Courtier Different values: 9 ===================================== object {Courtier} _id : string {Courtier._id} (all different values) folder : string {Courtier.folder} (same value: CdKMGWrCUJfdWViv) img : string {Courtier.img} (same value: systems/pf2e/icons/default-icons/npc.svg) items : array {Courtier.items} Length: min=9 max=30 Value type: object {Courtier.items.[]} _id : string {Courtier.items.[]._id} (127 different values) img : string {Courtier.items.[].img} (54 different values) name : string {Courtier.items.[].name} (90 different values) sort : integer {Courtier.items.[].sort} (30 different values) system : object {Courtier.items.[].system} [autoHeightenLevel] : object {Courtier.items.[].system.autoHeightenLevel} [value] : mixed description : object {Courtier.items.[].system.description} value : string {Courtier.items.[].system.description.value} (70 different values) [prepared] : object {Courtier.items.[].system.prepared} flexible : boolean {Courtier.items.[].system.prepared.flexible} (same value: False) value : string {Courtier.items.[].system.prepared.value} (2 different values) spontaneous (x1) focus (x1) [proficiency] : object {Courtier.items.[].system.proficiency} value : integer {Courtier.items.[].system.proficiency.value} (same value: 0) publication : object {Courtier.items.[].system.publication} license : string {Courtier.items.[].system.publication.license} (same value: ORC) remaster : boolean {Courtier.items.[].system.publication.remaster} (same value: True) title : string {Courtier.items.[].system.publication.title} (6 different values) (x70) Pathfinder Player Core (x48) Pathfinder GM Core (x1) Pathfinder NPC Core (x3) Pathfinder Monster Core (x3) Pathfinder Bestiary (x2) rules : ###FoundryRulesObject### [slots] : object {Courtier.items.[].system.slots} [slot1] : object {Courtier.items.[].system.slots.slot1} max : integer {Courtier.items.[].system.slots.slot1.max} (same value: 3) value : integer {Courtier.items.[].system.slots.slot1.value} (same value: 3) [slot2] : object {Courtier.items.[].system.slots.slot2} max : integer {Courtier.items.[].system.slots.slot2.max} (same value: 3) value : integer {Courtier.items.[].system.slots.slot2.value} (same value: 3) [slot3] : object {Courtier.items.[].system.slots.slot3} max : integer {Courtier.items.[].system.slots.slot3.max} (same value: 2) value : integer {Courtier.items.[].system.slots.slot3.value} (same value: 2) [slug] : string {Courtier.items.[].system.slug} (43 different values) [spelldc] : object {Courtier.items.[].system.spelldc} dc : integer {Courtier.items.[].system.spelldc.dc} (same value: 22) mod : integer {Courtier.items.[].system.spelldc.mod} (same value: 0) value : integer {Courtier.items.[].system.spelldc.value} (same value: 14) [tradition] : object {Courtier.items.[].system.tradition} value : string {Courtier.items.[].system.tradition.value} (same value: occult) traits : object {Courtier.items.[].system.traits} [rarity] : string {Courtier.items.[].system.traits.rarity} (2 different values) uncommon (x6) common (x51) [traditions] : array {Courtier.items.[].system.traits.traditions} Length: min=0 max=4 Value type: string {Courtier.items.[].system.traits.traditions.[]} (4 different values) arcane (x9) occult (x14) divine (x10) primal (x3) [value] : array {Courtier.items.[].system.traits.value} Length: min=0 max=7 Value type: string {Courtier.items.[].system.traits.value.[]} (44 different values) [integrated] : mixed [area] : object {Courtier.items.[].system.area} type : string {Courtier.items.[].system.area.type} (2 different values) burst (x1) emanation (x3) value : integer {Courtier.items.