5-16 Different values: 12 ===================================== object {5-16} _id : string {5-16._id} (all different values) folder : string {5-16.folder} (same value: c9UfQaWy2JZFyzzd) img : string {5-16.img} (2 different values) systems/pf2e/icons/default-icons/npc.svg (x6) systems/pf2e/icons/default-icons/hazard.svg (x6) items : array {5-16.items} Length: min=1 max=28 Value type: object {5-16.items.[]} _id : string {5-16.items.[]._id} (45 different values) img : string {5-16.items.[].img} (28 different values) name : string {5-16.items.[].name} (40 different values) sort : integer {5-16.items.[].sort} (29 different values) system : object {5-16.items.[].system} [attack] : object {5-16.items.[].system.attack} value : string {5-16.items.[].system.attack.value} (same value: ) [attackEffects] : object {5-16.items.[].system.attackEffects} value : array {5-16.items.[].system.attackEffects.value} Length: min=0 max=1 Value type: string {5-16.items.[].system.attackEffects.value.[]} (same value: grab) [bonus] : object {5-16.items.[].system.bonus} value : integer {5-16.items.[].system.bonus.value} (9 different values) 16 (x1) 14 (x1) 0 (x4) 12 (x3) 9 (x6) 6 (x1) 13 (x1) 11 (x2) 8 (x1) [damageRolls] : object {5-16.items.[].system.damageRolls} [R9SoqhwSZ2pxBWNd] : object {5-16.items.[].system.damageRolls.R9SoqhwSZ2pxBWNd} damage : string {5-16.items.[].system.damageRolls.R9SoqhwSZ2pxBWNd.damage} (2 different values) 1d8 (x1) 1d6 (x1) damageType : string {5-16.items.[].system.damageRolls.R9SoqhwSZ2pxBWNd.damageType} (same value: acid) [e4epsCI4WiV8nOWR] : object {5-16.items.[].system.damageRolls.e4epsCI4WiV8nOWR} damage : string {5-16.items.[].system.damageRolls.e4epsCI4WiV8nOWR.damage} (2 different values) 1d8+7 (x1) 1d6+5 (x1) damageType : string {5-16.items.[].system.damageRolls.e4epsCI4WiV8nOWR.damageType} (same value: bludgeoning) [4J4gMr0v7hjfccKg] : object {5-16.items.[].system.damageRolls.4J4gMr0v7hjfccKg} category : string {5-16.items.[].system.damageRolls.4J4gMr0v7hjfccKg.category} (same value: splash) damage : string {5-16.items.[].system.damageRolls.4J4gMr0v7hjfccKg.damage} (2 different values) 1d8 (x1) 1d6 (x1) damageType : string {5-16.items.[].system.damageRolls.4J4gMr0v7hjfccKg.damageType} (same value: acid) [8tonF2vtwodhW0MQ] : object {5-16.items.[].system.damageRolls.8tonF2vtwodhW0MQ} damage : string {5-16.items.[].system.damageRolls.8tonF2vtwodhW0MQ.damage} (2 different values) 2d8 (x1) 2d6 (x1) damageType : string {5-16.items.[].system.damageRolls.8tonF2vtwodhW0MQ.damageType} (same value: acid) [okZrBRTynpPQjDE7] : object {5-16.items.[].system.damageRolls.okZrBRTynpPQjDE7} damage : string {5-16.items.[].system.damageRolls.okZrBRTynpPQjDE7.damage} (2 different values) 1d8+8 (x1) 1d8+4 (x1) damageType : string {5-16.items.[].system.damageRolls.okZrBRTynpPQjDE7.damageType} (same value: slashing) [pQ5lzubXQ3pOEAPy] : object {5-16.items.[].system.damageRolls.pQ5lzubXQ3pOEAPy} damage : string {5-16.items.[].system.damageRolls.pQ5lzubXQ3pOEAPy.damage} (2 different values) 1d4+8 (x1) 1d4+4 (x1) damageType : string {5-16.items.[].system.damageRolls.pQ5lzubXQ3pOEAPy.damageType} (same value: bludgeoning) [FbabLqwHNZMq7Uhm] : object {5-16.items.[].system.damageRolls.FbabLqwHNZMq7Uhm} damage : string {5-16.items.[].system.damageRolls.FbabLqwHNZMq7Uhm.damage} (2 different values) 1d4+8 (x1) 1d4+4 (x1) damageType : string {5-16.items.[].system.damageRolls.FbabLqwHNZMq7Uhm.damageType} (same value: piercing) [r1QLbBEyhiNkgqL4] : object {5-16.items.[].system.damageRolls.r1QLbBEyhiNkgqL4} damage : string {5-16.items.[].system.damageRolls.r1QLbBEyhiNkgqL4.damage} (2 different values) 1d4+6 (x1) 1d4+4 (x1) damageType : string {5-16.items.[].system.damageRolls.r1QLbBEyhiNkgqL4.damageType} (same value: piercing) [Pk3kXURyXyoZv21u] : object {5-16.items.[].system.damageRolls.Pk3kXURyXyoZv21u} damage : string {5-16.items.[].system.damageRolls.Pk3kXURyXyoZv21u.damage} (2 different values) 1d4+6 (x1) 1d4+4 (x1) damageType : string {5-16.items.[].system.damageRolls.Pk3kXURyXyoZv21u.damageType} (same value: bludgeoning) [ex6XLPcNadVl7fUQ] : object {5-16.items.[].system.damageRolls.ex6XLPcNadVl7fUQ} damage : string {5-16.items.[].system.damageRolls.ex6XLPcNadVl7fUQ.damage} (2 different values) 1d4+6 (x1) 1d4+4 (x1) damageType : string {5-16.items.