Military Different values: 11 ===================================== object {Military} _id : string {Military._id} (all different values) folder : string {Military.folder} (same value: 'O6vDDIyHvNzBClS1') img : string {Military.img} (same value: 'systems/pf2e/icons/default-icons/npc.svg') items : array {Military.items} Length: min=5 max=36 Value type: object {Military.items.[]} _id : string {Military.items.[]._id} (129 different values) [_stats] : object {Military.items.[]._stats} compendiumSource : string {Military.items.[]._stats.compendiumSource} (51 different values) img : string {Military.items.[].img} (54 different values) name : string {Military.items.[].name} (91 different values) sort : integer {Military.items.[].sort} (36 different values) system : object {Military.items.[].system} [acBonus] : integer {Military.items.[].system.acBonus} (3 different values) 2 (x5) 4 (x1) 6 (x1) [actionType] : object {Military.items.[].system.actionType} value : string {Military.items.[].system.actionType.value} (4 different values) 'passive' (x24) 'action' (x22) 'reaction' (x4) 'free' (x1) [actions] : object {Military.items.[].system.actions} [value] : integer {Military.items.[].system.actions.value} (3 different values) 1 (x12) 2 (x7) 3 (x3) [area] : object {Military.items.[].system.area} type : string {Military.items.[].system.area.type} (2 different values) 'burst' (x3) 'emanation' (x1) value : integer {Military.items.[].system.area.value} (2 different values) 20 (x3) 30 (x1) [attackEffects] : object {Military.items.[].system.attackEffects} value : array<> {Military.items.[].system.attackEffects.value} Length: min=0 max=0 Value type: empty [autoHeightenLevel] : object {Military.items.[].system.autoHeightenLevel} [value] : empty [baseItem] : string {Military.items.[].system.baseItem} (16 different values) [bonus] : object {Military.items.[].system.bonus} value : integer {Military.items.[].system.bonus.value} (all different values) [bonusDamage] : object {Military.items.[].system.bonusDamage} value : integer {Military.items.[].system.bonusDamage.value} (same value: 0) [bulk] : object {Military.items.[].system.bulk} value : mixed integer {Military.items.[].system.bulk.value} (3 different values) 1 (x10) 2 (x4) 4 (x1) float {Military.items.[].system.bulk.value} (same value: 0,1) [category] : string {Military.items.[].system.category} (9 different values) 'offensive' (x27) 'defensive' (x20) 'martial' (x6) 'simple' (x5) 'interaction' (x4) 'light' (x3) 'ammo' (x3) 'medium' (x1) 'heavy' (x1) [checkPenalty] : integer {Military.items.[].system.checkPenalty} (3 different values) -1 (x3) -2 (x1) -3 (x1) [containerId] : empty [cost] : object {Military.items.[].system.cost} value : string {Military.items.[].system.cost.value} (same value: '') [counteraction] : boolean {Military.items.[].system.counteraction} (same value: False) [damageRolls] : object {Military.items.[].system.damageRolls} [6QGmi8kpwnUYObmK] : object {Military.items.[].system.damageRolls.6QGmi8kpwnUYObmK} damage : string {Military.items.[].system.damageRolls.6QGmi8kpwnUYObmK.damage} (same value: '1d10') damageType : string {Military.items.[].system.damageRolls.6QGmi8kpwnUYObmK.damageType} (same value: 'piercing') [GEP54QCyxaLOFYe7] : object {Military.items.[].system.damageRolls.GEP54QCyxaLOFYe7} damage : string {Military.items.[].system.damageRolls.GEP54QCyxaLOFYe7.damage} (same value: '1d4+8') damageType : string {Military.items.[].system.damageRolls.GEP54QCyxaLOFYe7.damageType} (same value: 'piercing') [GjnxBwS1HVdnqogy] : object {Military.items.[].system.damageRolls.GjnxBwS1HVdnqogy} damage : string {Military.items.[].system.damageRolls.GjnxBwS1HVdnqogy.damage} (same value: '1d6+12') damageType : string {Military.items.[].system.damageRolls.GjnxBwS1HVdnqogy.damageType} (same value: 'piercing') [LLquxf1EbAdDKdts] : object {Military.items.[].system.damageRolls.LLquxf1EbAdDKdts} damage : string {Military.items.[].system.damageRolls.LLquxf1EbAdDKdts.damage} (same value: '2d8+12') damageType : string {Military.items.[].system.damageRolls.LLquxf1EbAdDKdts.damageType} (same value: 'slashing') [VFVEUMnyunHnMIoh] : object {Military.items.[].system.damageRolls.VFVEUMnyunHnMIoh} damage : string {Military.items.