation.base} (6 different values)
6 (x1)
10 (x1)
13 (x1)
17 (x1)
8 (x1)
11 (x1)
[arcana] : object {2-23.system.skills.arcana}
base : integer {2-23.system.skills.arcana.base} (2 different values)
10 (x1)
13 (x1)
[occultism] : object {2-23.system.skills.occultism}
base : integer {2-23.system.skills.occultism.base} (2 different values)
12 (x1)
15 (x1)
[religion] : object {2-23.system.skills.religion}
base : integer {2-23.system.skills.religion.base} (same value: 8)
traits : object {2-23.system.traits}
rarity : string {2-23.system.traits.rarity} (4 different values)
common (x2)
uncommon (x2)
unique (x2)
rare (x2)
size : object {2-23.system.traits.size}
value : string {2-23.system.traits.size.value} (3 different values)
med (x5)
lg (x1)
sm (x2)
value : array<string> {2-23.system.traits.value}
Length: min=3 max=5
Value type: string {2-23.system.traits.value.[]} (11 different values)
evil (x7)
human (x5)
humanoid (x5)
changeling (x2)
amphibious (x1)
dragon (x1)
water (x1)
aberration (x2)
air (x2)
fiend (x2)
unholy (x2)
type : string {2-23.type} (same value: npc)
[prototypeToken] : object {2-23.prototypeToken}
name : string {2-23.prototypeToken.name} (2 different values)
Mother Forsythe (x2)
Urkhas (x2)
+668
View File
@@ -0,0 +1,668 @@
2-24
Different values: 11
=====================================
object {2-24}
_id : string {2-24._id} (all different values)
folder : string {2-24.folder} (same value: 8wc4tomebeEr7Vgr)
img : string {2-24.img} (2 different values)
systems/pf2e/icons/default-icons/hazard.svg (x2)
systems/pf2e/icons/default-icons/npc.svg (x9)
items : array<object> {2-24.items}
Length: min=2 max=15
Value type: object {2-24.items.[]}
_id : string {2-24.items.[]._id} (78 different values)
img : string {2-24.items.[].img} (17 different values)
systems/pf2e/icons/actions/Reaction.webp (x8)
systems/pf2e/icons/actions/Passive.webp (x31)
systems/pf2e/icons/default-icons/melee.svg (x13)
systems/pf2e/icons/actions/TwoActions.webp (x4)
systems/pf2e/icons/actions/OneAction.webp (x3)
systems/pf2e/icons/default-icons/spellcastingEntry.svg (x3)
icons/magic/fire/projectile-fireball-orange-yellow.webp (x3)
icons/magic/lightning/bolt-strike-sparks-blue.webp (x2)
systems/pf2e/icons/spells/paralyze.webp (x2)
icons/skills/melee/strike-weapon-polearm-ice-blue.webp (x1)
systems/pf2e/icons/spells/fear.webp (x2)
icons/magic/sonic/projectile-sound-rings-wave.webp (x1)
icons/magic/air/fog-gas-smoke-swirling-white.webp (x1)
icons/magic/symbols/ring-circle-smoke-blue.webp (x1)
systems/pf2e/icons/spells/dispel-magic.webp (x1)
icons/sundries/scrolls/scroll-writing-tan-grey.webp (x1)
icons/magic/fire/flame-burning-earth-orange.webp (x1)
name : string {2-24.items.[].name} (44 different values)
sort : integer {2-24.items.[].sort} (16 different values)
0 (x4)
100000 (x9)
200000 (x9)
300000 (x8)
400000 (x8)
500000 (x7)
600000 (x5)
700000 (x5)
800000 (x3)
900000 (x3)
1000000 (x3)
1100000 (x3)
1200000 (x3)
1300000 (x3)
1400000 (x3)
1500000 (x2)
system : object {2-24.items.[].system}
[actionType] : object {2-24.items.[].system.actionType}
value : string {2-24.items.[].system.actionType.value} (3 different values)
reaction (x8)
passive (x31)
action (x7)
[actions] : object {2-24.items.[].system.actions}
[value] : integer {2-24.items.[].system.actions.value} (2 different values)
2 (x4)
1 (x3)
[category] : string {2-24.items.[].system.category} (3 different values)
interaction (x6)
defensive (x24)
offensive (x12)
description : object {2-24.items.[].system.description}
value : string {2-24.items.[].system.description.value} (48 different values)
publication : object {2-24.items.[].system.publication}
license : string {2-24.items.[].system.publication.license} (same value: OGL)
remaster : boolean {2-24.items.[].system.publication.remaster} (same value: False)
title : string {2-24.items.[].system.publication.title} (4 different values)
(x46)
Pathfinder Bestiary 2 (x6)
Pathfinder Bestiary (x11)
Pathfinder Core Rulebook (x15)
rules : ###FoundryRulesObject###
[slug] : string {2-24.items.[].system.slug} (19 different values)
ravener-soulsense (x2)
frightful-presence (x2)
negative-healing (x4)
regeneration (x4)
rend (x1)
fireball (x3)
lightning-bolt (x2)
paralyze (x2)
telekinetic-maneuver (x1)
fear (x2)
lifesense (x2)
1-status-to-all-saves-vs-magic (x2)
telekinetic-haul (x1)
wall-of-wind (x1)
dimension-door (x1)
dispel-magic (x1)
abyssal-pact (x1)
produce-flame (x1)
telepathy (x1)
[traits] : object {2-24.items.[].system.traits}
rarity : string {2-24.items.[].system.traits.rarity} (2 different values)
common (x74)
uncommon (x1)
value : array<string> {2-24.items.[].system.traits.value}
Length: min=0 max=5
Value type: string {2-24.items.[].system.traits.value.[]} (27 different values)
[traditions] : array<string> {2-24.items.[].system.traits.traditions}
Length: min=0 max=4
Value type: string {2-24.items.[].system.traits.traditions.[]} (4 different values)
arcane (x15)
primal (x10)
occult (x8)
divine (x3)
[attack] : object {2-24.items.[].system.attack}
value : string {2-24.items.[].system.attack.value} (same value: )
[attackEffects] : object {2-24.items.[].system.attackEffects}
custom : string {2-24.items.[].system.attackEffects.custom} (same value: )
value : array<string> {2-24.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {2-24.items.[].system.attackEffects.value.[]} (same value: drain-life)
[bonus] : object {2-24.items.[].system.bonus}
value : integer {2-24.items.[].system.bonus.value} (7 different values)
24 (x3)
13 (x1)
16 (x2)
21 (x3)
18 (x2)
19 (x1)
22 (x1)
[damageRolls] : object {2-24.items.[].system.damageRolls}
[m6H0Y8GBbTQAJwik] : object {2-24.items.[].system.damageRolls.m6H0Y8GBbTQAJwik}
damage : string {2-24.items.[].system.damageRolls.m6H0Y8GBbTQAJwik.damage} (same value: 2d10+10)
damageType : string {2-24.items.[].system.damageRolls.m6H0Y8GBbTQAJwik.damageType} (same value: piercing)
[izex7ls0kmo5w12mjpyf] : object {2-24.items.[].system.damageRolls.izex7ls0kmo5w12mjpyf}
damage : string {2-24.items.[].system.damageRolls.izex7ls0kmo5w12mjpyf.damage} (same value: 2d6)
damageType : string {2-24.items.[].system.damageRolls.izex7ls0kmo5w12mjpyf.damageType} (same value: void)
[l6ZRKHGt0z0diF3E] : object {2-24.items.[].system.damageRolls.l6ZRKHGt0z0diF3E}
damage : string {2-24.items.[].system.damageRolls.l6ZRKHGt0z0diF3E.damage} (same value: 3d4+10)
damageType : string {2-24.items.[].system.damageRolls.l6ZRKHGt0z0diF3E.damageType} (same value: slashing)
[r7ni9tti7s9ny1b44mxl] : object {2-24.items.[].system.damageRolls.r7ni9tti7s9ny1b44mxl}
damage : string {2-24.items.[].system.damageRolls.r7ni9tti7s9ny1b44mxl.damage} (same value: 2d6)
damageType : string {2-24.items.[].system.damageRolls.r7ni9tti7s9ny1b44mxl.damageType} (same value: void)
[KGz11Fos34BLBbNW] : object {2-24.items.[].system.damageRolls.KGz11Fos34BLBbNW}
damage : string {2-24.items.[].system.damageRolls.KGz11Fos34BLBbNW.damage} (same value: 2d10+3)
damageType : string {2-24.items.[].system.damageRolls.KGz11Fos34BLBbNW.damageType} (same value: piercing)
[w4z4uzGsce3heKDN] : object {2-24.items.[].system.damageRolls.w4z4uzGsce3heKDN}
damage : string {2-24.items.[].system.damageRolls.w4z4uzGsce3heKDN.damage} (same value: 2d10+8)
damageType : string {2-24.items.[].system.damageRolls.w4z4uzGsce3heKDN.damageType} (same value: piercing)
[GtX7rwcMMHZgTDnL] : object {2-24.items.[].system.damageRolls.GtX7rwcMMHZgTDnL}
damage : string {2-24.items.[].system.damageRolls.GtX7rwcMMHZgTDnL.damage} (same value: 2d8+8)
damageType : string {2-24.items.[].system.damageRolls.GtX7rwcMMHZgTDnL.damageType} (same value: slashing)
[sSqPnniEuVYaI17U] : object {2-24.items.[].system.damageRolls.sSqPnniEuVYaI17U}
damage : string {2-24.items.[].system.damageRolls.sSqPnniEuVYaI17U.damage} (same value: 2d8+10)
damageType : string {2-24.items.[].system.damageRolls.sSqPnniEuVYaI17U.damageType} (same value: piercing)
[0ldrm5rfg0pj1b0n3j5s] : object {2-24.items.[].system.damageRolls.0ldrm5rfg0pj1b0n3j5s}
damage : string {2-24.items.[].system.damageRolls.0ldrm5rfg0pj1b0n3j5s.damage} (same value: 2d4)
damageType : string {2-24.items.[].system.damageRolls.0ldrm5rfg0pj1b0n3j5s.damageType} (same value: void)
[dlqGXsewOSlv9WR9] : object {2-24.items.[].system.damageRolls.dlqGXsewOSlv9WR9}
damage : string {2-24.items.[].system.damageRolls.dlqGXsewOSlv9WR9.damage} (same value: 2d4+10)
damageType : string {2-24.items.[].system.damageRolls.dlqGXsewOSlv9WR9.damageType} (same value: slashing)
[tg7hlly8dc456yqlxzbn] : object {2-24.items.[].system.damageRolls.tg7hlly8dc456yqlxzbn}
damage : string {2-24.items.[].system.damageRolls.tg7hlly8dc456yqlxzbn.damage} (same value: 2d4)
damageType : string {2-24.items.[].system.damageRolls.tg7hlly8dc456yqlxzbn.damageType} (same value: void)
[ycSVOSBI6rmcySty] : object {2-24.items.[].system.damageRolls.ycSVOSBI6rmcySty}
damage : string {2-24.items.[].system.damageRolls.ycSVOSBI6rmcySty.damage} (same value: 2d10+7)
damageType : string {2-24.items.[].system.damageRolls.ycSVOSBI6rmcySty.damageType} (same value: void)
[C6hLR7ThEF4dzcMC] : object {2-24.items.[].system.damageRolls.C6hLR7ThEF4dzcMC}
damage : string {2-24.items.[].system.damageRolls.C6hLR7ThEF4dzcMC.damage} (same value: 2d12+8)
damageType : string {2-24.items.[].system.damageRolls.C6hLR7ThEF4dzcMC.damageType} (same value: void)
[0] : object {2-24.items.[].system.damageRolls.0}
damage : string {2-24.items.[].system.damageRolls.0.damage} (2 different values)
2d10+4 (x1)
2d6+4 (x1)
damageType : string {2-24.items.[].system.damageRolls.0.damageType} (2 different values)
slashing (x1)
bludgeoning (x1)
[1] : object {2-24.items.[].system.damageRolls.1}
damage : string {2-24.items.[].system.damageRolls.1.damage} (same value: 1d6)
damageType : string {2-24.items.[].system.damageRolls.1.damageType} (same value: spirit)
[oNl3u4nK7lhFL32K] : object {2-24.items.[].system.damageRolls.oNl3u4nK7lhFL32K}
damage : string {2-24.items.[].system.damageRolls.oNl3u4nK7lhFL32K.damage} (same value: 2d12+17)
damageType : string {2-24.items.[].system.damageRolls.oNl3u4nK7lhFL32K.damageType} (same value: slashing)
AIO808ORxA1v9kiz : object {2-24.items.[].system.damageRolls.AIO808ORxA1v9kiz}
damage : string {2-24.items.[].system.damageRolls.AIO808ORxA1v9kiz.damage} (same value: 2d12+22)
damageType : string {2-24.items.[].system.damageRolls.AIO808ORxA1v9kiz.damageType} (same value: slashing)
[weaponType] : object {2-24.items.[].system.weaponType}
value : string {2-24.items.[].system.weaponType.value} (same value: melee)
[deathNote] : boolean {2-24.items.[].system.deathNote} (same value: True)
[autoHeightenLevel] : object {2-24.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {2-24.items.[].system.prepared}
value : string {2-24.items.[].system.prepared.value} (same value: innate)
[proficiency] : object {2-24.items.[].system.proficiency}
value : integer {2-24.items.[].system.proficiency.value} (same value: 0)
[showSlotlessLevels] : object {2-24.items.[].system.showSlotlessLevels}
value : boolean {2-24.items.[].system.showSlotlessLevels.value} (same value: False)
[slots] : object {2-24.items.[].system.slots}
[slot2] : object {2-24.items.[].system.slots.slot2}
max : integer {2-24.items.[].system.slots.slot2.max} (same value: 2)
value : integer {2-24.items.[].system.slots.slot2.value} (same value: 2)
[slot3] : object {2-24.items.[].system.slots.slot3}
max : integer {2-24.items.[].system.slots.slot3.max} (same value: 2)
value : integer {2-24.items.[].system.slots.slot3.value} (same value: 2)
slot4 : object {2-24.items.[].system.slots.slot4}
max : integer {2-24.items.[].system.slots.slot4.max} (same value: 2)
value : integer {2-24.items.[].system.slots.slot4.value} (same value: 2)
slot5 : object {2-24.items.[].system.slots.slot5}
max : integer {2-24.items.[].system.slots.slot5.max} (2 different values)
2 (x1)
1 (x1)
value : integer {2-24.items.[].system.slots.slot5.value} (2 different values)
2 (x1)
1 (x1)
slot0 : object {2-24.items.[].system.slots.slot0}
max : integer {2-24.items.[].system.slots.slot0.max} (same value: 1)
value : integer {2-24.items.[].system.slots.slot0.value} (same value: 1)
[spelldc] : object {2-24.items.[].system.spelldc}
dc : integer {2-24.items.[].system.spelldc.dc} (2 different values)
28 (x2)
24 (x1)
item : integer {2-24.items.[].system.spelldc.item} (same value: 0)
mod : integer {2-24.items.[].system.spelldc.mod} (same value: 0)
value : integer {2-24.items.[].system.spelldc.value} (2 different values)
20 (x2)
16 (x1)
[tradition] : object {2-24.items.[].system.tradition}
value : string {2-24.items.[].system.tradition.value} (same value: divine)
[area] : object {2-24.items.[].system.area}
type : string {2-24.items.[].system.area.type} (2 different values)
burst (x3)
line (x2)
value : integer {2-24.items.[].system.area.value} (2 different values)
20 (x3)
120 (x2)
[cost] : object {2-24.items.[].system.cost}
value : string {2-24.items.[].system.cost.value} (same value: )
[counteraction] : boolean {2-24.items.[].system.counteraction} (2 different values)
False (x15)
True (x1)
[damage] : object {2-24.items.[].system.damage}
[0] : object {2-24.items.[].system.damage.0}
applyMod : boolean {2-24.items.[].system.damage.0.applyMod} (same value: False)
[category] : mixed
formula : string {2-24.items.[].system.damage.0.formula} (3 different values)
6d6 (x3)
4d12 (x2)
2d4 (x1)
kinds : array<string> {2-24.items.[].system.damage.0.kinds}
Length: min=1 max=1
Value type: string {2-24.items.[].system.damage.0.kinds.[]} (same value: damage)
materials : array<> {2-24.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {2-24.items.[].system.damage.0.type} (2 different values)
fire (x4)
electricity (x2)
[defense] : object {2-24.items.[].system.defense}
save : object {2-24.items.[].system.defense.save}
basic : boolean {2-24.items.[].system.defense.save.basic} (2 different values)
True (x5)
False (x4)
statistic : string {2-24.items.[].system.defense.save.statistic} (2 different values)
reflex (x5)
will (x4)
[duration] : object {2-24.items.[].system.duration}
sustained : boolean {2-24.items.[].system.duration.sustained} (2 different values)
False (x15)
True (x1)
value : string {2-24.items.[].system.duration.value} (3 different values)
(x10)
varies (x4)
1 minute (x2)
[heightening] : object {2-24.items.[].system.heightening}
damage : object {2-24.items.[].system.heightening.damage}
0 : string {2-24.items.[].system.heightening.damage.0} (3 different values)
2d6 (x3)
1d12 (x2)
1d4 (x1)
interval : integer {2-24.items.[].system.heightening.interval} (same value: 1)
type : string {2-24.items.[].system.heightening.type} (same value: interval)
[level] : object {2-24.items.[].system.level}
value : integer {2-24.items.[].system.level.value} (5 different values)
3 (x8)
2 (x2)
1 (x4)
5 (x1)
4 (x1)
[location] : object {2-24.items.[].system.location}
[value] : string {2-24.items.[].system.location.value} (3 different values)
MYibMRbADiGhp9nR (x5)
cdvxDSPvLPsRudyb (x6)
UFUblncm1sRm6nlY (x4)
[heightenedLevel] : integer {2-24.items.[].system.location.heightenedLevel} (3 different values)
4 (x6)
3 (x2)
5 (x2)
[uses] : object {2-24.items.[].system.location.uses}
max : integer {2-24.items.[].system.location.uses.max} (same value: 2)
value : integer {2-24.items.[].system.location.uses.value} (same value: 2)
[range] : object {2-24.items.[].system.range}
value : string {2-24.items.[].system.range.value} (5 different values)
500 feet (x3)
(x3)
30 feet (x5)
60 feet (x1)
120 feet (x4)
[requirements] : string {2-24.items.[].system.requirements} (same value: )
[target] : object {2-24.items.[].system.target}
value : string {2-24.items.[].system.target.value} (4 different values)
(x8)
1 creature (x6)
1 unattended object of up to 80 Bulk with no dimension longer than 20 feet (x1)
1 spell effect or unattended magic item (x1)
[time] : object {2-24.items.[].system.time}
value : string {2-24.items.[].system.time.value} (3 different values)
2 (x14)
3 (x1)
1 day (x1)
[ritual] : object {2-24.items.[].system.ritual}
primary : object {2-24.items.[].system.ritual.primary}
check : string {2-24.items.[].system.ritual.primary.check} (same value: Religion (expert; you must be a demon))
secondary : object {2-24.items.[].system.ritual.secondary}
casters : integer {2-24.items.[].system.ritual.secondary.casters} (same value: 0)
checks : string {2-24.items.[].system.ritual.secondary.checks} (same value: )
type : string {2-24.items.[].type} (4 different values)
action (x46)
melee (x13)
spellcastingEntry (x3)
spell (x16)
[_stats] : object {2-24.items.[]._stats}
compendiumSource : string {2-24.items.[]._stats.compendiumSource} (19 different values)
Compendium.pf2e.bestiary-family-ability-glossary.Item.fYDrunTldWmFvfjl (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.etMnv73EIdEZrYYu (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.TTCw5NusiSSkJU1x (x4)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.lR9R5Vld8Eu2Dha5 (x4)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.3JOi2cMcGhT3eze1 (x1)
Compendium.pf2e.spells-srd.Item.sxQZ6yqTn0czJxVd (x3)
Compendium.pf2e.spells-srd.Item.9AAkVUCwF6WVNNY2 (x2)
Compendium.pf2e.spells-srd.Item.DCQHaLrYXMI37dvW (x2)
Compendium.pf2e.spells-srd.Item.mrDi3v933gsmnw25 (x1)
Compendium.pf2e.spells-srd.Item.4koZzrnMXhhosn0D (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.sebk9XseMCRkDqRg (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.kquBnQ0kObZztnBc (x2)
Compendium.pf2e.spells-srd.Item.tpLTLbJUrYcMWGld (x1)
Compendium.pf2e.spells-srd.Item.it4ZsAi6XgvGcodc (x1)
Compendium.pf2e.spells-srd.Item.VlNcjmYyu95vOUe8 (x1)
Compendium.pf2e.spells-srd.Item.9HpwDN4MYQJnW0LG (x1)
Compendium.pf2e.spells-srd.Item.tsKnoBuBbKMXkiz5 (x1)
Compendium.pf2e.spells-srd.Item.O9w7r4BKgPogYDDe (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.kdhbPaBMK1d1fpbA (x1)
name : string {2-24.name} (all different values)
[prototypeToken] : object {2-24.prototypeToken}
name : string {2-24.prototypeToken.name} (3 different values)
Abyssal Firestorm Surge (x2)
Demoniac Spirit (x2)
Hand Of Urxehl (x2)
system : object {2-24.system}
attributes : object {2-24.system.attributes}
ac : object {2-24.system.attributes.ac}
value : integer {2-24.system.attributes.ac.value} (8 different values)
0 (x2)
30 (x1)
19 (x1)
22 (x1)
27 (x1)
28 (x2)
31 (x2)
25 (x1)
details : string {2-24.system.attributes.ac.details} (3 different values)
(x7)
(26 if rune is disabled) (x1)
(29 if rune is disabled) (x1)
[emitsSound] : string {2-24.system.attributes.emitsSound} (same value: encounter)
[hardness] : integer {2-24.system.attributes.hardness} (same value: 0)
[hasHealth] : boolean {2-24.system.attributes.hasHealth} (same value: False)
hp : object {2-24.system.attributes.hp}
details : string {2-24.system.attributes.hp.details} (4 different values)
(x3)
void healing (x4)
regeneration 20 (deactivated by acid or fire) (x2)
regeneration 5 (deactivated by holy) (x2)
max : integer {2-24.system.attributes.hp.max} (10 different values)
0 (x2)
250 (x1)
96 (x1)
141 (x1)
200 (x1)
130 (x1)
170 (x1)
120 (x1)
180 (x1)
240 (x1)
temp : integer {2-24.system.attributes.hp.temp} (same value: 0)
value : integer {2-24.system.attributes.hp.value} (10 different values)
0 (x2)
250 (x1)
96 (x1)
141 (x1)
200 (x1)
130 (x1)
170 (x1)
120 (x1)
180 (x1)
240 (x1)
[stealth] : object {2-24.system.attributes.stealth}
details : string {2-24.system.attributes.stealth.details} (same value: <p>(expert)</p>)
value : integer {2-24.system.attributes.stealth.value} (same value: 20)
allSaves : object {2-24.system.attributes.allSaves}
value : string {2-24.system.attributes.allSaves.value} (2 different values)
(x7)
+1 to all saves vs. vitality (x2)
[immunities] : array<object> {2-24.system.attributes.immunities}
Length: min=1 max=6
Value type: object {2-24.system.attributes.immunities.[]}
type : string {2-24.system.attributes.immunities.[].type} (9 different values)
death-effects (x6)
disease (x6)
paralyzed (x4)
poison (x6)
sleep (x2)
precision (x2)
unconscious (x2)
fire (x1)
mental (x2)
speed : object {2-24.system.attributes.speed}
otherSpeeds : array<object> {2-24.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {2-24.system.attributes.speed.otherSpeeds.[]}
type : string {2-24.system.attributes.speed.otherSpeeds.[].type} (same value: fly)
value : integer {2-24.system.attributes.speed.otherSpeeds.[].value} (2 different values)
90 (x2)
40 (x2)
special : string {2-24.system.attributes.speed.special} (same value: )
value : integer {2-24.system.attributes.speed.value} (3 different values)
30 (x4)
0 (x3)
20 (x2)
[details] : string {2-24.system.attributes.speed.details} (same value: Cannot Move)
[weaknesses] : array<object> {2-24.system.attributes.weaknesses}
Length: min=1 max=2
Value type: object {2-24.system.attributes.weaknesses.[]}
type : string {2-24.system.attributes.weaknesses.[].type} (3 different values)
holy (x5)
fire (x2)
cold-iron (x3)
value : integer {2-24.system.attributes.weaknesses.[].value} (2 different values)
10 (x8)
5 (x2)
[resistances] : array<object> {2-24.system.attributes.resistances}
Length: min=1 max=1
Value type: object {2-24.system.attributes.resistances.[]}
[doubleVs] : array<string> {2-24.system.attributes.resistances.[].doubleVs}
Length: min=1 max=1
Value type: string {2-24.system.attributes.resistances.[].doubleVs.[]} (same value: non-magical)
[exceptions] : array<string> {2-24.system.attributes.resistances.[].exceptions}
Length: min=3 max=3
Value type: string {2-24.system.attributes.resistances.[].exceptions.[]} (3 different values)
force (x2)
ghost-touch (x2)
vitality (x2)
type : string {2-24.system.attributes.resistances.[].type} (2 different values)
all-damage (x2)
fire (x2)
value : integer {2-24.system.attributes.resistances.[].value} (same value: 10)
[creatureType] : string {2-24.system.creatureType} (same value: )
details : object {2-24.system.details}
[description] : string {2-24.system.details.description} (same value: <p>High winds and forest fires intensified by Abyssal energy batters everything in the surge's path.</p>)
[disable] : string {2-24.system.details.disable} (2 different values)
<p>@Check[arcana|dc:27|name:Redirect the Storm Surge|traits:rare,fire,environmental,hazard,magical], @Check[nature|dc:27|name:Redirect the Storm Surge|traits:rare,fire,environmental,hazard,magical], @Check[occultism|dc:27|name:Redirect the Storm Surge|traits:rare,fire,environmental,hazard,magical], or @Check[religion|dc:27|name:Redirect the Storm Surge|traits:rare,fire,environmental,hazard,magical] (trained) to redirect the storm surge or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (4th level, counteract DC 23) to nullify it.</p> (x1)
<p>@Check[arcana|dc:33|name:Redirect the Storm Surge|traits:rare,fire,environmental,hazard,magical], @Check[nature|dc:33|name:Redirect the Storm Surge|traits:rare,fire,environmental,hazard,magical], @Check[occultism|dc:33|name:Redirect the Storm Surge|traits:rare,fire,environmental,hazard,magical], or @Check[religion|dc:33|name:Redirect the Storm Surge|traits:rare,fire,environmental,hazard,magical] (trained) to redirect the storm surge or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (5th level, counteract DC 26) to nullify it.</p> (x1)
[isComplex] : boolean {2-24.system.details.isComplex} (same value: False)
level : object {2-24.system.details.level}
value : integer {2-24.system.details.level.value} (5 different values)
7 (x2)
9 (x4)
11 (x3)
4 (x1)
6 (x1)
publication : object {2-24.system.details.publication}
license : string {2-24.system.details.publication.license} (same value: OGL)
remaster : boolean {2-24.system.details.publication.remaster} (same value: False)
title : string {2-24.system.details.publication.title} (same value: Pathfinder Society Scenario #2-24: Breaking The Storm: Parting Clouds)
[reset] : string {2-24.system.details.reset} (same value: )
[routine] : string {2-24.system.details.routine} (same value: )
blurb : string {2-24.system.details.blurb} (4 different values)
Variant ravener husk (x2)
Variant troll (x2)
(x4)
Variant brimoraks (x1)
languages : object {2-24.system.details.languages}
details : string {2-24.system.details.languages.details} (2 different values)
(x8)
telepathy 60 feet (x1)
value : array<string> {2-24.system.details.languages.value}
Length: min=0 max=4
Value type: string {2-24.system.details.languages.value.[]} (8 different values)
jotun (x4)
common (x2)
cyclops (x2)
necril (x2)
chthonian (x1)
draconic (x1)
empyrean (x1)
pyric (x1)
privateNotes : string {2-24.system.details.privateNotes} (same value: )
publicNotes : string {2-24.system.details.publicNotes} (same value: )
[flavourText] : string {2-24.system.flavourText} (same value: )
[recallKnowledgeText] : string {2-24.system.recallKnowledgeText} (same value: )
saves : object {2-24.system.saves}
fortitude : object {2-24.system.saves.fortitude}
saveDetail : string {2-24.system.saves.fortitude.saveDetail} (same value: )
value : integer {2-24.system.saves.fortitude.value} (7 different values)
0 (x2)
24 (x2)
15 (x1)
18 (x2)
21 (x2)
16 (x1)
19 (x1)
reflex : object {2-24.system.saves.reflex}
saveDetail : string {2-24.system.saves.reflex.saveDetail} (same value: )
value : integer {2-24.system.saves.reflex.value} (8 different values)
0 (x2)
18 (x1)
10 (x1)
13 (x1)
15 (x2)
19 (x2)
22 (x1)
16 (x1)
will : object {2-24.system.saves.will}
saveDetail : string {2-24.system.saves.will.saveDetail} (same value: )
value : integer {2-24.system.saves.will.value} (9 different values)
0 (x2)
22 (x1)
6 (x1)
8 (x1)
19 (x1)
21 (x2)
24 (x1)
13 (x1)
18 (x1)
[sidebarText] : string {2-24.system.sidebarText} (same value: )
[statusEffects] : array<> {2-24.system.statusEffects}
Length: min=0 max=0
Value type: mixed
traits : object {2-24.system.traits}
rarity : string {2-24.system.traits.rarity} (3 different values)
rare (x6)
unique (x4)
uncommon (x1)
size : object {2-24.system.traits.size}
value : string {2-24.system.traits.size.value} (4 different values)
med (x2)
grg (x2)
lg (x6)
sm (x1)
value : array<string> {2-24.system.traits.value}
Length: min=3 max=6
Value type: string {2-24.system.traits.value.[]} (15 different values)
environmental (x2)
fire (x2)
magical (x2)
chaotic (x7)
dragon (x2)
evil (x9)
undead (x4)
unholy (x7)
giant (x2)
troll (x2)
incorporeal (x2)
lawful (x2)
wraith (x2)
demon (x3)
fiend (x3)
abilities : object {2-24.system.abilities}
cha : object {2-24.system.abilities.cha}
mod : integer {2-24.system.abilities.cha.mod} (5 different values)
3 (x4)
-2 (x2)
6 (x1)
7 (x1)
2 (x1)
con : object {2-24.system.abilities.con}
mod : integer {2-24.system.abilities.con.mod} (4 different values)
5 (x2)
6 (x4)
3 (x2)
4 (x1)
dex : object {2-24.system.abilities.dex}
mod : integer {2-24.system.abilities.dex.mod} (5 different values)
0 (x2)
2 (x2)
6 (x1)
7 (x1)
3 (x3)
int : object {2-24.system.abilities.int}
mod : integer {2-24.system.abilities.int.mod} (5 different values)
-5 (x2)
-2 (x2)
3 (x2)
1 (x1)
4 (x2)
str : object {2-24.system.abilities.str}
mod : integer {2-24.system.abilities.str.mod} (5 different values)
7 (x3)
4 (x2)
5 (x1)
6 (x1)
-5 (x2)
wis : object {2-24.system.abilities.wis}
mod : integer {2-24.system.abilities.wis.mod} (5 different values)
3 (x4)
0 (x2)
4 (x1)
5 (x1)
1 (x1)
initiative : object {2-24.system.initiative}
statistic : string {2-24.system.initiative.statistic} (same value: perception)
perception : object {2-24.system.perception}
details : string {2-24.system.perception.details} (3 different values)
soulsense 60 feet (x2)
(x6)
smoke vision (x1)
mod : integer {2-24.system.perception.mod} (7 different values)
22 (x2)
10 (x1)
13 (x1)
19 (x2)
15 (x1)
18 (x1)
21 (x1)
senses : array<object> {2-24.system.perception.senses}
Length: min=0 max=2
Value type: object {2-24.system.perception.senses.[]}
type : string {2-24.system.perception.senses.[].type} (2 different values)
darkvision (x7)
lifesense (x2)
[acuity] : string {2-24.system.perception.senses.[].acuity} (same value: precise)
[range] : integer {2-24.system.perception.senses.[].range} (same value: 60)
resources : object {2-24.system.resources}
skills : object {2-24.system.skills}
[acrobatics] : object {2-24.system.skills.acrobatics}
base : integer {2-24.system.skills.acrobatics.base} (3 different values)
18 (x1)
15 (x2)
19 (x2)
[athletics] : object {2-24.system.skills.athletics}
base : integer {2-24.system.skills.athletics.base} (5 different values)
23 (x2)
10 (x1)
13 (x1)
12 (x1)
21 (x1)
[intimidation] : object {2-24.system.skills.intimidation}
base : integer {2-24.system.skills.intimidation.base} (3 different values)
10 (x1)
13 (x1)
21 (x2)
[stealth] : object {2-24.system.skills.stealth}
base : integer {2-24.system.skills.stealth.base} (2 different values)
19 (x2)
15 (x1)
[deception] : object {2-24.system.skills.deception}
base : integer {2-24.system.skills.deception.base} (same value: 14)
[religion] : object {2-24.system.skills.religion}
base : integer {2-24.system.skills.religion.base} (same value: 13)
[spellcasting] : object {2-24.system.spellcasting}
rituals : object {2-24.system.spellcasting.rituals}
dc : integer {2-24.system.spellcasting.rituals.dc} (same value: 24)
type : string {2-24.type} (2 different values)
hazard (x2)
npc (x9)
+942
View File
@@ -0,0 +1,942 @@
2nd Rank
Different values: 183
=====================================
object {2nd Rank}
_id : string {2nd Rank._id} (all different values)
folder : string {2nd Rank.folder} (same value: lPzcDrjGDFbzuF2r)
img : string {2nd Rank.img} (179 different values)
name : string {2nd Rank.name} (all different values)
system : object {2nd Rank.system}
[area] : object {2nd Rank.system.area}
type : string {2nd Rank.system.area.type} (6 different values)
burst (x27)
emanation (x6)
cone (x5)
square (x2)
cube (x2)
line (x4)
value : integer {2nd Rank.system.area.value} (8 different values)
10 (x9)
20 (x11)
500 (x1)
15 (x6)
5 (x7)
30 (x6)
40 (x2)
60 (x4)
[details] : string {2nd Rank.system.area.details} (same value: all squares in a 20-foot-radius burst that contain plants)
cost : object {2nd Rank.system.cost}
value : string {2nd Rank.system.cost.value} (2 different values)
(x182)
3 gp game piece focus (x1)
counteraction : boolean {2nd Rank.system.counteraction} (2 different values)
False (x173)
True (x10)
damage : object {2nd Rank.system.damage}
[0] : object {2nd Rank.system.damage.0}
[applyMod] : boolean {2nd Rank.system.damage.0.applyMod} (same value: False)
[category] : string {2nd Rank.system.damage.0.category} (same value: persistent)
formula : string {2nd Rank.system.damage.0.formula} (14 different values)
3d8 (x1)
2d10 (x5)
4d8 (x2)
2d4 (x3)
1d6 (x1)
2d6 (x3)
1d4 (x2)
6d6 (x1)
3d6 (x1)
4d6 (x2)
1d8 (x2)
4d4 (x1)
2d8 (x2)
4d12 (x1)
kinds : array<string> {2nd Rank.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {2nd Rank.system.damage.0.kinds.[]} (same value: damage)
[materials] : array<> {2nd Rank.system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {2nd Rank.system.damage.0.type} (14 different values)
acid (x1)
bludgeoning (x1)
mental (x1)
fire (x7)
bleed (x1)
piercing (x4)
untyped (x3)
slashing (x1)
poison (x1)
force (x2)
sonic (x2)
cold (x1)
void (x1)
electricity (x1)
[YBeTuItHduzXElD5] : object {2nd Rank.system.damage.YBeTuItHduzXElD5}
applyMod : boolean {2nd Rank.system.damage.YBeTuItHduzXElD5.applyMod} (same value: False)
[category] : mixed
formula : string {2nd Rank.system.damage.YBeTuItHduzXElD5.formula} (same value: 2d8)
kinds : array<string> {2nd Rank.system.damage.YBeTuItHduzXElD5.kinds}
Length: min=1 max=1
Value type: string {2nd Rank.system.damage.YBeTuItHduzXElD5.kinds.[]} (same value: damage)
materials : array<> {2nd Rank.system.damage.YBeTuItHduzXElD5.materials}
Length: min=0 max=0
Value type: mixed
type : string {2nd Rank.system.damage.YBeTuItHduzXElD5.type} (same value: acid)
[wn2U6jvbMUgcTC2a] : object {2nd Rank.system.damage.wn2U6jvbMUgcTC2a}
applyMod : boolean {2nd Rank.system.damage.wn2U6jvbMUgcTC2a.applyMod} (same value: False)
[category] : mixed
formula : string {2nd Rank.system.damage.wn2U6jvbMUgcTC2a.formula} (same value: 1d6)
kinds : array<string> {2nd Rank.system.damage.wn2U6jvbMUgcTC2a.kinds}
Length: min=1 max=1
Value type: string {2nd Rank.system.damage.wn2U6jvbMUgcTC2a.kinds.[]} (same value: damage)
materials : array<> {2nd Rank.system.damage.wn2U6jvbMUgcTC2a.materials}
Length: min=0 max=0
Value type: mixed
type : string {2nd Rank.system.damage.wn2U6jvbMUgcTC2a.type} (same value: bludgeoning)
[1] : object {2nd Rank.system.damage.1}
applyMod : boolean {2nd Rank.system.damage.1.applyMod} (2 different values)
True (x1)
False (x3)
[category] : string {2nd Rank.system.damage.1.category} (same value: )
formula : string {2nd Rank.system.damage.1.formula} (4 different values)
1d6 (x1)
1 (x1)
2d4 (x1)
1d8 (x1)
kinds : array<string> {2nd Rank.system.damage.1.kinds}
Length: min=1 max=1
Value type: string {2nd Rank.system.damage.1.kinds.[]} (same value: damage)
[materials] : array<> {2nd Rank.system.damage.1.materials}
Length: min=0 max=0
Value type: mixed
type : string {2nd Rank.system.damage.1.type} (4 different values)
spirit (x1)
bleed (x1)
void (x1)
sonic (x1)
[ohmjnqzezb9q8i8x] : object {2nd Rank.system.damage.ohmjnqzezb9q8i8x}
applyMod : boolean {2nd Rank.system.damage.ohmjnqzezb9q8i8x.applyMod} (same value: False)
[category] : mixed
formula : string {2nd Rank.system.damage.ohmjnqzezb9q8i8x.formula} (same value: 3d8)
kinds : array<string> {2nd Rank.system.damage.ohmjnqzezb9q8i8x.kinds}
Length: min=1 max=1
Value type: string {2nd Rank.system.damage.ohmjnqzezb9q8i8x.kinds.[]} (same value: damage)
materials : array<> {2nd Rank.system.damage.ohmjnqzezb9q8i8x.materials}
Length: min=0 max=0
Value type: mixed
type : string {2nd Rank.system.damage.ohmjnqzezb9q8i8x.type} (same value: bludgeoning)
[ZpsiSWQOvyrSkfMK] : object {2nd Rank.system.damage.ZpsiSWQOvyrSkfMK}
applyMod : boolean {2nd Rank.system.damage.ZpsiSWQOvyrSkfMK.applyMod} (same value: False)
[category] : mixed
formula : string {2nd Rank.system.damage.ZpsiSWQOvyrSkfMK.formula} (same value: 2d6)
kinds : array<string> {2nd Rank.system.damage.ZpsiSWQOvyrSkfMK.kinds}
Length: min=1 max=1
Value type: string {2nd Rank.system.damage.ZpsiSWQOvyrSkfMK.kinds.[]} (same value: damage)
materials : array<> {2nd Rank.system.damage.ZpsiSWQOvyrSkfMK.materials}
Length: min=0 max=0
Value type: mixed
type : string {2nd Rank.system.damage.ZpsiSWQOvyrSkfMK.type} (same value: slashing)
[lFwT0JKtqmiZhm2D] : object {2nd Rank.system.damage.lFwT0JKtqmiZhm2D}
applyMod : boolean {2nd Rank.system.damage.lFwT0JKtqmiZhm2D.applyMod} (same value: False)
category : string {2nd Rank.system.damage.lFwT0JKtqmiZhm2D.category} (same value: persistent)
formula : string {2nd Rank.system.damage.lFwT0JKtqmiZhm2D.formula} (same value: 2d6)
kinds : array<string> {2nd Rank.system.damage.lFwT0JKtqmiZhm2D.kinds}
Length: min=1 max=1
Value type: string {2nd Rank.system.damage.lFwT0JKtqmiZhm2D.kinds.[]} (same value: damage)
materials : array<> {2nd Rank.system.damage.lFwT0JKtqmiZhm2D.materials}
Length: min=0 max=0
Value type: mixed
type : string {2nd Rank.system.damage.lFwT0JKtqmiZhm2D.type} (same value: acid)
[Pf4kebYTSq4tLAM1] : object {2nd Rank.system.damage.Pf4kebYTSq4tLAM1}
applyMod : boolean {2nd Rank.system.damage.Pf4kebYTSq4tLAM1.applyMod} (same value: False)
[category] : mixed
formula : string {2nd Rank.system.damage.Pf4kebYTSq4tLAM1.formula} (same value: 4d6)
kinds : array<string> {2nd Rank.system.damage.Pf4kebYTSq4tLAM1.kinds}
Length: min=1 max=1
Value type: string {2nd Rank.system.damage.Pf4kebYTSq4tLAM1.kinds.[]} (same value: damage)
materials : array<> {2nd Rank.system.damage.Pf4kebYTSq4tLAM1.materials}
Length: min=0 max=0
Value type: mixed
type : string {2nd Rank.system.damage.Pf4kebYTSq4tLAM1.type} (same value: mental)
[oPR8OTVWWJD0xr3H] : object {2nd Rank.system.damage.oPR8OTVWWJD0xr3H}
applyMod : boolean {2nd Rank.system.damage.oPR8OTVWWJD0xr3H.applyMod} (same value: False)
category : string {2nd Rank.system.damage.oPR8OTVWWJD0xr3H.category} (same value: persistent)
formula : string {2nd Rank.system.damage.oPR8OTVWWJD0xr3H.formula} (same value: 1)
kinds : array<string> {2nd Rank.system.damage.oPR8OTVWWJD0xr3H.kinds}
Length: min=1 max=1
Value type: string {2nd Rank.system.damage.oPR8OTVWWJD0xr3H.kinds.[]} (same value: damage)
materials : array<> {2nd Rank.system.damage.oPR8OTVWWJD0xr3H.materials}
Length: min=0 max=0
Value type: mixed
type : string {2nd Rank.system.damage.oPR8OTVWWJD0xr3H.type} (same value: bleed)
[Geqm5hIIStYgyT4R] : object {2nd Rank.system.damage.Geqm5hIIStYgyT4R}
applyMod : boolean {2nd Rank.system.damage.Geqm5hIIStYgyT4R.applyMod} (same value: False)
[category] : mixed
formula : string {2nd Rank.system.damage.Geqm5hIIStYgyT4R.formula} (same value: 4d6)
kinds : array<string> {2nd Rank.system.damage.Geqm5hIIStYgyT4R.kinds}
Length: min=1 max=1
Value type: string {2nd Rank.system.damage.Geqm5hIIStYgyT4R.kinds.[]} (same value: damage)
materials : array<> {2nd Rank.system.damage.Geqm5hIIStYgyT4R.materials}
Length: min=0 max=0
Value type: mixed
type : string {2nd Rank.system.damage.Geqm5hIIStYgyT4R.type} (same value: bludgeoning)
[pIJeJKjOcf4CSjCe] : object {2nd Rank.system.damage.pIJeJKjOcf4CSjCe}
applyMod : boolean {2nd Rank.system.damage.pIJeJKjOcf4CSjCe.applyMod} (same value: False)
category : string {2nd Rank.system.damage.pIJeJKjOcf4CSjCe.category} (same value: splash)
formula : string {2nd Rank.system.damage.pIJeJKjOcf4CSjCe.formula} (same value: 1d6)
kinds : array<string> {2nd Rank.system.damage.pIJeJKjOcf4CSjCe.kinds}
Length: min=1 max=1
Value type: string {2nd Rank.system.damage.pIJeJKjOcf4CSjCe.kinds.[]} (same value: damage)
materials : array<> {2nd Rank.system.damage.pIJeJKjOcf4CSjCe.materials}
Length: min=0 max=0
Value type: mixed
type : string {2nd Rank.system.damage.pIJeJKjOcf4CSjCe.type} (same value: bludgeoning)
[j7ydKn5ZNVgLaHIY] : object {2nd Rank.system.damage.j7ydKn5ZNVgLaHIY}
applyMod : boolean {2nd Rank.system.damage.j7ydKn5ZNVgLaHIY.applyMod} (same value: False)
[category] : mixed
formula : string {2nd Rank.system.damage.j7ydKn5ZNVgLaHIY.formula} (same value: 2d8)
kinds : array<string> {2nd Rank.system.damage.j7ydKn5ZNVgLaHIY.kinds}
Length: min=1 max=1
Value type: string {2nd Rank.system.damage.j7ydKn5ZNVgLaHIY.kinds.[]} (same value: damage)
materials : array<> {2nd Rank.system.damage.j7ydKn5ZNVgLaHIY.materials}
Length: min=0 max=0
Value type: mixed
type : string {2nd Rank.system.damage.j7ydKn5ZNVgLaHIY.type} (same value: bludgeoning)
[FxPXjS0YcyKrooiG] : object {2nd Rank.system.damage.FxPXjS0YcyKrooiG}
applyMod : boolean {2nd Rank.system.damage.FxPXjS0YcyKrooiG.applyMod} (same value: False)
[category] : mixed
formula : string {2nd Rank.system.damage.FxPXjS0YcyKrooiG.formula} (same value: 10)
kinds : array<string> {2nd Rank.system.damage.FxPXjS0YcyKrooiG.kinds}
Length: min=1 max=1
Value type: string {2nd Rank.system.damage.FxPXjS0YcyKrooiG.kinds.[]} (same value: healing)
materials : array<> {2nd Rank.system.damage.FxPXjS0YcyKrooiG.materials}
Length: min=0 max=0
Value type: mixed
type : string {2nd Rank.system.damage.FxPXjS0YcyKrooiG.type} (same value: untyped)
[ga830svjq2s25ahf] : object {2nd Rank.system.damage.ga830svjq2s25ahf}
applyMod : boolean {2nd Rank.system.damage.ga830svjq2s25ahf.applyMod} (same value: False)
category : string {2nd Rank.system.damage.ga830svjq2s25ahf.category} (same value: persistent)
formula : string {2nd Rank.system.damage.ga830svjq2s25ahf.formula} (same value: 2d4)
kinds : array<string> {2nd Rank.system.damage.ga830svjq2s25ahf.kinds}
Length: min=1 max=1
Value type: string {2nd Rank.system.damage.ga830svjq2s25ahf.kinds.[]} (same value: damage)
materials : array<> {2nd Rank.system.damage.ga830svjq2s25ahf.materials}
Length: min=0 max=0
Value type: mixed
type : string {2nd Rank.system.damage.ga830svjq2s25ahf.type} (same value: fire)
[yRdlETS4TihX3ekq] : object {2nd Rank.system.damage.yRdlETS4TihX3ekq}
applyMod : boolean {2nd Rank.system.damage.yRdlETS4TihX3ekq.applyMod} (same value: False)
[category] : mixed
formula : string {2nd Rank.system.damage.yRdlETS4TihX3ekq.formula} (same value: 3d6)
kinds : array<string> {2nd Rank.system.damage.yRdlETS4TihX3ekq.kinds}
Length: min=1 max=1
Value type: string {2nd Rank.system.damage.yRdlETS4TihX3ekq.kinds.[]} (same value: damage)
materials : array<> {2nd Rank.system.damage.yRdlETS4TihX3ekq.materials}
Length: min=0 max=0
Value type: mixed
type : string {2nd Rank.system.damage.yRdlETS4TihX3ekq.type} (same value: bludgeoning)
[0Uok2pip94aNbBFd] : object {2nd Rank.system.damage.0Uok2pip94aNbBFd}
applyMod : boolean {2nd Rank.system.damage.0Uok2pip94aNbBFd.applyMod} (same value: False)
[category] : mixed
formula : string {2nd Rank.system.damage.0Uok2pip94aNbBFd.formula} (same value: 2d8)
kinds : array<string> {2nd Rank.system.damage.0Uok2pip94aNbBFd.kinds}
Length: min=1 max=1
Value type: string {2nd Rank.system.damage.0Uok2pip94aNbBFd.kinds.[]} (same value: damage)
materials : array<> {2nd Rank.system.damage.0Uok2pip94aNbBFd.materials}
Length: min=0 max=0
Value type: mixed
type : string {2nd Rank.system.damage.0Uok2pip94aNbBFd.type} (same value: untyped)
[QrOXDstbGji5fsbX] : object {2nd Rank.system.damage.QrOXDstbGji5fsbX}
applyMod : boolean {2nd Rank.system.damage.QrOXDstbGji5fsbX.applyMod} (same value: False)
[category] : mixed
formula : string {2nd Rank.system.damage.QrOXDstbGji5fsbX.formula} (same value: 4d6)
kinds : array<string> {2nd Rank.system.damage.QrOXDstbGji5fsbX.kinds}
Length: min=1 max=1
Value type: string {2nd Rank.system.damage.QrOXDstbGji5fsbX.kinds.[]} (same value: damage)
materials : array<> {2nd Rank.system.damage.QrOXDstbGji5fsbX.materials}
Length: min=0 max=0
Value type: mixed
type : string {2nd Rank.system.damage.QrOXDstbGji5fsbX.type} (same value: piercing)
[ab3ptdpkosjwwhas] : object {2nd Rank.system.damage.ab3ptdpkosjwwhas}
applyMod : boolean {2nd Rank.system.damage.ab3ptdpkosjwwhas.applyMod} (same value: False)
[category] : mixed
formula : string {2nd Rank.system.damage.ab3ptdpkosjwwhas.formula} (same value: 1d6)
kinds : array<string> {2nd Rank.system.damage.ab3ptdpkosjwwhas.kinds}
Length: min=1 max=1
Value type: string {2nd Rank.system.damage.ab3ptdpkosjwwhas.kinds.[]} (same value: damage)
materials : array<> {2nd Rank.system.damage.ab3ptdpkosjwwhas.materials}
Length: min=0 max=0
Value type: mixed
type : string {2nd Rank.system.damage.ab3ptdpkosjwwhas.type} (same value: cold)
[ykcgd1y626dthnzt] : object {2nd Rank.system.damage.ykcgd1y626dthnzt}
applyMod : boolean {2nd Rank.system.damage.ykcgd1y626dthnzt.applyMod} (same value: False)
[category] : mixed
formula : string {2nd Rank.system.damage.ykcgd1y626dthnzt.formula} (same value: 1d6)
kinds : array<string> {2nd Rank.system.damage.ykcgd1y626dthnzt.kinds}
Length: min=1 max=1
Value type: string {2nd Rank.system.damage.ykcgd1y626dthnzt.kinds.[]} (same value: damage)
materials : array<> {2nd Rank.system.damage.ykcgd1y626dthnzt.materials}
Length: min=0 max=0
Value type: mixed
type : string {2nd Rank.system.damage.ykcgd1y626dthnzt.type} (same value: void)
[lhtty9ufzih9gfue] : object {2nd Rank.system.damage.lhtty9ufzih9gfue}
applyMod : boolean {2nd Rank.system.damage.lhtty9ufzih9gfue.applyMod} (same value: False)
[category] : mixed
formula : string {2nd Rank.system.damage.lhtty9ufzih9gfue.formula} (same value: 2d4)
kinds : array<string> {2nd Rank.system.damage.lhtty9ufzih9gfue.kinds}
Length: min=1 max=1
Value type: string {2nd Rank.system.damage.lhtty9ufzih9gfue.kinds.[]} (same value: damage)
materials : array<> {2nd Rank.system.damage.lhtty9ufzih9gfue.materials}
Length: min=0 max=0
Value type: mixed
type : string {2nd Rank.system.damage.lhtty9ufzih9gfue.type} (same value: mental)
[pxacolqtc1zeoqw3] : object {2nd Rank.system.damage.pxacolqtc1zeoqw3}
applyMod : boolean {2nd Rank.system.damage.pxacolqtc1zeoqw3.applyMod} (same value: False)
category : string {2nd Rank.system.damage.pxacolqtc1zeoqw3.category} (same value: persistent)
formula : string {2nd Rank.system.damage.pxacolqtc1zeoqw3.formula} (same value: 1d4)
kinds : array<string> {2nd Rank.system.damage.pxacolqtc1zeoqw3.kinds}
Length: min=1 max=1
Value type: string {2nd Rank.system.damage.pxacolqtc1zeoqw3.kinds.[]} (same value: damage)
materials : array<> {2nd Rank.system.damage.pxacolqtc1zeoqw3.materials}
Length: min=0 max=0
Value type: mixed
type : string {2nd Rank.system.damage.pxacolqtc1zeoqw3.type} (same value: mental)
[3fs8oc0vhfp42yxz] : object {2nd Rank.system.damage.3fs8oc0vhfp42yxz}
applyMod : boolean {2nd Rank.system.damage.3fs8oc0vhfp42yxz.applyMod} (same value: False)
[category] : mixed
formula : string {2nd Rank.system.damage.3fs8oc0vhfp42yxz.formula} (same value: 2d6)
kinds : array<string> {2nd Rank.system.damage.3fs8oc0vhfp42yxz.kinds}
Length: min=1 max=1
Value type: string {2nd Rank.system.damage.3fs8oc0vhfp42yxz.kinds.[]} (same value: damage)
materials : array<> {2nd Rank.system.damage.3fs8oc0vhfp42yxz.materials}
Length: min=0 max=0
Value type: mixed
type : string {2nd Rank.system.damage.3fs8oc0vhfp42yxz.type} (same value: mental)
[defense] : object {2nd Rank.system.defense}
[save] : object {2nd Rank.system.defense.save}
basic : boolean {2nd Rank.system.defense.save.basic} (2 different values)
True (x15)
False (x51)
statistic : string {2nd Rank.system.defense.save.statistic} (3 different values)
reflex (x20)
fortitude (x23)
will (x23)
[passive] : object {2nd Rank.system.defense.passive}
statistic : string {2nd Rank.system.defense.passive.statistic} (same value: ac)
description : object {2nd Rank.system.description}
value : string {2nd Rank.system.description.value} (all different values)
duration : object {2nd Rank.system.duration}
sustained : boolean {2nd Rank.system.duration.sustained} (2 different values)
False (x158)
True (x25)
value : string {2nd Rank.system.duration.value} (23 different values)
[heightening] : object {2nd Rank.system.heightening}
[damage] : object {2nd Rank.system.heightening.damage}
[0] : string {2nd Rank.system.heightening.damage.0} (9 different values)
2d8 (x3)
2d10 (x1)
1d4 (x4)
2d6 (x6)
1d10 (x4)
1d6 (x1)
1d8 (x4)
2d4 (x1)
1d12 (x1)
[YBeTuItHduzXElD5] : string {2nd Rank.system.heightening.damage.YBeTuItHduzXElD5} (same value: 2d8)
[1] : string {2nd Rank.system.heightening.damage.1} (3 different values)
1 (x1)
1d4 (x1)
1d8 (x1)
[ohmjnqzezb9q8i8x] : string {2nd Rank.system.heightening.damage.ohmjnqzezb9q8i8x} (same value: 3d8)
[ZpsiSWQOvyrSkfMK] : string {2nd Rank.system.heightening.damage.ZpsiSWQOvyrSkfMK} (same value: 2d6)
[lFwT0JKtqmiZhm2D] : string {2nd Rank.system.heightening.damage.lFwT0JKtqmiZhm2D} (same value: 2d6)
[Pf4kebYTSq4tLAM1] : string {2nd Rank.system.heightening.damage.Pf4kebYTSq4tLAM1} (same value: 4d6)
[oPR8OTVWWJD0xr3H] : string {2nd Rank.system.heightening.damage.oPR8OTVWWJD0xr3H} (same value: 1)
[Geqm5hIIStYgyT4R] : string {2nd Rank.system.heightening.damage.Geqm5hIIStYgyT4R} (same value: 2d6)
[pIJeJKjOcf4CSjCe] : string {2nd Rank.system.heightening.damage.pIJeJKjOcf4CSjCe} (same value: 1d6)
[j7ydKn5ZNVgLaHIY] : string {2nd Rank.system.heightening.damage.j7ydKn5ZNVgLaHIY} (same value: 2d8)
[FxPXjS0YcyKrooiG] : string {2nd Rank.system.heightening.damage.FxPXjS0YcyKrooiG} (same value: 10)
[ga830svjq2s25ahf] : string {2nd Rank.system.heightening.damage.ga830svjq2s25ahf} (same value: 1d4)
[2] : string {2nd Rank.system.heightening.damage.2} (same value: )
[3] : string {2nd Rank.system.heightening.damage.3} (same value: )
[0Uok2pip94aNbBFd] : string {2nd Rank.system.heightening.damage.0Uok2pip94aNbBFd} (same value: 1d8)
[QrOXDstbGji5fsbX] : string {2nd Rank.system.heightening.damage.QrOXDstbGji5fsbX} (same value: 4d6)
[ab3ptdpkosjwwhas] : string {2nd Rank.system.heightening.damage.ab3ptdpkosjwwhas} (same value: 1d6)
[ykcgd1y626dthnzt] : string {2nd Rank.system.heightening.damage.ykcgd1y626dthnzt} (same value: 1d6)
[interval] : integer {2nd Rank.system.heightening.interval} (2 different values)
2 (x21)
1 (x18)
type : string {2nd Rank.system.heightening.type} (2 different values)
interval (x39)
fixed (x28)
[levels] : object {2nd Rank.system.heightening.levels}
[10] : object {2nd Rank.system.heightening.levels.10}
target : object {2nd Rank.system.heightening.levels.10.target}
value : string {2nd Rank.system.heightening.levels.10.target.value} (2 different values)
1 unattended non-magical object of 256 Bulk or less (x1)
9 creatures with teeth (x1)
damage : object {2nd Rank.system.heightening.levels.10.damage}
lhtty9ufzih9gfue : object {2nd Rank.system.heightening.levels.10.damage.lhtty9ufzih9gfue}
applyMod : boolean {2nd Rank.system.heightening.levels.10.damage.lhtty9ufzih9gfue.applyMod} (same value: False)
[category] : mixed
formula : string {2nd Rank.system.heightening.levels.10.damage.lhtty9ufzih9gfue.formula} (same value: 10d4)
materials : array<> {2nd Rank.system.heightening.levels.10.damage.lhtty9ufzih9gfue.materials}
Length: min=0 max=0
Value type: mixed
type : string {2nd Rank.system.heightening.levels.10.damage.lhtty9ufzih9gfue.type} (same value: mental)
pxacolqtc1zeoqw3 : object {2nd Rank.system.heightening.levels.10.damage.pxacolqtc1zeoqw3}
applyMod : boolean {2nd Rank.system.heightening.levels.10.damage.pxacolqtc1zeoqw3.applyMod} (same value: False)
category : string {2nd Rank.system.heightening.levels.10.damage.pxacolqtc1zeoqw3.category} (same value: persistent)
formula : string {2nd Rank.system.heightening.levels.10.damage.pxacolqtc1zeoqw3.formula} (same value: 5d4)
materials : array<> {2nd Rank.system.heightening.levels.10.damage.pxacolqtc1zeoqw3.materials}
Length: min=0 max=0
Value type: mixed
type : string {2nd Rank.system.heightening.levels.10.damage.pxacolqtc1zeoqw3.type} (same value: mental)
[3] : object {2nd Rank.system.heightening.levels.3}
[target] : object {2nd Rank.system.heightening.levels.3.target}
value : string {2nd Rank.system.heightening.levels.3.target.value} (3 different values)
1 unattended non-magical object of 2 Bulk or less (x1)
1 willing creature (x1)
up to 10 creatures (x1)
[area] : object {2nd Rank.system.heightening.levels.3.area}
type : string {2nd Rank.system.heightening.levels.3.area.type} (same value: burst)
value : integer {2nd Rank.system.heightening.levels.3.area.value} (same value: 60)
[range] : object {2nd Rank.system.heightening.levels.3.range}
value : string {2nd Rank.system.heightening.levels.3.range.value} (same value: touch)
[4] : object {2nd Rank.system.heightening.levels.4}
[target] : object {2nd Rank.system.heightening.levels.4.target}
value : string {2nd Rank.system.heightening.levels.4.target.value} (9 different values)
1 unattended non-magical object of 4 Bulk or less (x1)
20 willing creatures (x1)
6 willing creatures with an unarmed claw Strike (x1)
2 creatures (x1)
1 zombie of level 5 or lower (x1)
10 willing living creatures (x1)
3 creatures with teeth (x1)
10 creatures (x2)
up to 10 creatures (x1)
[damage] : object {2nd Rank.system.heightening.levels.4.damage}
[wn2U6jvbMUgcTC2a] : object {2nd Rank.system.heightening.levels.4.damage.wn2U6jvbMUgcTC2a}
applyMod : boolean {2nd Rank.system.heightening.levels.4.damage.wn2U6jvbMUgcTC2a.applyMod} (same value: False)
[category] : mixed
formula : string {2nd Rank.system.heightening.levels.4.damage.wn2U6jvbMUgcTC2a.formula} (same value: 2d6)
kinds : array<string> {2nd Rank.system.heightening.levels.4.damage.wn2U6jvbMUgcTC2a.kinds}
Length: min=1 max=1
Value type: string {2nd Rank.system.heightening.levels.4.damage.wn2U6jvbMUgcTC2a.kinds.[]} (same value: damage)
materials : array<> {2nd Rank.system.heightening.levels.4.damage.wn2U6jvbMUgcTC2a.materials}
Length: min=0 max=0
Value type: mixed
type : string {2nd Rank.system.heightening.levels.4.damage.wn2U6jvbMUgcTC2a.type} (same value: bludgeoning)
[0] : object {2nd Rank.system.heightening.levels.4.damage.0}
applyMod : boolean {2nd Rank.system.heightening.levels.4.damage.0.applyMod} (same value: False)
category : string {2nd Rank.system.heightening.levels.4.damage.0.category} (same value: )
formula : string {2nd Rank.system.heightening.levels.4.damage.0.formula} (same value: 2d6)
materials : array<> {2nd Rank.system.heightening.levels.4.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {2nd Rank.system.heightening.levels.4.damage.0.type} (same value: fire)
[1] : object {2nd Rank.system.heightening.levels.4.damage.1}
applyMod : boolean {2nd Rank.system.heightening.levels.4.damage.1.applyMod} (same value: True)
category : string {2nd Rank.system.heightening.levels.4.damage.1.category} (same value: )
formula : string {2nd Rank.system.heightening.levels.4.damage.1.formula} (same value: 1d6)
materials : array<> {2nd Rank.system.heightening.levels.4.damage.1.materials}
Length: min=0 max=0
Value type: mixed
type : string {2nd Rank.system.heightening.levels.4.damage.1.type} (same value: spirit)
lhtty9ufzih9gfue : object {2nd Rank.system.heightening.levels.4.damage.lhtty9ufzih9gfue}
applyMod : boolean {2nd Rank.system.heightening.levels.4.damage.lhtty9ufzih9gfue.applyMod} (same value: False)
[category] : mixed
formula : string {2nd Rank.system.heightening.levels.4.damage.lhtty9ufzih9gfue.formula} (same value: 4d4)
materials : array<> {2nd Rank.system.heightening.levels.4.damage.lhtty9ufzih9gfue.materials}
Length: min=0 max=0
Value type: mixed
type : string {2nd Rank.system.heightening.levels.4.damage.lhtty9ufzih9gfue.type} (same value: mental)
pxacolqtc1zeoqw3 : object {2nd Rank.system.heightening.levels.4.damage.pxacolqtc1zeoqw3}
applyMod : boolean {2nd Rank.system.heightening.levels.4.damage.pxacolqtc1zeoqw3.applyMod} (same value: False)
category : string {2nd Rank.system.heightening.levels.4.damage.pxacolqtc1zeoqw3.category} (same value: persistent)
formula : string {2nd Rank.system.heightening.levels.4.damage.pxacolqtc1zeoqw3.formula} (same value: 2d4)
materials : array<> {2nd Rank.system.heightening.levels.4.damage.pxacolqtc1zeoqw3.materials}
Length: min=0 max=0
Value type: mixed
type : string {2nd Rank.system.heightening.levels.4.damage.pxacolqtc1zeoqw3.type} (same value: mental)
[area] : object {2nd Rank.system.heightening.levels.4.area}
type : string {2nd Rank.system.heightening.levels.4.area.type} (same value: burst)
value : integer {2nd Rank.system.heightening.levels.4.area.value} (2 different values)
120 (x1)
20 (x1)
areaType : string {2nd Rank.system.heightening.levels.4.area.areaType} (same value: burst)
[range] : object {2nd Rank.system.heightening.levels.4.range}
value : string {2nd Rank.system.heightening.levels.4.range.value} (2 different values)
30 feet (x2)
60 feet (x1)
[5] : object {2nd Rank.system.heightening.levels.5}
[target] : object {2nd Rank.system.heightening.levels.5.target}
value : string {2nd Rank.system.heightening.levels.5.target.value} (3 different values)
1 unattended non-magical object of 8 Bulk or less (x1)
100 willing creatures (x1)
Up to 5 creatures (x1)
[time] : object {2nd Rank.system.heightening.levels.5.time}
value : string {2nd Rank.system.heightening.levels.5.time.value} (same value: 3)
[traits] : object {2nd Rank.system.heightening.levels.5.traits}
value : array<string> {2nd Rank.system.heightening.levels.5.traits.value}
Length: min=2 max=2
Value type: string {2nd Rank.system.heightening.levels.5.traits.value.[]} (2 different values)
concentrate (x1)
manipulate (x1)
area : object {2nd Rank.system.heightening.levels.5.area}
areaType : string {2nd Rank.system.heightening.levels.5.area.areaType} (same value: burst)
type : string {2nd Rank.system.heightening.levels.5.area.type} (same value: burst)
value : integer {2nd Rank.system.heightening.levels.5.area.value} (same value: 30)
damage : object {2nd Rank.system.heightening.levels.5.damage}
0 : object {2nd Rank.system.heightening.levels.5.damage.0}
applyMod : boolean {2nd Rank.system.heightening.levels.5.damage.0.applyMod} (same value: False)
[category] : mixed
formula : string {2nd Rank.system.heightening.levels.5.damage.0.formula} (same value: 8d4)
materials : array<> {2nd Rank.system.heightening.levels.5.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {2nd Rank.system.heightening.levels.5.damage.0.type} (same value: cold)
[6] : object {2nd Rank.system.heightening.levels.6}
[target] : object {2nd Rank.system.heightening.levels.6.target}
value : string {2nd Rank.system.heightening.levels.6.target.value} (5 different values)
1 unattended non-magical object of 16 Bulk or less (x1)
10 willing creatures (x2)
10 creatures (x1)
5 creatures (x1)
5 creatures with teeth (x1)
[damage] : object {2nd Rank.system.heightening.levels.6.damage}
[wn2U6jvbMUgcTC2a] : object {2nd Rank.system.heightening.levels.6.damage.wn2U6jvbMUgcTC2a}
applyMod : boolean {2nd Rank.system.heightening.levels.6.damage.wn2U6jvbMUgcTC2a.applyMod} (same value: False)
[category] : mixed
formula : string {2nd Rank.system.heightening.levels.6.damage.wn2U6jvbMUgcTC2a.formula} (same value: 3d6)
kinds : array<string> {2nd Rank.system.heightening.levels.6.damage.wn2U6jvbMUgcTC2a.kinds}
Length: min=1 max=1
Value type: string {2nd Rank.system.heightening.levels.6.damage.wn2U6jvbMUgcTC2a.kinds.[]} (same value: damage)
materials : array<> {2nd Rank.system.heightening.levels.6.damage.wn2U6jvbMUgcTC2a.materials}
Length: min=0 max=0
Value type: mixed
type : string {2nd Rank.system.heightening.levels.6.damage.wn2U6jvbMUgcTC2a.type} (same value: bludgeoning)
[0] : object {2nd Rank.system.heightening.levels.6.damage.0}
applyMod : boolean {2nd Rank.system.heightening.levels.6.damage.0.applyMod} (same value: False)
category : string {2nd Rank.system.heightening.levels.6.damage.0.category} (same value: )
formula : string {2nd Rank.system.heightening.levels.6.damage.0.formula} (same value: 3d6)
materials : array<> {2nd Rank.system.heightening.levels.6.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {2nd Rank.system.heightening.levels.6.damage.0.type} (same value: fire)
[1] : object {2nd Rank.system.heightening.levels.6.damage.1}
applyMod : boolean {2nd Rank.system.heightening.levels.6.damage.1.applyMod} (same value: True)
category : string {2nd Rank.system.heightening.levels.6.damage.1.category} (same value: )
formula : string {2nd Rank.system.heightening.levels.6.damage.1.formula} (same value: 1d6)
materials : array<> {2nd Rank.system.heightening.levels.6.damage.1.materials}
Length: min=0 max=0
Value type: mixed
type : string {2nd Rank.system.heightening.levels.6.damage.1.type} (same value: spirit)
lhtty9ufzih9gfue : object {2nd Rank.system.heightening.levels.6.damage.lhtty9ufzih9gfue}
applyMod : boolean {2nd Rank.system.heightening.levels.6.damage.lhtty9ufzih9gfue.applyMod} (same value: False)
[category] : mixed
formula : string {2nd Rank.system.heightening.levels.6.damage.lhtty9ufzih9gfue.formula} (same value: 6d4)
materials : array<> {2nd Rank.system.heightening.levels.6.damage.lhtty9ufzih9gfue.materials}
Length: min=0 max=0
Value type: mixed
type : string {2nd Rank.system.heightening.levels.6.damage.lhtty9ufzih9gfue.type} (same value: mental)
pxacolqtc1zeoqw3 : object {2nd Rank.system.heightening.levels.6.damage.pxacolqtc1zeoqw3}
applyMod : boolean {2nd Rank.system.heightening.levels.6.damage.pxacolqtc1zeoqw3.applyMod} (same value: False)
category : string {2nd Rank.system.heightening.levels.6.damage.pxacolqtc1zeoqw3.category} (same value: persistent)
formula : string {2nd Rank.system.heightening.levels.6.damage.pxacolqtc1zeoqw3.formula} (same value: 3d4)
materials : array<> {2nd Rank.system.heightening.levels.6.damage.pxacolqtc1zeoqw3.materials}
Length: min=0 max=0
Value type: mixed
type : string {2nd Rank.system.heightening.levels.6.damage.pxacolqtc1zeoqw3.type} (same value: mental)
[area] : object {2nd Rank.system.heightening.levels.6.area}
type : string {2nd Rank.system.heightening.levels.6.area.type} (same value: burst)
value : integer {2nd Rank.system.heightening.levels.6.area.value} (same value: 500)
[7] : object {2nd Rank.system.heightening.levels.7}
[target] : object {2nd Rank.system.heightening.levels.7.target}
value : string {2nd Rank.system.heightening.levels.7.target.value} (2 different values)
1 unattended non-magical object of 32 Bulk or less (x1)
5 creatures (x1)
[area] : object {2nd Rank.system.heightening.levels.7.area}
areaType : string {2nd Rank.system.heightening.levels.7.area.areaType} (same value: burst)
type : string {2nd Rank.system.heightening.levels.7.area.type} (same value: burst)
value : integer {2nd Rank.system.heightening.levels.7.area.value} (same value: 20)
[range] : object {2nd Rank.system.heightening.levels.7.range}
value : string {2nd Rank.system.heightening.levels.7.range.value} (same value: 120 feet)
[8] : object {2nd Rank.system.heightening.levels.8}
[target] : object {2nd Rank.system.heightening.levels.8.target}
value : string {2nd Rank.system.heightening.levels.8.target.value} (2 different values)
1 unattended non-magical object of 64 Bulk or less (x1)
7 creatures with teeth (x1)
damage : object {2nd Rank.system.heightening.levels.8.damage}
[wn2U6jvbMUgcTC2a] : object {2nd Rank.system.heightening.levels.8.damage.wn2U6jvbMUgcTC2a}
applyMod : boolean {2nd Rank.system.heightening.levels.8.damage.wn2U6jvbMUgcTC2a.applyMod} (same value: False)
[category] : mixed
formula : string {2nd Rank.system.heightening.levels.8.damage.wn2U6jvbMUgcTC2a.formula} (same value: 4d6)
kinds : array<string> {2nd Rank.system.heightening.levels.8.damage.wn2U6jvbMUgcTC2a.kinds}
Length: min=1 max=1
Value type: string {2nd Rank.system.heightening.levels.8.damage.wn2U6jvbMUgcTC2a.kinds.[]} (same value: damage)
materials : array<> {2nd Rank.system.heightening.levels.8.damage.wn2U6jvbMUgcTC2a.materials}
Length: min=0 max=0
Value type: mixed
type : string {2nd Rank.system.heightening.levels.8.damage.wn2U6jvbMUgcTC2a.type} (same value: bludgeoning)
[0] : object {2nd Rank.system.heightening.levels.8.damage.0}
applyMod : boolean {2nd Rank.system.heightening.levels.8.damage.0.applyMod} (same value: False)
[category] : string {2nd Rank.system.heightening.levels.8.damage.0.category} (same value: )
formula : string {2nd Rank.system.heightening.levels.8.damage.0.formula} (2 different values)
4d6 (x1)
14d4 (x1)
materials : array<> {2nd Rank.system.heightening.levels.8.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {2nd Rank.system.heightening.levels.8.damage.0.type} (2 different values)
fire (x1)
cold (x1)
[1] : object {2nd Rank.system.heightening.levels.8.damage.1}
applyMod : boolean {2nd Rank.system.heightening.levels.8.damage.1.applyMod} (same value: True)
category : string {2nd Rank.system.heightening.levels.8.damage.1.category} (same value: )
formula : string {2nd Rank.system.heightening.levels.8.damage.1.formula} (same value: 1d6)
materials : array<> {2nd Rank.system.heightening.levels.8.damage.1.materials}
Length: min=0 max=0
Value type: mixed
type : string {2nd Rank.system.heightening.levels.8.damage.1.type} (same value: spirit)
lhtty9ufzih9gfue : object {2nd Rank.system.heightening.levels.8.damage.lhtty9ufzih9gfue}
applyMod : boolean {2nd Rank.system.heightening.levels.8.damage.lhtty9ufzih9gfue.applyMod} (same value: False)
[category] : mixed
formula : string {2nd Rank.system.heightening.levels.8.damage.lhtty9ufzih9gfue.formula} (same value: 8d4)
materials : array<> {2nd Rank.system.heightening.levels.8.damage.lhtty9ufzih9gfue.materials}
Length: min=0 max=0
Value type: mixed
type : string {2nd Rank.system.heightening.levels.8.damage.lhtty9ufzih9gfue.type} (same value: mental)
pxacolqtc1zeoqw3 : object {2nd Rank.system.heightening.levels.8.damage.pxacolqtc1zeoqw3}
applyMod : boolean {2nd Rank.system.heightening.levels.8.damage.pxacolqtc1zeoqw3.applyMod} (same value: False)
category : string {2nd Rank.system.heightening.levels.8.damage.pxacolqtc1zeoqw3.category} (same value: persistent)
formula : string {2nd Rank.system.heightening.levels.8.damage.pxacolqtc1zeoqw3.formula} (same value: 4d4)
materials : array<> {2nd Rank.system.heightening.levels.8.damage.pxacolqtc1zeoqw3.materials}
Length: min=0 max=0
Value type: mixed
type : string {2nd Rank.system.heightening.levels.8.damage.pxacolqtc1zeoqw3.type} (same value: mental)
[area] : object {2nd Rank.system.heightening.levels.8.area}
areaType : string {2nd Rank.system.heightening.levels.8.area.areaType} (same value: burst)
type : string {2nd Rank.system.heightening.levels.8.area.type} (same value: burst)
value : integer {2nd Rank.system.heightening.levels.8.area.value} (same value: 60)
[9] : object {2nd Rank.system.heightening.levels.9}
[target] : object {2nd Rank.system.heightening.levels.9.target}
value : string {2nd Rank.system.heightening.levels.9.target.value} (same value: 1 unattended non-magical object of 128 Bulk or less)
area : object {2nd Rank.system.heightening.levels.9.area}
type : string {2nd Rank.system.heightening.levels.9.area.type} (same value: burst)
value : integer {2nd Rank.system.heightening.levels.9.area.value} (same value: 5280)
[area] : integer {2nd Rank.system.heightening.area} (2 different values)
0 (x8)
20 (x1)
level : object {2nd Rank.system.level}
value : integer {2nd Rank.system.level.value} (same value: 2)
publication : object {2nd Rank.system.publication}
license : string {2nd Rank.system.publication.license} (2 different values)
OGL (x93)
ORC (x90)
remaster : boolean {2nd Rank.system.publication.remaster} (2 different values)
False (x70)
True (x113)
title : string {2nd Rank.system.publication.title} (32 different values)
range : object {2nd Rank.system.range}
value : string {2nd Rank.system.range.value} (10 different values)
120 feet (x23)
touch (x48)
30 feet (x48)
(x39)
100 feet (x4)
60 feet (x17)
90 feet (x1)
planetary (x1)
500 feet (x1)
10 miles (x1)
requirements : string {2nd Rank.system.requirements} (5 different values)
(x179)
You can bleed (x1)
A creature within range is hit with a Strike that deals physical damage. (x1)
You're a living creature (x1)
You have an eidolon. (x1)
rules : ###FoundryRulesObject###
target : object {2nd Rank.system.target}
value : string {2nd Rank.system.target.value} (56 different values)
time : object {2nd Rank.system.time}
value : string {2nd Rank.system.time.value} (11 different values)
2 (x141)
1 minute (x10)
3 (x12)
10 minutes (x6)
1 to 3 (x3)
reaction (x4)
2 or 3 (x2)
1 hour (x1)
1 (x2)
2 to 2 rounds (x1)
1 or 2 (x1)
traits : object {2nd Rank.system.traits}
rarity : string {2nd Rank.system.traits.rarity} (3 different values)
common (x138)
uncommon (x35)
rare (x10)
traditions : array<string> {2nd Rank.system.traits.traditions}
Length: min=1 max=4
Value type: string {2nd Rank.system.traits.traditions.[]} (4 different values)
arcane (x126)
primal (x115)
divine (x80)
occult (x105)
value : array<string> {2nd Rank.system.traits.value}
Length: min=0 max=7
Value type: string {2nd Rank.system.traits.value.[]} (53 different values)
[selected] : array<> {2nd Rank.system.traits.selected}
Length: min=0 max=0
Value type: mixed
[overlays] : object {2nd Rank.system.overlays}
[hqiwae0wgehycnex] : object {2nd Rank.system.overlays.hqiwae0wgehycnex}
_id : string {2nd Rank.system.overlays.hqiwae0wgehycnex._id} (same value: hqiwae0wgehycnex)
overlayType : string {2nd Rank.system.overlays.hqiwae0wgehycnex.overlayType} (same value: override)
sort : integer {2nd Rank.system.overlays.hqiwae0wgehycnex.sort} (same value: 2)
system : object {2nd Rank.system.overlays.hqiwae0wgehycnex.system}
damage : object {2nd Rank.system.overlays.hqiwae0wgehycnex.system.damage}
d80radfbikwjogmr : object {2nd Rank.system.overlays.hqiwae0wgehycnex.system.damage.d80radfbikwjogmr}
applyMod : boolean {2nd Rank.system.overlays.hqiwae0wgehycnex.system.damage.d80radfbikwjogmr.applyMod} (same value: False)
[category] : mixed
formula : string {2nd Rank.system.overlays.hqiwae0wgehycnex.system.damage.d80radfbikwjogmr.formula} (same value: 4d6)
materials : array<> {2nd Rank.system.overlays.hqiwae0wgehycnex.system.damage.d80radfbikwjogmr.materials}
Length: min=0 max=0
Value type: mixed
type : string {2nd Rank.system.overlays.hqiwae0wgehycnex.system.damage.d80radfbikwjogmr.type} (same value: fire)
heightening : object {2nd Rank.system.overlays.hqiwae0wgehycnex.system.heightening}
damage : object {2nd Rank.system.overlays.hqiwae0wgehycnex.system.heightening.damage}
d80radfbikwjogmr : string {2nd Rank.system.overlays.hqiwae0wgehycnex.system.heightening.damage.d80radfbikwjogmr} (same value: 2d6)
interval : integer {2nd Rank.system.overlays.hqiwae0wgehycnex.system.heightening.interval} (same value: 1)
type : string {2nd Rank.system.overlays.hqiwae0wgehycnex.system.heightening.type} (same value: interval)
target : object {2nd Rank.system.overlays.hqiwae0wgehycnex.system.target}
value : string {2nd Rank.system.overlays.hqiwae0wgehycnex.system.target.value} (same value: 2 or more creatures)
time : object {2nd Rank.system.overlays.hqiwae0wgehycnex.system.time}
value : string {2nd Rank.system.overlays.hqiwae0wgehycnex.system.time.value} (same value: 2 or 3)
[wlrbtv7c5shfmdh1] : object {2nd Rank.system.overlays.wlrbtv7c5shfmdh1}
_id : string {2nd Rank.system.overlays.wlrbtv7c5shfmdh1._id} (same value: wlrbtv7c5shfmdh1)
overlayType : string {2nd Rank.system.overlays.wlrbtv7c5shfmdh1.overlayType} (same value: override)
sort : integer {2nd Rank.system.overlays.wlrbtv7c5shfmdh1.sort} (same value: 1)
system : object {2nd Rank.system.overlays.wlrbtv7c5shfmdh1.system}
damage : object {2nd Rank.system.overlays.wlrbtv7c5shfmdh1.system.damage}
tgzp2lzatpg4c9a5 : object {2nd Rank.system.overlays.wlrbtv7c5shfmdh1.system.damage.tgzp2lzatpg4c9a5}
applyMod : boolean {2nd Rank.system.overlays.wlrbtv7c5shfmdh1.system.damage.tgzp2lzatpg4c9a5.applyMod} (same value: False)
[category] : mixed
formula : string {2nd Rank.system.overlays.wlrbtv7c5shfmdh1.system.damage.tgzp2lzatpg4c9a5.formula} (same value: 2d6)
materials : array<> {2nd Rank.system.overlays.wlrbtv7c5shfmdh1.system.damage.tgzp2lzatpg4c9a5.materials}
Length: min=0 max=0
Value type: mixed
type : string {2nd Rank.system.overlays.wlrbtv7c5shfmdh1.system.damage.tgzp2lzatpg4c9a5.type} (same value: fire)
heightening : object {2nd Rank.system.overlays.wlrbtv7c5shfmdh1.system.heightening}
damage : object {2nd Rank.system.overlays.wlrbtv7c5shfmdh1.system.heightening.damage}
tgzp2lzatpg4c9a5 : string {2nd Rank.system.overlays.wlrbtv7c5shfmdh1.system.heightening.damage.tgzp2lzatpg4c9a5} (same value: 1d6)
interval : integer {2nd Rank.system.overlays.wlrbtv7c5shfmdh1.system.heightening.interval} (same value: 1)
type : string {2nd Rank.system.overlays.wlrbtv7c5shfmdh1.system.heightening.type} (same value: interval)
target : object {2nd Rank.system.overlays.wlrbtv7c5shfmdh1.system.target}
value : string {2nd Rank.system.overlays.wlrbtv7c5shfmdh1.system.target.value} (same value: 1 creature)
time : object {2nd Rank.system.overlays.wlrbtv7c5shfmdh1.system.time}
value : string {2nd Rank.system.overlays.wlrbtv7c5shfmdh1.system.time.value} (same value: 1)
[rgpytku9yox1yddh] : object {2nd Rank.system.overlays.rgpytku9yox1yddh}
_id : string {2nd Rank.system.overlays.rgpytku9yox1yddh._id} (same value: rgpytku9yox1yddh)
overlayType : string {2nd Rank.system.overlays.rgpytku9yox1yddh.overlayType} (same value: override)
sort : integer {2nd Rank.system.overlays.rgpytku9yox1yddh.sort} (same value: 2)
system : object {2nd Rank.system.overlays.rgpytku9yox1yddh.system}
time : object {2nd Rank.system.overlays.rgpytku9yox1yddh.system.time}
value : string {2nd Rank.system.overlays.rgpytku9yox1yddh.system.time.value} (same value: 3)
traits : object {2nd Rank.system.overlays.rgpytku9yox1yddh.system.traits}
value : array<string> {2nd Rank.system.overlays.rgpytku9yox1yddh.system.traits.value}
Length: min=2 max=2
Value type: string {2nd Rank.system.overlays.rgpytku9yox1yddh.system.traits.value.[]} (2 different values)
concentrate (x1)
manipulate (x1)
[wbmv0dtfurrhoq5m] : object {2nd Rank.system.overlays.wbmv0dtfurrhoq5m}
_id : string {2nd Rank.system.overlays.wbmv0dtfurrhoq5m._id} (same value: wbmv0dtfurrhoq5m)
overlayType : string {2nd Rank.system.overlays.wbmv0dtfurrhoq5m.overlayType} (same value: override)
sort : integer {2nd Rank.system.overlays.wbmv0dtfurrhoq5m.sort} (same value: 1)
system : object {2nd Rank.system.overlays.wbmv0dtfurrhoq5m.system}
time : object {2nd Rank.system.overlays.wbmv0dtfurrhoq5m.system.time}
value : string {2nd Rank.system.overlays.wbmv0dtfurrhoq5m.system.time.value} (same value: 2)
traits : object {2nd Rank.system.overlays.wbmv0dtfurrhoq5m.system.traits}
value : array<string> {2nd Rank.system.overlays.wbmv0dtfurrhoq5m.system.traits.value}
Length: min=2 max=2
Value type: string {2nd Rank.system.overlays.wbmv0dtfurrhoq5m.system.traits.value.[]} (2 different values)
concentrate (x1)
manipulate (x1)
[TbHMSXBAsnIbidBD] : object {2nd Rank.system.overlays.TbHMSXBAsnIbidBD}
_id : string {2nd Rank.system.overlays.TbHMSXBAsnIbidBD._id} (same value: TbHMSXBAsnIbidBD)
overlayType : string {2nd Rank.system.overlays.TbHMSXBAsnIbidBD.overlayType} (same value: override)
sort : integer {2nd Rank.system.overlays.TbHMSXBAsnIbidBD.sort} (same value: 3)
system : object {2nd Rank.system.overlays.TbHMSXBAsnIbidBD.system}
area : object {2nd Rank.system.overlays.TbHMSXBAsnIbidBD.system.area}
type : string {2nd Rank.system.overlays.TbHMSXBAsnIbidBD.system.area.type} (same value: burst)
value : integer {2nd Rank.system.overlays.TbHMSXBAsnIbidBD.system.area.value} (same value: 15)
time : object {2nd Rank.system.overlays.TbHMSXBAsnIbidBD.system.time}
value : string {2nd Rank.system.overlays.TbHMSXBAsnIbidBD.system.time.value} (same value: 3)
traits : object {2nd Rank.system.overlays.TbHMSXBAsnIbidBD.system.traits}
value : array<string> {2nd Rank.system.overlays.TbHMSXBAsnIbidBD.system.traits.value}
Length: min=2 max=2
Value type: string {2nd Rank.system.overlays.TbHMSXBAsnIbidBD.system.traits.value.[]} (2 different values)
concentrate (x1)
manipulate (x1)
[XJzWxXlJmL5uj8Yd] : object {2nd Rank.system.overlays.XJzWxXlJmL5uj8Yd}
_id : string {2nd Rank.system.overlays.XJzWxXlJmL5uj8Yd._id} (same value: XJzWxXlJmL5uj8Yd)
overlayType : string {2nd Rank.system.overlays.XJzWxXlJmL5uj8Yd.overlayType} (same value: override)
sort : integer {2nd Rank.system.overlays.XJzWxXlJmL5uj8Yd.sort} (same value: 1)
system : object {2nd Rank.system.overlays.XJzWxXlJmL5uj8Yd.system}
area : object {2nd Rank.system.overlays.XJzWxXlJmL5uj8Yd.system.area}
type : string {2nd Rank.system.overlays.XJzWxXlJmL5uj8Yd.system.area.type} (same value: burst)
value : integer {2nd Rank.system.overlays.XJzWxXlJmL5uj8Yd.system.area.value} (same value: 5)
time : object {2nd Rank.system.overlays.XJzWxXlJmL5uj8Yd.system.time}
value : string {2nd Rank.system.overlays.XJzWxXlJmL5uj8Yd.system.time.value} (same value: 1)
traits : object {2nd Rank.system.overlays.XJzWxXlJmL5uj8Yd.system.traits}
value : array<string> {2nd Rank.system.overlays.XJzWxXlJmL5uj8Yd.system.traits.value}
Length: min=1 max=1
Value type: string {2nd Rank.system.overlays.XJzWxXlJmL5uj8Yd.system.traits.value.[]} (same value: manipulate)
[aZcOAlvTgorg1Rl9] : object {2nd Rank.system.overlays.aZcOAlvTgorg1Rl9}
_id : string {2nd Rank.system.overlays.aZcOAlvTgorg1Rl9._id} (same value: aZcOAlvTgorg1Rl9)
overlayType : string {2nd Rank.system.overlays.aZcOAlvTgorg1Rl9.overlayType} (same value: override)
sort : integer {2nd Rank.system.overlays.aZcOAlvTgorg1Rl9.sort} (same value: 2)
system : object {2nd Rank.system.overlays.aZcOAlvTgorg1Rl9.system}
area : object {2nd Rank.system.overlays.aZcOAlvTgorg1Rl9.system.area}
type : string {2nd Rank.system.overlays.aZcOAlvTgorg1Rl9.system.area.type} (same value: burst)
value : integer {2nd Rank.system.overlays.aZcOAlvTgorg1Rl9.system.area.value} (same value: 10)
time : object {2nd Rank.system.overlays.aZcOAlvTgorg1Rl9.system.time}
value : string {2nd Rank.system.overlays.aZcOAlvTgorg1Rl9.system.time.value} (same value: 2)
traits : object {2nd Rank.system.overlays.aZcOAlvTgorg1Rl9.system.traits}
value : array<string> {2nd Rank.system.overlays.aZcOAlvTgorg1Rl9.system.traits.value}
Length: min=2 max=2
Value type: string {2nd Rank.system.overlays.aZcOAlvTgorg1Rl9.system.traits.value.[]} (2 different values)
concentrate (x1)
manipulate (x1)
[CXLBoUCDAyNLYJLa] : object {2nd Rank.system.overlays.CXLBoUCDAyNLYJLa}
name : string {2nd Rank.system.overlays.CXLBoUCDAyNLYJLa.name} (same value: Final Sacrifice (Cold))
overlayType : string {2nd Rank.system.overlays.CXLBoUCDAyNLYJLa.overlayType} (same value: override)
sort : integer {2nd Rank.system.overlays.CXLBoUCDAyNLYJLa.sort} (same value: 2)
system : object {2nd Rank.system.overlays.CXLBoUCDAyNLYJLa.system}
damage : object {2nd Rank.system.overlays.CXLBoUCDAyNLYJLa.system.damage}
0 : object {2nd Rank.system.overlays.CXLBoUCDAyNLYJLa.system.damage.0}
[category] : mixed
kinds : array<string> {2nd Rank.system.overlays.CXLBoUCDAyNLYJLa.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {2nd Rank.system.overlays.CXLBoUCDAyNLYJLa.system.damage.0.kinds.[]} (same value: damage)
type : string {2nd Rank.system.overlays.CXLBoUCDAyNLYJLa.system.damage.0.type} (same value: cold)
rules : ###FoundryRulesObject###
traits : object {2nd Rank.system.overlays.CXLBoUCDAyNLYJLa.system.traits}
value : array<string> {2nd Rank.system.overlays.CXLBoUCDAyNLYJLa.system.traits.value}
Length: min=3 max=3
Value type: string {2nd Rank.system.overlays.CXLBoUCDAyNLYJLa.system.traits.value.[]} (3 different values)
cold (x1)
concentrate (x1)
manipulate (x1)
[rxA3woadtvHLq4xZ] : object {2nd Rank.system.overlays.rxA3woadtvHLq4xZ}
name : string {2nd Rank.system.overlays.rxA3woadtvHLq4xZ.name} (same value: Final Sacrifice (Fire))
overlayType : string {2nd Rank.system.overlays.rxA3woadtvHLq4xZ.overlayType} (same value: override)
sort : integer {2nd Rank.system.overlays.rxA3woadtvHLq4xZ.sort} (same value: 1)
system : object {2nd Rank.system.overlays.rxA3woadtvHLq4xZ.system}
damage : object {2nd Rank.system.overlays.rxA3woadtvHLq4xZ.system.damage}
0 : object {2nd Rank.system.overlays.rxA3woadtvHLq4xZ.system.damage.0}
[category] : mixed
rules : ###FoundryRulesObject###
[owbdx5mwkhnfjfe8] : object {2nd Rank.system.overlays.owbdx5mwkhnfjfe8}
_id : string {2nd Rank.system.overlays.owbdx5mwkhnfjfe8._id} (same value: owbdx5mwkhnfjfe8)
overlayType : string {2nd Rank.system.overlays.owbdx5mwkhnfjfe8.overlayType} (same value: override)
sort : integer {2nd Rank.system.overlays.owbdx5mwkhnfjfe8.sort} (same value: 2)
system : object {2nd Rank.system.overlays.owbdx5mwkhnfjfe8.system}
area : object {2nd Rank.system.overlays.owbdx5mwkhnfjfe8.system.area}
value : string {2nd Rank.system.overlays.owbdx5mwkhnfjfe8.system.area.value} (same value: 120)
time : object {2nd Rank.system.overlays.owbdx5mwkhnfjfe8.system.time}
value : string {2nd Rank.system.overlays.owbdx5mwkhnfjfe8.system.time.value} (same value: 3)
traits : object {2nd Rank.system.overlays.owbdx5mwkhnfjfe8.system.traits}
value : array<string> {2nd Rank.system.overlays.owbdx5mwkhnfjfe8.system.traits.value}
Length: min=4 max=4
Value type: string {2nd Rank.system.overlays.owbdx5mwkhnfjfe8.system.traits.value.[]} (4 different values)
concentrate (x1)
force (x1)
light (x1)
manipulate (x1)
[qrxkquqbapot642g] : object {2nd Rank.system.overlays.qrxkquqbapot642g}
_id : string {2nd Rank.system.overlays.qrxkquqbapot642g._id} (same value: qrxkquqbapot642g)
overlayType : string {2nd Rank.system.overlays.qrxkquqbapot642g.overlayType} (same value: override)
sort : integer {2nd Rank.system.overlays.qrxkquqbapot642g.sort} (same value: 1)
system : object {2nd Rank.system.overlays.qrxkquqbapot642g.system}
time : object {2nd Rank.system.overlays.qrxkquqbapot642g.system.time}
value : string {2nd Rank.system.overlays.qrxkquqbapot642g.system.time.value} (same value: 2)
[zzgj6vleao856t2k] : object {2nd Rank.system.overlays.zzgj6vleao856t2k}
name : string {2nd Rank.system.overlays.zzgj6vleao856t2k.name} (same value: Inner Radiance Torrent (2 Rounds))
overlayType : string {2nd Rank.system.overlays.zzgj6vleao856t2k.overlayType} (same value: override)
sort : integer {2nd Rank.system.overlays.zzgj6vleao856t2k.sort} (same value: 3)
system : object {2nd Rank.system.overlays.zzgj6vleao856t2k.system}
area : object {2nd Rank.system.overlays.zzgj6vleao856t2k.system.area}
value : string {2nd Rank.system.overlays.zzgj6vleao856t2k.system.area.value} (same value: 120)
damage : object {2nd Rank.system.overlays.zzgj6vleao856t2k.system.damage}
0 : object {2nd Rank.system.overlays.zzgj6vleao856t2k.system.damage.0}
[category] : mixed
formula : string {2nd Rank.system.overlays.zzgj6vleao856t2k.system.damage.0.formula} (same value: 8d4)
heightening : object {2nd Rank.system.overlays.zzgj6vleao856t2k.system.heightening}
damage : object {2nd Rank.system.overlays.zzgj6vleao856t2k.system.heightening.damage}
0 : string {2nd Rank.system.overlays.zzgj6vleao856t2k.system.heightening.damage.0} (same value: 4d4)
time : object {2nd Rank.system.overlays.zzgj6vleao856t2k.system.time}
value : string {2nd Rank.system.overlays.zzgj6vleao856t2k.system.time.value} (same value: 2 rounds)
traits : object {2nd Rank.system.overlays.zzgj6vleao856t2k.system.traits}
value : array<string> {2nd Rank.system.overlays.zzgj6vleao856t2k.system.traits.value}
Length: min=4 max=4
Value type: string {2nd Rank.system.overlays.zzgj6vleao856t2k.system.traits.value.[]} (4 different values)
concentrate (x1)
force (x1)
light (x1)
manipulate (x1)
NYYzPXYkV0V917XF : object {2nd Rank.system.overlays.NYYzPXYkV0V917XF}
name : string {2nd Rank.system.overlays.NYYzPXYkV0V917XF.name} (same value: Spiritual Armament (Spirit))
overlayType : string {2nd Rank.system.overlays.NYYzPXYkV0V917XF.overlayType} (same value: override)
sort : integer {2nd Rank.system.overlays.NYYzPXYkV0V917XF.sort} (same value: 4)
system : object {2nd Rank.system.overlays.NYYzPXYkV0V917XF.system}
damage : object {2nd Rank.system.overlays.NYYzPXYkV0V917XF.system.damage}
0Uok2pip94aNbBFd : object {2nd Rank.system.overlays.NYYzPXYkV0V917XF.system.damage.0Uok2pip94aNbBFd}
[category] : mixed
kinds : array<string> {2nd Rank.system.overlays.NYYzPXYkV0V917XF.system.damage.0Uok2pip94aNbBFd.kinds}
Length: min=1 max=1
Value type: string {2nd Rank.system.overlays.NYYzPXYkV0V917XF.system.damage.0Uok2pip94aNbBFd.kinds.[]} (same value: damage)
type : string {2nd Rank.system.overlays.NYYzPXYkV0V917XF.system.damage.0Uok2pip94aNbBFd.type} (same value: spirit)
[defense] : mixed
OTj254xSoTgGQJlU : object {2nd Rank.system.overlays.OTj254xSoTgGQJlU}
name : string {2nd Rank.system.overlays.OTj254xSoTgGQJlU.name} (same value: Spiritual Armament (Slashing))
overlayType : string {2nd Rank.system.overlays.OTj254xSoTgGQJlU.overlayType} (same value: override)
sort : integer {2nd Rank.system.overlays.OTj254xSoTgGQJlU.sort} (same value: 3)
system : object {2nd Rank.system.overlays.OTj254xSoTgGQJlU.system}
damage : object {2nd Rank.system.overlays.OTj254xSoTgGQJlU.system.damage}
0Uok2pip94aNbBFd : object {2nd Rank.system.overlays.OTj254xSoTgGQJlU.system.damage.0Uok2pip94aNbBFd}
[category] : mixed
kinds : array<string> {2nd Rank.system.overlays.OTj254xSoTgGQJlU.system.damage.0Uok2pip94aNbBFd.kinds}
Length: min=1 max=1
Value type: string {2nd Rank.system.overlays.OTj254xSoTgGQJlU.system.damage.0Uok2pip94aNbBFd.kinds.[]} (same value: damage)
type : string {2nd Rank.system.overlays.OTj254xSoTgGQJlU.system.damage.0Uok2pip94aNbBFd.type} (same value: slashing)
[defense] : mixed
TqI3B4hFxajOSIm3 : object {2nd Rank.system.overlays.TqI3B4hFxajOSIm3}
name : string {2nd Rank.system.overlays.TqI3B4hFxajOSIm3.name} (same value: Spiritual Armament (Bludgeoning))
overlayType : string {2nd Rank.system.overlays.TqI3B4hFxajOSIm3.overlayType} (same value: override)
sort : integer {2nd Rank.system.overlays.TqI3B4hFxajOSIm3.sort} (same value: 1)
system : object {2nd Rank.system.overlays.TqI3B4hFxajOSIm3.system}
damage : object {2nd Rank.system.overlays.TqI3B4hFxajOSIm3.system.damage}
0Uok2pip94aNbBFd : object {2nd Rank.system.overlays.TqI3B4hFxajOSIm3.system.damage.0Uok2pip94aNbBFd}
[category] : mixed
kinds : array<string> {2nd Rank.system.overlays.TqI3B4hFxajOSIm3.system.damage.0Uok2pip94aNbBFd.kinds}
Length: min=1 max=1
Value type: string {2nd Rank.system.overlays.TqI3B4hFxajOSIm3.system.damage.0Uok2pip94aNbBFd.kinds.[]} (same value: damage)
type : string {2nd Rank.system.overlays.TqI3B4hFxajOSIm3.system.damage.0Uok2pip94aNbBFd.type} (same value: bludgeoning)
[defense] : mixed
WIvpqh0pSKKC4t0F : object {2nd Rank.system.overlays.WIvpqh0pSKKC4t0F}
name : string {2nd Rank.system.overlays.WIvpqh0pSKKC4t0F.name} (same value: Spiritual Armament (Piercing))
overlayType : string {2nd Rank.system.overlays.WIvpqh0pSKKC4t0F.overlayType} (same value: override)
sort : integer {2nd Rank.system.overlays.WIvpqh0pSKKC4t0F.sort} (same value: 2)
system : object {2nd Rank.system.overlays.WIvpqh0pSKKC4t0F.system}
damage : object {2nd Rank.system.overlays.WIvpqh0pSKKC4t0F.system.damage}
0Uok2pip94aNbBFd : object {2nd Rank.system.overlays.WIvpqh0pSKKC4t0F.system.damage.0Uok2pip94aNbBFd}
[category] : mixed
kinds : array<string> {2nd Rank.system.overlays.WIvpqh0pSKKC4t0F.system.damage.0Uok2pip94aNbBFd.kinds}
Length: min=1 max=1
Value type: string {2nd Rank.system.overlays.WIvpqh0pSKKC4t0F.system.damage.0Uok2pip94aNbBFd.kinds.[]} (same value: damage)
type : string {2nd Rank.system.overlays.WIvpqh0pSKKC4t0F.system.damage.0Uok2pip94aNbBFd.type} (same value: piercing)
[defense] : mixed
type : string {2nd Rank.type} (same value: spell)
+577
View File
@@ -0,0 +1,577 @@
3-01
Different values: 10
=====================================
object {3-01}
_id : string {3-01._id} (all different values)
folder : string {3-01.folder} (same value: uuserqfiOJKi6rdG)
img : string {3-01.img} (2 different values)
systems/pf2e/icons/default-icons/npc.svg (x8)
systems/pf2e/icons/default-icons/hazard.svg (x2)
items : array<object> {3-01.items}
Length: min=1 max=9
Value type: object {3-01.items.[]}
_id : string {3-01.items.[]._id} (30 different values)
img : string {3-01.items.[].img} (11 different values)
systems/pf2e/icons/default-icons/melee.svg (x13)
systems/pf2e/icons/actions/Reaction.webp (x4)
systems/pf2e/icons/actions/Passive.webp (x13)
systems/pf2e/icons/actions/OneAction.webp (x4)
systems/pf2e/icons/actions/TwoActions.webp (x3)
icons/weapons/axes/axe-broad-black.webp (x2)
icons/equipment/chest/breastplate-layered-leather-studded-brown.webp (x2)
systems/pf2e/icons/default-icons/spellcastingEntry.svg (x2)
systems/pf2e/icons/spells/illusory-disguise.webp (x2)
systems/pf2e/icons/equipment/weapons/dagger.webp (x2)
systems/pf2e/icons/equipment/armor/chainshirt.webp (x2)
name : string {3-01.items.[].name} (24 different values)
sort : integer {3-01.items.[].sort} (all different values)
system : object {3-01.items.[].system}
[attack] : object {3-01.items.[].system.attack}
value : string {3-01.items.[].system.attack.value} (same value: )
[attackEffects] : object {3-01.items.[].system.attackEffects}
[custom] : string {3-01.items.[].system.attackEffects.custom} (same value: )
value : array<string> {3-01.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {3-01.items.[].system.attackEffects.value.[]} (same value: attach)
[bonus] : object {3-01.items.[].system.bonus}
value : integer {3-01.items.[].system.bonus.value} (6 different values)
12 (x4)
13 (x2)
0 (x4)
9 (x4)
8 (x1)
10 (x2)
[damageRolls] : object {3-01.items.[].system.damageRolls}
[0] : object {3-01.items.[].system.damageRolls.0}
damage : string {3-01.items.[].system.damageRolls.0.damage} (5 different values)
2d6+3 (x1)
1d6+3 (x1)
1d4+1 (x2)
1d4+3 (x1)
1d4+4 (x2)
damageType : string {3-01.items.[].system.damageRolls.0.damageType} (2 different values)
bludgeoning (x2)
piercing (x5)
[1] : object {3-01.items.[].system.damageRolls.1}
category : string {3-01.items.[].system.damageRolls.1.category} (same value: persistent)
damage : string {3-01.items.[].system.damageRolls.1.damage} (2 different values)
1d6 (x2)
1d4 (x1)
damageType : string {3-01.items.[].system.damageRolls.1.damageType} (same value: fire)
[d93mczcc6tn95955yju4] : object {3-01.items.[].system.damageRolls.d93mczcc6tn95955yju4}
damage : string {3-01.items.[].system.damageRolls.d93mczcc6tn95955yju4.damage} (2 different values)
1d6+5 (x1)
1d6+9 (x1)
damageType : string {3-01.items.[].system.damageRolls.d93mczcc6tn95955yju4.damageType} (same value: slashing)
[ex7uk3nff76b4sj4m305] : object {3-01.items.[].system.damageRolls.ex7uk3nff76b4sj4m305}
damage : string {3-01.items.[].system.damageRolls.ex7uk3nff76b4sj4m305.damage} (2 different values)
1d6+5 (x1)
1d6+9 (x1)
damageType : string {3-01.items.[].system.damageRolls.ex7uk3nff76b4sj4m305.damageType} (same value: slashing)
description : object {3-01.items.[].system.description}
value : string {3-01.items.[].system.description.value} (20 different values)
(x15)
<p><strong>Trigger</strong> An adjacent enemy damages the enraged shrouded bloodseeker, and the bloodseeker is not already attached to a creature</p>
<hr />
<p><strong>Effect</strong> The bloodseeker makes one barbed leg Strike against the triggering creature. If it hits and becomes attached, it uses Blood Drain.</p> (x1)
<p>Coated in darkness, a shrouded bloodseeker is @UUID[Compendium.pf2e.conditionitems.Item.Concealed] in bright light as if it were in dim light, even to creatures that can see clearly in those light levels.</p> (x2)
<p>When a bloodseeker hits a target larger than itself, its barbed legs attach it to that creature. This is similar to grabbing the creature, but the bloodseeker moves with that creature rather than holding it in place.</p>
<p>The bloodseeker is @UUID[Compendium.pf2e.conditionitems.Item.Off-Guard] while attached. If the bloodseeker is killed or pushed away while attached to a creature it has drained blood from, that creature takes @Damage[1[bleed]] damage.</p>
<p>Escaping the attach or removing the bloodseeker in other ways doesn't cause bleed damage.</p> (x2)
<p><strong>Requirements</strong> The bloodseeker is attached to a creature.</p>
<hr />
<p><strong>Effect</strong> The bloodseeker uses its proboscis to drain blood from the creature it's attached to. This deals [[/r 1d8]]{1d8 damage}, and the bloodseeker gains temporary Hit Points equal to the damage dealt.</p>
<p>A creature that has its blood drained by a bloodseeker is @UUID[Compendium.pf2e.conditionitems.Item.Drained]{Drained 1} until it receives healing (of any kind or amount).</p> (x2)
<p>The filth fire ignores the @UUID[Compendium.pf2e.conditionitems.Item.Concealed] condition from smoke.</p> (x1)
<p>Toxic materials and churning rubbish within the filth fire's body explode in one of three ways. The filth fire chooses the effect, but it can't make the same choice twice in a row.</p><ul><li>Fiery Beam (evocation, fire, primal) The filth fire expels a @Template[line|distance:30] of flame that deals @Damage[3d6[fire]] damage with a @Check[reflex|dc:21|basic] save.</li><li>Shrapnel Blast (evocation, primal) The filth fire shoots jagged rubbish out in a @Template[emanation|distance:5] that deals @Damage[2d12[piercing]] damage with a @Check[reflex|dc:21|basic] save.</li><li>Toxic Fumes (evocation, poison, primal) The filth fire belches a @Template[cone|distance:15] of toxic smoke that deals @Damage[2d6[poison]] damage (@Check[fortitude|dc:21|basic] save). A creature that fails is also @UUID[Compendium.pf2e.conditionitems.Item.Sickened]{Sickened 1} (or sickened 2 on a critical failure).</li></ul> (x1)
<p>This small axe can be used in close combat or thrown.</p> (x2)
<p>This leather armor is reinforced with metal studs and sometimes small metal plates, providing most of the flexibility of leather armor with more robust protection.</p> (x2)
<p>When the Onyx Alliance enforcer rolls initiative using Deception or Stealth, they can attempt to @UUID[Compendium.pf2e.actionspf2e.Item.Demoralize] one creature as a free action.</p> (x2)
<p>@UUID[Compendium.pf2e.conditionitems.Item.Frightened] creatures are @UUID[Compendium.pf2e.conditionitems.Item.Off-Guard] to the Onyx Alliance enforcer.</p> (x2)
<p><strong>Effect</strong> The Onyx Alliance enforcer makes a melee Strike. If the attack hits, the enforcer Strides. If the enforcer ends this movement in dim light or darkness, they can attempt to @UUID[Compendium.pf2e.action-macros.Macro.Hide: Stealth].</p> (x2)
<p>You create an illusion that causes you to appear as another creature of the same body shape, and with roughly similar height (within 6 inches) and weight (within 50 pounds), as yourself. The disguise is typically good enough to hide your identity, but not to impersonate a specific individual. The spell doesn't change your voice, scent, or mannerisms. You can change the appearance of your clothing and worn items, such as making your armor look like a dress. Held items are unaffected, and any worn item you remove returns to its true appearance.</p>
<p>Casting illusory disguise counts as setting up a disguise for the @UUID[Compendium.pf2e.action-macros.Macro.Impersonate: Deception]{Impersonate} use of Deception; it ignores any circumstance penalties you might take for disguising yourself as a dissimilar creature, it gives you a +4 status bonus to Deception checks to prevent others from seeing through your disguise, and you add your level even if you're untrained. You can Dismiss this spell.</p>
<hr />
<p><strong>Heightened (2nd)</strong> The spell also disguises your voice and scent, and it gains the auditory trait.</p>
<p><strong>Heightened (3rd)</strong> You can appear as any creature of the same size, even a specific individual. You must have seen an individual to take on their appearance. The spell also disguises your voice and scent, and it gains the auditory trait.</p> (x2)
<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> (x2)
<p>Sometimes called a hauberk, this is a long shirt constructed of the same metal rings as chainmail. However, it is much lighter than chainmail and protects only the torso, upper arms, and upper legs of its wearer.</p> (x2)
<p>When the fetchling scout is @UUID[Compendium.pf2e.conditionitems.Item.Concealed] as a result of dim light, the flat check to target them has a DC of 7, not 5.</p> (x2)
<p><strong>Requirements</strong> The fetchling is in dim light</p>
<hr />
<p><strong>Effect</strong> The fetchling Strides. They have a +10-foot status bonus to their Speed during this Stride. The DC from shadow blending increases to @Check[flat|dc:11] during this Stride, and the fetchling remains @UUID[Compendium.pf2e.conditionitems.Item.Concealed] by dim light until the end of the movement, even if they leave dim light during the Stride.</p> (x2)
<p>The fetchling scout's Strikes deal an additional 1d6 precision damage to @UUID[Compendium.pf2e.conditionitems.Item.Off-Guard] creatures.</p> (x2)
<p><strong>Trigger</strong> A creature without the Shadow trait ends its turn in the cloud of magical sensors, and a member of the Onyx Alliance is within 60 feet</p>
<hr />
<p><strong>Effect</strong> This trap casts a minor version of @UUID[Compendium.pf2e.spells-srd.Item.Mirror Image]: it creates a single illusory image that swirls about the nearest member of the Onyx Alliance within 60 feet, functioning in all ways as a <em>mirror image</em> cast by that creature. The image remains for 1 minute, or until it is destroyed or the trap is disabled. A creature can have up to three shadow doubles at one time; any additional doubles are instantly destroyed.</p> (x2)
<p><strong>Trigger</strong> An adjacent ally is targeted by an effect that deals fire damage</p>
<hr />
<p><strong>Effect</strong> The ember fox drapes itself across its ally, granting the ally fire resistance 10 against the incoming attack.</p> (x1)
publication : object {3-01.items.[].system.publication}
license : string {3-01.items.[].system.publication.license} (same value: OGL)
remaster : boolean {3-01.items.[].system.publication.remaster} (same value: False)
title : string {3-01.items.[].system.publication.title} (2 different values)
(x47)
Pathfinder Bestiary (x2)
rules : ###FoundryRulesObject###
[slug] : string {3-01.items.[].system.slug} (6 different values)
hatchet (x2)
studded-leather-armor (x2)
illusory-disguise (x2)
dagger (x2)
chain-shirt (x2)
sneak-attack (x2)
[traits] : object {3-01.items.[].system.traits}
rarity : string {3-01.items.[].system.traits.rarity} (same value: common)
value : array<string> {3-01.items.[].system.traits.value}
Length: min=0 max=4
Value type: string {3-01.items.[].system.traits.value.[]} (18 different values)
finesse (x10)
fire (x2)
range-increment-20 (x1)
poison (x1)
primal (x1)
agile (x13)
sweep (x6)
thrown-10 (x8)
illusion (x8)
occult (x6)
shadow (x6)
concentrate (x2)
manipulate (x2)
visual (x4)
versatile-s (x6)
flexible (x2)
noisy (x2)
unarmed (x1)
[traditions] : array<string> {3-01.items.[].system.traits.traditions}
Length: min=2 max=2
Value type: string {3-01.items.[].system.traits.traditions.[]} (2 different values)
arcane (x2)
occult (x2)
[weaponType] : object {3-01.items.[].system.weaponType}
value : string {3-01.items.[].system.weaponType.value} (2 different values)
melee (x8)
ranged (x5)
[actionType] : object {3-01.items.[].system.actionType}
value : string {3-01.items.[].system.actionType.value} (3 different values)
reaction (x4)
passive (x13)
action (x7)
[actions] : object {3-01.items.[].system.actions}
[value] : integer {3-01.items.[].system.actions.value} (2 different values)
1 (x4)
2 (x3)
[category] : string {3-01.items.[].system.category} (6 different values)
defensive (x8)
offensive (x13)
interaction (x1)
martial (x2)
light (x4)
simple (x2)
[baseItem] : string {3-01.items.[].system.baseItem} (4 different values)
hatchet (x2)
studded-leather-armor (x2)
dagger (x2)
chain-shirt (x2)
[bonusDamage] : object {3-01.items.[].system.bonusDamage}
value : integer {3-01.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {3-01.items.[].system.bulk}
value : mixed
float {3-01.items.[].system.bulk.value} (same value: 0,1)
integer {3-01.items.[].system.bulk.value} (same value: 1)
[containerId] : mixed
[damage] : object {3-01.items.[].system.damage}
[damageType] : string {3-01.items.[].system.damage.damageType} (2 different values)
slashing (x2)
piercing (x2)
[dice] : integer {3-01.items.[].system.damage.dice} (same value: 1)
[die] : string {3-01.items.[].system.damage.die} (2 different values)
d6 (x2)
d4 (x2)
[equipped] : object {3-01.items.[].system.equipped}
carryType : string {3-01.items.[].system.equipped.carryType} (2 different values)
held (x4)
worn (x4)
[handsHeld] : integer {3-01.items.[].system.equipped.handsHeld} (same value: 1)
[invested] : mixed
[inSlot] : boolean {3-01.items.[].system.equipped.inSlot} (same value: True)
[group] : string {3-01.items.[].system.group} (4 different values)
axe (x2)
leather (x2)
knife (x2)
chain (x2)
[hardness] : integer {3-01.items.[].system.hardness} (same value: 0)
[hp] : object {3-01.items.[].system.hp}
max : integer {3-01.items.[].system.hp.max} (same value: 0)
value : integer {3-01.items.[].system.hp.value} (same value: 0)
[level] : object {3-01.items.[].system.level}
value : integer {3-01.items.[].system.level.value} (2 different values)
0 (x8)
1 (x2)
[material] : object {3-01.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {3-01.items.[].system.price}
value : object {3-01.items.[].system.price.value}
[sp] : integer {3-01.items.[].system.price.value.sp} (2 different values)
4 (x2)
2 (x2)
[gp] : integer {3-01.items.[].system.price.value.gp} (2 different values)
3 (x2)
5 (x2)
[quantity] : integer {3-01.items.[].system.quantity} (2 different values)
4 (x2)
1 (x6)
[range] : object {3-01.items.[].system.range}
value : string {3-01.items.[].system.range.value} (same value: )
[reload] : object {3-01.items.[].system.reload}
value : string {3-01.items.[].system.reload.value} (same value: -)
[runes] : object {3-01.items.[].system.runes}
potency : integer {3-01.items.[].system.runes.potency} (same value: 0)
property : array<> {3-01.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {3-01.items.[].system.runes.striking} (same value: 0)
[resilient] : integer {3-01.items.[].system.runes.resilient} (same value: 0)
[size] : string {3-01.items.[].system.size} (same value: med)
[splashDamage] : object {3-01.items.[].system.splashDamage}
value : integer {3-01.items.[].system.splashDamage.value} (same value: 0)
[usage] : object {3-01.items.[].system.usage}
value : string {3-01.items.[].system.usage.value} (same value: held-in-one-hand)
[acBonus] : integer {3-01.items.[].system.acBonus} (same value: 2)
[checkPenalty] : integer {3-01.items.[].system.checkPenalty} (same value: -1)
[dexCap] : integer {3-01.items.[].system.dexCap} (same value: 3)
[speedPenalty] : integer {3-01.items.[].system.speedPenalty} (same value: 0)
[strength] : integer {3-01.items.[].system.strength} (same value: 1)
[autoHeightenLevel] : object {3-01.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {3-01.items.[].system.prepared}
flexible : boolean {3-01.items.[].system.prepared.flexible} (same value: False)
value : string {3-01.items.[].system.prepared.value} (same value: innate)
[proficiency] : object {3-01.items.[].system.proficiency}
value : integer {3-01.items.[].system.proficiency.value} (same value: 0)
[slots] : object {3-01.items.[].system.slots}
slot1 : object {3-01.items.[].system.slots.slot1}
max : integer {3-01.items.[].system.slots.slot1.max} (same value: 1)
value : integer {3-01.items.[].system.slots.slot1.value} (same value: 1)
[spelldc] : object {3-01.items.[].system.spelldc}
dc : integer {3-01.items.[].system.spelldc.dc} (2 different values)
15 (x1)
18 (x1)
item : integer {3-01.items.[].system.spelldc.item} (same value: 0)
mod : integer {3-01.items.[].system.spelldc.mod} (same value: 0)
value : integer {3-01.items.[].system.spelldc.value} (2 different values)
7 (x1)
10 (x1)
[tradition] : object {3-01.items.[].system.tradition}
value : string {3-01.items.[].system.tradition.value} (same value: occult)
[area] : mixed
[cost] : object {3-01.items.[].system.cost}
value : string {3-01.items.[].system.cost.value} (same value: )
[counteraction] : boolean {3-01.items.[].system.counteraction} (same value: False)
[defense] : mixed
[duration] : object {3-01.items.[].system.duration}
sustained : boolean {3-01.items.[].system.duration.sustained} (same value: False)
value : string {3-01.items.[].system.duration.value} (same value: 1 hour)
[location] : object {3-01.items.[].system.location}
value : string {3-01.items.[].system.location.value} (same value: LRu9rZ2D08Nr5Wa4)
[requirements] : string {3-01.items.[].system.requirements} (same value: )
[target] : object {3-01.items.[].system.target}
value : string {3-01.items.[].system.target.value} (same value: )
[time] : object {3-01.items.[].system.time}
value : string {3-01.items.[].system.time.value} (same value: 2)
type : string {3-01.items.[].type} (6 different values)
melee (x13)
action (x24)
weapon (x4)
armor (x4)
spellcastingEntry (x2)
spell (x2)
[_stats] : object {3-01.items.[]._stats}
compendiumSource : string {3-01.items.[]._stats.compendiumSource} (6 different values)
Compendium.pf2e.equipment-srd.Item.LGgvev6AV0So8tP9 (x2)
Compendium.pf2e.equipment-srd.Item.ewQZ0VeL38v3qFnN (x2)
Compendium.pf2e.spells-srd.Item.i35dpZFI7jZcRoBo (x2)
Compendium.pf2e.equipment-srd.Item.rQWaJhI5Bko5x14Z (x2)
Compendium.pf2e.equipment-srd.Item.MPcM4Wt6KmWE2kGL (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.AWvNPE4U0kEJSL1T (x2)
[flags] : object {3-01.items.[].flags}
pf2e : object {3-01.items.[].flags.pf2e}
linkedWeapon : string {3-01.items.[].flags.pf2e.linkedWeapon} (2 different values)
HHnw1l82KEs79ly6 (x4)
8DsdSzWnUcWOnZyf (x4)
name : string {3-01.name} (all different values)
system : object {3-01.system}
[abilities] : object {3-01.system.abilities}
cha : object {3-01.system.abilities.cha}
mod : integer {3-01.system.abilities.cha.mod} (4 different values)
-2 (x2)
0 (x3)
2 (x2)
1 (x1)
con : object {3-01.system.abilities.con}
mod : integer {3-01.system.abilities.con.mod} (4 different values)
1 (x2)
4 (x1)
3 (x2)
2 (x3)
dex : object {3-01.system.abilities.dex}
mod : integer {3-01.system.abilities.dex.mod} (3 different values)
4 (x5)
5 (x1)
2 (x2)
int : object {3-01.system.abilities.int}
mod : integer {3-01.system.abilities.int.mod} (4 different values)
-5 (x2)
-2 (x2)
-1 (x2)
0 (x2)
str : object {3-01.system.abilities.str}
mod : integer {3-01.system.abilities.str.mod} (3 different values)
-3 (x2)
1 (x4)
3 (x2)
wis : object {3-01.system.abilities.wis}
mod : integer {3-01.system.abilities.wis.mod} (3 different values)
2 (x5)
3 (x1)
0 (x2)
attributes : object {3-01.system.attributes}
ac : object {3-01.system.attributes.ac}
[details] : string {3-01.system.attributes.ac.details} (same value: )
value : integer {3-01.system.attributes.ac.value} (5 different values)
20 (x1)
21 (x3)
18 (x3)
0 (x2)
17 (x1)
[allSaves] : object {3-01.system.attributes.allSaves}
value : string {3-01.system.attributes.allSaves.value} (same value: )
hp : object {3-01.system.attributes.hp}
details : string {3-01.system.attributes.hp.details} (same value: )
max : integer {3-01.system.attributes.hp.max} (9 different values)
37 (x1)
70 (x1)
30 (x1)
18 (x1)
0 (x2)
16 (x1)
35 (x1)
60 (x1)
39 (x1)
temp : integer {3-01.system.attributes.hp.temp} (same value: 0)
value : integer {3-01.system.attributes.hp.value} (9 different values)
37 (x1)
70 (x1)
30 (x1)
18 (x1)
0 (x2)
16 (x1)
35 (x1)
60 (x1)
39 (x1)
[speed] : object {3-01.system.attributes.speed}
otherSpeeds : array<object> {3-01.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {3-01.system.attributes.speed.otherSpeeds.[]}
type : string {3-01.system.attributes.speed.otherSpeeds.[].type} (same value: fly)
value : integer {3-01.system.attributes.speed.otherSpeeds.[].value} (same value: 30)
value : integer {3-01.system.attributes.speed.value} (3 different values)
10 (x2)
25 (x5)
30 (x1)
[immunities] : array<object> {3-01.system.attributes.immunities}
Length: min=5 max=5
Value type: object {3-01.system.attributes.immunities.[]}
type : string {3-01.system.attributes.immunities.[].type} (5 different values)
bleed (x2)
fire (x2)
paralyzed (x2)
poison (x2)
sleep (x2)
[weaknesses] : array<object> {3-01.system.attributes.weaknesses}
Length: min=1 max=1
Value type: object {3-01.system.attributes.weaknesses.[]}
type : string {3-01.system.attributes.weaknesses.[].type} (same value: cold)
value : integer {3-01.system.attributes.weaknesses.[].value} (same value: 5)
[emitsSound] : string {3-01.system.attributes.emitsSound} (same value: encounter)
[hardness] : integer {3-01.system.attributes.hardness} (same value: 0)
[hasHealth] : boolean {3-01.system.attributes.hasHealth} (same value: True)
[stealth] : object {3-01.system.attributes.stealth}
details : string {3-01.system.attributes.stealth.details} (same value: )
value : integer {3-01.system.attributes.stealth.value} (2 different values)
7 (x1)
9 (x1)
details : object {3-01.system.details}
[blurb] : string {3-01.system.details.blurb} (same value: )
[languages] : object {3-01.system.details.languages}
details : string {3-01.system.details.languages.details} (2 different values)
(x6)
(can't speak any language) (x2)
value : array<string> {3-01.system.details.languages.value}
Length: min=0 max=2
Value type: string {3-01.system.details.languages.value.[]} (3 different values)
pyric (x2)
common (x4)
shadowtongue (x4)
level : object {3-01.system.details.level}
value : integer {3-01.system.details.level.value} (5 different values)
3 (x2)
4 (x2)
2 (x2)
1 (x3)
-1 (x1)
[privateNotes] : string {3-01.system.details.privateNotes} (same value: )
[publicNotes] : string {3-01.system.details.publicNotes} (5 different values)
<p>Scourges of swamps and damp, abandoned places, bloodseekers are ravenous blood drinkers. Farmers curse the creatures for sucking their livestock dry. It is from such beleaguered people that the bloodseeker's regional name "stirge", possibly a corruption of the word "scourge", comes. Folk wisdom holds that the appearance of bloodseekers in a region signals a healthy herd of livestock, but more often it means bogs or old buildings that haven't been properly tended to. Certainly, no amount of folksy parable can assuage a farmer driven to destitution by a bloodseeker infestation. But despite their role as parasites, bloodseekers aren't hated by all villages. In some cases, the inhabitants of remote backwoods thorps even keep the things as pets or use them as doubtful medicinal "tools" to drain away unwanted humors or test for evil spirits possessing the blood. Worshippers of gods of pestilence and parasites often view bloodseekers as sacred to their faith and allow the creatures to feed freely from their bodies. In such societies, those who accidentally give too much are considered to have been "blessed" by the village's hungry god.</p>
<p>Bloodseekers seem to be constantly hungry, but they are not inherently malevolent. They can be scared away fairly easily and prefer to swiftly retreat rather than risk death. Some adventurers report that these creatures can be scared away by waving torches at the flying pests. However, bloodseekers are much bolder when encountered in larger numbers, as bringing down one victim lets an entire colony feed. Bloodseeker colonies are called clots, for obvious and disgusting reasons. If a lone bloodseeker finds a likely victim while its clot is nearby, it emits a high-pitched, keening noise to summon reinforcements.</p>
<p>Most humanoids avoid bloodseekers, but boggards sometimes cultivate bloodseeker nests around the perimeter of their territory. These colonies serve as a deterrent to intruders, and the boggards sometimes check for bloodseeker prey, collecting the hides or bodies of animals killed by the pests. Meals prepared from slain bloodseekers that have gorged on the blood of specific creatures are a staple among certain boggard communities. The boggards not only eat the actual bloodseekers, but they also make a gelled slurry from the drained blood.</p>
<p>A typical bloodseeker is about a foot long, with mottled, reddish-brown skin and a yellow underbelly. Its four wings resemble bat wings. When gorged with blood, the creature becomes bloated and pink, and it tends to wobble unsteadily in the air as it flies off to digest its meal.</p> (x2)
<p>These creatures look like roiling clouds of black smoke churning above a mound of burning refuse. Leering faces form and fade in the smoke above, while the burning trash writhes in spasmodic lurches, obviously alive.</p> (x1)
(x2)
<p>The people known today as fetchlings are a distinct ancestry descended from generations of humans who became trapped ages ago on the Shadow Plane. No longer human at all, these people, who call themselves kayals, have become monochromatic in coloration, with flesh tones and hair colors varying between white, black, and all shades of gray. Their limbs are lithe and willowy, and their eyes are generally solid yellow, yellow-green, or white, though a rare few have a purple or blue glow.</p>
<p>Fetchlings have developed their own complex societies in the Shadow Plane, often under the tolerance of or in servitude to the strange, malignant creatures there, such as the sinister velstracs or the enigmatic d'ziriaks. While individual fetchlings can be any alignment, they are all survivors in a harsh environment, which leads to a tendency toward pragmatism. Fetchling clothing mimics the regions they dwell in, with drab colors tending toward darker shades. When they trade with humans or other societies on the Material Plane, they often wear masks or concealing clothing to hide their appearance.</p>
<p>Typical fetchling communities are insular and swiftly close ranks in the event of an intruder. Though individual fetchlings don't mind traveling to and blending in with other societies to facilitate trade, they often hide or even react defensively if they have their own visitors. When one considers the nature of the other denizens of the Shadow Plane, however, this tendency to assume the worst of interlopers might make sense to some.</p>
<p>Fetchlings are not as common on the Material Plane; most of those who dwell there are loners by choice who have left their home to seek out adventure elsewhere, exiles who were banished from their homelands, or planar castaways with no ability to return to the Shadow Plane. This last category, the lost and stranded, are the most likely to be found in larger groups. In cities of significant size, one can sometimes even find a small community of a few dozen or more fetchlings living among humans, although they often do so subtly by dyeing their hair, wearing brightly colored clothing, and utilizing layers of makeup to hide their pallid complexions.</p> (x2)
<p>Ember foxes resemble their canid namesakes, save for the flames that make their fur and the tips of their long whiskers flicker and glow.</p> (x1)
publication : object {3-01.system.details.publication}
license : string {3-01.system.details.publication.license} (same value: OGL)
remaster : boolean {3-01.system.details.publication.remaster} (same value: False)
title : string {3-01.system.details.publication.title} (same value: Pathfinder Society Intro: Year of Shattered Sanctuaries)
[description] : string {3-01.system.details.description} (same value: <p>A cloud of invisible magical sensors in a 10-foot radius surrounds a shadowy 3-foot-diameter rune on the floor.</p>)
[disable] : string {3-01.system.details.disable} (2 different values)
<p>@Check[thievery|dc:12|name:Erase the Rune|traits:action:disable-a-device,magical,trap] (trained) to carefully erase the rune without triggering the sensors, @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] or a spell with the Light trait (1st level; counteract DC 13) to counteract the rune</p> (x1)
<p>@Check[thievery|dc:14|name:Erase the Rune|traits:action:disable-a-device,magical,trap] (trained) to carefully erase the rune without triggering the sensors, @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] or a spell with the Light trait (1st level; counteract DC 15) to counteract the rune</p> (x1)
[isComplex] : boolean {3-01.system.details.isComplex} (same value: False)
[reset] : string {3-01.system.details.reset} (same value: <p>The trap resets each night at dusk.</p>)
[routine] : string {3-01.system.details.routine} (same value: )
[initiative] : object {3-01.system.initiative}
statistic : string {3-01.system.initiative.statistic} (same value: perception)
[perception] : object {3-01.system.perception}
details : string {3-01.system.perception.details} (2 different values)
(x7)
smoke vision (x1)
mod : integer {3-01.system.perception.mod} (5 different values)
10 (x1)
11 (x2)
8 (x3)
5 (x1)
7 (x1)
senses : array<object> {3-01.system.perception.senses}
Length: min=1 max=2
Value type: object {3-01.system.perception.senses.[]}
type : string {3-01.system.perception.senses.[].type} (2 different values)
darkvision (x8)
scent (x2)
[acuity] : string {3-01.system.perception.senses.[].acuity} (same value: imprecise)
[range] : integer {3-01.system.perception.senses.[].range} (same value: 60)
[resources] : object {3-01.system.resources}
[focus] : object {3-01.system.resources.focus}
max : integer {3-01.system.resources.focus.max} (same value: 1)
value : integer {3-01.system.resources.focus.value} (same value: 1)
saves : object {3-01.system.saves}
fortitude : object {3-01.system.saves.fortitude}
saveDetail : string {3-01.system.saves.fortitude.saveDetail} (same value: )
value : integer {3-01.system.saves.fortitude.value} (6 different values)
9 (x2)
12 (x2)
5 (x1)
0 (x2)
7 (x2)
6 (x1)
reflex : object {3-01.system.saves.reflex}
saveDetail : string {3-01.system.saves.reflex.saveDetail} (same value: )
value : integer {3-01.system.saves.reflex.value} (7 different values)
12 (x1)
13 (x1)
8 (x1)
9 (x1)
0 (x2)
10 (x2)
11 (x2)
will : object {3-01.system.saves.will}
saveDetail : string {3-01.system.saves.will.saveDetail} (same value: )
value : integer {3-01.system.saves.will.value} (6 different values)
8 (x2)
9 (x2)
6 (x2)
5 (x1)
0 (x2)
7 (x1)
[skills] : object {3-01.system.skills}
[acrobatics] : object {3-01.system.skills.acrobatics}
base : integer {3-01.system.skills.acrobatics.base} (5 different values)
11 (x1)
13 (x1)
7 (x1)
8 (x2)
10 (x1)
[stealth] : object {3-01.system.skills.stealth}
base : integer {3-01.system.skills.stealth.base} (6 different values)
11 (x1)
6 (x1)
7 (x1)
8 (x2)
9 (x1)
10 (x1)
[athletics] : object {3-01.system.skills.athletics}
base : integer {3-01.system.skills.athletics.base} (5 different values)
9 (x1)
7 (x2)
4 (x1)
5 (x1)
10 (x1)
[intimidation] : object {3-01.system.skills.intimidation}
base : integer {3-01.system.skills.intimidation.base} (2 different values)
6 (x1)
9 (x1)
[deception] : object {3-01.system.skills.deception}
base : integer {3-01.system.skills.deception.base} (2 different values)
5 (x1)
8 (x1)
[diplomacy] : object {3-01.system.skills.diplomacy}
base : integer {3-01.system.skills.diplomacy.base} (2 different values)
5 (x1)
8 (x1)
[society] : object {3-01.system.skills.society}
base : integer {3-01.system.skills.society.base} (2 different values)
3 (x1)
5 (x1)
[thievery] : object {3-01.system.skills.thievery}
base : integer {3-01.system.skills.thievery.base} (2 different values)
7 (x1)
10 (x1)
traits : object {3-01.system.traits}
rarity : string {3-01.system.traits.rarity} (2 different values)
uncommon (x9)
common (x1)
size : object {3-01.system.traits.size}
value : string {3-01.system.traits.size.value} (3 different values)
tiny (x2)
med (x7)
sm (x1)
value : array<string> {3-01.system.traits.value}
Length: min=2 max=4
Value type: string {3-01.system.traits.value.[]} (9 different values)
animal (x2)
shadow (x6)
elemental (x2)
fire (x2)
evil (x4)
fetchling (x4)
humanoid (x4)
magical (x2)
trap (x2)
[creatureType] : string {3-01.system.creatureType} (same value: )
[customModifiers] : object {3-01.system.customModifiers}
[statusEffects] : array<> {3-01.system.statusEffects}
Length: min=0 max=0
Value type: mixed
type : string {3-01.type} (2 different values)
npc (x8)
hazard (x2)
[prototypeToken] : object {3-01.prototypeToken}
name : string {3-01.prototypeToken.name} (2 different values)
Filth Fire (x1)
Shadow Double Runes (x2)
+541
View File
@@ -0,0 +1,541 @@
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/hazard.svg (x4)
systems/pf2e/icons/default-icons/npc.svg (x7)
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)
systems/pf2e/icons/actions/Reaction.webp (x4)
systems/pf2e/icons/default-icons/melee.svg (x12)
systems/pf2e/icons/actions/Passive.webp (x11)
systems/pf2e/icons/actions/OneAction.webp (x2)
systems/pf2e/icons/default-icons/lore.svg (x2)
systems/pf2e/icons/equipment/weapons/hand-crossbow.webp (x2)
icons/weapons/swords/sword-guard-purple.webp (x2)
icons/equipment/chest/breastplate-layered-leather-studded-brown.webp (x2)
systems/pf2e/icons/equipment/weapons/bolts.webp (x2)
systems/pf2e/icons/actions/TwoActions.webp (x4)
systems/pf2e/icons/actions/FreeAction.webp (x2)
icons/weapons/maces/mace-round-steel.webp (x1)
icons/equipment/chest/breastplate-banded-simple-leather-brown.webp (x2)
systems/pf2e/icons/equipment/weapons/warhammer.webp (x1)
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}
[actionType] : object {3-02.items.[].system.actionType}
value : string {3-02.items.[].system.actionType.value} (4 different values)
reaction (x4)
passive (x11)
action (x6)
free (x2)
[actions] : object {3-02.items.[].system.actions}
[value] : integer {3-02.items.[].system.actions.value} (2 different values)
1 (x2)
2 (x4)
[category] : string {3-02.items.[].system.category} (7 different values)
interaction (x2)
defensive (x5)
offensive (x10)
simple (x3)
martial (x3)
light (x4)
ammo (x2)
description : object {3-02.items.[].system.description}
value : string {3-02.items.[].system.description.value} (23 different values)
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 Bestiary (x6)
Pathfinder Bestiary 2 (x2)
Pathfinder Core Rulebook (x12)
rules : ###FoundryRulesObject###
[slug] : string {3-02.items.[].system.slug} (all different values)
[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)
auditory (x4)
emotion (x4)
fear (x6)
occult (x4)
agile (x9)
finesse (x6)
magical (x4)
divine (x4)
mental (x2)
void (x2)
deadly-d8 (x1)
forceful (x1)
reach-10 (x1)
free-hand (x1)
versatile-s (x4)
range-increment-60 (x2)
reload-1 (x2)
shove (x4)
[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: mixed
[bonus] : object {3-02.items.[].system.bonus}
value : integer {3-02.items.[].system.bonus.value} (9 different values)
13 (x1)
16 (x1)
12 (x1)
15 (x1)
11 (x3)
9 (x1)
0 (x6)
7 (x3)
6 (x1)
[damageRolls] : object {3-02.items.[].system.damageRolls}
[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)
[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)
[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)
[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)
[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)
[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)
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)
[weaponType] : object {3-02.items.[].system.weaponType}
value : string {3-02.items.[].system.weaponType.value} (2 different values)
melee (x10)
ranged (x2)
[deathNote] : boolean {3-02.items.[].system.deathNote} (same value: True)
[mod] : object {3-02.items.[].system.mod}
value : integer {3-02.items.[].system.mod.value} (2 different values)
10 (x1)
13 (x1)
[proficient] : object {3-02.items.[].system.proficient}
value : integer {3-02.items.[].system.proficient.value} (same value: 0)
[baseItem] : string {3-02.items.[].system.baseItem} (6 different values)
hand-crossbow (x2)
shortsword (x2)
studded-leather-armor (x2)
light-mace (x1)
leather-armor (x2)
warhammer (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)
[containerId] : mixed
[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)
[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)
[invested] : mixed
[inSlot] : boolean {3-02.items.[].system.equipped.inSlot} (same value: True)
[group] : string {3-02.items.[].system.group} (5 different values)
crossbow (x2)
sword (x2)
leather (x4)
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] : mixed
[type] : mixed
[price] : object {3-02.items.[].system.price}
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)
[per] : integer {3-02.items.[].system.price.per} (same value: 10)
[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)
1 (x2)
(x4)
[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: mixed
[striking] : integer {3-02.items.[].system.runes.striking} (same value: 0)
[resilient] : integer {3-02.items.[].system.runes.resilient} (same value: 0)
[size] : string {3-02.items.[].system.size} (same value: med)
[splashDamage] : object {3-02.items.[].system.splashDamage}
value : integer {3-02.items.[].system.splashDamage.value} (same value: 0)
[usage] : object {3-02.items.[].system.usage}
value : string {3-02.items.[].system.usage.value} (same value: held-in-one-hand)
[acBonus] : integer {3-02.items.[].system.acBonus} (2 different values)
2 (x2)
1 (x2)
[checkPenalty] : integer {3-02.items.[].system.checkPenalty} (same value: -1)
[dexCap] : integer {3-02.items.[].system.dexCap} (2 different values)
3 (x2)
4 (x2)
[speedPenalty] : integer {3-02.items.[].system.speedPenalty} (same value: 0)
[strength] : integer {3-02.items.[].system.strength} (2 different values)
1 (x2)
0 (x2)
[stackGroup] : string {3-02.items.[].system.stackGroup} (same value: bolts)
[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)
type : string {3-02.items.[].type} (6 different values)
action (x23)
melee (x12)
lore (x2)
weapon (x6)
armor (x4)
consumable (x2)
[_stats] : object {3-02.items.[]._stats}
compendiumSource : string {3-02.items.[]._stats.compendiumSource} (12 different values)
Compendium.pf2e.bestiary-family-ability-glossary.Item.BcSlVpaN72LoQ5BV (x2)
Compendium.pf2e.bestiary-family-ability-glossary.Item.unR8VVR4yyRnsmnB (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.TTCw5NusiSSkJU1x (x2)
Compendium.pf2e.bestiary-family-ability-glossary.Item.aiwlPSmNY9b6Psvd (x2)
Compendium.pf2e.equipment-srd.Item.XyA6PKV46aNlLXOd (x2)
Compendium.pf2e.equipment-srd.Item.7tKkkF8eZ4iCLJtp (x2)
Compendium.pf2e.equipment-srd.Item.ewQZ0VeL38v3qFnN (x2)
Compendium.pf2e.equipment-srd.Item.AITVZmakiu3RgfKo (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.AWvNPE4U0kEJSL1T (x2)
Compendium.pf2e.equipment-srd.Item.x1TOpwH755Ami5bC (x1)
Compendium.pf2e.equipment-srd.Item.4tIVTg9wj56RrveA (x2)
Compendium.pf2e.equipment-srd.Item.rXt4629QSg7KDTgJ (x1)
[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}
value : integer {3-02.system.attributes.ac.value} (6 different values)
0 (x4)
20 (x1)
23 (x1)
18 (x2)
16 (x1)
15 (x2)
[details] : string {3-02.system.attributes.ac.details} (2 different values)
(x6)
(16 when broken); construct armor (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)
30 (x1)
60 (x1)
25 (x2)
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)
30 (x1)
60 (x1)
25 (x2)
18 (x1)
45 (x1)
8 (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)
7 (x1)
10 (x2)
13 (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)
0 (x2)
20 (x1)
25 (x4)
[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)
<p>@Check[diplomacy|dc:18|name:Convince the Spirit|traits:complex,haunt] to convince the spirit to calm the winds, @Check[athletics|dc:16|name:Raise Wooden Bench|traits:complex,haunt] to raise up a wooden bench to block the wind, or @Check[religion|dc:16|name:Speak a Rite to Calm Spirit|traits:complex,haunt] to speak an appropriate rite to calm the spirit.</p>
<p>Two successful checks are required to fully disable the haunt, and each attempt takes two actions. Each successful check removes one action from the haunt.</p> (x1)
<p>@Check[acrobatics|dc:20|name:Maneuver Through Fog|traits:complex,haunt] to maneuver through the fog, @Check[religion|dc:18|name:Ward off Spirit|traits:complex,haunt] to ward off the spirit, or @Check[stealth|dc:20|name:Move Through Fog Without Attracting Attention|traits:complex,haunt] to move through the fog without attracting attention.</p>
<p>Disabling the haunt requires two successful checks, and each attempt takes two actions.</p> (x1)
<p>@Check[acrobatics|dc:23|name:Maneuver Through the Fog|traits:complex,haunt] to maneuver through the fog, @Check[religion|dc:21|name:Ward Off the Spirit|traits:complex,haunt] to ward off the spirit, or @Check[stealth|dc:23|name:Move Through the Fog Without Attracting Attention|traits:complex,haunt] to move through the fog without attracting attention. Disabling the haunt requires two successful checks, and each attempt takes two actions.</p> (x1)
<p>@Check[diplomacy|dc:21|name:Convince the Spirit|traits:complex,haunt] to convince the spirit to calm the winds, @Check[athletics|dc:19|name:Raise a Wooden Bench|traits:complex,haunt] to raise up a wooden bench to block the wind, or @Check[religion|dc:19|name:Speak an Appropriate Rite|traits:complex,haunt] to speak an appropriate rite to calm the spirit. Two successful checks are required to fully disable the haunt, and each attempt takes two actions. Each successful check removes one action from the haunt.</p> (x1)
[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)
4 (x1)
6 (x1)
3 (x3)
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)
[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 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 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+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)
[blurb] : string {3-02.system.details.blurb} (2 different values)
Variant ghost (x2)
(x5)
[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)
(x6)
<p>Suits of animated armor see use both as guardians and as training partners in high-end martial academies able to afford the extravagance. They are most often found in wizard laboratories and ancient dungeons.</p>
<hr />
<p>Granted a semblance of life through the use of rituals or other strange magic, animated objects take many forms and serve a variety of uses. A few examples of typical animated objects are listed below. Many of these creatures serve as guardians, surprising unsuspecting adventurers when they suddenly attack. Others serve as idle distractions for the exceptionally rich, simple servants created to handle odd jobs, and the like.</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)
11 (x2)
14 (x1)
6 (x3)
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: mixed
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)
haunt (x4)
chaotic (x2)
evil (x4)
ghost (x2)
incorporeal (x2)
spirit (x2)
undead (x2)
unholy (x2)
construct (x1)
mindless (x1)
human (x4)
humanoid (x4)
[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)
4 (x1)
-5 (x1)
0 (x2)
con : object {3-02.system.abilities.con}
mod : integer {3-02.system.abilities.con.mod} (5 different values)
0 (x2)
4 (x1)
3 (x2)
2 (x1)
1 (x1)
dex : object {3-02.system.abilities.dex}
mod : integer {3-02.system.abilities.dex.mod} (4 different values)
3 (x3)
0 (x1)
4 (x2)
1 (x1)
int : object {3-02.system.abilities.int}
mod : integer {3-02.system.abilities.int.mod} (3 different values)
0 (x4)
-5 (x1)
-1 (x2)
str : object {3-02.system.abilities.str}
mod : integer {3-02.system.abilities.str.mod} (5 different values)
-5 (x2)
3 (x1)
0 (x1)
2 (x2)
4 (x1)
wis : object {3-02.system.abilities.wis}
mod : integer {3-02.system.abilities.wis.mod} (3 different values)
2 (x2)
0 (x1)
1 (x4)
[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)
10 (x1)
13 (x1)
6 (x2)
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}
[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)
athletics : object {3-02.system.skills.athletics}
base : integer {3-02.system.skills.athletics.base} (4 different values)
9 (x1)
3 (x1)
7 (x2)
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)
acrobatics : object {3-02.system.skills.acrobatics}
base : integer {3-02.system.skills.acrobatics.base} (same value: 4)
[customModifiers] : object {3-02.system.customModifiers}
type : string {3-02.type} (2 different values)
hazard (x4)
npc (x7)
[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)
+384
View File
@@ -0,0 +1,384 @@
3-03
Different values: 1
=====================================
object {3-03}
_id : string {3-03._id} (all different values)
folder : string {3-03.folder} (all different values)
img : string {3-03.img} (all different values)
items : array<object> {3-03.items}
Length: min=12 max=12
Value type: object {3-03.items.[]}
_id : string {3-03.items.[]._id} (12 different values)
B4L5rrixuMmIF0Mn (x1)
3oH578NZCVwMchXU (x1)
WCy61NgnOICYMQdN (x1)
jCsNuRVEQDzl0gcm (x1)
nGSh87HW3Cnx9gsR (x1)
HS2K7FagxIukdgY0 (x1)
R8eOc6d3csgtd2S1 (x1)
ZJ4VXfHFBFSDQBu3 (x1)
HaiCjx3LddeWTUTo (x1)
paoFQRpD7yc48lgn (x1)
Qm04XnmcECPmSr9k (x1)
Hej6zHCcEo0ySgCu (x1)
img : string {3-03.items.[].img} (8 different values)
systems/pf2e/icons/default-icons/spellcastingEntry.svg (x1)
systems/pf2e/icons/spells/charm.webp (x1)
systems/pf2e/icons/equipment/weapons/blowgun.webp (x1)
systems/pf2e/icons/equipment/weapons/dagger.webp (x1)
systems/pf2e/icons/equipment/weapons/blowgun-dart.webp (x1)
systems/pf2e/icons/default-icons/melee.svg (x4)
systems/pf2e/icons/actions/Passive.webp (x2)
systems/pf2e/icons/actions/TwoActions.webp (x1)
name : string {3-03.items.[].name} (9 different values)
Primal Innate Spells (x1)
Charm (x1)
Blowgun (x2)
Dagger (x3)
Blowgun Darts (Poisoned) (x1)
Jaws (x1)
Inspired Feast (x1)
Size Alteration (x1)
Sneak Attack (x1)
sort : integer {3-03.items.[].sort} (12 different values)
100000 (x1)
200000 (x1)
300000 (x1)
400000 (x1)
500000 (x1)
600000 (x1)
700000 (x1)
800000 (x1)
900000 (x1)
1000000 (x1)
1100000 (x1)
1200000 (x1)
system : object {3-03.items.[].system}
[autoHeightenLevel] : object {3-03.items.[].system.autoHeightenLevel}
[value] : mixed
description : object {3-03.items.[].system.description}
value : string {3-03.items.[].system.description.value} (8 different values)
(x5)
<p>To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it.</p>
<p>You can Dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means.</p>
<hr />
<p><strong>Critical Success</strong> The target is unaffected and aware you tried to charm it.</p>
<p><strong>Success</strong> The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell.</p>
<p><strong>Failure</strong> The target's attitude becomes @UUID[Compendium.pf2e.conditionitems.Item.Friendly] toward you. If it was Friendly, it becomes @UUID[Compendium.pf2e.conditionitems.Item.Helpful]. It can't use hostile actions against you.</p>
<p><strong>Critical Failure</strong> The target's attitude becomes Helpful toward you, and it can't use hostile actions against you.</p>
<hr />
<p><strong>Heightened (4th)</strong> The duration lasts until the next time you make your daily preparations.</p>
<p><strong>Heightened (8th)</strong> The duration lasts until the next time you make your daily preparations, and you can target up to 10 creatures.</p> (x1)
<p>This long, narrow tube is used for shooting blowgun darts, using only the power of a forcefully exhaled breath.</p> (x1)
<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)
<p>These thin, light darts are typically made of hardwood and stabilized with fletching of down or fur. They are often hollow so they can be used to deliver poison.</p> (x1)
<p>If a biloko feasts on a human corpse for 1 minute or more, they gain a +1 status bonus to attack rolls and a +2 status bonus to damage rolls for 1 hour.</p>
<p>@UUID[Compendium.pf2e.bestiary-effects.Item.Effect: Inspired Feast]</p> (x1)
<p>The eloko is affected by a 4th-rank @UUID[Compendium.pf2e.spells-srd.Item.Enlarge] spell. This lasts for 1 minute, and the eloko can Dismiss the Spell.</p> (x1)
<p>The eloko deals 2d6 extra precision damage to @UUID[Compendium.pf2e.conditionitems.Item.Off-Guard] creatures.</p> (x1)
[prepared] : object {3-03.items.[].system.prepared}
flexible : boolean {3-03.items.[].system.prepared.flexible} (all different values)
value : string {3-03.items.[].system.prepared.value} (all different values)
[proficiency] : object {3-03.items.[].system.proficiency}
value : integer {3-03.items.[].system.proficiency.value} (all different values)
publication : object {3-03.items.[].system.publication}
license : string {3-03.items.[].system.publication.license} (all different values)
remaster : boolean {3-03.items.[].system.publication.remaster} (all different values)
title : string {3-03.items.[].system.publication.title} (3 different values)
(x8)
Pathfinder Core Rulebook (x3)
Pathfinder Bestiary (x1)
rules : ###FoundryRulesObject###
[slots] : object {3-03.items.[].system.slots}
[slug] : string {3-03.items.[].system.slug} (5 different values)
charm (x1)
blowgun (x1)
dagger (x1)
blowgun-darts (x1)
sneak-attack (x1)
[spelldc] : object {3-03.items.[].system.spelldc}
dc : integer {3-03.items.[].system.spelldc.dc} (all different values)
mod : integer {3-03.items.[].system.spelldc.mod} (all different values)
value : integer {3-03.items.[].system.spelldc.value} (all different values)
[tradition] : object {3-03.items.[].system.tradition}
value : string {3-03.items.[].system.tradition.value} (all different values)
[area] : mixed
[cost] : object {3-03.items.[].system.cost}
value : string {3-03.items.[].system.cost.value} (all different values)
[counteraction] : boolean {3-03.items.[].system.counteraction} (all different values)
[damage] : object {3-03.items.[].system.damage}
damageType : string {3-03.items.[].system.damage.damageType} (all different values)
dice : integer {3-03.items.[].system.damage.dice} (all different values)
die : string {3-03.items.[].system.damage.die} (2 different values)
(x1)
d4 (x1)
[defense] : object {3-03.items.[].system.defense}
save : object {3-03.items.[].system.defense.save}
basic : boolean {3-03.items.[].system.defense.save.basic} (all different values)
statistic : string {3-03.items.[].system.defense.save.statistic} (all different values)
[duration] : object {3-03.items.[].system.duration}
sustained : boolean {3-03.items.[].system.duration.sustained} (all different values)
value : string {3-03.items.[].system.duration.value} (all different values)
[level] : object {3-03.items.[].system.level}
value : integer {3-03.items.[].system.level.value} (2 different values)
1 (x1)
0 (x3)
[location] : object {3-03.items.[].system.location}
value : string {3-03.items.[].system.location.value} (all different values)
[range] : mixed
object {3-03.items.[].system.range}
value : string {3-03.items.[].system.range.value} (all different values)
integer {3-03.items.[].system.range} (all different values)
[requirements] : string {3-03.items.[].system.requirements} (all different values)
[target] : object {3-03.items.[].system.target}
value : string {3-03.items.[].system.target.value} (all different values)
[time] : object {3-03.items.[].system.time}
value : string {3-03.items.[].system.time.value} (all different values)
traits : object {3-03.items.[].system.traits}
rarity : string {3-03.items.[].system.traits.rarity} (all different values)
[traditions] : array<string> {3-03.items.[].system.traits.traditions}
Length: min=3 max=3
Value type: string {3-03.items.[].system.traits.traditions.[]} (3 different values)
arcane (x1)
occult (x1)
primal (x1)
value : array<string> {3-03.items.[].system.traits.value}
Length: min=0 max=5
Value type: string {3-03.items.[].system.traits.value.[]} (15 different values)
concentrate (x1)
emotion (x2)
incapacitation (x1)
manipulate (x1)
mental (x2)
agile (x5)
nonlethal (x2)
finesse (x1)
thrown-10 (x2)
versatile-s (x3)
unarmed (x1)
magical (x2)
range-increment-20 (x1)
reload-1 (x1)
primal (x1)
[baseItem] : string {3-03.items.[].system.baseItem} (2 different values)
blowgun (x1)
dagger (x1)
[bonus] : object {3-03.items.[].system.bonus}
value : integer {3-03.items.[].system.bonus.value} (3 different values)
0 (x2)
16 (x3)
17 (x1)
[bonusDamage] : object {3-03.items.[].system.bonusDamage}
value : integer {3-03.items.[].system.bonusDamage.value} (all different values)
[bulk] : object {3-03.items.[].system.bulk}
value : mixed
float {3-03.items.[].system.bulk.value} (all different values)
integer {3-03.items.[].system.bulk.value} (all different values)
[category] : string {3-03.items.[].system.category} (3 different values)
simple (x2)
ammo (x1)
offensive (x3)
[containerId] : mixed
[equipped] : object {3-03.items.[].system.equipped}
carryType : string {3-03.items.[].system.equipped.carryType} (2 different values)
held (x2)
worn (x1)
handsHeld : integer {3-03.items.[].system.equipped.handsHeld} (2 different values)
1 (x2)
0 (x1)
[invested] : mixed
[group] : string {3-03.items.[].system.group} (2 different values)
dart (x1)
knife (x1)
[hardness] : integer {3-03.items.[].system.hardness} (all different values)
[hp] : object {3-03.items.[].system.hp}
max : integer {3-03.items.[].system.hp.max} (all different values)
value : integer {3-03.items.[].system.hp.value} (all different values)
[material] : object {3-03.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {3-03.items.[].system.price}
value : object {3-03.items.[].system.price.value}
[sp] : integer {3-03.items.[].system.price.value.sp} (2 different values)
1 (x1)
2 (x1)
cp : integer {3-03.items.[].system.price.value.cp} (all different values)
per : integer {3-03.items.[].system.price.per} (all different values)
[quantity] : integer {3-03.items.[].system.quantity} (2 different values)
1 (x2)
20 (x1)
[reload] : object {3-03.items.[].system.reload}
value : string {3-03.items.[].system.reload.value} (2 different values)
1 (x1)
- (x1)
[runes] : object {3-03.items.[].system.runes}
potency : integer {3-03.items.[].system.runes.potency} (2 different values)
0 (x1)
1 (x1)
property : array<> {3-03.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
striking : integer {3-03.items.[].system.runes.striking} (all different values)
[size] : string {3-03.items.[].system.size} (all different values)
[splashDamage] : object {3-03.items.[].system.splashDamage}
value : integer {3-03.items.[].system.splashDamage.value} (all different values)
[usage] : object {3-03.items.[].system.usage}
value : string {3-03.items.[].system.usage.value} (all different values)
[stackGroup] : string {3-03.items.[].system.stackGroup} (all different values)
[uses] : object {3-03.items.[].system.uses}
autoDestroy : boolean {3-03.items.[].system.uses.autoDestroy} (all different values)
max : integer {3-03.items.[].system.uses.max} (all different values)
value : integer {3-03.items.[].system.uses.value} (all different values)
[attack] : object {3-03.items.[].system.attack}
value : string {3-03.items.[].system.attack.value} (all different values)
[attackEffects] : object {3-03.items.[].system.attackEffects}
value : array<> {3-03.items.[].system.attackEffects.value}
Length: min=0 max=0
Value type: mixed
[damageRolls] : object {3-03.items.[].system.damageRolls}
[v5ompffxsmqtduk3x8vv] : object {3-03.items.[].system.damageRolls.v5ompffxsmqtduk3x8vv}
damage : string {3-03.items.[].system.damageRolls.v5ompffxsmqtduk3x8vv.damage} (all different values)
damageType : string {3-03.items.[].system.damageRolls.v5ompffxsmqtduk3x8vv.damageType} (all different values)
[id1dfn6ir89th2xecd3z] : object {3-03.items.[].system.damageRolls.id1dfn6ir89th2xecd3z}
damage : string {3-03.items.[].system.damageRolls.id1dfn6ir89th2xecd3z.damage} (all different values)
damageType : string {3-03.items.[].system.damageRolls.id1dfn6ir89th2xecd3z.damageType} (all different values)
[2tb9empvhgiz3hsivpha] : object {3-03.items.[].system.damageRolls.2tb9empvhgiz3hsivpha}
damage : string {3-03.items.[].system.damageRolls.2tb9empvhgiz3hsivpha.damage} (all different values)
damageType : string {3-03.items.[].system.damageRolls.2tb9empvhgiz3hsivpha.damageType} (all different values)
0 : object {3-03.items.[].system.damageRolls.0}
damage : string {3-03.items.[].system.damageRolls.0.damage} (all different values)
damageType : string {3-03.items.[].system.damageRolls.0.damageType} (all different values)
1 : object {3-03.items.[].system.damageRolls.1}
category : string {3-03.items.[].system.damageRolls.1.category} (all different values)
damage : string {3-03.items.[].system.damageRolls.1.damage} (all different values)
damageType : string {3-03.items.[].system.damageRolls.1.damageType} (all different values)
[weaponType] : object {3-03.items.[].system.weaponType}
value : string {3-03.items.[].system.weaponType.value} (2 different values)
melee (x2)
ranged (x2)
actionType : object {3-03.items.[].system.actionType}
value : string {3-03.items.[].system.actionType.value} (2 different values)
passive (x2)
action (x1)
actions : object {3-03.items.[].system.actions}
[value] : integer {3-03.items.[].system.actions.value} (all different values)
type : string {3-03.items.[].type} (6 different values)
spellcastingEntry (x1)
spell (x1)
weapon (x2)
consumable (x1)
melee (x4)
action (x3)
[_stats] : object {3-03.items.[]._stats}
compendiumSource : string {3-03.items.[]._stats.compendiumSource} (5 different values)
Compendium.pf2e.spells-srd.Item.vLA0q0WOK2YPuJs6 (x1)
Compendium.pf2e.equipment-srd.Item.FPwsiGqMCNPLHmjX (x1)
Compendium.pf2e.equipment-srd.Item.rQWaJhI5Bko5x14Z (x1)
Compendium.pf2e.equipment-srd.Item.sqhr1crb184s3Vnd (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.AWvNPE4U0kEJSL1T (x1)
[flags] : object {3-03.items.[].flags}
pf2e : object {3-03.items.[].flags.pf2e}
linkedWeapon : string {3-03.items.[].flags.pf2e.linkedWeapon} (2 different values)
jCsNuRVEQDzl0gcm (x2)
WCy61NgnOICYMQdN (x1)
name : string {3-03.name} (all different values)
prototypeToken : object {3-03.prototypeToken}
name : string {3-03.prototypeToken.name} (all different values)
system : object {3-03.system}
abilities : object {3-03.system.abilities}
cha : object {3-03.system.abilities.cha}
mod : integer {3-03.system.abilities.cha.mod} (all different values)
con : object {3-03.system.abilities.con}
mod : integer {3-03.system.abilities.con.mod} (all different values)
dex : object {3-03.system.abilities.dex}
mod : integer {3-03.system.abilities.dex.mod} (all different values)
int : object {3-03.system.abilities.int}
mod : integer {3-03.system.abilities.int.mod} (all different values)
str : object {3-03.system.abilities.str}
mod : integer {3-03.system.abilities.str.mod} (all different values)
wis : object {3-03.system.abilities.wis}
mod : integer {3-03.system.abilities.wis.mod} (all different values)
attributes : object {3-03.system.attributes}
ac : object {3-03.system.attributes.ac}
details : string {3-03.system.attributes.ac.details} (all different values)
value : integer {3-03.system.attributes.ac.value} (all different values)
allSaves : object {3-03.system.attributes.allSaves}
value : string {3-03.system.attributes.allSaves.value} (all different values)
hp : object {3-03.system.attributes.hp}
details : string {3-03.system.attributes.hp.details} (all different values)
max : integer {3-03.system.attributes.hp.max} (all different values)
temp : integer {3-03.system.attributes.hp.temp} (all different values)
value : integer {3-03.system.attributes.hp.value} (all different values)
speed : object {3-03.system.attributes.speed}
otherSpeeds : array<> {3-03.system.attributes.speed.otherSpeeds}
Length: min=0 max=0
Value type: mixed
value : integer {3-03.system.attributes.speed.value} (all different values)
details : object {3-03.system.details}
blurb : string {3-03.system.details.blurb} (all different values)
languages : object {3-03.system.details.languages}
details : string {3-03.system.details.languages.details} (all different values)
value : array<string> {3-03.system.details.languages.value}
Length: min=3 max=3
Value type: string {3-03.system.details.languages.value.[]} (3 different values)
aklo (x1)
fey (x1)
mwangi (x1)
level : object {3-03.system.details.level}
value : integer {3-03.system.details.level.value} (all different values)
privateNotes : string {3-03.system.details.privateNotes} (all different values)
publicNotes : string {3-03.system.details.publicNotes} (all different values)
publication : object {3-03.system.details.publication}
license : string {3-03.system.details.publication.license} (all different values)
remaster : boolean {3-03.system.details.publication.remaster} (all different values)
title : string {3-03.system.details.publication.title} (all different values)
initiative : object {3-03.system.initiative}
statistic : string {3-03.system.initiative.statistic} (all different values)
perception : object {3-03.system.perception}
details : string {3-03.system.perception.details} (all different values)
mod : integer {3-03.system.perception.mod} (all different values)
senses : array<object> {3-03.system.perception.senses}
Length: min=2 max=2
Value type: object {3-03.system.perception.senses.[]}
type : string {3-03.system.perception.senses.[].type} (2 different values)
low-light-vision (x1)
scent (x1)
acuity : string {3-03.system.perception.senses.[].acuity} (all different values)
range : integer {3-03.system.perception.senses.[].range} (all different values)
resources : object {3-03.system.resources}
focus : object {3-03.system.resources.focus}
max : integer {3-03.system.resources.focus.max} (all different values)
value : integer {3-03.system.resources.focus.value} (all different values)
saves : object {3-03.system.saves}
fortitude : object {3-03.system.saves.fortitude}
saveDetail : string {3-03.system.saves.fortitude.saveDetail} (all different values)
value : integer {3-03.system.saves.fortitude.value} (all different values)
reflex : object {3-03.system.saves.reflex}
saveDetail : string {3-03.system.saves.reflex.saveDetail} (all different values)
value : integer {3-03.system.saves.reflex.value} (all different values)
will : object {3-03.system.saves.will}
saveDetail : string {3-03.system.saves.will.saveDetail} (all different values)
value : integer {3-03.system.saves.will.value} (all different values)
skills : object {3-03.system.skills}
athletics : object {3-03.system.skills.athletics}
base : integer {3-03.system.skills.athletics.base} (all different values)
crafting : object {3-03.system.skills.crafting}
base : integer {3-03.system.skills.crafting.base} (all different values)
deception : object {3-03.system.skills.deception}
base : integer {3-03.system.skills.deception.base} (all different values)
nature : object {3-03.system.skills.nature}
base : integer {3-03.system.skills.nature.base} (all different values)
stealth : object {3-03.system.skills.stealth}
base : integer {3-03.system.skills.stealth.base} (all different values)
survival : object {3-03.system.skills.survival}
base : integer {3-03.system.skills.survival.base} (all different values)
traits : object {3-03.system.traits}
rarity : string {3-03.system.traits.rarity} (all different values)
size : object {3-03.system.traits.size}
value : string {3-03.system.traits.size.value} (all different values)
value : array<string> {3-03.system.traits.value}
Length: min=2 max=2
Value type: string {3-03.system.traits.value.[]} (2 different values)
evil (x1)
fey (x1)
type : string {3-03.type} (all different values)
+605
View File
@@ -0,0 +1,605 @@
3-04
Different values: 4
=====================================
object {3-04}
_id : string {3-04._id} (all different values)
folder : string {3-04.folder} (same value: GaSd79ZRnjbmV0GM)
img : string {3-04.img} (same value: systems/pf2e/icons/default-icons/npc.svg)
items : array<object> {3-04.items}
Length: min=9 max=14
Value type: object {3-04.items.[]}
_id : string {3-04.items.[]._id} (36 different values)
[_stats] : object {3-04.items.[]._stats}
compendiumSource : string {3-04.items.[]._stats.compendiumSource} (19 different values)
Compendium.pf2e.equipment-srd.Item.iWcw1sFLAzByVLBP (x2)
Compendium.pf2e.equipment-srd.Item.tH5GirEy7YB3ZgCk (x2)
Compendium.pf2e.equipment-srd.Item.YMQr577asquZIP65 (x2)
Compendium.pf2e.equipment-srd.Item.2RuepCemJhrpKKao (x1)
Compendium.pf2e.equipment-srd.Item.e0vSAQfxhHauiAoD (x1)
Compendium.pf2e.spells-srd.Item.jFmWSIpJGGebim6y (x1)
Compendium.pf2e.equipment-srd.Item.8COlYvHe6hKCXY8x (x1)
Compendium.pf2e.equipment-srd.Item.JNt7GmLCCVz5BiEI (x1)
Compendium.pf2e.equipment-srd.Item.pRoikbRo5HFW6YUB (x1)
Compendium.pf2e.equipment-srd.Item.tyt6rFtv32MZ4DT9 (x1)
Compendium.pf2e.spells-srd.Item.VlNcjmYyu95vOUe8 (x2)
Compendium.pf2e.spells-srd.Item.XXqE1eY3w3z6xJCB (x1)
Compendium.pf2e.spells-srd.Item.30BBep9U4BDV0EgQ (x1)
Compendium.pf2e.spells-srd.Item.vLzFcIaSXs7YTIqJ (x1)
Compendium.pf2e.spells-srd.Item.4YnON9JHYqtLzccu (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.4Ho2xMPEC05aSxzr (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.kdhbPaBMK1d1fpbA (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.kquBnQ0kObZztnBc (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.AWvNPE4U0kEJSL1T (x1)
img : string {3-04.items.[].img} (20 different values)
icons/weapons/polearms/spear-ornate-gold.webp (x2)
systems/pf2e/icons/equipment/weapons/rapier.webp (x2)
icons/equipment/chest/breastplate-metal-scaled-grey.webp (x2)
icons/consumables/potions/bottle-round-corked-orante-red.webp (x2)
systems/pf2e/icons/default-icons/melee.svg (x7)
systems/pf2e/icons/actions/TwoActions.webp (x3)
systems/pf2e/icons/actions/Passive.webp (x10)
systems/pf2e/icons/default-icons/spellcastingEntry.svg (x2)
systems/pf2e/icons/spells/touch-of-corruption.webp (x1)
icons/weapons/axes/axe-double-engraved.webp (x1)
systems/pf2e/icons/equipment/weapons/javelin.webp (x1)
icons/equipment/chest/breastplate-gorget-steel-white.webp (x1)
systems/pf2e/icons/equipment/alchemical-items/alchemical-elixirs/cheetahs-elixir.webp (x1)
systems/pf2e/icons/actions/Reaction.webp (x1)
icons/magic/symbols/ring-circle-smoke-blue.webp (x2)
icons/creatures/magical/construct-stone-earth-gray.webp (x1)
systems/pf2e/icons/spells/infernal-pact.webp (x1)
systems/pf2e/icons/spells/message.webp (x1)
systems/pf2e/icons/spells/summon-animal.webp (x1)
systems/pf2e/icons/actions/ThreeActions.webp (x1)
name : string {3-04.items.[].name} (30 different values)
sort : integer {3-04.items.[].sort} (14 different values)
100000 (x4)
200000 (x4)
300000 (x4)
400000 (x4)
500000 (x4)
600000 (x4)
700000 (x4)
800000 (x4)
900000 (x4)
1000000 (x3)
1100000 (x1)
1200000 (x1)
1300000 (x1)
1400000 (x1)
system : object {3-04.items.[].system}
[baseItem] : string {3-04.items.[].system.baseItem} (6 different values)
main-gauche (x2)
rapier (x2)
scale-mail (x2)
greataxe (x1)
javelin (x1)
half-plate (x1)
[bonus] : object {3-04.items.[].system.bonus}
value : integer {3-04.items.[].system.bonus.value} (6 different values)
0 (x6)
13 (x1)
14 (x1)
18 (x2)
15 (x1)
12 (x2)
[bonusDamage] : object {3-04.items.[].system.bonusDamage}
value : integer {3-04.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {3-04.items.[].system.bulk}
value : mixed
float {3-04.items.[].system.bulk.value} (same value: 0,1)
integer {3-04.items.[].system.bulk.value} (3 different values)
1 (x2)
2 (x3)
3 (x1)
[category] : string {3-04.items.[].system.category} (8 different values)
martial (x5)
medium (x2)
potion (x3)
offensive (x11)
simple (x1)
heavy (x1)
defensive (x2)
interaction (x2)
[containerId] : mixed
[damage] : object {3-04.items.[].system.damage}
[damageType] : string {3-04.items.[].system.damage.damageType} (2 different values)
piercing (x5)
slashing (x1)
[dice] : integer {3-04.items.[].system.damage.dice} (same value: 1)
[die] : string {3-04.items.[].system.damage.die} (3 different values)
d4 (x2)
d6 (x3)
d12 (x1)
[formula] : string {3-04.items.[].system.damage.formula} (2 different values)
1d8 (x1)
2d8+5 (x1)
[kind] : string {3-04.items.[].system.damage.kind} (same value: healing)
[type] : string {3-04.items.[].system.damage.type} (same value: vitality)
description : object {3-04.items.[].system.description}
value : string {3-04.items.[].system.description.value} (28 different values)
[equipped] : object {3-04.items.[].system.equipped}
carryType : string {3-04.items.[].system.equipped.carryType} (same value: worn)
[handsHeld] : integer {3-04.items.[].system.equipped.handsHeld} (same value: 0)
[invested] : mixed
[inSlot] : boolean {3-04.items.[].system.equipped.inSlot} (same value: False)
[group] : string {3-04.items.[].system.group} (6 different values)
knife (x2)
sword (x2)
composite (x2)
axe (x1)
dart (x1)
plate (x1)
[hardness] : integer {3-04.items.[].system.hardness} (same value: 0)
[hp] : object {3-04.items.[].system.hp}
max : integer {3-04.items.[].system.hp.max} (same value: 0)
value : integer {3-04.items.[].system.hp.value} (same value: 0)
[level] : object {3-04.items.[].system.level}
value : integer {3-04.items.[].system.level.value} (5 different values)
0 (x8)
1 (x7)
3 (x1)
4 (x2)
2 (x1)
[material] : object {3-04.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {3-04.items.[].system.price}
value : object {3-04.items.[].system.price.value}
[sp] : integer {3-04.items.[].system.price.value.sp} (2 different values)
5 (x2)
1 (x1)
[gp] : integer {3-04.items.[].system.price.value.gp} (5 different values)
2 (x3)
4 (x3)
12 (x1)
18 (x1)
3 (x1)
publication : object {3-04.items.[].system.publication}
license : string {3-04.items.[].system.publication.license} (same value: OGL)
remaster : boolean {3-04.items.[].system.publication.remaster} (same value: False)
title : string {3-04.items.[].system.publication.title} (all different values)
[quantity] : integer {3-04.items.[].system.quantity} (2 different values)
1 (x11)
10 (x1)
[range] : mixed
object {3-04.items.[].system.range}
value : string {3-04.items.[].system.range.value} (5 different values)
touch (x1)
120 feet (x3)
self (x1)
(x1)
30 feet (x1)
integer {3-04.items.[].system.range} (same value: 30)
[reload] : object {3-04.items.[].system.reload}
value : string {3-04.items.[].system.reload.value} (2 different values)
(x5)
- (x1)
rules : ###FoundryRulesObject###
[runes] : object {3-04.items.[].system.runes}
potency : integer {3-04.items.[].system.runes.potency} (2 different values)
0 (x6)
1 (x3)
property : array<> {3-04.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {3-04.items.[].system.runes.striking} (2 different values)
0 (x5)
1 (x1)
[resilient] : integer {3-04.items.[].system.runes.resilient} (same value: 0)
[size] : string {3-04.items.[].system.size} (same value: med)
[slug] : string {3-04.items.[].system.slug} (20 different values)
main-gauche (x2)
rapier (x2)
scale-mail (x2)
healing-potion-minor (x1)
healing-potion-lesser (x1)
touch-of-corruption (x1)
greataxe (x1)
javelin (x1)
half-plate (x1)
cheetahs-elixir-lesser (x1)
iron-command (x1)
dimension-door (x2)
invisibility (x1)
infernal-pact (x1)
message (x1)
summon-animal (x1)
greater-darkvision (x1)
telepathy (x1)
1-status-to-all-saves-vs-magic (x1)
sneak-attack (x1)
[splashDamage] : object {3-04.items.[].system.splashDamage}
value : integer {3-04.items.[].system.splashDamage.value} (same value: 0)
[traits] : object {3-04.items.[].system.traits}
rarity : string {3-04.items.[].system.traits.rarity} (2 different values)
common (x39)
uncommon (x2)
value : array<string> {3-04.items.[].system.traits.value}
Length: min=0 max=6
Value type: string {3-04.items.[].system.traits.value.[]} (33 different values)
[traditions] : array<string> {3-04.items.[].system.traits.traditions}
Length: min=0 max=3
Value type: string {3-04.items.[].system.traits.traditions.[]} (all different values)
[usage] : object {3-04.items.[].system.usage}
value : string {3-04.items.[].system.usage.value} (2 different values)
held-in-one-hand (x8)
held-in-two-hands (x1)
[acBonus] : integer {3-04.items.[].system.acBonus} (2 different values)
3 (x2)
5 (x1)
[checkPenalty] : integer {3-04.items.[].system.checkPenalty} (2 different values)
-2 (x2)
-3 (x1)
[dexCap] : integer {3-04.items.[].system.dexCap} (2 different values)
2 (x2)
1 (x1)
[speedPenalty] : integer {3-04.items.[].system.speedPenalty} (2 different values)
-5 (x2)
-10 (x1)
[strength] : integer {3-04.items.[].system.strength} (2 different values)
2 (x2)
3 (x1)
[uses] : object {3-04.items.[].system.uses}
autoDestroy : boolean {3-04.items.[].system.uses.autoDestroy} (same value: True)
max : integer {3-04.items.[].system.uses.max} (same value: 1)
value : integer {3-04.items.[].system.uses.value} (same value: 1)
[attack] : object {3-04.items.[].system.attack}
value : string {3-04.items.[].system.attack.value} (same value: )
[attackEffects] : object {3-04.items.[].system.attackEffects}
value : array<string> {3-04.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {3-04.items.[].system.attackEffects.value.[]} (same value: cocytan-filth)
custom : string {3-04.items.[].system.attackEffects.custom} (same value: )
[damageRolls] : object {3-04.items.[].system.damageRolls}
[pgcdsh9789zltlhnyqm9] : object {3-04.items.[].system.damageRolls.pgcdsh9789zltlhnyqm9}