[].system.area.value} (2 different values) 20 (x1) 60 (x3) [cost] : object {Courtier.items.[].system.cost} value : string {Courtier.items.[].system.cost.value} (same value: ) [counteraction] : boolean {Courtier.items.[].system.counteraction} (2 different values) False (x17) True (x1) [damage] : object {Courtier.items.[].system.damage} [0] : object {Courtier.items.[].system.damage.0} applyMod : boolean {Courtier.items.[].system.damage.0.applyMod} (same value: False) [category] : mixed formula : string {Courtier.items.[].system.damage.0.formula} (4 different values) 1d6 (x1) 1d4+1 (x1) 1d10+4 (x1) 2d4 (x1) kinds : array {Courtier.items.[].system.damage.0.kinds} Length: min=1 max=1 Value type: string {Courtier.items.[].system.damage.0.kinds.[]} (2 different values) damage (x3) healing (x1) materials : array<> {Courtier.items.[].system.damage.0.materials} Length: min=0 max=0 Value type: mixed type : string {Courtier.items.[].system.damage.0.type} (4 different values) mental (x1) force (x1) untyped (x1) void (x1) [damageType] : string {Courtier.items.[].system.damage.damageType} (2 different values) piercing (x9) slashing (x3) [dice] : integer {Courtier.items.[].system.damage.dice} (same value: 1) [die] : string {Courtier.items.[].system.damage.die} (4 different values) d4 (x5) d6 (x4) d8 (x2) d10 (x1) [formula] : string {Courtier.items.[].system.damage.formula} (same value: 1d8) [kind] : string {Courtier.items.[].system.damage.kind} (same value: healing) [type] : string {Courtier.items.[].system.damage.type} (same value: vitality) [defense] : object {Courtier.items.[].system.defense} save : object {Courtier.items.[].system.defense.save} basic : boolean {Courtier.items.[].system.defense.save.basic} (2 different values) False (x4) True (x2) statistic : string {Courtier.items.[].system.defense.save.statistic} (2 different values) will (x5) fortitude (x1) [duration] : object {Courtier.items.[].system.duration} sustained : boolean {Courtier.items.[].system.duration.sustained} (2 different values) True (x2) False (x16) value : string {Courtier.items.[].system.duration.value} (all different values) [level] : object {Courtier.items.[].system.level} value : integer {Courtier.items.[].system.level.value} (4 different values) 3 (x3) 2 (x5) 1 (x16) 0 (x33) [location] : object {Courtier.items.[].system.location} [heightenedLevel] : integer {Courtier.items.[].system.location.heightenedLevel} (3 different values) 3 (x2) 2 (x3) 1 (x4) value : string {Courtier.items.[].system.location.value} (2 different values) 2HONqJ3KSR0h25We (x14) cnmmUfSvnBHbPJ3N (x4) [signature] : boolean {Courtier.items.[].system.location.signature} (same value: True) [range] : object {Courtier.items.[].system.range} value : string {Courtier.items.[].system.range.value} (6 different values) 30 feet (x6) (x5) touch (x2) 60 feet (x2) 120 feet (x2) 10 feet (x1) [requirements] : string {Courtier.items.[].system.requirements} (same value: ) [target] : object {Courtier.items.[].system.target} value : string {Courtier.items.[].system.target.value} (6 different values) 1 creature (x5) (x7) 1 willing creature (x3) 1 object (cook, lift, or tidy only) (x1) 1 ally (x1) 1 living creature (x1) [time] : object {Courtier.items.[].system.time} value : string {Courtier.items.[].system.time.value} (5 different values) 2 (x11) 10 minutes (x1) 1 (x4) reaction (x1) 1 to 3 (x1) [heightening] : object {Courtier.items.[].system.heightening} [levels] : object {Courtier.items.[].system.heightening.levels} 5 : object {Courtier.items.