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2025-03-29 15:31:05 +04:00
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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)