[].system.damageRolls.VFVEUMnyunHnMIoh.damage} (same value: '1d8+6') damageType : string {Military.items.[].system.damageRolls.VFVEUMnyunHnMIoh.damageType} (same value: 'piercing') [W7Zx7yNlP79r1nrG] : object {Military.items.[].system.damageRolls.W7Zx7yNlP79r1nrG} damage : string {Military.items.[].system.damageRolls.W7Zx7yNlP79r1nrG.damage} (same value: '1d8+2') damageType : string {Military.items.[].system.damageRolls.W7Zx7yNlP79r1nrG.damageType} (same value: 'piercing') [iaOTDni9QFnkxQF1] : object {Military.items.[].system.damageRolls.iaOTDni9QFnkxQF1} damage : string {Military.items.[].system.damageRolls.iaOTDni9QFnkxQF1.damage} (same value: '1d10+8') damageType : string {Military.items.[].system.damageRolls.iaOTDni9QFnkxQF1.damageType} (same value: 'piercing') [iswR188zNNz1VJHP] : object {Military.items.[].system.damageRolls.iswR188zNNz1VJHP} damage : string {Military.items.[].system.damageRolls.iswR188zNNz1VJHP.damage} (5 different values) '1d4+8' (x2) '1d4+3' (x1) '1d4+12' (x1) '1d4+6' (x1) '1d4+11' (x1) damageType : string {Military.items.[].system.damageRolls.iswR188zNNz1VJHP.damageType} (same value: 'bludgeoning') [o6P42JjVWJWA4o7P] : object {Military.items.[].system.damageRolls.o6P42JjVWJWA4o7P} damage : string {Military.items.[].system.damageRolls.o6P42JjVWJWA4o7P.damage} (same value: '1d6+5') damageType : string {Military.items.[].system.damageRolls.o6P42JjVWJWA4o7P.damageType} (same value: 'piercing') [qUcsOGJYDPoWpIdq] : object {Military.items.[].system.damageRolls.qUcsOGJYDPoWpIdq} damage : string {Military.items.[].system.damageRolls.qUcsOGJYDPoWpIdq.damage} (same value: '1d4+8') damageType : string {Military.items.[].system.damageRolls.qUcsOGJYDPoWpIdq.damageType} (same value: 'piercing') [sxAZRqzRwbKWmwer] : object {Military.items.[].system.damageRolls.sxAZRqzRwbKWmwer} damage : string {Military.items.[].system.damageRolls.sxAZRqzRwbKWmwer.damage} (same value: '1d6+3') damageType : string {Military.items.[].system.damageRolls.sxAZRqzRwbKWmwer.damageType} (same value: 'piercing') [ySR04Ksm6zaEtzyE] : object {Military.items.[].system.damageRolls.ySR04Ksm6zaEtzyE} damage : string {Military.items.[].system.damageRolls.ySR04Ksm6zaEtzyE.damage} (same value: '1d6+8') damageType : string {Military.items.[].system.damageRolls.ySR04Ksm6zaEtzyE.damageType} (same value: 'piercing') [zCni5sGXzNCC6DtU] : object {Military.items.[].system.damageRolls.zCni5sGXzNCC6DtU} damage : string {Military.items.[].system.damageRolls.zCni5sGXzNCC6DtU.damage} (same value: '2d6+11') damageType : string {Military.items.[].system.damageRolls.zCni5sGXzNCC6DtU.damageType} (same value: 'bludgeoning') description : object {Military.items.[].system.description} value : string {Military.items.[].system.description.value} (88 different values) [damage] : object {Military.items.[].system.damage} [0] : object {Military.items.[].system.damage.0} applyMod : boolean {Military.items.[].system.damage.0.applyMod} (same value: False) [category] : empty formula : string {Military.items.[].system.damage.0.formula} (7 different values) '6d6' (x2) '1d4+1' (x2) '8d6' (x1) '6d8' (x1) '3d4' (x1) '2d4' (x1) '2d6' (x1) kinds : array {Military.items.[].system.damage.0.kinds} Length: min=1 max=1 Value type: string {Military.items.[].system.damage.0.kinds.[]} (same value: 'damage') materials : array {Military.items.[].system.damage.0.materials} Length: min=0 max=1 Value type: string {Military.items.[].system.damage.0.materials.[]} (same value: 'cold-iron') type : string {Military.items.[].system.damage.0.type} (7 different values) 'piercing' (x2) 'force' (x2) 'poison' (x1) 'fire' (x1) 'void' (x1) 'electricity' (x1) 'untyped' (x1) [3bsJUDEgedKhPx6T] : object {Military.items.[].system.damage.3bsJUDEgedKhPx6T} applyMod : boolean {Military.items.[].system.damage.3bsJUDEgedKhPx6T.applyMod} (same value: False) [category] : empty formula : string {Military.items.[].system.damage.3bsJUDEgedKhPx6T.formula} (same value: '2d4') kinds : array {Military.items.[].system.damage.3bsJUDEgedKhPx6T.kinds} Length: min=1 max=1 Value type: string {Military.items.[].system.damage.3bsJUDEgedKhPx6T.kinds.[]} (same value: 'damage') materials : array<> {Military.items.