[].system.heightening.levels.5} target : object {Courtier.items.[].system.heightening.levels.5.target} value : string {Courtier.items.[].system.heightening.levels.5.target.value} (same value: 10 creatures) type : string {Courtier.items.[].system.heightening.type} (2 different values) fixed (x1) interval (x3) damage : object {Courtier.items.[].system.heightening.damage} 0 : string {Courtier.items.[].system.heightening.damage.0} (3 different values) 1d6 (x1) 1d10+4 (x1) 1d4 (x1) interval : integer {Courtier.items.[].system.heightening.interval} (2 different values) 2 (x1) 1 (x2) [overlays] : object {Courtier.items.[].system.overlays} [baseItem] : string {Courtier.items.[].system.baseItem} (13 different values) dagger (x4) whip (x1) sword-cane (x1) bastard-sword (x1) spear (x1) steel-shield (x1) full-plate (x1) rapier (x2) halberd (x1) chain-mail (x1) leather-armor (x1) longsword (x1) half-plate (x1) [bonus] : object {Courtier.items.[].system.bonus} value : integer {Courtier.items.[].system.bonus.value} (10 different values) 0 (x12) 11 (x3) 5 (x5) 9 (x2) 18 (x1) 17 (x4) 10 (x2) 14 (x2) 16 (x4) 15 (x3) [bonusDamage] : object {Courtier.items.[].system.bonusDamage} value : integer {Courtier.items.[].system.bonusDamage.value} (same value: 0) [bulk] : object {Courtier.items.[].system.bulk} value : mixed float {Courtier.items.[].system.bulk.value} (same value: 0,1) integer {Courtier.items.[].system.bulk.value} (5 different values) 1 (x11) 0 (x5) 4 (x1) 2 (x2) 3 (x1) [category] : string {Courtier.items.[].system.category} (all different values) [containerId] : mixed [equipped] : object {Courtier.items.[].system.equipped} carryType : string {Courtier.items.[].system.equipped.carryType} (2 different values) worn (x30) held (x9) [handsHeld] : integer {Courtier.items.[].system.equipped.handsHeld} (3 different values) 0 (x18) 1 (x9) 2 (x1) [invested] : mixed [inSlot] : boolean {Courtier.items.[].system.equipped.inSlot} (same value: True) [group] : string {Courtier.items.[].system.group} (8 different values) knife (x4) flail (x1) sword (x5) spear (x1) plate (x2) polearm (x1) chain (x1) leather (x1) [hardness] : integer {Courtier.items.[].system.hardness} (2 different values) 0 (x38) 5 (x1) [hp] : object {Courtier.items.[].system.hp} max : integer {Courtier.items.[].system.hp.max} (2 different values) 0 (x38) 20 (x1) value : integer {Courtier.items.[].system.hp.value} (2 different values) 0 (x38) 20 (x1) [material] : object {Courtier.items.[].system.material} [grade] : mixed [type] : mixed [price] : object {Courtier.items.[].system.price} value : object {Courtier.items.[].system.price.value} [sp] : integer {Courtier.items.[].system.price.value.sp} (3 different values) 2 (x4) 1 (x4) 8 (x2) [gp] : integer {Courtier.items.[].system.price.value.gp} (all different values) [quantity] : integer {Courtier.items.[].system.quantity} (4 different values) 2 (x1) 1 (x36) 3 (x1) 4 (x1) [reload] : object {Courtier.items.[].system.reload} value : string {Courtier.items.[].system.reload.value} (2 different values) - (x6) (x6) [runes] : object {Courtier.items.[].system.runes} [potency] : integer {Courtier.items.[].system.runes.potency} (2 different values) 0 (x13) 1 (x3) [property] : array<> {Courtier.items.[].system.runes.property} Length: min=0 max=0 Value type: mixed [striking] : integer {Courtier.items.[].system.runes.striking} (same value: 0) [reinforcing] : integer {Courtier.items.[].system.runes.reinforcing} (same value: 0) [resilient] : integer {Courtier.items.[].system.runes.resilient} (same value: 0) [size] : string {Courtier.items.