[].system.damageRolls.ex6XLPcNadVl7fUQ.damageType} (same value: piercing) description : object {5-16.items.[].system.description} value : string {5-16.items.[].system.description.value} (41 different values) publication : object {5-16.items.[].system.publication} license : string {5-16.items.[].system.publication.license} (2 different values) OGL (x51) ORC (x34) remaster : boolean {5-16.items.[].system.publication.remaster} (2 different values) False (x51) True (x34) title : string {5-16.items.[].system.publication.title} (6 different values) (x42) Pathfinder Monster Core (x4) Pathfinder Player Core (x30) Pathfinder Lost Omens Gods & Magic (x1) Pathfinder Secrets of Magic (x2) Pathfinder Core Rulebook (x6) rules : ###FoundryRulesObject### [slug] : string {5-16.items.[].system.slug} (24 different values) traits : object {5-16.items.[].system.traits} [value] : array {5-16.items.[].system.traits.value} Length: min=0 max=6 Value type: string {5-16.items.[].system.traits.value.[]} (26 different values) [rarity] : string {5-16.items.[].system.traits.rarity} (same value: common) [traditions] : array {5-16.items.[].system.traits.traditions} Length: min=2 max=4 Value type: string {5-16.items.[].system.traits.traditions.[]} (4 different values) arcane (x31) divine (x9) occult (x18) primal (x19) [weaponType] : object {5-16.items.[].system.weaponType} value : string {5-16.items.[].system.weaponType.value} (2 different values) melee (x10) ranged (x6) [actionType] : object {5-16.items.[].system.actionType} value : string {5-16.items.[].system.actionType.value} (3 different values) passive (x8) action (x8) reaction (x6) [actions] : object {5-16.items.[].system.actions} [value] : integer {5-16.items.[].system.actions.value} (same value: 1) [category] : string {5-16.items.[].system.category} (6 different values) interaction (x2) defensive (x2) offensive (x18) martial (x2) medium (x2) simple (x2) [baseItem] : string {5-16.items.[].system.baseItem} (3 different values) bastard-sword (x2) breastplate (x2) dagger (x2) [bonusDamage] : object {5-16.items.[].system.bonusDamage} value : integer {5-16.items.[].system.bonusDamage.value} (same value: 0) [bulk] : object {5-16.items.[].system.bulk} value : mixed integer {5-16.items.[].system.bulk.value} (2 different values) 1 (x2) 2 (x2) float {5-16.items.[].system.bulk.value} (same value: 0,1) [containerId] : mixed [damage] : object {5-16.items.[].system.damage} [damageType] : string {5-16.items.[].system.damage.damageType} (2 different values) slashing (x2) piercing (x2) [dice] : integer {5-16.items.[].system.damage.dice} (same value: 1) [die] : string {5-16.items.[].system.damage.die} (2 different values) d8 (x2) d4 (x2) [0] : object {5-16.items.[].system.damage.0} applyMod : boolean {5-16.items.[].system.damage.0.applyMod} (same value: False) [category] : mixed formula : string {5-16.items.[].system.damage.0.formula} (3 different values) 1d6 (x3) 2d4 (x4) 1d4 (x2) kinds : array {5-16.items.[].system.damage.0.kinds} Length: min=1 max=1 Value type: string {5-16.items.[].system.damage.0.kinds.[]} (same value: damage) materials : array<> {5-16.items.[].system.damage.0.materials} Length: min=0 max=0 Value type: mixed type : string {5-16.items.[].system.damage.0.type} (5 different values) acid (x2) electricity (x2) bludgeoning (x1) void (x2) piercing (x2) [gcovwqxwitqchoin] : object {5-16.items.[].system.damage.gcovwqxwitqchoin} applyMod : boolean {5-16.items.[].system.damage.gcovwqxwitqchoin.applyMod} (same value: False) category : string {5-16.items.[].system.damage.gcovwqxwitqchoin.category} (same value: splash) formula : string {5-16.items.[].system.damage.gcovwqxwitqchoin.formula} (same value: 1) kinds : array {5-16.items.[].system.damage.gcovwqxwitqchoin.kinds} Length: min=1 max=1 Value type: string {5-16.items.[].system.damage.gcovwqxwitqchoin.kinds.[]} (same value: damage) materials : array<> {5-16.items.[].system.damage.gcovwqxwitqchoin.materials} Length: min=0 max=0 Value type: mixed type : string {5-16.items.[].system.damage.gcovwqxwitqchoin.type} (same value: acid) [equipped] : object {5-16.items.[].system.equipped} carryType : string {5-16.items.[].system.equipped.carryType} (same value: worn) [handsHeld] : integer {5-16.items.[].system.equipped.handsHeld} (same value: 0) [invested] : mixed [group] : string {5-16.items.