[].system.damage.3bsJUDEgedKhPx6T.materials} Length: min=0 max=0 Value type: empty type : string {Military.items.[].system.damage.3bsJUDEgedKhPx6T.type} (same value: 'cold') [damageType] : string {Military.items.[].system.damage.damageType} (3 different values) 'piercing' (x9) 'slashing' (x1) 'bludgeoning' (x1) [dice] : integer {Military.items.[].system.damage.dice} (same value: 1) [die] : string {Military.items.[].system.damage.die} (4 different values) 'd6' (x5) 'd8' (x3) 'd10' (x2) 'd4' (x1) [defense] : object {Military.items.[].system.defense} save : object {Military.items.[].system.defense.save} basic : boolean {Military.items.[].system.defense.save.basic} (2 different values) True (x5) False (x4) statistic : string {Military.items.[].system.defense.save.statistic} (2 different values) 'fortitude' (x5) 'reflex' (x4) traits : object {Military.items.[].system.traits} [integrated] : empty [rarity] : string {Military.items.[].system.traits.rarity} (2 different values) 'common' (x44) 'uncommon' (x4) [traditions] : array {Military.items.[].system.traits.traditions} Length: min=0 max=4 Value type: string {Military.items.[].system.traits.traditions.[]} (4 different values) 'arcane' (x21) 'primal' (x14) 'occult' (x11) 'divine' (x6) [value] : array {Military.items.[].system.traits.value} Length: min=0 max=5 Value type: string {Military.items.[].system.traits.value.[]} (58 different values) [dexCap] : integer {Military.items.[].system.dexCap} (3 different values) 3 (x3) 1 (x1) 0 (x1) [duration] : object {Military.items.[].system.duration} sustained : boolean {Military.items.[].system.duration.sustained} (2 different values) False (x22) True (x1) value : string {Military.items.[].system.duration.value} (7 different values) '' (x12) '1 minute' (x5) 'varies' (x2) '5 minutes' (x1) '10 minutes' (x1) 'until your next daily preparations' (x1) 'until the end of your turn' (x1) [equipped] : object {Military.items.[].system.equipped} carryType : string {Military.items.[].system.equipped.carryType} (2 different values) 'worn' (x24) 'held' (x1) [handsHeld] : integer {Military.items.[].system.equipped.handsHeld} (2 different values) 0 (x12) 1 (x1) [inSlot] : boolean {Military.items.[].system.equipped.inSlot} (same value: True) [invested] : empty [frequency] : object {Military.items.[].system.frequency} max : integer {Military.items.[].system.frequency.max} (same value: 1) per : string {Military.items.[].system.frequency.per} (3 different values) 'round' (x6) 'turn' (x1) 'day' (x1) [value] : integer {Military.items.[].system.frequency.value} (same value: 1) [group] : string {Military.items.[].system.group} (all different values) [hardness] : integer {Military.items.[].system.hardness} (3 different values) 0 (x23) 3 (x1) 5 (x1) [heightening] : object {Military.items.[].system.heightening} [damage] : object {Military.items.[].system.heightening.damage} [0] : string {Military.items.[].system.heightening.damage.0} (5 different values) '2d6' (x3) '1d4' (x2) '1d8' (x1) '1d4+1' (x1) '1d6' (x1) [3bsJUDEgedKhPx6T] : string {Military.items.[].system.heightening.damage.3bsJUDEgedKhPx6T} (same value: '1d4') [interval] : integer {Military.items.[].system.heightening.interval} (2 different values) 1 (x8) 2 (x1) type : string {Military.items.[].system.heightening.type} (2 different values) 'interval' (x9) 'fixed' (x2) [levels] : object {Military.items.[].system.heightening.levels} 3 : object {Military.items.[].system.heightening.levels.3} target : object {Military.items.[].system.heightening.levels.3.target} value : string {Military.items.[].system.heightening.levels.3.target.value} (2 different values) '10 objects' (x1) '1 unattended object with a Bulk of 1 or less' (x1) 5 : object {Military.items.[].system.heightening.levels.5} range : object {Military.items.[].system.heightening.levels.5.range} value : string {Military.items.[].system.heightening.levels.5.range.value} (same value: '60 feet') [6] : object {Military.items.[].system.heightening.levels.6} target : object {Military.items.[].system.heightening.levels.6.target} value : string {Military.items.[].system.heightening.levels.6.target.value} (same value: 'any number of objects') 7 : object {Military.items.