[].system.size} (same value: med) [splashDamage] : object {Courtier.items.[].system.splashDamage} value : integer {Courtier.items.[].system.splashDamage.value} (same value: 0) [usage] : object {Courtier.items.[].system.usage} [canBeAmmo] : boolean {Courtier.items.[].system.usage.canBeAmmo} (same value: False) value : string {Courtier.items.[].system.usage.value} (4 different values) held-in-one-hand (x15) worn (x6) held-in-two-hands (x7) other (x3) [uses] : object {Courtier.items.[].system.uses} autoDestroy : boolean {Courtier.items.[].system.uses.autoDestroy} (same value: True) max : integer {Courtier.items.[].system.uses.max} (same value: 1) value : integer {Courtier.items.[].system.uses.value} (same value: 1) [attackEffects] : object {Courtier.items.[].system.attackEffects} value : array<> {Courtier.items.[].system.attackEffects.value} Length: min=0 max=0 Value type: mixed [damageRolls] : object {Courtier.items.[].system.damageRolls} [kvhyx50a5yzc6rc3n09s] : object {Courtier.items.[].system.damageRolls.kvhyx50a5yzc6rc3n09s} damage : string {Courtier.items.[].system.damageRolls.kvhyx50a5yzc6rc3n09s.damage} (same value: 1d4+2) damageType : string {Courtier.items.[].system.damageRolls.kvhyx50a5yzc6rc3n09s.damageType} (same value: slashing) [xiz1kglm334zoswd11x7x] : object {Courtier.items.[].system.damageRolls.xiz1kglm334zoswd11x7x} damage : string {Courtier.items.[].system.damageRolls.xiz1kglm334zoswd11x7x.damage} (same value: 1d4+2) damageType : string {Courtier.items.[].system.damageRolls.xiz1kglm334zoswd11x7x.damageType} (same value: piercing) [RwSPVznXswpE2UsJ] : object {Courtier.items.[].system.damageRolls.RwSPVznXswpE2UsJ} damage : string {Courtier.items.[].system.damageRolls.RwSPVznXswpE2UsJ.damage} (same value: 1d4+4) damageType : string {Courtier.items.[].system.damageRolls.RwSPVznXswpE2UsJ.damageType} (same value: bludgeoning) [5Uidq3jHA5YJATDF] : object {Courtier.items.[].system.damageRolls.5Uidq3jHA5YJATDF} damage : string {Courtier.items.[].system.damageRolls.5Uidq3jHA5YJATDF.damage} (same value: 1d4) damageType : string {Courtier.items.[].system.damageRolls.5Uidq3jHA5YJATDF.damageType} (same value: bludgeoning) [PRjAuv0fRnJfQGsE] : object {Courtier.items.[].system.damageRolls.PRjAuv0fRnJfQGsE} damage : string {Courtier.items.[].system.damageRolls.PRjAuv0fRnJfQGsE.damage} (same value: 1d4) damageType : string {Courtier.items.[].system.damageRolls.PRjAuv0fRnJfQGsE.damageType} (same value: bludgeoning) [EeuatVe8wChAhXbH] : object {Courtier.items.[].system.damageRolls.EeuatVe8wChAhXbH} damage : string {Courtier.items.[].system.damageRolls.EeuatVe8wChAhXbH.damage} (same value: 1d6+3) damageType : string {Courtier.items.[].system.damageRolls.EeuatVe8wChAhXbH.damageType} (same value: piercing) [nNZ6b2RA4OJvl5yo] : object {Courtier.items.[].system.damageRolls.nNZ6b2RA4OJvl5yo} damage : string {Courtier.items.[].system.damageRolls.nNZ6b2RA4OJvl5yo.damage} (same value: 1d4+3) damageType : string {Courtier.items.[].system.damageRolls.nNZ6b2RA4OJvl5yo.damageType} (same value: bludgeoning) [AciGxsJg1UZWe8gs] : object {Courtier.items.[].system.damageRolls.AciGxsJg1UZWe8gs} damage : string {Courtier.items.[].system.damageRolls.AciGxsJg1UZWe8gs.damage} (same value: 1d4+2) damageType : string {Courtier.items.[].system.damageRolls.AciGxsJg1UZWe8gs.damageType} (same value: piercing) [ameeZYCspolXavQh] : object {Courtier.items.[].system.damageRolls.ameeZYCspolXavQh} damage : string {Courtier.items.[].system.damageRolls.ameeZYCspolXavQh.damage} (same value: 1d4+2) damageType : string {Courtier.items.[].system.damageRolls.ameeZYCspolXavQh.damageType} (same value: piercing) [HpVZa1Yk9imLndHG] : object {Courtier.items.