[].system.group} (3 different values) sword (x2) plate (x2) knife (x2) [hardness] : integer {5-16.items.[].system.hardness} (same value: 0) [hp] : object {5-16.items.[].system.hp} max : integer {5-16.items.[].system.hp.max} (same value: 0) value : integer {5-16.items.[].system.hp.value} (same value: 0) [level] : object {5-16.items.[].system.level} value : integer {5-16.items.[].system.level.value} (4 different values) 0 (x10) 3 (x4) 2 (x6) 1 (x23) [material] : object {5-16.items.[].system.material} [grade] : mixed [type] : mixed [price] : object {5-16.items.[].system.price} value : object {5-16.items.[].system.price.value} [gp] : integer {5-16.items.[].system.price.value.gp} (2 different values) 4 (x2) 8 (x2) [sp] : integer {5-16.items.[].system.price.value.sp} (same value: 2) [quantity] : integer {5-16.items.[].system.quantity} (same value: 1) [range] : object {5-16.items.[].system.range} value : string {5-16.items.[].system.range.value} (6 different values) 30 feet (x12) 120 feet (x1) 50 feet (x1) (x13) 60 feet (x2) touch (x2) [reload] : object {5-16.items.[].system.reload} value : string {5-16.items.[].system.reload.value} (2 different values) (x2) - (x2) [runes] : object {5-16.items.[].system.runes} potency : integer {5-16.items.[].system.runes.potency} (same value: 0) property : array<> {5-16.items.[].system.runes.property} Length: min=0 max=0 Value type: mixed [striking] : integer {5-16.items.[].system.runes.striking} (same value: 0) [resilient] : integer {5-16.items.[].system.runes.resilient} (same value: 0) [size] : string {5-16.items.[].system.size} (same value: med) [splashDamage] : object {5-16.items.[].system.splashDamage} value : integer {5-16.items.[].system.splashDamage.value} (same value: 0) [usage] : object {5-16.items.[].system.usage} value : string {5-16.items.[].system.usage.value} (same value: held-in-one-hand) [canBeAmmo] : boolean {5-16.items.[].system.usage.canBeAmmo} (same value: False) [acBonus] : integer {5-16.items.[].system.acBonus} (same value: 4) [checkPenalty] : integer {5-16.items.[].system.checkPenalty} (same value: -2) [dexCap] : integer {5-16.items.[].system.dexCap} (same value: 1) [speedPenalty] : integer {5-16.items.[].system.speedPenalty} (same value: -5) [strength] : integer {5-16.items.[].system.strength} (same value: 3) [frequency] : object {5-16.items.[].system.frequency} max : integer {5-16.items.[].system.frequency.max} (same value: 1) per : string {5-16.items.[].system.frequency.per} (same value: round) [autoHeightenLevel] : object {5-16.items.[].system.autoHeightenLevel} [value] : mixed [prepared] : object {5-16.items.[].system.prepared} flexible : boolean {5-16.items.[].system.prepared.flexible} (same value: False) value : string {5-16.items.[].system.prepared.value} (same value: prepared) [proficiency] : object {5-16.items.[].system.proficiency} value : integer {5-16.items.[].system.proficiency.value} (same value: 1) [slots] : object {5-16.items.[].system.slots} slot0 : object {5-16.items.[].system.slots.slot0} max : integer {5-16.items.[].system.slots.slot0.max} (2 different values) 6 (x1) 5 (x1) prepared : array {5-16.items.[].system.slots.slot0.prepared} Length: min=5 max=6 Value type: object {5-16.items.[].system.slots.slot0.prepared.[]} id : string {5-16.items.[].system.slots.slot0.prepared.[].id} (6 different values) WGLe3LicBwWkqCim (x2) 3416TSDhbtqHau3h (x2) CGCTz6gvgO5o0Kmz (x2) ZnikV3cciHPZILww (x2) iAxLvx9fwS4L8OPO (x2) 4HzFbb80eGjlNeZK (x1) slot1 : object {5-16.items.[].system.slots.slot1} max : integer {5-16.items.[].system.slots.slot1.max} (same value: 4) prepared : array {5-16.items.[].system.slots.slot1.prepared} Length: min=4 max=4 Value type: object {5-16.items.[].system.slots.slot1.prepared.[]} id : string {5-16.items.[].system.slots.slot1.prepared.[].id} (4 different values) ZetQVjybkj5w81ZK (x2) AEXMgumyepVRBi6w (x2) RhMYEOATwIFEpQtZ (x2) uisVBD6yEbBs0Hob (x2) slot2 : object {5-16.items.[].system.slots.slot2} max : integer {5-16.items.[].system.slots.slot2.max} (same value: 4) prepared : array {5-16.items.[].system.slots.slot2.prepared} Length: min=4 max=4 Value type: object {5-16.items.[].system.slots.slot2.prepared.[]} id : string {5-16.items.[].system.slots.slot2.prepared.[].id} (4 different values) RuOiRh0nnDiKhoAm (x2) v8aujEBH2PvLTZA6 (x2) G6Xcq1yzQFtygzwp (x2) n4ZsKqe4lQBOaAYc (x2) [slot3] : object {5-16.items.