[].system.heightening.levels.7} target : object {Military.items.[].system.heightening.levels.7.target} value : string {Military.items.[].system.heightening.levels.7.target.value} (same value: '1 unattended object with a Bulk of 2 or less') [hp] : object {Military.items.[].system.hp} max : integer {Military.items.[].system.hp.max} (3 different values) 0 (x23) 12 (x1) 20 (x1) value : integer {Military.items.[].system.hp.value} (3 different values) 0 (x23) 12 (x1) 20 (x1) [level] : object {Military.items.[].system.level} value : integer {Military.items.[].system.level.value} (6 different values) 0 (x24) 1 (x12) 3 (x4) 4 (x3) 2 (x3) 5 (x2) [location] : object {Military.items.[].system.location} value : string {Military.items.[].system.location.value} (2 different values) 'EZPbSs6MIocHuwu5' (x21) 'ilpE8aUeM9CRBcbh' (x2) [material] : object {Military.items.[].system.material} [grade] : empty [type] : empty [mod] : object {Military.items.[].system.mod} value : integer {Military.items.[].system.mod.value} (8 different values) 15 (x2) 12 (x2) 13 (x1) 18 (x1) 6 (x1) 20 (x1) 11 (x1) 10 (x1) [overlays] : object {Military.items.[].system.overlays} 2I469pfbYcmFvzOA : object {Military.items.[].system.overlays.2I469pfbYcmFvzOA} _id : string {Military.items.[].system.overlays.2I469pfbYcmFvzOA._id} (same value: '2I469pfbYcmFvzOA') name : string {Military.items.[].system.overlays.2I469pfbYcmFvzOA.name} (same value: 'Telekinetic Projectile (Bludgeoning)') overlayType : string {Military.items.[].system.overlays.2I469pfbYcmFvzOA.overlayType} (same value: 'override') sort : integer {Military.items.[].system.overlays.2I469pfbYcmFvzOA.sort} (same value: 1) system : object {Military.items.[].system.overlays.2I469pfbYcmFvzOA.system} damage : object {Military.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage} 0 : object {Military.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage.0} [category] : empty type : string {Military.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage.0.type} (same value: 'bludgeoning') [9Ly51UbFomNFSkwE] : object {Military.items.[].system.overlays.9Ly51UbFomNFSkwE} name : string {Military.items.[].system.overlays.9Ly51UbFomNFSkwE.name} (same value: 'Weapon Storm (Emanation)') overlayType : string {Military.items.[].system.overlays.9Ly51UbFomNFSkwE.overlayType} (same value: 'override') sort : integer {Military.items.[].system.overlays.9Ly51UbFomNFSkwE.sort} (same value: 2) system : object {Military.items.[].system.overlays.9Ly51UbFomNFSkwE.system} area : object {Military.items.[].system.overlays.9Ly51UbFomNFSkwE.system.area} type : string {Military.items.[].system.overlays.9Ly51UbFomNFSkwE.system.area.type} (same value: 'emanation') value : integer {Military.items.[].system.overlays.9Ly51UbFomNFSkwE.system.area.value} (same value: 10) cUFX7ExSLeoa3vIF : object {Military.items.[].system.overlays.cUFX7ExSLeoa3vIF} _id : string {Military.items.[].system.overlays.cUFX7ExSLeoa3vIF._id} (same value: 'cUFX7ExSLeoa3vIF') name : string {Military.items.[].system.overlays.cUFX7ExSLeoa3vIF.name} (same value: 'Telekinetic Projectile (Piercing)') overlayType : string {Military.items.[].system.overlays.cUFX7ExSLeoa3vIF.overlayType} (same value: 'override') sort : integer {Military.items.[].system.overlays.cUFX7ExSLeoa3vIF.sort} (same value: 2) system : object {Military.items.[].system.overlays.cUFX7ExSLeoa3vIF.system} damage : object {Military.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage} 0 : object {Military.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage.0} [category] : empty type : string {Military.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage.0.type} (same value: 'piercing') [mAZRhujP3gA9tb4m] : object {Military.items.[].system.overlays.mAZRhujP3gA9tb4m} name : string {Military.items.[].system.overlays.mAZRhujP3gA9tb4m.name} (same value: 'Weapon Storm (Cone)') overlayType : string {Military.items.[].system.overlays.mAZRhujP3gA9tb4m.overlayType} (same value: 'override') sort : integer {Military.items.[].system.overlays.mAZRhujP3gA9tb4m.sort} (same value: 1) system : object {Military.items.[].system.overlays.mAZRhujP3gA9tb4m.system} area : object {Military.items.