[].system.damageRolls.HpVZa1Yk9imLndHG} damage : string {Courtier.items.[].system.damageRolls.HpVZa1Yk9imLndHG.damage} (same value: 1d4+2) damageType : string {Courtier.items.[].system.damageRolls.HpVZa1Yk9imLndHG.damageType} (same value: bludgeoning) [iFmV2p9GkaNUQO6H] : object {Courtier.items.[].system.damageRolls.iFmV2p9GkaNUQO6H} damage : string {Courtier.items.[].system.damageRolls.iFmV2p9GkaNUQO6H.damage} (same value: 1d8+10) damageType : string {Courtier.items.[].system.damageRolls.iFmV2p9GkaNUQO6H.damageType} (same value: slashing) [KQupaVhStV4ptPgu] : object {Courtier.items.[].system.damageRolls.KQupaVhStV4ptPgu} damage : string {Courtier.items.[].system.damageRolls.KQupaVhStV4ptPgu.damage} (same value: 1d6+10) damageType : string {Courtier.items.[].system.damageRolls.KQupaVhStV4ptPgu.damageType} (same value: piercing) [JFusGKx5pDqFwX2j] : object {Courtier.items.[].system.damageRolls.JFusGKx5pDqFwX2j} damage : string {Courtier.items.[].system.damageRolls.JFusGKx5pDqFwX2j.damage} (same value: 1d6+10) damageType : string {Courtier.items.[].system.damageRolls.JFusGKx5pDqFwX2j.damageType} (same value: piercing) [12nK84ZzOsRwF53S] : object {Courtier.items.[].system.damageRolls.12nK84ZzOsRwF53S} damage : string {Courtier.items.[].system.damageRolls.12nK84ZzOsRwF53S.damage} (same value: 1d4+10) damageType : string {Courtier.items.[].system.damageRolls.12nK84ZzOsRwF53S.damageType} (same value: bludgeoning) [jpays66hr8ax3vua3cv4s] : object {Courtier.items.[].system.damageRolls.jpays66hr8ax3vua3cv4s} damage : string {Courtier.items.[].system.damageRolls.jpays66hr8ax3vua3cv4s.damage} (same value: 1d6+6) damageType : string {Courtier.items.[].system.damageRolls.jpays66hr8ax3vua3cv4s.damageType} (same value: piercing) [6r674bim5t3pxgn58ufrz] : object {Courtier.items.[].system.damageRolls.6r674bim5t3pxgn58ufrz} damage : string {Courtier.items.[].system.damageRolls.6r674bim5t3pxgn58ufrz.damage} (same value: 1d4+6) damageType : string {Courtier.items.[].system.damageRolls.6r674bim5t3pxgn58ufrz.damageType} (same value: bludgeoning) [lrrtczd7qfzmqzuu5u0tb] : object {Courtier.items.[].system.damageRolls.lrrtczd7qfzmqzuu5u0tb} damage : string {Courtier.items.[].system.damageRolls.lrrtczd7qfzmqzuu5u0tb.damage} (same value: 1d10+7) damageType : string {Courtier.items.[].system.damageRolls.lrrtczd7qfzmqzuu5u0tb.damageType} (same value: piercing) [q24wvhxhgwjuchc64t2a9] : object {Courtier.items.[].system.damageRolls.q24wvhxhgwjuchc64t2a9} damage : string {Courtier.items.[].system.damageRolls.q24wvhxhgwjuchc64t2a9.damage} (same value: 1d4+7) damageType : string {Courtier.items.[].system.damageRolls.q24wvhxhgwjuchc64t2a9.damageType} (same value: bludgeoning) [ilq6pyjcjkpz2bhtjklyrl] : object {Courtier.items.[].system.damageRolls.ilq6pyjcjkpz2bhtjklyrl} damage : string {Courtier.items.[].system.damageRolls.ilq6pyjcjkpz2bhtjklyrl.damage} (same value: 1d6+7) damageType : string {Courtier.items.[].system.damageRolls.ilq6pyjcjkpz2bhtjklyrl.damageType} (same value: piercing) [FXkJtglkJ5LD0HsB] : object {Courtier.items.[].system.damageRolls.FXkJtglkJ5LD0HsB} damage : string {Courtier.items.[].system.damageRolls.FXkJtglkJ5LD0HsB.damage} (same value: 1d4+7) damageType : string {Courtier.items.[].system.damageRolls.FXkJtglkJ5LD0HsB.damageType} (same value: piercing) [j4NyIbEZ7yASxkJu] : object {Courtier.items.[].system.damageRolls.j4NyIbEZ7yASxkJu} damage : string {Courtier.items.[].system.damageRolls.j4NyIbEZ7yASxkJu.damage} (same value: 1d4+7) damageType : string {Courtier.items.