damage : string {3-04.items.[].system.damageRolls.pgcdsh9789zltlhnyqm9.damage} (2 different values)
1d4+4 (x1)
1d4+5 (x1)
damageType : string {3-04.items.[].system.damageRolls.pgcdsh9789zltlhnyqm9.damageType} (same value: piercing)
[mtvr6en7raoc4fv5buij] : object {3-04.items.[].system.damageRolls.mtvr6en7raoc4fv5buij}
damage : string {3-04.items.[].system.damageRolls.mtvr6en7raoc4fv5buij.damage} (2 different values)
1d6+4 (x1)
2d6+5 (x1)
damageType : string {3-04.items.[].system.damageRolls.mtvr6en7raoc4fv5buij.damageType} (same value: piercing)
[ln1m5bmpeqk40cwhfoc2] : object {3-04.items.[].system.damageRolls.ln1m5bmpeqk40cwhfoc2}
damage : string {3-04.items.[].system.damageRolls.ln1m5bmpeqk40cwhfoc2.damage} (same value: 1d12+10)
damageType : string {3-04.items.[].system.damageRolls.ln1m5bmpeqk40cwhfoc2.damageType} (same value: slashing)
[6tp74q0wte6mk29befy0] : object {3-04.items.[].system.damageRolls.6tp74q0wte6mk29befy0}
damage : string {3-04.items.[].system.damageRolls.6tp74q0wte6mk29befy0.damage} (same value: 1d6+10)
damageType : string {3-04.items.[].system.damageRolls.6tp74q0wte6mk29befy0.damageType} (same value: piercing)
6x3sbse5ei825hzurtko : object {3-04.items.[].system.damageRolls.6x3sbse5ei825hzurtko}
damage : string {3-04.items.[].system.damageRolls.6x3sbse5ei825hzurtko.damage} (same value: 1d10+3)
damageType : string {3-04.items.[].system.damageRolls.6x3sbse5ei825hzurtko.damageType} (same value: piercing)
o6k7uaj315ko0ds3qklw : object {3-04.items.[].system.damageRolls.o6k7uaj315ko0ds3qklw}
damage : string {3-04.items.[].system.damageRolls.o6k7uaj315ko0ds3qklw.damage} (same value: 1d6)
damageType : string {3-04.items.[].system.damageRolls.o6k7uaj315ko0ds3qklw.damageType} (same value: spirit)
[weaponType] : object {3-04.items.[].system.weaponType}
value : string {3-04.items.[].system.weaponType.value} (2 different values)
melee (x6)
ranged (x1)
[actionType] : object {3-04.items.[].system.actionType}
value : string {3-04.items.[].system.actionType.value} (3 different values)
action (x4)
passive (x10)
reaction (x1)
[actions] : object {3-04.items.[].system.actions}
[value] : integer {3-04.items.[].system.actions.value} (2 different values)
2 (x3)
3 (x1)
[autoHeightenLevel] : object {3-04.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {3-04.items.[].system.prepared}
flexible : boolean {3-04.items.[].system.prepared.flexible} (same value: False)
value : string {3-04.items.[].system.prepared.value} (2 different values)
focus (x1)
innate (x1)
[proficiency] : object {3-04.items.[].system.proficiency}
value : integer {3-04.items.[].system.proficiency.value} (same value: 0)
[slots] : object {3-04.items.[].system.slots}
[spelldc] : object {3-04.items.[].system.spelldc}
dc : integer {3-04.items.[].system.spelldc.dc} (2 different values)
20 (x1)
17 (x1)
mod : integer {3-04.items.[].system.spelldc.mod} (same value: 0)
value : integer {3-04.items.[].system.spelldc.value} (2 different values)
12 (x1)
7 (x1)
[tradition] : object {3-04.items.[].system.tradition}
value : string {3-04.items.[].system.tradition.value} (same value: divine)
[area] : mixed
[cost] : object {3-04.items.[].system.cost}
value : string {3-04.items.[].system.cost.value} (same value: )
[counteraction] : boolean {3-04.items.[].system.counteraction} (same value: False)
[defense] : mixed
[duration] : object {3-04.items.[].system.duration}
sustained : boolean {3-04.items.[].system.duration.sustained} (2 different values)
False (x6)
True (x1)
value : string {3-04.items.[].system.duration.value} (all different values)
[location] : object {3-04.items.[].system.location}
[value] : string {3-04.items.[].system.location.value} (2 different values)
rzPki0XldtoeN1gr (x1)
Z60YSknQUrMbR4mB (x5)
[heightenedLevel] : integer {3-04.items.[].system.location.heightenedLevel} (2 different values)
5 (x1)
2 (x1)
[overlays] : object {3-04.items.[].system.overlays}
2a6Vm4mIjBgrzlO2 : object {3-04.items.[].system.overlays.2a6Vm4mIjBgrzlO2}
name : string {3-04.items.[].system.overlays.2a6Vm4mIjBgrzlO2.name} (same value: Touch of Corruption (Vs. Living))
overlayType : string {3-04.items.[].system.overlays.2a6Vm4mIjBgrzlO2.overlayType} (same value: override)
sort : integer {3-04.items.[].system.overlays.2a6Vm4mIjBgrzlO2.sort} (same value: 2)
system : object {3-04.items.[].system.overlays.2a6Vm4mIjBgrzlO2.system}
damage : object {3-04.items.[].system.overlays.2a6Vm4mIjBgrzlO2.system.damage}
Esn7klJ9WRsIFnrE : object {3-04.items.[].system.overlays.2a6Vm4mIjBgrzlO2.system.damage.Esn7klJ9WRsIFnrE}
applyMod : boolean {3-04.items.[].system.overlays.2a6Vm4mIjBgrzlO2.system.damage.Esn7klJ9WRsIFnrE.applyMod} (same value: False)
[category] : mixed
formula : string {3-04.items.[].system.overlays.2a6Vm4mIjBgrzlO2.system.damage.Esn7klJ9WRsIFnrE.formula} (same value: 1d6)
kinds : array<string> {3-04.items.[].system.overlays.2a6Vm4mIjBgrzlO2.system.damage.Esn7klJ9WRsIFnrE.kinds}
Length: min=1 max=1
Value type: string {3-04.items.[].system.overlays.2a6Vm4mIjBgrzlO2.system.damage.Esn7klJ9WRsIFnrE.kinds.[]} (same value: damage)
materials : array<> {3-04.items.[].system.overlays.2a6Vm4mIjBgrzlO2.system.damage.Esn7klJ9WRsIFnrE.materials}
Length: min=0 max=0
Value type: mixed
type : string {3-04.items.[].system.overlays.2a6Vm4mIjBgrzlO2.system.damage.Esn7klJ9WRsIFnrE.type} (same value: void)
defense : object {3-04.items.[].system.overlays.2a6Vm4mIjBgrzlO2.system.defense}
save : object {3-04.items.[].system.overlays.2a6Vm4mIjBgrzlO2.system.defense.save}
basic : boolean {3-04.items.[].system.overlays.2a6Vm4mIjBgrzlO2.system.defense.save.basic} (same value: True)
statistic : string {3-04.items.[].system.overlays.2a6Vm4mIjBgrzlO2.system.defense.save.statistic} (same value: fortitude)
heightening : object {3-04.items.[].system.overlays.2a6Vm4mIjBgrzlO2.system.heightening}
damage : object {3-04.items.[].system.overlays.2a6Vm4mIjBgrzlO2.system.heightening.damage}
Esn7klJ9WRsIFnrE : string {3-04.items.[].system.overlays.2a6Vm4mIjBgrzlO2.system.heightening.damage.Esn7klJ9WRsIFnrE} (same value: 1d6)
interval : integer {3-04.items.[].system.overlays.2a6Vm4mIjBgrzlO2.system.heightening.interval} (same value: 1)
type : string {3-04.items.[].system.overlays.2a6Vm4mIjBgrzlO2.system.heightening.type} (same value: interval)
gHIOzknAtexc6GUE : object {3-04.items.[].system.overlays.gHIOzknAtexc6GUE}
name : string {3-04.items.[].system.overlays.gHIOzknAtexc6GUE.name} (same value: Touch of Corruption (Healing))
overlayType : string {3-04.items.[].system.overlays.gHIOzknAtexc6GUE.overlayType} (same value: override)
sort : integer {3-04.items.[].system.overlays.gHIOzknAtexc6GUE.sort} (same value: 1)
system : object {3-04.items.[].system.overlays.gHIOzknAtexc6GUE.system}
damage : object {3-04.items.[].system.overlays.gHIOzknAtexc6GUE.system.damage}
cM137DAlBX1LcWAX : object {3-04.items.[].system.overlays.gHIOzknAtexc6GUE.system.damage.cM137DAlBX1LcWAX}
applyMod : boolean {3-04.items.[].system.overlays.gHIOzknAtexc6GUE.system.damage.cM137DAlBX1LcWAX.applyMod} (same value: False)
[category] : mixed
formula : string {3-04.items.[].system.overlays.gHIOzknAtexc6GUE.system.damage.cM137DAlBX1LcWAX.formula} (same value: 6)
kinds : array<string> {3-04.items.[].system.overlays.gHIOzknAtexc6GUE.system.damage.cM137DAlBX1LcWAX.kinds}
Length: min=1 max=1
Value type: string {3-04.items.[].system.overlays.gHIOzknAtexc6GUE.system.damage.cM137DAlBX1LcWAX.kinds.[]} (same value: healing)
materials : array<> {3-04.items.[].system.overlays.gHIOzknAtexc6GUE.system.damage.cM137DAlBX1LcWAX.materials}
Length: min=0 max=0
Value type: mixed
type : string {3-04.items.[].system.overlays.gHIOzknAtexc6GUE.system.damage.cM137DAlBX1LcWAX.type} (same value: untyped)
[defense] : mixed
heightening : object {3-04.items.[].system.overlays.gHIOzknAtexc6GUE.system.heightening}
damage : object {3-04.items.[].system.overlays.gHIOzknAtexc6GUE.system.heightening.damage}
cM137DAlBX1LcWAX : string {3-04.items.[].system.overlays.gHIOzknAtexc6GUE.system.heightening.damage.cM137DAlBX1LcWAX} (same value: 6)
interval : integer {3-04.items.[].system.overlays.gHIOzknAtexc6GUE.system.heightening.interval} (same value: 1)
type : string {3-04.items.[].system.overlays.gHIOzknAtexc6GUE.system.heightening.type} (same value: interval)
[requirements] : string {3-04.items.[].system.requirements} (same value: )
[target] : object {3-04.items.[].system.target}
value : string {3-04.items.[].system.target.value} (all different values)
[time] : object {3-04.items.[].system.time}
value : string {3-04.items.[].system.time.value} (all different values)
[showSlotlessLevels] : object {3-04.items.[].system.showSlotlessLevels}
value : boolean {3-04.items.[].system.showSlotlessLevels.value} (same value: False)
[ritual] : object {3-04.items.[].system.ritual}
primary : object {3-04.items.[].system.ritual.primary}
check : string {3-04.items.[].system.ritual.primary.check} (same value: Religion (expert; you must be a devil))
secondary : object {3-04.items.[].system.ritual.secondary}
casters : integer {3-04.items.[].system.ritual.secondary.casters} (same value: 0)
checks : string {3-04.items.[].system.ritual.secondary.checks} (same value: )
type : string {3-04.items.[].type} (7 different values)
weapon (x6)
armor (x3)
consumable (x3)
melee (x7)
action (x15)
spellcastingEntry (x2)
spell (x7)
[flags] : object {3-04.items.[].flags}
pf2e : object {3-04.items.[].flags.pf2e}
linkedWeapon : string {3-04.items.[].flags.pf2e.linkedWeapon} (5 different values)
FIzFf5JU0kyFNCKn (x1)
1sRID0xHYOPF4TOK (x2)
Hy7b36J6zig3gf63 (x1)
9vCMIV9r7ii9mY4K (x1)
bK0cvKQ87iIrmF82 (x1)
name : string {3-04.name} (all different values)
[prototypeToken] : object {3-04.prototypeToken}
name : string {3-04.prototypeToken.name} (2 different values)
Tascio Raetullus (x2)
Zebub (x1)
system : object {3-04.system}
abilities : object {3-04.system.abilities}
cha : object {3-04.system.abilities.cha}
mod : integer {3-04.system.abilities.cha.mod} (3 different values)
3 (x2)
4 (x1)
1 (x1)
con : object {3-04.system.abilities.con}
mod : integer {3-04.system.abilities.con.mod} (3 different values)
0 (x2)
3 (x1)
1 (x1)
dex : object {3-04.system.abilities.dex}
mod : integer {3-04.system.abilities.dex.mod} (3 different values)
4 (x2)
5 (x1)
1 (x1)
int : object {3-04.system.abilities.int}
mod : integer {3-04.system.abilities.int.mod} (2 different values)
2 (x2)
0 (x2)
str : object {3-04.system.abilities.str}
mod : integer {3-04.system.abilities.str.mod} (2 different values)
1 (x3)
4 (x1)
wis : object {3-04.system.abilities.wis}
mod : integer {3-04.system.abilities.wis.mod} (2 different values)
1 (x3)
3 (x1)
attributes : object {3-04.system.attributes}
ac : object {3-04.system.attributes.ac}
details : string {3-04.system.attributes.ac.details} (same value: )
value : integer {3-04.system.attributes.ac.value} (all different values)
allSaves : object {3-04.system.attributes.allSaves}
value : string {3-04.system.attributes.allSaves.value} (2 different values)
(x3)
+1 status to all saves vs. magic (x1)
hp : object {3-04.system.attributes.hp}
details : string {3-04.system.attributes.hp.details} (same value: )
max : integer {3-04.system.attributes.hp.max} (all different values)
temp : integer {3-04.system.attributes.hp.temp} (same value: 0)
value : integer {3-04.system.attributes.hp.value} (all different values)
[resistances] : array<object> {3-04.system.attributes.resistances}
Length: min=2 max=2
Value type: object {3-04.system.attributes.resistances.[]}
type : string {3-04.system.attributes.resistances.[].type} (all different values)
value : integer {3-04.system.attributes.resistances.[].value} (3 different values)
2 (x2)
3 (x2)
5 (x2)
[exceptions] : array<string> {3-04.system.attributes.resistances.[].exceptions}
Length: min=1 max=1
Value type: string {3-04.system.attributes.resistances.[].exceptions.[]} (same value: silver)
speed : object {3-04.system.attributes.speed}
otherSpeeds : array<object> {3-04.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {3-04.system.attributes.speed.otherSpeeds.[]}
type : string {3-04.system.attributes.speed.otherSpeeds.[].type} (same value: fly)
value : integer {3-04.system.attributes.speed.otherSpeeds.[].value} (same value: 50)
value : integer {3-04.system.attributes.speed.value} (3 different values)
30 (x2)
20 (x1)
15 (x1)
immunities : array<object> {3-04.system.attributes.immunities}
Length: min=1 max=1
Value type: object {3-04.system.attributes.immunities.[]}
type : string {3-04.system.attributes.immunities.[].type} (same value: fire)
weaknesses : array<object> {3-04.system.attributes.weaknesses}
Length: min=1 max=1
Value type: object {3-04.system.attributes.weaknesses.[]}
type : string {3-04.system.attributes.weaknesses.[].type} (same value: holy)
value : integer {3-04.system.attributes.weaknesses.[].value} (same value: 5)
details : object {3-04.system.details}
blurb : string {3-04.system.details.blurb} (2 different values)
(x3)
Tyrant (x1)
languages : object {3-04.system.details.languages}
details : string {3-04.system.details.languages.details} (2 different values)
(x3)
telepathy 100 feet (x1)
value : array<string> {3-04.system.details.languages.value}
Length: min=1 max=3
Value type: string {3-04.system.details.languages.value.[]} (6 different values)
common (x3)
kelish (x2)
varisian (x2)
diabolic (x1)
draconic (x1)
empyrean (x1)
level : object {3-04.system.details.level}
value : integer {3-04.system.details.level.value} (all different values)
privateNotes : string {3-04.system.details.privateNotes} (2 different values)
(x3)
<p>Also in Pathfinder Society Scenario #3-07: The Locked Lodge</p> (x1)
publicNotes : string {3-04.system.details.publicNotes} (2 different values)
(x3)
<p>Zebubs serve as Hell's messengers and spies. Their ability to share what they've seen with other creatures makes them especially useful-not only to other devils, but also to mortal conjurers. Some infernal lords unleash them in enormous, horrid swarms upon unsuspecting lands to debase flesh and land alike while collecting secrets the infernal host might later put to use. Zebubs use any opportunity to manipulate weak-willed or easily tempted mortals into serving the zebubs' whims. While arrogant and deceitful, zebubs lack the cunning and confidence of most devils, and thus their schemes often focus on satisfying self-serving or self-destructive ambitions. Zebubs form from the souls of childish and craven mortals, reshaped by the archdevil Baalzebul in the frozen, filthy wastes of Hell's seventh layer, Cocytus.</p>
<hr />
<p>Each type of devil plays a particular role in Hell's bureaucracies and hierarchies, though some have far more specialized functions than others.</p> (x1)
publication : object {3-04.system.details.publication}
license : string {3-04.system.details.publication.license} (same value: OGL)
remaster : boolean {3-04.system.details.publication.remaster} (same value: False)
title : string {3-04.system.details.publication.title} (same value: Pathfinder Society Scenario #3-04: The Devil-Wrought Disappearance)
initiative : object {3-04.system.initiative}
statistic : string {3-04.system.initiative.statistic} (same value: perception)
perception : object {3-04.system.perception}
details : string {3-04.system.perception.details} (same value: )
mod : integer {3-04.system.perception.mod} (all different values)
senses : array<object> {3-04.system.perception.senses}
Length: min=0 max=1
Value type: object {3-04.system.perception.senses.[]}
type : string {3-04.system.perception.senses.[].type} (same value: greater-darkvision)
resources : object {3-04.system.resources}
focus : object {3-04.system.resources.focus}
max : integer {3-04.system.resources.focus.max} (same value: 1)
value : integer {3-04.system.resources.focus.value} (same value: 1)
saves : object {3-04.system.saves}
fortitude : object {3-04.system.saves.fortitude}
saveDetail : string {3-04.system.saves.fortitude.saveDetail} (same value: )
value : integer {3-04.system.saves.fortitude.value} (3 different values)
8 (x2)
11 (x1)
14 (x1)
reflex : object {3-04.system.saves.reflex}
saveDetail : string {3-04.system.saves.reflex.saveDetail} (same value: )
value : integer {3-04.system.saves.reflex.value} (3 different values)
14 (x1)
17 (x1)
10 (x2)
will : object {3-04.system.saves.will}
saveDetail : string {3-04.system.saves.will.saveDetail} (same value: )
value : integer {3-04.system.saves.will.value} (all different values)
skills : object {3-04.system.skills}
[acrobatics] : object {3-04.system.skills.acrobatics}
base : integer {3-04.system.skills.acrobatics.base} (3 different values)
12 (x1)
15 (x1)
10 (x1)
[athletics] : object {3-04.system.skills.athletics}
base : integer {3-04.system.skills.athletics.base} (2 different values)
10 (x1)
13 (x2)
deception : object {3-04.system.skills.deception}
base : integer {3-04.system.skills.deception.base} (3 different values)
10 (x2)
13 (x1)
8 (x1)
[diplomacy] : object {3-04.system.skills.diplomacy}
base : integer {3-04.system.skills.diplomacy.base} (2 different values)
7 (x1)
10 (x1)
[intimidation] : object {3-04.system.skills.intimidation}
base : integer {3-04.system.skills.intimidation.base} (3 different values)
7 (x1)
10 (x1)
12 (x1)
[society] : object {3-04.system.skills.society}
base : integer {3-04.system.skills.society.base} (2 different values)
10 (x1)
13 (x1)
[stealth] : object {3-04.system.skills.stealth}
base : integer {3-04.system.skills.stealth.base} (2 different values)
10 (x2)
13 (x1)
religion : object {3-04.system.skills.religion}
base : integer {3-04.system.skills.religion.base} (2 different values)
8 (x1)
9 (x1)
[survival] : object {3-04.system.skills.survival}
base : integer {3-04.system.skills.survival.base} (same value: 8)
arcana : object {3-04.system.skills.arcana}
base : integer {3-04.system.skills.arcana.base} (same value: 7)
traits : object {3-04.system.traits}
rarity : string {3-04.system.traits.rarity} (3 different values)
unique (x2)
uncommon (x1)
common (x1)
size : object {3-04.system.traits.size}
value : string {3-04.system.traits.size.value} (2 different values)
med (x3)
sm (x1)
value : array<string> {3-04.system.traits.value}
Length: min=4 max=5
Value type: string {3-04.system.traits.value.[]} (7 different values)
evil (x4)
human (x3)
humanoid (x3)
lawful (x4)
devil (x1)
fiend (x1)
unholy (x1)
spellcasting : object {3-04.system.spellcasting}
rituals : object {3-04.system.spellcasting.rituals}
dc : integer {3-04.system.spellcasting.rituals.dc} (same value: 17)
type : string {3-04.type} (same value: npc)
+849
View File
@@ -0,0 +1,849 @@
3-05
Different values: 12
=====================================
object {3-05}
_id : string {3-05._id} (all different values)
folder : string {3-05.folder} (same value: GAJ25LsppZJuhaDC)
img : string {3-05.img} (2 different values)
systems/pf2e/icons/default-icons/npc.svg (x10)
systems/pf2e/icons/default-icons/hazard.svg (x2)
items : array<object> {3-05.items}
Length: min=1 max=22
Value type: object {3-05.items.[]}
_id : string {3-05.items.[]._id} (57 different values)
img : string {3-05.items.[].img} (34 different values)
name : string {3-05.items.[].name} (43 different values)
sort : integer {3-05.items.[].sort} (23 different values)
system : object {3-05.items.[].system}
[attack] : object {3-05.items.[].system.attack}
value : string {3-05.items.[].system.attack.value} (same value: )
[attackEffects] : object {3-05.items.[].system.attackEffects}
value : array<> {3-05.items.[].system.attackEffects.value}
Length: min=0 max=0
Value type: mixed
[bonus] : object {3-05.items.[].system.bonus}
value : integer {3-05.items.[].system.bonus.value} (8 different values)
6 (x3)
7 (x4)
0 (x8)
10 (x1)
4 (x1)
5 (x1)
8 (x1)
9 (x1)
[damageRolls] : object {3-05.items.[].system.damageRolls}
[kumwhzignc52pilp5h1o] : object {3-05.items.[].system.damageRolls.kumwhzignc52pilp5h1o}
damage : string {3-05.items.[].system.damageRolls.kumwhzignc52pilp5h1o.damage} (2 different values)
1d6 (x1)
1d8+2 (x1)
damageType : string {3-05.items.[].system.damageRolls.kumwhzignc52pilp5h1o.damageType} (same value: bludgeoning)
[arki58usu8eg47ct32dd] : object {3-05.items.[].system.damageRolls.arki58usu8eg47ct32dd}
damage : string {3-05.items.[].system.damageRolls.arki58usu8eg47ct32dd.damage} (same value: 1d4+1)
damageType : string {3-05.items.[].system.damageRolls.arki58usu8eg47ct32dd.damageType} (same value: piercing)
[05urjt1g3gvl8tnl3oi6] : object {3-05.items.[].system.damageRolls.05urjt1g3gvl8tnl3oi6}
damage : string {3-05.items.[].system.damageRolls.05urjt1g3gvl8tnl3oi6.damage} (same value: 1d4+2)
damageType : string {3-05.items.[].system.damageRolls.05urjt1g3gvl8tnl3oi6.damageType} (same value: piercing)
[758sbvi5ejw5d6wn5yvi] : object {3-05.items.[].system.damageRolls.758sbvi5ejw5d6wn5yvi}
damage : string {3-05.items.[].system.damageRolls.758sbvi5ejw5d6wn5yvi.damage} (2 different values)
1d6+2 (x1)
1d8+6 (x1)
damageType : string {3-05.items.[].system.damageRolls.758sbvi5ejw5d6wn5yvi.damageType} (same value: bludgeoning)
[rgk0ebwlg9m26e3upyv9] : object {3-05.items.[].system.damageRolls.rgk0ebwlg9m26e3upyv9}
damage : string {3-05.items.[].system.damageRolls.rgk0ebwlg9m26e3upyv9.damage} (same value: 1d4)
damageType : string {3-05.items.[].system.damageRolls.rgk0ebwlg9m26e3upyv9.damageType} (same value: bludgeoning)
[ndjs2r20r5o4uplkvhd3] : object {3-05.items.[].system.damageRolls.ndjs2r20r5o4uplkvhd3}
damage : string {3-05.items.[].system.damageRolls.ndjs2r20r5o4uplkvhd3.damage} (same value: 1d6+1)
damageType : string {3-05.items.[].system.damageRolls.ndjs2r20r5o4uplkvhd3.damageType} (same value: bludgeoning)
[5zntkp1m115v5ieif21n] : object {3-05.items.[].system.damageRolls.5zntkp1m115v5ieif21n}
damage : string {3-05.items.[].system.damageRolls.5zntkp1m115v5ieif21n.damage} (same value: 1d8)
damageType : string {3-05.items.[].system.damageRolls.5zntkp1m115v5ieif21n.damageType} (same value: piercing)
description : object {3-05.items.[].system.description}
value : string {3-05.items.[].system.description.value} (41 different values)
publication : object {3-05.items.[].system.publication}
license : string {3-05.items.[].system.publication.license} (same value: OGL)
remaster : boolean {3-05.items.[].system.publication.remaster} (same value: False)
title : string {3-05.items.[].system.publication.title} (4 different values)
(x29)
Pathfinder Core Rulebook (x62)
Pathfinder Bestiary (x4)
Pathfinder Bestiary 3 (x2)
rules : ###FoundryRulesObject###
[slug] : string {3-05.items.[].system.slug} (32 different values)
[traits] : object {3-05.items.[].system.traits}
rarity : string {3-05.items.[].system.traits.rarity} (2 different values)
common (x85)
uncommon (x4)
value : array<string> {3-05.items.[].system.traits.value}
Length: min=0 max=5
Value type: string {3-05.items.[].system.traits.value.[]} (37 different values)
[traditions] : array<string> {3-05.items.[].system.traits.traditions}
Length: min=0 max=4
Value type: string {3-05.items.[].system.traits.traditions.[]} (4 different values)
divine (x29)
occult (x29)
arcane (x31)
primal (x20)
[weaponType] : object {3-05.items.[].system.weaponType}
value : string {3-05.items.[].system.weaponType.value} (2 different values)
melee (x10)
ranged (x2)
[actionType] : object {3-05.items.[].system.actionType}
value : string {3-05.items.[].system.actionType.value} (3 different values)
passive (x11)
action (x2)
reaction (x2)
[actions] : object {3-05.items.[].system.actions}
[value] : integer {3-05.items.[].system.actions.value} (same value: 2)
[category] : string {3-05.items.[].system.category} (6 different values)
defensive (x2)
simple (x8)
light (x1)
interaction (x5)
offensive (x6)
ammo (x2)
[baseItem] : string {3-05.items.[].system.baseItem} (5 different values)
dagger (x2)
leather-armor (x1)
staff (x2)
crossbow (x2)
mace (x2)
[bonusDamage] : object {3-05.items.[].system.bonusDamage}
value : integer {3-05.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {3-05.items.[].system.bulk}
value : mixed
float {3-05.items.[].system.bulk.value} (same value: 0,1)
integer {3-05.items.[].system.bulk.value} (same value: 1)
[containerId] : mixed
[damage] : object {3-05.items.[].system.damage}
[damageType] : string {3-05.items.[].system.damage.damageType} (2 different values)
piercing (x4)
bludgeoning (x4)
[dice] : integer {3-05.items.[].system.damage.dice} (same value: 1)
[die] : string {3-05.items.[].system.damage.die} (3 different values)
d4 (x4)
d8 (x2)
d6 (x2)
[0] : object {3-05.items.[].system.damage.0}
[applyMod] : boolean {3-05.items.[].system.damage.0.applyMod} (2 different values)
True (x8)
False (x7)
[category] : mixed
formula : string {3-05.items.[].system.damage.0.formula} (7 different values)
0 (x2)
1d4 (x6)
2d4 (x2)
3d6 (x1)
1d8 (x4)
2d10 (x1)
2d8 (x1)
kinds : array<string> {3-05.items.[].system.damage.0.kinds}
Length: min=1 max=2
Value type: string {3-05.items.[].system.damage.0.kinds.[]} (2 different values)
damage (x17)
healing (x4)
materials : array<> {3-05.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {3-05.items.[].system.damage.0.type} (7 different values)
mental (x2)
electricity (x4)
fire (x3)
void (x4)
vitality (x2)
sonic (x1)
force (x1)
[equipped] : object {3-05.items.[].system.equipped}
carryType : string {3-05.items.[].system.equipped.carryType} (same value: worn)
[handsHeld] : integer {3-05.items.[].system.equipped.handsHeld} (same value: 0)
[invested] : mixed
[inSlot] : boolean {3-05.items.[].system.equipped.inSlot} (same value: False)
[group] : string {3-05.items.[].system.group} (4 different values)
knife (x2)
leather (x1)
club (x4)
crossbow (x2)
[hardness] : integer {3-05.items.[].system.hardness} (same value: 0)
[hp] : object {3-05.items.[].system.hp}
max : integer {3-05.items.[].system.hp.max} (same value: 0)
value : integer {3-05.items.[].system.hp.value} (same value: 0)
[level] : object {3-05.items.[].system.level}
value : integer {3-05.items.[].system.level.value} (3 different values)
0 (x18)
1 (x39)
2 (x5)
[material] : object {3-05.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {3-05.items.[].system.price}
value : object {3-05.items.[].system.price.value}
[sp] : integer {3-05.items.[].system.price.value.sp} (2 different values)
2 (x2)
1 (x4)
[gp] : integer {3-05.items.[].system.price.value.gp} (3 different values)
2 (x1)
3 (x5)
1 (x4)
[per] : integer {3-05.items.[].system.price.per} (same value: 10)
[quantity] : integer {3-05.items.[].system.quantity} (2 different values)
1 (x16)
10 (x2)
[range] : mixed
object {3-05.items.[].system.range}
value : string {3-05.items.[].system.range.value} (6 different values)
(x14)
30 feet (x18)
60 feet (x2)
120 feet (x2)
touch (x4)
varies (x4)
integer {3-05.items.[].system.range} (same value: 120)
[reload] : object {3-05.items.[].system.reload}
value : string {3-05.items.[].system.reload.value} (3 different values)
- (x2)
(x4)
1 (x2)
[runes] : object {3-05.items.[].system.runes}
potency : integer {3-05.items.[].system.runes.potency} (same value: 0)
property : array<> {3-05.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {3-05.items.[].system.runes.striking} (same value: 0)
[resilient] : integer {3-05.items.[].system.runes.resilient} (same value: 0)
[size] : string {3-05.items.[].system.size} (same value: med)
[splashDamage] : object {3-05.items.[].system.splashDamage}
value : integer {3-05.items.[].system.splashDamage.value} (same value: 0)
[usage] : object {3-05.items.[].system.usage}
value : string {3-05.items.[].system.usage.value} (2 different values)
held-in-one-hand (x15)
held-in-two-hands (x2)
[acBonus] : integer {3-05.items.[].system.acBonus} (same value: 1)
[checkPenalty] : integer {3-05.items.[].system.checkPenalty} (same value: -1)
[dexCap] : integer {3-05.items.[].system.dexCap} (same value: 4)
[speedPenalty] : integer {3-05.items.[].system.speedPenalty} (same value: 0)
[strength] : integer {3-05.items.[].system.strength} (same value: 0)
[frequency] : object {3-05.items.[].system.frequency}
max : integer {3-05.items.[].system.frequency.max} (same value: 4)
per : string {3-05.items.[].system.frequency.per} (same value: day)
value : integer {3-05.items.[].system.frequency.value} (same value: 4)
[autoHeightenLevel] : object {3-05.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {3-05.items.[].system.prepared}
flexible : boolean {3-05.items.[].system.prepared.flexible} (same value: False)
value : string {3-05.items.[].system.prepared.value} (3 different values)
spontaneous (x2)
focus (x4)
prepared (x2)
[proficiency] : object {3-05.items.[].system.proficiency}
value : integer {3-05.items.[].system.proficiency.value} (same value: 0)
[showSlotlessLevels] : object {3-05.items.[].system.showSlotlessLevels}
value : boolean {3-05.items.[].system.showSlotlessLevels.value} (same value: False)
[slots] : object {3-05.items.[].system.slots}
[slot1] : object {3-05.items.[].system.slots.slot1}
max : integer {3-05.items.[].system.slots.slot1.max} (2 different values)
3 (x3)
4 (x1)
[value] : integer {3-05.items.[].system.slots.slot1.value} (same value: 3)
prepared : array<object> {3-05.items.[].system.slots.slot1.prepared}
Length: min=3 max=4
Value type: object {3-05.items.[].system.slots.slot1.prepared.[]}
id : string {3-05.items.[].system.slots.slot1.prepared.[].id} (4 different values)
UR2dM4cw1mMtFuRr (x2)
kQgzvU6Vq8634NMa (x2)
x2aziNmlfyZCoLB5 (x2)
nCvzmjb3NbZGXhPs (x1)
[slot2] : object {3-05.items.[].system.slots.slot2}
max : integer {3-05.items.[].system.slots.slot2.max} (2 different values)
3 (x1)
4 (x1)
[value] : integer {3-05.items.[].system.slots.slot2.value} (same value: 3)
prepared : array<object> {3-05.items.[].system.slots.slot2.prepared}
Length: min=4 max=4
Value type: object {3-05.items.[].system.slots.slot2.prepared.[]}
id : string {3-05.items.[].system.slots.slot2.prepared.[].id} (3 different values)
kQgzvU6Vq8634NMa (x2)
FAIYgeDeB4jQw0h1 (x1)
bkEoBCH8lDAaOfR6 (x1)
[slot0] : object {3-05.items.[].system.slots.slot0}
max : integer {3-05.items.[].system.slots.slot0.max} (same value: 5)
prepared : array<object> {3-05.items.[].system.slots.slot0.prepared}
Length: min=5 max=5
Value type: object {3-05.items.[].system.slots.slot0.prepared.[]}
id : string {3-05.items.[].system.slots.slot0.prepared.[].id} (5 different values)
SuVlW0z8UKKsP4Nl (x2)
UqkMNRwPksdeV3j2 (x2)
h5kFsaETfKASD1Ec (x2)
B1OgxIR4nZzeWUI8 (x2)
sByomWXDMH3TCrQV (x2)
[spelldc] : object {3-05.items.[].system.spelldc}
dc : integer {3-05.items.[].system.spelldc.dc} (3 different values)
18 (x2)
20 (x4)
17 (x2)
mod : integer {3-05.items.[].system.spelldc.mod} (same value: 0)
value : integer {3-05.items.[].system.spelldc.value} (3 different values)
10 (x2)
12 (x4)
9 (x2)
[tradition] : object {3-05.items.[].system.tradition}
value : string {3-05.items.[].system.tradition.value} (same value: divine)
[area] : object {3-05.items.[].system.area}
type : string {3-05.items.[].system.area.type} (2 different values)
emanation (x7)
burst (x2)
value : integer {3-05.items.[].system.area.value} (4 different values)
5 (x3)
30 (x4)
20 (x1)
10 (x1)
[cost] : object {3-05.items.[].system.cost}
value : string {3-05.items.[].system.cost.value} (same value: )
[counteraction] : boolean {3-05.items.[].system.counteraction} (2 different values)
True (x3)
False (x41)
[defense] : object {3-05.items.[].system.defense}
save : object {3-05.items.[].system.defense.save}
basic : boolean {3-05.items.[].system.defense.save.basic} (2 different values)
False (x13)
True (x12)
statistic : string {3-05.items.[].system.defense.save.statistic} (3 different values)
will (x11)
reflex (x5)
fortitude (x9)
[duration] : object {3-05.items.[].system.duration}
sustained : boolean {3-05.items.[].system.duration.sustained} (2 different values)
False (x42)
True (x2)
value : string {3-05.items.[].system.duration.value} (9 different values)
1 minute (x8)
1 hour (x4)
until the end of the target's next turn (x2)
1 round (x4)
(x17)
until the start of your next turn (x4)
10 minutes (x1)
until the next time you make your daily preparations (x2)
until the end of your next turn (x2)
[location] : object {3-05.items.[].system.location}
[heightenedLevel] : integer {3-05.items.[].system.location.heightenedLevel} (2 different values)
1 (x8)
2 (x3)
value : string {3-05.items.[].system.location.value} (4 different values)
RSjHu4e8K4hrZFHY (x21)
NMghOkaXCRogD6p1 (x2)
Pbo6VMwoYEtQ5LL0 (x19)
K4YLNOWNFCHJfipf (x2)
[requirements] : string {3-05.items.[].system.requirements} (same value: )
[target] : object {3-05.items.[].system.target}
value : string {3-05.items.[].system.target.value} (9 different values)
enemies in the area (x3)
1 creature (x12)
(x15)
1 willing living creature (x2)
1 or 2 creatures (x4)
1 living or undead creature (x2)
1 living creature or 1 willing undead creature (x2)
1 willing living creature or 1 undead (x2)
1 object of 1 Bulk or less, either unattended or possessed by you or a willing ally (x2)
[time] : object {3-05.items.[].system.time}
value : string {3-05.items.[].system.time.value} (5 different values)
2 (x31)
1 (x6)
3 (x1)
1 to 3 (x4)
reaction (x2)
[heightening] : object {3-05.items.[].system.heightening}
damage : object {3-05.items.[].system.heightening.damage}
0 : string {3-05.items.[].system.heightening.damage.0} (4 different values)
1d6 (x3)
1d4 (x8)
1d8 (x5)
1d10 (x1)
interval : integer {3-05.items.[].system.heightening.interval} (2 different values)
2 (x3)
1 (x14)
type : string {3-05.items.[].system.heightening.type} (same value: interval)
[overlays] : object {3-05.items.[].system.overlays}
[4gyp3qlsv5ywdyjq] : object {3-05.items.[].system.overlays.4gyp3qlsv5ywdyjq}
_id : string {3-05.items.[].system.overlays.4gyp3qlsv5ywdyjq._id} (same value: 4gyp3qlsv5ywdyjq)
name : string {3-05.items.[].system.overlays.4gyp3qlsv5ywdyjq.name} (same value: Harm (vs. Undead))
overlayType : string {3-05.items.[].system.overlays.4gyp3qlsv5ywdyjq.overlayType} (same value: override)
sort : integer {3-05.items.[].system.overlays.4gyp3qlsv5ywdyjq.sort} (same value: 3)
system : object {3-05.items.[].system.overlays.4gyp3qlsv5ywdyjq.system}
damage : object {3-05.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage}
0 : object {3-05.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0}
formula : string {3-05.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.formula} (same value: 1d8+8)
kinds : array<string> {3-05.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {3-05.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.kinds.[]} (same value: healing)
[defense] : mixed
heightening : object {3-05.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening}
damage : object {3-05.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening.damage}
0 : string {3-05.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening.damage.0} (same value: 1d8+8)
range : object {3-05.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.range}
value : string {3-05.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.range.value} (same value: 30 feet)
target : object {3-05.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.target}
value : string {3-05.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.target.value} (same value: 1 willing undead creature)
time : object {3-05.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.time}
value : string {3-05.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.time.value} (same value: 2)
traits : object {3-05.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits}
value : array<string> {3-05.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits.value}
Length: min=3 max=3
Value type: string {3-05.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits.value.[]} (3 different values)
concentrate (x2)
manipulate (x2)
void (x2)
[pq7cxntbz4s8g5ik] : object {3-05.items.[].system.overlays.pq7cxntbz4s8g5ik}
_id : string {3-05.items.[].system.overlays.pq7cxntbz4s8g5ik._id} (same value: pq7cxntbz4s8g5ik)
overlayType : string {3-05.items.[].system.overlays.pq7cxntbz4s8g5ik.overlayType} (same value: override)
sort : integer {3-05.items.[].system.overlays.pq7cxntbz4s8g5ik.sort} (same value: 1)
system : object {3-05.items.[].system.overlays.pq7cxntbz4s8g5ik.system}
range : object {3-05.items.[].system.overlays.pq7cxntbz4s8g5ik.system.range}
value : string {3-05.items.[].system.overlays.pq7cxntbz4s8g5ik.system.range.value} (same value: touch)
time : object {3-05.items.[].system.overlays.pq7cxntbz4s8g5ik.system.time}
value : string {3-05.items.[].system.overlays.pq7cxntbz4s8g5ik.system.time.value} (same value: 1)
[rvhoa43rqqqp8izn] : object {3-05.items.[].system.overlays.rvhoa43rqqqp8izn}
_id : string {3-05.items.[].system.overlays.rvhoa43rqqqp8izn._id} (same value: rvhoa43rqqqp8izn)
overlayType : string {3-05.items.[].system.overlays.rvhoa43rqqqp8izn.overlayType} (same value: override)
sort : integer {3-05.items.[].system.overlays.rvhoa43rqqqp8izn.sort} (same value: 4)
system : object {3-05.items.[].system.overlays.rvhoa43rqqqp8izn.system}
area : object {3-05.items.[].system.overlays.rvhoa43rqqqp8izn.system.area}
type : string {3-05.items.[].system.overlays.rvhoa43rqqqp8izn.system.area.type} (same value: emanation)
value : integer {3-05.items.[].system.overlays.rvhoa43rqqqp8izn.system.area.value} (same value: 30)
range : object {3-05.items.[].system.overlays.rvhoa43rqqqp8izn.system.range}
value : string {3-05.items.[].system.overlays.rvhoa43rqqqp8izn.system.range.value} (same value: )
target : object {3-05.items.[].system.overlays.rvhoa43rqqqp8izn.system.target}
value : string {3-05.items.[].system.overlays.rvhoa43rqqqp8izn.system.target.value} (same value: all living and undead creatures)
time : object {3-05.items.[].system.overlays.rvhoa43rqqqp8izn.system.time}
value : string {3-05.items.[].system.overlays.rvhoa43rqqqp8izn.system.time.value} (same value: 3)
traits : object {3-05.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits}
value : array<string> {3-05.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits.value}
Length: min=3 max=3
Value type: string {3-05.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits.value.[]} (3 different values)
concentrate (x2)
manipulate (x2)
void (x2)
[z04svm1cvfcxtplb] : object {3-05.items.[].system.overlays.z04svm1cvfcxtplb}
_id : string {3-05.items.[].system.overlays.z04svm1cvfcxtplb._id} (same value: z04svm1cvfcxtplb)
name : string {3-05.items.[].system.overlays.z04svm1cvfcxtplb.name} (same value: Harm (vs. Living))
overlayType : string {3-05.items.[].system.overlays.z04svm1cvfcxtplb.overlayType} (same value: override)
sort : integer {3-05.items.[].system.overlays.z04svm1cvfcxtplb.sort} (same value: 2)
system : object {3-05.items.[].system.overlays.z04svm1cvfcxtplb.system}
damage : object {3-05.items.[].system.overlays.z04svm1cvfcxtplb.system.damage}
0 : object {3-05.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0}
kinds : array<string> {3-05.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {3-05.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0.kinds.[]} (same value: damage)
range : object {3-05.items.[].system.overlays.z04svm1cvfcxtplb.system.range}
value : string {3-05.items.[].system.overlays.z04svm1cvfcxtplb.system.range.value} (same value: 30 feet)
target : object {3-05.items.[].system.overlays.z04svm1cvfcxtplb.system.target}
value : string {3-05.items.[].system.overlays.z04svm1cvfcxtplb.system.target.value} (same value: 1 living creature)
time : object {3-05.items.[].system.overlays.z04svm1cvfcxtplb.system.time}
value : string {3-05.items.[].system.overlays.z04svm1cvfcxtplb.system.time.value} (same value: 2)
traits : object {3-05.items.[].system.overlays.z04svm1cvfcxtplb.system.traits}
value : array<string> {3-05.items.[].system.overlays.z04svm1cvfcxtplb.system.traits.value}
Length: min=3 max=3
Value type: string {3-05.items.[].system.overlays.z04svm1cvfcxtplb.system.traits.value.[]} (3 different values)
concentrate (x2)
manipulate (x2)
void (x2)
[37gy7l19tik74o4s] : object {3-05.items.[].system.overlays.37gy7l19tik74o4s}
_id : string {3-05.items.[].system.overlays.37gy7l19tik74o4s._id} (same value: 37gy7l19tik74o4s)
name : string {3-05.items.[].system.overlays.37gy7l19tik74o4s.name} (same value: Heal (vs. Living))
overlayType : string {3-05.items.[].system.overlays.37gy7l19tik74o4s.overlayType} (same value: override)
sort : integer {3-05.items.[].system.overlays.37gy7l19tik74o4s.sort} (same value: 2)
system : object {3-05.items.[].system.overlays.37gy7l19tik74o4s.system}
damage : object {3-05.items.[].system.overlays.37gy7l19tik74o4s.system.damage}
0 : object {3-05.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0}
formula : string {3-05.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0.formula} (same value: 1d8+8)
kinds : array<string> {3-05.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {3-05.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0.kinds.[]} (same value: healing)
[defense] : mixed
heightening : object {3-05.items.[].system.overlays.37gy7l19tik74o4s.system.heightening}
damage : object {3-05.items.[].system.overlays.37gy7l19tik74o4s.system.heightening.damage}
0 : string {3-05.items.[].system.overlays.37gy7l19tik74o4s.system.heightening.damage.0} (same value: 1d8+8)
range : object {3-05.items.[].system.overlays.37gy7l19tik74o4s.system.range}
value : string {3-05.items.[].system.overlays.37gy7l19tik74o4s.system.range.value} (same value: 30 feet)
time : object {3-05.items.[].system.overlays.37gy7l19tik74o4s.system.time}
value : string {3-05.items.[].system.overlays.37gy7l19tik74o4s.system.time.value} (same value: 2)
traits : object {3-05.items.[].system.overlays.37gy7l19tik74o4s.system.traits}
value : array<string> {3-05.items.[].system.overlays.37gy7l19tik74o4s.system.traits.value}
Length: min=4 max=4
Value type: string {3-05.items.[].system.overlays.37gy7l19tik74o4s.system.traits.value.[]} (4 different values)
concentrate (x2)
healing (x2)
manipulate (x2)
vitality (x2)
[7qdtetowq348s9oc] : object {3-05.items.[].system.overlays.7qdtetowq348s9oc}
_id : string {3-05.items.[].system.overlays.7qdtetowq348s9oc._id} (same value: 7qdtetowq348s9oc)
overlayType : string {3-05.items.[].system.overlays.7qdtetowq348s9oc.overlayType} (same value: override)
sort : integer {3-05.items.[].system.overlays.7qdtetowq348s9oc.sort} (same value: 1)
system : object {3-05.items.[].system.overlays.7qdtetowq348s9oc.system}
range : object {3-05.items.[].system.overlays.7qdtetowq348s9oc.system.range}
value : string {3-05.items.[].system.overlays.7qdtetowq348s9oc.system.range.value} (same value: touch)
time : object {3-05.items.[].system.overlays.7qdtetowq348s9oc.system.time}
value : string {3-05.items.[].system.overlays.7qdtetowq348s9oc.system.time.value} (same value: 1)
[7vbvdrv2cl87sqta] : object {3-05.items.[].system.overlays.7vbvdrv2cl87sqta}
_id : string {3-05.items.[].system.overlays.7vbvdrv2cl87sqta._id} (same value: 7vbvdrv2cl87sqta)
overlayType : string {3-05.items.[].system.overlays.7vbvdrv2cl87sqta.overlayType} (same value: override)
sort : integer {3-05.items.[].system.overlays.7vbvdrv2cl87sqta.sort} (same value: 4)
system : object {3-05.items.[].system.overlays.7vbvdrv2cl87sqta.system}
area : object {3-05.items.[].system.overlays.7vbvdrv2cl87sqta.system.area}
type : string {3-05.items.[].system.overlays.7vbvdrv2cl87sqta.system.area.type} (same value: emanation)
value : integer {3-05.items.[].system.overlays.7vbvdrv2cl87sqta.system.area.value} (same value: 30)
range : object {3-05.items.[].system.overlays.7vbvdrv2cl87sqta.system.range}
value : string {3-05.items.[].system.overlays.7vbvdrv2cl87sqta.system.range.value} (same value: )
target : object {3-05.items.[].system.overlays.7vbvdrv2cl87sqta.system.target}
value : string {3-05.items.[].system.overlays.7vbvdrv2cl87sqta.system.target.value} (same value: all living and undead creatures)
time : object {3-05.items.[].system.overlays.7vbvdrv2cl87sqta.system.time}
value : string {3-05.items.[].system.overlays.7vbvdrv2cl87sqta.system.time.value} (same value: 3)
traits : object {3-05.items.[].system.overlays.7vbvdrv2cl87sqta.system.traits}
value : array<string> {3-05.items.[].system.overlays.7vbvdrv2cl87sqta.system.traits.value}
Length: min=4 max=4
Value type: string {3-05.items.[].system.overlays.7vbvdrv2cl87sqta.system.traits.value.[]} (4 different values)
concentrate (x2)
healing (x2)
manipulate (x2)
vitality (x2)
[lfxcoz2d3f8j2zq1] : object {3-05.items.[].system.overlays.lfxcoz2d3f8j2zq1}
_id : string {3-05.items.[].system.overlays.lfxcoz2d3f8j2zq1._id} (same value: lfxcoz2d3f8j2zq1)
name : string {3-05.items.[].system.overlays.lfxcoz2d3f8j2zq1.name} (same value: Heal (vs. Undead))
overlayType : string {3-05.items.[].system.overlays.lfxcoz2d3f8j2zq1.overlayType} (same value: override)
sort : integer {3-05.items.[].system.overlays.lfxcoz2d3f8j2zq1.sort} (same value: 3)
system : object {3-05.items.[].system.overlays.lfxcoz2d3f8j2zq1.system}
damage : object {3-05.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage}
0 : object {3-05.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage.0}
kinds : array<string> {3-05.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {3-05.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage.0.kinds.[]} (same value: damage)
range : object {3-05.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.range}
value : string {3-05.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.range.value} (same value: 30 feet)
target : object {3-05.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.target}
value : string {3-05.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.target.value} (same value: 1 undead)
time : object {3-05.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.time}
value : string {3-05.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.time.value} (same value: 2)
traits : object {3-05.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.traits}
value : array<string> {3-05.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.traits.value}
Length: min=4 max=4
Value type: string {3-05.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.traits.value.[]} (4 different values)
concentrate (x2)
healing (x2)
manipulate (x2)
vitality (x2)
[stackGroup] : string {3-05.items.[].system.stackGroup} (same value: bolts)
[uses] : object {3-05.items.[].system.uses}
autoDestroy : boolean {3-05.items.[].system.uses.autoDestroy} (same value: True)
max : integer {3-05.items.[].system.uses.max} (same value: 1)
value : integer {3-05.items.[].system.uses.value} (same value: 1)
type : string {3-05.items.[].type} (8 different values)
melee (x12)
action (x15)
weapon (x8)
armor (x1)
equipment (x7)
spellcastingEntry (x8)
spell (x44)
consumable (x2)
[_stats] : object {3-05.items.[]._stats}
compendiumSource : string {3-05.items.[]._stats.compendiumSource} (32 different values)
[flags] : object {3-05.items.[].flags}
pf2e : object {3-05.items.[].flags.pf2e}
linkedWeapon : string {3-05.items.[].flags.pf2e.linkedWeapon} (5 different values)
1jjCoDHj3SXkF04r (x1)
vhScdo6nHSk1CMBo (x1)
0Ugtcns9aMtw1emy (x2)
rD2PoWTDf9EpqZKi (x2)
qwXmmVZtY2pZvreE (x2)
name : string {3-05.name} (all different values)
[prototypeToken] : object {3-05.prototypeToken}
name : string {3-05.prototypeToken.name} (5 different values)
Animated Knickknack (x2)
Junior (x2)
Manipulator's Metronome (x2)
Pontrius Tilasti (x2)
Uncle Jeb (x2)
system : object {3-05.system}
[abilities] : object {3-05.system.abilities}
cha : object {3-05.system.abilities.cha}
mod : integer {3-05.system.abilities.cha.mod} (4 different values)
-5 (x2)
0 (x3)
1 (x3)
4 (x2)
con : object {3-05.system.abilities.con}
mod : integer {3-05.system.abilities.con.mod} (4 different values)
0 (x3)
1 (x4)
4 (x2)
-1 (x1)
dex : object {3-05.system.abilities.dex}
mod : integer {3-05.system.abilities.dex.mod} (4 different values)
1 (x2)
3 (x2)
4 (x1)
2 (x5)
int : object {3-05.system.abilities.int}
mod : integer {3-05.system.abilities.int.mod} (4 different values)
-5 (x4)
0 (x2)
1 (x2)
2 (x2)
str : object {3-05.system.abilities.str}
mod : integer {3-05.system.abilities.str.mod} (3 different values)
0 (x3)
2 (x4)
1 (x3)
wis : object {3-05.system.abilities.wis}
mod : integer {3-05.system.abilities.wis.mod} (5 different values)
0 (x2)
1 (x2)
3 (x1)
4 (x3)
2 (x2)
attributes : object {3-05.system.attributes}
ac : object {3-05.system.attributes.ac}
[details] : string {3-05.system.attributes.ac.details} (3 different values)
(13 when broken); construct armor (x1)
(14 when broken); construct armor (x1)
(x8)
value : integer {3-05.system.attributes.ac.value} (4 different values)
15 (x5)
16 (x4)
18 (x2)
20 (x1)
[allSaves] : object {3-05.system.attributes.allSaves}
value : string {3-05.system.attributes.allSaves.value} (same value: )
[hardness] : mixed
object {3-05.system.attributes.hardness}
value : integer {3-05.system.attributes.hardness.value} (same value: 2)
integer {3-05.system.attributes.hardness} (same value: 7)
hp : object {3-05.system.attributes.hp}
details : string {3-05.system.attributes.hp.details} (same value: )
max : integer {3-05.system.attributes.hp.max} (8 different values)
6 (x2)
16 (x3)
37 (x1)
30 (x2)
60 (x1)
23 (x1)
35 (x1)
14 (x1)
temp : integer {3-05.system.attributes.hp.temp} (same value: 0)
value : integer {3-05.system.attributes.hp.value} (8 different values)
6 (x2)
16 (x3)
37 (x1)
30 (x2)
60 (x1)
23 (x1)
35 (x1)
14 (x1)
[immunities] : array<object> {3-05.system.attributes.immunities}
Length: min=0 max=2
Value type: object {3-05.system.attributes.immunities.[]}
type : string {3-05.system.attributes.immunities.[].type} (2 different values)
critical-hits (x2)
precision (x2)
[speed] : object {3-05.system.attributes.speed}
otherSpeeds : array<> {3-05.system.attributes.speed.otherSpeeds}
Length: min=0 max=0
Value type: mixed
value : integer {3-05.system.attributes.speed.value} (2 different values)
15 (x2)
25 (x8)
[resistances] : array<object> {3-05.system.attributes.resistances}
Length: min=1 max=1
Value type: object {3-05.system.attributes.resistances.[]}
type : string {3-05.system.attributes.resistances.[].type} (2 different values)
fire (x4)
physical (x2)
value : integer {3-05.system.attributes.resistances.[].value} (3 different values)
1 (x2)
2 (x3)
3 (x1)
[exceptions] : array<string> {3-05.system.attributes.resistances.[].exceptions}
Length: min=2 max=2
Value type: string {3-05.system.attributes.resistances.[].exceptions.[]} (2 different values)
adamantine (x2)
orichalcum (x2)
[weaknesses] : array<object> {3-05.system.attributes.weaknesses}
Length: min=1 max=2
Value type: object {3-05.system.attributes.weaknesses.[]}
type : string {3-05.system.attributes.weaknesses.[].type} (3 different values)
holy (x4)
electricity (x2)
orichalcum (x2)
value : integer {3-05.system.attributes.weaknesses.[].value} (3 different values)
1 (x4)
2 (x2)
3 (x2)
[emitsSound] : string {3-05.system.attributes.emitsSound} (same value: encounter)
[hasHealth] : boolean {3-05.system.attributes.hasHealth} (same value: True)
[stealth] : object {3-05.system.attributes.stealth}
details : string {3-05.system.attributes.stealth.details} (same value: )
value : integer {3-05.system.attributes.stealth.value} (same value: -5)
details : object {3-05.system.details}
[blurb] : string {3-05.system.details.blurb} (same value: )
[languages] : object {3-05.system.details.languages}
details : string {3-05.system.details.languages.details} (same value: )
value : array<string> {3-05.system.details.languages.value}
Length: min=0 max=2
Value type: string {3-05.system.details.languages.value.[]} (2 different values)
common (x6)
diabolic (x6)
level : object {3-05.system.details.level}
value : integer {3-05.system.details.level.value} (5 different values)
-1 (x2)
1 (x4)
3 (x3)
2 (x2)
4 (x1)
[privateNotes] : string {3-05.system.details.privateNotes} (same value: )
[publicNotes] : string {3-05.system.details.publicNotes} (same value: )
publication : object {3-05.system.details.publication}
license : string {3-05.system.details.publication.license} (same value: OGL)
remaster : boolean {3-05.system.details.publication.remaster} (same value: False)
title : string {3-05.system.details.publication.title} (same value: Pathfinder Society Scenario #3-05: Inheritor's Rite)
[description] : string {3-05.system.details.description} (same value: <p>The hypnotic ticking of this metronome captures the attention of all who approach it.</p>)
[disable] : string {3-05.system.details.disable} (2 different values)
<p>@Check[thievery|dc:15|name:Interfere with the Metronome's Mechanisms|traits:magical,trap] or @Check[crafting|dc:15|name:Interfere with the Metronome's Mechanisms|traits:magical,trap] to interfere with the metronome's mechanisms, @Check[athletics|dc:18|name:Prevent the Hand from Moving|traits:magical,trap] to grip the hand and prevent it from moving, or @Check[arcana|dc:18|name:Interpret the Magic Runes|traits:magical,trap] or @Check[occultism|dc:18|name:Interpret the Magic Runes|traits:magical,trap] to interpret the magic runes on the metronome and counteract its effects. Three successful checks are required to fully disable the metronome, ending its ticking.</p> (x1)
<p>@Check[thievery|dc:18|name:Interfere with the Metronome's Mechanisms|traits:magical,trap] or @Check[crafting|dc:18|name:Interfere with the Metronome's Mechanisms|traits:magical,trap] to interfere with the metronome's mechanisms, @Check[athletics|dc:22|name:Prevent the Hand from Moving|traits:magical,trap] to grip the hand and prevent it from moving, or @Check[arcana|dc:22|name:Interpret the Magic Runes|traits:magical,trap] or @Check[occultism|dc:22|name:Interpret the Magic Runes|traits:magical,trap] to interpret the magic runes on the metronome and counteract its effects. Three successful checks are required to fully disable the metronome, ending its ticking.</p> (x1)
[isComplex] : boolean {3-05.system.details.isComplex} (same value: False)
[reset] : string {3-05.system.details.reset} (same value: )
[routine] : string {3-05.system.details.routine} (same value: )
[initiative] : object {3-05.system.initiative}
statistic : string {3-05.system.initiative.statistic} (same value: perception)
[perception] : object {3-05.system.perception}
details : string {3-05.system.perception.details} (same value: )
mod : integer {3-05.system.perception.mod} (6 different values)
3 (x1)
5 (x1)
4 (x1)
6 (x3)
9 (x1)
7 (x3)
senses : array<object> {3-05.system.perception.senses}
Length: min=0 max=1
Value type: object {3-05.system.perception.senses.[]}
type : string {3-05.system.perception.senses.[].type} (2 different values)
darkvision (x4)
greater-darkvision (x3)
[resources] : object {3-05.system.resources}
focus : object {3-05.system.resources.focus}
max : integer {3-05.system.resources.focus.max} (same value: 1)
value : integer {3-05.system.resources.focus.value} (same value: 1)
saves : object {3-05.system.saves}
fortitude : object {3-05.system.saves.fortitude}
saveDetail : string {3-05.system.saves.fortitude.saveDetail} (same value: )
value : integer {3-05.system.saves.fortitude.value} (9 different values)
3 (x1)
5 (x2)
2 (x2)
4 (x1)
9 (x2)
11 (x1)
14 (x1)
6 (x1)
7 (x1)
reflex : object {3-05.system.saves.reflex}
saveDetail : string {3-05.system.saves.reflex.saveDetail} (same value: )
value : integer {3-05.system.saves.reflex.value} (5 different values)
6 (x2)
9 (x3)
8 (x4)
5 (x2)
7 (x1)
will : object {3-05.system.saves.will}
saveDetail : string {3-05.system.saves.will.saveDetail} (same value: )
value : integer {3-05.system.saves.will.value} (8 different values)
3 (x1)
5 (x1)
4 (x1)
6 (x3)
9 (x2)
0 (x2)
7 (x1)
11 (x1)
[skills] : object {3-05.system.skills}
[athletics] : object {3-05.system.skills.athletics}
base : integer {3-05.system.skills.athletics.base} (4 different values)
5 (x2)
7 (x2)
2 (x1)
9 (x1)
[acrobatics] : object {3-05.system.skills.acrobatics}
base : integer {3-05.system.skills.acrobatics.base} (2 different values)
6 (x1)
7 (x1)
[deception] : object {3-05.system.skills.deception}
base : integer {3-05.system.skills.deception.base} (4 different values)
3 (x2)
8 (x2)
9 (x1)
6 (x1)
[intimidation] : object {3-05.system.skills.intimidation}
base : integer {3-05.system.skills.intimidation.base} (2 different values)
1 (x1)
3 (x1)
[stealth] : object {3-05.system.skills.stealth}
base : integer {3-05.system.skills.stealth.base} (2 different values)
6 (x2)
7 (x2)
[thievery] : object {3-05.system.skills.thievery}
base : integer {3-05.system.skills.thievery.base} (3 different values)
4 (x1)
7 (x2)
6 (x1)
religion : object {3-05.system.skills.religion}
base : integer {3-05.system.skills.religion.base} (4 different values)
8 (x1)
9 (x1)
7 (x1)
11 (x1)
arcana : object {3-05.system.skills.arcana}
base : integer {3-05.system.skills.arcana.base} (2 different values)
5 (x1)
9 (x1)
crafting : object {3-05.system.skills.crafting}
base : integer {3-05.system.skills.crafting.base} (2 different values)
5 (x1)
7 (x1)
diplomacy : object {3-05.system.skills.diplomacy}
base : integer {3-05.system.skills.diplomacy.base} (2 different values)
4 (x1)
6 (x1)
occultism : object {3-05.system.skills.occultism}
base : integer {3-05.system.skills.occultism.base} (2 different values)
5 (x1)
7 (x1)
traits : object {3-05.system.traits}
rarity : string {3-05.system.traits.rarity} (2 different values)
uncommon (x6)
unique (x6)
size : object {3-05.system.traits.size}
value : string {3-05.system.traits.size.value} (2 different values)
sm (x4)
med (x8)
value : array<string> {3-05.system.traits.value}
Length: min=2 max=7
Value type: string {3-05.system.traits.value.[]} (13 different values)
construct (x4)
mindless (x4)
devil (x4)
evil (x6)
fiend (x4)
human (x4)
humanoid (x6)
lawful (x6)
unholy (x4)
clockwork (x2)
magical (x2)
trap (x2)
halfling (x2)
[creatureType] : string {3-05.system.creatureType} (same value: )
[statusEffects] : array<> {3-05.system.statusEffects}
Length: min=0 max=0
Value type: mixed
type : string {3-05.type} (2 different values)
npc (x10)
hazard (x2)
+545
View File
@@ -0,0 +1,545 @@
3-06
Different values: 9
=====================================
object {3-06}
_id : string {3-06._id} (all different values)
folder : string {3-06.folder} (same value: 2pk2rY1AsxMFat90)
img : string {3-06.img} (2 different values)
systems/pf2e/icons/default-icons/npc.svg (x6)
systems/pf2e/icons/default-icons/hazard.svg (x3)
items : array<object> {3-06.items}
Length: min=1 max=12
Value type: object {3-06.items.[]}
_id : string {3-06.items.[]._id} (32 different values)
[_stats] : object {3-06.items.[]._stats}
compendiumSource : string {3-06.items.[]._stats.compendiumSource} (7 different values)
Compendium.pf2e.equipment-srd.Item.rQWaJhI5Bko5x14Z (x3)
Compendium.pf2e.equipment-srd.Item.7tKkkF8eZ4iCLJtp (x3)
Compendium.pf2e.equipment-srd.Item.4tIVTg9wj56RrveA (x3)
Compendium.pf2e.equipment-srd.Item.hDLbR56Id2OtU318 (x3)
Compendium.pf2e.equipment-srd.Item.MoBlVd36uD9xVvZC (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.AWvNPE4U0kEJSL1T (x3)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.Tkd8sH4pwFIPzqTr (x2)
img : string {3-06.items.[].img} (11 different values)
systems/pf2e/icons/equipment/weapons/dagger.webp (x3)
icons/weapons/swords/sword-guard-purple.webp (x3)
icons/equipment/chest/breastplate-banded-simple-leather-brown.webp (x3)
systems/pf2e/icons/equipment/alchemical-items/alchemical-elixirs/elixir-of-life.webp (x3)
systems/pf2e/icons/equipment/alchemical-items/alchemical-tools/smokestick.webp (x2)
systems/pf2e/icons/default-icons/melee.svg (x15)
systems/pf2e/icons/actions/TwoActions.webp (x5)
systems/pf2e/icons/actions/Passive.webp (x11)
systems/pf2e/icons/default-icons/lore.svg (x3)
systems/pf2e/icons/actions/OneAction.webp (x5)
systems/pf2e/icons/actions/Reaction.webp (x5)
name : string {3-06.items.[].name} (28 different values)
sort : integer {3-06.items.[].sort} (13 different values)
100000 (x7)
200000 (x6)
300000 (x6)
400000 (x6)
500000 (x6)
600000 (x6)
700000 (x4)
800000 (x4)
900000 (x3)
1000000 (x3)
1100000 (x2)
0 (x4)
1200000 (x1)
system : object {3-06.items.[].system}
[baseItem] : string {3-06.items.[].system.baseItem} (3 different values)
dagger (x3)
shortsword (x3)
leather-armor (x3)
[bonus] : object {3-06.items.[].system.bonus}
value : integer {3-06.items.[].system.bonus.value} (7 different values)
0 (x6)
10 (x3)
16 (x2)
7 (x3)
15 (x3)
13 (x2)
12 (x2)
[bonusDamage] : object {3-06.items.[].system.bonusDamage}
value : integer {3-06.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {3-06.items.[].system.bulk}
value : mixed
float {3-06.items.[].system.bulk.value} (same value: 0,1)
integer {3-06.items.[].system.bulk.value} (same value: 1)
[category] : string {3-06.items.[].system.category} (8 different values)
simple (x3)
martial (x3)
light (x3)
elixir (x3)
other (x2)
offensive (x15)
defensive (x3)
interaction (x3)
[containerId] : mixed
[damage] : object {3-06.items.[].system.damage}
[damageType] : string {3-06.items.[].system.damage.damageType} (same value: piercing)
[dice] : integer {3-06.items.[].system.damage.dice} (same value: 1)
[die] : string {3-06.items.[].system.damage.die} (2 different values)
d4 (x3)
d6 (x3)
[formula] : string {3-06.items.[].system.damage.formula} (same value: 1d6)
[kind] : string {3-06.items.[].system.damage.kind} (same value: healing)
[type] : string {3-06.items.[].system.damage.type} (same value: untyped)
description : object {3-06.items.[].system.description}
value : string {3-06.items.[].system.description.value} (25 different values)
[equipped] : object {3-06.items.[].system.equipped}
carryType : string {3-06.items.[].system.equipped.carryType} (same value: worn)
[handsHeld] : integer {3-06.items.[].system.equipped.handsHeld} (same value: 0)
[invested] : mixed
[inSlot] : boolean {3-06.items.[].system.equipped.inSlot} (same value: False)
[group] : string {3-06.items.[].system.group} (3 different values)
knife (x3)
sword (x3)
leather (x3)
[hardness] : integer {3-06.items.[].system.hardness} (same value: 0)
[hp] : object {3-06.items.[].system.hp}
max : integer {3-06.items.[].system.hp.max} (same value: 0)
value : integer {3-06.items.[].system.hp.value} (same value: 0)
[level] : object {3-06.items.[].system.level}
value : integer {3-06.items.[].system.level.value} (2 different values)
0 (x9)
1 (x5)
[material] : object {3-06.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {3-06.items.[].system.price}
value : object {3-06.items.[].system.price.value}
[sp] : integer {3-06.items.[].system.price.value.sp} (2 different values)
2 (x3)
9 (x3)
[gp] : integer {3-06.items.[].system.price.value.gp} (2 different values)
2 (x3)
3 (x5)
publication : object {3-06.items.[].system.publication}
license : string {3-06.items.[].system.publication.license} (same value: OGL)
remaster : boolean {3-06.items.[].system.publication.remaster} (same value: False)
title : string {3-06.items.[].system.publication.title} (3 different values)
Pathfinder Core Rulebook (x14)
(x39)
Pathfinder Bestiary (x5)
[quantity] : integer {3-06.items.[].system.quantity} (5 different values)
4 (x3)
1 (x7)
3 (x1)
2 (x2)
5 (x1)
[range] : mixed
[reload] : object {3-06.items.[].system.reload}
value : string {3-06.items.[].system.reload.value} (2 different values)
- (x3)
(x3)
rules : ###FoundryRulesObject###
[runes] : object {3-06.items.[].system.runes}
potency : integer {3-06.items.[].system.runes.potency} (same value: 0)
property : array<> {3-06.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {3-06.items.[].system.runes.striking} (same value: 0)
[resilient] : integer {3-06.items.[].system.runes.resilient} (same value: 0)
[size] : string {3-06.items.[].system.size} (same value: med)
[slug] : string {3-06.items.[].system.slug} (all different values)
[splashDamage] : object {3-06.items.[].system.splashDamage}
value : integer {3-06.items.[].system.splashDamage.value} (same value: 0)
[traits] : object {3-06.items.[].system.traits}
rarity : string {3-06.items.[].system.traits.rarity} (same value: common)
value : array<string> {3-06.items.[].system.traits.value}
Length: min=0 max=4
Value type: string {3-06.items.[].system.traits.value.[]} (18 different values)
agile (x16)
finesse (x17)
thrown-10 (x6)
versatile-s (x15)
alchemical (x5)
consumable (x5)
elixir (x3)
healing (x3)
magical (x4)
reach-10 (x2)
unarmed (x3)
occult (x4)
shadow (x5)
illusion (x2)
arcane (x4)
fire (x2)
electricity (x1)
cold (x1)
[usage] : object {3-06.items.[].system.usage}
value : string {3-06.items.[].system.usage.value} (same value: held-in-one-hand)
[acBonus] : integer {3-06.items.[].system.acBonus} (same value: 1)
[checkPenalty] : integer {3-06.items.[].system.checkPenalty} (same value: -1)
[dexCap] : integer {3-06.items.[].system.dexCap} (same value: 4)
[speedPenalty] : integer {3-06.items.[].system.speedPenalty} (same value: 0)
[strength] : integer {3-06.items.[].system.strength} (same value: 0)
[uses] : object {3-06.items.[].system.uses}
autoDestroy : boolean {3-06.items.[].system.uses.autoDestroy} (same value: True)
max : integer {3-06.items.[].system.uses.max} (same value: 1)
value : integer {3-06.items.[].system.uses.value} (same value: 1)
[attack] : object {3-06.items.[].system.attack}
value : string {3-06.items.[].system.attack.value} (same value: )
[attackEffects] : object {3-06.items.[].system.attackEffects}
value : array<string> {3-06.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {3-06.items.[].system.attackEffects.value.[]} (2 different values)
disorienting-shadows (x2)
grab (x2)
[custom] : string {3-06.items.[].system.attackEffects.custom} (same value: )
[damageRolls] : object {3-06.items.[].system.damageRolls}
[g777c6x342ppnu5xiavo] : object {3-06.items.[].system.damageRolls.g777c6x342ppnu5xiavo}
damage : string {3-06.items.[].system.damageRolls.g777c6x342ppnu5xiavo.damage} (3 different values)
1d6+4 (x1)
1d6+1 (x1)
1d6+6 (x1)
damageType : string {3-06.items.[].system.damageRolls.g777c6x342ppnu5xiavo.damageType} (same value: piercing)
[q73xymi06hs3yjatohao] : object {3-06.items.[].system.damageRolls.q73xymi06hs3yjatohao}
damage : string {3-06.items.[].system.damageRolls.q73xymi06hs3yjatohao.damage} (3 different values)
1d4+4 (x1)
1d4+1 (x1)
1d4+6 (x1)
damageType : string {3-06.items.[].system.damageRolls.q73xymi06hs3yjatohao.damageType} (same value: piercing)
[feazloo9o657sejj1ypg] : object {3-06.items.[].system.damageRolls.feazloo9o657sejj1ypg}
damage : string {3-06.items.[].system.damageRolls.feazloo9o657sejj1ypg.damage} (3 different values)
1d4+4 (x1)
1d4+1 (x1)
1d4+6 (x1)
damageType : string {3-06.items.[].system.damageRolls.feazloo9o657sejj1ypg.damageType} (same value: piercing)
[OomK8ETUdIN86KPB] : object {3-06.items.[].system.damageRolls.OomK8ETUdIN86KPB}
damage : string {3-06.items.[].system.damageRolls.OomK8ETUdIN86KPB.damage} (2 different values)
2d10+7 (x1)
1d10+8 (x1)
damageType : string {3-06.items.[].system.damageRolls.OomK8ETUdIN86KPB.damageType} (same value: bludgeoning)
[2WiCloiNZz8bHU78] : object {3-06.items.[].system.damageRolls.2WiCloiNZz8bHU78}
damage : string {3-06.items.[].system.damageRolls.2WiCloiNZz8bHU78.damage} (2 different values)
2d8+5 (x1)
1d8+6 (x1)
damageType : string {3-06.items.[].system.damageRolls.2WiCloiNZz8bHU78.damageType} (same value: bludgeoning)
[zpnnrzt4bc96dsn56ikw] : object {3-06.items.[].system.damageRolls.zpnnrzt4bc96dsn56ikw}
damage : string {3-06.items.[].system.damageRolls.zpnnrzt4bc96dsn56ikw.damage} (same value: 1d10+5)
damageType : string {3-06.items.[].system.damageRolls.zpnnrzt4bc96dsn56ikw.damageType} (same value: piercing)
qhrnsdkxmwkkkz9ehpzt : object {3-06.items.[].system.damageRolls.qhrnsdkxmwkkkz9ehpzt}
damage : string {3-06.items.[].system.damageRolls.qhrnsdkxmwkkkz9ehpzt.damage} (same value: 1d8+5)
damageType : string {3-06.items.[].system.damageRolls.qhrnsdkxmwkkkz9ehpzt.damageType} (same value: bludgeoning)
[weaponType] : object {3-06.items.[].system.weaponType}
value : string {3-06.items.[].system.weaponType.value} (2 different values)
melee (x12)
ranged (x3)
[actionType] : object {3-06.items.[].system.actionType}
value : string {3-06.items.[].system.actionType.value} (3 different values)
action (x10)
passive (x11)
reaction (x5)
[actions] : object {3-06.items.[].system.actions}
[value] : integer {3-06.items.[].system.actions.value} (2 different values)
2 (x5)
1 (x5)
[mod] : object {3-06.items.[].system.mod}
value : integer {3-06.items.[].system.mod.value} (3 different values)
7 (x1)
5 (x1)
10 (x1)
[proficient] : object {3-06.items.[].system.proficient}
value : integer {3-06.items.[].system.proficient.value} (same value: 0)
frequency : object {3-06.items.[].system.frequency}
max : integer {3-06.items.[].system.frequency.max} (same value: 3)
per : string {3-06.items.[].system.frequency.per} (same value: day)
value : integer {3-06.items.[].system.frequency.value} (same value: 3)
type : string {3-06.items.[].type} (6 different values)
weapon (x6)
armor (x3)
consumable (x5)
melee (x15)
action (x26)
lore (x3)
[flags] : object {3-06.items.[].flags}
pf2e : object {3-06.items.[].flags.pf2e}
linkedWeapon : string {3-06.items.[].flags.pf2e.linkedWeapon} (2 different values)
U7h8D7hEJz3bwPtu (x3)
OPhdtrWnjQhWr6AV (x6)
name : string {3-06.name} (all different values)
system : object {3-06.system}
[abilities] : object {3-06.system.abilities}
cha : object {3-06.system.abilities.cha}
mod : integer {3-06.system.abilities.cha.mod} (3 different values)
1 (x3)
-5 (x2)
2 (x1)
con : object {3-06.system.abilities.con}
mod : integer {3-06.system.abilities.con.mod} (4 different values)
1 (x2)
5 (x2)
0 (x1)
2 (x1)
dex : object {3-06.system.abilities.dex}
mod : integer {3-06.system.abilities.dex.mod} (4 different values)
4 (x3)
1 (x1)
5 (x1)
0 (x1)
int : object {3-06.system.abilities.int}
mod : integer {3-06.system.abilities.int.mod} (4 different values)
2 (x2)
-5 (x2)
3 (x1)
-1 (x1)
str : object {3-06.system.abilities.str}
mod : integer {3-06.system.abilities.str.mod} (4 different values)
1 (x3)
5 (x1)
2 (x1)
4 (x1)
wis : object {3-06.system.abilities.wis}
mod : integer {3-06.system.abilities.wis.mod} (3 different values)
1 (x3)
2 (x1)
0 (x2)
attributes : object {3-06.system.attributes}
ac : object {3-06.system.attributes.ac}
[details] : string {3-06.system.attributes.ac.details} (3 different values)
(x4)
(20 when broken); construct armor (x1)
(17 when broken); construct armor (x1)
value : integer {3-06.system.attributes.ac.value} (7 different values)
19 (x2)
24 (x1)
16 (x2)
22 (x1)
21 (x1)
10 (x1)
18 (x1)
[allSaves] : object {3-06.system.attributes.allSaves}
value : string {3-06.system.attributes.allSaves.value} (same value: )
hp : object {3-06.system.attributes.hp}
details : string {3-06.system.attributes.hp.details} (same value: )
max : integer {3-06.system.attributes.hp.max} (all different values)
temp : integer {3-06.system.attributes.hp.temp} (same value: 0)
value : integer {3-06.system.attributes.hp.value} (all different values)
[tempmax] : integer {3-06.system.attributes.hp.tempmax} (same value: 0)
[speed] : object {3-06.system.attributes.speed}
otherSpeeds : array<object> {3-06.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {3-06.system.attributes.speed.otherSpeeds.[]}
type : string {3-06.system.attributes.speed.otherSpeeds.[].type} (same value: fly)
value : integer {3-06.system.attributes.speed.otherSpeeds.[].value} (same value: 60)
value : integer {3-06.system.attributes.speed.value} (3 different values)
25 (x3)
20 (x2)
15 (x1)
[special] : string {3-06.system.attributes.speed.special} (same value: )
[hardness] : mixed
object {3-06.system.attributes.hardness}
value : integer {3-06.system.attributes.hardness.value} (2 different values)
10 (x1)
7 (x1)
integer {3-06.system.attributes.hardness} (3 different values)
5 (x1)
0 (x1)
10 (x1)
[immunities] : array<object> {3-06.system.attributes.immunities}
Length: min=0 max=2
Value type: object {3-06.system.attributes.immunities.[]}
type : string {3-06.system.attributes.immunities.[].type} (4 different values)
critical-hits (x2)
precision (x2)
paralyzed (x1)
sleep (x1)
[emitsSound] : string {3-06.system.attributes.emitsSound} (same value: encounter)
[hasHealth] : boolean {3-06.system.attributes.hasHealth} (2 different values)
True (x2)
False (x1)
[stealth] : object {3-06.system.attributes.stealth}
details : string {3-06.system.attributes.stealth.details} (3 different values)
<p>(trained) or @Check[perception|dc:15|name:Notice Control Panel|traits:hazard,complex,fire,magical,trap] check to notice the control panel</p> (x1)
<p>(trained)</p> (x1)
<p>(trained) or @Check[perception|dc:18|name:Notice Control Panel|traits:hazard,complex,fire,magical,trap] check to notice the control panel</p> (x1)
value : integer {3-06.system.attributes.stealth.value} (3 different values)
7 (x1)
13 (x1)
10 (x1)
weaknesses : array<object> {3-06.system.attributes.weaknesses}
Length: min=1 max=1
Value type: object {3-06.system.attributes.weaknesses.[]}
type : string {3-06.system.attributes.weaknesses.[].type} (same value: fire)
value : integer {3-06.system.attributes.weaknesses.[].value} (same value: 5)
details : object {3-06.system.details}
[blurb] : string {3-06.system.details.blurb} (2 different values)
(x5)
Variant shadow drake (x1)
[languages] : object {3-06.system.details.languages}
details : string {3-06.system.details.languages.details} (same value: )
value : array<string> {3-06.system.details.languages.value}
Length: min=0 max=4
Value type: string {3-06.system.details.languages.value.[]} (5 different values)
common (x3)
necril (x3)
sakvroth (x3)
shadowtongue (x3)
draconic (x1)
level : object {3-06.system.details.level}
value : integer {3-06.system.details.level.value} (5 different values)
3 (x3)
6 (x1)
1 (x2)
5 (x2)
4 (x1)
[privateNotes] : string {3-06.system.details.privateNotes} (2 different values)
(x5)
<p>High tier has an hp correction. Deep Shadow Guardian HP should be 72.</p>
<p><a href="https:/paizo.com/threads/rzs43jjw?PFS2-306-Struck-by-Shadows#2">PFS 3-06 Deep Shadow Guardian errata</a></p> (x1)
[publicNotes] : string {3-06.system.details.publicNotes} (same value: )
publication : object {3-06.system.details.publication}
license : string {3-06.system.details.publication.license} (same value: OGL)
remaster : boolean {3-06.system.details.publication.remaster} (same value: False)
title : string {3-06.system.details.publication.title} (same value: Pathfinder Society Scenario #3-06: Struck by Shadows)
[description] : string {3-06.system.details.description} (2 different values)
<p>A @Template[burst|distance:5] pillar of magical fire travels along a track throughout the room. The pillar emits bright light out to 20 feet.</p> (x2)
<p>An invisible rune imprinted on a door latch releases a powerful electric discharge.</p> (x1)
[disable] : string {3-06.system.details.disable} (3 different values)
<p>@Check[arcana|dc:20|name:Deactivate Control Panel|traits:complex,fire,magical,trap,hazard] (trained) or @Check[thievery|dc:20|name:Deactivate Control Panel|traits:complex,fire,magical,trap,hazard] (trained) once on the control panel deactivates the whole trap, or @Check[thievery|dc:17|name:Deactivate Tracks|traits:complex,fire,magical,trap,hazard] (trained) twice on the track prevents the pillar from moving. Each check requires two actions.</p> (x1)
<p>@Check[thievery|dc:23|name:Scratch Out the Rune|traits:electricity,evocation,magical,trap,hazard] (expert) to scratch out the rune without allowing electricity to flow, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (3rd level; counteract DC 21) to counteract the rune</p> (x1)
<p>@Check[arcana|dc:23|name:Deactivate Control Panel|traits:complex,fire,magical,trap,hazard] (trained) or @Check[thievery|dc:23|name:Deactivate Control Panel|traits:complex,fire,magical,trap,hazard] (trained) once on the control panel deactivates the whole trap, or @Check[thievery|dc:20|name:Deactivate Tracks|traits:complex,fire,magical,trap,hazard] (trained) twice on the track prevents the pillar from moving. Each check requires two actions.</p> (x1)
[isComplex] : boolean {3-06.system.details.isComplex} (2 different values)
True (x2)
False (x1)
[reset] : string {3-06.system.details.reset} (2 different values)
<p>The trap deactivates once it no longer detects the presence of creatures in the room.</p> (x2)
(x1)
[routine] : string {3-06.system.details.routine} (3 different values)
<p>(2 actions) The pillar Strides, following the track in the room. If the trap's track is broken, the pillar can still Stride, but its Speed is only 10 feet. The pillar cannot move at all if the track is destroyed. When the pillar moves, it deals @Damage[(1d6+3)[fire]] damage to any creatures whose space it moves through.</p> (x1)
(x1)
<p>(2 actions) The pillar Strides, following the track in the room. If the trap's track is broken, the pillar can still Stride, but its Speed is only 15 feet. The pillar cannot move at all if the track is destroyed. When the pillar moves, it deals @Damage[(1d10+6)[fire]] damage to any creatures whose space it moves through.</p> (x1)
[initiative] : object {3-06.system.initiative}
statistic : string {3-06.system.initiative.statistic} (same value: perception)
[perception] : object {3-06.system.perception}
details : string {3-06.system.perception.details} (same value: )
mod : integer {3-06.system.perception.mod} (6 different values)
10 (x1)
14 (x1)
8 (x1)
13 (x1)
11 (x1)
7 (x1)
senses : array<object> {3-06.system.perception.senses}
Length: min=1 max=2
Value type: object {3-06.system.perception.senses.[]}
type : string {3-06.system.perception.senses.[].type} (2 different values)
darkvision (x6)
scent (x1)
acuity : string {3-06.system.perception.senses.[].acuity} (same value: imprecise)
range : integer {3-06.system.perception.senses.[].range} (same value: 30)
[resources] : object {3-06.system.resources}
saves : object {3-06.system.saves}
fortitude : object {3-06.system.saves.fortitude}
saveDetail : string {3-06.system.saves.fortitude.saveDetail} (same value: )
value : integer {3-06.system.saves.fortitude.value} (7 different values)
7 (x1)
17 (x1)
5 (x1)
8 (x2)
10 (x2)
14 (x1)
0 (x1)
reflex : object {3-06.system.saves.reflex}
saveDetail : string {3-06.system.saves.reflex.saveDetail} (same value: )
value : integer {3-06.system.saves.reflex.value} (6 different values)
12 (x2)
11 (x2)
10 (x2)
15 (x1)
8 (x1)
0 (x1)
will : object {3-06.system.saves.will}
saveDetail : string {3-06.system.saves.will.saveDetail} (same value: )
value : integer {3-06.system.saves.will.value} (5 different values)
8 (x2)
11 (x2)
6 (x1)
0 (x3)
7 (x1)
[skills] : object {3-06.system.skills}
[acrobatics] : object {3-06.system.skills.acrobatics}
base : integer {3-06.system.skills.acrobatics.base} (3 different values)
10 (x2)
7 (x1)
13 (x1)
[athletics] : object {3-06.system.skills.athletics}
base : integer {3-06.system.skills.athletics.base} (5 different values)
6 (x1)
15 (x1)
4 (x1)
9 (x1)
12 (x1)
[deception] : object {3-06.system.skills.deception}
base : integer {3-06.system.skills.deception.base} (3 different values)
6 (x1)
4 (x1)
10 (x1)
[diplomacy] : object {3-06.system.skills.diplomacy}
base : integer {3-06.system.skills.diplomacy.base} (3 different values)
6 (x1)
4 (x1)
8 (x1)
[intimidation] : object {3-06.system.skills.intimidation}
base : integer {3-06.system.skills.intimidation.base} (3 different values)
6 (x1)
4 (x1)
10 (x1)
[occultism] : object {3-06.system.skills.occultism}
base : integer {3-06.system.skills.occultism.base} (3 different values)
7 (x1)
5 (x1)
10 (x1)
[society] : object {3-06.system.skills.society}
base : integer {3-06.system.skills.society.base} (3 different values)
7 (x1)
5 (x1)
10 (x1)
[stealth] : object {3-06.system.skills.stealth}
base : integer {3-06.system.skills.stealth.base} (3 different values)
10 (x2)
7 (x1)
13 (x1)
[survival] : object {3-06.system.skills.survival}
base : integer {3-06.system.skills.survival.base} (3 different values)
6 (x1)
4 (x1)
9 (x1)
[thievery] : object {3-06.system.skills.thievery}
base : integer {3-06.system.skills.thievery.base} (3 different values)
10 (x2)
7 (x1)
13 (x1)
traits : object {3-06.system.traits}
rarity : string {3-06.system.traits.rarity} (same value: uncommon)
size : object {3-06.system.traits.size}
value : string {3-06.system.traits.size.value} (3 different values)
med (x6)
lg (x2)
sm (x1)
value : array<string> {3-06.system.traits.value}
Length: min=3 max=4
Value type: string {3-06.system.traits.value.[]} (12 different values)
evil (x6)
fetchling (x3)
humanoid (x3)
construct (x2)
mindless (x2)
shadow (x3)
fire (x2)
magical (x3)
trap (x3)
electricity (x1)
chaotic (x1)
dragon (x1)
[creatureType] : string {3-06.system.creatureType} (same value: )
[customModifiers] : object {3-06.system.customModifiers}
[statusEffects] : array<> {3-06.system.statusEffects}
Length: min=0 max=0
Value type: mixed
type : string {3-06.type} (2 different values)
npc (x6)
hazard (x3)
+692
View File
@@ -0,0 +1,692 @@
3-07
Different values: 8
=====================================
object {3-07}
_id : string {3-07._id} (all different values)
folder : string {3-07.folder} (same value: z6gYwaLTfjiJ2zRC)
img : string {3-07.img} (same value: systems/pf2e/icons/default-icons/npc.svg)
items : array<object> {3-07.items}
Length: min=2 max=25
Value type: object {3-07.items.[]}
_id : string {3-07.items.[]._id} (56 different values)
img : string {3-07.items.[].img} (38 different values)
name : string {3-07.items.[].name} (45 different values)
sort : integer {3-07.items.[].sort} (25 different values)
system : object {3-07.items.[].system}
[autoHeightenLevel] : object {3-07.items.[].system.autoHeightenLevel}
[value] : mixed
description : object {3-07.items.[].system.description}
value : string {3-07.items.[].system.description.value} (45 different values)
[prepared] : object {3-07.items.[].system.prepared}
flexible : boolean {3-07.items.[].system.prepared.flexible} (same value: False)
value : string {3-07.items.[].system.prepared.value} (3 different values)
spontaneous (x2)
innate (x1)
focus (x2)
[proficiency] : object {3-07.items.[].system.proficiency}
value : integer {3-07.items.[].system.proficiency.value} (same value: 0)
publication : object {3-07.items.[].system.publication}
license : string {3-07.items.[].system.publication.license} (same value: OGL)
remaster : boolean {3-07.items.[].system.publication.remaster} (same value: False)
title : string {3-07.items.[].system.publication.title} (5 different values)
(x32)
Pathfinder Core Rulebook (x49)
Pathfinder Secrets of Magic (x5)
Pathfinder Gamemastery Guide (x2)
Pathfinder Bestiary (x4)
rules : ###FoundryRulesObject###
[slots] : object {3-07.items.[].system.slots}
[slot1] : object {3-07.items.[].system.slots.slot1}
max : integer {3-07.items.[].system.slots.slot1.max} (same value: 4)
value : integer {3-07.items.[].system.slots.slot1.value} (same value: 4)
[slot2] : object {3-07.items.[].system.slots.slot2}
max : integer {3-07.items.[].system.slots.slot2.max} (2 different values)
3 (x1)
4 (x1)
value : integer {3-07.items.[].system.slots.slot2.value} (2 different values)
3 (x1)
4 (x1)
[slot3] : object {3-07.items.[].system.slots.slot3}
max : integer {3-07.items.[].system.slots.slot3.max} (same value: 3)
value : integer {3-07.items.[].system.slots.slot3.value} (same value: 3)
[slug] : string {3-07.items.[].system.slug} (33 different values)
[spelldc] : object {3-07.items.[].system.spelldc}
dc : integer {3-07.items.[].system.spelldc.dc} (3 different values)
20 (x2)
22 (x1)
15 (x2)
mod : integer {3-07.items.[].system.spelldc.mod} (same value: 0)
value : integer {3-07.items.[].system.spelldc.value} (3 different values)
12 (x2)
14 (x1)
7 (x2)
[tradition] : object {3-07.items.[].system.tradition}
value : string {3-07.items.[].system.tradition.value} (2 different values)
occult (x2)
divine (x3)
[area] : object {3-07.items.[].system.area}
type : string {3-07.items.[].system.area.type} (4 different values)
burst (x5)
cone (x3)
emanation (x2)
line (x2)
value : integer {3-07.items.[].system.area.value} (3 different values)
20 (x5)
15 (x3)
30 (x4)
[cost] : object {3-07.items.[].system.cost}
value : string {3-07.items.[].system.cost.value} (same value: )
[counteraction] : boolean {3-07.items.[].system.counteraction} (2 different values)
False (x36)
True (x1)
[damage] : object {3-07.items.[].system.damage}
[0] : object {3-07.items.[].system.damage.0}
[category] : mixed
formula : string {3-07.items.[].system.damage.0.formula} (6 different values)
2d6 (x3)
1d4 (x2)
2d4 (x4)
5d6 (x1)
6d6 (x1)
1d6 (x2)
kinds : array<string> {3-07.items.[].system.damage.0.kinds}
Length: min=1 max=1
Value type: string {3-07.items.[].system.damage.0.kinds.[]} (same value: damage)
materials : array<> {3-07.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {3-07.items.[].system.damage.0.type} (4 different values)
fire (x6)
void (x4)
cold (x1)
untyped (x2)
[applyMod] : boolean {3-07.items.[].system.damage.0.applyMod} (2 different values)
True (x2)
False (x5)
[damageType] : string {3-07.items.[].system.damage.damageType} (3 different values)
piercing (x4)
bludgeoning (x3)
slashing (x1)
[dice] : integer {3-07.items.[].system.damage.dice} (same value: 1)
[die] : string {3-07.items.[].system.damage.die} (3 different values)
d4 (x2)
d6 (x1)
d8 (x5)
[defense] : object {3-07.items.[].system.defense}
save : object {3-07.items.[].system.defense.save}
basic : boolean {3-07.items.[].system.defense.save.basic} (2 different values)
True (x6)
False (x5)
statistic : string {3-07.items.[].system.defense.save.statistic} (3 different values)
reflex (x4)
will (x3)
fortitude (x4)
[duration] : object {3-07.items.[].system.duration}
sustained : boolean {3-07.items.[].system.duration.sustained} (2 different values)
False (x35)
True (x2)
value : string {3-07.items.[].system.duration.value} (all different values)
[level] : object {3-07.items.[].system.level}
value : integer {3-07.items.[].system.level.value} (6 different values)
2 (x7)
1 (x29)
0 (x16)
4 (x2)
3 (x3)
6 (x1)
[location] : object {3-07.items.[].system.location}
[heightenedLevel] : integer {3-07.items.[].system.location.heightenedLevel} (3 different values)
2 (x7)
1 (x9)
3 (x3)
value : string {3-07.items.[].system.location.value} (3 different values)
aKLMwsVsCRtz9ljn (x32)
j9upnssY0bfjsuBQ (x1)
U1xk8qzg0baTzMmB (x4)
[range] : mixed
object {3-07.items.[].system.range}
value : string {3-07.items.[].system.range.value} (7 different values)
120 feet (x5)
60 feet (x2)
(x16)
30 feet (x6)
touch (x4)
500 feet (x3)
50 feet (x1)
integer {3-07.items.[].system.range} (same value: 120)
[requirements] : string {3-07.items.[].system.requirements} (same value: )
[target] : object {3-07.items.[].system.target}
value : string {3-07.items.[].system.target.value} (6 different values)
(x21)
1 or more creatures (x2)
1 creature (x8)
1 living or undead creature (x2)
1 object of 1 Bulk or less, either unattended or possessed by you or a willing ally (x2)
1 unattended object of light Bulk or less (x2)
[time] : object {3-07.items.[].system.time}
value : string {3-07.items.[].system.time.value} (4 different values)
3 (x3)
1 to 3 (x2)
2 (x24)
1 (x8)
[traits] : object {3-07.items.[].system.traits}
rarity : string {3-07.items.[].system.traits.rarity} (2 different values)
common (x83)
uncommon (x4)
[traditions] : array<string> {3-07.items.[].system.traits.traditions}
Length: min=0 max=4
Value type: string {3-07.items.[].system.traits.traditions.[]} (4 different values)
arcane (x32)
divine (x13)
occult (x24)
primal (x16)
value : array<string> {3-07.items.[].system.traits.value}
Length: min=0 max=6
Value type: string {3-07.items.[].system.traits.value.[]} (40 different values)
[overlays] : object {3-07.items.[].system.overlays}
hqiwae0wgehycnex : object {3-07.items.[].system.overlays.hqiwae0wgehycnex}
_id : string {3-07.items.[].system.overlays.hqiwae0wgehycnex._id} (same value: hqiwae0wgehycnex)
overlayType : string {3-07.items.[].system.overlays.hqiwae0wgehycnex.overlayType} (same value: override)
sort : integer {3-07.items.[].system.overlays.hqiwae0wgehycnex.sort} (same value: 2)
system : object {3-07.items.[].system.overlays.hqiwae0wgehycnex.system}
damage : object {3-07.items.[].system.overlays.hqiwae0wgehycnex.system.damage}
d80radfbikwjogmr : object {3-07.items.[].system.overlays.hqiwae0wgehycnex.system.damage.d80radfbikwjogmr}
applyMod : boolean {3-07.items.[].system.overlays.hqiwae0wgehycnex.system.damage.d80radfbikwjogmr.applyMod} (same value: False)
[category] : mixed
formula : string {3-07.items.[].system.overlays.hqiwae0wgehycnex.system.damage.d80radfbikwjogmr.formula} (same value: 4d6)
kinds : array<string> {3-07.items.[].system.overlays.hqiwae0wgehycnex.system.damage.d80radfbikwjogmr.kinds}
Length: min=1 max=1
Value type: string {3-07.items.[].system.overlays.hqiwae0wgehycnex.system.damage.d80radfbikwjogmr.kinds.[]} (same value: damage)
materials : array<> {3-07.items.[].system.overlays.hqiwae0wgehycnex.system.damage.d80radfbikwjogmr.materials}
Length: min=0 max=0
Value type: mixed
type : string {3-07.items.[].system.overlays.hqiwae0wgehycnex.system.damage.d80radfbikwjogmr.type} (same value: fire)
[defense] : mixed
heightening : object {3-07.items.[].system.overlays.hqiwae0wgehycnex.system.heightening}
damage : object {3-07.items.[].system.overlays.hqiwae0wgehycnex.system.heightening.damage}
d80radfbikwjogmr : string {3-07.items.[].system.overlays.hqiwae0wgehycnex.system.heightening.damage.d80radfbikwjogmr} (same value: 2d6)
interval : integer {3-07.items.[].system.overlays.hqiwae0wgehycnex.system.heightening.interval} (same value: 1)
type : string {3-07.items.[].system.overlays.hqiwae0wgehycnex.system.heightening.type} (same value: interval)
target : object {3-07.items.[].system.overlays.hqiwae0wgehycnex.system.target}
value : string {3-07.items.[].system.overlays.hqiwae0wgehycnex.system.target.value} (same value: 2 or more creatures)
time : object {3-07.items.[].system.overlays.hqiwae0wgehycnex.system.time}
value : string {3-07.items.[].system.overlays.hqiwae0wgehycnex.system.time.value} (same value: 2 or 3)
wlrbtv7c5shfmdh1 : object {3-07.items.[].system.overlays.wlrbtv7c5shfmdh1}
_id : string {3-07.items.[].system.overlays.wlrbtv7c5shfmdh1._id} (same value: wlrbtv7c5shfmdh1)
overlayType : string {3-07.items.[].system.overlays.wlrbtv7c5shfmdh1.overlayType} (same value: override)
sort : integer {3-07.items.[].system.overlays.wlrbtv7c5shfmdh1.sort} (same value: 1)
system : object {3-07.items.[].system.overlays.wlrbtv7c5shfmdh1.system}
damage : object {3-07.items.[].system.overlays.wlrbtv7c5shfmdh1.system.damage}
tgzp2lzatpg4c9a5 : object {3-07.items.[].system.overlays.wlrbtv7c5shfmdh1.system.damage.tgzp2lzatpg4c9a5}
applyMod : boolean {3-07.items.[].system.overlays.wlrbtv7c5shfmdh1.system.damage.tgzp2lzatpg4c9a5.applyMod} (same value: False)
[category] : mixed
formula : string {3-07.items.[].system.overlays.wlrbtv7c5shfmdh1.system.damage.tgzp2lzatpg4c9a5.formula} (same value: 2d6)
kinds : array<string> {3-07.items.[].system.overlays.wlrbtv7c5shfmdh1.system.damage.tgzp2lzatpg4c9a5.kinds}
Length: min=1 max=1
Value type: string {3-07.items.[].system.overlays.wlrbtv7c5shfmdh1.system.damage.tgzp2lzatpg4c9a5.kinds.[]} (same value: damage)
materials : array<> {3-07.items.[].system.overlays.wlrbtv7c5shfmdh1.system.damage.tgzp2lzatpg4c9a5.materials}
Length: min=0 max=0
Value type: mixed
type : string {3-07.items.[].system.overlays.wlrbtv7c5shfmdh1.system.damage.tgzp2lzatpg4c9a5.type} (same value: fire)
[defense] : mixed
heightening : object {3-07.items.[].system.overlays.wlrbtv7c5shfmdh1.system.heightening}
damage : object {3-07.items.[].system.overlays.wlrbtv7c5shfmdh1.system.heightening.damage}
tgzp2lzatpg4c9a5 : string {3-07.items.[].system.overlays.wlrbtv7c5shfmdh1.system.heightening.damage.tgzp2lzatpg4c9a5} (same value: 1d6)
interval : integer {3-07.items.[].system.overlays.wlrbtv7c5shfmdh1.system.heightening.interval} (same value: 1)
type : string {3-07.items.[].system.overlays.wlrbtv7c5shfmdh1.system.heightening.type} (same value: interval)
target : object {3-07.items.[].system.overlays.wlrbtv7c5shfmdh1.system.target}
value : string {3-07.items.[].system.overlays.wlrbtv7c5shfmdh1.system.target.value} (same value: 1 creature)
time : object {3-07.items.[].system.overlays.wlrbtv7c5shfmdh1.system.time}
value : string {3-07.items.[].system.overlays.wlrbtv7c5shfmdh1.system.time.value} (same value: 1)
[heightening] : object {3-07.items.[].system.heightening}
damage : object {3-07.items.[].system.heightening.damage}
0 : string {3-07.items.[].system.heightening.damage.0} (4 different values)
2d6 (x5)
1d4 (x4)
2d4 (x2)
1d6 (x2)
interval : integer {3-07.items.[].system.heightening.interval} (2 different values)
1 (x11)
4 (x2)
type : string {3-07.items.[].system.heightening.type} (same value: interval)
[baseItem] : string {3-07.items.[].system.baseItem} (6 different values)
dagger (x2)
club (x1)
crossbow (x2)
studded-leather-armor (x2)
longsword (x1)
bo-staff (x2)
[bonus] : object {3-07.items.[].system.bonus}
value : integer {3-07.items.[].system.bonus.value} (9 different values)
0 (x8)
8 (x1)
11 (x3)
15 (x1)
10 (x2)
14 (x1)
13 (x1)
9 (x2)
12 (x2)
[bonusDamage] : object {3-07.items.[].system.bonusDamage}
value : integer {3-07.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {3-07.items.[].system.bulk}
value : mixed
float {3-07.items.[].system.bulk.value} (same value: 0,1)
integer {3-07.items.[].system.bulk.value} (3 different values)
0 (x7)
1 (x8)
2 (x2)
[capacity] : integer {3-07.items.[].system.bulk.capacity} (same value: 25)
[heldOrStowed] : integer {3-07.items.[].system.bulk.heldOrStowed} (same value: 1)
[ignored] : integer {3-07.items.[].system.bulk.ignored} (same value: 25)
[category] : string {3-07.items.[].system.category} (7 different values)
simple (x5)
defensive (x5)
offensive (x9)
light (x2)
ammo (x2)
interaction (x2)
martial (x3)
[containerId] : mixed
[equipped] : object {3-07.items.[].system.equipped}
carryType : string {3-07.items.[].system.equipped.carryType} (same value: worn)
[handsHeld] : integer {3-07.items.[].system.equipped.handsHeld} (same value: 0)
[invested] : boolean {3-07.items.[].system.equipped.invested} (same value: False)
[inSlot] : boolean {3-07.items.[].system.equipped.inSlot} (same value: False)
[group] : string {3-07.items.[].system.group} (5 different values)
knife (x2)
club (x3)
crossbow (x2)
leather (x2)
sword (x1)
[hardness] : integer {3-07.items.[].system.hardness} (same value: 0)
[hp] : object {3-07.items.[].system.hp}
max : integer {3-07.items.[].system.hp.max} (same value: 0)
value : integer {3-07.items.[].system.hp.value} (same value: 0)
[material] : object {3-07.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {3-07.items.[].system.price}
value : object {3-07.items.[].system.price.value}
[sp] : integer {3-07.items.[].system.price.value.sp} (2 different values)
2 (x4)
1 (x2)
[gp] : integer {3-07.items.[].system.price.value.gp} (4 different values)
75 (x2)
245 (x1)
3 (x6)
1 (x1)
[cp] : integer {3-07.items.[].system.price.value.cp} (same value: 8)
[per] : integer {3-07.items.[].system.price.per} (same value: 10)
[quantity] : integer {3-07.items.[].system.quantity} (2 different values)
1 (x19)
20 (x2)
[reload] : object {3-07.items.[].system.reload}
value : string {3-07.items.[].system.reload.value} (3 different values)
- (x3)
1 (x2)
(x3)
[runes] : object {3-07.items.[].system.runes}
potency : integer {3-07.items.[].system.runes.potency} (same value: 0)
property : array<> {3-07.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {3-07.items.[].system.runes.striking} (same value: 0)
[resilient] : integer {3-07.items.[].system.runes.resilient} (same value: 0)
[size] : string {3-07.items.[].system.size} (same value: med)
[splashDamage] : object {3-07.items.[].system.splashDamage}
value : integer {3-07.items.[].system.splashDamage.value} (same value: 0)
[usage] : object {3-07.items.[].system.usage}
value : string {3-07.items.[].system.usage.value} (3 different values)
held-in-one-hand (x10)
held-in-two-hands (x6)
worn (x1)
[collapsed] : boolean {3-07.items.[].system.collapsed} (same value: False)
[stowing] : boolean {3-07.items.[].system.stowing} (same value: True)
[attack] : object {3-07.items.[].system.attack}
value : string {3-07.items.[].system.attack.value} (same value: )
[attackEffects] : object {3-07.items.[].system.attackEffects}
[custom] : string {3-07.items.[].system.attackEffects.custom} (same value: )
value : array<> {3-07.items.[].system.attackEffects.value}
Length: min=0 max=0
Value type: mixed
[damageRolls] : object {3-07.items.[].system.damageRolls}
[u6UfUyFTt0qeY9Xv] : object {3-07.items.[].system.damageRolls.u6UfUyFTt0qeY9Xv}
damage : string {3-07.items.[].system.damageRolls.u6UfUyFTt0qeY9Xv.damage} (same value: 1d4)
damageType : string {3-07.items.[].system.damageRolls.u6UfUyFTt0qeY9Xv.damageType} (same value: piercing)
[0v2ncc7nfh9n5myhoyt4] : object {3-07.items.[].system.damageRolls.0v2ncc7nfh9n5myhoyt4}
damage : string {3-07.items.[].system.damageRolls.0v2ncc7nfh9n5myhoyt4.damage} (2 different values)
1d8+6 (x1)
1d8+2 (x1)
damageType : string {3-07.items.[].system.damageRolls.0v2ncc7nfh9n5myhoyt4.damageType} (same value: piercing)
[lo40csa3zl4zythhvae1] : object {3-07.items.[].system.damageRolls.lo40csa3zl4zythhvae1}
damage : string {3-07.items.[].system.damageRolls.lo40csa3zl4zythhvae1.damage} (same value: 1d6)
damageType : string {3-07.items.[].system.damageRolls.lo40csa3zl4zythhvae1.damageType} (same value: spirit)
[9hz2gveqa2icaip33z0e] : object {3-07.items.[].system.damageRolls.9hz2gveqa2icaip33z0e}
damage : string {3-07.items.[].system.damageRolls.9hz2gveqa2icaip33z0e.damage} (same value: 1d6)
damageType : string {3-07.items.[].system.damageRolls.9hz2gveqa2icaip33z0e.damageType} (same value: fire)
[tZ9QC89gjUXPBcpD] : object {3-07.items.[].system.damageRolls.tZ9QC89gjUXPBcpD}
damage : string {3-07.items.[].system.damageRolls.tZ9QC89gjUXPBcpD.damage} (same value: 1d6+8)
damageType : string {3-07.items.[].system.damageRolls.tZ9QC89gjUXPBcpD.damageType} (same value: bludgeoning)
[W5nG3g19vubk8BsJ] : object {3-07.items.[].system.damageRolls.W5nG3g19vubk8BsJ}
damage : string {3-07.items.[].system.damageRolls.W5nG3g19vubk8BsJ.damage} (same value: 1d6+6)
damageType : string {3-07.items.[].system.damageRolls.W5nG3g19vubk8BsJ.damageType} (same value: bludgeoning)
[6VOuc0qAtMihKFCk] : object {3-07.items.[].system.damageRolls.6VOuc0qAtMihKFCk}
damage : string {3-07.items.[].system.damageRolls.6VOuc0qAtMihKFCk.damage} (same value: 1d8+4)
damageType : string {3-07.items.[].system.damageRolls.6VOuc0qAtMihKFCk.damageType} (same value: piercing)
[rz6yf6jlcaom0c0y6guz] : object {3-07.items.[].system.damageRolls.rz6yf6jlcaom0c0y6guz}
damage : string {3-07.items.[].system.damageRolls.rz6yf6jlcaom0c0y6guz.damage} (same value: 1d8+8)
damageType : string {3-07.items.[].system.damageRolls.rz6yf6jlcaom0c0y6guz.damageType} (same value: slashing)
[x0gqy9252npmnwd6vpbj] : object {3-07.items.[].system.damageRolls.x0gqy9252npmnwd6vpbj}
damage : string {3-07.items.[].system.damageRolls.x0gqy9252npmnwd6vpbj.damage} (same value: 1d8+4)
damageType : string {3-07.items.[].system.damageRolls.x0gqy9252npmnwd6vpbj.damageType} (same value: piercing)
[xbcxGay9SyTaPvS6] : object {3-07.items.[].system.damageRolls.xbcxGay9SyTaPvS6}
damage : string {3-07.items.[].system.damageRolls.xbcxGay9SyTaPvS6.damage} (2 different values)
1d8+3 (x1)
1d8+6 (x1)
damageType : string {3-07.items.[].system.damageRolls.xbcxGay9SyTaPvS6.damageType} (same value: bludgeoning)
[C7x8CgCdGgtTmpBf] : object {3-07.items.[].system.damageRolls.C7x8CgCdGgtTmpBf}
damage : string {3-07.items.[].system.damageRolls.C7x8CgCdGgtTmpBf.damage} (2 different values)
1d6+3 (x1)
1d6+4 (x1)
damageType : string {3-07.items.[].system.damageRolls.C7x8CgCdGgtTmpBf.damageType} (same value: bludgeoning)
[weaponType] : object {3-07.items.[].system.weaponType}
value : string {3-07.items.[].system.weaponType.value} (2 different values)
melee (x11)
ranged (x2)
[actionType] : object {3-07.items.[].system.actionType}
value : string {3-07.items.[].system.actionType.value} (3 different values)
passive (x7)
action (x6)
reaction (x3)
[actions] : object {3-07.items.[].system.actions}
[value] : integer {3-07.items.[].system.actions.value} (2 different values)
1 (x4)
3 (x2)
[frequency] : object {3-07.items.[].system.frequency}
max : integer {3-07.items.[].system.frequency.max} (same value: 1)
per : string {3-07.items.[].system.frequency.per} (same value: day)
value : integer {3-07.items.[].system.frequency.value} (same value: 1)
[acBonus] : integer {3-07.items.[].system.acBonus} (same value: 2)
[checkPenalty] : integer {3-07.items.[].system.checkPenalty} (same value: -1)
[dexCap] : integer {3-07.items.[].system.dexCap} (same value: 3)
[speedPenalty] : integer {3-07.items.[].system.speedPenalty} (same value: 0)
[strength] : integer {3-07.items.[].system.strength} (same value: 1)
[stackGroup] : string {3-07.items.[].system.stackGroup} (same value: bolts)
[uses] : object {3-07.items.[].system.uses}
autoDestroy : boolean {3-07.items.[].system.uses.autoDestroy} (same value: True)
max : integer {3-07.items.[].system.uses.max} (same value: 1)
value : integer {3-07.items.[].system.uses.value} (same value: 1)
type : string {3-07.items.[].type} (10 different values)
spellcastingEntry (x5)
spell (x37)
weapon (x8)
treasure (x2)
backpack (x2)
melee (x13)
action (x16)
equipment (x5)
armor (x2)
consumable (x2)
[_stats] : object {3-07.items.[]._stats}
compendiumSource : string {3-07.items.[]._stats.compendiumSource} (33 different values)
[flags] : object {3-07.items.[].flags}
pf2e : object {3-07.items.[].flags.pf2e}
linkedWeapon : string {3-07.items.[].flags.pf2e.linkedWeapon} (5 different values)
yWdnu7nxURaVrgpY (x2)
CQMDwc0kTOpwAwEg (x2)
DGcECFreDH5v24m8 (x2)
qQvQSbDUfX4a8HWN (x1)
BHyl0T5dDj8CXNNn (x2)
name : string {3-07.name} (all different values)
prototypeToken : object {3-07.prototypeToken}
name : string {3-07.prototypeToken.name} (5 different values)
Aydrian Thrune (x2)
Hell Hound (x1)
Hellbound Jailer (x2)
Monastic Bodyguard (x2)
Weak Hell Hound (x1)
system : object {3-07.system}
abilities : object {3-07.system.abilities}
cha : object {3-07.system.abilities.cha}
mod : integer {3-07.system.abilities.cha.mod} (5 different values)
4 (x1)
5 (x1)
-2 (x2)
0 (x3)
1 (x1)
con : object {3-07.system.abilities.con}
mod : integer {3-07.system.abilities.con.mod} (2 different values)
1 (x3)
2 (x5)
dex : object {3-07.system.abilities.dex}
mod : integer {3-07.system.abilities.dex.mod} (4 different values)
1 (x1)
2 (x1)
3 (x5)
4 (x1)
int : object {3-07.system.abilities.int}
mod : integer {3-07.system.abilities.int.mod} (3 different values)
2 (x2)
-2 (x2)
0 (x4)
str : object {3-07.system.abilities.str}
mod : integer {3-07.system.abilities.str.mod} (3 different values)
0 (x2)
4 (x5)
3 (x1)
wis : object {3-07.system.abilities.wis}
mod : integer {3-07.system.abilities.wis.mod} (2 different values)
2 (x7)
3 (x1)
attributes : object {3-07.system.attributes}
ac : object {3-07.system.attributes.ac}
details : string {3-07.system.attributes.ac.details} (same value: )
value : integer {3-07.system.attributes.ac.value} (7 different values)
16 (x1)
19 (x1)
21 (x2)
20 (x1)
23 (x1)
18 (x1)
17 (x1)
allSaves : object {3-07.system.attributes.allSaves}
value : string {3-07.system.attributes.allSaves.value} (same value: )
hp : object {3-07.system.attributes.hp}
details : string {3-07.system.attributes.hp.details} (same value: )
max : integer {3-07.system.attributes.hp.max} (all different values)
temp : integer {3-07.system.attributes.hp.temp} (same value: 0)
value : integer {3-07.system.attributes.hp.value} (all different values)
speed : object {3-07.system.attributes.speed}
otherSpeeds : array<> {3-07.system.attributes.speed.otherSpeeds}
Length: min=0 max=0
Value type: mixed
[special] : string {3-07.system.attributes.speed.special} (same value: )
value : integer {3-07.system.attributes.speed.value} (3 different values)
25 (x4)
40 (x2)
30 (x2)
[resistances] : array<object> {3-07.system.attributes.resistances}
Length: min=1 max=1
Value type: object {3-07.system.attributes.resistances.[]}
type : string {3-07.system.attributes.resistances.[].type} (same value: fire)
value : integer {3-07.system.attributes.resistances.[].value} (2 different values)
5 (x2)
3 (x1)
[immunities] : array<object> {3-07.system.attributes.immunities}
Length: min=1 max=1
Value type: object {3-07.system.attributes.immunities.[]}
type : string {3-07.system.attributes.immunities.[].type} (same value: fire)
[weaknesses] : array<object> {3-07.system.attributes.weaknesses}
Length: min=1 max=1
Value type: object {3-07.system.attributes.weaknesses.[]}
type : string {3-07.system.attributes.weaknesses.[].type} (2 different values)
cold (x2)
holy (x2)
value : integer {3-07.system.attributes.weaknesses.[].value} (3 different values)
5 (x2)
1 (x1)
2 (x1)
details : object {3-07.system.details}
blurb : string {3-07.system.details.blurb} (4 different values)
(x4)
Variant hell hound (x1)
Variant hellbound jailer (x2)
Variant Weak hell hound (x1)
languages : object {3-07.system.details.languages}
details : string {3-07.system.details.languages.details} (2 different values)
(x6)
(can't speak any language) (x2)
value : array<string> {3-07.system.details.languages.value}
Length: min=1 max=3
Value type: string {3-07.system.details.languages.value.[]} (3 different values)
common (x6)
diabolic (x8)
shadowtongue (x2)
level : object {3-07.system.details.level}
value : integer {3-07.system.details.level.value} (4 different values)
3 (x2)
5 (x2)
4 (x2)
2 (x2)
privateNotes : string {3-07.system.details.privateNotes} (same value: )
publicNotes : string {3-07.system.details.publicNotes} (2 different values)
(x6)
<p>A hell hound's appearance dismisses any doubts as to its infernal origins-flesh the color of burning pitch, teeth as sharp as any fiend's pitchfork, and a shroud of ever-burning hellfire are all trademark features.</p> (x2)
publication : object {3-07.system.details.publication}
authors : string {3-07.system.details.publication.authors} (same value: Kalervo Oikarinen)
license : string {3-07.system.details.publication.license} (same value: OGL)
remaster : boolean {3-07.system.details.publication.remaster} (same value: False)
title : string {3-07.system.details.publication.title} (same value: Pathfinder Society Scenario #3-07: The Locked Lodge)
initiative : object {3-07.system.initiative}
statistic : string {3-07.system.initiative.statistic} (same value: perception)
perception : object {3-07.system.perception}
details : string {3-07.system.perception.details} (same value: )
mod : integer {3-07.system.perception.mod} (5 different values)
7 (x2)
9 (x2)
11 (x2)
12 (x1)
8 (x1)
senses : array<object> {3-07.system.perception.senses}
Length: min=0 max=2
Value type: object {3-07.system.perception.senses.[]}
type : string {3-07.system.perception.senses.[].type} (3 different values)
darkvision (x4)
scent (x2)
greater-darkvision (x2)
[acuity] : string {3-07.system.perception.senses.[].acuity} (same value: imprecise)
[range] : integer {3-07.system.perception.senses.[].range} (same value: 60)
resources : object {3-07.system.resources}
[focus] : object {3-07.system.resources.focus}
max : integer {3-07.system.resources.focus.max} (same value: 2)
value : integer {3-07.system.resources.focus.value} (same value: 2)
saves : object {3-07.system.saves}
fortitude : object {3-07.system.saves.fortitude}
saveDetail : string {3-07.system.saves.fortitude.saveDetail} (same value: )
value : integer {3-07.system.saves.fortitude.value} (6 different values)
6 (x1)
8 (x2)
11 (x2)
10 (x1)
14 (x1)
7 (x1)
reflex : object {3-07.system.saves.reflex}
saveDetail : string {3-07.system.saves.reflex.saveDetail} (same value: )
value : integer {3-07.system.saves.reflex.value} (6 different values)
8 (x2)
11 (x2)
12 (x1)
10 (x1)
13 (x1)
9 (x1)
will : object {3-07.system.saves.will}
saveDetail : string {3-07.system.saves.will.saveDetail} (same value: )
value : integer {3-07.system.saves.will.value} (5 different values)
9 (x3)
11 (x2)
7 (x1)
8 (x1)
5 (x1)
skills : object {3-07.system.skills}
[acrobatics] : object {3-07.system.skills.acrobatics}
base : integer {3-07.system.skills.acrobatics.base} (5 different values)
6 (x2)
9 (x1)
10 (x1)
7 (x1)
11 (x1)
[arcana] : object {3-07.system.skills.arcana}
base : integer {3-07.system.skills.arcana.base} (2 different values)
7 (x1)
9 (x1)
athletics : object {3-07.system.skills.athletics}
base : integer {3-07.system.skills.athletics.base} (5 different values)
5 (x1)
7 (x3)
11 (x2)
14 (x1)
12 (x1)
[deception] : object {3-07.system.skills.deception}
base : integer {3-07.system.skills.deception.base} (4 different values)
11 (x1)
14 (x1)
7 (x1)
10 (x1)
[occultism] : object {3-07.system.skills.occultism}
base : integer {3-07.system.skills.occultism.base} (2 different values)
9 (x1)
11 (x1)
[stealth] : object {3-07.system.skills.stealth}
base : integer {3-07.system.skills.stealth.base} (6 different values)
8 (x1)
11 (x1)
10 (x1)
7 (x1)
9 (x1)
6 (x1)
[thievery] : object {3-07.system.skills.thievery}
base : integer {3-07.system.skills.thievery.base} (2 different values)
6 (x1)
9 (x1)
[survival] : object {3-07.system.skills.survival}
base : integer {3-07.system.skills.survival.base} (2 different values)
11 (x1)
7 (x1)
special : array<object> {3-07.system.skills.survival.special}
Length: min=1 max=1
Value type: object {3-07.system.skills.survival.special.[]}
base : integer {3-07.system.skills.survival.special.[].base} (2 different values)
13 (x1)
9 (x1)
label : string {3-07.system.skills.survival.special.[].label} (same value: to Track)
predicate : array<string> {3-07.system.skills.survival.special.[].predicate}
Length: min=1 max=1
Value type: string {3-07.system.skills.survival.special.[].predicate.[]} (same value: action:track)
[diplomacy] : object {3-07.system.skills.diplomacy}
base : integer {3-07.system.skills.diplomacy.base} (2 different values)
5 (x1)
8 (x1)
[intimidation] : object {3-07.system.skills.intimidation}
base : integer {3-07.system.skills.intimidation.base} (2 different values)
7 (x1)
10 (x1)
traits : object {3-07.system.traits}
rarity : string {3-07.system.traits.rarity} (2 different values)
unique (x2)
uncommon (x6)
size : object {3-07.system.traits.size}
value : string {3-07.system.traits.size.value} (same value: med)
value : array<string> {3-07.system.traits.value}
Length: min=4 max=7
Value type: string {3-07.system.traits.value.[]} (9 different values)
evil (x8)
human (x6)
humanoid (x6)
lawful (x8)
beast (x2)
fiend (x4)
fire (x2)
unholy (x4)
devil (x2)
type : string {3-07.type} (same value: npc)
+507
View File
@@ -0,0 +1,507 @@
3-08
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)
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)
200000 (x7)
300000 (x7)
400000 (x7)
500000 (x7)
600000 (x7)
700000 (x7)
800000 (x6)
900000 (x3)
1000000 (x1)
system : object {3-08.items.[].system}
[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)
[bonus] : object {3-08.items.[].system.bonus}
value : integer {3-08.items.[].system.bonus.value} (9 different values)
0 (x11)
13 (x6)
11 (x2)
7 (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)
[bulk] : object {3-08.items.[].system.bulk}
value : mixed
float {3-08.items.[].system.bulk.value} (same value: 0,1)
integer {3-08.items.[].system.bulk.value} (2 different values)
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
[damage] : object {3-08.items.[].system.damage}
damageType : string {3-08.items.[].system.damage.damageType} (2 different values)
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)
[equipped] : object {3-08.items.[].system.equipped}
carryType : string {3-08.items.[].system.equipped.carryType} (2 different values)
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)
[group] : string {3-08.items.[].system.group} (6 different values)
knife (x4)
spear (x2)
leather (x4)
sword (x1)
axe (x2)
brawling (x2)
[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)
value : integer {3-08.items.[].system.hp.value} (same value: 0)
[level] : object {3-08.items.[].system.level}
value : integer {3-08.items.[].system.level.value} (2 different values)
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)
[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)
[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)
3 (x1)
[speedPenalty] : integer {3-08.items.[].system.speedPenalty} (same value: 0)
[strength] : integer {3-08.items.[].system.strength} (same value: 0)
[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)
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)
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)
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)
con : object {3-08.system.abilities.con}
mod : integer {3-08.system.abilities.con.mod} (3 different values)
1 (x3)
3 (x3)
2 (x1)
dex : object {3-08.system.abilities.dex}
mod : integer {3-08.system.abilities.dex.mod} (3 different values)
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)
1 (x1)
str : object {3-08.system.abilities.str}
mod : integer {3-08.system.abilities.str.mod} (4 different values)
2 (x3)
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)
2 (x3)
-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: )
value : integer {3-08.system.attributes.ac.value} (6 different values)
19 (x2)
13 (x1)
16 (x1)
18 (x1)
21 (x1)
17 (x1)
allSaves : object {3-08.system.attributes.allSaves}
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: )
max : integer {3-08.system.attributes.hp.max} (6 different values)
45 (x2)
9 (x1)
21 (x1)
32 (x1)
63 (x1)
20 (x1)
temp : integer {3-08.system.attributes.hp.temp} (same value: 0)
value : integer {3-08.system.attributes.hp.value} (6 different values)
45 (x2)
9 (x1)
21 (x1)
32 (x1)
63 (x1)
20 (x1)
speed : object {3-08.system.attributes.speed}
otherSpeeds : array<> {3-08.system.attributes.speed.otherSpeeds}
Length: min=0 max=0
Value type: mixed
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)
languages : object {3-08.system.details.languages}
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)
level : object {3-08.system.details.level}
value : integer {3-08.system.details.level.value} (5 different values)
3 (x2)
-1 (x1)
1 (x2)
2 (x1)
4 (x1)
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)
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)
initiative : object {3-08.system.initiative}
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: )
mod : integer {3-08.system.perception.mod} (5 different values)
8 (x3)
2 (x1)
5 (x1)
12 (x1)
4 (x1)
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)
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: )
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: )
value : integer {3-08.system.saves.reflex.value} (5 different values)
11 (x3)
4 (x1)
7 (x1)
9 (x1)
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)
value : integer {3-08.system.saves.will.value} (5 different values)
8 (x3)
2 (x1)
5 (x1)
6 (x1)
4 (x1)
skills : object {3-08.system.skills}
[acrobatics] : object {3-08.system.skills.acrobatics}
base : integer {3-08.system.skills.acrobatics.base} (5 different values)
9 (x2)
2 (x1)
6 (x1)
7 (x1)
11 (x1)
[athletics] : object {3-08.system.skills.athletics}
base : integer {3-08.system.skills.athletics.base} (4 different values)
9 (x3)
2 (x1)
7 (x1)
12 (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)
[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)
size : object {3-08.system.traits.size}
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)
+467
View File
@@ -0,0 +1,467 @@
3-09
Different values: 7
=====================================
object {3-09}
_id : string {3-09._id} (all different values)
folder : string {3-09.folder} (same value: HjORf8aL4Gqj2wFN)
img : string {3-09.img} (2 different values)
systems/pf2e/icons/default-icons/npc.svg (x5)
systems/pf2e/icons/default-icons/hazard.svg (x2)
items : array<object> {3-09.items}
Length: min=1 max=10
Value type: object {3-09.items.[]}
_id : string {3-09.items.[]._id} (35 different values)
[_stats] : object {3-09.items.[]._stats}
compendiumSource : string {3-09.items.[]._stats.compendiumSource} (all different values)
img : string {3-09.items.[].img} (8 different values)
systems/pf2e/icons/equipment/weapons/longsword.webp (x1)
icons/equipment/chest/breastplate-layered-leather-studded-brown.webp (x1)
systems/pf2e/icons/default-icons/melee.svg (x7)
systems/pf2e/icons/actions/Reaction.webp (x3)
systems/pf2e/icons/actions/Passive.webp (x15)
systems/pf2e/icons/actions/TwoActions.webp (x2)
systems/pf2e/icons/conditions/slowed.webp (x2)
systems/pf2e/icons/actions/OneAction.webp (x4)
name : string {3-09.items.[].name} (27 different values)
sort : integer {3-09.items.[].sort} (11 different values)
100000 (x5)
200000 (x5)
300000 (x5)
400000 (x4)
500000 (x3)
600000 (x3)
700000 (x3)
800000 (x2)
900000 (x2)
0 (x2)
1000000 (x1)
system : object {3-09.items.[].system}
[baseItem] : string {3-09.items.[].system.baseItem} (2 different values)
longsword (x1)
studded-leather-armor (x1)
[bonus] : object {3-09.items.[].system.bonus}
value : integer {3-09.items.[].system.bonus.value} (6 different values)
0 (x1)
12 (x2)
14 (x1)
20 (x2)
16 (x1)
11 (x1)
[bonusDamage] : object {3-09.items.[].system.bonusDamage}
value : integer {3-09.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {3-09.items.[].system.bulk}
value : integer {3-09.items.[].system.bulk.value} (same value: 1)
[category] : string {3-09.items.[].system.category} (5 different values)
martial (x1)
light (x1)
defensive (x7)
offensive (x11)
interaction (x4)
[containerId] : mixed
[damage] : object {3-09.items.[].system.damage}
damageType : string {3-09.items.[].system.damage.damageType} (same value: slashing)
dice : integer {3-09.items.[].system.damage.dice} (same value: 1)
die : string {3-09.items.[].system.damage.die} (same value: d8)
description : object {3-09.items.[].system.description}
value : string {3-09.items.[].system.description.value} (25 different values)
[equipped] : object {3-09.items.[].system.equipped}
carryType : string {3-09.items.[].system.equipped.carryType} (2 different values)
held (x1)
worn (x1)
[handsHeld] : integer {3-09.items.[].system.equipped.handsHeld} (same value: 1)
[invested] : mixed
inSlot : boolean {3-09.items.[].system.equipped.inSlot} (same value: True)
[group] : string {3-09.items.[].system.group} (2 different values)
sword (x1)
leather (x1)
[hardness] : integer {3-09.items.[].system.hardness} (same value: 0)
[hp] : object {3-09.items.[].system.hp}
max : integer {3-09.items.[].system.hp.max} (same value: 0)
value : integer {3-09.items.[].system.hp.value} (same value: 0)
[level] : object {3-09.items.[].system.level}
value : integer {3-09.items.[].system.level.value} (same value: 0)
[material] : object {3-09.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {3-09.items.[].system.price}
value : object {3-09.items.[].system.price.value}
gp : integer {3-09.items.[].system.price.value.gp} (2 different values)
1 (x1)
3 (x1)
publication : object {3-09.items.[].system.publication}
license : string {3-09.items.[].system.publication.license} (same value: OGL)
remaster : boolean {3-09.items.[].system.publication.remaster} (same value: False)
title : string {3-09.items.[].system.publication.title} (5 different values)
Pathfinder Core Rulebook (x2)
(x27)
Pathfinder Bestiary 2 (x3)
Pathfinder Bestiary 3 (x2)
Pathfinder Bestiary (x1)
[quantity] : integer {3-09.items.[].system.quantity} (same value: 1)
[range] : mixed
[reload] : object {3-09.items.[].system.reload}
value : string {3-09.items.[].system.reload.value} (same value: )
rules : ###FoundryRulesObject###
[runes] : object {3-09.items.[].system.runes}
potency : integer {3-09.items.[].system.runes.potency} (same value: 0)
property : array<> {3-09.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {3-09.items.[].system.runes.striking} (same value: 0)
resilient : integer {3-09.items.[].system.runes.resilient} (same value: 0)
[size] : string {3-09.items.[].system.size} (same value: med)
[slug] : string {3-09.items.[].system.slug} (all different values)
[splashDamage] : object {3-09.items.[].system.splashDamage}
value : integer {3-09.items.[].system.splashDamage.value} (same value: 0)
[traits] : object {3-09.items.[].system.traits}
rarity : string {3-09.items.[].system.traits.rarity} (same value: common)
value : array<string> {3-09.items.[].system.traits.value}
Length: min=0 max=6
Value type: string {3-09.items.[].system.traits.value.[]} (21 different values)
[usage] : object {3-09.items.[].system.usage}
value : string {3-09.items.[].system.usage.value} (same value: held-in-one-hand)
[acBonus] : integer {3-09.items.[].system.acBonus} (same value: 2)
[checkPenalty] : integer {3-09.items.[].system.checkPenalty} (same value: -1)
[dexCap] : integer {3-09.items.[].system.dexCap} (same value: 3)
[speedPenalty] : integer {3-09.items.[].system.speedPenalty} (same value: 0)
[strength] : integer {3-09.items.[].system.strength} (same value: 1)
[attack] : object {3-09.items.[].system.attack}
value : string {3-09.items.[].system.attack.value} (same value: )
[attackEffects] : object {3-09.items.[].system.attackEffects}
[custom] : string {3-09.items.[].system.attackEffects.custom} (same value: )
value : array<string> {3-09.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {3-09.items.[].system.attackEffects.value.[]} (3 different values)
drain-life (x2)
mummy-rot (x1)
grab (x1)
[damageRolls] : object {3-09.items.[].system.damageRolls}
[0] : object {3-09.items.[].system.damageRolls.0}
damage : string {3-09.items.[].system.damageRolls.0.damage} (2 different values)
1d8+7 (x1)
1d6+7 (x1)
damageType : string {3-09.items.[].system.damageRolls.0.damageType} (same value: slashing)
[h93snjqhv0gmnq3yitdy] : object {3-09.items.[].system.damageRolls.h93snjqhv0gmnq3yitdy}
damage : string {3-09.items.[].system.damageRolls.h93snjqhv0gmnq3yitdy.damage} (same value: 2d10+13)
damageType : string {3-09.items.[].system.damageRolls.h93snjqhv0gmnq3yitdy.damageType} (same value: bludgeoning)
[vq85o4z1y2ey85koh914] : object {3-09.items.[].system.damageRolls.vq85o4z1y2ey85koh914}
damage : string {3-09.items.[].system.damageRolls.vq85o4z1y2ey85koh914.damage} (same value: 2d10+13)
damageType : string {3-09.items.[].system.damageRolls.vq85o4z1y2ey85koh914.damageType} (same value: bludgeoning)
[zng6jp2eorphiyyhpzd0] : object {3-09.items.[].system.damageRolls.zng6jp2eorphiyyhpzd0}
damage : string {3-09.items.[].system.damageRolls.zng6jp2eorphiyyhpzd0.damage} (same value: 2d6+13)
damageType : string {3-09.items.[].system.damageRolls.zng6jp2eorphiyyhpzd0.damageType} (same value: bludgeoning)
[mubnate22akym2bmml8l] : object {3-09.items.[].system.damageRolls.mubnate22akym2bmml8l}
damage : string {3-09.items.[].system.damageRolls.mubnate22akym2bmml8l.damage} (same value: 2d6+7)
damageType : string {3-09.items.[].system.damageRolls.mubnate22akym2bmml8l.damageType} (same value: bludgeoning)
uehqzi7a36hzr0491bra : object {3-09.items.[].system.damageRolls.uehqzi7a36hzr0491bra}
damage : string {3-09.items.[].system.damageRolls.uehqzi7a36hzr0491bra.damage} (same value: 1d8+6)
damageType : string {3-09.items.[].system.damageRolls.uehqzi7a36hzr0491bra.damageType} (same value: bludgeoning)
[weaponType] : object {3-09.items.[].system.weaponType}
value : string {3-09.items.[].system.weaponType.value} (2 different values)
melee (x5)
ranged (x2)
[actionType] : object {3-09.items.[].system.actionType}
value : string {3-09.items.[].system.actionType.value} (3 different values)
reaction (x3)
passive (x15)
action (x6)
[actions] : object {3-09.items.[].system.actions}
[value] : integer {3-09.items.[].system.actions.value} (2 different values)
2 (x2)
1 (x4)
[deathNote] : boolean {3-09.items.[].system.deathNote} (same value: True)
[duration] : object {3-09.items.[].system.duration}
value : integer {3-09.items.[].system.duration.value} (same value: 0)
[overrides] : array<> {3-09.items.[].system.overrides}
Length: min=0 max=0
Value type: mixed
[references] : object {3-09.items.[].system.references}
children : array<> {3-09.items.[].system.references.children}
Length: min=0 max=0
Value type: mixed
immunityFrom : array<> {3-09.items.[].system.references.immunityFrom}
Length: min=0 max=0
Value type: mixed
overriddenBy : array<> {3-09.items.[].system.references.overriddenBy}
Length: min=0 max=0
Value type: mixed
overrides : array<> {3-09.items.[].system.references.overrides}
Length: min=0 max=0
Value type: mixed
[value] : object {3-09.items.[].system.value}
isValued : boolean {3-09.items.[].system.value.isValued} (same value: True)
value : integer {3-09.items.[].system.value.value} (same value: 1)
[frequency] : object {3-09.items.[].system.frequency}
max : integer {3-09.items.[].system.frequency.max} (same value: 1)
per : string {3-09.items.[].system.frequency.per} (same value: round)
value : integer {3-09.items.[].system.frequency.value} (same value: 1)
type : string {3-09.items.[].type} (5 different values)
weapon (x1)
armor (x1)
melee (x7)
action (x24)
condition (x2)
[flags] : object {3-09.items.[].flags}
pf2e : object {3-09.items.[].flags.pf2e}
linkedWeapon : string {3-09.items.[].flags.pf2e.linkedWeapon} (same value: AJgASdfsJa1ONVaU)
name : string {3-09.name} (all different values)
[prototypeToken] : object {3-09.prototypeToken}
name : string {3-09.prototypeToken.name} (3 different values)
Cairn Wight (x1)
Crushing Spirits (x2)
Mummy Guardian (x1)
system : object {3-09.system}
[abilities] : object {3-09.system.abilities}
cha : object {3-09.system.abilities.cha}
mod : integer {3-09.system.abilities.cha.mod} (3 different values)
3 (x1)
-2 (x3)
-5 (x1)
con : object {3-09.system.abilities.con}
mod : integer {3-09.system.abilities.con.mod} (3 different values)
4 (x2)
3 (x2)
5 (x1)
dex : object {3-09.system.abilities.dex}
mod : integer {3-09.system.abilities.dex.mod} (3 different values)
2 (x1)
0 (x3)
-2 (x1)
int : object {3-09.system.abilities.int}
mod : integer {3-09.system.abilities.int.mod} (2 different values)
1 (x1)
-5 (x4)
str : object {3-09.system.abilities.str}
mod : integer {3-09.system.abilities.str.mod} (3 different values)
4 (x3)
8 (x1)
5 (x1)
wis : object {3-09.system.abilities.wis}
mod : integer {3-09.system.abilities.wis.mod} (3 different values)
3 (x1)
1 (x3)
0 (x1)
attributes : object {3-09.system.attributes}
ac : object {3-09.system.attributes.ac}
[details] : string {3-09.system.attributes.ac.details} (2 different values)
(x4)
15 when broken; construct armor (x1)
value : integer {3-09.system.attributes.ac.value} (6 different values)
20 (x1)
0 (x2)
24 (x1)
21 (x1)
23 (x1)
19 (x1)
[allSaves] : object {3-09.system.attributes.allSaves}
value : string {3-09.system.attributes.allSaves.value} (same value: )
hp : object {3-09.system.attributes.hp}
details : string {3-09.system.attributes.hp.details} (3 different values)
void healing (x3)
(x3)
troop defenses (x1)
[max] : integer {3-09.system.attributes.hp.max} (5 different values)
67 (x1)
200 (x1)
135 (x1)
110 (x1)
35 (x1)
temp : integer {3-09.system.attributes.hp.temp} (same value: 0)
[value] : integer {3-09.system.attributes.hp.value} (5 different values)
67 (x1)
200 (x1)
135 (x1)
110 (x1)
35 (x1)
[immunities] : array<object> {3-09.system.attributes.immunities}
Length: min=0 max=6
Value type: object {3-09.system.attributes.immunities.[]}
type : string {3-09.system.attributes.immunities.[].type} (6 different values)
death-effects (x4)
disease (x4)
paralyzed (x4)
poison (x4)
unconscious (x4)
mental (x1)
[speed] : object {3-09.system.attributes.speed}
otherSpeeds : array<> {3-09.system.attributes.speed.otherSpeeds}
Length: min=0 max=0
Value type: mixed
value : integer {3-09.system.attributes.speed.value} (3 different values)
25 (x2)
30 (x1)
20 (x2)
[details] : string {3-09.system.attributes.speed.details} (same value: troop movement)
[emitsSound] : string {3-09.system.attributes.emitsSound} (same value: encounter)
[hardness] : mixed
integer {3-09.system.attributes.hardness} (same value: 0)
object {3-09.system.attributes.hardness}
value : integer {3-09.system.attributes.hardness.value} (same value: 6)
[hasHealth] : boolean {3-09.system.attributes.hasHealth} (same value: True)
[stealth] : object {3-09.system.attributes.stealth}
details : string {3-09.system.attributes.stealth.details} (same value: <p>(expert)</p>)
value : integer {3-09.system.attributes.stealth.value} (2 different values)
12 (x1)
15 (x1)
[weaknesses] : array<object> {3-09.system.attributes.weaknesses}
Length: min=1 max=4
Value type: object {3-09.system.attributes.weaknesses.[]}
type : string {3-09.system.attributes.weaknesses.[].type} (5 different values)
vitality (x2)
slashing (x2)
area-damage (x1)
splash-damage (x1)
fire (x1)
value : integer {3-09.system.attributes.weaknesses.[].value} (3 different values)
10 (x2)
5 (x4)
2 (x1)
details : object {3-09.system.details}
[blurb] : string {3-09.system.details.blurb} (4 different values)
(x2)
Variant zombie hulk (x1)
Variant shambler troop (x1)
Variant animated statue (x1)
[languages] : object {3-09.system.details.languages}
details : string {3-09.system.details.languages.details} (same value: )
value : array<string> {3-09.system.details.languages.value}
Length: min=0 max=2
Value type: string {3-09.system.details.languages.value.[]} (3 different values)
common (x1)
necril (x2)
osiriani (x1)
level : object {3-09.system.details.level}
value : integer {3-09.system.details.level.value} (4 different values)
4 (x2)
6 (x3)
8 (x1)
3 (x1)
[privateNotes] : string {3-09.system.details.privateNotes} (same value: )
[publicNotes] : string {3-09.system.details.publicNotes} (5 different values)
<p>Jealous guardians of tombs, barrows, and sepulchers, cairn wights usually spawn from necromantic rituals. For those mortals who cannot abide the thought of separation from their earthly possessions, the undead existence offered by transformation into a cairn wight can be tempting. Perhaps as frequently, particularly avaricious and wealthy royalty or merchants seek out victims to transform into cairn wights to guard their precious wealth for all time.</p>
<p>Only in the rarest instances is the greed of a mortal strong enough to spontaneously transform them into a cairn wight without a dark ritual or the intercession of a powerful divine being. On those occasions, however, the resultant wight exhibits unmatched viciousness and likely owns rare treasure indeed.</p>
<p>As guardians of material possessions, cairn wights are supernaturally bound to the armaments they wore during the ritual used to create them. They can spread their necromantic powers into the weapons they wield. A slash from a cairn wight's sword channels life from the victim into the wight.</p> (x1)
<p>These towering horrors are animated from the corpses of monstrosities.</p>
<hr />
<p>A zombie's only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they're destroyed.</p> (x1)
<p>Necromancers most often create these mindless undead as obedient, expendable servitors. Left to its own devices, a zombie seeks only to consume the living, stopping only when its rotting body can no longer hold together.</p>
<hr />
<p>This shuffling mass of decaying flesh moves with dull but singular focus.</p> (x1)
<p>The majority of mummies were created by cruel and selfish masters to serve as guardians to protect their tombs from intruders. The traditional method of creating a mummy guardian is a laborious and sadistic process that begins well before the poor soul to be transformed is dead, during which the victim is ritualistically starved of nourishing food and instead fed strange spices, preservative agents, and toxins intended to quicken the desiccation of the flesh. The victim remains immobile but painfully aware during the final stages, where its now-useless entrails are extracted before it's shrouded in funerary wrappings and entombed within a necromantically ensorcelled sarcophagus to await intrusions in the potentially distant future. While it's certainly possible to use other methods to create a mummy guardian from an already-deceased body, those who seek to create these foul undead as their guardians in the afterlife often feel that such methods result in inferior undead-the pain and agony of death by mummification being an essential step in the process.</p>
<p>Regardless of the method of their creation, mummy guardians are more than just physical shells of flesh and bone-they retain fragmented, distorted versions of their minds, with only enough memories of their living personality remaining to fuel their undead anger and jealousy of those who yet live. This burning rage only intensifies over the centuries of waiting within a crypt for the chance to actually act, and thus when most mummy guardians are awoken by tomb robbers or adventurers, they stop at nothing in pursuit of glorious slaughter.</p>
<hr />
<p>While many cultures practice mummification of the dead for benign reasons, undead mummies are created through foul rituals, typically to provide eternally vigilant guardians.</p> (x1)
<p>Animated statues are often used to guard crypts, small shrines, or areas in government buildings where they can be positioned amid normal statues to hide their true nature until an intruder arouses their ire. Adventurers' suspicions regarding statues suddenly animating and attacking has led many less scrupulous adventurers to automatically attack any statues they encounter, ruining harmless, ancient relics.</p>
<hr />
<p>Granted a semblance of life through the use of rituals or other strange magic, animated objects take many forms and serve a variety of uses. A few examples of typical animated objects are listed below. Many of these creatures serve as guardians, surprising unsuspecting adventurers when they suddenly attack. Others serve as idle distractions for the exceptionally rich, simple servants created to handle odd jobs, and the like.</p> (x1)
publication : object {3-09.system.details.publication}
license : string {3-09.system.details.publication.license} (same value: OGL)
remaster : boolean {3-09.system.details.publication.remaster} (same value: False)
title : string {3-09.system.details.publication.title} (same value: Pathfinder Society Scenario #3-09: The Secluded Siege)
[description] : string {3-09.system.details.description} (same value: <p>Spirits bound to sand-covered remains cascade down upon the living, imposing the weighty, helpless press of their final moments.</p>)
[disable] : string {3-09.system.details.disable} (2 different values)
<p>@Check[religion|dc:18|name:Exorcise the Spirits|traits:complex,haunt,hazard] or @Check[occultism|dc:18|name:Exorcise the Spirits|traits:complex,haunt,hazard] (trained) to exorcise the spirits, or @Check[diplomacy|dc:22|name:Provide the Spirits with Comfort|traits:complex,haunt,hazard] to provide them with comfort. Each check requires 2 actions, which have the verbal trait, and three successful checks are required to address all ofthe spirits.</p> (x1)
<p>@Check[religion|dc:21|name:Exorcise the Spirits|traits:complex,haunt,hazard] or @Check[occultism|dc:21|name:Exorcise the Spirits|traits:complex,haunt,hazard] (trained) to exorcise the spirits, or @Check[diplomacy|dc:25|name:Provide the Spirits with Comfort|traits:complex,haunt,hazard] to provide them with comfort. Each check requires 2 actions, which have the verbal trait, and three successful checks are required to address all ofthe spirits.</p> (x1)
[isComplex] : boolean {3-09.system.details.isComplex} (same value: True)
[reset] : string {3-09.system.details.reset} (same value: <p>The haunt deactivates 1 minute after all living creatures leave the area but resets immediately thereafter.</p>)
[routine] : string {3-09.system.details.routine} (2 different values)
<p>(1 action) The haunt imposes the sensation of becoming buried beneath millions of grains of sand on all living creatures within the area. Each living creature must attempt a @Check[will|dc:21|traits:complex,haunt,hazard,damaging-effect] save as the sensation threatens to overcome them. The creatures take @Damage[(1d10+6)[bludgeoning]] damage.</p>
<hr />
<p><strong>Critical Success</strong> The creature takes no damage and is unaffected.</p>
<p><strong>Success</strong> The creature takes half damage and takes a -10-foot circumstance penalty to all its Speeds for 1 round.</p>
<p><strong>Failure</strong> The creature takes full damage and takes a -10-foot circumstance penalty to all its Speeds for 1 round. It also begins suffocating. The creature can begin breathing normally again if it leaves the area of the haunt or the haunt is disabled.</p>
<p><strong>Critical Failure</strong> As failure, but the target takes double damage.</p>
<p>@UUID[Compendium.pf2e.bestiary-effects.Item.Effect: Crushing Spirits]</p> (x1)
<p>(1 action) The haunt imposes the sensation of becoming buried beneath millions of grains of sand on all living creatures within the area. Each living creature must attempt a @Check[will|dc:24|traits:complex,haunt,hazard,damaging-effect] save as the sensation threatens to overcome them. The creatures take @Damage[(2d8+7)[bludgeoning]] damage.</p>
<hr />
<p><strong>Critical Success</strong> The creature takes no damage and is unaffected.</p>
<p><strong>Success</strong> The creature takes half damage and takes a -10-foot circumstance penalty to all its Speeds for 1 round.</p>
<p><strong>Failure</strong> The creature takes full damage and takes a -10-foot circumstance penalty to all its Speeds for 1 round. It also begins suffocating. The creature can begin breathing normally again if it leaves the area of the haunt or the haunt is disabled.</p>
<p><strong>Critical Failure</strong> As failure, but the target takes double damage.</p>
<p>@UUID[Compendium.pf2e.bestiary-effects.Item.Effect: Crushing Spirits]</p> (x1)
[initiative] : object {3-09.system.initiative}
statistic : string {3-09.system.initiative.statistic} (same value: perception)
[perception] : object {3-09.system.perception}
details : string {3-09.system.perception.details} (same value: )
mod : integer {3-09.system.perception.mod} (4 different values)
11 (x2)
10 (x1)
16 (x1)
9 (x1)
senses : array<object> {3-09.system.perception.senses}
Length: min=1 max=1
Value type: object {3-09.system.perception.senses.[]}
type : string {3-09.system.perception.senses.[].type} (same value: darkvision)
[resources] : object {3-09.system.resources}
saves : object {3-09.system.saves}
fortitude : object {3-09.system.saves.fortitude}
saveDetail : string {3-09.system.saves.fortitude.saveDetail} (same value: )
value : integer {3-09.system.saves.fortitude.value} (4 different values)
12 (x2)
0 (x2)
18 (x1)
14 (x2)
reflex : object {3-09.system.saves.reflex}
saveDetail : string {3-09.system.saves.reflex.saveDetail} (same value: )
value : integer {3-09.system.saves.reflex.value} (5 different values)
10 (x2)
0 (x2)
12 (x1)
11 (x1)
5 (x1)
will : object {3-09.system.saves.will}
saveDetail : string {3-09.system.saves.will.saveDetail} (same value: )
value : integer {3-09.system.saves.will.value} (6 different values)
11 (x1)
0 (x2)
15 (x1)
12 (x1)
16 (x1)
4 (x1)
[skills] : object {3-09.system.skills}
[athletics] : object {3-09.system.skills.athletics}
base : integer {3-09.system.skills.athletics.base} (3 different values)
12 (x1)
21 (x1)
15 (x1)
[intimidation] : object {3-09.system.skills.intimidation}
base : integer {3-09.system.skills.intimidation.base} (same value: 11)
[religion] : object {3-09.system.skills.religion}
base : integer {3-09.system.skills.religion.base} (same value: 9)
[stealth] : object {3-09.system.skills.stealth}
base : integer {3-09.system.skills.stealth.base} (2 different values)
12 (x1)
11 (x1)
acrobatics : object {3-09.system.skills.acrobatics}
base : integer {3-09.system.skills.acrobatics.base} (same value: 11)
traits : object {3-09.system.traits}
rarity : string {3-09.system.traits.rarity} (2 different values)
uncommon (x6)
common (x1)
size : object {3-09.system.traits.size}
value : string {3-09.system.traits.size.value} (3 different values)
med (x5)
huge (x1)
grg (x1)
value : array<string> {3-09.system.traits.value}
Length: min=1 max=6
Value type: string {3-09.system.traits.value.[]} (12 different values)
evil (x5)
lawful (x1)
undead (x4)
unholy (x4)
wight (x1)
haunt (x2)
zombie (x2)
mindless (x2)
troop (x1)
mummy (x1)
construct (x1)
earth (x1)
[creatureType] : string {3-09.system.creatureType} (same value: )
[statusEffects] : array<> {3-09.system.statusEffects}
Length: min=0 max=0
Value type: mixed
type : string {3-09.type} (2 different values)
npc (x5)
hazard (x2)
+615
View File
@@ -0,0 +1,615 @@
3-10
Different values: 11
=====================================
object {3-10}
_id : string {3-10._id} (all different values)
folder : string {3-10.folder} (same value: ZyOuqa8iP7pgeekd)
img : string {3-10.img} (2 different values)
systems/pf2e/icons/default-icons/npc.svg (x7)
systems/pf2e/icons/default-icons/hazard.svg (x4)
items : array<object> {3-10.items}
Length: min=1 max=11
Value type: object {3-10.items.[]}
_id : string {3-10.items.[]._id} (48 different values)
img : string {3-10.items.[].img} (16 different values)
systems/pf2e/icons/default-icons/melee.svg (x15)
systems/pf2e/icons/actions/Passive.webp (x14)
systems/pf2e/icons/actions/TwoActions.webp (x3)
systems/pf2e/icons/equipment/weapons/lance.webp (x2)
systems/pf2e/icons/equipment/weapons/longsword.webp (x2)
icons/equipment/shield/heater-steel-boss-red.webp (x2)
systems/pf2e/icons/equipment/armor/chainmail.webp (x2)
systems/pf2e/icons/actions/Reaction.webp (x9)
systems/pf2e/icons/equipment/weapons/scimitar.webp (x2)
systems/pf2e/icons/equipment/weapons/shortbow.webp (x2)
systems/pf2e/icons/equipment/weapons/arrows.webp (x2)
systems/pf2e/icons/default-icons/spellcastingEntry.svg (x1)
systems/pf2e/icons/spells/reapers-lantern.webp (x1)
systems/pf2e/icons/spells/bane.webp (x1)
systems/pf2e/icons/equipment/weapons/dwarven-war-axe.webp (x1)
systems/pf2e/icons/equipment/treasure/art-objects/lesser-art-object/silk-ceremonial-armor.webp (x1)
name : string {3-10.items.[].name} (31 different values)
sort : integer {3-10.items.[].sort} (12 different values)
100000 (x7)
200000 (x7)
300000 (x7)
400000 (x6)
500000 (x6)
600000 (x5)
700000 (x5)
800000 (x5)
900000 (x2)
1000000 (x2)
1100000 (x2)
0 (x6)
system : object {3-10.items.[].system}
[attack] : object {3-10.items.[].system.attack}
value : string {3-10.items.[].system.attack.value} (same value: )
[attackEffects] : object {3-10.items.[].system.attackEffects}
value : array<> {3-10.items.[].system.attackEffects.value}
Length: min=0 max=0
Value type: mixed
[bonus] : object {3-10.items.[].system.bonus}
value : integer {3-10.items.[].system.bonus.value} (5 different values)
12 (x1)
0 (x9)
10 (x7)
6 (x6)
8 (x1)
[damageRolls] : object {3-10.items.[].system.damageRolls}
[ujqunpz2hpe9ybdetfuh] : object {3-10.items.[].system.damageRolls.ujqunpz2hpe9ybdetfuh}
damage : string {3-10.items.[].system.damageRolls.ujqunpz2hpe9ybdetfuh.damage} (same value: 1d10+5)
damageType : string {3-10.items.[].system.damageRolls.ujqunpz2hpe9ybdetfuh.damageType} (same value: piercing)
[sy9h6g4i5gc71zj5git3] : object {3-10.items.[].system.damageRolls.sy9h6g4i5gc71zj5git3}
damage : string {3-10.items.[].system.damageRolls.sy9h6g4i5gc71zj5git3.damage} (same value: 1d8+4)
damageType : string {3-10.items.[].system.damageRolls.sy9h6g4i5gc71zj5git3.damageType} (same value: slashing)
[cidxh2cn401h6fxihgvw] : object {3-10.items.[].system.damageRolls.cidxh2cn401h6fxihgvw}
damage : string {3-10.items.[].system.damageRolls.cidxh2cn401h6fxihgvw.damage} (same value: 1d6+4)
damageType : string {3-10.items.[].system.damageRolls.cidxh2cn401h6fxihgvw.damageType} (same value: slashing)
[cdxitwq309kjyms51kzb] : object {3-10.items.[].system.damageRolls.cdxitwq309kjyms51kzb}
damage : string {3-10.items.[].system.damageRolls.cdxitwq309kjyms51kzb.damage} (same value: 1d8+4)
damageType : string {3-10.items.[].system.damageRolls.cdxitwq309kjyms51kzb.damageType} (same value: piercing)
[diei19392sv23f7i0ucu] : object {3-10.items.[].system.damageRolls.diei19392sv23f7i0ucu}
damage : string {3-10.items.[].system.damageRolls.diei19392sv23f7i0ucu.damage} (same value: 1d6+2)
damageType : string {3-10.items.[].system.damageRolls.diei19392sv23f7i0ucu.damageType} (same value: slashing)
[q53yexxuuer5r0apnaa1] : object {3-10.items.[].system.damageRolls.q53yexxuuer5r0apnaa1}
damage : string {3-10.items.[].system.damageRolls.q53yexxuuer5r0apnaa1.damage} (same value: 1d4+2)
damageType : string {3-10.items.[].system.damageRolls.q53yexxuuer5r0apnaa1.damageType} (same value: slashing)
[jsg1lcmrbh9lns2sm86k] : object {3-10.items.[].system.damageRolls.jsg1lcmrbh9lns2sm86k}
damage : string {3-10.items.[].system.damageRolls.jsg1lcmrbh9lns2sm86k.damage} (same value: 1d6)
damageType : string {3-10.items.[].system.damageRolls.jsg1lcmrbh9lns2sm86k.damageType} (same value: piercing)
[ylq2pig01xkcm020mzr9] : object {3-10.items.[].system.damageRolls.ylq2pig01xkcm020mzr9}
damage : string {3-10.items.[].system.damageRolls.ylq2pig01xkcm020mzr9.damage} (same value: 1d8+7)
damageType : string {3-10.items.[].system.damageRolls.ylq2pig01xkcm020mzr9.damageType} (same value: slashing)
[orrhwyii7n5pbt3q6bvt] : object {3-10.items.[].system.damageRolls.orrhwyii7n5pbt3q6bvt}
damage : string {3-10.items.[].system.damageRolls.orrhwyii7n5pbt3q6bvt.damage} (same value: 1d4)
damageType : string {3-10.items.[].system.damageRolls.orrhwyii7n5pbt3q6bvt.damageType} (same value: bludgeoning)
[r90en3y9thmomdn3lwjn] : object {3-10.items.[].system.damageRolls.r90en3y9thmomdn3lwjn}
damage : string {3-10.items.[].system.damageRolls.r90en3y9thmomdn3lwjn.damage} (same value: 1d6)
damageType : string {3-10.items.[].system.damageRolls.r90en3y9thmomdn3lwjn.damageType} (same value: acid)
description : object {3-10.items.[].system.description}
value : string {3-10.items.[].system.description.value} (28 different values)
publication : object {3-10.items.[].system.publication}
license : string {3-10.items.[].system.publication.license} (same value: OGL)
remaster : boolean {3-10.items.[].system.publication.remaster} (same value: False)
title : string {3-10.items.[].system.publication.title} (6 different values)
(x27)
Pathfinder Bestiary (x9)
Pathfinder Bestiary 2 (x6)
Pathfinder Core Rulebook (x16)
Pathfinder Advanced Player's Guide (x1)
Pathfinder Gamemastery Guide (x1)
rules : ###FoundryRulesObject###
[slug] : string {3-10.items.[].system.slug} (16 different values)
fast-healing (x3)
negative-healing (x6)
lance (x2)
longsword (x2)
steel-shield (x2)
chain-mail (x2)
attack-of-opportunity (x2)
shield-block (x2)
scimitar (x2)
shortbow (x2)
arrows (x2)
reapers-lantern (x1)
bane (x1)
dwarven-war-axe (x1)
silk-ceremonial-armor (x1)
skeleton-explosive-death (x2)
[traits] : object {3-10.items.[].system.traits}
rarity : string {3-10.items.[].system.traits.rarity} (2 different values)
common (x58)
uncommon (x1)
value : array<string> {3-10.items.[].system.traits.value}
Length: min=0 max=4
Value type: string {3-10.items.[].system.traits.value.[]} (25 different values)
[integrated] : mixed
[traditions] : array<string> {3-10.items.[].system.traits.traditions}
Length: min=2 max=3
Value type: string {3-10.items.[].system.traits.traditions.[]} (3 different values)
divine (x2)
occult (x2)
primal (x1)
[weaponType] : object {3-10.items.[].system.weaponType}
value : string {3-10.items.[].system.weaponType.value} (2 different values)
melee (x12)
ranged (x3)
[actionType] : object {3-10.items.[].system.actionType}
value : string {3-10.items.[].system.actionType.value} (3 different values)
passive (x14)
action (x3)
reaction (x9)
[actions] : object {3-10.items.[].system.actions}
[value] : integer {3-10.items.[].system.actions.value} (same value: 2)
[category] : string {3-10.items.[].system.category} (7 different values)
defensive (x16)
offensive (x3)
martial (x8)
medium (x2)
ammo (x2)
advanced (x1)
interaction (x1)
[baseItem] : string {3-10.items.[].system.baseItem} (7 different values)
lance (x2)
longsword (x2)
steel-shield (x2)
chain-mail (x2)
scimitar (x2)
shortbow (x2)
dwarven-war-axe (x1)
[bonusDamage] : object {3-10.items.[].system.bonusDamage}
value : integer {3-10.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {3-10.items.[].system.bulk}
value : mixed
integer {3-10.items.[].system.bulk.value} (3 different values)
2 (x5)
1 (x8)
0 (x1)
float {3-10.items.[].system.bulk.value} (same value: 0,1)
[containerId] : mixed
[damage] : object {3-10.items.[].system.damage}
[damageType] : string {3-10.items.[].system.damage.damageType} (2 different values)
piercing (x4)
slashing (x5)
[dice] : integer {3-10.items.[].system.damage.dice} (same value: 1)
[die] : string {3-10.items.[].system.damage.die} (2 different values)
d8 (x5)
d6 (x4)
[equipped] : object {3-10.items.[].system.equipped}
carryType : string {3-10.items.[].system.equipped.carryType} (2 different values)
worn (x8)
held (x8)
handsHeld : integer {3-10.items.[].system.equipped.handsHeld} (2 different values)
0 (x8)
1 (x8)
[invested] : mixed
[inSlot] : boolean {3-10.items.[].system.equipped.inSlot} (same value: True)
[group] : string {3-10.items.[].system.group} (5 different values)
spear (x2)
sword (x4)
chain (x2)
bow (x2)
axe (x1)
[hardness] : integer {3-10.items.[].system.hardness} (2 different values)
0 (x14)
5 (x2)
[hp] : object {3-10.items.[].system.hp}
max : integer {3-10.items.[].system.hp.max} (2 different values)
0 (x14)
20 (x2)
value : integer {3-10.items.[].system.hp.value} (2 different values)
0 (x14)
20 (x2)
[level] : object {3-10.items.[].system.level}
value : integer {3-10.items.[].system.level.value} (3 different values)
0 (x16)
2 (x1)
1 (x1)
[material] : object {3-10.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {3-10.items.[].system.price}
value : object {3-10.items.[].system.price.value}
[gp] : integer {3-10.items.[].system.price.value.gp} (5 different values)
1 (x6)
2 (x2)
6 (x2)
3 (x3)
10 (x1)
[sp] : integer {3-10.items.[].system.price.value.sp} (same value: 1)
[per] : integer {3-10.items.[].system.price.per} (same value: 10)
[quantity] : integer {3-10.items.[].system.quantity} (2 different values)
1 (x14)
20 (x2)
[range] : mixed
integer {3-10.items.[].system.range} (same value: 60)
object {3-10.items.[].system.range}
value : string {3-10.items.[].system.range.value} (same value: )
[reload] : object {3-10.items.[].system.reload}
value : string {3-10.items.[].system.reload.value} (2 different values)
(x7)
0 (x2)
[runes] : object {3-10.items.[].system.runes}
[potency] : integer {3-10.items.[].system.runes.potency} (same value: 0)
[property] : array<> {3-10.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {3-10.items.[].system.runes.striking} (same value: 0)
[reinforcing] : integer {3-10.items.[].system.runes.reinforcing} (same value: 0)
[resilient] : integer {3-10.items.[].system.runes.resilient} (same value: 0)
[size] : string {3-10.items.[].system.size} (2 different values)
med (x14)
lg (x2)
[splashDamage] : object {3-10.items.[].system.splashDamage}
[value] : integer {3-10.items.[].system.splashDamage.value} (same value: 0)
[usage] : object {3-10.items.[].system.usage}
value : string {3-10.items.[].system.usage.value} (3 different values)
held-in-two-hands (x2)
held-in-one-hand (x7)
held-in-one-plus-hands (x2)
[acBonus] : integer {3-10.items.[].system.acBonus} (2 different values)
2 (x2)
4 (x2)
[speedPenalty] : integer {3-10.items.[].system.speedPenalty} (2 different values)
0 (x2)
-5 (x2)
[checkPenalty] : integer {3-10.items.[].system.checkPenalty} (same value: -2)
[dexCap] : integer {3-10.items.[].system.dexCap} (same value: 1)
[strength] : integer {3-10.items.[].system.strength} (same value: 3)
[stackGroup] : string {3-10.items.[].system.stackGroup} (same value: arrows)
[uses] : object {3-10.items.[].system.uses}
autoDestroy : boolean {3-10.items.[].system.uses.autoDestroy} (same value: True)
max : integer {3-10.items.[].system.uses.max} (same value: 1)
value : integer {3-10.items.[].system.uses.value} (same value: 1)
[autoHeightenLevel] : object {3-10.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {3-10.items.[].system.prepared}
flexible : boolean {3-10.items.[].system.prepared.flexible} (same value: False)
value : string {3-10.items.[].system.prepared.value} (same value: innate)
[proficiency] : object {3-10.items.[].system.proficiency}
value : integer {3-10.items.[].system.proficiency.value} (same value: 0)
[showSlotlessLevels] : object {3-10.items.[].system.showSlotlessLevels}
value : boolean {3-10.items.[].system.showSlotlessLevels.value} (same value: False)
[slots] : object {3-10.items.[].system.slots}
slot1 : object {3-10.items.[].system.slots.slot1}
max : integer {3-10.items.[].system.slots.slot1.max} (same value: 1)
value : integer {3-10.items.[].system.slots.slot1.value} (same value: 1)
slot2 : object {3-10.items.[].system.slots.slot2}
max : integer {3-10.items.[].system.slots.slot2.max} (same value: 1)
value : integer {3-10.items.[].system.slots.slot2.value} (same value: 1)
[spelldc] : object {3-10.items.[].system.spelldc}
dc : integer {3-10.items.[].system.spelldc.dc} (same value: 17)
mod : integer {3-10.items.[].system.spelldc.mod} (same value: 0)
value : integer {3-10.items.[].system.spelldc.value} (same value: 9)
[tradition] : object {3-10.items.[].system.tradition}
value : string {3-10.items.[].system.tradition.value} (same value: divine)
[area] : object {3-10.items.[].system.area}
type : string {3-10.items.[].system.area.type} (same value: emanation)
value : integer {3-10.items.[].system.area.value} (same value: 5)
[cost] : object {3-10.items.[].system.cost}
value : string {3-10.items.[].system.cost.value} (same value: )
[counteraction] : boolean {3-10.items.[].system.counteraction} (2 different values)
False (x1)
True (x1)
[defense] : object {3-10.items.[].system.defense}
save : object {3-10.items.[].system.defense.save}
basic : boolean {3-10.items.[].system.defense.save.basic} (same value: False)
statistic : string {3-10.items.[].system.defense.save.statistic} (2 different values)
fortitude (x1)
will (x1)
[duration] : object {3-10.items.[].system.duration}
sustained : boolean {3-10.items.[].system.duration.sustained} (same value: False)
value : string {3-10.items.[].system.duration.value} (same value: 1 minute)
[location] : object {3-10.items.[].system.location}
value : string {3-10.items.[].system.location.value} (same value: NBbBo6yO26XCZQQE)
[requirements] : string {3-10.items.[].system.requirements} (same value: )
[target] : object {3-10.items.[].system.target}
value : string {3-10.items.[].system.target.value} (2 different values)
(x1)
enemies in the area (x1)
[time] : object {3-10.items.[].system.time}
value : string {3-10.items.[].system.time.value} (same value: 2)
[deathNote] : boolean {3-10.items.[].system.deathNote} (same value: True)
type : string {3-10.items.[].type} (9 different values)
melee (x15)
action (x26)
weapon (x9)
shield (x2)
armor (x2)
consumable (x2)
spellcastingEntry (x1)
spell (x2)
treasure (x1)
[_stats] : object {3-10.items.[]._stats}
compendiumSource : string {3-10.items.[]._stats.compendiumSource} (16 different values)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.fJSNOw4zHGbIm4bZ (x3)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.TTCw5NusiSSkJU1x (x6)
Compendium.pf2e.equipment-srd.Item.OPMzQdM9rZznMGhW (x2)
Compendium.pf2e.equipment-srd.Item.LJdbVTOZog39EEbi (x2)
Compendium.pf2e.equipment-srd.Item.Yr9yCuJiAlFh3QEB (x2)
Compendium.pf2e.equipment-srd.Item.Kf4eJEXnFPuAsseP (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.hFtNbo1LKYCoDy2O (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.m4HQ2o5aPxjXf2kY (x2)
Compendium.pf2e.equipment-srd.Item.grmaV4GdoGD7sKbn (x2)
Compendium.pf2e.equipment-srd.Item.hIgqLgH3YcLZBeoT (x2)
Compendium.pf2e.equipment-srd.Item.w2ENw2VMPcsbif8g (x2)
Compendium.pf2e.spells-srd.Item.dxOF7d5kAWusLKWF (x1)
Compendium.pf2e.spells-srd.Item.7ZinJNzxq0XF0oMx (x1)
Compendium.pf2e.equipment-srd.Item.MYnh7w7EL3AcQT41 (x1)
Compendium.pf2e.equipment-srd.Item.fUENXLX3tzi33CcB (x1)
Compendium.pf2e.bestiary-family-ability-glossary.Item.W77QhVNE46WDyMXi (x2)
[flags] : object {3-10.items.[].flags}
pf2e : object {3-10.items.[].flags.pf2e}
linkedWeapon : string {3-10.items.[].flags.pf2e.linkedWeapon} (9 different values)
urkJDAyWOlhfr4ST (x1)
aB660wS9natXTx40 (x1)
AO1OrBH4X5TmxjZb (x1)
RSDdScjESbBJtGbF (x1)
fpJ9r4U7RNtqcNcv (x1)
4mxVP2iXudQgPUAn (x1)
ZKzhPpjqcji9edEw (x1)
yGYlGvJtkibLcLPn (x1)
troDKzvmmCDQSTHC (x1)
name : string {3-10.name} (all different values)
system : object {3-10.system}
[abilities] : object {3-10.system.abilities}
cha : object {3-10.system.abilities.cha}
mod : integer {3-10.system.abilities.cha.mod} (4 different values)
2 (x1)
1 (x2)
0 (x3)
-5 (x1)
con : object {3-10.system.abilities.con}
mod : integer {3-10.system.abilities.con.mod} (4 different values)
3 (x2)
1 (x2)
0 (x2)
2 (x1)
dex : object {3-10.system.abilities.dex}
mod : integer {3-10.system.abilities.dex.mod} (4 different values)
1 (x1)
4 (x4)
2 (x1)
-3 (x1)
int : object {3-10.system.abilities.int}
mod : integer {3-10.system.abilities.int.mod} (2 different values)
-5 (x4)
-1 (x3)
str : object {3-10.system.abilities.str}
mod : integer {3-10.system.abilities.str.mod} (5 different values)
5 (x1)
4 (x2)
2 (x2)
3 (x1)
0 (x1)
wis : object {3-10.system.abilities.wis}
mod : integer {3-10.system.abilities.wis.mod} (3 different values)
0 (x3)
2 (x2)
1 (x2)
attributes : object {3-10.system.attributes}
ac : object {3-10.system.attributes.ac}
[details] : string {3-10.system.attributes.ac.details} (2 different values)
(x5)
(21 with shield raised) (x2)
value : integer {3-10.system.attributes.ac.value} (5 different values)
17 (x2)
19 (x2)
16 (x2)
0 (x4)
10 (x1)
[allSaves] : object {3-10.system.attributes.allSaves}
value : string {3-10.system.attributes.allSaves.value} (same value: )
hp : object {3-10.system.attributes.hp}
details : string {3-10.system.attributes.hp.details} (5 different values)
fast healing 3, void healing (x1)
fast healing 2, void healing (x1)
fast healing 1, void healing (x1)
(x5)
void healing (x3)
max : integer {3-10.system.attributes.hp.max} (6 different values)
50 (x1)
25 (x2)
4 (x2)
0 (x4)
40 (x1)
30 (x1)
temp : integer {3-10.system.attributes.hp.temp} (same value: 0)
value : integer {3-10.system.attributes.hp.value} (6 different values)
50 (x1)
25 (x2)
4 (x2)
0 (x4)
40 (x1)
30 (x1)
[immunities] : array<object> {3-10.system.attributes.immunities}
Length: min=5 max=5
Value type: object {3-10.system.attributes.immunities.[]}
type : string {3-10.system.attributes.immunities.[].type} (9 different values)
death-effects (x6)
disease (x6)
paralyzed (x6)
poison (x6)