[].system.overlays.mAZRhujP3gA9tb4m.system.area} type : string {Military.items.[].system.overlays.mAZRhujP3gA9tb4m.system.area.type} (same value: 'cone') value : integer {Military.items.[].system.overlays.mAZRhujP3gA9tb4m.system.area.value} (same value: 30) zFWsMjoeCnLxqJaV : object {Military.items.[].system.overlays.zFWsMjoeCnLxqJaV} _id : string {Military.items.[].system.overlays.zFWsMjoeCnLxqJaV._id} (same value: 'zFWsMjoeCnLxqJaV') name : string {Military.items.[].system.overlays.zFWsMjoeCnLxqJaV.name} (same value: 'Telekinetic Projectile (Slashing)') overlayType : string {Military.items.[].system.overlays.zFWsMjoeCnLxqJaV.overlayType} (same value: 'override') sort : integer {Military.items.[].system.overlays.zFWsMjoeCnLxqJaV.sort} (same value: 3) system : object {Military.items.[].system.overlays.zFWsMjoeCnLxqJaV.system} damage : object {Military.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage} 0 : object {Military.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage.0} [category] : empty type : string {Military.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage.0.type} (same value: 'slashing') [prepared] : object {Military.items.[].system.prepared} [flexible] : boolean {Military.items.[].system.prepared.flexible} (same value: False) value : string {Military.items.[].system.prepared.value} (2 different values) 'prepared' (x1) 'focus' (x1) [price] : object {Military.items.[].system.price} [per] : integer {Military.items.[].system.price.per} (same value: 10) value : object {Military.items.[].system.price.value} [gp] : integer {Military.items.[].system.price.value.gp} (8 different values) 1 (x4) 5 (x3) 3 (x2) 2 (x2) 4 (x1) 6 (x1) 30 (x1) 8 (x1) [sp] : integer {Military.items.[].system.price.value.sp} (4 different values) 1 (x5) 9 (x2) 7 (x1) 2 (x1) [proficiency] : object {Military.items.[].system.proficiency} value : integer {Military.items.[].system.proficiency.value} (same value: 1) [proficient] : object {Military.items.[].system.proficient} value : integer {Military.items.[].system.proficient.value} (same value: 0) publication : object {Military.items.[].system.publication} license : string {Military.items.[].system.publication.license} (same value: 'ORC') remaster : boolean {Military.items.[].system.publication.remaster} (same value: True) title : string {Military.items.[].system.publication.title} (5 different values) '' (x62) 'Pathfinder Player Core' (x44) 'Pathfinder NPC Core' (x16) 'Pathfinder Monster Core' (x4) 'Pathfinder Guns & Gears' (x3) [quantity] : integer {Military.items.[].system.quantity} (5 different values) 1 (x20) 10 (x2) 6 (x1) 4 (x1) 20 (x1) [requirements] : string {Military.items.[].system.requirements} (same value: '') rules : ignored (Foundry rules object) {Military.items.[].system.rules} [range] : mixed integer {Military.items.[].system.range} (3 different values) 120 (x2) 30 (x1) 150 (x1) object {Military.items.[].system.range} value : string {Military.items.[].system.range.value} (6 different values) '30 feet' (x7) '120 feet' (x5) '' (x5) 'touch' (x3) '60 feet' (x2) '500 feet' (x1) [reload] : object {Military.items.[].system.reload} value : string {Military.items.[].system.reload.value} (4 different values) '' (x5) '-' (x3) '1' (x2) '2' (x1) [runes] : object {Military.items.[].system.runes} [potency] : integer {Military.items.[].system.runes.potency} (2 different values) 0 (x13) 1 (x3) [property] : array<> {Military.items.[].system.runes.property} Length: min=0 max=0 Value type: empty [reinforcing] : integer {Military.items.[].system.runes.reinforcing} (same value: 0) [resilient] : integer {Military.items.[].system.runes.resilient} (same value: 0) [striking] : integer {Military.items.[].system.runes.striking} (2 different values) 0 (x9) 1 (x2) [size] : string {Military.items.[].system.size} (same value: 'med') [slots] : object {Military.items.[].system.slots} [slot0] : object {Military.items.[].system.slots.slot0} max : integer {Military.items.[].system.slots.slot0.max} (same value: 7) prepared : array {Military.items.[].system.slots.slot0.prepared} Length: min=7 max=7 Value type: object {Military.items.[].system.slots.slot0.prepared.[]} id : string {Military.items.