[].system.slots.slot3} max : integer {5-16.items.[].system.slots.slot3.max} (same value: 4) prepared : array {5-16.items.[].system.slots.slot3.prepared} Length: min=4 max=4 Value type: object {5-16.items.[].system.slots.slot3.prepared.[]} id : string {5-16.items.[].system.slots.slot3.prepared.[].id} (4 different values) YekSC2eoY4oqVh6P (x1) pE76whZFqtFoBvFa (x1) FuwogELUfDFaV6Uk (x1) IuBjF30zQoEGTEPh (x1) [spelldc] : object {5-16.items.[].system.spelldc} dc : integer {5-16.items.[].system.spelldc.dc} (2 different values) 24 (x1) 21 (x1) value : integer {5-16.items.[].system.spelldc.value} (2 different values) 16 (x1) 13 (x1) [tradition] : object {5-16.items.[].system.tradition} value : string {5-16.items.[].system.tradition.value} (same value: arcane) [area] : object {5-16.items.[].system.area} [details] : string {5-16.items.[].system.area.details} (same value: 30-foot-radius burst) type : string {5-16.items.[].system.area.type} (3 different values) burst (x3) emanation (x3) line (x2) value : integer {5-16.items.[].system.area.value} (3 different values) 30 (x5) 10 (x2) 5 (x1) [cost] : object {5-16.items.[].system.cost} value : string {5-16.items.[].system.cost.value} (same value: ) [counteraction] : boolean {5-16.items.[].system.counteraction} (same value: False) [defense] : object {5-16.items.[].system.defense} save : object {5-16.items.[].system.defense.save} basic : boolean {5-16.items.[].system.defense.save.basic} (2 different values) False (x13) True (x2) statistic : string {5-16.items.[].system.defense.save.statistic} (3 different values) fortitude (x9) reflex (x5) will (x1) [duration] : object {5-16.items.[].system.duration} sustained : boolean {5-16.items.[].system.duration.sustained} (same value: False) value : mixed string {5-16.items.[].system.duration.value} (6 different values) (x15) 1 minute (x8) 8 hours (x2) varies (x2) until your next daily preparations (x2) until the start of your next turn (x2) integer {5-16.items.[].system.duration.value} (same value: 1) [expiry] : string {5-16.items.[].system.duration.expiry} (same value: turn-start) [unit] : string {5-16.items.[].system.duration.unit} (same value: days) [location] : object {5-16.items.[].system.location} value : string {5-16.items.[].system.location.value} (same value: PRlM665eBML0IQ2l) [requirements] : string {5-16.items.[].system.requirements} (same value: ) [target] : object {5-16.items.[].system.target} value : string {5-16.items.[].system.target.value} (4 different values) 1 creature (x11) (x16) 1 or 2 creatures (x2) 1 falling creature (x2) [time] : object {5-16.items.[].system.time} value : string {5-16.items.[].system.time.value} (4 different values) 2 (x24) 3 (x3) reaction (x2) 1 (x2) [heightening] : object {5-16.items.[].system.heightening} [levels] : object {5-16.items.[].system.heightening.levels} [8] : object {5-16.items.[].system.heightening.levels.8} target : object {5-16.items.[].system.heightening.levels.8.target} value : string {5-16.items.[].system.heightening.levels.8.target.value} (same value: 5 creatures) [6] : object {5-16.items.[].system.heightening.levels.6} target : object {5-16.items.[].system.heightening.levels.6.target} value : string {5-16.items.[].system.heightening.levels.6.target.value} (same value: 10 creatures) [4] : object {5-16.items.[].system.heightening.levels.4} area : object {5-16.items.[].system.heightening.levels.4.area} areaType : string {5-16.items.[].system.heightening.levels.4.area.areaType} (same value: burst) value : string {5-16.items.[].system.heightening.levels.4.area.value} (same value: 20) range : object {5-16.items.[].system.heightening.levels.4.range} value : string {5-16.items.[].system.heightening.levels.4.range.value} (same value: 60 feet) [3] : object {5-16.items.[].system.heightening.levels.3} damage : object {5-16.items.[].system.heightening.levels.3.damage} 0 : object {5-16.items.[].system.heightening.levels.3.damage.0} applyMod : boolean {5-16.items.[].system.heightening.levels.3.damage.0.applyMod} (same value: False) [category] : mixed formula : string {5-16.items.[].system.heightening.levels.3.damage.0.formula} (same value: 2d6) materials : array<> {5-16.items.[].system.heightening.levels.3.damage.0.materials} Length: min=0 max=0 Value type: mixed type : string {5-16.items.