unconscious (x7)
acid (x1)
critical-hits (x1)
precision (x1)
visual (x1)
[resistances] : array<object> {3-10.system.attributes.resistances}
Length: min=5 max=5
Value type: object {3-10.system.attributes.resistances.[]}
type : string {3-10.system.attributes.resistances.[].type} (5 different values)
cold (x6)
electricity (x6)
fire (x6)
piercing (x6)
slashing (x6)
value : integer {3-10.system.attributes.resistances.[].value} (same value: 5)
[speed] : object {3-10.system.attributes.speed}
otherSpeeds : array<object> {3-10.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {3-10.system.attributes.speed.otherSpeeds.[]}
type : string {3-10.system.attributes.speed.otherSpeeds.[].type} (same value: swim)
value : integer {3-10.system.attributes.speed.otherSpeeds.[].value} (same value: 10)
value : integer {3-10.system.attributes.speed.value} (3 different values)
30 (x2)
25 (x4)
10 (x1)
[emitsSound] : string {3-10.system.attributes.emitsSound} (same value: encounter)
[hardness] : integer {3-10.system.attributes.hardness} (same value: 0)
[hasHealth] : boolean {3-10.system.attributes.hasHealth} (same value: True)
[stealth] : object {3-10.system.attributes.stealth}
details : string {3-10.system.attributes.stealth.details} (same value: <p>(trained)</p>)
value : integer {3-10.system.attributes.stealth.value} (4 different values)
11 (x1)
7 (x1)
8 (x1)
10 (x1)
details : object {3-10.system.details}
[blurb] : string {3-10.system.details.blurb} (4 different values)
Variant skeletal giant (x1)
Variant skeletal champion (x2)
Variant skeleton guard (x2)
(x2)
[languages] : object {3-10.system.details.languages}
details : string {3-10.system.details.languages.details} (same value: )
value : array<string> {3-10.system.details.languages.value}
Length: min=0 max=3
Value type: string {3-10.system.details.languages.value.[]} (4 different values)
common (x2)
necril (x3)
dwarven (x1)
sakvroth (x1)
level : object {3-10.system.details.level}
value : integer {3-10.system.details.level.value} (4 different values)
3 (x4)
2 (x2)
-1 (x2)
1 (x3)
[privateNotes] : string {3-10.system.details.privateNotes} (same value: )
[publicNotes] : string {3-10.system.details.publicNotes} (4 different values)
<p>The reanimated bones of giants make excellent necromantic thralls.</p>
<hr />
<p>Made from bones held together by foul necromancy, skeletons are among the most common types of undead, found haunting old dungeons and forgotten cemeteries.</p> (x1)
<p>These skeletons retain the cunning they possessed in life.</p>
<hr />
<p>Made from bones held together by foul necromancy, skeletons are among the most common types of undead, found haunting old dungeons and forgotten cemeteries.</p> (x2)
<p>The most common skeletal minions are mere guardians.</p>
<hr />
<p>Made from bones held together by foul necromancy, skeletons are among the most common types of undead, found haunting old dungeons and forgotten cemeteries.</p> (x2)
(x2)
publication : object {3-10.system.details.publication}
license : string {3-10.system.details.publication.license} (same value: OGL)
remaster : boolean {3-10.system.details.publication.remaster} (same value: False)
title : string {3-10.system.details.publication.title} (same value: Pathfinder Society Scenario #3-10: Delve the Pallid Depths)
[description] : string {3-10.system.details.description} (2 different values)
<p>Solid ground gives way to a lake of bubbling mud that burns anyone who enters and routinely belches out sulfur.</p> (x2)
<p>The unstable rocks on the floor shift when stepped on, triggering rocks in the pile above to fall down across the pathway.</p> (x2)
[disable] : string {3-10.system.details.disable} (4 different values)
<p>@Check[survival|dc:20|name:Remove Stones|traits:complex,environmental,poison] (trained) to find and remove the stones blocking the flow of water to the mud pot. The water decreases the viscosity of the mud, allowing steam and sulfur to escape gradually, rather than in violent bursts, so creatures can pass through unharmed. The hazard requires one successful checks to disable. Attempting the check takes two actions.</p> (x1)
<p>@Check[survival|dc:17|name:Navigate Safe Path|traits:trap] (trained) to navigate a save path or @Check[thievery|dc:17|name:Bolster Rocks|traits:trap] (trained) to bolster the rocks on the floor so they don't shift under a creature's weight. Two successful checks are necessary to ensure the route through the precarious pile of rocks is safe. Attempting each check requires two actions.</p> (x1)
<p>@Check[survival|dc:17|name:Remove Stones|traits:complex,environmental,poison] (trained) to find and remove the stones blocking the flow of water to the mud pot. The water decreases the viscosity of the mud, allowing steam and sulfur to escape gradually, rather than in violent bursts, so creatures can pass through unharmed. The hazard requires two successful checks to disable. Attempting the check takes two actions.</p> (x1)
<p>@Check[survival|dc:20|name:Navigate Safe Path|traits:trap] (trained) to navigate a save path or @Check[thievery|dc:20|name:Bolster Rocks|traits:trap] (trained) to bolster the rocks on the floor so they don't shift under a creature's weight. Two successful checks are necessary to ensure the route through the precarious pile of rocks is safe. Attempting each check requires two actions.</p> (x1)
[isComplex] : boolean {3-10.system.details.isComplex} (2 different values)
True (x2)
False (x2)
[reset] : string {3-10.system.details.reset} (same value: )
[routine] : string {3-10.system.details.routine} (3 different values)
<p>(1 action) On its initiative, the mud pot belches a cloud of sickening sulfur into the small cavern. Creatures other than sulfuric slimes within 10 feet must succeed at a @Check[fortitude|dc:17] save or be exposed to sulfur poisoning.</p> (x1)
(x2)
<p>(1 action) On its initiative, the mud pot belches a cloud of sickening sulfur into the small cavern. Creatures other than sulfuric slimes within 10 feet must succeed at a @Check[fortitude|dc:16] save or be exposed to sulfur poisoning.</p> (x1)
[initiative] : object {3-10.system.initiative}
statistic : string {3-10.system.initiative.statistic} (same value: perception)
[perception] : object {3-10.system.perception}
details : string {3-10.system.perception.details} (same value: )
mod : integer {3-10.system.perception.mod} (5 different values)
7 (x1)
8 (x2)
2 (x2)
10 (x1)
4 (x1)
senses : array<object> {3-10.system.perception.senses}
Length: min=1 max=1
Value type: object {3-10.system.perception.senses.[]}
type : string {3-10.system.perception.senses.[].type} (2 different values)
darkvision (x6)
motion-sense (x1)
[acuity] : string {3-10.system.perception.senses.[].acuity} (same value: precise)
[range] : integer {3-10.system.perception.senses.[].range} (same value: 60)
[vision] : boolean {3-10.system.perception.vision} (same value: False)
[resources] : object {3-10.system.resources}
saves : object {3-10.system.saves}
fortitude : object {3-10.system.saves.fortitude}
saveDetail : string {3-10.system.saves.fortitude.saveDetail} (same value: )
value : integer {3-10.system.saves.fortitude.value} (5 different values)
10 (x1)
7 (x3)
2 (x2)
0 (x4)
12 (x1)
reflex : object {3-10.system.saves.reflex}
saveDetail : string {3-10.system.saves.reflex.saveDetail} (same value: )
value : integer {3-10.system.saves.reflex.value} (5 different values)
8 (x3)
10 (x2)
0 (x4)
9 (x1)
2 (x1)
will : object {3-10.system.saves.will}
saveDetail : string {3-10.system.saves.will.saveDetail} (same value: )
value : integer {3-10.system.saves.will.value} (5 different values)
7 (x1)
6 (x3)
2 (x2)
0 (x4)
4 (x1)
[skills] : object {3-10.system.skills}
[athletics] : object {3-10.system.skills.athletics}
base : integer {3-10.system.skills.athletics.base} (4 different values)
12 (x1)
8 (x2)
3 (x2)
10 (x1)
[intimidation] : object {3-10.system.skills.intimidation}
base : integer {3-10.system.skills.intimidation.base} (2 different values)
9 (x2)
7 (x2)
[acrobatics] : object {3-10.system.skills.acrobatics}
base : integer {3-10.system.skills.acrobatics.base} (3 different values)
8 (x2)
6 (x2)
9 (x1)
[stealth] : object {3-10.system.skills.stealth}
base : integer {3-10.system.skills.stealth.base} (same value: 2)
special : array<object> {3-10.system.skills.stealth.special}
Length: min=1 max=1
Value type: object {3-10.system.skills.stealth.special.[]}
base : integer {3-10.system.skills.stealth.special.[].base} (same value: 5)
label : string {3-10.system.skills.stealth.special.[].label} (same value: in water or mud)
traits : object {3-10.system.traits}
rarity : string {3-10.system.traits.rarity} (same value: uncommon)
size : object {3-10.system.traits.size}
value : string {3-10.system.traits.size.value} (2 different values)
lg (x2)
med (x9)
value : array<string> {3-10.system.traits.value}
Length: min=1 max=5
Value type: string {3-10.system.traits.value.[]} (10 different values)
evil (x6)
mindless (x4)
skeleton (x6)
undead (x6)
unholy (x6)
environmental (x2)
poison (x2)
trap (x2)
lawful (x1)
ooze (x1)
[creatureType] : string {3-10.system.creatureType} (same value: )
[statusEffects] : array<> {3-10.system.statusEffects}
Length: min=0 max=0
Value type: mixed
type : string {3-10.type} (2 different values)
npc (x7)
hazard (x4)
+718
View File
@@ -0,0 +1,718 @@
3-11
Different values: 11
=====================================
object {3-11}
_id : string {3-11._id} (all different values)
folder : string {3-11.folder} (same value: etpAuvZX2R6fjg9m)
img : string {3-11.img} (2 different values)
systems/pf2e/icons/default-icons/npc.svg (x7)
systems/pf2e/icons/default-icons/hazard.svg (x4)
items : array<object> {3-11.items}
Length: min=1 max=30
Value type: object {3-11.items.[]}
_id : string {3-11.items.[]._id} (108 different values)
img : string {3-11.items.[].img} (48 different values)
name : string {3-11.items.[].name} (70 different values)
sort : integer {3-11.items.[].sort} (30 different values)
system : object {3-11.items.[].system}
[autoHeightenLevel] : object {3-11.items.[].system.autoHeightenLevel}
[value] : mixed
description : object {3-11.items.[].system.description}
value : string {3-11.items.[].system.description.value} (73 different values)
[prepared] : object {3-11.items.[].system.prepared}
flexible : boolean {3-11.items.[].system.prepared.flexible} (same value: False)
value : string {3-11.items.[].system.prepared.value} (2 different values)
spontaneous (x1)
focus (x1)
[proficiency] : object {3-11.items.[].system.proficiency}
value : integer {3-11.items.[].system.proficiency.value} (same value: 0)
publication : object {3-11.items.[].system.publication}
license : string {3-11.items.[].system.publication.license} (same value: OGL)
remaster : boolean {3-11.items.[].system.publication.remaster} (same value: False)
title : string {3-11.items.[].system.publication.title} (3 different values)
(x49)
Pathfinder Core Rulebook (x56)
Pathfinder Bestiary (x6)
rules : ###FoundryRulesObject###
[slots] : object {3-11.items.[].system.slots}
[slot1] : object {3-11.items.[].system.slots.slot1}
max : integer {3-11.items.[].system.slots.slot1.max} (same value: 3)
value : integer {3-11.items.[].system.slots.slot1.value} (same value: 3)
[slot2] : object {3-11.items.[].system.slots.slot2}
max : integer {3-11.items.[].system.slots.slot2.max} (same value: 3)
value : integer {3-11.items.[].system.slots.slot2.value} (same value: 3)
[slot3] : object {3-11.items.[].system.slots.slot3}
max : integer {3-11.items.[].system.slots.slot3.max} (same value: 2)
value : integer {3-11.items.[].system.slots.slot3.value} (same value: 2)
[slug] : string {3-11.items.[].system.slug} (45 different values)
[spelldc] : object {3-11.items.[].system.spelldc}
dc : integer {3-11.items.[].system.spelldc.dc} (same value: 22)
mod : integer {3-11.items.[].system.spelldc.mod} (same value: 0)
value : integer {3-11.items.[].system.spelldc.value} (2 different values)
13 (x1)
14 (x1)
[tradition] : object {3-11.items.[].system.tradition}
value : string {3-11.items.[].system.tradition.value} (same value: occult)
[area] : object {3-11.items.[].system.area}
type : string {3-11.items.[].system.area.type} (2 different values)
burst (x1)
emanation (x3)
value : integer {3-11.items.[].system.area.value} (2 different values)
20 (x1)
60 (x3)
[cost] : object {3-11.items.[].system.cost}
value : string {3-11.items.[].system.cost.value} (same value: )
[counteraction] : boolean {3-11.items.[].system.counteraction} (same value: False)
[damage] : object {3-11.items.[].system.damage}
[0] : object {3-11.items.[].system.damage.0}
[applyMod] : boolean {3-11.items.[].system.damage.0.applyMod} (same value: True)
[category] : mixed
formula : string {3-11.items.[].system.damage.0.formula} (4 different values)
1d4 (x1)
0 (x1)
1d4+1 (x1)
1d10+4 (x1)
kinds : array<string> {3-11.items.[].system.damage.0.kinds}
Length: min=1 max=1
Value type: string {3-11.items.[].system.damage.0.kinds.[]} (2 different values)
damage (x3)
healing (x1)
materials : array<> {3-11.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {3-11.items.[].system.damage.0.type} (4 different values)
void (x1)
mental (x1)
force (x1)
untyped (x1)
[damageType] : string {3-11.items.[].system.damage.damageType} (3 different values)
piercing (x5)
slashing (x1)
bludgeoning (x7)
[dice] : integer {3-11.items.[].system.damage.dice} (2 different values)
1 (x12)
0 (x1)
[die] : string {3-11.items.[].system.damage.die} (4 different values)
d4 (x3)
d6 (x8)
(x1)
d10 (x1)
[formula] : string {3-11.items.[].system.damage.formula} (same value: 1d8)
[kind] : string {3-11.items.[].system.damage.kind} (same value: healing)
[type] : string {3-11.items.[].system.damage.type} (same value: vitality)
[defense] : object {3-11.items.[].system.defense}
save : object {3-11.items.[].system.defense.save}
basic : boolean {3-11.items.[].system.defense.save.basic} (2 different values)
False (x4)
True (x2)
statistic : string {3-11.items.[].system.defense.save.statistic} (2 different values)
will (x5)
fortitude (x1)
[duration] : object {3-11.items.[].system.duration}
sustained : boolean {3-11.items.[].system.duration.sustained} (2 different values)
True (x2)
False (x16)
value : string {3-11.items.[].system.duration.value} (8 different values)
1 round or sustained up to 1 minute (x1)
10 minutes (x1)
(x6)
1 round (x4)
1 minute (x2)
1 hour (x1)
until the next time you make your daily preparations (x2)
until the start of your next turn (x1)
[level] : object {3-11.items.[].system.level}
value : integer {3-11.items.[].system.level.value} (4 different values)
3 (x4)
2 (x12)
1 (x15)
0 (x25)
[location] : object {3-11.items.[].system.location}
[heightenedLevel] : integer {3-11.items.[].system.location.heightenedLevel} (3 different values)
3 (x2)
2 (x3)
1 (x5)
value : string {3-11.items.[].system.location.value} (2 different values)
2HONqJ3KSR0h25We (x14)
cnmmUfSvnBHbPJ3N (x4)
signature : boolean {3-11.items.[].system.location.signature} (same value: True)
[range] : mixed
object {3-11.items.[].system.range}
value : string {3-11.items.[].system.range.value} (6 different values)
30 feet (x4)
(x6)
touch (x4)
60 feet (x2)
120 feet (x1)
10 feet (x1)
integer {3-11.items.[].system.range} (3 different values)
50 (x2)
20 (x1)
60 (x1)
[requirements] : string {3-11.items.[].system.requirements} (same value: )
[target] : object {3-11.items.[].system.target}
value : string {3-11.items.[].system.target.value} (8 different values)
1 creature (x5)
(x7)
1 living creature (x1)
1 living or undead creature (x1)
1 ally (x1)
1 object of 1 Bulk or less, either unattended or possessed by you or a willing ally (x1)
1 object (cook, lift, or tidy only) (x1)
1 willing living creature (x1)
[time] : object {3-11.items.[].system.time}
value : string {3-11.items.[].system.time.value} (6 different values)
2 (x10)
10 minutes (x1)
1 (x4)
1 minute (x1)
reaction (x1)
1 to 3 (x1)
[traits] : object {3-11.items.[].system.traits}
rarity : string {3-11.items.[].system.traits.rarity} (2 different values)
uncommon (x12)
common (x92)
[traditions] : array<string> {3-11.items.[].system.traits.traditions}
Length: min=0 max=4
Value type: string {3-11.items.[].system.traits.traditions.[]} (4 different values)
arcane (x10)
occult (x14)
divine (x8)
primal (x4)
value : array<string> {3-11.items.[].system.traits.value}
Length: min=0 max=6
Value type: string {3-11.items.[].system.traits.value.[]} (45 different values)
[heightening] : object {3-11.items.[].system.heightening}
damage : object {3-11.items.[].system.heightening.damage}
0 : string {3-11.items.[].system.heightening.damage.0} (3 different values)
1d4 (x1)
1d6 (x1)
1d10+4 (x1)
interval : integer {3-11.items.[].system.heightening.interval} (2 different values)
1 (x2)
2 (x1)
type : string {3-11.items.[].system.heightening.type} (same value: interval)
[baseItem] : string {3-11.items.[].system.baseItem} (all different values)
[bonus] : object {3-11.items.[].system.bonus}
value : integer {3-11.items.[].system.bonus.value} (10 different values)
0 (x12)
11 (x2)
1 (x1)
18 (x2)
16 (x1)
7 (x2)
14 (x2)
12 (x4)
9 (x1)
8 (x2)
[bonusDamage] : object {3-11.items.[].system.bonusDamage}
value : integer {3-11.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {3-11.items.[].system.bulk}
value : mixed
float {3-11.items.[].system.bulk.value} (same value: 0,1)
integer {3-11.items.[].system.bulk.value} (3 different values)
1 (x9)
0 (x7)
2 (x1)
[category] : string {3-11.items.[].system.category} (9 different values)
simple (x5)
martial (x8)
potion (x5)
interaction (x4)
light (x4)
ammo (x3)
defensive (x9)
offensive (x15)
other (x1)
[containerId] : mixed
[equipped] : object {3-11.items.[].system.equipped}
carryType : string {3-11.items.[].system.equipped.carryType} (same value: worn)
[handsHeld] : integer {3-11.items.[].system.equipped.handsHeld} (3 different values)
1 (x18)
2 (x2)
0 (x7)
[invested] : boolean {3-11.items.[].system.equipped.invested} (same value: False)
[inSlot] : boolean {3-11.items.[].system.equipped.inSlot} (same value: True)
[group] : string {3-11.items.[].system.group} (8 different values)
knife (x2)
flail (x1)
sword (x2)
sling (x2)
bomb (x1)
leather (x4)
club (x4)
bow (x1)
[hardness] : integer {3-11.items.[].system.hardness} (same value: 0)
[hp] : object {3-11.items.[].system.hp}
max : integer {3-11.items.[].system.hp.max} (same value: 0)
value : integer {3-11.items.[].system.hp.value} (same value: 0)
[material] : object {3-11.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {3-11.items.[].system.price}
value : object {3-11.items.[].system.price.value}
[sp] : integer {3-11.items.[].system.price.value.sp} (5 different values)
2 (x2)
1 (x4)
8 (x1)
9 (x2)
5 (x1)
[gp] : integer {3-11.items.[].system.price.value.gp} (9 different values)
2 (x3)
28 (x6)
4 (x2)
10 (x1)
3 (x6)
1 (x1)
14 (x1)
6 (x2)
8 (x1)
[cp] : integer {3-11.items.[].system.price.value.cp} (same value: 1)
[per] : integer {3-11.items.[].system.price.per} (same value: 10)
[quantity] : integer {3-11.items.[].system.quantity} (3 different values)
2 (x2)
1 (x32)
10 (x4)
[reload] : object {3-11.items.[].system.reload}
value : string {3-11.items.[].system.reload.value} (4 different values)
- (x4)
(x6)
1 (x2)
0 (x1)
[runes] : object {3-11.items.[].system.runes}
potency : integer {3-11.items.[].system.runes.potency} (2 different values)
0 (x16)
1 (x1)
property : array<> {3-11.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {3-11.items.[].system.runes.striking} (same value: 0)
[resilient] : integer {3-11.items.[].system.runes.resilient} (same value: 0)
[size] : string {3-11.items.[].system.size} (same value: med)
[splashDamage] : object {3-11.items.[].system.splashDamage}
[value] : integer {3-11.items.[].system.splashDamage.value} (same value: 0)
[usage] : object {3-11.items.[].system.usage}
value : string {3-11.items.[].system.usage.value} (4 different values)
held-in-one-hand (x24)
worn (x7)
held-in-two-hands (x2)
held-in-one-plus-hands (x1)
[uses] : object {3-11.items.[].system.uses}
autoDestroy : boolean {3-11.items.[].system.uses.autoDestroy} (same value: True)
max : integer {3-11.items.[].system.uses.max} (same value: 1)
value : integer {3-11.items.[].system.uses.value} (same value: 1)
[attack] : object {3-11.items.[].system.attack}
value : string {3-11.items.[].system.attack.value} (same value: )
[attackEffects] : object {3-11.items.[].system.attackEffects}
value : array<> {3-11.items.[].system.attackEffects.value}
Length: min=0 max=0
Value type: mixed
[custom] : string {3-11.items.[].system.attackEffects.custom} (same value: )
[damageRolls] : object {3-11.items.[].system.damageRolls}
[kvhyx50a5yzc6rc3n09s] : object {3-11.items.[].system.damageRolls.kvhyx50a5yzc6rc3n09s}
damage : string {3-11.items.[].system.damageRolls.kvhyx50a5yzc6rc3n09s.damage} (same value: 1d4+2)
damageType : string {3-11.items.[].system.damageRolls.kvhyx50a5yzc6rc3n09s.damageType} (same value: slashing)
[xiz1kglm334zoswd11x7x] : object {3-11.items.[].system.damageRolls.xiz1kglm334zoswd11x7x}
damage : string {3-11.items.[].system.damageRolls.xiz1kglm334zoswd11x7x.damage} (same value: 1d4+2)
damageType : string {3-11.items.[].system.damageRolls.xiz1kglm334zoswd11x7x.damageType} (same value: piercing)
[0] : object {3-11.items.[].system.damageRolls.0}
damage : string {3-11.items.[].system.damageRolls.0.damage} (4 different values)
1d6+10 (x1)
1d6+8 (x1)
1d10+4 (x1)
1d6+4 (x1)
damageType : string {3-11.items.[].system.damageRolls.0.damageType} (2 different values)
piercing (x1)
bludgeoning (x3)
[ce2jqnle1pv98hmhys7v] : object {3-11.items.[].system.damageRolls.ce2jqnle1pv98hmhys7v}
damage : string {3-11.items.[].system.damageRolls.ce2jqnle1pv98hmhys7v.damage} (same value: 2d8+8)
damageType : string {3-11.items.[].system.damageRolls.ce2jqnle1pv98hmhys7v.damageType} (same value: bludgeoning)
[dgadfu6i48hr9q3nxa544] : object {3-11.items.[].system.damageRolls.dgadfu6i48hr9q3nxa544}
damage : string {3-11.items.[].system.damageRolls.dgadfu6i48hr9q3nxa544.damage} (same value: 1d6+6)
damageType : string {3-11.items.[].system.damageRolls.dgadfu6i48hr9q3nxa544.damageType} (same value: piercing)
[wix79jaym4hhgjdb63phl] : object {3-11.items.[].system.damageRolls.wix79jaym4hhgjdb63phl}
damage : string {3-11.items.[].system.damageRolls.wix79jaym4hhgjdb63phl.damage} (same value: 1d6+4)
damageType : string {3-11.items.[].system.damageRolls.wix79jaym4hhgjdb63phl.damageType} (same value: bludgeoning)
[e2wd5bynmzo7tqk9f07rgb] : object {3-11.items.[].system.damageRolls.e2wd5bynmzo7tqk9f07rgb}
damage : string {3-11.items.[].system.damageRolls.e2wd5bynmzo7tqk9f07rgb.damage} (same value: 1d6+4)
damageType : string {3-11.items.[].system.damageRolls.e2wd5bynmzo7tqk9f07rgb.damageType} (same value: piercing)
[qu26twfuv92whxuvw4f9k] : object {3-11.items.[].system.damageRolls.qu26twfuv92whxuvw4f9k}
damage : string {3-11.items.[].system.damageRolls.qu26twfuv92whxuvw4f9k.damage} (same value: 1d6+5)
damageType : string {3-11.items.[].system.damageRolls.qu26twfuv92whxuvw4f9k.damageType} (same value: piercing)
[p2uxcq8wiolkr741hy8xb] : object {3-11.items.[].system.damageRolls.p2uxcq8wiolkr741hy8xb}
damage : string {3-11.items.[].system.damageRolls.p2uxcq8wiolkr741hy8xb.damage} (same value: 1d4+5)
damageType : string {3-11.items.[].system.damageRolls.p2uxcq8wiolkr741hy8xb.damageType} (same value: piercing)
[p6zphnrzsas6d9poj5w7k] : object {3-11.items.[].system.damageRolls.p6zphnrzsas6d9poj5w7k}
damage : string {3-11.items.[].system.damageRolls.p6zphnrzsas6d9poj5w7k.damage} (same value: 1d4+2)
damageType : string {3-11.items.[].system.damageRolls.p6zphnrzsas6d9poj5w7k.damageType} (same value: piercing)
[kkov790b8uhfc6xv2sdw18] : object {3-11.items.[].system.damageRolls.kkov790b8uhfc6xv2sdw18}
damage : string {3-11.items.[].system.damageRolls.kkov790b8uhfc6xv2sdw18.damage} (same value: 1d6+5)
damageType : string {3-11.items.[].system.damageRolls.kkov790b8uhfc6xv2sdw18.damageType} (same value: bludgeoning)
[4bviwcy0rv7rmzk8bacmu] : object {3-11.items.[].system.damageRolls.4bviwcy0rv7rmzk8bacmu}
damage : string {3-11.items.[].system.damageRolls.4bviwcy0rv7rmzk8bacmu.damage} (same value: 1d6+5)
damageType : string {3-11.items.[].system.damageRolls.4bviwcy0rv7rmzk8bacmu.damageType} (same value: bludgeoning)
mlgzwacs5fzwkmfhll2l : object {3-11.items.[].system.damageRolls.mlgzwacs5fzwkmfhll2l}
damage : string {3-11.items.[].system.damageRolls.mlgzwacs5fzwkmfhll2l.damage} (same value: 1d6+5)
damageType : string {3-11.items.[].system.damageRolls.mlgzwacs5fzwkmfhll2l.damageType} (same value: bludgeoning)
[weaponType] : object {3-11.items.[].system.weaponType}
value : string {3-11.items.[].system.weaponType.value} (2 different values)
melee (x10)
ranged (x6)
[actionType] : object {3-11.items.[].system.actionType}
value : string {3-11.items.[].system.actionType.value} (3 different values)
passive (x19)
reaction (x9)
action (x4)
[actions] : object {3-11.items.[].system.actions}
[value] : integer {3-11.items.[].system.actions.value} (2 different values)
1 (x3)
2 (x1)
[mod] : object {3-11.items.[].system.mod}
value : integer {3-11.items.[].system.mod.value} (4 different values)
11 (x1)
15 (x2)
7 (x1)
13 (x1)
[proficient] : object {3-11.items.[].system.proficient}
value : integer {3-11.items.[].system.proficient.value} (same value: 0)
[acBonus] : integer {3-11.items.[].system.acBonus} (2 different values)
2 (x3)
1 (x1)
[checkPenalty] : integer {3-11.items.[].system.checkPenalty} (same value: -1)
[dexCap] : integer {3-11.items.[].system.dexCap} (2 different values)
3 (x3)
4 (x1)
[speedPenalty] : integer {3-11.items.[].system.speedPenalty} (same value: 0)
[strength] : integer {3-11.items.[].system.strength} (2 different values)
1 (x3)
0 (x1)
[stackGroup] : string {3-11.items.[].system.stackGroup} (2 different values)
slingBullets (x2)
arrows (x1)
type : string {3-11.items.[].type} (9 different values)
spellcastingEntry (x2)
spell (x18)
weapon (x13)
equipment (x12)
consumable (x9)
melee (x16)
action (x32)
lore (x5)
armor (x4)
[_stats] : object {3-11.items.[]._stats}
compendiumSource : string {3-11.items.[]._stats.compendiumSource} (44 different values)
[flags] : object {3-11.items.[].flags}
pf2e : object {3-11.items.[].flags.pf2e}
linkedWeapon : string {3-11.items.[].flags.pf2e.linkedWeapon} (12 different values)
tXbnCwNjwgocZ1g5 (x1)
itOnQERbGYDW1wyL (x1)
4SfHayudG99XPwJP (x1)
Fp58sm0tar9FC1Ur (x1)
HHysvaa5VINrlIit (x1)
vq8V7DMdHSIGbz9i (x1)
4YEvmZ0stY3e42XK (x1)
6uVVvslzeWIbmunX (x1)
0FcM2GTCoqWqYUo9 (x1)
9JDZtzH3WW2tJtUE (x2)
Q5SFRwPF55cicZ7k (x2)
JvZxJP0lRCsfWDyI (x1)
name : string {3-11.name} (all different values)
system : object {3-11.system}
[abilities] : object {3-11.system.abilities}
cha : object {3-11.system.abilities.cha}
mod : integer {3-11.system.abilities.cha.mod} (4 different values)
4 (x4)
-1 (x1)
0 (x1)
1 (x1)
con : object {3-11.system.abilities.con}
mod : integer {3-11.system.abilities.con.mod} (5 different values)
2 (x3)
4 (x1)
3 (x1)
1 (x1)
0 (x1)
dex : object {3-11.system.abilities.dex}
mod : integer {3-11.system.abilities.dex.mod} (4 different values)
2 (x3)
4 (x2)
-1 (x1)
3 (x1)
int : object {3-11.system.abilities.int}
mod : integer {3-11.system.abilities.int.mod} (6 different values)
0 (x2)
2 (x1)
-2 (x1)
-1 (x1)
1 (x1)
4 (x1)
str : object {3-11.system.abilities.str}
mod : integer {3-11.system.abilities.str.mod} (4 different values)
0 (x3)
4 (x2)
5 (x1)
2 (x1)
wis : object {3-11.system.abilities.wis}
mod : integer {3-11.system.abilities.wis.mod} (4 different values)
4 (x2)
-1 (x1)
1 (x2)
2 (x2)
attributes : object {3-11.system.attributes}
ac : object {3-11.system.attributes.ac}
[details] : string {3-11.system.attributes.ac.details} (2 different values)
(x6)
22 vs. traps (x1)
value : integer {3-11.system.attributes.ac.value} (6 different values)
21 (x3)
26 (x1)
0 (x4)
16 (x1)
20 (x1)
18 (x1)
[allSaves] : object {3-11.system.attributes.allSaves}
value : string {3-11.system.attributes.allSaves.value} (2 different values)
(x6)
+1 circumstance to all saves vs. traps (x1)
hp : object {3-11.system.attributes.hp}
details : string {3-11.system.attributes.hp.details} (same value: )
max : integer {3-11.system.attributes.hp.max} (8 different values)
56 (x1)
104 (x1)
90 (x1)
0 (x4)
25 (x1)
60 (x1)
70 (x1)
32 (x1)
temp : integer {3-11.system.attributes.hp.temp} (same value: 0)
value : integer {3-11.system.attributes.hp.value} (8 different values)
56 (x1)
104 (x1)
90 (x1)
0 (x4)
25 (x1)
60 (x1)
70 (x1)
32 (x1)
[tempmax] : integer {3-11.system.attributes.hp.tempmax} (same value: 0)
[speed] : object {3-11.system.attributes.speed}
otherSpeeds : array<object> {3-11.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {3-11.system.attributes.speed.otherSpeeds.[]}
type : string {3-11.system.attributes.speed.otherSpeeds.[].type} (same value: burrow)
value : integer {3-11.system.attributes.speed.otherSpeeds.[].value} (same value: 25)
value : integer {3-11.system.attributes.speed.value} (2 different values)
25 (x5)
30 (x2)
[details] : string {3-11.system.attributes.speed.details} (same value: earth glide)
[immunities] : array<object> {3-11.system.attributes.immunities}
Length: min=4 max=4
Value type: object {3-11.system.attributes.immunities.[]}
type : string {3-11.system.attributes.immunities.[].type} (4 different values)
bleed (x1)
paralyzed (x1)
poison (x1)
sleep (x1)
[emitsSound] : string {3-11.system.attributes.emitsSound} (same value: encounter)
[hardness] : integer {3-11.system.attributes.hardness} (same value: 0)
[hasHealth] : boolean {3-11.system.attributes.hasHealth} (same value: False)
[stealth] : object {3-11.system.attributes.stealth}
details : string {3-11.system.attributes.stealth.details} (same value: <p>(expert)</p>)
value : integer {3-11.system.attributes.stealth.value} (4 different values)
15 (x1)
12 (x1)
13 (x1)
10 (x1)
details : object {3-11.system.details}
[blurb] : string {3-11.system.details.blurb} (7 different values)
Variant advisor (x1)
Variant gang leader (x1)
(x1)
Variant bodyguard (x1)
Variant burglar (x1)
Variant fence (x1)
Variant ruffian (x1)
[languages] : object {3-11.system.details.languages}
details : string {3-11.system.details.languages.details} (same value: )
value : array<string> {3-11.system.details.languages.value}
Length: min=1 max=1
Value type: string {3-11.system.details.languages.value.[]} (2 different values)
common (x6)
petran (x1)
level : object {3-11.system.details.level}
value : integer {3-11.system.details.level.value} (7 different values)
5 (x4)
7 (x1)
6 (x1)
4 (x2)
3 (x1)
1 (x1)
2 (x1)
[privateNotes] : string {3-11.system.details.privateNotes} (2 different values)
(x6)
<p>PDF originally indicated +18 perception, but <a href="https://paizo.com/threads/rzs43lg8?PFS2-311-No-Time-For-Treason#2">Campaign Leadership clarified it should be +8</a></p> (x1)
[publicNotes] : string {3-11.system.details.publicNotes} (7 different values)
<p>Trusted counselors of the court, advisors whisper words of guidance in the ears of those in power. Many nobles lean so heavily on their counsel that they make few decisions without them and insist on their attendance at all meetings and public events. Advisors are often master manipulators, and their guidance can shape a barony or even a kingdom-for good or ill.</p>
<hr />
<p>Though adventurers travel through perilous dungeons and across treacherous wilderness, sometimes the most dangerous place they can end up is in a noble court.</p> (x1)
<p>Cutthroats, killers, thieves, and toughs prey upon the vulnerable of society. Directing their activities and keeping them in line are the duties of the gang leader.</p>
<hr />
<p>Villains pursue selfish and cruel goals, trampling over anyone foolish or purehearted enough to stand in their way.</p> (x1)
<p>Living landslides resemble humanoids made of earth and gravel.</p>
<hr />
<p>Earth elementals make excellent bodyguards for adventuresome spelunkers and are ideal protectors of important subterranean locations such as vaults and treasuries.</p> (x1)
<p>Hired to protect someone famous or powerful, bodyguards use intimidation, quick wits, and martial skill to keep their charges safe. Such mercenaries might be auxiliaries to a noble's own guards, but with special directives to safeguard their patrons.</p>
<hr />
<p>A broad category that includes those wielding arms, spells, or even guile and cunning, mercenaries hire themselves and their expertise to those with the gold to pay for it.</p> (x1)
<p>Burglars specialize in breaking and entering to rob homes and businesses. These criminals focus on gaining access to secure buildings and bypassing traps and other security measures while remaining undetected all the while.</p>
<hr />
<p>Some criminals are the desperate who have no option but to break the law to survive, while others choose a life of crime for thrills, forming gangs or underworld guilds that specialize in certain illegal ventures.</p> (x1)
<p>The longer criminals hold on to stolen loot, the greater the chance they will get caught. Fences make themselves indispensable in the underworld by paying for stolen goods in order to resell them later, whether through a seemingly legitimate business or to a closed group of elite buyers.</p>
<hr />
<p>Some criminals are the desperate who have no option but to break the law to survive, while others choose a life of crime for thrills, forming gangs or underworld guilds that specialize in certain illegal ventures.</p> (x1)
<p>Using their strength to bully others into submission, ruffians often work as bodyguards and enforcers for powerful criminals like charlatans and fences.</p>
<hr />
<p>Some criminals are the desperate who have no option but to break the law to survive, while others choose a life of crime for thrills, forming gangs or underworld guilds that specialize in certain illegal ventures.</p> (x1)
publication : object {3-11.system.details.publication}
license : string {3-11.system.details.publication.license} (same value: OGL)
remaster : boolean {3-11.system.details.publication.remaster} (same value: False)
title : string {3-11.system.details.publication.title} (same value: Pathfinder Society Scenario #3-11: No Time for Treason)
[description] : string {3-11.system.details.description} (same value: <p>A cloud of invisible magical sensors in a 5-foot radius surrounds an invisible wall or floor rune the size of the creature to be summoned.</p>)
[disable] : string {3-11.system.details.disable} (4 different values)
<p>@Check[acrobatics|dc:23] to approach without triggering the trap followed by @Check[thievery|dc:25] (expert) to erase the rune, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (3rd level; counteract DC 22) to counteract the rune</p> (x1)
<p>@Check[acrobatics|dc:20] to approach without triggering the trap followed by @Check[thievery|dc:22] (trained) to erase the rune, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (2nd level; counteract DC 19) to counteract the rune</p> (x1)
<p>@Check[acrobatics|dc:21] to approach without triggering the trap followed by @Check[thievery|dc:23] (expert) to erase the rune, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (3rd level; counteract DC 20) to counteract the rune</span></p> (x1)
<p>@Check[acrobatics|dc:18] to approach without triggering the trap followed by @Check[thievery|dc:20] (trained) to erase the rune, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (2nd level; counteract DC 18) to counteract the rune</p> (x1)
[isComplex] : boolean {3-11.system.details.isComplex} (same value: True)
[reset] : string {3-11.system.details.reset} (same value: <p>The trap resets each day at dawn.</p>)
[routine] : string {3-11.system.details.routine} (same value: )
[initiative] : object {3-11.system.initiative}
statistic : string {3-11.system.initiative.statistic} (same value: perception)
[perception] : object {3-11.system.perception}
details : string {3-11.system.perception.details} (2 different values)
(x6)
(+11 to find traps) (x1)
mod : integer {3-11.system.perception.mod} (5 different values)
14 (x2)
12 (x1)
8 (x2)
10 (x1)
11 (x1)
senses : array<object> {3-11.system.perception.senses}
Length: min=0 max=2
Value type: object {3-11.system.perception.senses.[]}
type : string {3-11.system.perception.senses.[].type} (2 different values)
darkvision (x1)
tremorsense (x1)
acuity : string {3-11.system.perception.senses.[].acuity} (same value: imprecise)
range : integer {3-11.system.perception.senses.[].range} (same value: 60)
[resources] : object {3-11.system.resources}
[focus] : object {3-11.system.resources.focus}
max : integer {3-11.system.resources.focus.max} (same value: 1)
value : integer {3-11.system.resources.focus.value} (same value: 1)
saves : object {3-11.system.saves}
fortitude : object {3-11.system.saves.fortitude}
saveDetail : string {3-11.system.saves.fortitude.saveDetail} (same value: )
value : integer {3-11.system.saves.fortitude.value} (6 different values)
9 (x3)
13 (x1)
15 (x1)
0 (x4)
8 (x1)
7 (x1)
reflex : object {3-11.system.saves.reflex}
saveDetail : string {3-11.system.saves.reflex.saveDetail} (same value: )
value : integer {3-11.system.saves.reflex.value} (6 different values)
11 (x1)
17 (x1)
8 (x2)
0 (x4)
7 (x1)
12 (x2)
will : object {3-11.system.saves.will}
saveDetail : string {3-11.system.saves.will.saveDetail} (same value: )
value : integer {3-11.system.saves.will.value} (5 different values)
15 (x2)
10 (x3)
0 (x4)
4 (x1)
6 (x1)
[skills] : object {3-11.system.skills}
[deception] : object {3-11.system.skills.deception}
base : integer {3-11.system.skills.deception.base} (3 different values)
15 (x2)
7 (x1)
13 (x1)
[diplomacy] : object {3-11.system.skills.diplomacy}
base : integer {3-11.system.skills.diplomacy.base} (2 different values)
15 (x1)
11 (x1)
[occultism] : object {3-11.system.skills.occultism}
base : integer {3-11.system.skills.occultism.base} (same value: 9)
[performance] : object {3-11.system.skills.performance}
base : integer {3-11.system.skills.performance.base} (same value: 11)
[society] : object {3-11.system.skills.society}
base : integer {3-11.system.skills.society.base} (3 different values)
11 (x3)
2 (x1)
7 (x1)
[acrobatics] : object {3-11.system.skills.acrobatics}
base : integer {3-11.system.skills.acrobatics.base} (2 different values)
13 (x1)
10 (x2)
[athletics] : object {3-11.system.skills.athletics}
base : integer {3-11.system.skills.athletics.base} (4 different values)
13 (x1)
14 (x1)
7 (x2)
8 (x1)
[intimidation] : object {3-11.system.skills.intimidation}
base : integer {3-11.system.skills.intimidation.base} (3 different values)
17 (x1)
6 (x2)
11 (x1)
[stealth] : object {3-11.system.skills.stealth}
base : integer {3-11.system.skills.stealth.base} (5 different values)
13 (x1)
8 (x1)
12 (x1)
10 (x1)
6 (x1)
[thievery] : object {3-11.system.skills.thievery}
base : integer {3-11.system.skills.thievery.base} (3 different values)
15 (x1)
12 (x1)
10 (x1)
[note] : string {3-11.system.skills.thievery.note} (same value: can Disable traps that require master proficiency)
[crafting] : object {3-11.system.skills.crafting}
base : integer {3-11.system.skills.crafting.base} (same value: 13)
traits : object {3-11.system.traits}
rarity : string {3-11.system.traits.rarity} (3 different values)
uncommon (x9)
unique (x1)
common (x1)
size : object {3-11.system.traits.size}
value : string {3-11.system.traits.size.value} (2 different values)
med (x10)
sm (x1)
value : array<string> {3-11.system.traits.value}
Length: min=2 max=4
Value type: string {3-11.system.traits.value.[]} (8 different values)
chaotic (x4)
evil (x6)
human (x6)
humanoid (x6)
earth (x1)
elemental (x1)
magical (x4)
trap (x4)
[creatureType] : string {3-11.system.creatureType} (same value: )
[statusEffects] : array<> {3-11.system.statusEffects}
Length: min=0 max=0
Value type: mixed
type : string {3-11.type} (2 different values)
npc (x7)
hazard (x4)
[prototypeToken] : object {3-11.prototypeToken}
name : string {3-11.prototypeToken.name} (same value: Living Landslide)
+589
View File
@@ -0,0 +1,589 @@
3-12
Different values: 8
=====================================
object {3-12}
_id : string {3-12._id} (all different values)
folder : string {3-12.folder} (same value: gr8N9rX6w3CsgYsy)
img : string {3-12.img} (2 different values)
systems/pf2e/icons/default-icons/npc.svg (x6)
systems/pf2e/icons/default-icons/hazard.svg (x2)
items : array<object> {3-12.items}
Length: min=2 max=13
Value type: object {3-12.items.[]}
_id : string {3-12.items.[]._id} (30 different values)
img : string {3-12.items.[].img} (9 different values)
systems/pf2e/icons/default-icons/melee.svg (x13)
systems/pf2e/icons/actions/Passive.webp (x5)
icons/weapons/staves/staff-simple.webp (x2)
systems/pf2e/icons/actions/Reaction.webp (x8)
systems/pf2e/icons/actions/OneAction.webp (x12)
systems/pf2e/icons/default-icons/lore.svg (x2)
systems/pf2e/icons/actions/TwoActions.webp (x4)
systems/pf2e/icons/default-icons/spellcastingEntry.svg (x1)
icons/magic/air/fog-gas-smoke-dense-white.webp (x1)
name : string {3-12.items.[].name} (26 different values)
sort : integer {3-12.items.[].sort} (14 different values)
100000 (x6)
200000 (x6)
300000 (x6)
400000 (x5)
500000 (x3)
600000 (x3)
700000 (x3)
800000 (x2)
900000 (x2)
1000000 (x2)
1100000 (x2)
1200000 (x2)
1300000 (x2)
0 (x4)
system : object {3-12.items.[].system}
[attack] : object {3-12.items.[].system.attack}
value : string {3-12.items.[].system.attack.value} (same value: )
[attackEffects] : object {3-12.items.[].system.attackEffects}
value : array<string> {3-12.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {3-12.items.[].system.attackEffects.value.[]} (2 different values)
grab (x2)
knockdown (x4)
[custom] : string {3-12.items.[].system.attackEffects.custom} (same value: )
[bonus] : object {3-12.items.[].system.bonus}
value : integer {3-12.items.[].system.bonus.value} (9 different values)
11 (x1)
9 (x3)
0 (x2)
12 (x3)
13 (x1)
15 (x2)
16 (x1)
10 (x1)
7 (x1)
[damageRolls] : object {3-12.items.[].system.damageRolls}
[uq94mk3eubvw5smzifae] : object {3-12.items.[].system.damageRolls.uq94mk3eubvw5smzifae}
damage : string {3-12.items.[].system.damageRolls.uq94mk3eubvw5smzifae.damage} (same value: 1d8+4)
damageType : string {3-12.items.[].system.damageRolls.uq94mk3eubvw5smzifae.damageType} (same value: bludgeoning)
[9ce9ey88rnik56e1sd4g] : object {3-12.items.[].system.damageRolls.9ce9ey88rnik56e1sd4g}
damage : string {3-12.items.[].system.damageRolls.9ce9ey88rnik56e1sd4g.damage} (same value: 1d6+4)
damageType : string {3-12.items.[].system.damageRolls.9ce9ey88rnik56e1sd4g.damageType} (same value: bludgeoning)
[0] : object {3-12.items.[].system.damageRolls.0}
damage : string {3-12.items.[].system.damageRolls.0.damage} (6 different values)
1d6+6 (x2)
1d10+6 (x1)
1d4+7 (x1)
1d6+9 (x2)
1d10+9 (x1)
1d4+9 (x1)
damageType : string {3-12.items.[].system.damageRolls.0.damageType} (2 different values)
bludgeoning (x6)
piercing (x2)
[qqcg9d6mkapm322p9bvf] : object {3-12.items.[].system.damageRolls.qqcg9d6mkapm322p9bvf}
damage : string {3-12.items.[].system.damageRolls.qqcg9d6mkapm322p9bvf.damage} (2 different values)
1d10+6 (x1)
1d6+3 (x1)
damageType : string {3-12.items.[].system.damageRolls.qqcg9d6mkapm322p9bvf.damageType} (same value: bludgeoning)
k68gmepg31gi7fgykmn9 : object {3-12.items.[].system.damageRolls.k68gmepg31gi7fgykmn9}
damage : string {3-12.items.[].system.damageRolls.k68gmepg31gi7fgykmn9.damage} (same value: 1d6+3)
damageType : string {3-12.items.[].system.damageRolls.k68gmepg31gi7fgykmn9.damageType} (same value: slashing)
description : object {3-12.items.[].system.description}
value : string {3-12.items.[].system.description.value} (20 different values)
(x18)
<p>Like normal objects, an animated cookware has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once an animated cookware is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 13.</p> (x1)
<p>This long piece of wood can aid in walking and deliver a mighty blow.</p> (x2)
<p>@Localize[PF2E.NPC.Abilities.Glossary.AttackOfOpportunity]</p> (x2)
<p>Fasiel can take on the appearance of any Medium male humanoid. This doesn't change his Speed or his attack and damage bonuses with his Strikes but might change the damage type his Strikes deal.</p>
<hr />
<p>@Localize[PF2E.NPC.Abilities.Glossary.ChangeShape]</p> (x2)
<p>Fasiel rants angrily, filling nearby creatures with shame, fear, and anger. Each creature within 30 feet must succeed at a @Check[will|dc:20] save or become @UUID[Compendium.pf2e.conditionitems.Item.Frightened]{Frightened 1} (@UUID[Compendium.pf2e.conditionitems.Item.Frightened]{Frightened 2} on a critical failure).</p>
<p>While frightened by this rant, creatures take a -2 status penalty to Strength-based damage rolls against the skelm, but gain a +2 status bonus to those rolls against other creatures.</p> (x1)
<p>Fasiel unleashes his constant rage in a reckless attack that makes him @UUID[Compendium.pf2e.conditionitems.Item.Off-Guard] until the start of his next turn. He Strikes; if he hits, he increases the number of damage dice by one and adds @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.Push] to the effect. This counts as two attacks for his multiple attack penalty.</p> (x2)
<p>@Localize[PF2E.NPC.Abilities.Glossary.Grab]</p> (x2)
<p>@Localize[PF2E.NPC.Abilities.Glossary.Knockdown]</p> (x4)
<p>Fasiel rants angrily, filling nearby creatures with shame, fear, and anger. Each creature within 30 feet must succeed at a @Check[will|dc:22] save or become @UUID[Compendium.pf2e.conditionitems.Item.Frightened]{Frightened 1} (@UUID[Compendium.pf2e.conditionitems.Item.Frightened]{Frightened 2} on a critical failure).</p>
<p>While frightened by this rant, creatures take a -2 status penalty to Strength-based damage rolls against the skelm, but gain a +2 status bonus to those rolls against other creatures.</p> (x1)
<p><strong>Trigger</strong> Safa commands the fountain to start spinning at the beginning of <strong>Event 1: Safa's Arrival</strong></p>
<hr />
<p><strong>Effect</strong> The fountain sprays juice in all directions, making every square adjacent to it difficult terrain. The trap rolls initiative.</p> (x2)
<p><strong>Trigger</strong> A creature attempts to @UUID[Compendium.pf2e.actionspf2e.Item.Grapple] one of the fountain's tiers. Each tier of the fountain has one reaction per round</p>
<hr />
<p><strong>Effect</strong> The heavy, spinning marble has enough sheer force to crush the hands of those trying to stop it. The triggering creature must attempt a @Check[fortitude|dc:18|traits:hazard,complex,magical,trap] save before it rolls its check to Grapple the fountain.</p>
<hr />
<p><strong>Critical Success</strong> The creature takes no damage and gains a +2 circumstance bonus to its next check to Grapple the fountain.</p>
<p><strong>Success</strong> The creature takes no damage.</p>
<p><strong>Failure</strong> The creature takes @Damage[(1d10+6)[bludgeoning]] damage and takes a -2 circumstance penalty to its next check to Grapple the fountain.</p>
<p><strong>Critical Failure</strong> The creature takes @Damage[(2d10+6)[bludgeoning]] damage and is flung 10 feet away from the fountain in a random direction, preventing its attempt to Grapple the fountain.</p> (x1)
<p>@Localize[PF2E.NPC.Abilities.Glossary.Ferocity]</p> (x2)
<p>The rampaging roast Strides up to double its speed in a straight line and then makes a slam Strike. If it moved at least 10 feet, it gains a +1 circumstance bonus to its attack roll.</p> (x2)
<p>You call forth a cloud of mist. All creatures within the mist become @UUID[Compendium.pf2e.conditionitems.Item.Concealed], and all creatures outside the mist become Concealed to creatures within it. You can Dismiss the cloud.</p> (x1)
<p>The steam mephit ignores the @UUID[Compendium.pf2e.conditionitems.Item.Concealed] condition from mist and steam.</p> (x1)
<p>@Localize[PF2E.NPC.Abilities.Glossary.FastHealing]</p> (x1)
<p><strong>Frequency</strong> once per day</p>
<hr />
<p><strong>Effect</strong> The scalding mephit calls down a rain boiling water that surrounds them in a @Template[emanation|distance:10]. Creatures in the area take @Damage[(2d8+3)[fire]] damage (@Check[reflex|dc:18|basic] save), and small unattended flames (such as torches) are extinguished.</p> (x1)
<p>The scalding mephit spits a cloud of steam in a @Template[cone|distance:15] that deals @Damage[3d6[fire]] damage to each creature within the area (@Check[reflex|dc:18|basic] save).</p>
<p>The scalding mephit can't use Breath Weapon again for [[/gmr 1d4 #Recharge Breath Weapon]]{1d4 rounds}.</p> (x1)
<p><strong>Trigger</strong> A creature attempts to @UUID[Compendium.pf2e.actionspf2e.Item.Grapple] one of the fountain's tiers. Each tier of the fountain has one reaction per round</p>
<hr />
<p><strong>Effect</strong> The heavy, spinning marble has enough sheer force to crush the hands of those trying to stop it. The triggering creature must attempt a @Check[fortitude|dc:15|traits:hazard,complex,magical,trap] save before it rolls its check to Grapple the fountain.</p>
<hr />
<p><strong>Critical Success</strong> The creature takes no damage and gains a +2 circumstance bonus to its next check to Grapple the fountain.</p>
<p><strong>Success</strong> The creature takes no damage.</p>
<p><strong>Failure</strong> The creature takes @Damage[(1d6+3)[bludgeoning]] damage and takes a -2 circumstance penalty to its next check to Grapple the fountain.</p>
<p><strong>Critical Failure</strong> The creature takes @Damage[(2d6+3)[bludgeoning]] damage and is flung 10 feet away from the fountain in a random direction, preventing its attempt to Grapple the fountain.</p> (x1)
publication : object {3-12.items.[].system.publication}
license : string {3-12.items.[].system.publication.license} (same value: OGL)
remaster : boolean {3-12.items.[].system.publication.remaster} (same value: False)
title : string {3-12.items.[].system.publication.title} (2 different values)
(x35)
Pathfinder Bestiary (x13)
rules : ###FoundryRulesObject###
[slug] : string {3-12.items.[].system.slug} (9 different values)
staff (x2)
1-status-to-all-saves-vs-magic (x2)
attack-of-opportunity (x2)
change-shape (x2)
grab (x2)
knockdown (x4)
ferocity (x2)
obscuring-mist (x1)
fast-healing (x1)
[traits] : object {3-12.items.[].system.traits}
rarity : string {3-12.items.[].system.traits.rarity} (same value: common)
value : array<string> {3-12.items.[].system.traits.value}
Length: min=0 max=7
Value type: string {3-12.items.[].system.traits.value.[]} (20 different values)
shove (x1)
unarmed (x6)
agile (x4)
free-hand (x1)
magical (x5)
two-hand-d8 (x4)
range-increment-20 (x2)
concentrate (x5)
occult (x4)
polymorph (x2)
auditory (x2)
emotion (x2)
fear (x2)
linguistic (x2)
mental (x2)
manipulate (x1)
water (x2)
finesse (x1)
arcane (x2)
fire (x2)
[traditions] : array<string> {3-12.items.[].system.traits.traditions}
Length: min=2 max=2
Value type: string {3-12.items.[].system.traits.traditions.[]} (2 different values)
arcane (x1)
primal (x1)
[weaponType] : object {3-12.items.[].system.weaponType}
value : string {3-12.items.[].system.weaponType.value} (2 different values)
melee (x10)
ranged (x3)
[actionType] : object {3-12.items.[].system.actionType}
value : string {3-12.items.[].system.actionType.value} (3 different values)
passive (x5)
reaction (x8)
action (x16)
[actions] : object {3-12.items.[].system.actions}
[value] : integer {3-12.items.[].system.actions.value} (2 different values)
1 (x12)
2 (x4)
[category] : string {3-12.items.[].system.category} (4 different values)
defensive (x8)
simple (x2)
offensive (x16)
interaction (x1)
[baseItem] : string {3-12.items.[].system.baseItem} (same value: staff)
[bonusDamage] : object {3-12.items.[].system.bonusDamage}
value : integer {3-12.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {3-12.items.[].system.bulk}
value : integer {3-12.items.[].system.bulk.value} (same value: 1)
[containerId] : mixed
[damage] : object {3-12.items.[].system.damage}
[damageType] : string {3-12.items.[].system.damage.damageType} (same value: bludgeoning)
[dice] : integer {3-12.items.[].system.damage.dice} (same value: 1)
[die] : string {3-12.items.[].system.damage.die} (same value: d4)
[equipped] : object {3-12.items.[].system.equipped}
carryType : string {3-12.items.[].system.equipped.carryType} (same value: worn)
handsHeld : integer {3-12.items.[].system.equipped.handsHeld} (same value: 0)
[invested] : mixed
[group] : string {3-12.items.[].system.group} (same value: club)
[hardness] : integer {3-12.items.[].system.hardness} (same value: 0)
[hp] : object {3-12.items.[].system.hp}
max : integer {3-12.items.[].system.hp.max} (same value: 0)
value : integer {3-12.items.[].system.hp.value} (same value: 0)
[level] : object {3-12.items.[].system.level}
value : integer {3-12.items.[].system.level.value} (2 different values)
0 (x2)
2 (x1)
[material] : object {3-12.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {3-12.items.[].system.price}
value : object {3-12.items.[].system.price.value}
[quantity] : integer {3-12.items.[].system.quantity} (same value: 1)
[range] : object {3-12.items.[].system.range}
value : string {3-12.items.[].system.range.value} (same value: 120 feet)
[reload] : object {3-12.items.[].system.reload}
value : string {3-12.items.[].system.reload.value} (same value: )
[runes] : object {3-12.items.[].system.runes}
potency : integer {3-12.items.[].system.runes.potency} (same value: 0)
property : array<> {3-12.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
striking : integer {3-12.items.[].system.runes.striking} (same value: 0)
[size] : string {3-12.items.[].system.size} (same value: med)
[splashDamage] : object {3-12.items.[].system.splashDamage}
value : integer {3-12.items.[].system.splashDamage.value} (same value: 0)
[usage] : object {3-12.items.[].system.usage}
value : string {3-12.items.[].system.usage.value} (same value: held-in-one-hand)
[mod] : object {3-12.items.[].system.mod}
value : integer {3-12.items.[].system.mod.value} (2 different values)
8 (x1)
11 (x1)
[proficient] : object {3-12.items.[].system.proficient}
value : integer {3-12.items.[].system.proficient.value} (same value: 0)
[deathNote] : boolean {3-12.items.[].system.deathNote} (same value: True)
[autoHeightenLevel] : object {3-12.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {3-12.items.[].system.prepared}
flexible : boolean {3-12.items.[].system.prepared.flexible} (same value: False)
value : string {3-12.items.[].system.prepared.value} (same value: innate)
[proficiency] : object {3-12.items.[].system.proficiency}
value : integer {3-12.items.[].system.proficiency.value} (same value: 0)
[slots] : object {3-12.items.[].system.slots}
[spelldc] : object {3-12.items.[].system.spelldc}
dc : integer {3-12.items.[].system.spelldc.dc} (same value: 18)
mod : integer {3-12.items.[].system.spelldc.mod} (same value: 0)
value : integer {3-12.items.[].system.spelldc.value} (same value: 10)
[tradition] : object {3-12.items.[].system.tradition}
value : string {3-12.items.[].system.tradition.value} (same value: arcane)
[area] : object {3-12.items.[].system.area}
type : string {3-12.items.[].system.area.type} (same value: burst)
value : integer {3-12.items.[].system.area.value} (same value: 20)
[cost] : object {3-12.items.[].system.cost}
value : string {3-12.items.[].system.cost.value} (same value: )
[counteraction] : boolean {3-12.items.[].system.counteraction} (same value: False)
[defense] : mixed
[duration] : object {3-12.items.[].system.duration}
sustained : boolean {3-12.items.[].system.duration.sustained} (same value: False)
value : string {3-12.items.[].system.duration.value} (same value: 1 minute)
[location] : object {3-12.items.[].system.location}
value : string {3-12.items.[].system.location.value} (same value: Lc0XTAOFODosmzys)
[requirements] : string {3-12.items.[].system.requirements} (same value: )
[target] : object {3-12.items.[].system.target}
value : string {3-12.items.[].system.target.value} (same value: )
[time] : object {3-12.items.[].system.time}
value : string {3-12.items.[].system.time.value} (same value: 3)
[frequency] : object {3-12.items.[].system.frequency}
max : integer {3-12.items.[].system.frequency.max} (same value: 1)
per : string {3-12.items.[].system.frequency.per} (same value: day)
value : integer {3-12.items.[].system.frequency.value} (same value: 1)
type : string {3-12.items.[].type} (6 different values)
melee (x13)
action (x29)
weapon (x2)
lore (x2)
spellcastingEntry (x1)
spell (x1)
[_stats] : object {3-12.items.[]._stats}
compendiumSource : string {3-12.items.[]._stats.compendiumSource} (9 different values)
Compendium.pf2e.equipment-srd.Item.FVjTuBCIefAgloUU (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.kquBnQ0kObZztnBc (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.hFtNbo1LKYCoDy2O (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.eQM5hQ1W3d1uen97 (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.Tkd8sH4pwFIPzqTr (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.BCLvAx4Pz4MLa2pu (x4)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.N1kstYbHScxgUQtN (x2)
Compendium.pf2e.spells-srd.Item.9XHmC2JgTUIQ1CCm (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.fJSNOw4zHGbIm4bZ (x1)
[flags] : object {3-12.items.[].flags}
pf2e : object {3-12.items.[].flags.pf2e}
linkedWeapon : string {3-12.items.[].flags.pf2e.linkedWeapon} (same value: UwTxvfQ8X6SHX1sR)
name : string {3-12.name} (all different values)
system : object {3-12.system}
[abilities] : object {3-12.system.abilities}
cha : object {3-12.system.abilities.cha}
mod : integer {3-12.system.abilities.cha.mod} (4 different values)
-5 (x3)
4 (x1)
5 (x1)
0 (x1)
con : object {3-12.system.abilities.con}
mod : integer {3-12.system.abilities.con.mod} (2 different values)
4 (x5)
3 (x1)
dex : object {3-12.system.abilities.dex}
mod : integer {3-12.system.abilities.dex.mod} (4 different values)
-3 (x1)
2 (x2)
3 (x1)
0 (x2)
int : object {3-12.system.abilities.int}
mod : integer {3-12.system.abilities.int.mod} (4 different values)
-5 (x3)
3 (x1)
4 (x1)
-2 (x1)
str : object {3-12.system.abilities.str}
mod : integer {3-12.system.abilities.str.mod} (4 different values)
3 (x2)
4 (x2)
5 (x1)
1 (x1)
wis : object {3-12.system.abilities.wis}
mod : integer {3-12.system.abilities.wis.mod} (3 different values)
0 (x4)
1 (x1)
2 (x1)
attributes : object {3-12.system.attributes}
ac : object {3-12.system.attributes.ac}
[details] : string {3-12.system.attributes.ac.details} (2 different values)
(13 when broken), construct armor (x1)
(x5)
value : integer {3-12.system.attributes.ac.value} (6 different values)
17 (x1)
18 (x2)
21 (x1)
19 (x1)
16 (x2)
13 (x1)
[allSaves] : object {3-12.system.attributes.allSaves}
value : string {3-12.system.attributes.allSaves.value} (2 different values)
(x4)
-1 to Saves vs. Emotion Effects (x2)
[hardness] : mixed
object {3-12.system.attributes.hardness}
value : integer {3-12.system.attributes.hardness.value} (same value: 5)
integer {3-12.system.attributes.hardness} (2 different values)
12 (x1)
7 (x1)
hp : object {3-12.system.attributes.hp}
details : string {3-12.system.attributes.hp.details} (2 different values)
(x7)
(fast healing 2 (in boiling water or steam)) (x1)
max : integer {3-12.system.attributes.hp.max} (7 different values)
30 (x2)
55 (x1)
93 (x1)
42 (x1)
60 (x1)
28 (x1)
24 (x1)
temp : integer {3-12.system.attributes.hp.temp} (same value: 0)
value : integer {3-12.system.attributes.hp.value} (7 different values)
30 (x2)
55 (x1)
93 (x1)
42 (x1)
60 (x1)
28 (x1)
24 (x1)
[immunities] : array<object> {3-12.system.attributes.immunities}
Length: min=0 max=5
Value type: object {3-12.system.attributes.immunities.[]}
type : string {3-12.system.attributes.immunities.[].type} (6 different values)
precision (x2)
bleed (x1)
fire (x1)
paralyzed (x1)
poison (x1)
sleep (x1)
[speed] : object {3-12.system.attributes.speed}
otherSpeeds : array<object> {3-12.system.attributes.speed.otherSpeeds}
Length: min=0 max=2
Value type: object {3-12.system.attributes.speed.otherSpeeds.[]}
type : string {3-12.system.attributes.speed.otherSpeeds.[].type} (2 different values)
fly (x1)
swim (x1)
value : integer {3-12.system.attributes.speed.otherSpeeds.[].value} (same value: 25)
value : integer {3-12.system.attributes.speed.value} (2 different values)
20 (x4)
25 (x2)
[weaknesses] : array<object> {3-12.system.attributes.weaknesses}
Length: min=1 max=2
Value type: object {3-12.system.attributes.weaknesses.[]}
type : string {3-12.system.attributes.weaknesses.[].type} (4 different values)
cold-iron (x2)
fire (x2)
slashing (x2)
cold (x1)
value : integer {3-12.system.attributes.weaknesses.[].value} (3 different values)
3 (x3)
4 (x1)
5 (x3)
[emitsSound] : string {3-12.system.attributes.emitsSound} (same value: encounter)
[hasHealth] : boolean {3-12.system.attributes.hasHealth} (same value: True)
[stealth] : object {3-12.system.attributes.stealth}
details : string {3-12.system.attributes.stealth.details} (same value: <p>(trained)</p>)
value : integer {3-12.system.attributes.stealth.value} (2 different values)
10 (x1)
7 (x1)
[resistances] : array<object> {3-12.system.attributes.resistances}
Length: min=1 max=1
Value type: object {3-12.system.attributes.resistances.[]}
type : string {3-12.system.attributes.resistances.[].type} (same value: bludgeoning)
value : integer {3-12.system.attributes.resistances.[].value} (2 different values)
5 (x1)
3 (x1)
details : object {3-12.system.details}
[blurb] : string {3-12.system.details.blurb} (4 different values)
Variant animated armor (x1)
Variant street skelm (x2)
(x2)
Variant steam mephit (x1)
[languages] : object {3-12.system.details.languages}
details : string {3-12.system.details.languages.details} (same value: )
value : array<string> {3-12.system.details.languages.value}
Length: min=0 max=4
Value type: string {3-12.system.details.languages.value.[]} (6 different values)
aklo (x2)
common (x2)
kelish (x2)
taldane (x2)
pyric (x1)
thalassic (x1)
level : object {3-12.system.details.level}
value : integer {3-12.system.details.level.value} (4 different values)
2 (x2)
3 (x3)
5 (x1)
1 (x2)
[privateNotes] : string {3-12.system.details.privateNotes} (same value: )
[publicNotes] : string {3-12.system.details.publicNotes} (4 different values)
<p>Granted a semblance of life through the use of rituals or other strange magic, animated objects take many forms and serve a variety of uses. A few examples of typical animated objects are listed below. Many of these creatures serve as guardians, surprising unsuspecting adventurers when they suddenly attack. Others serve as idle distractions for the exceptionally rich, simple servants created to handle odd jobs, and the like.</p> (x1)
<p>Rage-filled skelms are drawn to any settlement with more than a few hundred souls. Using magical disguises and leveraging societal norms to their benefit, these antlered monsters crave fearful respect and brutally punish any who dare disagree with their lofty opinions, even in the slightest degree. Although quite dangerous on their own, skelms are at their deadliest when leading an angry mob. Their cruel and exploitative nature has made their name synonymous with villainy.</p>
<p>An existing skelm can transform any evil humanoid who's overwhelmed with rage into one of their kind. Skelms heap enraging humiliation on potential new brothers as a form of indoctrination, convincing these recruits that some other person or group is responsible for their misery. This practice ensures skelms begin their new existence with sufficient vitriol to plot their revenge.</p>
<p>Many newly forged skelms carry on their lives in the roles they held as mortals; and in fact, these roles often shape the type of skelm they become. Skelms can arise among members of nearly any ancestry, though they're more common among cultures with deeply entrenched gender roles, unjust hierarchies, and those that don't offer healthy ways to experience and process anger.</p>
<h3>Mockeries of Masculinity</h3>
<p>Skelm women don't appear to exist. The few researchers who have tracked skelm mating behavior have found skelms' offspring are undifferentiated members of the mother's ancestry. The fact that skelms are cruelly manipulative shapeshifters, but all male, has led to the theory that skelms are the mystical male counterpart to hags.</p>
<hr />
<p>Street skelms abuse the deference given to elders and the well-to-do in public spaces, appearing as such so they can verbally or physically punish those who dare defy their cruel sensibilities. To excuse his actions or gather allies, a street skelm might rant about a target, building a pretense of some vague threat the target poses to the community's social order. These rantings can rally a mob to carry out the skelm's violence against his target, some of whom even act out of fear against becoming the skelm's next target. Street skelms have little of the magical talents possessed by their more powerful peers, mostly relying on brute force.</p>
<p>Street skelms typically dress in old-fashioned styles, always including a hat or hood that can cover their distinctive features. They often walk with a cane, walking staff, or other prop suitable for bludgeoning those who offend their delicate egos or challenge their tenuous sense of control.</p> (x2)
(x2)
<p>These brash and arrogant creatures are among the more energetic mephits. They are quick to nominate themselves the leaders of any group, barking out orders in shrill, high-pitched voices and insisting on having everything done their way. Even when they aren't bossing others around, the constant hiss of steam escaping from their pores ensures that there is never a quiet moment.</p> (x1)
publication : object {3-12.system.details.publication}
license : string {3-12.system.details.publication.license} (same value: OGL)
remaster : boolean {3-12.system.details.publication.remaster} (same value: False)
title : string {3-12.system.details.publication.title} (same value: Pathfinder Society Scenario #3-12: Fury's Toll)
[description] : string {3-12.system.details.description} (same value: <p>The enchanted fountain spews large quantities of grape juice as its marble tiers spin with increasing speed, flinging juice in all directions.</p>)
[disable] : string {3-12.system.details.disable} (2 different values)
<p>@Check[athletics|dc:20|name:Grapple a Tier|traits:hazard,complex,magical,trap,action:grapple] to @UUID[Compendium.pf2e.actionspf2e.Item.Grapple] a tier and halt its momentum, followed by @Check[crafting|dc:18|name:Disable the Pump Mechanism|traits:hazard,complex,magical,trap,action:disable-a-device] or @Check[thievery|dc:18|name:Disable the Pump Mechanism|traits:hazard,complex,magical,trap,action:disable-a-device] (while the tier is grabbed) to disable the pump mechanism through the gap that the previous checks left open. Grappling a tier requires 1 action. Each Crafting or Thievery check to disable a tier is a 2-action activity.</p>
<p>The fountain has three tiers, and fully disabling the fountain requires each tier to be disabled. For each disabled tier, the DC's to Grapple or disable another tier decrease by 2. If the creature critically succeeds at a check to disable a tier, it's immediately disabled, regardless of the number of checks that would otherwise be required due to Challenge Point adjustments.</p> (x1)
<p>@Check[athletics|dc:16|name:Grapple a Tier|traits:hazard,complex,magical,trap,action:grapple] to @UUID[Compendium.pf2e.actionspf2e.Item.Grapple] a tier and halt its momentum, followed by @Check[crafting|dc:14|name:Disable the Pump Mechanism|traits:hazard,complex,magical,trap,action:disable-a-device] or @Check[thievery|dc:14|name:Disable the Pump Mechanism|traits:hazard,complex,magical,trap,action:disable-a-device] (while the tier is grabbed) to disable the pump mechanism through the gap that the previous checks left open. Grappling a tier requires 1 action. Each Crafting or Thievery check to disable a tier is a 2-action activity.</p>
<p>The fountain has three tiers, and fully disabling the fountain requires each tier to be disabled. For each disabled tier, the DC's to Grapple or disable another tier decrease by 2. If the creature critically succeeds at a check to disable a tier, it's immediately disabled, regardless of the number of checks that would otherwise be required due to Challenge Point adjustments.</p> (x1)
[isComplex] : boolean {3-12.system.details.isComplex} (same value: True)
[reset] : string {3-12.system.details.reset} (same value: )
[routine] : string {3-12.system.details.routine} (same value: <p>(1 action) The fountain accelerates its spinning, spraying juice 10 feet in all directions on its first turn, 15 feet in all directions on its second turn, and 20 feet in all directions on its third turn. Every square where it sprays juice becomes difficult terrain. At the start of its fourth turn, the fountain breaks, disabling the hazard and flinging juice 25 feet in all directions.</p>)
[initiative] : object {3-12.system.initiative}
statistic : string {3-12.system.initiative.statistic} (same value: perception)
[perception] : object {3-12.system.perception}
details : string {3-12.system.perception.details} (2 different values)
(x5)
steam vision (x1)
mod : integer {3-12.system.perception.mod} (6 different values)
6 (x1)
8 (x1)
11 (x1)
7 (x1)
5 (x1)
4 (x1)
senses : array<object> {3-12.system.perception.senses}
Length: min=1 max=1
Value type: object {3-12.system.perception.senses.[]}
type : string {3-12.system.perception.senses.[].type} (2 different values)
darkvision (x4)
scent (x2)
[acuity] : string {3-12.system.perception.senses.[].acuity} (same value: imprecise)
[range] : integer {3-12.system.perception.senses.[].range} (same value: 30)
[resources] : object {3-12.system.resources}
focus : object {3-12.system.resources.focus}
max : integer {3-12.system.resources.focus.max} (same value: 1)
value : integer {3-12.system.resources.focus.value} (same value: 1)
saves : object {3-12.system.saves}
fortitude : object {3-12.system.saves.fortitude}
saveDetail : string {3-12.system.saves.fortitude.saveDetail} (same value: )
value : integer {3-12.system.saves.fortitude.value} (4 different values)
10 (x5)
13 (x1)
12 (x1)
7 (x1)
reflex : object {3-12.system.saves.reflex}
saveDetail : string {3-12.system.saves.reflex.saveDetail} (same value: )
value : integer {3-12.system.saves.reflex.value} (7 different values)
3 (x1)
9 (x1)
12 (x1)
6 (x1)
7 (x1)
5 (x2)
8 (x1)
will : object {3-12.system.saves.will}
saveDetail : string {3-12.system.saves.will.saveDetail} (same value: )
value : integer {3-12.system.saves.will.value} (7 different values)
4 (x1)
8 (x1)
11 (x1)
0 (x2)
7 (x1)
5 (x1)
6 (x1)
[skills] : object {3-12.system.skills}
[athletics] : object {3-12.system.skills.athletics}
base : integer {3-12.system.skills.athletics.base} (4 different values)
9 (x2)
12 (x1)
10 (x1)
7 (x1)
[deception] : object {3-12.system.skills.deception}
base : integer {3-12.system.skills.deception.base} (2 different values)
11 (x1)
14 (x1)
[intimidation] : object {3-12.system.skills.intimidation}
base : integer {3-12.system.skills.intimidation.base} (3 different values)
9 (x1)
12 (x1)
7 (x1)
[society] : object {3-12.system.skills.society}
base : integer {3-12.system.skills.society.base} (2 different values)
8 (x1)
11 (x1)
[stealth] : object {3-12.system.skills.stealth}
base : integer {3-12.system.skills.stealth.base} (2 different values)
9 (x1)
12 (x1)
acrobatics : object {3-12.system.skills.acrobatics}
base : integer {3-12.system.skills.acrobatics.base} (same value: 8)
traits : object {3-12.system.traits}
rarity : string {3-12.system.traits.rarity} (3 different values)
uncommon (x1)
unique (x4)
rare (x3)
size : object {3-12.system.traits.size}
value : string {3-12.system.traits.size.value} (2 different values)
med (x7)
sm (x1)
value : array<string> {3-12.system.traits.value}
Length: min=2 max=4
Value type: string {3-12.system.traits.value.[]} (11 different values)
construct (x3)
mindless (x3)
evil (x2)
humanoid (x2)
lawful (x2)
skelm (x2)
magical (x2)
trap (x2)
elemental (x1)
fire (x1)
water (x1)
[creatureType] : string {3-12.system.creatureType} (same value: )
[statusEffects] : array<> {3-12.system.statusEffects}
Length: min=0 max=0
Value type: mixed
type : string {3-12.type} (2 different values)
npc (x6)
hazard (x2)
[prototypeToken] : object {3-12.prototypeToken}
name : string {3-12.prototypeToken.name} (same value: Fasiel Ibn Sazadin)
+898
View File
@@ -0,0 +1,898 @@
3-13
Different values: 25
=====================================
object {3-13}
_id : string {3-13._id} (all different values)
folder : string {3-13.folder} (same value: JnoQxR2MZezXqo7E)
img : string {3-13.img} (same value: systems/pf2e/icons/default-icons/npc.svg)
items : array<object> {3-13.items}
Length: min=2 max=15
Value type: object {3-13.items.[]}
_id : string {3-13.items.[]._id} (110 different values)
[_stats] : object {3-13.items.[]._stats}
compendiumSource : string {3-13.items.[]._stats.compendiumSource} (35 different values)
img : string {3-13.items.[].img} (27 different values)
name : string {3-13.items.[].name} (84 different values)
sort : integer {3-13.items.[].sort} (15 different values)
100000 (x25)
200000 (x25)
300000 (x24)
400000 (x19)
500000 (x16)
600000 (x15)
700000 (x12)
800000 (x11)
900000 (x8)
1000000 (x6)
1100000 (x5)
1200000 (x5)
1300000 (x4)
1400000 (x2)
1500000 (x2)
system : object {3-13.items.[].system}
[baseItem] : string {3-13.items.[].system.baseItem} (7 different values)
dagger (x2)
sickle (x1)
chain-shirt (x1)
steel-shield (x1)
blunderbuss (x1)
shortsword (x1)
studded-leather-armor (x1)
[bonus] : object {3-13.items.[].system.bonus}
value : integer {3-13.items.[].system.bonus.value} (9 different values)
0 (x5)
11 (x8)
10 (x9)
12 (x4)
15 (x1)
14 (x9)
13 (x1)
8 (x2)
17 (x5)
[bonusDamage] : object {3-13.items.[].system.bonusDamage}
value : integer {3-13.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {3-13.items.[].system.bulk}
value : mixed
float {3-13.items.[].system.bulk.value} (same value: 0,1)
integer {3-13.items.[].system.bulk.value} (2 different values)
1 (x3)
2 (x1)
[category] : string {3-13.items.[].system.category} (6 different values)
simple (x3)
light (x2)
offensive (x52)
interaction (x15)
defensive (x27)
martial (x2)
[containerId] : mixed
[damage] : object {3-13.items.[].system.damage}
[damageType] : string {3-13.items.[].system.damage.damageType} (2 different values)
piercing (x4)
slashing (x1)
[dice] : integer {3-13.items.[].system.damage.dice} (same value: 1)
[die] : string {3-13.items.[].system.damage.die} (3 different values)
d4 (x3)
d8 (x1)
d6 (x1)
[0] : object {3-13.items.[].system.damage.0}
[category] : mixed
formula : string {3-13.items.[].system.damage.0.formula} (2 different values)
3d4 (x1)
2d10 (x4)
kinds : array<string> {3-13.items.[].system.damage.0.kinds}
Length: min=1 max=1
Value type: string {3-13.items.[].system.damage.0.kinds.[]} (same value: damage)
materials : array<> {3-13.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {3-13.items.[].system.damage.0.type} (2 different values)
piercing (x1)
sonic (x4)
description : object {3-13.items.[].system.description}
value : string {3-13.items.[].system.description.value} (77 different values)
[equipped] : object {3-13.items.[].system.equipped}
carryType : string {3-13.items.[].system.equipped.carryType} (2 different values)
held (x4)
worn (x4)
[handsHeld] : integer {3-13.items.[].system.equipped.handsHeld} (2 different values)
1 (x4)
0 (x1)
[invested] : mixed
[inSlot] : boolean {3-13.items.[].system.equipped.inSlot} (same value: True)
[group] : string {3-13.items.[].system.group} (5 different values)
knife (x3)
chain (x1)
firearm (x1)
sword (x1)
leather (x1)
[hardness] : integer {3-13.items.[].system.hardness} (2 different values)
0 (x7)
5 (x1)
[hp] : object {3-13.items.[].system.hp}
max : integer {3-13.items.[].system.hp.max} (2 different values)
0 (x7)
20 (x1)
value : integer {3-13.items.[].system.hp.value} (2 different values)
0 (x7)
20 (x1)
[level] : object {3-13.items.[].system.level}
value : integer {3-13.items.[].system.level.value} (5 different values)
0 (x8)
3 (x6)
2 (x16)
1 (x6)
4 (x4)
[material] : object {3-13.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {3-13.items.[].system.price}
value : object {3-13.items.[].system.price.value}
[sp] : integer {3-13.items.[].system.price.value.sp} (2 different values)
2 (x3)
9 (x1)
[gp] : integer {3-13.items.[].system.price.value.gp} (4 different values)
5 (x1)
2 (x1)
8 (x1)
3 (x1)
publication : object {3-13.items.[].system.publication}
license : string {3-13.items.[].system.publication.license} (same value: OGL)
remaster : boolean {3-13.items.[].system.publication.remaster} (same value: False)
title : string {3-13.items.[].system.publication.title} (5 different values)
Pathfinder Core Rulebook (x13)
(x135)
Pathfinder Bestiary (x26)
Pathfinder Guns & Gears (x1)
Pathfinder Bestiary 2 (x4)
[quantity] : integer {3-13.items.[].system.quantity} (2 different values)
1 (x6)
2 (x2)
[range] : mixed
integer {3-13.items.[].system.range} (same value: 40)
object {3-13.items.[].system.range}
value : string {3-13.items.[].system.range.value} (5 different values)
120 feet (x2)
60 feet (x2)
(x10)
30 feet (x14)
touch (x4)
[reload] : object {3-13.items.[].system.reload}
value : string {3-13.items.[].system.reload.value} (3 different values)
- (x2)
(x2)
1 (x1)
rules : ###FoundryRulesObject###
[runes] : object {3-13.items.[].system.runes}
[potency] : integer {3-13.items.[].system.runes.potency} (same value: 0)
[property] : array<> {3-13.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {3-13.items.[].system.runes.striking} (same value: 0)
[resilient] : integer {3-13.items.[].system.runes.resilient} (same value: 0)
[reinforcing] : integer {3-13.items.[].system.runes.reinforcing} (same value: 0)
[size] : string {3-13.items.[].system.size} (same value: med)
[slug] : string {3-13.items.[].system.slug} (37 different values)
[splashDamage] : object {3-13.items.[].system.splashDamage}
value : integer {3-13.items.[].system.splashDamage.value} (same value: 0)
[traits] : object {3-13.items.[].system.traits}
rarity : string {3-13.items.[].system.traits.rarity} (2 different values)
common (x172)
uncommon (x1)
value : array<string> {3-13.items.[].system.traits.value}
Length: min=0 max=5
Value type: string {3-13.items.[].system.traits.value.[]} (52 different values)
[integrated] : mixed
[traditions] : array<string> {3-13.items.[].system.traits.traditions}
Length: min=1 max=4
Value type: string {3-13.items.[].system.traits.traditions.[]} (4 different values)
arcane (x24)
primal (x14)
occult (x26)
divine (x16)
[usage] : object {3-13.items.[].system.usage}
value : string {3-13.items.[].system.usage.value} (2 different values)
held-in-one-hand (x4)
held-in-two-hands (x1)
[acBonus] : integer {3-13.items.[].system.acBonus} (same value: 2)
[checkPenalty] : integer {3-13.items.[].system.checkPenalty} (same value: -1)
[dexCap] : integer {3-13.items.[].system.dexCap} (same value: 3)
[speedPenalty] : integer {3-13.items.[].system.speedPenalty} (same value: 0)
[strength] : integer {3-13.items.[].system.strength} (same value: 1)
[attack] : object {3-13.items.[].system.attack}
value : string {3-13.items.[].system.attack.value} (same value: )
[attackEffects] : object {3-13.items.[].system.attackEffects}
[custom] : string {3-13.items.[].system.attackEffects.custom} (same value: )
value : array<string> {3-13.items.[].system.attackEffects.value}
Length: min=0 max=2
Value type: string {3-13.items.[].system.attackEffects.value.[]} (7 different values)
grab (x3)
ghast-ghast-fever (x2)
ghast-paralysis (x4)
grimstalker-sap (x1)
cumbersome-mutation (x2)
curse-of-the-werebat (x1)
curse-of-the-weretiger (x1)
[damageRolls] : object {3-13.items.[].system.damageRolls}
[en1yefg9lp7964kbandu] : object {3-13.items.[].system.damageRolls.en1yefg9lp7964kbandu}
damage : string {3-13.items.[].system.damageRolls.en1yefg9lp7964kbandu.damage} (same value: 1d4+6)
damageType : string {3-13.items.[].system.damageRolls.en1yefg9lp7964kbandu.damageType} (same value: piercing)
[mc0k726x123cckh2fauj] : object {3-13.items.[].system.damageRolls.mc0k726x123cckh2fauj}
damage : string {3-13.items.[].system.damageRolls.mc0k726x123cckh2fauj.damage} (same value: 1d4+6)
damageType : string {3-13.items.[].system.damageRolls.mc0k726x123cckh2fauj.damageType} (same value: slashing)
[zobltkuh8ujdpw5jgbyt] : object {3-13.items.[].system.damageRolls.zobltkuh8ujdpw5jgbyt}
damage : string {3-13.items.[].system.damageRolls.zobltkuh8ujdpw5jgbyt.damage} (same value: 1d4+6)
damageType : string {3-13.items.[].system.damageRolls.zobltkuh8ujdpw5jgbyt.damageType} (same value: piercing)
[0] : object {3-13.items.[].system.damageRolls.0}
damage : string {3-13.items.[].system.damageRolls.0.damage} (4 different values)
1d8+4 (x3)
2d10+4 (x1)
2d10+7 (x3)
1d6+4 (x1)
damageType : string {3-13.items.[].system.damageRolls.0.damageType} (3 different values)
fire (x2)
slashing (x5)
bludgeoning (x1)
[1] : object {3-13.items.[].system.damageRolls.1}
category : string {3-13.items.[].system.damageRolls.1.category} (same value: persistent)
damage : string {3-13.items.[].system.damageRolls.1.damage} (same value: 1d4)
damageType : string {3-13.items.[].system.damageRolls.1.damageType} (same value: fire)
[lhflr40jwajii990myjj] : object {3-13.items.[].system.damageRolls.lhflr40jwajii990myjj}
damage : string {3-13.items.[].system.damageRolls.lhflr40jwajii990myjj.damage} (same value: 1d6+3)
damageType : string {3-13.items.[].system.damageRolls.lhflr40jwajii990myjj.damageType} (same value: bludgeoning)
[nodz91aqdxgcfjql5myh] : object {3-13.items.[].system.damageRolls.nodz91aqdxgcfjql5myh}
damage : string {3-13.items.[].system.damageRolls.nodz91aqdxgcfjql5myh.damage} (same value: 1d4)
damageType : string {3-13.items.[].system.damageRolls.nodz91aqdxgcfjql5myh.damageType} (same value: fire)
[4jqnr0heq8dqkk8mf4ls] : object {3-13.items.[].system.damageRolls.4jqnr0heq8dqkk8mf4ls}
damage : string {3-13.items.[].system.damageRolls.4jqnr0heq8dqkk8mf4ls.damage} (same value: 1d8+3)
damageType : string {3-13.items.[].system.damageRolls.4jqnr0heq8dqkk8mf4ls.damageType} (same value: slashing)
[1yvhmiz8kvoth476kstq] : object {3-13.items.[].system.damageRolls.1yvhmiz8kvoth476kstq}
damage : string {3-13.items.[].system.damageRolls.1yvhmiz8kvoth476kstq.damage} (same value: 1d4)
damageType : string {3-13.items.[].system.damageRolls.1yvhmiz8kvoth476kstq.damageType} (same value: fire)
[r1uqovmc77iwe1jgxsu5] : object {3-13.items.[].system.damageRolls.r1uqovmc77iwe1jgxsu5}
damage : string {3-13.items.[].system.damageRolls.r1uqovmc77iwe1jgxsu5.damage} (same value: 1d6+5)
damageType : string {3-13.items.[].system.damageRolls.r1uqovmc77iwe1jgxsu5.damageType} (same value: piercing)
[m14kmi92hkr6ja8hi7mh] : object {3-13.items.[].system.damageRolls.m14kmi92hkr6ja8hi7mh}
damage : string {3-13.items.[].system.damageRolls.m14kmi92hkr6ja8hi7mh.damage} (same value: 1d4)
damageType : string {3-13.items.[].system.damageRolls.m14kmi92hkr6ja8hi7mh.damageType} (same value: fire)
[8gmxmz9cfir54e9yeczw] : object {3-13.items.[].system.damageRolls.8gmxmz9cfir54e9yeczw}
damage : string {3-13.items.[].system.damageRolls.8gmxmz9cfir54e9yeczw.damage} (same value: 1d8+3)
damageType : string {3-13.items.[].system.damageRolls.8gmxmz9cfir54e9yeczw.damageType} (same value: piercing)
[rqzyhwhkzf8kaywuo0k8] : object {3-13.items.[].system.damageRolls.rqzyhwhkzf8kaywuo0k8}
damage : string {3-13.items.[].system.damageRolls.rqzyhwhkzf8kaywuo0k8.damage} (same value: 1d4)
damageType : string {3-13.items.[].system.damageRolls.rqzyhwhkzf8kaywuo0k8.damageType} (same value: fire)
[oah2drarovo3s87t3akp] : object {3-13.items.[].system.damageRolls.oah2drarovo3s87t3akp}
damage : string {3-13.items.[].system.damageRolls.oah2drarovo3s87t3akp.damage} (same value: 1d6+5)
damageType : string {3-13.items.[].system.damageRolls.oah2drarovo3s87t3akp.damageType} (same value: piercing)
[35tvlmnbp3gxuakha4e4] : object {3-13.items.[].system.damageRolls.35tvlmnbp3gxuakha4e4}
damage : string {3-13.items.[].system.damageRolls.35tvlmnbp3gxuakha4e4.damage} (same value: 1d4+5)
damageType : string {3-13.items.[].system.damageRolls.35tvlmnbp3gxuakha4e4.damageType} (same value: slashing)
[49nzw4e8c9rn1n9gpid8] : object {3-13.items.[].system.damageRolls.49nzw4e8c9rn1n9gpid8}
damage : string {3-13.items.[].system.damageRolls.49nzw4e8c9rn1n9gpid8.damage} (same value: 2d6+7)
damageType : string {3-13.items.[].system.damageRolls.49nzw4e8c9rn1n9gpid8.damageType} (same value: slashing)
[dts3catsuqb8lnksuy69] : object {3-13.items.[].system.damageRolls.dts3catsuqb8lnksuy69}
damage : string {3-13.items.[].system.damageRolls.dts3catsuqb8lnksuy69.damage} (same value: 1d4+6)
damageType : string {3-13.items.[].system.damageRolls.dts3catsuqb8lnksuy69.damageType} (same value: piercing)
[tzgxd2prihpmcn24hhht] : object {3-13.items.[].system.damageRolls.tzgxd2prihpmcn24hhht}
damage : string {3-13.items.[].system.damageRolls.tzgxd2prihpmcn24hhht.damage} (same value: 1d10+3)
damageType : string {3-13.items.[].system.damageRolls.tzgxd2prihpmcn24hhht.damageType} (same value: piercing)
[df27ya009wjko6cvpcog] : object {3-13.items.[].system.damageRolls.df27ya009wjko6cvpcog}
damage : string {3-13.items.[].system.damageRolls.df27ya009wjko6cvpcog.damage} (same value: 1d6+3)
damageType : string {3-13.items.[].system.damageRolls.df27ya009wjko6cvpcog.damageType} (same value: slashing)
[wy1yold13inb06yq31dv] : object {3-13.items.[].system.damageRolls.wy1yold13inb06yq31dv}
damage : string {3-13.items.[].system.damageRolls.wy1yold13inb06yq31dv.damage} (2 different values)
1d12+4 (x1)
1d12+7 (x2)
damageType : string {3-13.items.[].system.damageRolls.wy1yold13inb06yq31dv.damageType} (same value: piercing)
[v2bqqivt6qrkf3k308q5] : object {3-13.items.[].system.damageRolls.v2bqqivt6qrkf3k308q5}
damage : string {3-13.items.[].system.damageRolls.v2bqqivt6qrkf3k308q5.damage} (same value: 1d6)
damageType : string {3-13.items.[].system.damageRolls.v2bqqivt6qrkf3k308q5.damageType} (same value: cold)
[7zwdybwda7dc26tht1a4] : object {3-13.items.[].system.damageRolls.7zwdybwda7dc26tht1a4}
damage : string {3-13.items.[].system.damageRolls.7zwdybwda7dc26tht1a4.damage} (2 different values)
1d8+4 (x1)
1d8+7 (x2)
damageType : string {3-13.items.[].system.damageRolls.7zwdybwda7dc26tht1a4.damageType} (same value: slashing)
[iui2z2enlmzcet3rejmr] : object {3-13.items.[].system.damageRolls.iui2z2enlmzcet3rejmr}
damage : string {3-13.items.[].system.damageRolls.iui2z2enlmzcet3rejmr.damage} (same value: 1d6)
damageType : string {3-13.items.[].system.damageRolls.iui2z2enlmzcet3rejmr.damageType} (same value: cold)
[7qs5idqk51cyqrdossm1] : object {3-13.items.[].system.damageRolls.7qs5idqk51cyqrdossm1}
damage : string {3-13.items.[].system.damageRolls.7qs5idqk51cyqrdossm1.damage} (same value: 1d10+5)
damageType : string {3-13.items.[].system.damageRolls.7qs5idqk51cyqrdossm1.damageType} (same value: piercing)
[afw854mi4ui6f02xhxld] : object {3-13.items.[].system.damageRolls.afw854mi4ui6f02xhxld}
damage : string {3-13.items.[].system.damageRolls.afw854mi4ui6f02xhxld.damage} (same value: 2d10)
damageType : string {3-13.items.[].system.damageRolls.afw854mi4ui6f02xhxld.damageType} (same value: untyped)
[tukgkrwngoemy7mdbf6t] : object {3-13.items.[].system.damageRolls.tukgkrwngoemy7mdbf6t}
damage : string {3-13.items.[].system.damageRolls.tukgkrwngoemy7mdbf6t.damage} (same value: 1d6)
damageType : string {3-13.items.[].system.damageRolls.tukgkrwngoemy7mdbf6t.damageType} (same value: spirit)
[kipmtwodsed50rlt45qs] : object {3-13.items.[].system.damageRolls.kipmtwodsed50rlt45qs}
damage : string {3-13.items.[].system.damageRolls.kipmtwodsed50rlt45qs.damage} (same value: 1d6+2)
damageType : string {3-13.items.[].system.damageRolls.kipmtwodsed50rlt45qs.damageType} (same value: piercing)
[he8gjk0bcahztpjxor7g] : object {3-13.items.[].system.damageRolls.he8gjk0bcahztpjxor7g}
damage : string {3-13.items.[].system.damageRolls.he8gjk0bcahztpjxor7g.damage} (same value: 1d4+2)
damageType : string {3-13.items.[].system.damageRolls.he8gjk0bcahztpjxor7g.damageType} (same value: piercing)
[8wu53v250mtw3o5sq7ie] : object {3-13.items.[].system.damageRolls.8wu53v250mtw3o5sq7ie}
damage : string {3-13.items.[].system.damageRolls.8wu53v250mtw3o5sq7ie.damage} (same value: 1d4)
damageType : string {3-13.items.[].system.damageRolls.8wu53v250mtw3o5sq7ie.damageType} (same value: spirit)
[9z52eizaa2o4op0w0gw6] : object {3-13.items.[].system.damageRolls.9z52eizaa2o4op0w0gw6}
damage : string {3-13.items.[].system.damageRolls.9z52eizaa2o4op0w0gw6.damage} (same value: 1d6)
damageType : string {3-13.items.[].system.damageRolls.9z52eizaa2o4op0w0gw6.damageType} (same value: cold)
[vikvzg6wtfj86wfyoeuz] : object {3-13.items.[].system.damageRolls.vikvzg6wtfj86wfyoeuz}
damage : string {3-13.items.[].system.damageRolls.vikvzg6wtfj86wfyoeuz.damage} (same value: 2d10+4)
damageType : string {3-13.items.[].system.damageRolls.vikvzg6wtfj86wfyoeuz.damageType} (same value: piercing)
[oud3aa1nxae0d193kd8i] : object {3-13.items.[].system.damageRolls.oud3aa1nxae0d193kd8i}
damage : string {3-13.items.[].system.damageRolls.oud3aa1nxae0d193kd8i.damage} (same value: 1d4)
damageType : string {3-13.items.[].system.damageRolls.oud3aa1nxae0d193kd8i.damageType} (same value: spirit)
[75692ru4cojuuqc3btob] : object {3-13.items.[].system.damageRolls.75692ru4cojuuqc3btob}
damage : string {3-13.items.[].system.damageRolls.75692ru4cojuuqc3btob.damage} (same value: 2d6+7)
damageType : string {3-13.items.[].system.damageRolls.75692ru4cojuuqc3btob.damageType} (same value: piercing)
r31xw9h9do0qewmtzmic : object {3-13.items.[].system.damageRolls.r31xw9h9do0qewmtzmic}
damage : string {3-13.items.[].system.damageRolls.r31xw9h9do0qewmtzmic.damage} (same value: 2d4+7)
damageType : string {3-13.items.[].system.damageRolls.r31xw9h9do0qewmtzmic.damageType} (same value: slashing)
[weaponType] : object {3-13.items.[].system.weaponType}
value : string {3-13.items.[].system.weaponType.value} (2 different values)
melee (x32)
ranged (x7)
[actionType] : object {3-13.items.[].system.actionType}
value : string {3-13.items.[].system.actionType.value} (3 different values)
passive (x56)
action (x35)
reaction (x3)
[actions] : object {3-13.items.[].system.actions}
[value] : integer {3-13.items.[].system.actions.value} (2 different values)
2 (x3)
1 (x32)
[autoHeightenLevel] : object {3-13.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {3-13.items.[].system.prepared}
flexible : boolean {3-13.items.[].system.prepared.flexible} (same value: False)
value : string {3-13.items.[].system.prepared.value} (same value: innate)
[proficiency] : object {3-13.items.[].system.proficiency}
value : integer {3-13.items.[].system.proficiency.value} (same value: 0)
[slots] : object {3-13.items.[].system.slots}
slot0 : object {3-13.items.[].system.slots.slot0}
max : integer {3-13.items.[].system.slots.slot0.max} (same value: 1)
value : integer {3-13.items.[].system.slots.slot0.value} (same value: 1)
slot2 : object {3-13.items.[].system.slots.slot2}
max : integer {3-13.items.[].system.slots.slot2.max} (same value: 2)
prepared : array<object> {3-13.items.[].system.slots.slot2.prepared}
Length: min=1 max=1
Value type: object {3-13.items.[].system.slots.slot2.prepared.[]}
id : string {3-13.items.[].system.slots.slot2.prepared.[].id} (same value: Fguymv62kMAEpnCV)
value : integer {3-13.items.[].system.slots.slot2.value} (same value: 2)
slot3 : object {3-13.items.[].system.slots.slot3}
max : integer {3-13.items.[].system.slots.slot3.max} (same value: 2)
prepared : array<object> {3-13.items.[].system.slots.slot3.prepared}
Length: min=2 max=2
Value type: object {3-13.items.[].system.slots.slot3.prepared.[]}
id : string {3-13.items.[].system.slots.slot3.prepared.[].id} (2 different values)
9HXvQsJ7lR5cN4y0 (x4)
WjxmwCfPQIg1n3EQ (x4)
value : integer {3-13.items.[].system.slots.slot3.value} (same value: 2)
slot4 : object {3-13.items.[].system.slots.slot4}
max : integer {3-13.items.[].system.slots.slot4.max} (same value: 1)
prepared : array<object> {3-13.items.[].system.slots.slot4.prepared}
Length: min=1 max=1
Value type: object {3-13.items.[].system.slots.slot4.prepared.[]}
id : string {3-13.items.[].system.slots.slot4.prepared.[].id} (same value: yWJo9HroCfH34xwJ)
value : integer {3-13.items.[].system.slots.slot4.value} (same value: 1)
[spelldc] : object {3-13.items.[].system.spelldc}
dc : integer {3-13.items.[].system.spelldc.dc} (2 different values)
22 (x1)
23 (x5)
mod : integer {3-13.items.[].system.spelldc.mod} (same value: 0)
value : integer {3-13.items.[].system.spelldc.value} (3 different values)
14 (x1)
13 (x1)
15 (x4)
item : integer {3-13.items.[].system.spelldc.item} (same value: 0)
[tradition] : object {3-13.items.[].system.tradition}
value : string {3-13.items.[].system.tradition.value} (3 different values)
primal (x1)
occult (x1)
divine (x4)
[area] : object {3-13.items.[].system.area}
[details] : string {3-13.items.[].system.area.details} (same value: all squares in a 20-foot-radius burst that contain plants)
type : string {3-13.items.[].system.area.type} (2 different values)
burst (x5)
emanation (x4)
value : integer {3-13.items.[].system.area.value} (3 different values)
20 (x1)
10 (x4)
30 (x4)
[cost] : object {3-13.items.[].system.cost}
value : string {3-13.items.[].system.cost.value} (same value: )
[counteraction] : boolean {3-13.items.[].system.counteraction} (same value: False)
[defense] : object {3-13.items.[].system.defense}
save : object {3-13.items.[].system.defense.save}
basic : boolean {3-13.items.[].system.defense.save.basic} (same value: False)
statistic : string {3-13.items.[].system.defense.save.statistic} (3 different values)
fortitude (x5)
reflex (x1)
will (x8)
[duration] : object {3-13.items.[].system.duration}
sustained : boolean {3-13.items.[].system.duration.sustained} (2 different values)
False (x31)
True (x1)
value : string {3-13.items.[].system.duration.value} (6 different values)
varies (x9)
1 minute (x6)
1 hour (x1)
8 hours (x1)
(x11)
10 minutes (x4)
[location] : object {3-13.items.[].system.location}
value : string {3-13.items.[].system.location.value} (3 different values)
T7rl8xICznuEuEmm (x6)
6ptXWWAwrafuOZ7Z (x2)
YL0qeAmteqJzhzXx (x24)
[heightenedLevel] : integer {3-13.items.[].system.location.heightenedLevel} (same value: 3)
[requirements] : string {3-13.items.[].system.requirements} (same value: )
[target] : object {3-13.items.[].system.target}
value : string {3-13.items.[].system.target.value} (5 different values)
1 flying creature (x1)
(x16)
1 creature (x10)
1 unattended object of light Bulk or less (x1)
up to 5 creatures (x4)
[time] : object {3-13.items.[].system.time}
value : string {3-13.items.[].system.time.value} (2 different values)
2 (x31)
3 (x1)
[heightening] : object {3-13.items.[].system.heightening}
damage : object {3-13.items.[].system.heightening.damage}
0 : string {3-13.items.[].system.heightening.damage.0} (2 different values)
1d4 (x1)
1d10 (x4)
interval : integer {3-13.items.[].system.heightening.interval} (same value: 1)
type : string {3-13.items.[].system.heightening.type} (same value: interval)
[showSlotlessLevels] : object {3-13.items.[].system.showSlotlessLevels}
value : boolean {3-13.items.[].system.showSlotlessLevels.value} (same value: False)
[deathNote] : boolean {3-13.items.[].system.deathNote} (same value: True)
type : string {3-13.items.[].type} (7 different values)
weapon (x5)
armor (x2)
melee (x39)
action (x94)
shield (x1)
spellcastingEntry (x6)
spell (x32)
[flags] : object {3-13.items.[].flags}
pf2e : object {3-13.items.[].flags.pf2e}
linkedWeapon : string {3-13.items.[].flags.pf2e.linkedWeapon} (5 different values)
HaOEclKin872Tv64 (x2)
78nonbWTYp9sHqMv (x1)
3lV0zkHvMWU3MSm0 (x1)
p2gclHAd9Ei4IUot (x1)
BIPYcj54XnRTMVwW (x1)
name : string {3-13.name} (all different values)
[prototypeToken] : object {3-13.prototypeToken}
name : string {3-13.prototypeToken.name} (13 different values)
Bugbear Tormentor (x1)
Cinder Rat (x2)
Flaming Animated Armor (x4)
Ghast (x2)
Grimstalker (x1)
Leopard (x1)
Peryton (x3)
Poltergeist (x1)
Skulk (x1)
Thundering Wihsaak (x3)
Wasp Swarm (x3)
Werebat (x1)
Weretiger (x1)
system : object {3-13.system}
abilities : object {3-13.system.abilities}
cha : object {3-13.system.abilities.cha}
mod : integer {3-13.system.abilities.cha.mod} (8 different values)
0 (x4)
-5 (x4)
3 (x9)
2 (x1)
-2 (x1)
4 (x1)
1 (x1)
-1 (x4)
con : object {3-13.system.abilities.con}
mod : integer {3-13.system.abilities.con.mod} (4 different values)
2 (x14)
4 (x8)
0 (x1)
3 (x2)
dex : object {3-13.system.abilities.dex}
mod : integer {3-13.system.abilities.dex.mod} (4 different values)
3 (x8)
-3 (x4)
4 (x8)
5 (x5)
int : object {3-13.system.abilities.int}
mod : integer {3-13.system.abilities.int.mod} (6 different values)
-1 (x2)
-4 (x3)
-5 (x7)
1 (x8)
2 (x1)
0 (x4)
str : object {3-13.system.abilities.str}
mod : integer {3-13.system.abilities.str.mod} (6 different values)
4 (x10)
2 (x3)
3 (x7)
-5 (x1)
0 (x1)
-4 (x3)
wis : object {3-13.system.abilities.wis}
mod : integer {3-13.system.abilities.wis.mod} (5 different values)
1 (x2)
2 (x13)
0 (x4)
3 (x3)
5 (x3)
attributes : object {3-13.system.attributes}
ac : object {3-13.system.attributes.ac}
details : string {3-13.system.attributes.ac.details} (2 different values)
(x21)
(15 when broken); construct armor (x4)
value : integer {3-13.system.attributes.ac.value} (7 different values)
20 (x1)
18 (x9)
19 (x4)
22 (x2)
21 (x4)
16 (x1)
24 (x4)
allSaves : object {3-13.system.attributes.allSaves}
value : string {3-13.system.attributes.allSaves.value} (same value: )
hp : object {3-13.system.attributes.hp}
details : string {3-13.system.attributes.hp.details} (3 different values)
(x20)
void healing (x4)
rejuvenation (x1)
max : integer {3-13.system.attributes.hp.max} (9 different values)
44 (x1)
45 (x5)
35 (x5)
30 (x3)
60 (x4)
55 (x1)
21 (x1)
105 (x4)
75 (x1)
temp : integer {3-13.system.attributes.hp.temp} (same value: 0)
value : integer {3-13.system.attributes.hp.value} (9 different values)
44 (x1)
45 (x5)
35 (x5)
30 (x3)
60 (x4)
55 (x1)
21 (x1)
105 (x4)
75 (x1)
speed : object {3-13.system.attributes.speed}
otherSpeeds : array<object> {3-13.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {3-13.system.attributes.speed.otherSpeeds.[]}
type : string {3-13.system.attributes.speed.otherSpeeds.[].type} (3 different values)
burrow (x2)
climb (x2)
fly (x12)
value : integer {3-13.system.attributes.speed.otherSpeeds.[].value} (5 different values)
5 (x2)
20 (x3)
50 (x3)
40 (x7)
30 (x1)
value : integer {3-13.system.attributes.speed.value} (6 different values)
25 (x5)
40 (x3)
20 (x7)
30 (x8)
0 (x1)
15 (x1)
[immunities] : array<object> {3-13.system.attributes.immunities}
Length: min=0 max=6
Value type: object {3-13.system.attributes.immunities.[]}
type : string {3-13.system.attributes.immunities.[].type} (12 different values)
bleed (x2)
fire (x2)
paralyzed (x5)
poison (x5)
sleep (x2)
cold (x4)
death-effects (x3)
disease (x3)
unconscious (x3)
precision (x4)
fear-effects (x4)
swarm-mind (x3)
[weaknesses] : array<object> {3-13.system.attributes.weaknesses}
Length: min=1 max=3
Value type: object {3-13.system.attributes.weaknesses.[]}
type : string {3-13.system.attributes.weaknesses.[].type} (7 different values)
cold (x6)
fire (x4)
holy (x8)
cold-iron (x1)
area-damage (x3)
splash-damage (x3)
silver (x2)
value : integer {3-13.system.attributes.weaknesses.[].value} (same value: 5)
[hardness] : object {3-13.system.attributes.hardness}
value : integer {3-13.system.attributes.hardness.value} (same value: 6)
[resistances] : array<object> {3-13.system.attributes.resistances}
Length: min=1 max=3
Value type: object {3-13.system.attributes.resistances.[]}
type : string {3-13.system.attributes.resistances.[].type} (5 different values)
fire (x4)
all-damage (x1)
bludgeoning (x3)
piercing (x3)
slashing (x3)
value : integer {3-13.system.attributes.resistances.[].value} (3 different values)
5 (x5)
7 (x6)
3 (x3)
[doubleVs] : array<string> {3-13.system.attributes.resistances.[].doubleVs}
Length: min=1 max=1
Value type: string {3-13.system.attributes.resistances.[].doubleVs.[]} (same value: non-magical)
[exceptions] : array<string> {3-13.system.attributes.resistances.[].exceptions}
Length: min=4 max=4
Value type: string {3-13.system.attributes.resistances.[].exceptions.[]} (4 different values)
holy (x1)
force (x1)
ghost-touch (x1)
vitality (x1)
details : object {3-13.system.details}
blurb : string {3-13.system.details.blurb} (2 different values)
(x21)
Variant animated armor (x4)
languages : object {3-13.system.details.languages}
details : string {3-13.system.details.languages.details} (4 different values)
(x19)
telepathy 100 feet (x4)
bat empathy (x1)
tiger empathy (x1)
value : array<string> {3-13.system.details.languages.value}
Length: min=0 max=4
Value type: string {3-13.system.details.languages.value.[]} (8 different values)
common (x11)
goblin (x1)
necril (x2)
aklo (x1)
chthonian (x4)
diabolic (x4)
empyrean (x4)
requian (x4)
level : object {3-13.system.details.level}
value : integer {3-13.system.details.level.value} (6 different values)
3 (x7)
2 (x4)
5 (x2)
4 (x7)
1 (x1)
6 (x4)
privateNotes : string {3-13.system.details.privateNotes} (same value: )
publicNotes : string {3-13.system.details.publicNotes} (20 different values)
<p>The bugbear tormentor seeks to torture their prey as much through psychological intimidation as through physical harm. The longer a bugbear tormentor can keep their victim alive and terrified, the better they feel.</p>
<hr />
<p>These stealthy and cruel goblinoid creatures delight in spreading fear and tormenting their victims. Bugbears are the monsters lurking in the closet and hiding under the bed. Preying on remote farmsteads, bugbears reveal their presence with thumps in the night or creaks of boards to build lurking dread and arouse suspicion and fear.</p> (x1)
<p>These oversized rodents are made of smoldering charcoal and elemental fire, and noxious fumes continually bellow from their flaming flesh.</p>
<hr />
<p>Fire elementals are destructive manifestations of the scorching Plane of Fire.</p> (x2)
<p>Suits of animated armor see use both as guardians and as training partners in high-end martial academies able to afford the extravagance. They are most often found in wizard laboratories and ancient dungeons.</p>
<hr />
<p>Granted a semblance of life through the use of rituals or other strange magic, animated objects take many forms and serve a variety of uses. A few examples of typical animated objects are listed below. Many of these creatures serve as guardians, surprising unsuspecting adventurers when they suddenly attack. Others serve as idle distractions for the exceptionally rich, simple servants created to handle odd jobs, and the like.</p> (x4)
<p>The monsters are acclimated to the wintery climate of northern Arcadia.</p>
<p>Ghasts-feral, foul-smelling, and constantly hungry-are the more powerful kin of ghouls. They are relentless in the pursuit of their prey.</p>
<hr />
<p>Few creatures are more ubiquitous to sinister locations such as lonely graveyards and ruined crypts than the flesh-eating undead known as ghouls.</p> (x1)
<p>The monsters have a visceral hatred of good deities and their servants, particularly Arcadia's benevolent couatls.</p>
<p>Ghasts-feral, foul-smelling, and constantly hungry-are the more powerful kin of ghouls. They are relentless in the pursuit of their prey.</p>
<hr />
<p>Few creatures are more ubiquitous to sinister locations such as lonely graveyards and ruined crypts than the flesh-eating undead known as ghouls.</p> (x1)
<p>These violently murderous fey have one purpose: to stealthily hunt down and slay humanoids brazen enough to dare set foot in the wilderness. Though they prefer to hunt from the shadows, grimstalkers do not fear taking their grisly work to the very edges of civilization. This boldness serves as a reminder that nature can be cruel, capricious, and owes no debt to humanity. Grimstalkers are happy to perform nature's dirty work and particularly enjoy targeting loggers, hunters, and explorers, regardless of whether they respect the natural setting they work or travel within.</p>
<p>Grimstalkers are gaunt and hairless, and their mottled, green and brown flesh gives them the appearance of moss-draped bark. When damaged, they bleed a thick, sap-like blood. They mark their territories by lopping off the heads of their victims and stringing them up in the surrounding trees, a practice that often lures dangerous scavengers into their lands. Carnivorous and thorny plants are often found in wilds where grimstalkers dwell, filling roles that pets might in human society, though grimstalkers tend to treat these "pets" poorly at best.</p>
<p>There are few accounts of grimstalkers working with other fey-for the most part, grimstalkers see their kin from the First World as cowards or weaklings, or perhaps both. Even notoriously violent fey such as redcaps shy from them, as grimstalkers consider their own kind the only company worth keeping.</p>
<p>Grimstalkers hunt in small bands, using stealth to approach their targets. They surround enemies first, then work to unnerve them by knocking on trees or howling out threats in Aklo to distract and panic their quarry. Of course, a band of grimstalkers won't stay together for long, quickly succumbing to bickering and infighting. These violent arguments are common pastimes among grimstalkers, often ending with each grimstalker going its own way. Not even the presence of more powerful fey or commanding creatures can keep grimstalkers from their predisposed bickering. Some scholars theorize that this quality speaks to an ancient curse that once afflicted fey who were judged too cantankerous, but in truth, it's just part of what makes a grimstalker what it is: ill-tempered, confrontational, and bitter.</p> (x1)
<p>Leopards are among the smallest of the big cats, yet they are still dangerous creatures to tangle with. Leopard statistics can also be used for black panthers, white-spotted snow leopards, or tawny-coated cougars.</p>
<hr />
<p>Few predators of the natural world can match the cat's talent for stalking and stealth.</p> (x1)
<p>The monsters are acclimated to the wintery climate of northern Arcadia.</p>
<hr />
<p>The peryton is an amalgam of horror, merging the features of a stag, wolf, and hawk. They love using shadows to stalk their victims before ripping out their still-beating hearts and relishing the dying pulse as they swallow them whole, so the doomed victims spends their last moments watching as their flesh is consumed.</p>
<p>Despite perytons' animalistic appearance and brutal behavior, they are viciously cunning and as intelligent as humans. Their preferred tactic is to find a lone traveler and stalk it from on high. Most perytons are loners who loathe all other creatures. These feelings extend to other perytons as well, and adult males attack each other on sight as surely as they attack anything else.</p>
<p>Once per year, perytons mate. The males offer up hearts they have collected from humanoids to attract females. Those that manage to secure a mate rarely survive long though, as their mating ritual is short and violent. Female perytons generally abandon their eggs after laying them, so newly hatched perytons must fend for themselves from the moment they emerge.</p>
<p>A lone peryton typically builds a nest in a rocky overhang or an exceptionally tall and strong tree where they can observe nearby lands. Although they aren't particularly interested in wealth, perytons do like to collect small objects from their victims. During those times between hunts, they sometimes study these trophies in order to relive the memories of victims' last moments and the taste of victims' hearts.</p> (x1)
<p>The monsters have a visceral hatred of good deities and their servants, particularly Arcadia's benevolent couatls.</p>
<hr />
<p>The peryton is an amalgam of horror, merging the features of a stag, wolf, and hawk. They love using shadows to stalk their victims before ripping out their still-beating hearts and relishing the dying pulse as they swallow them whole, so the doomed victims spends their last moments watching as their flesh is consumed.</p>
<p>Despite perytons' animalistic appearance and brutal behavior, they are viciously cunning and as intelligent as humans. Their preferred tactic is to find a lone traveler and stalk it from on high. Most perytons are loners who loathe all other creatures. These feelings extend to other perytons as well, and adult males attack each other on sight as surely as they attack anything else.</p>
<p>Once per year, perytons mate. The males offer up hearts they have collected from humanoids to attract females. Those that manage to secure a mate rarely survive long though, as their mating ritual is short and violent. Female perytons generally abandon their eggs after laying them, so newly hatched perytons must fend for themselves from the moment they emerge.</p>
<p>A lone peryton typically builds a nest in a rocky overhang or an exceptionally tall and strong tree where they can observe nearby lands. Although they aren't particularly interested in wealth, perytons do like to collect small objects from their victims. During those times between hunts, they sometimes study these trophies in order to relive the memories of victims' last moments and the taste of victims' hearts.</p> (x1)
<p>The perytons have muzzle-like mutations protruding from their antlers, making them prime trophies for the Arcadian beast gunner ritual.</p>
<hr />
<p>The peryton is an amalgam of horror, merging the features of a stag, wolf, and hawk. They love using shadows to stalk their victims before ripping out their still-beating hearts and relishing the dying pulse as they swallow them whole, so the doomed victims spends their last moments watching as their flesh is consumed.</p>
<p>Despite perytons' animalistic appearance and brutal behavior, they are viciously cunning and as intelligent as humans. Their preferred tactic is to find a lone traveler and stalk it from on high. Most perytons are loners who loathe all other creatures. These feelings extend to other perytons as well, and adult males attack each other on sight as surely as they attack anything else.</p>
<p>Once per year, perytons mate. The males offer up hearts they have collected from humanoids to attract females. Those that manage to secure a mate rarely survive long though, as their mating ritual is short and violent. Female perytons generally abandon their eggs after laying them, so newly hatched perytons must fend for themselves from the moment they emerge.</p>
<p>A lone peryton typically builds a nest in a rocky overhang or an exceptionally tall and strong tree where they can observe nearby lands. Although they aren't particularly interested in wealth, perytons do like to collect small objects from their victims. During those times between hunts, they sometimes study these trophies in order to relive the memories of victims' last moments and the taste of victims' hearts.</p> (x1)
<p>When a creature dies, and for whatever reason its spirit is unable or unwilling to leave the site of its death, that spirit may manifest as a poltergeist: a restless invisible spirit that is still able to manipulate physical objects. Many poltergeists perished in a way that resulted from or has led to extreme emotional trauma.</p> (x1)
<p>The cowardly and lazy skulks live on the fringes of organized societies and steal from others without a second thought. Even murder is merely another necessity, and they think nothing of creeping into a house, dispatching the residents, and taking what they want.</p>
<p>Their chameleon-like ability to blend into their surroundings makes skulks difficult to detect, so their ever-present populations around the periphery of large settlements are nearly impossible to dislodge permanently. They typically travel in small groups of no more than 16 individuals, since groups larger than that tend to break into violence directed at one other. While skulks see themselves as sharing a common history of being cast out and hated, this is not a strong enough bond to hold large groups of the creatures together with a shared purpose for very long.</p>
<p>Entrances and exits from cities, especially less-guarded access ways around sewers and the like, are skulks' favorite stomping grounds. These sites allow them to closely observe who comes and goes from the city while also affording them swift escape options, should the authorities uncover their presence. On rare occasions, a well-disciplined skulk can rise to prominence within the local thieves' guild and become sought after for difficult jobs. Their repugnant personalities and overwhelming selfishness, however, usually means they are unable to secure long-lasting leadership roles.</p>
<p>A typical skulk is 6 feet tall with similar body structure to a gangly human. Skulks mature quickly and can live up to 50 years, although most meet a violent end long before then. The rare skulk who manages to escape their society of violence and craven bitterness can be of any alignment, but those skulks who remain bound by their traditions always see these self-imposed exiles as the worst kind of traitors, and the exiles are often targeted for eradication to the exclusion of all other victims. More than one band of skulks has accidentally engineered its own doom after throwing caution to the wind and exposing its existence to the authorities in an ill-planned but violently passionate attempt to track down such an exile.</p> (x1)
<p>The monsters are acclimated to the wintery climate of northern Arcadia.</p>
<hr />
<p>These gaunt and insectile sahkils torment their foes by focusing on a widespread fear of insects and creeping, crawling vermin. Unlike their more subtle cousins, wihsaaks don't lurk in the periphery and instead directly engage their targets, using their unnerving buzzing to disorient and terrify.</p>
<p>When encountering multiple foes, wihsaaks attempt to spread fear to everyone before slashing at them with their devastating claws.</p> (x1)
<p>The monsters have a visceral hatred of good deities and their servants, particularly Arcadia's benevolent couatls.</p>
<hr />
<p>These gaunt and insectile sahkils torment their foes by focusing on a widespread fear of insects and creeping, crawling vermin. Unlike their more subtle cousins, wihsaaks don't lurk in the periphery and instead directly engage their targets, using their unnerving buzzing to disorient and terrify.</p>
<p>When encountering multiple foes, wihsaaks attempt to spread fear to everyone before slashing at them with their devastating claws.</p> (x1)
<p>These gaunt and insectile sahkils torment their foes by focusing on a widespread fear of insects and creeping, crawling vermin. Unlike their more subtle cousins, wihsaaks don't lurk in the periphery and instead directly engage their targets, using their unnerving buzzing to disorient and terrify.</p>
<p>When encountering multiple foes, wihsaaks attempt to spread fear to everyone before slashing at them with their devastating claws.</p> (x2)
<p>The monsters are acclimated to the wintery climate of northern Arcadia.</p>
<p>Wasp nests are made of chewed wood fibers foraged from the surrounding flora, which the wasps make into a material similar to paper. A single wasp nest can house thousands of individuals that emerge as a massive swarm. Most swarms attack only to protect their nest or if otherwise agitated, though druids and other primal enchanters can bend these venomous vermin to their will-to deadly effect.</p>
<hr />
<p>While the common wasp poses little threat to a hardy adventurer aside from an uncomfortable sting, a large and aggressive swarm of these territorial insects-to say nothing of their oversized kin-can lay low an entire party of heroes. The wasps represented here are of the common variety also known as yellowjackets, but many other sorts of dangerous wasps exist, such as a Garundi variant that swarms in such great numbers that it can decimate entire villages, and the dreaded extraplanar hellwasps, which build their nests within the corpses of their victims.</p> (x1)
<p>The monsters have a visceral hatred of good deities and their servants, particularly Arcadia's benevolent couatls.</p>
<p>Wasp nests are made of chewed wood fibers foraged from the surrounding flora, which the wasps make into a material similar to paper. A single wasp nest can house thousands of individuals that emerge as a massive swarm. Most swarms attack only to protect their nest or if otherwise agitated, though druids and other primal enchanters can bend these venomous vermin to their will-to deadly effect.</p>
<hr />
<p>While the common wasp poses little threat to a hardy adventurer aside from an uncomfortable sting, a large and aggressive swarm of these territorial insects-to say nothing of their oversized kin-can lay low an entire party of heroes. The wasps represented here are of the common variety also known as yellowjackets, but many other sorts of dangerous wasps exist, such as a Garundi variant that swarms in such great numbers that it can decimate entire villages, and the dreaded extraplanar hellwasps, which build their nests within the corpses of their victims.</p> (x1)
<p>Wasp nests are made of chewed wood fibers foraged from the surrounding flora, which the wasps make into a material similar to paper. A single wasp nest can house thousands of individuals that emerge as a massive swarm. Most swarms attack only to protect their nest or if otherwise agitated, though druids and other primal enchanters can bend these venomous vermin to their will-to deadly effect.</p>
<hr />
<p>While the common wasp poses little threat to a hardy adventurer aside from an uncomfortable sting, a large and aggressive swarm of these territorial insects-to say nothing of their oversized kin-can lay low an entire party of heroes. The wasps represented here are of the common variety also known as yellowjackets, but many other sorts of dangerous wasps exist, such as a Garundi variant that swarms in such great numbers that it can decimate entire villages, and the dreaded extraplanar hellwasps, which build their nests within the corpses of their victims.</p> (x1)
<p>Werecreatures are humanoids who transform into animals and animal-humanoid hybrids under the light of the full moon. The fate of these shapechanging creatures derives from an ancient primal curse that they can, in turn, transmit through their own bites. The stat blocks in this section reflect werecreatures in their hybrid forms.</p>
<hr />
<p>Werebats form organized colonies of opportunistic hunters. They aren't shy about transforming creatures to add to their colony, whom they initiate with elaborate social ceremonies and bloody hazing. The curse of the werebat gives them a strong urge to prey upon on weaker, lonely creatures. True werebats are often unusually tall and thin, with angular features. In combat, werebats favor their unarmed attacks because they can't fly while wielding weapons in their wings.</p> (x1)
<p>These ferocious werecreatures stalk prey with the cunning and skill of a true apex predator. Weretigers typically view all life as a potential meal. Powerful nocturnal hunters with excellent senses that help them ambush prey, weretigers are adaptable to an extreme range of environments. However, weretigers living in densely populated cities (potentially as courtesans, assassins, or guild leaders) often struggle to suppress their killer instincts, becoming overwhelmed by the urge to hunt. They prefer to wear loose-fitting clothing and rely on their claws and jaws in a fight.</p>
<hr />
<p>Werecreatures transform into animals and animal-humanoid hybrids under the light of the full moon. The doomed fate of these shapechanging creatures derives from an ancient primal curse that they can, in turn, transmit through their own bites. The stat blocks in this section reflect werecreatures in their hybrid forms.</p> (x1)
publication : object {3-13.system.details.publication}
license : string {3-13.system.details.publication.license} (same value: OGL)
remaster : boolean {3-13.system.details.publication.remaster} (same value: False)
title : string {3-13.system.details.publication.title} (same value: Pathfinder Society Scenario #3-13: Guardian's Covenant)
initiative : object {3-13.system.initiative}
statistic : string {3-13.system.initiative.statistic} (same value: perception)
perception : object {3-13.system.perception}
details : string {3-13.system.perception.details} (2 different values)
(x23)
smoke vision (x2)
mod : integer {3-13.system.perception.mod} (9 different values)
8 (x3)
9 (x7)
12 (x1)
7 (x1)
13 (x3)
11 (x2)
5 (x1)
14 (x4)
10 (x3)
senses : array<object> {3-13.system.perception.senses}
Length: min=1 max=2
Value type: object {3-13.system.perception.senses.[]}
type : string {3-13.system.perception.senses.[].type} (4 different values)
darkvision (x20)
scent (x3)
low-light-vision (x5)
echolocation (x1)
[acuity] : string {3-13.system.perception.senses.[].acuity} (2 different values)
imprecise (x3)
precise (x1)
[range] : integer {3-13.system.perception.senses.[].range} (2 different values)
30 (x3)
40 (x1)
resources : object {3-13.system.resources}
[focus] : object {3-13.system.resources.focus}
max : integer {3-13.system.resources.focus.max} (2 different values)
1 (x2)
0 (x4)
value : integer {3-13.system.resources.focus.value} (2 different values)
1 (x2)
0 (x4)
saves : object {3-13.system.saves}
fortitude : object {3-13.system.saves.fortitude}
saveDetail : string {3-13.system.saves.fortitude.saveDetail} (same value: )
value : integer {3-13.system.saves.fortitude.value} (8 different values)
9 (x6)
12 (x4)
6 (x2)
8 (x4)
7 (x1)
14 (x4)
10 (x3)
11 (x1)
reflex : object {3-13.system.saves.reflex}
saveDetail : string {3-13.system.saves.reflex.saveDetail} (same value: )
value : integer {3-13.system.saves.reflex.value} (8 different values)
10 (x5)
12 (x5)
5 (x4)
15 (x5)
11 (x3)
14 (x1)
8 (x1)
13 (x1)
will : object {3-13.system.saves.will}
saveDetail : string {3-13.system.saves.will.saveDetail} (same value: )
value : integer {3-13.system.saves.will.value} (8 different values)
6 (x3)
5 (x6)
8 (x5)
12 (x1)
13 (x4)
14 (x4)
7 (x1)
9 (x1)
skills : object {3-13.system.skills}
[acrobatics] : object {3-13.system.skills.acrobatics}
base : integer {3-13.system.skills.acrobatics.base} (7 different values)
8 (x3)
10 (x4)
13 (x5)
11 (x4)
14 (x1)
6 (x1)
12 (x3)
[athletics] : object {3-13.system.skills.athletics}
base : integer {3-13.system.skills.athletics.base} (5 different values)
9 (x1)
10 (x4)
7 (x3)
6 (x1)
12 (x1)
[intimidation] : object {3-13.system.skills.intimidation}
base : integer {3-13.system.skills.intimidation.base} (4 different values)
7 (x1)
13 (x1)
11 (x3)
15 (x5)
[stealth] : object {3-13.system.skills.stealth}
base : integer {3-13.system.skills.stealth.base} (6 different values)
8 (x4)
10 (x4)
13 (x1)
11 (x4)
14 (x1)
15 (x4)
[special] : array<object> {3-13.system.skills.stealth.special}
Length: min=1 max=1
Value type: object {3-13.system.skills.stealth.special.[]}
base : integer {3-13.system.skills.stealth.special.[].base} (same value: 11)
label : string {3-13.system.skills.stealth.special.[].label} (same value: in undergrowth)
predicate : array<string> {3-13.system.skills.stealth.special.[].predicate}
Length: min=1 max=1
Value type: string {3-13.system.skills.stealth.special.[].predicate.[]} (same value: terrain:undergrowth)
[thievery] : object {3-13.system.skills.thievery}
base : integer {3-13.system.skills.thievery.base} (2 different values)
8 (x1)
6 (x1)
[survival] : object {3-13.system.skills.survival}
base : integer {3-13.system.skills.survival.base} (3 different values)
9 (x2)
8 (x2)
12 (x1)
[nature] : object {3-13.system.skills.nature}
base : integer {3-13.system.skills.nature.base} (same value: 11)
[deception] : object {3-13.system.skills.deception}
base : integer {3-13.system.skills.deception.base} (4 different values)
6 (x1)
15 (x4)
4 (x1)
7 (x1)
[society] : object {3-13.system.skills.society}
base : integer {3-13.system.skills.society.base} (3 different values)
4 (x1)
5 (x1)
10 (x1)
traits : object {3-13.system.traits}
rarity : string {3-13.system.traits.rarity} (2 different values)
common (x8)
uncommon (x17)
size : object {3-13.system.traits.size}
value : string {3-13.system.traits.size.value} (3 different values)
med (x22)
sm (x2)
lg (x1)
value : array<string> {3-13.system.traits.value}
Length: min=1 max=6
Value type: string {3-13.system.traits.value.[]} (23 different values)
type : string {3-13.type} (same value: npc)
+712
View File
@@ -0,0 +1,712 @@
3-14
Different values: 13
=====================================
object {3-14}
_id : string {3-14._id} (all different values)
folder : string {3-14.folder} (same value: Z4bbo0B9VU3hluYs)
img : string {3-14.img} (2 different values)
systems/pf2e/icons/default-icons/hazard.svg (x6)
systems/pf2e/icons/default-icons/npc.svg (x7)
items : array<object> {3-14.items}
Length: min=1 max=19
Value type: object {3-14.items.[]}
_id : string {3-14.items.[]._id} (67 different values)
img : string {3-14.items.[].img} (16 different values)
systems/pf2e/icons/actions/Reaction.webp (x9)
systems/pf2e/icons/default-icons/mystery-man.svg (x1)
systems/pf2e/icons/default-icons/melee.svg (x13)
systems/pf2e/icons/actions/Passive.webp (x25)
systems/pf2e/icons/actions/TwoActions.webp (x4)
systems/pf2e/icons/actions/OneAction.webp (x9)
systems/pf2e/icons/default-icons/spellcastingEntry.svg (x1)
systems/pf2e/icons/spells/enthrall.webp (x1)
icons/environment/wilderness/terrain-river-road-gray.webp (x1)
icons/creatures/abilities/wolf-heads-swirl-purple.webp (x1)
systems/pf2e/icons/spells/darkness.webp (x1)
systems/pf2e/icons/spells/inveigle.webp (x1)
systems/pf2e/icons/spells/silence.webp (x1)
systems/pf2e/icons/spells/shield.webp (x1)
systems/pf2e/icons/default-icons/lore.svg (x1)
systems/pf2e/icons/equipment/weapons/longspear.webp (x1)
name : string {3-14.items.[].name} (62 different values)
sort : integer {3-14.items.[].sort} (20 different values)
0 (x8)
100000 (x7)
200000 (x7)
300000 (x7)
400000 (x7)
500000 (x5)
600000 (x5)
700000 (x4)
800000 (x4)
900000 (x4)
1000000 (x3)
1100000 (x2)
1200000 (x1)
1300000 (x1)
1400000 (x1)
1500000 (x1)
1600000 (x1)
1700000 (x1)
1800000 (x1)
1900000 (x1)
system : object {3-14.items.[].system}
[actionType] : object {3-14.items.[].system.actionType}
value : string {3-14.items.[].system.actionType.value} (3 different values)
reaction (x9)
passive (x25)
action (x13)
[actions] : object {3-14.items.[].system.actions}
[value] : integer {3-14.items.[].system.actions.value} (2 different values)
2 (x4)
1 (x9)
[category] : string {3-14.items.[].system.category} (4 different values)
interaction (x7)
defensive (x17)
offensive (x17)
simple (x1)
description : object {3-14.items.[].system.description}
value : string {3-14.items.[].system.description.value} (52 different values)
publication : object {3-14.items.[].system.publication}
license : string {3-14.items.[].system.publication.license} (same value: OGL)
remaster : boolean {3-14.items.[].system.publication.remaster} (same value: False)
title : string {3-14.items.[].system.publication.title} (4 different values)
(x57)
Pathfinder Bestiary (x10)
Pathfinder Bestiary 2 (x3)
Pathfinder Core Rulebook (x1)
rules : ###FoundryRulesObject###
[slug] : string {3-14.items.[].system.slug} (19 different values)
lifesense (x1)
negative-healing (x3)
buck (x1)
enthrall (x1)
wanderers-guide (x1)
calm-emotions (x1)
darkness (x1)
inveigle (x1)
silence (x1)
shield (x1)
greater-darkvision (x1)
telepathy (x1)
regeneration (x1)
longspear (x1)
1-status-to-all-saves-vs-magic (x1)
attack-of-opportunity (x1)
tremorsense (x1)
all-around-vision (x1)
grab (x2)
[traits] : object {3-14.items.[].system.traits}
rarity : string {3-14.items.[].system.traits.rarity} (2 different values)
common (x68)
uncommon (x1)
value : array<string> {3-14.items.[].system.traits.value}
Length: min=0 max=6
Value type: string {3-14.items.[].system.traits.value.[]} (35 different values)
[traditions] : array<string> {3-14.items.[].system.traits.traditions}
Length: min=0 max=4
Value type: string {3-14.items.[].system.traits.traditions.[]} (4 different values)
arcane (x3)
occult (x6)
divine (x5)
primal (x1)
[baseItem] : string {3-14.items.[].system.baseItem} (same value: longspear)
[bulk] : object {3-14.items.[].system.bulk}
value : integer {3-14.items.[].system.bulk.value} (2 different values)
0 (x1)
2 (x1)
[containerId] : mixed
[equipped] : object {3-14.items.[].system.equipped}
carryType : string {3-14.items.[].system.equipped.carryType} (2 different values)
worn (x1)
held (x1)
[invested] : mixed
handsHeld : integer {3-14.items.[].system.equipped.handsHeld} (same value: 2)
[hardness] : integer {3-14.items.[].system.hardness} (same value: 0)
[hp] : object {3-14.items.[].system.hp}
max : integer {3-14.items.[].system.hp.max} (same value: 0)
value : integer {3-14.items.[].system.hp.value} (same value: 0)
[level] : object {3-14.items.[].system.level}
value : integer {3-14.items.[].system.level.value} (4 different values)
0 (x2)
3 (x2)
2 (x4)
1 (x1)
[material] : object {3-14.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {3-14.items.[].system.price}
value : object {3-14.items.[].system.price.value}
sp : integer {3-14.items.[].system.price.value.sp} (same value: 5)
[quantity] : integer {3-14.items.[].system.quantity} (same value: 1)
[size] : string {3-14.items.[].system.size} (same value: med)
[usage] : object {3-14.items.[].system.usage}
value : string {3-14.items.[].system.usage.value} (2 different values)
worn (x1)
held-in-two-hands (x1)
[attack] : object {3-14.items.[].system.attack}
value : string {3-14.items.[].system.attack.value} (same value: )
[attackEffects] : object {3-14.items.[].system.attackEffects}
[custom] : string {3-14.items.[].system.attackEffects.custom} (same value: )
value : array<string> {3-14.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {3-14.items.[].system.attackEffects.value.[]} (3 different values)
mummy-rot (x1)
insidious-mummy-rot (x2)
grab (x2)
[bonus] : object {3-14.items.[].system.bonus}
value : integer {3-14.items.[].system.bonus.value} (9 different values)
17 (x3)
15 (x2)
18 (x2)
25 (x1)
22 (x1)
0 (x1)
20 (x2)
21 (x1)
14 (x1)
[damageRolls] : object {3-14.items.[].system.damageRolls}
[0] : object {3-14.items.[].system.damageRolls.0}
damage : string {3-14.items.[].system.damageRolls.0.damage} (5 different values)
2d6+6 (x1)
1d12+3 (x1)
2d10+4 (x1)
2d8+4 (x1)
2d6+8 (x1)
damageType : string {3-14.items.[].system.damageRolls.0.damageType} (3 different values)
void (x1)
electricity (x1)
slashing (x3)
[1] : object {3-14.items.[].system.damageRolls.1}
damage : string {3-14.items.[].system.damageRolls.1.damage} (same value: 2d6)
damageType : string {3-14.items.[].system.damageRolls.1.damageType} (same value: bleed)
[ygsps4d5yxi9qgtr5e2e] : object {3-14.items.[].system.damageRolls.ygsps4d5yxi9qgtr5e2e}
damage : string {3-14.items.[].system.damageRolls.ygsps4d5yxi9qgtr5e2e.damage} (2 different values)
4d10+26 (x1)
4d10+18 (x1)
damageType : string {3-14.items.[].system.damageRolls.ygsps4d5yxi9qgtr5e2e.damageType} (same value: bludgeoning)
[mubnate22akym2bmml8l] : object {3-14.items.[].system.damageRolls.mubnate22akym2bmml8l}
damage : string {3-14.items.[].system.damageRolls.mubnate22akym2bmml8l.damage} (same value: 2d6+9)
damageType : string {3-14.items.[].system.damageRolls.mubnate22akym2bmml8l.damageType} (same value: bludgeoning)
[9cev5tkzhoi4rdzfuibk] : object {3-14.items.[].system.damageRolls.9cev5tkzhoi4rdzfuibk}
damage : string {3-14.items.[].system.damageRolls.9cev5tkzhoi4rdzfuibk.damage} (same value: 1d10+11)
damageType : string {3-14.items.[].system.damageRolls.9cev5tkzhoi4rdzfuibk.damageType} (same value: bludgeoning)
[i2etawlumsp3vp1jj656] : object {3-14.items.[].system.damageRolls.i2etawlumsp3vp1jj656}
damage : string {3-14.items.[].system.damageRolls.i2etawlumsp3vp1jj656.damage} (same value: 2d8+11)
damageType : string {3-14.items.[].system.damageRolls.i2etawlumsp3vp1jj656.damageType} (same value: piercing)
[ubxz4wkf61o66ea5d2mp] : object {3-14.items.[].system.damageRolls.ubxz4wkf61o66ea5d2mp}
damage : string {3-14.items.[].system.damageRolls.ubxz4wkf61o66ea5d2mp.damage} (same value: 2d6+11)
damageType : string {3-14.items.[].system.damageRolls.ubxz4wkf61o66ea5d2mp.damageType} (same value: bludgeoning)
[kv28qaivpqyk9s8ub6e5] : object {3-14.items.[].system.damageRolls.kv28qaivpqyk9s8ub6e5}
damage : string {3-14.items.[].system.damageRolls.kv28qaivpqyk9s8ub6e5.damage} (same value: 1d8+11)
damageType : string {3-14.items.[].system.damageRolls.kv28qaivpqyk9s8ub6e5.damageType} (same value: bludgeoning)
i8zp1zddetrbg2vwkp6q : object {3-14.items.[].system.damageRolls.i8zp1zddetrbg2vwkp6q}
damage : string {3-14.items.[].system.damageRolls.i8zp1zddetrbg2vwkp6q.damage} (same value: 2d10+11)
damageType : string {3-14.items.[].system.damageRolls.i8zp1zddetrbg2vwkp6q.damageType} (same value: piercing)
[weaponType] : object {3-14.items.[].system.weaponType}
value : string {3-14.items.[].system.weaponType.value} (2 different values)
melee (x11)
ranged (x2)
[autoHeightenLevel] : object {3-14.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {3-14.items.[].system.prepared}
flexible : boolean {3-14.items.[].system.prepared.flexible} (same value: False)
value : string {3-14.items.[].system.prepared.value} (same value: innate)
[proficiency] : object {3-14.items.[].system.proficiency}
value : integer {3-14.items.[].system.proficiency.value} (same value: 0)
[slots] : object {3-14.items.[].system.slots}
[spelldc] : object {3-14.items.[].system.spelldc}
dc : integer {3-14.items.[].system.spelldc.dc} (same value: 28)
mod : integer {3-14.items.[].system.spelldc.mod} (same value: 0)
value : integer {3-14.items.[].system.spelldc.value} (same value: 20)
[tradition] : object {3-14.items.[].system.tradition}
value : string {3-14.items.[].system.tradition.value} (same value: divine)
[area] : object {3-14.items.[].system.area}
type : string {3-14.items.[].system.area.type} (same value: burst)
value : integer {3-14.items.[].system.area.value} (2 different values)
10 (x1)
20 (x1)
[cost] : object {3-14.items.[].system.cost}
value : string {3-14.items.[].system.cost.value} (2 different values)
(x6)
rare oils worth a total value of 10 gp × the target's level (x1)
[counteraction] : boolean {3-14.items.[].system.counteraction} (same value: False)
[damage] : object {3-14.items.[].system.damage}
damageType : string {3-14.items.[].system.damage.damageType} (same value: piercing)
dice : integer {3-14.items.[].system.damage.dice} (same value: 1)
die : string {3-14.items.[].system.damage.die} (same value: d8)
[defense] : object {3-14.items.[].system.defense}
save : object {3-14.items.[].system.defense.save}
basic : boolean {3-14.items.[].system.defense.save.basic} (same value: False)
statistic : string {3-14.items.[].system.defense.save.statistic} (same value: will)
[duration] : object {3-14.items.[].system.duration}
sustained : boolean {3-14.items.[].system.duration.sustained} (2 different values)
True (x2)
False (x5)
value : string {3-14.items.[].system.duration.value} (5 different values)
(x1)
until your next daily preparations (x1)
1 minute (x3)
1 year or until dismissed (x1)
until the start of your next turn (x1)
[location] : object {3-14.items.[].system.location}
[value] : string {3-14.items.[].system.location.value} (same value: 6leNSciOB3vrO7El)
[range] : object {3-14.items.[].system.range}
value : string {3-14.items.[].system.range.value} (4 different values)
120 feet (x3)
(x2)
10 feet (x1)
touch (x1)
[requirements] : string {3-14.items.[].system.requirements} (same value: )
[target] : object {3-14.items.[].system.target}
value : string {3-14.items.[].system.target.value} (4 different values)
all creatures in range (x1)
(x4)
1 creature of a level no greater than double the inveigle ritual's level (x1)
1 willing creature (x1)
[time] : object {3-14.items.[].system.time}
value : string {3-14.items.[].system.time.value} (5 different values)
2 (x3)
1 minute (x1)
3 (x1)
1 day (x1)
1 (x1)
[ritual] : object {3-14.items.[].system.ritual}
primary : object {3-14.items.[].system.ritual.primary}
check : string {3-14.items.[].system.ritual.primary.check} (same value: Arcana (expert), Occultism (expert), or Religion (expert))
secondary : object {3-14.items.[].system.ritual.secondary}
casters : integer {3-14.items.[].system.ritual.secondary.casters} (same value: 0)
checks : string {3-14.items.[].system.ritual.secondary.checks} (same value: )
[deathNote] : boolean {3-14.items.[].system.deathNote} (same value: True)
[mod] : object {3-14.items.[].system.mod}
value : integer {3-14.items.[].system.mod.value} (same value: 16)
[proficient] : object {3-14.items.[].system.proficient}
value : integer {3-14.items.[].system.proficient.value} (same value: 0)
[bonusDamage] : object {3-14.items.[].system.bonusDamage}
value : integer {3-14.items.[].system.bonusDamage.value} (same value: 0)
[group] : string {3-14.items.[].system.group} (same value: spear)
[reload] : object {3-14.items.[].system.reload}
value : string {3-14.items.[].system.reload.value} (same value: )
[runes] : object {3-14.items.[].system.runes}
potency : integer {3-14.items.[].system.runes.potency} (same value: 1)
property : array<> {3-14.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
striking : integer {3-14.items.[].system.runes.striking} (same value: 1)
[splashDamage] : object {3-14.items.[].system.splashDamage}
value : integer {3-14.items.[].system.splashDamage.value} (same value: 0)
type : string {3-14.items.[].type} (7 different values)
action (x47)
equipment (x1)
melee (x13)
spellcastingEntry (x1)
spell (x7)
lore (x1)
weapon (x1)
[_stats] : object {3-14.items.[]._stats}
compendiumSource : string {3-14.items.[]._stats.compendiumSource} (19 different values)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.sebk9XseMCRkDqRg (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.TTCw5NusiSSkJU1x (x3)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.nZMQh4AaBr291TUf (x1)
Compendium.pf2e.spells-srd.Item.IihxWhRfpsBgQ5jS (x1)
Compendium.pf2e.spells-srd.Item.ppA1StEigPLKEQqR (x1)
Compendium.pf2e.spells-srd.Item.b515AZlB0sridKSq (x1)
Compendium.pf2e.spells-srd.Item.4GE2ZdODgIQtg51c (x1)
Compendium.pf2e.spells-srd.Item.5pwK2FZX6QwgtfqX (x1)
Compendium.pf2e.spells-srd.Item.gIdDLrbswTV3OBJy (x1)
Compendium.pf2e.spells-srd.Item.TVKNbcgTee19PXZR (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.4Ho2xMPEC05aSxzr (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.kdhbPaBMK1d1fpbA (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.lR9R5Vld8Eu2Dha5 (x1)
Compendium.pf2e.equipment-srd.Item.aXuJh4i8HqSu6NYV (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.kquBnQ0kObZztnBc (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.hFtNbo1LKYCoDy2O (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.j2wsK6IsW5yMW1jW (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.9qV49KjZujZnSp6w (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.Tkd8sH4pwFIPzqTr (x2)
[flags] : object {3-14.items.[].flags}
pf2e : object {3-14.items.[].flags.pf2e}
linkedWeapon : string {3-14.items.[].flags.pf2e.linkedWeapon} (same value: AlibNTP9NftVxXAs)
name : string {3-14.name} (all different values)
system : object {3-14.system}
attributes : object {3-14.system.attributes}
ac : object {3-14.system.attributes.ac}
value : integer {3-14.system.attributes.ac.value} (7 different values)
0 (x4)
22 (x2)
26 (x1)
28 (x1)
25 (x2)
27 (x2)
23 (x1)
[details] : string {3-14.system.attributes.ac.details} (2 different values)
(x6)
all-around vision (x1)
[emitsSound] : string {3-14.system.attributes.emitsSound} (same value: encounter)
[hardness] : integer {3-14.system.attributes.hardness} (3 different values)
0 (x4)
17 (x1)
15 (x1)
hp : object {3-14.system.attributes.hp}
details : string {3-14.system.attributes.hp.details} (3 different values)
(x8)
void healing (x4)
regeneration 10 (deactivated by holy or silver) (x1)
max : integer {3-14.system.attributes.hp.max} (10 different values)
0 (x4)
80 (x1)
70 (x1)
125 (x1)
68 (x1)
60 (x1)
130 (x1)
165 (x1)
85 (x1)
190 (x1)
temp : integer {3-14.system.attributes.hp.temp} (same value: 0)
value : integer {3-14.system.attributes.hp.value} (10 different values)
0 (x4)
80 (x1)
90 (x1)
125 (x1)
68 (x1)
60 (x1)
130 (x1)
165 (x1)
85 (x1)
190 (x1)
[stealth] : object {3-14.system.attributes.stealth}
details : string {3-14.system.attributes.stealth.details} (2 different values)
<p>(expert)</p> (x5)
<p>(trained)</p> (x1)
value : integer {3-14.system.attributes.stealth.value} (3 different values)
17 (x2)
20 (x3)
23 (x1)
[allSaves] : object {3-14.system.attributes.allSaves}
value : string {3-14.system.attributes.allSaves.value} (3 different values)
(x5)
+1 status to all saves vs. magic (x1)
+1 status to all saves vs. vitality (x1)
[immunities] : array<object> {3-14.system.attributes.immunities}
Length: min=1 max=6
Value type: object {3-14.system.attributes.immunities.[]}
type : string {3-14.system.attributes.immunities.[].type} (9 different values)
death-effects (x4)
disease (x4)
paralyzed (x4)
poison (x4)
precision (x3)
unconscious (x4)
cold (x1)
critical-hits (x2)
fear-effects (x1)
[resistances] : array<object> {3-14.system.attributes.resistances}
Length: min=1 max=2
Value type: object {3-14.system.attributes.resistances.[]}
[doubleVs] : array<string> {3-14.system.attributes.resistances.[].doubleVs}
Length: min=1 max=1
Value type: string {3-14.system.attributes.resistances.[].doubleVs.[]} (same value: non-magical)
[exceptions] : array<string> {3-14.system.attributes.resistances.[].exceptions}
Length: min=3 max=3
Value type: string {3-14.system.attributes.resistances.[].exceptions.[]} (3 different values)
force (x1)
ghost-touch (x1)
vitality (x1)
type : string {3-14.system.attributes.resistances.[].type} (3 different values)
all-damage (x1)
piercing (x1)
slashing (x1)
value : integer {3-14.system.attributes.resistances.[].value} (same value: 5)
[speed] : object {3-14.system.attributes.speed}
otherSpeeds : array<object> {3-14.system.attributes.speed.otherSpeeds}
Length: min=0 max=2
Value type: object {3-14.system.attributes.speed.otherSpeeds.[]}
type : string {3-14.system.attributes.speed.otherSpeeds.[].type} (3 different values)
fly (x2)
climb (x1)
swim (x1)
value : integer {3-14.system.attributes.speed.otherSpeeds.[].value} (3 different values)
30 (x1)
60 (x1)
20 (x2)
value : integer {3-14.system.attributes.speed.value} (5 different values)
0 (x1)
30 (x1)
25 (x1)
20 (x3)
40 (x1)
[adjustment] : string {3-14.system.attributes.adjustment} (same value: elite)
[weaknesses] : array<object> {3-14.system.attributes.weaknesses}
Length: min=1 max=2
Value type: object {3-14.system.attributes.weaknesses.[]}
type : string {3-14.system.attributes.weaknesses.[].type} (5 different values)
holy (x1)
silver (x1)
fire (x2)
vitality (x1)
cold-iron (x1)
value : integer {3-14.system.attributes.weaknesses.[].value} (2 different values)
10 (x4)
5 (x2)
[creatureType] : string {3-14.system.creatureType} (same value: )
details : object {3-14.system.details}
[description] : string {3-14.system.details.description} (3 different values)
<p>The ritual power in this room, corrupted by necromantic energy, slams purifying water into all "unclean" creatures that try to leave.</p> (x2)
<p>Pressure plates trigger hidden mauls in the walls of the pits that swing up to slam creatures and knock them off the span.</p> (x2)
<p>Negative-energy charged natron sprays out of the tub and starts to mummify nearby creatures.</p> (x2)
[disable] : string {3-14.system.details.disable} (6 different values)
<p>@Check[religion|dc:25|name:Ceremonially purify everyone] (expert) to ceremonially purify everyone in the room, by pouring water from a tub over their hands, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (4th level; counteract DC 25) to counteract the corrupted ritual magic.</p> (x1)
<p>@Check[religion|dc:28|name:Ceremonially purify everyone] (expert) to ceremonially purify everyone in the room, by pouring water from a tub over their hands, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (5th level; counteract DC 28) to counteract the corrupted ritual magic.</p> (x1)
<p>@Check[society|dc:30|name:Locate the hidden switch] (expert) to locate the hidden deactivation switch or @Check[thievery|dc:33|name:Jame the mechanics] (expert) to jam the mechanics on the span.</p> (x1)
<p>@Check[society|dc:23|name:Locate the hidden switch] (expert) to locate the hidden deactivation switch or @Check[thievery|dc:30|name:Jam the mechanics] (trained) to jam the mechanics on the span.</p> (x1)
<p>@Check[thievery|dc:27|name:Safely remove the vise] (trained) to safely remove the umbral vise from the tub without triggering the natron or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (4th level; counteract DC 25) to counteract the ritual energy.</p> (x1)
<p>@Check[thievery|dc:30|name:Safely remove the vise] (expert) to safely remove the umbral vise from the tub without triggering the natron or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (5th level; counteract DC 28) to counteract the ritual energy.</p> (x1)
[isComplex] : boolean {3-14.system.details.isComplex} (same value: False)
level : object {3-14.system.details.level}
value : integer {3-14.system.details.level.value} (5 different values)
7 (x4)
9 (x5)
6 (x2)
5 (x1)
8 (x1)
publication : object {3-14.system.details.publication}
license : string {3-14.system.details.publication.license} (same value: OGL)
remaster : boolean {3-14.system.details.publication.remaster} (same value: False)
title : string {3-14.system.details.publication.title} (same value: Pathfinder Society Scenario #3-14: The Tomb Between Worlds)
[reset] : string {3-14.system.details.reset} (3 different values)
<p>1 minute</p> (x2)
<p>The trap resets over the course of the round and is ready to swing again 1 round later. It can be manually reset if Disabled.</p> (x2)
<p>The trap resets after 24 hours.</p> (x2)
[routine] : string {3-14.system.details.routine} (same value: )
[blurb] : string {3-14.system.details.blurb} (7 different values)
Variant corrupted relic (x1)
(x1)
Variant ostiarius (x1)
Elite mummy guardian (x1)
Mummy Pharoah (x1)
Variant shanrigol heap (x1)
Variant cu sith (x1)
[languages] : object {3-14.system.details.languages}
details : string {3-14.system.details.languages.details} (4 different values)
(x3)
telepathy 100 feet (x1)
ancient osiriani (x2)
(can't speak any language) (x1)
value : array<string> {3-14.system.details.languages.value}
Length: min=0 max=3
Value type: string {3-14.system.details.languages.value.[]} (7 different values)
common (x2)
elven (x1)
sphinx (x2)
diabolic (x1)
shadowtongue (x1)
necril (x2)
fey (x1)
[privateNotes] : string {3-14.system.details.privateNotes} (same value: )
[publicNotes] : string {3-14.system.details.publicNotes} (7 different values)
<p>Creatures that once held particular items dear can be bound to them after death, their souls inhabiting the item from within. These might be the faithful haunting symbols of their faith, warriors clinging to their old weapons, or the greedy inhabiting their precious wealth. These spirits' physical bodies have long since degraded, but they keep their corrupted relics pristine. The spirits manifest on the unsuspecting or curious, determined to destroy anyone who would dare show any interest in their one precious possession.</p>
<p>Though rare, there are several kinds of corrupted relics. The bound spirit can manifest in different ways, from animating an ancient weapon to possessing anyone who dons the item. Destroying the relic often ends up being the simplest, most direct way to banish the haunt itself. Destroying or dispelling the spirit without destroying the relic, however, can sometimes leave priceless treasure behind.</p>
<p>The amulet shown here has the air and death aspects. Its minor gifts, deadly spark and death gaze, power some of the spirit's abilities. Someone who claims the relic might gain different gifts from those aspects.</p> (x1)
<p>Sphinxes are a family of mystical beings that combine leonine, avian, and usually humanoid features. Though the most common sphinxes are famous on their own merits, the family includes other types of sphinxes as well.</p>
<hr />
<p>Lacking the intelligence of their kin, falcon-headed hieracosphinxes are cowardly, cruel-hearted creatures. They guard their territory ruthlessly against weaker intruders.</p> (x1)
<p>Ostiariuses, as emissaries of the velstracs, tend to the portals between the Shadow Plane and the Material Plane. They not only escort other velstracs into the world of mortals, but also work to entice mortals into the realms of the velstracs- from which most mortals never leave. Among the most pleasant and persuasive of the velstracs, ostiariuses are prepared to converse for hours upon any topic, and they are skilled at returning, again and again, to the subject of the delights found in their perverse philosophies. Ostiariuses stand over 6 feet tall, and individuals range from skeletally thin to hugely corpulent.</p> (x1)
<p>The majority of mummies were created by cruel and selfish masters to serve as guardians to protect their tombs from intruders. The traditional method of creating a mummy guardian is a laborious and sadistic process that begins well before the poor soul to be transformed is dead, during which the victim is ritualistically starved of nourishing food and instead fed strange spices, preservative agents, and toxins intended to quicken the desiccation of the flesh. The victim remains immobile but painfully aware during the final stages, where its now-useless entrails are extracted before it's shrouded in funerary wrappings and entombed within a necromantically ensorcelled sarcophagus to await intrusions in the potentially distant future. While it's certainly possible to use other methods to create a mummy guardian from an already-deceased body, those who seek to create these foul undead as their guardians in the afterlife often feel that such methods result in inferior undead-the pain and agony of death by mummification being an essential step in the process.</p>
<p>Regardless of the method of their creation, mummy guardians are more than just physical shells of flesh and bone-they retain fragmented, distorted versions of their minds, with only enough memories of their living personality remaining to fuel their undead anger and jealousy of those who yet live. This burning rage only intensifies over the centuries of waiting within a crypt for the chance to actually act, and thus when most mummy guardians are awoken by tomb robbers or adventurers, they stop at nothing in pursuit of glorious slaughter.</p>
<hr />
<p>While many cultures practice mummification of the dead for benign reasons, undead mummies are created through foul rituals, typically to provide eternally vigilant guardians.</p> (x1)
<p>While mummy guardians are undead crafted from the corpses of sacrificed-usually unwilling victims-and retain only fragments of their memories, a mummy pharaoh is the result of a deliberate embrace of undeath by a sadistic and cruel ruler. The transformation from life to undeath is no less awful and painful, but as the transition is an intentional bid to escape death by a powerful personality who fully embraces the blasphemous repercussions of the choice, the mummy pharaoh retains its memories and personality intact. Although in most cases a mummy pharaoh is formed from a particularly depraved ruler instructing their priests to perform complex rituals that grant the ruler eternal unlife, a ruler who was filled with incredible anger in life might spontaneously arise from death as a mummy pharaoh without undergoing this ritual. Depending on the nature of the ruler, a mummy pharaoh might have spellcasting or other class features instead of its Attack of Opportunity and disruptive abilities-the exact nature of the abilities the ruler had in life can significantly change or strengthen the mummy pharaoh presented here (which represents the least powerful variety of this deadly undead foe).</p>
<hr />
<p>While many cultures practice mummification of the dead for benign reasons, undead mummies are created through foul rituals, typically to provide eternally vigilant guardians.</p> (x1)
<p>The most basic and common type of shanrigol is called, based on its general shape, a shanrigol heap. These amalgamations of warped flesh and shattered bone establish hunting grounds by accident rather than design, remaining where prey has been plentiful in the past so they can grow larger and larger as they add to their jumbled forms. Only rare fleshwarpers create these abominations willingly, as they ignore all commands and containment to seek out prey.</p>
<hr />
<p>Fleshwarpers, regardless of their origin or training, create a shocking amount of waste. When the discarded remnants of aberrant flesh are heaped together with an accidental mixture of alchemical compounds or odious energy, the mass can quicken and regain life. Without the guidance of a fleshwarper, these aberrant body parts form into a shanrigol, a mess of bone, muscle, and sinew.</p> (x1)
(x1)
saves : object {3-14.system.saves}
fortitude : object {3-14.system.saves.fortitude}
saveDetail : string {3-14.system.saves.fortitude.saveDetail} (same value: )
value : integer {3-14.system.saves.fortitude.value} (8 different values)
0 (x4)
8 (x1)
12 (x1)
13 (x1)
21 (x1)
18 (x2)
16 (x2)
19 (x1)
reflex : object {3-14.system.saves.reflex}
saveDetail : string {3-14.system.saves.reflex.saveDetail} (same value: )
value : integer {3-14.system.saves.reflex.value} (6 different values)
0 (x4)
14 (x2)
15 (x3)
19 (x1)
12 (x2)
20 (x1)
will : object {3-14.system.saves.will}
saveDetail : string {3-14.system.saves.will.saveDetail} (same value: )
value : integer {3-14.system.saves.will.value} (8 different values)
0 (x6)
14 (x1)
10 (x1)
17 (x1)
18 (x1)
20 (x1)
12 (x1)
19 (x1)
[statusEffects] : array<> {3-14.system.statusEffects}
Length: min=0 max=0
Value type: mixed
traits : object {3-14.system.traits}
rarity : string {3-14.system.traits.rarity} (4 different values)
unique (x6)
rare (x3)
uncommon (x3)
common (x1)
size : object {3-14.system.traits.size}
value : string {3-14.system.traits.size.value} (2 different values)
med (x11)
lg (x2)
value : array<string> {3-14.system.traits.value}
Length: min=1 max=6
Value type: string {3-14.system.traits.value.[]} (17 different values)
magical (x4)
trap (x6)
water (x2)
chaotic (x2)
evil (x5)
incorporeal (x1)
spirit (x1)
undead (x4)
unholy (x4)
beast (x1)
fiend (x1)
lawful (x3)
velstrac (x1)
mechanical (x2)
mummy (x2)
aberration (x1)
fey (x1)
[abilities] : object {3-14.system.abilities}
cha : object {3-14.system.abilities.cha}
mod : integer {3-14.system.abilities.cha.mod} (5 different values)
5 (x2)
0 (x1)
6 (x2)
2 (x1)
-5 (x1)
con : object {3-14.system.abilities.con}
mod : integer {3-14.system.abilities.con.mod} (5 different values)
0 (x1)
3 (x1)
2 (x2)
4 (x2)
5 (x1)
dex : object {3-14.system.abilities.dex}
mod : integer {3-14.system.abilities.dex.mod} (4 different values)
4 (x3)
0 (x1)
2 (x2)
5 (x1)
int : object {3-14.system.abilities.int}
mod : integer {3-14.system.abilities.int.mod} (5 different values)
0 (x2)
-2 (x2)
2 (x1)
-4 (x1)
-3 (x1)
str : object {3-14.system.abilities.str}
mod : integer {3-14.system.abilities.str.mod} (6 different values)
-5 (x1)
4 (x2)
1 (x1)
5 (x1)
6 (x1)
7 (x1)
wis : object {3-14.system.abilities.wis}
mod : integer {3-14.system.abilities.wis.mod} (4 different values)
2 (x2)
3 (x1)
4 (x3)
5 (x1)
[initiative] : object {3-14.system.initiative}
statistic : string {3-14.system.initiative.statistic} (same value: perception)
[perception] : object {3-14.system.perception}
details : string {3-14.system.perception.details} (2 different values)
(x6)
painsight, sense portal (x1)
mod : integer {3-14.system.perception.mod} (5 different values)
12 (x2)
14 (x1)
18 (x2)
20 (x1)
19 (x1)
senses : array<object> {3-14.system.perception.senses}
Length: min=1 max=2
Value type: object {3-14.system.perception.senses.[]}
type : string {3-14.system.perception.senses.[].type} (6 different values)
darkvision (x5)
lifesense (x1)
greater-darkvision (x1)
tremorsense (x1)
low-light-vision (x1)
scent (x1)
[acuity] : string {3-14.system.perception.senses.[].acuity} (same value: imprecise)
[range] : integer {3-14.system.perception.senses.[].range} (2 different values)
60 (x1)
30 (x2)
[resources] : object {3-14.system.resources}
[focus] : object {3-14.system.resources.focus}
max : integer {3-14.system.resources.focus.max} (same value: 1)
value : integer {3-14.system.resources.focus.value} (same value: 1)
[skills] : object {3-14.system.skills}
[acrobatics] : object {3-14.system.skills.acrobatics}
base : integer {3-14.system.skills.acrobatics.base} (4 different values)
14 (x1)
11 (x1)
16 (x1)
18 (x1)
[intimidation] : object {3-14.system.skills.intimidation}
base : integer {3-14.system.skills.intimidation.base} (4 different values)
15 (x1)
9 (x1)
21 (x1)
20 (x1)
[stealth] : object {3-14.system.skills.stealth}
base : integer {3-14.system.skills.stealth.base} (3 different values)
14 (x1)
13 (x3)
20 (x1)
[athletics] : object {3-14.system.skills.athletics}
base : integer {3-14.system.skills.athletics.base} (4 different values)
13 (x1)
17 (x1)
15 (x1)
20 (x1)
[survival] : object {3-14.system.skills.survival}
base : integer {3-14.system.skills.survival.base} (2 different values)
12 (x1)
19 (x1)
[deception] : object {3-14.system.skills.deception}
base : integer {3-14.system.skills.deception.base} (same value: 18)
[diplomacy] : object {3-14.system.skills.diplomacy}
base : integer {3-14.system.skills.diplomacy.base} (same value: 18)
[religion] : object {3-14.system.skills.religion}
base : integer {3-14.system.skills.religion.base} (2 different values)
16 (x1)
20 (x1)
[occultism] : object {3-14.system.skills.occultism}
base : integer {3-14.system.skills.occultism.base} (same value: 15)
[spellcasting] : object {3-14.system.spellcasting}
rituals : object {3-14.system.spellcasting.rituals}