[].system.damageRolls.j4NyIbEZ7yASxkJu.damageType} (same value: piercing) [GFAfKh8QHtZAtK9z] : object {Courtier.items.[].system.damageRolls.GFAfKh8QHtZAtK9z} damage : string {Courtier.items.[].system.damageRolls.GFAfKh8QHtZAtK9z.damage} (same value: 1d4+7) damageType : string {Courtier.items.[].system.damageRolls.GFAfKh8QHtZAtK9z.damageType} (same value: bludgeoning) [mu6rimnBZKnUTBiG] : object {Courtier.items.[].system.damageRolls.mu6rimnBZKnUTBiG} damage : string {Courtier.items.[].system.damageRolls.mu6rimnBZKnUTBiG.damage} (same value: 1d8+11) damageType : string {Courtier.items.[].system.damageRolls.mu6rimnBZKnUTBiG.damageType} (same value: slashing) [F6zlwtZWeRQ4eve7] : object {Courtier.items.[].system.damageRolls.F6zlwtZWeRQ4eve7} damage : string {Courtier.items.[].system.damageRolls.F6zlwtZWeRQ4eve7.damage} (same value: 1d4+11) damageType : string {Courtier.items.[].system.damageRolls.F6zlwtZWeRQ4eve7.damageType} (same value: piercing) [xcDFb8EnBJAK217L] : object {Courtier.items.[].system.damageRolls.xcDFb8EnBJAK217L} damage : string {Courtier.items.[].system.damageRolls.xcDFb8EnBJAK217L.damage} (same value: 1d4+11) damageType : string {Courtier.items.[].system.damageRolls.xcDFb8EnBJAK217L.damageType} (same value: piercing) CET4AU6S1oTenrMZ : object {Courtier.items.[].system.damageRolls.CET4AU6S1oTenrMZ} damage : string {Courtier.items.[].system.damageRolls.CET4AU6S1oTenrMZ.damage} (same value: 1d4+11) damageType : string {Courtier.items.[].system.damageRolls.CET4AU6S1oTenrMZ.damageType} (same value: bludgeoning) [actionType] : object {Courtier.items.[].system.actionType} value : string {Courtier.items.[].system.actionType.value} (3 different values) passive (x16) action (x11) reaction (x5) [actions] : object {Courtier.items.[].system.actions} [value] : integer {Courtier.items.[].system.actions.value} (2 different values) 1 (x10) 2 (x1) [mod] : object {Courtier.items.[].system.mod} value : integer {Courtier.items.[].system.mod.value} (6 different values) 12 (x1) 13 (x4) 15 (x1) 8 (x1) 16 (x1) 14 (x2) [proficient] : object {Courtier.items.[].system.proficient} value : integer {Courtier.items.[].system.proficient.value} (same value: 0) [acBonus] : integer {Courtier.items.[].system.acBonus} (5 different values) 2 (x1) 6 (x1) 4 (x1) 1 (x1) 5 (x1) [speedPenalty] : integer {Courtier.items.[].system.speedPenalty} (3 different values) 0 (x2) -10 (x2) -5 (x1) [checkPenalty] : integer {Courtier.items.[].system.checkPenalty} (3 different values) -3 (x2) -2 (x1) -1 (x1) [dexCap] : integer {Courtier.items.[].system.dexCap} (3 different values) 0 (x1) 1 (x2) 4 (x1) [strength] : integer {Courtier.items.[].system.strength} (3 different values) 4 (x1) 3 (x2) 0 (x1) [frequency] : object {Courtier.items.[].system.frequency} max : integer {Courtier.items.[].system.frequency.max} (same value: 1) per : string {Courtier.items.[].system.frequency.per} (2 different values) round (x2) day (x1) value : integer {Courtier.items.[].system.frequency.value} (same value: 1) [deathNote] : boolean {Courtier.items.[].system.deathNote} (same value: True) type : string {Courtier.items.[].type} (11 different values) spellcastingEntry (x2) spell (x18) weapon (x12) equipment (x18) consumable (x1) melee (x26) action (x32) lore (x10) treasure (x3) shield (x1) armor (x4) [_stats] : object {Courtier.items.[]._stats} compendiumSource : string {Courtier.items.[]._stats.compendiumSource} (44 different values) [flags] : object {Courtier.items.[].flags} pf2e : object {Courtier.items.[].flags.pf2e} linkedWeapon : string {Courtier.items.