[].system.slots.slot0.prepared.[].id} (7 different values) 'EbF9Ko931GCHJoNo' (x1) 'oP2pjJF2pFmdYgJS' (x1) 'BGcxQPHFMjpVebF5' (x1) 'yQeK1YGNnwkbZ4Ga' (x1) '2xFYFiJqNviEq9Nu' (x1) '4QtjcbvBAEFq9VfE' (x1) 'i4nvRl4RIupg9MLk' (x1) [slot1] : object {Military.items.[].system.slots.slot1} max : integer {Military.items.[].system.slots.slot1.max} (same value: 3) prepared : array {Military.items.[].system.slots.slot1.prepared} Length: min=3 max=3 Value type: object {Military.items.[].system.slots.slot1.prepared.[]} id : string {Military.items.[].system.slots.slot1.prepared.[].id} (3 different values) 'ON1NM8RMCrrkZa6L' (x1) 'nCddqo1HPTJSMt2H' (x1) 'X5eivJ2G4HKpV7Mb' (x1) [slot2] : object {Military.items.[].system.slots.slot2} max : integer {Military.items.[].system.slots.slot2.max} (same value: 3) prepared : array {Military.items.[].system.slots.slot2.prepared} Length: min=3 max=3 Value type: object {Military.items.[].system.slots.slot2.prepared.[]} id : string {Military.items.[].system.slots.slot2.prepared.[].id} (2 different values) '3mfGGh5ney2uD2IL' (x2) 'w8Dw6VXm4vcpUbZ6' (x1) [slot3] : object {Military.items.[].system.slots.slot3} max : integer {Military.items.[].system.slots.slot3.max} (same value: 3) prepared : array {Military.items.[].system.slots.slot3.prepared} Length: min=3 max=3 Value type: object {Military.items.[].system.slots.slot3.prepared.[]} id : string {Military.items.[].system.slots.slot3.prepared.[].id} (3 different values) 'aHv2CGlhG9WjjKdw' (x1) 'pvBJdgPdaTEL7DHA' (x1) 'aSshaIVjCCwRy8gH' (x1) [slot4] : object {Military.items.[].system.slots.slot4} max : integer {Military.items.[].system.slots.slot4.max} (same value: 3) prepared : array {Military.items.[].system.slots.slot4.prepared} Length: min=3 max=3 Value type: object {Military.items.[].system.slots.slot4.prepared.[]} id : string {Military.items.[].system.slots.slot4.prepared.[].id} (3 different values) 'gk2nHjFcfn8rph74' (x1) '7hLmlTTzL9gQQ8WK' (x1) 'FIlu3bLB3nP9cIPI' (x1) [slot5] : object {Military.items.[].system.slots.slot5} max : integer {Military.items.[].system.slots.slot5.max} (same value: 3) prepared : array {Military.items.[].system.slots.slot5.prepared} Length: min=3 max=3 Value type: object {Military.items.[].system.slots.slot5.prepared.[]} id : string {Military.items.[].system.slots.slot5.prepared.[].id} (3 different values) 'tqYuINrgW7fzqRbL' (x1) 'VECXmgGNfSAlfWBF' (x1) 'kxeXUrqMZ359db5q' (x1) [slug] : string {Military.items.[].system.slug} (48 different values) [speedPenalty] : integer {Military.items.[].system.speedPenalty} (3 different values) 0 (x5) -5 (x1) -10 (x1) [spelldc] : object {Military.items.[].system.spelldc} dc : integer {Military.items.[].system.spelldc.dc} (same value: 28) value : integer {Military.items.[].system.spelldc.value} (same value: 20) [splashDamage] : object {Military.items.[].system.splashDamage} value : integer {Military.items.[].system.splashDamage.value} (same value: 0) [stackGroup] : string {Military.items.[].system.stackGroup} (2 different values) 'bolts' (x2) 'rounds10' (x1) [strength] : integer {Military.items.[].system.strength} (3 different values) 1 (x3) 3 (x1) 4 (x1) [target] : object {Military.items.[].system.target} value : string {Military.items.[].system.target.value} (7 different values) '' (x10) '1 creature' (x8) '1 flying creature' (x1) '1 living creature' (x1) '1 or 2 creatures' (x1) '1 object' (x1) '1 unattended object of light Bulk or less' (x1) [time] : object {Military.items.[].system.time} value : string {Military.items.[].system.time.value} (6 different values) '2' (x15) '3' (x3) '1' (x2) 'reaction' (x1) '1 to 3' (x1) '1 minute' (x1) [tradition] : object {Military.items.[].system.tradition} value : string {Military.items.[].system.tradition.value} (same value: 'arcane') [usage] : object {Military.items.[].system.usage} [canBeAmmo] : boolean {Military.items.[].system.usage.canBeAmmo} (same value: False) value : string {Military.items.[].system.usage.value} (3 different values) 'held-in-one-hand' (x12) 'held-in-two-hands' (x4) 'other' (x2) [uses] : object {Military.items.[].system.uses} autoDestroy : boolean {Military.items.[].system.uses.autoDestroy} (same value: True) max : integer {Military.items.