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/npc.svg' (x4) 'systems/pf2e/icons/default-icons/hazard.svg' (x2) items : array {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) 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) 'passive' (x16) 'action' (x8) 'reaction' (x5) 'free' (x2) [actions] : object {3-18.items.[].system.actions} [value] : integer {3-18.items.[].system.actions.value} (same value: 1) [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) [attack] : object {3-18.items.[].system.attack} value : string {3-18.items.[].system.attack.value} (same value: '') [attackEffects] : object {3-18.items.[].system.attackEffects} [custom] : string {3-18.items.[].system.attackEffects.custom} (same value: '') value : array {3-18.items.[].system.attackEffects.value} Length: min=0 max=1 Value type: string {3-18.items.[].system.attackEffects.value.[]} (same value: 'grab') [autoHeightenLevel] : object {3-18.items.[].system.autoHeightenLevel} [value] : integer {3-18.items.[].system.autoHeightenLevel.value} (same value: 3) [baseItem] : empty [bonus] : object {3-18.items.[].system.bonus} value : integer {3-18.items.[].system.bonus.value} (5 different values) 12 (x2) 7 (x2) 11 (x2) 9 (x1) 10 (x1) [bulk] : object {3-18.items.[].system.bulk} 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) value : mixed integer {3-18.items.[].system.bulk.value} (same value: 0) float {3-18.items.[].system.bulk.value} (same value: 0,1) [category] : string {3-18.items.[].system.category} (3 different values) 'offensive' (x11) 'defensive' (x10) 'interaction' (x6) [collapsed] : boolean {3-18.items.[].system.collapsed} (same value: False) [containerId] : string {3-18.items.[].system.containerId} (same value: '03xYDU65ZFGg51Cj') [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} applyMod : boolean {3-18.items.[].system.damage.0.applyMod} (same value: False) [category] : empty formula : string {3-18.items.[].system.damage.0.formula} (2 different values) '2d10' (x1) '2d12' (x1) kinds : array {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: empty type : string {3-18.items.[].system.damage.0.type} (2 different values) 'sonic' (x1) 'electricity' (x1) description : object {3-18.items.[].system.description} value : string {3-18.items.[].system.description.value} (36 different values) [damageRolls] : object {3-18.items.[].system.damageRolls} [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) [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') [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') 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') [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') 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') [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) '' (x15) '1 minute' (x4) '10 minutes' (x2) [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] : empty [hardness] : integer {3-18.items.[].system.hardness} (same value: 0) [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) 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) [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') [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') type : string {3-18.items.[].system.heightening.type} (2 different values) 'fixed' (x5) 'interval' (x2) [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) [level] : object {3-18.items.[].system.level} value : integer {3-18.items.[].system.level.value} (5 different values) 1 (x14) 2 (x3) 0 (x2) 4 (x2) 3 (x2) [location] : object {3-18.items.[].system.location} [heightenedLevel] : integer {3-18.items.[].system.location.heightenedLevel} (4 different values) 4 (x2) 2 (x2) 1 (x2) 3 (x2) value : string {3-18.items.[].system.location.value} (3 different values) 'vOyLFx2UiIb7zGUd' (x14) 'VKqHnTDh4E88cAGN' (x4) 'yJQPOJWQ9CgjBAex' (x3) [material] : object {3-18.items.[].system.material} [grade] : empty [type] : empty [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') [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) [proficiency] : object {3-18.items.[].system.proficiency} value : integer {3-18.items.[].system.proficiency.value} (2 different values) 0 (x2) 1 (x2) 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) [range] : object {3-18.items.[].system.range} value : string {3-18.items.[].system.range.value} (all different values) rules : ignored (Foundry rules object) {3-18.items.[].system.rules} [quantity] : integer {3-18.items.[].system.quantity} (2 different values) 5 (x1) 1 (x1) [requirements] : string {3-18.items.[].system.requirements} (same value: '') [showSlotlessLevels] : object {3-18.items.[].system.showSlotlessLevels} value : boolean {3-18.items.[].system.showSlotlessLevels.value} (same value: False) [size] : string {3-18.items.[].system.size} (2 different values) 'med' (x1) 'tiny' (x1) [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 {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 {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) [slug] : string {3-18.items.[].system.slug} (20 different values) [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) [stowing] : boolean {3-18.items.[].system.stowing} (same value: False) [target] : object {3-18.items.[].system.target} value : string {3-18.items.[].system.target.value} (7 different values) '' (x7) '1 creature' (x4) '1 unattended object of light Bulk or less' (x3) '1 object of Bulk 1 or less' (x2) '1 object (cook, lift, or tidy only)' (x2) '1 creature touched' (x2) '1 unattended object' (x1) [time] : object {3-18.items.[].system.time} value : string {3-18.items.[].system.time.value} (same value: '2') [tradition] : object {3-18.items.[].system.tradition} value : string {3-18.items.[].system.tradition.value} (2 different values) 'divine' (x3) 'primal' (x1) [traits] : object {3-18.items.[].system.traits} rarity : string {3-18.items.[].system.traits.rarity} (2 different values) 'common' (x60) 'uncommon' (x2) [traditions] : array {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) 'occult' (x16) 'primal' (x11) 'divine' (x6) value : array {3-18.items.[].system.traits.value} Length: min=0 max=5 Value type: string {3-18.items.[].system.traits.value.[]} (23 different values) [usage] : object {3-18.items.[].system.usage} value : string {3-18.items.[].system.usage.value} (same value: 'held-in-one-hand') [weaponType] : object {3-18.items.[].system.weaponType} value : string {3-18.items.[].system.weaponType.value} (2 different values) 'melee' (x7) 'ranged' (x1) 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) name : string {3-18.name} (all different values) system : object {3-18.system} abilities : object {3-18.system.abilities} cha : object {3-18.system.abilities.cha} mod : integer {3-18.system.abilities.cha.mod} (3 different values) 3 (x2) -2 (x1) 1 (x1) 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) 4 (x3) 3 (x1) int : object {3-18.system.abilities.int} mod : integer {3-18.system.abilities.int.mod} (3 different values) 3 (x2) 1 (x1) -1 (x1) 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) 1 (x2) 2 (x1) -1 (x1) attributes : object {3-18.system.attributes} ac : object {3-18.system.attributes.ac} details : string {3-18.system.attributes.ac.details} (same value: '') value : integer {3-18.system.attributes.ac.value} (4 different values) 0 (x2) 18 (x2) 15 (x1) 20 (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) [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) resistances : array {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) speed : object {3-18.system.attributes.speed} details : string {3-18.system.attributes.speed.details} (same value: 'freedom of movement') otherSpeeds : array {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) [stealth] : object {3-18.system.attributes.stealth} details : string {3-18.system.attributes.stealth.details} (same value: '