[].flags.pf2e.linkedWeapon} (12 different values) tXbnCwNjwgocZ1g5 (x1) itOnQERbGYDW1wyL (x1) cs5Mt6nyq7ec0Coj (x1) vfMxMVHaYQQ23y3A (x2) dC7etJKkewBMvZaV (x1) qFdWzYAQnOJHfZm4 (x2) 2pjdLpOsf10e25Mu (x1) AzW3lAdl85pHjlFf (x1) ro3cy6ShC6y96iaD (x1) QN5SfbKynr9nRsLb (x2) d73ksoaVgldu1VLZ (x1) mSRsnZspi9eKGUpu (x2) name : string {Courtier.name} (all different values) system : object {Courtier.system} abilities : object {Courtier.system.abilities} cha : object {Courtier.system.abilities.cha} mod : integer {Courtier.system.abilities.cha.mod} (6 different values) 5 (x1) 2 (x2) 4 (x3) 3 (x1) 1 (x1) 0 (x1) con : object {Courtier.system.abilities.con} mod : integer {Courtier.system.abilities.con.mod} (4 different values) -1 (x2) 0 (x4) 3 (x2) 1 (x1) dex : object {Courtier.system.abilities.dex} mod : integer {Courtier.system.abilities.dex.mod} (4 different values) 2 (x3) 1 (x2) 3 (x3) 4 (x1) int : object {Courtier.system.abilities.int} mod : integer {Courtier.system.abilities.int.mod} (6 different values) 3 (x1) 5 (x1) 2 (x3) 4 (x1) 0 (x2) 1 (x1) str : object {Courtier.system.abilities.str} mod : integer {Courtier.system.abilities.str.mod} (5 different values) 0 (x4) -1 (x1) 4 (x2) 2 (x1) 3 (x1) wis : object {Courtier.system.abilities.wis} mod : integer {Courtier.system.abilities.wis.mod} (2 different values) 3 (x5) 2 (x4) attributes : object {Courtier.system.attributes} ac : object {Courtier.system.attributes.ac} details : string {Courtier.system.attributes.ac.details} (2 different values) (x8) (27 with shield raised) (x1) value : integer {Courtier.system.attributes.ac.value} (7 different values) 21 (x2) 13 (x2) 17 (x1) 25 (x1) 18 (x1) 23 (x1) 24 (x1) allSaves : object {Courtier.system.attributes.allSaves} value : string {Courtier.system.attributes.allSaves.value} (same value: ) hp : object {Courtier.system.attributes.hp} details : string {Courtier.system.attributes.hp.details} (same value: ) max : integer {Courtier.system.attributes.hp.max} (8 different values) 60 (x2) 7 (x1) 25 (x1) 12 (x1) 110 (x1) 50 (x1) 90 (x1) 85 (x1) temp : integer {Courtier.system.attributes.hp.temp} (same value: 0) value : integer {Courtier.system.attributes.hp.value} (8 different values) 60 (x2) 7 (x1) 25 (x1) 12 (x1) 110 (x1) 50 (x1) 90 (x1) 85 (x1) speed : object {Courtier.system.attributes.speed} otherSpeeds : array<> {Courtier.system.attributes.speed.otherSpeeds} Length: min=0 max=0 Value type: mixed value : integer {Courtier.system.attributes.speed.value} (same value: 25) [weaknesses] : array<> {Courtier.system.attributes.weaknesses} Length: min=0 max=0 Value type: mixed details : object {Courtier.system.details} blurb : string {Courtier.system.details.blurb} (same value: ) languages : object {Courtier.system.details.languages} details : string {Courtier.system.details.languages.details} (2 different values) (x7) plus two additional languages (x2) value : array {Courtier.system.details.languages.value} Length: min=1 max=1 Value type: string {Courtier.system.details.languages.value.[]} (same value: common) level : object {Courtier.system.details.level} value : integer {Courtier.system.details.level.value} (8 different values) 5 (x1) -1 (x1) 2 (x1) 0 (x1) 7 (x1) 3 (x1) 4 (x1) 6 (x2) privateNotes : string {Courtier.system.details.privateNotes} (same value: ) publicNotes : string {Courtier.system.details.publicNotes} (all different values) publication : object {Courtier.system.details.publication} license : string {Courtier.system.details.publication.license} (same value: ORC) remaster : boolean {Courtier.system.details.publication.remaster} (same value: True) title : string {Courtier.system.details.publication.title} (same