dc : integer {3-14.system.spellcasting.rituals.dc} (same value: 26)
[customModifiers] : object {3-14.system.customModifiers}
type : string {3-14.type} (2 different values)
hazard (x6)
npc (x7)
[prototypeToken] : object {3-14.prototypeToken}
name : string {3-14.prototypeToken.name} (3 different values)
Hieracosphinx (x1)
Glurorchaes (x1)
Khisisi (x2)
File diff suppressed because it is too large Load Diff
+739
View File
@@ -0,0 +1,739 @@
3-16
Different values: 10
=====================================
object {3-16}
_id : string {3-16._id} (all different values)
folder : string {3-16.folder} (same value: pfQtDiONoNU5a61u)
img : string {3-16.img} (same value: systems/pf2e/icons/default-icons/npc.svg)
items : array<object> {3-16.items}
Length: min=5 max=33
Value type: object {3-16.items.[]}
_id : string {3-16.items.[]._id} (105 different values)
img : string {3-16.items.[].img} (57 different values)
name : string {3-16.items.[].name} (77 different values)
sort : integer {3-16.items.[].sort} (33 different values)
system : object {3-16.items.[].system}
[attack] : object {3-16.items.[].system.attack}
value : string {3-16.items.[].system.attack.value} (same value: )
[attackEffects] : object {3-16.items.[].system.attackEffects}
[custom] : string {3-16.items.[].system.attackEffects.custom} (same value: )
value : array<string> {3-16.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {3-16.items.[].system.attackEffects.value.[]} (same value: grab)
[bonus] : object {3-16.items.[].system.bonus}
value : integer {3-16.items.[].system.bonus.value} (all different values)
[damageRolls] : object {3-16.items.[].system.damageRolls}
[zd8hqvn5zfbs18prbt8h] : object {3-16.items.[].system.damageRolls.zd8hqvn5zfbs18prbt8h}
damage : string {3-16.items.[].system.damageRolls.zd8hqvn5zfbs18prbt8h.damage} (2 different values)
2d8+7 (x1)
2d8+10 (x1)
damageType : string {3-16.items.[].system.damageRolls.zd8hqvn5zfbs18prbt8h.damageType} (same value: bludgeoning)
[oiodqohoofafi7fqe4of] : object {3-16.items.[].system.damageRolls.oiodqohoofafi7fqe4of}
damage : string {3-16.items.[].system.damageRolls.oiodqohoofafi7fqe4of.damage} (same value: 1d6+4)
damageType : string {3-16.items.[].system.damageRolls.oiodqohoofafi7fqe4of.damageType} (same value: bludgeoning)
0 : object {3-16.items.[].system.damageRolls.0}
damage : string {3-16.items.[].system.damageRolls.0.damage} (all different values)
damageType : string {3-16.items.[].system.damageRolls.0.damageType} (3 different values)
bludgeoning (x5)
piercing (x7)
slashing (x1)
description : object {3-16.items.[].system.description}
value : string {3-16.items.[].system.description.value} (73 different values)
publication : object {3-16.items.[].system.publication}
license : string {3-16.items.[].system.publication.license} (2 different values)
OGL (x149)
ORC (x2)
remaster : boolean {3-16.items.[].system.publication.remaster} (2 different values)
False (x149)
True (x2)
title : string {3-16.items.[].system.publication.title} (5 different values)
(x49)
Pathfinder Bestiary (x11)
Pathfinder Core Rulebook (x87)
Pathfinder Player Core (x2)
Pathfinder Gamemastery Guide (x2)
rules : ###FoundryRulesObject###
[slug] : string {3-16.items.[].system.slug} (55 different values)
[traits] : object {3-16.items.[].system.traits}
rarity : string {3-16.items.[].system.traits.rarity} (2 different values)
common (x126)
uncommon (x10)
value : array<string> {3-16.items.[].system.traits.value}
Length: min=0 max=6
Value type: string {3-16.items.[].system.traits.value.[]} (40 different values)
[traditions] : array<string> {3-16.items.[].system.traits.traditions}
Length: min=0 max=4
Value type: string {3-16.items.[].system.traits.traditions.[]} (4 different values)
arcane (x42)
primal (x18)
divine (x20)
occult (x38)
[integrated] : mixed
[weaponType] : object {3-16.items.[].system.weaponType}
value : string {3-16.items.[].system.weaponType.value} (2 different values)
melee (x10)
ranged (x6)
[actionType] : object {3-16.items.[].system.actionType}
value : string {3-16.items.[].system.actionType.value} (3 different values)
passive (x13)
reaction (x5)
action (x9)
[actions] : object {3-16.items.[].system.actions}
[value] : integer {3-16.items.[].system.actions.value} (2 different values)
1 (x7)
2 (x2)
[category] : string {3-16.items.[].system.category} (8 different values)
interaction (x7)
defensive (x10)
offensive (x10)
simple (x10)
martial (x5)
medium (x2)
ammo (x5)
light (x3)
[deathNote] : boolean {3-16.items.[].system.deathNote} (same value: True)
[baseItem] : string {3-16.items.[].system.baseItem} (13 different values)
crossbow (x5)
club (x1)
dagger (x2)
sap (x1)
scale-mail (x1)
staff (x2)
warhammer (x1)
steel-shield (x1)
breastplate (x1)
falchion (x1)
studded-leather-armor (x1)
rapier (x2)
leather-armor (x2)
[bonusDamage] : object {3-16.items.[].system.bonusDamage}
value : integer {3-16.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {3-16.items.[].system.bulk}
value : mixed
integer {3-16.items.[].system.bulk.value} (3 different values)
1 (x17)
2 (x3)
0 (x7)
float {3-16.items.[].system.bulk.value} (same value: 0,1)
[containerId] : mixed
[damage] : object {3-16.items.[].system.damage}
[damageType] : string {3-16.items.[].system.damage.damageType} (3 different values)
piercing (x9)
bludgeoning (x5)
slashing (x1)
[dice] : integer {3-16.items.[].system.damage.dice} (same value: 1)
[die] : string {3-16.items.[].system.damage.die} (4 different values)
d8 (x6)
d6 (x4)
d4 (x4)
d10 (x1)
[0] : object {3-16.items.[].system.damage.0}
[category] : mixed
formula : string {3-16.items.[].system.damage.0.formula} (6 different values)
2d6 (x2)
0 (x2)
1d4 (x2)
1d4+1 (x4)
3d8 (x1)
1d10+4 (x2)
kinds : array<string> {3-16.items.[].system.damage.0.kinds}
Length: min=1 max=1
Value type: string {3-16.items.[].system.damage.0.kinds.[]} (2 different values)
damage (x11)
healing (x2)
materials : array<> {3-16.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {3-16.items.[].system.damage.0.type} (6 different values)
fire (x2)
mental (x2)
electricity (x2)
force (x4)
acid (x1)
untyped (x2)
[applyMod] : boolean {3-16.items.[].system.damage.0.applyMod} (2 different values)
True (x4)
False (x1)
[equipped] : object {3-16.items.[].system.equipped}
carryType : string {3-16.items.[].system.equipped.carryType} (2 different values)
worn (x38)
held (x1)
[handsHeld] : integer {3-16.items.[].system.equipped.handsHeld} (3 different values)
2 (x6)
1 (x18)
0 (x10)
[invested] : mixed
[inSlot] : boolean {3-16.items.[].system.equipped.inSlot} (same value: True)
[group] : string {3-16.items.[].system.group} (8 different values)
crossbow (x5)
club (x4)
knife (x2)
composite (x1)
hammer (x1)
plate (x1)
sword (x3)
leather (x3)
[hardness] : integer {3-16.items.[].system.hardness} (2 different values)
0 (x38)
5 (x1)
[hp] : object {3-16.items.[].system.hp}
max : integer {3-16.items.[].system.hp.max} (2 different values)
0 (x38)
20 (x1)
value : integer {3-16.items.[].system.hp.value} (2 different values)
0 (x38)
20 (x1)
[level] : object {3-16.items.[].system.level}
value : integer {3-16.items.[].system.level.value} (4 different values)
0 (x36)
1 (x44)
2 (x9)
3 (x4)
[material] : object {3-16.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {3-16.items.[].system.price}
value : object {3-16.items.[].system.price.value}
[gp] : integer {3-16.items.[].system.price.value.gp} (6 different values)
3 (x10)
4 (x3)
1 (x3)
2 (x5)
8 (x1)
50 (x2)
[sp] : integer {3-16.items.[].system.price.value.sp} (2 different values)
2 (x2)
1 (x6)
[cp] : integer {3-16.items.[].system.price.value.cp} (same value: 8)
[per] : integer {3-16.items.[].system.price.per} (same value: 10)
[quantity] : integer {3-16.items.[].system.quantity} (3 different values)
1 (x34)
10 (x4)
20 (x1)
[range] : mixed
integer {3-16.items.[].system.range} (same value: 120)
object {3-16.items.[].system.range}
value : string {3-16.items.[].system.range.value} (6 different values)
(x22)
60 feet (x3)
30 feet (x14)
120 feet (x9)
touch (x4)
10 feet (x2)
[reload] : object {3-16.items.[].system.reload}
value : string {3-16.items.[].system.reload.value} (3 different values)
1 (x5)
- (x3)
(x7)
[runes] : object {3-16.items.[].system.runes}
[potency] : integer {3-16.items.[].system.runes.potency} (same value: 0)
[property] : array<> {3-16.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {3-16.items.[].system.runes.striking} (same value: 0)
[resilient] : integer {3-16.items.[].system.runes.resilient} (same value: 0)
[reinforcing] : integer {3-16.items.[].system.runes.reinforcing} (same value: 0)
[size] : string {3-16.items.[].system.size} (same value: med)
[splashDamage] : object {3-16.items.[].system.splashDamage}
value : integer {3-16.items.[].system.splashDamage.value} (same value: 0)
[usage] : object {3-16.items.[].system.usage}
value : string {3-16.items.[].system.usage.value} (2 different values)
held-in-two-hands (x8)
held-in-one-hand (x23)
[acBonus] : integer {3-16.items.[].system.acBonus} (4 different values)
3 (x1)
2 (x2)
4 (x1)
1 (x2)
[checkPenalty] : integer {3-16.items.[].system.checkPenalty} (2 different values)
-2 (x2)
-1 (x3)
[dexCap] : integer {3-16.items.[].system.dexCap} (4 different values)
2 (x1)
1 (x1)
3 (x1)
4 (x2)
[speedPenalty] : integer {3-16.items.[].system.speedPenalty} (2 different values)
-5 (x2)
0 (x4)
[strength] : integer {3-16.items.[].system.strength} (4 different values)
2 (x1)
3 (x1)
1 (x1)
0 (x2)
[stackGroup] : string {3-16.items.[].system.stackGroup} (same value: bolts)
[uses] : object {3-16.items.[].system.uses}
autoDestroy : boolean {3-16.items.[].system.uses.autoDestroy} (same value: True)
max : integer {3-16.items.[].system.uses.max} (same value: 1)
value : integer {3-16.items.[].system.uses.value} (same value: 1)
[mod] : object {3-16.items.[].system.mod}
value : integer {3-16.items.[].system.mod.value} (5 different values)
3 (x1)
7 (x2)
9 (x2)
10 (x1)
13 (x1)
[proficient] : object {3-16.items.[].system.proficient}
value : integer {3-16.items.[].system.proficient.value} (same value: 0)
[autoHeightenLevel] : object {3-16.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {3-16.items.[].system.prepared}
flexible : boolean {3-16.items.[].system.prepared.flexible} (same value: False)
value : string {3-16.items.[].system.prepared.value} (3 different values)
prepared (x2)
focus (x4)
spontaneous (x2)
[proficiency] : object {3-16.items.[].system.proficiency}
value : integer {3-16.items.[].system.proficiency.value} (same value: 0)
[slots] : object {3-16.items.[].system.slots}
[slot0] : object {3-16.items.[].system.slots.slot0}
max : integer {3-16.items.[].system.slots.slot0.max} (2 different values)
5 (x1)
7 (x1)
prepared : array<object> {3-16.items.[].system.slots.slot0.prepared}
Length: min=5 max=7
Value type: object {3-16.items.[].system.slots.slot0.prepared.[]}
id : string {3-16.items.[].system.slots.slot0.prepared.[].id} (7 different values)
d4tZ9TYB7upaGXSV (x2)
5bFit60QyhUKT9bT (x2)
tC0hJAG9WMN6qBQa (x2)
2XaGbRZ8IVXJHqe8 (x2)
6DzLvNmjn60jMFRJ (x2)
LqK3pWAWOlzSNbVD (x1)
TdxHKYmJEsbg5TR0 (x1)
[slot1] : object {3-16.items.[].system.slots.slot1}
max : integer {3-16.items.[].system.slots.slot1.max} (2 different values)
3 (x3)
4 (x1)
[prepared] : array<object> {3-16.items.[].system.slots.slot1.prepared}
Length: min=3 max=4
Value type: object {3-16.items.[].system.slots.slot1.prepared.[]}
id : string {3-16.items.[].system.slots.slot1.prepared.[].id} (3 different values)
RPCNwhoQ9XLjnQeI (x1)
7sIaKjKrrFTRamam (x5)
k2aBQ52fcmuv4wEH (x1)
value : integer {3-16.items.[].system.slots.slot1.value} (same value: 3)
[slot2] : object {3-16.items.[].system.slots.slot2}
max : integer {3-16.items.[].system.slots.slot2.max} (2 different values)
3 (x2)
2 (x1)
[prepared] : array<object> {3-16.items.[].system.slots.slot2.prepared}
Length: min=3 max=3
Value type: object {3-16.items.[].system.slots.slot2.prepared.[]}
id : string {3-16.items.[].system.slots.slot2.prepared.[].id} (3 different values)
dbojJkWdMZ6NYHIw (x1)
c7AWPf7IERASDKnK (x1)
gThPxvR3bmHVqjBQ (x1)
value : integer {3-16.items.[].system.slots.slot2.value} (2 different values)
2 (x1)
3 (x1)
[slot3] : object {3-16.items.[].system.slots.slot3}
max : integer {3-16.items.[].system.slots.slot3.max} (same value: 2)
value : integer {3-16.items.[].system.slots.slot3.value} (same value: 2)
[spelldc] : object {3-16.items.[].system.spelldc}
dc : integer {3-16.items.[].system.spelldc.dc} (3 different values)
17 (x2)
20 (x2)
21 (x4)
mod : integer {3-16.items.[].system.spelldc.mod} (same value: 0)
value : integer {3-16.items.[].system.spelldc.value} (3 different values)
9 (x2)
12 (x2)
13 (x4)
[tradition] : object {3-16.items.[].system.tradition}
value : string {3-16.items.[].system.tradition.value} (2 different values)
arcane (x4)
occult (x4)
[area] : object {3-16.items.[].system.area}
type : string {3-16.items.[].system.area.type} (3 different values)
cone (x2)
emanation (x9)
burst (x1)
value : integer {3-16.items.[].system.area.value} (4 different values)
15 (x2)
30 (x4)
10 (x1)
60 (x5)
[cost] : object {3-16.items.[].system.cost}
value : string {3-16.items.[].system.cost.value} (same value: )
[counteraction] : boolean {3-16.items.[].system.counteraction} (same value: False)
[defense] : object {3-16.items.[].system.defense}
save : object {3-16.items.[].system.defense.save}
basic : boolean {3-16.items.[].system.defense.save.basic} (2 different values)
True (x6)
False (x7)
statistic : string {3-16.items.[].system.defense.save.statistic} (3 different values)
reflex (x5)
will (x7)
fortitude (x1)
[duration] : object {3-16.items.[].system.duration}
sustained : boolean {3-16.items.[].system.duration.sustained} (2 different values)
False (x46)
True (x8)
value : string {3-16.items.[].system.duration.value} (8 different values)
(x27)
1 round (x6)
see below (x4)
until the start of your next turn (x4)
10 minutes (x3)
unlimited (x3)
1 hour (x4)
1 minute (x3)
[heightening] : object {3-16.items.[].system.heightening}
damage : object {3-16.items.[].system.heightening.damage}
0 : string {3-16.items.[].system.heightening.damage.0} (6 different values)
2d6 (x2)
1d6 (x2)
1d4 (x2)
1d4+1 (x2)
2d8 (x1)
1d10+4 (x2)
interval : integer {3-16.items.[].system.heightening.interval} (2 different values)
1 (x6)
2 (x5)
type : string {3-16.items.[].system.heightening.type} (same value: interval)
[location] : object {3-16.items.[].system.location}
value : string {3-16.items.[].system.location.value} (4 different values)
ezgpbQSl4o3vFJaU (x19)
2xwVAGUh92PRESt7 (x2)
owBd74YHegCqxDhR (x25)
DipxFEdiddYHWirp (x8)
[heightenedLevel] : integer {3-16.items.[].system.location.heightenedLevel} (3 different values)
2 (x5)
1 (x8)
3 (x2)
[signature] : boolean {3-16.items.[].system.location.signature} (same value: True)
[requirements] : string {3-16.items.[].system.requirements} (same value: )
[target] : object {3-16.items.[].system.target}
value : string {3-16.items.[].system.target.value} (all different values)
[time] : object {3-16.items.[].system.time}
value : string {3-16.items.[].system.time.value} (6 different values)
2 (x33)
1 (x14)
1 to 3 (x2)
reaction (x2)
free (x2)
1 minute (x1)
[frequency] : object {3-16.items.[].system.frequency}
max : integer {3-16.items.[].system.frequency.max} (same value: 1)
per : string {3-16.items.[].system.frequency.per} (same value: round)
value : integer {3-16.items.[].system.frequency.value} (same value: 1)
type : string {3-16.items.[].type} (11 different values)
melee (x16)
action (x27)
weapon (x15)
armor (x5)
equipment (x11)
consumable (x5)
lore (x7)
spellcastingEntry (x8)
spell (x54)
shield (x1)
treasure (x2)
[_stats] : object {3-16.items.[]._stats}
compendiumSource : string {3-16.items.[]._stats.compendiumSource} (55 different values)
[flags] : object {3-16.items.[].flags}
pf2e : object {3-16.items.[].flags.pf2e}
linkedWeapon : string {3-16.items.[].flags.pf2e.linkedWeapon} (all different values)
name : string {3-16.name} (all different values)
system : object {3-16.system}
abilities : object {3-16.system.abilities}
cha : object {3-16.system.abilities.cha}
mod : integer {3-16.system.abilities.cha.mod} (4 different values)
0 (x3)
-1 (x1)
1 (x4)
4 (x2)
con : object {3-16.system.abilities.con}
mod : integer {3-16.system.abilities.con.mod} (6 different values)
4 (x1)
5 (x1)
2 (x2)
1 (x3)
3 (x1)
0 (x2)
dex : object {3-16.system.abilities.dex}
mod : integer {3-16.system.abilities.dex.mod} (4 different values)
2 (x4)
3 (x2)
1 (x1)
4 (x3)
int : object {3-16.system.abilities.int}
mod : integer {3-16.system.abilities.int.mod} (4 different values)
-3 (x3)
0 (x3)
4 (x2)
2 (x2)
str : object {3-16.system.abilities.str}
mod : integer {3-16.system.abilities.str.mod} (4 different values)
5 (x2)
4 (x3)
0 (x4)
2 (x1)
wis : object {3-16.system.abilities.wis}
mod : integer {3-16.system.abilities.wis.mod} (4 different values)
3 (x3)
2 (x2)
1 (x4)
4 (x1)
attributes : object {3-16.system.attributes}
ac : object {3-16.system.attributes.ac}
details : string {3-16.system.attributes.ac.details} (2 different values)
(x9)
(22 with shield raised) (x1)
value : integer {3-16.system.attributes.ac.value} (7 different values)
20 (x2)
23 (x1)
18 (x1)
14 (x2)
22 (x2)
17 (x1)
19 (x1)
allSaves : object {3-16.system.attributes.allSaves}
value : string {3-16.system.attributes.allSaves.value} (same value: )
hp : object {3-16.system.attributes.hp}
details : string {3-16.system.attributes.hp.details} (same value: )
max : integer {3-16.system.attributes.hp.max} (all different values)
temp : integer {3-16.system.attributes.hp.temp} (same value: 0)
value : integer {3-16.system.attributes.hp.value} (all different values)
[immunities] : array<object> {3-16.system.attributes.immunities}
Length: min=3 max=3
Value type: object {3-16.system.attributes.immunities.[]}
type : string {3-16.system.attributes.immunities.[].type} (3 different values)
precision (x3)
swarm-mind (x3)
visual (x3)
[resistances] : array<object> {3-16.system.attributes.resistances}
Length: min=2 max=2
Value type: object {3-16.system.attributes.resistances.[]}
type : string {3-16.system.attributes.resistances.[].type} (2 different values)
piercing (x3)
slashing (x3)
value : integer {3-16.system.attributes.resistances.[].value} (same value: 5)
speed : object {3-16.system.attributes.speed}
otherSpeeds : array<object> {3-16.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {3-16.system.attributes.speed.otherSpeeds.[]}
type : string {3-16.system.attributes.speed.otherSpeeds.[].type} (same value: burrow)
value : integer {3-16.system.attributes.speed.otherSpeeds.[].value} (2 different values)
5 (x2)
10 (x1)
value : integer {3-16.system.attributes.speed.value} (2 different values)
25 (x9)
20 (x1)
[weaknesses] : array<object> {3-16.system.attributes.weaknesses}
Length: min=1 max=2
Value type: object {3-16.system.attributes.weaknesses.[]}
type : string {3-16.system.attributes.weaknesses.[].type} (3 different values)
bludgeoning (x2)
area-damage (x1)
splash-damage (x1)
value : integer {3-16.system.attributes.weaknesses.[].value} (2 different values)
5 (x2)
3 (x2)
details : object {3-16.system.details}
blurb : string {3-16.system.details.blurb} (7 different values)
(x3)
Variant Guard (x1)
Variant mage for hire (x2)
Variant watch officer (x1)
Variant bounty hunter (x1)
Variant troubadour (x1)
Spawned from a Cobbled Bruiser (x1)
languages : object {3-16.system.details.languages}
details : string {3-16.system.details.languages.details} (same value: )
value : array<string> {3-16.system.details.languages.value}
Length: min=0 max=1
Value type: string {3-16.system.details.languages.value.[]} (same value: common)
level : object {3-16.system.details.level}
value : integer {3-16.system.details.level.value} (6 different values)
4 (x1)
6 (x1)
1 (x2)
3 (x3)
5 (x2)
2 (x1)
privateNotes : string {3-16.system.details.privateNotes} (same value: )
publicNotes : string {3-16.system.details.publicNotes} (7 different values)
(x2)
<p>Guards are rank-and-file members of a town watch or city guard, trained to look for trouble, take down criminals, and follow orders. They are a match for only the most fledgling of adventurers and criminals, but, given time, the settlement can usually muster them in numbers sufficient to neutralize most threats.</p>
<hr />
<p>Larger societies rely on those with the authority and the ability to interpret and enforce laws. In good-aligned societies, these officials carry out their duties fairly. In neutral and evil ones, these officials can be harsh and cruel (with an altered alignment to reflect this), imposing severe punishments on those who can't pay for mercy.</p> (x1)
<p>Not all mercenaries sell brawn and intimidating glares. Some sell their magical talents to earn a living. While there are many types of mages for hire, some of the sneakiest are specialized in divination, using their skills for infiltration and sabotage.</p>
<hr />
<p>A broad category that includes those wielding arms, spells, or even guile and cunning, mercenaries hire themselves and their expertise to those with the gold to pay for it.</p> (x2)
<p>Watch officers are assigned to a certain area within a city or community. Often leading a small team of lower-ranking guards, they patrol those areas to maintain order and enforce laws. Watch officers get the job done, though their methods are not always gentle or kind. Because the watch officer is responsible to their superiors for their area, they sometimes need to make tough decisions between justice and effectiveness.</p>
<hr />
<p>Larger societies rely on those with the authority and the ability to interpret and enforce laws. In good-aligned societies, these officials carry out their duties fairly. In neutral and evil ones, these officials can be harsh and cruel (with an altered alignment to reflect this), imposing severe punishments on those who can't pay for mercy.</p> (x1)
<p>Bounty hunters are constantly on the move, whether within city walls or the wilderness, trailing their fugitive quarries for capture... or disposal. Often relying on stealth or deception as much as martial skill, bounty hunters employ a vast array of talents to accomplish their goals, not to mention to collect the hefty payout that follows.</p>
<hr />
<p>A broad category that includes those wielding arms, spells, or even guile and cunning, mercenaries hire themselves and their expertise to those with the gold to pay for it.</p> (x1)
<p>Troubadours keep alive the traditional songs of their cultural and write original works to commemorate major events.</p>
<hr />
<p>Performances can serve as entertainment, expressions of beauty, or part of a shared culture.</p> (x2)
<p>Busy road builders might unknowingly use cobble mites in construction.</p>
<hr />
<p>Cobble mites resemble squarish stones a few inches across with mouths like split geodes. Though indolent and harmless alone, they're dangerous in large groups.</p> (x1)
publication : object {3-16.system.details.publication}
license : string {3-16.system.details.publication.license} (same value: OGL)
remaster : boolean {3-16.system.details.publication.remaster} (same value: False)
title : string {3-16.system.details.publication.title} (same value: Pathfinder Society Scenario #3-16: Escape from Oppara)
initiative : object {3-16.system.initiative}
statistic : string {3-16.system.initiative.statistic} (same value: perception)
perception : object {3-16.system.perception}
details : string {3-16.system.perception.details} (4 different values)
(imprecise) 80 feet (x3)
(+8 to find concealed objects) (x1)
(x5)
(+9 to sense motive) (x1)
mod : integer {3-16.system.perception.mod} (6 different values)
11 (x2)
15 (x2)
7 (x2)
5 (x1)
8 (x2)
9 (x1)
senses : array<object> {3-16.system.perception.senses}
Length: min=0 max=1
Value type: object {3-16.system.perception.senses.[]}
acuity : string {3-16.system.perception.senses.[].acuity} (same value: precise)
range : integer {3-16.system.perception.senses.[].range} (same value: 40)
type : string {3-16.system.perception.senses.[].type} (same value: tremorsense)
[vision] : boolean {3-16.system.perception.vision} (same value: False)
resources : object {3-16.system.resources}
[focus] : object {3-16.system.resources.focus}
max : integer {3-16.system.resources.focus.max} (2 different values)
1 (x2)
2 (x2)
value : integer {3-16.system.resources.focus.value} (2 different values)
1 (x2)
2 (x2)
saves : object {3-16.system.saves}
fortitude : object {3-16.system.saves.fortitude}
saveDetail : string {3-16.system.saves.fortitude.saveDetail} (same value: )
value : integer {3-16.system.saves.fortitude.value} (8 different values)
14 (x1)
17 (x1)
7 (x1)
6 (x1)
10 (x2)
8 (x2)
5 (x1)
9 (x1)
reflex : object {3-16.system.saves.reflex}
saveDetail : string {3-16.system.saves.reflex.saveDetail} (same value: )
value : integer {3-16.system.saves.reflex.value} (8 different values)
8 (x1)
11 (x1)
5 (x1)
7 (x1)
6 (x1)
13 (x2)
9 (x1)
10 (x2)
will : object {3-16.system.saves.will}
saveDetail : string {3-16.system.saves.will.saveDetail} (same value: )
value : integer {3-16.system.saves.will.value} (6 different values)
11 (x2)
13 (x2)
5 (x1)
8 (x3)
10 (x1)
7 (x1)
skills : object {3-16.system.skills}
[acrobatics] : object {3-16.system.skills.acrobatics}
base : integer {3-16.system.skills.acrobatics.base} (3 different values)
8 (x2)
11 (x1)
13 (x1)
[athletics] : object {3-16.system.skills.athletics}
base : integer {3-16.system.skills.athletics.base} (5 different values)
13 (x1)
15 (x1)
7 (x1)
11 (x2)
8 (x1)
[stealth] : object {3-16.system.skills.stealth}
base : integer {3-16.system.skills.stealth.base} (6 different values)
8 (x2)
11 (x2)
5 (x1)
13 (x1)
7 (x1)
10 (x1)
[intimidation] : object {3-16.system.skills.intimidation}
base : integer {3-16.system.skills.intimidation.base} (3 different values)
5 (x1)
9 (x1)
10 (x1)
[arcana] : object {3-16.system.skills.arcana}
base : integer {3-16.system.skills.arcana.base} (2 different values)
8 (x1)
11 (x1)
[society] : object {3-16.system.skills.society}
base : integer {3-16.system.skills.society.base} (3 different values)
7 (x2)
5 (x1)
11 (x1)
[thievery] : object {3-16.system.skills.thievery}
base : integer {3-16.system.skills.thievery.base} (2 different values)
7 (x1)
9 (x1)
[diplomacy] : object {3-16.system.skills.diplomacy}
base : integer {3-16.system.skills.diplomacy.base} (4 different values)
6 (x1)
10 (x1)
9 (x1)
11 (x1)
[deception] : object {3-16.system.skills.deception}
base : integer {3-16.system.skills.deception.base} (3 different values)
12 (x1)
9 (x1)
13 (x1)
[survival] : object {3-16.system.skills.survival}
base : integer {3-16.system.skills.survival.base} (same value: 13)
[crafting] : object {3-16.system.skills.crafting}
base : integer {3-16.system.skills.crafting.base} (same value: 11)
[occultism] : object {3-16.system.skills.occultism}
base : integer {3-16.system.skills.occultism.base} (2 different values)
7 (x1)
9 (x1)
[performance] : object {3-16.system.skills.performance}
base : integer {3-16.system.skills.performance.base} (2 different values)
13 (x1)
15 (x1)
special : array<object> {3-16.system.skills.performance.special}
Length: min=1 max=1
Value type: object {3-16.system.skills.performance.special.[]}
base : integer {3-16.system.skills.performance.special.[].base} (2 different values)
14 (x1)
16 (x1)
label : string {3-16.system.skills.performance.special.[].label} (same value: when playing the lute)
predicate : array<string> {3-16.system.skills.performance.special.[].predicate}
Length: min=1 max=1
Value type: string {3-16.system.skills.performance.special.[].predicate.[]} (same value: action:perform:lute)
traits : object {3-16.system.traits}
rarity : string {3-16.system.traits.rarity} (3 different values)
uncommon (x7)
rare (x1)
unique (x2)
size : object {3-16.system.traits.size}
value : string {3-16.system.traits.size.value} (3 different values)
lg (x2)
huge (x1)
med (x7)
value : array<string> {3-16.system.traits.value}
Length: min=2 max=4
Value type: string {3-16.system.traits.value.[]} (7 different values)
aberration (x3)
earth (x3)
evil (x7)
human (x7)
humanoid (x7)
lawful (x2)
swarm (x1)
type : string {3-16.type} (same value: npc)
prototypeToken : object {3-16.prototypeToken}
name : string {3-16.prototypeToken.name} (2 different values)
Thomil Bolyrius (x2)
Cobbleswarm (x1)
+425
View File
@@ -0,0 +1,425 @@
3-17
Different values: 7
=====================================
object {3-17}
_id : string {3-17._id} (all different values)
folder : string {3-17.folder} (same value: v1i9Dxsl9EtuGmsl)
img : string {3-17.img} (2 different values)
systems/pf2e/icons/default-icons/hazard.svg (x4)
systems/pf2e/icons/default-icons/npc.svg (x3)
items : array<object> {3-17.items}
Length: min=1 max=6
Value type: object {3-17.items.[]}
_id : string {3-17.items.[]._id} (13 different values)
cn5qQknUXG6zS1KY (x2)
jW0BtgVKN8XQhLKs (x2)
aFTYkeNI6jd2TfGi (x2)
hvrW7fEOtezPrmRv (x2)
NHSqYE5ZeWiln3Vx (x2)
nbWXPfh7WyVCERN9 (x2)
Huqh2NJEkx1xBpoO (x2)
x47iDfIE9albveGl (x1)
ACHlnYzXVxizzqPw (x1)
0Qt9ULbGzJV8ZG3W (x1)
0QWVJ7Of8cQNKp0N (x1)
Kjifw1jgDvfmrEGU (x1)
9awhcUUChblK5dxi (x2)
img : string {3-17.items.[].img} (all different values)
name : string {3-17.items.[].name} (13 different values)
Awaken (x2)
Divine Innate Spells (x2)
Plane Shift (Self and Rider Only) (x2)
Jaws (x2)
Hoof (x2)
Smoke (x2)
Flaming Gallop (x2)
Shadow Hand (x1)
Light Vulnerability (x1)
Shadow Spawn (x1)
Slink in Shadows (x1)
Steal Shadow (x1)
Seize (x2)
sort : integer {3-17.items.[].sort} (all different values)
system : object {3-17.items.[].system}
[actionType] : object {3-17.items.[].system.actionType}
value : string {3-17.items.[].system.actionType.value} (3 different values)
reaction (x4)
passive (x5)
action (x3)
[actions] : object {3-17.items.[].system.actions}
[value] : integer {3-17.items.[].system.actions.value} (2 different values)
2 (x2)
1 (x1)
[category] : string {3-17.items.[].system.category} (2 different values)
defensive (x3)
offensive (x5)
description : object {3-17.items.[].system.description}
value : string {3-17.items.[].system.description.value} (13 different values)
<p><strong>Trigger</strong> Sarnia's psychic intrusion begins</p>
<hr />
<p><strong>Effect</strong> The hazard rolls initiative.</p> (x2)
(x7)
<p>You and your allies traverse the barriers between planes of existence. The targets move to another plane, such as the Plane of Fire, the Netherworld, or the Outer Rifts. You must have specific knowledge of the destination plane and use a magic tuning fork created from material from that plane as a focus for the spell. While the tuning forks for most prominent planes are uncommon, just like the spell plane shift, more obscure planes and demiplanes often have rare tuning forks. The spell is highly imprecise, and you appear 1d20x25 miles from the last place one of the targets (of your choice) was located the last time that target traveled to the plane. If it's the first time traveling to a particular plane for all targets, you appear at a random location on the plane. Plane shift doesn't provide a means of return travel, though casting plane shift again allows you to return to your previous plane unless there are extenuating circumstances.</p> (x2)
<p>15 feet. The nightmare continually exhales black smoke that creates @UUID[Compendium.pf2e.conditionitems.Item.Concealed]{Concealment} in an aura around it. Nightmares and their riders can see through this smoke. A creature that begins its turn in the area becomes @UUID[Compendium.pf2e.conditionitems.Item.Sickened]{Sickened 2} (@Check[fortitude|dc:25] negates) and is then temporarily immune sickness from the smoke for 1 minute. The nightmare, its rider, any creature currently holding its breath (or that does not need to breathe), and any creature immune to poison are immune to the aura's sickened effect but not the concealment.</p> (x1)
<p>The nightmare Strides or Flies up to triple its Speed. Its hooves burst with intense flame, dealing @Damage[4d6[fire]] damage (@Check[reflex|dc:26|basic] save) once to each creature other than the nightmare's rider that the nightmare moves adjacent to during its gallop.</p> (x1)
<p>An object shedding magical light (such as from the @UUID[Compendium.pf2e.spells-srd.Item.Light] spell) is treated as magical when used to attack the shadow.</p> (x1)
<p>When a creature's shadow is pulled free by Steal Shadow, it becomes a @UUID[Compendium.pf2e.pathfinder-monster-core.Actor.Shadow Spawn] under the command of the shadow that created it. This shadow spawn doesn't have Steal Shadow and is perpetually and incurably @UUID[Compendium.pf2e.conditionitems.Item.Clumsy]{Clumsy 2}. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its @UUID[Compendium.pf2e.conditionitems.Item.Enfeebled]{Enfeeblement}, its shadow returns to it and the shadow spawn is extinguished.</p> (x1)
<p>The shadow can @UUID[Compendium.pf2e.actionspf2e.Item.Hide] or end its @UUID[Compendium.pf2e.actionspf2e.Item.Sneak] in a creature's or object's shadow.</p> (x1)
<p><strong>Requirements</strong> The shadow hit a living creature with a shadow hand Strike on its previous action.</p>
<hr />
<p><strong>Effect</strong> The shadow pulls at the target's shadow, making the creature @UUID[Compendium.pf2e.conditionitems.Item.Enfeebled]{Enfeebled 1} (or @UUID[Compendium.pf2e.conditionitems.Item.Enfeebled]{Enfeebled 2} on a critical hit). This is cumulative with other enfeebled conditions from shadows, to a maximum of enfeebled 4. If this increases a creature's enfeebled value to 3 or more, the target's shadow is separated from its body. Enfeebled from Steal Shadow decreases by 1 every hour.</p> (x1)
<p>15 feet. The nightmare continually exhales black smoke that creates @UUID[Compendium.pf2e.conditionitems.Item.Concealed]{Concealment} in an aura around it. Nightmares and their riders can see through this smoke. A creature that begins its turn in the area becomes @UUID[Compendium.pf2e.conditionitems.Item.Sickened]{Sickened 2} (@Check[fortitude|dc:20] negates) and is then temporarily immune sickness from the smoke for 1 minute. The nightmare, its rider, any creature currently holding its breath (or that does not need to breathe), and any creature immune to poison are immune to the aura's sickened effect but not the concealment.</p> (x1)
<p>The nightmare Strides or Flies up to triple its Speed. Its hooves burst with intense flame, dealing @Damage[2d6[fire]] damage (@Check[reflex|dc:21|basic] save) once to each creature other than the nightmare's rider that the nightmare moves adjacent to during its gallop.</p> (x1)
<p>Trigger A living creature spends 1 round in the area</p>
<p>Effect A whispered shout carries through the air: "I have a face! I have a name! My sisters may be forgotten, but I will reclaim what's mine" Sinking statues desperately grasp at creatures in the area, struggling to stay above the surface. The haunt attempts an [[/r 1d20+18 #Grapple]]{Athletics check (with a +18 modifier)} to @UUID[Compendium.pf2e.actionspf2e.Item.Grapple] each creature in the area. On a success, a creature is @UUID[Compendium.pf2e.conditionitems.Item.Grabbed] (Escape DC 28). The haunt then rolls initiative.</p> (x1)
<p>Trigger A living creature spends 1 round in the area</p>
<p>Effect A whispered shout carries through the air: "I have a face! I have a name! My sisters may be forgotten, but I will reclaim what's mine" Sinking statues desperately grasp at creatures in the area, struggling to stay above the surface. The haunt attempts an [[/r 1d20+21 #Grapple]]{Athletics check (with a +21 modifier)} to @UUID[Compendium.pf2e.actionspf2e.Item.Grapple] each creature in the area. On a success, a creature is @UUID[Compendium.pf2e.conditionitems.Item.Grabbed] (Escape DC 31). The haunt then rolls initiative.</p> (x1)
publication : object {3-17.items.[].system.publication}
license : string {3-17.items.[].system.publication.license} (same value: OGL)
remaster : boolean {3-17.items.[].system.publication.remaster} (same value: False)
title : string {3-17.items.[].system.publication.title} (2 different values)
(x19)
Pathfinder Core Rulebook (x2)
rules : ###FoundryRulesObject###
[slug] : string {3-17.items.[].system.slug} (same value: plane-shift)
[traits] : object {3-17.items.[].system.traits}
rarity : string {3-17.items.[].system.traits.rarity} (2 different values)
common (x17)
uncommon (x2)
value : array<string> {3-17.items.[].system.traits.value}
Length: min=0 max=5
Value type: string {3-17.items.[].system.traits.value.[]} (13 different values)
concentrate (x2)
manipulate (x2)
teleportation (x2)
magical (x5)
unarmed (x2)
unholy (x4)
agile (x2)
evil (x2)
fire (x4)
aura (x2)
finesse (x1)
divine (x1)
attack (x2)
[traditions] : array<string> {3-17.items.[].system.traits.traditions}
Length: min=4 max=4
Value type: string {3-17.items.[].system.traits.traditions.[]} (4 different values)
arcane (x2)
divine (x2)
occult (x2)
primal (x2)
[autoHeightenLevel] : object {3-17.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {3-17.items.[].system.prepared}
flexible : boolean {3-17.items.[].system.prepared.flexible} (same value: False)
value : string {3-17.items.[].system.prepared.value} (same value: innate)
[proficiency] : object {3-17.items.[].system.proficiency}
value : integer {3-17.items.[].system.proficiency.value} (same value: 0)
[showSlotlessLevels] : object {3-17.items.[].system.showSlotlessLevels}
value : boolean {3-17.items.[].system.showSlotlessLevels.value} (same value: False)
[slots] : object {3-17.items.[].system.slots}
[spelldc] : object {3-17.items.[].system.spelldc}
dc : integer {3-17.items.[].system.spelldc.dc} (same value: 24)
mod : integer {3-17.items.[].system.spelldc.mod} (same value: 0)
value : integer {3-17.items.[].system.spelldc.value} (same value: 16)
[tradition] : object {3-17.items.[].system.tradition}
value : string {3-17.items.[].system.tradition.value} (same value: divine)
[area] : mixed
[cost] : object {3-17.items.[].system.cost}
value : string {3-17.items.[].system.cost.value} (same value: )
[counteraction] : boolean {3-17.items.[].system.counteraction} (same value: False)
[damage] : object {3-17.items.[].system.damage}
[defense] : mixed
[duration] : object {3-17.items.[].system.duration}
sustained : boolean {3-17.items.[].system.duration.sustained} (same value: False)
value : string {3-17.items.[].system.duration.value} (same value: )
[level] : object {3-17.items.[].system.level}
value : integer {3-17.items.[].system.level.value} (same value: 7)
[location] : object {3-17.items.[].system.location}
heightenedLevel : integer {3-17.items.[].system.location.heightenedLevel} (same value: 7)
value : string {3-17.items.[].system.location.value} (same value: jW0BtgVKN8XQhLKs)
[range] : object {3-17.items.[].system.range}
value : string {3-17.items.[].system.range.value} (same value: touch)
[requirements] : string {3-17.items.[].system.requirements} (same value: )
[target] : object {3-17.items.[].system.target}
value : string {3-17.items.[].system.target.value} (same value: self and rider)
[time] : object {3-17.items.[].system.time}
value : string {3-17.items.[].system.time.value} (same value: 10 minutes)
[attack] : object {3-17.items.[].system.attack}
value : string {3-17.items.[].system.attack.value} (same value: )
[attackEffects] : object {3-17.items.[].system.attackEffects}
custom : string {3-17.items.[].system.attackEffects.custom} (same value: )
value : array<> {3-17.items.[].system.attackEffects.value}
Length: min=0 max=0
Value type: mixed
[bonus] : object {3-17.items.[].system.bonus}
value : integer {3-17.items.[].system.bonus.value} (3 different values)
19 (x2)
15 (x1)
13 (x2)
[damageRolls] : object {3-17.items.[].system.damageRolls}
[37n5ctsnmpa4visxcesk] : object {3-17.items.[].system.damageRolls.37n5ctsnmpa4visxcesk}
damage : string {3-17.items.[].system.damageRolls.37n5ctsnmpa4visxcesk.damage} (2 different values)
2d10+10 (x1)
2d8+4 (x1)
damageType : string {3-17.items.[].system.damageRolls.37n5ctsnmpa4visxcesk.damageType} (same value: piercing)
[s5drabfyhg8fwmzvid9y] : object {3-17.items.[].system.damageRolls.s5drabfyhg8fwmzvid9y}
damage : string {3-17.items.[].system.damageRolls.s5drabfyhg8fwmzvid9y.damage} (same value: 1d6)
damageType : string {3-17.items.[].system.damageRolls.s5drabfyhg8fwmzvid9y.damageType} (same value: spirit)
[fj0pge7sp6mqmbl9ivn8] : object {3-17.items.[].system.damageRolls.fj0pge7sp6mqmbl9ivn8}
damage : string {3-17.items.[].system.damageRolls.fj0pge7sp6mqmbl9ivn8.damage} (2 different values)
1d8+10 (x1)
1d6+4 (x1)
damageType : string {3-17.items.[].system.damageRolls.fj0pge7sp6mqmbl9ivn8.damageType} (same value: bludgeoning)
[3ukubwqjozdrn1hku9zh] : object {3-17.items.[].system.damageRolls.3ukubwqjozdrn1hku9zh}
damage : string {3-17.items.[].system.damageRolls.3ukubwqjozdrn1hku9zh.damage} (same value: 1d6)
damageType : string {3-17.items.[].system.damageRolls.3ukubwqjozdrn1hku9zh.damageType} (same value: spirit)
[ze5vpj7fkh010vy3cpwj] : object {3-17.items.[].system.damageRolls.ze5vpj7fkh010vy3cpwj}
damage : string {3-17.items.[].system.damageRolls.ze5vpj7fkh010vy3cpwj.damage} (2 different values)
1d8 (x1)
1d6 (x1)
damageType : string {3-17.items.[].system.damageRolls.ze5vpj7fkh010vy3cpwj.damageType} (same value: fire)
[0] : object {3-17.items.[].system.damageRolls.0}
damage : string {3-17.items.[].system.damageRolls.0.damage} (same value: 2d6+3)
damageType : string {3-17.items.[].system.damageRolls.0.damageType} (same value: void)
[weaponType] : object {3-17.items.[].system.weaponType}
value : string {3-17.items.[].system.weaponType.value} (same value: melee)
type : string {3-17.items.[].type} (4 different values)
action (x12)
spellcastingEntry (x2)
spell (x2)
melee (x5)
[_stats] : object {3-17.items.[]._stats}
compendiumSource : string {3-17.items.[]._stats.compendiumSource} (same value: Compendium.pf2e.spells-srd.Item.5bTt2CvYHPvaR7QQ)
name : string {3-17.name} (all different values)
system : object {3-17.system}
attributes : object {3-17.system.attributes}
ac : object {3-17.system.attributes.ac}
value : integer {3-17.system.attributes.ac.value} (4 different values)
0 (x4)
27 (x1)
20 (x1)
21 (x1)
[details] : string {3-17.system.attributes.ac.details} (same value: )
[emitsSound] : string {3-17.system.attributes.emitsSound} (same value: encounter)
[hardness] : integer {3-17.system.attributes.hardness} (same value: 0)
hp : object {3-17.system.attributes.hp}
details : string {3-17.system.attributes.hp.details} (same value: )
max : integer {3-17.system.attributes.hp.max} (4 different values)
0 (x4)
150 (x1)
40 (x1)
64 (x1)
temp : integer {3-17.system.attributes.hp.temp} (same value: 0)
value : integer {3-17.system.attributes.hp.value} (4 different values)
0 (x4)
150 (x1)
40 (x1)
64 (x1)
[stealth] : object {3-17.system.attributes.stealth}
details : string {3-17.system.attributes.stealth.details} (same value: <p>(expert)</p>)
value : integer {3-17.system.attributes.stealth.value} (3 different values)
18 (x2)
15 (x1)
21 (x1)
[allSaves] : object {3-17.system.attributes.allSaves}
value : string {3-17.system.attributes.allSaves.value} (same value: )
[resistances] : array<object> {3-17.system.attributes.resistances}
Length: min=1 max=1
Value type: object {3-17.system.attributes.resistances.[]}
type : string {3-17.system.attributes.resistances.[].type} (2 different values)
fire (x2)
all-damage (x1)
value : integer {3-17.system.attributes.resistances.[].value} (same value: 5)
[doubleVs] : array<string> {3-17.system.attributes.resistances.[].doubleVs}
Length: min=1 max=1
Value type: string {3-17.system.attributes.resistances.[].doubleVs.[]} (same value: non-magical)
[exceptions] : array<string> {3-17.system.attributes.resistances.[].exceptions}
Length: min=3 max=3
Value type: string {3-17.system.attributes.resistances.[].exceptions.[]} (3 different values)
force (x1)
ghost-touch (x1)
vitality (x1)
[speed] : object {3-17.system.attributes.speed}
otherSpeeds : array<object> {3-17.system.attributes.speed.otherSpeeds}
Length: min=1 max=1
Value type: object {3-17.system.attributes.speed.otherSpeeds.[]}
type : string {3-17.system.attributes.speed.otherSpeeds.[].type} (same value: fly)
value : integer {3-17.system.attributes.speed.otherSpeeds.[].value} (2 different values)
90 (x2)
30 (x1)
value : integer {3-17.system.attributes.speed.value} (2 different values)
40 (x2)
0 (x1)
[immunities] : array<object> {3-17.system.attributes.immunities}
Length: min=6 max=6
Value type: object {3-17.system.attributes.immunities.[]}
type : string {3-17.system.attributes.immunities.[].type} (6 different values)
death-effects (x1)
disease (x1)
paralyzed (x1)
poison (x1)
precision (x1)
unconscious (x1)
[creatureType] : string {3-17.system.creatureType} (same value: )
details : object {3-17.system.details}
[description] : string {3-17.system.details.description} (2 different values)
<p>Tumor-like growths erupt from the isle as it responds to psychic attack, spewing black lightning and fire in every direction.</p> (x2)
<p>Faceless statues struggle against each other to stay above the black dust.</p> (x2)
[disable] : string {3-17.system.details.disable} (4 different values)
<p>@Check[occultism|dc:28|name:Reshape the Dream] (trained) to reshape the substance of the dream, or @Check[performance|dc:32|name:Invoke Desna's Blessing] (trained) or @Check[religion|dc:30|name:Invoke Desna's Blessing] (trained) to invoke Desna's blessing through hymns or prayers. Each check to disable the hazard is a two-action activity; two total successes are required to disable the hazard.</p> (x1)
<p>@Check[occultism|dc:26|name:Reshape the Dream] (trained) to reshape the substance of the dream, or @Check[performance|dc:30|name:Invoke Desna's Blessing] (trained) or @Check[religion|dc:28|name:Invoke Desna's Blessing] (trained) to invoke Desna's blessing through hymns or prayers. Each check to disable the hazard is a two-action activity; two total successes are required to disable the hazard.</p> (x1)
<p>@Check[diplomacy|dc:24|name:Convince the Statues] (expert) to urge the statues to work together, @Check[intimidation|dc:27|traits:action:coerce|name:Coerce the Statues] (expert) to Coerce the statues away, or @Check[occultism|dc:30|name:Oppose Psychic Influence] (trained) to oppose the psychic influence. Each check to disable the haunt is a two-action activity; three total successes are required to disable the haunt.</p> (x1)
<p>@Check[diplomacy|dc:27|name:Convince the Statues] (expert) to urge the statues to work together, @Check[intimidation|dc:30|traits:action:coerce|name:Coerce the Statues] (expert) to Coerce the statues away, or @Check[occultism|dc:33|name:Oppose Psychic Influence] (trained) to oppose the psychic influence. Each check to disable the haunt is a two-action activity; three total successes are required to disable the haunt.</p> (x1)
[isComplex] : boolean {3-17.system.details.isComplex} (same value: True)
level : object {3-17.system.details.level}
value : integer {3-17.system.details.level.value} (5 different values)
8 (x2)
4 (x2)
6 (x1)
7 (x1)
9 (x1)
publication : object {3-17.system.details.publication}
license : string {3-17.system.details.publication.license} (same value: OGL)
remaster : boolean {3-17.system.details.publication.remaster} (same value: False)
title : string {3-17.system.details.publication.title} (same value: Pathfinder Society Scenario #3-17: Dreams of a Dustbound Isle)
[reset] : string {3-17.system.details.reset} (2 different values)
(x2)
<p>The haunt deactivates 1 minute after all creatures leave the area but resets immediately thereafter.</p> (x2)
[routine] : string {3-17.system.details.routine} (4 different values)
<p>(1 action) On the hazard's initiative, a boil erupts from the ground and bursts. This blast strikes as many enemies as possible in a @Template[burst|distance:15] anywhere on the isle, dealing @Damage[5d8[force]] damage (@Check[reflex|dc:26|basic] or @Check[will|dc:26|basic], target's choice) to enemies in the area. Aslynn avoids targeting the nightmares with the blast.</p> (x1)
<p>(1 action) On the hazard's initiative, a boil erupts from the ground and bursts. This blast strikes as many enemies as possible in a @Template[burst|distance:15] anywhere on the isle, dealing @Damage[4d8[force]] damage (@Check[reflex|dc:24|basic] or @Check[will|dc:24|basic], target's choice) to enemies in the area. Aslynn avoids targeting the nightmares with the blast.</p> (x1)
<p>(1 action) On the haunt's initiative, creatures in the area sink deeper into the dust as statues grasp at them. Creatures in the area take @Damage[(2d10+9)[mental]]{2d10+9 mental damage} (@Check[will|dc:25|basic] saving throw). On a critical failure, the creature is also @UUID[Compendium.pf2e.conditionitems.Item.Confused] for 1 round. Creatures @UUID[Compendium.pf2e.conditionitems.Item.Grabbed] by the haunt take a -1 circumstance penalty to their saving throw.</p> (x1)
<p>(1 action) On the haunt's initiative, creatures in the area sink deeper into the dust as statues grasp at them. Creatures in the area take @Damage[(2d10+13)[mental]]{2d10+13 mental damage} (@Check[will|dc:28|basic] saving throw). On a critical failure, the creature is also @UUID[Compendium.pf2e.conditionitems.Item.Confused] for 1 round. Creatures @UUID[Compendium.pf2e.conditionitems.Item.Grabbed] by the haunt take a -1 circumstance penalty to their saving throw.</p> (x1)
[blurb] : string {3-17.system.details.blurb} (2 different values)
Variant nightmare (x2)
(x1)
[languages] : object {3-17.system.details.languages}
details : string {3-17.system.details.languages.details} (same value: )
value : array<string> {3-17.system.details.languages.value}
Length: min=1 max=3
Value type: string {3-17.system.details.languages.value.[]} (4 different values)
chthonian (x2)
daemonic (x2)
diabolic (x2)
necril (x1)
[privateNotes] : string {3-17.system.details.privateNotes} (same value: )
[publicNotes] : string {3-17.system.details.publicNotes} (2 different values)
<p>Nightmares are flaming equine harbingers of death.</p> (x2)
<p>The mysterious undead known as shadows lurk in dark places and feed on those who stray too far from the light. Those who parley with shadows, typically by keeping them at bay with a glowing weapon, may learn great secrets, for they are ideal spies.</p> (x1)
saves : object {3-17.system.saves}
fortitude : object {3-17.system.saves.fortitude}
saveDetail : string {3-17.system.saves.fortitude.saveDetail} (same value: )
value : integer {3-17.system.saves.fortitude.value} (4 different values)
0 (x4)
17 (x1)
8 (x1)
12 (x1)
reflex : object {3-17.system.saves.reflex}
saveDetail : string {3-17.system.saves.reflex.saveDetail} (same value: )
value : integer {3-17.system.saves.reflex.value} (4 different values)
0 (x4)
17 (x1)
14 (x1)
12 (x1)
will : object {3-17.system.saves.will}
saveDetail : string {3-17.system.saves.will.saveDetail} (same value: )
value : integer {3-17.system.saves.will.value} (4 different values)
0 (x4)
14 (x1)
12 (x1)
9 (x1)
[statusEffects] : array<> {3-17.system.statusEffects}
Length: min=0 max=0
Value type: mixed
traits : object {3-17.system.traits}
rarity : string {3-17.system.traits.rarity} (3 different values)
unique (x4)
uncommon (x2)
common (x1)
size : object {3-17.system.traits.size}
value : string {3-17.system.traits.size.value} (2 different values)
med (x5)
lg (x2)
value : array<string> {3-17.system.traits.value}
Length: min=1 max=5
Value type: string {3-17.system.traits.value.[]} (9 different values)
environmental (x2)
beast (x2)
evil (x3)
fiend (x2)
unholy (x3)
chaotic (x1)
incorporeal (x1)
undead (x1)
haunt (x2)
[abilities] : object {3-17.system.abilities}
cha : object {3-17.system.abilities.cha}
mod : integer {3-17.system.abilities.cha.mod} (2 different values)
3 (x2)
2 (x1)
con : object {3-17.system.abilities.con}
mod : integer {3-17.system.abilities.con.mod} (3 different values)
3 (x1)
0 (x1)
2 (x1)
dex : object {3-17.system.abilities.dex}
mod : integer {3-17.system.abilities.dex.mod} (3 different values)
3 (x1)
4 (x1)
2 (x1)
int : object {3-17.system.abilities.int}
mod : integer {3-17.system.abilities.int.mod} (2 different values)
1 (x2)
-2 (x1)
str : object {3-17.system.abilities.str}
mod : integer {3-17.system.abilities.str.mod} (3 different values)
6 (x1)
-5 (x1)
4 (x1)
wis : object {3-17.system.abilities.wis}
mod : integer {3-17.system.abilities.wis.mod} (3 different values)
4 (x1)
2 (x1)
3 (x1)
[initiative] : object {3-17.system.initiative}
statistic : string {3-17.system.initiative.statistic} (same value: perception)
[perception] : object {3-17.system.perception}
details : string {3-17.system.perception.details} (same value: )
mod : integer {3-17.system.perception.mod} (3 different values)
16 (x1)
10 (x1)
11 (x1)
senses : array<object> {3-17.system.perception.senses}
Length: min=1 max=1
Value type: object {3-17.system.perception.senses.[]}
type : string {3-17.system.perception.senses.[].type} (same value: darkvision)
[resources] : object {3-17.system.resources}
[focus] : object {3-17.system.resources.focus}
max : integer {3-17.system.resources.focus.max} (same value: 1)
value : integer {3-17.system.resources.focus.value} (same value: 1)
[skills] : object {3-17.system.skills}
acrobatics : object {3-17.system.skills.acrobatics}
base : integer {3-17.system.skills.acrobatics.base} (2 different values)
15 (x1)
10 (x2)
[athletics] : object {3-17.system.skills.athletics}
base : integer {3-17.system.skills.athletics.base} (2 different values)
18 (x1)
12 (x1)
[intimidation] : object {3-17.system.skills.intimidation}
base : integer {3-17.system.skills.intimidation.base} (2 different values)
17 (x1)
10 (x1)
[survival] : object {3-17.system.skills.survival}
base : integer {3-17.system.skills.survival.base} (2 different values)
16 (x1)
9 (x1)
[stealth] : object {3-17.system.skills.stealth}
base : integer {3-17.system.skills.stealth.base} (same value: 14)
type : string {3-17.type} (2 different values)
hazard (x4)
npc (x3)
[prototypeToken] : object {3-17.prototypeToken}
name : string {3-17.prototypeToken.name} (same value: Shadow)
+603
View File
@@ -0,0 +1,603 @@
3-18
Different values: 6
=====================================
object {3-18}
_id : string {3-18._id} (all different values)
folder : string {3-18.folder} (same value: tfMT22o04aU8hZ4z)
img : string {3-18.img} (2 different values)
systems/pf2e/icons/default-icons/hazard.svg (x2)
systems/pf2e/icons/default-icons/npc.svg (x4)
items : array<object> {3-18.items}
Length: min=3 max=21
Value type: object {3-18.items.[]}
_id : string {3-18.items.[]._id} (44 different values)
img : string {3-18.items.[].img} (20 different values)
systems/pf2e/icons/actions/Reaction.webp (x5)
systems/pf2e/icons/actions/FreeAction.webp (x2)
systems/pf2e/icons/default-icons/melee.svg (x8)
systems/pf2e/icons/default-icons/spellcastingEntry.svg (x4)
systems/pf2e/icons/spells/grease.webp (x2)
systems/pf2e/icons/spells/mage-hand.webp (x3)
icons/magic/symbols/runes-triangle-blue.webp (x2)
systems/pf2e/icons/equipment/consumables/ammunition/stone-bullet.webp (x1)
icons/containers/bags/sack-simple-leather-brown.webp (x1)
systems/pf2e/icons/actions/Passive.webp (x16)
systems/pf2e/icons/actions/OneAction.webp (x8)
icons/skills/melee/shield-damaged-broken-gold.webp (x1)
systems/pf2e/icons/spells/shocking-grasp.webp (x1)
icons/equipment/feet/boots-leather-laced-brown.webp (x2)
icons/skills/melee/strike-weapon-polearm-ice-blue.webp (x2)
systems/pf2e/icons/spells/dancing-lights.webp (x2)
systems/pf2e/icons/spells/detect-alignment.webp (x2)
systems/pf2e/icons/spells/ghost-sound.webp (x2)
systems/pf2e/icons/spells/hypnotic-pattern.webp (x1)
icons/magic/time/hourglass-tilted-gray.webp (x1)
name : string {3-18.items.[].name} (38 different values)
sort : integer {3-18.items.[].sort} (22 different values)
system : object {3-18.items.[].system}
[actionType] : object {3-18.items.[].system.actionType}
value : string {3-18.items.[].system.actionType.value} (4 different values)
reaction (x5)
free (x2)
passive (x16)
action (x8)
[actions] : object {3-18.items.[].system.actions}
[value] : integer {3-18.items.[].system.actions.value} (same value: 1)
[category] : string {3-18.items.[].system.category} (3 different values)
defensive (x10)
offensive (x11)
interaction (x6)
description : object {3-18.items.[].system.description}
value : string {3-18.items.[].system.description.value} (36 different values)
publication : object {3-18.items.[].system.publication}
license : string {3-18.items.[].system.publication.license} (same value: OGL)
remaster : boolean {3-18.items.[].system.publication.remaster} (same value: False)
title : string {3-18.items.[].system.publication.title} (3 different values)
(x40)
Pathfinder Core Rulebook (x16)
Pathfinder Bestiary (x10)
rules : ###FoundryRulesObject###
[slug] : string {3-18.items.[].system.slug} (20 different values)
grease (x2)
mage-hand (x3)
prestidigitation (x2)
sack (x1)
shatter (x1)
shocking-grasp (x1)
sneak-attack (x1)
grab (x3)
freedom-of-movement (x2)
telekinetic-maneuver (x2)
dancing-lights (x2)
detect-alignment (x2)
ghost-sound (x2)
constant-spells (x2)
1-status-to-all-saves-vs-magic (x2)
fast-healing (x2)
protean-protean-anatomy (x2)
constrict (x2)
hypnotic-pattern (x1)
slow (x1)
[traits] : object {3-18.items.[].system.traits}
rarity : string {3-18.items.[].system.traits.rarity} (2 different values)
common (x60)
uncommon (x2)
value : array<string> {3-18.items.[].system.traits.value}
Length: min=0 max=5
Value type: string {3-18.items.[].system.traits.value.[]} (23 different values)
[traditions] : array<string> {3-18.items.[].system.traits.traditions}
Length: min=2 max=4
Value type: string {3-18.items.[].system.traits.traditions.[]} (4 different values)
arcane (x18)
primal (x11)
occult (x16)
divine (x6)
[attack] : object {3-18.items.[].system.attack}
value : string {3-18.items.[].system.attack.value} (same value: )
[attackEffects] : object {3-18.items.[].system.attackEffects}
value : array<string> {3-18.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {3-18.items.[].system.attackEffects.value.[]} (same value: grab)
[custom] : string {3-18.items.[].system.attackEffects.custom} (same value: )
[bonus] : object {3-18.items.[].system.bonus}
value : integer {3-18.items.[].system.bonus.value} (5 different values)
12 (x2)
9 (x1)
7 (x2)
11 (x2)
10 (x1)
[damageRolls] : object {3-18.items.[].system.damageRolls}
[58kgklg117whp55vzz8h] : object {3-18.items.[].system.damageRolls.58kgklg117whp55vzz8h}
damage : string {3-18.items.[].system.damageRolls.58kgklg117whp55vzz8h.damage} (2 different values)
1d10+6 (x1)
1d6+3 (x1)
damageType : string {3-18.items.[].system.damageRolls.58kgklg117whp55vzz8h.damageType} (same value: fire)
[0] : object {3-18.items.[].system.damageRolls.0}
damage : string {3-18.items.[].system.damageRolls.0.damage} (same value: 1d4+1)
damageType : string {3-18.items.[].system.damageRolls.0.damageType} (2 different values)
piercing (x1)
bludgeoning (x1)
[gcwobxz4c7g1ofknjv94] : object {3-18.items.[].system.damageRolls.gcwobxz4c7g1ofknjv94}
damage : string {3-18.items.[].system.damageRolls.gcwobxz4c7g1ofknjv94.damage} (same value: 1d8+1)
damageType : string {3-18.items.[].system.damageRolls.gcwobxz4c7g1ofknjv94.damageType} (same value: piercing)
[2mst99rv9j95hxss4w62] : object {3-18.items.[].system.damageRolls.2mst99rv9j95hxss4w62}
damage : string {3-18.items.[].system.damageRolls.2mst99rv9j95hxss4w62.damage} (same value: 1d6+1)
damageType : string {3-18.items.[].system.damageRolls.2mst99rv9j95hxss4w62.damageType} (same value: slashing)
y8omgb2c8lk3ang4qv01 : object {3-18.items.[].system.damageRolls.y8omgb2c8lk3ang4qv01}
damage : string {3-18.items.[].system.damageRolls.y8omgb2c8lk3ang4qv01.damage} (2 different values)
1d12+3 (x1)
1d12+6 (x1)
damageType : string {3-18.items.[].system.damageRolls.y8omgb2c8lk3ang4qv01.damageType} (same value: bludgeoning)
5o85vt7idrbhapz3pjin : object {3-18.items.[].system.damageRolls.5o85vt7idrbhapz3pjin}
damage : string {3-18.items.[].system.damageRolls.5o85vt7idrbhapz3pjin.damage} (2 different values)
1d4 (x1)
1d6 (x1)
damageType : string {3-18.items.[].system.damageRolls.5o85vt7idrbhapz3pjin.damageType} (same value: spirit)
[weaponType] : object {3-18.items.[].system.weaponType}
value : string {3-18.items.[].system.weaponType.value} (2 different values)
melee (x7)
ranged (x1)
[autoHeightenLevel] : object {3-18.items.[].system.autoHeightenLevel}
[value] : integer {3-18.items.[].system.autoHeightenLevel.value} (same value: 3)
[prepared] : object {3-18.items.[].system.prepared}
flexible : boolean {3-18.items.[].system.prepared.flexible} (same value: False)
value : string {3-18.items.[].system.prepared.value} (same value: innate)
[proficiency] : object {3-18.items.[].system.proficiency}
value : integer {3-18.items.[].system.proficiency.value} (2 different values)
0 (x2)
1 (x2)
[slots] : object {3-18.items.[].system.slots}
[slot0] : object {3-18.items.[].system.slots.slot0}
max : integer {3-18.items.[].system.slots.slot0.max} (same value: 2)
prepared : array<object> {3-18.items.[].system.slots.slot0.prepared}
Length: min=2 max=2
Value type: object {3-18.items.[].system.slots.slot0.prepared.[]}
id : string {3-18.items.[].system.slots.slot0.prepared.[].id} (2 different values)
dUdsv5xGLHsC2Dz6 (x1)
UORzCDimP4wnvtuF (x1)
value : integer {3-18.items.[].system.slots.slot0.value} (same value: 2)
[slot1] : object {3-18.items.[].system.slots.slot1}
max : integer {3-18.items.[].system.slots.slot1.max} (same value: 1)
prepared : array<object> {3-18.items.[].system.slots.slot1.prepared}
Length: min=1 max=1
Value type: object {3-18.items.[].system.slots.slot1.prepared.[]}
id : string {3-18.items.[].system.slots.slot1.prepared.[].id} (same value: ZBd6yOYG3KPhCS7q)
value : integer {3-18.items.[].system.slots.slot1.value} (same value: 1)
[spelldc] : object {3-18.items.[].system.spelldc}
dc : integer {3-18.items.[].system.spelldc.dc} (4 different values)
16 (x1)
18 (x1)
20 (x1)
22 (x1)
[item] : integer {3-18.items.[].system.spelldc.item} (same value: 0)
mod : integer {3-18.items.[].system.spelldc.mod} (same value: 0)
value : integer {3-18.items.[].system.spelldc.value} (3 different values)
8 (x2)
12 (x1)
14 (x1)
[tradition] : object {3-18.items.[].system.tradition}
value : string {3-18.items.[].system.tradition.value} (2 different values)
divine (x3)
primal (x1)
[area] : object {3-18.items.[].system.area}
type : string {3-18.items.[].system.area.type} (2 different values)
emanation (x2)
burst (x1)
value : integer {3-18.items.[].system.area.value} (2 different values)
30 (x2)
10 (x1)
[cost] : object {3-18.items.[].system.cost}
value : string {3-18.items.[].system.cost.value} (same value: )
[counteraction] : boolean {3-18.items.[].system.counteraction} (same value: False)
[damage] : object {3-18.items.[].system.damage}
[0] : object {3-18.items.[].system.damage.0}
[category] : mixed
formula : string {3-18.items.[].system.damage.0.formula} (2 different values)
2d10 (x1)
2d12 (x1)
kinds : array<string> {3-18.items.[].system.damage.0.kinds}
Length: min=1 max=1
Value type: string {3-18.items.[].system.damage.0.kinds.[]} (same value: damage)
materials : array<> {3-18.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {3-18.items.[].system.damage.0.type} (2 different values)
sonic (x1)
electricity (x1)
applyMod : boolean {3-18.items.[].system.damage.0.applyMod} (same value: False)
[defense] : object {3-18.items.[].system.defense}
save : object {3-18.items.[].system.defense.save}
basic : boolean {3-18.items.[].system.defense.save.basic} (same value: False)
statistic : string {3-18.items.[].system.defense.save.statistic} (3 different values)
reflex (x2)
will (x1)
fortitude (x1)
[duration] : object {3-18.items.[].system.duration}
sustained : boolean {3-18.items.[].system.duration.sustained} (2 different values)
False (x11)
True (x10)
value : string {3-18.items.[].system.duration.value} (3 different values)
1 minute (x4)
(x15)
10 minutes (x2)
[level] : object {3-18.items.[].system.level}
value : integer {3-18.items.[].system.level.value} (5 different values)
1 (x14)
0 (x2)
2 (x3)
4 (x2)
3 (x2)
[location] : object {3-18.items.[].system.location}
value : string {3-18.items.[].system.location.value} (3 different values)
yJQPOJWQ9CgjBAex (x3)
VKqHnTDh4E88cAGN (x4)
vOyLFx2UiIb7zGUd (x14)
[heightenedLevel] : integer {3-18.items.[].system.location.heightenedLevel} (4 different values)
4 (x2)
2 (x2)
1 (x2)
3 (x2)
[range] : object {3-18.items.[].system.range}
value : string {3-18.items.[].system.range.value} (all different values)
[requirements] : string {3-18.items.[].system.requirements} (same value: )
[target] : object {3-18.items.[].system.target}
value : string {3-18.items.[].system.target.value} (7 different values)
1 object of Bulk 1 or less (x2)
1 unattended object of light Bulk or less (x3)
1 object (cook, lift, or tidy only) (x2)
1 unattended object (x1)
1 creature (x4)
1 creature touched (x2)
(x7)
[time] : object {3-18.items.[].system.time}
value : string {3-18.items.[].system.time.value} (same value: 2)
[baseItem] : mixed
[bulk] : object {3-18.items.[].system.bulk}
value : mixed
integer {3-18.items.[].system.bulk.value} (same value: 0)
float {3-18.items.[].system.bulk.value} (same value: 0,1)
capacity : integer {3-18.items.[].system.bulk.capacity} (same value: 8)
heldOrStowed : float {3-18.items.[].system.bulk.heldOrStowed} (same value: 0,1)
ignored : integer {3-18.items.[].system.bulk.ignored} (same value: 0)
[containerId] : string {3-18.items.[].system.containerId} (same value: 03xYDU65ZFGg51Cj)
[equipped] : object {3-18.items.[].system.equipped}
carryType : string {3-18.items.[].system.equipped.carryType} (same value: worn)
handsHeld : integer {3-18.items.[].system.equipped.handsHeld} (same value: 0)
[invested] : mixed
[hardness] : integer {3-18.items.[].system.hardness} (same value: 0)
[hp] : object {3-18.items.[].system.hp}
max : integer {3-18.items.[].system.hp.max} (same value: 0)
value : integer {3-18.items.[].system.hp.value} (same value: 0)
[material] : object {3-18.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {3-18.items.[].system.price}
value : object {3-18.items.[].system.price.value}
cp : integer {3-18.items.[].system.price.value.cp} (same value: 1)
[quantity] : integer {3-18.items.[].system.quantity} (2 different values)
5 (x1)
1 (x1)
[size] : string {3-18.items.[].system.size} (2 different values)
med (x1)
tiny (x1)
[usage] : object {3-18.items.[].system.usage}
value : string {3-18.items.[].system.usage.value} (same value: held-in-one-hand)
[collapsed] : boolean {3-18.items.[].system.collapsed} (same value: False)
[stowing] : boolean {3-18.items.[].system.stowing} (same value: False)
[heightening] : object {3-18.items.[].system.heightening}
[damage] : object {3-18.items.[].system.heightening.damage}
0 : string {3-18.items.[].system.heightening.damage.0} (2 different values)
1d10 (x1)
1d12 (x1)
[interval] : integer {3-18.items.[].system.heightening.interval} (same value: 1)
type : string {3-18.items.[].system.heightening.type} (2 different values)
interval (x2)
fixed (x5)
levels : object {3-18.items.[].system.heightening.levels}
[3] : object {3-18.items.[].system.heightening.levels.3}
[range] : object {3-18.items.[].system.heightening.levels.3.range}
value : string {3-18.items.[].system.heightening.levels.3.range.value} (same value: 60 feet)
[target] : object {3-18.items.[].system.heightening.levels.3.target}
value : string {3-18.items.[].system.heightening.levels.3.target.value} (same value: 1 unattended object with a Bulk of 1 or less)
[5] : object {3-18.items.[].system.heightening.levels.5}
range : object {3-18.items.[].system.heightening.levels.5.range}
value : string {3-18.items.[].system.heightening.levels.5.range.value} (2 different values)
120 feet (x2)
60 feet (x2)
[7] : object {3-18.items.[].system.heightening.levels.7}
target : object {3-18.items.[].system.heightening.levels.7.target}
value : string {3-18.items.[].system.heightening.levels.7.target.value} (same value: 1 unattended object with a Bulk of 2 or less)
[6] : object {3-18.items.[].system.heightening.levels.6}
target : object {3-18.items.[].system.heightening.levels.6.target}
value : string {3-18.items.[].system.heightening.levels.6.target.value} (same value: 10 creatures)
[showSlotlessLevels] : object {3-18.items.[].system.showSlotlessLevels}
value : boolean {3-18.items.[].system.showSlotlessLevels.value} (same value: False)
type : string {3-18.items.[].type} (all different values)
[_stats] : object {3-18.items.[]._stats}
compendiumSource : string {3-18.items.[]._stats.compendiumSource} (20 different values)
Compendium.pf2e.spells-srd.Item.Wu0xFpewMKRK3HG8 (x2)
Compendium.pf2e.spells-srd.Item.pwzdSlJgYqN7bs2w (x3)
Compendium.pf2e.spells-srd.Item.Qw3fnUlaUbnn7ipC (x2)
Compendium.pf2e.equipment-srd.Item.DujblC14ytJEZMaz (x1)
Compendium.pf2e.spells-srd.Item.1xbFBQDRs0hT5xZ9 (x1)
Compendium.pf2e.spells-srd.Item.r3NeUnsgt9mS03Sn (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.AWvNPE4U0kEJSL1T (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.Tkd8sH4pwFIPzqTr (x3)
Compendium.pf2e.spells-srd.Item.aqRYNoSvxsVfqglH (x2)
Compendium.pf2e.spells-srd.Item.mrDi3v933gsmnw25 (x2)
Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v (x2)
Compendium.pf2e.spells-srd.Item.QnTtGCAvdWRU4spv (x2)
Compendium.pf2e.spells-srd.Item.atlgGNI1E1Ox3O3a (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.kakyXBG5WA8c6Zfd (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.kquBnQ0kObZztnBc (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.fJSNOw4zHGbIm4bZ (x2)
Compendium.pf2e.bestiary-family-ability-glossary.Item.IOk0MRs3f9FrarKL (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.g26YiEIfSHCpLocV (x2)
Compendium.pf2e.spells-srd.Item.K2WpC3FFoHrqX9Q5 (x1)
Compendium.pf2e.spells-srd.Item.WsUwpfmhKrKwoIe3 (x1)
name : string {3-18.name} (all different values)
system : object {3-18.system}
attributes : object {3-18.system.attributes}
ac : object {3-18.system.attributes.ac}
value : integer {3-18.system.attributes.ac.value} (4 different values)
0 (x2)
15 (x1)
18 (x2)
20 (x1)
details : string {3-18.system.attributes.ac.details} (same value: )
[emitsSound] : string {3-18.system.attributes.emitsSound} (same value: encounter)
[hardness] : integer {3-18.system.attributes.hardness} (same value: 0)
hp : object {3-18.system.attributes.hp}
details : string {3-18.system.attributes.hp.details} (3 different values)
(x4)
fast healing 1 (x1)
fast healing 2 (x1)
max : integer {3-18.system.attributes.hp.max} (5 different values)
0 (x2)
16 (x1)
34 (x1)
48 (x1)
88 (x1)
temp : integer {3-18.system.attributes.hp.temp} (same value: 0)
value : integer {3-18.system.attributes.hp.value} (5 different values)
0 (x2)
16 (x1)
34 (x1)
48 (x1)
88 (x1)
[stealth] : object {3-18.system.attributes.stealth}
details : string {3-18.system.attributes.stealth.details} (same value: <p>(trained)</p>)
value : integer {3-18.system.attributes.stealth.value} (2 different values)
10 (x1)
7 (x1)
allSaves : object {3-18.system.attributes.allSaves}
value : string {3-18.system.attributes.allSaves.value} (2 different values)
(x2)
+1 Status to All Saves vs. Magic (x2)
speed : object {3-18.system.attributes.speed}
otherSpeeds : array<object> {3-18.system.attributes.speed.otherSpeeds}
Length: min=0 max=2
Value type: object {3-18.system.attributes.speed.otherSpeeds.[]}
type : string {3-18.system.attributes.speed.otherSpeeds.[].type} (2 different values)
climb (x2)
fly (x2)
value : integer {3-18.system.attributes.speed.otherSpeeds.[].value} (2 different values)
20 (x3)
10 (x1)
value : integer {3-18.system.attributes.speed.value} (3 different values)
10 (x2)
30 (x1)
25 (x1)
details : string {3-18.system.attributes.speed.details} (same value: freedom of movement)
weaknesses : array<object> {3-18.system.attributes.weaknesses}
Length: min=0 max=1
Value type: object {3-18.system.attributes.weaknesses.[]}
type : string {3-18.system.attributes.weaknesses.[].type} (same value: cold-iron)
value : integer {3-18.system.attributes.weaknesses.[].value} (same value: 2)
resistances : array<object> {3-18.system.attributes.resistances}
Length: min=2 max=2
Value type: object {3-18.system.attributes.resistances.[]}
type : string {3-18.system.attributes.resistances.[].type} (2 different values)
precision (x2)
protean-anatomy (x2)
value : integer {3-18.system.attributes.resistances.[].value} (4 different values)
3 (x1)
6 (x1)
5 (x1)
8 (x1)
[creatureType] : string {3-18.system.creatureType} (same value: )
details : object {3-18.system.details}
[description] : string {3-18.system.details.description} (same value: <p>Skillet sputter and pots threaten to boil over, splashing their contents onto careless cooks or kitchen counters. The counters are covered with small dishes ready to add, along with 3 heavy cookbooks and a healthy coating of flour.</p>)
[disable] : string {3-18.system.details.disable} (2 different values)
<p>@Check[cooking-lore|dc:17] (trained) or @Check[crafting|dc:20] to add the proper ingredients to finish the dish. @Check[diplomacy|dc:20] or @Check[occultism|dc:20] to communicate with students when to stir or adjust the heat on a dish. Each disable attempt requires two actions, and three successful checks are required to disable the hazard.</p> (x1)
<p>@Check[cooking-lore|dc:14] (trained) or @Check[crafting|dc:17] to add the proper ingredients to finish the dish. @Check[diplomacy|dc:17] or @Check[occultism|dc:17] to communicate with students when to stir or adjust the heat on a dish. Each disable attempt requires two actions, and three successful checks are required to disable the hazard.</p> (x1)
[isComplex] : boolean {3-18.system.details.isComplex} (same value: True)
level : object {3-18.system.details.level}
value : integer {3-18.system.details.level.value} (5 different values)
3 (x2)
1 (x1)
-1 (x1)
2 (x1)
5 (x1)
publication : object {3-18.system.details.publication}
license : string {3-18.system.details.publication.license} (same value: OGL)
remaster : boolean {3-18.system.details.publication.remaster} (same value: False)
title : string {3-18.system.details.publication.title} (same value: Pathfinder Society Scenario #3-18: Dacilane Academy's Delightful Disaster)
[reset] : string {3-18.system.details.reset} (same value: <p>The trap deactivates after 1 minute, destroying all of the food. If left untouched, it resets automatically in 24 hours.</p>)
[routine] : string {3-18.system.details.routine} (same value: <p>(3 actions) The trap uses each of its actions to make a splatter attack against a random creature in the kitchen. The trap never targets a student, as they are out of phase with it. For every successful disable attempt on the trap, it loses an action.</p>)
blurb : string {3-18.system.details.blurb} (same value: )
languages : object {3-18.system.details.languages}
details : string {3-18.system.details.languages.details} (same value: )
value : array<string> {3-18.system.details.languages.value}
Length: min=1 max=4
Value type: string {3-18.system.details.languages.value.[]} (5 different values)
sakvroth (x2)
chthonian (x2)
common (x2)
empyrean (x2)
protean (x2)
privateNotes : string {3-18.system.details.privateNotes} (same value: )
publicNotes : string {3-18.system.details.publicNotes} (3 different values)
<p>Gremlins arose long ago in the First World, living embodiments of nature's ability to wear away, erode, and decompose. On the Material Plane, their encounters with mortal civilizations twisted them into creatures devoted to chaos, sabotage, and traps, each variety specializing in a particular brand of mayhem.</p>
<hr />
<p>Even more than most gremlins, grimples resent the trappings of civilization: inn common rooms with their rowdy singalongs, livery yards with their whinnying horses, church steeples with their clanging bells. Grimples live to spoil these conventions, dropping tavern signs on patrons, urinating in rain barrels, and opening stable doors. When all else fails, they literally vomit their disdain on passersby.</p>
<p>Grimples resemble humanoid, mange-ridden opossums, with boar-like tusks that aid them in rooting through garbage heaps for food. They are agile climbers who glide from eave to eave on the loose flaps of skin between their limbs. Savvy gremlin-hunters know to look for the skin flakes and fur grimples shed from their parasite-infested hides.</p> (x1)
<p>The "towering" hunchbacked nuglubs are among the largest gremlins, though they're not quite three feet tall. Nuglubs have three glowing blue eyes and black, oily hair on their head and back that covers them like a cloak. Nuglubs enjoy killing with a glee that other gremlins reserve for sabotage. Indeed, they spend long hours preparing ambushes for unwary travelers or plotting the murders of sleeping villagers. Though less technically inclined than their kin, nuglubs do enjoy building traps. They delight in stealthily constructing traps in places their victims consider familiar, such as front doors and the floors around beds. If someone else gets blamed for the mayhem the nuglub creates, all the better.</p>
<p>In combat, nuglubs focus on targets wearing metal armor. Some attribute this to envy on the part of the nuglubs, who find it difficult to fit armor on their twisted bodies. Nuglubs are particularly talented at causing those nearby to stumble over them and fall prone. Once an enemy falls to the ground, all the nuglubs descend upon the target, biting and scratching until nothing remains.</p>
<p>Nuglubs rarely gather in groups larger than half a dozen, as quarrels often lead to violence and cannibalism. A lone nuglub who bullies a group of smaller gremlins is more likely to get their way, and thus less likely to attack their allies.</p> (x1)
(x2)
saves : object {3-18.system.saves}
fortitude : object {3-18.system.saves.fortitude}
saveDetail : string {3-18.system.saves.fortitude.saveDetail} (same value: )
value : integer {3-18.system.saves.fortitude.value} (4 different values)
0 (x2)
5 (x1)
9 (x2)
11 (x1)
reflex : object {3-18.system.saves.reflex}
saveDetail : string {3-18.system.saves.reflex.saveDetail} (same value: )
value : integer {3-18.system.saves.reflex.value} (5 different values)
0 (x2)
7 (x1)
10 (x1)
11 (x1)
13 (x1)
will : object {3-18.system.saves.will}
saveDetail : string {3-18.system.saves.will.saveDetail} (same value: )
value : integer {3-18.system.saves.will.value} (5 different values)
0 (x2)
4 (x1)
5 (x1)
8 (x1)
10 (x1)
[statusEffects] : array<> {3-18.system.statusEffects}
Length: min=0 max=0
Value type: mixed
traits : object {3-18.system.traits}
rarity : string {3-18.system.traits.rarity} (2 different values)
unique (x4)
common (x2)
size : object {3-18.system.traits.size}
value : string {3-18.system.traits.size.value} (3 different values)
med (x4)
tiny (x1)
sm (x1)
value : array<string> {3-18.system.traits.value}
Length: min=3 max=4
Value type: string {3-18.system.traits.value.[]} (8 different values)
chaotic (x6)
magical (x2)
trap (x2)
evil (x2)
fey (x2)
gremlin (x2)
monitor (x2)
protean (x2)
abilities : object {3-18.system.abilities}
cha : object {3-18.system.abilities.cha}
mod : integer {3-18.system.abilities.cha.mod} (3 different values)
-2 (x1)
1 (x1)
3 (x2)
con : object {3-18.system.abilities.con}
mod : integer {3-18.system.abilities.con.mod} (2 different values)
3 (x2)
2 (x2)
dex : object {3-18.system.abilities.dex}
mod : integer {3-18.system.abilities.dex.mod} (2 different values)
3 (x1)
4 (x3)
int : object {3-18.system.abilities.int}
mod : integer {3-18.system.abilities.int.mod} (3 different values)
1 (x1)
-1 (x1)
3 (x2)
str : object {3-18.system.abilities.str}
mod : integer {3-18.system.abilities.str.mod} (3 different values)
1 (x2)
3 (x1)
4 (x1)
wis : object {3-18.system.abilities.wis}
mod : integer {3-18.system.abilities.wis.mod} (3 different values)
2 (x1)
-1 (x1)
1 (x2)
initiative : object {3-18.system.initiative}
statistic : string {3-18.system.initiative.statistic} (same value: perception)
perception : object {3-18.system.perception}
details : string {3-18.system.perception.details} (2 different values)
(x2)
entropy sense (imprecise) 30 feet (x2)
mod : integer {3-18.system.perception.mod} (4 different values)
6 (x1)
5 (x1)
10 (x1)
12 (x1)
senses : array<object> {3-18.system.perception.senses}
Length: min=1 max=1
Value type: object {3-18.system.perception.senses.[]}
type : string {3-18.system.perception.senses.[].type} (2 different values)
low-light-vision (x1)
darkvision (x3)
resources : object {3-18.system.resources}
[focus] : object {3-18.system.resources.focus}
max : integer {3-18.system.resources.focus.max} (2 different values)
0 (x1)
1 (x1)
value : integer {3-18.system.resources.focus.value} (2 different values)
0 (x1)
1 (x1)
skills : object {3-18.system.skills}
[crafting] : object {3-18.system.skills.crafting}
base : integer {3-18.system.skills.crafting.base} (same value: 5)
special : array<object> {3-18.system.skills.crafting.special}
Length: min=1 max=1
Value type: object {3-18.system.skills.crafting.special.[]}
base : integer {3-18.system.skills.crafting.special.[].base} (same value: 7)
label : string {3-18.system.skills.crafting.special.[].label} (same value: traps)
predicate : array<string> {3-18.system.skills.crafting.special.[].predicate}
Length: min=1 max=1
Value type: string {3-18.system.skills.crafting.special.[].predicate.[]} (2 different values)
trap (x1)
action:craft:trap (x1)
[deception] : object {3-18.system.skills.deception}
base : integer {3-18.system.skills.deception.base} (3 different values)
2 (x1)
10 (x1)
11 (x1)
[nature] : object {3-18.system.skills.nature}
base : integer {3-18.system.skills.nature.base} (same value: 4)
stealth : object {3-18.system.skills.stealth}
base : integer {3-18.system.skills.stealth.base} (4 different values)
5 (x1)
8 (x1)
11 (x1)
13 (x1)
[thievery] : object {3-18.system.skills.thievery}
base : integer {3-18.system.skills.thievery.base} (3 different values)
5 (x1)
9 (x1)
13 (x1)
[acrobatics] : object {3-18.system.skills.acrobatics}
base : integer {3-18.system.skills.acrobatics.base} (same value: 8)
[intimidation] : object {3-18.system.skills.intimidation}
base : integer {3-18.system.skills.intimidation.base} (same value: 7)
athletics : object {3-18.system.skills.athletics}
base : integer {3-18.system.skills.athletics.base} (2 different values)
10 (x1)
13 (x1)
diplomacy : object {3-18.system.skills.diplomacy}
base : integer {3-18.system.skills.diplomacy.base} (2 different values)
8 (x1)
11 (x1)
religion : object {3-18.system.skills.religion}
base : integer {3-18.system.skills.religion.base} (2 different values)
6 (x1)
9 (x1)
type : string {3-18.type} (2 different values)
hazard (x2)
npc (x4)
[prototypeToken] : object {3-18.prototypeToken}
name : string {3-18.prototypeToken.name} (2 different values)
Grimple (x1)
Nuglub (x1)
+741
View File
@@ -0,0 +1,741 @@
3-19
Different values: 11
=====================================
object {3-19}
_id : string {3-19._id} (all different values)
folder : string {3-19.folder} (same value: VkhunifCnOhtWZrf)
img : string {3-19.img} (2 different values)
systems/pf2e/icons/default-icons/npc.svg (x9)
systems/pf2e/icons/default-icons/hazard.svg (x2)
items : array<object> {3-19.items}
Length: min=2 max=35
Value type: object {3-19.items.[]}
_id : string {3-19.items.[]._id} (86 different values)
img : string {3-19.items.[].img} (52 different values)
name : string {3-19.items.[].name} (66 different values)
sort : integer {3-19.items.[].sort} (36 different values)
system : object {3-19.items.[].system}
[autoHeightenLevel] : object {3-19.items.[].system.autoHeightenLevel}
[value] : mixed
description : object {3-19.items.[].system.description}
value : string {3-19.items.[].system.description.value} (67 different values)
[prepared] : object {3-19.items.[].system.prepared}
flexible : boolean {3-19.items.[].system.prepared.flexible} (same value: False)
value : string {3-19.items.[].system.prepared.value} (2 different values)
spontaneous (x5)
innate (x1)
[proficiency] : object {3-19.items.[].system.proficiency}
value : integer {3-19.items.[].system.proficiency.value} (2 different values)
1 (x5)
0 (x1)
publication : object {3-19.items.[].system.publication}
license : string {3-19.items.[].system.publication.license} (same value: OGL)
remaster : boolean {3-19.items.[].system.publication.remaster} (same value: False)
title : string {3-19.items.[].system.publication.title} (4 different values)
(x58)
Pathfinder Core Rulebook (x116)
Pathfinder Bestiary (x4)
Pathfinder Guns & Gears (x4)
rules : ###FoundryRulesObject###
[showSlotlessLevels] : object {3-19.items.[].system.showSlotlessLevels}
value : boolean {3-19.items.[].system.showSlotlessLevels.value} (same value: False)
[slots] : object {3-19.items.[].system.slots}
[slot2] : object {3-19.items.[].system.slots.slot2}
max : integer {3-19.items.[].system.slots.slot2.max} (2 different values)
3 (x1)
4 (x4)
value : integer {3-19.items.[].system.slots.slot2.value} (2 different values)
3 (x1)
4 (x4)
[slot3] : object {3-19.items.[].system.slots.slot3}
max : integer {3-19.items.[].system.slots.slot3.max} (2 different values)
3 (x2)
4 (x3)
value : integer {3-19.items.[].system.slots.slot3.value} (2 different values)
3 (x2)
4 (x3)
[slot4] : object {3-19.items.[].system.slots.slot4}
max : integer {3-19.items.[].system.slots.slot4.max} (2 different values)
3 (x2)
4 (x3)
value : integer {3-19.items.[].system.slots.slot4.value} (2 different values)
3 (x2)
4 (x3)
[slot5] : object {3-19.items.[].system.slots.slot5}
max : integer {3-19.items.[].system.slots.slot5.max} (2 different values)
3 (x1)
4 (x2)
value : integer {3-19.items.[].system.slots.slot5.value} (2 different values)
3 (x1)
4 (x2)
slot1 : object {3-19.items.[].system.slots.slot1}
max : integer {3-19.items.[].system.slots.slot1.max} (same value: 4)
value : integer {3-19.items.[].system.slots.slot1.value} (same value: 4)
[slug] : string {3-19.items.[].system.slug} (46 different values)
[spelldc] : object {3-19.items.[].system.spelldc}
dc : integer {3-19.items.[].system.spelldc.dc} (3 different values)
27 (x2)
30 (x3)
24 (x1)
mod : integer {3-19.items.[].system.spelldc.mod} (same value: 0)
value : integer {3-19.items.[].system.spelldc.value} (5 different values)
19 (x1)
22 (x1)
16 (x1)
21 (x1)
24 (x2)
[item] : integer {3-19.items.[].system.spelldc.item} (same value: 0)
[tradition] : object {3-19.items.[].system.tradition}
value : string {3-19.items.[].system.tradition.value} (2 different values)
arcane (x2)
occult (x4)
[area] : object {3-19.items.[].system.area}
type : string {3-19.items.[].system.area.type} (4 different values)
burst (x11)
line (x5)
emanation (x5)
cone (x2)
value : integer {3-19.items.[].system.area.value} (5 different values)
20 (x4)
120 (x2)
30 (x10)
5 (x1)
10 (x6)
[details] : string {3-19.items.[].system.area.details} (same value: 20-foot burst adjacent to a flat surface)
[cost] : object {3-19.items.[].system.cost}
value : string {3-19.items.[].system.cost.value} (same value: )
[counteraction] : boolean {3-19.items.[].system.counteraction} (2 different values)
False (x100)
True (x5)
[damage] : object {3-19.items.[].system.damage}
[0] : object {3-19.items.[].system.damage.0}
[applyMod] : boolean {3-19.items.[].system.damage.0.applyMod} (2 different values)
False (x11)
True (x6)
[category] : mixed
formula : string {3-19.items.[].system.damage.0.formula} (8 different values)
6d6 (x2)
4d12 (x2)
2d4 (x5)
3d6 (x1)
6d8 (x1)
4d6 (x1)
1d4 (x3)
0 (x3)
kinds : array<string> {3-19.items.[].system.damage.0.kinds}
Length: min=1 max=1
Value type: string {3-19.items.[].system.damage.0.kinds.[]} (same value: damage)
materials : array<> {3-19.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {3-19.items.[].system.damage.0.type} (7 different values)
fire (x3)
electricity (x2)
cold (x2)
bludgeoning (x1)
poison (x1)
void (x6)
mental (x3)
[damageType] : string {3-19.items.[].system.damage.damageType} (2 different values)
piercing (x10)
bludgeoning (x4)
[dice] : integer {3-19.items.[].system.damage.dice} (same value: 1)
[die] : string {3-19.items.[].system.damage.die} (2 different values)
d6 (x8)
d4 (x6)
[defense] : object {3-19.items.[].system.defense}
[save] : object {3-19.items.[].system.defense.save}
basic : boolean {3-19.items.[].system.defense.save.basic} (2 different values)
True (x11)
False (x37)
statistic : string {3-19.items.[].system.defense.save.statistic} (3 different values)
reflex (x4)
fortitude (x9)
will (x35)
[passive] : object {3-19.items.[].system.defense.passive}
statistic : string {3-19.items.[].system.defense.passive.statistic} (same value: fortitude-dc)
[duration] : object {3-19.items.[].system.duration}
sustained : boolean {3-19.items.[].system.duration.sustained} (2 different values)
False (x82)
True (x23)
value : string {3-19.items.[].system.duration.value} (13 different values)
(x39)
1 minute (x25)
10 minutes (x5)
until the start of your next turn (x8)
unlimited (x5)
varies (x4)
20 minutes (x3)
1 round or sustained up to 1 minute (x3)
1 round (x3)
1 hour (x3)
1 day (x3)
1 or more rounds (x2)
8 hours (x2)
[heightening] : object {3-19.items.[].system.heightening}
[levels] : object {3-19.items.[].system.heightening.levels}
[5] : object {3-19.items.[].system.heightening.levels.5}
range : object {3-19.items.[].system.heightening.levels.5.range}
value : string {3-19.items.[].system.heightening.levels.5.range.value} (2 different values)
1 mile (x2)
60 feet (x2)
[7] : object {3-19.items.[].system.heightening.levels.7}
[target] : object {3-19.items.[].system.heightening.levels.7.target}
value : string {3-19.items.[].system.heightening.levels.7.target.value} (2 different values)
6 creatures (x5)
1 unattended object with a Bulk of 2 or less (x2)
[area] : object {3-19.items.[].system.heightening.levels.7.area}
areaType : string {3-19.items.[].system.heightening.levels.7.area.areaType} (same value: cone)
value : string {3-19.items.[].system.heightening.levels.7.area.value} (same value: 60)
[6] : object {3-19.items.[].system.heightening.levels.6}
[target] : object {3-19.items.[].system.heightening.levels.6.target}
value : string {3-19.items.[].system.heightening.levels.6.target.value} (2 different values)
10 creatures (x2)
5 creatures (x1)
[3] : object {3-19.items.[].system.heightening.levels.3}
target : object {3-19.items.[].system.heightening.levels.3.target}
value : string {3-19.items.[].system.heightening.levels.3.target.value} (same value: 1 unattended object with a Bulk of 1 or less)
[8] : object {3-19.items.[].system.heightening.levels.8}
target : object {3-19.items.[].system.heightening.levels.8.target}
value : string {3-19.items.[].system.heightening.levels.8.target.value} (same value: 10 creatures)
type : string {3-19.items.[].system.heightening.type} (2 different values)
fixed (x20)
interval (x17)
[damage] : object {3-19.items.[].system.heightening.damage}
0 : string {3-19.items.[].system.heightening.damage.0} (6 different values)
2d6 (x2)
1d12 (x2)
1d4 (x5)
1d8 (x1)
1d6 (x4)
2d4 (x3)
[interval] : integer {3-19.items.[].system.heightening.interval} (2 different values)
1 (x14)
2 (x3)
[level] : object {3-19.items.[].system.level}
value : integer {3-19.items.[].system.level.value} (6 different values)
4 (x15)
3 (x18)
2 (x23)
1 (x45)
0 (x16)
5 (x8)
[location] : object {3-19.items.[].system.location}
[heightenedLevel] : integer {3-19.items.[].system.location.heightenedLevel} (5 different values)
4 (x20)
3 (x19)
2 (x15)
5 (x13)
1 (x12)
value : string {3-19.items.[].system.location.value} (3 different values)
Zh9Je8Z6vJcufJil (x27)
oNmHvve4Vcwj6IiO (x3)
3S4F11z1du6nMqWJ (x75)
[range] : mixed
object {3-19.items.[].system.range}
value : string {3-19.items.[].system.range.value} (6 different values)
120 feet (x18)
500 feet (x2)
30 feet (x32)
(x29)
touch (x18)
60 feet (x6)
integer {3-19.items.[].system.range} (same value: 60)
[requirements] : string {3-19.items.[].system.requirements} (same value: )
[target] : object {3-19.items.[].system.target}
value : string {3-19.items.[].system.target.value} (all different values)
[time] : object {3-19.items.[].system.time}
value : string {3-19.items.[].system.time.value} (5 different values)
2 (x86)
1 (x8)
3 (x6)
10 minutes (x3)
1 minute (x2)
[traits] : object {3-19.items.[].system.traits}
rarity : string {3-19.items.[].system.traits.rarity} (2 different values)
common (x158)
uncommon (x12)
[traditions] : array<string> {3-19.items.[].system.traits.traditions}
Length: min=1 max=4
Value type: string {3-19.items.[].system.traits.traditions.[]} (4 different values)
arcane (x86)
occult (x94)
primal (x31)
divine (x39)
value : array<string> {3-19.items.[].system.traits.value}
Length: min=0 max=5
Value type: string {3-19.items.[].system.traits.value.[]} (41 different values)
[baseItem] : string {3-19.items.[].system.baseItem} (5 different values)
rapier (x4)
dueling-pistol (x4)
staff (x4)
dagger (x2)
leather-armor (x2)
[bonus] : object {3-19.items.[].system.bonus}
value : integer {3-19.items.[].system.bonus.value} (all different values)
[bonusDamage] : object {3-19.items.[].system.bonusDamage}
value : integer {3-19.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {3-19.items.[].system.bulk}
value : mixed
integer {3-19.items.[].system.bulk.value} (2 different values)
1 (x10)
0 (x4)
float {3-19.items.[].system.bulk.value} (same value: 0,1)
[category] : string {3-19.items.[].system.category} (6 different values)
martial (x8)
defensive (x10)
offensive (x11)
interaction (x3)
simple (x6)
light (x2)
[containerId] : mixed
[equipped] : object {3-19.items.[].system.equipped}
carryType : string {3-19.items.[].system.equipped.carryType} (same value: worn)
handsHeld : integer {3-19.items.[].system.equipped.handsHeld} (same value: 0)
[invested] : mixed
[inSlot] : boolean {3-19.items.[].system.equipped.inSlot} (same value: True)
[group] : string {3-19.items.[].system.group} (5 different values)
sword (x4)
firearm (x4)
club (x4)
knife (x2)
leather (x2)
[hardness] : integer {3-19.items.[].system.hardness} (same value: 0)
[hp] : object {3-19.items.[].system.hp}
max : integer {3-19.items.[].system.hp.max} (same value: 0)
value : integer {3-19.items.[].system.hp.value} (same value: 0)
[material] : object {3-19.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {3-19.items.[].system.price}
value : object {3-19.items.[].system.price.value}
[gp] : integer {3-19.items.[].system.price.value.gp} (2 different values)
2 (x6)
12 (x4)
[sp] : integer {3-19.items.[].system.price.value.sp} (same value: 2)
[quantity] : integer {3-19.items.[].system.quantity} (2 different values)
1 (x18)
4 (x2)
[reload] : object {3-19.items.[].system.reload}
value : string {3-19.items.[].system.reload.value} (3 different values)
(x8)
1 (x4)
- (x2)
[runes] : object {3-19.items.[].system.runes}
potency : integer {3-19.items.[].system.runes.potency} (2 different values)
1 (x12)
0 (x4)
property : array<> {3-19.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {3-19.items.[].system.runes.striking} (2 different values)
1 (x10)
0 (x4)
[resilient] : integer {3-19.items.[].system.runes.resilient} (same value: 0)
[size] : string {3-19.items.[].system.size} (same value: med)
[splashDamage] : object {3-19.items.[].system.splashDamage}
value : integer {3-19.items.[].system.splashDamage.value} (same value: 0)
[usage] : object {3-19.items.[].system.usage}
value : string {3-19.items.[].system.usage.value} (same value: held-in-one-hand)
[attack] : object {3-19.items.[].system.attack}
value : string {3-19.items.[].system.attack.value} (same value: )
[attackEffects] : object {3-19.items.[].system.attackEffects}
value : array<string> {3-19.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {3-19.items.[].system.attackEffects.value.[]} (2 different values)
endless-nightmare (x1)
curse-of-conflicted-loyalties (x2)
[custom] : string {3-19.items.[].system.attackEffects.custom} (same value: )
[damageRolls] : object {3-19.items.[].system.damageRolls}
[plgzoisvrv0uzfxc] : object {3-19.items.[].system.damageRolls.plgzoisvrv0uzfxc}
damage : string {3-19.items.[].system.damageRolls.plgzoisvrv0uzfxc.damage} (2 different values)
2d6 + 8 (x1)
2d6 + 10 (x1)
damageType : string {3-19.items.[].system.damageRolls.plgzoisvrv0uzfxc.damageType} (same value: piercing)
[0] : object {3-19.items.[].system.damageRolls.0}
damage : string {3-19.items.[].system.damageRolls.0.damage} (same value: 4d6)
damageType : string {3-19.items.[].system.damageRolls.0.damageType} (same value: void)
[ur45gtbg67pxy2m9] : object {3-19.items.[].system.damageRolls.ur45gtbg67pxy2m9}
damage : string {3-19.items.[].system.damageRolls.ur45gtbg67pxy2m9.damage} (2 different values)
2d4 + 8 (x2)
2d4 + 10 (x2)
damageType : string {3-19.items.[].system.damageRolls.ur45gtbg67pxy2m9.damageType} (same value: bludgeoning)
[vn5m1ndj7fp6uihn] : object {3-19.items.[].system.damageRolls.vn5m1ndj7fp6uihn}
damage : string {3-19.items.[].system.damageRolls.vn5m1ndj7fp6uihn.damage} (2 different values)
2d6 + 8 (x2)
2d6 + 10 (x2)
damageType : string {3-19.items.[].system.damageRolls.vn5m1ndj7fp6uihn.damageType} (same value: piercing)
[ff0ovxe2lhipdhau] : object {3-19.items.[].system.damageRolls.ff0ovxe2lhipdhau}
damage : string {3-19.items.[].system.damageRolls.ff0ovxe2lhipdhau.damage} (same value: 1d6+11)
damageType : string {3-19.items.[].system.damageRolls.ff0ovxe2lhipdhau.damageType} (same value: piercing)
[zwmtnjy8ftsomdno] : object {3-19.items.[].system.damageRolls.zwmtnjy8ftsomdno}
damage : string {3-19.items.[].system.damageRolls.zwmtnjy8ftsomdno.damage} (same value: 1d4+11)
damageType : string {3-19.items.[].system.damageRolls.zwmtnjy8ftsomdno.damageType} (same value: piercing)
[zrpstt6uqshgj3bh] : object {3-19.items.[].system.damageRolls.zrpstt6uqshgj3bh}
damage : string {3-19.items.[].system.damageRolls.zrpstt6uqshgj3bh.damage} (same value: 1d4 + 11)
damageType : string {3-19.items.[].system.damageRolls.zrpstt6uqshgj3bh.damageType} (same value: piercing)
[kwmkmu8ysg4elujd] : object {3-19.items.[].system.damageRolls.kwmkmu8ysg4elujd}
damage : string {3-19.items.[].system.damageRolls.kwmkmu8ysg4elujd.damage} (same value: 1d6 + 8)
damageType : string {3-19.items.[].system.damageRolls.kwmkmu8ysg4elujd.damageType} (same value: piercing)
[t3sn1xjct8p8p0yh] : object {3-19.items.[].system.damageRolls.t3sn1xjct8p8p0yh}
damage : string {3-19.items.[].system.damageRolls.t3sn1xjct8p8p0yh.damage} (same value: 1d4 + 8)
damageType : string {3-19.items.[].system.damageRolls.t3sn1xjct8p8p0yh.damageType} (same value: piercing)
[68i6d6icjny0tax7] : object {3-19.items.[].system.damageRolls.68i6d6icjny0tax7}
damage : string {3-19.items.[].system.damageRolls.68i6d6icjny0tax7.damage} (same value: 1d4 + 8)
damageType : string {3-19.items.[].system.damageRolls.68i6d6icjny0tax7.damageType} (same value: piercing)
zrsk75x4qk95ro4xiptn : object {3-19.items.[].system.damageRolls.zrsk75x4qk95ro4xiptn}
damage : string {3-19.items.[].system.damageRolls.zrsk75x4qk95ro4xiptn.damage} (2 different values)
2d10+5 (x1)
2d10+9 (x1)
damageType : string {3-19.items.[].system.damageRolls.zrsk75x4qk95ro4xiptn.damageType} (same value: piercing)
msgoimorrak9p9xvltgo : object {3-19.items.[].system.damageRolls.msgoimorrak9p9xvltgo}
damage : string {3-19.items.[].system.damageRolls.msgoimorrak9p9xvltgo.damage} (same value: 1d6)
damageType : string {3-19.items.[].system.damageRolls.msgoimorrak9p9xvltgo.damageType} (same value: cold)
[weaponType] : object {3-19.items.[].system.weaponType}
value : string {3-19.items.[].system.weaponType.value} (2 different values)
melee (x11)
ranged (x8)
[actionType] : object {3-19.items.[].system.actionType}
value : string {3-19.items.[].system.actionType.value} (3 different values)
reaction (x5)
action (x6)
passive (x15)
[actions] : object {3-19.items.[].system.actions}
[value] : integer {3-19.items.[].system.actions.value} (2 different values)
3 (x2)
1 (x4)
[mod] : object {3-19.items.[].system.mod}
value : integer {3-19.items.[].system.mod.value} (3 different values)
17 (x2)
19 (x3)
12 (x1)
[proficient] : object {3-19.items.[].system.proficient}
value : integer {3-19.items.[].system.proficient.value} (same value: 0)
[frequency] : object {3-19.items.[].system.frequency}
max : integer {3-19.items.[].system.frequency.max} (same value: 1)
per : string {3-19.items.[].system.frequency.per} (same value: day)
value : integer {3-19.items.[].system.frequency.value} (same value: 1)
[acBonus] : integer {3-19.items.[].system.acBonus} (same value: 1)
[checkPenalty] : integer {3-19.items.[].system.checkPenalty} (same value: -1)
[dexCap] : integer {3-19.items.[].system.dexCap} (same value: 4)
[speedPenalty] : integer {3-19.items.[].system.speedPenalty} (same value: 0)
[strength] : integer {3-19.items.[].system.strength} (same value: 0)
type : string {3-19.items.[].type} (8 different values)
spellcastingEntry (x6)
spell (x105)
weapon (x14)
melee (x19)
action (x26)
equipment (x4)
lore (x6)
armor (x2)
[_stats] : object {3-19.items.[]._stats}
compendiumSource : string {3-19.items.[]._stats.compendiumSource} (47 different values)
[flags] : object {3-19.items.[].flags}
pf2e : object {3-19.items.[].flags.pf2e}
linkedWeapon : string {3-19.items.[].flags.pf2e.linkedWeapon} (5 different values)
2lwD6eoKFqeGovz0 (x2)
vX6bwAUi1dXmvDv6 (x4)
yOtZdNVeo0ifm96F (x4)
phq7x6HEyH7n7CCv (x2)
wik8Hiwsp6sU4yf4 (x4)
name : string {3-19.name} (all different values)
[prototypeToken] : object {3-19.prototypeToken}
name : string {3-19.prototypeToken.name} (3 different values)
Arisept (x2)
Marcien Blakros (x4)
Shadow Spears (x2)
system : object {3-19.system}
[abilities] : object {3-19.system.abilities}
cha : object {3-19.system.abilities.cha}
mod : integer {3-19.system.abilities.cha.mod} (5 different values)
6 (x1)
7 (x1)
5 (x1)
4 (x4)
3 (x2)
con : object {3-19.system.abilities.con}
mod : integer {3-19.system.abilities.con.mod} (3 different values)
3 (x2)
4 (x1)
0 (x6)
dex : object {3-19.system.abilities.dex}
mod : integer {3-19.system.abilities.dex.mod} (2 different values)
4 (x6)
5 (x3)
int : object {3-19.system.abilities.int}
mod : integer {3-19.system.abilities.int.mod} (4 different values)
3 (x5)
4 (x1)
0 (x1)
1 (x2)
str : object {3-19.system.abilities.str}
mod : integer {3-19.system.abilities.str.mod} (3 different values)
4 (x4)
-5 (x1)
0 (x4)
wis : object {3-19.system.abilities.wis}
mod : integer {3-19.system.abilities.wis.mod} (3 different values)
3 (x5)
4 (x1)
2 (x3)
attributes : object {3-19.system.attributes}
ac : object {3-19.system.attributes.ac}
[details] : string {3-19.system.attributes.ac.details} (same value: )
value : integer {3-19.system.attributes.ac.value} (7 different values)
26 (x1)
29 (x1)
21 (x2)
25 (x2)
28 (x2)
24 (x1)
0 (x2)
[allSaves] : object {3-19.system.attributes.allSaves}
value : string {3-19.system.attributes.allSaves.value} (2 different values)
(x8)
+1 status to all saves vs. magic (x1)
hp : object {3-19.system.attributes.hp}
details : string {3-19.system.attributes.hp.details} (same value: )
max : integer {3-19.system.attributes.hp.max} (9 different values)
125 (x1)
160 (x2)
78 (x1)
18 (x1)
120 (x1)
24 (x1)
110 (x1)
72 (x1)
0 (x2)
temp : integer {3-19.system.attributes.hp.temp} (same value: 0)
value : integer {3-19.system.attributes.hp.value} (9 different values)
125 (x1)
160 (x2)
78 (x1)
18 (x1)
120 (x1)
24 (x1)
110 (x1)
72 (x1)
0 (x2)
[speed] : object {3-19.system.attributes.speed}
otherSpeeds : array<object> {3-19.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {3-19.system.attributes.speed.otherSpeeds.[]}
type : string {3-19.system.attributes.speed.otherSpeeds.[].type} (same value: fly)
value : integer {3-19.system.attributes.speed.otherSpeeds.[].value} (same value: 40)
value : integer {3-19.system.attributes.speed.value} (3 different values)
30 (x2)
0 (x1)
25 (x6)
[immunities] : array<object> {3-19.system.attributes.immunities}
Length: min=5 max=5
Value type: object {3-19.system.attributes.immunities.[]}
type : string {3-19.system.attributes.immunities.[].type} (5 different values)
disease (x1)
paralyzed (x1)
poison (x1)
precision (x1)
sleep (x1)
[resistances] : array<object> {3-19.system.attributes.resistances}
Length: min=1 max=1
Value type: object {3-19.system.attributes.resistances.[]}
doubleVs : array<string> {3-19.system.attributes.resistances.[].doubleVs}
Length: min=1 max=1
Value type: string {3-19.system.attributes.resistances.[].doubleVs.[]} (same value: non-magical)
exceptions : array<string> {3-19.system.attributes.resistances.[].exceptions}
Length: min=3 max=3
Value type: string {3-19.system.attributes.resistances.[].exceptions.[]} (3 different values)
force (x1)
ghost-touch (x1)
void (x1)
type : string {3-19.system.attributes.resistances.[].type} (same value: all-damage)
value : integer {3-19.system.attributes.resistances.[].value} (same value: 4)
emitsSound : string {3-19.system.attributes.emitsSound} (same value: encounter)
hardness : integer {3-19.system.attributes.hardness} (same value: 0)
stealth : object {3-19.system.attributes.stealth}
details : string {3-19.system.attributes.stealth.details} (same value: <p>(trained)</p>)
value : integer {3-19.system.attributes.stealth.value} (2 different values)
20 (x1)
23 (x1)
details : object {3-19.system.details}
[blurb] : string {3-19.system.details.blurb} (2 different values)
(x8)
Variant animate dream (x1)
[languages] : object {3-19.system.details.languages}
details : string {3-19.system.details.languages.details} (2 different values)
(x8)
telepathy 100 feet (x1)
value : array<string> {3-19.system.details.languages.value}
Length: min=0 max=5
Value type: string {3-19.system.details.languages.value.[]} (6 different values)
chthonian (x2)
common (x8)
necril (x6)
shadowtongue (x8)
aklo (x4)
sakvroth (x4)
level : object {3-19.system.details.level}
value : integer {3-19.system.details.level.value} (6 different values)
8 (x3)
10 (x3)
6 (x1)
7 (x2)
5 (x1)
9 (x1)
[privateNotes] : string {3-19.system.details.privateNotes} (same value: )
[publicNotes] : string {3-19.system.details.publicNotes} (2 different values)
(x8)
<p>An animate dream coalesces from centuries of stray fragments of reverie and dream left behind as slumbering minds drift through the Dimension of Dreams. In most cases, these fragments simply disperse on their own, but when dreamers flee from nightmares back to the waking world, these fragments can take on a supernatural life of their own. They have little reasoning and intent except to seek similar fragments, absorb them, and grow. When enough of them gather together, they merge into a horrific form as an animate dream.</p>
<p>Individually, animate dreams can hold a wide range of appearances, but most take on rudimentary shapes akin to the living forms of the minds that spawned them. Animate dreams that rise from slumbering humanoids, the most commonly encountered, thus appear humanoid, but with distorted, nightmarish shapes that incorporate additional twisted limbs and frightening features. In these forms, animate dreams find their way out of the Dreamlands and into the waking world, only to discover they have no way of returning and suffer a relentless hunger that only new nightmares can sate.</p>
<p>An animate dream thrives on the terror fueled by nightmares and fear and uses its supernatural abilities to invoke such feelings in the minds of its victims, cursing its prey by creating a permanent link to that individual's dreams. Thereafter, the victim is subjected to all manner of reoccurring nightmares. As the nightmares continue, the victim finds it more and more difficult to remain awake. In the end, the victim plunges into an accursed slumber from which it cannot return. These victims provide the animate dream with the purest form of fear and are its preferred sustenance.</p>
<p>An animate dream can subsist on the ambient fear generated by regular nightmares, but these lesser fears aren't as satisfying, often driving the animate dream to seek out new victims. Left without a source of fear, an animate dream won't starve to death, but it will grow increasingly violent and desperate. Famished animate dreams are the ones most often encountered, as they have been forced to abandon subtlety to pursue more blatant methods of harvesting fear. Yet such animate dreams also tend to be the least powerful of their kind. Those who have grown metaphysically fat on fear have generally done so by adopting a specific nightmare theme, such as being buried alive, being swept away by ocean waves, or being consumed by wild beasts. Such animate dreams often have similarly themed innate spells to augment their powers.</p> (x1)
publication : object {3-19.system.details.publication}
license : string {3-19.system.details.publication.license} (same value: OGL)
remaster : boolean {3-19.system.details.publication.remaster} (same value: False)
title : string {3-19.system.details.publication.title} (same value: Pathfinder Society Scenario #3-19: Mean Streets of Shadow Absalom)
description : string {3-19.system.details.description} (same value: <p>Invisible runes are concealed within an elaborate light-woven floor mosaic.</p>)
disable : string {3-19.system.details.disable} (2 different values)
<p>@Check[thievery|dc:27] (trained) to remove pieces from the mosaic without triggering the magic or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (4th level; counteract DC 23) to counteract the rune</p> (x1)
<p>@Check[thievery|dc:30] (trained) to remove pieces from the mosaic without triggering the magic or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (5th level; counteract DC 26) to counteract the rune</p> (x1)
isComplex : boolean {3-19.system.details.isComplex} (same value: False)
reset : string {3-19.system.details.reset} (same value: )
routine : string {3-19.system.details.routine} (same value: )
[initiative] : object {3-19.system.initiative}
statistic : string {3-19.system.initiative.statistic} (same value: perception)
[perception] : object {3-19.system.perception}
details : string {3-19.system.perception.details} (same value: )
mod : integer {3-19.system.perception.mod} (6 different values)
15 (x3)
18 (x1)
12 (x1)
19 (x2)
13 (x1)
11 (x1)
senses : array<object> {3-19.system.perception.senses}
Length: min=1 max=1
Value type: object {3-19.system.perception.senses.[]}
type : string {3-19.system.perception.senses.[].type} (same value: darkvision)
[resources] : object {3-19.system.resources}
[focus] : object {3-19.system.resources.focus}
max : integer {3-19.system.resources.focus.max} (same value: 1)
value : integer {3-19.system.resources.focus.value} (same value: 1)
saves : object {3-19.system.saves}
fortitude : object {3-19.system.saves.fortitude}
saveDetail : string {3-19.system.saves.fortitude.saveDetail} (same value: )
value : integer {3-19.system.saves.fortitude.value} (5 different values)
13 (x3)
16 (x3)
14 (x2)
9 (x1)
0 (x2)
reflex : object {3-19.system.saves.reflex}
saveDetail : string {3-19.system.saves.reflex.saveDetail} (same value: )
value : integer {3-19.system.saves.reflex.value} (7 different values)
18 (x1)
21 (x1)
16 (x1)
17 (x2)
20 (x2)
13 (x2)
0 (x2)
will : object {3-19.system.saves.will}
saveDetail : string {3-19.system.saves.will.saveDetail} (same value: )
value : integer {3-19.system.saves.will.value} (7 different values)
17 (x1)
20 (x3)
12 (x1)
18 (x2)
15 (x1)
11 (x1)
0 (x2)
[skills] : object {3-19.system.skills}
[acrobatics] : object {3-19.system.skills.acrobatics}
base : integer {3-19.system.skills.acrobatics.base} (4 different values)
18 (x1)
21 (x1)
12 (x2)
11 (x1)
[arcana] : object {3-19.system.skills.arcana}
base : integer {3-19.system.skills.arcana.base} (4 different values)
17 (x1)
20 (x1)
15 (x2)
19 (x2)
[athletics] : object {3-19.system.skills.athletics}
base : integer {3-19.system.skills.athletics.base} (4 different values)
16 (x1)
20 (x1)
14 (x1)
11 (x1)
deception : object {3-19.system.skills.deception}
base : integer {3-19.system.skills.deception.base} (6 different values)
18 (x3)
21 (x1)
15 (x1)
22 (x2)
13 (x1)
10 (x1)
[diplomacy] : object {3-19.system.skills.diplomacy}
base : integer {3-19.system.skills.diplomacy.base} (3 different values)
18 (x3)
21 (x1)
16 (x2)
intimidation : object {3-19.system.skills.intimidation}
base : integer {3-19.system.skills.intimidation.base} (5 different values)
20 (x3)
24 (x1)
15 (x2)
18 (x2)
12 (x1)
[occultism] : object {3-19.system.skills.occultism}
base : integer {3-19.system.skills.occultism.base} (4 different values)
17 (x3)
20 (x1)
10 (x1)
21 (x2)
[society] : object {3-19.system.skills.society}
base : integer {3-19.system.skills.society.base} (3 different values)
17 (x3)
20 (x1)
15 (x2)
stealth : object {3-19.system.skills.stealth}
base : integer {3-19.system.skills.stealth.base} (5 different values)
18 (x3)
21 (x3)
14 (x1)
17 (x1)
13 (x1)
thievery : object {3-19.system.skills.thievery}
base : integer {3-19.system.skills.thievery.base} (2 different values)
15 (x1)
13 (x1)
traits : object {3-19.system.traits}
rarity : string {3-19.system.traits.rarity} (3 different values)
unique (x6)
uncommon (x3)
common (x2)
size : object {3-19.system.traits.size}
value : string {3-19.system.traits.size.value} (same value: med)
value : array<string> {3-19.system.traits.value}
Length: min=2 max=6
Value type: string {3-19.system.traits.value.[]} (13 different values)
changeling (x2)
chaotic (x2)
evil (x9)
humanoid (x8)
nephilim (x2)
dream (x1)
incorporeal (x1)
fetchling (x6)
lawful (x6)
shadow (x6)
summoned (x1)
magical (x2)
trap (x2)
creatureType : string {3-19.system.creatureType} (same value: )
statusEffects : array<> {3-19.system.statusEffects}
Length: min=0 max=0
Value type: mixed
type : string {3-19.type} (2 different values)
npc (x9)
hazard (x2)
+970
View File
@@ -0,0 +1,970 @@
3-98
Different values: 36
=====================================
object {3-98}
_id : string {3-98._id} (all different values)
folder : string {3-98.folder} (same value: 4ynF0LRyYQYjorQJ)
img : string {3-98.img} (2 different values)
systems/pf2e/icons/default-icons/hazard.svg (x20)
systems/pf2e/icons/default-icons/npc.svg (x16)
items : array<object> {3-98.items}
Length: min=1 max=13
Value type: object {3-98.items.[]}
_id : string {3-98.items.[]._id} (82 different values)
img : string {3-98.items.[].img} (28 different values)
name : string {3-98.items.[].name} (66 different values)
sort : integer {3-98.items.[].sort} (14 different values)
0 (x18)
100000 (x18)
200000 (x18)
300000 (x15)
400000 (x15)
500000 (x15)
600000 (x14)
700000 (x9)
800000 (x6)
900000 (x5)
1000000 (x5)
1100000 (x3)
1200000 (x1)
1300000 (x1)
system : object {3-98.items.[].system}
[actionType] : object {3-98.items.[].system.actionType}
value : string {3-98.items.[].system.actionType.value} (3 different values)
reaction (x30)
passive (x19)
action (x13)
[actions] : object {3-98.items.[].system.actions}
[value] : integer {3-98.items.[].system.actions.value} (2 different values)
1 (x8)
2 (x5)
[category] : string {3-98.items.[].system.category} (10 different values)
simple (x9)
martial (x9)
defensive (x17)
offensive (x20)
medium (x4)
elixir (x3)
heavy (x1)
potion (x1)
interaction (x3)
ammo (x1)
description : object {3-98.items.[].system.description}
value : string {3-98.items.[].system.description.value} (74 different values)
publication : object {3-98.items.[].system.publication}
license : string {3-98.items.[].system.publication.license} (2 different values)
OGL (x142)
ORC (x1)
remaster : boolean {3-98.items.[].system.publication.remaster} (2 different values)
False (x142)
True (x1)
title : string {3-98.items.[].system.publication.title} (5 different values)
(x89)
Pathfinder Core Rulebook (x35)
Pathfinder Bestiary (x16)
Pathfinder Player Core (x1)
Pathfinder Bestiary 2 (x2)
rules : ###FoundryRulesObject###
[slug] : string {3-98.items.[].system.slug} (34 different values)
[traits] : object {3-98.items.[].system.traits}
[rarity] : string {3-98.items.[].system.traits.rarity} (2 different values)
common (x139)
uncommon (x1)
[value] : array<string> {3-98.items.[].system.traits.value}
Length: min=0 max=5
Value type: string {3-98.items.[].system.traits.value.[]} (44 different values)
[integrated] : mixed
[traditions] : array<string> {3-98.items.[].system.traits.traditions}
Length: min=0 max=4
Value type: string {3-98.items.[].system.traits.traditions.[]} (4 different values)
arcane (x4)
primal (x2)
occult (x3)
divine (x1)
[baseItem] : string {3-98.items.[].system.baseItem} (11 different values)
dagger (x9)
alchemical-bomb (x2)
sap (x3)
steel-shield (x3)
scale-mail (x3)
war-flail (x1)
half-plate (x1)
greatpick (x1)
chain-mail (x1)
shortbow (x1)
scimitar (x1)
[bonus] : object {3-98.items.[].system.bonus}
value : integer {3-98.items.[].system.bonus.value} (10 different values)
0 (x17)
7 (x4)
15 (x6)
9 (x7)
12 (x5)
6 (x2)
1 (x1)
10 (x3)
8 (x4)
14 (x1)
[bonusDamage] : object {3-98.items.[].system.bonusDamage}
value : integer {3-98.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {3-98.items.[].system.bulk}
value : mixed
float {3-98.items.[].system.bulk.value} (same value: 0,1)
integer {3-98.items.[].system.bulk.value} (4 different values)
0 (x9)
1 (x6)
2 (x6)
3 (x1)
[containerId] : mixed
[damage] : object {3-98.items.[].system.damage}
[damageType] : string {3-98.items.[].system.damage.damageType} (4 different values)
piercing (x11)
sonic (x2)
bludgeoning (x4)
slashing (x1)
[dice] : integer {3-98.items.[].system.damage.dice} (2 different values)
1 (x17)
2 (x1)
[die] : string {3-98.items.[].system.damage.die} (3 different values)
d4 (x11)
d6 (x5)
d10 (x2)
[formula] : string {3-98.items.[].system.damage.formula} (3 different values)
1d6 (x2)
3d6+6 (x1)
3d8+10 (x1)
[kind] : string {3-98.items.[].system.damage.kind} (same value: healing)
[type] : string {3-98.items.[].system.damage.type} (2 different values)
untyped (x3)
vitality (x1)
[0] : object {3-98.items.[].system.damage.0}
applyMod : boolean {3-98.items.[].system.damage.0.applyMod} (same value: True)
[category] : mixed
formula : string {3-98.items.[].system.damage.0.formula} (same value: 1d6)
kinds : array<string> {3-98.items.[].system.damage.0.kinds}
Length: min=1 max=1
Value type: string {3-98.items.[].system.damage.0.kinds.[]} (same value: damage)
materials : array<> {3-98.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {3-98.items.[].system.damage.0.type} (same value: untyped)
[equipped] : object {3-98.items.[].system.equipped}
carryType : string {3-98.items.[].system.equipped.carryType} (2 different values)
worn (x35)
held (x6)
[handsHeld] : integer {3-98.items.[].system.equipped.handsHeld} (2 different values)
0 (x25)
1 (x6)
[invested] : mixed
[group] : string {3-98.items.[].system.group} (10 different values)
knife (x9)
bomb (x2)
club (x3)
composite (x3)
flail (x1)
plate (x1)
pick (x1)
chain (x1)
bow (x1)
sword (x1)
[hardness] : integer {3-98.items.[].system.hardness} (2 different values)
0 (x38)
5 (x3)
[hp] : object {3-98.items.[].system.hp}
max : integer {3-98.items.[].system.hp.max} (2 different values)
0 (x38)
20 (x3)
value : integer {3-98.items.[].system.hp.value} (2 different values)
0 (x38)
20 (x3)
[level] : object {3-98.items.[].system.level}
value : integer {3-98.items.[].system.level.value} (6 different values)
0 (x34)
1 (x7)
5 (x1)
3 (x1)
2 (x2)
6 (x1)
[material] : object {3-98.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {3-98.items.[].system.price}
value : object {3-98.items.[].system.price.value}
[sp] : integer {3-98.items.[].system.price.value.sp} (2 different values)
2 (x9)
1 (x4)
[gp] : integer {3-98.items.[].system.price.value.gp} (9 different values)
3 (x4)
2 (x6)
4 (x3)
30 (x1)
10 (x1)
18 (x1)
50 (x1)
6 (x1)
1 (x1)
per : integer {3-98.items.[].system.price.per} (same value: 10)
[quantity] : integer {3-98.items.[].system.quantity} (5 different values)
1 (x32)
2 (x4)
3 (x1)
4 (x3)
20 (x1)
[range] : mixed
integer {3-98.items.[].system.range} (2 different values)
20 (x2)
60 (x1)
object {3-98.items.[].system.range}
value : string {3-98.items.[].system.range.value} (3 different values)
30 feet (x3)
touch (x1)
(x1)
[reload] : object {3-98.items.[].system.reload}
value : string {3-98.items.[].system.reload.value} (3 different values)
- (x11)
(x6)
0 (x1)
[runes] : object {3-98.items.[].system.runes}
[potency] : integer {3-98.items.[].system.runes.potency} (2 different values)
0 (x22)
1 (x1)
[property] : array<> {3-98.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {3-98.items.[].system.runes.striking} (2 different values)
0 (x17)
1 (x1)
[reinforcing] : integer {3-98.items.[].system.runes.reinforcing} (same value: 0)
[resilient] : integer {3-98.items.[].system.runes.resilient} (same value: 0)
[size] : string {3-98.items.[].system.size} (same value: med)
[splashDamage] : object {3-98.items.[].system.splashDamage}
value : integer {3-98.items.[].system.splashDamage.value} (3 different values)
0 (x16)
1 (x1)
2 (x1)
[usage] : object {3-98.items.[].system.usage}
value : string {3-98.items.[].system.usage.value} (3 different values)
held-in-one-hand (x21)
held-in-two-hands (x2)
held-in-one-plus-hands (x1)
[attack] : object {3-98.items.[].system.attack}
value : string {3-98.items.[].system.attack.value} (same value: )
[attackEffects] : object {3-98.items.[].system.attackEffects}
value : array<string> {3-98.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {3-98.items.[].system.attackEffects.value.[]} (4 different values)
knockdown (x1)
grab (x1)
filth-fever (x1)
disfiguring-bite (x1)
[custom] : string {3-98.items.[].system.attackEffects.custom} (same value: )
[damageRolls] : object {3-98.items.[].system.damageRolls}
[mkjoz74s0zk4ew9i] : object {3-98.items.[].system.damageRolls.mkjoz74s0zk4ew9i}
damage : string {3-98.items.[].system.damageRolls.mkjoz74s0zk4ew9i.damage} (3 different values)
1d4+2 (x1)
1d4 (x1)
1d4+7 (x1)
damageType : string {3-98.items.[].system.damageRolls.mkjoz74s0zk4ew9i.damageType} (same value: piercing)
[cx5pfcm31kds7ujb] : object {3-98.items.[].system.damageRolls.cx5pfcm31kds7ujb}
damage : string {3-98.items.[].system.damageRolls.cx5pfcm31kds7ujb.damage} (3 different values)
1d4+2 (x1)
1d4 (x1)
1d4+7 (x1)
damageType : string {3-98.items.[].system.damageRolls.cx5pfcm31kds7ujb.damageType} (same value: piercing)
[wxy2glnc9mqpdetb] : object {3-98.items.[].system.damageRolls.wxy2glnc9mqpdetb}
damage : string {3-98.items.[].system.damageRolls.wxy2glnc9mqpdetb.damage} (3 different values)
1d4 + 11 (x1)
1d4 + 3 (x1)
1d4 + 8 (x1)
damageType : string {3-98.items.[].system.damageRolls.wxy2glnc9mqpdetb.damageType} (same value: piercing)
[ufdybkb6dqrf5aw4] : object {3-98.items.[].system.damageRolls.ufdybkb6dqrf5aw4}
damage : string {3-98.items.[].system.damageRolls.ufdybkb6dqrf5aw4.damage} (3 different values)
1d6 + 9 (x1)
1d6 + 3 (x1)
1d6 + 6 (x1)
damageType : string {3-98.items.[].system.damageRolls.ufdybkb6dqrf5aw4.damageType} (same value: bludgeoning)
[itrybkwonxh0u77j] : object {3-98.items.[].system.damageRolls.itrybkwonxh0u77j}
damage : string {3-98.items.[].system.damageRolls.itrybkwonxh0u77j.damage} (3 different values)
1d4 + 11 (x1)
1d4 + 3 (x1)
1d4 + 8 (x1)
damageType : string {3-98.items.[].system.damageRolls.itrybkwonxh0u77j.damageType} (same value: piercing)
[4mtm2iwjm7yzk15y] : object {3-98.items.[].system.damageRolls.4mtm2iwjm7yzk15y}
damage : string {3-98.items.[].system.damageRolls.4mtm2iwjm7yzk15y.damage} (3 different values)
1d4+6 (x1)
1d4+9 (x1)
1d4+2 (x1)
damageType : string {3-98.items.[].system.damageRolls.4mtm2iwjm7yzk15y.damageType} (same value: piercing)
[tzy6eei7cvsr5bvu] : object {3-98.items.[].system.damageRolls.tzy6eei7cvsr5bvu}
damage : string {3-98.items.[].system.damageRolls.tzy6eei7cvsr5bvu.damage} (3 different values)
1d4 + 6 (x1)
1d4+9 (x1)
1d4 + 2 (x1)
damageType : string {3-98.items.[].system.damageRolls.tzy6eei7cvsr5bvu.damageType} (same value: piercing)
[5uqci0eslbwi8pt8] : object {3-98.items.[].system.damageRolls.5uqci0eslbwi8pt8}
damage : string {3-98.items.[].system.damageRolls.5uqci0eslbwi8pt8.damage} (same value: 2d10 + 5)
damageType : string {3-98.items.[].system.damageRolls.5uqci0eslbwi8pt8.damageType} (same value: bludgeoning)
[fkf6jip9lg5j4ap5wlu9] : object {3-98.items.[].system.damageRolls.fkf6jip9lg5j4ap5wlu9}
damage : string {3-98.items.[].system.damageRolls.fkf6jip9lg5j4ap5wlu9.damage} (same value: 1d6)
damageType : string {3-98.items.[].system.damageRolls.fkf6jip9lg5j4ap5wlu9.damageType} (same value: acid)
[gl72itkmp34dsctr41av] : object {3-98.items.[].system.damageRolls.gl72itkmp34dsctr41av}
damage : string {3-98.items.[].system.damageRolls.gl72itkmp34dsctr41av.damage} (same value: 1d6+1)
damageType : string {3-98.items.[].system.damageRolls.gl72itkmp34dsctr41av.damageType} (same value: piercing)
[u2qkj77ca6i2eg8dym9m] : object {3-98.items.[].system.damageRolls.u2qkj77ca6i2eg8dym9m}
damage : string {3-98.items.[].system.damageRolls.u2qkj77ca6i2eg8dym9m.damage} (same value: 1d4+2)
damageType : string {3-98.items.[].system.damageRolls.u2qkj77ca6i2eg8dym9m.damageType} (same value: slashing)
[i6p05gzqtdhzqb91ehmf] : object {3-98.items.[].system.damageRolls.i6p05gzqtdhzqb91ehmf}
damage : string {3-98.items.[].system.damageRolls.i6p05gzqtdhzqb91ehmf.damage} (same value: 1d8+2)
damageType : string {3-98.items.[].system.damageRolls.i6p05gzqtdhzqb91ehmf.damageType} (same value: piercing)
[0] : object {3-98.items.[].system.damageRolls.0}
damage : string {3-98.items.[].system.damageRolls.0.damage} (same value: 1d4+2)
damageType : string {3-98.items.[].system.damageRolls.0.damageType} (same value: bludgeoning)
[gwxlpkg713va78c0] : object {3-98.items.[].system.damageRolls.gwxlpkg713va78c0}
damage : string {3-98.items.[].system.damageRolls.gwxlpkg713va78c0.damage} (same value: 1d10 + 7)
damageType : string {3-98.items.[].system.damageRolls.gwxlpkg713va78c0.damageType} (same value: piercing)
[diei19392sv23f7i0ucu] : object {3-98.items.[].system.damageRolls.diei19392sv23f7i0ucu}
damage : string {3-98.items.[].system.damageRolls.diei19392sv23f7i0ucu.damage} (same value: 1d6+4)
damageType : string {3-98.items.[].system.damageRolls.diei19392sv23f7i0ucu.damageType} (same value: slashing)
[q53yexxuuer5r0apnaa1] : object {3-98.items.[].system.damageRolls.q53yexxuuer5r0apnaa1}
damage : string {3-98.items.[].system.damageRolls.q53yexxuuer5r0apnaa1.damage} (same value: 1d4+4)
damageType : string {3-98.items.[].system.damageRolls.q53yexxuuer5r0apnaa1.damageType} (same value: slashing)
[jsg1lcmrbh9lns2sm86k] : object {3-98.items.[].system.damageRolls.jsg1lcmrbh9lns2sm86k}
damage : string {3-98.items.[].system.damageRolls.jsg1lcmrbh9lns2sm86k.damage} (same value: 1d6+2)
damageType : string {3-98.items.[].system.damageRolls.jsg1lcmrbh9lns2sm86k.damageType} (same value: piercing)
lndkwa4vkxac9c8mhkxi : object {3-98.items.[].system.damageRolls.lndkwa4vkxac9c8mhkxi}
damage : string {3-98.items.[].system.damageRolls.lndkwa4vkxac9c8mhkxi.damage} (same value: 1d6+3)
damageType : string {3-98.items.[].system.damageRolls.lndkwa4vkxac9c8mhkxi.damageType} (same value: void)
[weaponType] : object {3-98.items.[].system.weaponType}
value : string {3-98.items.[].system.weaponType.value} (2 different values)
melee (x21)
ranged (x11)
[acBonus] : integer {3-98.items.[].system.acBonus} (4 different values)
2 (x3)
3 (x3)
5 (x1)
4 (x1)
[speedPenalty] : integer {3-98.items.[].system.speedPenalty} (3 different values)
0 (x3)
-5 (x4)
-10 (x1)
[checkPenalty] : integer {3-98.items.[].system.checkPenalty} (2 different values)
-2 (x4)
-3 (x1)
[dexCap] : integer {3-98.items.[].system.dexCap} (2 different values)
2 (x3)
1 (x2)
[strength] : integer {3-98.items.[].system.strength} (2 different values)
2 (x3)
3 (x2)
[uses] : object {3-98.items.[].system.uses}
autoDestroy : boolean {3-98.items.[].system.uses.autoDestroy} (same value: True)
max : integer {3-98.items.[].system.uses.max} (same value: 1)
value : integer {3-98.items.[].system.uses.value} (same value: 1)
[autoHeightenLevel] : object {3-98.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {3-98.items.[].system.prepared}
flexible : boolean {3-98.items.[].system.prepared.flexible} (same value: False)
value : string {3-98.items.[].system.prepared.value} (same value: innate)
[proficiency] : object {3-98.items.[].system.proficiency}
value : integer {3-98.items.[].system.proficiency.value} (2 different values)
0 (x1)
1 (x1)
[showSlotlessLevels] : object {3-98.items.[].system.showSlotlessLevels}
value : boolean {3-98.items.[].system.showSlotlessLevels.value} (same value: False)
[slots] : object {3-98.items.[].system.slots}
[spelldc] : object {3-98.items.[].system.spelldc}
dc : integer {3-98.items.[].system.spelldc.dc} (2 different values)
18 (x1)
20 (x1)
mod : integer {3-98.items.[].system.spelldc.mod} (same value: 0)
value : integer {3-98.items.[].system.spelldc.value} (2 different values)
10 (x1)
12 (x1)
[tradition] : object {3-98.items.[].system.tradition}
value : string {3-98.items.[].system.tradition.value} (2 different values)
occult (x1)
divine (x1)
[area] : mixed
[cost] : object {3-98.items.[].system.cost}
value : string {3-98.items.[].system.cost.value} (same value: )
[counteraction] : boolean {3-98.items.[].system.counteraction} (same value: False)
[defense] : object {3-98.items.[].system.defense}
save : object {3-98.items.[].system.defense.save}
basic : boolean {3-98.items.[].system.defense.save.basic} (same value: False)
statistic : string {3-98.items.[].system.defense.save.statistic} (same value: will)
[duration] : object {3-98.items.[].system.duration}
sustained : boolean {3-98.items.[].system.duration.sustained} (same value: False)
value : string {3-98.items.[].system.duration.value} (4 different values)
5 minutes (x1)
10 minutes (x1)
(x2)
varies (x1)
[heightening] : object {3-98.items.[].system.heightening}
[levels] : object {3-98.items.[].system.heightening.levels}
[6] : object {3-98.items.[].system.heightening.levels.6}
target : object {3-98.items.[].system.heightening.levels.6.target}
value : string {3-98.items.[].system.heightening.levels.6.target.value} (same value: 10 willing creatures)
3 : object {3-98.items.[].system.heightening.levels.3}
target : object {3-98.items.[].system.heightening.levels.3.target}
value : string {3-98.items.[].system.heightening.levels.3.target.value} (same value: 5 creatures)
type : string {3-98.items.[].system.heightening.type} (2 different values)
fixed (x2)
interval (x1)
[damage] : object {3-98.items.[].system.heightening.damage}
0 : string {3-98.items.[].system.heightening.damage.0} (same value: 1d6)
[interval] : integer {3-98.items.[].system.heightening.interval} (same value: 1)
[location] : object {3-98.items.[].system.location}
[heightenedLevel] : integer {3-98.items.[].system.location.heightenedLevel} (2 different values)
3 (x2)
2 (x1)
[value] : string {3-98.items.[].system.location.value} (2 different values)
GpF7MRIldG6kiEBK (x3)
0jNl0jg5W1N5NrTS (x1)
uses : object {3-98.items.[].system.location.uses}
max : integer {3-98.items.[].system.location.uses.max} (same value: 2)
value : integer {3-98.items.[].system.location.uses.value} (same value: 2)
[requirements] : string {3-98.items.[].system.requirements} (same value: )
[target] : object {3-98.items.[].system.target}
value : string {3-98.items.[].system.target.value} (4 different values)
1 willing creature (x1)
self (x1)
1 creature (x2)
(x1)
[time] : object {3-98.items.[].system.time}
value : string {3-98.items.[].system.time.value} (2 different values)
2 (x4)
1 day (x1)
[overlays] : object {3-98.items.[].system.overlays}
2I469pfbYcmFvzOA : object {3-98.items.[].system.overlays.2I469pfbYcmFvzOA}
_id : string {3-98.items.[].system.overlays.2I469pfbYcmFvzOA._id} (same value: 2I469pfbYcmFvzOA)
name : string {3-98.items.[].system.overlays.2I469pfbYcmFvzOA.name} (same value: Telekinetic Projectile (Bludgeoning))
overlayType : string {3-98.items.[].system.overlays.2I469pfbYcmFvzOA.overlayType} (same value: override)
sort : integer {3-98.items.[].system.overlays.2I469pfbYcmFvzOA.sort} (same value: 1)
system : object {3-98.items.[].system.overlays.2I469pfbYcmFvzOA.system}
damage : object {3-98.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage}
0 : object {3-98.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage.0}
[category] : mixed
type : string {3-98.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage.0.type} (same value: bludgeoning)
cUFX7ExSLeoa3vIF : object {3-98.items.[].system.overlays.cUFX7ExSLeoa3vIF}
_id : string {3-98.items.[].system.overlays.cUFX7ExSLeoa3vIF._id} (same value: cUFX7ExSLeoa3vIF)
name : string {3-98.items.[].system.overlays.cUFX7ExSLeoa3vIF.name} (same value: Telekinetic Projectile (Piercing))
overlayType : string {3-98.items.[].system.overlays.cUFX7ExSLeoa3vIF.overlayType} (same value: override)
sort : integer {3-98.items.[].system.overlays.cUFX7ExSLeoa3vIF.sort} (same value: 2)
system : object {3-98.items.[].system.overlays.cUFX7ExSLeoa3vIF.system}
damage : object {3-98.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage}
0 : object {3-98.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage.0}
[category] : mixed
type : string {3-98.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage.0.type} (same value: piercing)
zFWsMjoeCnLxqJaV : object {3-98.items.[].system.overlays.zFWsMjoeCnLxqJaV}
_id : string {3-98.items.[].system.overlays.zFWsMjoeCnLxqJaV._id} (same value: zFWsMjoeCnLxqJaV)
name : string {3-98.items.[].system.overlays.zFWsMjoeCnLxqJaV.name} (same value: Telekinetic Projectile (Slashing))
overlayType : string {3-98.items.[].system.overlays.zFWsMjoeCnLxqJaV.overlayType} (same value: override)
sort : integer {3-98.items.[].system.overlays.zFWsMjoeCnLxqJaV.sort} (same value: 3)
system : object {3-98.items.[].system.overlays.zFWsMjoeCnLxqJaV.system}
damage : object {3-98.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage}
0 : object {3-98.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage.0}
[category] : mixed
type : string {3-98.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage.0.type} (same value: slashing)
[ritual] : object {3-98.items.[].system.ritual}
primary : object {3-98.items.[].system.ritual.primary}
check : string {3-98.items.[].system.ritual.primary.check} (same value: Religion (expert; you must be a demon))
secondary : object {3-98.items.[].system.ritual.secondary}
casters : integer {3-98.items.[].system.ritual.secondary.casters} (same value: 0)
checks : string {3-98.items.[].system.ritual.secondary.checks} (same value: )
[stackGroup] : string {3-98.items.[].system.stackGroup} (same value: arrows)
[deathNote] : boolean {3-98.items.[].system.deathNote} (same value: True)
[mod] : object {3-98.items.[].system.mod}
value : integer {3-98.items.[].system.mod.value} (same value: 6)
[proficient] : object {3-98.items.[].system.proficient}
value : integer {3-98.items.[].system.proficient.value} (same value: 0)
type : string {3-98.items.[].type} (11 different values)
action (x62)
weapon (x18)
treasure (x9)
melee (x32)
shield (x3)
armor (x5)
consumable (x5)
spellcastingEntry (x2)
spell (x5)
equipment (x1)
lore (x1)
[_stats] : object {3-98.items.[]._stats}
compendiumSource : string {3-98.items.[]._stats.compendiumSource} (34 different values)
[flags] : object {3-98.items.[].flags}
pf2e : object {3-98.items.[].flags.pf2e}
linkedWeapon : string {3-98.items.[].flags.pf2e.linkedWeapon} (6 different values)
8awLoBLlPieGNS3c (x18)
1C0z4WNcrtbk5aJY (x3)
Z1ZhkwpIxYN6YnNV (x1)
7X6lDUAhMbL6nu73 (x1)
lvEBxcOGsiz69ynp (x1)
hTTposL17d8Wx1Gf (x1)
name : string {3-98.name} (all different values)
system : object {3-98.system}
attributes : object {3-98.system.attributes}
ac : object {3-98.system.attributes.ac}
value : integer {3-98.system.attributes.ac.value} (12 different values)
0 (x3)
16 (x5)
21 (x5)
15 (x2)
19 (x5)
22 (x6)
14 (x2)
18 (x3)
8 (x1)
24 (x1)
25 (x2)
17 (x1)
[details] : string {3-98.system.attributes.ac.details} (4 different values)
(x13)
23 with shield raised (x1)
17 with shield raised (x1)
20 with shield raised (x1)
[emitsSound] : string {3-98.system.attributes.emitsSound} (same value: encounter)
[hardness] : integer {3-98.system.attributes.hardness} (10 different values)
0 (x5)
6 (x2)
7 (x2)
11 (x3)
10 (x2)
12 (x1)
14 (x2)
13 (x1)
5 (x1)
3 (x1)
hp : object {3-98.system.attributes.hp}
details : string {3-98.system.attributes.hp.details} (2 different values)
(x34)
void healing (x2)
max : integer {3-98.system.attributes.hp.max} (23 different values)
temp : integer {3-98.system.attributes.hp.temp} (same value: 0)
value : integer {3-98.system.attributes.hp.value} (23 different values)
[tempmax] : integer {3-98.system.attributes.hp.tempmax} (same value: 0)
[stealth] : object {3-98.system.attributes.stealth}
details : string {3-98.system.attributes.stealth.details} (3 different values)
<p>(trained)</p> (x15)
<p>(expert)</p> (x4)
<p>(untrained)</p> (x1)
value : integer {3-98.system.attributes.stealth.value} (7 different values)
13 (x5)
10 (x6)
15 (x2)
16 (x3)
18 (x1)
7 (x2)
9 (x1)
[allSaves] : object {3-98.system.attributes.allSaves}
value : string {3-98.system.attributes.allSaves.value} (2 different values)
(x15)
+2 status to all saves vs. magic, iron mind (x1)
[speed] : object {3-98.system.attributes.speed}
otherSpeeds : array<object> {3-98.system.attributes.speed.otherSpeeds}
Length: min=0 max=2
Value type: object {3-98.system.attributes.speed.otherSpeeds.[]}
type : string {3-98.system.attributes.speed.otherSpeeds.[].type} (3 different values)
climb (x2)
swim (x1)
fly (x1)
value : integer {3-98.system.attributes.speed.otherSpeeds.[].value} (2 different values)
10 (x3)
20 (x1)
value : integer {3-98.system.attributes.speed.value} (5 different values)
30 (x4)
25 (x8)
20 (x2)
10 (x1)
0 (x1)
[resistances] : array<object> {3-98.system.attributes.resistances}
Length: min=1 max=5
Value type: object {3-98.system.attributes.resistances.[]}
type : string {3-98.system.attributes.resistances.[].type} (7 different values)
poison (x1)
cold (x2)
electricity (x2)
fire (x2)
piercing (x2)
slashing (x2)
all-damage (x1)
value : integer {3-98.system.attributes.resistances.[].value} (2 different values)
5 (x11)
2 (x1)
doubleVs : array<string> {3-98.system.attributes.resistances.[].doubleVs}
Length: min=1 max=1
Value type: string {3-98.system.attributes.resistances.[].doubleVs.[]} (same value: non-magical)
exceptions : array<string> {3-98.system.attributes.resistances.[].exceptions}
Length: min=3 max=3
Value type: string {3-98.system.attributes.resistances.[].exceptions.[]} (3 different values)
force (x1)
ghost-touch (x1)
vitality (x1)
[hasHealth] : boolean {3-98.system.attributes.hasHealth} (same value: True)
[immunities] : array<object> {3-98.system.attributes.immunities}
Length: min=3 max=6
Value type: object {3-98.system.attributes.immunities.[]}
type : string {3-98.system.attributes.immunities.[].type} (10 different values)
critical-hits (x3)
fire (x2)
precision (x5)
acid (x1)
unconscious (x4)
visual (x1)
death-effects (x3)
disease (x3)
paralyzed (x3)
poison (x3)
[weaknesses] : array<object> {3-98.system.attributes.weaknesses}
Length: min=1 max=2
Value type: object {3-98.system.attributes.weaknesses.[]}
type : string {3-98.system.attributes.weaknesses.[].type} (4 different values)
cold (x2)
slashing (x1)
cold-iron (x1)
holy (x1)
value : integer {3-98.system.attributes.weaknesses.[].value} (3 different values)
15 (x2)
5 (x1)
3 (x2)
[creatureType] : string {3-98.system.creatureType} (same value: )
details : object {3-98.system.details}
[description] : string {3-98.system.details.description} (7 different values)
<p>A malfunction in the door's opening mechanism has caused unstable magic to pool within it, making it liable to release the sorrows it has collected from all who have mourned their lost homeland at its threshold.</p> (x3)
<p>The carving weeps. Its tears turn to a mist that covers the halls.</p> (x3)
<p>This unassuming fungus leeches heat out of the air.</p> (x2)
<p>Sigils carved into the turquoise sphere atop the altar illuminate. Moments later, a rush of water flows into the hallway.</p> (x3)
<p>Barbed wire stretches across the passageway at the perfect height to tear into ankles.</p> (x3)
<p>The floor wobbles with each step.</p> (x3)
<p>Plaster crumbles from this column moments before it collapses.</p> (x3)
[disable] : string {3-98.system.details.disable} (20 different values)
<p>@Check[religion|dc:23] (expert) or @Check[deception|dc:26] (trained) to coax the door's magic into allowing access; the DC is reduced by 2 if someone in the room has said "Tar Khadurrm" in the last hour.</p> (x1)
<p>@Check[religion|dc:17] (trained) to recite prayers for the dead, or @Check[dwarven-lore|dc:14] to speak the history of Raseri Kanton, or @Check[thievery|dc:20] to plug the holes in the carving</p> (x1)
<p>@Check[survival|dc:22|name:Remove Brown Mold] (trained) to safely remove the mold</p> (x1)
<p>@Check[nature|dc:17] (trained) to neutralize the tidal magic, or @Check[survival|dc:17] to predict the changing tides, or @Check[thievery|dc:20] (trained) to scratch away the sigils; two total successes are required to disable the trap.</p> (x1)
<p>@Check[religion|dc:23] (trained) to recite prayers for the dead, or @Check[dwarven-lore|dc:20] to speak the history of Raseri Kanton, or @Check[thievery|dc:26] (trained) to plug the holes in the carving</p> (x1)
<p>@Check[thievery|dc:20] (trained) to detach the wire</p> (x1)
<p>@Check[nature|dc:20] (trained) to neutralize the tidal magic, or @Check[survival|dc:23] to predict the changing tides, or @Check[thievery|dc:23] (trained) to scratch away the sigils; two total successes are required to disable the trap.</p> (x1)
<p>@Check[survival|dc:25|name:Remove Brown Mold] (trained) to safely remove the mold</p> (x1)
<p>@Check[thievery|dc:26] (trained) to prop up the floor, or @Check[crafting|dc:23] (expert) to reinforce subflooring</p> (x1)
<p>@Check[thievery|dc:23] (expert) to detach the wire</p> (x1)
<p>@Check[thievery|dc:23] to prop up the floor, or @Check[crafting|dc:20] (trained) to reinforce subflooring</p> (x1)
<p>@Check[religion|dc:20] (trained) or @Check[deception|dc:23] to coax the door's magic into allowing access; the DC is reduced by 2 if someone in the room has said "Tar Khadurrm" in the last hour.</p> (x1)
<p>@Check[thievery|dc:20] to prop up the floor, or @Check[crafting|dc:17] (trained) to reinforce subflooring</p> (x1)
<p>@Check[religion|dc:17] (trained) or @Check[deception|dc:20] to coax the door's magic into allowing access; the DC is reduced by 2 if someone in the room has said "Tar Khadurrm" in the last hour.</p> (x1)
<p>@Check[thievery|dc:17] (trained) to detach the wire</p> (x1)
<p>@Check[crafting|dc:16] (trained) to stabilize the column, @Check[athletics|dc:19] to push the column back into place</p> (x1)
<p>@Check[crafting|dc:18] (trained) to stabilize the column, @Check[athletics|dc:21] to push the column back into place</p> (x1)
<p>@Check[crafting|dc:22] (trained) to stabilize the column, @Check[athletics|dc:25] to push the column back into place</p> (x1)
<p>@Check[nature|dc:23] (trained) to neutralize the tidal magic, or @Check[survival|dc:26] to predict the changing tides, or @Check[thievery|dc:26] (trained) to scratch away the sigils; two total successes are required to disable the trap.</p> (x1)
<p>@Check[religion|dc:20] (trained) to recite prayers for the dead, or @Check[dwarven-lore|dc:17] to speak the history of Raseri Kanton, or @Check[thievery|dc:23] to plug the holes in the carving</p> (x1)
[isComplex] : boolean {3-98.system.details.isComplex} (2 different values)
False (x17)
True (x3)
level : object {3-98.system.details.level}
value : integer {3-98.system.details.level.value} (8 different values)
5 (x8)
1 (x9)
3 (x8)
-1 (x2)
4 (x3)
2 (x3)
6 (x1)
0 (x2)
publication : object {3-98.system.details.publication}
license : string {3-98.system.details.publication.license} (same value: OGL)
remaster : boolean {3-98.system.details.publication.remaster} (same value: False)
title : string {3-98.system.details.publication.title} (same value: Pathfinder Society Special #3-98: Expedition Into Pallid Peril)
[reset] : string {3-98.system.details.reset} (5 different values)
<p>1 hour</p> (x4)
<p>After expanding, the brown mold can't grow again for 1 day.</p> (x2)
(x9)
<p>The trap resets whenever a creature enters the Labyrinth for the first time.</p> (x2)
<p>immediate</p> (x3)
[routine] : string {3-98.system.details.routine} (4 different values)
(x17)
<p>(1 action) The magic controlling the tides malfunctions, causing the tides to change every few seconds. Water flows rapidly between areas B2 and B4. Each creature in area B2, area B4, or the hallway connecting them must attempt a @Check[fortitude|dc:17|traits:damaging-effect] save as the shifting tides buffet them, dealing @Damage[1d8[bludgeoning]] damage.</p>
<p><strong>Critical Success</strong> The creature takes no damage.</p>
<p><strong>Success</strong> The creature takes half damage.</p>
<p><strong>Failure</strong> The creature takes full damage and is moved 5 feet along with the water.</p>
<p><strong>Critical Failure</strong> The creature takes full damage and is moved 10 feet along with the water.</p> (x1)
<p>(1 action) The magic controlling the tides malfunctions, causing the tides to change every few seconds. Water flows rapidly between areas B2 and B4. Each creature in area B2, area B4, or the hallway connecting them must attempt a @Check[fortitude|dc:20|traits:damaging-effect] save as the shifting tides buffet them, dealing @Damage[2d8[bludgeoning]] damage.</p>
<p><strong>Critical Success</strong> The creature takes no damage.</p>
<p><strong>Success</strong> The creature takes half damage.</p>
<p><strong>Failure</strong> The creature takes full damage and is moved 10 feet along with the water.</p>
<p><strong>Critical Failure</strong> The creature takes full damage and is moved 20 feet along with the water.</p> (x1)
<p>(1 action) The magic controlling the tides malfunctions, causing the tides to change every few seconds. Water flows rapidly between areas B2 and B4. Each creature in area B2, area B4, or the hallway connecting them must attempt a @Check[fortitude|dc:22|traits:damaging-effect] save as the shifting tides buffet them, dealing @Damage[(2d8+5)[bludgeoning]] damage.</p>
<p><strong>Critical Success</strong> The creature takes no damage.</p>
<p><strong>Success</strong> The creature takes half damage.</p>
<p><strong>Failure</strong> The creature takes full damage and is moved 10 feet along with the water.</p>
<p><strong>Critical Failure</strong> The creature takes full damage and is moved 20 feet along with the water.</p> (x1)
[blurb] : string {3-98.system.details.blurb} (2 different values)
(x15)
Variant abrikandilu (x1)
[languages] : object {3-98.system.details.languages}
details : string {3-98.system.details.languages.details} (2 different values)
(x15)
telepathy 100 feet (x1)
value : array<string> {3-98.system.details.languages.value}
Length: min=0 max=3
Value type: string {3-98.system.details.languages.value.[]} (8 different values)
common (x12)
mwangi (x3)
dwarven (x3)
sakvroth (x1)
chthonian (x1)
draconic (x1)
empyrean (x1)
necril (x1)
[privateNotes] : string {3-98.system.details.privateNotes} (same value: )
[publicNotes] : string {3-98.system.details.publicNotes} (6 different values)
(x11)
<p>Duergar priests of the taskmaster god Droskar often assume leadership roles within their communities, advancing the goals of their deity through coercion and displays of force. Often referred to as duergar taskmasters, these leaders often issue commands to duergar subordinates and slaves in the same breath, treating the two almost as if they were interchangeable. As a result, duergar taskmasters are loathed by both slave and slaver alike.</p>
<hr />
<p>Deep beneath the surface, duergars stubbornly claim the ancestral subterranean homelands of the dwarves as their own, having refused to venture to the surface along with their modern dwarven cousins. An exiled dwarven deity named Droskar offered duergars salvation from the horrors of the Darklands, and in exchange duergars endlessly toil in his honor within their subterranean empire. Notorious slavers, duergars regularly raid other Darklands settlements as well as surface communities in constant search of living beings to task with endless amounts of work in their harsh and exhausting settlements.</p>
<p>Duergars are gray-skinned creatures, often referred to as 'ashen' by those surface dwarves willing to speak of them. These subterranean dwarves have a strong natural connection with cave-dwelling vermin, and it's common to see duergar caravans drawn by teams of immense beetles. Most duergars devote themselves to the worship of Droskar, a taskmaster of a god who demands back-breaking toil in addition to regular prayer. Duergar leadership often consists of powerful divine servants of Droskar, along with incredibly stout warriors whose martial prowess ensures they can overcome any direct threat to their rule. Almost every aspect of duergar society is controlled by a strict hierarchy of leadership, with taskmasters directing subordinates across all walks of life.</p> (x1)
<p>These blobs of nearly transparent protoplasm are identical in form and behavior to the microscopic creatures from which they have evolved, except their outlandish size makes them all the more dangerous. Unlike slimes, puddings, and other deadly oozes, giant amoebas have an outer membrane that contains their internal structures, making them more susceptible to slashing weapons than their amorphous kin. However, this membrane is also extremely flexible and permeable, allowing them to surround prey and absorb it, suffocating and slowly digesting it in the amoeba's acidic fluids.</p> (x1)
<p>Rats are a ubiquitous menace, scurrying through the sewers and on the streets of nearly every settlement the world over. Though a regular rat darting underfoot might startle or even frighten the average passerby, giant rats and rat swarms are far more dangerous.</p>
<hr />
<p>Giant rats are enormous versions of the common vermin. They are typically found in abundant numbers, but since they cannot fit in the nooks where mundane rats typically hide, they are much easier to locate and exterminate. They mostly live in sewers where they can scavenge from the streets above, but some families of giant rats live in more remote locations, such as dank caves or forests and hills. Rats are incredibly adept survivors and can be found nearly anywhere in the world, though they tend to favor temperate or warm climates as opposed to cold regions.</p>
<p>Although its bite alone is not lethal except to the very young or very old, the giant rat carries the filth fever common to rodents around the world-a pestilence more than capable of ravaging rural communities.</p> (x1)
<p>Wrecker demons, also known as abrikandilus, despise beautiful things and do everything in their power to destroy both people and objects regarded as such. An abrikandilu forms from the souls mortals who were vandals, misanthropes, or defacers of artwork, particularly if their destructive actions stemmed from feelings of powerful envy.</p>
<p>An abrikandilu loathes only one thing more than beauty: their own visage. The mere sight of their face-reflected in a mirror, a shield, or even a pool of water- can send a wrecker demon into a rage. Many demon slayers leverage tactic to their advantage, venturing into battle with polished steel shields and cold iron blades at the ready.</p>
<hr />
<p>Mortal souls that have been twisted and corrupted by sin sometimes arise in the afterlife as demons. These powerful and destructive fiends seek to spread their particular sin to warp more souls, thereby bolstering their numbers and continuing the cycle.</p> (x1)
<p>The most common skeletal minions are mere guardians.</p>
<hr />
<p>Made from bones held together by foul necromancy, skeletons are among the most common types of undead, found haunting old dungeons and forgotten cemeteries.</p> (x1)
saves : object {3-98.system.saves}
fortitude : object {3-98.system.saves.fortitude}
saveDetail : string {3-98.system.saves.fortitude.saveDetail} (same value: )
value : integer {3-98.system.saves.fortitude.value} (14 different values)
0 (x3)
6 (x3)
15 (x2)
8 (x2)
7 (x2)
9 (x1)
4 (x2)
3 (x1)
10 (x4)
14 (x6)
11 (x3)
12 (x3)
17 (x3)
13 (x1)
reflex : object {3-98.system.saves.reflex}
saveDetail : string {3-98.system.saves.reflex.saveDetail} (same value: )
value : integer {3-98.system.saves.reflex.value} (12 different values)
0 (x3)
10 (x4)
12 (x3)
7 (x2)
13 (x1)
8 (x5)
9 (x3)
4 (x4)
3 (x2)
6 (x6)
5 (x2)
11 (x1)
will : object {3-98.system.saves.will}
saveDetail : string {3-98.system.saves.will.saveDetail} (same value: )
value : integer {3-98.system.saves.will.value} (9 different values)
0 (x20)
5 (x2)
9 (x3)
4 (x2)
12 (x1)
3 (x3)
6 (x3)
7 (x1)
10 (x1)
[statusEffects] : array<> {3-98.system.statusEffects}
Length: min=0 max=0
Value type: mixed
traits : object {3-98.system.traits}
rarity : string {3-98.system.traits.rarity} (3 different values)
common (x21)
uncommon (x11)
rare (x4)
size : object {3-98.system.traits.size}
value : string {3-98.system.traits.size.value} (2 different values)
med (x35)
sm (x1)
value : array<string> {3-98.system.traits.value}
Length: min=1 max=5
Value type: string {3-98.system.traits.value.[]} (25 different values)
[abilities] : object {3-98.system.abilities}
cha : object {3-98.system.abilities.cha}
mod : integer {3-98.system.abilities.cha.mod} (7 different values)
1 (x3)
0 (x5)
3 (x2)
4 (x2)
-5 (x1)
-3 (x1)
2 (x2)
con : object {3-98.system.abilities.con}
mod : integer {3-98.system.abilities.con.mod} (4 different values)
1 (x3)
3 (x6)
0 (x5)
2 (x2)
dex : object {3-98.system.abilities.dex}
mod : integer {3-98.system.abilities.dex.mod} (6 different values)
4 (x4)
3 (x5)
2 (x4)
1 (x1)
-2 (x1)
0 (x1)
int : object {3-98.system.abilities.int}
mod : integer {3-98.system.abilities.int.mod} (6 different values)
1 (x5)
0 (x6)
2 (x1)
-5 (x2)
-4 (x1)
-2 (x1)
str : object {3-98.system.abilities.str}
mod : integer {3-98.system.abilities.str.mod} (7 different values)
2 (x4)
5 (x3)
3 (x4)
0 (x2)
4 (x1)
1 (x1)
-5 (x1)
wis : object {3-98.system.abilities.wis}
mod : integer {3-98.system.abilities.wis.mod} (3 different values)
0 (x5)
1 (x7)
2 (x4)
[initiative] : object {3-98.system.initiative}
statistic : string {3-98.system.initiative.statistic} (same value: perception)
[perception] : object {3-98.system.perception}
details : string {3-98.system.perception.details} (same value: )
mod : integer {3-98.system.perception.mod} (9 different values)
7 (x3)
10 (x1)
9 (x2)
12 (x1)
5 (x2)
8 (x3)
14 (x1)
4 (x2)
11 (x1)
senses : array<object> {3-98.system.perception.senses}
Length: min=0 max=2
Value type: object {3-98.system.perception.senses.[]}
type : string {3-98.system.perception.senses.[].type} (4 different values)
darkvision (x4)
motion-sense (x1)
low-light-vision (x1)
scent (x1)
[acuity] : string {3-98.system.perception.senses.[].acuity} (2 different values)
precise (x1)
imprecise (x1)
[range] : integer {3-98.system.perception.senses.[].range} (2 different values)
60 (x1)
30 (x1)
[vision] : boolean {3-98.system.perception.vision} (same value: False)
[resources] : object {3-98.system.resources}
[focus] : object {3-98.system.resources.focus}
max : integer {3-98.system.resources.focus.max} (same value: 1)
value : integer {3-98.system.resources.focus.value} (same value: 1)
[skills] : object {3-98.system.skills}
[acrobatics] : object {3-98.system.skills.acrobatics}
base : integer {3-98.system.skills.acrobatics.base} (7 different values)
6 (x1)
12 (x1)
5 (x2)
4 (x1)
9 (x1)
7 (x1)
8 (x1)
[deception] : object {3-98.system.skills.deception}
base : integer {3-98.system.skills.deception.base} (7 different values)
6 (x2)
9 (x2)
3 (x1)
10 (x1)
13 (x1)
4 (x1)
5 (x1)
[stealth] : object {3-98.system.skills.stealth}
base : integer {3-98.system.skills.stealth.base} (10 different values)
8 (x3)
12 (x1)
7 (x1)
10 (x1)
13 (x1)
6 (x1)
11 (x1)
9 (x1)
3 (x1)
5 (x1)
[survival] : object {3-98.system.skills.survival}
base : integer {3-98.system.skills.survival.base} (4 different values)
3 (x1)
1 (x1)
6 (x1)
10 (x1)
[thievery] : object {3-98.system.skills.thievery}
base : integer {3-98.system.skills.thievery.base} (3 different values)
8 (x2)
11 (x2)
6 (x2)
[athletics] : object {3-98.system.skills.athletics}
base : integer {3-98.system.skills.athletics.base} (8 different values)
14 (x1)
8 (x1)
11 (x1)
13 (x2)
6 (x1)
2 (x1)
7 (x1)
5 (x1)
[special] : array<object> {3-98.system.skills.athletics.special}
Length: min=1 max=1
Value type: object {3-98.system.skills.athletics.special.[]}
base : integer {3-98.system.skills.athletics.special.[].base} (same value: 4)
label : string {3-98.system.skills.athletics.special.[].label} (same value: to Climb or Swim)
predicate : array<object> {3-98.system.skills.athletics.special.[].predicate}
Length: min=1 max=1
Value type: object {3-98.system.skills.athletics.special.[].predicate.[]}
or : array<string> {3-98.system.skills.athletics.special.[].predicate.[].or}
Length: min=2 max=2
Value type: string {3-98.system.skills.athletics.special.[].predicate.[].or.[]} (2 different values)
action:climb (x1)
action:swim (x1)
[diplomacy] : object {3-98.system.skills.diplomacy}
base : integer {3-98.system.skills.diplomacy.base} (3 different values)
8 (x1)
11 (x1)
6 (x1)
[performance] : object {3-98.system.skills.performance}
base : integer {3-98.system.skills.performance.base} (3 different values)
8 (x1)
11 (x1)
6 (x1)
[intimidation] : object {3-98.system.skills.intimidation}
base : integer {3-98.system.skills.intimidation.base} (3 different values)
12 (x1)
5 (x1)
10 (x1)
[crafting] : object {3-98.system.skills.crafting}
base : integer {3-98.system.skills.crafting.base} (same value: 8)
religion : object {3-98.system.skills.religion}
base : integer {3-98.system.skills.religion.base} (same value: 8)
[spellcasting] : object {3-98.system.spellcasting}
rituals : object {3-98.system.spellcasting.rituals}
dc : integer {3-98.system.spellcasting.rituals.dc} (same value: 20)
type : string {3-98.type} (2 different values)
hazard (x20)
npc (x16)
[prototypeToken] : object {3-98.prototypeToken}
name : string {3-98.prototypeToken.name} (3 different values)
Giant Amoeba (x1)
Giant Rat (x1)
Unstable Column (x3)
File diff suppressed because it is too large Load Diff
+542
View File
@@ -0,0 +1,542 @@
3rd Rank
Different values: 149
=====================================
object {3rd Rank}
_id : string {3rd Rank._id} (all different values)
folder : string {3rd Rank.folder} (same value: 4fJHnYFqH0VjZXPv)
