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/npc.svg' (x7) 'systems/pf2e/icons/default-icons/hazard.svg' (x4) items : array {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) 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} [acBonus] : integer {3-02.items.[].system.acBonus} (2 different values) 2 (x2) 1 (x2) [actionType] : object {3-02.items.[].system.actionType} value : string {3-02.items.[].system.actionType.value} (4 different values) 'passive' (x11) 'action' (x6) 'reaction' (x4) 'free' (x2) [actions] : object {3-02.items.[].system.actions} [value] : integer {3-02.items.[].system.actions.value} (2 different values) 2 (x4) 1 (x2) [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: empty [baseItem] : string {3-02.items.[].system.baseItem} (6 different values) 'hand-crossbow' (x2) 'shortsword' (x2) 'studded-leather-armor' (x2) 'leather-armor' (x2) 'light-mace' (x1) 'warhammer' (x1) [bonus] : object {3-02.items.[].system.bonus} value : integer {3-02.items.[].system.bonus.value} (9 different values) 0 (x6) 11 (x3) 7 (x3) 13 (x1) 16 (x1) 12 (x1) 15 (x1) 9 (x1) 6 (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) [category] : string {3-02.items.[].system.category} (7 different values) 'offensive' (x10) 'defensive' (x5) 'light' (x4) 'simple' (x3) 'martial' (x3) 'interaction' (x2) 'ammo' (x2) [checkPenalty] : integer {3-02.items.[].system.checkPenalty} (same value: -1) [containerId] : empty [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) [damageRolls] : object {3-02.items.[].system.damageRolls} [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') [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') 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') [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') [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') [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') [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') [deathNote] : boolean {3-02.items.[].system.deathNote} (same value: True) description : object {3-02.items.[].system.description} value : string {3-02.items.[].system.description.value} (23 different values) [dexCap] : integer {3-02.items.[].system.dexCap} (2 different values) 3 (x2) 4 (x2) [mod] : object {3-02.items.[].system.mod} value : integer {3-02.items.[].system.mod.value} (2 different values) 10 (x1) 13 (x1) 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 Core Rulebook' (x12) 'Pathfinder Bestiary' (x6) 'Pathfinder Bestiary 2' (x2) [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) [inSlot] : boolean {3-02.items.[].system.equipped.inSlot} (same value: True) [invested] : empty [group] : string {3-02.items.[].system.group} (5 different values) 'leather' (x4) 'crossbow' (x2) 'sword' (x2) '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] : empty [type] : empty [price] : object {3-02.items.[].system.price} [per] : integer {3-02.items.[].system.price.per} (same value: 10) 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) rules : ignored (Foundry rules object) {3-02.items.[].system.rules} [proficient] : object {3-02.items.[].system.proficient} value : integer {3-02.items.[].system.proficient.value} (same value: 0) [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) '' (x4) '1' (x2) [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: empty [resilient] : integer {3-02.items.[].system.runes.resilient} (same value: 0) [striking] : integer {3-02.items.[].system.runes.striking} (same value: 0) [size] : string {3-02.items.[].system.size} (same value: 'med') [slug] : string {3-02.items.[].system.slug} (all different values) [speedPenalty] : integer {3-02.items.[].system.speedPenalty} (same value: 0) [splashDamage] : object {3-02.items.[].system.splashDamage} value : integer {3-02.items.[].system.splashDamage.value} (same value: 0) [stackGroup] : string {3-02.items.[].system.stackGroup} (same value: 'bolts') [strength] : integer {3-02.items.[].system.strength} (2 different values) 1 (x2) 0 (x2) [traits] : object {3-02.items.[].system.traits} rarity : string {3-02.items.[].system.traits.rarity} (same value: 'common') value : array {3-02.items.[].system.traits.value} Length: min=0 max=5 Value type: string {3-02.items.[].system.traits.value.[]} (18 different values) [usage] : object {3-02.items.[].system.usage} value : string {3-02.items.[].system.usage.value} (same value: 'held-in-one-hand') [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) [weaponType] : object {3-02.items.[].system.weaponType} value : string {3-02.items.[].system.weaponType.value} (2 different values) 'melee' (x10) 'ranged' (x2) type : string {3-02.items.[].type} (6 different values) 'action' (x23) 'melee' (x12) 'weapon' (x6) 'armor' (x4) 'lore' (x2) 'consumable' (x2) [_stats] : object {3-02.items.[]._stats} compendiumSource : string {3-02.items.[]._stats.compendiumSource} (12 different values) [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} [details] : string {3-02.system.attributes.ac.details} (2 different values) '' (x6) '(16 when broken); construct armor' (x1) value : integer {3-02.system.attributes.ac.value} (6 different values) 0 (x4) 18 (x2) 15 (x2) 20 (x1) 23 (x1) 16 (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) 25 (x2) 30 (x1) 60 (x1) 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) 25 (x2) 30 (x1) 60 (x1) 18 (x1) 45 (x1) 8 (x1) [allSaves] : object {3-02.system.attributes.allSaves} value : string {3-02.system.attributes.allSaves.value} (same value: '') [immunities] : array {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 {3-02.system.attributes.resistances} Length: min=1 max=1 Value type: object {3-02.system.attributes.resistances.[]} doubleVs : array {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 {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 {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) 25 (x4) 0 (x2) 20 (x1) [stealth] : object {3-02.system.attributes.stealth} details : string {3-02.system.attributes.stealth.details} (same value: '