value: Pathfinder NPC Core) initiative : object {Courtier.system.initiative} statistic : string {Courtier.system.initiative.statistic} (same value: perception) perception : object {Courtier.system.perception} details : string {Courtier.system.perception.details} (3 different values) (x6) (+13 to Sense Motive) (x2) (+14 when rolling initiative) (x1) mod : integer {Courtier.system.perception.mod} (7 different values) 14 (x2) 7 (x2) 9 (x1) 13 (x1) 11 (x1) 12 (x1) 15 (x1) senses : array<> {Courtier.system.perception.senses} Length: min=0 max=0 Value type: mixed resources : object {Courtier.system.resources} [focus] : object {Courtier.system.resources.focus} max : integer {Courtier.system.resources.focus.max} (same value: 1) value : integer {Courtier.system.resources.focus.value} (same value: 0) saves : object {Courtier.system.saves} fortitude : object {Courtier.system.saves.fortitude} saveDetail : string {Courtier.system.saves.fortitude.saveDetail} (same value: ) value : integer {Courtier.system.saves.fortitude.value} (6 different values) 8 (x1) 3 (x1) 6 (x2) 2 (x1) 14 (x1) 12 (x3) reflex : object {Courtier.system.saves.reflex} saveDetail : string {Courtier.system.saves.reflex.saveDetail} (same value: ) value : integer {Courtier.system.saves.reflex.value} (7 different values) 11 (x1) 5 (x1) 7 (x1) 3 (x1) 14 (x2) 10 (x2) 16 (x1) will : object {Courtier.system.saves.will} saveDetail : string {Courtier.system.saves.will.saveDetail} (same value: ) value : integer {Courtier.system.saves.will.value} (6 different values) 14 (x2) 9 (x1) 11 (x3) 13 (x1) 10 (x1) 16 (x1) skills : object {Courtier.system.skills} [deception] : object {Courtier.system.skills.deception} base : integer {Courtier.system.skills.deception.base} (5 different values) 14 (x1) 12 (x2) 13 (x1) 10 (x1) 16 (x1) [diplomacy] : object {Courtier.system.skills.diplomacy} base : integer {Courtier.system.skills.diplomacy.base} (5 different values) 14 (x2) 12 (x3) 15 (x1) 10 (x1) 8 (x1) [occultism] : object {Courtier.system.skills.occultism} base : integer {Courtier.system.skills.occultism.base} (same value: 10) [performance] : object {Courtier.system.skills.performance} base : integer {Courtier.system.skills.performance.base} (2 different values) 12 (x1) 13 (x1) [society] : object {Courtier.system.skills.society} base : integer {Courtier.system.skills.society.base} (6 different values) 12 (x1) 9 (x1) 10 (x2) 15 (x1) 13 (x1) 14 (x1) intimidation : object {Courtier.system.skills.intimidation} base : integer {Courtier.system.skills.intimidation.base} (5 different values) 7 (x1) 16 (x1) 9 (x1) 8 (x1) 14 (x2) [athletics] : object {Courtier.system.skills.athletics} base : integer {Courtier.system.skills.athletics.base} (3 different values) 17 (x1) 14 (x1) 13 (x1) [acrobatics] : object {Courtier.system.skills.acrobatics} base : integer {Courtier.system.skills.acrobatics.base} (same value: 14) [stealth] : object {Courtier.system.skills.stealth} base : integer {Courtier.system.skills.stealth.base} (same value: 16) [thievery] : object {Courtier.system.skills.thievery} base : integer {Courtier.system.skills.thievery.base} (same value: 14) traits : object {Courtier.system.traits} rarity : string {Courtier.system.traits.rarity} (same value: common) size : object {Courtier.system.traits.size} value : string {Courtier.system.traits.size.value} (same value: med) value : array {Courtier.system.traits.value} Length: min=2 max=2 Value type: string {Courtier.system.traits.value.[]} (2 different values) human (x9) humanoid (x9) type : string {Courtier.type} (same value: npc)