img : string {3rd Rank.img} (146 different values)
name : string {3rd Rank.name} (all different values)
system : object {3rd Rank.system}
[area] : object {3rd Rank.system.area}
type : string {3rd Rank.system.area.type} (5 different values)
emanation (x9)
burst (x18)
cone (x3)
square (x2)
line (x1)
value : integer {3rd Rank.system.area.value} (7 different values)
30 (x6)
15 (x3)
20 (x11)
10 (x9)
60 (x1)
120 (x1)
5 (x2)
[details] : string {3rd Rank.system.area.details} (4 different values)
30-foot burst centered on you (x1)
10-foot emanation centered on the touched creature (x1)
30-foot-radius burst (x1)
a horizontal earthen or sandy surface within a 20-foot burst (x1)
cost : object {3rd Rank.system.cost}
value : string {3rd Rank.system.cost.value} (2 different values)
(x148)
oils worth 3 gp (x1)
counteraction : boolean {3rd Rank.system.counteraction} (2 different values)
False (x141)
True (x8)
damage : object {3rd Rank.system.damage}
[0] : object {3rd Rank.system.damage.0}
applyMod : boolean {3rd Rank.system.damage.0.applyMod} (same value: False)
[category] : mixed
formula : string {3rd Rank.system.damage.0.formula} (10 different values)
4d6 (x1)
3d4 (x2)
5d6 (x2)
6d6 (x5)
1d6 (x1)
4d12 (x1)
3d6 (x1)
1d8 (x1)
2d6 (x1)
3d8 (x1)
kinds : array<string> {3rd Rank.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {3rd Rank.system.damage.0.kinds.[]} (2 different values)
damage (x15)
healing (x1)
[materials] : array<> {3rd Rank.system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {3rd Rank.system.damage.0.type} (9 different values)
mental (x4)
bludgeoning (x3)
cold (x1)
fire (x3)
electricity (x1)
untyped (x1)
slashing (x1)
void (x1)
piercing (x1)
[Zni2ysVqFC6plPs7] : object {3rd Rank.system.damage.Zni2ysVqFC6plPs7}
applyMod : boolean {3rd Rank.system.damage.Zni2ysVqFC6plPs7.applyMod} (same value: False)
[category] : mixed
formula : string {3rd Rank.system.damage.Zni2ysVqFC6plPs7.formula} (same value: 6d4)
kinds : array<string> {3rd Rank.system.damage.Zni2ysVqFC6plPs7.kinds}
Length: min=1 max=1
Value type: string {3rd Rank.system.damage.Zni2ysVqFC6plPs7.kinds.[]} (same value: damage)
materials : array<> {3rd Rank.system.damage.Zni2ysVqFC6plPs7.materials}
Length: min=0 max=0
Value type: mixed
type : string {3rd Rank.system.damage.Zni2ysVqFC6plPs7.type} (same value: bludgeoning)
[1] : object {3rd Rank.system.damage.1}
applyMod : boolean {3rd Rank.system.damage.1.applyMod} (same value: False)
[category] : mixed
formula : string {3rd Rank.system.damage.1.formula} (same value: 3d6)
kinds : array<string> {3rd Rank.system.damage.1.kinds}
Length: min=1 max=1
Value type: string {3rd Rank.system.damage.1.kinds.[]} (same value: damage)
[materials] : array<> {3rd Rank.system.damage.1.materials}
Length: min=0 max=0
Value type: mixed
type : string {3rd Rank.system.damage.1.type} (3 different values)
fire (x1)
bludgeoning (x1)
piercing (x1)
[bVVua6iV5Q7ktuiB] : object {3rd Rank.system.damage.bVVua6iV5Q7ktuiB}
applyMod : boolean {3rd Rank.system.damage.bVVua6iV5Q7ktuiB.applyMod} (same value: False)
[category] : mixed
formula : string {3rd Rank.system.damage.bVVua6iV5Q7ktuiB.formula} (same value: 3d10)
kinds : array<string> {3rd Rank.system.damage.bVVua6iV5Q7ktuiB.kinds}
Length: min=1 max=1
Value type: string {3rd Rank.system.damage.bVVua6iV5Q7ktuiB.kinds.[]} (same value: damage)
materials : array<> {3rd Rank.system.damage.bVVua6iV5Q7ktuiB.materials}
Length: min=0 max=0
Value type: mixed
type : string {3rd Rank.system.damage.bVVua6iV5Q7ktuiB.type} (same value: bludgeoning)
[1aOzFUJQMCR1aabW] : object {3rd Rank.system.damage.1aOzFUJQMCR1aabW}
applyMod : boolean {3rd Rank.system.damage.1aOzFUJQMCR1aabW.applyMod} (same value: False)
[category] : mixed
formula : string {3rd Rank.system.damage.1aOzFUJQMCR1aabW.formula} (same value: 6d6)
kinds : array<string> {3rd Rank.system.damage.1aOzFUJQMCR1aabW.kinds}
Length: min=1 max=1
Value type: string {3rd Rank.system.damage.1aOzFUJQMCR1aabW.kinds.[]} (same value: damage)
materials : array<> {3rd Rank.system.damage.1aOzFUJQMCR1aabW.materials}
Length: min=0 max=0
Value type: mixed
type : string {3rd Rank.system.damage.1aOzFUJQMCR1aabW.type} (same value: piercing)
[eJfn85qIm5CZi3Au] : object {3rd Rank.system.damage.eJfn85qIm5CZi3Au}
applyMod : boolean {3rd Rank.system.damage.eJfn85qIm5CZi3Au.applyMod} (same value: False)
[category] : mixed
formula : string {3rd Rank.system.damage.eJfn85qIm5CZi3Au.formula} (same value: 2d10)
kinds : array<string> {3rd Rank.system.damage.eJfn85qIm5CZi3Au.kinds}
Length: min=1 max=1
Value type: string {3rd Rank.system.damage.eJfn85qIm5CZi3Au.kinds.[]} (same value: damage)
materials : array<> {3rd Rank.system.damage.eJfn85qIm5CZi3Au.materials}
Length: min=0 max=0
Value type: mixed
type : string {3rd Rank.system.damage.eJfn85qIm5CZi3Au.type} (same value: mental)
[pEPeRZBo0RPvHAd9] : object {3rd Rank.system.damage.pEPeRZBo0RPvHAd9}
applyMod : boolean {3rd Rank.system.damage.pEPeRZBo0RPvHAd9.applyMod} (same value: False)
[category] : mixed
formula : string {3rd Rank.system.damage.pEPeRZBo0RPvHAd9.formula} (same value: 4d6)
kinds : array<string> {3rd Rank.system.damage.pEPeRZBo0RPvHAd9.kinds}
Length: min=1 max=1
Value type: string {3rd Rank.system.damage.pEPeRZBo0RPvHAd9.kinds.[]} (same value: damage)
materials : array<> {3rd Rank.system.damage.pEPeRZBo0RPvHAd9.materials}
Length: min=0 max=0
Value type: mixed
type : string {3rd Rank.system.damage.pEPeRZBo0RPvHAd9.type} (same value: untyped)
[H4xhI890A9oH0hSx] : object {3rd Rank.system.damage.H4xhI890A9oH0hSx}
applyMod : boolean {3rd Rank.system.damage.H4xhI890A9oH0hSx.applyMod} (same value: False)
[category] : mixed
formula : string {3rd Rank.system.damage.H4xhI890A9oH0hSx.formula} (same value: 4d6)
kinds : array<string> {3rd Rank.system.damage.H4xhI890A9oH0hSx.kinds}
Length: min=1 max=1
Value type: string {3rd Rank.system.damage.H4xhI890A9oH0hSx.kinds.[]} (same value: damage)
materials : array<> {3rd Rank.system.damage.H4xhI890A9oH0hSx.materials}
Length: min=0 max=0
Value type: mixed
type : string {3rd Rank.system.damage.H4xhI890A9oH0hSx.type} (same value: untyped)
[pUo5MJsp9Gefqth4] : object {3rd Rank.system.damage.pUo5MJsp9Gefqth4}
applyMod : boolean {3rd Rank.system.damage.pUo5MJsp9Gefqth4.applyMod} (same value: False)
[category] : mixed
formula : string {3rd Rank.system.damage.pUo5MJsp9Gefqth4.formula} (same value: 3d10)
kinds : array<string> {3rd Rank.system.damage.pUo5MJsp9Gefqth4.kinds}
Length: min=1 max=1
Value type: string {3rd Rank.system.damage.pUo5MJsp9Gefqth4.kinds.[]} (same value: damage)
materials : array<> {3rd Rank.system.damage.pUo5MJsp9Gefqth4.materials}
Length: min=0 max=0
Value type: mixed
type : string {3rd Rank.system.damage.pUo5MJsp9Gefqth4.type} (same value: bludgeoning)
[0MD5xTKLlw8jZPKU] : object {3rd Rank.system.damage.0MD5xTKLlw8jZPKU}
applyMod : boolean {3rd Rank.system.damage.0MD5xTKLlw8jZPKU.applyMod} (same value: False)
[category] : mixed
formula : string {3rd Rank.system.damage.0MD5xTKLlw8jZPKU.formula} (same value: 4d6)
kinds : array<string> {3rd Rank.system.damage.0MD5xTKLlw8jZPKU.kinds}
Length: min=1 max=1
Value type: string {3rd Rank.system.damage.0MD5xTKLlw8jZPKU.kinds.[]} (same value: damage)
materials : array<> {3rd Rank.system.damage.0MD5xTKLlw8jZPKU.materials}
Length: min=0 max=0
Value type: mixed
type : string {3rd Rank.system.damage.0MD5xTKLlw8jZPKU.type} (same value: fire)
[q8ptrzvf1kb0ms3q] : object {3rd Rank.system.damage.q8ptrzvf1kb0ms3q}
applyMod : boolean {3rd Rank.system.damage.q8ptrzvf1kb0ms3q.applyMod} (same value: False)
[category] : mixed
formula : string {3rd Rank.system.damage.q8ptrzvf1kb0ms3q.formula} (same value: 4d6)
kinds : array<string> {3rd Rank.system.damage.q8ptrzvf1kb0ms3q.kinds}
Length: min=1 max=1
Value type: string {3rd Rank.system.damage.q8ptrzvf1kb0ms3q.kinds.[]} (same value: damage)
materials : array<> {3rd Rank.system.damage.q8ptrzvf1kb0ms3q.materials}
Length: min=0 max=0
Value type: mixed
type : string {3rd Rank.system.damage.q8ptrzvf1kb0ms3q.type} (same value: poison)
[UeqA2WmETFphNSgC] : object {3rd Rank.system.damage.UeqA2WmETFphNSgC}
applyMod : boolean {3rd Rank.system.damage.UeqA2WmETFphNSgC.applyMod} (same value: False)
[category] : mixed
formula : string {3rd Rank.system.damage.UeqA2WmETFphNSgC.formula} (same value: 4d6)
kinds : array<string> {3rd Rank.system.damage.UeqA2WmETFphNSgC.kinds}
Length: min=1 max=1
Value type: string {3rd Rank.system.damage.UeqA2WmETFphNSgC.kinds.[]} (same value: damage)
materials : array<> {3rd Rank.system.damage.UeqA2WmETFphNSgC.materials}
Length: min=0 max=0
Value type: mixed
type : string {3rd Rank.system.damage.UeqA2WmETFphNSgC.type} (same value: slashing)
[9lBbiFhEGXB6Gu6a] : object {3rd Rank.system.damage.9lBbiFhEGXB6Gu6a}
applyMod : boolean {3rd Rank.system.damage.9lBbiFhEGXB6Gu6a.applyMod} (same value: False)
[category] : mixed
formula : string {3rd Rank.system.damage.9lBbiFhEGXB6Gu6a.formula} (same value: 2d8)
kinds : array<string> {3rd Rank.system.damage.9lBbiFhEGXB6Gu6a.kinds}
Length: min=1 max=1
Value type: string {3rd Rank.system.damage.9lBbiFhEGXB6Gu6a.kinds.[]} (same value: damage)
materials : array<> {3rd Rank.system.damage.9lBbiFhEGXB6Gu6a.materials}
Length: min=0 max=0
Value type: mixed
type : string {3rd Rank.system.damage.9lBbiFhEGXB6Gu6a.type} (same value: mental)
[ptca9SPN1Z5wzfrG] : object {3rd Rank.system.damage.ptca9SPN1Z5wzfrG}
applyMod : boolean {3rd Rank.system.damage.ptca9SPN1Z5wzfrG.applyMod} (same value: False)
[category] : mixed
formula : string {3rd Rank.system.damage.ptca9SPN1Z5wzfrG.formula} (same value: 3d6)
kinds : array<string> {3rd Rank.system.damage.ptca9SPN1Z5wzfrG.kinds}
Length: min=1 max=1
Value type: string {3rd Rank.system.damage.ptca9SPN1Z5wzfrG.kinds.[]} (same value: damage)
materials : array<> {3rd Rank.system.damage.ptca9SPN1Z5wzfrG.materials}
Length: min=0 max=0
Value type: mixed
type : string {3rd Rank.system.damage.ptca9SPN1Z5wzfrG.type} (same value: slashing)
[z4vh7m14o6f2hazs] : object {3rd Rank.system.damage.z4vh7m14o6f2hazs}
applyMod : boolean {3rd Rank.system.damage.z4vh7m14o6f2hazs.applyMod} (same value: False)
[category] : mixed
formula : string {3rd Rank.system.damage.z4vh7m14o6f2hazs.formula} (same value: 5d6)
kinds : array<string> {3rd Rank.system.damage.z4vh7m14o6f2hazs.kinds}
Length: min=1 max=1
Value type: string {3rd Rank.system.damage.z4vh7m14o6f2hazs.kinds.[]} (same value: damage)
materials : array<string> {3rd Rank.system.damage.z4vh7m14o6f2hazs.materials}
Length: min=1 max=1
Value type: string {3rd Rank.system.damage.z4vh7m14o6f2hazs.materials.[]} (same value: silver)
type : string {3rd Rank.system.damage.z4vh7m14o6f2hazs.type} (same value: cold)
[xiuuffbu1j9b54eq] : object {3rd Rank.system.damage.xiuuffbu1j9b54eq}
applyMod : boolean {3rd Rank.system.damage.xiuuffbu1j9b54eq.applyMod} (same value: False)
[category] : mixed
formula : string {3rd Rank.system.damage.xiuuffbu1j9b54eq.formula} (same value: 2d4)
kinds : array<string> {3rd Rank.system.damage.xiuuffbu1j9b54eq.kinds}
Length: min=1 max=1
Value type: string {3rd Rank.system.damage.xiuuffbu1j9b54eq.kinds.[]} (same value: healing)
materials : array<> {3rd Rank.system.damage.xiuuffbu1j9b54eq.materials}
Length: min=0 max=0
Value type: mixed
type : string {3rd Rank.system.damage.xiuuffbu1j9b54eq.type} (same value: untyped)
[DzJpYMdE0NBqqQXM] : object {3rd Rank.system.damage.DzJpYMdE0NBqqQXM}
applyMod : boolean {3rd Rank.system.damage.DzJpYMdE0NBqqQXM.applyMod} (same value: False)
[category] : mixed
formula : string {3rd Rank.system.damage.DzJpYMdE0NBqqQXM.formula} (same value: 4d6)
kinds : array<string> {3rd Rank.system.damage.DzJpYMdE0NBqqQXM.kinds}
Length: min=1 max=1
Value type: string {3rd Rank.system.damage.DzJpYMdE0NBqqQXM.kinds.[]} (same value: damage)
materials : array<> {3rd Rank.system.damage.DzJpYMdE0NBqqQXM.materials}
Length: min=0 max=0
Value type: mixed
type : string {3rd Rank.system.damage.DzJpYMdE0NBqqQXM.type} (same value: poison)
[1kBezKdL9iXSMfzn] : object {3rd Rank.system.damage.1kBezKdL9iXSMfzn}
applyMod : boolean {3rd Rank.system.damage.1kBezKdL9iXSMfzn.applyMod} (same value: False)
[category] : mixed
formula : string {3rd Rank.system.damage.1kBezKdL9iXSMfzn.formula} (same value: 4d8)
kinds : array<string> {3rd Rank.system.damage.1kBezKdL9iXSMfzn.kinds}
Length: min=1 max=1
Value type: string {3rd Rank.system.damage.1kBezKdL9iXSMfzn.kinds.[]} (same value: damage)
materials : array<> {3rd Rank.system.damage.1kBezKdL9iXSMfzn.materials}
Length: min=0 max=0
Value type: mixed
type : string {3rd Rank.system.damage.1kBezKdL9iXSMfzn.type} (same value: bludgeoning)
[rcaspoacHgRYSM72] : object {3rd Rank.system.damage.rcaspoacHgRYSM72}
applyMod : boolean {3rd Rank.system.damage.rcaspoacHgRYSM72.applyMod} (same value: False)
category : string {3rd Rank.system.damage.rcaspoacHgRYSM72.category} (same value: splash)
formula : string {3rd Rank.system.damage.rcaspoacHgRYSM72.formula} (same value: 1d4)
kinds : array<string> {3rd Rank.system.damage.rcaspoacHgRYSM72.kinds}
Length: min=1 max=1
Value type: string {3rd Rank.system.damage.rcaspoacHgRYSM72.kinds.[]} (same value: damage)
materials : array<> {3rd Rank.system.damage.rcaspoacHgRYSM72.materials}
Length: min=0 max=0
Value type: mixed
type : string {3rd Rank.system.damage.rcaspoacHgRYSM72.type} (same value: sonic)
[j2ds5suvw51ucg4c] : object {3rd Rank.system.damage.j2ds5suvw51ucg4c}
applyMod : boolean {3rd Rank.system.damage.j2ds5suvw51ucg4c.applyMod} (same value: False)
[category] : mixed
formula : string {3rd Rank.system.damage.j2ds5suvw51ucg4c.formula} (same value: 2d10)
kinds : array<string> {3rd Rank.system.damage.j2ds5suvw51ucg4c.kinds}
Length: min=1 max=1
Value type: string {3rd Rank.system.damage.j2ds5suvw51ucg4c.kinds.[]} (same value: damage)
materials : array<> {3rd Rank.system.damage.j2ds5suvw51ucg4c.materials}
Length: min=0 max=0
Value type: mixed
type : string {3rd Rank.system.damage.j2ds5suvw51ucg4c.type} (same value: fire)
[h5zzrh1xmy9k57m6] : object {3rd Rank.system.damage.h5zzrh1xmy9k57m6}
applyMod : boolean {3rd Rank.system.damage.h5zzrh1xmy9k57m6.applyMod} (same value: False)
[category] : mixed
formula : string {3rd Rank.system.damage.h5zzrh1xmy9k57m6.formula} (same value: 2d6)
kinds : array<string> {3rd Rank.system.damage.h5zzrh1xmy9k57m6.kinds}
Length: min=1 max=1
Value type: string {3rd Rank.system.damage.h5zzrh1xmy9k57m6.kinds.[]} (same value: damage)
materials : array<> {3rd Rank.system.damage.h5zzrh1xmy9k57m6.materials}
Length: min=0 max=0
Value type: mixed
type : string {3rd Rank.system.damage.h5zzrh1xmy9k57m6.type} (same value: fire)
[31ztnkdh2g12fivc] : object {3rd Rank.system.damage.31ztnkdh2g12fivc}
applyMod : boolean {3rd Rank.system.damage.31ztnkdh2g12fivc.applyMod} (same value: False)
[category] : mixed
formula : string {3rd Rank.system.damage.31ztnkdh2g12fivc.formula} (same value: 1d8)
kinds : array<string> {3rd Rank.system.damage.31ztnkdh2g12fivc.kinds}
Length: min=1 max=1
Value type: string {3rd Rank.system.damage.31ztnkdh2g12fivc.kinds.[]} (same value: damage)
materials : array<> {3rd Rank.system.damage.31ztnkdh2g12fivc.materials}
Length: min=0 max=0
Value type: mixed
type : string {3rd Rank.system.damage.31ztnkdh2g12fivc.type} (same value: vitality)
[9oaina411wu1igyn] : object {3rd Rank.system.damage.9oaina411wu1igyn}
applyMod : boolean {3rd Rank.system.damage.9oaina411wu1igyn.applyMod} (same value: False)
[category] : mixed
formula : string {3rd Rank.system.damage.9oaina411wu1igyn.formula} (same value: 1d8)
kinds : array<string> {3rd Rank.system.damage.9oaina411wu1igyn.kinds}
Length: min=1 max=1
Value type: string {3rd Rank.system.damage.9oaina411wu1igyn.kinds.[]} (same value: damage)
materials : array<> {3rd Rank.system.damage.9oaina411wu1igyn.materials}
Length: min=0 max=0
Value type: mixed
type : string {3rd Rank.system.damage.9oaina411wu1igyn.type} (same value: spirit)
[defense] : object {3rd Rank.system.defense}
[save] : object {3rd Rank.system.defense.save}
basic : boolean {3rd Rank.system.defense.save.basic} (2 different values)
False (x47)
True (x16)
statistic : string {3rd Rank.system.defense.save.statistic} (3 different values)
will (x28)
reflex (x18)
fortitude (x17)
[passive] : object {3rd Rank.system.defense.passive}
statistic : string {3rd Rank.system.defense.passive.statistic} (same value: ac)
description : object {3rd Rank.system.description}
value : string {3rd Rank.system.description.value} (all different values)
duration : object {3rd Rank.system.duration}
sustained : boolean {3rd Rank.system.duration.sustained} (2 different values)
False (x126)
True (x23)
value : string {3rd Rank.system.duration.value} (21 different values)
[heightening] : object {3rd Rank.system.heightening}
[damage] : object {3rd Rank.system.heightening.damage}
[0] : string {3rd Rank.system.heightening.damage.0} (5 different values)
2d6 (x8)
1d4 (x2)
1d6 (x3)
1d12 (x1)
1d8 (x2)
[Zni2ysVqFC6plPs7] : string {3rd Rank.system.heightening.damage.Zni2ysVqFC6plPs7} (same value: 1d4)
[1] : string {3rd Rank.system.heightening.damage.1} (same value: 1d6)
[bVVua6iV5Q7ktuiB] : string {3rd Rank.system.heightening.damage.bVVua6iV5Q7ktuiB} (same value: 1d10)
[1aOzFUJQMCR1aabW] : string {3rd Rank.system.heightening.damage.1aOzFUJQMCR1aabW} (same value: 2d6)
[eJfn85qIm5CZi3Au] : string {3rd Rank.system.heightening.damage.eJfn85qIm5CZi3Au} (same value: 1d10)
[pEPeRZBo0RPvHAd9] : string {3rd Rank.system.heightening.damage.pEPeRZBo0RPvHAd9} (same value: 1d6)
[H4xhI890A9oH0hSx] : string {3rd Rank.system.heightening.damage.H4xhI890A9oH0hSx} (same value: 1d6)
[pUo5MJsp9Gefqth4] : string {3rd Rank.system.heightening.damage.pUo5MJsp9Gefqth4} (same value: 1d10)
[0MD5xTKLlw8jZPKU] : string {3rd Rank.system.heightening.damage.0MD5xTKLlw8jZPKU} (same value: 2d6)
[UeqA2WmETFphNSgC] : string {3rd Rank.system.heightening.damage.UeqA2WmETFphNSgC} (same value: 2d6)
[9lBbiFhEGXB6Gu6a] : string {3rd Rank.system.heightening.damage.9lBbiFhEGXB6Gu6a} (same value: 1d8)
[ptca9SPN1Z5wzfrG] : string {3rd Rank.system.heightening.damage.ptca9SPN1Z5wzfrG} (same value: 2d6)
[z4vh7m14o6f2hazs] : string {3rd Rank.system.heightening.damage.z4vh7m14o6f2hazs} (same value: 2d6)
[xiuuffbu1j9b54eq] : string {3rd Rank.system.heightening.damage.xiuuffbu1j9b54eq} (same value: 1d4)
[DzJpYMdE0NBqqQXM] : string {3rd Rank.system.heightening.damage.DzJpYMdE0NBqqQXM} (same value: 2d6)
[1kBezKdL9iXSMfzn] : string {3rd Rank.system.heightening.damage.1kBezKdL9iXSMfzn} (same value: 4d8)
[rcaspoacHgRYSM72] : string {3rd Rank.system.heightening.damage.rcaspoacHgRYSM72} (same value: 1d4)
[j2ds5suvw51ucg4c] : string {3rd Rank.system.heightening.damage.j2ds5suvw51ucg4c} (same value: 1d10)
31ztnkdh2g12fivc : string {3rd Rank.system.heightening.damage.31ztnkdh2g12fivc} (same value: 1d8)
9oaina411wu1igyn : string {3rd Rank.system.heightening.damage.9oaina411wu1igyn} (same value: 1d8)
[interval] : integer {3rd Rank.system.heightening.interval} (3 different values)
1 (x26)
2 (x9)
3 (x2)
[type] : string {3rd Rank.system.heightening.type} (2 different values)
interval (x37)
fixed (x12)
[area] : integer {3rd Rank.system.heightening.area} (2 different values)
0 (x6)
5 (x1)
[levels] : object {3rd Rank.system.heightening.levels}
[6] : object {3rd Rank.system.heightening.levels.6}
target : object {3rd Rank.system.heightening.levels.6.target}
value : string {3rd Rank.system.heightening.levels.6.target.value} (2 different values)
10 living creatures (x1)
10 creatures (x1)
[7] : object {3rd Rank.system.heightening.levels.7}
[target] : object {3rd Rank.system.heightening.levels.7.target}
value : string {3rd Rank.system.heightening.levels.7.target.value} (3 different values)
5 creatures (x1)
6 creatures (x1)
10 creatures (x1)
area : object {3rd Rank.system.heightening.levels.7.area}
type : string {3rd Rank.system.heightening.levels.7.area.type} (same value: burst)
value : integer {3rd Rank.system.heightening.levels.7.area.value} (same value: 30)
[4] : object {3rd Rank.system.heightening.levels.4}
[target] : object {3rd Rank.system.heightening.levels.4.target}
value : string {3rd Rank.system.heightening.levels.4.target.value} (2 different values)
10 creatures you know by name and have met in person (x1)
10 creatures (x1)
damage : object {3rd Rank.system.heightening.levels.4.damage}
h5zzrh1xmy9k57m6 : object {3rd Rank.system.heightening.levels.4.damage.h5zzrh1xmy9k57m6}
applyMod : boolean {3rd Rank.system.heightening.levels.4.damage.h5zzrh1xmy9k57m6.applyMod} (same value: False)
[category] : mixed
formula : string {3rd Rank.system.heightening.levels.4.damage.h5zzrh1xmy9k57m6.formula} (same value: 3d6)
materials : array<> {3rd Rank.system.heightening.levels.4.damage.h5zzrh1xmy9k57m6.materials}
Length: min=0 max=0
Value type: mixed
type : string {3rd Rank.system.heightening.levels.4.damage.h5zzrh1xmy9k57m6.type} (same value: fire)
[5] : object {3rd Rank.system.heightening.levels.5}
[target] : object {3rd Rank.system.heightening.levels.5.target}
value : string {3rd Rank.system.heightening.levels.5.target.value} (2 different values)
1 specific object or type of object, or a specific creature or ancestry (x1)
6 creatures or objects (x1)
range : object {3rd Rank.system.heightening.levels.5.range}
value : string {3rd Rank.system.heightening.levels.5.range.value} (same value: 60 feet)
[8] : object {3rd Rank.system.heightening.levels.8}
target : object {3rd Rank.system.heightening.levels.8.target}
value : string {3rd Rank.system.heightening.levels.8.target.value} (same value: 5 creatures)
[9] : object {3rd Rank.system.heightening.levels.9}
area : object {3rd Rank.system.heightening.levels.9.area}
type : string {3rd Rank.system.heightening.levels.9.area.type} (same value: burst)
value : integer {3rd Rank.system.heightening.levels.9.area.value} (same value: 40)
level : object {3rd Rank.system.level}
value : integer {3rd Rank.system.level.value} (same value: 3)
publication : object {3rd Rank.system.publication}
license : string {3rd Rank.system.publication.license} (2 different values)
OGL (x82)
ORC (x67)
remaster : boolean {3rd Rank.system.publication.remaster} (2 different values)
False (x65)
True (x84)
title : string {3rd Rank.system.publication.title} (33 different values)
range : object {3rd Rank.system.range}
value : string {3rd Rank.system.range.value} (14 different values)
60 feet (x18)
120 feet (x20)
(x38)
30 feet (x30)
touch (x29)
5 feet (x1)
500 feet (x4)
30 (x1)
your Speed (x1)
planetary (x1)
1 mile (x1)
varies (x2)
50 feet (x2)
1-mile burst (x1)
requirements : string {3rd Rank.system.requirements} (same value: )
rules : ###FoundryRulesObject###
target : object {3rd Rank.system.target}
value : string {3rd Rank.system.target.value} (39 different values)
time : object {3rd Rank.system.time}
value : string {3rd Rank.system.time.value} (8 different values)
2 (x90)
1 minute (x13)
3 (x25)
reaction (x6)
10 minutes (x7)
2 to 2 rounds (x1)
1 (x5)
1 to 3 (x2)
traits : object {3rd Rank.system.traits}
rarity : string {3rd Rank.system.traits.rarity} (3 different values)
common (x99)
rare (x12)
uncommon (x38)
traditions : array<string> {3rd Rank.system.traits.traditions}
Length: min=1 max=4
Value type: string {3rd Rank.system.traits.traditions.[]} (4 different values)
arcane (x105)
divine (x52)
occult (x89)
primal (x79)
value : array<string> {3rd Rank.system.traits.value}
Length: min=1 max=7
Value type: string {3rd Rank.system.traits.value.[]} (49 different values)
[selected] : mixed
object {3rd Rank.system.traits.selected}
conjuration : string {3rd Rank.system.traits.selected.conjuration} (same value: Conjuration)
incapacitation : string {3rd Rank.system.traits.selected.incapacitation} (same value: Incapacitation)
array<> {3rd Rank.system.traits.selected}
Length: min=0 max=0
Value type: mixed
[overlays] : object {3rd Rank.system.overlays}
[Fs08rHTZAfROKKzu] : object {3rd Rank.system.overlays.Fs08rHTZAfROKKzu}
_id : string {3rd Rank.system.overlays.Fs08rHTZAfROKKzu._id} (same value: Fs08rHTZAfROKKzu)
name : string {3rd Rank.system.overlays.Fs08rHTZAfROKKzu.name} (same value: Crisis of Faith (Vs. Divine))
overlayType : string {3rd Rank.system.overlays.Fs08rHTZAfROKKzu.overlayType} (same value: override)
sort : integer {3rd Rank.system.overlays.Fs08rHTZAfROKKzu.sort} (same value: 2)
system : object {3rd Rank.system.overlays.Fs08rHTZAfROKKzu.system}
damage : object {3rd Rank.system.overlays.Fs08rHTZAfROKKzu.system.damage}
0 : object {3rd Rank.system.overlays.Fs08rHTZAfROKKzu.system.damage.0}
formula : string {3rd Rank.system.overlays.Fs08rHTZAfROKKzu.system.damage.0.formula} (same value: 6d8)
heightening : object {3rd Rank.system.overlays.Fs08rHTZAfROKKzu.system.heightening}
damage : object {3rd Rank.system.overlays.Fs08rHTZAfROKKzu.system.heightening.damage}
0 : string {3rd Rank.system.overlays.Fs08rHTZAfROKKzu.system.heightening.damage.0} (same value: 2d8)
[noPVUX8Ocln52MKm] : object {3rd Rank.system.overlays.noPVUX8Ocln52MKm}
_id : string {3rd Rank.system.overlays.noPVUX8Ocln52MKm._id} (same value: noPVUX8Ocln52MKm)
overlayType : string {3rd Rank.system.overlays.noPVUX8Ocln52MKm.overlayType} (same value: override)
sort : integer {3rd Rank.system.overlays.noPVUX8Ocln52MKm.sort} (same value: 1)
system : object {3rd Rank.system.overlays.noPVUX8Ocln52MKm.system}
[m962exgm87kqsyrm] : object {3rd Rank.system.overlays.m962exgm87kqsyrm}
_id : string {3rd Rank.system.overlays.m962exgm87kqsyrm._id} (same value: m962exgm87kqsyrm)
overlayType : string {3rd Rank.system.overlays.m962exgm87kqsyrm.overlayType} (same value: override)
sort : integer {3rd Rank.system.overlays.m962exgm87kqsyrm.sort} (same value: 2)
system : object {3rd Rank.system.overlays.m962exgm87kqsyrm.system}
time : object {3rd Rank.system.overlays.m962exgm87kqsyrm.system.time}
value : string {3rd Rank.system.overlays.m962exgm87kqsyrm.system.time.value} (same value: 3)
[px0sdwr4arjpycne] : object {3rd Rank.system.overlays.px0sdwr4arjpycne}
_id : string {3rd Rank.system.overlays.px0sdwr4arjpycne._id} (same value: px0sdwr4arjpycne)
overlayType : string {3rd Rank.system.overlays.px0sdwr4arjpycne.overlayType} (same value: override)
sort : integer {3rd Rank.system.overlays.px0sdwr4arjpycne.sort} (same value: 1)
system : object {3rd Rank.system.overlays.px0sdwr4arjpycne.system}
time : object {3rd Rank.system.overlays.px0sdwr4arjpycne.system.time}
value : string {3rd Rank.system.overlays.px0sdwr4arjpycne.system.time.value} (same value: 2)
[yamv3l9tw0na3g2h] : object {3rd Rank.system.overlays.yamv3l9tw0na3g2h}
_id : string {3rd Rank.system.overlays.yamv3l9tw0na3g2h._id} (same value: yamv3l9tw0na3g2h)
name : string {3rd Rank.system.overlays.yamv3l9tw0na3g2h.name} (same value: Elemental Annihilation Wave (2 Rounds))
overlayType : string {3rd Rank.system.overlays.yamv3l9tw0na3g2h.overlayType} (same value: override)
sort : integer {3rd Rank.system.overlays.yamv3l9tw0na3g2h.sort} (same value: 3)
system : object {3rd Rank.system.overlays.yamv3l9tw0na3g2h.system}
area : object {3rd Rank.system.overlays.yamv3l9tw0na3g2h.system.area}
value : string {3rd Rank.system.overlays.yamv3l9tw0na3g2h.system.area.value} (same value: 60)
time : object {3rd Rank.system.overlays.yamv3l9tw0na3g2h.system.time}
value : string {3rd Rank.system.overlays.yamv3l9tw0na3g2h.system.time.value} (same value: 2 rounds)
QDQIFtc8RxaD9iS7 : object {3rd Rank.system.overlays.QDQIFtc8RxaD9iS7}
_id : string {3rd Rank.system.overlays.QDQIFtc8RxaD9iS7._id} (same value: QDQIFtc8RxaD9iS7)
name : string {3rd Rank.system.overlays.QDQIFtc8RxaD9iS7.name} (same value: Positive Attunement (Healing))
overlayType : string {3rd Rank.system.overlays.QDQIFtc8RxaD9iS7.overlayType} (same value: override)
sort : integer {3rd Rank.system.overlays.QDQIFtc8RxaD9iS7.sort} (same value: 1)
system : object {3rd Rank.system.overlays.QDQIFtc8RxaD9iS7.system}
kHaktf2Oiv8TRiCV : object {3rd Rank.system.overlays.kHaktf2Oiv8TRiCV}
_id : string {3rd Rank.system.overlays.kHaktf2Oiv8TRiCV._id} (same value: kHaktf2Oiv8TRiCV)
name : string {3rd Rank.system.overlays.kHaktf2Oiv8TRiCV.name} (same value: Positive Attunement (Damage))
overlayType : string {3rd Rank.system.overlays.kHaktf2Oiv8TRiCV.overlayType} (same value: override)
sort : integer {3rd Rank.system.overlays.kHaktf2Oiv8TRiCV.sort} (same value: 2)
system : object {3rd Rank.system.overlays.kHaktf2Oiv8TRiCV.system}
damage : object {3rd Rank.system.overlays.kHaktf2Oiv8TRiCV.system.damage}
0 : object {3rd Rank.system.overlays.kHaktf2Oiv8TRiCV.system.damage.0}
[category] : mixed
kinds : array<string> {3rd Rank.system.overlays.kHaktf2Oiv8TRiCV.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {3rd Rank.system.overlays.kHaktf2Oiv8TRiCV.system.damage.0.kinds.[]} (same value: damage)
type : string {3rd Rank.system.overlays.kHaktf2Oiv8TRiCV.system.damage.0.type} (same value: vitality)
defense : object {3rd Rank.system.overlays.kHaktf2Oiv8TRiCV.system.defense}
save : object {3rd Rank.system.overlays.kHaktf2Oiv8TRiCV.system.defense.save}
basic : boolean {3rd Rank.system.overlays.kHaktf2Oiv8TRiCV.system.defense.save.basic} (same value: False)
statistic : string {3rd Rank.system.overlays.kHaktf2Oiv8TRiCV.system.defense.save.statistic} (same value: will)
[ritual] : mixed
type : string {3rd Rank.type} (same value: spell)
+529
View File
@@ -0,0 +1,529 @@
4-01
Different values: 8
=====================================
object {4-01}
_id : string {4-01._id} (all different values)
folder : string {4-01.folder} (same value: WsLEggGKYHLy7F8h)
img : string {4-01.img} (same value: systems/pf2e/icons/default-icons/npc.svg)
items : array<object> {4-01.items}
Length: min=2 max=11
Value type: object {4-01.items.[]}
_id : string {4-01.items.[]._id} (39 different values)
[_stats] : object {4-01.items.[]._stats}
compendiumSource : string {4-01.items.[]._stats.compendiumSource} (10 different values)
Compendium.pf2e.equipment-srd.Item.tOhoGvmCMw4JpWcS (x3)
Compendium.pf2e.equipment-srd.Item.4tIVTg9wj56RrveA (x3)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.BCLvAx4Pz4MLa2pu (x1)
Compendium.pf2e.spells-srd.Item.QnTtGCAvdWRU4spv (x2)
Compendium.pf2e.spells-srd.Item.gpzpAAAJ1Lza2JVl (x2)
Compendium.pf2e.spells-srd.Item.gKKqvLohtrSJj3BM (x2)
Compendium.pf2e.spells-srd.Item.J7Y7tl0bbdz7TcCc (x2)
Compendium.pf2e.spells-srd.Item.o4lRVTwSxnOOn5vl (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.kakyXBG5WA8c6Zfd (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.kquBnQ0kObZztnBc (x2)
img : string {4-01.items.[].img} (13 different values)
systems/pf2e/icons/equipment/weapons/spear.webp (x3)
icons/equipment/chest/breastplate-banded-simple-leather-brown.webp (x3)
systems/pf2e/icons/default-icons/melee.svg (x15)
systems/pf2e/icons/actions/Reaction.webp (x1)
systems/pf2e/icons/actions/OneAction.webp (x4)
systems/pf2e/icons/actions/Passive.webp (x10)
systems/pf2e/icons/actions/TwoActions.webp (x4)
systems/pf2e/icons/default-icons/spellcastingEntry.svg (x2)
systems/pf2e/icons/spells/detect-alignment.webp (x2)
systems/pf2e/icons/spells/detect-magic.webp (x2)
systems/pf2e/icons/spells/magic-missile.webp (x2)
systems/pf2e/icons/spells/ray-of-enfeeblement.webp (x2)
systems/pf2e/icons/spells/sleep.webp (x2)
name : string {4-01.items.[].name} (25 different values)
sort : integer {4-01.items.[].sort} (11 different values)
100000 (x8)
200000 (x8)
300000 (x7)
400000 (x6)
500000 (x6)
600000 (x5)
700000 (x4)
800000 (x2)
900000 (x2)
1000000 (x2)
1100000 (x2)
system : object {4-01.items.[].system}
[baseItem] : string {4-01.items.[].system.baseItem} (2 different values)
spear (x3)
leather-armor (x3)
[bonus] : object {4-01.items.[].system.bonus}
value : integer {4-01.items.[].system.bonus.value} (all different values)
[bonusDamage] : object {4-01.items.[].system.bonusDamage}
value : integer {4-01.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {4-01.items.[].system.bulk}
value : integer {4-01.items.[].system.bulk.value} (same value: 1)
[category] : string {4-01.items.[].system.category} (5 different values)
simple (x3)
light (x3)
defensive (x3)
offensive (x14)
interaction (x2)
[containerId] : mixed
[damage] : object {4-01.items.[].system.damage}
[damageType] : string {4-01.items.[].system.damage.damageType} (same value: piercing)
[dice] : integer {4-01.items.[].system.damage.dice} (same value: 1)
[die] : string {4-01.items.[].system.damage.die} (same value: d6)
[0] : object {4-01.items.[].system.damage.0}
[category] : mixed
formula : string {4-01.items.[].system.damage.0.formula} (same value: 1d4+1)
kinds : array<string> {4-01.items.[].system.damage.0.kinds}
Length: min=1 max=1
Value type: string {4-01.items.[].system.damage.0.kinds.[]} (same value: damage)
materials : array<> {4-01.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {4-01.items.[].system.damage.0.type} (same value: force)
description : object {4-01.items.[].system.description}
value : string {4-01.items.[].system.description.value} (23 different values)
[equipped] : object {4-01.items.[].system.equipped}
carryType : string {4-01.items.[].system.equipped.carryType} (same value: worn)
[handsHeld] : integer {4-01.items.[].system.equipped.handsHeld} (same value: 0)
[invested] : mixed
[inSlot] : boolean {4-01.items.[].system.equipped.inSlot} (same value: True)
[group] : string {4-01.items.[].system.group} (2 different values)
spear (x3)
leather (x3)
[hardness] : integer {4-01.items.[].system.hardness} (same value: 0)
[hp] : object {4-01.items.[].system.hp}
max : integer {4-01.items.[].system.hp.max} (same value: 0)
value : integer {4-01.items.[].system.hp.value} (same value: 0)
[level] : object {4-01.items.[].system.level}
value : integer {4-01.items.[].system.level.value} (2 different values)
0 (x6)
1 (x10)
[material] : object {4-01.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {4-01.items.[].system.price}
value : object {4-01.items.[].system.price.value}
[sp] : integer {4-01.items.[].system.price.value.sp} (same value: 1)
[gp] : integer {4-01.items.[].system.price.value.gp} (same value: 2)
publication : object {4-01.items.[].system.publication}
license : string {4-01.items.[].system.publication.license} (same value: OGL)
remaster : boolean {4-01.items.[].system.publication.remaster} (same value: False)
title : string {4-01.items.[].system.publication.title} (3 different values)
Pathfinder Core Rulebook (x16)
(x33)
Pathfinder Bestiary (x3)
[quantity] : integer {4-01.items.[].system.quantity} (3 different values)
1 (x4)
3 (x1)
2 (x1)
[range] : object {4-01.items.[].system.range}
value : string {4-01.items.[].system.range.value} (3 different values)
(x4)
120 feet (x2)
30 feet (x4)
[reload] : object {4-01.items.[].system.reload}
value : string {4-01.items.[].system.reload.value} (same value: -)
rules : ###FoundryRulesObject###
[runes] : object {4-01.items.[].system.runes}
potency : integer {4-01.items.[].system.runes.potency} (same value: 0)
property : array<> {4-01.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {4-01.items.[].system.runes.striking} (same value: 0)
[resilient] : integer {4-01.items.[].system.runes.resilient} (same value: 0)
[size] : string {4-01.items.[].system.size} (same value: med)
[slug] : string {4-01.items.[].system.slug} (10 different values)
spear (x3)
leather-armor (x3)
knockdown (x1)
detect-alignment (x2)
detect-magic (x2)
magic-missile (x2)
ray-of-enfeeblement (x2)
sleep (x2)
constant-spells (x2)
1-status-to-all-saves-vs-magic (x2)
[splashDamage] : object {4-01.items.[].system.splashDamage}
value : integer {4-01.items.[].system.splashDamage.value} (same value: 0)
[traits] : object {4-01.items.[].system.traits}
rarity : string {4-01.items.[].system.traits.rarity} (2 different values)
common (x48)
uncommon (x2)
value : array<string> {4-01.items.[].system.traits.value}
Length: min=0 max=5
Value type: string {4-01.items.[].system.traits.value.[]} (23 different values)
[traditions] : array<string> {4-01.items.[].system.traits.traditions}
Length: min=2 max=4
Value type: string {4-01.items.[].system.traits.traditions.[]} (4 different values)
divine (x6)
occult (x10)
arcane (x8)
primal (x2)
[usage] : object {4-01.items.[].system.usage}
value : string {4-01.items.[].system.usage.value} (same value: held-in-one-hand)
[acBonus] : integer {4-01.items.[].system.acBonus} (same value: 1)
[checkPenalty] : integer {4-01.items.[].system.checkPenalty} (same value: -1)
[dexCap] : integer {4-01.items.[].system.dexCap} (same value: 4)
[speedPenalty] : integer {4-01.items.[].system.speedPenalty} (same value: 0)
[strength] : integer {4-01.items.[].system.strength} (same value: 0)
[attack] : object {4-01.items.[].system.attack}
value : string {4-01.items.[].system.attack.value} (same value: )
[attackEffects] : object {4-01.items.[].system.attackEffects}
[custom] : string {4-01.items.[].system.attackEffects.custom} (same value: )
value : array<string> {4-01.items.[].system.attackEffects.value}
Length: min=0 max=3
Value type: string {4-01.items.[].system.attackEffects.value.[]} (4 different values)
filth-fever (x1)
gnaw-bones (x1)
knockdown (x1)
nightmarish-wounds (x2)
[damageRolls] : object {4-01.items.[].system.damageRolls}
[joiefqv2axf4wt1ivq4f] : object {4-01.items.[].system.damageRolls.joiefqv2axf4wt1ivq4f}
damage : string {4-01.items.[].system.damageRolls.joiefqv2axf4wt1ivq4f.damage} (3 different values)
1d4 (x1)
1d4+8 (x1)
1d4+3 (x1)
damageType : string {4-01.items.[].system.damageRolls.joiefqv2axf4wt1ivq4f.damageType} (same value: bludgeoning)
[mmpjpv1hjzf6agnf] : object {4-01.items.[].system.damageRolls.mmpjpv1hjzf6agnf}
damage : string {4-01.items.[].system.damageRolls.mmpjpv1hjzf6agnf.damage} (same value: 1d6)
damageType : string {4-01.items.[].system.damageRolls.mmpjpv1hjzf6agnf.damageType} (same value: piercing)
[e1hutvfbzfncvdx7] : object {4-01.items.[].system.damageRolls.e1hutvfbzfncvdx7}
damage : string {4-01.items.[].system.damageRolls.e1hutvfbzfncvdx7.damage} (same value: 1d6)
damageType : string {4-01.items.[].system.damageRolls.e1hutvfbzfncvdx7.damageType} (same value: piercing)
[x8u4d7h0kjk7mirf] : object {4-01.items.[].system.damageRolls.x8u4d7h0kjk7mirf}
damage : string {4-01.items.[].system.damageRolls.x8u4d7h0kjk7mirf.damage} (2 different values)
1d6 + 8 (x1)
1d6 + 3 (x1)
damageType : string {4-01.items.[].system.damageRolls.x8u4d7h0kjk7mirf.damageType} (same value: piercing)
[84yianvm2xea85aq] : object {4-01.items.[].system.damageRolls.84yianvm2xea85aq}
damage : string {4-01.items.[].system.damageRolls.84yianvm2xea85aq.damage} (2 different values)
1d6 + 8 (x1)
1d6 + 3 (x1)
damageType : string {4-01.items.[].system.damageRolls.84yianvm2xea85aq.damageType} (same value: piercing)
[uar7pf6kpgq0xq80g9v8] : object {4-01.items.[].system.damageRolls.uar7pf6kpgq0xq80g9v8}
damage : string {4-01.items.[].system.damageRolls.uar7pf6kpgq0xq80g9v8.damage} (same value: 1d10+5)
damageType : string {4-01.items.[].system.damageRolls.uar7pf6kpgq0xq80g9v8.damageType} (same value: piercing)
[0] : object {4-01.items.[].system.damageRolls.0}
damage : string {4-01.items.[].system.damageRolls.0.damage} (3 different values)
1d8 (x1)
1d6+3 (x1)
1d4+3 (x1)
damageType : string {4-01.items.[].system.damageRolls.0.damageType} (2 different values)
piercing (x2)
slashing (x1)
6idrwpucyla8rl96h8rz : object {4-01.items.[].system.damageRolls.6idrwpucyla8rl96h8rz}
damage : string {4-01.items.[].system.damageRolls.6idrwpucyla8rl96h8rz.damage} (2 different values)
1d6+4 (x1)
1d10+5 (x1)
damageType : string {4-01.items.[].system.damageRolls.6idrwpucyla8rl96h8rz.damageType} (same value: slashing)
[weaponType] : object {4-01.items.[].system.weaponType}
value : string {4-01.items.[].system.weaponType.value} (2 different values)
melee (x12)
ranged (x3)
[actionType] : object {4-01.items.[].system.actionType}
value : string {4-01.items.[].system.actionType.value} (3 different values)
reaction (x1)
action (x8)
passive (x10)
[actions] : object {4-01.items.[].system.actions}
[value] : integer {4-01.items.[].system.actions.value} (2 different values)
1 (x4)
2 (x4)
[autoHeightenLevel] : object {4-01.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {4-01.items.[].system.prepared}
value : string {4-01.items.[].system.prepared.value} (same value: innate)
[proficiency] : object {4-01.items.[].system.proficiency}
value : integer {4-01.items.[].system.proficiency.value} (same value: 1)
[slots] : object {4-01.items.[].system.slots}
[spelldc] : object {4-01.items.[].system.spelldc}
dc : integer {4-01.items.[].system.spelldc.dc} (2 different values)
17 (x1)
20 (x1)
mod : integer {4-01.items.[].system.spelldc.mod} (same value: 0)
value : integer {4-01.items.[].system.spelldc.value} (2 different values)
9 (x1)
14 (x1)
[tradition] : object {4-01.items.[].system.tradition}
value : string {4-01.items.[].system.tradition.value} (same value: occult)
[area] : object {4-01.items.[].system.area}
type : string {4-01.items.[].system.area.type} (2 different values)
emanation (x4)
burst (x2)
value : integer {4-01.items.[].system.area.value} (2 different values)
30 (x4)
5 (x2)
[cost] : object {4-01.items.[].system.cost}
value : string {4-01.items.[].system.cost.value} (same value: )
[counteraction] : boolean {4-01.items.[].system.counteraction} (same value: False)
[defense] : object {4-01.items.[].system.defense}
save : object {4-01.items.[].system.defense.save}
basic : boolean {4-01.items.[].system.defense.save.basic} (same value: False)
statistic : string {4-01.items.[].system.defense.save.statistic} (2 different values)
fortitude (x2)
will (x2)
[duration] : object {4-01.items.[].system.duration}
sustained : boolean {4-01.items.[].system.duration.sustained} (same value: False)
value : string {4-01.items.[].system.duration.value} (2 different values)
(x8)
1 minute (x2)
[location] : object {4-01.items.[].system.location}
[heightenedLevel] : integer {4-01.items.[].system.location.heightenedLevel} (2 different values)
1 (x7)
2 (x1)
value : string {4-01.items.[].system.location.value} (2 different values)
O8VbKgKCy0WPdmPS (x5)
1OTAsDuxFPIUJdUM (x5)
[uses] : object {4-01.items.[].system.location.uses}
max : integer {4-01.items.[].system.location.uses.max} (3 different values)
2 (x2)
3 (x1)
1 (x1)
value : integer {4-01.items.[].system.location.uses.value} (3 different values)
2 (x2)
3 (x1)
1 (x1)
[overlays] : object {4-01.items.[].system.overlays}
[requirements] : string {4-01.items.[].system.requirements} (same value: )
[target] : object {4-01.items.[].system.target}
value : string {4-01.items.[].system.target.value} (2 different values)
(x6)
1 creature (x4)
[time] : object {4-01.items.[].system.time}
value : string {4-01.items.[].system.time.value} (2 different values)
2 (x8)
1 to 3 (x2)
type : string {4-01.items.[].type} (6 different values)
weapon (x3)
armor (x3)
melee (x15)
action (x19)
spellcastingEntry (x2)
spell (x10)
[flags] : object {4-01.items.[].flags}
pf2e : object {4-01.items.[].flags.pf2e}
linkedWeapon : string {4-01.items.[].flags.pf2e.linkedWeapon} (2 different values)
xCEnNJ4R6fNb6doQ (x2)
Mwr0CSbsbtB2am2v (x4)
name : string {4-01.name} (all different values)
system : object {4-01.system}
abilities : object {4-01.system.abilities}
cha : object {4-01.system.abilities.cha}
mod : integer {4-01.system.abilities.cha.mod} (3 different values)
0 (x5)
-2 (x1)
2 (x2)
con : object {4-01.system.abilities.con}
mod : integer {4-01.system.abilities.con.mod} (2 different values)
3 (x7)
2 (x1)
dex : object {4-01.system.abilities.dex}
mod : integer {4-01.system.abilities.dex.mod} (3 different values)
2 (x5)
3 (x2)
4 (x1)
int : object {4-01.system.abilities.int}
mod : integer {4-01.system.abilities.int.mod} (3 different values)
-1 (x3)
-4 (x3)
3 (x2)
str : object {4-01.system.abilities.str}
mod : integer {4-01.system.abilities.str.mod} (4 different values)
0 (x2)
4 (x2)
3 (x2)
5 (x2)
wis : object {4-01.system.abilities.wis}
mod : integer {4-01.system.abilities.wis.mod} (3 different values)
1 (x5)
2 (x1)
4 (x2)
attributes : object {4-01.system.attributes}
ac : object {4-01.system.attributes.ac}
details : string {4-01.system.attributes.ac.details} (same value: )
value : integer {4-01.system.attributes.ac.value} (6 different values)
14 (x1)
18 (x2)
15 (x2)
19 (x1)
16 (x1)
21 (x1)
allSaves : object {4-01.system.attributes.allSaves}
value : string {4-01.system.attributes.allSaves.value} (2 different values)
(x6)
+1 status to all saves vs. magic (x2)
hp : object {4-01.system.attributes.hp}
details : string {4-01.system.attributes.hp.details} (same value: )
max : integer {4-01.system.attributes.hp.max} (all different values)
temp : integer {4-01.system.attributes.hp.temp} (same value: 0)
value : integer {4-01.system.attributes.hp.value} (all different values)
speed : object {4-01.system.attributes.speed}
otherSpeeds : array<> {4-01.system.attributes.speed.otherSpeeds}
Length: min=0 max=0
Value type: mixed
value : integer {4-01.system.attributes.speed.value} (3 different values)
25 (x6)
35 (x1)
20 (x1)
weaknesses : array<object> {4-01.system.attributes.weaknesses}
Length: min=1 max=1
Value type: object {4-01.system.attributes.weaknesses.[]}
type : string {4-01.system.attributes.weaknesses.[].type} (same value: cold-iron)
value : integer {4-01.system.attributes.weaknesses.[].value} (2 different values)
4 (x1)
5 (x1)
details : object {4-01.system.details}
blurb : string {4-01.system.details.blurb} (5 different values)
Variant bugbear (x1)
Variant bugbear thug (x2)
(x3)
Variant skunk (x1)
Variant giant skunk (x1)
languages : object {4-01.system.details.languages}
details : string {4-01.system.details.languages.details} (same value: )
value : array<string> {4-01.system.details.languages.value}
Length: min=0 max=5
Value type: string {4-01.system.details.languages.value.[]} (6 different values)
aklo (x5)
chthonian (x5)
common (x5)
diabolic (x5)
goblin (x3)
empyrean (x2)
level : object {4-01.system.details.level}
value : integer {4-01.system.details.level.value} (5 different values)
-1 (x2)
3 (x2)
1 (x2)
2 (x1)
4 (x1)
privateNotes : string {4-01.system.details.privateNotes} (same value: )
publicNotes : string {4-01.system.details.publicNotes} (4 different values)
<p>The more common bugbear thug specializes in the art of lurking in the shadows.</p>
<hr />
<p>These stealthy and cruel goblinoid creatures delight in spreading fear and tormenting their victims. Bugbears are the monsters lurking in the closet and hiding under the bed. Preying on remote farmsteads, bugbears reveal their presence with thumps in the night or creaks of boards to build lurking dread and arouse suspicion and fear.</p> (x3)
(x3)
<p>With their distinctive black bodies and white stripes or spots, skunks are instantly recognizable to most creatures. Those who catch a full blast of musk rarely decide to trouble a skunk again, as the revolting stench can linger for hours or even days. Removing the odor is difficult, typically requiring the aid of alchemy or magic.</p>
<hr />
<p>These omnivores are most active at twilight, feeding on everything from berries to grubs and insects. Some farmers even encourage the animals to live near their farms to keep destructive pest populations low.</p> (x1)
<p>With their distinctive black bodies and white stripes or spots, skunks are instantly recognizable to most creatures. Those who catch a full blast of musk rarely decide to trouble a skunk again, as the revolting stench can linger for hours or even days. Removing the odor is difficult, typically requiring the aid of alchemy or magic.</p>
<hr />
<p>Giant skunks thrive in places where their larger size and more potent musk allow them to fend off predators their smaller cousins can't. With larger bodies come more powerful appetites, and giant skunks tend to be aggressive and territorial.</p> (x1)
publication : object {4-01.system.details.publication}
license : string {4-01.system.details.publication.license} (same value: OGL)
remaster : boolean {4-01.system.details.publication.remaster} (same value: False)
title : string {4-01.system.details.publication.title} (same value: Pathfinder Society Intro: Year of Boundless Wonder)
initiative : object {4-01.system.initiative}
statistic : string {4-01.system.initiative.statistic} (same value: perception)
perception : object {4-01.system.perception}
details : string {4-01.system.perception.details} (same value: )
mod : integer {4-01.system.perception.mod} (7 different values)
4 (x1)
8 (x1)
6 (x2)
9 (x1)
5 (x1)
10 (x1)
12 (x1)
senses : array<object> {4-01.system.perception.senses}
Length: min=1 max=2
Value type: object {4-01.system.perception.senses.[]}
type : string {4-01.system.perception.senses.[].type} (3 different values)
darkvision (x5)
scent (x5)
low-light-vision (x3)
[acuity] : string {4-01.system.perception.senses.[].acuity} (same value: imprecise)
[range] : integer {4-01.system.perception.senses.[].range} (2 different values)
30 (x3)
40 (x2)
resources : object {4-01.system.resources}
saves : object {4-01.system.saves}
fortitude : object {4-01.system.saves.fortitude}
saveDetail : string {4-01.system.saves.fortitude.saveDetail} (same value: )
value : integer {4-01.system.saves.fortitude.value} (6 different values)
6 (x1)
10 (x2)
8 (x2)
4 (x1)
9 (x1)
11 (x1)
reflex : object {4-01.system.saves.reflex}
saveDetail : string {4-01.system.saves.reflex.saveDetail} (same value: )
value : integer {4-01.system.saves.reflex.value} (6 different values)
5 (x1)
9 (x2)
7 (x2)
8 (x1)
6 (x1)
10 (x1)
will : object {4-01.system.saves.will}
saveDetail : string {4-01.system.saves.will.saveDetail} (same value: )
value : integer {4-01.system.saves.will.value} (7 different values)
2 (x1)
6 (x1)
4 (x2)
7 (x1)
3 (x1)
10 (x1)
12 (x1)
skills : object {4-01.system.skills}
[acrobatics] : object {4-01.system.skills.acrobatics}
base : integer {4-01.system.skills.acrobatics.base} (4 different values)
3 (x1)
7 (x2)
5 (x2)
8 (x1)
[athletics] : object {4-01.system.skills.athletics}
base : integer {4-01.system.skills.athletics.base} (5 different values)
3 (x1)
9 (x1)
6 (x2)
12 (x1)
2 (x1)
[intimidation] : object {4-01.system.skills.intimidation}
base : integer {4-01.system.skills.intimidation.base} (5 different values)
1 (x1)
5 (x1)
3 (x1)
6 (x1)
8 (x1)
[stealth] : object {4-01.system.skills.stealth}
base : integer {4-01.system.skills.stealth.base} (4 different values)
5 (x3)
9 (x1)
8 (x1)
7 (x1)
arcana : object {4-01.system.skills.arcana}
base : integer {4-01.system.skills.arcana.base} (2 different values)
7 (x1)
9 (x1)
deception : object {4-01.system.skills.deception}
base : integer {4-01.system.skills.deception.base} (2 different values)
8 (x1)
10 (x1)
diplomacy : object {4-01.system.skills.diplomacy}
base : integer {4-01.system.skills.diplomacy.base} (2 different values)
8 (x1)
10 (x1)
occultism : object {4-01.system.skills.occultism}
base : integer {4-01.system.skills.occultism.base} (2 different values)
11 (x1)
13 (x1)
religion : object {4-01.system.skills.religion}
base : integer {4-01.system.skills.religion.base} (2 different values)
8 (x1)
10 (x1)
traits : object {4-01.system.traits}
rarity : string {4-01.system.traits.rarity} (2 different values)
uncommon (x6)
unique (x2)
size : object {4-01.system.traits.size}
value : string {4-01.system.traits.size.value} (3 different values)
med (x5)
lg (x2)
tiny (x1)
value : array<string> {4-01.system.traits.value}
Length: min=1 max=6
Value type: string {4-01.system.traits.value.[]} (all different values)
type : string {4-01.type} (same value: npc)
prototypeToken : object {4-01.prototypeToken}
name : string {4-01.prototypeToken.name} (same value: Shard of Aslynn)
+789
View File
@@ -0,0 +1,789 @@
4-02
Different values: 8
=====================================
object {4-02}
_id : string {4-02._id} (all different values)
folder : string {4-02.folder} (same value: 4H1sZu3ykUSspA9k)
img : string {4-02.img} (2 different values)
systems/pf2e/icons/default-icons/hazard.svg (x2)
systems/pf2e/icons/default-icons/npc.svg (x6)
items : array<object> {4-02.items}
Length: min=1 max=20
Value type: object {4-02.items.[]}
_id : string {4-02.items.[]._id} (60 different values)
img : string {4-02.items.[].img} (35 different values)
name : string {4-02.items.[].name} (43 different values)
sort : integer {4-02.items.[].sort} (21 different values)
system : object {4-02.items.[].system}
[actionType] : object {4-02.items.[].system.actionType}
value : string {4-02.items.[].system.actionType.value} (3 different values)
reaction (x7)
passive (x7)
action (x1)
[actions] : object {4-02.items.[].system.actions}
[value] : integer {4-02.items.[].system.actions.value} (same value: 1)
[category] : string {4-02.items.[].system.category} (7 different values)
simple (x6)
martial (x5)
medium (x2)
ammo (x2)
defensive (x11)
offensive (x2)
light (x1)
description : object {4-02.items.[].system.description}
value : string {4-02.items.[].system.description.value} (41 different values)
publication : object {4-02.items.[].system.publication}
license : string {4-02.items.[].system.publication.license} (2 different values)
OGL (x78)
ORC (x2)
remaster : boolean {4-02.items.[].system.publication.remaster} (2 different values)
False (x78)
True (x2)
title : string {4-02.items.[].system.publication.title} (5 different values)
(x32)
Pathfinder Core Rulebook (x39)
Pathfinder Bestiary (x3)
Pathfinder Player Core (x2)
Pathfinder Bestiary 2 (x4)
rules : ###FoundryRulesObject###
[slug] : string {4-02.items.[].system.slug} (33 different values)
[traits] : object {4-02.items.[].system.traits}
rarity : string {4-02.items.[].system.traits.rarity} (2 different values)
common (x68)
uncommon (x6)
value : array<string> {4-02.items.[].system.traits.value}
Length: min=0 max=5
Value type: string {4-02.items.[].system.traits.value.[]} (39 different values)
[traditions] : array<string> {4-02.items.[].system.traits.traditions}
Length: min=0 max=4
Value type: string {4-02.items.[].system.traits.traditions.[]} (4 different values)
divine (x19)
occult (x15)
arcane (x11)
primal (x5)
[integrated] : mixed
[baseItem] : string {4-02.items.[].system.baseItem} (13 different values)
crossbow (x1)
club (x1)
dagger (x3)
sap (x1)
scale-mail (x1)
sickle (x1)
lance (x1)
longsword (x1)
steel-shield (x1)
chain-mail (x1)
glaive (x1)
longbow (x1)
chain-shirt (x1)
[bonus] : object {4-02.items.[].system.bonus}
value : integer {4-02.items.[].system.bonus.value} (7 different values)
0 (x11)
9 (x5)
7 (x2)
5 (x1)
3 (x1)
10 (x4)
12 (x1)
[bonusDamage] : object {4-02.items.[].system.bonusDamage}
value : integer {4-02.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {4-02.items.[].system.bulk}
value : mixed
integer {4-02.items.[].system.bulk.value} (3 different values)
1 (x5)
2 (x5)
0 (x5)
float {4-02.items.[].system.bulk.value} (same value: 0,1)
[containerId] : mixed
[damage] : object {4-02.items.[].system.damage}
[damageType] : string {4-02.items.[].system.damage.damageType} (3 different values)
piercing (x6)
bludgeoning (x2)
slashing (x3)
[dice] : integer {4-02.items.[].system.damage.dice} (same value: 1)
[die] : string {4-02.items.[].system.damage.die} (3 different values)
d8 (x5)
d6 (x2)
d4 (x4)
[0] : object {4-02.items.[].system.damage.0}
[applyMod] : boolean {4-02.items.[].system.damage.0.applyMod} (2 different values)
True (x2)
False (x4)
[category] : mixed
formula : string {4-02.items.[].system.damage.0.formula} (4 different values)
1d4 (x2)
2d4 (x2)
1d8 (x2)
1d6 (x2)
kinds : array<string> {4-02.items.[].system.damage.0.kinds}
Length: min=1 max=2
Value type: string {4-02.items.[].system.damage.0.kinds.[]} (2 different values)
damage (x8)
healing (x2)
materials : array<> {4-02.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {4-02.items.[].system.damage.0.type} (2 different values)
void (x6)
spirit (x2)
[equipped] : object {4-02.items.[].system.equipped}
carryType : string {4-02.items.[].system.equipped.carryType} (2 different values)
worn (x21)
held (x3)
[handsHeld] : integer {4-02.items.[].system.equipped.handsHeld} (3 different values)
2 (x2)
1 (x8)
0 (x7)
[invested] : mixed
[inSlot] : boolean {4-02.items.[].system.equipped.inSlot} (2 different values)
True (x2)
False (x3)
[group] : string {4-02.items.[].system.group} (9 different values)
crossbow (x1)
club (x2)
knife (x4)
composite (x1)
spear (x1)
sword (x1)
chain (x2)
polearm (x1)
bow (x1)
[hardness] : integer {4-02.items.[].system.hardness} (2 different values)
0 (x23)
5 (x1)
[hp] : object {4-02.items.[].system.hp}
max : integer {4-02.items.[].system.hp.max} (2 different values)
0 (x23)
20 (x1)
value : integer {4-02.items.[].system.hp.value} (2 different values)
0 (x23)
20 (x1)
[level] : object {4-02.items.[].system.level}
value : integer {4-02.items.[].system.level.value} (3 different values)
0 (x20)
1 (x20)
2 (x5)
[material] : object {4-02.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {4-02.items.[].system.price}
value : object {4-02.items.[].system.price.value}
[gp] : integer {4-02.items.[].system.price.value.gp} (7 different values)
3 (x1)
4 (x1)
28 (x4)
1 (x3)
2 (x1)
6 (x2)
5 (x1)
[sp] : integer {4-02.items.[].system.price.value.sp} (2 different values)
2 (x4)
1 (x5)
[cp] : integer {4-02.items.[].system.price.value.cp} (same value: 8)
[per] : integer {4-02.items.[].system.price.per} (same value: 10)
[quantity] : integer {4-02.items.[].system.quantity} (3 different values)
1 (x22)
10 (x1)
20 (x1)
[range] : mixed
integer {4-02.items.[].system.range} (2 different values)
120 (x1)
100 (x1)
object {4-02.items.[].system.range}
value : string {4-02.items.[].system.range.value} (5 different values)
(x6)
touch (x4)
30 feet (x8)
varies (x2)
120 feet (x1)
[reload] : object {4-02.items.[].system.reload}
value : string {4-02.items.[].system.reload.value} (4 different values)
1 (x1)
- (x4)
(x5)
0 (x1)
[runes] : object {4-02.items.[].system.runes}
[potency] : integer {4-02.items.[].system.runes.potency} (2 different values)
0 (x13)
1 (x1)
[property] : array<> {4-02.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {4-02.items.[].system.runes.striking} (2 different values)
0 (x10)
1 (x1)
[resilient] : integer {4-02.items.[].system.runes.resilient} (same value: 0)
[reinforcing] : integer {4-02.items.[].system.runes.reinforcing} (same value: 0)
[size] : string {4-02.items.[].system.size} (same value: med)
[splashDamage] : object {4-02.items.[].system.splashDamage}
value : integer {4-02.items.[].system.splashDamage.value} (same value: 0)
[usage] : object {4-02.items.[].system.usage}
value : string {4-02.items.[].system.usage.value} (4 different values)
held-in-two-hands (x3)
held-in-one-hand (x12)
worn (x4)
held-in-one-plus-hands (x1)
[acBonus] : integer {4-02.items.[].system.acBonus} (3 different values)
3 (x1)
2 (x2)
4 (x1)
[checkPenalty] : integer {4-02.items.[].system.checkPenalty} (2 different values)
-2 (x2)
-1 (x1)
[dexCap] : integer {4-02.items.[].system.dexCap} (3 different values)
2 (x1)
1 (x1)
3 (x1)
[speedPenalty] : integer {4-02.items.[].system.speedPenalty} (2 different values)
-5 (x2)
0 (x2)
[strength] : integer {4-02.items.[].system.strength} (3 different values)
2 (x1)
3 (x1)
1 (x1)
[stackGroup] : string {4-02.items.[].system.stackGroup} (2 different values)
bolts (x1)
arrows (x1)
[uses] : object {4-02.items.[].system.uses}
autoDestroy : boolean {4-02.items.[].system.uses.autoDestroy} (same value: True)
max : integer {4-02.items.[].system.uses.max} (same value: 1)
value : integer {4-02.items.[].system.uses.value} (same value: 1)
[attack] : object {4-02.items.[].system.attack}
value : string {4-02.items.[].system.attack.value} (same value: )
[attackEffects] : object {4-02.items.[].system.attackEffects}
value : array<> {4-02.items.[].system.attackEffects.value}
Length: min=0 max=0
Value type: mixed
custom : string {4-02.items.[].system.attackEffects.custom} (same value: )
[damageRolls] : object {4-02.items.[].system.damageRolls}
[oiodqohoofafi7fqe4of] : object {4-02.items.[].system.damageRolls.oiodqohoofafi7fqe4of}
damage : string {4-02.items.[].system.damageRolls.oiodqohoofafi7fqe4of.damage} (same value: 1d6+4)
damageType : string {4-02.items.[].system.damageRolls.oiodqohoofafi7fqe4of.damageType} (same value: bludgeoning)
[0] : object {4-02.items.[].system.damageRolls.0}
damage : string {4-02.items.[].system.damageRolls.0.damage} (2 different values)
1d6+4 (x2)
1d8 (x1)
damageType : string {4-02.items.[].system.damageRolls.0.damageType} (2 different values)
bludgeoning (x2)
piercing (x1)
[uc1s1t4wur5bbofg09gjg] : object {4-02.items.[].system.damageRolls.uc1s1t4wur5bbofg09gjg}
damage : string {4-02.items.[].system.damageRolls.uc1s1t4wur5bbofg09gjg.damage} (same value: 1d4+2)
damageType : string {4-02.items.[].system.damageRolls.uc1s1t4wur5bbofg09gjg.damageType} (same value: slashing)
[c16oqbic9ep578zkoag35t] : object {4-02.items.[].system.damageRolls.c16oqbic9ep578zkoag35t}
damage : string {4-02.items.[].system.damageRolls.c16oqbic9ep578zkoag35t.damage} (same value: 1d4+2)
damageType : string {4-02.items.[].system.damageRolls.c16oqbic9ep578zkoag35t.damageType} (same value: bludgeoning)
[s6jvct401xn2ybrw] : object {4-02.items.[].system.damageRolls.s6jvct401xn2ybrw}
damage : string {4-02.items.[].system.damageRolls.s6jvct401xn2ybrw.damage} (2 different values)
1d4 + 3 (x1)
2d4 + 5 (x1)
damageType : string {4-02.items.[].system.damageRolls.s6jvct401xn2ybrw.damageType} (same value: piercing)
[sy9h6g4i5gc71zj5git3] : object {4-02.items.[].system.damageRolls.sy9h6g4i5gc71zj5git3}
damage : string {4-02.items.[].system.damageRolls.sy9h6g4i5gc71zj5git3.damage} (same value: 1d8+4)
damageType : string {4-02.items.[].system.damageRolls.sy9h6g4i5gc71zj5git3.damageType} (same value: slashing)
[cidxh2cn401h6fxihgvw] : object {4-02.items.[].system.damageRolls.cidxh2cn401h6fxihgvw}
damage : string {4-02.items.[].system.damageRolls.cidxh2cn401h6fxihgvw.damage} (same value: 1d6+4)
damageType : string {4-02.items.[].system.damageRolls.cidxh2cn401h6fxihgvw.damageType} (same value: slashing)
[cdxitwq309kjyms51kzb] : object {4-02.items.[].system.damageRolls.cdxitwq309kjyms51kzb}
damage : string {4-02.items.[].system.damageRolls.cdxitwq309kjyms51kzb.damage} (same value: 1d8+4)
damageType : string {4-02.items.[].system.damageRolls.cdxitwq309kjyms51kzb.damageType} (same value: piercing)
[k3GyOyCXwywhRbnC] : object {4-02.items.[].system.damageRolls.k3GyOyCXwywhRbnC}
damage : string {4-02.items.[].system.damageRolls.k3GyOyCXwywhRbnC.damage} (same value: 1d8+2)
damageType : string {4-02.items.[].system.damageRolls.k3GyOyCXwywhRbnC.damageType} (same value: slashing)
[Qfy1477pTYtEwGoV] : object {4-02.items.[].system.damageRolls.Qfy1477pTYtEwGoV}
damage : string {4-02.items.[].system.damageRolls.Qfy1477pTYtEwGoV.damage} (same value: 1d4+2)
damageType : string {4-02.items.[].system.damageRolls.Qfy1477pTYtEwGoV.damageType} (same value: slashing)
ptf36uZrPQY08ncH : object {4-02.items.[].system.damageRolls.ptf36uZrPQY08ncH}
damage : string {4-02.items.[].system.damageRolls.ptf36uZrPQY08ncH.damage} (same value: 1d8)
damageType : string {4-02.items.[].system.damageRolls.ptf36uZrPQY08ncH.damageType} (same value: piercing)
[weaponType] : object {4-02.items.[].system.weaponType}
value : string {4-02.items.[].system.weaponType.value} (2 different values)
melee (x10)
ranged (x4)
[mod] : object {4-02.items.[].system.mod}
value : integer {4-02.items.[].system.mod.value} (2 different values)
3 (x1)
6 (x1)
[proficient] : object {4-02.items.[].system.proficient}
value : integer {4-02.items.[].system.proficient.value} (same value: 0)
[autoHeightenLevel] : object {4-02.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {4-02.items.[].system.prepared}
flexible : boolean {4-02.items.[].system.prepared.flexible} (same value: False)
value : string {4-02.items.[].system.prepared.value} (2 different values)
prepared (x2)
focus (x2)
[proficiency] : object {4-02.items.[].system.proficiency}
value : integer {4-02.items.[].system.proficiency.value} (same value: 1)
[slots] : object {4-02.items.[].system.slots}
[slot0] : object {4-02.items.[].system.slots.slot0}
max : integer {4-02.items.[].system.slots.slot0.max} (same value: 5)
prepared : array<object> {4-02.items.[].system.slots.slot0.prepared}
Length: min=5 max=5
Value type: object {4-02.items.[].system.slots.slot0.prepared.[]}
id : string {4-02.items.[].system.slots.slot0.prepared.[].id} (5 different values)
8MpM5GTg1BL6Paod (x2)
emaYp7kTiz1CRd0R (x2)
LHz3MPPHHBewTA4k (x2)
daGqLkOFBywgASPi (x2)
IDnqpc8F1sBtAIFs (x2)
[slot1] : object {4-02.items.[].system.slots.slot1}
max : integer {4-02.items.[].system.slots.slot1.max} (2 different values)
6 (x1)
3 (x1)
prepared : array<object> {4-02.items.[].system.slots.slot1.prepared}
Length: min=3 max=6
Value type: object {4-02.items.[].system.slots.slot1.prepared.[]}
id : string {4-02.items.[].system.slots.slot1.prepared.[].id} (4 different values)
nEBTafvOrfV6GX4t (x2)
jfGLR3TVqZ6nitMp (x2)
OdbEydDzhVW4dY1u (x3)
wMb4PXR3fe5Z5PpT (x2)
[slot2] : object {4-02.items.[].system.slots.slot2}
max : integer {4-02.items.[].system.slots.slot2.max} (same value: 6)
prepared : array<object> {4-02.items.[].system.slots.slot2.prepared}
Length: min=6 max=6
Value type: object {4-02.items.[].system.slots.slot2.prepared.[]}
id : string {4-02.items.[].system.slots.slot2.prepared.[].id} (3 different values)
nSl8bcKb7JnH9i79 (x1)
jfGLR3TVqZ6nitMp (x1)
OdbEydDzhVW4dY1u (x4)
[spelldc] : object {4-02.items.[].system.spelldc}
dc : integer {4-02.items.[].system.spelldc.dc} (2 different values)
17 (x2)
20 (x2)
mod : integer {4-02.items.[].system.spelldc.mod} (same value: 0)
value : integer {4-02.items.[].system.spelldc.value} (2 different values)
9 (x2)
12 (x2)
[tradition] : object {4-02.items.[].system.tradition}
value : string {4-02.items.[].system.tradition.value} (same value: divine)
[area] : object {4-02.items.[].system.area}
type : string {4-02.items.[].system.area.type} (2 different values)
emanation (x4)
burst (x1)
value : integer {4-02.items.[].system.area.value} (3 different values)
5 (x2)
30 (x2)
20 (x1)
[cost] : object {4-02.items.[].system.cost}
value : string {4-02.items.[].system.cost.value} (same value: )
[counteraction] : boolean {4-02.items.[].system.counteraction} (2 different values)
True (x2)
False (x19)
[defense] : object {4-02.items.[].system.defense}
save : object {4-02.items.[].system.defense.save}
basic : boolean {4-02.items.[].system.defense.save.basic} (2 different values)
False (x8)
True (x4)
statistic : string {4-02.items.[].system.defense.save.statistic} (2 different values)
will (x4)
fortitude (x8)
[duration] : object {4-02.items.[].system.duration}
sustained : boolean {4-02.items.[].system.duration.sustained} (2 different values)
False (x19)
True (x2)
value : string {4-02.items.[].system.duration.value} (4 different values)
1 minute (x7)
(x10)
varies (x2)
until the start of your next turn (x2)
[location] : object {4-02.items.[].system.location}
value : string {4-02.items.[].system.location.value} (2 different values)
BcSNcGhcDxvtI9k5 (x19)
RpSDL9pRSQiu3lu9 (x2)
[requirements] : string {4-02.items.[].system.requirements} (same value: )
[target] : object {4-02.items.[].system.target}
value : string {4-02.items.[].system.target.value} (7 different values)
enemies in the area (x2)
1 living or undead creature (x2)
(x5)
1 creature (x6)
1 ally and 1 enemy (x2)
1 living creature or 1 willing undead creature (x2)
1 living creature (x2)
[time] : object {4-02.items.[].system.time}
value : string {4-02.items.[].system.time.value} (4 different values)
2 (x14)
1 to 3 (x2)
1 (x4)
3 (x1)
[heightening] : object {4-02.items.[].system.heightening}
damage : object {4-02.items.[].system.heightening.damage}
0 : string {4-02.items.[].system.heightening.damage.0} (3 different values)
1d4 (x4)
1d8 (x2)
1d6 (x2)
interval : integer {4-02.items.[].system.heightening.interval} (same value: 1)
type : string {4-02.items.[].system.heightening.type} (same value: interval)
[overlays] : object {4-02.items.[].system.overlays}
[4gyp3qlsv5ywdyjq] : object {4-02.items.[].system.overlays.4gyp3qlsv5ywdyjq}
_id : string {4-02.items.[].system.overlays.4gyp3qlsv5ywdyjq._id} (same value: 4gyp3qlsv5ywdyjq)
name : string {4-02.items.[].system.overlays.4gyp3qlsv5ywdyjq.name} (same value: Harm (vs. Undead))
overlayType : string {4-02.items.[].system.overlays.4gyp3qlsv5ywdyjq.overlayType} (same value: override)
sort : integer {4-02.items.[].system.overlays.4gyp3qlsv5ywdyjq.sort} (same value: 3)
system : object {4-02.items.[].system.overlays.4gyp3qlsv5ywdyjq.system}
damage : object {4-02.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage}
0 : object {4-02.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0}
formula : string {4-02.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.formula} (same value: 1d8+8)
kinds : array<string> {4-02.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {4-02.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.kinds.[]} (same value: healing)
[defense] : mixed
heightening : object {4-02.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening}
damage : object {4-02.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening.damage}
0 : string {4-02.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening.damage.0} (same value: 1d8+8)
range : object {4-02.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.range}
value : string {4-02.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.range.value} (same value: 30 feet)
target : object {4-02.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.target}
value : string {4-02.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.target.value} (same value: 1 willing undead creature)
time : object {4-02.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.time}
value : string {4-02.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.time.value} (same value: 2)
traits : object {4-02.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits}
value : array<string> {4-02.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits.value}
Length: min=3 max=3
Value type: string {4-02.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits.value.[]} (3 different values)
concentrate (x2)
manipulate (x2)
void (x2)
[pq7cxntbz4s8g5ik] : object {4-02.items.[].system.overlays.pq7cxntbz4s8g5ik}
_id : string {4-02.items.[].system.overlays.pq7cxntbz4s8g5ik._id} (same value: pq7cxntbz4s8g5ik)
overlayType : string {4-02.items.[].system.overlays.pq7cxntbz4s8g5ik.overlayType} (same value: override)
sort : integer {4-02.items.[].system.overlays.pq7cxntbz4s8g5ik.sort} (same value: 1)
system : object {4-02.items.[].system.overlays.pq7cxntbz4s8g5ik.system}
range : object {4-02.items.[].system.overlays.pq7cxntbz4s8g5ik.system.range}
value : string {4-02.items.[].system.overlays.pq7cxntbz4s8g5ik.system.range.value} (same value: touch)
time : object {4-02.items.[].system.overlays.pq7cxntbz4s8g5ik.system.time}
value : string {4-02.items.[].system.overlays.pq7cxntbz4s8g5ik.system.time.value} (same value: 1)
[rvhoa43rqqqp8izn] : object {4-02.items.[].system.overlays.rvhoa43rqqqp8izn}
_id : string {4-02.items.[].system.overlays.rvhoa43rqqqp8izn._id} (same value: rvhoa43rqqqp8izn)
overlayType : string {4-02.items.[].system.overlays.rvhoa43rqqqp8izn.overlayType} (same value: override)
sort : integer {4-02.items.[].system.overlays.rvhoa43rqqqp8izn.sort} (same value: 4)
system : object {4-02.items.[].system.overlays.rvhoa43rqqqp8izn.system}
area : object {4-02.items.[].system.overlays.rvhoa43rqqqp8izn.system.area}
type : string {4-02.items.[].system.overlays.rvhoa43rqqqp8izn.system.area.type} (same value: emanation)
value : integer {4-02.items.[].system.overlays.rvhoa43rqqqp8izn.system.area.value} (same value: 30)
range : object {4-02.items.[].system.overlays.rvhoa43rqqqp8izn.system.range}
value : string {4-02.items.[].system.overlays.rvhoa43rqqqp8izn.system.range.value} (same value: )
target : object {4-02.items.[].system.overlays.rvhoa43rqqqp8izn.system.target}
value : string {4-02.items.[].system.overlays.rvhoa43rqqqp8izn.system.target.value} (same value: all living and undead creatures)
time : object {4-02.items.[].system.overlays.rvhoa43rqqqp8izn.system.time}
value : string {4-02.items.[].system.overlays.rvhoa43rqqqp8izn.system.time.value} (same value: 3)
traits : object {4-02.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits}
value : array<string> {4-02.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits.value}
Length: min=3 max=3
Value type: string {4-02.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits.value.[]} (3 different values)
concentrate (x2)
manipulate (x2)
void (x2)
[z04svm1cvfcxtplb] : object {4-02.items.[].system.overlays.z04svm1cvfcxtplb}
_id : string {4-02.items.[].system.overlays.z04svm1cvfcxtplb._id} (same value: z04svm1cvfcxtplb)
name : string {4-02.items.[].system.overlays.z04svm1cvfcxtplb.name} (same value: Harm (vs. Living))
overlayType : string {4-02.items.[].system.overlays.z04svm1cvfcxtplb.overlayType} (same value: override)
sort : integer {4-02.items.[].system.overlays.z04svm1cvfcxtplb.sort} (same value: 2)
system : object {4-02.items.[].system.overlays.z04svm1cvfcxtplb.system}
damage : object {4-02.items.[].system.overlays.z04svm1cvfcxtplb.system.damage}
0 : object {4-02.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0}
kinds : array<string> {4-02.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {4-02.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0.kinds.[]} (same value: damage)
range : object {4-02.items.[].system.overlays.z04svm1cvfcxtplb.system.range}
value : string {4-02.items.[].system.overlays.z04svm1cvfcxtplb.system.range.value} (same value: 30 feet)
target : object {4-02.items.[].system.overlays.z04svm1cvfcxtplb.system.target}
value : string {4-02.items.[].system.overlays.z04svm1cvfcxtplb.system.target.value} (same value: 1 living creature)
time : object {4-02.items.[].system.overlays.z04svm1cvfcxtplb.system.time}
value : string {4-02.items.[].system.overlays.z04svm1cvfcxtplb.system.time.value} (same value: 2)
traits : object {4-02.items.[].system.overlays.z04svm1cvfcxtplb.system.traits}
value : array<string> {4-02.items.[].system.overlays.z04svm1cvfcxtplb.system.traits.value}
Length: min=3 max=3
Value type: string {4-02.items.[].system.overlays.z04svm1cvfcxtplb.system.traits.value.[]} (3 different values)
concentrate (x2)
manipulate (x2)
void (x2)
type : string {4-02.items.[].type} (10 different values)
action (x15)
weapon (x11)
armor (x3)
equipment (x7)
consumable (x2)
melee (x14)
lore (x2)
spellcastingEntry (x4)
spell (x21)
shield (x1)
[_stats] : object {4-02.items.[]._stats}
compendiumSource : string {4-02.items.[]._stats.compendiumSource} (32 different values)
[flags] : object {4-02.items.[].flags}
pf2e : object {4-02.items.[].flags.pf2e}
linkedWeapon : string {4-02.items.[].flags.pf2e.linkedWeapon} (9 different values)
LQzprXf7vMvaVP2O (x2)
tWgRQucN54SKcyMB (x1)
lP5zMAGrvkhhfig2 (x1)
UZlHtMydIq06OfJW (x1)
LmVfAWr0Z44FlbNQ (x2)
urkJDAyWOlhfr4ST (x1)
aB660wS9natXTx40 (x1)
gYGAIsy4s4573vnb (x1)
QLFWCwzBlvlOn6fq (x1)
name : string {4-02.name} (all different values)
[prototypeToken] : object {4-02.prototypeToken}
name : string {4-02.prototypeToken.name} (2 different values)
A Broken Promise (x2)
Seldrick Dralston (x2)
system : object {4-02.system}
attributes : object {4-02.system.attributes}
ac : object {4-02.system.attributes.ac}
value : integer {4-02.system.attributes.ac.value} (6 different values)
0 (x2)
18 (x1)
13 (x1)
16 (x1)
19 (x2)
17 (x1)
details : string {4-02.system.attributes.ac.details} (2 different values)
(x5)
(21 with shield raised) (x1)
[emitsSound] : string {4-02.system.attributes.emitsSound} (same value: encounter)
[hardness] : integer {4-02.system.attributes.hardness} (same value: 0)
hp : object {4-02.system.attributes.hp}
details : string {4-02.system.attributes.hp.details} (2 different values)
(x4)
void healing (x4)
max : integer {4-02.system.attributes.hp.max} (7 different values)
0 (x2)
20 (x1)
10 (x1)
24 (x1)
47 (x1)
25 (x1)
16 (x1)
temp : integer {4-02.system.attributes.hp.temp} (same value: 0)
value : integer {4-02.system.attributes.hp.value} (7 different values)
0 (x2)
20 (x1)
10 (x1)
24 (x1)
47 (x1)
25 (x1)
16 (x1)
[stealth] : object {4-02.system.attributes.stealth}
details : string {4-02.system.attributes.stealth.details} (same value: <p>(trained)</p>)
value : integer {4-02.system.attributes.stealth.value} (2 different values)
11 (x1)
15 (x1)
allSaves : object {4-02.system.attributes.allSaves}
value : string {4-02.system.attributes.allSaves.value} (same value: )
speed : object {4-02.system.attributes.speed}
otherSpeeds : array<> {4-02.system.attributes.speed.otherSpeeds}
Length: min=0 max=0
Value type: mixed
value : integer {4-02.system.attributes.speed.value} (same value: 25)
[special] : string {4-02.system.attributes.speed.special} (same value: )
immunities : array<object> {4-02.system.attributes.immunities}
Length: min=5 max=5
Value type: object {4-02.system.attributes.immunities.[]}
type : string {4-02.system.attributes.immunities.[].type} (5 different values)
death-effects (x4)
disease (x4)
paralyzed (x4)
poison (x4)
unconscious (x4)
resistances : array<object> {4-02.system.attributes.resistances}
Length: min=5 max=5
Value type: object {4-02.system.attributes.resistances.[]}
type : string {4-02.system.attributes.resistances.[].type} (5 different values)
cold (x2)
electricity (x2)
fire (x2)
piercing (x2)
slashing (x2)
value : integer {4-02.system.attributes.resistances.[].value} (same value: 5)
[creatureType] : string {4-02.system.creatureType} (same value: )
details : object {4-02.system.details}
[description] : string {4-02.system.details.description} (same value: <p>The grove, broken and tormented due to the necromantic energy infecting the area it protected, manifests an illusion to warn others of the region's plight and plead for help. Pharasmin cleric and Pathfinder Seldrick Dralston trudges into the grove, injured and infected with some kind of evil corruption. He defiles the statue of Erastil in the center of the grove, and the golden light illuminating the grove ceases, revealing the black skies above. Purple magical energy emanating from a nearby tower seeps into the sacred grove, and the life within the grove's protection begins to die.</p>)
[disable] : string {4-02.system.details.disable} (2 different values)
<p>@Check[occultism|dc:18] (trained) or @Check[religion|dc:18] (trained) to convince the spirit of the wood the message has been understood</p> (x1)
<p>@Check[occultism|dc:22] (trained) or @Check[religion|dc:22] (trained) to convince the spirit of the wood the message has been understood</p> (x1)
[isComplex] : boolean {4-02.system.details.isComplex} (same value: False)
level : object {4-02.system.details.level}
value : integer {4-02.system.details.level.value} (4 different values)
2 (x3)
4 (x2)
1 (x2)
-1 (x1)
publication : object {4-02.system.details.publication}
license : string {4-02.system.details.publication.license} (same value: OGL)
remaster : boolean {4-02.system.details.publication.remaster} (same value: False)
title : string {4-02.system.details.publication.title} (same value: Pathfinder Society Scenario #4-02: Return to the Grave)
[reset] : string {4-02.system.details.reset} (same value: <p>The haunt returns every 10 minutes to retell its tale. The haunting of the sacred grove is permanently put to rest if the shrine is reconsecrated, which is impossible unless the evil forces in the nearby watchtower are defeated.</p>)
[routine] : string {4-02.system.details.routine} (same value: )
blurb : string {4-02.system.details.blurb} (5 different values)
Variant guard (x1)
Variant commoner (x1)
Variant deathless acolyte (x2)
Variant skeletal champion (x1)
Variant skeletal soldier (x1)
languages : object {4-02.system.details.languages}
details : string {4-02.system.details.languages.details} (same value: )
value : array<string> {4-02.system.details.languages.value}
Length: min=1 max=3
Value type: string {4-02.system.details.languages.value.[]} (3 different values)
common (x5)
necril (x4)
osiriani (x2)
privateNotes : string {4-02.system.details.privateNotes} (same value: )
publicNotes : string {4-02.system.details.publicNotes} (5 different values)
<p>Guards are rank-and-file members of a town watch or city guard, trained to look for trouble, take down criminals, and follow orders. They are a match for only the most fledgling of adventurers and criminals, but, given time, the settlement can usually muster them in numbers sufficient to neutralize most threats.</p>
<hr />
<p>Larger societies rely on those with the authority and the ability to interpret and enforce laws. In good-aligned societies, these officials carry out their duties fairly. In neutral and evil ones, these officials can be harsh and cruel (with an altered alignment to reflect this), imposing severe punishments on those who can't pay for mercy.</p> (x1)
<p>Though not every commoner is downtrodden, many live hard lives of toil as they work to keep their families fed and housed in relative comfort. While many commoners are just simple folks who keep to themselves, sometimes commoners rebel, either rising up to face their oppressors or persuaded or even duped into joining nefarious plans and criminal conspiracies. Commoners benefit from power in numbers, and a crowd of commoners can accomplish a great deal more than their rulers often expect.</p>
<hr />
<p>Unfortunately, every society has people living on its fringes. While good communities work to grant aid and respite to their downtrodden, sometimes-due to economic downturn, famine, or war-the ranks of the less fortunate exceed the community's capacity to support them. In heartless neutral and evil societies, poverty is seen as an inevitability that can never be truly eradicated, or even worse, as a tool to be manipulated for political gain.</p> (x1)
<p>Deathless acolytes typically arise when a deity or their herald expends a minor amount of power to return a low-ranking priest. Some priests are powerful enough in life to return, greatly lessened, of their own volition.</p>
<hr />
<p>Deathless acolytes are an oddity among undead, neither willingly transformed nor, strictly speaking, transformed against their will. The creation of a deathless acolyte is an act of direct intervention by a deity, typically as a double-edged reward and curse granted to a faithful priest who failed in completing a divine mandate due to circumstances beyond their control.</p> (x2)
<p>These skeletons retain the cunning they possessed in life.</p>
<hr />
<p>Made from bones held together by foul necromancy, skeletons are among the most common types of undead, found haunting old dungeons and forgotten cemeteries.</p> (x1)
<p>These soldiers continue to follow orders in death, still wielding the armaments they spent a lifetime learning how to use. While frequently made from the bones of humans or dwarves, other types of humanoids are quite common, such as bugbears, hobgoblins, and orcs. Often, these soldiers wield the weapons most common among their people instead of those listed here.</p>
<hr />
<p>Among the ranks of the dead, none are so numerous, nor so varied, as the skeleton. While most are almost entirely made from bone, some maintain a few scraps of flesh to aid them in movement, such as wing membranes.</p> (x1)
saves : object {4-02.system.saves}
fortitude : object {4-02.system.saves.fortitude}
saveDetail : string {4-02.system.saves.fortitude.saveDetail} (same value: )
value : integer {4-02.system.saves.fortitude.value} (4 different values)
0 (x2)
7 (x2)
6 (x3)
9 (x1)
reflex : object {4-02.system.saves.reflex}
saveDetail : string {4-02.system.saves.reflex.saveDetail} (same value: )
value : integer {4-02.system.saves.reflex.value} (7 different values)
0 (x2)
5 (x1)
3 (x1)
6 (x1)
9 (x1)
10 (x1)
7 (x1)
will : object {4-02.system.saves.will}
saveDetail : string {4-02.system.saves.will.saveDetail} (same value: )
value : integer {4-02.system.saves.will.value} (6 different values)
0 (x2)
5 (x2)
3 (x1)
10 (x1)
13 (x1)
6 (x1)
[statusEffects] : array<> {4-02.system.statusEffects}
Length: min=0 max=0
Value type: mixed
traits : object {4-02.system.traits}
rarity : string {4-02.system.traits.rarity} (2 different values)
unique (x4)
uncommon (x4)
size : object {4-02.system.traits.size}
value : string {4-02.system.traits.size.value} (same value: med)
value : array<string> {4-02.system.traits.value}
Length: min=1 max=5
Value type: string {4-02.system.traits.value.[]} (9 different values)
haunt (x2)
chaotic (x2)
human (x2)
humanoid (x2)
evil (x4)
undead (x4)
unholy (x4)
skeleton (x2)
mindless (x1)
abilities : object {4-02.system.abilities}
cha : object {4-02.system.abilities.cha}
mod : integer {4-02.system.abilities.cha.mod} (4 different values)
-1 (x1)
0 (x2)
2 (x2)
1 (x1)
con : object {4-02.system.abilities.con}
mod : integer {4-02.system.abilities.con.mod} (4 different values)
2 (x2)
0 (x1)
1 (x2)
3 (x1)
dex : object {4-02.system.abilities.dex}
mod : integer {4-02.system.abilities.dex.mod} (4 different values)
2 (x3)
1 (x1)
3 (x1)
4 (x1)
int : object {4-02.system.abilities.int}
mod : integer {4-02.system.abilities.int.mod} (4 different values)
0 (x2)
1 (x2)
-1 (x1)
-5 (x1)
str : object {4-02.system.abilities.str}
mod : integer {4-02.system.abilities.str.mod} (4 different values)
4 (x2)
3 (x1)
1 (x2)
2 (x1)
wis : object {4-02.system.abilities.wis}
mod : integer {4-02.system.abilities.wis.mod} (5 different values)
2 (x2)
1 (x1)
4 (x1)
5 (x1)
0 (x1)
initiative : object {4-02.system.initiative}
statistic : string {4-02.system.initiative.statistic} (same value: perception)
perception : object {4-02.system.perception}
details : string {4-02.system.perception.details} (2 different values)
(+8 to find concealed objects) (x1)
(x5)
mod : integer {4-02.system.perception.mod} (5 different values)
7 (x1)
3 (x1)
8 (x2)
11 (x1)
5 (x1)
senses : array<object> {4-02.system.perception.senses}
Length: min=0 max=1
Value type: object {4-02.system.perception.senses.[]}
type : string {4-02.system.perception.senses.[].type} (same value: darkvision)
resources : object {4-02.system.resources}
[focus] : object {4-02.system.resources.focus}
max : integer {4-02.system.resources.focus.max} (same value: 1)
value : integer {4-02.system.resources.focus.value} (same value: 1)
skills : object {4-02.system.skills}
[athletics] : object {4-02.system.skills.athletics}
base : integer {4-02.system.skills.athletics.base} (3 different values)
7 (x2)
5 (x1)
8 (x1)
[intimidation] : object {4-02.system.skills.intimidation}
base : integer {4-02.system.skills.intimidation.base} (4 different values)
5 (x1)
6 (x1)
10 (x1)
7 (x1)
[society] : object {4-02.system.skills.society}
base : integer {4-02.system.skills.society.base} (same value: 2)
[occultism] : object {4-02.system.skills.occultism}
base : integer {4-02.system.skills.occultism.base} (2 different values)
7 (x1)
9 (x1)
[religion] : object {4-02.system.skills.religion}
base : integer {4-02.system.skills.religion.base} (2 different values)
8 (x1)
13 (x1)
[stealth] : object {4-02.system.skills.stealth}
base : integer {4-02.system.skills.stealth.base} (3 different values)
6 (x1)
9 (x1)
5 (x1)
acrobatics : object {4-02.system.skills.acrobatics}
base : integer {4-02.system.skills.acrobatics.base} (2 different values)
8 (x1)
5 (x1)
type : string {4-02.type} (2 different values)
hazard (x2)
npc (x6)
+573
View File
@@ -0,0 +1,573 @@
4-03
Different values: 4
=====================================
object {4-03}
_id : string {4-03._id} (all different values)
folder : string {4-03.folder} (same value: uovIumN7adjPOBV0)
img : string {4-03.img} (same value: systems/pf2e/icons/default-icons/npc.svg)
items : array<object> {4-03.items}
Length: min=18 max=39
Value type: object {4-03.items.[]}
_id : string {4-03.items.[]._id} (58 different values)
img : string {4-03.items.[].img} (35 different values)
name : string {4-03.items.[].name} (41 different values)
sort : integer {4-03.items.[].sort} (39 different values)
system : object {4-03.items.[].system}
[autoHeightenLevel] : object {4-03.items.[].system.autoHeightenLevel}
[value] : mixed
description : object {4-03.items.[].system.description}
value : string {4-03.items.[].system.description.value} (39 different values)
[prepared] : object {4-03.items.[].system.prepared}
value : string {4-03.items.[].system.prepared.value} (2 different values)
spontaneous (x2)
focus (x2)
[proficiency] : object {4-03.items.[].system.proficiency}
value : integer {4-03.items.[].system.proficiency.value} (same value: 1)
publication : object {4-03.items.[].system.publication}
license : string {4-03.items.[].system.publication.license} (same value: OGL)
remaster : boolean {4-03.items.[].system.publication.remaster} (same value: False)
title : string {4-03.items.[].system.publication.title} (all different values)
rules : ###FoundryRulesObject###
[slots] : object {4-03.items.[].system.slots}
[slot1] : object {4-03.items.[].system.slots.slot1}
max : integer {4-03.items.[].system.slots.slot1.max} (same value: 3)
value : integer {4-03.items.[].system.slots.slot1.value} (same value: 3)
[slot2] : object {4-03.items.[].system.slots.slot2}
max : integer {4-03.items.[].system.slots.slot2.max} (same value: 3)
value : integer {4-03.items.[].system.slots.slot2.value} (same value: 3)
[slot3] : object {4-03.items.[].system.slots.slot3}
max : integer {4-03.items.[].system.slots.slot3.max} (2 different values)
2 (x1)
3 (x1)
value : integer {4-03.items.[].system.slots.slot3.value} (2 different values)
2 (x1)
3 (x1)
[slot4] : object {4-03.items.[].system.slots.slot4}
max : integer {4-03.items.[].system.slots.slot4.max} (same value: 2)
value : integer {4-03.items.[].system.slots.slot4.value} (same value: 2)
[slug] : string {4-03.items.[].system.slug} (31 different values)
[spelldc] : object {4-03.items.[].system.spelldc}
dc : integer {4-03.items.[].system.spelldc.dc} (2 different values)
22 (x2)
25 (x2)
mod : integer {4-03.items.[].system.spelldc.mod} (same value: 0)
value : integer {4-03.items.[].system.spelldc.value} (2 different values)
14 (x2)
17 (x2)
[tradition] : object {4-03.items.[].system.tradition}
value : string {4-03.items.[].system.tradition.value} (same value: occult)
[area] : object {4-03.items.[].system.area}
type : string {4-03.items.[].system.area.type} (3 different values)
emanation (x8)
burst (x2)
cone (x2)
value : integer {4-03.items.[].system.area.value} (all different values)
[cost] : object {4-03.items.[].system.cost}
value : string {4-03.items.[].system.cost.value} (same value: )
[counteraction] : boolean {4-03.items.[].system.counteraction} (2 different values)
False (x34)
True (x2)
[damage] : object {4-03.items.[].system.damage}
[0] : object {4-03.items.[].system.damage.0}
[category] : mixed
formula : string {4-03.items.[].system.damage.0.formula} (6 different values)
2d10 (x2)
2d8 (x3)
0 (x2)
1d8 (x2)
1d10+4 (x2)
6d6 (x1)
kinds : array<string> {4-03.items.[].system.damage.0.kinds}
Length: min=1 max=1
Value type: string {4-03.items.[].system.damage.0.kinds.[]} (2 different values)
damage (x10)
healing (x2)
materials : array<> {4-03.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {4-03.items.[].system.damage.0.type} (5 different values)
sonic (x4)
force (x3)
mental (x2)
untyped (x2)
void (x1)
[applyMod] : boolean {4-03.items.[].system.damage.0.applyMod} (2 different values)
False (x5)
True (x2)
[damageType] : string {4-03.items.[].system.damage.damageType} (2 different values)
slashing (x8)
piercing (x6)
[dice] : integer {4-03.items.[].system.damage.dice} (same value: 1)
[die] : string {4-03.items.[].system.damage.die} (2 different values)
d8 (x4)
d6 (x10)
[defense] : object {4-03.items.[].system.defense}
save : object {4-03.items.[].system.defense.save}
basic : boolean {4-03.items.[].system.defense.save.basic} (2 different values)
False (x7)
True (x5)
statistic : string {4-03.items.[].system.defense.save.statistic} (2 different values)
fortitude (x8)
will (x4)
[duration] : object {4-03.items.[].system.duration}
sustained : boolean {4-03.items.[].system.duration.sustained} (2 different values)
False (x33)
True (x3)
value : string {4-03.items.[].system.duration.value} (6 different values)
1 minute (x10)
(x14)
1 round (x6)
10 minutes (x2)
varies (x2)
until the end of your turn (x2)
[heightening] : object {4-03.items.[].system.heightening}
[levels] : object {4-03.items.[].system.heightening.levels}
[6] : object {4-03.items.[].system.heightening.levels.6}
target : object {4-03.items.[].system.heightening.levels.6.target}
value : string {4-03.items.[].system.heightening.levels.6.target.value} (2 different values)
10 creatures (x2)
any number of objects (x2)
[5] : object {4-03.items.[].system.heightening.levels.5}
range : object {4-03.items.[].system.heightening.levels.5.range}
value : string {4-03.items.[].system.heightening.levels.5.range.value} (same value: 1200 feet)
[7] : object {4-03.items.[].system.heightening.levels.7}
[range] : object {4-03.items.[].system.heightening.levels.7.range}
value : string {4-03.items.[].system.heightening.levels.7.range.value} (same value: 1 mile)
[target] : object {4-03.items.[].system.heightening.levels.7.target}
value : string {4-03.items.[].system.heightening.levels.7.target.value} (same value: 6 creatures)
[3] : object {4-03.items.[].system.heightening.levels.3}
target : object {4-03.items.[].system.heightening.levels.3.target}
value : string {4-03.items.[].system.heightening.levels.3.target.value} (2 different values)
5 creatures (x2)
10 objects (x2)
type : string {4-03.items.[].system.heightening.type} (2 different values)
fixed (x9)
interval (x12)
[damage] : object {4-03.items.[].system.heightening.damage}
0 : string {4-03.items.[].system.heightening.damage.0} (5 different values)
1d10 (x2)
1d8 (x5)
1d6 (x2)
1d10+4 (x2)
2d6 (x1)
[interval] : integer {4-03.items.[].system.heightening.interval} (2 different values)
1 (x5)
2 (x7)
[level] : object {4-03.items.[].system.level}
value : integer {4-03.items.[].system.level.value} (5 different values)
3 (x4)
2 (x11)
1 (x20)
0 (x28)
4 (x1)
[location] : object {4-03.items.[].system.location}
[heightenedLevel] : integer {4-03.items.[].system.location.heightenedLevel} (all different values)
value : string {4-03.items.[].system.location.value} (2 different values)
un5QEIBwp9WdjxPy (x30)
Z8RG8I9XaUontnAA (x6)
[signature] : boolean {4-03.items.[].system.location.signature} (same value: True)
[range] : mixed
object {4-03.items.[].system.range}
value : string {4-03.items.[].system.range.value} (6 different values)
30 feet (x12)
120 feet (x5)
(x14)
500 feet (x2)
60 feet (x2)
touch (x1)
integer {4-03.items.[].system.range} (2 different values)
60 (x4)
30 (x2)
[requirements] : string {4-03.items.[].system.requirements} (same value: )
[target] : object {4-03.items.[].system.target}
value : string {4-03.items.[].system.target.value} (6 different values)
1 creature (x8)
1 spell effect or unattended magic item (x2)
(x21)
1 object (x2)
1 willing living creature (x2)
1 living creature (x1)
[time] : object {4-03.items.[].system.time}
value : string {4-03.items.[].system.time.value} (all different values)
[traits] : object {4-03.items.[].system.traits}
rarity : string {4-03.items.[].system.traits.rarity} (2 different values)
common (x90)
uncommon (x6)
[traditions] : array<string> {4-03.items.[].system.traits.traditions}
Length: min=0 max=4
Value type: string {4-03.items.[].system.traits.traditions.[]} (all different values)
value : array<string> {4-03.items.[].system.traits.value}
Length: min=0 max=7
Value type: string {4-03.items.[].system.traits.value.[]} (28 different values)
[integrated] : mixed
[baseItem] : string {4-03.items.[].system.baseItem} (8 different values)
battle-axe (x2)
hatchet (x4)
shortbow (x4)
wooden-shield (x4)
leather-armor (x2)
javelin (x2)
longsword (x2)
hide-armor (x2)
[bonus] : object {4-03.items.[].system.bonus}
value : integer {4-03.items.[].system.bonus.value} (6 different values)
0 (x14)
15 (x4)
13 (x4)
18 (x2)
16 (x2)
12 (x4)
[bonusDamage] : object {4-03.items.[].system.bonusDamage}
value : integer {4-03.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {4-03.items.[].system.bulk}
value : mixed
integer {4-03.items.[].system.bulk.value} (2 different values)
1 (x16)
2 (x2)
float {4-03.items.[].system.bulk.value} (same value: 0,1)
[category] : string {4-03.items.[].system.category} (8 different values)
martial (x12)
light (x2)
ammo (x4)
interaction (x2)
defensive (x9)
offensive (x5)
simple (x2)
medium (x2)
[containerId] : mixed
[equipped] : object {4-03.items.[].system.equipped}
carryType : string {4-03.items.[].system.equipped.carryType} (2 different values)
worn (x24)
held (x4)
[handsHeld] : integer {4-03.items.[].system.equipped.handsHeld} (2 different values)
0 (x20)
1 (x4)
[invested] : mixed
[group] : string {4-03.items.[].system.group} (5 different values)
axe (x6)
bow (x4)
leather (x4)
dart (x2)
sword (x2)
[hardness] : integer {4-03.items.[].system.hardness} (2 different values)
0 (x24)
3 (x4)
[hp] : object {4-03.items.[].system.hp}
max : integer {4-03.items.[].system.hp.max} (2 different values)
0 (x24)
12 (x4)
value : integer {4-03.items.[].system.hp.value} (2 different values)
0 (x24)
12 (x4)
[material] : object {4-03.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {4-03.items.[].system.price}
value : object {4-03.items.[].system.price.value}
[gp] : integer {4-03.items.[].system.price.value.gp} (3 different values)
1 (x8)
3 (x4)
2 (x4)
[sp] : integer {4-03.items.[].system.price.value.sp} (3 different values)
4 (x4)
8 (x2)
1 (x6)
[per] : integer {4-03.items.[].system.price.per} (same value: 10)
[quantity] : integer {4-03.items.[].system.quantity} (3 different values)
1 (x20)
4 (x4)
20 (x4)
[reload] : object {4-03.items.[].system.reload}
value : string {4-03.items.[].system.reload.value} (3 different values)
(x4)
- (x6)
0 (x4)
[runes] : object {4-03.items.[].system.runes}
[potency] : integer {4-03.items.[].system.runes.potency} (same value: 0)
[property] : array<> {4-03.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {4-03.items.[].system.runes.striking} (same value: 0)
[reinforcing] : integer {4-03.items.[].system.runes.reinforcing} (same value: 0)
[resilient] : integer {4-03.items.[].system.runes.resilient} (same value: 0)
[size] : string {4-03.items.[].system.size} (same value: med)
[splashDamage] : object {4-03.items.[].system.splashDamage}
value : integer {4-03.items.[].system.splashDamage.value} (same value: 0)
[usage] : object {4-03.items.[].system.usage}
value : string {4-03.items.[].system.usage.value} (3 different values)
held-in-one-hand (x14)
held-in-one-plus-hands (x4)
held-in-two-hands (x2)
[acBonus] : integer {4-03.items.[].system.acBonus} (3 different values)
2 (x4)
1 (x2)
3 (x2)
[speedPenalty] : integer {4-03.items.[].system.speedPenalty} (2 different values)
0 (x6)
-5 (x2)
[checkPenalty] : integer {4-03.items.[].system.checkPenalty} (2 different values)
-1 (x2)
-2 (x2)
[dexCap] : integer {4-03.items.[].system.dexCap} (2 different values)
4 (x2)
2 (x2)
[strength] : integer {4-03.items.[].system.strength} (2 different values)
0 (x2)
2 (x2)
[stackGroup] : string {4-03.items.[].system.stackGroup} (same value: arrows)
[uses] : object {4-03.items.[].system.uses}
autoDestroy : boolean {4-03.items.[].system.uses.autoDestroy} (same value: True)
max : integer {4-03.items.[].system.uses.max} (same value: 1)
value : integer {4-03.items.[].system.uses.value} (same value: 1)
[attack] : object {4-03.items.[].system.attack}
value : string {4-03.items.[].system.attack.value} (same value: )
[attackEffects] : object {4-03.items.[].system.attackEffects}
value : array<> {4-03.items.[].system.attackEffects.value}
Length: min=0 max=0
Value type: mixed
[damageRolls] : object {4-03.items.[].system.damageRolls}
[c908naqm4d5wvsi1] : object {4-03.items.[].system.damageRolls.c908naqm4d5wvsi1}
damage : string {4-03.items.[].system.damageRolls.c908naqm4d5wvsi1.damage} (2 different values)
1d8 + 7 (x1)
1d8 + 9 (x1)
damageType : string {4-03.items.[].system.damageRolls.c908naqm4d5wvsi1.damageType} (same value: slashing)
[evvcwbp546176aoz] : object {4-03.items.[].system.damageRolls.evvcwbp546176aoz}
damage : string {4-03.items.[].system.damageRolls.evvcwbp546176aoz.damage} (2 different values)
1d6 + 7 (x1)
1d6 + 9 (x1)
damageType : string {4-03.items.[].system.damageRolls.evvcwbp546176aoz.damageType} (same value: slashing)
[hdbkvdcgsu2tc2ek] : object {4-03.items.[].system.damageRolls.hdbkvdcgsu2tc2ek}
damage : string {4-03.items.[].system.damageRolls.hdbkvdcgsu2tc2ek.damage} (2 different values)
1d6 + 7 (x1)
1d6 + 9 (x1)
damageType : string {4-03.items.[].system.damageRolls.hdbkvdcgsu2tc2ek.damageType} (same value: slashing)
[v1ae3zfprsy5j7za] : object {4-03.items.[].system.damageRolls.v1ae3zfprsy5j7za}
damage : string {4-03.items.[].system.damageRolls.v1ae3zfprsy5j7za.damage} (2 different values)
1d6 + 4 (x1)
1d6 + 6 (x1)
damageType : string {4-03.items.[].system.damageRolls.v1ae3zfprsy5j7za.damageType} (same value: piercing)
[tv9t7m75xid3njcs] : object {4-03.items.[].system.damageRolls.tv9t7m75xid3njcs}
damage : string {4-03.items.[].system.damageRolls.tv9t7m75xid3njcs.damage} (2 different values)
1d6 + 6 (x1)
1d6 + 10 (x1)
damageType : string {4-03.items.[].system.damageRolls.tv9t7m75xid3njcs.damageType} (same value: slashing)
[mr3ezesyg80lv2dv] : object {4-03.items.[].system.damageRolls.mr3ezesyg80lv2dv}
damage : string {4-03.items.[].system.damageRolls.mr3ezesyg80lv2dv.damage} (2 different values)
1d8 + 6 (x1)
1d8 + 10 (x1)
damageType : string {4-03.items.[].system.damageRolls.mr3ezesyg80lv2dv.damageType} (same value: slashing)
[qy0f8hwsfqfy6b9w] : object {4-03.items.[].system.damageRolls.qy0f8hwsfqfy6b9w}
damage : string {4-03.items.[].system.damageRolls.qy0f8hwsfqfy6b9w.damage} (2 different values)
1d6 + 6 (x1)
1d6 + 10 (x1)
damageType : string {4-03.items.[].system.damageRolls.qy0f8hwsfqfy6b9w.damageType} (same value: piercing)
[ttijxd3at4qduwlh] : object {4-03.items.[].system.damageRolls.ttijxd3at4qduwlh}
damage : string {4-03.items.[].system.damageRolls.ttijxd3at4qduwlh.damage} (2 different values)
1d6 + 2 (x1)
1d6 + 6 (x1)
damageType : string {4-03.items.[].system.damageRolls.ttijxd3at4qduwlh.damageType} (same value: piercing)
[weaponType] : object {4-03.items.[].system.weaponType}
value : string {4-03.items.[].system.weaponType.value} (2 different values)
melee (x8)
ranged (x8)
[actionType] : object {4-03.items.[].system.actionType}
value : string {4-03.items.[].system.actionType.value} (3 different values)
passive (x8)
reaction (x6)
action (x2)
[actions] : object {4-03.items.[].system.actions}
[value] : integer {4-03.items.[].system.actions.value} (same value: 2)
[mod] : object {4-03.items.[].system.mod}
value : integer {4-03.items.[].system.mod.value} (all different values)
[proficient] : object {4-03.items.[].system.proficient}
value : integer {4-03.items.[].system.proficient.value} (same value: 0)
type : string {4-03.items.[].type} (10 different values)
spellcastingEntry (x4)
spell (x36)
weapon (x14)
shield (x4)
armor (x4)
equipment (x2)
consumable (x4)
melee (x16)
action (x16)
lore (x10)
[_stats] : object {4-03.items.[]._stats}
compendiumSource : string {4-03.items.[]._stats.compendiumSource} (31 different values)
[flags] : object {4-03.items.[].flags}
pf2e : object {4-03.items.[].flags.pf2e}
linkedWeapon : string {4-03.items.[].flags.pf2e.linkedWeapon} (7 different values)
2Cr5q8BzKoIm2JOm (x2)
ZJMFKI4sM1MnSKBj (x4)
y5KhTAlkkIQhPGrq (x2)
2pmhauk2aty2AaLV (x2)
rxp3fYKut78kSkHG (x2)
MBHJXyIC2lFwI9mn (x2)
MXyva7qdcOauQwsI (x2)
name : string {4-03.name} (all different values)
[prototypeToken] : object {4-03.prototypeToken}
name : string {4-03.prototypeToken.name} (same value: Revna the Brave)
system : object {4-03.system}
abilities : object {4-03.system.abilities}
cha : object {4-03.system.abilities.cha}
mod : integer {4-03.system.abilities.cha.mod} (2 different values)
4 (x2)
1 (x2)
con : object {4-03.system.abilities.con}
mod : integer {4-03.system.abilities.con.mod} (3 different values)
0 (x1)
1 (x1)
3 (x2)
dex : object {4-03.system.abilities.dex}
mod : integer {4-03.system.abilities.dex.mod} (2 different values)
1 (x3)
2 (x1)
int : object {4-03.system.abilities.int}
mod : integer {4-03.system.abilities.int.mod} (2 different values)
2 (x2)
0 (x2)
str : object {4-03.system.abilities.str}
mod : integer {4-03.system.abilities.str.mod} (2 different values)
3 (x2)
4 (x2)
wis : object {4-03.system.abilities.wis}
mod : integer {4-03.system.abilities.wis.mod} (2 different values)
2 (x3)
1 (x1)
attributes : object {4-03.system.attributes}
ac : object {4-03.system.attributes.ac}
details : string {4-03.system.attributes.ac.details} (all different values)
value : integer {4-03.system.attributes.ac.value} (all different values)
allSaves : object {4-03.system.attributes.allSaves}
value : string {4-03.system.attributes.allSaves.value} (same value: )
hp : object {4-03.system.attributes.hp}
details : string {4-03.system.attributes.hp.details} (same value: )
max : integer {4-03.system.attributes.hp.max} (all different values)
temp : integer {4-03.system.attributes.hp.temp} (same value: 0)
value : integer {4-03.system.attributes.hp.value} (all different values)
speed : object {4-03.system.attributes.speed}
otherSpeeds : array<> {4-03.system.attributes.speed.otherSpeeds}
Length: min=0 max=0
Value type: mixed
value : integer {4-03.system.attributes.speed.value} (same value: 25)
details : object {4-03.system.details}
blurb : string {4-03.system.details.blurb} (same value: )
languages : object {4-03.system.details.languages}
details : string {4-03.system.details.languages.details} (same value: )
value : array<string> {4-03.system.details.languages.value}
Length: min=2 max=5
Value type: string {4-03.system.details.languages.value.[]} (5 different values)
common (x4)
draconic (x2)
hallit (x2)
skald (x4)
tien (x2)
level : object {4-03.system.details.level}
value : integer {4-03.system.details.level.value} (3 different values)
5 (x2)
7 (x1)
3 (x1)
privateNotes : string {4-03.system.details.privateNotes} (same value: )
publicNotes : string {4-03.system.details.publicNotes} (same value: )
publication : object {4-03.system.details.publication}
license : string {4-03.system.details.publication.license} (same value: OGL)
remaster : boolean {4-03.system.details.publication.remaster} (same value: False)
title : string {4-03.system.details.publication.title} (same value: Pathfinder Society Scenario #4-03: Linnorm's Legacy)
initiative : object {4-03.system.initiative}
statistic : string {4-03.system.initiative.statistic} (same value: perception)
perception : object {4-03.system.perception}
details : string {4-03.system.perception.details} (same value: )
mod : integer {4-03.system.perception.mod} (3 different values)
11 (x2)
15 (x1)
8 (x1)
senses : array<> {4-03.system.perception.senses}
Length: min=0 max=0
Value type: mixed
resources : object {4-03.system.resources}
[focus] : object {4-03.system.resources.focus}
max : integer {4-03.system.resources.focus.max} (same value: 1)
value : integer {4-03.system.resources.focus.value} (same value: 1)
saves : object {4-03.system.saves}
fortitude : object {4-03.system.saves.fortitude}
saveDetail : string {4-03.system.saves.fortitude.saveDetail} (same value: )
value : integer {4-03.system.saves.fortitude.value} (3 different values)
9 (x2)
10 (x1)
14 (x1)
reflex : object {4-03.system.saves.reflex}
saveDetail : string {4-03.system.saves.reflex.saveDetail} (same value: )
value : integer {4-03.system.saves.reflex.value} (3 different values)
12 (x2)
6 (x1)
9 (x1)
will : object {4-03.system.saves.will}
saveDetail : string {4-03.system.saves.will.saveDetail} (same value: )
value : integer {4-03.system.saves.will.value} (3 different values)
13 (x2)
8 (x1)
11 (x1)
skills : object {4-03.system.skills}
[acrobatics] : object {4-03.system.skills.acrobatics}
base : integer {4-03.system.skills.acrobatics.base} (2 different values)
10 (x1)
12 (x1)
athletics : object {4-03.system.skills.athletics}
base : integer {4-03.system.skills.athletics.base} (all different values)
[deception] : object {4-03.system.skills.deception}
base : integer {4-03.system.skills.deception.base} (2 different values)
13 (x1)
17 (x1)
[diplomacy] : object {4-03.system.skills.diplomacy}
base : integer {4-03.system.skills.diplomacy.base} (2 different values)
13 (x1)
17 (x1)
[medicine] : object {4-03.system.skills.medicine}
base : integer {4-03.system.skills.medicine.base} (2 different values)
11 (x1)
13 (x1)
[occultism] : object {4-03.system.skills.occultism}
base : integer {4-03.system.skills.occultism.base} (2 different values)
11 (x1)
15 (x1)
[performance] : object {4-03.system.skills.performance}
base : integer {4-03.system.skills.performance.base} (2 different values)
14 (x1)
19 (x1)
special : array<object> {4-03.system.skills.performance.special}
Length: min=1 max=1
Value type: object {4-03.system.skills.performance.special.[]}
base : integer {4-03.system.skills.performance.special.[].base} (2 different values)
15 (x1)
20 (x1)
label : string {4-03.system.skills.performance.special.[].label} (same value: when Singing)
predicate : array<string> {4-03.system.skills.performance.special.[].predicate}
Length: min=1 max=1
Value type: string {4-03.system.skills.performance.special.[].predicate.[]} (same value: action:perform:singing)
society : object {4-03.system.skills.society}
base : integer {4-03.system.skills.society.base} (all different values)
[stealth] : object {4-03.system.skills.stealth}
base : integer {4-03.system.skills.stealth.base} (2 different values)
10 (x1)
12 (x1)
intimidation : object {4-03.system.skills.intimidation}
base : integer {4-03.system.skills.intimidation.base} (2 different values)
8 (x1)
10 (x1)
survival : object {4-03.system.skills.survival}
base : integer {4-03.system.skills.survival.base} (2 different values)
8 (x1)
11 (x1)
traits : object {4-03.system.traits}
rarity : string {4-03.system.traits.rarity} (2 different values)
unique (x2)
uncommon (x2)
size : object {4-03.system.traits.size}
value : string {4-03.system.traits.size.value} (same value: med)
value : array<string> {4-03.system.traits.value}
Length: min=2 max=3
Value type: string {4-03.system.traits.value.[]} (3 different values)
good (x2)
human (x4)
humanoid (x4)
type : string {4-03.type} (same value: npc)
+715
View File
@@ -0,0 +1,715 @@
4-04
Different values: 10
=====================================
object {4-04}
_id : string {4-04._id} (all different values)
folder : string {4-04.folder} (same value: WTtOfO2nLtRIJyDb)
img : string {4-04.img} (2 different values)
systems/pf2e/icons/default-icons/npc.svg (x7)
systems/pf2e/icons/default-icons/hazard.svg (x3)
items : array<object> {4-04.items}
Length: min=1 max=24
Value type: object {4-04.items.[]}
_id : string {4-04.items.[]._id} (50 different values)
[_stats] : object {4-04.items.[]._stats}
compendiumSource : string {4-04.items.[]._stats.compendiumSource} (28 different values)
img : string {4-04.items.[].img} (29 different values)
name : string {4-04.items.[].name} (45 different values)
sort : integer {4-04.items.[].sort} (25 different values)
system : object {4-04.items.[].system}
[baseItem] : string {4-04.items.[].system.baseItem} (4 different values)
dagger (x1)
sickle (x1)
chain-shirt (x1)
flintlock-musket (x2)
[bonus] : object {4-04.items.[].system.bonus}
value : integer {4-04.items.[].system.bonus.value} (9 different values)
0 (x4)
13 (x3)
12 (x2)
7 (x1)
6 (x3)
10 (x3)
14 (x2)
9 (x1)
16 (x1)
[bonusDamage] : object {4-04.items.[].system.bonusDamage}
value : integer {4-04.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {4-04.items.[].system.bulk}
value : mixed
float {4-04.items.[].system.bulk.value} (same value: 0,1)
integer {4-04.items.[].system.bulk.value} (same value: 1)
[category] : string {4-04.items.[].system.category} (5 different values)
simple (x4)
light (x1)
offensive (x11)
interaction (x4)
defensive (x1)
[containerId] : mixed
[damage] : object {4-04.items.[].system.damage}
[damageType] : string {4-04.items.[].system.damage.damageType} (2 different values)
piercing (x3)
slashing (x1)
[dice] : integer {4-04.items.[].system.damage.dice} (same value: 1)
[die] : string {4-04.items.[].system.damage.die} (2 different values)
d4 (x2)
d6 (x2)
[0] : object {4-04.items.[].system.damage.0}
[category] : mixed
formula : string {4-04.items.[].system.damage.0.formula} (9 different values)
6d6 (x2)
2d10 (x4)
2d6 (x2)
1d4 (x2)
0 (x2)
2d4 (x2)
1d4+1 (x2)
1d6 (x2)
8d6 (x1)
kinds : array<string> {4-04.items.[].system.damage.0.kinds}
Length: min=1 max=1
Value type: string {4-04.items.[].system.damage.0.kinds.[]} (same value: damage)
[materials] : array<> {4-04.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {4-04.items.[].system.damage.0.type} (6 different values)
void (x6)
bludgeoning (x2)
sonic (x4)
mental (x3)
force (x2)
untyped (x2)
[applyMod] : boolean {4-04.items.[].system.damage.0.applyMod} (2 different values)
False (x8)
True (x6)
description : object {4-04.items.[].system.description}
value : string {4-04.items.[].system.description.value} (39 different values)
[equipped] : object {4-04.items.[].system.equipped}
carryType : string {4-04.items.[].system.equipped.carryType} (2 different values)
held (x4)
worn (x1)
[handsHeld] : integer {4-04.items.[].system.equipped.handsHeld} (same value: 1)
[invested] : mixed
[inSlot] : boolean {4-04.items.[].system.equipped.inSlot} (same value: True)
[group] : string {4-04.items.[].system.group} (3 different values)
knife (x2)
chain (x1)
firearm (x2)
[hardness] : integer {4-04.items.[].system.hardness} (same value: 0)
[hp] : object {4-04.items.[].system.hp}
max : integer {4-04.items.[].system.hp.max} (same value: 0)
value : integer {4-04.items.[].system.hp.value} (same value: 0)
[level] : object {4-04.items.[].system.level}
value : integer {4-04.items.[].system.level.value} (5 different values)
0 (x5)
3 (x6)
2 (x8)
1 (x18)
4 (x1)
[material] : object {4-04.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {4-04.items.[].system.price}
value : object {4-04.items.[].system.price.value}
[sp] : integer {4-04.items.[].system.price.value.sp} (same value: 2)
gp : integer {4-04.items.[].system.price.value.gp} (2 different values)
5 (x1)
7 (x2)
publication : object {4-04.items.[].system.publication}
license : string {4-04.items.[].system.publication.license} (same value: OGL)
remaster : boolean {4-04.items.[].system.publication.remaster} (same value: False)
title : string {4-04.items.[].system.publication.title} (6 different values)
Pathfinder Core Rulebook (x32)
(x31)
Pathfinder Bestiary (x8)
Pathfinder Advanced Player's Guide (x2)
Pathfinder Secrets of Magic (x2)
Pathfinder Guns & Gears (x2)
[quantity] : integer {4-04.items.[].system.quantity} (2 different values)
1 (x4)
2 (x1)
[range] : mixed
object {4-04.items.[].system.range}
value : string {4-04.items.[].system.range.value} (5 different values)
(x10)
30 feet (x10)
touch (x6)
120 feet (x5)
60 feet (x2)
integer {4-04.items.[].system.range} (same value: 70)
[reload] : object {4-04.items.[].system.reload}
value : string {4-04.items.[].system.reload.value} (3 different values)
- (x1)
(x1)
1 (x2)
rules : ###FoundryRulesObject###
[runes] : object {4-04.items.[].system.runes}
potency : integer {4-04.items.[].system.runes.potency} (2 different values)
0 (x3)
1 (x2)
property : array<> {4-04.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {4-04.items.[].system.runes.striking} (2 different values)
0 (x2)
1 (x2)
[resilient] : integer {4-04.items.[].system.runes.resilient} (same value: 0)
[size] : string {4-04.items.[].system.size} (same value: med)
[slug] : string {4-04.items.[].system.slug} (28 different values)
[splashDamage] : object {4-04.items.[].system.splashDamage}
value : integer {4-04.items.[].system.splashDamage.value} (same value: 0)
[traits] : object {4-04.items.[].system.traits}
rarity : string {4-04.items.[].system.traits.rarity} (2 different values)
common (x69)
uncommon (x4)
value : array<string> {4-04.items.[].system.traits.value}
Length: min=0 max=9
Value type: string {4-04.items.[].system.traits.value.[]} (40 different values)
[traditions] : array<string> {4-04.items.[].system.traits.traditions}
Length: min=0 max=4
Value type: string {4-04.items.[].system.traits.traditions.[]} (4 different values)
arcane (x27)
occult (x31)
divine (x12)
primal (x2)
[usage] : object {4-04.items.[].system.usage}
value : string {4-04.items.[].system.usage.value} (2 different values)
held-in-one-hand (x2)
held-in-two-hands (x2)
[acBonus] : integer {4-04.items.[].system.acBonus} (same value: 2)
[checkPenalty] : integer {4-04.items.[].system.checkPenalty} (same value: -1)
[dexCap] : integer {4-04.items.[].system.dexCap} (same value: 3)
[speedPenalty] : integer {4-04.items.[].system.speedPenalty} (same value: 0)
[strength] : integer {4-04.items.[].system.strength} (same value: 1)
[attack] : object {4-04.items.[].system.attack}
value : string {4-04.items.[].system.attack.value} (same value: )
[attackEffects] : object {4-04.items.[].system.attackEffects}
[custom] : string {4-04.items.[].system.attackEffects.custom} (same value: )
value : array<string> {4-04.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {4-04.items.[].system.attackEffects.value.[]} (3 different values)
barbed-net (x2)
grab (x1)
giant-scorpion-venom (x1)
[damageRolls] : object {4-04.items.[].system.damageRolls}
[en1yefg9lp7964kbandu] : object {4-04.items.[].system.damageRolls.en1yefg9lp7964kbandu}
damage : string {4-04.items.[].system.damageRolls.en1yefg9lp7964kbandu.damage} (same value: 1d4+7)
damageType : string {4-04.items.[].system.damageRolls.en1yefg9lp7964kbandu.damageType} (same value: piercing)
[mc0k726x123cckh2fauj] : object {4-04.items.[].system.damageRolls.mc0k726x123cckh2fauj}
damage : string {4-04.items.[].system.damageRolls.mc0k726x123cckh2fauj.damage} (same value: 1d4+7)
damageType : string {4-04.items.[].system.damageRolls.mc0k726x123cckh2fauj.damageType} (same value: slashing)
[zobltkuh8ujdpw5jgbyt] : object {4-04.items.[].system.damageRolls.zobltkuh8ujdpw5jgbyt}
damage : string {4-04.items.[].system.damageRolls.zobltkuh8ujdpw5jgbyt.damage} (same value: 1d4+7)
damageType : string {4-04.items.[].system.damageRolls.zobltkuh8ujdpw5jgbyt.damageType} (same value: piercing)
[SSpdoE043VESLo9C] : object {4-04.items.[].system.damageRolls.SSpdoE043VESLo9C}
damage : string {4-04.items.[].system.damageRolls.SSpdoE043VESLo9C.damage} (2 different values)
1d6 + 2 (x1)
1d8+6 (x1)
damageType : string {4-04.items.[].system.damageRolls.SSpdoE043VESLo9C.damageType} (same value: bludgeoning)
[GnZWUXOWOmFaS8Hk] : object {4-04.items.[].system.damageRolls.GnZWUXOWOmFaS8Hk}
damage : string {4-04.items.[].system.damageRolls.GnZWUXOWOmFaS8Hk.damage} (2 different values)
2d4 + 1 (x1)
2d6+3 (x1)
damageType : string {4-04.items.[].system.damageRolls.GnZWUXOWOmFaS8Hk.damageType} (same value: cold)
[ozt253bhq9c5w4m1ahu2] : object {4-04.items.[].system.damageRolls.ozt253bhq9c5w4m1ahu2}
damage : string {4-04.items.[].system.damageRolls.ozt253bhq9c5w4m1ahu2.damage} (same value: 1d8+6)
damageType : string {4-04.items.[].system.damageRolls.ozt253bhq9c5w4m1ahu2.damageType} (same value: piercing)
[u39xt1ve7sl44jf22m4x] : object {4-04.items.[].system.damageRolls.u39xt1ve7sl44jf22m4x}
damage : string {4-04.items.[].system.damageRolls.u39xt1ve7sl44jf22m4x.damage} (same value: 1d8+9)
damageType : string {4-04.items.[].system.damageRolls.u39xt1ve7sl44jf22m4x.damageType} (same value: slashing)
[yuxbt5wb29teq10fkz8p] : object {4-04.items.[].system.damageRolls.yuxbt5wb29teq10fkz8p}
damage : string {4-04.items.[].system.damageRolls.yuxbt5wb29teq10fkz8p.damage} (same value: 1d6+9)
damageType : string {4-04.items.[].system.damageRolls.yuxbt5wb29teq10fkz8p.damageType} (same value: piercing)
[I8cNcN5SuvHtBByJ] : object {4-04.items.[].system.damageRolls.I8cNcN5SuvHtBByJ}
damage : string {4-04.items.[].system.damageRolls.I8cNcN5SuvHtBByJ.damage} (2 different values)
1d4 + 5 (x1)
1d4 + 7 (x1)
damageType : string {4-04.items.[].system.damageRolls.I8cNcN5SuvHtBByJ.damageType} (same value: piercing)
[DGus5Cy1do8F3joh] : object {4-04.items.[].system.damageRolls.DGus5Cy1do8F3joh}
damage : string {4-04.items.[].system.damageRolls.DGus5Cy1do8F3joh.damage} (2 different values)
2d6+5 (x1)
2d6+7 (x1)
damageType : string {4-04.items.[].system.damageRolls.DGus5Cy1do8F3joh.damageType} (same value: piercing)
[weaponType] : object {4-04.items.[].system.weaponType}
value : string {4-04.items.[].system.weaponType.value} (2 different values)
melee (x9)
ranged (x7)
[actionType] : object {4-04.items.[].system.actionType}
value : string {4-04.items.[].system.actionType.value} (4 different values)
passive (x11)
action (x4)
reaction (x3)
free (x1)
[actions] : object {4-04.items.[].system.actions}
[value] : integer {4-04.items.[].system.actions.value} (2 different values)
2 (x2)
1 (x2)
[autoHeightenLevel] : object {4-04.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {4-04.items.[].system.prepared}
value : string {4-04.items.[].system.prepared.value} (2 different values)
spontaneous (x2)
focus (x2)
[proficiency] : object {4-04.items.[].system.proficiency}
value : integer {4-04.items.[].system.proficiency.value} (same value: 1)
[slots] : object {4-04.items.[].system.slots}
[slot1] : object {4-04.items.[].system.slots.slot1}
max : integer {4-04.items.[].system.slots.slot1.max} (same value: 4)
value : integer {4-04.items.[].system.slots.slot1.value} (same value: 4)
[slot2] : object {4-04.items.[].system.slots.slot2}
max : integer {4-04.items.[].system.slots.slot2.max} (2 different values)
3 (x1)
4 (x1)
value : integer {4-04.items.[].system.slots.slot2.value} (2 different values)
3 (x1)
4 (x1)
[slot3] : object {4-04.items.[].system.slots.slot3}
max : integer {4-04.items.[].system.slots.slot3.max} (2 different values)
2 (x1)
3 (x1)
value : integer {4-04.items.[].system.slots.slot3.value} (2 different values)
2 (x1)
3 (x1)
[slot4] : object {4-04.items.[].system.slots.slot4}
max : integer {4-04.items.[].system.slots.slot4.max} (same value: 2)
value : integer {4-04.items.[].system.slots.slot4.value} (same value: 2)
[spelldc] : object {4-04.items.[].system.spelldc}
dc : integer {4-04.items.[].system.spelldc.dc} (2 different values)
22 (x2)
25 (x2)
value : integer {4-04.items.[].system.spelldc.value} (2 different values)
14 (x2)
17 (x2)
[tradition] : object {4-04.items.[].system.tradition}
value : string {4-04.items.[].system.tradition.value} (same value: occult)
[area] : object {4-04.items.[].system.area}
type : string {4-04.items.[].system.area.type} (3 different values)
emanation (x4)
burst (x4)
line (x2)
value : integer {4-04.items.[].system.area.value} (2 different values)
30 (x6)
10 (x4)
[cost] : object {4-04.items.[].system.cost}
value : string {4-04.items.[].system.cost.value} (same value: )
[counteraction] : boolean {4-04.items.[].system.counteraction} (same value: False)
[defense] : object {4-04.items.[].system.defense}
save : object {4-04.items.[].system.defense.save}
basic : boolean {4-04.items.[].system.defense.save.basic} (2 different values)
False (x11)
True (x8)
statistic : string {4-04.items.[].system.defense.save.statistic} (3 different values)
will (x9)
fortitude (x8)
reflex (x2)
[duration] : object {4-04.items.[].system.duration}
sustained : boolean {4-04.items.[].system.duration.sustained} (2 different values)
False (x29)
True (x4)
value : string {4-04.items.[].system.duration.value} (7 different values)
(x19)
varies (x2)
1 minute (x5)
1 round (x2)
until the start of your next turn (x2)
until the end of your turn (x2)
10 minutes (x1)
[location] : object {4-04.items.[].system.location}
value : string {4-04.items.[].system.location.value} (2 different values)
LklHlzfius4V44Tw (x2)
ZfZvbmxHEG6qZ9qI (x31)
[heightenedLevel] : integer {4-04.items.[].system.location.heightenedLevel} (4 different values)
3 (x4)
2 (x7)
1 (x8)
4 (x2)
[requirements] : string {4-04.items.[].system.requirements} (same value: )
[target] : object {4-04.items.[].system.target}
value : string {4-04.items.[].system.target.value} (4 different values)
(x14)
1 creature (x12)
1 living creature (x5)
1 living or undead creature (x2)
[time] : object {4-04.items.[].system.time}
value : string {4-04.items.[].system.time.value} (3 different values)
2 (x27)
1 to 3 (x2)
1 (x4)
[heightening] : object {4-04.items.[].system.heightening}
[levels] : object {4-04.items.[].system.heightening.levels}
7 : object {4-04.items.[].system.heightening.levels.7}
target : object {4-04.items.[].system.heightening.levels.7.target}
value : string {4-04.items.[].system.heightening.levels.7.target.value} (same value: 10 creatures)
type : string {4-04.items.[].system.heightening.type} (2 different values)
fixed (x2)
interval (x17)
[damage] : object {4-04.items.[].system.heightening.damage}
0 : string {4-04.items.[].system.heightening.damage.0} (6 different values)
2d6 (x5)
2d10 (x2)
1d10 (x2)
1d4 (x2)
1d6 (x4)
2d4 (x2)
[interval] : integer {4-04.items.[].system.heightening.interval} (2 different values)
1 (x13)
2 (x4)
[overlays] : object {4-04.items.[].system.overlays}
[2I469pfbYcmFvzOA] : object {4-04.items.[].system.overlays.2I469pfbYcmFvzOA}
_id : string {4-04.items.[].system.overlays.2I469pfbYcmFvzOA._id} (same value: 2I469pfbYcmFvzOA)
name : string {4-04.items.[].system.overlays.2I469pfbYcmFvzOA.name} (same value: Telekinetic Projectile (Bludgeoning))
overlayType : string {4-04.items.[].system.overlays.2I469pfbYcmFvzOA.overlayType} (same value: override)
sort : integer {4-04.items.[].system.overlays.2I469pfbYcmFvzOA.sort} (same value: 1)
system : object {4-04.items.[].system.overlays.2I469pfbYcmFvzOA.system}
damage : object {4-04.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage}
0 : object {4-04.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage.0}
[category] : mixed
type : string {4-04.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage.0.type} (same value: bludgeoning)
[cUFX7ExSLeoa3vIF] : object {4-04.items.[].system.overlays.cUFX7ExSLeoa3vIF}
_id : string {4-04.items.[].system.overlays.cUFX7ExSLeoa3vIF._id} (same value: cUFX7ExSLeoa3vIF)
name : string {4-04.items.[].system.overlays.cUFX7ExSLeoa3vIF.name} (same value: Telekinetic Projectile (Piercing))
overlayType : string {4-04.items.[].system.overlays.cUFX7ExSLeoa3vIF.overlayType} (same value: override)
sort : integer {4-04.items.[].system.overlays.cUFX7ExSLeoa3vIF.sort} (same value: 2)
system : object {4-04.items.[].system.overlays.cUFX7ExSLeoa3vIF.system}
damage : object {4-04.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage}
0 : object {4-04.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage.0}
[category] : mixed
type : string {4-04.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage.0.type} (same value: piercing)
[zFWsMjoeCnLxqJaV] : object {4-04.items.[].system.overlays.zFWsMjoeCnLxqJaV}
_id : string {4-04.items.[].system.overlays.zFWsMjoeCnLxqJaV._id} (same value: zFWsMjoeCnLxqJaV)
name : string {4-04.items.[].system.overlays.zFWsMjoeCnLxqJaV.name} (same value: Telekinetic Projectile (Slashing))
overlayType : string {4-04.items.[].system.overlays.zFWsMjoeCnLxqJaV.overlayType} (same value: override)
sort : integer {4-04.items.[].system.overlays.zFWsMjoeCnLxqJaV.sort} (same value: 3)
system : object {4-04.items.[].system.overlays.zFWsMjoeCnLxqJaV.system}
damage : object {4-04.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage}
0 : object {4-04.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage.0}
[category] : mixed
type : string {4-04.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage.0.type} (same value: slashing)
type : string {4-04.items.[].type} (6 different values)
weapon (x4)
armor (x1)
melee (x16)
action (x19)
spellcastingEntry (x4)
spell (x33)
[flags] : object {4-04.items.[].flags}
pf2e : object {4-04.items.[].flags.pf2e}
linkedWeapon : string {4-04.items.[].flags.pf2e.linkedWeapon} (3 different values)
HaOEclKin872Tv64 (x2)
78nonbWTYp9sHqMv (x1)
9CmmwbjTYYVNDFDW (x2)
name : string {4-04.name} (all different values)
system : object {4-04.system}
[abilities] : object {4-04.system.abilities}
cha : object {4-04.system.abilities.cha}
mod : integer {4-04.system.abilities.cha.mod} (5 different values)
0 (x1)
1 (x2)
-1 (x1)
-4 (x1)
5 (x2)
con : object {4-04.system.abilities.con}
mod : integer {4-04.system.abilities.con.mod} (3 different values)
2 (x1)
4 (x4)
1 (x2)
dex : object {4-04.system.abilities.dex}
mod : integer {4-04.system.abilities.dex.mod} (3 different values)
3 (x3)
2 (x3)
-1 (x1)
int : object {4-04.system.abilities.int}
mod : integer {4-04.system.abilities.int.mod} (5 different values)
-1 (x1)
2 (x2)
-4 (x1)
-5 (x1)
1 (x2)
str : object {4-04.system.abilities.str}
mod : integer {4-04.system.abilities.str.mod} (2 different values)
4 (x5)
0 (x2)
wis : object {4-04.system.abilities.wis}
mod : integer {4-04.system.abilities.wis.mod} (3 different values)
1 (x1)
0 (x2)
2 (x4)
attributes : object {4-04.system.attributes}
ac : object {4-04.system.attributes.ac}
[details] : string {4-04.system.attributes.ac.details} (same value: )
value : integer {4-04.system.attributes.ac.value} (7 different values)
20 (x1)
16 (x1)
0 (x3)
17 (x1)
22 (x2)
19 (x1)
25 (x1)
[allSaves] : object {4-04.system.attributes.allSaves}
value : string {4-04.system.attributes.allSaves.value} (same value: )
hp : object {4-04.system.attributes.hp}
details : string {4-04.system.attributes.hp.details} (same value: )
max : integer {4-04.system.attributes.hp.max} (7 different values)
60 (x1)
20 (x2)
0 (x3)
24 (x1)
75 (x1)
59 (x1)
90 (x1)
temp : integer {4-04.system.attributes.hp.temp} (same value: 0)
value : integer {4-04.system.attributes.hp.value} (7 different values)
60 (x1)
20 (x2)
0 (x3)
24 (x1)
75 (x1)
59 (x1)
90 (x1)
[tempmax] : integer {4-04.system.attributes.hp.tempmax} (same value: 0)
[speed] : object {4-04.system.attributes.speed}
otherSpeeds : array<object> {4-04.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {4-04.system.attributes.speed.otherSpeeds.[]}
type : string {4-04.system.attributes.speed.otherSpeeds.[].type} (same value: burrow)
value : integer {4-04.system.attributes.speed.otherSpeeds.[].value} (same value: 20)
value : integer {4-04.system.attributes.speed.value} (3 different values)
25 (x5)
20 (x1)
40 (x1)
[details] : string {4-04.system.attributes.speed.details} (same value: earth glide)
[immunities] : array<object> {4-04.system.attributes.immunities}
Length: min=0 max=4
Value type: object {4-04.system.attributes.immunities.[]}
type : string {4-04.system.attributes.immunities.[].type} (4 different values)
bleed (x1)
paralyzed (x1)
poison (x1)
sleep (x3)
[resistances] : array<object> {4-04.system.attributes.resistances}
Length: min=1 max=1
Value type: object {4-04.system.attributes.resistances.[]}
exceptions : array<string> {4-04.system.attributes.resistances.[].exceptions}
Length: min=1 max=1
Value type: string {4-04.system.attributes.resistances.[].exceptions.[]} (same value: adamantine)
type : string {4-04.system.attributes.resistances.[].type} (same value: physical)
value : integer {4-04.system.attributes.resistances.[].value} (2 different values)
3 (x1)
5 (x1)
[emitsSound] : mixed
string {4-04.system.attributes.emitsSound} (same value: encounter)
boolean {4-04.system.attributes.emitsSound} (same value: False)
[hardness] : integer {4-04.system.attributes.hardness} (same value: 0)
[stealth] : object {4-04.system.attributes.stealth}
details : string {4-04.system.attributes.stealth.details} (2 different values)
<p>(trained) to sense an ominous presence in the room</p> (x2)
<p>(trained) (or -10 and no minimum proficiency if the surface is disturbed)</p> (x1)
value : integer {4-04.system.attributes.stealth.value} (2 different values)
13 (x1)
16 (x2)
[hasHealth] : boolean {4-04.system.attributes.hasHealth} (same value: False)
details : object {4-04.system.details}
[blurb] : string {4-04.system.details.blurb} (3 different values)
Variant bugbear tormentor (x1)
(x5)
Variant giant scorpion (x1)
[languages] : object {4-04.system.details.languages}
details : string {4-04.system.details.languages.details} (2 different values)
(x5)
telepathy 30 feet (x2)
value : array<string> {4-04.system.details.languages.value}
Length: min=0 max=3
Value type: string {4-04.system.details.languages.value.[]} (4 different values)
common (x5)
goblin (x1)
osiriani (x4)
aklo (x2)
level : object {4-04.system.details.level}
value : integer {4-04.system.details.level.value} (6 different values)
4 (x1)
1 (x1)
3 (x2)
5 (x4)
2 (x1)
7 (x1)
[privateNotes] : string {4-04.system.details.privateNotes} (same value: )
[publicNotes] : string {4-04.system.details.publicNotes} (4 different values)
<p>The bugbear tormentor seeks to torture their prey as much through psychological intimidation as through physical harm. The longer a bugbear tormentor can keep their victim alive and terrified, the better they feel.</p>
<hr />
<p>These stealthy and cruel goblinoid creatures delight in spreading fear and tormenting their victims. Bugbears are the monsters lurking in the closet and hiding under the bed. Preying on remote farmsteads, bugbears reveal their presence with thumps in the night or creaks of boards to build lurking dread and arouse suspicion and fear.</p> (x1)
(x4)
<p>Living boulders roll and glide through the Plane of Earth, gathering gemstones and metal shards until their surfaces resemble a ship's hull covered in barnacles. Barely more intelligent than many animals, living boulders fill much the same role on the Plane of Earth as the great herd animals found on Material Plane worlds.</p> (x1)
<p>These massive, terrifying arachnids are typically 8 feet long from head to the base of the tail. Giant scorpions are the favored pack animals and war beasts of various desert-dwelling monsters, particularly gnolls. They are most commonly encountered in the wild, however. There they lair in mountainside caves or burrow beneath shallow layers of sand where they lie in wait for prey to wander near. Sleek, pallid subterranean scorpions also exist, as do still larger species.</p>
<hr />
<p>Chitinous scourges of deserts, forests, savannas, and badlands, scorpions are deadly arachnids with powerful pincers and a painful sting. Scorpions can be found in nearly every climate, where they hunt their prey with a mixture of patient stealth and raw strength. Most scorpions live in underground burrows, either as lone hunters or part of a larger colony. These arachnids are so feared and dangerous that in many cultures, they are treated as deities or dualistic symbols of both death and protection from said death.</p> (x1)
publication : object {4-04.system.details.publication}
license : string {4-04.system.details.publication.license} (same value: OGL)
remaster : boolean {4-04.system.details.publication.remaster} (same value: False)
title : string {4-04.system.details.publication.title} (same value: Pathfinder Society Scenario #4-04: To Seek the Heart of Calamity)
[description] : string {4-04.system.details.description} (2 different values)
<p>An invisible force shoves creatures backwards, hurling them through the chamber's doorway.</p> (x2)
<p>A 15-foot-wide patch of water and sand attempts to submerge creatures that step onto it.</p> (x1)
[disable] : string {4-04.system.details.disable} (3 different values)
<p>@Check[occultism|dc:20] (trained) to disperse the force or @Check[religion|dc:18] (trained) to hide from the ominous presence's senses</p> (x1)
<p>@Check[occultism|dc:23] (trained) to disperse the force or @Check[religion|dc:21] (trained) to hide from the ominous presence's senses</p> (x1)
<p>@Check[survival|dc:21|name:Safely Disturb the Surface] (trained) to disturb the surface</p> (x1)
[isComplex] : boolean {4-04.system.details.isComplex} (2 different values)
False (x2)
True (x1)
[reset] : string {4-04.system.details.reset} (2 different values)
<p>1 day</p> (x2)
<p>The hazard still submerges anyone who walks in, but the surface doesn't become hidden again until it settles over the course of 24 hours.</p> (x1)
[routine] : string {4-04.system.details.routine} (2 different values)
(x2)
<p>(1 action) On its initiative, the quicksand pulls down each creature within it. A creature that was submerged up to its waist becomes submerged up to its neck, and a creature that was submerged up to its neck is pulled under and has to hold its breath to avoid suffocation.</p>
<p>A creature in the quicksand can attempt a @Check[athletics|dc:23|traits:action:swim] check to Swim to either raise itself by one step if it's submerged to its neck or worse, or to move 5 feet if it's submerged only up to its waist. On a critical failure, the creature is pulled down one step.</p>
<p>A creature that Swims out of the quicksand escapes the hazard and is prone in a space adjacent to the quicksand patch. Other creatures can Aid the creature, typically by using a rope or similar aid, or attempt to pull the creature out with their own @Check[athletics|dc:23|name:Aid Another Creature in Quicksand] check, with the same results as if the creature attempted the check.</p> (x1)
[initiative] : object {4-04.system.initiative}
statistic : string {4-04.system.initiative.statistic} (same value: perception)
[perception] : object {4-04.system.perception}
details : string {4-04.system.perception.details} (same value: )
mod : integer {4-04.system.perception.mod} (5 different values)
10 (x2)
6 (x2)
12 (x1)
8 (x1)
13 (x1)
senses : array<object> {4-04.system.perception.senses}
Length: min=1 max=2
Value type: object {4-04.system.perception.senses.[]}
type : string {4-04.system.perception.senses.[].type} (3 different values)
darkvision (x7)
scent (x1)
tremorsense (x2)
[acuity] : string {4-04.system.perception.senses.[].acuity} (same value: imprecise)
[range] : integer {4-04.system.perception.senses.[].range} (2 different values)
30 (x2)
60 (x1)
[resources] : object {4-04.system.resources}
focus : object {4-04.system.resources.focus}
max : integer {4-04.system.resources.focus.max} (same value: 2)
value : integer {4-04.system.resources.focus.value} (same value: 2)
saves : object {4-04.system.saves}
fortitude : object {4-04.system.saves.fortitude}
saveDetail : string {4-04.system.saves.fortitude.saveDetail} (same value: )
value : integer {4-04.system.saves.fortitude.value} (5 different values)
9 (x2)
10 (x2)
0 (x3)
15 (x1)
12 (x2)
reflex : object {4-04.system.saves.reflex}
saveDetail : string {4-04.system.saves.reflex.saveDetail} (same value: )
value : integer {4-04.system.saves.reflex.value} (8 different values)
10 (x1)
4 (x1)
0 (x3)
5 (x1)
12 (x1)
6 (x1)
11 (x1)
14 (x1)
will : object {4-04.system.saves.will}
saveDetail : string {4-04.system.saves.will.saveDetail} (same value: )
value : integer {4-04.system.saves.will.value} (8 different values)
6 (x1)
7 (x1)
0 (x3)
8 (x1)
10 (x1)
9 (x1)
15 (x1)
18 (x1)
[skills] : object {4-04.system.skills}
[acrobatics] : object {4-04.system.skills.acrobatics}
base : integer {4-04.system.skills.acrobatics.base} (same value: 9)
[athletics] : object {4-04.system.skills.athletics}
base : integer {4-04.system.skills.athletics.base} (4 different values)
10 (x2)
7 (x1)
8 (x1)
14 (x1)
[intimidation] : object {4-04.system.skills.intimidation}
base : integer {4-04.system.skills.intimidation.base} (5 different values)
8 (x1)
6 (x1)
9 (x1)
13 (x1)
17 (x1)
[stealth] : object {4-04.system.skills.stealth}
base : integer {4-04.system.skills.stealth.base} (5 different values)
9 (x1)
5 (x1)
10 (x1)
12 (x1)
13 (x1)
[special] : array<object> {4-04.system.skills.stealth.special}
Length: min=1 max=1
Value type: object {4-04.system.skills.stealth.special.[]}
base : integer {4-04.system.skills.stealth.special.[].base} (same value: 7)
label : string {4-04.system.skills.stealth.special.[].label} (same value: in rocky areas)
predicate : array<string> {4-04.system.skills.stealth.special.[].predicate}
Length: min=1 max=1
Value type: string {4-04.system.skills.stealth.special.[].predicate.[]} (same value: terrain:rocky)
[thievery] : object {4-04.system.skills.thievery}
base : integer {4-04.system.skills.thievery.base} (3 different values)
9 (x1)
10 (x1)
13 (x1)
[arcana] : object {4-04.system.skills.arcana}
base : integer {4-04.system.skills.arcana.base} (4 different values)
6 (x1)
9 (x1)
12 (x1)
15 (x1)
deception : object {4-04.system.skills.deception}
base : integer {4-04.system.skills.deception.base} (2 different values)
13 (x1)
17 (x1)
occultism : object {4-04.system.skills.occultism}
base : integer {4-04.system.skills.occultism.base} (2 different values)
12 (x1)
15 (x1)
religion : object {4-04.system.skills.religion}
base : integer {4-04.system.skills.religion.base} (2 different values)
7 (x1)
10 (x1)
traits : object {4-04.system.traits}
rarity : string {4-04.system.traits.rarity} (4 different values)
uncommon (x3)
rare (x4)
common (x1)
unique (x2)
size : object {4-04.system.traits.size}
value : string {4-04.system.traits.size.value} (3 different values)
med (x8)
sm (x1)
lg (x1)
value : array<string> {4-04.system.traits.value}
Length: min=1 max=4
Value type: string {4-04.system.traits.value.[]} (12 different values)
evil (x3)
goblin (x1)
humanoid (x3)
automaton (x2)
construct (x2)
haunt (x2)
environmental (x1)
earth (x1)
elemental (x1)
animal (x1)
changeling (x2)
elf (x2)
[creatureType] : string {4-04.system.creatureType} (same value: )
[statusEffects] : array<> {4-04.system.statusEffects}
Length: min=0 max=0
Value type: mixed
type : string {4-04.type} (2 different values)
npc (x7)
hazard (x3)
[prototypeToken] : object {4-04.prototypeToken}
name : string {4-04.prototypeToken.name} (4 different values)
Death Drop (x2)
Quicksand (x1)
Living Boulder (x1)
Sounrel (x2)
+642
View File
@@ -0,0 +1,642 @@
4-05
Different values: 6
=====================================
object {4-05}
_id : string {4-05._id} (all different values)
folder : string {4-05.folder} (same value: vQbxYOYI8lRYPmtU)
img : string {4-05.img} (same value: systems/pf2e/icons/default-icons/npc.svg)
items : array<object> {4-05.items}
Length: min=3 max=25
Value type: object {4-05.items.[]}
_id : string {4-05.items.[]._id} (68 different values)
img : string {4-05.items.[].img} (37 different values)
name : string {4-05.items.[].name} (53 different values)
sort : integer {4-05.items.[].sort} (25 different values)
system : object {4-05.items.[].system}
[attack] : object {4-05.items.[].system.attack}
value : string {4-05.items.[].system.attack.value} (same value: )
[attackEffects] : object {4-05.items.[].system.attackEffects}
[custom] : string {4-05.items.[].system.attackEffects.custom} (same value: )
value : array<string> {4-05.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {4-05.items.[].system.attackEffects.value.[]} (same value: giant-centipede-venom)
[bonus] : object {4-05.items.[].system.bonus}
value : integer {4-05.items.[].system.bonus.value} (all different values)
[damageRolls] : object {4-05.items.[].system.damageRolls}
[4jqnr0heq8dqkk8mf4ls] : object {4-05.items.[].system.damageRolls.4jqnr0heq8dqkk8mf4ls}
damage : string {4-05.items.[].system.damageRolls.4jqnr0heq8dqkk8mf4ls.damage} (same value: 1d8+2)
damageType : string {4-05.items.[].system.damageRolls.4jqnr0heq8dqkk8mf4ls.damageType} (same value: slashing)
[lhflr40jwajii990myjj] : object {4-05.items.[].system.damageRolls.lhflr40jwajii990myjj}
damage : string {4-05.items.[].system.damageRolls.lhflr40jwajii990myjj.damage} (same value: 1d6+2)
damageType : string {4-05.items.[].system.damageRolls.lhflr40jwajii990myjj.damageType} (same value: bludgeoning)
[mozdxc1pm9uwi7azully] : object {4-05.items.[].system.damageRolls.mozdxc1pm9uwi7azully}
damage : string {4-05.items.[].system.damageRolls.mozdxc1pm9uwi7azully.damage} (same value: 1d6+2)
damageType : string {4-05.items.[].system.damageRolls.mozdxc1pm9uwi7azully.damageType} (same value: piercing)
[bkk34k1750mqc1j0q9gw8a] : object {4-05.items.[].system.damageRolls.bkk34k1750mqc1j0q9gw8a}
damage : string {4-05.items.[].system.damageRolls.bkk34k1750mqc1j0q9gw8a.damage} (same value: 1d6+2)
damageType : string {4-05.items.[].system.damageRolls.bkk34k1750mqc1j0q9gw8a.damageType} (same value: bludgeoning)
[b3apufn2tmkx7quye8hf] : object {4-05.items.[].system.damageRolls.b3apufn2tmkx7quye8hf}
damage : string {4-05.items.[].system.damageRolls.b3apufn2tmkx7quye8hf.damage} (same value: 1d6+2)
damageType : string {4-05.items.[].system.damageRolls.b3apufn2tmkx7quye8hf.damageType} (same value: bludgeoning)
[rc2pibhk908donvaa47m] : object {4-05.items.[].system.damageRolls.rc2pibhk908donvaa47m}
damage : string {4-05.items.[].system.damageRolls.rc2pibhk908donvaa47m.damage} (same value: 1d6+2)
damageType : string {4-05.items.[].system.damageRolls.rc2pibhk908donvaa47m.damageType} (same value: bludgeoning)
[pyoio657j4a0dgffveu5] : object {4-05.items.[].system.damageRolls.pyoio657j4a0dgffveu5}
damage : string {4-05.items.[].system.damageRolls.pyoio657j4a0dgffveu5.damage} (same value: 1d6)
damageType : string {4-05.items.[].system.damageRolls.pyoio657j4a0dgffveu5.damageType} (same value: piercing)
[t22Q5UzX5rAzOkMZ] : object {4-05.items.[].system.damageRolls.t22Q5UzX5rAzOkMZ}
damage : string {4-05.items.[].system.damageRolls.t22Q5UzX5rAzOkMZ.damage} (2 different values)
1d10+2 (x1)
1d10+6 (x1)
damageType : string {4-05.items.[].system.damageRolls.t22Q5UzX5rAzOkMZ.damageType} (same value: bludgeoning)
[i34P6JZktFaoty7t] : object {4-05.items.[].system.damageRolls.i34P6JZktFaoty7t}
damage : string {4-05.items.[].system.damageRolls.i34P6JZktFaoty7t.damage} (2 different values)
1d6+2 (x1)
1d6+6 (x1)
damageType : string {4-05.items.[].system.damageRolls.i34P6JZktFaoty7t.damageType} (same value: bludgeoning)
[kipmtwodsed50rlt45qs] : object {4-05.items.[].system.damageRolls.kipmtwodsed50rlt45qs}
damage : string {4-05.items.[].system.damageRolls.kipmtwodsed50rlt45qs.damage} (same value: 1d6+2)
damageType : string {4-05.items.[].system.damageRolls.kipmtwodsed50rlt45qs.damageType} (same value: piercing)
[xvHEJ41TUjo5EA7F] : object {4-05.items.[].system.damageRolls.xvHEJ41TUjo5EA7F}
damage : string {4-05.items.[].system.damageRolls.xvHEJ41TUjo5EA7F.damage} (same value: 1d4+2)
damageType : string {4-05.items.[].system.damageRolls.xvHEJ41TUjo5EA7F.damageType} (same value: piercing)
[ovuCCXZXeUHv0h7j] : object {4-05.items.[].system.damageRolls.ovuCCXZXeUHv0h7j}
damage : string {4-05.items.[].system.damageRolls.ovuCCXZXeUHv0h7j.damage} (same value: 1d4+2)
damageType : string {4-05.items.[].system.damageRolls.ovuCCXZXeUHv0h7j.damageType} (same value: piercing)
description : object {4-05.items.[].system.description}
value : string {4-05.items.[].system.description.value} (48 different values)
publication : object {4-05.items.[].system.publication}
license : string {4-05.items.[].system.publication.license} (same value: OGL)
remaster : boolean {4-05.items.[].system.publication.remaster} (same value: False)
title : string {4-05.items.[].system.publication.title} (4 different values)
(x36)
Pathfinder Core Rulebook (x43)
Pathfinder Bestiary (x6)
Pathfinder Advanced Player's Guide (x2)
rules : ###FoundryRulesObject###
[slug] : string {4-05.items.[].system.slug} (35 different values)
[traits] : object {4-05.items.[].system.traits}
rarity : string {4-05.items.[].system.traits.rarity} (2 different values)
common (x69)
uncommon (x6)
value : array<string> {4-05.items.[].system.traits.value}
Length: min=0 max=6
Value type: string {4-05.items.[].system.traits.value.[]} (42 different values)
[traditions] : array<string> {4-05.items.[].system.traits.traditions}
Length: min=0 max=4
Value type: string {4-05.items.[].system.traits.traditions.[]} (4 different values)
arcane (x27)
occult (x25)
primal (x9)
divine (x15)
[weaponType] : object {4-05.items.[].system.weaponType}
value : string {4-05.items.[].system.weaponType.value} (2 different values)
melee (x11)
ranged (x3)
[actionType] : object {4-05.items.[].system.actionType}
value : string {4-05.items.[].system.actionType.value} (2 different values)
passive (x16)
reaction (x1)
[actions] : object {4-05.items.[].system.actions}
[value] : mixed
[category] : string {4-05.items.[].system.category} (8 different values)
defensive (x9)
martial (x3)
interaction (x5)
offensive (x3)
advanced (x1)
simple (x4)
poison (x1)
ammo (x1)
[autoHeightenLevel] : object {4-05.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {4-05.items.[].system.prepared}
[flexible] : boolean {4-05.items.[].system.prepared.flexible} (same value: False)
value : string {4-05.items.[].system.prepared.value} (4 different values)
spontaneous (x1)
focus (x3)
innate (x1)
prepared (x2)
[proficiency] : object {4-05.items.[].system.proficiency}
value : integer {4-05.items.[].system.proficiency.value} (2 different values)
0 (x3)
1 (x4)
[slots] : object {4-05.items.[].system.slots}
[slot1] : object {4-05.items.[].system.slots.slot1}
max : integer {4-05.items.[].system.slots.slot1.max} (same value: 3)
[value] : integer {4-05.items.[].system.slots.slot1.value} (same value: 3)
prepared : array<object> {4-05.items.[].system.slots.slot1.prepared}
Length: min=3 max=3
Value type: object {4-05.items.[].system.slots.slot1.prepared.[]}
id : string {4-05.items.[].system.slots.slot1.prepared.[].id} (3 different values)
muYCAMAq5REruHjF (x2)
igUoroibn3wivdFl (x2)
RigwDVqCsWBIBRo3 (x2)
[slot2] : object {4-05.items.[].system.slots.slot2}
max : integer {4-05.items.[].system.slots.slot2.max} (2 different values)
2 (x1)
1 (x2)
[value] : integer {4-05.items.[].system.slots.slot2.value} (same value: 2)
prepared : array<object> {4-05.items.[].system.slots.slot2.prepared}
Length: min=1 max=1
Value type: object {4-05.items.[].system.slots.slot2.prepared.[]}
id : string {4-05.items.[].system.slots.slot2.prepared.[].id} (same value: IlikoB6sxmXhmpTZ)
[slot0] : object {4-05.items.[].system.slots.slot0}
max : integer {4-05.items.[].system.slots.slot0.max} (same value: 3)
prepared : array<object> {4-05.items.[].system.slots.slot0.prepared}
Length: min=3 max=3
Value type: object {4-05.items.[].system.slots.slot0.prepared.[]}
id : string {4-05.items.[].system.slots.slot0.prepared.[].id} (3 different values)
6FcGSgVmu1FJFqzo (x2)
3RFfHj2hOEmatv4M (x2)
qcbErCSAm37cFIfb (x2)
[spelldc] : object {4-05.items.[].system.spelldc}
dc : integer {4-05.items.[].system.spelldc.dc} (4 different values)
20 (x3)
19 (x1)
17 (x1)
18 (x2)
[mod] : integer {4-05.items.[].system.spelldc.mod} (same value: 0)
value : integer {4-05.items.[].system.spelldc.value} (3 different values)
10 (x4)
9 (x1)
12 (x2)
[tradition] : object {4-05.items.[].system.tradition}
value : string {4-05.items.[].system.tradition.value} (2 different values)
occult (x3)
arcane (x4)
[area] : object {4-05.items.[].system.area}
type : string {4-05.items.[].system.area.type} (3 different values)
emanation (x2)
cone (x2)
burst (x2)
value : integer {4-05.items.[].system.area.value} (3 different values)
60 (x2)
15 (x2)
5 (x2)
[cost] : object {4-05.items.[].system.cost}
value : string {4-05.items.[].system.cost.value} (same value: )
[counteraction] : boolean {4-05.items.[].system.counteraction} (2 different values)
False (x29)
True (x2)
[damage] : object {4-05.items.[].system.damage}
[0] : object {4-05.items.[].system.damage.0}
applyMod : boolean {4-05.items.[].system.damage.0.applyMod} (2 different values)
True (x4)
False (x2)
[category] : mixed
formula : string {4-05.items.[].system.damage.0.formula} (2 different values)
0 (x4)
2d4 (x2)
kinds : array<string> {4-05.items.[].system.damage.0.kinds}
Length: min=1 max=1
Value type: string {4-05.items.[].system.damage.0.kinds.[]} (same value: damage)
materials : array<> {4-05.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {4-05.items.[].system.damage.0.type} (2 different values)
mental (x4)
bludgeoning (x2)
[damageType] : string {4-05.items.[].system.damage.damageType} (2 different values)
bludgeoning (x4)
piercing (x4)
[dice] : integer {4-05.items.[].system.damage.dice} (same value: 1)
[die] : string {4-05.items.[].system.damage.die} (2 different values)
d6 (x7)
d4 (x1)
[defense] : object {4-05.items.[].system.defense}
save : object {4-05.items.[].system.defense.save}
basic : boolean {4-05.items.[].system.defense.save.basic} (2 different values)
False (x7)
True (x4)
statistic : string {4-05.items.[].system.defense.save.statistic} (3 different values)
will (x7)
reflex (x2)
fortitude (x2)
[duration] : object {4-05.items.[].system.duration}
[sustained] : boolean {4-05.items.[].system.duration.sustained} (2 different values)
False (x24)
True (x7)
value : mixed
string {4-05.items.[].system.duration.value} (9 different values)
10 minutes (x2)
1 hour (x2)
(x12)
1 round (x5)
until the next time you make your daily preparations (x1)
see below (x1)
1 minute (x4)
until the start of your next turn (x2)
unlimited (x2)
integer {4-05.items.[].system.duration.value} (same value: 0)
[level] : object {4-05.items.[].system.level}
value : integer {4-05.items.[].system.level.value} (3 different values)
2 (x3)
1 (x29)
0 (x12)
[location] : object {4-05.items.[].system.location}
[heightenedLevel] : integer {4-05.items.[].system.location.heightenedLevel} (2 different values)
2 (x2)
1 (x4)
value : string {4-05.items.[].system.location.value} (5 different values)
ECBmark63yV59X2C (x11)
7JKronzMIeoVdmyI (x2)
u1eOXRbLwSvouuEB (x2)
V6QRaodIWo9GSTIf (x14)
4RGZH3m9ZdDasktz (x2)
[signature] : boolean {4-05.items.[].system.location.signature} (same value: True)
[range] : mixed
object {4-05.items.[].system.range}
value : string {4-05.items.[].system.range.value} (all different values)
integer {4-05.items.[].system.range} (same value: 60)
[requirements] : string {4-05.items.[].system.requirements} (same value: )
[target] : object {4-05.items.[].system.target}
value : string {4-05.items.[].system.target.value} (7 different values)
1 creature (x9)
(x15)
1 unattended object of light Bulk or less (x1)
1 object of 3 bulk or less (x1)
1 object (cook, lift, or tidy only) (x1)
1 spell effect or unattended magic item (x2)
1 creature or object (x2)
[time] : object {4-05.items.[].system.time}
value : string {4-05.items.[].system.time.value} (5 different values)
2 (x22)
reaction (x1)
1 (x6)
1 minute (x1)
3 (x1)
[heightening] : object {4-05.items.[].system.heightening}
damage : object {4-05.items.[].system.heightening.damage}
0 : string {4-05.items.[].system.heightening.damage.0} (2 different values)
1d6 (x4)
2d4 (x2)
interval : integer {4-05.items.[].system.heightening.interval} (2 different values)
2 (x4)
1 (x2)
type : string {4-05.items.[].system.heightening.type} (same value: interval)
[baseItem] : string {4-05.items.[].system.baseItem} (all different values)
[bonusDamage] : object {4-05.items.[].system.bonusDamage}
value : integer {4-05.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {4-05.items.[].system.bulk}
value : mixed
float {4-05.items.[].system.bulk.value} (same value: 0,1)
integer {4-05.items.[].system.bulk.value} (same value: 1)
[containerId] : mixed
[equipped] : object {4-05.items.[].system.equipped}
carryType : string {4-05.items.[].system.equipped.carryType} (2 different values)
worn (x7)
held (x6)
handsHeld : integer {4-05.items.[].system.equipped.handsHeld} (3 different values)
1 (x9)
0 (x3)
2 (x1)
[invested] : mixed
[group] : string {4-05.items.[].system.group} (5 different values)
club (x4)
sword (x2)
crossbow (x1)
senses (x2)
knife (x1)
[hardness] : integer {4-05.items.[].system.hardness} (same value: 0)
[hp] : object {4-05.items.[].system.hp}
max : integer {4-05.items.[].system.hp.max} (same value: 0)
value : integer {4-05.items.[].system.hp.value} (same value: 0)
[material] : object {4-05.items.[].system.material}
[grade] : string {4-05.items.[].system.material.grade} (same value: low)
[type] : string {4-05.items.[].system.material.type} (same value: silver)
[price] : object {4-05.items.[].system.price}
value : object {4-05.items.[].system.price.value}
[sp] : integer {4-05.items.[].system.price.value.sp} (4 different values)
1 (x2)
9 (x2)
8 (x1)
2 (x1)
[gp] : integer {4-05.items.[].system.price.value.gp} (5 different values)
2 (x1)
3 (x2)
5 (x1)
4 (x1)
1 (x2)
[per] : integer {4-05.items.[].system.price.per} (same value: 10)
[quantity] : integer {4-05.items.[].system.quantity} (4 different values)
1 (x10)
4 (x1)
20 (x1)
2 (x1)
[reload] : object {4-05.items.[].system.reload}
value : string {4-05.items.[].system.reload.value} (3 different values)
(x5)
- (x2)
1 (x1)
[runes] : object {4-05.items.[].system.runes}
potency : integer {4-05.items.[].system.runes.potency} (2 different values)
0 (x6)
1 (x2)
property : array<> {4-05.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
striking : integer {4-05.items.[].system.runes.striking} (2 different values)
0 (x7)
1 (x1)
[size] : string {4-05.items.[].system.size} (same value: med)
[splashDamage] : object {4-05.items.[].system.splashDamage}
[value] : integer {4-05.items.[].system.splashDamage.value} (same value: 0)
[usage] : object {4-05.items.[].system.usage}
value : string {4-05.items.[].system.usage.value} (2 different values)
held-in-one-hand (x12)
held-in-two-hands (x1)
[mod] : object {4-05.items.[].system.mod}
value : integer {4-05.items.[].system.mod.value} (3 different values)
9 (x1)
8 (x1)
10 (x1)
[proficient] : object {4-05.items.[].system.proficient}
value : integer {4-05.items.[].system.proficient.value} (same value: 0)
[showSlotlessLevels] : object {4-05.items.[].system.showSlotlessLevels}
value : boolean {4-05.items.[].system.showSlotlessLevels.value} (same value: False)
[uses] : object {4-05.items.[].system.uses}
autoDestroy : boolean {4-05.items.[].system.uses.autoDestroy} (same value: True)
max : integer {4-05.items.[].system.uses.max} (same value: 1)
value : integer {4-05.items.[].system.uses.value} (same value: 1)
[stackGroup] : string {4-05.items.[].system.stackGroup} (same value: bolts)
[overrides] : array<> {4-05.items.[].system.overrides}
Length: min=0 max=0
Value type: mixed
[references] : object {4-05.items.[].system.references}
children : array<> {4-05.items.[].system.references.children}
Length: min=0 max=0
Value type: mixed
immunityFrom : array<> {4-05.items.[].system.references.immunityFrom}
Length: min=0 max=0
Value type: mixed
overriddenBy : array<> {4-05.items.[].system.references.overriddenBy}
Length: min=0 max=0
Value type: mixed
overrides : array<> {4-05.items.[].system.references.overrides}
Length: min=0 max=0
Value type: mixed
[value] : object {4-05.items.[].system.value}
isValued : boolean {4-05.items.[].system.value.isValued} (same value: False)
[value] : mixed
type : string {4-05.items.[].type} (9 different values)
melee (x14)
action (x17)
spellcastingEntry (x7)
spell (x31)
weapon (x8)
equipment (x3)
lore (x3)
consumable (x2)