[].system.uses.max} (same value: 1) value : integer {Military.items.[].system.uses.value} (same value: 1) type : string {Military.items.[].type} (10 different values) 'action' (x51) 'spell' (x23) 'melee' (x18) 'weapon' (x11) 'lore' (x10) 'armor' (x5) 'equipment' (x4) 'consumable' (x3) 'shield' (x2) 'spellcastingEntry' (x2) [flags] : object {Military.items.[].flags} pf2e : object {Military.items.[].flags.pf2e} linkedWeapon : string {Military.items.[].flags.pf2e.linkedWeapon} (all different values) name : string {Military.name} (all different values) system : object {Military.system} abilities : object {Military.system.abilities} cha : object {Military.system.abilities.cha} mod : integer {Military.system.abilities.cha.mod} (5 different values) 0 (x4) 1 (x2) 2 (x2) 3 (x2) 4 (x1) con : object {Military.system.abilities.con} mod : integer {Military.system.abilities.con.mod} (4 different values) 2 (x5) 1 (x2) 4 (x2) 3 (x2) dex : object {Military.system.abilities.dex} mod : integer {Military.system.abilities.dex.mod} (5 different values) 2 (x5) 1 (x2) 0 (x2) 3 (x1) 4 (x1) int : object {Military.system.abilities.int} mod : integer {Military.system.abilities.int.mod} (4 different values) 0 (x5) 4 (x2) 2 (x2) 1 (x2) str : object {Military.system.abilities.str} mod : integer {Military.system.abilities.str.mod} (5 different values) 4 (x3) 5 (x3) 7 (x2) 2 (x2) 3 (x1) wis : object {Military.system.abilities.wis} mod : integer {Military.system.abilities.wis.mod} (5 different values) 2 (x6) 1 (x2) -1 (x1) 3 (x1) 4 (x1) attributes : object {Military.system.attributes} ac : object {Military.system.attributes.ac} details : string {Military.system.attributes.ac.details} (same value: '') value : integer {Military.system.attributes.ac.value} (9 different values) 18 (x2) 25 (x2) 15 (x1) 27 (x1) 24 (x1) 29 (x1) 23 (x1) 21 (x1) 20 (x1) allSaves : object {Military.system.attributes.allSaves} value : string {Military.system.attributes.allSaves.value} (same value: '') hp : object {Military.system.attributes.hp} details : string {Military.system.attributes.hp.details} (2 different values) '' (x10) 'troop defenses' (x1) max : integer {Military.system.attributes.hp.max} (all different values) temp : integer {Military.system.attributes.hp.temp} (same value: 0) value : integer {Military.system.attributes.hp.value} (all different values) speed : object {Military.system.attributes.speed} [details] : string {Military.system.attributes.speed.details} (same value: 'troop movement') otherSpeeds : array<> {Military.system.attributes.speed.otherSpeeds} Length: min=0 max=0 Value type: empty value : integer {Military.system.attributes.speed.value} (3 different values) 25 (x7) 40 (x2) 20 (x2) [resistances] : array {Military.system.attributes.resistances} Length: min=2 max=2 Value type: object {Military.system.attributes.resistances.[]} type : string {Military.system.attributes.resistances.[].type} (2 different values) 'mental' (x1) 'slashing' (x1) value : integer {Military.system.attributes.resistances.[].value} (same value: 5) [weaknesses] : array {Military.system.attributes.weaknesses} Length: min=2 max=2 Value type: object {Military.system.attributes.weaknesses.[]} exceptions : array<> {Military.system.attributes.weaknesses.[].exceptions} Length: min=0 max=0 Value type: empty type : string {Military.system.attributes.weaknesses.[].type} (2 different values) 'area-damage' (x5) 'splash-damage' (x5) value : integer {Military.system.attributes.weaknesses.[].value} (2 different values) 5 (x6) 8 (x4) details : object {Military.system.details} blurb : string {Military.system.details.blurb} (same value: '') languages : object {Military.system.details.languages} details : string {Military.system.details.languages.details} (same value: '') value : array {Military.system.details.languages.value} Length: min=0 max=2 Value type: string {Military.system.details.languages.value.