(trained)

') value : integer {3-18.system.attributes.stealth.value} (2 different values) 10 (x1) 7 (x1) weaknesses : array {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) [creatureType] : string {3-18.system.creatureType} (same value: '') details : object {3-18.system.details} blurb : string {3-18.system.details.blurb} (same value: '') [description] : string {3-18.system.details.description} (same value: '

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.

') [disable] : string {3-18.system.details.disable} (2 different values) '

@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.

' (x1) '

@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.

' (x1) [isComplex] : boolean {3-18.system.details.isComplex} (same value: True) languages : object {3-18.system.details.languages} details : string {3-18.system.details.languages.details} (same value: '') value : array {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) 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) privateNotes : string {3-18.system.details.privateNotes} (same value: '') publicNotes : string {3-18.system.details.publicNotes} (3 different values) '' (x2) '

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.


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.

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.

' (x1) '

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.

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.

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.

' (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: '

The trap deactivates after 1 minute, destroying all of the food. If left untouched, it resets automatically in 24 hours.

') [routine] : string {3-18.system.details.routine} (same value: '

(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.

') 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 {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) 'darkvision' (x3) 'low-light-vision' (x1) 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) 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) 9 (x2) 5 (x1) 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) 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 {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 {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) [acrobatics] : object {3-18.system.skills.acrobatics} base : integer {3-18.system.skills.acrobatics.base} (same value: 8) 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) [intimidation] : object {3-18.system.skills.intimidation} base : integer {3-18.system.skills.intimidation.base} (same value: 7) religion : object {3-18.system.skills.religion} base : integer {3-18.system.skills.religion.base} (2 different values) 6 (x1) 9 (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) [statusEffects] : array<> {3-18.system.statusEffects} Length: min=0 max=0 Value type: empty 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 {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) type : string {3-18.type} (2 different values) 'npc' (x4) 'hazard' (x2) [prototypeToken] : object {3-18.prototypeToken} name : string {3-18.prototypeToken.name} (2 different values) 'Grimple' (x1) 'Nuglub' (x1)