condition (x2)
[_stats] : object {4-05.items.[]._stats}
compendiumSource : string {4-05.items.[]._stats.compendiumSource} (34 different values)
[flags] : object {4-05.items.[].flags}
pf2e : object {4-05.items.[].flags.pf2e}
linkedWeapon : string {4-05.items.[].flags.pf2e.linkedWeapon} (7 different values)
qsfDoyUE4pcmDvP5 (x1)
RNVHled1NMn8VlSQ (x1)
7vuGsKs2Xq5FsUyw (x2)
7s6KDdl3oF2Jorsu (x1)
cgtff3WRtQEkZHch (x2)
p2gclHAd9Ei4IUot (x1)
BIPYcj54XnRTMVwW (x2)
name : string {4-05.name} (all different values)
system : object {4-05.system}
abilities : object {4-05.system.abilities}
cha : object {4-05.system.abilities.cha}
mod : integer {4-05.system.abilities.cha.mod} (4 different values)
-5 (x1)
4 (x1)
1 (x2)
-2 (x2)
con : object {4-05.system.abilities.con}
mod : integer {4-05.system.abilities.con.mod} (5 different values)
4 (x1)
0 (x1)
3 (x1)
1 (x2)
2 (x1)
dex : object {4-05.system.abilities.dex}
mod : integer {4-05.system.abilities.dex.mod} (4 different values)
0 (x1)
3 (x2)
4 (x1)
1 (x2)
int : object {4-05.system.abilities.int}
mod : integer {4-05.system.abilities.int.mod} (5 different values)
-5 (x1)
2 (x1)
0 (x1)
3 (x2)
1 (x1)
str : object {4-05.system.abilities.str}
mod : integer {4-05.system.abilities.str.mod} (3 different values)
2 (x2)
0 (x2)
4 (x2)
wis : object {4-05.system.abilities.wis}
mod : integer {4-05.system.abilities.wis.mod} (5 different values)
0 (x1)
1 (x1)
-1 (x1)
3 (x2)
2 (x1)
attributes : object {4-05.system.attributes}
ac : object {4-05.system.attributes.ac}
details : string {4-05.system.attributes.ac.details} (2 different values)
(11 when broken); construct armor (x1)
(x5)
value : integer {4-05.system.attributes.ac.value} (4 different values)
15 (x1)
18 (x3)
19 (x1)
16 (x1)
allSaves : object {4-05.system.attributes.allSaves}
value : string {4-05.system.attributes.allSaves.value} (same value: )
[hardness] : object {4-05.system.attributes.hardness}
value : integer {4-05.system.attributes.hardness.value} (same value: 3)
hp : object {4-05.system.attributes.hp}
details : string {4-05.system.attributes.hp.details} (same value: )
max : integer {4-05.system.attributes.hp.max} (all different values)
temp : integer {4-05.system.attributes.hp.temp} (same value: 0)
value : integer {4-05.system.attributes.hp.value} (all different values)
[immunities] : array<object> {4-05.system.attributes.immunities}
Length: min=0 max=2
Value type: object {4-05.system.attributes.immunities.[]}
type : string {4-05.system.attributes.immunities.[].type} (2 different values)
auditory (x2)
magic (x2)
speed : object {4-05.system.attributes.speed}
otherSpeeds : array<> {4-05.system.attributes.speed.otherSpeeds}
Length: min=0 max=0
Value type: mixed
value : integer {4-05.system.attributes.speed.value} (2 different values)
20 (x4)
25 (x2)
[weaknesses] : array<object> {4-05.system.attributes.weaknesses}
Length: min=1 max=1
Value type: object {4-05.system.attributes.weaknesses.[]}
type : string {4-05.system.attributes.weaknesses.[].type} (same value: vulnerable-to-sunlight)
value : integer {4-05.system.attributes.weaknesses.[].value} (same value: 0)
[resistances] : array<object> {4-05.system.attributes.resistances}
Length: min=1 max=1
Value type: object {4-05.system.attributes.resistances.[]}
exceptions : array<string> {4-05.system.attributes.resistances.[].exceptions}
Length: min=1 max=1
Value type: string {4-05.system.attributes.resistances.[].exceptions.[]} (same value: bludgeoning)
type : string {4-05.system.attributes.resistances.[].type} (same value: physical)
value : integer {4-05.system.attributes.resistances.[].value} (same value: 5)
details : object {4-05.system.details}
blurb : string {4-05.system.details.blurb} (2 different values)
Variant animated armor (x1)
(x5)
languages : object {4-05.system.details.languages}
details : string {4-05.system.details.languages.details} (same value: )
value : array<string> {4-05.system.details.languages.value}
Length: min=0 max=3
Value type: string {4-05.system.details.languages.value.[]} (5 different values)
common (x4)
aklo (x1)
sakvroth (x1)
empyrean (x2)
requian (x2)
level : object {4-05.system.details.level}
value : integer {4-05.system.details.level.value} (3 different values)
1 (x2)
3 (x2)
2 (x2)
privateNotes : string {4-05.system.details.privateNotes} (same value: )
publicNotes : string {4-05.system.details.publicNotes} (5 different values)
<p>Suits of animated armor see use both as guardians and as training partners in high-end martial academies able to afford the extravagance. They are most often found in wizard laboratories and ancient dungeons.</p>
<hr />
<p>Granted a semblance of life through the use of rituals or other strange magic, animated objects take many forms and serve a variety of uses. A few examples of typical animated objects are listed below. Many of these creatures serve as guardians, surprising unsuspecting adventurers when they suddenly attack. Others serve as idle distractions for the exceptionally rich, simple servants created to handle odd jobs, and the like.</p> (x1)
<p>Charlatans use pretense and misdirection to swindle money and other valuables from the credulous and confused. Selling snake oil (literally or figuratively), distracting marks to pick their pockets, or faking mediumship are classic grifts.</p>
<hr />
<p>Some criminals are the desperate who have no option but to break the law to survive, while others choose a life of crime for thrills, forming gangs or underworld guilds that specialize in certain illegal ventures.</p> (x1)
<p>Dero stalkers are those charged with exploring the surface world by night and seeking out new victims to abduct.</p>
<hr />
<p>Deros are short, wiry humanoids with milky white eyes, gray-blue skin, and wild shocks of off-white or gray hair. The descendants of a mysterious type of fey abandoned in the deepest, darkest caverns of Golarion, deros are the subject of fearful legends and folk tales to most of the world's surface races. They skulk beneath major metropolitan areas, performing cruel and twisted experiments on unwilling subjects. A dero is 3 feet tall and weighs approximately 70 pounds.</p> (x1)
(x2)
<p>The cowardly and lazy skulks live on the fringes of organized societies and steal from others without a second thought. Even murder is merely another necessity, and they think nothing of creeping into a house, dispatching the residents, and taking what they want.</p>
<p>Their chameleon-like ability to blend into their surroundings makes skulks difficult to detect, so their ever-present populations around the periphery of large settlements are nearly impossible to dislodge permanently. They typically travel in small groups of no more than 16 individuals, since groups larger than that tend to break into violence directed at one other. While skulks see themselves as sharing a common history of being cast out and hated, this is not a strong enough bond to hold large groups of the creatures together with a shared purpose for very long.</p>
<p>Entrances and exits from cities, especially less-guarded access ways around sewers and the like, are skulks' favorite stomping grounds. These sites allow them to closely observe who comes and goes from the city while also affording them swift escape options, should the authorities uncover their presence. On rare occasions, a well-disciplined skulk can rise to prominence within the local thieves' guild and become sought after for difficult jobs. Their repugnant personalities and overwhelming selfishness, however, usually means they are unable to secure long-lasting leadership roles.</p>
<p>A typical skulk is 6 feet tall with similar body structure to a gangly human. Skulks mature quickly and can live up to 50 years, although most meet a violent end long before then. The rare skulk who manages to escape their society of violence and craven bitterness can be of any alignment, but those skulks who remain bound by their traditions always see these self-imposed exiles as the worst kind of traitors, and the exiles are often targeted for eradication to the exclusion of all other victims. More than one band of skulks has accidentally engineered its own doom after throwing caution to the wind and exposing its existence to the authorities in an ill-planned but violently passionate attempt to track down such an exile.</p> (x1)
publication : object {4-05.system.details.publication}
license : string {4-05.system.details.publication.license} (same value: OGL)
remaster : boolean {4-05.system.details.publication.remaster} (same value: False)
title : string {4-05.system.details.publication.title} (same value: Pathfinder Society Scenario #4-05: The Arclord who Never Was)
initiative : object {4-05.system.initiative}
statistic : string {4-05.system.initiative.statistic} (same value: perception)
perception : object {4-05.system.perception}
details : string {4-05.system.perception.details} (same value: )
mod : integer {4-05.system.perception.mod} (4 different values)
5 (x3)
6 (x1)
7 (x1)
9 (x1)
senses : array<object> {4-05.system.perception.senses}
Length: min=0 max=1
Value type: object {4-05.system.perception.senses.[]}
type : string {4-05.system.perception.senses.[].type} (2 different values)
darkvision (x4)
low-light-vision (x1)
resources : object {4-05.system.resources}
[focus] : object {4-05.system.resources.focus}
max : integer {4-05.system.resources.focus.max} (same value: 1)
value : integer {4-05.system.resources.focus.value} (same value: 1)
saves : object {4-05.system.saves}
fortitude : object {4-05.system.saves.fortitude}
saveDetail : string {4-05.system.saves.fortitude.saveDetail} (same value: )
value : integer {4-05.system.saves.fortitude.value} (4 different values)
7 (x3)
5 (x1)
10 (x1)
12 (x1)
reflex : object {4-05.system.saves.reflex}
saveDetail : string {4-05.system.saves.reflex.saveDetail} (same value: )
value : integer {4-05.system.saves.reflex.value} (5 different values)
5 (x1)
8 (x2)
10 (x1)
4 (x1)
6 (x1)
will : object {4-05.system.saves.will}
saveDetail : string {4-05.system.saves.will.saveDetail} (same value: )
value : integer {4-05.system.saves.will.value} (5 different values)
3 (x2)
10 (x1)
7 (x1)
5 (x1)
9 (x1)
skills : object {4-05.system.skills}
[athletics] : object {4-05.system.skills.athletics}
base : integer {4-05.system.skills.athletics.base} (3 different values)
8 (x1)
5 (x1)
7 (x1)
[acrobatics] : object {4-05.system.skills.acrobatics}
base : integer {4-05.system.skills.acrobatics.base} (2 different values)
8 (x2)
6 (x1)
[deception] : object {4-05.system.skills.deception}
base : integer {4-05.system.skills.deception.base} (2 different values)
11 (x1)
6 (x1)
[diplomacy] : object {4-05.system.skills.diplomacy}
base : integer {4-05.system.skills.diplomacy.base} (same value: 9)
[occultism] : object {4-05.system.skills.occultism}
base : integer {4-05.system.skills.occultism.base} (same value: 7)
[performance] : object {4-05.system.skills.performance}
base : integer {4-05.system.skills.performance.base} (same value: 11)
[society] : object {4-05.system.skills.society}
base : integer {4-05.system.skills.society.base} (2 different values)
7 (x1)
4 (x1)
[stealth] : object {4-05.system.skills.stealth}
base : integer {4-05.system.skills.stealth.base} (same value: 8)
[thievery] : object {4-05.system.skills.thievery}
base : integer {4-05.system.skills.thievery.base} (2 different values)
8 (x2)
6 (x1)
[medicine] : object {4-05.system.skills.medicine}
base : integer {4-05.system.skills.medicine.base} (3 different values)
3 (x1)
5 (x1)
7 (x1)
[arcana] : object {4-05.system.skills.arcana}
base : integer {4-05.system.skills.arcana.base} (2 different values)
7 (x1)
9 (x1)
[religion] : object {4-05.system.skills.religion}
base : integer {4-05.system.skills.religion.base} (2 different values)
7 (x1)
9 (x1)
traits : object {4-05.system.traits}
rarity : string {4-05.system.traits.rarity} (3 different values)
uncommon (x2)
common (x2)
unique (x2)
size : object {4-05.system.traits.size}
value : string {4-05.system.traits.size.value} (2 different values)
med (x5)
sm (x1)
value : array<string> {4-05.system.traits.value}
Length: min=2 max=4
Value type: string {4-05.system.traits.value.[]} (10 different values)
construct (x3)
mindless (x1)
evil (x3)
human (x1)
humanoid (x3)
chaotic (x2)
dero (x1)
golem (x2)
good (x2)
skulk (x1)
type : string {4-05.type} (same value: npc)
[prototypeToken] : object {4-05.prototypeToken}
name : string {4-05.prototypeToken.name} (3 different values)
Charlatan (x1)
Dero Stalker (x1)
Skulk (x1)
+583
View File
@@ -0,0 +1,583 @@
4-06
Different values: 9
=====================================
object {4-06}
_id : string {4-06._id} (all different values)
folder : string {4-06.folder} (same value: htyklmuU1i5to9hi)
img : string {4-06.img} (same value: systems/pf2e/icons/default-icons/npc.svg)
items : array<object> {4-06.items}
Length: min=6 max=9
Value type: object {4-06.items.[]}
_id : string {4-06.items.[]._id} (47 different values)
img : string {4-06.items.[].img} (11 different values)
systems/pf2e/icons/default-icons/spellcastingEntry.svg (x1)
icons/magic/fire/projectile-fireball-orange-yellow.webp (x1)
icons/magic/earth/orb-lava-ball-yellow.webp (x1)
icons/magic/fire/flame-burning-earth-orange.webp (x1)
systems/pf2e/icons/default-icons/melee.svg (x22)
systems/pf2e/icons/actions/Passive.webp (x10)
systems/pf2e/icons/actions/TwoActions.webp (x9)
systems/pf2e/icons/equipment/weapons/spear.webp (x2)
systems/pf2e/icons/actions/OneAction.webp (x10)
systems/pf2e/icons/equipment/weapons/halberd.webp (x2)
systems/pf2e/icons/actions/Reaction.webp (x4)
name : string {4-06.items.[].name} (35 different values)
sort : integer {4-06.items.[].sort} (all different values)
system : object {4-06.items.[].system}
[autoHeightenLevel] : object {4-06.items.[].system.autoHeightenLevel}
value : integer {4-06.items.[].system.autoHeightenLevel.value} (same value: 4)
description : object {4-06.items.[].system.description}
value : string {4-06.items.[].system.description.value} (33 different values)
[prepared] : object {4-06.items.[].system.prepared}
value : string {4-06.items.[].system.prepared.value} (same value: innate)
[proficiency] : object {4-06.items.[].system.proficiency}
value : integer {4-06.items.[].system.proficiency.value} (same value: 1)
publication : object {4-06.items.[].system.publication}
license : string {4-06.items.[].system.publication.license} (same value: OGL)
remaster : boolean {4-06.items.[].system.publication.remaster} (same value: False)
title : string {4-06.items.[].system.publication.title} (3 different values)
(x47)
Pathfinder Core Rulebook (x7)
Pathfinder Bestiary (x9)
rules : ###FoundryRulesObject###
[showSlotlessLevels] : object {4-06.items.[].system.showSlotlessLevels}
value : boolean {4-06.items.[].system.showSlotlessLevels.value} (same value: False)
[slots] : object {4-06.items.[].system.slots}
[slug] : string {4-06.items.[].system.slug} (all different values)
[spelldc] : object {4-06.items.[].system.spelldc}
dc : integer {4-06.items.[].system.spelldc.dc} (same value: 25)
value : integer {4-06.items.[].system.spelldc.value} (same value: 17)
[tradition] : object {4-06.items.[].system.tradition}
value : string {4-06.items.[].system.tradition.value} (same value: arcane)
[area] : object {4-06.items.[].system.area}
type : string {4-06.items.[].system.area.type} (same value: burst)
value : integer {4-06.items.[].system.area.value} (same value: 20)
[cost] : object {4-06.items.[].system.cost}
value : string {4-06.items.[].system.cost.value} (same value: )
[counteraction] : boolean {4-06.items.[].system.counteraction} (same value: False)
[damage] : object {4-06.items.[].system.damage}
[0] : object {4-06.items.[].system.damage.0}
applyMod : boolean {4-06.items.[].system.damage.0.applyMod} (same value: False)
[category] : mixed
formula : string {4-06.items.[].system.damage.0.formula} (3 different values)
6d6 (x1)
3d6 (x1)
2d4 (x1)
kinds : array<string> {4-06.items.[].system.damage.0.kinds}
Length: min=1 max=1
Value type: string {4-06.items.[].system.damage.0.kinds.[]} (same value: damage)
materials : array<> {4-06.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {4-06.items.[].system.damage.0.type} (same value: fire)
damageType : string {4-06.items.[].system.damage.damageType} (same value: piercing)
dice : integer {4-06.items.[].system.damage.dice} (same value: 1)
die : string {4-06.items.[].system.damage.die} (2 different values)
d6 (x2)
d10 (x2)
[defense] : object {4-06.items.[].system.defense}
save : object {4-06.items.[].system.defense.save}
basic : boolean {4-06.items.[].system.defense.save.basic} (2 different values)
True (x1)
False (x1)
statistic : string {4-06.items.[].system.defense.save.statistic} (same value: reflex)
[duration] : object {4-06.items.[].system.duration}
sustained : boolean {4-06.items.[].system.duration.sustained} (2 different values)
False (x2)
True (x1)
value : string {4-06.items.[].system.duration.value} (2 different values)
(x2)
1 minute (x1)
[heightening] : object {4-06.items.[].system.heightening}
damage : object {4-06.items.[].system.heightening.damage}
0 : string {4-06.items.[].system.heightening.damage.0} (3 different values)
2d6 (x1)
1d6 (x1)
1d4 (x1)
interval : integer {4-06.items.[].system.heightening.interval} (same value: 1)
type : string {4-06.items.[].system.heightening.type} (same value: interval)
[level] : object {4-06.items.[].system.level}
value : integer {4-06.items.[].system.level.value} (4 different values)
3 (x1)
2 (x1)
1 (x1)
0 (x4)
[location] : object {4-06.items.[].system.location}
[heightenedLevel] : integer {4-06.items.[].system.location.heightenedLevel} (2 different values)
3 (x1)
2 (x1)
value : string {4-06.items.[].system.location.value} (same value: DqllMZa6Ja60FhmJ)
[range] : object {4-06.items.[].system.range}
value : string {4-06.items.[].system.range.value} (2 different values)
500 feet (x1)
30 feet (x2)
[requirements] : string {4-06.items.[].system.requirements} (same value: )
[target] : object {4-06.items.[].system.target}
value : string {4-06.items.[].system.target.value} (2 different values)
(x2)
1 creature (x1)
[time] : object {4-06.items.[].system.time}
value : string {4-06.items.[].system.time.value} (same value: 2)
traits : object {4-06.items.[].system.traits}
rarity : string {4-06.items.[].system.traits.rarity} (same value: common)
[traditions] : array<string> {4-06.items.[].system.traits.traditions}
Length: min=2 max=2
Value type: string {4-06.items.[].system.traits.traditions.[]} (2 different values)
arcane (x3)
primal (x3)
value : array<string> {4-06.items.[].system.traits.value}
Length: min=0 max=5
Value type: string {4-06.items.[].system.traits.value.[]} (24 different values)
[attack] : object {4-06.items.[].system.attack}
value : string {4-06.items.[].system.attack.value} (same value: )
[attackEffects] : object {4-06.items.[].system.attackEffects}
[custom] : string {4-06.items.[].system.attackEffects.custom} (same value: )
value : array<string> {4-06.items.[].system.attackEffects.value}
Length: min=0 max=2
Value type: string {4-06.items.[].system.attackEffects.value.[]} (2 different values)
grab (x4)
corrosive-touch (x1)
[bonus] : object {4-06.items.[].system.bonus}
value : integer {4-06.items.[].system.bonus.value} (all different values)
[damageRolls] : object {4-06.items.[].system.damageRolls}
[0] : object {4-06.items.[].system.damageRolls.0}
damage : string {4-06.items.[].system.damageRolls.0.damage} (6 different values)
2d10+6 (x1)
2d6+6 (x1)
1d10+9 (x1)
1d8+9 (x1)
2d10+9 (x1)
2d6+9 (x1)
damageType : string {4-06.items.[].system.damageRolls.0.damageType} (3 different values)
force (x2)
piercing (x2)
bludgeoning (x2)
[6xkwe0kwnpbd9cc44qjd] : object {4-06.items.[].system.damageRolls.6xkwe0kwnpbd9cc44qjd}
damage : string {4-06.items.[].system.damageRolls.6xkwe0kwnpbd9cc44qjd.damage} (2 different values)
2d6+6 (x1)
2d8+8 (x1)
damageType : string {4-06.items.[].system.damageRolls.6xkwe0kwnpbd9cc44qjd.damageType} (same value: slashing)
[EsT0tpcavz8ucnUA] : object {4-06.items.[].system.damageRolls.EsT0tpcavz8ucnUA}
damage : string {4-06.items.[].system.damageRolls.EsT0tpcavz8ucnUA.damage} (same value: 1d6+6)
damageType : string {4-06.items.[].system.damageRolls.EsT0tpcavz8ucnUA.damageType} (same value: piercing)
[5fcLz5SeVDrdpQvi] : object {4-06.items.[].system.damageRolls.5fcLz5SeVDrdpQvi}
damage : string {4-06.items.[].system.damageRolls.5fcLz5SeVDrdpQvi.damage} (same value: 1d6+6)
damageType : string {4-06.items.[].system.damageRolls.5fcLz5SeVDrdpQvi.damageType} (same value: piercing)
[woExyNPf3OGfAFcY] : object {4-06.items.[].system.damageRolls.woExyNPf3OGfAFcY}
damage : string {4-06.items.[].system.damageRolls.woExyNPf3OGfAFcY.damage} (same value: 2d6+6)
damageType : string {4-06.items.[].system.damageRolls.woExyNPf3OGfAFcY.damageType} (same value: piercing)
[sAsd0MkPp4DJkVZF] : object {4-06.items.[].system.damageRolls.sAsd0MkPp4DJkVZF}
damage : string {4-06.items.[].system.damageRolls.sAsd0MkPp4DJkVZF.damage} (same value: 2d6+6)
damageType : string {4-06.items.[].system.damageRolls.sAsd0MkPp4DJkVZF.damageType} (same value: piercing)
[85oNZAAdpqJbHNus] : object {4-06.items.[].system.damageRolls.85oNZAAdpqJbHNus}
damage : string {4-06.items.[].system.damageRolls.85oNZAAdpqJbHNus.damage} (2 different values)
2d10+4 (x1)
2d12+6 (x1)
damageType : string {4-06.items.[].system.damageRolls.85oNZAAdpqJbHNus.damageType} (same value: void)
[WeQXYwiyWClPILzk] : object {4-06.items.[].system.damageRolls.WeQXYwiyWClPILzk}
damage : string {4-06.items.[].system.damageRolls.WeQXYwiyWClPILzk.damage} (2 different values)
2d12 (x1)
3d8 (x1)
damageType : string {4-06.items.[].system.damageRolls.WeQXYwiyWClPILzk.damageType} (same value: bludgeoning)
[RdiTetkeosVFLOFa] : object {4-06.items.[].system.damageRolls.RdiTetkeosVFLOFa}
damage : string {4-06.items.[].system.damageRolls.RdiTetkeosVFLOFa.damage} (2 different values)
2d12 (x1)
3d8 (x1)
damageType : string {4-06.items.[].system.damageRolls.RdiTetkeosVFLOFa.damageType} (same value: piercing)
[qaljyEZ4SVfHDcTj] : object {4-06.items.[].system.damageRolls.qaljyEZ4SVfHDcTj}
damage : string {4-06.items.[].system.damageRolls.qaljyEZ4SVfHDcTj.damage} (2 different values)
2d12 (x1)
3d8 (x1)
damageType : string {4-06.items.[].system.damageRolls.qaljyEZ4SVfHDcTj.damageType} (same value: slashing)
[C3dto96p0HYSkag5] : object {4-06.items.[].system.damageRolls.C3dto96p0HYSkag5}
damage : string {4-06.items.[].system.damageRolls.C3dto96p0HYSkag5.damage} (2 different values)
1d6 (x1)
1d10 (x1)
damageType : string {4-06.items.[].system.damageRolls.C3dto96p0HYSkag5.damageType} (same value: void)
[w9e1yTUAV1T10xo1] : object {4-06.items.[].system.damageRolls.w9e1yTUAV1T10xo1}
damage : string {4-06.items.[].system.damageRolls.w9e1yTUAV1T10xo1.damage} (same value: 1d6)
damageType : string {4-06.items.[].system.damageRolls.w9e1yTUAV1T10xo1.damageType} (same value: void)
[xsj02u4j38c3jdz4ek55] : object {4-06.items.[].system.damageRolls.xsj02u4j38c3jdz4ek55}
damage : string {4-06.items.[].system.damageRolls.xsj02u4j38c3jdz4ek55.damage} (same value: 2d8+7)
damageType : string {4-06.items.[].system.damageRolls.xsj02u4j38c3jdz4ek55.damageType} (same value: bludgeoning)
[gceh08woazdfo2apk775] : object {4-06.items.[].system.damageRolls.gceh08woazdfo2apk775}
damage : string {4-06.items.[].system.damageRolls.gceh08woazdfo2apk775.damage} (same value: 2d6)
damageType : string {4-06.items.[].system.damageRolls.gceh08woazdfo2apk775.damageType} (same value: acid)
lde52fl5xq95jsxliaa6 : object {4-06.items.[].system.damageRolls.lde52fl5xq95jsxliaa6}
damage : string {4-06.items.[].system.damageRolls.lde52fl5xq95jsxliaa6.damage} (same value: 1d8+7)
damageType : string {4-06.items.[].system.damageRolls.lde52fl5xq95jsxliaa6.damageType} (same value: bludgeoning)
ffa7g2lvf7jv6gjy1fer : object {4-06.items.[].system.damageRolls.ffa7g2lvf7jv6gjy1fer}
damage : string {4-06.items.[].system.damageRolls.ffa7g2lvf7jv6gjy1fer.damage} (same value: 2d4)
damageType : string {4-06.items.[].system.damageRolls.ffa7g2lvf7jv6gjy1fer.damageType} (same value: acid)
[weaponType] : object {4-06.items.[].system.weaponType}
value : string {4-06.items.[].system.weaponType.value} (2 different values)
melee (x13)
ranged (x9)
[actionType] : object {4-06.items.[].system.actionType}
value : string {4-06.items.[].system.actionType.value} (3 different values)
passive (x10)
action (x19)
reaction (x4)
[actions] : object {4-06.items.[].system.actions}
[value] : integer {4-06.items.[].system.actions.value} (2 different values)
2 (x9)
1 (x10)
[category] : string {4-06.items.[].system.category} (5 different values)
defensive (x9)
offensive (x20)
simple (x2)
martial (x2)
interaction (x4)
[baseItem] : string {4-06.items.[].system.baseItem} (2 different values)
spear (x2)
halberd (x2)
[bonusDamage] : object {4-06.items.[].system.bonusDamage}
value : integer {4-06.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {4-06.items.[].system.bulk}
value : integer {4-06.items.[].system.bulk.value} (2 different values)
1 (x2)
2 (x2)
[containerId] : mixed
[equipped] : object {4-06.items.[].system.equipped}
carryType : string {4-06.items.[].system.equipped.carryType} (same value: held)
handsHeld : integer {4-06.items.[].system.equipped.handsHeld} (2 different values)
1 (x2)
2 (x2)
[invested] : mixed
[group] : string {4-06.items.[].system.group} (2 different values)
spear (x2)
polearm (x2)
[hardness] : integer {4-06.items.[].system.hardness} (same value: 0)
[hp] : object {4-06.items.[].system.hp}
max : integer {4-06.items.[].system.hp.max} (same value: 0)
value : integer {4-06.items.[].system.hp.value} (same value: 0)
[material] : object {4-06.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {4-06.items.[].system.price}
value : object {4-06.items.[].system.price.value}
[sp] : integer {4-06.items.[].system.price.value.sp} (same value: 1)
gp : integer {4-06.items.[].system.price.value.gp} (same value: 2)
[quantity] : integer {4-06.items.[].system.quantity} (same value: 1)
[reload] : object {4-06.items.[].system.reload}
value : string {4-06.items.[].system.reload.value} (2 different values)
- (x2)
(x2)
[runes] : object {4-06.items.[].system.runes}
potency : integer {4-06.items.[].system.runes.potency} (2 different values)
0 (x1)
1 (x3)
property : array<> {4-06.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
striking : integer {4-06.items.[].system.runes.striking} (2 different values)
0 (x2)
1 (x2)
[size] : string {4-06.items.[].system.size} (same value: med)
[splashDamage] : object {4-06.items.[].system.splashDamage}
value : integer {4-06.items.[].system.splashDamage.value} (same value: 0)
[usage] : object {4-06.items.[].system.usage}
value : string {4-06.items.[].system.usage.value} (2 different values)
held-in-one-hand (x2)
held-in-two-hands (x2)
type : string {4-06.items.[].type} (5 different values)
spellcastingEntry (x1)
spell (x3)
melee (x22)
action (x33)
weapon (x4)
[_stats] : object {4-06.items.[]._stats}
compendiumSource : string {4-06.items.[]._stats.compendiumSource} (10 different values)
Compendium.pf2e.spells-srd.Item.sxQZ6yqTn0czJxVd (x1)
Compendium.pf2e.spells-srd.Item.2ZdHjnpEQJuqOYSG (x1)
Compendium.pf2e.spells-srd.Item.O9w7r4BKgPogYDDe (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.zU3Ovaet4xQ5Gmvy (x1)
Compendium.pf2e.equipment-srd.Item.tOhoGvmCMw4JpWcS (x2)
Compendium.pf2e.equipment-srd.Item.dgWxsYm0DWHb27h6 (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.hFtNbo1LKYCoDy2O (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.Tkd8sH4pwFIPzqTr (x4)
Actor.neAEB3E1yECRRmEv.Item.3bBspnRqJCqpS3uk (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.g26YiEIfSHCpLocV (x2)
[flags] : object {4-06.items.[].flags}
pf2e : object {4-06.items.[].flags.pf2e}
linkedWeapon : string {4-06.items.[].flags.pf2e.linkedWeapon} (3 different values)
pI4pPGaY3GARR6UC (x2)
gC2mAgLfUgZBDRgZ (x2)
0zFvRc93Gl6eANug (x2)
name : string {4-06.name} (all different values)
system : object {4-06.system}
abilities : object {4-06.system.abilities}
cha : object {4-06.system.abilities.cha}
mod : integer {4-06.system.abilities.cha.mod} (5 different values)
-5 (x5)
5 (x1)
6 (x1)
0 (x1)
3 (x1)
con : object {4-06.system.abilities.con}
mod : integer {4-06.system.abilities.con.mod} (6 different values)
6 (x2)
1 (x1)
2 (x1)
4 (x2)
5 (x2)
7 (x1)
dex : object {4-06.system.abilities.dex}
mod : integer {4-06.system.abilities.dex.mod} (6 different values)
4 (x2)
5 (x1)
6 (x1)
2 (x2)
3 (x1)
-5 (x2)
int : object {4-06.system.abilities.int}
mod : integer {4-06.system.abilities.int.mod} (4 different values)
-5 (x5)
-1 (x1)
0 (x1)
-2 (x2)
str : object {4-06.system.abilities.str}
mod : integer {4-06.system.abilities.str.mod} (4 different values)
4 (x3)
2 (x2)
7 (x2)
6 (x2)
wis : object {4-06.system.abilities.wis}
mod : integer {4-06.system.abilities.wis.mod} (5 different values)
0 (x3)
2 (x2)
3 (x2)
4 (x1)
5 (x1)
attributes : object {4-06.system.attributes}
ac : object {4-06.system.attributes.ac}
details : string {4-06.system.attributes.ac.details} (same value: )
value : integer {4-06.system.attributes.ac.value} (7 different values)
22 (x2)
25 (x2)
28 (x1)
27 (x1)
30 (x1)
14 (x1)
12 (x1)
allSaves : object {4-06.system.attributes.allSaves}
value : string {4-06.system.attributes.allSaves.value} (same value: )
hp : object {4-06.system.attributes.hp}
details : string {4-06.system.attributes.hp.details} (same value: )
max : integer {4-06.system.attributes.hp.max} (7 different values)
115 (x2)
105 (x1)
140 (x1)
55 (x1)
95 (x1)
150 (x2)
165 (x1)
temp : integer {4-06.system.attributes.hp.temp} (same value: 0)
value : integer {4-06.system.attributes.hp.value} (7 different values)
115 (x2)
105 (x1)
140 (x1)
55 (x1)
95 (x1)
150 (x2)
165 (x1)
[immunities] : array<object> {4-06.system.attributes.immunities}
Length: min=0 max=13
Value type: object {4-06.system.attributes.immunities.[]}
type : string {4-06.system.attributes.immunities.[].type} (21 different values)
speed : object {4-06.system.attributes.speed}
otherSpeeds : array<object> {4-06.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {4-06.system.attributes.speed.otherSpeeds.[]}
type : string {4-06.system.attributes.speed.otherSpeeds.[].type} (2 different values)
fly (x3)
climb (x2)
value : integer {4-06.system.attributes.speed.otherSpeeds.[].value} (4 different values)
40 (x1)
60 (x2)
20 (x1)
10 (x1)
value : integer {4-06.system.attributes.speed.value} (4 different values)
0 (x1)
20 (x5)
25 (x2)
15 (x1)
[details] : string {4-06.system.attributes.speed.details} (same value: suction)
[resistances] : array<object> {4-06.system.attributes.resistances}
Length: min=1 max=1
Value type: object {4-06.system.attributes.resistances.[]}
exceptions : array<string> {4-06.system.attributes.resistances.[].exceptions}
Length: min=2 max=2
Value type: string {4-06.system.attributes.resistances.[].exceptions.[]} (2 different values)
adamantine (x4)
orichalcum (x4)
type : string {4-06.system.attributes.resistances.[].type} (same value: physical)
value : integer {4-06.system.attributes.resistances.[].value} (2 different values)
5 (x3)
7 (x1)
[weaknesses] : array<object> {4-06.system.attributes.weaknesses}
Length: min=2 max=2
Value type: object {4-06.system.attributes.weaknesses.[]}
type : string {4-06.system.attributes.weaknesses.[].type} (2 different values)
electricity (x4)
orichalcum (x4)
value : integer {4-06.system.attributes.weaknesses.[].value} (2 different values)
5 (x6)
7 (x2)
details : object {4-06.system.details}
blurb : string {4-06.system.details.blurb} (6 different values)
Variant roiling incant (x1)
Variant harpy (x2)
(x2)
Variant clockwork soldier (x2)
Variant black pudding (x1)
Variant ochre jelly (x1)
languages : object {4-06.system.details.languages}
details : string {4-06.system.details.languages.details} (same value: )
value : array<string> {4-06.system.details.languages.value}
Length: min=0 max=1
Value type: string {4-06.system.details.languages.value.[]} (same value: common)
level : object {4-06.system.details.level}
value : integer {4-06.system.details.level.value} (5 different values)
7 (x4)
9 (x1)
5 (x2)
8 (x1)
10 (x1)
privateNotes : string {4-06.system.details.privateNotes} (same value: )
publicNotes : string {4-06.system.details.publicNotes} (5 different values)
<p>Though many spellcasters can harness the forces of magic in a consistent manner, such power can't always be controlled, especially in the hands of reckless researchers, megalomaniacal villains, or untested novices. When magical accidents result in large-scale property damage and the loss of life, these forces sometimes take on lives of their own, forming a dangerous amalgamation of ongoing magical energy known as a roiling incant.</p>
<p>A roiling incant's appearance depends on the type of magic it sprang forth from, though it always carries with it an echo of the destruction it has caused. A fiery evocation roiling incant might look like a storm of burning ashes echoing with the sounds of crackling timber, while a necromancy roiling incant could be mistaken for ghostly tendrils puppeteering shambling corpses. No matter what it looks like, a roiling incant roams mindlessly, attacking everything it encounters, heedless of further carnage it causes.</p> (x1)
<p>Harpies are filthy amalgamations of human and bird, resembling feral humans with wings, talons, and mouths full of sharp teeth. They use captivating songs to lure creatures in, then murder them while they stand transfixed. They enjoy causing confusion and fear in their prey before they strike, believing it creates a savory flavor in the flesh. Harpies can eat most creatures but strongly prefer sapient prey-humans and elves are their favorite. Although harpies will eat goblins if sufficiently hungry, they dislike their flavor and avoid eating them if possible. This doesn't comfort goblins, of course, who have a particularly strong fear of harpies. Because their aeries often reek with the gore of their kills and careless spatters of guano, harpies carry a distinctly vile scent that canny travelers associate with danger. Harpies who roost close to civilization make better efforts to keep clean, though these efforts have mixed results.</p>
<p>Harpies live in family groups or larger clans. They are lightweight despite their size, standing 5 feet tall and weighing only around 90 pounds. While most use relatively simple weapons, some harpies take pride in learning and mastering the use of more complex tools of war such as swords and slings. Those who master the use of the bow, in particular, are often regarded as heroes among their kind and terrors among their victims.</p> (x2)
(x2)
<p>Intricate, complex machines, clockworks are built with care by highly skilled engineers. Though their creation involves some amount of magic, they're primarily mechanical, packed with precision-tuned gears and springs working in concert.</p>
<p>The sturdy mainspring within a clockwork must be wound to provide the energy needed to power the device. Some larger clockworks contain a series of springs for different limbs that each need to be wound. A clockwork's crafter creates a unique metal key while building the clockwork; winding the clockwork usually involves inserting the key into the machine's back and turning clockwise. Larger clockworks require greater strength to turn the key, and typically have larger keys to allow for more torque-some even accommodating a team of winders rather than an individual. Programming a clockwork requires both the key and the knowledge to set the program correctly, information usually reserved for the clockwork's creator or owner.</p> (x2)
<p>Slimes, molds, and other oozes can be found in dank dungeons and shadowed forests. While not necessarily evil, some grow to enormous sizes and have insatiable appetites.</p> (x2)
publication : object {4-06.system.details.publication}
license : string {4-06.system.details.publication.license} (same value: OGL)
remaster : boolean {4-06.system.details.publication.remaster} (same value: False)
title : string {4-06.system.details.publication.title} (same value: Pathfinder Society Scenario #4-06: Signal from the Electric Laboratory)
initiative : object {4-06.system.initiative}
statistic : string {4-06.system.initiative.statistic} (same value: perception)
perception : object {4-06.system.perception}
details : string {4-06.system.perception.details} (same value: )
mod : integer {4-06.system.perception.mod} (8 different values)
12 (x1)
15 (x1)
18 (x2)
11 (x1)
14 (x1)
21 (x1)
9 (x1)
7 (x1)
senses : array<object> {4-06.system.perception.senses}
Length: min=0 max=1
Value type: object {4-06.system.perception.senses.[]}
type : string {4-06.system.perception.senses.[].type} (2 different values)
darkvision (x6)
motion-sense (x2)
acuity : string {4-06.system.perception.senses.[].acuity} (same value: precise)
range : integer {4-06.system.perception.senses.[].range} (same value: 60)
vision : boolean {4-06.system.perception.vision} (same value: False)
resources : object {4-06.system.resources}
[focus] : object {4-06.system.resources.focus}
max : integer {4-06.system.resources.focus.max} (same value: 0)
value : integer {4-06.system.resources.focus.value} (same value: 0)
saves : object {4-06.system.saves}
fortitude : object {4-06.system.saves.fortitude}
saveDetail : string {4-06.system.saves.fortitude.saveDetail} (same value: )
value : integer {4-06.system.saves.fortitude.value} (5 different values)
16 (x1)
12 (x1)
15 (x3)
18 (x3)
21 (x1)
reflex : object {4-06.system.saves.reflex}
saveDetail : string {4-06.system.saves.reflex.saveDetail} (same value: )
value : integer {4-06.system.saves.reflex.value} (all different values)
will : object {4-06.system.saves.will}
saveDetail : string {4-06.system.saves.will.saveDetail} (same value: )
value : integer {4-06.system.saves.will.value} (8 different values)
12 (x2)
15 (x1)
18 (x1)
9 (x1)
14 (x1)
17 (x1)
11 (x1)
7 (x1)
skills : object {4-06.system.skills}
[acrobatics] : object {4-06.system.skills.acrobatics}
base : integer {4-06.system.skills.acrobatics.base} (2 different values)
16 (x2)
21 (x1)
[deception] : object {4-06.system.skills.deception}
base : integer {4-06.system.skills.deception.base} (2 different values)
17 (x1)
21 (x1)
[intimidation] : object {4-06.system.skills.intimidation}
base : integer {4-06.system.skills.intimidation.base} (2 different values)
15 (x1)
19 (x1)
[performance] : object {4-06.system.skills.performance}
base : integer {4-06.system.skills.performance.base} (2 different values)
17 (x1)
21 (x1)
special : array<object> {4-06.system.skills.performance.special}
Length: min=1 max=1
Value type: object {4-06.system.skills.performance.special.[]}
base : integer {4-06.system.skills.performance.special.[].base} (2 different values)
19 (x1)
23 (x1)
label : string {4-06.system.skills.performance.special.[].label} (same value: singing)
predicate : array<string> {4-06.system.skills.performance.special.[].predicate}
Length: min=1 max=1
Value type: string {4-06.system.skills.performance.special.[].predicate.[]} (same value: action:perform:singing)
athletics : object {4-06.system.skills.athletics}
base : integer {4-06.system.skills.athletics.base} (4 different values)
13 (x2)
18 (x2)
17 (x1)
22 (x1)
[special] : array<object> {4-06.system.skills.athletics.special}
Length: min=1 max=1
Value type: object {4-06.system.skills.athletics.special.[]}
base : integer {4-06.system.skills.athletics.special.[].base} (2 different values)
20 (x1)
24 (x1)
label : string {4-06.system.skills.athletics.special.[].label} (same value: to Disarm, Grappe, or avoid being Disarmed)
predicate : array<object> {4-06.system.skills.athletics.special.[].predicate}
Length: min=1 max=1
Value type: object {4-06.system.skills.athletics.special.[].predicate.[]}
or : array<string> {4-06.system.skills.athletics.special.[].predicate.[].or}
Length: min=3 max=3
Value type: string {4-06.system.skills.athletics.special.[].predicate.[].or.[]} (3 different values)
action:disarm (x2)
action:grapple (x2)
avoid-disarm (x2)
[stealth] : object {4-06.system.skills.stealth}
base : integer {4-06.system.skills.stealth.base} (2 different values)
11 (x1)
15 (x1)
traits : object {4-06.system.traits}
rarity : string {4-06.system.traits.rarity} (2 different values)
rare (x5)
uncommon (x4)
size : object {4-06.system.traits.size}
value : string {4-06.system.traits.size.value} (3 different values)
lg (x2)
med (x6)
huge (x1)
value : array<string> {4-06.system.traits.value}
Length: min=2 max=4
Value type: string {4-06.system.traits.value.[]} (8 different values)
arcane (x1)
mindless (x5)
chaotic (x4)
evil (x4)
humanoid (x2)
clockwork (x4)
construct (x4)
ooze (x2)
type : string {4-06.type} (same value: npc)
+850
View File
@@ -0,0 +1,850 @@
4-07
Different values: 8
=====================================
object {4-07}
_id : string {4-07._id} (all different values)
folder : string {4-07.folder} (same value: lt66wuDNRbqKm0b7)
img : string {4-07.img} (same value: systems/pf2e/icons/default-icons/npc.svg)
items : array<object> {4-07.items}
Length: min=5 max=26
Value type: object {4-07.items.[]}
_id : string {4-07.items.[]._id} (107 different values)
[_stats] : object {4-07.items.[]._stats}
compendiumSource : string {4-07.items.[]._stats.compendiumSource} (47 different values)
img : string {4-07.items.[].img} (47 different values)
name : string {4-07.items.[].name} (80 different values)
sort : integer {4-07.items.[].sort} (26 different values)
system : object {4-07.items.[].system}
[baseItem] : string {4-07.items.[].system.baseItem} (9 different values)
shortsword (x2)
sling (x2)
alchemical-bomb (x1)
studded-leather-armor (x2)
club (x1)
composite-shortbow (x1)
sap (x1)
leather-armor (x1)
spiked-gauntlet (x1)
[bonus] : object {4-07.items.[].system.bonus}
value : integer {4-07.items.[].system.bonus.value} (10 different values)
0 (x8)
1 (x1)
18 (x3)
9 (x1)
8 (x2)
14 (x2)
11 (x2)
12 (x2)
16 (x2)
17 (x2)
[bonusDamage] : object {4-07.items.[].system.bonusDamage}
value : integer {4-07.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {4-07.items.[].system.bulk}
value : mixed
float {4-07.items.[].system.bulk.value} (same value: 0,1)
integer {4-07.items.[].system.bulk.value} (same value: 1)
[category] : string {4-07.items.[].system.category} (9 different values)
martial (x5)
simple (x4)
light (x3)
potion (x3)
ammo (x3)
defensive (x12)
offensive (x20)
interaction (x3)
elixir (x1)
[containerId] : mixed
[damage] : object {4-07.items.[].system.damage}
[damageType] : string {4-07.items.[].system.damage.damageType} (2 different values)
piercing (x4)
bludgeoning (x5)
[dice] : integer {4-07.items.[].system.damage.dice} (2 different values)
1 (x8)
0 (x1)
[die] : string {4-07.items.[].system.damage.die} (3 different values)
d6 (x7)
(x1)
d4 (x1)
[formula] : string {4-07.items.[].system.damage.formula} (same value: 1d8)
[kind] : string {4-07.items.[].system.damage.kind} (same value: healing)
[type] : string {4-07.items.[].system.damage.type} (same value: vitality)
[0] : object {4-07.items.[].system.damage.0}
[applyMod] : boolean {4-07.items.[].system.damage.0.applyMod} (2 different values)
False (x3)
True (x2)
[category] : mixed
formula : string {4-07.items.[].system.damage.0.formula} (7 different values)
6d6 (x1)
5d6 (x1)
3d6 (x1)
1d4 (x1)
0 (x1)
1d8 (x1)
2d4 (x1)
kinds : array<string> {4-07.items.[].system.damage.0.kinds}
Length: min=1 max=2
Value type: string {4-07.items.[].system.damage.0.kinds.[]} (2 different values)
damage (x7)
healing (x1)
type : string {4-07.items.[].system.damage.0.type} (4 different values)
mental (x2)
cold (x1)
fire (x2)
void (x2)
materials : array<> {4-07.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
description : object {4-07.items.[].system.description}
value : string {4-07.items.[].system.description.value} (73 different values)
[equipped] : object {4-07.items.[].system.equipped}
carryType : string {4-07.items.[].system.equipped.carryType} (same value: worn)
[handsHeld] : integer {4-07.items.[].system.equipped.handsHeld} (2 different values)
1 (x10)
0 (x6)
[invested] : mixed
[inSlot] : boolean {4-07.items.[].system.equipped.inSlot} (same value: True)
[group] : string {4-07.items.[].system.group} (7 different values)
sword (x2)
sling (x2)
bomb (x1)
leather (x3)
club (x2)
bow (x1)
brawling (x1)
[hardness] : integer {4-07.items.[].system.hardness} (same value: 0)
[hp] : object {4-07.items.[].system.hp}
max : integer {4-07.items.[].system.hp.max} (same value: 0)
value : integer {4-07.items.[].system.hp.value} (same value: 0)
[level] : object {4-07.items.[].system.level}
value : integer {4-07.items.[].system.level.value} (5 different values)
0 (x15)
3 (x6)
1 (x14)
2 (x8)
4 (x6)
[material] : object {4-07.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {4-07.items.[].system.price}
value : object {4-07.items.[].system.price.value}
[sp] : integer {4-07.items.[].system.price.value.sp} (3 different values)
9 (x2)
1 (x2)
3 (x1)
[gp] : integer {4-07.items.[].system.price.value.gp} (6 different values)
10 (x1)
3 (x3)
4 (x2)
14 (x1)
2 (x1)
6 (x2)
[cp] : integer {4-07.items.[].system.price.value.cp} (same value: 1)
[per] : integer {4-07.items.[].system.price.per} (same value: 10)
publication : object {4-07.items.[].system.publication}
license : string {4-07.items.[].system.publication.license} (2 different values)
OGL (x106)
ORC (x1)
remaster : boolean {4-07.items.[].system.publication.remaster} (2 different values)
False (x106)
True (x1)
title : string {4-07.items.[].system.publication.title} (5 different values)
Pathfinder Core Rulebook (x43)
(x51)
Pathfinder Bestiary (x11)
Pathfinder Secrets of Magic (x1)
Pathfinder Player Core (x1)
[quantity] : integer {4-07.items.[].system.quantity} (4 different values)
1 (x16)
10 (x2)
20 (x1)
2 (x1)
[range] : mixed
integer {4-07.items.[].system.range} (3 different values)
50 (x2)
20 (x1)
60 (x1)
object {4-07.items.[].system.range}
value : string {4-07.items.[].system.range.value} (7 different values)
120 feet (x6)
planetary (x1)
30 feet (x12)
(x3)
touch (x5)
60 feet (x1)
varies (x1)
[reload] : object {4-07.items.[].system.reload}
value : string {4-07.items.[].system.reload.value} (4 different values)
(x4)
1 (x2)
- (x2)
0 (x1)
rules : ###FoundryRulesObject###
[runes] : object {4-07.items.[].system.runes}
potency : integer {4-07.items.[].system.runes.potency} (2 different values)
1 (x2)
0 (x10)
property : array<> {4-07.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {4-07.items.[].system.runes.striking} (2 different values)
0 (x8)
1 (x1)
[resilient] : integer {4-07.items.[].system.runes.resilient} (same value: 0)
[size] : string {4-07.items.[].system.size} (same value: med)
[slug] : string {4-07.items.[].system.slug} (48 different values)
[splashDamage] : object {4-07.items.[].system.splashDamage}
value : integer {4-07.items.[].system.splashDamage.value} (same value: 0)
[traits] : object {4-07.items.[].system.traits}
rarity : string {4-07.items.[].system.traits.rarity} (2 different values)
common (x98)
uncommon (x2)
value : array<string> {4-07.items.[].system.traits.value}
Length: min=0 max=7
Value type: string {4-07.items.[].system.traits.value.[]} (52 different values)
[traditions] : array<string> {4-07.items.[].system.traits.traditions}
Length: min=0 max=4
Value type: string {4-07.items.[].system.traits.traditions.[]} (4 different values)
arcane (x23)
occult (x23)
divine (x14)
primal (x7)
[usage] : object {4-07.items.[].system.usage}
value : string {4-07.items.[].system.usage.value} (2 different values)
held-in-one-hand (x16)
held-in-one-plus-hands (x1)
[acBonus] : integer {4-07.items.[].system.acBonus} (2 different values)
2 (x2)
1 (x1)
[checkPenalty] : integer {4-07.items.[].system.checkPenalty} (same value: -1)
[dexCap] : integer {4-07.items.[].system.dexCap} (2 different values)
3 (x2)
4 (x1)
[speedPenalty] : integer {4-07.items.[].system.speedPenalty} (same value: 0)
[strength] : integer {4-07.items.[].system.strength} (2 different values)
1 (x2)
0 (x1)
[uses] : object {4-07.items.[].system.uses}
autoDestroy : boolean {4-07.items.[].system.uses.autoDestroy} (same value: True)
max : integer {4-07.items.[].system.uses.max} (same value: 1)
value : integer {4-07.items.[].system.uses.value} (same value: 1)
[stackGroup] : string {4-07.items.[].system.stackGroup} (2 different values)
slingBullets (x2)
arrows (x1)
[attack] : object {4-07.items.[].system.attack}
value : string {4-07.items.[].system.attack.value} (same value: )
[attackEffects] : object {4-07.items.[].system.attackEffects}
value : array<string> {4-07.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {4-07.items.[].system.attackEffects.value.[]} (2 different values)
endless-nightmare (x1)
grab (x1)
[custom] : string {4-07.items.[].system.attackEffects.custom} (same value: )
[damageRolls] : object {4-07.items.[].system.damageRolls}
[0] : object {4-07.items.[].system.damageRolls.0}
damage : string {4-07.items.[].system.damageRolls.0.damage} (4 different values)
1d6+10 (x1)
1d6+8 (x1)
2d6+3 (x1)
3d8 (x1)
damageType : string {4-07.items.[].system.damageRolls.0.damageType} (3 different values)
piercing (x2)
bludgeoning (x1)
void (x1)
[kkov790b8uhfc6xv2sdw18] : object {4-07.items.[].system.damageRolls.kkov790b8uhfc6xv2sdw18}
damage : string {4-07.items.[].system.damageRolls.kkov790b8uhfc6xv2sdw18.damage} (same value: 1d6+5)
damageType : string {4-07.items.[].system.damageRolls.kkov790b8uhfc6xv2sdw18.damageType} (same value: bludgeoning)
[4bviwcy0rv7rmzk8bacmu] : object {4-07.items.[].system.damageRolls.4bviwcy0rv7rmzk8bacmu}
damage : string {4-07.items.[].system.damageRolls.4bviwcy0rv7rmzk8bacmu.damage} (same value: 1d6+5)
damageType : string {4-07.items.[].system.damageRolls.4bviwcy0rv7rmzk8bacmu.damageType} (same value: bludgeoning)
[mlgzwacs5fzwkmfhll2l] : object {4-07.items.[].system.damageRolls.mlgzwacs5fzwkmfhll2l}
damage : string {4-07.items.[].system.damageRolls.mlgzwacs5fzwkmfhll2l.damage} (same value: 1d6+5)
damageType : string {4-07.items.[].system.damageRolls.mlgzwacs5fzwkmfhll2l.damageType} (same value: bludgeoning)
[dgadfu6i48hr9q3nxa544] : object {4-07.items.[].system.damageRolls.dgadfu6i48hr9q3nxa544}
damage : string {4-07.items.[].system.damageRolls.dgadfu6i48hr9q3nxa544.damage} (same value: 2d6+6)
damageType : string {4-07.items.[].system.damageRolls.dgadfu6i48hr9q3nxa544.damageType} (same value: piercing)
[wix79jaym4hhgjdb63phl] : object {4-07.items.[].system.damageRolls.wix79jaym4hhgjdb63phl}
damage : string {4-07.items.[].system.damageRolls.wix79jaym4hhgjdb63phl.damage} (same value: 1d6+4)
damageType : string {4-07.items.[].system.damageRolls.wix79jaym4hhgjdb63phl.damageType} (same value: bludgeoning)
[e2wd5bynmzo7tqk9f07rgb] : object {4-07.items.[].system.damageRolls.e2wd5bynmzo7tqk9f07rgb}
damage : string {4-07.items.[].system.damageRolls.e2wd5bynmzo7tqk9f07rgb.damage} (same value: 1d6+4)
damageType : string {4-07.items.[].system.damageRolls.e2wd5bynmzo7tqk9f07rgb.damageType} (same value: piercing)
[1] : object {4-07.items.[].system.damageRolls.1}
damage : string {4-07.items.[].system.damageRolls.1.damage} (2 different values)
1d4 (x1)
1d6 (x1)
damageType : string {4-07.items.[].system.damageRolls.1.damageType} (2 different values)
bleed (x1)
mental (x1)
category : string {4-07.items.[].system.damageRolls.1.category} (same value: persistent)
[yjfe5bi279emiqr0dod0] : object {4-07.items.[].system.damageRolls.yjfe5bi279emiqr0dod0}
damage : string {4-07.items.[].system.damageRolls.yjfe5bi279emiqr0dod0.damage} (same value: 2d8+3)
damageType : string {4-07.items.[].system.damageRolls.yjfe5bi279emiqr0dod0.damageType} (same value: piercing)
[hw6yftqskmjbge9ioxta] : object {4-07.items.[].system.damageRolls.hw6yftqskmjbge9ioxta}
damage : string {4-07.items.[].system.damageRolls.hw6yftqskmjbge9ioxta.damage} (same value: 2d10+6)
damageType : string {4-07.items.[].system.damageRolls.hw6yftqskmjbge9ioxta.damageType} (same value: piercing)
[e7j0rvk3w7jflypb5zim] : object {4-07.items.[].system.damageRolls.e7j0rvk3w7jflypb5zim}
damage : string {4-07.items.[].system.damageRolls.e7j0rvk3w7jflypb5zim.damage} (same value: 2d8+6)
damageType : string {4-07.items.[].system.damageRolls.e7j0rvk3w7jflypb5zim.damageType} (same value: slashing)
[77ttg4ohkkvejc14o7aq] : object {4-07.items.[].system.damageRolls.77ttg4ohkkvejc14o7aq}
damage : string {4-07.items.[].system.damageRolls.77ttg4ohkkvejc14o7aq.damage} (same value: 2d10+6)
damageType : string {4-07.items.[].system.damageRolls.77ttg4ohkkvejc14o7aq.damageType} (same value: piercing)
[5jt45mn5kwiv67j36531] : object {4-07.items.[].system.damageRolls.5jt45mn5kwiv67j36531}
damage : string {4-07.items.[].system.damageRolls.5jt45mn5kwiv67j36531.damage} (same value: 2d8+6)
damageType : string {4-07.items.[].system.damageRolls.5jt45mn5kwiv67j36531.damageType} (same value: slashing)
3n0rB39lGdKEuNMQ : object {4-07.items.[].system.damageRolls.3n0rB39lGdKEuNMQ}
damage : string {4-07.items.[].system.damageRolls.3n0rB39lGdKEuNMQ.damage} (same value: 1d4+4)
damageType : string {4-07.items.[].system.damageRolls.3n0rB39lGdKEuNMQ.damageType} (same value: piercing)
[weaponType] : object {4-07.items.[].system.weaponType}
value : string {4-07.items.[].system.weaponType.value} (2 different values)
melee (x12)
ranged (x4)
[actionType] : object {4-07.items.[].system.actionType}
value : string {4-07.items.[].system.actionType.value} (3 different values)
passive (x24)
reaction (x6)
action (x5)
[actions] : object {4-07.items.[].system.actions}
[value] : integer {4-07.items.[].system.actions.value} (2 different values)
1 (x4)
2 (x1)
[mod] : object {4-07.items.[].system.mod}
value : integer {4-07.items.[].system.mod.value} (2 different values)
15 (x1)
10 (x2)
[proficient] : object {4-07.items.[].system.proficient}
value : integer {4-07.items.[].system.proficient.value} (same value: 0)
[autoHeightenLevel] : object {4-07.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {4-07.items.[].system.prepared}
[flexible] : boolean {4-07.items.[].system.prepared.flexible} (same value: False)
value : string {4-07.items.[].system.prepared.value} (3 different values)
innate (x2)
spontaneous (x1)
focus (x1)
[proficiency] : object {4-07.items.[].system.proficiency}
value : integer {4-07.items.[].system.proficiency.value} (2 different values)
0 (x2)
1 (x2)
[slots] : object {4-07.items.[].system.slots}
[slot1] : object {4-07.items.[].system.slots.slot1}
max : integer {4-07.items.[].system.slots.slot1.max} (same value: 4)
value : integer {4-07.items.[].system.slots.slot1.value} (same value: 4)
[slot2] : object {4-07.items.[].system.slots.slot2}
max : integer {4-07.items.[].system.slots.slot2.max} (same value: 4)
value : integer {4-07.items.[].system.slots.slot2.value} (same value: 4)
[slot3] : object {4-07.items.[].system.slots.slot3}
max : integer {4-07.items.[].system.slots.slot3.max} (same value: 3)
value : integer {4-07.items.[].system.slots.slot3.value} (same value: 3)
[spelldc] : object {4-07.items.[].system.spelldc}
dc : integer {4-07.items.[].system.spelldc.dc} (4 different values)
26 (x1)
25 (x1)
23 (x1)
22 (x1)
[item] : integer {4-07.items.[].system.spelldc.item} (same value: 0)
[mod] : integer {4-07.items.[].system.spelldc.mod} (same value: 0)
value : integer {4-07.items.[].system.spelldc.value} (4 different values)
16 (x1)
17 (x1)
13 (x1)
12 (x1)
[tradition] : object {4-07.items.[].system.tradition}
value : string {4-07.items.[].system.tradition.value} (2 different values)
occult (x1)
divine (x3)
[area] : object {4-07.items.[].system.area}
type : string {4-07.items.[].system.area.type} (same value: burst)
value : integer {4-07.items.[].system.area.value} (2 different values)
5 (x1)
10 (x1)
[cost] : object {4-07.items.[].system.cost}
value : string {4-07.items.[].system.cost.value} (same value: )
[counteraction] : boolean {4-07.items.[].system.counteraction} (2 different values)
False (x28)
True (x1)
[defense] : object {4-07.items.[].system.defense}
save : object {4-07.items.[].system.defense.save}
basic : boolean {4-07.items.[].system.defense.save.basic} (2 different values)
False (x12)
True (x3)
statistic : string {4-07.items.[].system.defense.save.statistic} (3 different values)
will (x12)
reflex (x1)
fortitude (x2)
[duration] : object {4-07.items.[].system.duration}
sustained : boolean {4-07.items.[].system.duration.sustained} (2 different values)
False (x26)
True (x3)
value : string {4-07.items.[].system.duration.value} (13 different values)
(x8)
1 day (x1)
varies (x2)
3 rounds (x1)
1 minute (x5)
5 minutes (x2)
10 minutes (x2)
1 hour (x2)
until the next time you make your daily preparations (x1)
until the end of the target's next turn (x1)
1 round (x2)
see below (x1)
until the start of your next turn (x1)
[location] : object {4-07.items.[].system.location}
value : string {4-07.items.[].system.location.value} (4 different values)
oNmHvve4Vcwj6IiO (x5)
gjHycBNENtIXpvMF (x7)
NcUpZPHWHAmdiZgD (x16)
okZWTdOn9VbajIIT (x1)
[heightenedLevel] : integer {4-07.items.[].system.location.heightenedLevel} (4 different values)
4 (x5)
3 (x4)
2 (x5)
1 (x5)
[requirements] : string {4-07.items.[].system.requirements} (same value: )
[target] : object {4-07.items.[].system.target}
value : string {4-07.items.[].system.target.value} (11 different values)
(x8)
1 creature you know by name (x1)
1 creature (x12)
1 living creature (x1)
1 unattended object or willing creature (x1)
1 willing creature (x1)
all creatures in range (x1)
1 creature or object (x1)
1 living or undead creature (x1)
1 willing living creature (x1)
1 living creature or 1 willing undead creature (x1)
[time] : object {4-07.items.[].system.time}
value : string {4-07.items.[].system.time.value} (5 different values)
2 (x23)
10 minutes (x1)
1 minute (x1)
1 (x3)
1 to 3 (x1)
[heightening] : object {4-07.items.[].system.heightening}
[damage] : object {4-07.items.[].system.heightening.damage}
0 : string {4-07.items.[].system.heightening.damage.0} (4 different values)
2d6 (x2)
1d6 (x2)
1d4 (x2)
1d8 (x1)
[interval] : integer {4-07.items.[].system.heightening.interval} (2 different values)
1 (x6)
2 (x1)
type : string {4-07.items.[].system.heightening.type} (2 different values)
interval (x7)
fixed (x5)
[levels] : object {4-07.items.[].system.heightening.levels}
[6] : object {4-07.items.[].system.heightening.levels.6}
target : object {4-07.items.[].system.heightening.levels.6.target}
value : string {4-07.items.[].system.heightening.levels.6.target.value} (same value: 10 willing creatures)
[8] : object {4-07.items.[].system.heightening.levels.8}
target : object {4-07.items.[].system.heightening.levels.8.target}
value : string {4-07.items.[].system.heightening.levels.8.target.value} (same value: 10 creatures)
[5] : object {4-07.items.[].system.heightening.levels.5}
target : object {4-07.items.[].system.heightening.levels.5.target}
value : string {4-07.items.[].system.heightening.levels.5.target.value} (same value: 10 creatures)
3 : object {4-07.items.[].system.heightening.levels.3}
[target] : object {4-07.items.[].system.heightening.levels.3.target}
value : string {4-07.items.[].system.heightening.levels.3.target.value} (same value: 5 creatures)
range : object {4-07.items.[].system.heightening.levels.3.range}
value : string {4-07.items.[].system.heightening.levels.3.range.value} (same value: 500 feet)
[showSlotlessLevels] : object {4-07.items.[].system.showSlotlessLevels}
value : boolean {4-07.items.[].system.showSlotlessLevels.value} (same value: False)
[overlays] : object {4-07.items.[].system.overlays}
4gyp3qlsv5ywdyjq : object {4-07.items.[].system.overlays.4gyp3qlsv5ywdyjq}
_id : string {4-07.items.[].system.overlays.4gyp3qlsv5ywdyjq._id} (same value: 4gyp3qlsv5ywdyjq)
name : string {4-07.items.[].system.overlays.4gyp3qlsv5ywdyjq.name} (same value: Harm (vs. Undead))
overlayType : string {4-07.items.[].system.overlays.4gyp3qlsv5ywdyjq.overlayType} (same value: override)
sort : integer {4-07.items.[].system.overlays.4gyp3qlsv5ywdyjq.sort} (same value: 3)
system : object {4-07.items.[].system.overlays.4gyp3qlsv5ywdyjq.system}
damage : object {4-07.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage}
0 : object {4-07.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0}
formula : string {4-07.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.formula} (same value: 1d8+8)
kinds : array<string> {4-07.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {4-07.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.kinds.[]} (same value: healing)
[defense] : mixed
heightening : object {4-07.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening}
damage : object {4-07.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening.damage}
0 : string {4-07.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening.damage.0} (same value: 1d8+8)
range : object {4-07.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.range}
value : string {4-07.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.range.value} (same value: 30 feet)
target : object {4-07.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.target}
value : string {4-07.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.target.value} (same value: 1 willing undead creature)
time : object {4-07.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.time}
value : string {4-07.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.time.value} (same value: 2)
traits : object {4-07.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits}
value : array<string> {4-07.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits.value}
Length: min=3 max=3
Value type: string {4-07.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits.value.[]} (3 different values)
concentrate (x1)
manipulate (x1)
void (x1)
pq7cxntbz4s8g5ik : object {4-07.items.[].system.overlays.pq7cxntbz4s8g5ik}
_id : string {4-07.items.[].system.overlays.pq7cxntbz4s8g5ik._id} (same value: pq7cxntbz4s8g5ik)
overlayType : string {4-07.items.[].system.overlays.pq7cxntbz4s8g5ik.overlayType} (same value: override)
sort : integer {4-07.items.[].system.overlays.pq7cxntbz4s8g5ik.sort} (same value: 1)
system : object {4-07.items.[].system.overlays.pq7cxntbz4s8g5ik.system}
range : object {4-07.items.[].system.overlays.pq7cxntbz4s8g5ik.system.range}
value : string {4-07.items.[].system.overlays.pq7cxntbz4s8g5ik.system.range.value} (same value: touch)
time : object {4-07.items.[].system.overlays.pq7cxntbz4s8g5ik.system.time}
value : string {4-07.items.[].system.overlays.pq7cxntbz4s8g5ik.system.time.value} (same value: 1)
rvhoa43rqqqp8izn : object {4-07.items.[].system.overlays.rvhoa43rqqqp8izn}
_id : string {4-07.items.[].system.overlays.rvhoa43rqqqp8izn._id} (same value: rvhoa43rqqqp8izn)
overlayType : string {4-07.items.[].system.overlays.rvhoa43rqqqp8izn.overlayType} (same value: override)
sort : integer {4-07.items.[].system.overlays.rvhoa43rqqqp8izn.sort} (same value: 4)
system : object {4-07.items.[].system.overlays.rvhoa43rqqqp8izn.system}
area : object {4-07.items.[].system.overlays.rvhoa43rqqqp8izn.system.area}
type : string {4-07.items.[].system.overlays.rvhoa43rqqqp8izn.system.area.type} (same value: emanation)
value : integer {4-07.items.[].system.overlays.rvhoa43rqqqp8izn.system.area.value} (same value: 30)
range : object {4-07.items.[].system.overlays.rvhoa43rqqqp8izn.system.range}
value : string {4-07.items.[].system.overlays.rvhoa43rqqqp8izn.system.range.value} (same value: )
target : object {4-07.items.[].system.overlays.rvhoa43rqqqp8izn.system.target}
value : string {4-07.items.[].system.overlays.rvhoa43rqqqp8izn.system.target.value} (same value: all living and undead creatures)
time : object {4-07.items.[].system.overlays.rvhoa43rqqqp8izn.system.time}
value : string {4-07.items.[].system.overlays.rvhoa43rqqqp8izn.system.time.value} (same value: 3)
traits : object {4-07.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits}
value : array<string> {4-07.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits.value}
Length: min=3 max=3
Value type: string {4-07.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits.value.[]} (3 different values)
concentrate (x1)
manipulate (x1)
void (x1)
z04svm1cvfcxtplb : object {4-07.items.[].system.overlays.z04svm1cvfcxtplb}
_id : string {4-07.items.[].system.overlays.z04svm1cvfcxtplb._id} (same value: z04svm1cvfcxtplb)
name : string {4-07.items.[].system.overlays.z04svm1cvfcxtplb.name} (same value: Harm (vs. Living))
overlayType : string {4-07.items.[].system.overlays.z04svm1cvfcxtplb.overlayType} (same value: override)
sort : integer {4-07.items.[].system.overlays.z04svm1cvfcxtplb.sort} (same value: 2)
system : object {4-07.items.[].system.overlays.z04svm1cvfcxtplb.system}
damage : object {4-07.items.[].system.overlays.z04svm1cvfcxtplb.system.damage}
0 : object {4-07.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0}
kinds : array<string> {4-07.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {4-07.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0.kinds.[]} (same value: damage)
range : object {4-07.items.[].system.overlays.z04svm1cvfcxtplb.system.range}
value : string {4-07.items.[].system.overlays.z04svm1cvfcxtplb.system.range.value} (same value: 30 feet)
target : object {4-07.items.[].system.overlays.z04svm1cvfcxtplb.system.target}
value : string {4-07.items.[].system.overlays.z04svm1cvfcxtplb.system.target.value} (same value: 1 living creature)
time : object {4-07.items.[].system.overlays.z04svm1cvfcxtplb.system.time}
value : string {4-07.items.[].system.overlays.z04svm1cvfcxtplb.system.time.value} (same value: 2)
traits : object {4-07.items.[].system.overlays.z04svm1cvfcxtplb.system.traits}
value : array<string> {4-07.items.[].system.overlays.z04svm1cvfcxtplb.system.traits.value}
Length: min=3 max=3
Value type: string {4-07.items.[].system.overlays.z04svm1cvfcxtplb.system.traits.value.[]} (3 different values)
concentrate (x1)
manipulate (x1)
void (x1)
type : string {4-07.items.[].type} (9 different values)
weapon (x9)
armor (x3)
consumable (x7)
melee (x16)
action (x35)
lore (x3)
equipment (x1)
spellcastingEntry (x4)
spell (x29)
[flags] : object {4-07.items.[].flags}
pf2e : object {4-07.items.[].flags.pf2e}
linkedWeapon : string {4-07.items.[].flags.pf2e.linkedWeapon} (all different values)
name : string {4-07.name} (all different values)
system : object {4-07.system}
abilities : object {4-07.system.abilities}
cha : object {4-07.system.abilities.cha}
mod : integer {4-07.system.abilities.cha.mod} (7 different values)
4 (x2)
0 (x1)
1 (x1)
-5 (x1)
6 (x1)
-1 (x1)
5 (x1)
con : object {4-07.system.abilities.con}
mod : integer {4-07.system.abilities.con.mod} (6 different values)
2 (x2)
3 (x2)
1 (x1)
6 (x1)
4 (x1)
0 (x1)
dex : object {4-07.system.abilities.dex}
mod : integer {4-07.system.abilities.dex.mod} (3 different values)
4 (x4)
2 (x3)
1 (x1)
int : object {4-07.system.abilities.int}
mod : integer {4-07.system.abilities.int.mod} (all different values)
str : object {4-07.system.abilities.str}
mod : integer {4-07.system.abilities.str.mod} (5 different values)
4 (x1)
3 (x2)
2 (x2)
-5 (x1)
6 (x2)
wis : object {4-07.system.abilities.wis}
mod : integer {4-07.system.abilities.wis.mod} (5 different values)
-1 (x1)
2 (x4)
0 (x1)
1 (x1)
3 (x1)
attributes : object {4-07.system.attributes}
ac : object {4-07.system.attributes.ac}
details : string {4-07.system.attributes.ac.details} (2 different values)
(x7)
23 vs. traps (x1)
value : integer {4-07.system.attributes.ac.value} (5 different values)
26 (x2)
18 (x1)
22 (x3)
25 (x1)
19 (x1)
allSaves : object {4-07.system.attributes.allSaves}
value : string {4-07.system.attributes.allSaves.value} (3 different values)
(x6)
+1 circumstance to all saves vs. traps (x1)
+1 status to all saves vs. magic (x1)
hp : object {4-07.system.attributes.hp}
details : string {4-07.system.attributes.hp.details} (same value: )
max : integer {4-07.system.attributes.hp.max} (all different values)
temp : integer {4-07.system.attributes.hp.temp} (same value: 0)
value : integer {4-07.system.attributes.hp.value} (all different values)
speed : object {4-07.system.attributes.speed}
otherSpeeds : array<object> {4-07.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {4-07.system.attributes.speed.otherSpeeds.[]}
type : string {4-07.system.attributes.speed.otherSpeeds.[].type} (2 different values)
burrow (x1)
fly (x1)
value : integer {4-07.system.attributes.speed.otherSpeeds.[].value} (2 different values)
15 (x1)
40 (x1)
value : integer {4-07.system.attributes.speed.value} (4 different values)
30 (x3)
25 (x2)
0 (x1)
35 (x2)
[immunities] : array<object> {4-07.system.attributes.immunities}
Length: min=0 max=5
Value type: object {4-07.system.attributes.immunities.[]}
type : string {4-07.system.attributes.immunities.[].type} (5 different values)
disease (x1)
paralyzed (x1)
poison (x1)
precision (x1)
sleep (x1)
[resistances] : array<object> {4-07.system.attributes.resistances}
Length: min=1 max=2
Value type: object {4-07.system.attributes.resistances.[]}
[doubleVs] : array<string> {4-07.system.attributes.resistances.[].doubleVs}
Length: min=1 max=1
Value type: string {4-07.system.attributes.resistances.[].doubleVs.[]} (same value: non-magical)
[exceptions] : array<string> {4-07.system.attributes.resistances.[].exceptions}
Length: min=1 max=3
Value type: string {4-07.system.attributes.resistances.[].exceptions.[]} (4 different values)
force (x1)
ghost-touch (x1)
void (x1)
magical (x1)
type : string {4-07.system.attributes.resistances.[].type} (3 different values)
all-damage (x1)
fire (x1)
physical (x1)
value : integer {4-07.system.attributes.resistances.[].value} (2 different values)
5 (x1)
10 (x2)
[adjustment] : mixed
[weaknesses] : array<object> {4-07.system.attributes.weaknesses}
Length: min=1 max=1
Value type: object {4-07.system.attributes.weaknesses.[]}
type : string {4-07.system.attributes.weaknesses.[].type} (same value: holy)
value : integer {4-07.system.attributes.weaknesses.[].value} (same value: 5)
details : object {4-07.system.details}
blurb : string {4-07.system.details.blurb} (5 different values)
Variant gang leader (x1)
Variant ruffian (x1)
Variant burgler (x1)
Variant dig-widget (x1)
(x4)
languages : object {4-07.system.details.languages}
details : string {4-07.system.details.languages.details} (2 different values)
(x7)
telepathy 100 feet (x1)
value : array<string> {4-07.system.details.languages.value}
Length: min=0 max=3
Value type: string {4-07.system.details.languages.value.[]} (4 different values)
common (x5)
chthonian (x1)
goblin (x1)
diabolic (x1)
level : object {4-07.system.details.level}
value : integer {4-07.system.details.level.value} (4 different values)
7 (x4)
2 (x1)
5 (x2)
4 (x1)
privateNotes : string {4-07.system.details.privateNotes} (same value: )
publicNotes : string {4-07.system.details.publicNotes} (all different values)
publication : object {4-07.system.details.publication}
license : string {4-07.system.details.publication.license} (same value: OGL)
remaster : boolean {4-07.system.details.publication.remaster} (same value: False)
title : string {4-07.system.details.publication.title} (same value: Pathfinder Society Scenario #4-07: A Most Wondrous Exchange!)
initiative : object {4-07.system.initiative}
statistic : string {4-07.system.initiative.statistic} (same value: perception)
perception : object {4-07.system.perception}
details : string {4-07.system.perception.details} (2 different values)
(x7)
(+12 to find traps) (x1)
mod : integer {4-07.system.perception.mod} (6 different values)
14 (x1)
8 (x2)
11 (x2)
13 (x1)
115 (x1)
16 (x1)
senses : array<object> {4-07.system.perception.senses}
Length: min=0 max=2
Value type: object {4-07.system.perception.senses.[]}
type : string {4-07.system.perception.senses.[].type} (4 different values)
darkvision (x3)
tremorsense (x1)
low-light-vision (x1)
scent (x2)
[acuity] : string {4-07.system.perception.senses.[].acuity} (same value: imprecise)
[range] : integer {4-07.system.perception.senses.[].range} (same value: 30)
resources : object {4-07.system.resources}
[focus] : object {4-07.system.resources.focus}
max : integer {4-07.system.resources.focus.max} (same value: 1)
value : integer {4-07.system.resources.focus.value} (same value: 1)
saves : object {4-07.system.saves}
fortitude : object {4-07.system.saves.fortitude}
saveDetail : string {4-07.system.saves.fortitude.saveDetail} (same value: )
value : integer {4-07.system.saves.fortitude.value} (5 different values)
13 (x1)
9 (x4)
14 (x1)
18 (x1)
17 (x1)
reflex : object {4-07.system.saves.reflex}
saveDetail : string {4-07.system.saves.reflex.saveDetail} (same value: )
value : integer {4-07.system.saves.reflex.value} (5 different values)
17 (x2)
8 (x1)
13 (x3)
15 (x1)
9 (x1)
will : object {4-07.system.saves.will}
saveDetail : string {4-07.system.saves.will.saveDetail} (same value: )
value : integer {4-07.system.saves.will.value} (6 different values)
10 (x1)
6 (x2)
11 (x1)
13 (x2)
15 (x1)
12 (x1)
skills : object {4-07.system.skills}
[acrobatics] : object {4-07.system.skills.acrobatics}
base : integer {4-07.system.skills.acrobatics.base} (4 different values)
13 (x2)
11 (x1)
12 (x1)
15 (x1)
[athletics] : object {4-07.system.skills.athletics}
base : integer {4-07.system.skills.athletics.base} (6 different values)
13 (x1)
7 (x1)
9 (x2)
17 (x1)
15 (x1)
10 (x1)
[special] : array<object> {4-07.system.skills.athletics.special}
Length: min=1 max=1
Value type: object {4-07.system.skills.athletics.special.[]}
base : integer {4-07.system.skills.athletics.special.[].base} (same value: 12)
label : string {4-07.system.skills.athletics.special.[].label} (same value: to Jump or Climb)
predicate : array<object> {4-07.system.skills.athletics.special.[].predicate}
Length: min=1 max=1
Value type: object {4-07.system.skills.athletics.special.[].predicate.[]}
or : array<string> {4-07.system.skills.athletics.special.[].predicate.[].or}
Length: min=3 max=3
Value type: string {4-07.system.skills.athletics.special.[].predicate.[].or.[]} (3 different values)
action:climb (x1)
action:high-jump (x1)
action:long-jump (x1)
[deception] : object {4-07.system.skills.deception}
base : integer {4-07.system.skills.deception.base} (5 different values)
15 (x1)
10 (x1)
17 (x1)
18 (x1)
13 (x1)
[intimidation] : object {4-07.system.skills.intimidation}
base : integer {4-07.system.skills.intimidation.base} (4 different values)
17 (x2)
6 (x1)
16 (x1)
13 (x1)
[society] : object {4-07.system.skills.society}
base : integer {4-07.system.skills.society.base} (3 different values)
11 (x1)
8 (x1)
12 (x1)
[stealth] : object {4-07.system.skills.stealth}
base : integer {4-07.system.skills.stealth.base} (5 different values)
13 (x2)
6 (x1)
10 (x1)
11 (x1)
15 (x1)
[thievery] : object {4-07.system.skills.thievery}
base : integer {4-07.system.skills.thievery.base} (3 different values)
15 (x1)
13 (x1)
12 (x1)
[note] : string {4-07.system.skills.thievery.note} (same value: can Disable traps that require master proficiency)
[occultism] : object {4-07.system.skills.occultism}
base : integer {4-07.system.skills.occultism.base} (same value: 11)
[survival] : object {4-07.system.skills.survival}
base : integer {4-07.system.skills.survival.base} (2 different values)
13 (x1)
14 (x1)
diplomacy : object {4-07.system.skills.diplomacy}
base : integer {4-07.system.skills.diplomacy.base} (2 different values)
14 (x1)
12 (x1)
performance : object {4-07.system.skills.performance}
base : integer {4-07.system.skills.performance.base} (same value: 13)
traits : object {4-07.system.traits}
rarity : string {4-07.system.traits.rarity} (4 different values)
rare (x2)
common (x2)
uncommon (x3)
unique (x1)
size : object {4-07.system.traits.size}
value : string {4-07.system.traits.size.value} (3 different values)
med (x5)
sm (x1)
lg (x2)
value : array<string> {4-07.system.traits.value}
Length: min=1 max=5
Value type: string {4-07.system.traits.value.[]} (13 different values)
chaotic (x2)
evil (x6)
human (x4)
humanoid (x4)
construct (x1)
mindless (x1)
dream (x1)
incorporeal (x1)
animal (x1)
fiend (x1)
mutant (x1)
unholy (x1)
lawful (x1)
type : string {4-07.type} (same value: npc)
[prototypeToken] : object {4-07.prototypeToken}
name : string {4-07.prototypeToken.name} (3 different values)
Dig-Widget (x1)
Cave Bear (x1)
Greater Barghest (x1)
+529
View File
@@ -0,0 +1,529 @@
4-08
Different values: 7
=====================================
object {4-08}
_id : string {4-08._id} (all different values)
folder : string {4-08.folder} (same value: db96goXLj4pwul2p)
img : string {4-08.img} (2 different values)
systems/pf2e/icons/default-icons/npc.svg (x5)
systems/pf2e/icons/default-icons/hazard.svg (x2)
items : array<object> {4-08.items}
Length: min=2 max=8
Value type: object {4-08.items.[]}
_id : string {4-08.items.[]._id} (33 different values)
[_stats] : object {4-08.items.[]._stats}
compendiumSource : string {4-08.items.[]._stats.compendiumSource} (9 different values)
Compendium.pf2e.equipment-srd.Item.FibwLZ12EIEwLGhw (x2)
Compendium.pf2e.equipment-srd.Item.zBYEU9E7034ENCmh (x2)
Compendium.pf2e.equipment-srd.Item.y34yjumCFakrbtdw (x1)
Compendium.pf2e.equipment-srd.Item.kdGqnqbrwPzQfTsm (x1)
Compendium.pf2e.equipment-srd.Item.4tIVTg9wj56RrveA (x2)
Compendium.pf2e.equipment-srd.Item.rQWaJhI5Bko5x14Z (x3)
Compendium.pf2e.equipment-srd.Item.ynnBwzkzsR6B73iO (x1)
Compendium.pf2e.equipment-srd.Item.MPcM4Wt6KmWE2kGL (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.AWvNPE4U0kEJSL1T (x1)
img : string {4-08.items.[].img} (14 different values)
icons/weapons/hammers/shorthammer-embossed-white.webp (x2)
icons/equipment/chest/breastplate-banded-leather-brown.webp (x2)
systems/pf2e/icons/default-icons/melee.svg (x12)
systems/pf2e/icons/actions/Passive.webp (x3)
systems/pf2e/icons/equipment/adventuring-gear/artisan-tools.webp (x1)
systems/pf2e/icons/default-icons/lore.svg (x1)
systems/pf2e/icons/equipment/weapons/greatclub.webp (x1)
icons/equipment/chest/breastplate-banded-simple-leather-brown.webp (x2)
systems/pf2e/icons/actions/TwoActions.webp (x2)
systems/pf2e/icons/actions/OneAction.webp (x2)
systems/pf2e/icons/equipment/weapons/dagger.webp (x3)
systems/pf2e/icons/equipment/weapons/sickle.webp (x1)
systems/pf2e/icons/equipment/armor/chainshirt.webp (x1)
systems/pf2e/icons/actions/Reaction.webp (x2)
name : string {4-08.items.[].name} (20 different values)
Light Hammer (x6)
Padded Armor (x1)
Dread Striker (x1)
Leather Apron (x1)
Artisan's Tools (x1)
Smith's Fury (x1)
Toymaking Lore (x1)
Greatclub (x2)
Leather Armor (x2)
Brute Force (x1)
Bully's Rage (x1)
Dagger (x5)
Sickle (x2)
Calamatous Dagger (x2)
Chain Shirt (x1)
Twin Feint (x1)
Kick Sand (x1)
Sneak Attack (x1)
Load the Cannons (x2)
Cannon Blast (x2)
sort : integer {4-08.items.[].sort} (9 different values)
100000 (x5)
200000 (x5)
300000 (x5)
400000 (x5)
500000 (x5)
600000 (x3)
700000 (x2)
800000 (x1)
0 (x4)
system : object {4-08.items.[].system}
[baseItem] : string {4-08.items.[].system.baseItem} (all different values)
[bonus] : object {4-08.items.[].system.bonus}
value : integer {4-08.items.[].system.bonus.value} (6 different values)
0 (x7)
10 (x3)
8 (x2)
12 (x1)
11 (x3)
13 (x3)
[bonusDamage] : object {4-08.items.[].system.bonusDamage}
value : integer {4-08.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {4-08.items.[].system.bulk}
value : mixed
float {4-08.items.[].system.bulk.value} (same value: 0,1)
integer {4-08.items.[].system.bulk.value} (2 different values)
2 (x2)
1 (x3)
[category] : string {4-08.items.[].system.category} (4 different values)
martial (x3)
light (x5)
offensive (x7)
simple (x4)
[containerId] : mixed
[damage] : object {4-08.items.[].system.damage}
damageType : string {4-08.items.[].system.damage.damageType} (3 different values)
bludgeoning (x3)
piercing (x3)
slashing (x1)
dice : integer {4-08.items.[].system.damage.dice} (same value: 1)
die : string {4-08.items.[].system.damage.die} (3 different values)
d6 (x2)
d10 (x1)
d4 (x4)
description : object {4-08.items.[].system.description}
value : string {4-08.items.[].system.description.value} (19 different values)
<p>This smaller version of the warhammer has a wooden or metal shaft ending in a metal head. Unlike its heavier cousin, it is light enough to throw.</p> (x2)
<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> (x2)
(x11)
<p>@UUID[Compendium.pf2e.conditionitems.Item.Frightened] creatures are @UUID[Compendium.pf2e.conditionitems.Item.Off-Guard] to the bandit.</p> (x1)
<p>You need these tools to create items from raw materials with the Craft skill. Different sets are needed for different work, as determined by the GM; for example, blacksmith's tools differ from woodworker's tools.</p> (x1)
<p>The smith deals an additional 1d6 damage when they hit with a weapon they created.</p> (x1)
<p>While many greatclubs are intricately carved, others are little more than a sturdy tree branch. These massive clubs are too heavy to wield with only one hand.</p> (x1)
<p>A mix of flexible and molded boiled leather, a suit of this type of armor provides some protection with maximum flexibility.</p> (x2)
<p>The bugbear bully strides up to half its speed and then attempts to either @UUID[Compendium.pf2e.action-macros.Macro.Shove: Athletics] or @UUID[Compendium.pf2e.action-macros.Macro.Trip: Athletics] a creature. If they critically fail, they treat the result as a failure.</p> (x1)
<p><strong>Requirements</strong> The bugbear bully has dealt damage to a creature or knocked a creature @UUID[Compendium.pf2e.conditionitems.Item.Prone] since the start of its previous turn</p>
<hr />
<p><strong>Effect</strong> The bully gains a +2 status bonus to Intimidation checks and damage until the end of its turn.</p>
<p>@UUID[Compendium.pf2e.bestiary-effects.Item.Effect: Bully's Rage]</p> (x1)
<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> (x3)
<p>Originally a farming tool used for reaping grain, this one-handed weapon has a short wooden handle ending in a curved blade, sometimes sharpened on both sides.</p> (x1)
<p>Sometimes called a hauberk, this is a long shirt constructed of the same metal rings as chainmail. However, it is much lighter than chainmail and protects only the torso, upper arms, and upper legs of its wearer.</p> (x1)
<p>The bugbear slasher makes a dazzling series of attacks with two weapons, using the first attack to throw their foe off guard against a second attack at a different angle. They make one Strike with each of their two melee weapons, both against the same target. The target is automatically @UUID[Compendium.pf2e.conditionitems.Item.Off-Guard] against the second attack. Apply the bugbear slasher's multiple attack penalty to the Strikes normally.</p> (x1)
<p>The creature kicks sand into an adjacent creature's face. That creature makes a @Check[reflex|dc:19|basic]. On a failure, that creature is @UUID[Compendium.pf2e.conditionitems.Item.Dazzled] and treated as @UUID[Compendium.pf2e.conditionitems.Item.Off-Guard] to this creature's next attack; a success negates the off-guard effects.</p>
<p><em>Note: A DC was not provided for this ability by Paizo. The DC present here is a moderate DC for the creature level according to the Gamemastery Guide creature building Tables.</em></p> (x1)
<p>The bugbear trickster deals 1d8 extra precision damage to @UUID[Compendium.pf2e.conditionitems.Item.Off-Guard] creatures.</p> (x1)
<p><strong>Trigger</strong> The ship flies within 30 feet of Star</p>
<p><strong>Effect</strong> The cannon rolls initiative.</p> (x2)
<p>to creatures in a @Template[burst|distance:5] (@Check[reflex|dc:21|basic])</p> (x1)
<p>to creatures in a @Template[burst|distance:5] (@Check[reflex|dc:18|basic])</p> (x1)
[equipped] : object {4-08.items.[].system.equipped}
carryType : string {4-08.items.[].system.equipped.carryType} (2 different values)
worn (x11)
held (x2)
[handsHeld] : integer {4-08.items.[].system.equipped.handsHeld} (2 different values)
0 (x4)
1 (x4)
[invested] : mixed
[inSlot] : boolean {4-08.items.[].system.equipped.inSlot} (2 different values)
False (x3)
True (x2)
[group] : string {4-08.items.[].system.group} (5 different values)
hammer (x2)
club (x1)
leather (x2)
knife (x4)
chain (x1)
[hardness] : integer {4-08.items.[].system.hardness} (same value: 0)
[hp] : object {4-08.items.[].system.hp}
max : integer {4-08.items.[].system.hp.max} (same value: 0)
value : integer {4-08.items.[].system.hp.value} (same value: 0)
[level] : object {4-08.items.[].system.level}
value : integer {4-08.items.[].system.level.value} (same value: 0)
[material] : object {4-08.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {4-08.items.[].system.price}
value : object {4-08.items.[].system.price.value}
[sp] : integer {4-08.items.[].system.price.value.sp} (2 different values)
3 (x2)
2 (x6)
[gp] : integer {4-08.items.[].system.price.value.gp} (4 different values)
4 (x1)
1 (x1)
2 (x2)
5 (x1)
publication : object {4-08.items.[].system.publication}
license : string {4-08.items.[].system.publication.license} (same value: OGL)
remaster : boolean {4-08.items.[].system.publication.remaster} (same value: False)
title : string {4-08.items.[].system.publication.title} (3 different values)
Pathfinder Core Rulebook (x13)
(x21)
Pathfinder Bestiary (x1)
[quantity] : integer {4-08.items.[].system.quantity} (2 different values)
1 (x12)
2 (x1)
[range] : mixed
[reload] : object {4-08.items.[].system.reload}
value : string {4-08.items.[].system.reload.value} (2 different values)
- (x5)
(x2)
rules : ###FoundryRulesObject###
[runes] : object {4-08.items.[].system.runes}
potency : integer {4-08.items.[].system.runes.potency} (2 different values)
0 (x10)
1 (x2)
property : array<> {4-08.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {4-08.items.[].system.runes.striking} (2 different values)
0 (x5)
1 (x2)
[resilient] : integer {4-08.items.[].system.runes.resilient} (same value: 0)
[size] : string {4-08.items.[].system.size} (same value: med)
[slug] : string {4-08.items.[].system.slug} (9 different values)
light-hammer (x2)
padded-armor (x2)
artisans-tools (x1)
greatclub (x1)
leather-armor (x2)
dagger (x3)
sickle (x1)
chain-shirt (x1)
sneak-attack (x1)
[splashDamage] : object {4-08.items.[].system.splashDamage}
value : integer {4-08.items.[].system.splashDamage.value} (same value: 0)
[traits] : object {4-08.items.[].system.traits}
rarity : string {4-08.items.[].system.traits.rarity} (2 different values)
common (x33)
rare (x1)
value : array<string> {4-08.items.[].system.traits.value}
Length: min=0 max=4
Value type: string {4-08.items.[].system.traits.value.[]} (13 different values)
agile (x15)
thrown-20 (x5)
comfort (x2)
backswing (x2)
shove (x2)
finesse (x6)
thrown-10 (x4)
versatile-s (x7)
trip (x2)
flexible (x1)
noisy (x1)
magical (x2)
range-30 (x2)
[usage] : object {4-08.items.[].system.usage}
value : string {4-08.items.[].system.usage.value} (2 different values)
held-in-one-hand (x7)
held-in-two-hands (x1)
[acBonus] : integer {4-08.items.[].system.acBonus} (2 different values)
1 (x4)
2 (x1)
[checkPenalty] : integer {4-08.items.[].system.checkPenalty} (2 different values)
0 (x2)
-1 (x3)
[dexCap] : integer {4-08.items.[].system.dexCap} (2 different values)
3 (x3)
4 (x2)
[speedPenalty] : integer {4-08.items.[].system.speedPenalty} (same value: 0)
[strength] : integer {4-08.items.[].system.strength} (2 different values)
0 (x4)
1 (x1)
[attack] : object {4-08.items.[].system.attack}
value : string {4-08.items.[].system.attack.value} (same value: )
[attackEffects] : object {4-08.items.[].system.attackEffects}
value : array<string> {4-08.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {4-08.items.[].system.attackEffects.value.[]} (same value: smiths-fury)
[custom] : string {4-08.items.[].system.attackEffects.custom} (same value: )
[damageRolls] : object {4-08.items.[].system.damageRolls}
[zx8VhuVloOT9A8tJ] : object {4-08.items.[].system.damageRolls.zx8VhuVloOT9A8tJ}
damage : string {4-08.items.[].system.damageRolls.zx8VhuVloOT9A8tJ.damage} (same value: 1d6+3)
damageType : string {4-08.items.[].system.damageRolls.zx8VhuVloOT9A8tJ.damageType} (same value: bludgeoning)
[AGInwrza0CEAzLQg] : object {4-08.items.[].system.damageRolls.AGInwrza0CEAzLQg}
damage : string {4-08.items.[].system.damageRolls.AGInwrza0CEAzLQg.damage} (same value: 1d6+3)
damageType : string {4-08.items.[].system.damageRolls.AGInwrza0CEAzLQg.damageType} (same value: bludgeoning)
[0] : object {4-08.items.[].system.damageRolls.0}
damage : string {4-08.items.[].system.damageRolls.0.damage} (same value: 1d6+3)
damageType : string {4-08.items.[].system.damageRolls.0.damageType} (same value: bludgeoning)
[t8teEicCHJKa8FX3] : object {4-08.items.[].system.damageRolls.t8teEicCHJKa8FX3}
damage : string {4-08.items.[].system.damageRolls.t8teEicCHJKa8FX3.damage} (same value: 1d10+7)
damageType : string {4-08.items.[].system.damageRolls.t8teEicCHJKa8FX3.damageType} (same value: bludgeoning)
[en1yefg9lp7964kbandu] : object {4-08.items.[].system.damageRolls.en1yefg9lp7964kbandu}
damage : string {4-08.items.[].system.damageRolls.en1yefg9lp7964kbandu.damage} (same value: 2d4+6)
damageType : string {4-08.items.[].system.damageRolls.en1yefg9lp7964kbandu.damageType} (same value: piercing)
[mc0k726x123cckh2fauj] : object {4-08.items.[].system.damageRolls.mc0k726x123cckh2fauj}
damage : string {4-08.items.[].system.damageRolls.mc0k726x123cckh2fauj.damage} (same value: 1d4+6)
damageType : string {4-08.items.[].system.damageRolls.mc0k726x123cckh2fauj.damageType} (same value: slashing)
[zobltkuh8ujdpw5jgbyt] : object {4-08.items.[].system.damageRolls.zobltkuh8ujdpw5jgbyt}
damage : string {4-08.items.[].system.damageRolls.zobltkuh8ujdpw5jgbyt.damage} (same value: 2d4+6)
damageType : string {4-08.items.[].system.damageRolls.zobltkuh8ujdpw5jgbyt.damageType} (same value: piercing)
[7lCv6MVI3PNKWp8e] : object {4-08.items.[].system.damageRolls.7lCv6MVI3PNKWp8e}
damage : string {4-08.items.[].system.damageRolls.7lCv6MVI3PNKWp8e.damage} (same value: 2d4+6)
damageType : string {4-08.items.[].system.damageRolls.7lCv6MVI3PNKWp8e.damageType} (same value: piercing)
[1xWg7roawBDh6rSb] : object {4-08.items.[].system.damageRolls.1xWg7roawBDh6rSb}
damage : string {4-08.items.[].system.damageRolls.1xWg7roawBDh6rSb.damage} (same value: 2d4+6)
damageType : string {4-08.items.[].system.damageRolls.1xWg7roawBDh6rSb.damageType} (same value: piercing)
eZtApt9vf4mq7wLh : object {4-08.items.[].system.damageRolls.eZtApt9vf4mq7wLh}
damage : string {4-08.items.[].system.damageRolls.eZtApt9vf4mq7wLh.damage} (2 different values)
2d8+5 (x1)
2d8 (x1)
damageType : string {4-08.items.[].system.damageRolls.eZtApt9vf4mq7wLh.damageType} (same value: bludgeoning)
[weaponType] : object {4-08.items.[].system.weaponType}
value : string {4-08.items.[].system.weaponType.value} (2 different values)
melee (x8)
ranged (x4)
[actionType] : object {4-08.items.[].system.actionType}
value : string {4-08.items.[].system.actionType.value} (3 different values)
passive (x3)
action (x4)
reaction (x2)
[actions] : object {4-08.items.[].system.actions}
[value] : integer {4-08.items.[].system.actions.value} (2 different values)
2 (x2)
1 (x2)
[mod] : object {4-08.items.[].system.mod}
value : integer {4-08.items.[].system.mod.value} (same value: 15)
[proficient] : object {4-08.items.[].system.proficient}
value : integer {4-08.items.[].system.proficient.value} (same value: 0)
type : string {4-08.items.[].type} (6 different values)
weapon (x7)
armor (x5)
melee (x12)
action (x9)
equipment (x1)
lore (x1)
[flags] : object {4-08.items.[].flags}
pf2e : object {4-08.items.[].flags.pf2e}
linkedWeapon : string {4-08.items.[].flags.pf2e.linkedWeapon} (6 different values)
U234q8nDHhidOO7Y (x2)
Rm6J4HPXVTN3FAQC (x2)
zVTsJkF4gOjYmJ0e (x1)
HaOEclKin872Tv64 (x2)
78nonbWTYp9sHqMv (x1)
Dz3Jm9lOnaPmjf76 (x2)
name : string {4-08.name} (all different values)
system : object {4-08.system}
[abilities] : object {4-08.system.abilities}
cha : object {4-08.system.abilities.cha}
mod : integer {4-08.system.abilities.cha.mod} (2 different values)
0 (x4)
2 (x1)
con : object {4-08.system.abilities.con}
mod : integer {4-08.system.abilities.con.mod} (3 different values)
2 (x3)
3 (x1)
0 (x1)
dex : object {4-08.system.abilities.dex}
mod : integer {4-08.system.abilities.dex.mod} (4 different values)
1 (x2)
2 (x1)
3 (x1)
5 (x1)
int : object {4-08.system.abilities.int}
mod : integer {4-08.system.abilities.int.mod} (3 different values)
3 (x2)
-1 (x2)
4 (x1)
str : object {4-08.system.abilities.str}
mod : integer {4-08.system.abilities.str.mod} (4 different values)
3 (x2)
5 (x1)
4 (x1)
1 (x1)
wis : object {4-08.system.abilities.wis}
mod : integer {4-08.system.abilities.wis.mod} (3 different values)
0 (x2)
1 (x2)
2 (x1)
attributes : object {4-08.system.attributes}
ac : object {4-08.system.attributes.ac}
[details] : string {4-08.system.attributes.ac.details} (same value: )
value : integer {4-08.system.attributes.ac.value} (6 different values)
19 (x1)
17 (x1)
18 (x1)
20 (x2)
21 (x1)
23 (x1)
[allSaves] : object {4-08.system.attributes.allSaves}
value : string {4-08.system.attributes.allSaves.value} (same value: )
hp : object {4-08.system.attributes.hp}
details : string {4-08.system.attributes.hp.details} (same value: )
max : integer {4-08.system.attributes.hp.max} (5 different values)
30 (x2)
50 (x2)
75 (x1)
44 (x1)
78 (x1)
temp : integer {4-08.system.attributes.hp.temp} (same value: 0)
value : integer {4-08.system.attributes.hp.value} (5 different values)
30 (x2)
50 (x2)
75 (x1)
44 (x1)
78 (x1)
[speed] : object {4-08.system.attributes.speed}
otherSpeeds : array<> {4-08.system.attributes.speed.otherSpeeds}
Length: min=0 max=0
Value type: mixed
value : integer {4-08.system.attributes.speed.value} (3 different values)
25 (x3)
30 (x1)
35 (x1)
emitsSound : string {4-08.system.attributes.emitsSound} (same value: encounter)
hardness : integer {4-08.system.attributes.hardness} (2 different values)
10 (x1)
5 (x1)
stealth : object {4-08.system.attributes.stealth}
details : string {4-08.system.attributes.stealth.details} (2 different values)
<p>(untrained) or @Check[perception|dc:13] to notice the cannon</p> (x1)
<p>(untrained) or @Check[perception|dc:10] to notice the cannon</p> (x1)
value : integer {4-08.system.attributes.stealth.value} (2 different values)
8 (x1)
5 (x1)
details : object {4-08.system.details}
[blurb] : string {4-08.system.details.blurb} (4 different values)
Variant Bandit (x1)
Variant Smith (x1)
(x2)
Variant Bugbear Tormentor (x1)
[languages] : object {4-08.system.details.languages}
details : string {4-08.system.details.languages.details} (same value: )
value : array<string> {4-08.system.details.languages.value}
Length: min=1 max=3
Value type: string {4-08.system.details.languages.value.[]} (3 different values)
common (x5)
aklo (x2)
goblin (x3)
level : object {4-08.system.details.level}
value : integer {4-08.system.details.level.value} (3 different values)
3 (x4)
4 (x1)
5 (x2)
[privateNotes] : string {4-08.system.details.privateNotes} (same value: )
[publicNotes] : string {4-08.system.details.publicNotes} (3 different values)
<p>By setting ambushes and traps in concealing countryside, such as forests and mountains, bandits waylay travelers and plunder their valuables before disappearing back to their wilderness hideouts. Many bandits seek only to steal and release their victims alive, though a few prefer to leave no witnesses.</p>
<hr />
<p>Some criminals are the desperate who have no option but to break the law to survive, while others choose a life of crime for thrills, forming gangs or underworld guilds that specialize in certain illegal ventures.</p> (x1)
<p>Most smaller communities have at least one smithy where locals and travelers can have horses shod or equipment repaired. Larger settlements and cities often have a variety of smiths, many specializing in blacksmithing, weapon smithing, armor smithing, or even smelting coins in a mint. The smith is a 6th-level challenge when competing with smithing or other crafting tasks.</p>
<hr />
<p>Every settlement needs tradespeople to create new products, facilitate commerce, and keep the infrastructure from crumbling. Larger cities often have entire guilds dedicated to the creation of specific goods, managing worker conditions, and working with local governments.</p> (x1)
<p>These stealthy and cruel goblinoid creatures delight in spreading fear and tormenting their victims. Bugbears are the monsters lurking in the closet and hiding under the bed. Preying on remote farmsteads, bugbears reveal their presence with thumps in the night or creaks of boards to build lurking dread and arouse suspicion and fear.</p> (x3)
publication : object {4-08.system.details.publication}
license : string {4-08.system.details.publication.license} (same value: OGL)
remaster : boolean {4-08.system.details.publication.remaster} (same value: False)
title : string {4-08.system.details.publication.title} (same value: Pathfinder Society Scenario #4-08: Battle for Star's Fate)
description : string {4-08.system.details.description} (same value: <p>A cannon built of cast iron and infused with shadow magic, mounted on the side of Aslynn's flying ship.</p>)
disable : string {4-08.system.details.disable} (2 different values)
<p>@Check[arcana|dc:23] or @Check[thievery|dc:23] on the cannon's body to deactivate</p> (x1)
<p>@Check[arcana|dc:20] or @Check[thievery|dc:20] on the cannon's body to deactivate</p> (x1)
isComplex : boolean {4-08.system.details.isComplex} (same value: True)
reset : string {4-08.system.details.reset} (same value: )
routine : string {4-08.system.details.routine} (same value: <p>(1 action) The cannon fires a blast that contains as many PCs as possible, choosing randomly in the event of a tie.</p>)
[initiative] : object {4-08.system.initiative}
statistic : string {4-08.system.initiative.statistic} (same value: perception)
[perception] : object {4-08.system.perception}
details : string {4-08.system.perception.details} (same value: )
mod : integer {4-08.system.perception.mod} (4 different values)
5 (x2)
7 (x1)
8 (x1)
12 (x1)
senses : array<object> {4-08.system.perception.senses}
Length: min=0 max=2
Value type: object {4-08.system.perception.senses.[]}
type : string {4-08.system.perception.senses.[].type} (2 different values)
darkvision (x3)
scent (x3)
[acuity] : string {4-08.system.perception.senses.[].acuity} (same value: imprecise)
[range] : integer {4-08.system.perception.senses.[].range} (same value: 30)
[resources] : object {4-08.system.resources}
saves : object {4-08.system.saves}
fortitude : object {4-08.system.saves.fortitude}
saveDetail : string {4-08.system.saves.fortitude.saveDetail} (same value: )
value : integer {4-08.system.saves.fortitude.value} (4 different values)
7 (x1)
9 (x3)
14 (x2)
17 (x1)
reflex : object {4-08.system.saves.reflex}
saveDetail : string {4-08.system.saves.reflex.saveDetail} (same value: )
value : integer {4-08.system.saves.reflex.value} (5 different values)
9 (x2)
8 (x1)
10 (x2)
15 (x1)
7 (x1)
will : object {4-08.system.saves.will}
saveDetail : string {4-08.system.saves.will.saveDetail} (same value: )
value : integer {4-08.system.saves.will.value} (5 different values)
6 (x2)
5 (x1)
8 (x1)
12 (x1)
0 (x2)
[skills] : object {4-08.system.skills}
[athletics] : object {4-08.system.skills.athletics}
base : integer {4-08.system.skills.athletics.base} (3 different values)
8 (x2)
12 (x1)
9 (x1)
[crafting] : object {4-08.system.skills.crafting}
base : integer {4-08.system.skills.crafting.base} (same value: 15)
[diplomacy] : object {4-08.system.skills.diplomacy}
base : integer {4-08.system.skills.diplomacy.base} (same value: 5)
[intimidation] : object {4-08.system.skills.intimidation}
base : integer {4-08.system.skills.intimidation.base} (3 different values)
9 (x1)
8 (x1)
7 (x1)
[society] : object {4-08.system.skills.society}
base : integer {4-08.system.skills.society.base} (same value: 8)
acrobatics : object {4-08.system.skills.acrobatics}
base : integer {4-08.system.skills.acrobatics.base} (3 different values)
10 (x1)
8 (x1)
13 (x1)
stealth : object {4-08.system.skills.stealth}
base : integer {4-08.system.skills.stealth.base} (2 different values)
8 (x2)
13 (x1)
[thievery] : object {4-08.system.skills.thievery}
base : integer {4-08.system.skills.thievery.base} (same value: 8)
deception : object {4-08.system.skills.deception}
base : integer {4-08.system.skills.deception.base} (same value: 12)
traits : object {4-08.system.traits}
rarity : string {4-08.system.traits.rarity} (2 different values)
common (x6)
unique (x1)
size : object {4-08.system.traits.size}
value : string {4-08.system.traits.size.value} (same value: med)
value : array<string> {4-08.system.traits.value}
Length: min=1 max=4
Value type: string {4-08.system.traits.value.[]} (6 different values)
evil (x4)
human (x2)
humanoid (x5)
goblin (x3)
lawful (x1)
magical (x2)
creatureType : string {4-08.system.creatureType} (same value: )
statusEffects : array<> {4-08.system.statusEffects}
Length: min=0 max=0
Value type: mixed
type : string {4-08.type} (2 different values)
npc (x5)
hazard (x2)
+648
View File
@@ -0,0 +1,648 @@
4-09
Different values: 9
=====================================
object {4-09}
_id : string {4-09._id} (all different values)
folder : string {4-09.folder} (same value: 9B7GcDdL7pFvfzaE)
img : string {4-09.img} (2 different values)
systems/pf2e/icons/default-icons/npc.svg (x6)
systems/pf2e/icons/default-icons/hazard.svg (x3)
items : array<object> {4-09.items}
Length: min=1 max=39
Value type: object {4-09.items.[]}
_id : string {4-09.items.[]._id} (67 different values)
img : string {4-09.items.[].img} (32 different values)
name : string {4-09.items.[].name} (44 different values)
sort : integer {4-09.items.[].sort} (40 different values)
system : object {4-09.items.[].system}
[autoHeightenLevel] : object {4-09.items.[].system.autoHeightenLevel}
[value] : integer {4-09.items.[].system.autoHeightenLevel.value} (same value: 4)
description : object {4-09.items.[].system.description}
value : string {4-09.items.[].system.description.value} (49 different values)
[prepared] : object {4-09.items.[].system.prepared}
flexible : boolean {4-09.items.[].system.prepared.flexible} (same value: False)
value : string {4-09.items.[].system.prepared.value} (2 different values)
innate (x4)
prepared (x1)
[proficiency] : object {4-09.items.[].system.proficiency}
value : integer {4-09.items.[].system.proficiency.value} (same value: 0)
publication : object {4-09.items.[].system.publication}
license : string {4-09.items.[].system.publication.license} (same value: OGL)
remaster : boolean {4-09.items.[].system.publication.remaster} (same value: False)
title : string {4-09.items.[].system.publication.title} (5 different values)
(x34)
Pathfinder Core Rulebook (x30)
Pathfinder Lost Omens The Grand Bazaar (x2)
Pathfinder Bestiary (x38)
Pathfinder Bestiary 2 (x6)
rules : ###FoundryRulesObject###
[showSlotlessLevels] : object {4-09.items.[].system.showSlotlessLevels}
value : boolean {4-09.items.[].system.showSlotlessLevels.value} (same value: False)
[slots] : object {4-09.items.[].system.slots}
[slot0] : object {4-09.items.[].system.slots.slot0}
max : integer {4-09.items.[].system.slots.slot0.max} (same value: 5)
prepared : array<object> {4-09.items.[].system.slots.slot0.prepared}
Length: min=5 max=5
Value type: object {4-09.items.[].system.slots.slot0.prepared.[]}
id : string {4-09.items.[].system.slots.slot0.prepared.[].id} (5 different values)
8QxvgR5NK6o14S5W (x1)
0UdS2KiFLg6ooJLs (x1)
chQANrqr9MtFwf2u (x1)
opymrnBMDNeYbbl6 (x1)
bIfO6osA7KlVfcAv (x1)
[slot1] : object {4-09.items.[].system.slots.slot1}
max : integer {4-09.items.[].system.slots.slot1.max} (same value: 4)
prepared : array<object> {4-09.items.[].system.slots.slot1.prepared}
Length: min=4 max=4
Value type: object {4-09.items.[].system.slots.slot1.prepared.[]}
id : string {4-09.items.[].system.slots.slot1.prepared.[].id} (3 different values)
9V9y5iiLcEMZiCDv (x2)
iXb7tKWBWggVVxpq (x1)
eURkMOxj3BSD3uuI (x1)
[slot2] : object {4-09.items.[].system.slots.slot2}
max : integer {4-09.items.[].system.slots.slot2.max} (same value: 4)
prepared : array<object> {4-09.items.[].system.slots.slot2.prepared}
Length: min=4 max=4
Value type: object {4-09.items.[].system.slots.slot2.prepared.[]}
id : string {4-09.items.[].system.slots.slot2.prepared.[].id} (4 different values)
0WGyIzAUBcfsjrha (x1)
8rFC34s8ZRoVQ8YU (x1)
TTPjjpxNBo4ugcOd (x1)
N00G5LjBUW0xPZBm (x1)
[slot3] : object {4-09.items.[].system.slots.slot3}
max : integer {4-09.items.[].system.slots.slot3.max} (same value: 4)
prepared : array<object> {4-09.items.[].system.slots.slot3.prepared}
Length: min=4 max=4
Value type: object {4-09.items.[].system.slots.slot3.prepared.[]}
id : string {4-09.items.[].system.slots.slot3.prepared.[].id} (4 different values)
Sllc7Pas3Ywggjer (x1)
gGFCgMCLoZOwx86y (x1)
rPzsbj2jxr48jkdj (x1)
HgEgS0ziw4DiZjvT (x1)
[slot4] : object {4-09.items.[].system.slots.slot4}
max : integer {4-09.items.[].system.slots.slot4.max} (same value: 4)
prepared : array<object> {4-09.items.[].system.slots.slot4.prepared}
Length: min=4 max=4
Value type: object {4-09.items.[].system.slots.slot4.prepared.[]}
id : string {4-09.items.[].system.slots.slot4.prepared.[].id} (4 different values)
6fFXQQPxiQjATJB9 (x1)
R297rr9ktVPCYM4R (x1)
DhmskFlout031TFa (x1)
fZjQUjzB1vW7lNWW (x1)
[slug] : string {4-09.items.[].system.slug} (36 different values)
[spelldc] : object {4-09.items.[].system.spelldc}
dc : integer {4-09.items.[].system.spelldc.dc} (5 different values)
24 (x1)
29 (x1)
26 (x1)
22 (x1)
20 (x1)
mod : integer {4-09.items.[].system.spelldc.mod} (same value: 0)
value : integer {4-09.items.[].system.spelldc.value} (5 different values)
16 (x1)
19 (x1)
18 (x1)
14 (x1)
12 (x1)
[tradition] : object {4-09.items.[].system.tradition}
value : string {4-09.items.[].system.tradition.value} (2 different values)
divine (x4)
arcane (x1)
[area] : object {4-09.items.[].system.area}
type : string {4-09.items.[].system.area.type} (4 different values)
burst (x1)
line (x1)
cone (x1)
emanation (x1)
value : integer {4-09.items.[].system.area.value} (4 different values)
20 (x1)
120 (x1)
15 (x1)
30 (x1)
[cost] : object {4-09.items.[].system.cost}
value : string {4-09.items.[].system.cost.value} (same value: )
[counteraction] : boolean {4-09.items.[].system.counteraction} (2 different values)
False (x23)
True (x1)
[damage] : object {4-09.items.[].system.damage}
[damageType] : string {4-09.items.[].system.damage.damageType} (same value: piercing)
[dice] : integer {4-09.items.[].system.damage.dice} (same value: 1)
[die] : string {4-09.items.[].system.damage.die} (same value: d6)
[0] : object {4-09.items.[].system.damage.0}
[applyMod] : boolean {4-09.items.[].system.damage.0.applyMod} (same value: False)
[category] : mixed
formula : string {4-09.items.[].system.damage.0.formula} (7 different values)
2d6 (x1)
8d6 (x1)
4d6 (x1)
6d6 (x1)
4d12 (x1)
3d6 (x1)
2d4 (x1)
kinds : array<string> {4-09.items.[].system.damage.0.kinds}
Length: min=1 max=1
Value type: string {4-09.items.[].system.damage.0.kinds.[]} (same value: damage)
materials : array<> {4-09.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {4-09.items.[].system.damage.0.type} (4 different values)
fire (x4)
mental (x1)
electricity (x1)
cold (x1)
[defense] : object {4-09.items.[].system.defense}
save : object {4-09.items.[].system.defense.save}
basic : boolean {4-09.items.[].system.defense.save.basic} (2 different values)
False (x9)
True (x2)
statistic : string {4-09.items.[].system.defense.save.statistic} (3 different values)
will (x7)
reflex (x3)
fortitude (x1)
[duration] : object {4-09.items.[].system.duration}
sustained : boolean {4-09.items.[].system.duration.sustained} (2 different values)
False (x22)
True (x2)
value : string {4-09.items.[].system.duration.value} (8 different values)
until the next time you make your daily preparations (x4)
1 minute (x8)
(x7)
1 hour (x1)
10 minutes (x1)
1 or more rounds (see below) (x1)
see below (x1)
unlimited (x1)
[level] : object {4-09.items.[].system.level}
value : integer {4-09.items.[].system.level.value} (6 different values)
6 (x4)
0 (x9)
4 (x4)
3 (x3)
2 (x5)
1 (x8)
[location] : object {4-09.items.[].system.location}
[heightenedLevel] : integer {4-09.items.[].system.location.heightenedLevel} (same value: 6)
value : string {4-09.items.[].system.location.value} (3 different values)
JqajO4nisN5Ddc6s (x3)
94oa0RrcsKbas3ys (x1)
6pmMLkbrsF7wRVrQ (x20)
[range] : object {4-09.items.[].system.range}
value : string {4-09.items.[].system.range.value} (5 different values)
30 feet (x9)
(x6)
120 feet (x5)
500 feet (x1)
touch (x3)
[requirements] : string {4-09.items.[].system.requirements} (same value: )
[target] : object {4-09.items.[].system.target}
value : string {4-09.items.[].system.target.value} (7 different values)
1 creature (x9)
(x9)
1 living creature (x2)
up to 10 creatures (x1)
1 spell effect or unattended magic item (x1)
1 unattended object of light Bulk or less (x1)
1 creature or object (x1)
[time] : object {4-09.items.[].system.time}
value : string {4-09.items.[].system.time.value} (3 different values)
2 (x22)
3 (x1)
1 (x1)
[traits] : object {4-09.items.[].system.traits}
[rarity] : string {4-09.items.[].system.traits.rarity} (2 different values)
uncommon (x4)
common (x94)
[traditions] : array<string> {4-09.items.[].system.traits.traditions}
Length: min=2 max=4
Value type: string {4-09.items.[].system.traits.traditions.[]} (4 different values)
arcane (x24)
occult (x17)
primal (x11)
divine (x5)
value : array<string> {4-09.items.[].system.traits.value}
Length: min=0 max=7
Value type: string {4-09.items.[].system.traits.value.[]} (28 different values)
[baseItem] : string {4-09.items.[].system.baseItem} (2 different values)
rapier (x3)
leather-armor (x3)
[bonus] : object {4-09.items.[].system.bonus}
value : integer {4-09.items.[].system.bonus.value} (6 different values)
0 (x3)
19 (x2)
18 (x1)
14 (x1)
17 (x4)
12 (x1)
[bonusDamage] : object {4-09.items.[].system.bonusDamage}
value : integer {4-09.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {4-09.items.[].system.bulk}
value : integer {4-09.items.[].system.bulk.value} (2 different values)
1 (x6)
0 (x3)
[category] : string {4-09.items.[].system.category} (5 different values)
martial (x3)
light (x3)
interaction (x4)
defensive (x28)
offensive (x28)
[containerId] : mixed
[equipped] : object {4-09.items.[].system.equipped}
carryType : string {4-09.items.[].system.equipped.carryType} (2 different values)
held (x4)
worn (x5)
[handsHeld] : integer {4-09.items.[].system.equipped.handsHeld} (2 different values)
1 (x4)
0 (x2)
[invested] : mixed
[inSlot] : boolean {4-09.items.[].system.equipped.inSlot} (2 different values)
True (x4)
False (x1)
[group] : string {4-09.items.[].system.group} (2 different values)
sword (x3)
leather (x3)
[hardness] : integer {4-09.items.[].system.hardness} (same value: 0)
[hp] : object {4-09.items.[].system.hp}
max : integer {4-09.items.[].system.hp.max} (same value: 0)
value : integer {4-09.items.[].system.hp.value} (same value: 0)
[material] : object {4-09.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {4-09.items.[].system.price}
value : object {4-09.items.[].system.price.value}
[gp] : integer {4-09.items.[].system.price.value.gp} (same value: 2)
[quantity] : integer {4-09.items.[].system.quantity} (same value: 1)
[reload] : object {4-09.items.[].system.reload}
value : string {4-09.items.[].system.reload.value} (same value: )
[runes] : object {4-09.items.[].system.runes}
potency : integer {4-09.items.[].system.runes.potency} (2 different values)
1 (x3)
0 (x3)
property : array<> {4-09.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {4-09.items.[].system.runes.striking} (2 different values)
1 (x1)
0 (x2)
[resilient] : integer {4-09.items.[].system.runes.resilient} (same value: 0)
[size] : string {4-09.items.[].system.size} (same value: med)
[splashDamage] : object {4-09.items.[].system.splashDamage}
value : integer {4-09.items.[].system.splashDamage.value} (same value: 0)
[usage] : object {4-09.items.[].system.usage}
value : string {4-09.items.[].system.usage.value} (2 different values)
held-in-one-hand (x4)
wornmask (x2)
[acBonus] : integer {4-09.items.[].system.acBonus} (same value: 1)
[checkPenalty] : integer {4-09.items.[].system.checkPenalty} (same value: -1)
[dexCap] : integer {4-09.items.[].system.dexCap} (same value: 4)
[speedPenalty] : integer {4-09.items.[].system.speedPenalty} (same value: 0)
[strength] : integer {4-09.items.[].system.strength} (same value: 0)
[attack] : object {4-09.items.[].system.attack}
value : string {4-09.items.[].system.attack.value} (same value: )
[attackEffects] : object {4-09.items.[].system.attackEffects}
custom : string {4-09.items.[].system.attackEffects.custom} (same value: )
value : array<string> {4-09.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {4-09.items.[].system.attackEffects.value.[]} (same value: grab)
[damageRolls] : object {4-09.items.[].system.damageRolls}
[6r2xqkx5nywfedxwtyts] : object {4-09.items.[].system.damageRolls.6r2xqkx5nywfedxwtyts}
damage : string {4-09.items.[].system.damageRolls.6r2xqkx5nywfedxwtyts.damage} (2 different values)
2d6+11 (x1)
1d6+11 (x2)
damageType : string {4-09.items.[].system.damageRolls.6r2xqkx5nywfedxwtyts.damageType} (same value: piercing)
[biya5r6cbmpnb9ww4s11] : object {4-09.items.[].system.damageRolls.biya5r6cbmpnb9ww4s11}
damage : string {4-09.items.[].system.damageRolls.biya5r6cbmpnb9ww4s11.damage} (2 different values)
1d8+10 (x1)
1d8+8 (x2)
damageType : string {4-09.items.[].system.damageRolls.biya5r6cbmpnb9ww4s11.damageType} (same value: slashing)
[m9mz4oyjtoq9c4vswevw] : object {4-09.items.[].system.damageRolls.m9mz4oyjtoq9c4vswevw}
damage : string {4-09.items.[].system.damageRolls.m9mz4oyjtoq9c4vswevw.damage} (same value: 2d8+9)
damageType : string {4-09.items.[].system.damageRolls.m9mz4oyjtoq9c4vswevw.damageType} (same value: slashing)
[dth78dhgkhj9riocj4f8] : object {4-09.items.[].system.damageRolls.dth78dhgkhj9riocj4f8}
damage : string {4-09.items.[].system.damageRolls.dth78dhgkhj9riocj4f8.damage} (2 different values)
1d8+6 (x1)
1d8+4 (x1)
damageType : string {4-09.items.[].system.damageRolls.dth78dhgkhj9riocj4f8.damageType} (same value: slashing)
[weaponType] : object {4-09.items.[].system.weaponType}
value : string {4-09.items.[].system.weaponType.value} (same value: melee)
[actionType] : object {4-09.items.[].system.actionType}
value : string {4-09.items.[].system.actionType.value} (4 different values)
passive (x35)
reaction (x7)
action (x20)
free (x1)
[actions] : object {4-09.items.[].system.actions}
[value] : integer {4-09.items.[].system.actions.value} (2 different values)
1 (x16)
2 (x4)
[heightening] : object {4-09.items.[].system.heightening}
[damage] : object {4-09.items.[].system.heightening.damage}
0 : string {4-09.items.[].system.heightening.damage.0} (4 different values)
1d6 (x3)
2d6 (x2)
1d12 (x1)
1d4 (x1)
[interval] : integer {4-09.items.[].system.heightening.interval} (same value: 1)
type : string {4-09.items.[].system.heightening.type} (2 different values)
interval (x7)
fixed (x3)
[levels] : object {4-09.items.[].system.heightening.levels}
[7] : object {4-09.items.[].system.heightening.levels.7}
target : object {4-09.items.[].system.heightening.levels.7.target}
value : string {4-09.items.[].system.heightening.levels.7.target.value} (2 different values)
6 creatures (x1)
1 unattended object with a Bulk of 2 or less (x1)
3 : object {4-09.items.[].system.heightening.levels.3}
[target] : object {4-09.items.[].system.heightening.levels.3.target}
value : string {4-09.items.[].system.heightening.levels.3.target.value} (same value: 1 unattended object with a Bulk of 1 or less)
range : object {4-09.items.[].system.heightening.levels.3.range}
value : string {4-09.items.[].system.heightening.levels.3.range.value} (same value: 500 feet)
[5] : object {4-09.items.[].system.heightening.levels.5}
range : object {4-09.items.[].system.heightening.levels.5.range}
value : string {4-09.items.[].system.heightening.levels.5.range.value} (same value: 60 feet)
[frequency] : object {4-09.items.[].system.frequency}
max : integer {4-09.items.[].system.frequency.max} (same value: 1)
per : string {4-09.items.[].system.frequency.per} (same value: day)
value : integer {4-09.items.[].system.frequency.value} (same value: 1)
type : string {4-09.items.[].type} (7 different values)
spellcastingEntry (x5)
spell (x24)
weapon (x3)
armor (x3)
equipment (x3)
melee (x9)
action (x63)
[_stats] : object {4-09.items.[]._stats}
compendiumSource : string {4-09.items.[]._stats.compendiumSource} (36 different values)
[flags] : object {4-09.items.[].flags}
pf2e : object {4-09.items.[].flags.pf2e}
linkedWeapon : string {4-09.items.[].flags.pf2e.linkedWeapon} (same value: 7pJhkrdCMRHYdTFf)
name : string {4-09.name} (all different values)
[prototypeToken] : object {4-09.prototypeToken}
name : string {4-09.prototypeToken.name} (same value: Bolger Trusk)
system : object {4-09.system}
[abilities] : object {4-09.system.abilities}
cha : object {4-09.system.abilities.cha}
mod : integer {4-09.system.abilities.cha.mod} (3 different values)
4 (x3)
5 (x1)
2 (x2)
con : object {4-09.system.abilities.con}
mod : integer {4-09.system.abilities.con.mod} (2 different values)
2 (x3)
1 (x3)
dex : object {4-09.system.abilities.dex}
mod : integer {4-09.system.abilities.dex.mod} (3 different values)
3 (x3)
4 (x1)
5 (x2)
int : object {4-09.system.abilities.int}
mod : integer {4-09.system.abilities.int.mod} (3 different values)
2 (x3)
6 (x1)
-1 (x2)
str : object {4-09.system.abilities.str}
mod : integer {4-09.system.abilities.str.mod} (2 different values)
5 (x3)
3 (x3)
wis : object {4-09.system.abilities.wis}
mod : integer {4-09.system.abilities.wis.mod} (2 different values)
4 (x4)
3 (x2)
attributes : object {4-09.system.attributes}
ac : object {4-09.system.attributes.ac}
[details] : string {4-09.system.attributes.ac.details} (same value: )
value : integer {4-09.system.attributes.ac.value} (6 different values)
26 (x1)
27 (x1)
22 (x2)
24 (x1)
0 (x3)
25 (x1)
[allSaves] : object {4-09.system.attributes.allSaves}
value : string {4-09.system.attributes.allSaves.value} (same value: )
hp : object {4-09.system.attributes.hp}
details : string {4-09.system.attributes.hp.details} (4 different values)
coffin restoration, fast healing 7, void healing (x3)
coffin restoration, fast healing 10, void healing (x1)
coffin restoration, fast healing 5, void healing (x2)
(x3)
max : integer {4-09.system.attributes.hp.max} (7 different values)
85 (x1)
115 (x1)
40 (x1)
65 (x1)
0 (x3)
25 (x1)
50 (x1)
temp : integer {4-09.system.attributes.hp.temp} (same value: 0)
value : integer {4-09.system.attributes.hp.value} (7 different values)
85 (x1)
115 (x1)
40 (x1)
65 (x1)
0 (x3)
25 (x1)
50 (x1)
[immunities] : array<object> {4-09.system.attributes.immunities}
Length: min=5 max=5
Value type: object {4-09.system.attributes.immunities.[]}
type : string {4-09.system.attributes.immunities.[].type} (5 different values)
death-effects (x6)
disease (x6)
paralyzed (x6)
poison (x6)
sleep (x6)
[speed] : object {4-09.system.attributes.speed}
otherSpeeds : array<object> {4-09.system.attributes.speed.otherSpeeds}
Length: min=1 max=1
Value type: object {4-09.system.attributes.speed.otherSpeeds.[]}
type : string {4-09.system.attributes.speed.otherSpeeds.[].type} (same value: climb)
value : integer {4-09.system.attributes.speed.otherSpeeds.[].value} (same value: 25)
value : integer {4-09.system.attributes.speed.value} (same value: 25)
[weaknesses] : array<object> {4-09.system.attributes.weaknesses}
Length: min=1 max=1
Value type: object {4-09.system.attributes.weaknesses.[]}
type : string {4-09.system.attributes.weaknesses.[].type} (same value: vampire-weaknesses)
value : integer {4-09.system.attributes.weaknesses.[].value} (same value: 0)
[adjustment] : mixed
[resistances] : array<object> {4-09.system.attributes.resistances}
Length: min=1 max=1
Value type: object {4-09.system.attributes.resistances.[]}
exceptions : array<string> {4-09.system.attributes.resistances.[].exceptions}
Length: min=1 max=1
Value type: string {4-09.system.attributes.resistances.[].exceptions.[]} (same value: silver)
type : string {4-09.system.attributes.resistances.[].type} (same value: physical)
value : integer {4-09.system.attributes.resistances.[].value} (same value: 5)
[emitsSound] : string {4-09.system.attributes.emitsSound} (same value: encounter)
[hardness] : integer {4-09.system.attributes.hardness} (same value: 0)
[stealth] : object {4-09.system.attributes.stealth}
details : string {4-09.system.attributes.stealth.details} (2 different values)
<p>(expert)</p> (x2)
<p>(master)</p> (x1)
value : integer {4-09.system.attributes.stealth.value} (3 different values)
14 (x1)
17 (x1)
20 (x1)
details : object {4-09.system.details}
[blurb] : string {4-09.system.details.blurb} (same value: )
[languages] : object {4-09.system.details.languages}
details : string {4-09.system.details.languages.details} (2 different values)
(x5)
plus one regional language (x1)
value : array<string> {4-09.system.details.languages.value}
Length: min=2 max=3
Value type: string {4-09.system.details.languages.value.[]} (4 different values)
common (x6)
necril (x4)
varisian (x3)
hallit (x2)
level : object {4-09.system.details.level}
value : integer {4-09.system.details.level.value} (6 different values)
7 (x2)
9 (x2)
4 (x1)
6 (x1)
5 (x2)
3 (x1)
[privateNotes] : string {4-09.system.details.privateNotes} (same value: )
[publicNotes] : string {4-09.system.details.publicNotes} (3 different values)
<p>Vampire counts rule their demesnes through a mix of fear and cruelty.</p>
<hr />
<p>Vampires are undead creatures that feed on the blood of the living.</p> (x3)
<p>Vampire masterminds are evil wizards who control entire cabals of the undead and instill fear in the hearts of mortals far and wide.</p>
<hr />
<p>Vampires are undead creatures that feed on the blood of the living.</p> (x1)
<p>Vampires use their spawn for infiltration and reconnaissance.</p>
<hr />
<p>Vampires are undead creatures that feed on the blood of the living.</p> (x2)
publication : object {4-09.system.details.publication}
license : string {4-09.system.details.publication.license} (same value: OGL)
remaster : boolean {4-09.system.details.publication.remaster} (same value: False)
title : string {4-09.system.details.publication.title} (same value: Pathfinder Society Scenario #4-09: Killer in the Golden Mask)
[description] : string {4-09.system.details.description} (same value: <p>An invisible rune creates an invisible, spherical magical sensor with a 20-foot radius.</p>)
[disable] : string {4-09.system.details.disable} (3 different values)
<p>@Check[thievery|dc:22] (expert) to erase the rune without triggering the sensor, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (3rd level; counteract DC 20) to counteract the rune</p> (x1)
<p>@Check[thievery|dc:25] (expert) to erase the rune without triggering the sensor, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (4th level; counteract DC 23) to counteract the rune</p> (x1)
<p>@Check[thievery|dc:28] (expert) to erase the rune without triggering the sensor, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (5th level; counteract DC 26) to counteract the rune</p> (x1)
[isComplex] : boolean {4-09.system.details.isComplex} (same value: False)
[reset] : string {4-09.system.details.reset} (same value: )
[routine] : string {4-09.system.details.routine} (same value: )
[initiative] : object {4-09.system.initiative}
statistic : string {4-09.system.initiative.statistic} (same value: perception)
[perception] : object {4-09.system.perception}
details : string {4-09.system.perception.details} (same value: )
mod : integer {4-09.system.perception.mod} (5 different values)
19 (x1)
20 (x1)
12 (x1)
17 (x2)
10 (x1)
senses : array<object> {4-09.system.perception.senses}
Length: min=1 max=1
Value type: object {4-09.system.perception.senses.[]}
type : string {4-09.system.perception.senses.[].type} (same value: darkvision)
[resources] : object {4-09.system.resources}
[focus] : object {4-09.system.resources.focus}
max : integer {4-09.system.resources.focus.max} (same value: 1)
value : integer {4-09.system.resources.focus.value} (same value: 1)
saves : object {4-09.system.saves}
fortitude : object {4-09.system.saves.fortitude}
saveDetail : string {4-09.system.saves.fortitude.saveDetail} (same value: )
value : integer {4-09.system.saves.fortitude.value} (6 different values)
13 (x1)
15 (x1)
9 (x2)
11 (x1)
0 (x3)
7 (x1)
reflex : object {4-09.system.saves.reflex}
saveDetail : string {4-09.system.saves.reflex.saveDetail} (same value: )
value : integer {4-09.system.saves.reflex.value} (7 different values)
16 (x1)
18 (x1)
13 (x1)
14 (x1)
0 (x3)
11 (x1)
12 (x1)
will : object {4-09.system.saves.will}
saveDetail : string {4-09.system.saves.will.saveDetail} (same value: )
value : integer {4-09.system.saves.will.value} (7 different values)
19 (x1)
20 (x1)
11 (x1)
17 (x1)
0 (x3)
9 (x1)
15 (x1)
[skills] : object {4-09.system.skills}
acrobatics : object {4-09.system.skills.acrobatics}
base : integer {4-09.system.skills.acrobatics.base} (5 different values)
15 (x1)
17 (x1)
11 (x2)
13 (x1)
9 (x1)
athletics : object {4-09.system.skills.athletics}
base : integer {4-09.system.skills.athletics.base} (6 different values)
17 (x1)
16 (x1)
9 (x1)
15 (x1)
7 (x1)
13 (x1)
deception : object {4-09.system.skills.deception}
base : integer {4-09.system.skills.deception.base} (6 different values)
16 (x1)
20 (x1)
8 (x1)
14 (x1)
6 (x1)
12 (x1)
[diplomacy] : object {4-09.system.skills.diplomacy}
base : integer {4-09.system.skills.diplomacy.base} (4 different values)
16 (x1)
20 (x1)
14 (x1)
12 (x1)
[intimidation] : object {4-09.system.skills.intimidation}
base : integer {4-09.system.skills.intimidation.base} (4 different values)
18 (x1)
22 (x1)
16 (x1)
14 (x1)
society : object {4-09.system.skills.society}
base : integer {4-09.system.skills.society.base} (6 different values)
16 (x1)
19 (x1)
5 (x1)
14 (x1)
3 (x1)
12 (x1)
stealth : object {4-09.system.skills.stealth}
base : integer {4-09.system.skills.stealth.base} (6 different values)
15 (x1)
19 (x1)
12 (x1)
13 (x1)
10 (x1)
11 (x1)
[arcana] : object {4-09.system.skills.arcana}
base : integer {4-09.system.skills.arcana.base} (same value: 21)
traits : object {4-09.system.traits}
rarity : string {4-09.system.traits.rarity} (3 different values)
unique (x2)
uncommon (x2)
common (x5)
size : object {4-09.system.traits.size}
value : string {4-09.system.traits.size.value} (same value: med)
value : array<string> {4-09.system.traits.value}
Length: min=3 max=5
Value type: string {4-09.system.traits.value.[]} (all different values)
[creatureType] : string {4-09.system.creatureType} (same value: )
[statusEffects] : array<> {4-09.system.statusEffects}
Length: min=0 max=0
Value type: mixed
type : string {4-09.type} (2 different values)
npc (x6)
hazard (x3)
+648
View File
@@ -0,0 +1,648 @@
4-10
Different values: 7
=====================================
object {4-10}
_id : string {4-10._id} (all different values)
folder : string {4-10.folder} (same value: 2A4iRayb1PjohJ9m)
img : string {4-10.img} (2 different values)
systems/pf2e/icons/default-icons/hazard.svg (x4)
systems/pf2e/icons/default-icons/npc.svg (x3)
items : array<object> {4-10.items}
Length: min=1 max=15
Value type: object {4-10.items.[]}
_id : string {4-10.items.[]._id} (27 different values)
img : string {4-10.items.[].img} (21 different values)
name : string {4-10.items.[].name} (25 different values)
sort : integer {4-10.items.[].sort} (16 different values)
0 (x4)
100000 (x3)
200000 (x3)
300000 (x3)
400000 (x3)
500000 (x3)
600000 (x3)
700000 (x3)
800000 (x3)
900000 (x3)
1000000 (x2)
1100000 (x1)
1200000 (x1)
1300000 (x1)
1400000 (x1)
1500000 (x1)
system : object {4-10.items.[].system}
[actionType] : object {4-10.items.[].system.actionType}
value : string {4-10.items.[].system.actionType.value} (2 different values)
action (x4)
reaction (x6)
[actions] : object {4-10.items.[].system.actions}
[value] : integer {4-10.items.[].system.actions.value} (same value: 1)
[category] : string {4-10.items.[].system.category} (6 different values)
potion (x1)
simple (x2)
martial (x2)
defensive (x4)
offensive (x2)
unarmed (x1)
description : object {4-10.items.[].system.description}
value : string {4-10.items.[].system.description.value} (26 different values)
publication : object {4-10.items.[].system.publication}
license : string {4-10.items.[].system.publication.license} (same value: OGL)
remaster : boolean {4-10.items.[].system.publication.remaster} (same value: False)
title : string {4-10.items.[].system.publication.title} (3 different values)
(x18)
Pathfinder Core Rulebook (x18)
Pathfinder Bestiary (x2)
rules : ###FoundryRulesObject###
[slug] : string {4-10.items.[].system.slug} (17 different values)
acid-splash (x1)
burning-hands (x1)
daze (x1)
detect-magic (x1)
force-bolt (x1)
grease (x1)
magic-missile (x1)
produce-flame (x1)
read-aura (x1)
shield (x1)
thieves-tools (x1)
spellbook-blank (x1)
invisibility-potion (x1)
hand-crossbow (x2)
kukri (x2)
attack-of-opportunity (x2)
handwraps-of-mighty-blows (x1)
[traits] : object {4-10.items.[].system.traits}
value : array<string> {4-10.items.[].system.traits.value}
Length: min=0 max=6
Value type: string {4-10.items.[].system.traits.value.[]} (24 different values)
[rarity] : string {4-10.items.[].system.traits.rarity} (2 different values)
common (x16)
uncommon (x4)
[traditions] : array<string> {4-10.items.[].system.traits.traditions}
Length: min=0 max=4
Value type: string {4-10.items.[].system.traits.traditions.[]} (4 different values)
arcane (x9)
primal (x6)
divine (x4)
occult (x5)
[autoHeightenLevel] : object {4-10.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {4-10.items.[].system.prepared}
[flexible] : boolean {4-10.items.[].system.prepared.flexible} (same value: False)
value : string {4-10.items.[].system.prepared.value} (2 different values)
prepared (x1)
focus (x1)
[proficiency] : object {4-10.items.[].system.proficiency}
value : integer {4-10.items.[].system.proficiency.value} (same value: 1)
[slots] : object {4-10.items.[].system.slots}
[slot0] : object {4-10.items.[].system.slots.slot0}
max : integer {4-10.items.[].system.slots.slot0.max} (same value: 6)
prepared : array<object> {4-10.items.[].system.slots.slot0.prepared}
Length: min=6 max=6
Value type: object {4-10.items.[].system.slots.slot0.prepared.[]}
id : string {4-10.items.[].system.slots.slot0.prepared.[].id} (6 different values)
0u0bqEYSy8v4ptsu (x1)
2krTpZHWZJZenD5X (x1)
3e4288pH2hldugdI (x1)
EcKpzZAJCGtbueRP (x1)
0bA2NZlpzpWouxDC (x1)
6ASkFFOa6hmrmfmU (x1)
[slot1] : object {4-10.items.[].system.slots.slot1}
max : integer {4-10.items.[].system.slots.slot1.max} (same value: 3)
prepared : array<object> {4-10.items.[].system.slots.slot1.prepared}
Length: min=3 max=3
Value type: object {4-10.items.[].system.slots.slot1.prepared.[]}
id : string {4-10.items.[].system.slots.slot1.prepared.[].id} (3 different values)
FJxhzMZNijjpcLER (x1)
Zndi6RaNfrseCqtw (x1)
a8rqzQK79vZufqQ9 (x1)
[spelldc] : object {4-10.items.[].system.spelldc}
dc : integer {4-10.items.[].system.spelldc.dc} (same value: 17)
value : integer {4-10.items.[].system.spelldc.value} (same value: 9)
[tradition] : object {4-10.items.[].system.tradition}
value : string {4-10.items.[].system.tradition.value} (same value: arcane)
[area] : object {4-10.items.[].system.area}
type : string {4-10.items.[].system.area.type} (2 different values)
cone (x1)
emanation (x1)
value : integer {4-10.items.[].system.area.value} (2 different values)
15 (x1)
30 (x1)
[cost] : object {4-10.items.[].system.cost}
value : string {4-10.items.[].system.cost.value} (same value: )
[counteraction] : boolean {4-10.items.[].system.counteraction} (same value: False)
[damage] : object {4-10.items.[].system.damage}
[0] : object {4-10.items.[].system.damage.0}
[applyMod] : boolean {4-10.items.[].system.damage.0.applyMod} (2 different values)
False (x3)
True (x1)
[category] : mixed
formula : string {4-10.items.[].system.damage.0.formula} (5 different values)
1d6 (x1)
2d6 (x1)
0 (x1)
1d4+1 (x2)
2d4 (x1)
kinds : array<string> {4-10.items.[].system.damage.0.kinds}
Length: min=1 max=1
Value type: string {4-10.items.[].system.damage.0.kinds.[]} (same value: damage)
materials : array<> {4-10.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {4-10.items.[].system.damage.0.type} (4 different values)
acid (x1)
fire (x2)
mental (x1)
force (x2)
[gcovwqxwitqchoin] : object {4-10.items.[].system.damage.gcovwqxwitqchoin}
applyMod : boolean {4-10.items.[].system.damage.gcovwqxwitqchoin.applyMod} (same value: False)
category : string {4-10.items.[].system.damage.gcovwqxwitqchoin.category} (same value: splash)
formula : string {4-10.items.[].system.damage.gcovwqxwitqchoin.formula} (same value: 1)
kinds : array<string> {4-10.items.[].system.damage.gcovwqxwitqchoin.kinds}
Length: min=1 max=1
Value type: string {4-10.items.[].system.damage.gcovwqxwitqchoin.kinds.[]} (same value: damage)
materials : array<> {4-10.items.[].system.damage.gcovwqxwitqchoin.materials}
Length: min=0 max=0
Value type: mixed
type : string {4-10.items.[].system.damage.gcovwqxwitqchoin.type} (same value: acid)
damageType : string {4-10.items.[].system.damage.damageType} (3 different values)
piercing (x2)
slashing (x2)
bludgeoning (x1)
dice : integer {4-10.items.[].system.damage.dice} (same value: 1)
die : string {4-10.items.[].system.damage.die} (2 different values)
d6 (x4)
d4 (x1)
[defense] : object {4-10.items.[].system.defense}
save : object {4-10.items.[].system.defense.save}
basic : boolean {4-10.items.[].system.defense.save.basic} (2 different values)
True (x2)
False (x1)
statistic : string {4-10.items.[].system.defense.save.statistic} (2 different values)
reflex (x2)
will (x1)
[duration] : object {4-10.items.[].system.duration}
sustained : boolean {4-10.items.[].system.duration.sustained} (same value: False)
value : string {4-10.items.[].system.duration.value} (4 different values)
(x7)
1 round (x1)
1 minute (x1)
until the start of your next turn (x1)
[heightening] : object {4-10.items.[].system.heightening}
[levels] : object {4-10.items.[].system.heightening.levels}
3 : object {4-10.items.[].system.heightening.levels.3}
[damage] : object {4-10.items.[].system.heightening.levels.3.damage}
0 : object {4-10.items.[].system.heightening.levels.3.damage.0}
applyMod : boolean {4-10.items.[].system.heightening.levels.3.damage.0.applyMod} (same value: False)
[category] : mixed
formula : string {4-10.items.[].system.heightening.levels.3.damage.0.formula} (same value: 2d6)
materials : array<> {4-10.items.[].system.heightening.levels.3.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {4-10.items.[].system.heightening.levels.3.damage.0.type} (same value: acid)
gcovwqxwitqchoin : object {4-10.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin}
applyMod : boolean {4-10.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.applyMod} (same value: False)
category : string {4-10.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.category} (same value: splash)
formula : string {4-10.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.formula} (same value: 1)
materials : array<> {4-10.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.materials}
Length: min=0 max=0
Value type: mixed
type : string {4-10.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.type} (same value: acid)
target : object {4-10.items.[].system.heightening.levels.3.target}
value : string {4-10.items.[].system.heightening.levels.3.target.value} (same value: 10 objects)
[5] : object {4-10.items.[].system.heightening.levels.5}
damage : object {4-10.items.[].system.heightening.levels.5.damage}
0 : object {4-10.items.[].system.heightening.levels.5.damage.0}
applyMod : boolean {4-10.items.[].system.heightening.levels.5.damage.0.applyMod} (same value: False)
[category] : mixed
formula : string {4-10.items.[].system.heightening.levels.5.damage.0.formula} (same value: 3d6)
materials : array<> {4-10.items.[].system.heightening.levels.5.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {4-10.items.[].system.heightening.levels.5.damage.0.type} (same value: acid)
gcovwqxwitqchoin : object {4-10.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin}
applyMod : boolean {4-10.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.applyMod} (same value: False)
category : string {4-10.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.category} (same value: splash)
formula : string {4-10.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.formula} (same value: 2)
materials : array<> {4-10.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.materials}
Length: min=0 max=0
Value type: mixed
type : string {4-10.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.type} (same value: acid)
[7] : object {4-10.items.[].system.heightening.levels.7}
damage : object {4-10.items.[].system.heightening.levels.7.damage}
0 : object {4-10.items.[].system.heightening.levels.7.damage.0}
applyMod : boolean {4-10.items.[].system.heightening.levels.7.damage.0.applyMod} (same value: False)
[category] : mixed
formula : string {4-10.items.[].system.heightening.levels.7.damage.0.formula} (same value: 4d6)
materials : array<> {4-10.items.[].system.heightening.levels.7.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {4-10.items.[].system.heightening.levels.7.damage.0.type} (same value: acid)
gcovwqxwitqchoin : object {4-10.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin}
applyMod : boolean {4-10.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.applyMod} (same value: False)
category : string {4-10.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.category} (same value: splash)
formula : string {4-10.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.formula} (same value: 3)
materials : array<> {4-10.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.materials}
Length: min=0 max=0
Value type: mixed
type : string {4-10.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.type} (same value: acid)
[9] : object {4-10.items.[].system.heightening.levels.9}
damage : object {4-10.items.[].system.heightening.levels.9.damage}
0 : object {4-10.items.[].system.heightening.levels.9.damage.0}
applyMod : boolean {4-10.items.[].system.heightening.levels.9.damage.0.applyMod} (same value: False)
[category] : mixed
formula : string {4-10.items.[].system.heightening.levels.9.damage.0.formula} (same value: 5d6)
materials : array<> {4-10.items.[].system.heightening.levels.9.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {4-10.items.[].system.heightening.levels.9.damage.0.type} (same value: acid)
gcovwqxwitqchoin : object {4-10.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin}
applyMod : boolean {4-10.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.applyMod} (same value: False)
category : string {4-10.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.category} (same value: splash)
formula : string {4-10.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.formula} (same value: 4)
materials : array<> {4-10.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.materials}
Length: min=0 max=0
Value type: mixed
type : string {4-10.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.type} (same value: acid)
6 : object {4-10.items.[].system.heightening.levels.6}
target : object {4-10.items.[].system.heightening.levels.6.target}
value : string {4-10.items.[].system.heightening.levels.6.target.value} (same value: any number of objects)
type : string {4-10.items.[].system.heightening.type} (2 different values)
fixed (x2)
interval (x4)
[damage] : object {4-10.items.[].system.heightening.damage}
0 : string {4-10.items.[].system.heightening.damage.0} (4 different values)
2d6 (x1)
1d6 (x1)
1d4+1 (x1)
1d4 (x1)
[interval] : integer {4-10.items.[].system.heightening.interval} (2 different values)
1 (x2)
2 (x2)
[level] : object {4-10.items.[].system.level}
value : integer {4-10.items.[].system.level.value} (4 different values)
1 (x10)
0 (x6)
4 (x1)
2 (x1)
[location] : object {4-10.items.[].system.location}
value : string {4-10.items.[].system.location.value} (2 different values)
rr6pJWQYuYOUS8EC (x9)
i76qRDmxxcrWmtBQ (x1)
[range] : mixed
object {4-10.items.[].system.range}
value : string {4-10.items.[].system.range.value} (4 different values)
30 feet (x5)
(x3)
60 feet (x1)
120 feet (x1)
integer {4-10.items.[].system.range} (same value: 60)
[requirements] : string {4-10.items.[].system.requirements} (same value: )
[target] : object {4-10.items.[].system.target}
value : string {4-10.items.[].system.target.value} (4 different values)
1 creature (x5)
(x3)
1 object of Bulk 1 or less (x1)
1 object (x1)
[time] : object {4-10.items.[].system.time}
value : string {4-10.items.[].system.time.value} (4 different values)
2 (x6)
1 (x2)
1 to 3 (x1)
1 minute (x1)
[overlays] : object {4-10.items.[].system.overlays}
[baseItem] : string {4-10.items.[].system.baseItem} (2 different values)
hand-crossbow (x2)
kukri (x2)
[bulk] : object {4-10.items.[].system.bulk}
value : mixed
float {4-10.items.[].system.bulk.value} (same value: 0,1)
integer {4-10.items.[].system.bulk.value} (same value: 0)
[containerId] : mixed
[equipped] : object {4-10.items.[].system.equipped}
carryType : string {4-10.items.[].system.equipped.carryType} (same value: worn)
[invested] : mixed
handsHeld : integer {4-10.items.[].system.equipped.handsHeld} (same value: 0)
inSlot : boolean {4-10.items.[].system.equipped.inSlot} (same value: False)
[hardness] : integer {4-10.items.[].system.hardness} (same value: 0)
[hp] : object {4-10.items.[].system.hp}
max : integer {4-10.items.[].system.hp.max} (same value: 0)
value : integer {4-10.items.[].system.hp.value} (same value: 0)
[material] : object {4-10.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {4-10.items.[].system.price}
value : object {4-10.items.[].system.price.value}
[gp] : integer {4-10.items.[].system.price.value.gp} (4 different values)
3 (x3)
1 (x1)
20 (x1)
35 (x1)
[sp] : integer {4-10.items.[].system.price.value.sp} (same value: 6)
[quantity] : integer {4-10.items.[].system.quantity} (same value: 1)
[size] : string {4-10.items.[].system.size} (same value: med)
[usage] : object {4-10.items.[].system.usage}
value : string {4-10.items.[].system.usage.value} (3 different values)
held-in-two-hands (x1)
held-in-one-hand (x6)
worngloves (x1)
[uses] : object {4-10.items.[].system.uses}
autoDestroy : boolean {4-10.items.[].system.uses.autoDestroy} (same value: True)
max : integer {4-10.items.[].system.uses.max} (same value: 1)
value : integer {4-10.items.[].system.uses.value} (same value: 1)
[bonus] : object {4-10.items.[].system.bonus}
value : integer {4-10.items.[].system.bonus.value} (6 different values)
0 (x4)
8 (x2)
9 (x1)
1 (x1)
15 (x1)
14 (x2)
[bonusDamage] : object {4-10.items.[].system.bonusDamage}
value : integer {4-10.items.[].system.bonusDamage.value} (same value: 0)
[group] : string {4-10.items.[].system.group} (3 different values)
crossbow (x2)
knife (x2)
brawling (x1)
[reload] : object {4-10.items.[].system.reload}
value : string {4-10.items.[].system.reload.value} (2 different values)
1 (x2)
(x3)
[runes] : object {4-10.items.[].system.runes}
potency : integer {4-10.items.[].system.runes.potency} (2 different values)
0 (x4)
1 (x1)
property : array<> {4-10.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
striking : integer {4-10.items.[].system.runes.striking} (same value: 0)
[splashDamage] : object {4-10.items.[].system.splashDamage}
[value] : integer {4-10.items.[].system.splashDamage.value} (same value: 0)
[attack] : object {4-10.items.[].system.attack}
value : string {4-10.items.[].system.attack.value} (same value: )
[attackEffects] : object {4-10.items.[].system.attackEffects}
value : array<> {4-10.items.[].system.attackEffects.value}
Length: min=0 max=0
Value type: mixed
[damageRolls] : object {4-10.items.[].system.damageRolls}
[GLsSi19tS85a36XY] : object {4-10.items.[].system.damageRolls.GLsSi19tS85a36XY}
damage : string {4-10.items.[].system.damageRolls.GLsSi19tS85a36XY.damage} (2 different values)
1d6+3 (x1)
1d6+7 (x1)
damageType : string {4-10.items.[].system.damageRolls.GLsSi19tS85a36XY.damageType} (same value: piercing)
[mpDnKPStkeAIQ3D8] : object {4-10.items.[].system.damageRolls.mpDnKPStkeAIQ3D8}
damage : string {4-10.items.[].system.damageRolls.mpDnKPStkeAIQ3D8.damage} (2 different values)
1d6+3 (x1)
1d6+7 (x1)
damageType : string {4-10.items.[].system.damageRolls.mpDnKPStkeAIQ3D8.damageType} (same value: bludgeoning)
[kWqwAdgmL2TyEVQD] : object {4-10.items.[].system.damageRolls.kWqwAdgmL2TyEVQD}
damage : string {4-10.items.[].system.damageRolls.kWqwAdgmL2TyEVQD.damage} (2 different values)
1d6 (x1)
1d6+4 (x1)
damageType : string {4-10.items.[].system.damageRolls.kWqwAdgmL2TyEVQD.damageType} (same value: piercing)
[weaponType] : object {4-10.items.[].system.weaponType}
value : string {4-10.items.[].system.weaponType.value} (2 different values)
melee (x4)
ranged (x2)
[frequency] : object {4-10.items.[].system.frequency}
max : integer {4-10.items.[].system.frequency.max} (same value: 1)
per : string {4-10.items.[].system.frequency.per} (same value: day)
value : integer {4-10.items.[].system.frequency.value} (same value: 1)
[mod] : object {4-10.items.[].system.mod}
value : integer {4-10.items.[].system.mod.value} (same value: 6)
[proficient] : object {4-10.items.[].system.proficient}
value : integer {4-10.items.[].system.proficient.value} (same value: 0)
type : string {4-10.items.[].type} (8 different values)
action (x10)
spellcastingEntry (x2)
spell (x10)
equipment (x2)
consumable (x1)
weapon (x5)
melee (x6)
lore (x2)
[_stats] : object {4-10.items.[]._stats}
compendiumSource : string {4-10.items.[]._stats.compendiumSource} (17 different values)
Compendium.pf2e.spells-srd.Item.gISYsBFby1TiXfBt (x1)
Compendium.pf2e.spells-srd.Item.y6rAdMK6EFlV6U0t (x1)
Compendium.pf2e.spells-srd.Item.4gBIw4IDrSfFHik4 (x1)
Compendium.pf2e.spells-srd.Item.gpzpAAAJ1Lza2JVl (x1)
Compendium.pf2e.spells-srd.Item.Hu38hoAUSYeFpkVa (x1)
Compendium.pf2e.spells-srd.Item.Wu0xFpewMKRK3HG8 (x1)
Compendium.pf2e.spells-srd.Item.gKKqvLohtrSJj3BM (x1)
Compendium.pf2e.spells-srd.Item.O9w7r4BKgPogYDDe (x1)
Compendium.pf2e.spells-srd.Item.OhD2Z6rIGGD5ocZA (x1)
Compendium.pf2e.spells-srd.Item.TVKNbcgTee19PXZR (x1)
Compendium.pf2e.equipment-srd.Item.zvLyCVD8g2PdHJAc (x1)
Compendium.pf2e.equipment-srd.Item.FOWF5f0tCaApv9RE (x1)
Compendium.pf2e.equipment-srd.Item.bikFUFRLwfdvX2x2 (x1)
Compendium.pf2e.equipment-srd.Item.XyA6PKV46aNlLXOd (x2)
Compendium.pf2e.equipment-srd.Item.TDrO7Xdyn7juFy3c (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.hFtNbo1LKYCoDy2O (x2)
Compendium.pf2e.equipment-srd.Item.FNDq4NFSN0g2HKWO (x1)
[flags] : object {4-10.items.[].flags}
pf2e : object {4-10.items.[].flags.pf2e}
linkedWeapon : string {4-10.items.[].flags.pf2e.linkedWeapon} (2 different values)
tB7jnohG33hpSRhz (x2)
EtVJHzDUtqmjeARF (x2)
name : string {4-10.name} (all different values)
[prototypeToken] : object {4-10.prototypeToken}
name : string {4-10.prototypeToken.name} (3 different values)
Fascinating Lecture (x2)
Liaskra (x2)
Unbridled Necromantic Energy (x2)
system : object {4-10.system}
attributes : object {4-10.system.attributes}
ac : object {4-10.system.attributes.ac}
value : integer {4-10.system.attributes.ac.value} (4 different values)
0 (x4)
15 (x1)
16 (x1)
21 (x1)
[details] : string {4-10.system.attributes.ac.details} (same value: )
[emitsSound] : string {4-10.system.attributes.emitsSound} (same value: encounter)
[hardness] : integer {4-10.system.attributes.hardness} (same value: 0)
hp : object {4-10.system.attributes.hp}
details : string {4-10.system.attributes.hp.details} (same value: )
max : integer {4-10.system.attributes.hp.max} (4 different values)
0 (x4)
14 (x1)
20 (x1)
60 (x1)
temp : integer {4-10.system.attributes.hp.temp} (same value: 0)
value : integer {4-10.system.attributes.hp.value} (4 different values)
0 (x4)
14 (x1)
20 (x1)
60 (x1)
[stealth] : object {4-10.system.attributes.stealth}
details : string {4-10.system.attributes.stealth.details} (2 different values)
<p>(expert)</p> (x2)
<p>(trained)</p> (x2)
value : integer {4-10.system.attributes.stealth.value} (3 different values)
10 (x2)
13 (x1)
7 (x1)
[allSaves] : object {4-10.system.attributes.allSaves}
value : string {4-10.system.attributes.allSaves.value} (same value: )
[speed] : object {4-10.system.attributes.speed}
otherSpeeds : array<> {4-10.system.attributes.speed.otherSpeeds}
Length: min=0 max=0
Value type: mixed
value : integer {4-10.system.attributes.speed.value} (same value: 25)
[creatureType] : string {4-10.system.creatureType} (same value: )
details : object {4-10.system.details}
[description] : string {4-10.system.details.description} (2 different values)
<p>The semitransparent image of a small Garundi woman at the podium suddenly begins lecturing on the nature of enchantment magic.</p> (x2)
<p>Magical energy contained within the room surges in flashes of dark lightning.</p> (x2)
[disable] : string {4-10.system.details.disable} (4 different values)
<p>@Check[intimidation|dc:17] to disrupt the lecture, @Check[thievery|dc:20] (trained) to scratch out of one of the glyphs on the podium, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (2nd level; counteract DC 18) to counteract one of the runes; three total successes are required to disable the trap.</p> (x1)
<p>@Check[intimidation|dc:20] to disrupt the lecture, @Check[thievery|dc:23] (trained) to scratch out of one of the glyphs on the podium, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (3rd level; counteract DC 20) to counteract one of the runes; three total successes are required to disable the trap.</p> (x1)
<p>@Check[arcana|dc:17] (trained) to restore some of the arcane wards, @Check[religion|dc:20] or @Check[occultism|dc:20] (trained) to quell the necromantic energy in the room.</p> (x1)
<p>@Check[arcana|dc:20] (trained) to restore some of the arcane wards, @Check[religion|dc:23] or @Check[occultism|dc:23] (trained) to quell the necromantic energy in the room.</p> (x1)
[isComplex] : boolean {4-10.system.details.isComplex} (2 different values)
True (x2)
False (x2)
level : object {4-10.system.details.level}
value : integer {4-10.system.details.level.value} (4 different values)
3 (x2)
1 (x2)
4 (x1)
2 (x2)
publication : object {4-10.system.details.publication}
license : string {4-10.system.details.publication.license} (same value: OGL)
remaster : boolean {4-10.system.details.publication.remaster} (same value: False)
title : string {4-10.system.details.publication.title} (same value: Pathfinder Society Scenario #4-10: Arclord's Abode)
[reset] : string {4-10.system.details.reset} (2 different values)
(x2)
<p>10 minutes</p> (x2)
[routine] : string {4-10.system.details.routine} (3 different values)
<p>(1 action) (arcane, compulsion, enchantment, mental, nonlethal) The image lectures on incredibly advanced topics without pause, overwhelming the minds of those listening while compelling them to continue to pay attention. Each creature in the room must succeed at a @Check[will|dc:20|traits:arcane,compulsion,enchantment,mental,nonlethal] save and take @Damage[1d6[mental]]{1d6 nonlethal mental damage}, as well as the following effects.</p>
<hr>
<p><strong>Critical Success</strong> The creature is unaffected.</p>
<p><strong>Success</strong> The creature is @UUID[Compendium.pf2e.conditionitems.Item.Stunned]{Stunned 1} and takes half damage as it shakes off most of the mental load.</p>
<p><strong>Failure</strong> The creature is @UUID[Compendium.pf2e.conditionitems.Item.Stunned]{Stunned 2} and takes full damage as it can't help but try and process all the information.</p>
<p><strong>Critical Failure</strong> The creature is stunned for 1 round, @UUID[Compendium.pf2e.conditionitems.Item.Fascinated] for 1 minute, and takes double damage as all its mental faculties are focused on the lecture. Damage from this hazard does not end the fascinated condition. A creature who is reduced to 0 Hit Points by the fascinating lecture enters a catatonic stupor until they regain Hit Points. If a creature spends 1 hour in the stupor, they automatically regain 1 Hit Point and awaken.</p> (x1)
<p>(1 action) (arcane, compulsion, enchantment, mental, nonlethal) The image lectures on incredibly advanced topics without pause, overwhelming the minds of those listening while compelling them to continue to pay attention. Each creature in the room must succeed at a @Check[will|dc:22|traits:arcane,compulsion,enchantment,mental,nonlethal] save and take @Damage[2d6[mental]]{2d6 nonlethal mental damage}, as well as the following effects.</p>
<hr>
<p><strong>Critical Success</strong> The creature is unaffected.</p>
<p><strong>Success</strong> The creature is @UUID[Compendium.pf2e.conditionitems.Item.Stunned]{Stunned 1} and takes half damage as it shakes off most of the mental load.</p>
<p><strong>Failure</strong> The creature is @UUID[Compendium.pf2e.conditionitems.Item.Stunned]{Stunned 2} and takes full damage as it can't help but try and process all the information.</p>
<p><strong>Critical Failure</strong> The creature is stunned for 1 round, @UUID[Compendium.pf2e.conditionitems.Item.Fascinated] for 1 minute, and takes double damage as all its mental faculties are focused on the lecture. Damage from this hazard does not end the fascinated condition. A creature who is reduced to 0 Hit Points by the fascinating lecture enters a catatonic stupor until they regain Hit Points. If a creature spends 1 hour in the stupor, they automatically regain 1 Hit Point and awaken.</p> (x1)
(x2)
[blurb] : string {4-10.system.details.blurb} (same value: )
[languages] : object {4-10.system.details.languages}
details : string {4-10.system.details.languages.details} (same value: )
value : array<string> {4-10.system.details.languages.value}
Length: min=2 max=3
Value type: string {4-10.system.details.languages.value.[]} (3 different values)
aklo (x3)
common (x3)
mwangi (x2)
[privateNotes] : string {4-10.system.details.privateNotes} (same value: )
[publicNotes] : string {4-10.system.details.publicNotes} (same value: )
saves : object {4-10.system.saves}
fortitude : object {4-10.system.saves.fortitude}
saveDetail : string {4-10.system.saves.fortitude.saveDetail} (same value: )
value : integer {4-10.system.saves.fortitude.value} (4 different values)
0 (x4)
8 (x1)
4 (x1)
9 (x1)
reflex : object {4-10.system.saves.reflex}
saveDetail : string {4-10.system.saves.reflex.saveDetail} (same value: )
value : integer {4-10.system.saves.reflex.value} (3 different values)
0 (x4)
9 (x2)
14 (x1)
will : object {4-10.system.saves.will}
saveDetail : string {4-10.system.saves.will.saveDetail} (same value: )
value : integer {4-10.system.saves.will.value} (3 different values)
0 (x4)
10 (x2)
6 (x1)
[statusEffects] : array<> {4-10.system.statusEffects}
Length: min=0 max=0
Value type: mixed
traits : object {4-10.system.traits}
rarity : string {4-10.system.traits.rarity} (3 different values)
common (x4)
rare (x1)
unique (x2)
size : object {4-10.system.traits.size}
value : string {4-10.system.traits.size.value} (same value: med)
value : array<string> {4-10.system.traits.value}
Length: min=2 max=4
Value type: string {4-10.system.traits.value.[]} (8 different values)
aberration (x4)
magical (x4)
trap (x2)
evil (x3)
changeling (x2)
humanoid (x2)
shisk (x2)
environmental (x1)
[abilities] : object {4-10.system.abilities}
cha : object {4-10.system.abilities.cha}
mod : integer {4-10.system.abilities.cha.mod} (2 different values)
1 (x1)
0 (x2)
con : object {4-10.system.abilities.con}
mod : integer {4-10.system.abilities.con.mod} (same value: 1)
dex : object {4-10.system.abilities.dex}
mod : integer {4-10.system.abilities.dex.mod} (2 different values)
2 (x1)
4 (x2)
int : object {4-10.system.abilities.int}
mod : integer {4-10.system.abilities.int.mod} (2 different values)
4 (x1)
1 (x2)
str : object {4-10.system.abilities.str}
mod : integer {4-10.system.abilities.str.mod} (2 different values)
0 (x1)
3 (x2)
wis : object {4-10.system.abilities.wis}
mod : integer {4-10.system.abilities.wis.mod} (same value: 1)
[initiative] : object {4-10.system.initiative}
statistic : string {4-10.system.initiative.statistic} (same value: perception)
[perception] : object {4-10.system.perception}
details : string {4-10.system.perception.details} (same value: )
mod : integer {4-10.system.perception.mod} (3 different values)
4 (x1)
8 (x1)
14 (x1)
senses : array<object> {4-10.system.perception.senses}
Length: min=1 max=1
Value type: object {4-10.system.perception.senses.[]}
type : string {4-10.system.perception.senses.[].type} (2 different values)
low-light-vision (x1)
darkvision (x2)
[resources] : object {4-10.system.resources}
[focus] : object {4-10.system.resources.focus}
max : integer {4-10.system.resources.focus.max} (same value: 1)
value : integer {4-10.system.resources.focus.value} (same value: 1)
[skills] : object {4-10.system.skills}
[arcana] : object {4-10.system.skills.arcana}
base : integer {4-10.system.skills.arcana.base} (same value: 7)
occultism : object {4-10.system.skills.occultism}
base : integer {4-10.system.skills.occultism.base} (2 different values)
5 (x1)
4 (x2)
stealth : object {4-10.system.skills.stealth}
base : integer {4-10.system.skills.stealth.base} (2 different values)
5 (x1)
7 (x2)
thievery : object {4-10.system.skills.thievery}
base : integer {4-10.system.skills.thievery.base} (same value: 7)
acrobatics : object {4-10.system.skills.acrobatics}
base : integer {4-10.system.skills.acrobatics.base} (same value: 7)
athletics : object {4-10.system.skills.athletics}
base : integer {4-10.system.skills.athletics.base} (same value: 6)
deception : object {4-10.system.skills.deception}
base : integer {4-10.system.skills.deception.base} (same value: 3)
society : object {4-10.system.skills.society}
base : integer {4-10.system.skills.society.base} (same value: 4)
type : string {4-10.type} (2 different values)
hazard (x4)
npc (x3)
File diff suppressed because it is too large Load Diff
+633
View File
@@ -0,0 +1,633 @@
4-12
Different values: 8
=====================================
object {4-12}
_id : string {4-12._id} (all different values)
folder : string {4-12.folder} (same value: lzfSkpsi504U8oN1)
img : string {4-12.img} (2 different values)
systems/pf2e/icons/default-icons/hazard.svg (x2)
systems/pf2e/icons/default-icons/npc.svg (x6)
items : array<object> {4-12.items}
Length: min=2 max=18