[]} (2 different values) 'common' (x8) 'diabolic' (x1) level : object {Military.system.details.level} value : integer {Military.system.details.level.value} (9 different values) 8 (x2) 6 (x2) 1 (x1) 3 (x1) 7 (x1) 2 (x1) 10 (x1) 5 (x1) 4 (x1) privateNotes : string {Military.system.details.privateNotes} (same value: '') publicNotes : string {Military.system.details.publicNotes} (all different values) publication : object {Military.system.details.publication} license : string {Military.system.details.publication.license} (same value: 'ORC') remaster : boolean {Military.system.details.publication.remaster} (same value: True) title : string {Military.system.details.publication.title} (same value: 'Pathfinder NPC Core') initiative : object {Military.system.initiative} statistic : string {Military.system.initiative.statistic} (same value: 'perception') perception : object {Military.system.perception} details : string {Military.system.perception.details} (same value: '') mod : integer {Military.system.perception.mod} (8 different values) 16 (x3) 8 (x2) 7 (x1) 14 (x1) 13 (x1) 17 (x1) 15 (x1) 12 (x1) senses : array<> {Military.system.perception.senses} Length: min=0 max=0 Value type: empty resources : object {Military.system.resources} [focus] : object {Military.system.resources.focus} max : integer {Military.system.resources.focus.max} (same value: 2) value : integer {Military.system.resources.focus.value} (same value: 2) saves : object {Military.system.saves} fortitude : object {Military.system.saves.fortitude} saveDetail : string {Military.system.saves.fortitude.saveDetail} (same value: '') value : integer {Military.system.saves.fortitude.value} (9 different values) 18 (x2) 10 (x2) 8 (x1) 11 (x1) 14 (x1) 17 (x1) 9 (x1) 15 (x1) 16 (x1) reflex : object {Military.system.saves.reflex} saveDetail : string {Military.system.saves.reflex.saveDetail} (same value: '') value : integer {Military.system.saves.reflex.value} (8 different values) 13 (x3) 15 (x2) 5 (x1) 9 (x1) 6 (x1) 14 (x1) 12 (x1) 8 (x1) will : object {Military.system.saves.will} saveDetail : string {Military.system.saves.will.saveDetail} (same value: '') value : integer {Military.system.saves.will.value} (8 different values) 14 (x3) 6 (x2) 7 (x1) 20 (x1) 16 (x1) 13 (x1) 21 (x1) 11 (x1) skills : object {Military.system.skills} [acrobatics] : object {Military.system.skills.acrobatics} base : integer {Military.system.skills.acrobatics.base} (2 different values) 13 (x2) 11 (x1) [arcana] : object {Military.system.skills.arcana} base : integer {Military.system.skills.arcana.base} (same value: 22) [athletics] : object {Military.system.skills.athletics} base : integer {Military.system.skills.athletics.base} (8 different values) 18 (x2) 17 (x2) 8 (x1) 9 (x1) 10 (x1) 15 (x1) 21 (x1) 11 (x1) [crafting] : object {Military.system.skills.crafting} base : integer {Military.system.skills.crafting.base} (same value: 13) diplomacy : object {Military.system.skills.diplomacy} base : integer {Military.system.skills.diplomacy.base} (same value: 11) [intimidation] : object {Military.system.skills.intimidation} base : integer {Military.system.skills.intimidation.base} (5 different values) 20 (x1) 15 (x1) 17 (x1) 7 (x1) 14 (x1) medicine : object {Military.system.skills.medicine} base : integer {Military.system.skills.medicine.base} (2 different values) 11 (x1) 10 (x1) [nature] : object {Military.system.skills.nature} base : integer {Military.system.skills.nature.base} (same value: 12) [religion] : object {Military.system.skills.religion} base : integer {Military.system.skills.religion.base} (same value: 12) [society] : object {Military.system.skills.society} base : integer {Military.system.skills.society.base} (2 different values) 12 (x1) 8 (x1) [stealth] : object {Military.system.skills.stealth} base : integer {Military.system.skills.stealth.base} (same value: 15) [survival] : object {Military.system.skills.survival} base : integer {Military.system.skills.survival.base} (same value: 11) traits : object {Military.system.traits} rarity : string {Military.system.traits.rarity} (same value: 'common') size : object {Military.system.traits.size} value : string {Military.system.traits.size.value} (2 different values) 'med' (x6) 'grg' (x5) value : array {Military.system.traits.value} Length: min=2 max=5 Value type: string {Military.system.traits.value.[]} (5 different values) 'human' (x11) 'humanoid' (x11) 'troop' (x5) 'animal' (x2) 'lawful' (x1) type : string {Military.type} (same value: 'npc')