(trained)

') value : integer {3-02.system.attributes.stealth.value} (3 different values) 10 (x2) 7 (x1) 13 (x1) [creatureType] : string {3-02.system.creatureType} (same value: '') details : object {3-02.system.details} [description] : string {3-02.system.details.description} (2 different values) '

Magical sensors detect when a creature enters the chamber.

' (x2) '

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.

' (x2) [disable] : string {3-02.system.details.disable} (4 different values) [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) 3 (x3) 4 (x1) 6 (x1) 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') [blurb] : string {3-02.system.details.blurb} (2 different values) '' (x5) 'Variant ghost' (x2) [languages] : object {3-02.system.details.languages} details : string {3-02.system.details.languages.details} (same value: '') value : array {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) [reset] : string {3-02.system.details.reset} (2 different values) '

The storm continues raging for 1 minute unless disabled, and then dissipates, returning after 1 week.

' (x2) '

The haunt lasts until disabled. It re-forms after 1 hour unless Eloise\'s ghost is put to permanent rest.

' (x2) [routine] : string {3-02.system.details.routine} (3 different values) '

(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.

' (x2) '

(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.

' (x1) '

(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.

' (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) 6 (x3) 11 (x2) 14 (x1) 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: empty 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 {3-02.system.traits.value} Length: min=1 max=7 Value type: string {3-02.system.traits.value.[]} (12 different values) [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) 0 (x2) 4 (x1) -5 (x1) con : object {3-02.system.abilities.con} mod : integer {3-02.system.abilities.con.mod} (5 different values) 0 (x2) 3 (x2) 4 (x1) 2 (x1) 1 (x1) dex : object {3-02.system.abilities.dex} mod : integer {3-02.system.abilities.dex.mod} (4 different values) 3 (x3) 4 (x2) 0 (x1) 1 (x1) int : object {3-02.system.abilities.int} mod : integer {3-02.system.abilities.int.mod} (3 different values) 0 (x4) -1 (x2) -5 (x1) str : object {3-02.system.abilities.str} mod : integer {3-02.system.abilities.str.mod} (5 different values) -5 (x2) 2 (x2) 3 (x1) 0 (x1) 4 (x1) wis : object {3-02.system.abilities.wis} mod : integer {3-02.system.abilities.wis.mod} (3 different values) 1 (x4) 2 (x2) 0 (x1) [customModifiers] : object {3-02.system.customModifiers} [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) 6 (x2) 10 (x1) 13 (x1) 8 (x1) 2 (x1) 5 (x1) senses : array {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} acrobatics : object {3-02.system.skills.acrobatics} base : integer {3-02.system.skills.acrobatics.base} (same value: 4) athletics : object {3-02.system.skills.athletics} base : integer {3-02.system.skills.athletics.base} (4 different values) 7 (x2) 9 (x1) 3 (x1) 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) [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) type : string {3-02.type} (2 different values) 'npc' (x7) 'hazard' (x4) [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)