Value type: object {4-12.items.[]}
_id : string {4-12.items.[]._id} (54 different values)
img : string {4-12.items.[].img} (28 different values)
name : string {4-12.items.[].name} (32 different values)
sort : integer {4-12.items.[].sort} (19 different values)
0 (x4)
100000 (x6)
200000 (x6)
300000 (x6)
400000 (x6)
500000 (x6)
600000 (x4)
700000 (x4)
800000 (x4)
900000 (x2)
1000000 (x2)
1100000 (x2)
1200000 (x2)
1300000 (x2)
1400000 (x2)
1500000 (x1)
1600000 (x1)
1700000 (x1)
1800000 (x1)
system : object {4-12.items.[].system}
[actionType] : object {4-12.items.[].system.actionType}
value : string {4-12.items.[].system.actionType.value} (2 different values)
reaction (x4)
passive (x4)
[actions] : object {4-12.items.[].system.actions}
[value] : mixed
[category] : string {4-12.items.[].system.category} (6 different values)
simple (x2)
martial (x6)
light (x3)
ammo (x2)
offensive (x4)
medium (x1)
description : object {4-12.items.[].system.description}
value : string {4-12.items.[].system.description.value} (32 different values)
publication : object {4-12.items.[].system.publication}
license : string {4-12.items.[].system.publication.license} (2 different values)
OGL (x60)
ORC (x2)
remaster : boolean {4-12.items.[].system.publication.remaster} (2 different values)
False (x60)
True (x2)
title : string {4-12.items.[].system.publication.title} (5 different values)
(x28)
Pathfinder Player Core (x2)
Pathfinder Dark Archive (x2)
Pathfinder Core Rulebook (x26)
Pathfinder Advanced Player's Guide (x4)
rules : ###FoundryRulesObject###
[slug] : string {4-12.items.[].system.slug} (26 different values)
[traits] : object {4-12.items.[].system.traits}
value : array<string> {4-12.items.[].system.traits.value}
Length: min=0 max=6
Value type: string {4-12.items.[].system.traits.value.[]} (35 different values)
[rarity] : string {4-12.items.[].system.traits.rarity} (2 different values)
common (x30)
uncommon (x4)
[traditions] : array<string> {4-12.items.[].system.traits.traditions}
Length: min=0 max=4
Value type: string {4-12.items.[].system.traits.traditions.[]} (4 different values)
arcane (x13)
divine (x10)
occult (x16)
primal (x3)
[selected] : object {4-12.items.[].system.traits.selected}
cantrip : string {4-12.items.[].system.traits.selected.cantrip} (same value: Cantrip)
custom : string {4-12.items.[].system.traits.selected.custom} (same value: )
darkness : string {4-12.items.[].system.traits.selected.darkness} (same value: Darkness)
evocation : string {4-12.items.[].system.traits.selected.evocation} (same value: Evocation)
witch : string {4-12.items.[].system.traits.selected.witch} (same value: Witch)
[autoHeightenLevel] : object {4-12.items.[].system.autoHeightenLevel}
[value] : integer {4-12.items.[].system.autoHeightenLevel.value} (same value: 1)
[prepared] : object {4-12.items.[].system.prepared}
[flexible] : boolean {4-12.items.[].system.prepared.flexible} (same value: False)
value : string {4-12.items.[].system.prepared.value} (2 different values)
prepared (x2)
focus (x2)
[proficiency] : object {4-12.items.[].system.proficiency}
value : integer {4-12.items.[].system.proficiency.value} (same value: 1)
[slots] : object {4-12.items.[].system.slots}
[slot0] : object {4-12.items.[].system.slots.slot0}
max : integer {4-12.items.[].system.slots.slot0.max} (2 different values)
5 (x1)
4 (x1)
prepared : array<object> {4-12.items.[].system.slots.slot0.prepared}
Length: min=4 max=5
Value type: object {4-12.items.[].system.slots.slot0.prepared.[]}
id : string {4-12.items.[].system.slots.slot0.prepared.[].id} (9 different values)
Q8L2PLmBst2yumVn (x1)
bJk6cQsvI0yknX6H (x1)
a9dxpDuZAjwevNse (x1)
KtCjrt0nw07f1dHX (x1)
IiRepf6Sw7YIXTuK (x1)
AbT1grMlHlzECjat (x1)
h8uuL9yklVD7JOxN (x1)
Jgr2vRJsWyilzwCu (x1)
x8fxAw770ra3o3Db (x1)
[slot1] : object {4-12.items.[].system.slots.slot1}
max : integer {4-12.items.[].system.slots.slot1.max} (2 different values)
3 (x1)
2 (x1)
prepared : array<object> {4-12.items.[].system.slots.slot1.prepared}
Length: min=2 max=3
Value type: object {4-12.items.[].system.slots.slot1.prepared.[]}
id : string {4-12.items.[].system.slots.slot1.prepared.[].id} (5 different values)
Ts8ik27jZnVoQ8PP (x1)
SHknO5oMbTm3o7f3 (x1)
AwOrNXN9cdybT46k (x1)
2cnY5YRgCCyDofjd (x1)
aJZWbBIJDuaYyGO6 (x1)
[slot2] : object {4-12.items.[].system.slots.slot2}
max : integer {4-12.items.[].system.slots.slot2.max} (same value: 2)
prepared : array<object> {4-12.items.[].system.slots.slot2.prepared}
Length: min=2 max=2
Value type: object {4-12.items.[].system.slots.slot2.prepared.[]}
id : string {4-12.items.[].system.slots.slot2.prepared.[].id} (2 different values)
If5n9aa0qoiydylP (x1)
ddPlfqInywn0SaxG (x1)
[spelldc] : object {4-12.items.[].system.spelldc}
dc : integer {4-12.items.[].system.spelldc.dc} (2 different values)
20 (x1)
17 (x3)
value : integer {4-12.items.[].system.spelldc.value} (2 different values)
9 (x2)
6 (x2)
[tradition] : object {4-12.items.[].system.tradition}
value : string {4-12.items.[].system.tradition.value} (same value: occult)
[area] : object {4-12.items.[].system.area}
type : string {4-12.items.[].system.area.type} (2 different values)
line (x1)
burst (x1)
value : integer {4-12.items.[].system.area.value} (2 different values)
30 (x1)
5 (x1)
[cost] : object {4-12.items.[].system.cost}
value : string {4-12.items.[].system.cost.value} (same value: )
[counteraction] : boolean {4-12.items.[].system.counteraction} (same value: False)
[damage] : object {4-12.items.[].system.damage}
[0] : object {4-12.items.[].system.damage.0}
applyMod : boolean {4-12.items.[].system.damage.0.applyMod} (2 different values)
False (x3)
True (x4)
[category] : string {4-12.items.[].system.damage.0.category} (same value: persistent)
formula : string {4-12.items.[].system.damage.0.formula} (4 different values)
2d6 (x1)
1d4 (x2)
0 (x2)
2d4 (x2)
kinds : array<string> {4-12.items.[].system.damage.0.kinds}
Length: min=1 max=1
Value type: string {4-12.items.[].system.damage.0.kinds.[]} (same value: damage)
materials : array<> {4-12.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {4-12.items.[].system.damage.0.type} (3 different values)
bleed (x1)
void (x3)
mental (x3)
[nqp6byhfcwbvtstj] : object {4-12.items.[].system.damage.nqp6byhfcwbvtstj}
applyMod : boolean {4-12.items.[].system.damage.nqp6byhfcwbvtstj.applyMod} (same value: False)
[category] : mixed
formula : string {4-12.items.[].system.damage.nqp6byhfcwbvtstj.formula} (same value: 3d4)
kinds : array<string> {4-12.items.[].system.damage.nqp6byhfcwbvtstj.kinds}
Length: min=1 max=1
Value type: string {4-12.items.[].system.damage.nqp6byhfcwbvtstj.kinds.[]} (same value: damage)
materials : array<> {4-12.items.[].system.damage.nqp6byhfcwbvtstj.materials}
Length: min=0 max=0
Value type: mixed
type : string {4-12.items.[].system.damage.nqp6byhfcwbvtstj.type} (same value: piercing)
[damageType] : string {4-12.items.[].system.damage.damageType} (3 different values)
piercing (x6)
bludgeoning (x1)
slashing (x1)
[dice] : integer {4-12.items.[].system.damage.dice} (same value: 1)
[die] : string {4-12.items.[].system.damage.die} (3 different values)
d4 (x1)
d6 (x5)
d8 (x2)
[defense] : object {4-12.items.[].system.defense}
save : object {4-12.items.[].system.defense.save}
basic : boolean {4-12.items.[].system.defense.save.basic} (2 different values)
False (x10)
True (x4)
statistic : string {4-12.items.[].system.defense.save.statistic} (2 different values)
will (x11)
fortitude (x3)
[duration] : object {4-12.items.[].system.duration}
sustained : boolean {4-12.items.[].system.duration.sustained} (2 different values)
False (x16)
True (x4)
value : string {4-12.items.[].system.duration.value} (7 different values)
varies (x2)
until the end of your next turn (x1)
(x5)
1 round (x3)
until the start of your next turn (x3)
1 minute (x5)
see below (x1)
[heightening] : object {4-12.items.[].system.heightening}
[damage] : object {4-12.items.[].system.heightening.damage}
[0] : string {4-12.items.[].system.heightening.damage.0} (4 different values)
2d6 (x1)
1d4 (x2)
1d6 (x2)
2d4 (x2)
[nqp6byhfcwbvtstj] : string {4-12.items.[].system.heightening.damage.nqp6byhfcwbvtstj} (same value: 1d4)
[interval] : integer {4-12.items.[].system.heightening.interval} (2 different values)
2 (x3)
1 (x6)
type : string {4-12.items.[].system.heightening.type} (2 different values)
interval (x9)
fixed (x2)
[levels] : object {4-12.items.[].system.heightening.levels}
3 : object {4-12.items.[].system.heightening.levels.3}
[target] : object {4-12.items.[].system.heightening.levels.3.target}
value : string {4-12.items.[].system.heightening.levels.3.target.value} (same value: 5 creatures)
range : object {4-12.items.[].system.heightening.levels.3.range}
value : string {4-12.items.[].system.heightening.levels.3.range.value} (same value: 500 feet)
[level] : object {4-12.items.[].system.level}
value : integer {4-12.items.[].system.level.value} (3 different values)
2 (x2)
1 (x18)
0 (x14)
[location] : object {4-12.items.[].system.location}
value : string {4-12.items.[].system.location.value} (4 different values)
kuUi76ALzmu7zVJk (x10)
Tg9HbNriEZnxvUdA (x2)
cOs52YJoc3SCVU5C (x6)
Kr4D3qq467o0wWiV (x2)
[range] : mixed
object {4-12.items.[].system.range}
value : string {4-12.items.[].system.range.value} (5 different values)
30 feet (x12)
touch (x2)
60 feet (x2)
(x3)
120 feet (x1)
integer {4-12.items.[].system.range} (2 different values)
60 (x1)
100 (x1)
[requirements] : string {4-12.items.[].system.requirements} (2 different values)
You can bleed (x1)
(x19)
[target] : object {4-12.items.[].system.target}
value : string {4-12.items.[].system.target.value} (5 different values)
The triggering creature (x1)
up to 6 creatures (x1)
1 living or undead creature (x2)
1 creature (x12)
(x4)
[time] : object {4-12.items.[].system.time}
value : string {4-12.items.[].system.time.value} (3 different values)
reaction (x1)
2 (x11)
1 (x8)
[baseItem] : string {4-12.items.[].system.baseItem} (all different values)
[bonus] : object {4-12.items.[].system.bonus}
value : integer {4-12.items.[].system.bonus.value} (6 different values)
0 (x8)
12 (x2)
9 (x3)
7 (x2)
10 (x2)
8 (x1)
[bonusDamage] : object {4-12.items.[].system.bonusDamage}
value : integer {4-12.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {4-12.items.[].system.bulk}
value : mixed
float {4-12.items.[].system.bulk.value} (same value: 0,1)
integer {4-12.items.[].system.bulk.value} (2 different values)
1 (x6)
2 (x2)
[containerId] : mixed
[equipped] : object {4-12.items.[].system.equipped}
carryType : string {4-12.items.[].system.equipped.carryType} (same value: worn)
[handsHeld] : integer {4-12.items.[].system.equipped.handsHeld} (same value: 0)
[invested] : mixed
[inSlot] : boolean {4-12.items.[].system.equipped.inSlot} (2 different values)
False (x3)
True (x1)
[group] : string {4-12.items.[].system.group} (6 different values)
knife (x1)
club (x1)
sword (x4)
bow (x2)
leather (x3)
plate (x1)
[hardness] : integer {4-12.items.[].system.hardness} (same value: 0)
[hp] : object {4-12.items.[].system.hp}
max : integer {4-12.items.[].system.hp.max} (same value: 0)
value : integer {4-12.items.[].system.hp.value} (same value: 0)
[material] : object {4-12.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {4-12.items.[].system.price}
value : object {4-12.items.[].system.price.value}
[sp] : integer {4-12.items.[].system.price.value.sp} (3 different values)
2 (x1)
9 (x3)
1 (x2)
[gp] : integer {4-12.items.[].system.price.value.gp} (5 different values)
3 (x1)
2 (x3)
20 (x1)
4 (x1)
8 (x1)
[per] : integer {4-12.items.[].system.price.per} (same value: 10)
[quantity] : integer {4-12.items.[].system.quantity} (3 different values)
3 (x1)
1 (x11)
20 (x2)
[reload] : object {4-12.items.[].system.reload}
value : string {4-12.items.[].system.reload.value} (3 different values)
- (x2)
(x4)
0 (x2)
[runes] : object {4-12.items.[].system.runes}
potency : integer {4-12.items.[].system.runes.potency} (same value: 0)
property : array<> {4-12.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {4-12.items.[].system.runes.striking} (same value: 0)
[resilient] : integer {4-12.items.[].system.runes.resilient} (same value: 0)
[size] : string {4-12.items.[].system.size} (same value: med)
[splashDamage] : object {4-12.items.[].system.splashDamage}
value : integer {4-12.items.[].system.splashDamage.value} (same value: 0)
[usage] : object {4-12.items.[].system.usage}
value : string {4-12.items.[].system.usage.value} (2 different values)
held-in-one-hand (x8)
held-in-one-plus-hands (x2)
[attack] : object {4-12.items.[].system.attack}
value : string {4-12.items.[].system.attack.value} (same value: )
[attackEffects] : object {4-12.items.[].system.attackEffects}
value : array<> {4-12.items.[].system.attackEffects.value}
Length: min=0 max=0
Value type: mixed
[custom] : string {4-12.items.[].system.attackEffects.custom} (same value: )
[damageRolls] : object {4-12.items.[].system.damageRolls}
[VrfsJ1lQGNCHCrPU] : object {4-12.items.[].system.damageRolls.VrfsJ1lQGNCHCrPU}
damage : string {4-12.items.[].system.damageRolls.VrfsJ1lQGNCHCrPU.damage} (same value: 1d4+2)
damageType : string {4-12.items.[].system.damageRolls.VrfsJ1lQGNCHCrPU.damageType} (same value: piercing)
[1PId7e0zgS5mja3h] : object {4-12.items.[].system.damageRolls.1PId7e0zgS5mja3h}
damage : string {4-12.items.[].system.damageRolls.1PId7e0zgS5mja3h.damage} (same value: 1d4+2)
damageType : string {4-12.items.[].system.damageRolls.1PId7e0zgS5mja3h.damageType} (same value: piercing)
[AuIt8oqhgErdA0gi] : object {4-12.items.[].system.damageRolls.AuIt8oqhgErdA0gi}
damage : string {4-12.items.[].system.damageRolls.AuIt8oqhgErdA0gi.damage} (same value: 1d6)
damageType : string {4-12.items.[].system.damageRolls.AuIt8oqhgErdA0gi.damageType} (same value: bludgeoning)
[oEQnL1P9c0nU90xC] : object {4-12.items.[].system.damageRolls.oEQnL1P9c0nU90xC}
damage : string {4-12.items.[].system.damageRolls.oEQnL1P9c0nU90xC.damage} (same value: 1d6)
damageType : string {4-12.items.[].system.damageRolls.oEQnL1P9c0nU90xC.damageType} (same value: bludgeoning)
[C1DcnVsjZgJyEhml] : object {4-12.items.[].system.damageRolls.C1DcnVsjZgJyEhml}
damage : string {4-12.items.[].system.damageRolls.C1DcnVsjZgJyEhml.damage} (2 different values)
1d6 + 1 (x1)
1d6 + 3 (x1)
damageType : string {4-12.items.[].system.damageRolls.C1DcnVsjZgJyEhml.damageType} (same value: piercing)
[h77tHp4vYCA3suBm] : object {4-12.items.[].system.damageRolls.h77tHp4vYCA3suBm}
damage : string {4-12.items.[].system.damageRolls.h77tHp4vYCA3suBm.damage} (same value: 1d6)
damageType : string {4-12.items.[].system.damageRolls.h77tHp4vYCA3suBm.damageType} (same value: piercing)
[p0LsnuLR3jEewkoy] : object {4-12.items.[].system.damageRolls.p0LsnuLR3jEewkoy}
damage : string {4-12.items.[].system.damageRolls.p0LsnuLR3jEewkoy.damage} (same value: 1d6 + 1)
damageType : string {4-12.items.[].system.damageRolls.p0LsnuLR3jEewkoy.damageType} (same value: piercing)
[adqu2p3jrn9LhmqM] : object {4-12.items.[].system.damageRolls.adqu2p3jrn9LhmqM}
damage : string {4-12.items.[].system.damageRolls.adqu2p3jrn9LhmqM.damage} (same value: 1d6)
damageType : string {4-12.items.[].system.damageRolls.adqu2p3jrn9LhmqM.damageType} (same value: piercing)
hSX65xOANXVtb9ck : object {4-12.items.[].system.damageRolls.hSX65xOANXVtb9ck}
damage : string {4-12.items.[].system.damageRolls.hSX65xOANXVtb9ck.damage} (same value: 1d8)
damageType : string {4-12.items.[].system.damageRolls.hSX65xOANXVtb9ck.damageType} (same value: slashing)
[weaponType] : object {4-12.items.[].system.weaponType}
value : string {4-12.items.[].system.weaponType.value} (2 different values)
melee (x6)
ranged (x4)
[mod] : object {4-12.items.[].system.mod}
value : integer {4-12.items.[].system.mod.value} (5 different values)
9 (x1)
4 (x1)
3 (x1)
5 (x2)
6 (x1)
[proficient] : object {4-12.items.[].system.proficient}
value : integer {4-12.items.[].system.proficient.value} (same value: 0)
[showSlotlessLevels] : object {4-12.items.[].system.showSlotlessLevels}
value : boolean {4-12.items.[].system.showSlotlessLevels.value} (same value: False)
[acBonus] : integer {4-12.items.[].system.acBonus} (2 different values)
1 (x3)
4 (x1)
[checkPenalty] : integer {4-12.items.[].system.checkPenalty} (2 different values)
-1 (x3)
-2 (x1)
[dexCap] : integer {4-12.items.[].system.dexCap} (2 different values)
4 (x3)
1 (x1)
[speedPenalty] : integer {4-12.items.[].system.speedPenalty} (2 different values)
0 (x3)
-5 (x1)
[strength] : integer {4-12.items.[].system.strength} (2 different values)
0 (x3)
3 (x1)
[stackGroup] : string {4-12.items.[].system.stackGroup} (same value: arrows)
[uses] : object {4-12.items.[].system.uses}
autoDestroy : boolean {4-12.items.[].system.uses.autoDestroy} (same value: True)
max : integer {4-12.items.[].system.uses.max} (same value: 1)
value : integer {4-12.items.[].system.uses.value} (same value: 1)
type : string {4-12.items.[].type} (all different values)
[_stats] : object {4-12.items.[]._stats}
compendiumSource : string {4-12.items.[]._stats.compendiumSource} (24 different values)
[flags] : object {4-12.items.[].flags}
pf2e : object {4-12.items.[].flags.pf2e}
linkedWeapon : string {4-12.items.[].flags.pf2e.linkedWeapon} (7 different values)
gdrcyV5Q8idT7xXw (x2)
fEWcvWhytGdMivVB (x2)
mjSrDZVbbq93i88X (x2)
FOYDlhgDn9w1BW98 (x1)
PJOzb1zNNBm1MSHv (x1)
YdwOgXIXuRF7hB7r (x1)
cv3RzUPasFkGFbdU (x1)
name : string {4-12.name} (all different values)
[prototypeToken] : object {4-12.prototypeToken}
name : string {4-12.prototypeToken.name} (same value: Butterfly's Breath Trap)
system : object {4-12.system}
attributes : object {4-12.system.attributes}
ac : object {4-12.system.attributes.ac}
value : integer {4-12.system.attributes.ac.value} (4 different values)
0 (x2)
18 (x1)
15 (x4)
17 (x1)
details : string {4-12.system.attributes.ac.details} (same value: )
[emitsSound] : string {4-12.system.attributes.emitsSound} (same value: encounter)
[hardness] : integer {4-12.system.attributes.hardness} (same value: 0)
hp : object {4-12.system.attributes.hp}
details : string {4-12.system.attributes.hp.details} (same value: )
max : integer {4-12.system.attributes.hp.max} (6 different values)
0 (x2)
31 (x1)
15 (x2)
23 (x1)
7 (x1)
25 (x1)
temp : integer {4-12.system.attributes.hp.temp} (same value: 0)
value : integer {4-12.system.attributes.hp.value} (6 different values)
0 (x2)
10 (x1)
15 (x2)
23 (x1)
7 (x1)
25 (x1)
[stealth] : object {4-12.system.attributes.stealth}
details : string {4-12.system.attributes.stealth.details} (same value: <p>(trained)</p>)
value : integer {4-12.system.attributes.stealth.value} (2 different values)
10 (x1)
13 (x1)
allSaves : object {4-12.system.attributes.allSaves}
value : string {4-12.system.attributes.allSaves.value} (same value: )
speed : object {4-12.system.attributes.speed}
otherSpeeds : array<> {4-12.system.attributes.speed.otherSpeeds}
Length: min=0 max=0
Value type: mixed
value : integer {4-12.system.attributes.speed.value} (2 different values)
25 (x3)
30 (x3)
[creatureType] : string {4-12.system.creatureType} (same value: )
details : object {4-12.system.details}
[description] : string {4-12.system.details.description} (same value: <p>A sickly-sweet perfume wafts through the air outside the council building, assaulting the senses of all that inhale it.</p>)
[disable] : string {4-12.system.details.disable} (2 different values)
<p>@Check[survival|dc:17] to hold your breath through the perfume, @Check[occultism|dc:16] (trained) to draw a warding rune in the air to disperse the poison, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (1st level; counteract DC 15) to counteract the poison</p> (x1)
<p>@Check[survival|dc:20] to hold your breath through the perfume, @Check[occultism|dc:19] (trained) to draw a warding rune in the air to disperse the poison, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (2nd level; counteract DC 17) to counteract the poison</p> (x1)
[isComplex] : boolean {4-12.system.details.isComplex} (same value: False)
level : object {4-12.system.details.level}
value : integer {4-12.system.details.level.value} (5 different values)
1 (x3)
3 (x2)
0 (x1)
2 (x1)
-1 (x1)
publication : object {4-12.system.details.publication}
license : string {4-12.system.details.publication.license} (same value: OGL)
remaster : boolean {4-12.system.details.publication.remaster} (same value: False)
title : string {4-12.system.details.publication.title} (same value: Pathfinder Society Scenario #4-12: Negotiations for the Star Gun)
[reset] : string {4-12.system.details.reset} (same value: )
[routine] : string {4-12.system.details.routine} (same value: )
blurb : string {4-12.system.details.blurb} (same value: )
languages : object {4-12.system.details.languages}
details : string {4-12.system.details.languages.details} (same value: )
value : array<string> {4-12.system.details.languages.value}
Length: min=2 max=2
Value type: string {4-12.system.details.languages.value.[]} (2 different values)
common (x6)
mahwek (x6)
privateNotes : string {4-12.system.details.privateNotes} (same value: )
publicNotes : string {4-12.system.details.publicNotes} (same value: )
saves : object {4-12.system.saves}
fortitude : object {4-12.system.saves.fortitude}
saveDetail : string {4-12.system.saves.fortitude.saveDetail} (same value: )
value : integer {4-12.system.saves.fortitude.value} (6 different values)
0 (x2)
6 (x1)
7 (x1)
3 (x2)
4 (x1)
9 (x1)
reflex : object {4-12.system.saves.reflex}
saveDetail : string {4-12.system.saves.reflex.saveDetail} (same value: )
value : integer {4-12.system.saves.reflex.value} (4 different values)
0 (x2)
9 (x3)
4 (x2)
8 (x1)
will : object {4-12.system.saves.will}
saveDetail : string {4-12.system.saves.will.saveDetail} (same value: )
value : integer {4-12.system.saves.will.value} (5 different values)
0 (x3)
12 (x1)
5 (x2)
4 (x1)
7 (x1)
[statusEffects] : array<> {4-12.system.statusEffects}
Length: min=0 max=0
Value type: mixed
traits : object {4-12.system.traits}
rarity : string {4-12.system.traits.rarity} (2 different values)
unique (x2)
common (x6)
size : object {4-12.system.traits.size}
value : string {4-12.system.traits.size.value} (same value: med)
value : array<string> {4-12.system.traits.value}
Length: min=2 max=3
Value type: string {4-12.system.traits.value.[]} (5 different values)
magical (x2)
trap (x2)
evil (x6)
human (x6)
humanoid (x6)
abilities : object {4-12.system.abilities}
cha : object {4-12.system.abilities.cha}
mod : integer {4-12.system.abilities.cha.mod} (5 different values)
4 (x1)
2 (x1)
0 (x1)
1 (x2)
3 (x1)
con : object {4-12.system.abilities.con}
mod : integer {4-12.system.abilities.con.mod} (3 different values)
1 (x4)
3 (x1)
2 (x1)
dex : object {4-12.system.abilities.dex}
mod : integer {4-12.system.abilities.dex.mod} (4 different values)
3 (x3)
1 (x1)
4 (x1)
0 (x1)
int : object {4-12.system.abilities.int}
mod : integer {4-12.system.abilities.int.mod} (4 different values)
4 (x1)
3 (x1)
1 (x3)
2 (x1)
str : object {4-12.system.abilities.str}
mod : integer {4-12.system.abilities.str.mod} (4 different values)
1 (x2)
0 (x2)
3 (x1)
4 (x1)
wis : object {4-12.system.abilities.wis}
mod : integer {4-12.system.abilities.wis.mod} (4 different values)
3 (x1)
2 (x2)
1 (x1)
0 (x2)
initiative : object {4-12.system.initiative}
statistic : string {4-12.system.initiative.statistic} (same value: perception)
perception : object {4-12.system.perception}
details : string {4-12.system.perception.details} (same value: )
mod : integer {4-12.system.perception.mod} (5 different values)
9 (x1)
7 (x2)
11 (x1)
6 (x1)
5 (x1)
senses : array<> {4-12.system.perception.senses}
Length: min=0 max=0
Value type: mixed
resources : object {4-12.system.resources}
[focus] : object {4-12.system.resources.focus}
max : integer {4-12.system.resources.focus.max} (same value: 1)
value : integer {4-12.system.resources.focus.value} (same value: 1)
skills : object {4-12.system.skills}
[deception] : object {4-12.system.skills.deception}
base : integer {4-12.system.skills.deception.base} (3 different values)
9 (x1)
6 (x1)
4 (x1)
[intimidation] : object {4-12.system.skills.intimidation}
base : integer {4-12.system.skills.intimidation.base} (3 different values)
9 (x1)
6 (x2)
4 (x1)
[occultism] : object {4-12.system.skills.occultism}
base : integer {4-12.system.skills.occultism.base} (4 different values)
9 (x1)
7 (x2)
3 (x1)
5 (x1)
[acrobatics] : object {4-12.system.skills.acrobatics}
base : integer {4-12.system.skills.acrobatics.base} (2 different values)
5 (x1)
7 (x1)
[thievery] : object {4-12.system.skills.thievery}
base : integer {4-12.system.skills.thievery.base} (3 different values)
5 (x1)
8 (x1)
3 (x1)
athletics : object {4-12.system.skills.athletics}
base : integer {4-12.system.skills.athletics.base} (same value: 7)
type : string {4-12.type} (2 different values)
hazard (x2)
npc (x6)
+767
View File
@@ -0,0 +1,767 @@
4-13
Different values: 15
=====================================
object {4-13}
_id : string {4-13._id} (all different values)
folder : string {4-13.folder} (same value: JMNNl2kKZHBy9D2j)
img : string {4-13.img} (2 different values)
systems/pf2e/icons/default-icons/npc.svg (x11)
systems/pf2e/icons/default-icons/hazard.svg (x4)
items : array<object> {4-13.items}
Length: min=1 max=21
Value type: object {4-13.items.[]}
_id : string {4-13.items.[]._id} (57 different values)
img : string {4-13.items.[].img} (29 different values)
name : string {4-13.items.[].name} (46 different values)
sort : integer {4-13.items.[].sort} (22 different values)
system : object {4-13.items.[].system}
[attack] : object {4-13.items.[].system.attack}
value : string {4-13.items.[].system.attack.value} (same value: )
[attackEffects] : object {4-13.items.[].system.attackEffects}
[custom] : string {4-13.items.[].system.attackEffects.custom} (same value: )
value : array<string> {4-13.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {4-13.items.[].system.attackEffects.value.[]} (3 different values)
burrowing-viper-rat-venom (x1)
nasty-ink (x2)
viper-venom (x2)
[bonus] : object {4-13.items.[].system.bonus}
value : integer {4-13.items.[].system.bonus.value} (8 different values)
7 (x3)
9 (x2)
5 (x4)
11 (x3)
13 (x2)
14 (x1)
0 (x6)
6 (x4)
[damageRolls] : object {4-13.items.[].system.damageRolls}
[qneWFiWbfqmsooJ4] : object {4-13.items.[].system.damageRolls.qneWFiWbfqmsooJ4}
damage : string {4-13.items.[].system.damageRolls.qneWFiWbfqmsooJ4.damage} (same value: 1d6)
damageType : string {4-13.items.[].system.damageRolls.qneWFiWbfqmsooJ4.damageType} (same value: piercing)
[zpnnrzt4bc96dsn56ikw] : object {4-13.items.[].system.damageRolls.zpnnrzt4bc96dsn56ikw}
damage : string {4-13.items.[].system.damageRolls.zpnnrzt4bc96dsn56ikw.damage} (3 different values)
1d10 + 1 (x1)
1d10+3 (x1)
1d10 + 5 (x1)
damageType : string {4-13.items.[].system.damageRolls.zpnnrzt4bc96dsn56ikw.damageType} (same value: piercing)
[qhrnsdkxmwkkkz9ehpzt] : object {4-13.items.[].system.damageRolls.qhrnsdkxmwkkkz9ehpzt}
damage : string {4-13.items.[].system.damageRolls.qhrnsdkxmwkkkz9ehpzt.damage} (3 different values)
1d8 + 1 (x1)
1d8+3 (x1)
1d8 + 5 (x1)
damageType : string {4-13.items.[].system.damageRolls.qhrnsdkxmwkkkz9ehpzt.damageType} (same value: bludgeoning)
[tzqs9unih6mcaxwzqs0c] : object {4-13.items.[].system.damageRolls.tzqs9unih6mcaxwzqs0c}
damage : string {4-13.items.[].system.damageRolls.tzqs9unih6mcaxwzqs0c.damage} (same value: 1d4)
damageType : string {4-13.items.[].system.damageRolls.tzqs9unih6mcaxwzqs0c.damageType} (same value: piercing)
[L8NUGdjsTulZ9ON6] : object {4-13.items.[].system.damageRolls.L8NUGdjsTulZ9ON6}
damage : string {4-13.items.[].system.damageRolls.L8NUGdjsTulZ9ON6.damage} (same value: 1)
damageType : string {4-13.items.[].system.damageRolls.L8NUGdjsTulZ9ON6.damageType} (same value: piercing)
[EV6l43r1XDrHIZZf] : object {4-13.items.[].system.damageRolls.EV6l43r1XDrHIZZf}
damage : string {4-13.items.[].system.damageRolls.EV6l43r1XDrHIZZf.damage} (same value: 3)
damageType : string {4-13.items.[].system.damageRolls.EV6l43r1XDrHIZZf.damageType} (same value: piercing)
[aCW36FtZpQK0zkfn] : object {4-13.items.[].system.damageRolls.aCW36FtZpQK0zkfn}
damage : string {4-13.items.[].system.damageRolls.aCW36FtZpQK0zkfn.damage} (2 different values)
1d6 (x1)
1d4 (x1)
damageType : string {4-13.items.[].system.damageRolls.aCW36FtZpQK0zkfn.damageType} (same value: bludgeoning)
[eaxBAxAaBf9vXIwp] : object {4-13.items.[].system.damageRolls.eaxBAxAaBf9vXIwp}
damage : string {4-13.items.[].system.damageRolls.eaxBAxAaBf9vXIwp.damage} (same value: 1d4)
damageType : string {4-13.items.[].system.damageRolls.eaxBAxAaBf9vXIwp.damageType} (same value: bludgeoning)
[uCfa5A8k0paFon7B] : object {4-13.items.[].system.damageRolls.uCfa5A8k0paFon7B}
damage : string {4-13.items.[].system.damageRolls.uCfa5A8k0paFon7B.damage} (same value: 1d6)
damageType : string {4-13.items.[].system.damageRolls.uCfa5A8k0paFon7B.damageType} (same value: bludgeoning)
[rXmjAyET8EnXkecR] : object {4-13.items.[].system.damageRolls.rXmjAyET8EnXkecR}
damage : string {4-13.items.[].system.damageRolls.rXmjAyET8EnXkecR.damage} (same value: 1d6 + 1)
damageType : string {4-13.items.[].system.damageRolls.rXmjAyET8EnXkecR.damageType} (same value: bludgeoning)
wAOfwNW2DItn6puS : object {4-13.items.[].system.damageRolls.wAOfwNW2DItn6puS}
damage : string {4-13.items.[].system.damageRolls.wAOfwNW2DItn6puS.damage} (same value: 1d8)
damageType : string {4-13.items.[].system.damageRolls.wAOfwNW2DItn6puS.damageType} (same value: piercing)
description : object {4-13.items.[].system.description}
value : string {4-13.items.[].system.description.value} (47 different values)
publication : object {4-13.items.[].system.publication}
license : string {4-13.items.[].system.publication.license} (2 different values)
OGL (x99)
ORC (x1)
remaster : boolean {4-13.items.[].system.publication.remaster} (2 different values)
False (x99)
True (x1)
title : string {4-13.items.[].system.publication.title} (5 different values)
(x65)
Pathfinder Lost Omens The Grand Bazaar (x2)
Pathfinder Core Rulebook (x29)
Pathfinder Advanced Player's Guide (x3)
Pathfinder Player Core (x1)
rules : ###FoundryRulesObject###
[slug] : string {4-13.items.[].system.slug} (25 different values)
[traits] : object {4-13.items.[].system.traits}
value : array<string> {4-13.items.[].system.traits.value}
Length: min=0 max=5
Value type: string {4-13.items.[].system.traits.value.[]} (30 different values)
[rarity] : string {4-13.items.[].system.traits.rarity} (same value: common)
[traditions] : array<string> {4-13.items.[].system.traits.traditions}
Length: min=1 max=4
Value type: string {4-13.items.[].system.traits.traditions.[]} (4 different values)
primal (x9)
arcane (x18)
divine (x11)
occult (x20)
[weaponType] : object {4-13.items.[].system.weaponType}
value : string {4-13.items.[].system.weaponType.value} (2 different values)
melee (x16)
ranged (x3)
[actionType] : object {4-13.items.[].system.actionType}
value : string {4-13.items.[].system.actionType.value} (3 different values)
passive (x15)
reaction (x7)
action (x14)
[actions] : object {4-13.items.[].system.actions}
[value] : integer {4-13.items.[].system.actions.value} (2 different values)
2 (x8)
1 (x6)
[category] : string {4-13.items.[].system.category} (8 different values)
offensive (x19)
interaction (x9)
simple (x6)
ammo (x3)
defensive (x2)
unarmored (x1)
light (x1)
elixir (x1)
[frequency] : object {4-13.items.[].system.frequency}
max : integer {4-13.items.[].system.frequency.max} (2 different values)
3 (x3)
1 (x2)
per : string {4-13.items.[].system.frequency.per} (same value: day)
value : integer {4-13.items.[].system.frequency.value} (2 different values)
3 (x3)
1 (x2)
[autoHeightenLevel] : object {4-13.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {4-13.items.[].system.prepared}
value : string {4-13.items.[].system.prepared.value} (2 different values)
innate (x2)
prepared (x2)
[flexible] : boolean {4-13.items.[].system.prepared.flexible} (same value: False)
[proficiency] : object {4-13.items.[].system.proficiency}
value : integer {4-13.items.[].system.proficiency.value} (2 different values)
0 (x2)
1 (x2)
[slots] : object {4-13.items.[].system.slots}
slot1 : object {4-13.items.[].system.slots.slot1}
max : integer {4-13.items.[].system.slots.slot1.max} (2 different values)
1 (x2)
3 (x2)
[value] : integer {4-13.items.[].system.slots.slot1.value} (same value: 1)
[prepared] : array<object> {4-13.items.[].system.slots.slot1.prepared}
Length: min=3 max=3
Value type: object {4-13.items.[].system.slots.slot1.prepared.[]}
id : string {4-13.items.[].system.slots.slot1.prepared.[].id} (3 different values)
VjRmZRlkXdmVBGh1 (x2)
WMaPfhb1PsQKzLCO (x2)
zrVMViiq4RGwbRgv (x2)
[slot0] : object {4-13.items.[].system.slots.slot0}
max : integer {4-13.items.[].system.slots.slot0.max} (same value: 5)
prepared : array<object> {4-13.items.[].system.slots.slot0.prepared}
Length: min=5 max=5
Value type: object {4-13.items.[].system.slots.slot0.prepared.[]}
id : string {4-13.items.[].system.slots.slot0.prepared.[].id} (5 different values)
wmw275PaoQn7rmsP (x2)
8XzJzzSWaA6uw4sI (x2)
74P81uGZ3wcrf71V (x2)
dagJ8gBNvC94yWn7 (x2)
gQzQgVDXwrrZPhJt (x2)
[slot2] : object {4-13.items.[].system.slots.slot2}
max : integer {4-13.items.[].system.slots.slot2.max} (same value: 2)
prepared : array<object> {4-13.items.[].system.slots.slot2.prepared}
Length: min=2 max=2
Value type: object {4-13.items.[].system.slots.slot2.prepared.[]}
id : string {4-13.items.[].system.slots.slot2.prepared.[].id} (2 different values)
P6In1qxAJh28q2VV (x1)
3HROYXaaJWzfbdll (x1)
[spelldc] : object {4-13.items.[].system.spelldc}
dc : integer {4-13.items.[].system.spelldc.dc} (4 different values)
16 (x1)
17 (x1)
20 (x1)
15 (x1)
[mod] : integer {4-13.items.[].system.spelldc.mod} (same value: 0)
value : integer {4-13.items.[].system.spelldc.value} (4 different values)
8 (x1)
9 (x1)
12 (x1)
7 (x1)
[tradition] : object {4-13.items.[].system.tradition}
value : string {4-13.items.[].system.tradition.value} (2 different values)
primal (x2)
occult (x2)
[area] : object {4-13.items.[].system.area}
type : string {4-13.items.[].system.area.type} (2 different values)
line (x2)
cone (x1)
value : integer {4-13.items.[].system.area.value} (same value: 30)
[cost] : object {4-13.items.[].system.cost}
value : string {4-13.items.[].system.cost.value} (same value: )
[counteraction] : boolean {4-13.items.[].system.counteraction} (same value: False)
[damage] : object {4-13.items.[].system.damage}
[0] : object {4-13.items.[].system.damage.0}
[applyMod] : boolean {4-13.items.[].system.damage.0.applyMod} (2 different values)
True (x4)
False (x5)
[category] : string {4-13.items.[].system.damage.0.category} (same value: persistent)
formula : string {4-13.items.[].system.damage.0.formula} (5 different values)
1d4 (x2)
0 (x2)
2d4 (x4)
2d6 (x1)
2d8 (x1)
kinds : array<string> {4-13.items.[].system.damage.0.kinds}
Length: min=1 max=1
Value type: string {4-13.items.[].system.damage.0.kinds.[]} (same value: damage)
materials : array<> {4-13.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {4-13.items.[].system.damage.0.type} (4 different values)
void (x4)
mental (x4)
bleed (x1)
piercing (x1)
[damageType] : string {4-13.items.[].system.damage.damageType} (2 different values)
bludgeoning (x5)
piercing (x1)
[dice] : integer {4-13.items.[].system.damage.dice} (same value: 1)
[die] : string {4-13.items.[].system.damage.die} (3 different values)
d6 (x2)
d4 (x3)
d8 (x1)
[defense] : object {4-13.items.[].system.defense}
save : object {4-13.items.[].system.defense.save}
basic : boolean {4-13.items.[].system.defense.save.basic} (2 different values)
False (x9)
True (x5)
statistic : string {4-13.items.[].system.defense.save.statistic} (3 different values)
reflex (x3)
fortitude (x4)
will (x7)
[duration] : object {4-13.items.[].system.duration}
sustained : boolean {4-13.items.[].system.duration.sustained} (2 different values)
False (x24)
True (x4)
value : mixed
string {4-13.items.[].system.duration.value} (7 different values)
10 minutes (x2)
1 minute (x4)
(x9)
1 round (x2)
2 rounds (x2)
until the start of your next turn (x4)
varies (x1)
integer {4-13.items.[].system.duration.value} (same value: -1)
[expiry] : string {4-13.items.[].system.duration.expiry} (same value: turn-start)
[unit] : string {4-13.items.[].system.duration.unit} (same value: unlimited)
[level] : object {4-13.items.[].system.level}
value : integer {4-13.items.[].system.level.value} (4 different values)
2 (x4)
1 (x25)
0 (x11)
3 (x1)
[location] : object {4-13.items.[].system.location}
[heightenedLevel] : integer {4-13.items.[].system.location.heightenedLevel} (2 different values)
2 (x2)
1 (x2)
value : string {4-13.items.[].system.location.value} (2 different values)
z7z4vnXmpaynpilE (x6)
B3xnQvwoVL1otwtZ (x18)
[range] : mixed
object {4-13.items.[].system.range}
value : string {4-13.items.[].system.range.value} (6 different values)
(x7)
30 feet (x9)
10 feet (x2)
touch (x2)
60 feet (x2)
100 feet (x2)
integer {4-13.items.[].system.range} (2 different values)
50 (x2)
120 (x1)
[requirements] : string {4-13.items.[].system.requirements} (2 different values)
(x23)
You can bleed (x1)
[target] : object {4-13.items.[].system.target}
value : string {4-13.items.[].system.target.value} (7 different values)
(x7)
1 object of Bulk 1 or less (x2)
1 object (cook, lift, or tidy only) (x2)
1 living or undead creature (x2)
1 creature (x8)
1 unattended object of light Bulk or less (x2)
The triggering creature (x1)
[time] : object {4-13.items.[].system.time}
value : string {4-13.items.[].system.time.value} (3 different values)
2 (x19)
1 (x4)
reaction (x1)
[start] : object {4-13.items.[].system.start}
[initiative] : mixed
value : integer {4-13.items.[].system.start.value} (same value: 0)
[tokenIcon] : object {4-13.items.[].system.tokenIcon}
show : boolean {4-13.items.[].system.tokenIcon.show} (same value: False)
[heightening] : object {4-13.items.[].system.heightening}
[damage] : object {4-13.items.[].system.heightening.damage}
0 : string {4-13.items.[].system.heightening.damage.0} (5 different values)
1d4 (x2)
1d6 (x2)
2d4 (x4)
2d6 (x1)
1d8 (x1)
[interval] : integer {4-13.items.[].system.heightening.interval} (2 different values)
1 (x7)
2 (x3)
type : string {4-13.items.[].system.heightening.type} (2 different values)
interval (x10)
fixed (x2)
[levels] : object {4-13.items.[].system.heightening.levels}
3 : object {4-13.items.[].system.heightening.levels.3}
target : object {4-13.items.[].system.heightening.levels.3.target}
value : string {4-13.items.[].system.heightening.levels.3.target.value} (same value: 1 unattended object with a Bulk of 1 or less)
5 : object {4-13.items.[].system.heightening.levels.5}
range : object {4-13.items.[].system.heightening.levels.5.range}
value : string {4-13.items.[].system.heightening.levels.5.range.value} (same value: 60 feet)
7 : object {4-13.items.[].system.heightening.levels.7}
target : object {4-13.items.[].system.heightening.levels.7.target}
value : string {4-13.items.[].system.heightening.levels.7.target.value} (same value: 1 unattended object with a Bulk of 2 or less)
[baseItem] : string {4-13.items.[].system.baseItem} (5 different values)
sling (x2)
staff (x3)
explorers-clothing (x1)
crossbow (x1)
leather-armor (x1)
[bonusDamage] : object {4-13.items.[].system.bonusDamage}
value : integer {4-13.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {4-13.items.[].system.bulk}
value : mixed
float {4-13.items.[].system.bulk.value} (same value: 0,1)
integer {4-13.items.[].system.bulk.value} (same value: 1)
[containerId] : mixed
[equipped] : object {4-13.items.[].system.equipped}
carryType : string {4-13.items.[].system.equipped.carryType} (same value: worn)
[handsHeld] : integer {4-13.items.[].system.equipped.handsHeld} (same value: 0)
[invested] : mixed
[inSlot] : boolean {4-13.items.[].system.equipped.inSlot} (same value: False)
[group] : string {4-13.items.[].system.group} (5 different values)
sling (x2)
club (x3)
cloth (x1)
crossbow (x1)
leather (x1)
[hardness] : integer {4-13.items.[].system.hardness} (same value: 0)
[hp] : object {4-13.items.[].system.hp}
max : integer {4-13.items.[].system.hp.max} (same value: 0)
value : integer {4-13.items.[].system.hp.value} (same value: 0)
[material] : object {4-13.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {4-13.items.[].system.price}
value : object {4-13.items.[].system.price.value}
[cp] : integer {4-13.items.[].system.price.value.cp} (same value: 1)
[sp] : integer {4-13.items.[].system.price.value.sp} (same value: 1)
[gp] : integer {4-13.items.[].system.price.value.gp} (3 different values)
3 (x2)
2 (x1)
50 (x1)
[per] : integer {4-13.items.[].system.price.per} (same value: 10)
[quantity] : integer {4-13.items.[].system.quantity} (3 different values)
1 (x9)
10 (x3)
3 (x1)
[reload] : object {4-13.items.[].system.reload}
value : string {4-13.items.[].system.reload.value} (2 different values)
1 (x3)
(x3)
[runes] : object {4-13.items.[].system.runes}
potency : integer {4-13.items.[].system.runes.potency} (same value: 0)
property : array<> {4-13.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {4-13.items.[].system.runes.striking} (same value: 0)
[resilient] : integer {4-13.items.[].system.runes.resilient} (same value: 0)
[size] : string {4-13.items.[].system.size} (same value: med)
[splashDamage] : object {4-13.items.[].system.splashDamage}
value : integer {4-13.items.[].system.splashDamage.value} (same value: 0)
[usage] : object {4-13.items.[].system.usage}
value : string {4-13.items.[].system.usage.value} (2 different values)
held-in-one-hand (x9)
held-in-two-hands (x2)
[stackGroup] : string {4-13.items.[].system.stackGroup} (2 different values)
slingBullets (x2)
bolts (x1)
[uses] : object {4-13.items.[].system.uses}
autoDestroy : boolean {4-13.items.[].system.uses.autoDestroy} (same value: True)
max : integer {4-13.items.[].system.uses.max} (same value: 1)
value : integer {4-13.items.[].system.uses.value} (same value: 1)
[acBonus] : integer {4-13.items.[].system.acBonus} (2 different values)
0 (x1)
1 (x1)
[checkPenalty] : integer {4-13.items.[].system.checkPenalty} (2 different values)
0 (x1)
-1 (x1)
[dexCap] : integer {4-13.items.[].system.dexCap} (2 different values)
5 (x1)
4 (x1)
[speedPenalty] : integer {4-13.items.[].system.speedPenalty} (same value: 0)
[strength] : integer {4-13.items.[].system.strength} (same value: 0)
type : string {4-13.items.[].type} (9 different values)
melee (x19)
action (x36)
spellcastingEntry (x4)
spell (x24)
effect (x4)
weapon (x6)
consumable (x4)
armor (x2)
equipment (x1)
[_stats] : object {4-13.items.[]._stats}
compendiumSource : string {4-13.items.[]._stats.compendiumSource} (24 different values)
[flags] : object {4-13.items.[].flags}
pf2e : object {4-13.items.[].flags.pf2e}
linkedWeapon : string {4-13.items.[].flags.pf2e.linkedWeapon} (4 different values)
txDEosEq5lvLCKkV (x2)
YS9jdhsZfLQwNvGP (x2)
IwkoWGzRIUf0eAI0 (x1)
TDsSP98wuojX0hoz (x1)
name : string {4-13.name} (all different values)
system : object {4-13.system}
[abilities] : object {4-13.system.abilities}
cha : object {4-13.system.abilities.cha}
mod : integer {4-13.system.abilities.cha.mod} (4 different values)
-2 (x1)
2 (x5)
0 (x2)
1 (x3)
con : object {4-13.system.abilities.con}
mod : integer {4-13.system.abilities.con.mod} (3 different values)
2 (x5)
1 (x4)
4 (x2)
dex : object {4-13.system.abilities.dex}
mod : integer {4-13.system.abilities.dex.mod} (4 different values)
3 (x2)
4 (x3)
2 (x4)
0 (x2)
int : object {4-13.system.abilities.int}
mod : integer {4-13.system.abilities.int.mod} (6 different values)
-4 (x1)
-1 (x3)
1 (x2)
-2 (x2)
4 (x2)
2 (x1)
str : object {4-13.system.abilities.str}
mod : integer {4-13.system.abilities.str.mod} (3 different values)
0 (x5)
1 (x4)
3 (x2)
wis : object {4-13.system.abilities.wis}
mod : integer {4-13.system.abilities.wis.mod} (4 different values)
2 (x4)
0 (x5)
1 (x1)
4 (x1)
attributes : object {4-13.system.attributes}
ac : object {4-13.system.attributes.ac}
[details] : string {4-13.system.attributes.ac.details} (same value: )
value : integer {4-13.system.attributes.ac.value} (7 different values)
15 (x2)
14 (x2)
17 (x1)
19 (x1)
16 (x6)
18 (x2)
21 (x1)
[allSaves] : object {4-13.system.attributes.allSaves}
value : string {4-13.system.attributes.allSaves.value} (2 different values)
(x9)
+2 circumstance to all saves vs. dream and sleep (x2)
hp : object {4-13.system.attributes.hp}
details : string {4-13.system.attributes.hp.details} (same value: )
max : integer {4-13.system.attributes.hp.max} (12 different values)
8 (x3)
18 (x1)
28 (x1)
43 (x1)
5 (x1)
15 (x2)
16 (x1)
32 (x1)
24 (x1)
40 (x1)
34 (x1)
50 (x1)
temp : integer {4-13.system.attributes.hp.temp} (same value: 0)
value : integer {4-13.system.attributes.hp.value} (12 different values)
8 (x3)
18 (x1)
28 (x1)
43 (x1)
5 (x1)
15 (x2)
16 (x1)
32 (x1)
24 (x1)
40 (x1)
34 (x1)
50 (x1)
[speed] : object {4-13.system.attributes.speed}
otherSpeeds : array<object> {4-13.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {4-13.system.attributes.speed.otherSpeeds.[]}
type : string {4-13.system.attributes.speed.otherSpeeds.[].type} (3 different values)
swim (x1)
fly (x3)
burrow (x2)
value : integer {4-13.system.attributes.speed.otherSpeeds.[].value} (3 different values)
15 (x1)
60 (x3)
20 (x2)
value : integer {4-13.system.attributes.speed.value} (3 different values)
30 (x2)
15 (x3)
25 (x6)
[immunities] : array<object> {4-13.system.attributes.immunities}
Length: min=0 max=2
Value type: object {4-13.system.attributes.immunities.[]}
type : string {4-13.system.attributes.immunities.[].type} (4 different values)
paralyzed (x3)
sleep (x3)
critical-hits (x4)
precision (x4)
exceptions : array<> {4-13.system.attributes.immunities.[].exceptions}
Length: min=0 max=0
Value type: mixed
[weaknesses] : array<object> {4-13.system.attributes.weaknesses}
Length: min=1 max=1
Value type: object {4-13.system.attributes.weaknesses.[]}
type : string {4-13.system.attributes.weaknesses.[].type} (2 different values)
fire (x5)
cold-iron (x2)
value : integer {4-13.system.attributes.weaknesses.[].value} (3 different values)
5 (x3)
2 (x2)
10 (x2)
[exceptions] : array<> {4-13.system.attributes.weaknesses.[].exceptions}
Length: min=0 max=0
Value type: mixed
[adjustment] : mixed
[resistances] : array<> {4-13.system.attributes.resistances}
Length: min=0 max=0
Value type: mixed
[emitsSound] : string {4-13.system.attributes.emitsSound} (same value: encounter)
[hardness] : integer {4-13.system.attributes.hardness} (same value: 0)
[stealth] : object {4-13.system.attributes.stealth}
details : string {4-13.system.attributes.stealth.details} (2 different values)
<p>(trained)</p> (x3)
<p>(expert)</p> (x1)
value : integer {4-13.system.attributes.stealth.value} (4 different values)
6 (x1)
8 (x1)
11 (x1)
7 (x1)
details : object {4-13.system.details}
[blurb] : string {4-13.system.details.blurb} (4 different values)
(x6)
Variant shadow drake (x2)
Variant Scrit (x2)
Variant Shadow Drake (x1)
[languages] : object {4-13.system.details.languages}
details : string {4-13.system.details.languages.details} (same value: )
value : array<string> {4-13.system.details.languages.value}
Length: min=0 max=5
Value type: string {4-13.system.details.languages.value.[]} (8 different values)
draconic (x4)
common (x7)
mahwek (x3)
sakvroth (x4)
aklo (x2)
chthonian (x2)
goblin (x1)
elven (x1)
level : object {4-13.system.details.level}
value : integer {4-13.system.details.level.value} (6 different values)
-1 (x2)
1 (x4)
2 (x3)
3 (x3)
0 (x2)
4 (x1)
[privateNotes] : string {4-13.system.details.privateNotes} (same value: )
[publicNotes] : string {4-13.system.details.publicNotes} (4 different values)
(x4)
<p>Shadow drakes are typically among the smallest and least powerful of their species. Most stand as tall and long as house cats and have charcoal-colored scales and membranous wings just translucent enough to pass for shadows. Attracted to shiny materials, they employ deception, teamwork, and even rudimentary traps to create opportunities to make off with ill-gotten gains. Shadow drakes have a particular fascination and admiration for umbral dragons-a notable exception to the norm for drakes and dragons.</p> (x3)
<p>Scrits are short, spindly gremlins with gray or beige leathery skin and a coat of smeared ink on their fingers. They make themselves the nightmare of many scribes and librarians, as they delight in nothing more than destroying books, scrolls, artwork, and other records or writing. The oils on a scrit's skin smears ink and renders text-even magical writing-completely illegible. Once they have smeared every page of a book, scrits devour them whole, absorbing the contents the book used to hold. After eating books they find stupid or funny, scrits hold skits for other gremlins which mock the mortal authors for the amusement of the other fey.</p>
<hr />
<p>Gremlins are malicious fey that infest and prey upon mortal communities. They live in tunnels, beneath eaves, and in abandoned buildings, stealing what they need from their neighbors instead of creating for themselves.</p>
<p>While there are gremlins of any and every gender, their appearances don't differ by gender. Young gremlins grow to maturity with alarming speed. Their entire nest raises them communally, though they are often encouraged to wander unsupervised and create mischief away from home instead of inside it.</p> (x2)
<p>These squat, mud-brown drakes resemble scaly pit bulls with blunt, toothy snouts. The desert drake is the prairie drake's closest known relative, as both share a strong affinity for earth, can burrow through soil, and hack up balls of dirt that they aim at enemies. But whereas a desert drake is sleek and nimble, flying through lightning storms and siroccos with ease, the prairie drake has all the grace of a chicken, barely able to flutter clumsily up a low hill or over a boulder. Owing to their largely vestigial wings, it's no wonder prairie drakes prefer burrowing over soaring.</p>
<p>The average prairie drake has a temperament similar to that of a wicked child who delights in tormenting others. They ambush tiny animals from underground and play with their food thoroughly before eating. To assert their supremacy over other scrubland predators, prairie drakes knock down their rivals and attack them mercilessly. They often make grisly displays from the corpses of their foes to intimidate other would-be competitors.</p>
<p>Prairie drakes build and live in burrow mounds just beneath the surface of their environs. They make shallow tunnels in search of large insects, rodents, and ground snakes. Prairie drakes' presence helps to turn the topsoil and encourage new plant growth, supporting other animal life and making them a keystone species for the environment. Even their breath weapon leaves behind rich "drake soil," coveted by farmers and gardeners for the potent effects it has on plants. Being seen as "useful" or "beneficial" annoys most prairie drakes, who believe such a reputation makes them look weak and conflicts with their "apex predator" mystique. After they've gotten too much positive attention, a prairie drake is apt to murder a farm animal or destroy croplands only to prove that they're far from harmless.</p> (x2)
publication : object {4-13.system.details.publication}
license : string {4-13.system.details.publication.license} (same value: OGL)
remaster : boolean {4-13.system.details.publication.remaster} (same value: False)
title : string {4-13.system.details.publication.title} (same value: Pathfinder Society Scenario #4-13: Within the Prairies)
[description] : string {4-13.system.details.description} (2 different values)
<p>The branches of this peculiar bush are heavy with ripening berries.</p> (x2)
<p>Bright, iridescent blue petals sprout from the cerulean center of this flower.</p> (x2)
[disable] : string {4-13.system.details.disable} (4 different values)
<p>@Check[survival|dc:16] (trained) to avoid gathering unripe berries.</p> (x1)
<p>@Check[survivial|dc:18] (trained) to avoid gathering unripe berries</p> (x1)
<p>@Check[survival|dc:18] (trained) to safely move through the flowers without activating the pollen.</p> (x1)
<p>@Check[survivial|dc:20] (trained) to safely move thorugh the flowers without activating the pollen.</p> (x1)
[isComplex] : boolean {4-13.system.details.isComplex} (same value: False)
[reset] : string {4-13.system.details.reset} (same value: )
[routine] : string {4-13.system.details.routine} (same value: )
[initiative] : object {4-13.system.initiative}
statistic : string {4-13.system.initiative.statistic} (same value: perception)
[perception] : object {4-13.system.perception}
details : string {4-13.system.perception.details} (same value: )
mod : integer {4-13.system.perception.mod} (6 different values)
5 (x4)
4 (x1)
6 (x1)
8 (x2)
7 (x1)
10 (x2)
senses : array<object> {4-13.system.perception.senses}
Length: min=1 max=2
Value type: object {4-13.system.perception.senses.[]}
type : string {4-13.system.perception.senses.[].type} (3 different values)
low-light-vision (x4)
scent (x4)
darkvision (x7)
[acuity] : string {4-13.system.perception.senses.[].acuity} (same value: imprecise)
[range] : integer {4-13.system.perception.senses.[].range} (same value: 30)
[resources] : object {4-13.system.resources}
saves : object {4-13.system.saves}
fortitude : object {4-13.system.saves.fortitude}
saveDetail : string {4-13.system.saves.fortitude.saveDetail} (same value: )
value : integer {4-13.system.saves.fortitude.value} (9 different values)
4 (x1)
5 (x2)
3 (x2)
7 (x1)
9 (x2)
6 (x2)
8 (x3)
11 (x1)
10 (x1)
reflex : object {4-13.system.saves.reflex}
saveDetail : string {4-13.system.saves.reflex.saveDetail} (same value: )
value : integer {4-13.system.saves.reflex.value} (7 different values)
7 (x5)
8 (x2)
10 (x2)
12 (x1)
4 (x2)
6 (x2)
9 (x1)
will : object {4-13.system.saves.will}
saveDetail : string {4-13.system.saves.will.saveDetail} (same value: )
value : integer {4-13.system.saves.will.value} (6 different values)
4 (x2)
3 (x2)
6 (x1)
8 (x2)
10 (x4)
0 (x4)
[skills] : object {4-13.system.skills}
[acrobatics] : object {4-13.system.skills.acrobatics}
base : integer {4-13.system.skills.acrobatics.base} (5 different values)
6 (x2)
5 (x4)
8 (x1)
10 (x1)
7 (x1)
[stealth] : object {4-13.system.skills.stealth}
base : integer {4-13.system.skills.stealth.base} (5 different values)
6 (x3)
5 (x3)
8 (x1)
10 (x1)
7 (x1)
[intimidation] : object {4-13.system.skills.intimidation}
base : integer {4-13.system.skills.intimidation.base} (4 different values)
6 (x1)
8 (x2)
10 (x1)
9 (x1)
[thievery] : object {4-13.system.skills.thievery}
base : integer {4-13.system.skills.thievery.base} (3 different values)
6 (x1)
8 (x1)
10 (x1)
[athletics] : object {4-13.system.skills.athletics}
base : integer {4-13.system.skills.athletics.base} (same value: 3)
[deception] : object {4-13.system.skills.deception}
base : integer {4-13.system.skills.deception.base} (2 different values)
3 (x2)
8 (x1)
[occultism] : object {4-13.system.skills.occultism}
base : integer {4-13.system.skills.occultism.base} (2 different values)
0 (x2)
10 (x2)
[special] : array<object> {4-13.system.skills.occultism.special}
Length: min=1 max=1
Value type: object {4-13.system.skills.occultism.special.[]}
base : integer {4-13.system.skills.occultism.special.[].base} (same value: 4)
label : string {4-13.system.skills.occultism.special.[].label} (same value: for checks to Recall Knoweldge)
predicate : array<string> {4-13.system.skills.occultism.special.[].predicate}
Length: min=1 max=1
Value type: string {4-13.system.skills.occultism.special.[].predicate.[]} (same value: action:recall-knowledge)
[arcana] : object {4-13.system.skills.arcana}
base : integer {4-13.system.skills.arcana.base} (same value: 6)
medicine : object {4-13.system.skills.medicine}
base : integer {4-13.system.skills.medicine.base} (same value: 12)
nature : object {4-13.system.skills.nature}
base : integer {4-13.system.skills.nature.base} (same value: 12)
survival : object {4-13.system.skills.survival}
base : integer {4-13.system.skills.survival.base} (same value: 13)
traits : object {4-13.system.traits}
rarity : string {4-13.system.traits.rarity} (3 different values)
uncommon (x8)
common (x4)
unique (x3)
size : object {4-13.system.traits.size}
value : string {4-13.system.traits.size.value} (2 different values)
tiny (x8)
med (x7)
value : array<string> {4-13.system.traits.value}
Length: min=1 max=5
Value type: string {4-13.system.traits.value.[]} (14 different values)
animal (x1)
chaotic (x7)
dragon (x3)
evil (x9)
shadow (x3)
fey (x2)
gremlin (x2)
minion (x2)
environmental (x4)
changeling (x2)
human (x2)
humanoid (x3)
elf (x1)
good (x1)
[creatureType] : string {4-13.system.creatureType} (same value: )
[statusEffects] : array<> {4-13.system.statusEffects}
Length: min=0 max=0
Value type: mixed
type : string {4-13.type} (2 different values)
npc (x11)
hazard (x4)
[prototypeToken] : object {4-13.prototypeToken}
name : string {4-13.prototypeToken.name} (5 different values)
Runt (x2)
Snakebush (x2)
Suhko (x2)
Suncatcher Blooms (x2)
Scrit (x1)
+639
View File
@@ -0,0 +1,639 @@
4-14
Different values: 13
=====================================
object {4-14}
_id : string {4-14._id} (all different values)
folder : string {4-14.folder} (same value: gjQLynKcxn8E1QFq)
img : string {4-14.img} (2 different values)
systems/pf2e/icons/default-icons/hazard.svg (x10)
systems/pf2e/icons/default-icons/npc.svg (x3)
items : array<object> {4-14.items}
Length: min=1 max=15
Value type: object {4-14.items.[]}
_id : string {4-14.items.[]._id} (41 different values)
img : string {4-14.items.[].img} (15 different values)
systems/pf2e/icons/default-icons/action.svg (x18)
systems/pf2e/icons/default-icons/melee.svg (x10)
systems/pf2e/icons/default-icons/spellcastingEntry.svg (x2)
icons/creatures/magical/construct-stone-earth-gray.webp (x2)
systems/pf2e/icons/spells/detect-magic.webp (x2)
icons/magic/fire/flame-burning-earth-orange.webp (x2)
systems/pf2e/icons/equipment/weapons/scimitar.webp (x2)
icons/equipment/chest/breastplate-collared-steel.webp (x2)
systems/pf2e/icons/actions/Passive.webp (x5)
systems/pf2e/icons/actions/Reaction.webp (x3)
systems/pf2e/icons/actions/TwoActions.webp (x2)
systems/pf2e/icons/actions/OneAction.webp (x7)
systems/pf2e/icons/spells/gaseous-form.webp (x1)
icons/weapons/staves/staff-simple.webp (x1)
systems/pf2e/icons/default-icons/lore.svg (x1)
name : string {4-14.items.[].name} (34 different values)
sort : integer {4-14.items.[].sort} (16 different values)
0 (x18)
100000 (x3)
200000 (x3)
300000 (x3)
400000 (x3)
500000 (x3)
600000 (x3)
700000 (x3)
800000 (x3)
900000 (x3)
1000000 (x3)
1100000 (x3)
1200000 (x3)
1300000 (x3)
1400000 (x2)
1500000 (x1)
system : object {4-14.items.[].system}
[actionType] : object {4-14.items.[].system.actionType}
value : string {4-14.items.[].system.actionType.value} (4 different values)
reaction (x13)
passive (x11)
action (x9)
free (x2)
[actions] : object {4-14.items.[].system.actions}
[value] : integer {4-14.items.[].system.actions.value} (2 different values)
2 (x2)
1 (x7)
[category] : string {4-14.items.[].system.category} (6 different values)
martial (x2)
medium (x2)
interaction (x2)
defensive (x6)
offensive (x11)
simple (x1)
description : object {4-14.items.[].system.description}
value : string {4-14.items.[].system.description.value} (29 different values)
publication : object {4-14.items.[].system.publication}
license : string {4-14.items.[].system.publication.license} (same value: OGL)
remaster : boolean {4-14.items.[].system.publication.remaster} (same value: False)
title : string {4-14.items.[].system.publication.title} (3 different values)
(x41)
Pathfinder Core Rulebook (x11)
Pathfinder Bestiary (x8)
rules : ###FoundryRulesObject###
[slug] : string {4-14.items.[].system.slug} (all different values)
[traits] : object {4-14.items.[].system.traits}
value : array<string> {4-14.items.[].system.traits.value}
Length: min=0 max=7
Value type: string {4-14.items.[].system.traits.value.[]} (31 different values)
[rarity] : string {4-14.items.[].system.traits.rarity} (same value: common)
[traditions] : array<string> {4-14.items.[].system.traits.traditions}
Length: min=2 max=4
Value type: string {4-14.items.[].system.traits.traditions.[]} (4 different values)
arcane (x7)
occult (x5)
divine (x2)
primal (x5)
[attack] : object {4-14.items.[].system.attack}
value : string {4-14.items.[].system.attack.value} (same value: )
[attackEffects] : object {4-14.items.[].system.attackEffects}
value : array<string> {4-14.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {4-14.items.[].system.attackEffects.value.[]} (2 different values)
grab (x1)
knockdown (x1)
custom : string {4-14.items.[].system.attackEffects.custom} (same value: )
[bonus] : object {4-14.items.[].system.bonus}
value : integer {4-14.items.[].system.bonus.value} (7 different values)
16 (x2)
19 (x2)
0 (x3)
15 (x1)
14 (x1)
18 (x3)
17 (x1)
[damageRolls] : object {4-14.items.[].system.damageRolls}
[rnQHv2ayVFXYnw7I] : object {4-14.items.[].system.damageRolls.rnQHv2ayVFXYnw7I}
damage : string {4-14.items.[].system.damageRolls.rnQHv2ayVFXYnw7I.damage} (2 different values)
2d8+7 (x1)
2d10+9 (x1)
damageType : string {4-14.items.[].system.damageRolls.rnQHv2ayVFXYnw7I.damageType} (same value: slashing)
[y4jh7dqu7b3o3ea1b177] : object {4-14.items.[].system.damageRolls.y4jh7dqu7b3o3ea1b177}
damage : string {4-14.items.[].system.damageRolls.y4jh7dqu7b3o3ea1b177.damage} (2 different values)
1d6+10 (x1)
2d6+6 (x1)
damageType : string {4-14.items.[].system.damageRolls.y4jh7dqu7b3o3ea1b177.damageType} (same value: slashing)
[sybp83yf88mujkx3m5ws] : object {4-14.items.[].system.damageRolls.sybp83yf88mujkx3m5ws}
damage : string {4-14.items.[].system.damageRolls.sybp83yf88mujkx3m5ws.damage} (2 different values)
1d6 (x1)
2d6 (x1)
damageType : string {4-14.items.[].system.damageRolls.sybp83yf88mujkx3m5ws.damageType} (same value: fire)
[odx07yipkxz8465gzz7u] : object {4-14.items.[].system.damageRolls.odx07yipkxz8465gzz7u}
damage : string {4-14.items.[].system.damageRolls.odx07yipkxz8465gzz7u.damage} (2 different values)
1d4+10 (x1)
1d4+8 (x1)
damageType : string {4-14.items.[].system.damageRolls.odx07yipkxz8465gzz7u.damageType} (same value: bludgeoning)
[4zcwv4n1x96wl1g457ma] : object {4-14.items.[].system.damageRolls.4zcwv4n1x96wl1g457ma}
damage : string {4-14.items.[].system.damageRolls.4zcwv4n1x96wl1g457ma.damage} (2 different values)
1d6 (x1)
2d6 (x1)
damageType : string {4-14.items.[].system.damageRolls.4zcwv4n1x96wl1g457ma.damageType} (same value: fire)
0 : object {4-14.items.[].system.damageRolls.0}
damage : string {4-14.items.[].system.damageRolls.0.damage} (3 different values)
2d6+10 (x2)
1d10+13 (x1)
2d4+10 (x1)
damageType : string {4-14.items.[].system.damageRolls.0.damageType} (2 different values)
bludgeoning (x3)
piercing (x1)
[weaponType] : object {4-14.items.[].system.weaponType}
value : string {4-14.items.[].system.weaponType.value} (2 different values)
melee (x9)
ranged (x1)
[autoHeightenLevel] : object {4-14.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {4-14.items.[].system.prepared}
flexible : boolean {4-14.items.[].system.prepared.flexible} (same value: False)
value : string {4-14.items.[].system.prepared.value} (same value: innate)
[proficiency] : object {4-14.items.[].system.proficiency}
value : integer {4-14.items.[].system.proficiency.value} (same value: 0)
[slots] : object {4-14.items.[].system.slots}
[spelldc] : object {4-14.items.[].system.spelldc}
dc : integer {4-14.items.[].system.spelldc.dc} (2 different values)
22 (x1)
29 (x1)
mod : integer {4-14.items.[].system.spelldc.mod} (same value: 0)
value : integer {4-14.items.[].system.spelldc.value} (2 different values)
14 (x1)
17 (x1)
[tradition] : object {4-14.items.[].system.tradition}
value : string {4-14.items.[].system.tradition.value} (same value: arcane)
[area] : object {4-14.items.[].system.area}
type : string {4-14.items.[].system.area.type} (same value: emanation)
value : integer {4-14.items.[].system.area.value} (same value: 30)
[cost] : object {4-14.items.[].system.cost}
value : string {4-14.items.[].system.cost.value} (same value: )
[counteraction] : boolean {4-14.items.[].system.counteraction} (same value: False)
[damage] : object {4-14.items.[].system.damage}
[0] : object {4-14.items.[].system.damage.0}
applyMod : boolean {4-14.items.[].system.damage.0.applyMod} (same value: False)
[category] : mixed
formula : string {4-14.items.[].system.damage.0.formula} (same value: 2d4)
kinds : array<string> {4-14.items.[].system.damage.0.kinds}
Length: min=1 max=1
Value type: string {4-14.items.[].system.damage.0.kinds.[]} (same value: damage)
materials : array<> {4-14.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {4-14.items.[].system.damage.0.type} (same value: fire)
[damageType] : string {4-14.items.[].system.damage.damageType} (2 different values)
slashing (x2)
bludgeoning (x1)
[dice] : integer {4-14.items.[].system.damage.dice} (same value: 1)
[die] : string {4-14.items.[].system.damage.die} (2 different values)
d6 (x2)
d4 (x1)
[defense] : mixed
[duration] : object {4-14.items.[].system.duration}
sustained : boolean {4-14.items.[].system.duration.sustained} (same value: False)
value : string {4-14.items.[].system.duration.value} (3 different values)
10 minutes (x2)
(x4)
5 minutes (x1)
[level] : object {4-14.items.[].system.level}
value : integer {4-14.items.[].system.level.value} (4 different values)
2 (x2)
1 (x4)
0 (x5)
4 (x1)
[location] : object {4-14.items.[].system.location}
[heightenedLevel] : integer {4-14.items.[].system.location.heightenedLevel} (2 different values)
2 (x1)
4 (x2)
[uses] : object {4-14.items.[].system.location.uses}
max : integer {4-14.items.[].system.location.uses.max} (2 different values)
1 (x1)
2 (x1)
value : integer {4-14.items.[].system.location.uses.value} (2 different values)
1 (x1)
2 (x1)
value : string {4-14.items.[].system.location.value} (same value: 6HOLWC4q1wPrnZql)
[range] : object {4-14.items.[].system.range}
value : string {4-14.items.[].system.range.value} (3 different values)
touch (x3)
(x2)
30 feet (x2)
[requirements] : string {4-14.items.[].system.requirements} (same value: )
[target] : object {4-14.items.[].system.target}
value : string {4-14.items.[].system.target.value} (3 different values)
1 creature (x4)
(x2)
1 willing creature (x1)
[time] : object {4-14.items.[].system.time}
value : string {4-14.items.[].system.time.value} (same value: 2)
[heightening] : object {4-14.items.[].system.heightening}
damage : object {4-14.items.[].system.heightening.damage}
0 : string {4-14.items.[].system.heightening.damage.0} (same value: 1d4)
interval : integer {4-14.items.[].system.heightening.interval} (same value: 1)
type : string {4-14.items.[].system.heightening.type} (same value: interval)
[baseItem] : string {4-14.items.[].system.baseItem} (3 different values)
scimitar (x2)
breastplate (x2)
staff (x1)
[bonusDamage] : object {4-14.items.[].system.bonusDamage}
value : integer {4-14.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {4-14.items.[].system.bulk}
value : integer {4-14.items.[].system.bulk.value} (2 different values)
1 (x3)
2 (x2)
[containerId] : mixed
[equipped] : object {4-14.items.[].system.equipped}
carryType : string {4-14.items.[].system.equipped.carryType} (2 different values)
held (x2)
worn (x3)
[handsHeld] : integer {4-14.items.[].system.equipped.handsHeld} (2 different values)
1 (x2)
0 (x1)
[invested] : mixed
[inSlot] : boolean {4-14.items.[].system.equipped.inSlot} (same value: True)
[group] : string {4-14.items.[].system.group} (3 different values)
sword (x2)
plate (x2)
club (x1)
[hardness] : integer {4-14.items.[].system.hardness} (same value: 0)
[hp] : object {4-14.items.[].system.hp}
max : integer {4-14.items.[].system.hp.max} (same value: 0)
value : integer {4-14.items.[].system.hp.value} (same value: 0)
[material] : object {4-14.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {4-14.items.[].system.price}
value : object {4-14.items.[].system.price.value}
[gp] : integer {4-14.items.[].system.price.value.gp} (2 different values)
1 (x2)
8 (x2)
[quantity] : integer {4-14.items.[].system.quantity} (same value: 1)
[reload] : object {4-14.items.[].system.reload}
value : string {4-14.items.[].system.reload.value} (same value: )
[runes] : object {4-14.items.[].system.runes}
potency : integer {4-14.items.[].system.runes.potency} (2 different values)
1 (x3)
0 (x2)
property : array<string> {4-14.items.[].system.runes.property}
Length: min=0 max=1
Value type: string {4-14.items.[].system.runes.property.[]} (same value: flaming)
[striking] : integer {4-14.items.[].system.runes.striking} (same value: 1)
[resilient] : integer {4-14.items.[].system.runes.resilient} (same value: 0)
[size] : string {4-14.items.[].system.size} (2 different values)
lg (x4)
med (x1)
[splashDamage] : object {4-14.items.[].system.splashDamage}
value : integer {4-14.items.[].system.splashDamage.value} (same value: 0)
[usage] : object {4-14.items.[].system.usage}
value : string {4-14.items.[].system.usage.value} (same value: held-in-one-hand)
[acBonus] : integer {4-14.items.[].system.acBonus} (same value: 4)
[checkPenalty] : integer {4-14.items.[].system.checkPenalty} (same value: -2)
[dexCap] : integer {4-14.items.[].system.dexCap} (same value: 1)
[speedPenalty] : integer {4-14.items.[].system.speedPenalty} (same value: -5)
[strength] : integer {4-14.items.[].system.strength} (same value: 3)
[frequency] : object {4-14.items.[].system.frequency}
max : integer {4-14.items.[].system.frequency.max} (same value: 1)
per : string {4-14.items.[].system.frequency.per} (same value: day)
value : integer {4-14.items.[].system.frequency.value} (same value: 1)
[showSlotlessLevels] : object {4-14.items.[].system.showSlotlessLevels}
value : boolean {4-14.items.[].system.showSlotlessLevels.value} (same value: False)
[mod] : object {4-14.items.[].system.mod}
value : integer {4-14.items.[].system.mod.value} (same value: 14)
[proficient] : object {4-14.items.[].system.proficient}
value : integer {4-14.items.[].system.proficient.value} (same value: 0)
type : string {4-14.items.[].type} (7 different values)
action (x35)
melee (x10)
spellcastingEntry (x2)
spell (x7)
weapon (x3)
armor (x2)
lore (x1)
[_stats] : object {4-14.items.[]._stats}
compendiumSource : string {4-14.items.[]._stats.compendiumSource} (14 different values)
Compendium.pf2e.spells-srd.Item.XXqE1eY3w3z6xJCB (x2)
Compendium.pf2e.spells-srd.Item.gpzpAAAJ1Lza2JVl (x2)
Compendium.pf2e.spells-srd.Item.O9w7r4BKgPogYDDe (x2)
Compendium.pf2e.equipment-srd.Item.grmaV4GdoGD7sKbn (x2)
Compendium.pf2e.equipment-srd.Item.r0ifJfoz8aqf0mwk (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.kakyXBG5WA8c6Zfd (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.hFtNbo1LKYCoDy2O (x3)
Compendium.pf2e.spells-srd.Item.V8wXOsoejQhe6CyG (x1)
Actor.HphSzvozjCUVPDOn.Item.m6GMwRCelFJqyEpT (x1)
Compendium.pf2e.equipment-srd.Item.FVjTuBCIefAgloUU (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.kquBnQ0kObZztnBc (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.eQM5hQ1W3d1uen97 (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.Tkd8sH4pwFIPzqTr (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.BCLvAx4Pz4MLa2pu (x1)
[flags] : object {4-14.items.[].flags}
pf2e : object {4-14.items.[].flags.pf2e}
linkedWeapon : string {4-14.items.[].flags.pf2e.linkedWeapon} (2 different values)
QVGrvv3SiimPHWMd (x2)
UwTxvfQ8X6SHX1sR (x1)
name : string {4-14.name} (all different values)
system : object {4-14.system}
attributes : object {4-14.system.attributes}
ac : object {4-14.system.attributes.ac}
value : integer {4-14.system.attributes.ac.value} (9 different values)
24 (x2)
27 (x1)
22 (x3)
25 (x1)
26 (x1)
23 (x1)
0 (x2)
20 (x1)
16 (x1)
[details] : string {4-14.system.attributes.ac.details} (same value: )
[emitsSound] : string {4-14.system.attributes.emitsSound} (same value: encounter)
[hardness] : integer {4-14.system.attributes.hardness} (6 different values)
12 (x2)
14 (x3)
10 (x1)
0 (x2)
16 (x1)
5 (x1)
hp : object {4-14.system.attributes.hp}
details : string {4-14.system.attributes.hp.details} (same value: )
max : integer {4-14.system.attributes.hp.max} (11 different values)
52 (x1)
60 (x1)
86 (x1)
126 (x1)
143 (x1)
58 (x1)
50 (x2)
0 (x2)
54 (x1)
62 (x1)
23 (x1)
temp : integer {4-14.system.attributes.hp.temp} (same value: 0)
value : integer {4-14.system.attributes.hp.value} (11 different values)
52 (x1)
60 (x1)
86 (x1)
126 (x1)
143 (x1)
58 (x1)
50 (x2)
0 (x2)
54 (x1)
62 (x1)
23 (x1)
[immunities] : array<object> {4-14.system.attributes.immunities}
Length: min=1 max=4
Value type: object {4-14.system.attributes.immunities.[]}
[exceptions] : array<> {4-14.system.attributes.immunities.[].exceptions}
Length: min=0 max=0
Value type: mixed
type : string {4-14.system.attributes.immunities.[].type} (7 different values)
bludgeoning (x2)
electricity (x4)
precision (x2)
fire (x4)
cold (x2)
piercing (x2)
slashing (x2)
[stealth] : object {4-14.system.attributes.stealth}
details : string {4-14.system.attributes.stealth.details} (3 different values)
<p>(expert)</p> (x5)
<p>(trained)</p> (x3)
(x2)
value : integer {4-14.system.attributes.stealth.value} (7 different values)
14 (x2)
18 (x1)
17 (x2)
9 (x1)
13 (x2)
10 (x1)
11 (x1)
[weaknesses] : array<object> {4-14.system.attributes.weaknesses}
Length: min=1 max=1
Value type: object {4-14.system.attributes.weaknesses.[]}
[exceptions] : array<> {4-14.system.attributes.weaknesses.[].exceptions}
Length: min=0 max=0
Value type: mixed
type : string {4-14.system.attributes.weaknesses.[].type} (3 different values)
fire (x2)
cold (x2)
cold-iron (x1)
value : integer {4-14.system.attributes.weaknesses.[].value} (3 different values)
5 (x2)
10 (x2)
6 (x1)
[allSaves] : object {4-14.system.attributes.allSaves}
value : string {4-14.system.attributes.allSaves.value} (2 different values)
(x2)
-1 to Saves vs. Emotion Effects (x1)
[speed] : object {4-14.system.attributes.speed}
otherSpeeds : array<object> {4-14.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {4-14.system.attributes.speed.otherSpeeds.[]}
type : string {4-14.system.attributes.speed.otherSpeeds.[].type} (same value: fly)
value : integer {4-14.system.attributes.speed.otherSpeeds.[].value} (same value: 35)
value : integer {4-14.system.attributes.speed.value} (same value: 25)
[creatureType] : string {4-14.system.creatureType} (same value: )
details : object {4-14.system.details}
[description] : string {4-14.system.details.description} (6 different values)
<p>A flock of animated paper birds flit about to the playful sounds of an invisible flute, played by the invisible janni Mehryar.</p> (x1)
<p>A flock of animated paper birds flit about to the playful sounds of an @UUID[Compendium.pf2e.conditionitems.Item.Invisible] flute, played by the invisible janni Mehryar</p> (x1)
<p>Water splashes within an ornate 5-foot-tall amphora. The glossy exterior depicts images of a marid trapped in a cage of flames, the frightened creature waving their hands in warning.</p> (x2)
<p>Ornate full-length mirrors with fiendish filigree depict the image of Fasiel ibn Sazadin in villainous triumph over his enemies.</p> (x2)
<p>The shaitan observes the area from a distance, observing the battlefield as a game board. The ground trembles in response to the genie's enthusiasm.</p> (x2)
<p>Brightly polished copper chains rumble with distant thunder and statically charge the air.</p> (x2)
[disable] : string {4-14.system.details.disable} (10 different values)
<p>@Check[crafting|dc:23] (trained) to create beautiful flying objects to complement the paper birds; @Check[acrobatics|dc:25] or @Check[performance|dc:22] (@Check[performance|dc:18] if using a flute) (trained) to perform along with the flute and paper birds (requires two successes); or one successful attack roll against the @UUID[Compendium.pf2e.conditionitems.Item.Invisible] Mehryar (AC 23, @Check[perception|dc:23] to determine Mehryar's location)</p> (x1)
<p>@Check[crafting|dc:26] (trained) to create beautiful flying objects to complement the paper birds; @Check[acrobatics|dc:28] or @Check[performance|dc:25] (@Check[performance|dc:21] if using a flute) (trained) to perform along with the flute and paper birds (requires two successes); or one successful attack roll against the @UUID[Compendium.pf2e.conditionitems.Item.Invisible] Mehryar (AC 25, @Check[perception|dc:25] to determine Mehryar's location)</p> (x1)
<p>@Check[thievery|dc:26] (trained) to scrape the flames away from the marid's image (requires two successes); @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (3rd level; counteract DC 25) to disrupt the magical prison, disabling the trap for 10 minutes; or touch the amphora with Rayyan's seal to free the marid</p> (x1)
<p>@Check[thievery|dc:24] (trained) to scrape the flames away from the marid's image (requires two successes); @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (2nd level; counteract DC 23) to disrupt the magical prison, disabling the trap for 10 minutes; or touch the amphora with Rayyan's seal to free the marid</p> (x1)
<p>@Check[stealth|dc:27] (trained) to approach a mirror without showing up in the reflection, followed by @Check[thievery|dc:25] to cover mirror or dispel magic (3nd level; counteract DC 25) to counteract the binding</p> (x1)
<p>@Check[arcana|dc:20] (trained) or @Check[nature|dc:20] (trained) to contest the shaitan's control (requires two successes).</p> (x1)
<p>@Check[arcana|dc:23] (trained) or @Check[nature|dc:23] (trained) to contest the shaitan's control (requires two successes). Each success removes one of the traps actions.</p> (x1)
<p>@Check[thievery|dc:25] (expert) to release the lock, or @Check[arcana|dc:25] or @Check[nature|dc:25] (expert) to harmlessly release the storm's energy</p> (x1)
<p>@Check[thievery|dc:30] (expert) to release the lock, or @Check[arcana|dc:27] or @Check[nature|dc:27] (expert) to harmlessly release the storm's energy</p> (x1)
<p>@Check[stealth|dc:21] (trained) to approach a mirror without showing up in the reflection, followed by @Check[thievery|dc:19] to cover mirror or dispel magic (2nd level; counteract DC 19) to counteract the binding</p> (x1)
[isComplex] : boolean {4-14.system.details.isComplex} (2 different values)
True (x6)
False (x4)
level : object {4-14.system.details.level}
value : integer {4-14.system.details.level.value} (4 different values)
5 (x5)
7 (x5)
1 (x2)
3 (x1)
publication : object {4-14.system.details.publication}
license : string {4-14.system.details.publication.license} (same value: OGL)
remaster : boolean {4-14.system.details.publication.remaster} (same value: False)
title : string {4-14.system.details.publication.title} (same value: Pathfinder Society Scenario #4-14: Shattering Golden Chains)
[reset] : string {4-14.system.details.reset} (5 different values)
<p>The trap deactivates and resets if no hostile creatures remain outside.</p> (x2)
<p>The trap deactivates and resets if 2 minutes pass without a creature inside the room.</p> (x2)
(x2)
<p>The trap deactivates and resets once all hostile creatures leave <strong>A3</strong> or surrender.</p> (x2)
<p>The trap resets after 1 hour.</p> (x2)
[routine] : string {4-14.system.details.routine} (7 different values)
<p>(3 actions) On each of the trap's actions, the flock of paper birds attacks a different creature. On a successful hit, each target must attempt a @Check[reflex|dc:23] save. On a failure, they take @Damage[1d6[persistent,bleed]] damage.</p> (x1)
<p>(3 actions) On each of the trap's actions, the flock of paper birds attacks a different creature. On a successful hit, each target must attempt a @Check[reflex|dc:26] save. On a failure, they take @Damage[2d6[persistent,bleed]] damage.</p> (x1)
<p>(1 action) The trap has one action per round by default, though it may gain more actions based on the encounter's scaling as listed in the sidebar. On each of the trap's actions, the amphora pours out water, increasing the depth of the water by 5 feet. Once the room is full of water, creatures in the room begin drowning, and the trap deals @Damage[(2d10+9)[bludgeoning]] damage with a @Check[fortitude|dc:25|basic] save to each creature in the room on its action as the water pressure increases.</p> (x1)
<p>(1 action) The trap has one action per round by default, though it may gain more actions based on the encounter's scaling as listed in the sidebar. On each of the trap's actions, the amphora pours out water, increasing the depth of the water by 5 feet. Once the room is full of water, creatures in the room begin drowning, and the trap deals @Damage[(2d8+7)[bludgeoning]] damage with a @Check[fortitude|dc:22|basic] save to each creature in the room on its action as the water pressure increases.</p> (x1)
(x4)
<p>(2 actions) On each of the trap's actions, the trap either moves a willing creature on the ground up to 30 feet without provoking reactions or makes a hostile creature on the ground @UUID[Compendium.pf2e.conditionitems.Item.Off-Guard] for 1 round on a failed @Check[acrobatics|dc:20] check or @Check[reflex|dc:20] save.</p> (x1)
<p>(2 actions) On each of the trap's actions, the trap either moves a willing creature on the ground up to 30 feet without provoking reactions or makes a hostile creature on the ground @UUID[Compendium.pf2e.conditionitems.Item.Off-Guard] for 1 round (@Check[acrobatics|dc:23] check or @Check[reflex|dc:23] save negates).</p> (x1)
[blurb] : string {4-14.system.details.blurb} (3 different values)
Variant efreeti (x1)
Variant Efreeti (x1)
Variant street skelm (x1)
[languages] : object {4-14.system.details.languages}
details : string {4-14.system.details.languages.details} (same value: )
value : array<string> {4-14.system.details.languages.value}
Length: min=2 max=4
Value type: string {4-14.system.details.languages.value.[]} (5 different values)
common (x3)
pyric (x2)
aklo (x1)
kelish (x1)
taldane (x1)
[privateNotes] : string {4-14.system.details.privateNotes} (same value: )
[publicNotes] : string {4-14.system.details.publicNotes} (2 different values)
<p>The efreet are hateful and merciless genies from the Plane of Fire, where they build metropolises and massive trade centers that draw extraplanar travelers from across the multiverse. They are cruel slavers, vengeful warmongers, and sinister wish-masters; there are many tales of mortals who made pacts with efreet only to have their words twisted to suit a genie's capricious and malevolent whims.</p>
<p>Efreet do not readily treat with other genies; they share an eternal feud with the djinn, disdain marids, regard jann as weaklings unworthy of the genie title, and only occasionally tolerate alliances with shaitans. At 12 feet tall and weighing 2,000 pounds, efreet are formidable opponents and cow their chosen victims with a glance.</p>
<hr />
<p>A unique type of genie exists for each Elemental Plane, and the bodies of genies are formed out of elemental matter corresponding to their native plane: djinn are formed from wind, clouds, and storms; efreet are fire made flesh; marids are beings of water; and shaitans are composed of metal, gems, and stone. Lastly, the jann are formed out of all four elements, and are the weakest of geniekind.</p> (x2)
<p>Rage-filled skelms are drawn to any settlement with more than a few hundred souls. Using magical disguises and leveraging societal norms to their benefit, these antlered monsters crave fearful respect and brutally punish any who dare disagree with their lofty opinions, even in the slightest degree. Although quite dangerous on their own, skelms are at their deadliest when leading an angry mob. Their cruel and exploitative nature has made their name synonymous with villainy.</p>
<p>An existing skelm can transform any evil humanoid who's overwhelmed with rage into one of their kind. Skelms heap enraging humiliation on potential new brothers as a form of indoctrination, convincing these recruits that some other person or group is responsible for their misery. This practice ensures skelms begin their new existence with sufficient vitriol to plot their revenge.</p>
<p>Many newly forged skelms carry on their lives in the roles they held as mortals; and in fact, these roles often shape the type of skelm they become. Skelms can arise among members of nearly any ancestry, though they're more common among cultures with deeply entrenched gender roles, unjust hierarchies, and those that don't offer healthy ways to experience and process anger.</p>
<h3>Mockeries of Masculinity</h3>
<p>Skelm women don't appear to exist. The few researchers who have tracked skelm mating behavior have found skelms' offspring are undifferentiated members of the mother's ancestry. The fact that skelms are cruelly manipulative shapeshifters, but all male, has led to the theory that skelms are the mystical male counterpart to hags.</p>
<hr />
<p>Street skelms abuse the deference given to elders and the well-to-do in public spaces, appearing as such so they can verbally or physically punish those who dare defy their cruel sensibilities. To excuse his actions or gather allies, a street skelm might rant about a target, building a pretense of some vague threat the target poses to the community's social order. These rantings can rally a mob to carry out the skelm's violence against his target, some of whom even act out of fear against becoming the skelm's next target. Street skelms have little of the magical talents possessed by their more powerful peers, mostly relying on brute force.</p>
<p>Street skelms typically dress in old-fashioned styles, always including a hat or hood that can cover their distinctive features. They often walk with a cane, walking staff, or other prop suitable for bludgeoning those who offend their delicate egos or challenge their tenuous sense of control.</p> (x1)
saves : object {4-14.system.saves}
fortitude : object {4-14.system.saves.fortitude}
saveDetail : string {4-14.system.saves.fortitude.saveDetail} (same value: )
value : integer {4-14.system.saves.fortitude.value} (9 different values)
9 (x1)
12 (x1)
15 (x3)
16 (x2)
19 (x1)
14 (x1)
0 (x2)
18 (x1)
8 (x1)
reflex : object {4-14.system.saves.reflex}
saveDetail : string {4-14.system.saves.reflex.saveDetail} (same value: )
value : integer {4-14.system.saves.reflex.value} (9 different values)
16 (x2)
19 (x1)
14 (x2)
13 (x2)
15 (x1)
10 (x1)
11 (x1)
0 (x2)
5 (x1)
will : object {4-14.system.saves.will}
saveDetail : string {4-14.system.saves.will.saveDetail} (same value: )
value : integer {4-14.system.saves.will.value} (4 different values)
0 (x10)
17 (x1)
18 (x1)
14 (x1)
[statusEffects] : array<> {4-14.system.statusEffects}
Length: min=0 max=0
Value type: mixed
traits : object {4-14.system.traits}
rarity : string {4-14.system.traits.rarity} (3 different values)
unique (x5)
rare (x2)
common (x6)
size : object {4-14.system.traits.size}
value : string {4-14.system.traits.size.value} (2 different values)
med (x11)
lg (x2)
value : array<string> {4-14.system.traits.value}
Length: min=2 max=5
Value type: string {4-14.system.traits.value.[]} (9 different values)
magical (x10)
trap (x10)
elemental (x2)
evil (x3)
fire (x2)
genie (x2)
lawful (x3)
humanoid (x1)
skelm (x1)
[abilities] : object {4-14.system.abilities}
cha : object {4-14.system.abilities.cha}
mod : integer {4-14.system.abilities.cha.mod} (2 different values)
3 (x2)
5 (x1)
con : object {4-14.system.abilities.con}
mod : integer {4-14.system.abilities.con.mod} (2 different values)
3 (x1)
4 (x2)
dex : object {4-14.system.abilities.dex}
mod : integer {4-14.system.abilities.dex.mod} (2 different values)
2 (x2)
3 (x1)
int : object {4-14.system.abilities.int}
mod : integer {4-14.system.abilities.int.mod} (2 different values)
0 (x2)
4 (x1)
str : object {4-14.system.abilities.str}
mod : integer {4-14.system.abilities.str.mod} (2 different values)
4 (x2)
5 (x1)
wis : object {4-14.system.abilities.wis}
mod : integer {4-14.system.abilities.wis.mod} (2 different values)
1 (x2)
2 (x1)
[initiative] : object {4-14.system.initiative}
statistic : string {4-14.system.initiative.statistic} (same value: perception)
[perception] : object {4-14.system.perception}
details : string {4-14.system.perception.details} (same value: )
mod : integer {4-14.system.perception.mod} (3 different values)
15 (x1)
18 (x1)
14 (x1)
senses : array<object> {4-14.system.perception.senses}
Length: min=1 max=1
Value type: object {4-14.system.perception.senses.[]}
type : string {4-14.system.perception.senses.[].type} (2 different values)
darkvision (x2)
scent (x1)
acuity : string {4-14.system.perception.senses.[].acuity} (same value: imprecise)
range : integer {4-14.system.perception.senses.[].range} (same value: 30)
[resources] : object {4-14.system.resources}
[focus] : object {4-14.system.resources.focus}
max : integer {4-14.system.resources.focus.max} (same value: 1)
value : integer {4-14.system.resources.focus.value} (same value: 1)
[skills] : object {4-14.system.skills}
[arcana] : object {4-14.system.skills.arcana}
base : integer {4-14.system.skills.arcana.base} (2 different values)
12 (x1)
15 (x1)
athletics : object {4-14.system.skills.athletics}
base : integer {4-14.system.skills.athletics.base} (3 different values)
16 (x1)
19 (x1)
15 (x1)
deception : object {4-14.system.skills.deception}
base : integer {4-14.system.skills.deception.base} (2 different values)
16 (x2)
17 (x1)
[diplomacy] : object {4-14.system.skills.diplomacy}
base : integer {4-14.system.skills.diplomacy.base} (same value: 14)
intimidation : object {4-14.system.skills.intimidation}
base : integer {4-14.system.skills.intimidation.base} (2 different values)
16 (x2)
15 (x1)
society : object {4-14.system.skills.society}
base : integer {4-14.system.skills.society.base} (same value: 14)
stealth : object {4-14.system.skills.stealth}
base : integer {4-14.system.skills.stealth.base} (same value: 15)
type : string {4-14.type} (2 different values)
hazard (x10)
npc (x3)
[prototypeToken] : object {4-14.prototypeToken}
name : string {4-14.prototypeToken.name} (3 different values)
Farah Al-Saleel (x2)
Fasiel Ibn Sazadin (x1)
Shaitan Tactics (x2)
+711
View File
@@ -0,0 +1,711 @@
4-15
Different values: 17
=====================================
object {4-15}
_id : string {4-15._id} (all different values)
folder : string {4-15.folder} (same value: igsqCQ8sta8uCAU9)
img : string {4-15.img} (same value: systems/pf2e/icons/default-icons/npc.svg)
items : array<object> {4-15.items}
Length: min=5 max=19
Value type: object {4-15.items.[]}
_id : string {4-15.items.[]._id} (56 different values)
[_stats] : object {4-15.items.[]._stats}
compendiumSource : string {4-15.items.[]._stats.compendiumSource} (15 different values)
Compendium.pf2e.conditionitems.Item.xYTAsEpcJE1Ccni3 (x3)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.TTCw5NusiSSkJU1x (x17)
Compendium.pf2e.equipment-srd.Item.dUC8Fsa6FZtVikS3 (x4)
Compendium.pf2e.equipment-srd.Item.4tIVTg9wj56RrveA (x8)
Compendium.pf2e.equipment-srd.Item.h7gsRKv6rORYgsv0 (x4)
Actor.pomHkkLGJxTvpAyA.Item.TOApogIgln0yhGda (x11)
Compendium.pf2e.equipment-srd.Item.rQWaJhI5Bko5x14Z (x4)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.AWvNPE4U0kEJSL1T (x4)
Compendium.pf2e.spells-srd.Item.SwUiVavHKMWG7t5K (x4)
Compendium.pf2e.equipment-srd.Item.LJdbVTOZog39EEbi (x4)
Compendium.pf2e.equipment-srd.Item.Yr9yCuJiAlFh3QEB (x4)
Compendium.pf2e.equipment-srd.Item.Gq1cZWSKOtJhKd2p (x4)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.kakyXBG5WA8c6Zfd (x4)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.hFtNbo1LKYCoDy2O (x4)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.m4HQ2o5aPxjXf2kY (x4)
img : string {4-15.items.[].img} (all different values)
name : string {4-15.items.[].name} (41 different values)
sort : integer {4-15.items.[].sort} (19 different values)
100000 (x17)
200000 (x17)
300000 (x17)
400000 (x17)
500000 (x17)
600000 (x15)
700000 (x12)
800000 (x12)
900000 (x12)
1000000 (x12)
1100000 (x8)
1200000 (x4)
1300000 (x4)
1400000 (x4)
1500000 (x4)
1600000 (x4)
1700000 (x4)
1800000 (x4)
1900000 (x4)
system : object {4-15.items.[].system}
description : object {4-15.items.[].system.description}
value : string {4-15.items.[].system.description.value} (71 different values)
[duration] : object {4-15.items.[].system.duration}
value : mixed
integer {4-15.items.[].system.duration.value} (same value: 0)
string {4-15.items.[].system.duration.value} (same value: 1 hour)
[sustained] : boolean {4-15.items.[].system.duration.sustained} (same value: False)
[group] : string {4-15.items.[].system.group} (5 different values)
bow (x4)
leather (x8)
knife (x4)
sword (x4)
plate (x4)
[overrides] : array<> {4-15.items.[].system.overrides}
Length: min=0 max=0
Value type: mixed
publication : object {4-15.items.[].system.publication}
license : string {4-15.items.[].system.publication.license} (2 different values)
OGL (x184)
ORC (x4)
remaster : boolean {4-15.items.[].system.publication.remaster} (2 different values)
False (x184)
True (x4)
title : string {4-15.items.[].system.publication.title} (5 different values)
Pathfinder Core Rulebook (x35)
(x116)
Pathfinder Bestiary 2 (x17)
Pathfinder Bestiary (x16)
Pathfinder Player Core (x4)
[references] : object {4-15.items.[].system.references}
children : array<> {4-15.items.[].system.references.children}
Length: min=0 max=0
Value type: mixed
immunityFrom : array<> {4-15.items.[].system.references.immunityFrom}
Length: min=0 max=0
Value type: mixed
overriddenBy : array<> {4-15.items.[].system.references.overriddenBy}
Length: min=0 max=0
Value type: mixed
overrides : array<> {4-15.items.[].system.references.overrides}
Length: min=0 max=0
Value type: mixed
rules : ###FoundryRulesObject###
[slug] : string {4-15.items.[].system.slug} (16 different values)
slowed (x3)
negative-healing (x17)
blinding-sulfur (x3)
composite-longbow (x4)
leather-armor (x8)
snare-kit (x4)
drain-life (x12)
dagger (x4)
sneak-attack (x4)
tongues (x4)
longsword (x4)
steel-shield (x4)
full-plate (x4)
constant-spells (x4)
attack-of-opportunity (x4)
shield-block (x4)
[value] : object {4-15.items.[].system.value}
isValued : boolean {4-15.items.[].system.value.isValued} (same value: True)
value : integer {4-15.items.[].system.value.value} (same value: 1)
[attack] : object {4-15.items.[].system.attack}
value : string {4-15.items.[].system.attack.value} (same value: )
[attackEffects] : object {4-15.items.[].system.attackEffects}
custom : string {4-15.items.[].system.attackEffects.custom} (same value: )
value : array<string> {4-15.items.[].system.attackEffects.value}
Length: min=1 max=1
Value type: string {4-15.items.[].system.attackEffects.value.[]} (2 different values)
blinding-sulfur (x3)
drain-life (x24)
[bonus] : object {4-15.items.[].system.bonus}
value : integer {4-15.items.[].system.bonus.value} (15 different values)
20 (x4)
22 (x2)
0 (x12)
21 (x3)
23 (x3)
18 (x3)
19 (x3)
26 (x2)
25 (x1)
29 (x1)
28 (x1)
16 (x1)
17 (x1)
24 (x1)
27 (x1)
[damageRolls] : object {4-15.items.[].system.damageRolls}
[0] : object {4-15.items.[].system.damageRolls.0}
damage : string {4-15.items.[].system.damageRolls.0.damage} (3 different values)
2d6+8 (x1)
2d6+10 (x1)
2d6+7 (x1)
damageType : string {4-15.items.[].system.damageRolls.0.damageType} (same value: bludgeoning)
[1] : object {4-15.items.[].system.damageRolls.1}
category : string {4-15.items.[].system.damageRolls.1.category} (same value: persistent)
damage : string {4-15.items.[].system.damageRolls.1.damage} (same value: 1d6)
damageType : string {4-15.items.[].system.damageRolls.1.damageType} (same value: fire)
[jZGZKQrMfYJF9Xmv] : object {4-15.items.[].system.damageRolls.jZGZKQrMfYJF9Xmv}
damage : string {4-15.items.[].system.damageRolls.jZGZKQrMfYJF9Xmv.damage} (4 different values)
1d8+14 (x1)
1d8+11 (x1)
1d8+12 (x1)
1d8+9 (x1)
damageType : string {4-15.items.[].system.damageRolls.jZGZKQrMfYJF9Xmv.damageType} (same value: slashing)
[XXpHZKSakBFyO07c] : object {4-15.items.[].system.damageRolls.XXpHZKSakBFyO07c}
damage : string {4-15.items.[].system.damageRolls.XXpHZKSakBFyO07c.damage} (4 different values)
1d8+12 (x1)
1d8+9 (x1)
1d8+10 (x1)
1d8+7 (x1)
damageType : string {4-15.items.[].system.damageRolls.XXpHZKSakBFyO07c.damageType} (same value: piercing)
[I8MdO16Xv2BRVHkv] : object {4-15.items.[].system.damageRolls.I8MdO16Xv2BRVHkv}
damage : string {4-15.items.[].system.damageRolls.I8MdO16Xv2BRVHkv.damage} (4 different values)
2d4+9 (x1)
2d4+6 (x1)
2d4+7 (x1)
2d4+4 (x1)
damageType : string {4-15.items.[].system.damageRolls.I8MdO16Xv2BRVHkv.damageType} (same value: piercing)
[Xea4qdbnOUjnJ67c] : object {4-15.items.[].system.damageRolls.Xea4qdbnOUjnJ67c}
damage : string {4-15.items.[].system.damageRolls.Xea4qdbnOUjnJ67c.damage} (4 different values)
1d8+9 (x1)
1d8+6 (x1)
1d8+7 (x1)
1d8+4 (x1)
damageType : string {4-15.items.[].system.damageRolls.Xea4qdbnOUjnJ67c.damageType} (same value: slashing)
[vRjwlp34khyciXIZ] : object {4-15.items.[].system.damageRolls.vRjwlp34khyciXIZ}
damage : string {4-15.items.[].system.damageRolls.vRjwlp34khyciXIZ.damage} (4 different values)
2d8+13 (x1)
2d8+16 (x1)
2d8+11 (x1)
2d8+14 (x1)
damageType : string {4-15.items.[].system.damageRolls.vRjwlp34khyciXIZ.damageType} (same value: slashing)
[eUO9Wq3VRCxsMBzl] : object {4-15.items.[].system.damageRolls.eUO9Wq3VRCxsMBzl}
damage : string {4-15.items.[].system.damageRolls.eUO9Wq3VRCxsMBzl.damage} (4 different values)
2d8+13 (x1)
2d8+16 (x1)
2d8+11 (x1)
2d8+14 (x1)
damageType : string {4-15.items.[].system.damageRolls.eUO9Wq3VRCxsMBzl.damageType} (same value: slashing)
[traits] : object {4-15.items.[].system.traits}
[rarity] : string {4-15.items.[].system.traits.rarity} (2 different values)
common (x161)
uncommon (x4)
value : array<string> {4-15.items.[].system.traits.value}
Length: min=0 max=6
Value type: string {4-15.items.[].system.traits.value.[]} (22 different values)
[traditions] : array<string> {4-15.items.[].system.traits.traditions}
Length: min=3 max=3
Value type: string {4-15.items.[].system.traits.traditions.[]} (3 different values)
arcane (x4)
divine (x4)
occult (x4)
[integrated] : mixed
[weaponType] : object {4-15.items.[].system.weaponType}
value : string {4-15.items.[].system.weaponType.value} (2 different values)
melee (x23)
ranged (x4)
[actionType] : object {4-15.items.[].system.actionType}
value : string {4-15.items.[].system.actionType.value} (3 different values)
passive (x82)
action (x12)
reaction (x20)
[actions] : object {4-15.items.[].system.actions}
[value] : integer {4-15.items.[].system.actions.value} (2 different values)
2 (x6)
1 (x6)
[category] : string {4-15.items.[].system.category} (7 different values)
interaction (x23)
defensive (x44)
offensive (x47)
martial (x8)
light (x8)
simple (x4)
heavy (x4)
[deathNote] : boolean {4-15.items.[].system.deathNote} (same value: True)
[baseItem] : string {4-15.items.[].system.baseItem} (6 different values)
composite-longbow (x4)
leather-armor (x8)
dagger (x4)
longsword (x4)
steel-shield (x4)
full-plate (x4)
[bonusDamage] : object {4-15.items.[].system.bonusDamage}
value : integer {4-15.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {4-15.items.[].system.bulk}
value : mixed
integer {4-15.items.[].system.bulk.value} (3 different values)
2 (x8)
1 (x16)
4 (x4)
float {4-15.items.[].system.bulk.value} (same value: 0,1)
[containerId] : mixed
[damage] : object {4-15.items.[].system.damage}
[damageType] : string {4-15.items.[].system.damage.damageType} (2 different values)
piercing (x8)
slashing (x4)
[dice] : integer {4-15.items.[].system.damage.dice} (same value: 1)
[die] : string {4-15.items.[].system.damage.die} (2 different values)
d8 (x8)
d4 (x4)
[equipped] : object {4-15.items.[].system.equipped}
carryType : string {4-15.items.[].system.equipped.carryType} (2 different values)
worn (x27)
held (x5)
[handsHeld] : integer {4-15.items.[].system.equipped.handsHeld} (2 different values)
0 (x11)
1 (x5)
[invested] : mixed
[inSlot] : boolean {4-15.items.[].system.equipped.inSlot} (same value: False)
[hardness] : integer {4-15.items.[].system.hardness} (2 different values)
0 (x28)
5 (x4)
[hp] : object {4-15.items.[].system.hp}
max : integer {4-15.items.[].system.hp.max} (2 different values)
0 (x28)
20 (x4)
value : integer {4-15.items.[].system.hp.value} (2 different values)
0 (x28)
20 (x4)
[level] : object {4-15.items.[].system.level}
value : integer {4-15.items.[].system.level.value} (3 different values)
0 (x28)
5 (x4)
2 (x4)
[material] : object {4-15.items.[].system.material}
[grade] : string {4-15.items.[].system.material.grade} (same value: standard)
[type] : string {4-15.items.[].system.material.type} (same value: adamantine)
[price] : object {4-15.items.[].system.price}
value : object {4-15.items.[].system.price.value}
[gp] : integer {4-15.items.[].system.price.value.gp} (5 different values)
20 (x4)
2 (x12)
5 (x4)
1 (x4)
30 (x4)
[sp] : integer {4-15.items.[].system.price.value.sp} (same value: 2)
[quantity] : integer {4-15.items.[].system.quantity} (same value: 1)
[range] : mixed
integer {4-15.items.[].system.range} (same value: 100)
object {4-15.items.[].system.range}
value : string {4-15.items.[].system.range.value} (same value: touch)
[reload] : object {4-15.items.[].system.reload}
value : string {4-15.items.[].system.reload.value} (3 different values)
0 (x4)
- (x4)
(x4)
[runes] : object {4-15.items.[].system.runes}
[potency] : integer {4-15.items.[].system.runes.potency} (2 different values)
1 (x12)
0 (x12)
[property] : array<> {4-15.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {4-15.items.[].system.runes.striking} (2 different values)
0 (x4)
1 (x8)
[resilient] : integer {4-15.items.[].system.runes.resilient} (same value: 0)
[reinforcing] : integer {4-15.items.[].system.runes.reinforcing} (same value: 0)
[size] : string {4-15.items.[].system.size} (same value: med)
[splashDamage] : object {4-15.items.[].system.splashDamage}
value : integer {4-15.items.[].system.splashDamage.value} (same value: 0)
[usage] : object {4-15.items.[].system.usage}
value : string {4-15.items.[].system.usage.value} (2 different values)
held-in-one-plus-hands (x4)
held-in-one-hand (x12)
[acBonus] : integer {4-15.items.[].system.acBonus} (3 different values)
1 (x8)
2 (x4)
6 (x4)
[checkPenalty] : integer {4-15.items.[].system.checkPenalty} (2 different values)
-1 (x8)
-3 (x4)
[dexCap] : integer {4-15.items.[].system.dexCap} (2 different values)
4 (x8)
0 (x4)
[speedPenalty] : integer {4-15.items.[].system.speedPenalty} (2 different values)
0 (x12)
-10 (x4)
[strength] : integer {4-15.items.[].system.strength} (2 different values)
0 (x8)
4 (x4)
[autoHeightenLevel] : object {4-15.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {4-15.items.[].system.prepared}
flexible : boolean {4-15.items.[].system.prepared.flexible} (same value: False)
value : string {4-15.items.[].system.prepared.value} (same value: innate)
[proficiency] : object {4-15.items.[].system.proficiency}
value : integer {4-15.items.[].system.proficiency.value} (same value: 1)
[showSlotlessLevels] : object {4-15.items.[].system.showSlotlessLevels}
value : boolean {4-15.items.[].system.showSlotlessLevels.value} (same value: False)
[slots] : object {4-15.items.[].system.slots}
[spelldc] : object {4-15.items.[].system.spelldc}
dc : integer {4-15.items.[].system.spelldc.dc} (4 different values)
28 (x1)
31 (x1)
26 (x1)
29 (x1)
mod : integer {4-15.items.[].system.spelldc.mod} (same value: 0)
value : integer {4-15.items.[].system.spelldc.value} (4 different values)
20 (x1)
23 (x1)
18 (x1)
21 (x1)
[tradition] : object {4-15.items.[].system.tradition}
value : string {4-15.items.[].system.tradition.value} (same value: divine)
[area] : mixed
[cost] : object {4-15.items.[].system.cost}
value : string {4-15.items.[].system.cost.value} (same value: )
[counteraction] : boolean {4-15.items.[].system.counteraction} (same value: False)
[defense] : mixed
[heightening] : object {4-15.items.[].system.heightening}
damage : object {4-15.items.[].system.heightening.damage}
interval : integer {4-15.items.[].system.heightening.interval} (same value: 1)
type : string {4-15.items.[].system.heightening.type} (same value: interval)
[location] : object {4-15.items.[].system.location}
heightenedLevel : integer {4-15.items.[].system.location.heightenedLevel} (same value: 5)
value : string {4-15.items.[].system.location.value} (same value: vM9qUCcmjXuCKUvw)
[requirements] : string {4-15.items.[].system.requirements} (same value: )
[target] : object {4-15.items.[].system.target}
value : string {4-15.items.[].system.target.value} (same value: 1 creature)
[time] : object {4-15.items.[].system.time}
value : string {4-15.items.[].system.time.value} (same value: 2)
[mod] : object {4-15.items.[].system.mod}
value : integer {4-15.items.[].system.mod.value} (4 different values)
24 (x1)
27 (x1)
22 (x1)
25 (x1)
[proficient] : object {4-15.items.[].system.proficient}
value : integer {4-15.items.[].system.proficient.value} (same value: 0)
type : string {4-15.items.[].type} (10 different values)
condition (x3)
melee (x27)
action (x114)
weapon (x12)
armor (x12)
equipment (x4)
spellcastingEntry (x4)
spell (x4)
shield (x4)
lore (x4)
[flags] : object {4-15.items.[].flags}
pf2e : object {4-15.items.[].flags.pf2e}
linkedWeapon : string {4-15.items.[].flags.pf2e.linkedWeapon} (3 different values)
Rw4TQAjoro6E9MvZ (x4)
HdJVXKg1EjumVlC0 (x4)
vwxfS6QSBbdY3B7C (x4)
name : string {4-15.name} (all different values)
system : object {4-15.system}
abilities : object {4-15.system.abilities}
cha : object {4-15.system.abilities.cha}
mod : integer {4-15.system.abilities.cha.mod} (4 different values)
-2 (x3)
4 (x2)
2 (x4)
3 (x8)
con : object {4-15.system.abilities.con}
mod : integer {4-15.system.abilities.con.mod} (2 different values)
4 (x9)
2 (x8)
dex : object {4-15.system.abilities.dex}
mod : integer {4-15.system.abilities.dex.mod} (4 different values)
2 (x3)
3 (x6)
4 (x4)
5 (x4)
int : object {4-15.system.abilities.int}
mod : integer {4-15.system.abilities.int.mod} (3 different values)
-5 (x5)
1 (x8)
5 (x4)
str : object {4-15.system.abilities.str}
mod : integer {4-15.system.abilities.str.mod} (5 different values)
5 (x3)
-3 (x2)
3 (x4)
4 (x4)
6 (x4)
wis : object {4-15.system.abilities.wis}
mod : integer {4-15.system.abilities.wis.mod} (2 different values)
2 (x5)
3 (x12)
attributes : object {4-15.system.attributes}
ac : object {4-15.system.attributes.ac}
details : string {4-15.system.attributes.ac.details} (5 different values)
(x13)
(33 with shield raised) (x1)
(35 with shield raised) (x1)
(31 with shield raised) (x1)
(34 with shield raised) (x1)
value : integer {4-15.system.attributes.ac.value} (10 different values)
26 (x2)
31 (x2)
28 (x2)
27 (x4)
30 (x1)
33 (x1)
25 (x2)
24 (x1)
29 (x1)
32 (x1)
allSaves : object {4-15.system.attributes.allSaves}
value : string {4-15.system.attributes.allSaves.value} (same value: )
hp : object {4-15.system.attributes.hp}
details : string {4-15.system.attributes.hp.details} (same value: void healing)
max : integer {4-15.system.attributes.hp.max} (all different values)
temp : integer {4-15.system.attributes.hp.temp} (same value: 0)
value : integer {4-15.system.attributes.hp.value} (all different values)
immunities : array<object> {4-15.system.attributes.immunities}
Length: min=5 max=6
Value type: object {4-15.system.attributes.immunities.[]}
type : string {4-15.system.attributes.immunities.[].type} (7 different values)
death-effects (x17)
disease (x17)
fire (x3)
paralyzed (x17)
poison (x17)
unconscious (x17)
precision (x2)
speed : object {4-15.system.attributes.speed}
otherSpeeds : array<> {4-15.system.attributes.speed.otherSpeeds}
Length: min=0 max=0
Value type: mixed
value : integer {4-15.system.attributes.speed.value} (2 different values)
30 (x3)
25 (x14)
[special] : string {4-15.system.attributes.speed.special} (same value: )
[weaknesses] : array<object> {4-15.system.attributes.weaknesses}
Length: min=2 max=2
Value type: object {4-15.system.attributes.weaknesses.[]}
[exceptions] : array<> {4-15.system.attributes.weaknesses.[].exceptions}
Length: min=0 max=0
Value type: mixed
type : string {4-15.system.attributes.weaknesses.[].type} (4 different values)
vitality (x3)
slashing (x3)
area-damage (x2)
splash-damage (x2)
value : integer {4-15.system.attributes.weaknesses.[].value} (3 different values)
7 (x4)
10 (x4)
5 (x2)
[adjustment] : mixed
[resistances] : array<object> {4-15.system.attributes.resistances}
Length: min=6 max=6
Value type: object {4-15.system.attributes.resistances.[]}
type : string {4-15.system.attributes.resistances.[].type} (6 different values)
bludgeoning (x2)
cold (x2)
electricity (x2)
fire (x2)
piercing (x2)
slashing (x2)
value : integer {4-15.system.attributes.resistances.[].value} (2 different values)
5 (x2)
10 (x10)
details : object {4-15.system.details}
blurb : string {4-15.system.details.blurb} (5 different values)
Variant sulfur zombie (x2)
(x7)
Variant hunter wight (x4)
Variant prowler wight (x2)
Variant wight commander (x2)
languages : object {4-15.system.details.languages}
details : string {4-15.system.details.languages.details} (2 different values)
(x13)
tongues (x4)
value : array<string> {4-15.system.details.languages.value}
Length: min=0 max=2
Value type: string {4-15.system.details.languages.value.[]} (2 different values)
common (x12)
necril (x12)
level : object {4-15.system.details.level}
value : integer {4-15.system.details.level.value} (7 different values)
8 (x3)
11 (x2)
9 (x4)
10 (x3)
13 (x1)
7 (x3)
12 (x1)
privateNotes : string {4-15.system.details.privateNotes} (same value: )
publicNotes : string {4-15.system.details.publicNotes} (5 different values)
<p>Glowing with a dull amber light, these odious creatures spawn from a combination of necromancy and fire. These destructive creations sow chaos and demolish fortifications, making them the bane of besieged cities.</p>
<hr />
<p>Necromancers most often create these mindless undead as obedient, expendable servitors. Left to its own devices, a zombie seeks only to consume the living, stopping only when its rotting body can no longer hold together.</p> (x3)
<p>Roiling about in seething waves of bleached death, clacking skull swarms arise from the remains of dozens of beheaded humanoids. The horrible clattering of the skulls' onslaught drives their prey to distraction even while they try to flee in terror.</p>
<hr />
<p>A skull swarm is composed of reanimated masses of craniums and jawbones, forming a terrifying avalanche of undead fury. Most skull swarms are mindless, though some retain a vestige of wit, awareness, and even magical talents from life, culminating in a highly intelligent swarm mind.</p> (x2)
<p>Dangers deep in the wilderness claim the life some lone scout or hunter. When they arise as wights, they renew their hunt with equal vigor, but all the living are now their prey. Hunter wights prefer to seek strategic ground, frequently taking residence atop hills or within abandoned watchtowers and keeps.</p>
<hr />
<p>Wights are undead beings of spite who primarily stalk places related to death.</p> (x4)
<p>Often found lurking in the dark, prowler wights wield subterfuge as their greatest weapon. They frequently feign death in old sewers, graveyards, and mausoleums, waiting for hapless victims to pass by before striking.</p>
<hr />
<p>Wights are undead beings of spite who primarily stalk places related to death.</p> (x4)
<p>When the beloved leader of a military unit is raised as a wight, sometimes the spirits of their comrades return with them, creating a gestalt being of impeccable tactical acumen.</p>
<hr />
<p>Wights are undead beings of spite who primarily stalk places related to death.</p> (x4)
publication : object {4-15.system.details.publication}
license : string {4-15.system.details.publication.license} (same value: OGL)
remaster : boolean {4-15.system.details.publication.remaster} (same value: False)
title : string {4-15.system.details.publication.title} (same value: Pathfinder Society Scenario #4-15: In Glorious Battle)
initiative : object {4-15.system.initiative}
statistic : string {4-15.system.initiative.statistic} (same value: perception)
perception : object {4-15.system.perception}
details : string {4-15.system.perception.details} (same value: )
mod : integer {4-15.system.perception.mod} (10 different values)
15 (x2)
20 (x2)
17 (x2)
21 (x2)
18 (x2)
24 (x1)
14 (x1)
19 (x2)
16 (x2)
22 (x1)
senses : array<object> {4-15.system.perception.senses}
Length: min=1 max=1
Value type: object {4-15.system.perception.senses.[]}
type : string {4-15.system.perception.senses.[].type} (same value: darkvision)
resources : object {4-15.system.resources}
saves : object {4-15.system.saves}
fortitude : object {4-15.system.saves.fortitude}
saveDetail : string {4-15.system.saves.fortitude.saveDetail} (same value: )
value : integer {4-15.system.saves.fortitude.value} (12 different values)
19 (x2)
22 (x1)
21 (x2)
16 (x3)
15 (x1)
23 (x1)
26 (x1)
18 (x2)
13 (x1)
17 (x1)
14 (x1)
24 (x1)
reflex : object {4-15.system.saves.reflex}
saveDetail : string {4-15.system.saves.reflex.saveDetail} (same value: )
value : integer {4-15.system.saves.reflex.value} (9 different values)
15 (x1)
21 (x2)
17 (x4)
20 (x3)
19 (x3)
22 (x1)
18 (x1)
14 (x1)
16 (x1)
will : object {4-15.system.saves.will}
saveDetail : string {4-15.system.saves.will.saveDetail} (same value: )
value : integer {4-15.system.saves.will.value} (10 different values)
13 (x2)
18 (x3)
15 (x2)
17 (x2)
16 (x2)
20 (x1)
23 (x1)
12 (x1)
14 (x2)
21 (x1)
skills : object {4-15.system.skills}
[athletics] : object {4-15.system.skills.athletics}
base : integer {4-15.system.skills.athletics.base} (10 different values)
18 (x1)
20 (x1)
19 (x1)
16 (x1)
23 (x1)
26 (x1)
17 (x2)
14 (x1)
21 (x1)
24 (x1)
[stealth] : object {4-15.system.skills.stealth}
base : integer {4-15.system.skills.stealth.base} (6 different values)
15 (x1)
17 (x3)
22 (x2)
19 (x2)
14 (x1)
20 (x2)
[acrobatics] : object {4-15.system.skills.acrobatics}
base : integer {4-15.system.skills.acrobatics.base} (5 different values)
21 (x1)
20 (x1)
17 (x2)
18 (x1)
15 (x1)
[crafting] : object {4-15.system.skills.crafting}
base : integer {4-15.system.skills.crafting.base} (4 different values)
19 (x1)
16 (x1)
17 (x1)
14 (x1)
[intimidation] : object {4-15.system.skills.intimidation}
base : integer {4-15.system.skills.intimidation.base} (8 different values)
17 (x1)
14 (x1)
24 (x1)
27 (x1)
15 (x1)
12 (x1)
22 (x1)
25 (x1)
[deception] : object {4-15.system.skills.deception}
base : integer {4-15.system.skills.deception.base} (4 different values)
20 (x1)
17 (x1)
18 (x1)
15 (x1)
special : array<object> {4-15.system.skills.deception.special}
Length: min=1 max=1
Value type: object {4-15.system.skills.deception.special.[]}
base : integer {4-15.system.skills.deception.special.[].base} (4 different values)
22 (x1)
19 (x1)
20 (x1)
17 (x1)
label : string {4-15.system.skills.deception.special.[].label} (same value: to feint)
predicate : array<string> {4-15.system.skills.deception.special.[].predicate}
Length: min=1 max=1
Value type: string {4-15.system.skills.deception.special.[].predicate.[]} (same value: action:feint)
traits : object {4-15.system.traits}
rarity : string {4-15.system.traits.rarity} (2 different values)
uncommon (x13)
rare (x4)
size : object {4-15.system.traits.size}
value : string {4-15.system.traits.size.value} (2 different values)
med (x15)
lg (x2)
value : array<string> {4-15.system.traits.value}
Length: min=5 max=6
Value type: string {4-15.system.traits.value.[]} (9 different values)
evil (x17)
fire (x3)
mindless (x5)
undead (x17)
unholy (x17)
zombie (x3)
swarm (x2)
lawful (x12)
wight (x12)
type : string {4-15.type} (same value: npc)
[prototypeToken] : object {4-15.prototypeToken}
name : string {4-15.prototypeToken.name} (9 different values)
Clacking Skull Swarm (x2)
Combustive Zombie (x1)
Smokesight Deadeye Wight (x1)
Smokesight Hunter Wight (x1)
Smokesight Prowler Wight (x1)
Smokesight Stalker Wight (x1)
Smokesight Wight Captain (x1)
Smokesight Wight Commander (x1)
Sulfur Zombie (x1)
+560
View File
@@ -0,0 +1,560 @@
4-16
Different values: 9
=====================================
object {4-16}
_id : string {4-16._id} (all different values)
folder : string {4-16.folder} (same value: VB1eMON94PBcNiij)
img : string {4-16.img} (2 different values)
systems/pf2e/icons/default-icons/hazard.svg (x6)
systems/pf2e/icons/default-icons/npc.svg (x3)
items : array<object> {4-16.items}
Length: min=0 max=18
Value type: object {4-16.items.[]}
_id : string {4-16.items.[]._id} (40 different values)
[_stats] : object {4-16.items.[]._stats}
compendiumSource : string {4-16.items.[]._stats.compendiumSource} (19 different values)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.baA0nSMhQyFyJIia (x2)
Compendium.pf2e.spells-srd.Item.VosLNn2M8S7JH67D (x2)
Compendium.pf2e.spells-srd.Item.KsWhliKfUs3IpW3c (x1)
Compendium.pf2e.spells-srd.Item.f8SBoXiXQjlCKqly (x2)
Compendium.pf2e.spells-srd.Item.2oH5IufzdESuYxat (x2)
Compendium.pf2e.spells-srd.Item.XXqE1eY3w3z6xJCB (x2)
Compendium.pf2e.spells-srd.Item.UKsIOWmMx4hSpafl (x2)
Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v (x3)
Compendium.pf2e.spells-srd.Item.atlgGNI1E1Ox3O3a (x3)
Compendium.pf2e.spells-srd.Item.pwzdSlJgYqN7bs2w (x3)
Compendium.pf2e.spells-srd.Item.Qw3fnUlaUbnn7ipC (x2)
Compendium.pf2e.spells-srd.Item.s3abwDbTV43pGFFW (x2)
Compendium.pf2e.spells-srd.Item.60sgbuMWN0268dB7 (x2)
Compendium.pf2e.spells-srd.Item.yV7Ouzaoe7DHLESI (x2)
Compendium.pf2e.spells-srd.Item.VlNcjmYyu95vOUe8 (x1)
Compendium.pf2e.spells-srd.Item.DyiD239dNS7RIxZE (x1)
Compendium.pf2e.spells-srd.Item.WBmvzNDfpwka3qT4 (x1)
Compendium.pf2e.spells-srd.Item.hs7h8f4Z1ZNdUt3s (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.AWvNPE4U0kEJSL1T (x1)
img : string {4-16.items.[].img} (25 different values)
name : string {4-16.items.[].name} (34 different values)
sort : integer {4-16.items.[].sort} (19 different values)
0 (x12)
100000 (x3)
200000 (x3)
300000 (x3)
400000 (x3)
500000 (x3)
600000 (x3)
700000 (x3)
800000 (x3)
900000 (x3)
1000000 (x3)
1100000 (x3)
1200000 (x3)
1300000 (x3)
1400000 (x3)
1500000 (x3)
1600000 (x3)
1700000 (x1)
1800000 (x1)
system : object {4-16.items.[].system}
[actionType] : object {4-16.items.[].system.actionType}
value : string {4-16.items.[].system.actionType.value} (4 different values)
passive (x6)
reaction (x5)
free (x2)
action (x3)
[actions] : object {4-16.items.[].system.actions}
[value] : integer {4-16.items.[].system.actions.value} (2 different values)
2 (x2)
1 (x1)
[category] : string {4-16.items.[].system.category} (2 different values)
defensive (x2)
offensive (x14)
description : object {4-16.items.[].system.description}
value : string {4-16.items.[].system.description.value} (29 different values)
publication : object {4-16.items.[].system.publication}
license : string {4-16.items.[].system.publication.license} (same value: OGL)
remaster : boolean {4-16.items.[].system.publication.remaster} (same value: False)
title : string {4-16.items.[].system.publication.title} (3 different values)
Pathfinder Bestiary (x3)
(x46)
Pathfinder Core Rulebook (x13)
rules : ###FoundryRulesObject###
[slug] : string {4-16.items.[].system.slug} (20 different values)
swarm-mind (x2)
blindness (x2)
wall-of-thorns (x1)
illusory-creature (x2)
illusory-object (x2)
invisibility (x2)
color-spray (x2)
dancing-lights (x3)
ghost-sound (x3)
mage-hand (x3)
prestidigitation (x2)
shillelagh (x2)
telekinetic-projectile (x2)
ventriloquism (x2)
dimension-door (x1)
searing-light (x1)
light (x1)
summon-fey (x2)
lurkers-glow (x1)
sneak-attack (x1)
[traits] : object {4-16.items.[].system.traits}
[rarity] : string {4-16.items.[].system.traits.rarity} (2 different values)
common (x45)
uncommon (x2)
value : array<string> {4-16.items.[].system.traits.value}
Length: min=0 max=6
Value type: string {4-16.items.[].system.traits.value.[]} (22 different values)
[traditions] : array<string> {4-16.items.[].system.traits.traditions}
Length: min=1 max=4
Value type: string {4-16.items.[].system.traits.traditions.[]} (4 different values)
arcane (x27)
divine (x8)
occult (x29)
primal (x16)
[attack] : object {4-16.items.[].system.attack}
value : string {4-16.items.[].system.attack.value} (same value: )
[attackEffects] : object {4-16.items.[].system.attackEffects}
value : array<string> {4-16.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {4-16.items.[].system.attackEffects.value.[]} (same value: lurkers-glow)
custom : string {4-16.items.[].system.attackEffects.custom} (same value: )
[bonus] : object {4-16.items.[].system.bonus}
value : integer {4-16.items.[].system.bonus.value} (4 different values)
15 (x2)
12 (x4)
11 (x1)
9 (x1)
[damageRolls] : object {4-16.items.[].system.damageRolls}
[7HveJ8m5zgNCORi8] : object {4-16.items.[].system.damageRolls.7HveJ8m5zgNCORi8}
damage : string {4-16.items.[].system.damageRolls.7HveJ8m5zgNCORi8.damage} (2 different values)
2d8+7 (x1)
1d10+6 (x1)
damageType : string {4-16.items.[].system.damageRolls.7HveJ8m5zgNCORi8.damageType} (same value: piercing)
[69LAZOvG2F6DmFVY] : object {4-16.items.[].system.damageRolls.69LAZOvG2F6DmFVY}
damage : string {4-16.items.[].system.damageRolls.69LAZOvG2F6DmFVY.damage} (2 different values)
1d6+3 (x1)
1d10+6 (x1)
damageType : string {4-16.items.[].system.damageRolls.69LAZOvG2F6DmFVY.damageType} (same value: bludgeoning)
[0] : object {4-16.items.[].system.damageRolls.0}
damage : string {4-16.items.[].system.damageRolls.0.damage} (3 different values)
1d4+8 (x1)
1d4+5 (x1)
2d4 (x1)
damageType : string {4-16.items.[].system.damageRolls.0.damageType} (2 different values)
bludgeoning (x2)
force (x1)
[ej9eyswj6imzromemjpp] : object {4-16.items.[].system.damageRolls.ej9eyswj6imzromemjpp}
damage : string {4-16.items.[].system.damageRolls.ej9eyswj6imzromemjpp.damage} (same value: 2d6)
damageType : string {4-16.items.[].system.damageRolls.ej9eyswj6imzromemjpp.damageType} (same value: slashing)
[weaponType] : object {4-16.items.[].system.weaponType}
value : string {4-16.items.[].system.weaponType.value} (2 different values)
melee (x5)
ranged (x3)
[autoHeightenLevel] : object {4-16.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {4-16.items.[].system.prepared}
flexible : boolean {4-16.items.[].system.prepared.flexible} (same value: False)
value : string {4-16.items.[].system.prepared.value} (same value: innate)
[proficiency] : object {4-16.items.[].system.proficiency}
value : integer {4-16.items.[].system.proficiency.value} (same value: 0)
[slots] : object {4-16.items.[].system.slots}
[spelldc] : object {4-16.items.[].system.spelldc}
dc : integer {4-16.items.[].system.spelldc.dc} (2 different values)
22 (x1)
20 (x2)
mod : integer {4-16.items.[].system.spelldc.mod} (same value: 0)
value : integer {4-16.items.[].system.spelldc.value} (2 different values)
14 (x2)
12 (x1)
[tradition] : object {4-16.items.[].system.tradition}
value : string {4-16.items.[].system.tradition.value} (same value: primal)
[area] : object {4-16.items.[].system.area}
type : string {4-16.items.[].system.area.type} (2 different values)
burst (x2)
cone (x2)
value : integer {4-16.items.[].system.area.value} (2 different values)
20 (x2)
15 (x2)
[cost] : object {4-16.items.[].system.cost}
value : string {4-16.items.[].system.cost.value} (same value: )
[counteraction] : boolean {4-16.items.[].system.counteraction} (2 different values)
False (x32)
True (x1)
[damage] : object {4-16.items.[].system.damage}
[0] : object {4-16.items.[].system.damage.0}
applyMod : boolean {4-16.items.[].system.damage.0.applyMod} (2 different values)
False (x2)
True (x2)
[category] : mixed
formula : string {4-16.items.[].system.damage.0.formula} (3 different values)
3d4 (x1)
1d6 (x2)
5d6 (x1)
kinds : array<string> {4-16.items.[].system.damage.0.kinds}
Length: min=1 max=1
Value type: string {4-16.items.[].system.damage.0.kinds.[]} (same value: damage)
materials : array<> {4-16.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {4-16.items.[].system.damage.0.type} (3 different values)
piercing (x1)
untyped (x2)
fire (x1)
[defense] : object {4-16.items.[].system.defense}
save : object {4-16.items.[].system.defense.save}
basic : boolean {4-16.items.[].system.defense.save.basic} (same value: False)
statistic : string {4-16.items.[].system.defense.save.statistic} (2 different values)
fortitude (x2)
will (x2)
[duration] : object {4-16.items.[].system.duration}
sustained : boolean {4-16.items.[].system.duration.sustained} (2 different values)
False (x18)
True (x15)
value : string {4-16.items.[].system.duration.value} (5 different values)
(x19)
1 minute (x5)
10 minutes (x6)
1 or more rounds (see below) (x2)
until the next time you make your daily preparations (x1)
[level] : object {4-16.items.[].system.level}
value : integer {4-16.items.[].system.level.value} (4 different values)
3 (x4)
2 (x6)
1 (x22)
4 (x1)
[location] : object {4-16.items.[].system.location}
[heightenedLevel] : integer {4-16.items.[].system.location.heightenedLevel} (2 different values)
3 (x3)
4 (x1)
value : string {4-16.items.[].system.location.value} (2 different values)
oqcxPwDIMJ2bu4Ul (x24)
ctRDT8yPATnd3gxe (x9)
[range] : object {4-16.items.[].system.range}
value : string {4-16.items.[].system.range.value} (7 different values)
30 feet (x12)
60 feet (x1)
500 feet (x4)
touch (x5)
(x4)
120 feet (x5)
10 feet (x2)
[requirements] : string {4-16.items.[].system.requirements} (same value: )
[target] : object {4-16.items.[].system.target}
value : string {4-16.items.[].system.target.value} (6 different values)
1 creature (x7)
(x18)
1 unattended object of light Bulk or less (x3)
1 object (cook, lift, or tidy only) (x2)
1 non-magical club or staff you hold (x2)
1 object of 1 Bulk or less, either unattended or possessed by you or a willing ally (x1)
[time] : object {4-16.items.[].system.time}
value : string {4-16.items.[].system.time.value} (2 different values)
2 (x30)
3 (x3)
[heightening] : object {4-16.items.[].system.heightening}
damage : object {4-16.items.[].system.heightening.damage}
0 : string {4-16.items.[].system.heightening.damage.0} (3 different values)
1d4 (x1)
1d6 (x2)
2d6 (x1)
interval : integer {4-16.items.[].system.heightening.interval} (same value: 1)
type : string {4-16.items.[].system.heightening.type} (same value: interval)
[overlays] : object {4-16.items.[].system.overlays}
2I469pfbYcmFvzOA : object {4-16.items.[].system.overlays.2I469pfbYcmFvzOA}
_id : string {4-16.items.[].system.overlays.2I469pfbYcmFvzOA._id} (same value: 2I469pfbYcmFvzOA)
name : string {4-16.items.[].system.overlays.2I469pfbYcmFvzOA.name} (same value: Telekinetic Projectile (Bludgeoning))
overlayType : string {4-16.items.[].system.overlays.2I469pfbYcmFvzOA.overlayType} (same value: override)
sort : integer {4-16.items.[].system.overlays.2I469pfbYcmFvzOA.sort} (same value: 1)
system : object {4-16.items.[].system.overlays.2I469pfbYcmFvzOA.system}
damage : object {4-16.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage}
0 : object {4-16.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage.0}
[category] : mixed
type : string {4-16.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage.0.type} (same value: bludgeoning)
cUFX7ExSLeoa3vIF : object {4-16.items.[].system.overlays.cUFX7ExSLeoa3vIF}
_id : string {4-16.items.[].system.overlays.cUFX7ExSLeoa3vIF._id} (same value: cUFX7ExSLeoa3vIF)
name : string {4-16.items.[].system.overlays.cUFX7ExSLeoa3vIF.name} (same value: Telekinetic Projectile (Piercing))
overlayType : string {4-16.items.[].system.overlays.cUFX7ExSLeoa3vIF.overlayType} (same value: override)
sort : integer {4-16.items.[].system.overlays.cUFX7ExSLeoa3vIF.sort} (same value: 2)
system : object {4-16.items.[].system.overlays.cUFX7ExSLeoa3vIF.system}
damage : object {4-16.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage}
0 : object {4-16.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage.0}
[category] : mixed
type : string {4-16.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage.0.type} (same value: piercing)
zFWsMjoeCnLxqJaV : object {4-16.items.[].system.overlays.zFWsMjoeCnLxqJaV}
_id : string {4-16.items.[].system.overlays.zFWsMjoeCnLxqJaV._id} (same value: zFWsMjoeCnLxqJaV)
name : string {4-16.items.[].system.overlays.zFWsMjoeCnLxqJaV.name} (same value: Telekinetic Projectile (Slashing))
overlayType : string {4-16.items.[].system.overlays.zFWsMjoeCnLxqJaV.overlayType} (same value: override)
sort : integer {4-16.items.[].system.overlays.zFWsMjoeCnLxqJaV.sort} (same value: 3)
system : object {4-16.items.[].system.overlays.zFWsMjoeCnLxqJaV.system}
damage : object {4-16.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage}
0 : object {4-16.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage.0}
[category] : mixed
type : string {4-16.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage.0.type} (same value: slashing)
[frequency] : object {4-16.items.[].system.frequency}
max : integer {4-16.items.[].system.frequency.max} (same value: 3)
per : string {4-16.items.[].system.frequency.per} (same value: day)
value : integer {4-16.items.[].system.frequency.value} (same value: 3)
[mod] : object {4-16.items.[].system.mod}
value : integer {4-16.items.[].system.mod.value} (2 different values)
12 (x1)
9 (x1)
[proficient] : object {4-16.items.[].system.proficient}
value : integer {4-16.items.[].system.proficient.value} (same value: 0)
[showSlotlessLevels] : object {4-16.items.[].system.showSlotlessLevels}
value : boolean {4-16.items.[].system.showSlotlessLevels.value} (same value: False)
type : string {4-16.items.[].type} (5 different values)
action (x16)
melee (x8)
spellcastingEntry (x3)
spell (x33)
lore (x2)
name : string {4-16.name} (all different values)
system : object {4-16.system}
attributes : object {4-16.system.attributes}
ac : object {4-16.system.attributes.ac}
value : integer {4-16.system.attributes.ac.value} (4 different values)
0 (x2)
25 (x2)
22 (x3)
20 (x2)
[details] : string {4-16.system.attributes.ac.details} (same value: )
[emitsSound] : string {4-16.system.attributes.emitsSound} (same value: encounter)
[hardness] : integer {4-16.system.attributes.hardness} (same value: 0)
hp : object {4-16.system.attributes.hp}
details : string {4-16.system.attributes.hp.details} (2 different values)
(x7)
if the house spirits take this much damage, they aren't killed, but they do flee the school and don't return (x2)
max : integer {4-16.system.attributes.hp.max} (6 different values)
0 (x2)
54 (x2)
46 (x2)
59 (x1)
40 (x1)
57 (x1)
temp : integer {4-16.system.attributes.hp.temp} (same value: 0)
value : integer {4-16.system.attributes.hp.value} (6 different values)
0 (x2)
54 (x2)
46 (x2)
59 (x1)
40 (x1)
57 (x1)
[stealth] : object {4-16.system.attributes.stealth}
details : string {4-16.system.attributes.stealth.details} (2 different values)
<p>DC 0, initiative modifier is +5</p> (x2)
(x4)
value : integer {4-16.system.attributes.stealth.value} (5 different values)
5 (x2)
10 (x1)
7 (x1)
13 (x1)
16 (x1)
[immunities] : array<object> {4-16.system.attributes.immunities}
Length: min=1 max=2
Value type: object {4-16.system.attributes.immunities.[]}
[exceptions] : array<> {4-16.system.attributes.immunities.[].exceptions}
Length: min=0 max=0
Value type: mixed
type : string {4-16.system.attributes.immunities.[].type} (3 different values)
precision (x2)
swarm-mind (x2)
blinded (x1)
[weaknesses] : array<object> {4-16.system.attributes.weaknesses}
Length: min=1 max=2
Value type: object {4-16.system.attributes.weaknesses.[]}
[exceptions] : array<> {4-16.system.attributes.weaknesses.[].exceptions}
Length: min=0 max=0
Value type: mixed
type : string {4-16.system.attributes.weaknesses.[].type} (3 different values)
area-damage (x2)
splash-damage (x2)
cold-iron (x1)
value : integer {4-16.system.attributes.weaknesses.[].value} (same value: 5)
[adjustment] : mixed
[allSaves] : object {4-16.system.attributes.allSaves}
value : string {4-16.system.attributes.allSaves.value} (same value: )
[speed] : object {4-16.system.attributes.speed}
otherSpeeds : array<object> {4-16.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {4-16.system.attributes.speed.otherSpeeds.[]}
type : string {4-16.system.attributes.speed.otherSpeeds.[].type} (same value: fly)
value : integer {4-16.system.attributes.speed.otherSpeeds.[].value} (same value: 25)
value : integer {4-16.system.attributes.speed.value} (2 different values)
30 (x2)
25 (x1)
[creatureType] : string {4-16.system.creatureType} (same value: )
details : object {4-16.system.details}
[description] : string {4-16.system.details.description} (3 different values)
<p>Fire engulfs four 5-foot-by-5-foot sections of the library, then spreads erratically on each of its turns as burning books are carried about by the modified unseen servant.</p> (x2)
<p>Several distressed opossums dressed in school uniforms and under the effects of @UUID[Compendium.pf2e.spells-srd.Item.Mirror Image] fly about the hallway, guided by four giggling sprites.</p> (x2)
<p>A group of house spirits run around the lunchroom hurling pies at the walls and all the people in the room—and then the pies magically reconstitute and throw themselves again.</p> (x2)
[disable] : string {4-16.system.details.disable} (6 different values)
<p>A successful @Check[athletics|dc:18], @Check[nature|dc:18], or @Check[survival|dc:18] check from an adjacent square is sufficient to smother one 5-foot- square of fire; each attempt is an Interact action. Dousing the flames automatically extinguishes one or more sections of fire, with no check. Water typically clears a 5-foot square if the amount is small (such as that from @UUID[Compendium.pf2e.spells-srd.Item.Create Water] or @UUID[Compendium.pf2e.spells-srd.Item.Hydraulic Push]). Larger amounts of water, such as a full bucket, typically douse a 10-foot-by-10-foot area (or 4 squares in some other shape). Throwing a bucket of water on flames requires an Interact action. A waterskin doesn't contain enough water to put out even 1 square of fire. Cold can also put out fire, but only if the cold can affect an area; cold is usually less effective than water, so a @UUID[Compendium.pf2e.equipment-srd.Item.Frost Vial (Lesser)]{Frost Vial} typically puts out only 1 square of fire, and ray of frost is ineffective.</p> (x1)
<p>@Check[diplomacy|dc:23], @Check[deception|dc:23], or @Check[intimidation|dc:23] four times to convince one sprite to undo their spells; @Check[athletics|dc:25], @Check[diplomacy|dc:25] (with wild empathy) or @Check[nature|dc:25] to subdue or soothe the opossums; or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (2nd level; counteract DC 21) to undo one sprites' worth of spells. Four successes are required to disable the hazard.</p> (x1)
<p>@Check[diplomacy|dc:20], @Check[deception|dc:20], or @Check[intimidation|dc:20] four times to convince one sprite to undo their spells; @Check[athletics|dc:22], @Check[diplomacy|dc:22] (with wild empathy) or @Check[nature|dc:22] to subdue or soothe the opossums; or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (2nd level; counteract DC 18) to undo one sprites' worth of spells. Four successes are required to disable the hazard.</p> (x1)
<p>@Check[diplomacy|dc:20], @Check[deception|dc:20], or @Check[intimidation|dc:20] four times to convince the spirits to undo their spells, @Check[arcana|dc:18] or @Check[occultism|dc:21] to unravel a pie's enchantments, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (2nd level; counteract DC 18) to undo one pies' worth of spells. Three successes are required to disable the hazard.</p> (x1)
<p>@Check[diplomacy|dc:23], @Check[deception|dc:23], or @Check[intimidation|dc:23] four times to convince the spirits to undo their spells, @Check[arcana|dc:21] or @Check[occultism|dc:21] to unravel a pie's enchantments, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (2nd level; counteract DC 18) to undo one pies' worth of spells. Three successes are required to disable the hazard.</p> (x1)
<p>A successful @Check[athletics|dc:15], @Check[nature|dc:15], or @Check[survival|dc:15] check from an adjacent square is sufficient to smother one 5-foot- square of fire; each attempt is an Interact action. Dousing the flames automatically extinguishes one or more sections of fire, with no check. Water typically clears a 5-foot square if the amount is small (such as that from @UUID[Compendium.pf2e.spells-srd.Item.Create Water] or @UUID[Compendium.pf2e.spells-srd.Item.Hydraulic Push]). Larger amounts of water, such as a full bucket, typically douse a 10-foot-by-10-foot area (or 4 squares in some other shape). Throwing a bucket of water on flames requires an Interact action. A waterskin doesn't contain enough water to put out even 1 square of fire. Cold can also put out fire, but only if the cold can affect an area; cold is usually less effective than water, so a @UUID[Compendium.pf2e.equipment-srd.Item.Frost Vial (Lesser)]{Frost Vial} typically puts out only 1 square of fire, and ray of frost is ineffective.</p> (x1)
[isComplex] : boolean {4-16.system.details.isComplex} (2 different values)
True (x4)
False (x2)
level : object {4-16.system.details.level}
value : integer {4-16.system.details.level.value} (4 different values)
3 (x4)
5 (x3)
4 (x1)
1 (x1)
publication : object {4-16.system.details.publication}
license : string {4-16.system.details.publication.license} (same value: OGL)
remaster : boolean {4-16.system.details.publication.remaster} (same value: False)
title : string {4-16.system.details.publication.title} (same value: Pathfinder Society Scenario #4-16: Dacilane Academy's First Great Prank War)
[reset] : string {4-16.system.details.reset} (same value: )
[routine] : string {4-16.system.details.routine} (5 different values)
<p>On its turn, the fire spreads into a number of additional squares equal to half the number of squares the fire currently occupies plus the number of books that the lurkers in light lit on fire this round, minimum 1 square. You determine the squares the fire spreads into, but any spread from lit books must affect a bookshelf; fires spread in this way do not need to spread into adjacent squares. Any creature that ends its turn next to the flames takes @Damage[1d6[fire]] damage, and any creature within the flames takes @Damage[4d6[fire]] damage (@Check[reflex|dc:18|basic] save for both). A creature can take damage from flames only once per round.</p> (x1)
<p>(4 actions) The hazard loses 1 action each turn for each Disable success. Each sprite takes one action to Strike a different randomly chosen PC.</p> (x2)
<p>(3 actions) The hazard regenerates any pies that it has thrown at a cost of one action per pie (to a maximum of 3 active pies). Each successful check to disable the hazard deactivates one of the pies, reducing the number of active pies by 1. After regenerating pies on its turn, the hazard throws pies whenever a creature triggers continually sur-piesed. For each pie Strike, roll [[/r 1d4]]. On a 1, the pie pan has nails driven into it by Numblekin and deals an additional @Damage[(1d10+6)[piercing]] damage. The nails make the pie's damage lethal, rather than nonlethal.</p> (x1)
<p>(4 actions) The hazard regenerates any pies that it has thrown at a cost of one action per pie (to a maximum of 4 active pies). Each successful check to disable the hazard deactivates one of the pies, reducing the number of active pies by 1. After regenerating pies on its turn, the hazard throws pies whenever a creature triggers continually sur-piesed. For each pie Strike, roll [[/r 1d4]]. On a 1, the pie pan has nails driven into it by Numblekin and deals an additional @Damage[(2d8+7)[piercing]] damage. The nails make the pie's damage lethal, rather than nonlethal.</p> (x1)
<p>On its turn, the fire spreads into a number of additional squares equal to half the number of squares the fire currently occupies plus the number of books that the lurkers in light lit on fire this round, minimum 1 square. You determine the squares the fire spreads into, but any spread from lit books must affect a bookshelf; fires spread in this way do not need to spread into adjacent squares. Any creature that ends its turn next to the flames takes @Damage[1d6[fire]] damage, and any creature within the flames takes @Damage[4d6[fire]] damage (@Check[reflex|dc:15|basic] save for both). A creature can take damage from flames only once per round.</p> (x1)
[blurb] : string {4-16.system.details.blurb} (2 different values)
Variant leprechaun (x2)
(x1)
[languages] : object {4-16.system.details.languages}
details : string {4-16.system.details.languages.details} (same value: )
value : array<string> {4-16.system.details.languages.value}
Length: min=2 max=3
Value type: string {4-16.system.details.languages.value.[]} (3 different values)
common (x3)
fey (x3)
aklo (x1)
[privateNotes] : string {4-16.system.details.privateNotes} (same value: )
[publicNotes] : string {4-16.system.details.publicNotes} (2 different values)
<p>Leprechauns are mostly jovial tricksters who prefer mischief over conflict. They fill their days with as much fun, wine, and food as possible. Mostly found in forested regions, leprechauns respect nature and those who protect it.</p>
<p>Leprechauns do not attack on sight. Rather, they engage in conversation and try to charm, cajole, or trick those they meet into doing favors for them or freely giving over a treasured item, usually in return for illusory wealth or false promises of wealth and success. These small tricksters are masters at discerning the desires of those they meet-a knack that puts them in a powerful position when bargaining for goods or favors. They aren't above turning people against each other for their own benefit but generally not to an extent that causes harm.</p>
<p>In most cases, a leprechaun doesn't keep a purloined possession for long. The leprechaun most often returns such stolen prizes just in time to defuse tensions, often as they point out the humor of the situation, hoping to share their amusement and mirth with the victim. In cases where a leprechaun's trick goes too far and results in an incensed victim, the leprechaun quickly flees the conflict rather than engage in combat. This willingness to return stolen goods or to flee from battles fades as leprechauns grow older. Ancient leprechauns who have lived for thousands of years often spiral into dark bitterness and increasingly use their powers and illusions to lure those who offend them or fail to appreciate a joke into danger... or even death.</p> (x2)
<p>These malicious and strange fey appear as fairies about 2 feet tall, with insectile wings, large eyes, and bulbous heads. They slaughter and cause mischief in a pattern only their alien intellect understands, but they've been seen to take particular umbrage against dwarves, gnomes, and creatures who live in darkness. With their grudges and pursuit of their own wicked and sadistic whims, lurkers in light deftly overturn the conventional wisdom that creatures associated with light are benign and friendly.</p>
<p>While lurkers in light are fey and have ties to the First World, these creatures are often found elsewhere in the Great Beyond. They are particularly fond of invading the Shadow Plane to bring light to those who dwell there-not to help, but to spread misery and pain among those to whom light is agonizing.</p> (x1)
saves : object {4-16.system.saves}
fortitude : object {4-16.system.saves.fortitude}
saveDetail : string {4-16.system.saves.fortitude.saveDetail} (same value: )
value : integer {4-16.system.saves.fortitude.value} (8 different values)
0 (x2)
17 (x1)
14 (x1)
6 (x1)
9 (x1)
12 (x1)
10 (x1)
7 (x1)
reflex : object {4-16.system.saves.reflex}
saveDetail : string {4-16.system.saves.reflex.saveDetail} (same value: )
value : integer {4-16.system.saves.reflex.value} (4 different values)
0 (x2)
15 (x3)
12 (x3)
13 (x1)
will : object {4-16.system.saves.will}
saveDetail : string {4-16.system.saves.will.saveDetail} (same value: )
[value] : integer {4-16.system.saves.will.value} (5 different values)
0 (x2)
14 (x2)
17 (x1)
12 (x1)
11 (x1)
[statusEffects] : array<> {4-16.system.statusEffects}
Length: min=0 max=0
Value type: mixed
traits : object {4-16.system.traits}
rarity : string {4-16.system.traits.rarity} (2 different values)
common (x7)
unique (x2)
size : object {4-16.system.traits.size}
value : string {4-16.system.traits.size.value} (2 different values)
med (x6)
sm (x3)
value : array<string> {4-16.system.traits.value}
Length: min=2 max=2
Value type: string {4-16.system.traits.value.[]} (6 different values)
environmental (x6)
fire (x2)
magical (x4)
chaotic (x2)
fey (x3)
evil (x1)
[abilities] : object {4-16.system.abilities}
cha : object {4-16.system.abilities.cha}
mod : integer {4-16.system.abilities.cha.mod} (3 different values)
5 (x1)
4 (x1)
2 (x1)
con : object {4-16.system.abilities.con}
mod : integer {4-16.system.abilities.con.mod} (2 different values)
2 (x2)
1 (x1)
dex : object {4-16.system.abilities.dex}
mod : integer {4-16.system.abilities.dex.mod} (2 different values)
5 (x2)
4 (x1)
int : object {4-16.system.abilities.int}
mod : integer {4-16.system.abilities.int.mod} (3 different values)
4 (x1)
3 (x1)
2 (x1)
str : object {4-16.system.abilities.str}
mod : integer {4-16.system.abilities.str.mod} (3 different values)
2 (x1)
1 (x1)
0 (x1)
wis : object {4-16.system.abilities.wis}
mod : integer {4-16.system.abilities.wis.mod} (2 different values)
4 (x2)
3 (x1)
[initiative] : object {4-16.system.initiative}
statistic : string {4-16.system.initiative.statistic} (same value: perception)
[perception] : object {4-16.system.perception}
details : string {4-16.system.perception.details} (same value: )
mod : integer {4-16.system.perception.mod} (2 different values)
15 (x1)
13 (x2)
senses : array<object> {4-16.system.perception.senses}
Length: min=1 max=1
Value type: object {4-16.system.perception.senses.[]}
type : string {4-16.system.perception.senses.[].type} (same value: low-light-vision)
[resources] : object {4-16.system.resources}
focus : object {4-16.system.resources.focus}
max : integer {4-16.system.resources.focus.max} (same value: 1)
value : integer {4-16.system.resources.focus.value} (same value: 1)
[skills] : object {4-16.system.skills}
acrobatics : object {4-16.system.skills.acrobatics}
base : integer {4-16.system.skills.acrobatics.base} (3 different values)
13 (x1)
10 (x1)
12 (x1)
[deception] : object {4-16.system.skills.deception}
base : integer {4-16.system.skills.deception.base} (2 different values)
14 (x1)
11 (x1)
nature : object {4-16.system.skills.nature}
base : integer {4-16.system.skills.nature.base} (2 different values)
12 (x1)
9 (x2)
[performance] : object {4-16.system.skills.performance}
base : integer {4-16.system.skills.performance.base} (2 different values)
14 (x1)
11 (x1)
[thievery] : object {4-16.system.skills.thievery}
base : integer {4-16.system.skills.thievery.base} (2 different values)
13 (x1)
10 (x1)
occultism : object {4-16.system.skills.occultism}
base : integer {4-16.system.skills.occultism.base} (same value: 9)
stealth : object {4-16.system.skills.stealth}
base : integer {4-16.system.skills.stealth.base} (same value: 12)
survival : object {4-16.system.skills.survival}
base : integer {4-16.system.skills.survival.base} (same value: 11)
type : string {4-16.type} (2 different values)
hazard (x6)
npc (x3)
[prototypeToken] : object {4-16.prototypeToken}
name : string {4-16.prototypeToken.name} (same value: Pappy Draighean)
+590
View File
@@ -0,0 +1,590 @@
4-17
Different values: 8
=====================================
object {4-17}
_id : string {4-17._id} (all different values)
folder : string {4-17.folder} (same value: z33NeUoFbcpWVmfu)
img : string {4-17.img} (2 different values)
systems/pf2e/icons/default-icons/npc.svg (x6)
systems/pf2e/icons/default-icons/hazard.svg (x2)
items : array<object> {4-17.items}
Length: min=2 max=27
Value type: object {4-17.items.[]}
_id : string {4-17.items.[]._id} (52 different values)
img : string {4-17.items.[].img} (24 different values)
name : string {4-17.items.[].name} (49 different values)
sort : integer {4-17.items.[].sort} (28 different values)
system : object {4-17.items.[].system}
[autoHeightenLevel] : object {4-17.items.[].system.autoHeightenLevel}
[value] : mixed
description : object {4-17.items.[].system.description}
value : string {4-17.items.[].system.description.value} (51 different values)
[prepared] : object {4-17.items.[].system.prepared}
[flexible] : boolean {4-17.items.[].system.prepared.flexible} (same value: False)
value : string {4-17.items.[].system.prepared.value} (same value: innate)
[proficiency] : object {4-17.items.[].system.proficiency}
value : integer {4-17.items.[].system.proficiency.value} (2 different values)
0 (x2)
1 (x4)
publication : object {4-17.items.[].system.publication}
license : string {4-17.items.[].system.publication.license} (same value: OGL)
remaster : boolean {4-17.items.[].system.publication.remaster} (same value: False)
title : string {4-17.items.[].system.publication.title} (5 different values)
(x53)
Pathfinder Core Rulebook (x34)
Pathfinder Treasure Vault (x2)
Pathfinder Society Scenario #4-17: Trapping the Hag's Claw (x2)
Pathfinder Bestiary (x12)
rules : ###FoundryRulesObject###
[showSlotlessLevels] : object {4-17.items.[].system.showSlotlessLevels}
value : boolean {4-17.items.[].system.showSlotlessLevels.value} (same value: False)
[slots] : object {4-17.items.[].system.slots}
[slug] : string {4-17.items.[].system.slug} (26 different values)
[spelldc] : object {4-17.items.[].system.spelldc}
dc : integer {4-17.items.[].system.spelldc.dc} (4 different values)
30 (x1)
28 (x1)
21 (x2)
25 (x2)
[mod] : integer {4-17.items.[].system.spelldc.mod} (same value: 0)
value : integer {4-17.items.[].system.spelldc.value} (4 different values)
22 (x1)
20 (x1)
13 (x2)
17 (x2)
[tradition] : object {4-17.items.[].system.tradition}
value : string {4-17.items.[].system.tradition.value} (same value: occult)
[area] : object {4-17.items.[].system.area}
type : string {4-17.items.[].system.area.type} (2 different values)
burst (x6)
emanation (x2)
value : integer {4-17.items.[].system.area.value} (3 different values)
30 (x4)
5 (x2)
20 (x2)
[cost] : object {4-17.items.[].system.cost}
value : string {4-17.items.[].system.cost.value} (2 different values)
black sapphire with a gp value of at least the target's level × 100 (x2)
(x32)
[counteraction] : boolean {4-17.items.[].system.counteraction} (same value: False)
[damage] : object {4-17.items.[].system.damage}
[0] : object {4-17.items.[].system.damage.0}
applyMod : boolean {4-17.items.[].system.damage.0.applyMod} (same value: False)
[category] : mixed
formula : string {4-17.items.[].system.damage.0.formula} (2 different values)
11d6 (x2)
1d4+1 (x2)
kinds : array<string> {4-17.items.[].system.damage.0.kinds}
Length: min=1 max=1
Value type: string {4-17.items.[].system.damage.0.kinds.[]} (same value: damage)
materials : array<> {4-17.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {4-17.items.[].system.damage.0.type} (2 different values)
mental (x2)
force (x2)
[defense] : object {4-17.items.[].system.defense}
save : object {4-17.items.[].system.defense.save}
basic : boolean {4-17.items.[].system.defense.save.basic} (2 different values)
True (x2)
False (x10)
statistic : string {4-17.items.[].system.defense.save.statistic} (2 different values)
will (x10)
fortitude (x2)
[duration] : object {4-17.items.[].system.duration}
sustained : boolean {4-17.items.[].system.duration.sustained} (2 different values)
False (x26)
True (x8)
value : string {4-17.items.[].system.duration.value} (all different values)
[level] : object {4-17.items.[].system.level}
value : integer {4-17.items.[].system.level.value} (9 different values)
9 (x4)
8 (x2)
7 (x2)
6 (x4)
4 (x2)
3 (x4)
2 (x6)
1 (x12)
12 (x2)
[location] : object {4-17.items.[].system.location}
[heightenedLevel] : integer {4-17.items.[].system.location.heightenedLevel} (all different values)
value : string {4-17.items.[].system.location.value} (3 different values)
qg3r6OKHjX8qHiNS (x26)
URYS88ljj6OQv3wz (x6)
wZASEjbe8YQ6AWNr (x2)
[uses] : object {4-17.items.[].system.location.uses}
max : integer {4-17.items.[].system.location.uses.max} (same value: 2)
value : integer {4-17.items.[].system.location.uses.value} (same value: 2)
[range] : object {4-17.items.[].system.range}
value : string {4-17.items.[].system.range.value} (6 different values)
30 feet (x10)
planetary (x8)
(x8)
500 feet (x4)
touch (x2)
120 feet (x2)
[requirements] : string {4-17.items.[].system.requirements} (same value: )
[target] : object {4-17.items.[].system.target}
value : string {4-17.items.[].system.target.value} (7 different values)
1 creature that died within the last minute (x2)
up to 12 creatures you know by name and have met in person (x2)
(x14)
1 creature (x10)
1 creature you know by name (x2)
1 creature you know by name and have met in person (x2)
1 unattended object of light Bulk or less (x2)
[time] : object {4-17.items.[].system.time}
value : string {4-17.items.[].system.time.value} (3 different values)
2 (x24)
10 minutes (x8)
1 to 3 (x2)
[traits] : object {4-17.items.[].system.traits}
[rarity] : string {4-17.items.[].system.traits.rarity} (3 different values)
uncommon (x10)
common (x48)
unique (x2)
[traditions] : array<string> {4-17.items.[].system.traits.traditions}
Length: min=2 max=4
Value type: string {4-17.items.[].system.traits.traditions.[]} (4 different values)
divine (x12)
occult (x34)
arcane (x30)
primal (x2)
value : array<string> {4-17.items.[].system.traits.value}
Length: min=0 max=5
Value type: string {4-17.items.[].system.traits.value.[]} (31 different values)
[heightening] : object {4-17.items.[].system.heightening}
[levels] : object {4-17.items.[].system.heightening.levels}
[9] : object {4-17.items.[].system.heightening.levels.9}
range : object {4-17.items.[].system.heightening.levels.9.range}
value : string {4-17.items.[].system.heightening.levels.9.range.value} (same value: 30 feet)
target : object {4-17.items.[].system.heightening.levels.9.target}
value : string {4-17.items.[].system.heightening.levels.9.target.value} (same value: you and up to five additional willing creatures)
[4] : object {4-17.items.[].system.heightening.levels.4}
target : object {4-17.items.[].system.heightening.levels.4.target}
value : string {4-17.items.[].system.heightening.levels.4.target.value} (same value: 10 creatures you know by name and have met in person)
3 : object {4-17.items.[].system.heightening.levels.3}
target : object {4-17.items.[].system.heightening.levels.3.target}
value : string {4-17.items.[].system.heightening.levels.3.target.value} (same value: 1 unattended object with a Bulk of 1 or less)
5 : object {4-17.items.[].system.heightening.levels.5}
range : object {4-17.items.[].system.heightening.levels.5.range}
value : string {4-17.items.[].system.heightening.levels.5.range.value} (same value: 60 feet)
7 : object {4-17.items.[].system.heightening.levels.7}
target : object {4-17.items.[].system.heightening.levels.7.target}
value : string {4-17.items.[].system.heightening.levels.7.target.value} (same value: 1 unattended object with a Bulk of 2 or less)
type : string {4-17.items.[].system.heightening.type} (2 different values)
fixed (x6)
interval (x2)
[damage] : object {4-17.items.[].system.heightening.damage}
0 : string {4-17.items.[].system.heightening.damage.0} (same value: 2d6)
[interval] : integer {4-17.items.[].system.heightening.interval} (same value: 1)
[overlays] : object {4-17.items.[].system.overlays}
[baseItem] : mixed
[bulk] : object {4-17.items.[].system.bulk}
value : mixed
float {4-17.items.[].system.bulk.value} (same value: 0,1)
integer {4-17.items.[].system.bulk.value} (same value: 0)
[containerId] : mixed
[equipped] : object {4-17.items.[].system.equipped}
carryType : string {4-17.items.[].system.equipped.carryType} (same value: worn)
[invested] : mixed
[hardness] : integer {4-17.items.[].system.hardness} (same value: 0)
[hp] : object {4-17.items.[].system.hp}
max : integer {4-17.items.[].system.hp.max} (same value: 0)
value : integer {4-17.items.[].system.hp.value} (same value: 0)
[material] : object {4-17.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {4-17.items.[].system.price}
value : object {4-17.items.[].system.price.value}
gp : integer {4-17.items.[].system.price.value.gp} (2 different values)
1800 (x2)
600 (x2)
[quantity] : integer {4-17.items.[].system.quantity} (same value: 1)
[size] : string {4-17.items.[].system.size} (same value: med)
[usage] : object {4-17.items.[].system.usage}
value : string {4-17.items.[].system.usage.value} (2 different values)
held-in-two-hands (x2)
worn (x2)
[attack] : object {4-17.items.[].system.attack}
value : string {4-17.items.[].system.attack.value} (same value: )
[attackEffects] : object {4-17.items.[].system.attackEffects}
[custom] : string {4-17.items.[].system.attackEffects.custom} (same value: )
value : array<string> {4-17.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {4-17.items.[].system.attackEffects.value.[]} (3 different values)
nightmarish-wounds (x2)
psychic-assault (x2)
knockdown (x2)
[bonus] : object {4-17.items.[].system.bonus}
value : integer {4-17.items.[].system.bonus.value} (6 different values)
24 (x2)
21 (x4)
14 (x1)
17 (x1)
18 (x3)
15 (x1)
[damageRolls] : object {4-17.items.[].system.damageRolls}
[yeifsloxt6hkhwx6qerj] : object {4-17.items.[].system.damageRolls.yeifsloxt6hkhwx6qerj}
damage : string {4-17.items.[].system.damageRolls.yeifsloxt6hkhwx6qerj.damage} (2 different values)
2d8+11 (x1)
2d8+8 (x1)
damageType : string {4-17.items.[].system.damageRolls.yeifsloxt6hkhwx6qerj.damageType} (same value: piercing)
[7k6jiobi823nrzg86qog] : object {4-17.items.[].system.damageRolls.7k6jiobi823nrzg86qog}
damage : string {4-17.items.[].system.damageRolls.7k6jiobi823nrzg86qog.damage} (same value: 1d6)
damageType : string {4-17.items.[].system.damageRolls.7k6jiobi823nrzg86qog.damageType} (same value: spirit)
[fiwkr8ru9ii18fsx4b42] : object {4-17.items.[].system.damageRolls.fiwkr8ru9ii18fsx4b42}
damage : string {4-17.items.[].system.damageRolls.fiwkr8ru9ii18fsx4b42.damage} (2 different values)
2d12+13 (x1)
2d10+8 (x1)
damageType : string {4-17.items.[].system.damageRolls.fiwkr8ru9ii18fsx4b42.damageType} (same value: slashing)
[h0xxzb3igakz29s7dud3] : object {4-17.items.[].system.damageRolls.h0xxzb3igakz29s7dud3}
damage : string {4-17.items.[].system.damageRolls.h0xxzb3igakz29s7dud3.damage} (same value: 1d6)