[].system.heightening.levels.3.damage.0.type} (same value: acid) gcovwqxwitqchoin : object {5-16.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin} applyMod : boolean {5-16.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.applyMod} (same value: False) category : string {5-16.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.category} (same value: splash) formula : string {5-16.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.formula} (same value: 1) materials : array<> {5-16.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.materials} Length: min=0 max=0 Value type: mixed type : string {5-16.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.type} (same value: acid) [5] : object {5-16.items.[].system.heightening.levels.5} damage : object {5-16.items.[].system.heightening.levels.5.damage} 0 : object {5-16.items.[].system.heightening.levels.5.damage.0} applyMod : boolean {5-16.items.[].system.heightening.levels.5.damage.0.applyMod} (same value: False) [category] : mixed formula : string {5-16.items.[].system.heightening.levels.5.damage.0.formula} (same value: 3d6) materials : array<> {5-16.items.[].system.heightening.levels.5.damage.0.materials} Length: min=0 max=0 Value type: mixed type : string {5-16.items.[].system.heightening.levels.5.damage.0.type} (same value: acid) gcovwqxwitqchoin : object {5-16.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin} applyMod : boolean {5-16.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.applyMod} (same value: False) category : string {5-16.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.category} (same value: splash) formula : string {5-16.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.formula} (same value: 2) materials : array<> {5-16.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.materials} Length: min=0 max=0 Value type: mixed type : string {5-16.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.type} (same value: acid) [7] : object {5-16.items.[].system.heightening.levels.7} damage : object {5-16.items.[].system.heightening.levels.7.damage} 0 : object {5-16.items.[].system.heightening.levels.7.damage.0} applyMod : boolean {5-16.items.[].system.heightening.levels.7.damage.0.applyMod} (same value: False) [category] : mixed formula : string {5-16.items.[].system.heightening.levels.7.damage.0.formula} (same value: 4d6) materials : array<> {5-16.items.[].system.heightening.levels.7.damage.0.materials} Length: min=0 max=0 Value type: mixed type : string {5-16.items.[].system.heightening.levels.7.damage.0.type} (same value: acid) gcovwqxwitqchoin : object {5-16.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin} applyMod : boolean {5-16.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.applyMod} (same value: False) category : string {5-16.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.category} (same value: splash) formula : string {5-16.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.formula} (same value: 3) materials : array<> {5-16.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.materials} Length: min=0 max=0 Value type: mixed type : string {5-16.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.type} (same value: acid) [9] : object {5-16.items.[].system.heightening.levels.9} damage : object {5-16.items.[].system.heightening.levels.9.damage} 0 : object {5-16.items.[].system.heightening.levels.9.damage.0} applyMod : boolean {5-16.items.[].system.heightening.levels.9.damage.0.applyMod} (same value: False) [category] : mixed formula : string {5-16.items.[].system.heightening.levels.9.damage.0.formula} (same value: 5d6) materials : array<> {5-16.items.[].system.heightening.levels.9.damage.0.materials} Length: min=0 max=0 Value type: mixed type : string {5-16.items.[].system.heightening.levels.9.damage.0.type} (same value: acid) gcovwqxwitqchoin : object {5-16.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin} applyMod : boolean {5-16.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.applyMod} (same value: False) category : string {5-16.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.category} (same value: splash) formula : string {5-16.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.formula} (same value: 4) materials : array<> {5-16.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.materials} Length: min=0 max=0 Value type: mixed type : string {5-16.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.type} (same value: acid) type : string {5-16.items.[].system.heightening.type} (2 different values) fixed (x6) interval (x5) [damage] : object {5-16.items.[].system.heightening.damage} 0 : string {5-16.items.[].system.heightening.damage.0} (3 different values) 1d4 (x2) 1d6 (x1) 2d4 (x2) [interval] : integer {5-16.items.[].system.heightening.interval} (2 different values) 1 (x4) 2 (x1) [start] : object {5-16.items.[].system.start} [initiative] : mixed value : integer {5-16.items.[].system.start.value} (same value: 630) [tokenIcon] : object {5-16.items.[].system.tokenIcon} show : boolean {5-16.items.[].system.tokenIcon.show} (same value: True) [mod] : object {5-16.items.[].system.mod} value : integer {5-16.items.[].system.mod.value} (2 different values) 15 (x1) 12 (x1) [proficient] : object {5-16.items.[].system.proficient} value : integer {5-16.items.[].system.proficient.value} (same value: 0) type : string {5-16.items.[].type} (9 different values) melee (x16) action (x22) weapon (x4) armor (x2) equipment (x4) spellcastingEntry (x2) spell (x31) effect (x2) lore (x2) [_stats] : object {5-16.items.[]._stats} compendiumSource : string {5-16.items.[]._stats.compendiumSource} (25 different values) [flags] : object {5-16.items.[].flags} pf2e : object {5-16.items.[].flags.pf2e} linkedWeapon : string {5-16.items.[].flags.pf2e.linkedWeapon} (2 different values) VAAn3bAtfAKk262p (x2) dQCbEEJM9punVXyL (x4) name : string {5-16.name} (all different values) system : object {5-16.system} [abilities] : object {5-16.system.abilities} cha : object {5-16.system.abilities.cha} mod : integer {5-16.system.abilities.cha.mod} (3 different values) -5 (x2) 1 (x1) -1 (x3) con : object {5-16.system.abilities.con} mod : integer {5-16.system.abilities.con.mod} (3 different values) 5 (x1) 4 (x3) 2 (x2) dex : object {5-16.system.abilities.dex} mod : integer {5-16.system.abilities.dex.mod} (4 different values) 4 (x1) 2 (x1) 1 (x1) 3 (x3) int : object {5-16.system.abilities.int} mod : integer {5-16.system.abilities.int.mod} (3 different values) -5 (x2) 0 (x2) 5 (x2) str : object {5-16.system.abilities.str} mod : integer {5-16.system.abilities.str.mod} (4 different values) 6 (x1) 4 (x2) 5 (x1) 2 (x2) wis : object {5-16.system.abilities.wis} mod : integer {5-16.system.abilities.wis.mod} (3 different values) 3 (x3) 2 (x2) 1 (x1) attributes : object {5-16.system.attributes} ac : object {5-16.system.attributes.ac} [details] : string {5-16.system.attributes.ac.details} (same value: ) value : integer {5-16.system.attributes.ac.value} (7 different values) 13 (x1) 21 (x1) 18 (x1) 0 (x4) 10 (x1) 19 (x2) 22 (x2) [allSaves] : object {5-16.system.attributes.allSaves} value : string {5-16.system.attributes.allSaves.value} (same value: ) hp : object {5-16.system.attributes.hp} details : string {5-16.system.attributes.hp.details} (same value: ) max : integer {5-16.system.attributes.hp.max} (9 different values) 94 (x1) 78 (x1) 40 (x1) 0 (x4) 56 (x1) 42 (x1) 52 (x1) 80 (x1) 49 (x1) temp : integer {5-16.system.attributes.hp.temp} (2 different values) 0 (x10) 11 (x2) value : integer {5-16.system.attributes.hp.value} (9 different values) 94 (x1) 78 (x1) 40 (x1) 0 (x4) 56 (x1) 42 (x1) 52 (x1) 80 (x1) 49 (x1) [immunities] : array {5-16.system.attributes.immunities} Length: min=2 max=5 Value type: object {5-16.system.attributes.immunities.[]} exceptions : array<> {5-16.system.attributes.immunities.[].exceptions} Length: min=0 max=0 Value type: mixed type : string {5-16.system.attributes.immunities.[].type} (5 different values) acid (x2) critical-hits (x4) precision (x4) unconscious (x2) visual (x2) [speed] : object {5-16.system.attributes.speed} otherSpeeds : array<> {5-16.system.attributes.speed.otherSpeeds} Length: min=0 max=0 Value type: mixed value : integer {5-16.system.attributes.speed.value} (same value: 25) [emitsSound] : string {5-16.system.attributes.emitsSound} (same value: encounter) [hardness] : integer {5-16.system.attributes.hardness} (3 different values) 0 (x4) 10 (x1) 12 (x1) [stealth] : object {5-16.system.attributes.stealth} details : string {5-16.system.attributes.stealth.details} (3 different values)