damageType : string {4-17.items.[].system.damageRolls.h0xxzb3igakz29s7dud3.damageType} (same value: spirit)
[WyRLW9CbMQxpCoAL] : object {4-17.items.[].system.damageRolls.WyRLW9CbMQxpCoAL}
damage : string {4-17.items.[].system.damageRolls.WyRLW9CbMQxpCoAL.damage} (2 different values)
2d6+3 (x1)
2d6+6 (x1)
damageType : string {4-17.items.[].system.damageRolls.WyRLW9CbMQxpCoAL.damageType} (same value: bludgeoning)
[k3Od99b8MiKI5W94] : object {4-17.items.[].system.damageRolls.k3Od99b8MiKI5W94}
damage : string {4-17.items.[].system.damageRolls.k3Od99b8MiKI5W94.damage} (2 different values)
2d8+9 (x1)
2d8+5 (x1)
damageType : string {4-17.items.[].system.damageRolls.k3Od99b8MiKI5W94.damageType} (same value: bludgeoning)
[8lUo4i1uNSI0dGDr] : object {4-17.items.[].system.damageRolls.8lUo4i1uNSI0dGDr}
damage : string {4-17.items.[].system.damageRolls.8lUo4i1uNSI0dGDr.damage} (2 different values)
2d10+8 (x1)
2d10+11 (x1)
damageType : string {4-17.items.[].system.damageRolls.8lUo4i1uNSI0dGDr.damageType} (same value: bludgeoning)
[g3tyUumbdp3hRh0u] : object {4-17.items.[].system.damageRolls.g3tyUumbdp3hRh0u}
damage : string {4-17.items.[].system.damageRolls.g3tyUumbdp3hRh0u.damage} (2 different values)
2d6+8 (x1)
2d6+9 (x1)
damageType : string {4-17.items.[].system.damageRolls.g3tyUumbdp3hRh0u.damageType} (same value: bludgeoning)
[weaponType] : object {4-17.items.[].system.weaponType}
value : string {4-17.items.[].system.weaponType.value} (2 different values)
melee (x10)
ranged (x2)
[actionType] : object {4-17.items.[].system.actionType}
value : string {4-17.items.[].system.actionType.value} (3 different values)
passive (x24)
action (x21)
reaction (x2)
[actions] : object {4-17.items.[].system.actions}
[value] : integer {4-17.items.[].system.actions.value} (3 different values)
2 (x6)
1 (x11)
3 (x4)
[category] : string {4-17.items.[].system.category} (3 different values)
interaction (x8)
defensive (x10)
offensive (x29)
[frequency] : object {4-17.items.[].system.frequency}
max : integer {4-17.items.[].system.frequency.max} (same value: 1)
per : string {4-17.items.[].system.frequency.per} (same value: day)
value : integer {4-17.items.[].system.frequency.value} (same value: 1)
[deathNote] : boolean {4-17.items.[].system.deathNote} (same value: True)
type : string {4-17.items.[].type} (5 different values)
spellcastingEntry (x6)
spell (x34)
equipment (x4)
melee (x12)
action (x47)
[_stats] : object {4-17.items.[]._stats}
compendiumSource : string {4-17.items.[]._stats.compendiumSource} (24 different values)
name : string {4-17.name} (all different values)
system : object {4-17.system}
[abilities] : object {4-17.system.abilities}
cha : object {4-17.system.abilities.cha}
mod : integer {4-17.system.abilities.cha.mod} (2 different values)
3 (x5)
2 (x1)
con : object {4-17.system.abilities.con}
mod : integer {4-17.system.abilities.con.mod} (4 different values)
6 (x2)
2 (x1)
3 (x1)
4 (x2)
dex : object {4-17.system.abilities.dex}
mod : integer {4-17.system.abilities.dex.mod} (3 different values)
4 (x2)
5 (x2)
6 (x2)
int : object {4-17.system.abilities.int}
mod : integer {4-17.system.abilities.int.mod} (5 different values)
4 (x2)
0 (x1)
1 (x1)
2 (x1)
3 (x1)
str : object {4-17.system.abilities.str}
mod : integer {4-17.system.abilities.str.mod} (3 different values)
5 (x3)
3 (x1)
4 (x2)
wis : object {4-17.system.abilities.wis}
mod : integer {4-17.system.abilities.wis.mod} (3 different values)
5 (x2)
2 (x1)
3 (x3)
attributes : object {4-17.system.attributes}
ac : object {4-17.system.attributes.ac}
[details] : string {4-17.system.attributes.ac.details} (same value: )
value : integer {4-17.system.attributes.ac.value} (6 different values)
30 (x1)
27 (x1)
20 (x1)
23 (x2)
25 (x2)
28 (x1)
[allSaves] : object {4-17.system.attributes.allSaves}
value : string {4-17.system.attributes.allSaves.value} (3 different values)
+2 status to all saves vs. magic, -2 to all saves (if heartstone is lost) (x2)
+1 status to all saves vs. mind-affecting effects (x2)
(x2)
hp : object {4-17.system.attributes.hp}
details : string {4-17.system.attributes.hp.details} (same value: )
max : integer {4-17.system.attributes.hp.max} (7 different values)
190 (x1)
160 (x1)
60 (x2)
100 (x1)
50 (x1)
90 (x1)
120 (x1)
temp : integer {4-17.system.attributes.hp.temp} (same value: 0)
value : integer {4-17.system.attributes.hp.value} (7 different values)
190 (x1)
160 (x1)
60 (x2)
100 (x1)
50 (x1)
90 (x1)
120 (x1)
[immunities] : array<object> {4-17.system.attributes.immunities}
Length: min=1 max=1
Value type: object {4-17.system.attributes.immunities.[]}
type : string {4-17.system.attributes.immunities.[].type} (same value: sleep)
exceptions : array<> {4-17.system.attributes.immunities.[].exceptions}
Length: min=0 max=0
Value type: mixed
[resistances] : array<object> {4-17.system.attributes.resistances}
Length: min=0 max=3
Value type: object {4-17.system.attributes.resistances.[]}
doubleVs : array<> {4-17.system.attributes.resistances.[].doubleVs}
Length: min=0 max=0
Value type: mixed
exceptions : array<> {4-17.system.attributes.resistances.[].exceptions}
Length: min=0 max=0
Value type: mixed
type : string {4-17.system.attributes.resistances.[].type} (4 different values)
mental (x4)
cold (x2)
fire (x4)
acid (x2)
value : integer {4-17.system.attributes.resistances.[].value} (3 different values)
12 (x3)
10 (x3)
5 (x6)
[speed] : object {4-17.system.attributes.speed}
otherSpeeds : array<object> {4-17.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {4-17.system.attributes.speed.otherSpeeds.[]}
type : string {4-17.system.attributes.speed.otherSpeeds.[].type} (same value: fly)
value : integer {4-17.system.attributes.speed.otherSpeeds.[].value} (same value: 25)
value : integer {4-17.system.attributes.speed.value} (3 different values)
25 (x2)
30 (x2)
15 (x2)
[weaknesses] : array<object> {4-17.system.attributes.weaknesses}
Length: min=1 max=1
Value type: object {4-17.system.attributes.weaknesses.[]}
[exceptions] : array<> {4-17.system.attributes.weaknesses.[].exceptions}
Length: min=0 max=0
Value type: mixed
type : string {4-17.system.attributes.weaknesses.[].type} (2 different values)
cold-iron (x2)
sonic (x2)
value : integer {4-17.system.attributes.weaknesses.[].value} (3 different values)
12 (x1)
10 (x1)
5 (x2)
[emitsSound] : string {4-17.system.attributes.emitsSound} (same value: encounter)
[hardness] : integer {4-17.system.attributes.hardness} (same value: 10)
[stealth] : object {4-17.system.attributes.stealth}
details : string {4-17.system.attributes.stealth.details} (same value: <p>(trained)</p>)
value : integer {4-17.system.attributes.stealth.value} (2 different values)
17 (x1)
13 (x1)
details : object {4-17.system.details}
[blurb] : string {4-17.system.details.blurb} (2 different values)
Variant night hag (x2)
(x4)
[languages] : object {4-17.system.details.languages}
details : string {4-17.system.details.languages.details} (3 different values)
(x2)
telepathy 30 feet (other aslynn's eyes only) (x2)
can't speak any language; telepathy 100 feet (x2)
value : array<string> {4-17.system.details.languages.value}
Length: min=1 max=6
Value type: string {4-17.system.details.languages.value.[]} (6 different values)
aklo (x6)
chthonian (x2)
common (x4)
diabolic (x2)
empyrean (x2)
tien (x2)
level : object {4-17.system.details.level}
value : integer {4-17.system.details.level.value} (6 different values)
11 (x1)
9 (x2)
4 (x1)
6 (x1)
7 (x2)
5 (x1)
[privateNotes] : string {4-17.system.details.privateNotes} (same value: )
[publicNotes] : string {4-17.system.details.publicNotes} (2 different values)
<p>Night hags are thieves and merchants of mortal souls. These foul creatures collect souls in dark gems or crystalline jars to sell in fiendish markets, and are themselves empowered by potent magic jewels known as <em>@UUID[Compendium.pf2e.equipment-srd.Item.Heartstone]{Heartstones}</em>. They haunt the Ethereal Plane, where they prey upon mortals in their dreams, debilitating them with horrific nightmares as they rest. A night hag may find a particular target and haunt them continuously over the course of weeks, slowly and cruelly breaking down the victim's will and ability to resist, until their soul is forfeit.</p>
<p>A night hag is a canny mastermind and soul broker, willing to consider any deal as long as she is convinced she has the upper hand. Although a night hag finds it easy to travel the Ethereal Plane and prey upon helpless souls that can't fight back, these souls are also the least desirable to the evil outsiders the night hag bargains with, and so a night hag gathers allies and minions that allow her to prey on more potent souls without personally risking herself. Their favored minions are @UUID[Compendium.pf2e.pathfinder-monster-core.Actor.Nightmare]{Nightmares}, with whom they share a special bond.</p>
<p>Above all, night hags avoid fighting foes that can harry them on the Ethereal Plane, picking fights only when they are certain they can escape.</p><hr /><p>Malevolent crones who lurk at the edges of civilization, hags use their deceptive, magical abilities to prey upon humanoids, manipulating and corrupting them. Some say hags arose from fey that became twisted by their inner selfishness. Hags gather together in covens for greater power, craft unique magical items known as <em>@UUID[Compendium.pf2e.equipment-srd.Item.Hag Eye]{Hag Eyes}</em>, and are known to replace infant humanoids with their own offspring-these children are @UUID[Compendium.pf2e.pathfinder-monster-core.Actor.Changeling Exile]{Changelings} who have the potential to become hags themselves.</p> (x2)
(x4)
publication : object {4-17.system.details.publication}
license : string {4-17.system.details.publication.license} (same value: OGL)
remaster : boolean {4-17.system.details.publication.remaster} (same value: False)
title : string {4-17.system.details.publication.title} (same value: Pathfinder Society Scenario #4-17: Trapping the Hag's Claw)
[description] : string {4-17.system.details.description} (same value: <p>A cannon built of cast iron and infused with shadow magic, mounted on the side of Aslynn's flying ship.</p>)
[disable] : string {4-17.system.details.disable} (2 different values)
<p>@Check[arcana|dc:28] or @Check[thievery|dc:28] to disrupt the cannon; two checks are required to disable it</p> (x1)
<p>@Check[arcana|dc:24] or @Check[thievery|dc:24] to disrupt the cannon; two checks are required to disable it</p> (x1)
[isComplex] : boolean {4-17.system.details.isComplex} (same value: True)
[reset] : string {4-17.system.details.reset} (same value: )
[routine] : string {4-17.system.details.routine} (same value: <p>(three actions) The cannon fires a blast that contains as many PCs as possible, choosing randomly in the event of a tie, then reloads.</p>)
[initiative] : object {4-17.system.initiative}
statistic : string {4-17.system.initiative.statistic} (same value: perception)
[perception] : object {4-17.system.perception}
details : string {4-17.system.perception.details} (same value: )
mod : integer {4-17.system.perception.mod} (6 different values)
24 (x1)
21 (x1)
14 (x1)
17 (x1)
18 (x1)
20 (x1)
senses : array<object> {4-17.system.perception.senses}
Length: min=1 max=3
Value type: object {4-17.system.perception.senses.[]}
type : string {4-17.system.perception.senses.[].type} (3 different values)
darkvision (x6)
motion-sense (x2)
see-invisibility (x2)
[acuity] : string {4-17.system.perception.senses.[].acuity} (same value: precise)
[range] : integer {4-17.system.perception.senses.[].range} (same value: 120)
[resources] : object {4-17.system.resources}
[focus] : object {4-17.system.resources.focus}
max : integer {4-17.system.resources.focus.max} (same value: 1)
value : integer {4-17.system.resources.focus.value} (same value: 1)
saves : object {4-17.system.saves}
fortitude : object {4-17.system.saves.fortitude}
saveDetail : string {4-17.system.saves.fortitude.saveDetail} (same value: )
value : integer {4-17.system.saves.fortitude.value} (6 different values)
20 (x2)
18 (x1)
8 (x1)
11 (x1)
17 (x2)
15 (x1)
reflex : object {4-17.system.saves.reflex}
saveDetail : string {4-17.system.saves.reflex.saveDetail} (same value: )
value : integer {4-17.system.saves.reflex.value} (7 different values)
19 (x1)
16 (x2)
11 (x1)
13 (x1)
10 (x1)
17 (x1)
21 (x1)
will : object {4-17.system.saves.will}
saveDetail : string {4-17.system.saves.will.saveDetail} (same value: )
[value] : integer {4-17.system.saves.will.value} (6 different values)
22 (x1)
19 (x1)
8 (x1)
11 (x1)
14 (x1)
16 (x1)
[skills] : object {4-17.system.skills}
[arcana] : object {4-17.system.skills.arcana}
base : integer {4-17.system.skills.arcana.base} (4 different values)
22 (x1)
19 (x1)
15 (x1)
18 (x1)
[deception] : object {4-17.system.skills.deception}
base : integer {4-17.system.skills.deception.base} (4 different values)
21 (x1)
19 (x1)
11 (x1)
13 (x1)
[diplomacy] : object {4-17.system.skills.diplomacy}
base : integer {4-17.system.skills.diplomacy.base} (2 different values)
19 (x1)
17 (x1)
[intimidation] : object {4-17.system.skills.intimidation}
base : integer {4-17.system.skills.intimidation.base} (2 different values)
21 (x1)
19 (x1)
[occultism] : object {4-17.system.skills.occultism}
base : integer {4-17.system.skills.occultism.base} (4 different values)
24 (x1)
21 (x1)
15 (x1)
18 (x1)
[religion] : object {4-17.system.skills.religion}
base : integer {4-17.system.skills.religion.base} (2 different values)
22 (x1)
19 (x1)
[acrobatics] : object {4-17.system.skills.acrobatics}
base : integer {4-17.system.skills.acrobatics.base} (same value: 12)
[athletics] : object {4-17.system.skills.athletics}
base : integer {4-17.system.skills.athletics.base} (2 different values)
9 (x1)
15 (x1)
[stealth] : object {4-17.system.skills.stealth}
base : integer {4-17.system.skills.stealth.base} (2 different values)
12 (x1)
15 (x1)
[spellcasting] : object {4-17.system.spellcasting}
rituals : object {4-17.system.spellcasting.rituals}
dc : integer {4-17.system.spellcasting.rituals.dc} (same value: 23)
traits : object {4-17.system.traits}
rarity : string {4-17.system.traits.rarity} (3 different values)
unique (x2)
rare (x4)
common (x2)
size : object {4-17.system.traits.size}
value : string {4-17.system.traits.size.value} (2 different values)
med (x6)
lg (x2)
value : array<string> {4-17.system.traits.value}
Length: min=1 max=5
Value type: string {4-17.system.traits.value.[]} (10 different values)
evil (x6)
fiend (x4)
hag (x2)
humanoid (x2)
unholy (x4)
chaotic (x2)
dream (x2)
magical (x2)
ethereal (x2)
plant (x2)
[creatureType] : string {4-17.system.creatureType} (same value: )
[statusEffects] : array<> {4-17.system.statusEffects}
Length: min=0 max=0
Value type: mixed
type : string {4-17.type} (2 different values)
npc (x6)
hazard (x2)
[prototypeToken] : object {4-17.prototypeToken}
name : string {4-17.prototypeToken.name} (same value: Darkened Shadow Cannon)
File diff suppressed because it is too large Load Diff
+551
View File
@@ -0,0 +1,551 @@
4th Rank
Different values: 147
=====================================
object {4th Rank}
_id : string {4th Rank._id} (all different values)
folder : string {4th Rank.folder} (same value: 7cyoYPoPYA01mErU)
img : string {4th Rank.img} (144 different values)
name : string {4th Rank.name} (all different values)
system : object {4th Rank.system}
[area] : object {4th Rank.system.area}
type : string {4th Rank.system.area.type} (5 different values)
emanation (x9)
burst (x18)
cone (x1)
line (x4)
square (x1)
value : integer {4th Rank.system.area.value} (9 different values)
10 (x8)
20 (x10)
30 (x5)
60 (x4)
15 (x2)
50 (x1)
5 (x1)
100 (x1)
120 (x1)
cost : object {4th Rank.system.cost}
value : string {4th Rank.system.cost.value} (same value: )
counteraction : boolean {4th Rank.system.counteraction} (2 different values)
False (x144)
True (x3)
damage : object {4th Rank.system.damage}
[0] : object {4th Rank.system.damage.0}
applyMod : boolean {4th Rank.system.damage.0.applyMod} (same value: False)
[category] : mixed
formula : string {4th Rank.system.damage.0.formula} (14 different values)
4d6 (x2)
8d4 (x1)
6d6 (x2)
4d10 (x1)
3d12 (x1)
2d6 (x2)
3d6 (x2)
8d6 (x4)
2d8 (x1)
2d10 (x1)
10d8 (x1)
3 (x1)
1d6 (x1)
4d4 (x1)
kinds : array<string> {4th Rank.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {4th Rank.system.damage.0.kinds.[]} (2 different values)
damage (x20)
healing (x1)
[materials] : array<> {4th Rank.system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {4th Rank.system.damage.0.type} (10 different values)
mental (x3)
void (x3)
piercing (x4)
spirit (x1)
electricity (x1)
fire (x2)
bludgeoning (x4)
sonic (x1)
slashing (x1)
vitality (x1)
[CCRf3ezRsr91DEo0] : object {4th Rank.system.damage.CCRf3ezRsr91DEo0}
applyMod : boolean {4th Rank.system.damage.CCRf3ezRsr91DEo0.applyMod} (same value: False)
[category] : mixed
formula : string {4th Rank.system.damage.CCRf3ezRsr91DEo0.formula} (same value: 6d6)
kinds : array<string> {4th Rank.system.damage.CCRf3ezRsr91DEo0.kinds}
Length: min=1 max=1
Value type: string {4th Rank.system.damage.CCRf3ezRsr91DEo0.kinds.[]} (same value: damage)
materials : array<> {4th Rank.system.damage.CCRf3ezRsr91DEo0.materials}
Length: min=0 max=0
Value type: mixed
type : string {4th Rank.system.damage.CCRf3ezRsr91DEo0.type} (same value: piercing)
[Pw864Jw8qLF34TrG] : object {4th Rank.system.damage.Pw864Jw8qLF34TrG}
applyMod : boolean {4th Rank.system.damage.Pw864Jw8qLF34TrG.applyMod} (same value: False)
category : string {4th Rank.system.damage.Pw864Jw8qLF34TrG.category} (same value: persistent)
formula : string {4th Rank.system.damage.Pw864Jw8qLF34TrG.formula} (same value: 1d6)
kinds : array<string> {4th Rank.system.damage.Pw864Jw8qLF34TrG.kinds}
Length: min=1 max=1
Value type: string {4th Rank.system.damage.Pw864Jw8qLF34TrG.kinds.[]} (same value: damage)
materials : array<> {4th Rank.system.damage.Pw864Jw8qLF34TrG.materials}
Length: min=0 max=0
Value type: mixed
type : string {4th Rank.system.damage.Pw864Jw8qLF34TrG.type} (same value: bleed)
[gftav8gvt4i3mqj6] : object {4th Rank.system.damage.gftav8gvt4i3mqj6}
applyMod : boolean {4th Rank.system.damage.gftav8gvt4i3mqj6.applyMod} (same value: False)
[category] : mixed
formula : string {4th Rank.system.damage.gftav8gvt4i3mqj6.formula} (same value: 4d6)
kinds : array<string> {4th Rank.system.damage.gftav8gvt4i3mqj6.kinds}
Length: min=2 max=2
Value type: string {4th Rank.system.damage.gftav8gvt4i3mqj6.kinds.[]} (2 different values)
damage (x1)
healing (x1)
materials : array<> {4th Rank.system.damage.gftav8gvt4i3mqj6.materials}
Length: min=0 max=0
Value type: mixed
type : string {4th Rank.system.damage.gftav8gvt4i3mqj6.type} (same value: vitality)
[pX92NmS2GoYpHJrp] : object {4th Rank.system.damage.pX92NmS2GoYpHJrp}
applyMod : boolean {4th Rank.system.damage.pX92NmS2GoYpHJrp.applyMod} (same value: False)
[category] : mixed
formula : string {4th Rank.system.damage.pX92NmS2GoYpHJrp.formula} (same value: 4d10)
kinds : array<string> {4th Rank.system.damage.pX92NmS2GoYpHJrp.kinds}
Length: min=1 max=1
Value type: string {4th Rank.system.damage.pX92NmS2GoYpHJrp.kinds.[]} (same value: damage)
materials : array<> {4th Rank.system.damage.pX92NmS2GoYpHJrp.materials}
Length: min=0 max=0
Value type: mixed
type : string {4th Rank.system.damage.pX92NmS2GoYpHJrp.type} (same value: sonic)
[1Yh5PCqtUHHVKkOd] : object {4th Rank.system.damage.1Yh5PCqtUHHVKkOd}
applyMod : boolean {4th Rank.system.damage.1Yh5PCqtUHHVKkOd.applyMod} (same value: False)
[category] : mixed
formula : string {4th Rank.system.damage.1Yh5PCqtUHHVKkOd.formula} (same value: 6d6)
kinds : array<string> {4th Rank.system.damage.1Yh5PCqtUHHVKkOd.kinds}
Length: min=1 max=1
Value type: string {4th Rank.system.damage.1Yh5PCqtUHHVKkOd.kinds.[]} (same value: damage)
materials : array<> {4th Rank.system.damage.1Yh5PCqtUHHVKkOd.materials}
Length: min=0 max=0
Value type: mixed
type : string {4th Rank.system.damage.1Yh5PCqtUHHVKkOd.type} (same value: bludgeoning)
[YRYbZTnIe7w9wHLU] : object {4th Rank.system.damage.YRYbZTnIe7w9wHLU}
applyMod : boolean {4th Rank.system.damage.YRYbZTnIe7w9wHLU.applyMod} (same value: False)
[category] : mixed
formula : string {4th Rank.system.damage.YRYbZTnIe7w9wHLU.formula} (same value: 1d6)
kinds : array<string> {4th Rank.system.damage.YRYbZTnIe7w9wHLU.kinds}
Length: min=1 max=1
Value type: string {4th Rank.system.damage.YRYbZTnIe7w9wHLU.kinds.[]} (same value: damage)
materials : array<> {4th Rank.system.damage.YRYbZTnIe7w9wHLU.materials}
Length: min=0 max=0
Value type: mixed
type : string {4th Rank.system.damage.YRYbZTnIe7w9wHLU.type} (same value: bludgeoning)
[wnlxzlrxtrkk2bh3] : object {4th Rank.system.damage.wnlxzlrxtrkk2bh3}
applyMod : boolean {4th Rank.system.damage.wnlxzlrxtrkk2bh3.applyMod} (same value: False)
[category] : mixed
formula : string {4th Rank.system.damage.wnlxzlrxtrkk2bh3.formula} (same value: 2d8)
kinds : array<string> {4th Rank.system.damage.wnlxzlrxtrkk2bh3.kinds}
Length: min=1 max=1
Value type: string {4th Rank.system.damage.wnlxzlrxtrkk2bh3.kinds.[]} (same value: damage)
materials : array<> {4th Rank.system.damage.wnlxzlrxtrkk2bh3.materials}
Length: min=0 max=0
Value type: mixed
type : string {4th Rank.system.damage.wnlxzlrxtrkk2bh3.type} (same value: cold)
[tjnUaEqiXvjlMzf3] : object {4th Rank.system.damage.tjnUaEqiXvjlMzf3}
applyMod : boolean {4th Rank.system.damage.tjnUaEqiXvjlMzf3.applyMod} (same value: False)
[category] : mixed
formula : string {4th Rank.system.damage.tjnUaEqiXvjlMzf3.formula} (same value: 8d6)
kinds : array<string> {4th Rank.system.damage.tjnUaEqiXvjlMzf3.kinds}
Length: min=1 max=1
Value type: string {4th Rank.system.damage.tjnUaEqiXvjlMzf3.kinds.[]} (same value: damage)
materials : array<> {4th Rank.system.damage.tjnUaEqiXvjlMzf3.materials}
Length: min=0 max=0
Value type: mixed
type : string {4th Rank.system.damage.tjnUaEqiXvjlMzf3.type} (same value: piercing)
[gcU9LYuQezmqqIr2] : object {4th Rank.system.damage.gcU9LYuQezmqqIr2}
applyMod : boolean {4th Rank.system.damage.gcU9LYuQezmqqIr2.applyMod} (same value: False)
[category] : mixed
formula : string {4th Rank.system.damage.gcU9LYuQezmqqIr2.formula} (same value: 1d6)
kinds : array<string> {4th Rank.system.damage.gcU9LYuQezmqqIr2.kinds}
Length: min=1 max=1
Value type: string {4th Rank.system.damage.gcU9LYuQezmqqIr2.kinds.[]} (same value: healing)
materials : array<> {4th Rank.system.damage.gcU9LYuQezmqqIr2.materials}
Length: min=0 max=0
Value type: mixed
type : string {4th Rank.system.damage.gcU9LYuQezmqqIr2.type} (same value: untyped)
[Orj0nFMXwcULkl5B] : object {4th Rank.system.damage.Orj0nFMXwcULkl5B}
applyMod : boolean {4th Rank.system.damage.Orj0nFMXwcULkl5B.applyMod} (same value: False)
[category] : mixed
formula : string {4th Rank.system.damage.Orj0nFMXwcULkl5B.formula} (same value: 8d6)
kinds : array<string> {4th Rank.system.damage.Orj0nFMXwcULkl5B.kinds}
Length: min=1 max=1
Value type: string {4th Rank.system.damage.Orj0nFMXwcULkl5B.kinds.[]} (same value: damage)
materials : array<> {4th Rank.system.damage.Orj0nFMXwcULkl5B.materials}
Length: min=0 max=0
Value type: mixed
type : string {4th Rank.system.damage.Orj0nFMXwcULkl5B.type} (same value: force)
[sekWqUllit48HRC4] : object {4th Rank.system.damage.sekWqUllit48HRC4}
applyMod : boolean {4th Rank.system.damage.sekWqUllit48HRC4.applyMod} (same value: False)
[category] : mixed
formula : string {4th Rank.system.damage.sekWqUllit48HRC4.formula} (same value: 6d6)
kinds : array<string> {4th Rank.system.damage.sekWqUllit48HRC4.kinds}
Length: min=1 max=1
Value type: string {4th Rank.system.damage.sekWqUllit48HRC4.kinds.[]} (same value: damage)
materials : array<> {4th Rank.system.damage.sekWqUllit48HRC4.materials}
Length: min=0 max=0
Value type: mixed
type : string {4th Rank.system.damage.sekWqUllit48HRC4.type} (same value: poison)
[1] : object {4th Rank.system.damage.1}
applyMod : boolean {4th Rank.system.damage.1.applyMod} (same value: False)
[category] : mixed
formula : string {4th Rank.system.damage.1.formula} (2 different values)
2d8 (x1)
4d4 (x1)
kinds : array<string> {4th Rank.system.damage.1.kinds}
Length: min=1 max=1
Value type: string {4th Rank.system.damage.1.kinds.[]} (same value: damage)
materials : array<> {4th Rank.system.damage.1.materials}
Length: min=0 max=0
Value type: mixed
type : string {4th Rank.system.damage.1.type} (2 different values)
piercing (x1)
void (x1)
[SXOGI7BFM0mUsAPF] : object {4th Rank.system.damage.SXOGI7BFM0mUsAPF}
applyMod : boolean {4th Rank.system.damage.SXOGI7BFM0mUsAPF.applyMod} (same value: False)
[category] : mixed
formula : string {4th Rank.system.damage.SXOGI7BFM0mUsAPF.formula} (same value: 5d8)
kinds : array<string> {4th Rank.system.damage.SXOGI7BFM0mUsAPF.kinds}
Length: min=1 max=1
Value type: string {4th Rank.system.damage.SXOGI7BFM0mUsAPF.kinds.[]} (same value: damage)
materials : array<> {4th Rank.system.damage.SXOGI7BFM0mUsAPF.materials}
Length: min=0 max=0
Value type: mixed
type : string {4th Rank.system.damage.SXOGI7BFM0mUsAPF.type} (same value: slashing)
[wtPB4EA7uiVSWUKV] : object {4th Rank.system.damage.wtPB4EA7uiVSWUKV}
applyMod : boolean {4th Rank.system.damage.wtPB4EA7uiVSWUKV.applyMod} (same value: False)
[category] : mixed
formula : string {4th Rank.system.damage.wtPB4EA7uiVSWUKV.formula} (same value: 4d8)
kinds : array<string> {4th Rank.system.damage.wtPB4EA7uiVSWUKV.kinds}
Length: min=1 max=1
Value type: string {4th Rank.system.damage.wtPB4EA7uiVSWUKV.kinds.[]} (same value: healing)
materials : array<> {4th Rank.system.damage.wtPB4EA7uiVSWUKV.materials}
Length: min=0 max=0
Value type: mixed
type : string {4th Rank.system.damage.wtPB4EA7uiVSWUKV.type} (same value: untyped)
[fcjtz4q0zrtvmtro] : object {4th Rank.system.damage.fcjtz4q0zrtvmtro}
applyMod : boolean {4th Rank.system.damage.fcjtz4q0zrtvmtro.applyMod} (same value: False)
[category] : mixed
formula : string {4th Rank.system.damage.fcjtz4q0zrtvmtro.formula} (same value: 5d10)
kinds : array<string> {4th Rank.system.damage.fcjtz4q0zrtvmtro.kinds}
Length: min=1 max=1
Value type: string {4th Rank.system.damage.fcjtz4q0zrtvmtro.kinds.[]} (same value: damage)
materials : array<> {4th Rank.system.damage.fcjtz4q0zrtvmtro.materials}
Length: min=0 max=0
Value type: mixed
type : string {4th Rank.system.damage.fcjtz4q0zrtvmtro.type} (same value: spirit)
[kmgVwzdXySlwrW7I] : object {4th Rank.system.damage.kmgVwzdXySlwrW7I}
applyMod : boolean {4th Rank.system.damage.kmgVwzdXySlwrW7I.applyMod} (same value: False)
[category] : mixed
formula : string {4th Rank.system.damage.kmgVwzdXySlwrW7I.formula} (same value: 5d10)
kinds : array<string> {4th Rank.system.damage.kmgVwzdXySlwrW7I.kinds}
Length: min=1 max=1
Value type: string {4th Rank.system.damage.kmgVwzdXySlwrW7I.kinds.[]} (same value: damage)
materials : array<> {4th Rank.system.damage.kmgVwzdXySlwrW7I.materials}
Length: min=0 max=0
Value type: mixed
type : string {4th Rank.system.damage.kmgVwzdXySlwrW7I.type} (same value: slashing)
[VZH6f22B2X2tWam3] : object {4th Rank.system.damage.VZH6f22B2X2tWam3}
applyMod : boolean {4th Rank.system.damage.VZH6f22B2X2tWam3.applyMod} (same value: False)
[category] : mixed
formula : string {4th Rank.system.damage.VZH6f22B2X2tWam3.formula} (same value: 5d6)
kinds : array<string> {4th Rank.system.damage.VZH6f22B2X2tWam3.kinds}
Length: min=1 max=1
Value type: string {4th Rank.system.damage.VZH6f22B2X2tWam3.kinds.[]} (same value: damage)
materials : array<> {4th Rank.system.damage.VZH6f22B2X2tWam3.materials}
Length: min=0 max=0
Value type: mixed
type : string {4th Rank.system.damage.VZH6f22B2X2tWam3.type} (same value: spirit)
[zqA3mumEYuVNchMC] : object {4th Rank.system.damage.zqA3mumEYuVNchMC}
applyMod : boolean {4th Rank.system.damage.zqA3mumEYuVNchMC.applyMod} (same value: False)
[category] : mixed
formula : string {4th Rank.system.damage.zqA3mumEYuVNchMC.formula} (same value: 3d6)
kinds : array<string> {4th Rank.system.damage.zqA3mumEYuVNchMC.kinds}
Length: min=1 max=1
Value type: string {4th Rank.system.damage.zqA3mumEYuVNchMC.kinds.[]} (same value: damage)
materials : array<> {4th Rank.system.damage.zqA3mumEYuVNchMC.materials}
Length: min=0 max=0
Value type: mixed
type : string {4th Rank.system.damage.zqA3mumEYuVNchMC.type} (same value: poison)
[sHvzaQ6nB5kQUABr] : object {4th Rank.system.damage.sHvzaQ6nB5kQUABr}
applyMod : boolean {4th Rank.system.damage.sHvzaQ6nB5kQUABr.applyMod} (same value: False)
[category] : mixed
formula : string {4th Rank.system.damage.sHvzaQ6nB5kQUABr.formula} (same value: 4d4)
kinds : array<string> {4th Rank.system.damage.sHvzaQ6nB5kQUABr.kinds}
Length: min=1 max=1
Value type: string {4th Rank.system.damage.sHvzaQ6nB5kQUABr.kinds.[]} (same value: damage)
materials : array<> {4th Rank.system.damage.sHvzaQ6nB5kQUABr.materials}
Length: min=0 max=0
Value type: mixed
type : string {4th Rank.system.damage.sHvzaQ6nB5kQUABr.type} (same value: mental)
[wKqdAiiIiDLodRJm] : object {4th Rank.system.damage.wKqdAiiIiDLodRJm}
applyMod : boolean {4th Rank.system.damage.wKqdAiiIiDLodRJm.applyMod} (same value: False)
[category] : mixed
formula : string {4th Rank.system.damage.wKqdAiiIiDLodRJm.formula} (same value: 5d6)
kinds : array<string> {4th Rank.system.damage.wKqdAiiIiDLodRJm.kinds}
Length: min=1 max=1
Value type: string {4th Rank.system.damage.wKqdAiiIiDLodRJm.kinds.[]} (same value: damage)
materials : array<> {4th Rank.system.damage.wKqdAiiIiDLodRJm.materials}
Length: min=0 max=0
Value type: mixed
type : string {4th Rank.system.damage.wKqdAiiIiDLodRJm.type} (same value: fire)
[defense] : object {4th Rank.system.defense}
[save] : object {4th Rank.system.defense.save}
basic : boolean {4th Rank.system.defense.save.basic} (2 different values)
False (x57)
True (x18)
statistic : string {4th Rank.system.defense.save.statistic} (3 different values)
reflex (x16)
will (x31)
fortitude (x28)
[passive] : object {4th Rank.system.defense.passive}
statistic : string {4th Rank.system.defense.passive.statistic} (same value: fortitude-dc)
description : object {4th Rank.system.description}
value : string {4th Rank.system.description.value} (all different values)
duration : object {4th Rank.system.duration}
sustained : boolean {4th Rank.system.duration.sustained} (2 different values)
False (x125)
True (x22)
value : string {4th Rank.system.duration.value} (19 different values)
1 minute (x48)
5 minutes (x4)
(x37)
Varies (x1)
varies (x17)
10 minutes (x13)
1 hour (x7)
3 rounds (x2)
until your next daily preparations (x4)
until the end of your next turn (x1)
5 rounds (x1)
8 hours (x2)
20 minutes (x1)
until you next perform your daily preparations (x1)
24 hours (x4)
1 day (x1)
unlimited (x1)
until the next time you make your daily preparations (x1)
1 round (see text) (x1)
level : object {4th Rank.system.level}
value : integer {4th Rank.system.level.value} (same value: 4)
publication : object {4th Rank.system.publication}
license : string {4th Rank.system.publication.license} (2 different values)
ORC (x56)
OGL (x91)
remaster : boolean {4th Rank.system.publication.remaster} (2 different values)
True (x76)
False (x71)
title : string {4th Rank.system.publication.title} (34 different values)
range : object {4th Rank.system.range}
value : string {4th Rank.system.range.value} (13 different values)
(x47)
touch (x31)
30 feet (x23)
60 feet (x16)
500 feet (x3)
120 feet (x19)
0 feet (x1)
1 mile (x2)
60 feet (see text) (x1)
40 feet (x1)
planetary (x1)
100 feet (x1)
20 feet (x1)
requirements : string {4th Rank.system.requirements} (2 different values)
(x146)
one vial of holy water (x1)
rules : ###FoundryRulesObject###
target : object {4th Rank.system.target}
value : string {4th Rank.system.target.value} (31 different values)
time : object {4th Rank.system.time}
value : string {4th Rank.system.time.value} (8 different values)
2 (x107)
reaction (x4)
3 (x15)
2 or 3 (x2)
1 minute (x6)
10 minutes (x9)
1 (x3)
1 hour (x1)
traits : object {4th Rank.system.traits}
rarity : string {4th Rank.system.traits.rarity} (3 different values)
common (x88)
rare (x21)
uncommon (x38)
traditions : array<string> {4th Rank.system.traits.traditions}
Length: min=1 max=4
Value type: string {4th Rank.system.traits.traditions.[]} (4 different values)
arcane (x99)
primal (x69)
divine (x56)
occult (x92)
value : array<string> {4th Rank.system.traits.value}
Length: min=1 max=7
Value type: string {4th Rank.system.traits.value.[]} (51 different values)
[selected] : mixed
object {4th Rank.system.traits.selected}
emotion : string {4th Rank.system.traits.selected.emotion} (same value: Emotion)
enchantment : string {4th Rank.system.traits.selected.enchantment} (same value: Enchantment)
incapacitation : string {4th Rank.system.traits.selected.incapacitation} (same value: Incapacitation)
mental : string {4th Rank.system.traits.selected.mental} (same value: Mental)
array<> {4th Rank.system.traits.selected}
Length: min=0 max=0
Value type: mixed
[heightening] : object {4th Rank.system.heightening}
[damage] : object {4th Rank.system.heightening.damage}
[0] : string {4th Rank.system.heightening.damage.0} (10 different values)
1d6 (x6)
2d4 (x1)
3d6 (x1)
1d10 (x2)
4d12 (x1)
2d6 (x5)
1d8 (x1)
2d8 (x1)
1 (x1)
1d4 (x1)
[CCRf3ezRsr91DEo0] : string {4th Rank.system.heightening.damage.CCRf3ezRsr91DEo0} (same value: 3d6)
[Pw864Jw8qLF34TrG] : string {4th Rank.system.heightening.damage.Pw864Jw8qLF34TrG} (same value: 1d6)
[gftav8gvt4i3mqj6] : string {4th Rank.system.heightening.damage.gftav8gvt4i3mqj6} (same value: 2d6)
[pX92NmS2GoYpHJrp] : string {4th Rank.system.heightening.damage.pX92NmS2GoYpHJrp} (same value: 1d10)
[YRYbZTnIe7w9wHLU] : string {4th Rank.system.heightening.damage.YRYbZTnIe7w9wHLU} (same value: 1d6)
[wnlxzlrxtrkk2bh3] : string {4th Rank.system.heightening.damage.wnlxzlrxtrkk2bh3} (same value: 1d8)
[tjnUaEqiXvjlMzf3] : string {4th Rank.system.heightening.damage.tjnUaEqiXvjlMzf3} (same value: 2d6)
[sekWqUllit48HRC4] : string {4th Rank.system.heightening.damage.sekWqUllit48HRC4} (same value: 1d6)
[1] : string {4th Rank.system.heightening.damage.1} (2 different values)
1d8 (x1)
1d4 (x1)
[SXOGI7BFM0mUsAPF] : string {4th Rank.system.heightening.damage.SXOGI7BFM0mUsAPF} (same value: 1d8)
[wtPB4EA7uiVSWUKV] : string {4th Rank.system.heightening.damage.wtPB4EA7uiVSWUKV} (same value: 1d8)
[fcjtz4q0zrtvmtro] : string {4th Rank.system.heightening.damage.fcjtz4q0zrtvmtro} (same value: 1d10)
[kmgVwzdXySlwrW7I] : string {4th Rank.system.heightening.damage.kmgVwzdXySlwrW7I} (same value: 1d10)
[VZH6f22B2X2tWam3] : string {4th Rank.system.heightening.damage.VZH6f22B2X2tWam3} (same value: 1d6)
[zqA3mumEYuVNchMC] : string {4th Rank.system.heightening.damage.zqA3mumEYuVNchMC} (same value: 3d6)
wKqdAiiIiDLodRJm : string {4th Rank.system.heightening.damage.wKqdAiiIiDLodRJm} (same value: 2d6)
[interval] : integer {4th Rank.system.heightening.interval} (3 different values)
1 (x22)
2 (x12)
4 (x1)
[type] : string {4th Rank.system.heightening.type} (2 different values)
interval (x35)
fixed (x10)
[levels] : object {4th Rank.system.heightening.levels}
[8] : object {4th Rank.system.heightening.levels.8}
target : object {4th Rank.system.heightening.levels.8.target}
value : string {4th Rank.system.heightening.levels.8.target.value} (4 different values)
10 creatures (x2)
5 willing creatures (x1)
up to 5 animals. (x1)
3 creatures (x1)
[6] : object {4th Rank.system.heightening.levels.6}
[target] : object {4th Rank.system.heightening.levels.6.target}
value : string {4th Rank.system.heightening.levels.6.target.value} (2 different values)
up to 5 creatures (x1)
2 creatures (x1)
[10] : object {4th Rank.system.heightening.levels.10}
[damage] : object {4th Rank.system.heightening.levels.10.damage}
gcU9LYuQezmqqIr2 : object {4th Rank.system.heightening.levels.10.damage.gcU9LYuQezmqqIr2}
applyMod : boolean {4th Rank.system.heightening.levels.10.damage.gcU9LYuQezmqqIr2.applyMod} (same value: False)
[category] : mixed
formula : string {4th Rank.system.heightening.levels.10.damage.gcU9LYuQezmqqIr2.formula} (same value: 1d10)
materials : array<> {4th Rank.system.heightening.levels.10.damage.gcU9LYuQezmqqIr2.materials}
Length: min=0 max=0
Value type: mixed
type : string {4th Rank.system.heightening.levels.10.damage.gcU9LYuQezmqqIr2.type} (same value: untyped)
target : object {4th Rank.system.heightening.levels.10.target}
value : string {4th Rank.system.heightening.levels.10.target.value} (same value: 4 creatures)
[7] : object {4th Rank.system.heightening.levels.7}
[damage] : object {4th Rank.system.heightening.levels.7.damage}
gcU9LYuQezmqqIr2 : object {4th Rank.system.heightening.levels.7.damage.gcU9LYuQezmqqIr2}
applyMod : boolean {4th Rank.system.heightening.levels.7.damage.gcU9LYuQezmqqIr2.applyMod} (same value: False)
[category] : mixed
formula : string {4th Rank.system.heightening.levels.7.damage.gcU9LYuQezmqqIr2.formula} (same value: 1d8)
materials : array<> {4th Rank.system.heightening.levels.7.damage.gcU9LYuQezmqqIr2.materials}
Length: min=0 max=0
Value type: mixed
type : string {4th Rank.system.heightening.levels.7.damage.gcU9LYuQezmqqIr2.type} (same value: untyped)
target : object {4th Rank.system.heightening.levels.7.target}
value : string {4th Rank.system.heightening.levels.7.target.value} (same value: up to 5 creatures)
[5] : object {4th Rank.system.heightening.levels.5}
range : object {4th Rank.system.heightening.levels.5.range}
value : string {4th Rank.system.heightening.levels.5.range.value} (same value: 1 mile)
[area] : integer {4th Rank.system.heightening.area} (same value: 0)
[overlays] : object {4th Rank.system.overlays}
[Dn2urqase1klSlXN] : object {4th Rank.system.overlays.Dn2urqase1klSlXN}
_id : string {4th Rank.system.overlays.Dn2urqase1klSlXN._id} (same value: Dn2urqase1klSlXN)
name : string {4th Rank.system.overlays.Dn2urqase1klSlXN.name} (same value: Cinder Swarm (Fireflies))
overlayType : string {4th Rank.system.overlays.Dn2urqase1klSlXN.overlayType} (same value: override)
sort : integer {4th Rank.system.overlays.Dn2urqase1klSlXN.sort} (same value: 2)
system : object {4th Rank.system.overlays.Dn2urqase1klSlXN.system}
damage : object {4th Rank.system.overlays.Dn2urqase1klSlXN.system.damage}
2MvpaX0V8xQX6CsS : object {4th Rank.system.overlays.Dn2urqase1klSlXN.system.damage.2MvpaX0V8xQX6CsS}
applyMod : boolean {4th Rank.system.overlays.Dn2urqase1klSlXN.system.damage.2MvpaX0V8xQX6CsS.applyMod} (same value: False)
[category] : mixed
formula : string {4th Rank.system.overlays.Dn2urqase1klSlXN.system.damage.2MvpaX0V8xQX6CsS.formula} (same value: 3d6)
materials : array<> {4th Rank.system.overlays.Dn2urqase1klSlXN.system.damage.2MvpaX0V8xQX6CsS.materials}
Length: min=0 max=0
Value type: mixed
type : string {4th Rank.system.overlays.Dn2urqase1klSlXN.system.damage.2MvpaX0V8xQX6CsS.type} (same value: fire)
defense : object {4th Rank.system.overlays.Dn2urqase1klSlXN.system.defense}
save : object {4th Rank.system.overlays.Dn2urqase1klSlXN.system.defense.save}
basic : boolean {4th Rank.system.overlays.Dn2urqase1klSlXN.system.defense.save.basic} (same value: False)
statistic : string {4th Rank.system.overlays.Dn2urqase1klSlXN.system.defense.save.statistic} (same value: fortitude)
heightening : object {4th Rank.system.overlays.Dn2urqase1klSlXN.system.heightening}
damage : object {4th Rank.system.overlays.Dn2urqase1klSlXN.system.heightening.damage}
2MvpaX0V8xQX6CsS : string {4th Rank.system.overlays.Dn2urqase1klSlXN.system.heightening.damage.2MvpaX0V8xQX6CsS} (same value: 2d6)
interval : integer {4th Rank.system.overlays.Dn2urqase1klSlXN.system.heightening.interval} (same value: 1)
type : string {4th Rank.system.overlays.Dn2urqase1klSlXN.system.heightening.type} (same value: interval)
[OsMweS7nFHnNhCy1] : object {4th Rank.system.overlays.OsMweS7nFHnNhCy1}
_id : string {4th Rank.system.overlays.OsMweS7nFHnNhCy1._id} (same value: OsMweS7nFHnNhCy1)
name : string {4th Rank.system.overlays.OsMweS7nFHnNhCy1.name} (same value: Cinder Swarm (Fire Ants))
overlayType : string {4th Rank.system.overlays.OsMweS7nFHnNhCy1.overlayType} (same value: override)
sort : integer {4th Rank.system.overlays.OsMweS7nFHnNhCy1.sort} (same value: 1)
system : object {4th Rank.system.overlays.OsMweS7nFHnNhCy1.system}
damage : object {4th Rank.system.overlays.OsMweS7nFHnNhCy1.system.damage}
6VDpVfnth5Jo4Ik5 : object {4th Rank.system.overlays.OsMweS7nFHnNhCy1.system.damage.6VDpVfnth5Jo4Ik5}
applyMod : boolean {4th Rank.system.overlays.OsMweS7nFHnNhCy1.system.damage.6VDpVfnth5Jo4Ik5.applyMod} (same value: False)
[category] : mixed
formula : string {4th Rank.system.overlays.OsMweS7nFHnNhCy1.system.damage.6VDpVfnth5Jo4Ik5.formula} (same value: 3d6)
materials : array<> {4th Rank.system.overlays.OsMweS7nFHnNhCy1.system.damage.6VDpVfnth5Jo4Ik5.materials}
Length: min=0 max=0
Value type: mixed
type : string {4th Rank.system.overlays.OsMweS7nFHnNhCy1.system.damage.6VDpVfnth5Jo4Ik5.type} (same value: piercing)
Zz4wGcMxD0oYt8b5 : object {4th Rank.system.overlays.OsMweS7nFHnNhCy1.system.damage.Zz4wGcMxD0oYt8b5}
applyMod : boolean {4th Rank.system.overlays.OsMweS7nFHnNhCy1.system.damage.Zz4wGcMxD0oYt8b5.applyMod} (same value: False)
category : string {4th Rank.system.overlays.OsMweS7nFHnNhCy1.system.damage.Zz4wGcMxD0oYt8b5.category} (same value: persistent)
formula : string {4th Rank.system.overlays.OsMweS7nFHnNhCy1.system.damage.Zz4wGcMxD0oYt8b5.formula} (same value: 2d6)
materials : array<> {4th Rank.system.overlays.OsMweS7nFHnNhCy1.system.damage.Zz4wGcMxD0oYt8b5.materials}
Length: min=0 max=0
Value type: mixed
type : string {4th Rank.system.overlays.OsMweS7nFHnNhCy1.system.damage.Zz4wGcMxD0oYt8b5.type} (same value: fire)
defense : object {4th Rank.system.overlays.OsMweS7nFHnNhCy1.system.defense}
save : object {4th Rank.system.overlays.OsMweS7nFHnNhCy1.system.defense.save}
basic : boolean {4th Rank.system.overlays.OsMweS7nFHnNhCy1.system.defense.save.basic} (same value: True)
statistic : string {4th Rank.system.overlays.OsMweS7nFHnNhCy1.system.defense.save.statistic} (same value: reflex)
heightening : object {4th Rank.system.overlays.OsMweS7nFHnNhCy1.system.heightening}
damage : object {4th Rank.system.overlays.OsMweS7nFHnNhCy1.system.heightening.damage}
6VDpVfnth5Jo4Ik5 : string {4th Rank.system.overlays.OsMweS7nFHnNhCy1.system.heightening.damage.6VDpVfnth5Jo4Ik5} (same value: 2d6)
Zz4wGcMxD0oYt8b5 : string {4th Rank.system.overlays.OsMweS7nFHnNhCy1.system.heightening.damage.Zz4wGcMxD0oYt8b5} (same value: 0)
interval : integer {4th Rank.system.overlays.OsMweS7nFHnNhCy1.system.heightening.interval} (same value: 1)
type : string {4th Rank.system.overlays.OsMweS7nFHnNhCy1.system.heightening.type} (same value: interval)
9Ly51UbFomNFSkwE : object {4th Rank.system.overlays.9Ly51UbFomNFSkwE}
name : string {4th Rank.system.overlays.9Ly51UbFomNFSkwE.name} (same value: Weapon Storm (Emanation))
overlayType : string {4th Rank.system.overlays.9Ly51UbFomNFSkwE.overlayType} (same value: override)
sort : integer {4th Rank.system.overlays.9Ly51UbFomNFSkwE.sort} (same value: 2)
system : object {4th Rank.system.overlays.9Ly51UbFomNFSkwE.system}
area : object {4th Rank.system.overlays.9Ly51UbFomNFSkwE.system.area}
type : string {4th Rank.system.overlays.9Ly51UbFomNFSkwE.system.area.type} (same value: emanation)
value : integer {4th Rank.system.overlays.9Ly51UbFomNFSkwE.system.area.value} (same value: 10)
mAZRhujP3gA9tb4m : object {4th Rank.system.overlays.mAZRhujP3gA9tb4m}
name : string {4th Rank.system.overlays.mAZRhujP3gA9tb4m.name} (same value: Weapon Storm (Cone))
overlayType : string {4th Rank.system.overlays.mAZRhujP3gA9tb4m.overlayType} (same value: override)
sort : integer {4th Rank.system.overlays.mAZRhujP3gA9tb4m.sort} (same value: 1)
system : object {4th Rank.system.overlays.mAZRhujP3gA9tb4m.system}
area : object {4th Rank.system.overlays.mAZRhujP3gA9tb4m.system.area}
type : string {4th Rank.system.overlays.mAZRhujP3gA9tb4m.system.area.type} (same value: cone)
value : integer {4th Rank.system.overlays.mAZRhujP3gA9tb4m.system.area.value} (same value: 30)
type : string {4th Rank.type} (same value: spell)
+522
View File
@@ -0,0 +1,522 @@
5-01
Different values: 6
=====================================
object {5-01}
_id : string {5-01._id} (all different values)
folder : string {5-01.folder} (same value: YsA95lDA53WuCCyU)
img : string {5-01.img} (same value: systems/pf2e/icons/default-icons/npc.svg)
items : array<object> {5-01.items}
Length: min=2 max=7
Value type: object {5-01.items.[]}
_id : string {5-01.items.[]._id} (27 different values)
img : string {5-01.items.[].img} (12 different values)
systems/pf2e/icons/default-icons/melee.svg (x8)
systems/pf2e/icons/default-icons/action.svg (x8)
icons/weapons/clubs/club-banded-brown.webp (x1)
icons/equipment/chest/breastplate-layered-leather-studded-brown.webp (x1)
systems/pf2e/icons/actions/Reaction.webp (x1)
systems/pf2e/icons/actions/Passive.webp (x2)
systems/pf2e/icons/default-icons/spellcastingEntry.svg (x1)
icons/consumables/plants/grass-leaves-green.webp (x1)
icons/equipment/chest/vest-leather-tattered-white.webp (x1)
systems/pf2e/icons/equipment/weapons/dagger.webp (x1)
icons/equipment/chest/breastplate-banded-simple-leather-brown.webp (x1)
systems/pf2e/icons/default-icons/lore.svg (x1)
name : string {5-01.items.[].name} (22 different values)
sort : integer {5-01.items.[].sort} (7 different values)
100000 (x6)
200000 (x6)
300000 (x5)
400000 (x3)
500000 (x3)
600000 (x2)
700000 (x2)
system : object {5-01.items.[].system}
[attack] : object {5-01.items.[].system.attack}
value : string {5-01.items.[].system.attack.value} (same value: )
[attackEffects] : object {5-01.items.[].system.attackEffects}
value : array<string> {5-01.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {5-01.items.[].system.attackEffects.value.[]} (2 different values)
thorn-puncture (x1)
attach (x1)
[custom] : string {5-01.items.[].system.attackEffects.custom} (same value: )
[bonus] : object {5-01.items.[].system.bonus}
value : integer {5-01.items.[].system.bonus.value} (4 different values)
7 (x4)
0 (x2)
10 (x2)
8 (x2)
[damageRolls] : object {5-01.items.[].system.damageRolls}
[TFCpItiH0qXZerFt] : object {5-01.items.[].system.damageRolls.TFCpItiH0qXZerFt}
damage : string {5-01.items.[].system.damageRolls.TFCpItiH0qXZerFt.damage} (same value: 1d6+2)
damageType : string {5-01.items.[].system.damageRolls.TFCpItiH0qXZerFt.damageType} (same value: piercing)
[l084oY88NBFAlNlP] : object {5-01.items.[].system.damageRolls.l084oY88NBFAlNlP}
damage : string {5-01.items.[].system.damageRolls.l084oY88NBFAlNlP.damage} (same value: 1d6+7)
damageType : string {5-01.items.[].system.damageRolls.l084oY88NBFAlNlP.damageType} (same value: bludgeoning)
[6qI7ci0EL2ueY5q8] : object {5-01.items.[].system.damageRolls.6qI7ci0EL2ueY5q8}
damage : string {5-01.items.[].system.damageRolls.6qI7ci0EL2ueY5q8.damage} (same value: 1d6)
damageType : string {5-01.items.[].system.damageRolls.6qI7ci0EL2ueY5q8.damageType} (same value: bludgeoning)
[uTffRXEqpnt8ou4Z] : object {5-01.items.[].system.damageRolls.uTffRXEqpnt8ou4Z}
damage : string {5-01.items.[].system.damageRolls.uTffRXEqpnt8ou4Z.damage} (same value: 1d6)
damageType : string {5-01.items.[].system.damageRolls.uTffRXEqpnt8ou4Z.damageType} (same value: piercing)
[HtakWRmx8gCldD6j] : object {5-01.items.[].system.damageRolls.HtakWRmx8gCldD6j}
damage : string {5-01.items.[].system.damageRolls.HtakWRmx8gCldD6j.damage} (same value: 1d4+1)
damageType : string {5-01.items.[].system.damageRolls.HtakWRmx8gCldD6j.damageType} (same value: bludgeoning)
[WvOQ6LZhOAJiIUy0] : object {5-01.items.[].system.damageRolls.WvOQ6LZhOAJiIUy0}
damage : string {5-01.items.[].system.damageRolls.WvOQ6LZhOAJiIUy0.damage} (same value: 1d4+2)
damageType : string {5-01.items.[].system.damageRolls.WvOQ6LZhOAJiIUy0.damageType} (same value: piercing)
xGj8x1qx7UvkecKX : object {5-01.items.[].system.damageRolls.xGj8x1qx7UvkecKX}
damage : string {5-01.items.[].system.damageRolls.xGj8x1qx7UvkecKX.damage} (same value: 1d4)
damageType : string {5-01.items.[].system.damageRolls.xGj8x1qx7UvkecKX.damageType} (same value: piercing)
description : object {5-01.items.[].system.description}
value : string {5-01.items.[].system.description.value} (18 different values)
(x10)
<p>The baby brine shark spins quickly in place, disorienting observers. All creatures within @Template[emanation|distance:15]{15 feet} must attempt at @Check[will|dc:17] save, with the following effects. The baby brine shark can't use disorienting dance again for [[/gmr 1d4 #Recharge Disorienting Dance]]{1d4 rounds}.</p>
<hr />
<p><strong>Success</strong> The creature is unaffected.</p>
<p><strong>Failure</strong> The creature is @UUID[Compendium.pf2e.conditionitems.Item.Off-Guard] for 1 round.</p>
<p><strong>Critical Failure</strong> The creature is @UUID[Compendium.pf2e.conditionitems.Item.Slowed]{Slowed 1} for 1 round.</p> (x1)
<p>This is a piece of stout wood shaped or repurposed to bludgeon an enemy. Clubs can be intricately carved pieces of martial art or as simple as a tree branch or piece of wood.</p> (x1)
<p>This leather armor is reinforced with metal studs and sometimes small metal plates, providing most of the flexibility of leather armor with more robust protection.</p> (x1)
<p>@Localize[PF2E.NPC.Abilities.Glossary.AttackOfOpportunity]</p> (x1)
<p>The tough robber leads an extra 1d6 precision damage to @UUID[Compendium.pf2e.conditionitems.Item.Off-Guard] creatures.</p> (x1)
<p>When the experienced robber deals damage on a critical hit, the target is knocked back 10 feet and must succeed at a @Check[fortitude|dc:20] save or be @UUID[Compendium.pf2e.conditionitems.Item.Stunned]{Stunned 1}. On a critical failure, the target also falls @UUID[Compendium.pf2e.conditionitems.Item.Prone].</p> (x1)
<p>You imbue a single ordinary, inexpensive plant seed with primal energy and throw it onto a surface, where it gradually sprouts into a Medium plant. After 10 minutes, the plant is sturdy enough to provide standard cover, and its space is difficult terrain. The plant is laden with nutritious nuts or fruit sufficient to feed one Medium creature for a day. The plant has AC 10, Hardness 5, and 20 Hit Points.</p>
<hr />
<p><strong>Heightened (+1)</strong> You throw an additional seed, which grows into an additional plant within range.</p> (x1)
<p>The wood scamp breathes choking pollen in a @Template[cone|distance:15] that deals @Damage[2d6[poison]] damage to each creature within the area (@Check[reflex|dc:17|basic]; creatures who don't need to breathe are immune). The wood scamp can't use Breathe Pollen again for [[/gmr 1d4 #Recharge Breathe Pollen]]{1d4 rounds}.</p> (x1)
<p>The wood scamp breaks off one of its thornlike claws in the target's skin, dealing @Damage[1[bleed]]{1 persistent bleed} damage until the thorn is removed, which requires an Interact action. This damage is cumulative with each thorn caught in a creature's skin.</p> (x1)
<p>When a hyacinth lamprey hits a target larger than itself, its circular rows of teeth attach it to that creature. This is similar to grabbing the creature, but the lamprey moves with that creature rather than holding it in place. The lamprey is @UUID[Compendium.pf2e.conditionitems.Item.Off-Guard] while attached. If the lamprey is killed or pushed away while attached to a creature it has drained water from, that creature takes @Damage[1[bleed]]{1 persistent bleed} damage. Escaping the attach or removing the lamprey in other ways doesn't cause bleed damage.</p> (x1)
<p><strong>Requirements</strong> The hyacinth lamprey is attached to a creature</p>
<hr />
<p><strong>Effect</strong> The hyacinth lamprey drains water from the creature it is attached to. This deals [[/r 1d4]] damage, and the hyacinth lamprey gains temporary Hit Points equal to the damage dealt. A creature that has its water drained by a hyacinth lamprey is @UUID[Compendium.pf2e.conditionitems.Item.Drained]{Drained 1} until it receives healing (of any kind or amount).</p> (x1)
<p>A mix of furs, sturdy hide, and sometimes molded boiled leather, this armor provides protection due to its layers of leather, though its bulkiness slows the wearer down and decreases mobility.</p> (x1)
<p><strong>Requirements</strong> The robber novice is in the same square or adjacent to the target</p>
<hr />
<p><strong>Effect</strong> The robber novice can attempt to @UUID[Compendium.pf2e.actionspf2e.Item.Steal] an object they can see on the target using their Thievery modifier against the target's Perception DC.</p> (x1)
<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)
<p>A mix of flexible and molded boiled leather, a suit of this type of armor provides some protection with maximum flexibility.</p> (x1)
<p>Any enemy is @UUID[Compendium.pf2e.conditionitems.Item.Off-Guard] against the tough robber's melee attacks due to flanking as long as the enemy is within melee reach of both the tough robber and one of the tough robber's allies.</p> (x1)
<p>The experienced robber leads an extra 1d6 precision damage to @UUID[Compendium.pf2e.conditionitems.Item.Off-Guard] creatures.</p> (x1)
publication : object {5-01.items.[].system.publication}
license : string {5-01.items.[].system.publication.license} (same value: OGL)
remaster : boolean {5-01.items.[].system.publication.remaster} (same value: False)
title : string {5-01.items.[].system.publication.title} (4 different values)
(x18)
Pathfinder Core Rulebook (x5)
Pathfinder Bestiary (x3)
Pathfinder #151: The Show Must Go On (x1)
rules : ###FoundryRulesObject###
[slug] : string {5-01.items.[].system.slug} (9 different values)
club (x1)
studded-leather-armor (x1)
attack-of-opportunity (x1)
sneak-attack (x2)
verdant-sprout (x1)
claw (x1)
hide-armor (x1)
dagger (x1)
leather-armor (x1)
[traits] : object {5-01.items.[].system.traits}
value : array<string> {5-01.items.[].system.traits.value}
Length: min=0 max=4
Value type: string {5-01.items.[].system.traits.value.[]} (12 different values)
agile (x5)
unarmed (x3)
mental (x1)
visual (x1)
thrown-10 (x4)
concentrate (x1)
manipulate (x1)
plant (x2)
arcane (x1)
finesse (x4)
nonlethal (x1)
versatile-s (x3)
[rarity] : string {5-01.items.[].system.traits.rarity} (2 different values)
common (x8)
uncommon (x1)
[traditions] : array<string> {5-01.items.[].system.traits.traditions}
Length: min=1 max=1
Value type: string {5-01.items.[].system.traits.traditions.[]} (same value: primal)
[weaponType] : object {5-01.items.[].system.weaponType}
value : string {5-01.items.[].system.weaponType.value} (2 different values)
melee (x6)
ranged (x2)
[actionType] : object {5-01.items.[].system.actionType}
value : string {5-01.items.[].system.actionType.value} (3 different values)
action (x4)
reaction (x1)
passive (x6)
[actions] : object {5-01.items.[].system.actions}
[value] : integer {5-01.items.[].system.actions.value} (2 different values)
1 (x2)
2 (x2)
[category] : string {5-01.items.[].system.category} (5 different values)
offensive (x10)
simple (x2)
light (x2)
defensive (x1)
medium (x1)
[baseItem] : string {5-01.items.[].system.baseItem} (5 different values)
club (x1)
studded-leather-armor (x1)
hide-armor (x1)
dagger (x1)
leather-armor (x1)
[bonusDamage] : object {5-01.items.[].system.bonusDamage}
value : integer {5-01.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {5-01.items.[].system.bulk}
value : mixed
integer {5-01.items.[].system.bulk.value} (2 different values)
1 (x3)
2 (x1)
float {5-01.items.[].system.bulk.value} (same value: 0,1)
[containerId] : mixed
[damage] : object {5-01.items.[].system.damage}
[damageType] : string {5-01.items.[].system.damage.damageType} (2 different values)
bludgeoning (x1)
piercing (x1)
[dice] : integer {5-01.items.[].system.damage.dice} (same value: 1)
[die] : string {5-01.items.[].system.damage.die} (2 different values)
d6 (x1)
d4 (x1)
[equipped] : object {5-01.items.[].system.equipped}
carryType : string {5-01.items.[].system.equipped.carryType} (2 different values)
held (x2)
worn (x3)
handsHeld : integer {5-01.items.[].system.equipped.handsHeld} (2 different values)
1 (x2)
0 (x3)
[invested] : mixed
[inSlot] : boolean {5-01.items.[].system.equipped.inSlot} (same value: True)
[group] : string {5-01.items.[].system.group} (3 different values)
club (x1)
leather (x3)
knife (x1)
[hardness] : integer {5-01.items.[].system.hardness} (same value: 0)
[hp] : object {5-01.items.[].system.hp}
max : integer {5-01.items.[].system.hp.max} (same value: 0)
value : integer {5-01.items.[].system.hp.value} (same value: 0)
[level] : object {5-01.items.[].system.level}
value : integer {5-01.items.[].system.level.value} (2 different values)
0 (x5)
1 (x1)
[material] : object {5-01.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {5-01.items.[].system.price}
value : object {5-01.items.[].system.price.value}
[gp] : integer {5-01.items.[].system.price.value.gp} (2 different values)
3 (x1)
2 (x2)
[sp] : integer {5-01.items.[].system.price.value.sp} (same value: 2)
[quantity] : integer {5-01.items.[].system.quantity} (2 different values)
1 (x4)
2 (x1)
[range] : object {5-01.items.[].system.range}
value : string {5-01.items.[].system.range.value} (same value: 30 feet)
[reload] : object {5-01.items.[].system.reload}
value : string {5-01.items.[].system.reload.value} (same value: -)
[runes] : object {5-01.items.[].system.runes}
potency : integer {5-01.items.[].system.runes.potency} (same value: 0)
property : array<> {5-01.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {5-01.items.[].system.runes.striking} (same value: 0)
[resilient] : integer {5-01.items.[].system.runes.resilient} (same value: 0)
[size] : string {5-01.items.[].system.size} (same value: med)
[splashDamage] : object {5-01.items.[].system.splashDamage}
value : integer {5-01.items.[].system.splashDamage.value} (same value: 0)
[usage] : object {5-01.items.[].system.usage}
value : string {5-01.items.[].system.usage.value} (same value: held-in-one-hand)
[acBonus] : integer {5-01.items.[].system.acBonus} (3 different values)
2 (x1)
3 (x1)
1 (x1)
[checkPenalty] : integer {5-01.items.[].system.checkPenalty} (2 different values)
-1 (x2)
-2 (x1)
[dexCap] : integer {5-01.items.[].system.dexCap} (3 different values)
3 (x1)
2 (x1)
4 (x1)
[speedPenalty] : integer {5-01.items.[].system.speedPenalty} (2 different values)
0 (x2)
-5 (x1)
[strength] : integer {5-01.items.[].system.strength} (3 different values)
1 (x1)
2 (x1)
0 (x1)
[autoHeightenLevel] : object {5-01.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {5-01.items.[].system.prepared}
value : string {5-01.items.[].system.prepared.value} (same value: innate)
[proficiency] : object {5-01.items.[].system.proficiency}
value : integer {5-01.items.[].system.proficiency.value} (same value: 1)
[showSlotlessLevels] : object {5-01.items.[].system.showSlotlessLevels}
value : boolean {5-01.items.[].system.showSlotlessLevels.value} (same value: False)
[slots] : object {5-01.items.[].system.slots}
[spelldc] : object {5-01.items.[].system.spelldc}
dc : integer {5-01.items.[].system.spelldc.dc} (same value: 15)
value : integer {5-01.items.[].system.spelldc.value} (same value: 7)
[tradition] : object {5-01.items.[].system.tradition}
value : string {5-01.items.[].system.tradition.value} (same value: arcane)
[area] : mixed
[cost] : object {5-01.items.[].system.cost}
value : string {5-01.items.[].system.cost.value} (same value: )
[counteraction] : boolean {5-01.items.[].system.counteraction} (same value: False)
[defense] : mixed
[duration] : object {5-01.items.[].system.duration}
sustained : boolean {5-01.items.[].system.duration.sustained} (same value: False)
value : string {5-01.items.[].system.duration.value} (same value: )
[location] : object {5-01.items.[].system.location}
heightenedLevel : integer {5-01.items.[].system.location.heightenedLevel} (same value: 1)
value : string {5-01.items.[].system.location.value} (same value: 556K6X3kcPQJ34jw)
[requirements] : string {5-01.items.[].system.requirements} (same value: )
[target] : object {5-01.items.[].system.target}
value : string {5-01.items.[].system.target.value} (same value: )
[time] : object {5-01.items.[].system.time}
value : string {5-01.items.[].system.time.value} (same value: 3)
mod : object {5-01.items.[].system.mod}
value : integer {5-01.items.[].system.mod.value} (same value: 5)
proficient : object {5-01.items.[].system.proficient}
value : integer {5-01.items.[].system.proficient.value} (same value: 0)
type : string {5-01.items.[].type} (7 different values)
melee (x8)
action (x11)
weapon (x2)
armor (x3)
spellcastingEntry (x1)
spell (x1)
lore (x1)
[_stats] : object {5-01.items.[]._stats}
compendiumSource : string {5-01.items.[]._stats.compendiumSource} (8 different values)
Compendium.pf2e.equipment-srd.Item.c58wczIzH2gzeXQL (x1)
Compendium.pf2e.equipment-srd.Item.ewQZ0VeL38v3qFnN (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.hFtNbo1LKYCoDy2O (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.AWvNPE4U0kEJSL1T (x2)
Compendium.pf2e.spells-srd.Item.EDABphKEPUBiMmQC (x1)
Compendium.pf2e.equipment-srd.Item.AnwzlOs0njF9Jqnr (x1)
Compendium.pf2e.equipment-srd.Item.rQWaJhI5Bko5x14Z (x1)
Compendium.pf2e.equipment-srd.Item.4tIVTg9wj56RrveA (x1)
[flags] : object {5-01.items.[].flags}
pf2e : object {5-01.items.[].flags.pf2e}
linkedWeapon : string {5-01.items.[].flags.pf2e.linkedWeapon} (2 different values)
Cv61KBT5dJYPKvSd (x2)
p0JeDngrufZzF14P (x2)
name : string {5-01.name} (all different values)
system : object {5-01.system}
abilities : object {5-01.system.abilities}
cha : object {5-01.system.abilities.cha}
mod : integer {5-01.system.abilities.cha.mod} (3 different values)
0 (x1)
1 (x4)
-2 (x1)
con : object {5-01.system.abilities.con}
mod : integer {5-01.system.abilities.con.mod} (3 different values)
2 (x3)
3 (x2)
0 (x1)
dex : object {5-01.system.abilities.dex}
mod : integer {5-01.system.abilities.dex.mod} (3 different values)
2 (x4)
1 (x1)
5 (x1)
int : object {5-01.system.abilities.int}
mod : integer {5-01.system.abilities.int.mod} (4 different values)
-4 (x1)
0 (x3)
-2 (x1)
-5 (x1)
str : object {5-01.system.abilities.str}
mod : integer {5-01.system.abilities.str.mod} (3 different values)
2 (x2)
3 (x2)
0 (x2)
wis : object {5-01.system.abilities.wis}
mod : integer {5-01.system.abilities.wis.mod} (3 different values)
1 (x4)
0 (x1)
2 (x1)
attributes : object {5-01.system.attributes}
ac : object {5-01.system.attributes.ac}
details : string {5-01.system.attributes.ac.details} (same value: )
value : integer {5-01.system.attributes.ac.value} (4 different values)
16 (x2)
19 (x1)
14 (x1)
15 (x2)
allSaves : object {5-01.system.attributes.allSaves}
value : string {5-01.system.attributes.allSaves.value} (same value: )
hp : object {5-01.system.attributes.hp}
details : string {5-01.system.attributes.hp.details} (same value: )
max : integer {5-01.system.attributes.hp.max} (5 different values)
20 (x2)
48 (x1)
24 (x1)
6 (x1)
9 (x1)
temp : integer {5-01.system.attributes.hp.temp} (same value: 0)
value : integer {5-01.system.attributes.hp.value} (5 different values)
20 (x2)
48 (x1)
24 (x1)
6 (x1)
9 (x1)
[immunities] : array<object> {5-01.system.attributes.immunities}
Length: min=4 max=4
Value type: object {5-01.system.attributes.immunities.[]}
exceptions : array<> {5-01.system.attributes.immunities.[].exceptions}
Length: min=0 max=0
Value type: mixed
type : string {5-01.system.attributes.immunities.[].type} (4 different values)
bleed (x2)
paralyzed (x2)
poison (x2)
sleep (x2)
[resistances] : array<object> {5-01.system.attributes.resistances}
Length: min=1 max=2
Value type: object {5-01.system.attributes.resistances.[]}
doubleVs : array<> {5-01.system.attributes.resistances.[].doubleVs}
Length: min=0 max=0
Value type: mixed
exceptions : array<> {5-01.system.attributes.resistances.[].exceptions}
Length: min=0 max=0
Value type: mixed
type : string {5-01.system.attributes.resistances.[].type} (3 different values)
fire (x1)
bludgeoning (x1)
piercing (x1)
value : integer {5-01.system.attributes.resistances.[].value} (2 different values)
3 (x1)
2 (x2)
speed : object {5-01.system.attributes.speed}
otherSpeeds : array<object> {5-01.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {5-01.system.attributes.speed.otherSpeeds.[]}
type : string {5-01.system.attributes.speed.otherSpeeds.[].type} (2 different values)
swim (x2)
fly (x1)
value : integer {5-01.system.attributes.speed.otherSpeeds.[].value} (3 different values)
30 (x1)
25 (x1)
20 (x1)
value : integer {5-01.system.attributes.speed.value} (4 different values)
10 (x1)
25 (x3)
20 (x1)
5 (x1)
[weaknesses] : array<object> {5-01.system.attributes.weaknesses}
Length: min=2 max=2
Value type: object {5-01.system.attributes.weaknesses.[]}
exceptions : array<> {5-01.system.attributes.weaknesses.[].exceptions}
Length: min=0 max=0
Value type: mixed
type : string {5-01.system.attributes.weaknesses.[].type} (2 different values)
fire (x1)
slashing (x1)
value : integer {5-01.system.attributes.weaknesses.[].value} (same value: 3)
details : object {5-01.system.details}
blurb : string {5-01.system.details.blurb} (3 different values)
Variant brine shark (x1)
(x4)
Variant wood scamp (x1)
languages : object {5-01.system.details.languages}
details : string {5-01.system.details.languages.details} (same value: )
value : array<string> {5-01.system.details.languages.value}
Length: min=0 max=1
Value type: string {5-01.system.details.languages.value.[]} (2 different values)
common (x3)
muan (x1)
level : object {5-01.system.details.level}
value : integer {5-01.system.details.level.value} (3 different values)
1 (x3)
3 (x1)
-1 (x2)
privateNotes : string {5-01.system.details.privateNotes} (same value: )
publicNotes : string {5-01.system.details.publicNotes} (same value: )
publication : object {5-01.system.details.publication}
license : string {5-01.system.details.publication.license} (same value: OGL)
remaster : boolean {5-01.system.details.publication.remaster} (same value: False)
title : string {5-01.system.details.publication.title} (same value: Pathfinder Society Scenario #5-01: Intro: Year of Unfettered Exploration)
initiative : object {5-01.system.initiative}
statistic : string {5-01.system.initiative.statistic} (same value: perception)
perception : object {5-01.system.perception}
details : string {5-01.system.perception.details} (same value: )
mod : integer {5-01.system.perception.mod} (5 different values)
6 (x2)
10 (x1)
3 (x1)
5 (x1)
7 (x1)
senses : array<object> {5-01.system.perception.senses}
Length: min=0 max=1
Value type: object {5-01.system.perception.senses.[]}
type : string {5-01.system.perception.senses.[].type} (same value: darkvision)
resources : object {5-01.system.resources}
saves : object {5-01.system.saves}
fortitude : object {5-01.system.saves.fortitude}
saveDetail : string {5-01.system.saves.fortitude.saveDetail} (same value: )
value : integer {5-01.system.saves.fortitude.value} (4 different values)
7 (x3)
12 (x1)
6 (x1)
10 (x1)
reflex : object {5-01.system.saves.reflex}
saveDetail : string {5-01.system.saves.reflex.saveDetail} (same value: )
value : integer {5-01.system.saves.reflex.value} (4 different values)
9 (x2)
4 (x1)
8 (x1)
7 (x2)
will : object {5-01.system.saves.will}
saveDetail : string {5-01.system.saves.will.saveDetail} (same value: )
value : integer {5-01.system.saves.will.value} (all different values)
skills : object {5-01.system.skills}
[athletics] : object {5-01.system.skills.athletics}
base : integer {5-01.system.skills.athletics.base} (3 different values)
7 (x1)
10 (x1)
3 (x1)
[stealth] : object {5-01.system.skills.stealth}
base : integer {5-01.system.skills.stealth.base} (4 different values)
9 (x1)
7 (x1)
6 (x1)
5 (x2)
[survival] : object {5-01.system.skills.survival}
base : integer {5-01.system.skills.survival.base} (same value: 6)
[deception] : object {5-01.system.skills.deception}
base : integer {5-01.system.skills.deception.base} (3 different values)
8 (x1)
2 (x1)
6 (x1)
[intimidation] : object {5-01.system.skills.intimidation}
base : integer {5-01.system.skills.intimidation.base} (2 different values)
10 (x1)
8 (x1)
[acrobatics] : object {5-01.system.skills.acrobatics}
base : integer {5-01.system.skills.acrobatics.base} (same value: 5)
[thievery] : object {5-01.system.skills.thievery}
base : integer {5-01.system.skills.thievery.base} (same value: 5)
traits : object {5-01.system.traits}
rarity : string {5-01.system.traits.rarity} (same value: uncommon)
size : object {5-01.system.traits.size}
value : string {5-01.system.traits.size.value} (3 different values)
sm (x2)
med (x3)
tiny (x1)
value : array<string> {5-01.system.traits.value}
Length: min=2 max=4
Value type: string {5-01.system.traits.value.[]} (8 different values)
aquatic (x2)
elemental (x3)
water (x1)
evil (x3)
human (x3)
humanoid (x3)
plant (x2)
chaotic (x1)
type : string {5-01.type} (same value: npc)
+171
View File
@@ -0,0 +1,171 @@
5-02
Different values: 4
=====================================
object {5-02}
_id : string {5-02._id} (all different values)
folder : string {5-02.folder} (same value: PbULqbjLvwIcvPSj)
img : string {5-02.img} (same value: systems/pf2e/icons/default-icons/hazard.svg)
items : array<object> {5-02.items}
Length: min=9 max=9
Value type: object {5-02.items.[]}
_id : string {5-02.items.[]._id} (9 different values)
ZPcdVcDDfkNqiiNO (x4)
D0S9fSxgpr67TxZD (x4)
CsWqViRl7WU6FLOa (x4)
3THIBoqTOHRVlX8b (x4)
lVPWFQevvWWbIYPx (x4)
EPMam5WbYJui238P (x4)
C7FWO1Z9uMKN8vOl (x4)
2Ofy4YkJjbGDJxz4 (x4)
QErVnAK8JG4b89g6 (x4)
img : string {5-02.items.[].img} (2 different values)
systems/pf2e/icons/default-icons/action.svg (x12)
systems/pf2e/icons/default-icons/melee.svg (x24)
name : string {5-02.items.[].name} (9 different values)
Proximity Wave (x4)
Unstable Detonation (x4)
Elemental Wave (Cold) (x4)
Elemental Wave (x4)
Elemental Wave (Bludgeoning) (x4)
Elemental Wave (Fire) (x4)
Elemental Wave (Electricity) (x4)
Elemental Wave (Piercing) (x4)
Elemental Wave (Slashing) (x4)
sort : integer {5-02.items.[].sort} (2 different values)
0 (x16)
200000 (x20)
system : object {5-02.items.[].system}
[actionType] : object {5-02.items.[].system.actionType}
value : string {5-02.items.[].system.actionType.value} (2 different values)
reaction (x8)
action (x4)
[actions] : object {5-02.items.[].system.actions}
[value] : integer {5-02.items.[].system.actions.value} (same value: 1)
[category] : string {5-02.items.[].system.category} (same value: offensive)
description : object {5-02.items.[].system.description}
value : string {5-02.items.[].system.description.value} (7 different values)
<p><strong>Trigger</strong> A creature without the elemental trait approaches within 15 feet of the nexus or attacks an elemental within 15 feet of the nexus</p>
<hr />
<p><strong>Effect</strong> Unstable elemental energies surrounding the machine discharge abruptly from one of the spikes, sending waves of wind, gusts of metallic shards, jets of fire and other elemental bursts across the room in various directions. The hazard makes an elemental wave Strike against the triggering creature. The hazard then rolls initiative.</p> (x4)
<p><strong>Trigger</strong> The nexus is broken or destroyed</p>
<hr />
<p><strong>Effect</strong> A ferocious gush of elemental energies bursts from the broken machine, dealing @Damage[6d6[bludgeoning]] damage to each creature within 15 feet (basic @Check[reflex|dc:22] save). The trap is then disabled.</p> (x1)
(x24)
<p>The damage of this strike varies; No multiple attack penalty. Roll [[/r 1d6]] for damage type.</p>
<p>1 cold (air)</p>
<p>2 bludgeoning (earth)</p>
<p>3 fire</p>
<p>4 electric (metal)</p>
<p>5 piercing (water)</p>
<p>6 slashing (wood)</p> (x4)
<p><strong>Trigger</strong> The nexus is broken or destroyed</p>
<hr />
<p><strong>Effect</strong> A ferocious gush of elemental energies bursts from the broken machine, dealing @Damage[4d6[bludgeoning]] damage to each creature within 15 feet (basic @Check[reflex|dc:20] save). The trap is then disabled.</p> (x1)
<p><strong>Trigger</strong> The nexus is broken or destroyed</p>
<hr />
<p><strong>Effect</strong> A ferocious gush of elemental energies bursts from the broken machine, dealing @Damage[5d6[bludgeoning]] damage to each creature within 15 feet (basic @Check[reflex|dc:21] save). The trap is then disabled.</p> (x1)
<p><strong>Trigger</strong> The nexus is broken or destroyed</p>
<hr />
<p><strong>Effect</strong> A ferocious gush of elemental energies bursts from the broken machine, dealing @Damage[3d6[bludgeoning]] damage to each creature within 15 feet (basic @Check[reflex|dc:18] save). The trap is then disabled.</p> (x1)
publication : object {5-02.items.[].system.publication}
license : string {5-02.items.[].system.publication.license} (same value: OGL)
remaster : boolean {5-02.items.[].system.publication.remaster} (same value: False)
title : string {5-02.items.[].system.publication.title} (same value: )
rules : ###FoundryRulesObject###
[slug] : mixed
traits : object {5-02.items.[].system.traits}
value : array<string> {5-02.items.[].system.traits.value}
Length: min=0 max=1
Value type: string {5-02.items.[].system.traits.value.[]} (2 different values)
primal (x4)
range-30 (x24)
[attack] : object {5-02.items.[].system.attack}
value : string {5-02.items.[].system.attack.value} (same value: )
[attackEffects] : object {5-02.items.[].system.attackEffects}
value : array<> {5-02.items.[].system.attackEffects.value}
Length: min=0 max=0
Value type: mixed
[bonus] : object {5-02.items.[].system.bonus}
value : integer {5-02.items.[].system.bonus.value} (all different values)
[damageRolls] : object {5-02.items.[].system.damageRolls}
g7k1xWcWX0x1yyFf : object {5-02.items.[].system.damageRolls.g7k1xWcWX0x1yyFf}
damage : string {5-02.items.[].system.damageRolls.g7k1xWcWX0x1yyFf.damage} (all different values)
damageType : string {5-02.items.[].system.damageRolls.g7k1xWcWX0x1yyFf.damageType} (6 different values)
cold (x4)
bludgeoning (x4)
fire (x4)
electricity (x4)
piercing (x4)
slashing (x4)
[weaponType] : object {5-02.items.[].system.weaponType}
value : string {5-02.items.[].system.weaponType.value} (same value: ranged)
type : string {5-02.items.[].type} (2 different values)
action (x12)
melee (x24)
[_stats] : object {5-02.items.[]._stats}
compendiumSource : string {5-02.items.[]._stats.compendiumSource} (same value: Actor.X5NAhZIYG5XudA3m.Item.CsWqViRl7WU6FLOa)
name : string {5-02.name} (all different values)
[prototypeToken] : object {5-02.prototypeToken}
name : string {5-02.prototypeToken.name} (2 different values)
Augmented Azlanti Elemental Nexus (x1)
Azlanti Elemental Nexus (x1)
system : object {5-02.system}
attributes : object {5-02.system.attributes}
ac : object {5-02.system.attributes.ac}
value : integer {5-02.system.attributes.ac.value} (all different values)
emitsSound : string {5-02.system.attributes.emitsSound} (same value: encounter)
hardness : integer {5-02.system.attributes.hardness} (all different values)
hp : object {5-02.system.attributes.hp}
details : string {5-02.system.attributes.hp.details} (all different values)
max : integer {5-02.system.attributes.hp.max} (all different values)
temp : integer {5-02.system.attributes.hp.temp} (same value: 0)
value : integer {5-02.system.attributes.hp.value} (all different values)
immunities : array<object> {5-02.system.attributes.immunities}
Length: min=2 max=2
Value type: object {5-02.system.attributes.immunities.[]}
exceptions : array<> {5-02.system.attributes.immunities.[].exceptions}
Length: min=0 max=0
Value type: mixed
type : string {5-02.system.attributes.immunities.[].type} (2 different values)
critical-hits (x4)
precision (x4)
stealth : object {5-02.system.attributes.stealth}
details : string {5-02.system.attributes.stealth.details} (same value: <p>(trained)</p>)
value : integer {5-02.system.attributes.stealth.value} (all different values)
creatureType : string {5-02.system.creatureType} (same value: )
details : object {5-02.system.details}
description : string {5-02.system.details.description} (same value: <p>A large cylindrical metallic structure surrounded by dense cables and pipes, anointed with mystical runes which glow and hum vibrantly. Elemental energy arcs off three spikes that may have once been connected to some of the cables.</p>)
disable : string {5-02.system.details.disable} (all different values)
isComplex : boolean {5-02.system.details.isComplex} (same value: True)
level : object {5-02.system.details.level}
value : integer {5-02.system.details.level.value} (all different values)
publication : object {5-02.system.details.publication}
license : string {5-02.system.details.publication.license} (same value: OGL)
remaster : boolean {5-02.system.details.publication.remaster} (same value: False)
title : string {5-02.system.details.publication.title} (same value: Pathfinder Society Scenario #5-02: The Blackwood Lost)
reset : string {5-02.system.details.reset} (same value: )
routine : string {5-02.system.details.routine} (same value: <p>(3 actions) The nexus spends each of its actions making an elemental wave Strike; each of these must be against a different creature who does not have the elemental trait. For each spike destroyed or disabled, the trap loses 1 action.</p>)
saves : object {5-02.system.saves}
fortitude : object {5-02.system.saves.fortitude}
saveDetail : string {5-02.system.saves.fortitude.saveDetail} (same value: )
value : integer {5-02.system.saves.fortitude.value} (all different values)
reflex : object {5-02.system.saves.reflex}
saveDetail : string {5-02.system.saves.reflex.saveDetail} (same value: )
value : integer {5-02.system.saves.reflex.value} (all different values)
will : object {5-02.system.saves.will}
saveDetail : string {5-02.system.saves.will.saveDetail} (same value: )
value : integer {5-02.system.saves.will.value} (all different values)
statusEffects : array<> {5-02.system.statusEffects}
Length: min=0 max=0
Value type: mixed
traits : object {5-02.system.traits}
rarity : string {5-02.system.traits.rarity} (same value: uncommon)
size : object {5-02.system.traits.size}
value : string {5-02.system.traits.size.value} (same value: med)
value : array<string> {5-02.system.traits.value}
Length: min=3 max=3
Value type: string {5-02.system.traits.value.[]} (3 different values)
magical (x4)
mechanical (x4)
trap (x4)
type : string {5-02.type} (same value: hazard)
+636
View File
@@ -0,0 +1,636 @@
5-03
Different values: 8
=====================================
object {5-03}
_id : string {5-03._id} (all different values)
folder : string {5-03.folder} (same value: xAeKKO9OtEsO9uWP)
img : string {5-03.img} (same value: systems/pf2e/icons/default-icons/npc.svg)
items : array<object> {5-03.items}
Length: min=7 max=24
Value type: object {5-03.items.[]}
_id : string {5-03.items.[]._id} (65 different values)
[_stats] : object {5-03.items.[]._stats}
compendiumSource : string {5-03.items.[]._stats.compendiumSource} (32 different values)
img : string {5-03.items.[].img} (35 different values)
name : string {5-03.items.[].name} (44 different values)
sort : integer {5-03.items.[].sort} (24 different values)
system : object {5-03.items.[].system}
[baseItem] : string {5-03.items.[].system.baseItem} (all different values)
[bonus] : object {5-03.items.[].system.bonus}
value : integer {5-03.items.[].system.bonus.value} (7 different values)
0 (x22)
14 (x1)
12 (x11)
9 (x2)
17 (x1)
15 (x5)
18 (x4)
[bonusDamage] : object {5-03.items.[].system.bonusDamage}
value : integer {5-03.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {5-03.items.[].system.bulk}
value : mixed
integer {5-03.items.[].system.bulk.value} (3 different values)
2 (x2)
1 (x8)
0 (x2)
float {5-03.items.[].system.bulk.value} (same value: 0,1)
[category] : string {5-03.items.[].system.category} (7 different values)
martial (x12)
simple (x10)
defensive (x13)
light (x4)
ammo (x6)
offensive (x17)
potion (x2)
[containerId] : mixed
[damage] : object {5-03.items.[].system.damage}
[damageType] : string {5-03.items.[].system.damage.damageType} (2 different values)
piercing (x20)
bludgeoning (x2)
[dice] : integer {5-03.items.[].system.damage.dice} (2 different values)
1 (x20)
0 (x2)
[die] : string {5-03.items.[].system.damage.die} (4 different values)
d10 (x2)
d6 (x12)
d4 (x6)
(x2)
[0] : object {5-03.items.[].system.damage.0}
[category] : mixed
formula : string {5-03.items.[].system.damage.0.formula} (6 different values)
3d6 (x2)
1d4 (x2)
1d4+1 (x2)
2d4 (x2)
1d6 (x2)
4d12 (x1)
kinds : array<string> {5-03.items.[].system.damage.0.kinds}
Length: min=1 max=1
Value type: string {5-03.items.[].system.damage.0.kinds.[]} (same value: damage)
materials : array<> {5-03.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {5-03.items.[].system.damage.0.type} (5 different values)
fire (x2)
electricity (x3)
force (x2)
cold (x2)
untyped (x2)
[applyMod] : boolean {5-03.items.[].system.damage.0.applyMod} (2 different values)
True (x4)
False (x5)
[formula] : string {5-03.items.[].system.damage.formula} (same value: 2d8+5)
[kind] : string {5-03.items.[].system.damage.kind} (same value: healing)
[type] : string {5-03.items.[].system.damage.type} (same value: vitality)
description : object {5-03.items.[].system.description}
value : string {5-03.items.[].system.description.value} (49 different values)
[equipped] : object {5-03.items.[].system.equipped}
carryType : string {5-03.items.[].system.equipped.carryType} (same value: worn)
[handsHeld] : integer {5-03.items.[].system.equipped.handsHeld} (same value: 0)
[invested] : mixed
[group] : string {5-03.items.[].system.group} (all different values)
[hardness] : integer {5-03.items.[].system.hardness} (same value: 0)
[hp] : object {5-03.items.[].system.hp}
max : integer {5-03.items.[].system.hp.max} (same value: 0)
value : integer {5-03.items.[].system.hp.value} (same value: 0)
[level] : object {5-03.items.[].system.level}
value : integer {5-03.items.[].system.level.value} (5 different values)
1 (x22)
0 (x26)
2 (x8)
3 (x6)
4 (x2)
[material] : object {5-03.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {5-03.items.[].system.price}
value : object {5-03.items.[].system.price.value}
[sp] : integer {5-03.items.[].system.price.value.sp} (4 different values)
8 (x2)
1 (x6)
2 (x6)
9 (x4)
[gp] : integer {5-03.items.[].system.price.value.gp} (3 different values)
3 (x12)
15 (x2)
12 (x2)
[per] : integer {5-03.items.[].system.price.per} (same value: 10)
publication : object {5-03.items.[].system.publication}
license : string {5-03.items.[].system.publication.license} (2 different values)
OGL (x122)
ORC (x2)
remaster : boolean {5-03.items.[].system.publication.remaster} (2 different values)
False (x122)
True (x2)
title : string {5-03.items.[].system.publication.title} (5 different values)
Pathfinder Lost Omens Pathfinder Society Guide (x2)
Pathfinder Core Rulebook (x60)
(x54)
Pathfinder Bestiary (x6)
Pathfinder Player Core (x2)
[quantity] : integer {5-03.items.[].system.quantity} (4 different values)
1 (x26)
3 (x4)
10 (x2)
20 (x2)
[range] : mixed
integer {5-03.items.[].system.range} (3 different values)
30 (x2)
60 (x6)
20 (x2)
object {5-03.items.[].system.range}
value : string {5-03.items.[].system.range.value} (4 different values)
120 feet (x8)
30 feet (x17)
60 feet (x2)
(x3)
[reload] : object {5-03.items.[].system.reload}
value : string {5-03.items.[].system.reload.value} (4 different values)
(x6)
- (x10)
0 (x4)
1 (x2)
rules : ###FoundryRulesObject###
[runes] : object {5-03.items.[].system.runes}
potency : integer {5-03.items.[].system.runes.potency} (2 different values)
0 (x24)
1 (x2)
property : array<> {5-03.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {5-03.items.[].system.runes.striking} (same value: 0)
[resilient] : integer {5-03.items.[].system.runes.resilient} (same value: 0)
[size] : string {5-03.items.[].system.size} (same value: med)
[slug] : string {5-03.items.[].system.slug} (30 different values)
[splashDamage] : object {5-03.items.[].system.splashDamage}
value : integer {5-03.items.[].system.splashDamage.value} (same value: 0)
[traits] : object {5-03.items.[].system.traits}
[rarity] : string {5-03.items.[].system.traits.rarity} (2 different values)
uncommon (x2)
common (x78)
value : array<string> {5-03.items.[].system.traits.value}
Length: min=0 max=6
Value type: string {5-03.items.[].system.traits.value.[]} (37 different values)
[traditions] : array<string> {5-03.items.[].system.traits.traditions}
Length: min=2 max=4
Value type: string {5-03.items.[].system.traits.traditions.[]} (4 different values)
arcane (x30)
divine (x6)
occult (x15)
primal (x20)
[usage] : object {5-03.items.[].system.usage}
value : string {5-03.items.[].system.usage.value} (3 different values)
held-in-two-hands (x2)
held-in-one-hand (x24)
held-in-one-plus-hands (x4)
[canBeAmmo] : boolean {5-03.items.[].system.usage.canBeAmmo} (same value: False)
[attack] : object {5-03.items.[].system.attack}
value : string {5-03.items.[].system.attack.value} (same value: )
[attackEffects] : object {5-03.items.[].system.attackEffects}
value : array<> {5-03.items.[].system.attackEffects.value}
Length: min=0 max=0
Value type: mixed
[damageRolls] : object {5-03.items.[].system.damageRolls}
[gYc11HeidlOdhJ8J] : object {5-03.items.[].system.damageRolls.gYc11HeidlOdhJ8J}
damage : string {5-03.items.[].system.damageRolls.gYc11HeidlOdhJ8J.damage} (2 different values)
2d10+4 (x1)
2d10+8 (x1)
damageType : string {5-03.items.[].system.damageRolls.gYc11HeidlOdhJ8J.damageType} (same value: piercing)
[tsXOd6WYvPHVh8v2] : object {5-03.items.[].system.damageRolls.tsXOd6WYvPHVh8v2}
damage : string {5-03.items.[].system.damageRolls.tsXOd6WYvPHVh8v2.damage} (2 different values)
2d6+5 (x1)
2d6+8 (x1)
damageType : string {5-03.items.[].system.damageRolls.tsXOd6WYvPHVh8v2.damageType} (same value: bludgeoning)
[WlRJJsl2cndtSb9N] : object {5-03.items.[].system.damageRolls.WlRJJsl2cndtSb9N}
damage : string {5-03.items.[].system.damageRolls.WlRJJsl2cndtSb9N.damage} (same value: 1d6+7)
damageType : string {5-03.items.[].system.damageRolls.WlRJJsl2cndtSb9N.damageType} (same value: piercing)
[DYoEJRPE1lXa5QDO] : object {5-03.items.[].system.damageRolls.DYoEJRPE1lXa5QDO}
damage : string {5-03.items.[].system.damageRolls.DYoEJRPE1lXa5QDO.damage} (same value: 1d4+6)
damageType : string {5-03.items.[].system.damageRolls.DYoEJRPE1lXa5QDO.damageType} (same value: piercing)
[Jav7lrtaoBVe1l4M] : object {5-03.items.[].system.damageRolls.Jav7lrtaoBVe1l4M}
damage : string {5-03.items.[].system.damageRolls.Jav7lrtaoBVe1l4M.damage} (same value: 1d4+6)
damageType : string {5-03.items.[].system.damageRolls.Jav7lrtaoBVe1l4M.damageType} (same value: piercing)
[xsj9SCYtfTIDtKeu] : object {5-03.items.[].system.damageRolls.xsj9SCYtfTIDtKeu}
damage : string {5-03.items.[].system.damageRolls.xsj9SCYtfTIDtKeu.damage} (same value: 2d6+5)
damageType : string {5-03.items.[].system.damageRolls.xsj9SCYtfTIDtKeu.damageType} (same value: piercing)
[Cykurpi10brj3wZI] : object {5-03.items.[].system.damageRolls.Cykurpi10brj3wZI}
damage : string {5-03.items.[].system.damageRolls.Cykurpi10brj3wZI.damage} (2 different values)
2d4+4 (x1)
2d4+7 (x1)
damageType : string {5-03.items.[].system.damageRolls.Cykurpi10brj3wZI.damageType} (same value: piercing)
[OmCfSbbD5QL7I9Ri] : object {5-03.items.[].system.damageRolls.OmCfSbbD5QL7I9Ri}
damage : string {5-03.items.[].system.damageRolls.OmCfSbbD5QL7I9Ri.damage} (2 different values)
2d4+4 (x1)
2d4+7 (x1)
damageType : string {5-03.items.[].system.damageRolls.OmCfSbbD5QL7I9Ri.damageType} (same value: piercing)
[6HyALdDEcVAWr14r] : object {5-03.items.[].system.damageRolls.6HyALdDEcVAWr14r}
damage : string {5-03.items.[].system.damageRolls.6HyALdDEcVAWr14r.damage} (2 different values)
2d6+10 (x1)
1d6+8 (x1)
damageType : string {5-03.items.[].system.damageRolls.6HyALdDEcVAWr14r.damageType} (same value: piercing)
[sV4Ou7ZqUTpH3LBm] : object {5-03.items.[].system.damageRolls.sV4Ou7ZqUTpH3LBm}
damage : string {5-03.items.[].system.damageRolls.sV4Ou7ZqUTpH3LBm.damage} (2 different values)
1d6+8 (x1)
1d4+7 (x1)
damageType : string {5-03.items.[].system.damageRolls.sV4Ou7ZqUTpH3LBm.damageType} (same value: piercing)
[2e5zoZOnqfstltOJ] : object {5-03.items.[].system.damageRolls.2e5zoZOnqfstltOJ}
damage : string {5-03.items.[].system.damageRolls.2e5zoZOnqfstltOJ.damage} (2 different values)
1d6+8 (x1)
1d4+7 (x1)
damageType : string {5-03.items.[].system.damageRolls.2e5zoZOnqfstltOJ.damageType} (same value: piercing)
[T3ZO5vaKSuXYYdIf] : object {5-03.items.[].system.damageRolls.T3ZO5vaKSuXYYdIf}
damage : string {5-03.items.[].system.damageRolls.T3ZO5vaKSuXYYdIf.damage} (2 different values)
2d8+8 (x1)
2d6+6 (x1)
damageType : string {5-03.items.[].system.damageRolls.T3ZO5vaKSuXYYdIf.damageType} (same value: piercing)
[weaponType] : object {5-03.items.[].system.weaponType}
value : string {5-03.items.[].system.weaponType.value} (2 different values)
melee (x12)
ranged (x12)
[actionType] : object {5-03.items.[].system.actionType}
value : string {5-03.items.[].system.actionType.value} (3 different values)
reaction (x6)
passive (x18)
action (x6)
[actions] : object {5-03.items.[].system.actions}
[value] : integer {5-03.items.[].system.actions.value} (same value: 1)
[acBonus] : integer {5-03.items.[].system.acBonus} (same value: 2)
[checkPenalty] : integer {5-03.items.[].system.checkPenalty} (same value: -1)
[dexCap] : integer {5-03.items.[].system.dexCap} (same value: 3)
[speedPenalty] : integer {5-03.items.[].system.speedPenalty} (same value: 0)
[strength] : integer {5-03.items.[].system.strength} (same value: 1)
[stackGroup] : string {5-03.items.[].system.stackGroup} (2 different values)
arrows (x4)
bolts (x2)
[uses] : object {5-03.items.[].system.uses}
autoDestroy : boolean {5-03.items.[].system.uses.autoDestroy} (same value: True)
max : integer {5-03.items.[].system.uses.max} (same value: 1)
value : integer {5-03.items.[].system.uses.value} (same value: 1)
[autoHeightenLevel] : object {5-03.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {5-03.items.[].system.prepared}
value : string {5-03.items.[].system.prepared.value} (same value: spontaneous)
[proficiency] : object {5-03.items.[].system.proficiency}
value : integer {5-03.items.[].system.proficiency.value} (same value: 1)
[slots] : object {5-03.items.[].system.slots}
slot1 : object {5-03.items.[].system.slots.slot1}
max : integer {5-03.items.[].system.slots.slot1.max} (same value: 4)
value : integer {5-03.items.[].system.slots.slot1.value} (same value: 4)
slot2 : object {5-03.items.[].system.slots.slot2}
max : integer {5-03.items.[].system.slots.slot2.max} (same value: 4)
value : integer {5-03.items.[].system.slots.slot2.value} (same value: 4)
slot3 : object {5-03.items.[].system.slots.slot3}
max : integer {5-03.items.[].system.slots.slot3.max} (same value: 4)
value : integer {5-03.items.[].system.slots.slot3.value} (same value: 4)
[spelldc] : object {5-03.items.[].system.spelldc}
dc : integer {5-03.items.[].system.spelldc.dc} (2 different values)
21 (x1)
24 (x1)
value : integer {5-03.items.[].system.spelldc.value} (2 different values)
13 (x1)
16 (x1)
[tradition] : object {5-03.items.[].system.tradition}
value : string {5-03.items.[].system.tradition.value} (same value: arcane)
[area] : object {5-03.items.[].system.area}
type : string {5-03.items.[].system.area.type} (2 different values)
line (x1)
burst (x1)
value : integer {5-03.items.[].system.area.value} (2 different values)
120 (x1)
20 (x1)
[cost] : object {5-03.items.[].system.cost}
value : string {5-03.items.[].system.cost.value} (same value: )
[counteraction] : boolean {5-03.items.[].system.counteraction} (2 different values)
True (x2)
False (x28)
[defense] : object {5-03.items.[].system.defense}
save : object {5-03.items.[].system.defense.save}
basic : boolean {5-03.items.[].system.defense.save.basic} (2 different values)
False (x9)
True (x3)
statistic : string {5-03.items.[].system.defense.save.statistic} (3 different values)
reflex (x7)
will (x4)
fortitude (x1)
[duration] : object {5-03.items.[].system.duration}
sustained : boolean {5-03.items.[].system.duration.sustained} (2 different values)
False (x26)
True (x4)
value : string {5-03.items.[].system.duration.value} (4 different values)
(x15)
1 minute (x11)
varies (x2)
until the start of your next turn (x2)
[location] : object {5-03.items.[].system.location}
[heightenedLevel] : integer {5-03.items.[].system.location.heightenedLevel} (3 different values)
2 (x8)
1 (x8)
3 (x4)
value : string {5-03.items.[].system.location.value} (same value: WQzZDoWEL8G6bwsu)
[requirements] : string {5-03.items.[].system.requirements} (same value: )
[target] : object {5-03.items.[].system.target}
value : string {5-03.items.[].system.target.value} (all different values)
[time] : object {5-03.items.[].system.time}
value : string {5-03.items.[].system.time.value} (5 different values)
2 (x23)
reaction (x2)
1 to 3 (x2)
1 (x2)
3 (x1)
[heightening] : object {5-03.items.[].system.heightening}
[damage] : object {5-03.items.[].system.heightening.damage}
0 : string {5-03.items.[].system.heightening.damage.0} (3 different values)
1d6 (x4)
1d4 (x4)
1d12 (x1)
[interval] : integer {5-03.items.[].system.heightening.interval} (same value: 1)
type : string {5-03.items.[].system.heightening.type} (2 different values)
interval (x9)
fixed (x3)
[levels] : object {5-03.items.[].system.heightening.levels}
[3] : object {5-03.items.[].system.heightening.levels.3}
target : object {5-03.items.[].system.heightening.levels.3.target}
value : string {5-03.items.[].system.heightening.levels.3.target.value} (same value: 5 creatures)
[7] : object {5-03.items.[].system.heightening.levels.7}
target : object {5-03.items.[].system.heightening.levels.7.target}
value : string {5-03.items.[].system.heightening.levels.7.target.value} (same value: 6 creatures)
[overlays] : object {5-03.items.[].system.overlays}
[2I469pfbYcmFvzOA] : object {5-03.items.[].system.overlays.2I469pfbYcmFvzOA}
_id : string {5-03.items.[].system.overlays.2I469pfbYcmFvzOA._id} (same value: 2I469pfbYcmFvzOA)
name : string {5-03.items.[].system.overlays.2I469pfbYcmFvzOA.name} (same value: Telekinetic Projectile (Bludgeoning))
overlayType : string {5-03.items.[].system.overlays.2I469pfbYcmFvzOA.overlayType} (same value: override)
sort : integer {5-03.items.[].system.overlays.2I469pfbYcmFvzOA.sort} (same value: 1)
system : object {5-03.items.[].system.overlays.2I469pfbYcmFvzOA.system}
damage : object {5-03.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage}
0 : object {5-03.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage.0}
[category] : mixed
type : string {5-03.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage.0.type} (same value: bludgeoning)
[cUFX7ExSLeoa3vIF] : object {5-03.items.[].system.overlays.cUFX7ExSLeoa3vIF}
_id : string {5-03.items.[].system.overlays.cUFX7ExSLeoa3vIF._id} (same value: cUFX7ExSLeoa3vIF)
name : string {5-03.items.[].system.overlays.cUFX7ExSLeoa3vIF.name} (same value: Telekinetic Projectile (Piercing))
overlayType : string {5-03.items.[].system.overlays.cUFX7ExSLeoa3vIF.overlayType} (same value: override)
sort : integer {5-03.items.[].system.overlays.cUFX7ExSLeoa3vIF.sort} (same value: 2)
system : object {5-03.items.[].system.overlays.cUFX7ExSLeoa3vIF.system}
damage : object {5-03.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage}
0 : object {5-03.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage.0}
[category] : mixed
type : string {5-03.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage.0.type} (same value: piercing)
[zFWsMjoeCnLxqJaV] : object {5-03.items.[].system.overlays.zFWsMjoeCnLxqJaV}
_id : string {5-03.items.[].system.overlays.zFWsMjoeCnLxqJaV._id} (same value: zFWsMjoeCnLxqJaV)
name : string {5-03.items.[].system.overlays.zFWsMjoeCnLxqJaV.name} (same value: Telekinetic Projectile (Slashing))
overlayType : string {5-03.items.[].system.overlays.zFWsMjoeCnLxqJaV.overlayType} (same value: override)
sort : integer {5-03.items.[].system.overlays.zFWsMjoeCnLxqJaV.sort} (same value: 3)
system : object {5-03.items.[].system.overlays.zFWsMjoeCnLxqJaV.system}
damage : object {5-03.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage}
0 : object {5-03.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage.0}
[category] : mixed
type : string {5-03.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage.0.type} (same value: slashing)
[mod] : object {5-03.items.[].system.mod}
value : integer {5-03.items.[].system.mod.value} (4 different values)
10 (x1)
13 (x1)
15 (x1)
12 (x1)
[proficient] : object {5-03.items.[].system.proficient}
value : integer {5-03.items.[].system.proficient.value} (same value: 0)
type : string {5-03.items.[].type} (all different values)
[flags] : object {5-03.items.[].flags}
pf2e : object {5-03.items.[].flags.pf2e}
linkedWeapon : string {5-03.items.[].flags.pf2e.linkedWeapon} (9 different values)
dRilTMy6sVut4CH9 (x2)
k1cROn5XSqUOqc61 (x2)
7tpGLRIeJJjIucTL (x2)
wxhZPcDlubM0H6dM (x4)
622VTSc959T7VYIq (x2)
8jA4TUPXR9D2h0o2 (x4)
zypnOYCgKBGMVswF (x2)
WYTDUKVFNO4864E8 (x4)
o5PbObi5qk63jQdK (x2)
name : string {5-03.name} (all different values)
system : object {5-03.system}
abilities : object {5-03.system.abilities}
cha : object {5-03.system.abilities.cha}
mod : integer {5-03.system.abilities.cha.mod} (4 different values)
0 (x2)
1 (x2)
5 (x2)
4 (x2)
con : object {5-03.system.abilities.con}
mod : integer {5-03.system.abilities.con.mod} (2 different values)
2 (x6)
3 (x2)
dex : object {5-03.system.abilities.dex}
mod : integer {5-03.system.abilities.dex.mod} (2 different values)
3 (x2)
4 (x6)
int : object {5-03.system.abilities.int}
mod : integer {5-03.system.abilities.int.mod} (4 different values)
1 (x4)
3 (x1)
4 (x1)
2 (x2)
str : object {5-03.system.abilities.str}
mod : integer {5-03.system.abilities.str.mod} (4 different values)
4 (x3)
3 (x2)
2 (x2)
5 (x1)
wis : object {5-03.system.abilities.wis}
mod : integer {5-03.system.abilities.wis.mod} (3 different values)
2 (x4)
1 (x2)
-1 (x2)
attributes : object {5-03.system.attributes}
ac : object {5-03.system.attributes.ac}
details : string {5-03.system.attributes.ac.details} (same value: )
value : integer {5-03.system.attributes.ac.value} (7 different values)
21 (x2)
19 (x1)
18 (x1)
22 (x1)
24 (x1)
26 (x1)
23 (x1)
allSaves : object {5-03.system.attributes.allSaves}
value : string {5-03.system.attributes.allSaves.value} (same value: )
hp : object {5-03.system.attributes.hp}
details : string {5-03.system.attributes.hp.details} (same value: )
max : integer {5-03.system.attributes.hp.max} (7 different values)
60 (x1)
40 (x1)
45 (x1)
70 (x2)
95 (x1)
111 (x1)
72 (x1)
temp : integer {5-03.system.attributes.hp.temp} (same value: 0)
value : integer {5-03.system.attributes.hp.value} (7 different values)
60 (x1)
40 (x1)
45 (x1)
70 (x2)
95 (x1)
111 (x1)
72 (x1)
speed : object {5-03.system.attributes.speed}
otherSpeeds : array<object> {5-03.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {5-03.system.attributes.speed.otherSpeeds.[]}
type : string {5-03.system.attributes.speed.otherSpeeds.[].type} (same value: swim)
value : integer {5-03.system.attributes.speed.otherSpeeds.[].value} (same value: 25)
value : integer {5-03.system.attributes.speed.value} (2 different values)
25 (x6)
30 (x2)
details : object {5-03.system.details}
blurb : string {5-03.system.details.blurb} (2 different values)
(x6)
Variant Gang Leader (x2)
languages : object {5-03.system.details.languages}
details : string {5-03.system.details.languages.details} (same value: )
value : array<string> {5-03.system.details.languages.value}
Length: min=2 max=3
Value type: string {5-03.system.details.languages.value.[]} (3 different values)
azlanti (x8)
common (x8)
thassilonian (x6)
level : object {5-03.system.details.level}
value : integer {5-03.system.details.level.value} (4 different values)
4 (x2)
3 (x1)
6 (x2)
5 (x3)
privateNotes : string {5-03.system.details.privateNotes} (same value: )
publicNotes : string {5-03.system.details.publicNotes} (same value: )
publication : object {5-03.system.details.publication}
license : string {5-03.system.details.publication.license} (same value: OGL)
remaster : boolean {5-03.system.details.publication.remaster} (same value: False)
title : string {5-03.system.details.publication.title} (same value: Pathfinder Society Scenario #5-03: Heidmarch Heist)
initiative : object {5-03.system.initiative}
statistic : string {5-03.system.initiative.statistic} (same value: perception)
perception : object {5-03.system.perception}
details : string {5-03.system.perception.details} (same value: )
mod : integer {5-03.system.perception.mod} (7 different values)
14 (x1)
12 (x1)
8 (x1)
11 (x1)
15 (x2)
17 (x1)
18 (x1)
senses : array<> {5-03.system.perception.senses}
Length: min=0 max=0
Value type: mixed
resources : object {5-03.system.resources}
saves : object {5-03.system.saves}
fortitude : object {5-03.system.saves.fortitude}
saveDetail : string {5-03.system.saves.fortitude.saveDetail} (same value: )
value : integer {5-03.system.saves.fortitude.value} (7 different values)
11 (x2)
6 (x1)
8 (x1)
9 (x1)
14 (x1)
13 (x1)
10 (x1)
reflex : object {5-03.system.saves.reflex}
saveDetail : string {5-03.system.saves.reflex.saveDetail} (same value: )
value : integer {5-03.system.saves.reflex.value} (5 different values)
11 (x2)
12 (x1)
14 (x3)
15 (x1)
17 (x1)
will : object {5-03.system.saves.will}
saveDetail : string {5-03.system.saves.will.saveDetail} (same value: )
value : integer {5-03.system.saves.will.value} (all different values)
skills : object {5-03.system.skills}
[acrobatics] : object {5-03.system.skills.acrobatics}
base : integer {5-03.system.skills.acrobatics.base} (2 different values)
10 (x3)
13 (x3)
[athletics] : object {5-03.system.skills.athletics}
base : integer {5-03.system.skills.athletics.base} (5 different values)
12 (x2)
9 (x1)
15 (x1)
13 (x1)
10 (x1)
[special] : array<object> {5-03.system.skills.athletics.special}
Length: min=1 max=1
Value type: object {5-03.system.skills.athletics.special.[]}
base : integer {5-03.system.skills.athletics.special.[].base} (2 different values)
14 (x1)
17 (x1)
label : string {5-03.system.skills.athletics.special.[].label} (same value: to Swim)
predicate : array<string> {5-03.system.skills.athletics.special.[].predicate}
Length: min=1 max=1
Value type: string {5-03.system.skills.athletics.special.[].predicate.[]} (same value: action:swim)
[intimidation] : object {5-03.system.skills.intimidation}
base : integer {5-03.system.skills.intimidation.base} (6 different values)
8 (x1)
7 (x1)
10 (x1)
11 (x1)
17 (x1)
13 (x1)
[nature] : object {5-03.system.skills.nature}
base : integer {5-03.system.skills.nature.base} (2 different values)
10 (x1)
13 (x1)
stealth : object {5-03.system.skills.stealth}
base : integer {5-03.system.skills.stealth.base} (4 different values)
10 (x3)
8 (x1)
11 (x1)
13 (x3)
[special] : array<object> {5-03.system.skills.stealth.special}
Length: min=1 max=1
Value type: object {5-03.system.skills.stealth.special.[]}
base : integer {5-03.system.skills.stealth.special.[].base} (2 different values)
12 (x1)
15 (x1)
label : string {5-03.system.skills.stealth.special.[].label} (same value: Underwater)
predicate : array<string> {5-03.system.skills.stealth.special.[].predicate}
Length: min=1 max=1
Value type: string {5-03.system.skills.stealth.special.[].predicate.[]} (same value: terrain:underwater)
[society] : object {5-03.system.skills.society}
base : integer {5-03.system.skills.society.base} (5 different values)
7 (x1)
10 (x2)
13 (x1)
11 (x1)
8 (x1)
[thievery] : object {5-03.system.skills.thievery}
base : integer {5-03.system.skills.thievery.base} (4 different values)
10 (x1)
13 (x1)
20 (x1)
16 (x1)
[arcana] : object {5-03.system.skills.arcana}
base : integer {5-03.system.skills.arcana.base} (4 different values)
10 (x1)
13 (x1)
15 (x1)
12 (x1)
[deception] : object {5-03.system.skills.deception}
base : integer {5-03.system.skills.deception.base} (2 different values)
12 (x2)
15 (x2)
traits : object {5-03.system.traits}
rarity : string {5-03.system.traits.rarity} (2 different values)
uncommon (x6)
unique (x2)
size : object {5-03.system.traits.size}
value : string {5-03.system.traits.size.value} (same value: med)
value : array<string> {5-03.system.traits.value}
Length: min=3 max=4
Value type: string {5-03.system.traits.value.[]} (6 different values)
amphibious (x2)
azarketi (x2)
chaotic (x8)
humanoid (x8)
evil (x4)
human (x6)
type : string {5-03.type} (same value: npc)
[prototypeToken] : object {5-03.prototypeToken}
name : string {5-03.prototypeToken.name} (same value: Krosovahn Mendesil)
+523
View File
@@ -0,0 +1,523 @@
5-04
Different values: 12
=====================================
object {5-04}
_id : string {5-04._id} (all different values)
folder : string {5-04.folder} (same value: gsxLpkwhPSr240V6)
img : string {5-04.img} (2 different values)
systems/pf2e/icons/default-icons/npc.svg (x8)
systems/pf2e/icons/default-icons/hazard.svg (x4)
items : array<object> {5-04.items}
Length: min=1 max=7
Value type: object {5-04.items.[]}
_id : string {5-04.items.[]._id} (24 different values)
[_stats] : object {5-04.items.[]._stats}
compendiumSource : string {5-04.items.[]._stats.compendiumSource} (4 different values)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.baA0nSMhQyFyJIia (x2)
Compendium.pf2e.equipment-srd.Item.6I4YJAQUbTAqbpsI (x2)
Compendium.pf2e.equipment-srd.Item.62nnVQvGhoVLLl2K (x1)
Compendium.pf2e.equipment-srd.Item.AITVZmakiu3RgfKo (x1)
img : string {5-04.items.[].img} (8 different values)
systems/pf2e/icons/actions/Passive.webp (x2)
systems/pf2e/icons/default-icons/action.svg (x20)
icons/weapons/axes/pickaxe-iron-green.webp (x2)
icons/weapons/crossbows/crossbow-simple-brown.webp (x1)
systems/pf2e/icons/equipment/weapons/bolts.webp (x1)
systems/pf2e/icons/default-icons/melee.svg (x10)
systems/pf2e/icons/default-icons/lore.svg (x2)
icons/containers/kitchenware/vase-clay-cracked-grey.webp (x3)
name : string {5-04.items.[].name} (20 different values)
Swarm Mind (x2)
Swarming Bites (x2)
Pick (x4)
Crossbow (x2)
Bolts (x1)
Fist (x2)
Treasure Lore (x2)
Kimchi Jar (x3)
Jaws (x3)
Flee (x3)
Kimchi Jar Shell (x3)
Ram (x3)
Brine Burn (x1)
Snatch Up (x1)
Echolocation (x2)
Fangs (x1)
Wings (x1)
Treasure Toss (x1)
Peppery Explosion (x2)
Flood (x2)
sort : integer {5-04.items.[].sort} (8 different values)
100000 (x8)
200000 (x8)
300000 (x7)
400000 (x7)
500000 (x4)
600000 (x2)
700000 (x1)
0 (x4)
system : object {5-04.items.[].system}
[actionType] : object {5-04.items.[].system.actionType}
value : string {5-04.items.[].system.actionType.value} (3 different values)
passive (x8)
action (x6)
reaction (x8)
[actions] : object {5-04.items.[].system.actions}
[value] : integer {5-04.items.[].system.actions.value} (2 different values)
1 (x2)
2 (x4)
[category] : string {5-04.items.[].system.category} (5 different values)
defensive (x9)
offensive (x13)
martial (x2)
simple (x1)
ammo (x1)
description : object {5-04.items.[].system.description}
value : string {5-04.items.[].system.description.value} (22 different values)
publication : object {5-04.items.[].system.publication}
license : string {5-04.items.[].system.publication.license} (same value: OGL)
remaster : boolean {5-04.items.[].system.publication.remaster} (same value: False)
title : string {5-04.items.[].system.publication.title} (3 different values)
Pathfinder Bestiary (x2)
(x35)
Pathfinder Core Rulebook (x4)
rules : ###FoundryRulesObject###
[slug] : string {5-04.items.[].system.slug} (4 different values)
swarm-mind (x2)
pick (x2)
crossbow (x1)
bolts (x1)
[traits] : object {5-04.items.[].system.traits}
[rarity] : string {5-04.items.[].system.traits.rarity} (same value: common)
value : array<string> {5-04.items.[].system.traits.value}
Length: min=0 max=4
Value type: string {5-04.items.[].system.traits.value.[]} (8 different values)
fatal-d10 (x2)
agile (x6)
finesse (x5)
nonlethal (x2)
unarmed (x5)
range-increment-120 (x1)
reload-1 (x1)
inhaled (x2)
[baseItem] : string {5-04.items.[].system.baseItem} (2 different values)
pick (x2)
crossbow (x1)
[bonus] : object {5-04.items.[].system.bonus}
value : integer {5-04.items.[].system.bonus.value} (4 different values)
0 (x3)
9 (x4)
8 (x5)
7 (x1)
[bonusDamage] : object {5-04.items.[].system.bonusDamage}
value : integer {5-04.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {5-04.items.[].system.bulk}
value : mixed
integer {5-04.items.[].system.bulk.value} (same value: 1)
float {5-04.items.[].system.bulk.value} (same value: 0,1)
[containerId] : mixed
[damage] : object {5-04.items.[].system.damage}
damageType : string {5-04.items.[].system.damage.damageType} (same value: piercing)
dice : integer {5-04.items.[].system.damage.dice} (same value: 1)
die : string {5-04.items.[].system.damage.die} (2 different values)
d6 (x2)
d8 (x1)
[equipped] : object {5-04.items.[].system.equipped}
carryType : string {5-04.items.[].system.equipped.carryType} (same value: worn)
handsHeld : integer {5-04.items.[].system.equipped.handsHeld} (same value: 0)
[invested] : mixed
[group] : string {5-04.items.[].system.group} (2 different values)
pick (x2)
crossbow (x1)
[hardness] : integer {5-04.items.[].system.hardness} (same value: 0)
[hp] : object {5-04.items.[].system.hp}
max : integer {5-04.items.[].system.hp.max} (same value: 0)
value : integer {5-04.items.[].system.hp.value} (same value: 0)
[level] : object {5-04.items.[].system.level}
value : integer {5-04.items.[].system.level.value} (same value: 0)
[material] : object {5-04.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {5-04.items.[].system.price}
value : object {5-04.items.[].system.price.value}
[sp] : integer {5-04.items.[].system.price.value.sp} (2 different values)
7 (x2)
1 (x1)
[gp] : integer {5-04.items.[].system.price.value.gp} (same value: 3)
[per] : integer {5-04.items.[].system.price.per} (same value: 10)
[quantity] : integer {5-04.items.[].system.quantity} (2 different values)
1 (x6)
20 (x1)
[range] : integer {5-04.items.[].system.range} (same value: 120)
[reload] : object {5-04.items.[].system.reload}
value : string {5-04.items.[].system.reload.value} (2 different values)
(x2)
1 (x1)
[runes] : object {5-04.items.[].system.runes}
potency : integer {5-04.items.[].system.runes.potency} (same value: 0)
property : array<> {5-04.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
striking : integer {5-04.items.[].system.runes.striking} (same value: 0)
[size] : string {5-04.items.[].system.size} (2 different values)
med (x4)
tiny (x3)
[splashDamage] : object {5-04.items.[].system.splashDamage}
value : integer {5-04.items.[].system.splashDamage.value} (same value: 0)
[usage] : object {5-04.items.[].system.usage}
value : string {5-04.items.[].system.usage.value} (3 different values)
held-in-one-hand (x3)
held-in-two-hands (x1)
other (x3)
[stackGroup] : string {5-04.items.[].system.stackGroup} (same value: bolts)
[uses] : object {5-04.items.[].system.uses}
autoDestroy : boolean {5-04.items.[].system.uses.autoDestroy} (same value: True)
max : integer {5-04.items.[].system.uses.max} (same value: 1)
value : integer {5-04.items.[].system.uses.value} (same value: 1)
[attack] : object {5-04.items.[].system.attack}
value : string {5-04.items.[].system.attack.value} (same value: )
[attackEffects] : object {5-04.items.[].system.attackEffects}
value : array<string> {5-04.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {5-04.items.[].system.attackEffects.value.[]} (same value: brine-burn)
[custom] : string {5-04.items.[].system.attackEffects.custom} (same value: )
[damageRolls] : object {5-04.items.[].system.damageRolls}
[zK1Rl5sByILGZRIn] : object {5-04.items.[].system.damageRolls.zK1Rl5sByILGZRIn}
damage : string {5-04.items.[].system.damageRolls.zK1Rl5sByILGZRIn.damage} (2 different values)
1d4+4 (x1)
1d4+1 (x1)
damageType : string {5-04.items.[].system.damageRolls.zK1Rl5sByILGZRIn.damageType} (same value: bludgeoning)
[quWhzn9YuVoYHDfz] : object {5-04.items.[].system.damageRolls.quWhzn9YuVoYHDfz}
damage : string {5-04.items.[].system.damageRolls.quWhzn9YuVoYHDfz.damage} (2 different values)
1d6+2 (x1)
1d6 (x1)
damageType : string {5-04.items.[].system.damageRolls.quWhzn9YuVoYHDfz.damageType} (same value: piercing)
[TTua6wHoRR0YnBv2] : object {5-04.items.[].system.damageRolls.TTua6wHoRR0YnBv2}
damage : string {5-04.items.[].system.damageRolls.TTua6wHoRR0YnBv2.damage} (same value: 1d8)
damageType : string {5-04.items.[].system.damageRolls.TTua6wHoRR0YnBv2.damageType} (same value: piercing)
[SV3VBaXc0wQJf6MH] : object {5-04.items.[].system.damageRolls.SV3VBaXc0wQJf6MH}
damage : string {5-04.items.[].system.damageRolls.SV3VBaXc0wQJf6MH.damage} (3 different values)
1d4+3 (x1)
1d6+4 (x1)
1d4+1 (x1)
damageType : string {5-04.items.[].system.damageRolls.SV3VBaXc0wQJf6MH.damageType} (same value: piercing)
[sJ7d1LQmowm7pgyi] : object {5-04.items.[].system.damageRolls.sJ7d1LQmowm7pgyi}
damage : string {5-04.items.[].system.damageRolls.sJ7d1LQmowm7pgyi.damage} (same value: 1d4+3)
damageType : string {5-04.items.[].system.damageRolls.sJ7d1LQmowm7pgyi.damageType} (same value: slashing)
WusQWCuqwDafAYZW : object {5-04.items.[].system.damageRolls.WusQWCuqwDafAYZW}
damage : string {5-04.items.[].system.damageRolls.WusQWCuqwDafAYZW.damage} (same value: 1d6+3)
damageType : string {5-04.items.[].system.damageRolls.WusQWCuqwDafAYZW.damageType} (same value: piercing)
[weaponType] : object {5-04.items.[].system.weaponType}
value : string {5-04.items.[].system.weaponType.value} (2 different values)
melee (x9)
ranged (x1)
[mod] : object {5-04.items.[].system.mod}
value : integer {5-04.items.[].system.mod.value} (same value: 7)
[proficient] : object {5-04.items.[].system.proficient}
value : integer {5-04.items.[].system.proficient.value} (same value: 0)
type : string {5-04.items.[].type} (6 different values)
action (x22)
weapon (x3)
consumable (x1)
melee (x10)
lore (x2)
equipment (x3)
[flags] : object {5-04.items.[].flags}
pf2e : object {5-04.items.[].flags.pf2e}
linkedWeapon : string {5-04.items.[].flags.pf2e.linkedWeapon} (2 different values)
bVSYo8WPCGcr9Wsg (x2)
5reMWX0a4ZmI8k6Q (x1)
name : string {5-04.name} (all different values)
system : object {5-04.system}
[abilities] : object {5-04.system.abilities}
cha : object {5-04.system.abilities.cha}
mod : integer {5-04.system.abilities.cha.mod} (4 different values)
-3 (x5)
0 (x1)
-1 (x1)
-2 (x1)
con : object {5-04.system.abilities.con}
mod : integer {5-04.system.abilities.con.mod} (3 different values)
2 (x4)
3 (x3)
1 (x1)
dex : object {5-04.system.abilities.dex}
mod : integer {5-04.system.abilities.dex.mod} (4 different values)
3 (x3)
2 (x2)
4 (x2)
1 (x1)
int : object {5-04.system.abilities.int}
mod : integer {5-04.system.abilities.int.mod} (3 different values)
-4 (x6)
1 (x1)
0 (x1)
str : object {5-04.system.abilities.str}
mod : integer {5-04.system.abilities.str.mod} (4 different values)
2 (x1)
4 (x2)
1 (x4)
3 (x1)
wis : object {5-04.system.abilities.wis}
mod : integer {5-04.system.abilities.wis.mod} (3 different values)
1 (x4)
2 (x2)
3 (x2)
attributes : object {5-04.system.attributes}
ac : object {5-04.system.attributes.ac}
[details] : string {5-04.system.attributes.ac.details} (2 different values)
(x5)
kimchi jar shell (x3)
value : integer {5-04.system.attributes.ac.value} (4 different values)
17 (x5)
15 (x2)
14 (x3)
16 (x2)
[allSaves] : object {5-04.system.attributes.allSaves}
value : string {5-04.system.attributes.allSaves.value} (same value: )
hp : object {5-04.system.attributes.hp}
details : string {5-04.system.attributes.hp.details} (same value: )
max : integer {5-04.system.attributes.hp.max} (9 different values)
21 (x3)
22 (x1)
15 (x2)
20 (x1)
10 (x1)
8 (x1)
30 (x1)
44 (x1)
24 (x1)
temp : integer {5-04.system.attributes.hp.temp} (same value: 0)
value : integer {5-04.system.attributes.hp.value} (9 different values)
21 (x3)
22 (x1)
15 (x2)
20 (x1)
10 (x1)
8 (x1)
30 (x1)
44 (x1)
24 (x1)
[immunities] : array<object> {5-04.system.attributes.immunities}
Length: min=2 max=2
Value type: object {5-04.system.attributes.immunities.[]}
exceptions : array<> {5-04.system.attributes.immunities.[].exceptions}
Length: min=0 max=0
Value type: mixed
type : string {5-04.system.attributes.immunities.[].type} (3 different values)
precision (x6)
swarm-mind (x2)
critical-hits (x4)
[resistances] : array<object> {5-04.system.attributes.resistances}
Length: min=1 max=1
Value type: object {5-04.system.attributes.resistances.[]}
doubleVs : array<> {5-04.system.attributes.resistances.[].doubleVs}
Length: min=0 max=0
Value type: mixed
exceptions : array<string> {5-04.system.attributes.resistances.[].exceptions}
Length: min=1 max=1
Value type: string {5-04.system.attributes.resistances.[].exceptions.[]} (2 different values)
bludgeoning (x1)
piercing (x1)
type : string {5-04.system.attributes.resistances.[].type} (same value: physical)
value : integer {5-04.system.attributes.resistances.[].value} (same value: 6)
[speed] : object {5-04.system.attributes.speed}
otherSpeeds : array<object> {5-04.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {5-04.system.attributes.speed.otherSpeeds.[]}
type : string {5-04.system.attributes.speed.otherSpeeds.[].type} (2 different values)
climb (x4)
fly (x2)
value : integer {5-04.system.attributes.speed.otherSpeeds.[].value} (2 different values)
10 (x4)
30 (x2)
value : integer {5-04.system.attributes.speed.value} (3 different values)
30 (x4)
25 (x2)
5 (x2)
[weaknesses] : array<object> {5-04.system.attributes.weaknesses}
Length: min=2 max=2
Value type: object {5-04.system.attributes.weaknesses.[]}
exceptions : array<> {5-04.system.attributes.weaknesses.[].exceptions}
Length: min=0 max=0
Value type: mixed
type : string {5-04.system.attributes.weaknesses.[].type} (2 different values)
area-damage (x2)
splash-damage (x2)
value : integer {5-04.system.attributes.weaknesses.[].value} (same value: 5)
emitsSound : string {5-04.system.attributes.emitsSound} (same value: encounter)
hardness : integer {5-04.system.attributes.hardness} (same value: 0)
stealth : object {5-04.system.attributes.stealth}
details : string {5-04.system.attributes.stealth.details} (2 different values)
(x2)
<p>(trained)</p> (x2)
value : integer {5-04.system.attributes.stealth.value} (3 different values)
10 (x2)
8 (x1)
6 (x1)
details : object {5-04.system.details}
[blurb] : string {5-04.system.details.blurb} (same value: )
[languages] : object {5-04.system.details.languages}
details : string {5-04.system.details.languages.details} (same value: )
value : array<string> {5-04.system.details.languages.value}
Length: min=0 max=1
Value type: string {5-04.system.details.languages.value.[]} (same value: common)
level : object {5-04.system.details.level}
value : integer {5-04.system.details.level.value} (5 different values)
2 (x3)
1 (x4)
0 (x2)
-1 (x2)
3 (x1)
[privateNotes] : string {5-04.system.details.privateNotes} (same value: )
[publicNotes] : string {5-04.system.details.publicNotes} (same value: )
publication : object {5-04.system.details.publication}
license : string {5-04.system.details.publication.license} (same value: OGL)
remaster : boolean {5-04.system.details.publication.remaster} (same value: False)
title : string {5-04.system.details.publication.title} (same value: Pathfinder Society Scenario #5-04: Necessary Introductions)
description : string {5-04.system.details.description} (2 different values)
<p>Several spice bombs disguised as rocks litter the ground.</p> (x2)
<p>A large pile of treasure trembles precariously, threatening to collapse down into a crashing wave of coins and fine objects.</p> (x2)
disable : string {5-04.system.details.disable} (4 different values)
<p>@Check[thievery|dc:15] to remove the bombs without activating them or @Check[survival|dc:16] (trained) to render them inert.</p> (x1)
<p>@Check[thievery|dc:12] to remove the bombs without activating them or @Check[survival|dc:13] (trained) to render them inert.</p> (x1)
<p>@Check[thievery|dc:20] (trained) to remove the right pieces from the treasure pile and induce a controlled collapse.</p> (x1)
<p>@Check[thievery|dc:16] (trained) to remove the right pieces from the treasure pile and induce a controlled collapse.</p> (x1)
isComplex : boolean {5-04.system.details.isComplex} (same value: False)
reset : string {5-04.system.details.reset} (same value: )
routine : string {5-04.system.details.routine} (same value: )
[initiative] : object {5-04.system.initiative}
statistic : string {5-04.system.initiative.statistic} (same value: perception)
[perception] : object {5-04.system.perception}
details : string {5-04.system.perception.details} (same value: )
mod : integer {5-04.system.perception.mod} (6 different values)
8 (x1)
7 (x2)
2 (x1)
5 (x2)
11 (x1)
10 (x1)
senses : array<object> {5-04.system.perception.senses}
Length: min=0 max=2
Value type: object {5-04.system.perception.senses.[]}
type : string {5-04.system.perception.senses.[].type} (3 different values)
low-light-vision (x4)
scent (x4)
echolocation (x2)
[acuity] : string {5-04.system.perception.senses.[].acuity} (2 different values)
imprecise (x4)
precise (x2)
[range] : integer {5-04.system.perception.senses.[].range} (2 different values)
30 (x4)
40 (x2)
[resources] : object {5-04.system.resources}
saves : object {5-04.system.saves}
fortitude : object {5-04.system.saves.fortitude}
saveDetail : string {5-04.system.saves.fortitude.saveDetail} (same value: )
value : integer {5-04.system.saves.fortitude.value} (7 different values)
3 (x1)
7 (x2)
8 (x2)
10 (x3)
5 (x1)
6 (x1)
12 (x2)
reflex : object {5-04.system.saves.reflex}
saveDetail : string {5-04.system.saves.reflex.saveDetail} (same value: )
value : integer {5-04.system.saves.reflex.value} (9 different values)
8 (x1)
5 (x2)
9 (x1)
11 (x1)
3 (x2)
7 (x2)
10 (x1)
6 (x1)
4 (x1)
will : object {5-04.system.saves.will}
saveDetail : string {5-04.system.saves.will.saveDetail} (same value: )
[value] : integer {5-04.system.saves.will.value} (6 different values)
5 (x2)
6 (x2)
7 (x2)
4 (x1)
3 (x1)
0 (x2)
[skills] : object {5-04.system.skills}
[acrobatics] : object {5-04.system.skills.acrobatics}
base : integer {5-04.system.skills.acrobatics.base} (3 different values)
9 (x1)
8 (x1)
7 (x1)
[athletics] : object {5-04.system.skills.athletics}
base : integer {5-04.system.skills.athletics.base} (2 different values)
5 (x4)
7 (x1)
[special] : array<object> {5-04.system.skills.athletics.special}
Length: min=1 max=1
Value type: object {5-04.system.skills.athletics.special.[]}
base : integer {5-04.system.skills.athletics.special.[].base} (2 different values)
7 (x1)
8 (x1)
label : string {5-04.system.skills.athletics.special.[].label} (same value: to Climb)
predicate : array<string> {5-04.system.skills.athletics.special.[].predicate}
Length: min=1 max=1
Value type: string {5-04.system.skills.athletics.special.[].predicate.[]} (same value: action:climb)
[stealth] : object {5-04.system.skills.stealth}
base : integer {5-04.system.skills.stealth.base} (4 different values)
7 (x3)
9 (x1)
5 (x1)
8 (x1)
[special] : array<object> {5-04.system.skills.stealth.special}
Length: min=1 max=1
Value type: object {5-04.system.skills.stealth.special.[]}
base : integer {5-04.system.skills.stealth.special.[].base} (3 different values)
9 (x2)
11 (x1)
7 (x1)
label : string {5-04.system.skills.stealth.special.[].label} (2 different values)
within treasure (x1)
while inside its jar (x3)
predicate : array<string> {5-04.system.skills.stealth.special.[].predicate}
Length: min=1 max=1
Value type: string {5-04.system.skills.stealth.special.[].predicate.[]} (2 different values)
terrain:treasure (x1)
terrain:jar (x3)
[intimidation] : object {5-04.system.skills.intimidation}
base : integer {5-04.system.skills.intimidation.base} (same value: 5)
[survival] : object {5-04.system.skills.survival}
base : integer {5-04.system.skills.survival.base} (3 different values)
7 (x1)
9 (x1)
5 (x1)
traits : object {5-04.system.traits}
rarity : string {5-04.system.traits.rarity} (2 different values)
uncommon (x7)
common (x5)
size : object {5-04.system.traits.size}
value : string {5-04.system.traits.size.value} (4 different values)
lg (x2)
med (x6)
tiny (x2)
sm (x2)
value : array<string> {5-04.system.traits.value}
Length: min=0 max=2
Value type: string {5-04.system.traits.value.[]} (6 different values)
animal (x6)
swarm (x2)
chaotic (x2)
humanoid (x2)
mechanical (x2)
trap (x2)
creatureType : string {5-04.system.creatureType} (same value: )
statusEffects : array<> {5-04.system.statusEffects}
Length: min=0 max=0
Value type: mixed
type : string {5-04.type} (2 different values)
npc (x8)
hazard (x4)
[prototypeToken] : object {5-04.prototypeToken}
name : string {5-04.prototypeToken.name} (2 different values)
Spicebomb (x1)
Treasure Avalanche (x1)
+718
View File
@@ -0,0 +1,718 @@
5-05
Different values: 8
=====================================
object {5-05}
_id : string {5-05._id} (all different values)
folder : string {5-05.folder} (same value: brA98Vtn10peF0TD)
img : string {5-05.img} (same value: systems/pf2e/icons/default-icons/npc.svg)
items : array<object> {5-05.items}
Length: min=5 max=15
Value type: object {5-05.items.[]}
_id : string {5-05.items.[]._id} (49 different values)
[_stats] : object {5-05.items.[]._stats}
compendiumSource : string {5-05.items.[]._stats.compendiumSource} (15 different values)
Compendium.pf2e.equipment-srd.Item.MvzR9nTnvKTeNjvQ (x2)
Compendium.pf2e.equipment-srd.Item.grmaV4GdoGD7sKbn (x2)
Compendium.pf2e.equipment-srd.Item.h7jTMfYGQau1PBBz (x2)
Compendium.pf2e.equipment-srd.Item.BSInwFNVBVkfFK0B (x4)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.TTCw5NusiSSkJU1x (x7)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.HBrBrUzjfvj2gDXB (x2)
Compendium.pf2e.bestiary-family-ability-glossary.Item.ixPqVlqLaYTB1b23 (x2)
Compendium.pf2e.bestiary-family-ability-glossary.Item.N7UV5CZXtcoxDxCF (x2)
Compendium.pf2e.spells-srd.Item.9XHmC2JgTUIQ1CCm (x1)
Compendium.pf2e.equipment-srd.Item.8COlYvHe6hKCXY8x (x2)
Compendium.pf2e.equipment-srd.Item.4tIVTg9wj56RrveA (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.Tkd8sH4pwFIPzqTr (x1)
Compendium.pf2e.equipment-srd.Item.Zr4PwTEuBLE30kkn (x2)
Compendium.pf2e.equipment-srd.Item.5BF7zMnrPYzyigCs (x1)
Compendium.pf2e.equipment-srd.Item.wrDmWkGxmwzYtfiA (x1)
img : string {5-05.items.[].img} (15 different values)
systems/pf2e/icons/equipment/weapons/double-barreled-pistol.webp (x2)
icons/weapons/swords/scimitar-worn-blue.webp (x2)
icons/weapons/ammunition/shot-round-lead.webp (x2)
systems/pf2e/icons/equipment/consumables/oils/oil-of-unlife.webp (x4)
systems/pf2e/icons/default-icons/melee.svg (x18)
systems/pf2e/icons/actions/Passive.webp (x24)
systems/pf2e/icons/actions/OneAction.webp (x11)
systems/pf2e/icons/default-icons/lore.svg (x4)
systems/pf2e/icons/default-icons/spellcastingEntry.svg (x1)
icons/magic/air/fog-gas-smoke-dense-white.webp (x1)
icons/weapons/axes/axe-double-engraved.webp (x2)
icons/equipment/chest/breastplate-banded-simple-leather-brown.webp (x2)
systems/pf2e/icons/actions/TwoActions.webp (x4)
icons/weapons/axes/shortaxe-engraved-green.webp (x2)
systems/pf2e/icons/equipment/wands/magic-wands/magic-wand.webp (x2)
name : string {5-05.items.[].name} (40 different values)
sort : integer {5-05.items.[].sort} (15 different values)
100000 (x8)
200000 (x8)
300000 (x8)
400000 (x8)
500000 (x8)
600000 (x7)
700000 (x7)
800000 (x6)
900000 (x5)
1000000 (x4)
1100000 (x4)
1200000 (x2)
1300000 (x2)
1400000 (x2)
1500000 (x2)
system : object {5-05.items.[].system}
[baseItem] : string {5-05.items.[].system.baseItem} (4 different values)
double-barreled-pistol (x2)
scimitar (x2)
greataxe (x2)
leather-armor (x2)
[bonus] : object {5-05.items.[].system.bonus}
value : integer {5-05.items.[].system.bonus.value} (7 different values)
0 (x6)
13 (x2)
12 (x7)
11 (x4)
10 (x3)
18 (x1)
14 (x1)
[bonusDamage] : object {5-05.items.[].system.bonusDamage}
value : integer {5-05.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {5-05.items.[].system.bulk}
value : mixed
integer {5-05.items.[].system.bulk.value} (2 different values)
1 (x6)
2 (x2)
float {5-05.items.[].system.bulk.value} (same value: 0,1)
[category] : string {5-05.items.[].system.category} (all different values)
[containerId] : mixed
[damage] : object {5-05.items.[].system.damage}
[damageType] : string {5-05.items.[].system.damage.damageType} (2 different values)
piercing (x2)
slashing (x4)
[dice] : integer {5-05.items.[].system.damage.dice} (same value: 1)
[die] : string {5-05.items.[].system.damage.die} (3 different values)
d4 (x2)
d6 (x2)
d12 (x2)
[formula] : string {5-05.items.[].system.damage.formula} (same value: 2d8+5)
[kind] : string {5-05.items.[].system.damage.kind} (same value: healing)
[type] : string {5-05.items.[].system.damage.type} (same value: void)
description : object {5-05.items.[].system.description}
value : string {5-05.items.[].system.description.value} (38 different values)
[equipped] : object {5-05.items.[].system.equipped}
carryType : string {5-05.items.[].system.equipped.carryType} (2 different values)
worn (x16)
held (x2)
[handsHeld] : integer {5-05.items.[].system.equipped.handsHeld} (2 different values)
0 (x8)
2 (x2)
[invested] : mixed
[inSlot] : boolean {5-05.items.[].system.equipped.inSlot} (same value: True)
[group] : string {5-05.items.[].system.group} (4 different values)
firearm (x2)
sword (x2)
axe (x2)
leather (x2)
[hardness] : integer {5-05.items.[].system.hardness} (same value: 0)
[hp] : object {5-05.items.[].system.hp}
max : integer {5-05.items.[].system.hp.max} (same value: 0)
value : integer {5-05.items.[].system.hp.value} (same value: 0)
[level] : object {5-05.items.[].system.level}
value : integer {5-05.items.[].system.level.value} (5 different values)
0 (x12)
3 (x4)
2 (x1)
11 (x1)
7 (x1)
[material] : object {5-05.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {5-05.items.[].system.price}
value : object {5-05.items.[].system.price.value}
[gp] : integer {5-05.items.[].system.price.value.gp} (6 different values)
7 (x2)
1 (x2)
12 (x4)
2 (x4)
1500 (x1)
360 (x1)
[sp] : integer {5-05.items.[].system.price.value.sp} (2 different values)
1 (x2)
4 (x2)
[per] : integer {5-05.items.[].system.price.per} (same value: 10)
publication : object {5-05.items.[].system.publication}
license : string {5-05.items.[].system.publication.license} (2 different values)
OGL (x80)
ORC (x1)
remaster : boolean {5-05.items.[].system.publication.remaster} (2 different values)
False (x80)
True (x1)
title : string {5-05.items.[].system.publication.title} (7 different values)
Pathfinder Guns & Gears (x4)
Pathfinder Core Rulebook (x6)
Pathfinder Advanced Player's Guide (x4)
(x52)
Pathfinder Bestiary 2 (x7)
Pathfinder Bestiary (x7)
Pathfinder Player Core (x1)
[quantity] : integer {5-05.items.[].system.quantity} (3 different values)
1 (x14)
10 (x2)
2 (x2)
[range] : mixed
integer {5-05.items.[].system.range} (same value: 30)
object {5-05.items.[].system.range}
value : string {5-05.items.[].system.range.value} (same value: 120 feet)
[reload] : object {5-05.items.[].system.reload}
value : string {5-05.items.[].system.reload.value} (2 different values)
1 (x2)
(x4)
rules : ###FoundryRulesObject###
[runes] : object {5-05.items.[].system.runes}
potency : integer {5-05.items.[].system.runes.potency} (same value: 0)
property : array<> {5-05.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {5-05.items.[].system.runes.striking} (same value: 0)
[resilient] : integer {5-05.items.[].system.runes.resilient} (same value: 0)
[size] : string {5-05.items.[].system.size} (same value: med)
[slug] : string {5-05.items.[].system.slug} (18 different values)
double-barreled-pistol (x2)
scimitar (x2)
rounds-double-barreled-pistol (x2)
oil-of-unlife-lesser (x4)
negative-healing (x7)
aquatic-ambush (x2)
ghoul-consume-flesh (x2)
ghoul-ghoul-fever (x2)
mist (x1)
greataxe (x2)
leather-armor (x2)
grotesque-gift (x2)
mandragora-venom (x1)
grab (x1)
tool-short (x2)
magic-wand-5th-level-spell (x1)
sagebane (x2)
magic-wand-3rd-level-spell (x1)
[splashDamage] : object {5-05.items.[].system.splashDamage}
value : integer {5-05.items.[].system.splashDamage.value} (same value: 0)
traits : object {5-05.items.[].system.traits}
[rarity] : string {5-05.items.[].system.traits.rarity} (2 different values)
uncommon (x2)
common (x70)
[value] : array<string> {5-05.items.[].system.traits.value}
Length: min=0 max=5
Value type: string {5-05.items.[].system.traits.value.[]} (33 different values)
[traditions] : array<string> {5-05.items.[].system.traits.traditions}
Length: min=2 max=2
Value type: string {5-05.items.[].system.traits.traditions.[]} (2 different values)
arcane (x1)
primal (x1)
[usage] : object {5-05.items.[].system.usage}
value : string {5-05.items.[].system.usage.value} (2 different values)
held-in-one-hand (x14)
held-in-two-hands (x2)
[stackGroup] : string {5-05.items.[].system.stackGroup} (same value: rounds10)
[uses] : object {5-05.items.[].system.uses}
autoDestroy : boolean {5-05.items.[].system.uses.autoDestroy} (2 different values)
True (x6)
False (x2)
max : integer {5-05.items.[].system.uses.max} (same value: 1)
value : integer {5-05.items.[].system.uses.value} (same value: 1)
[attack] : object {5-05.items.[].system.attack}
value : string {5-05.items.[].system.attack.value} (same value: )
[attackEffects] : object {5-05.items.[].system.attackEffects}
[custom] : string {5-05.items.[].system.attackEffects.custom} (same value: )
value : array<string> {5-05.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {5-05.items.[].system.attackEffects.value.[]} (5 different values)
ghoul-ghoul-fever (x2)
grotesque-gift (x4)
grab (x1)
mandragora-venom (x1)
sagebane (x2)
[damageRolls] : object {5-05.items.[].system.damageRolls}
[B7WvNsx1nWlEOeFQ] : object {5-05.items.[].system.damageRolls.B7WvNsx1nWlEOeFQ}
damage : string {5-05.items.[].system.damageRolls.B7WvNsx1nWlEOeFQ.damage} (2 different values)
1d6+7 (x1)
1d6+5 (x1)
damageType : string {5-05.items.[].system.damageRolls.B7WvNsx1nWlEOeFQ.damageType} (same value: piercing)
[F3xkAa0VJjSSgXEA] : object {5-05.items.[].system.damageRolls.F3xkAa0VJjSSgXEA}
damage : string {5-05.items.[].system.damageRolls.F3xkAa0VJjSSgXEA.damage} (2 different values)
1d4+7 (x1)
1d4+5 (x1)
damageType : string {5-05.items.[].system.damageRolls.F3xkAa0VJjSSgXEA.damageType} (same value: slashing)
[VSfmm4anKmBKfYFA] : object {5-05.items.[].system.damageRolls.VSfmm4anKmBKfYFA}
damage : string {5-05.items.[].system.damageRolls.VSfmm4anKmBKfYFA.damage} (2 different values)
1d6+7 (x1)
1d6+5 (x1)
damageType : string {5-05.items.[].system.damageRolls.VSfmm4anKmBKfYFA.damageType} (same value: slashing)
[h0jQU0rRsNHElY3b] : object {5-05.items.[].system.damageRolls.h0jQU0rRsNHElY3b}
damage : string {5-05.items.[].system.damageRolls.h0jQU0rRsNHElY3b.damage} (same value: 1d4)
damageType : string {5-05.items.[].system.damageRolls.h0jQU0rRsNHElY3b.damageType} (same value: piercing)
[0] : object {5-05.items.[].system.damageRolls.0}
damage : string {5-05.items.[].system.damageRolls.0.damage} (6 different values)
1d6+5 (x1)
1d12+4 (x2)
1d12+6 (x1)
1d4+6 (x1)
2d4+2 (x1)
1d4+4 (x1)
damageType : string {5-05.items.[].system.damageRolls.0.damageType} (3 different values)
bludgeoning (x1)
fire (x1)
slashing (x5)
[0c8x9uey5zmj2dgwit87] : object {5-05.items.[].system.damageRolls.0c8x9uey5zmj2dgwit87}
damage : string {5-05.items.[].system.damageRolls.0c8x9uey5zmj2dgwit87.damage} (same value: 1d6+2)
damageType : string {5-05.items.[].system.damageRolls.0c8x9uey5zmj2dgwit87.damageType} (same value: fire)
[aw8qbg71ilfmw9o2jqx6] : object {5-05.items.[].system.damageRolls.aw8qbg71ilfmw9o2jqx6}
damage : string {5-05.items.[].system.damageRolls.aw8qbg71ilfmw9o2jqx6.damage} (same value: 2d8+2)
damageType : string {5-05.items.[].system.damageRolls.aw8qbg71ilfmw9o2jqx6.damageType} (same value: piercing)
[8a49gf7iwdxq2kp40clf] : object {5-05.items.[].system.damageRolls.8a49gf7iwdxq2kp40clf}
damage : string {5-05.items.[].system.damageRolls.8a49gf7iwdxq2kp40clf.damage} (2 different values)
1d6+10 (x1)
1d6+8 (x1)
damageType : string {5-05.items.[].system.damageRolls.8a49gf7iwdxq2kp40clf.damageType} (same value: bludgeoning)
[w9qzsteb6tkmoqekrmm2] : object {5-05.items.[].system.damageRolls.w9qzsteb6tkmoqekrmm2}
damage : string {5-05.items.[].system.damageRolls.w9qzsteb6tkmoqekrmm2.damage} (same value: 1d4)
damageType : string {5-05.items.[].system.damageRolls.w9qzsteb6tkmoqekrmm2.damageType} (same value: void)
[weaponType] : object {5-05.items.[].system.weaponType}
value : string {5-05.items.[].system.weaponType.value} (2 different values)
melee (x15)
ranged (x3)
[actionType] : object {5-05.items.[].system.actionType}
value : string {5-05.items.[].system.actionType.value} (2 different values)
passive (x24)
action (x15)
[actions] : object {5-05.items.[].system.actions}
[value] : integer {5-05.items.[].system.actions.value} (2 different values)
1 (x11)
2 (x4)
[mod] : object {5-05.items.[].system.mod}
value : integer {5-05.items.[].system.mod.value} (4 different values)
10 (x1)
9 (x1)
13 (x1)
8 (x1)
[proficient] : object {5-05.items.[].system.proficient}
value : integer {5-05.items.[].system.proficient.value} (same value: 0)
[deathNote] : boolean {5-05.items.[].system.deathNote} (same value: True)
[autoHeightenLevel] : object {5-05.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {5-05.items.[].system.prepared}
value : string {5-05.items.[].system.prepared.value} (same value: innate)
[proficiency] : object {5-05.items.[].system.proficiency}
value : integer {5-05.items.[].system.proficiency.value} (same value: 1)
[showSlotlessLevels] : object {5-05.items.[].system.showSlotlessLevels}
value : boolean {5-05.items.[].system.showSlotlessLevels.value} (same value: False)
[slots] : object {5-05.items.[].system.slots}
[spelldc] : object {5-05.items.[].system.spelldc}
dc : integer {5-05.items.[].system.spelldc.dc} (same value: 27)
value : integer {5-05.items.[].system.spelldc.value} (same value: 19)
[tradition] : object {5-05.items.[].system.tradition}
value : string {5-05.items.[].system.tradition.value} (same value: divine)
[area] : object {5-05.items.[].system.area}
type : string {5-05.items.[].system.area.type} (same value: burst)
value : integer {5-05.items.[].system.area.value} (same value: 20)
[cost] : object {5-05.items.[].system.cost}
value : string {5-05.items.[].system.cost.value} (same value: )
[counteraction] : boolean {5-05.items.[].system.counteraction} (same value: False)
[defense] : mixed
[duration] : object {5-05.items.[].system.duration}
sustained : boolean {5-05.items.[].system.duration.sustained} (same value: False)
value : string {5-05.items.[].system.duration.value} (same value: 1 minute)
[location] : object {5-05.items.[].system.location}
heightenedLevel : integer {5-05.items.[].system.location.heightenedLevel} (same value: 2)
value : string {5-05.items.[].system.location.value} (same value: s5EUI19zot0yozFA)
[requirements] : string {5-05.items.[].system.requirements} (same value: )
[target] : object {5-05.items.[].system.target}
value : string {5-05.items.[].system.target.value} (same value: )
[time] : object {5-05.items.[].system.time}
value : string {5-05.items.[].system.time.value} (same value: 3)
[acBonus] : integer {5-05.items.[].system.acBonus} (same value: 1)
[checkPenalty] : integer {5-05.items.[].system.checkPenalty} (same value: -1)
[dexCap] : integer {5-05.items.[].system.dexCap} (same value: 4)
[speedPenalty] : integer {5-05.items.[].system.speedPenalty} (same value: 0)
[strength] : integer {5-05.items.[].system.strength} (same value: 0)
[frequency] : object {5-05.items.[].system.frequency}
max : integer {5-05.items.[].system.frequency.max} (same value: 1)
per : string {5-05.items.[].system.frequency.per} (2 different values)
day (x1)
round (x2)
value : integer {5-05.items.[].system.frequency.value} (same value: 1)
[spell] : object {5-05.items.[].system.spell}
_id : string {5-05.items.[].system.spell._id} (2 different values)
ej7QpVaEjuHtex5r (x1)
760LIVCjjer48u8x (x1)
flags : object {5-05.items.[].system.spell.flags}
core : object {5-05.items.[].system.spell.flags.core}
sourceId : string {5-05.items.[].system.spell.flags.core.sourceId} (same value: Compendium.pf2e.spells-srd.Item.9WGeBwIIbbUuWKq0)
img : string {5-05.items.[].system.spell.img} (same value: systems/pf2e/icons/spells/animate-dead.webp)
name : string {5-05.items.[].system.spell.name} (same value: Animate Dead)
sort : integer {5-05.items.[].system.spell.sort} (same value: 0)
system : object {5-05.items.[].system.spell.system}
[area] : mixed
cost : object {5-05.items.[].system.spell.system.cost}
value : string {5-05.items.[].system.spell.system.cost.value} (same value: )
counteraction : boolean {5-05.items.[].system.spell.system.counteraction} (same value: False)
damage : object {5-05.items.[].system.spell.system.damage}
[defense] : mixed
description : object {5-05.items.[].system.spell.system.description}
value : string {5-05.items.[].system.spell.system.description.value} (same value: <p>Your magic dredges up a corpse or skeleton and fills it with necromantic life, and you force the dead to fight at your command. You summon a common creature that has the undead trait and whose level is -1; this creature gains the summoned trait. Heightening the spell increases the maximum level of creature you can summon.</p>
<hr />
<p><strong>Heightened (2nd)</strong> Level 1.</p>
<p><strong>Heightened (3rd)</strong> Level 2.</p>
<p><strong>Heightened (4th)</strong> Level 3.</p>
<p><strong>Heightened (5th)</strong> Level 5.</p>
<p><strong>Heightened (6th)</strong> Level 7.</p>
<p><strong>Heightened (7th)</strong> Level 9.</p>
<p><strong>Heightened (8th)</strong> Level 11.</p>
<p><strong>Heightened (9th)</strong> Level 13.</p>
<p><strong>Heightened (10th)</strong> Level 15.</p>)
duration : object {5-05.items.[].system.spell.system.duration}
sustained : boolean {5-05.items.[].system.spell.system.duration.sustained} (same value: True)
value : string {5-05.items.[].system.spell.system.duration.value} (same value: 1 minute)
level : object {5-05.items.[].system.spell.system.level}
value : integer {5-05.items.[].system.spell.system.level.value} (same value: 1)
location : object {5-05.items.[].system.spell.system.location}
heightenedLevel : integer {5-05.items.[].system.spell.system.location.heightenedLevel} (2 different values)
5 (x1)
3 (x1)
[value] : mixed
publication : object {5-05.items.[].system.spell.system.publication}
license : string {5-05.items.[].system.spell.system.publication.license} (same value: OGL)
remaster : boolean {5-05.items.[].system.spell.system.publication.remaster} (same value: False)
title : string {5-05.items.[].system.spell.system.publication.title} (same value: Pathfinder Advanced Player's Guide)
range : object {5-05.items.[].system.spell.system.range}
value : string {5-05.items.[].system.spell.system.range.value} (same value: 30 feet)
requirements : string {5-05.items.[].system.spell.system.requirements} (same value: )
rules : ###FoundryRulesObject###
slug : string {5-05.items.[].system.spell.system.slug} (same value: animate-dead)
target : object {5-05.items.[].system.spell.system.target}
value : string {5-05.items.[].system.spell.system.target.value} (same value: )
time : object {5-05.items.[].system.spell.system.time}
value : string {5-05.items.[].system.spell.system.time.value} (same value: 3)
traits : object {5-05.items.[].system.spell.system.traits}
rarity : string {5-05.items.[].system.spell.system.traits.rarity} (same value: common)
traditions : array<string> {5-05.items.[].system.spell.system.traits.traditions}
Length: min=3 max=3
Value type: string {5-05.items.[].system.spell.system.traits.traditions.[]} (3 different values)
arcane (x2)
divine (x2)
occult (x2)
value : array<string> {5-05.items.[].system.spell.system.traits.value}
Length: min=2 max=2
Value type: string {5-05.items.[].system.spell.system.traits.value.[]} (2 different values)
concentrate (x2)
manipulate (x2)
type : string {5-05.items.[].system.spell.type} (same value: spell)
type : string {5-05.items.[].type} (9 different values)
weapon (x6)
consumable (x8)
melee (x18)
action (x39)
lore (x4)
spellcastingEntry (x1)
spell (x1)
armor (x2)
equipment (x2)
[flags] : object {5-05.items.[].flags}
pf2e : object {5-05.items.[].flags.pf2e}
linkedWeapon : string {5-05.items.[].flags.pf2e.linkedWeapon} (3 different values)
DPKMktCryYA9vNTM (x2)
zaOpngPUXXflKrwT (x2)
U1UzVv3fhtAVKJuL (x2)
name : string {5-05.name} (all different values)
[prototypeToken] : object {5-05.prototypeToken}
name : string {5-05.prototypeToken.name} (2 different values)
Barnacle Barnaby (x1)
Ghessa (x1)
system : object {5-05.system}
abilities : object {5-05.system.abilities}
cha : object {5-05.system.abilities.cha}
mod : integer {5-05.system.abilities.cha.mod} (4 different values)
4 (x2)
0 (x2)
1 (x2)
2 (x2)
con : object {5-05.system.abilities.con}
mod : integer {5-05.system.abilities.con.mod} (3 different values)
3 (x5)
1 (x1)
2 (x2)
dex : object {5-05.system.abilities.dex}
mod : integer {5-05.system.abilities.dex.mod} (3 different values)
4 (x5)
2 (x2)
5 (x1)
int : object {5-05.system.abilities.int}
mod : integer {5-05.system.abilities.int.mod} (4 different values)
3 (x2)
-5 (x1)
-1 (x3)
2 (x2)
str : object {5-05.system.abilities.str}
mod : integer {5-05.system.abilities.str.mod} (5 different values)
3 (x2)
1 (x1)
4 (x2)
2 (x1)
5 (x2)
wis : object {5-05.system.abilities.wis}
mod : integer {5-05.system.abilities.wis.mod} (4 different values)
1 (x4)
3 (x1)
2 (x1)
4 (x2)
attributes : object {5-05.system.attributes}
ac : object {5-05.system.attributes.ac}
details : string {5-05.system.attributes.ac.details} (same value: )
value : integer {5-05.system.attributes.ac.value} (5 different values)
21 (x2)
19 (x3)
20 (x1)
24 (x1)
17 (x1)
allSaves : object {5-05.system.attributes.allSaves}
value : string {5-05.system.attributes.allSaves.value} (same value: )
hp : object {5-05.system.attributes.hp}
details : string {5-05.system.attributes.hp.details} (2 different values)
void healing (x7)
(x1)
max : integer {5-05.system.attributes.hp.max} (5 different values)
32 (x2)
45 (x2)
50 (x1)
90 (x2)
35 (x1)
temp : integer {5-05.system.attributes.hp.temp} (same value: 0)
value : integer {5-05.system.attributes.hp.value} (5 different values)
32 (x2)
45 (x2)
50 (x1)
90 (x2)
35 (x1)
[immunities] : array<object> {5-05.system.attributes.immunities}
Length: min=5 max=7
Value type: object {5-05.system.attributes.immunities.[]}
type : string {5-05.system.attributes.immunities.[].type} (7 different values)
death-effects (x7)
disease (x7)
paralyzed (x7)
poison (x7)
unconscious (x7)
fire (x1)
mental (x1)
[exceptions] : array<> {5-05.system.attributes.immunities.[].exceptions}
Length: min=0 max=0
Value type: mixed
speed : object {5-05.system.attributes.speed}
otherSpeeds : array<object> {5-05.system.attributes.speed.otherSpeeds}
Length: min=0 max=2
Value type: object {5-05.system.attributes.speed.otherSpeeds.[]}
type : string {5-05.system.attributes.speed.otherSpeeds.[].type} (4 different values)
swim (x4)
fly (x1)
burrow (x1)
climb (x1)
value : integer {5-05.system.attributes.speed.otherSpeeds.[].value} (3 different values)
30 (x4)
25 (x2)
10 (x1)
[special] : string {5-05.system.attributes.speed.special} (same value: )
value : integer {5-05.system.attributes.speed.value} (4 different values)
25 (x4)
15 (x1)
30 (x1)
35 (x2)
[adjustment] : mixed
[weaknesses] : array<object> {5-05.system.attributes.weaknesses}
Length: min=1 max=1
Value type: object {5-05.system.attributes.weaknesses.[]}
type : string {5-05.system.attributes.weaknesses.[].type} (2 different values)
vitality (x3)
fire (x1)
value : integer {5-05.system.attributes.weaknesses.[].value} (2 different values)
3 (x1)
5 (x3)
[resistances] : array<object> {5-05.system.attributes.resistances}
Length: min=1 max=2
Value type: object {5-05.system.attributes.resistances.[]}
type : string {5-05.system.attributes.resistances.[].type} (3 different values)
fire (x2)
bludgeoning (x1)
electricity (x1)
value : integer {5-05.system.attributes.resistances.[].value} (2 different values)
3 (x2)
5 (x2)
details : object {5-05.system.details}
blurb : string {5-05.system.details.blurb} (5 different values)
Variant male lacedon (x2)
Variant flaming skull (x1)
Variant draugr (x2)
(x1)
Variant female kurobozu (x2)
languages : object {5-05.system.details.languages}
details : string {5-05.system.details.languages.details} (2 different values)
(x6)
(can't speak any language) (x2)
value : array<string> {5-05.system.details.languages.value}
Length: min=1 max=3
Value type: string {5-05.system.details.languages.value.[]} (5 different values)
common (x8)
necril (x3)
thalassic (x2)
chthonian (x1)
azlanti (x2)
level : object {5-05.system.details.level}
value : integer {5-05.system.details.level.value} (4 different values)
4 (x2)
3 (x4)
7 (x1)
2 (x1)
privateNotes : string {5-05.system.details.privateNotes} (same value: )
publicNotes : string {5-05.system.details.publicNotes} (5 different values)
<p>Feared by mariners and coastal dwellers everywhere, the aquatic ghouls known as lacedons are said to be the spawn of an ancient crew of sailors who became lost at sea and were forced to resort to cannibalism to survive. Their appearance is the stuff of a diver's nightmare, supplementing the vicious traits of their land-bound kin with spines, fins, and wide mouths bristling with needle-sharp teeth like piscine predators of the nethermost ocean depths.</p>
<hr />
<p>Devious and cunning, ghouls can be found anywhere corpses are laid to rest, forever seeking to satisfy their boundless craving for humanoid flesh.</p> (x2)
<p>More dangerous than simple severed heads, these skulls are wreathed in unearthly flames.</p>
<hr />
<p>Beheaded are the reanimated heads of decapitation victims. These mindless undead fly through the air or roll around to attack their prey.</p> (x1)
<p>Risen corpses of sailors who died at sea, draugr reek of the rot and decay of the briny deep. Their eyes glow with ghastly green light, and rotting seaweed, barnacles, and dead sea creatures cling to their bodies. Draugr can't speak, but expresses their malicious emotions with gurgles, as though they were eternally drowning with lungs full of water. They desire little more than to attack living creatures, especially those who sail the sea. Even when they go upon land, draugrs often drag the corpses of those they strike down back to the water, populating the depths with even more dead.</p>
<p>Draugr rise in the haunted places of the sea, where restless spirits, swells of void energy, or supernatural storms deliver death. A corpse might rest at the bottom of the sea for some time before awakening as a draugr. Collecting detritus and organisms, a corpse becomes increasingly disgusting before it finally rises. Proximity to intelligent life can expedite this process, and an underwater explorer who happens upon a shipwreck might cause a body to snap to unlife as a draugr suddenly. The creatures don't take intrusions lightly, especially upon their place of death.</p>
<p>Though steeped in evil, draugr are susceptible to reminders of their lives as mariners. In particular, a well-performed sea shanty or call-and-response work song might cause a draugr to become lost in reverie for a moment. The creatures have even been witnessed moaning along, unable to sing the words but providing haunting accompaniment. The lull rarely lasts long, though, as the beauty of the song quickly becomes a reminder of the tragedy that befell the draugr, reaffirming their desire for blood and death.</p>
<p>More powerful draugr with burning red eyes are called draugr captains. They're 3rd-level creatures with elite adjustments that can cast obscuring mist as an innate divine spell three times per day.</p> (x2)
<p>A mandragora looks like a freshly pulled tuber that has grown into the malformed shape of a child with a grotesque face and hideously bloated body. These insidious little plants typically form when a mandrake root is watered with a demon's blood. Upon absorbing the otherworldly properties of the demon's blood, the root animates and is forced to seek out blood to feast from, lest it die of thirst.</p>
<p>Always famished and in search for sustenance, mandragoras live haunted, pained lives and perform vile and desperate acts to acquire the blood they crave. While they prefer magically infused blood such as that of unicorns, fey, or sorcerers, and they can also feed off of potions, alchemical bombs, and other magical elixirs, a mandragora can subsist on the blood of non-magical creatures. They find the flavor of mundane blood to be bland and bitter, and they do not blanch at voicing these complaints to the creatures from which they drink.</p>
<p>While the typical mandragora is the size of a human child, some of these evil plants continue to grow and grow, reaching sizes more comparable to those of giants. Sometimes as they grow, they form additional limbs or rudimentary faces, eventually transforming into truly hideous mockeries of the human form.</p> (x1)
<p>A monk who violated their monastic vows in life might arise after death to become an undead horror known as a kurobozu. These predators feast upon the breath of mortals, creeping on twisted limbs into bedrooms to steal the life from sleeping victims. This act of feeding leaves its mark on the victim in the form of a vile scent of rot on the victim's breath and a debilitating disease that eventually results in exhaustion and finally death.</p>
<p>Kurobozus retain echoes of their ascetic training, enabling them to suck the breath from debilitated foes in the midst of battle. Their malevolent cunning combined with ascetic discipline helps them concoct elaborate and lengthy schemes to enact their jealous revenge. Few kurobozus are convincing enough to persuade their onetime allies to break their own oaths, but this doesn't stop them from making the attempt.</p> (x2)
publication : object {5-05.system.details.publication}
license : string {5-05.system.details.publication.license} (same value: OGL)
remaster : boolean {5-05.system.details.publication.remaster} (same value: False)
title : string {5-05.system.details.publication.title} (same value: Pathfinder Society Scenario #5-05: The Island of the Vibrant Dead)
initiative : object {5-05.system.initiative}
statistic : string {5-05.system.initiative.statistic} (same value: perception)
perception : object {5-05.system.perception}
details : string {5-05.system.perception.details} (3 different values)
corpse scent (imprecise) (x2)
(x5)
blood scent (x1)
mod : integer {5-05.system.perception.mod} (6 different values)
10 (x1)
8 (x1)
11 (x2)
9 (x2)
15 (x1)
7 (x1)
senses : array<object> {5-05.system.perception.senses}
Length: min=1 max=1
Value type: object {5-05.system.perception.senses.[]}
type : string {5-05.system.perception.senses.[].type} (2 different values)
darkvision (x7)
low-light-vision (x1)
resources : object {5-05.system.resources}
saves : object {5-05.system.saves}
fortitude : object {5-05.system.saves.fortitude}
saveDetail : string {5-05.system.saves.fortitude.saveDetail} (same value: )
value : integer {5-05.system.saves.fortitude.value} (6 different values)
10 (x1)
8 (x1)
7 (x1)
13 (x2)
9 (x2)
11 (x1)
reflex : object {5-05.system.saves.reflex}
saveDetail : string {5-05.system.saves.reflex.saveDetail} (same value: )
value : integer {5-05.system.saves.reflex.value} (6 different values)
13 (x2)
11 (x2)
12 (x1)
8 (x1)
17 (x1)
6 (x1)
will : object {5-05.system.saves.will}
saveDetail : string {5-05.system.saves.will.saveDetail} (same value: )
value : integer {5-05.system.saves.will.value} (7 different values)
10 (x1)
8 (x1)
9 (x2)
6 (x1)
15 (x1)
11 (x1)
7 (x1)
skills : object {5-05.system.skills}
[acrobatics] : object {5-05.system.skills.acrobatics}
base : integer {5-05.system.skills.acrobatics.base} (5 different values)
12 (x1)
10 (x2)
8 (x1)
16 (x1)
11 (x1)
[special] : array<object> {5-05.system.skills.acrobatics.special}
Length: min=1 max=1
Value type: object {5-05.system.skills.acrobatics.special.[]}
base : integer {5-05.system.skills.acrobatics.special.[].base} (same value: 12)
label : string {5-05.system.skills.acrobatics.special.[].label} (same value: to Maneuver in Flight)
predicate : array<string> {5-05.system.skills.acrobatics.special.[].predicate}
Length: min=1 max=1
Value type: string {5-05.system.skills.acrobatics.special.[].predicate.[]} (same value: action:maneuver-in-flight)
[athletics] : object {5-05.system.skills.athletics}
base : integer {5-05.system.skills.athletics.base} (4 different values)
12 (x3)
10 (x2)
8 (x1)
17 (x1)
[special] : array<object> {5-05.system.skills.athletics.special}
Length: min=1 max=1
Value type: object {5-05.system.skills.athletics.special.[]}
base : integer {5-05.system.skills.athletics.special.[].base} (2 different values)
14 (x1)
12 (x1)
label : string {5-05.system.skills.athletics.special.[].label} (same value: to Swim)
predicate : array<string> {5-05.system.skills.athletics.special.[].predicate}
Length: min=1 max=1
Value type: string {5-05.system.skills.athletics.special.[].predicate.[]} (same value: action:swim)
[deception] : object {5-05.system.skills.deception}
base : integer {5-05.system.skills.deception.base} (same value: 11)
[stealth] : object {5-05.system.skills.stealth}
base : integer {5-05.system.skills.stealth.base} (5 different values)
12 (x1)
10 (x3)
16 (x1)
11 (x1)
8 (x1)
[special] : array<object> {5-05.system.skills.stealth.special}
Length: min=1 max=1
Value type: object {5-05.system.skills.stealth.special.[]}
base : integer {5-05.system.skills.stealth.special.[].base} (same value: 18)
label : string {5-05.system.skills.stealth.special.[].label} (same value: in vegetation)
predicate : array<string> {5-05.system.skills.stealth.special.[].predicate}
Length: min=1 max=1
Value type: string {5-05.system.skills.stealth.special.[].predicate.[]} (same value: terrain:vegetation)
[survival] : object {5-05.system.skills.survival}
base : integer {5-05.system.skills.survival.base} (2 different values)
10 (x1)
9 (x1)
traits : object {5-05.system.traits}
rarity : string {5-05.system.traits.rarity} (3 different values)
unique (x4)
uncommon (x3)
common (x1)
size : object {5-05.system.traits.size}
value : string {5-05.system.traits.size.value} (2 different values)
med (x6)
tiny (x2)
value : array<string> {5-05.system.traits.value}
Length: min=3 max=6
Value type: string {5-05.system.traits.value.[]} (9 different values)
amphibious (x2)
chaotic (x5)
evil (x8)
ghoul (x2)
undead (x7)
unholy (x7)
water (x2)
plant (x1)
lawful (x2)
type : string {5-05.type} (same value: npc)
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