(trained) to notice the instability in the surrounding woodwork and precariously balanced masonry.

(x2)

(trained) to notice the worn flagstones which are crumbling away at the slightest pressure.

(x2)

(trained) to notice the runes carved into the lid.

(x2) value : integer {5-16.system.attributes.stealth.value} (3 different values) 7 (x1) 10 (x3) 13 (x2) details : object {5-16.system.details} [blurb] : string {5-16.system.details.blurb} (same value: ) [languages] : object {5-16.system.details.languages} details : string {5-16.system.details.languages.details} (same value: ) value : array {5-16.system.details.languages.value} Length: min=0 max=5 Value type: string {5-16.system.details.languages.value.[]} (5 different values) common (x4) elven (x2) gnomish (x2) thassilonian (x2) varisian (x2) level : object {5-16.system.details.level} value : integer {5-16.system.details.level.value} (6 different values) 5 (x2) 4 (x2) 2 (x1) 1 (x1) 3 (x5) 6 (x1) [privateNotes] : string {5-16.system.details.privateNotes} (same value: ) [publicNotes] : string {5-16.system.details.publicNotes} (same value: ) publication : object {5-16.system.details.publication} license : string {5-16.system.details.publication.license} (same value: OGL) remaster : boolean {5-16.system.details.publication.remaster} (same value: False) title : string {5-16.system.details.publication.title} (same value: Pathfinder Society Scenario #5-16: A Lie Told to Strangers) [description] : string {5-16.system.details.description} (3 different values)

The room initially appears merely dilapidated, but on closer inspection it is positively liable to collapse at any moment.

(x2)

At a cursory glance the tunnel appears to be little more than a waterlogged chamber.

(x2)

The magical runes glow at any attempt to open this chest.

(x2) [disable] : string {5-16.system.details.disable} (6 different values)

@Check[crafting|dc:20] (untrained) to safely shore up the weaknesses in the masonry by replacing rotten wood with other assorted bric-a-brac, @Check[thievery|dc:17] (trained) to carefully place boards and the like to create bridges over structurally weak areas.

(x1)

@Check[acrobatics|dc:17] (trained) to safely navigate the wet floor without stepping on any loose masonry or @Check[thievery|dc:19] (expert) to cause a controlled collapse without any danger to the PCs.

(x1)

@Check[crafting|dc:23] (untrained) to safely shore up the weaknesses in the masonry by replacing rotten wood with other assorted bric-a-brac, @Check[thievery|dc:20] (trained) to carefully place boards and the like to create bridges over structurally weak areas.

(x1)

@Check[acrobatics|dc:20] (trained) to safely navigate the wet floor without stepping on any loose masonry or @Check[thievery|dc:22] (expert) to cause a controlled collapse without any danger to the PCs.

(x1)

@Check[thievery|dc:19] (trained) to safely scratch out the runes or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (3rd rank; counteract DC 17) to counteract the runes.

(x1)

@Check[thievery|dc:22] (trained) to safely scratch out the runes or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (3rd rank; counteract DC 20) to counteract the runes.

(x1) [isComplex] : boolean {5-16.system.details.isComplex} (same value: False) [reset] : string {5-16.system.details.reset} (same value: ) [routine] : string {5-16.system.details.routine} (same value: ) [initiative] : object {5-16.system.initiative} statistic : string {5-16.system.initiative.statistic} (same value: perception) [perception] : object {5-16.system.perception} details : string {5-16.system.perception.details} (2 different values) no vision (x2) (x4) mod : integer {5-16.system.perception.mod} (5 different values) 9 (x1) 11 (x1) 8 (x1) 6 (x1) 14 (x2) senses : array {5-16.system.perception.senses} Length: min=0 max=1 Value type: object {5-16.system.perception.senses.[]} acuity : string {5-16.system.perception.senses.[].acuity} (same value: precise) range : integer {5-16.system.perception.senses.[].range} (same value: 60) type : string {5-16.system.perception.senses.[].type} (same value: motion-sense) [resources] : object {5-16.system.resources} saves : object {5-16.system.saves} fortitude : object {5-16.system.saves.fortitude} saveDetail : string {5-16.system.saves.fortitude.saveDetail} (same value: ) value : integer {5-16.system.saves.fortitude.value} (6 different values) 15 (x2) 14 (x1) 11 (x2) 0 (x4) 12 (x2) 8 (x1) reflex : object {5-16.system.saves.reflex} saveDetail : string {5-16.system.saves.reflex.saveDetail} (same value: ) value : integer {5-16.system.saves.reflex.value} (7 different values) 12 (x1) 11 (x2) 8 (x1) 0 (x4) 9 (x2) 6 (x1) 14 (x1) will : object {5-16.system.saves.will} saveDetail : string {5-16.system.saves.will.saveDetail} (same value: ) [value] : integer {5-16.system.saves.will.value} (7 different values) 9 (x1) 8 (x1) 5 (x1) 0 (x4) 6 (x1) 17 (x1) 14 (x1) [skills] : object {5-16.system.skills} [acrobatics] : object {5-16.system.skills.acrobatics} base : integer {5-16.system.skills.acrobatics.base} (2 different values) 10 (x2) 7 (x2) [athletics] : object {5-16.system.skills.athletics} base : integer {5-16.system.skills.athletics.base} (4 different values) 13 (x1) 12 (x1) 8 (x1) 10 (x1) [stealth] : object {5-16.system.skills.stealth} base : integer {5-16.system.skills.stealth.base} (4 different values) 12 (x1) 10 (x1) 7 (x1) 9 (x1) [intimidation] : object {5-16.system.skills.intimidation} base : integer {5-16.system.skills.intimidation.base} (4 different values) 8 (x1) 5 (x1) 13 (x1) 10 (x1) arcana : object {5-16.system.skills.arcana} base : integer {5-16.system.skills.arcana.base} (2 different values) 15 (x1) 12 (x1) occultism : object {5-16.system.skills.occultism} base : integer {5-16.system.skills.occultism.base} (2 different values) 15 (x1) 12 (x1) religion : object {5-16.system.skills.religion} base : integer {5-16.system.skills.religion.base} (2 different values) 13 (x1) 10 (x1) traits : object {5-16.system.traits} rarity : string {5-16.system.traits.rarity} (2 different values) uncommon (x2) common (x10) size : object {5-16.system.traits.size} value : string {5-16.system.traits.size.value} (2 different values) lg (x2) med (x10) value : array {5-16.system.traits.value} Length: min=1 max=3 Value type: string {5-16.system.traits.value.[]} (8 different values) mindless (x2) ooze (x2) chaotic (x4) humanoid (x4) environmental (x4) human (x2) magical (x2) trap (x2) [statusEffects] : array<> {5-16.system.statusEffects} Length: min=0 max=0 Value type: mixed type : string {5-16.type} (2 different values) npc (x6) hazard (x6)