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Pf2eDataScrapper/output/pf2e/packs/Book 3 - Bring the House Down.txt
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Book 3 - Bring the House Down
Different values: 24
=====================================
object {Book 3 - Bring the House Down}
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folder : string {Book 3 - Bring the House Down.folder} (same value: mtyFZ9PSRzHhxxjB)
img : string {Book 3 - Bring the House Down.img} (2 different values)
systems/pf2e/icons/default-icons/npc.svg (x20)
systems/pf2e/icons/default-icons/hazard.svg (x4)
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img : string {Book 3 - Bring the House Down.items.[].img} (128 different values)
name : string {Book 3 - Bring the House Down.items.[].name} (236 different values)
sort : integer {Book 3 - Bring the House Down.items.[].sort} (57 different values)
system : object {Book 3 - Bring the House Down.items.[].system}
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description : object {Book 3 - Bring the House Down.items.[].system.description}
value : string {Book 3 - Bring the House Down.items.[].system.description.value} (228 different values)
[gm] : string {Book 3 - Bring the House Down.items.[].system.description.gm} (5 different values)
<p>For all locks in the lab.</p> (x1)
<p>Once restored, the satchel gains the following activation.</p><p><strong>Activate—Instant Alchemy</strong> <span class="pf2-icon">2</span> (manipulate)</p><p><strong>Frequency</strong> once per hour</p><hr /><p><strong>Effect</strong> You name and then produce a common alchemical item of any level up to level 20 from the satchel's main compartment. This item has the infused trait and remains potent for 24 hours. Make a flat check with a DC equal to the alchemical item's level. On failure, you can't activate Red Hand's Satchel in this way until the next time you make your daily preparations.</p> (x1)
<p>Once Retribution is restored, it becomes a <em>+3 major striking keen shifting wounding war razor</em> and gains the following additional activations.</p><hr /><p><strong>Activate—Cruel Cut</strong> <span class="pf2-icon">2</span> (curse, death, manipulate)</p><p><strong>Frequency</strong> once per day</p><p><strong>Effect</strong> Choose a target within 120 feet who you can see. That target must attempt a @Check[fortitude|dc:44] save.</p><p><strong>Critical Success</strong> The target is unaffected.</p><p><strong>Success</strong> The target takes @Damage[3d6[persistent,bleed]] damage.</p><p><strong>Failure</strong> As success, but one of their eyes is damaged, rendering them @UUID[Compendium.pf2e.conditionitems.Item.Dazzled]. The target also becomes @UUID[Compendium.pf2e.conditionitems.Item.Drained]{Drained 1}. The dazzled and drained condition are permanent until removed by cleanse affliction or a similar effect.</p><p><strong>Critical Failure</strong> As failure, but @Damage[6d6[persistent,bleed]] damage and the target is @UUID[Compendium.pf2e.conditionitems.Item.Blinded] instead of dazzled, and @UUID[Compendium.pf2e.conditionitems.Item.Drained]{Drained 2} instead of drained 1. If the target is ever reduced to 0 Hit Points or less while under this curse, they immediately die.</p><hr /><p><strong>Activate—Reflect Curse</strong> <span class="pf2-icon">r</span></p><p><strong>Frequency</strong> once per hour</p><p><strong>Trigger</strong> You are about to attempt a saving throw against a curse</p><p><strong>Effect</strong> If you succeed or critically succeed against the curse, it is reflected back to its source and it does not affect you; the source must then attempt a saving throw against the curse.</p> (x1)
<p>Planar key to Duskfathom for use with @UUID[Compendium.pf2e.spells-srd.Item.Interplanar Teleport].</p> (x1)
<p>Once restored, White Cleome's Eye gains the following additional activations.</p><hr /><p><strong>Activate—Look to the Past</strong> 1 minute (concentrate, manipulate)</p><p><strong>Frequency</strong> once per day</p><p><strong>Effect</strong> You twist White Cleome's Eye in a clockwise rotation, allowing you to peer back in time, causing it to cast a 9th-rank @UUID[Compendium.pf2e.spells-srd.Item.Retrocognition] spell.</p><hr /><p><strong>Activate—Relive the Past</strong> <span class="pf2-icon">2</span> (concentrate, manipulate)</p><p><strong>Frequency</strong> once per day</p><p><strong>Effect</strong> You twist White Cleome's Eye in a counter-clockwise rotation, allowing you to experience previous events that impacted an object you are touching, causing White Cleome's Eye to cast a 9th-rank @UUID[Compendium.pf2e.spells-srd.Item.Object Reading] spell.</p> (x1)
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innate (x16)
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0 (x2)
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publication : object {Book 3 - Bring the House Down.items.[].system.publication}
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OGL (x187)
ORC (x259)
remaster : boolean {Book 3 - Bring the House Down.items.[].system.publication.remaster} (2 different values)
False (x187)
True (x259)
title : string {Book 3 - Bring the House Down.items.[].system.publication.title} (10 different values)
(x168)
Pathfinder Player Core (x204)
Pathfinder Player Core 2 (x4)
Pathfinder #206: Bring the House Down (x5)
Pathfinder Bestiary (x20)
Pathfinder Monster Core (x34)
Pathfinder GM Core (x4)
Pathfinder Bestiary 2 (x2)
Pathfinder Treasure Vault (x4)
Pathfinder Secrets of Magic (x1)
rules : ###FoundryRulesObject###
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dc : integer {Book 3 - Bring the House Down.items.[].system.spelldc.dc} (8 different values)
41 (x4)
42 (x5)
40 (x1)
37 (x5)
36 (x1)
44 (x1)
34 (x1)
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34 (x5)
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40 (x6)
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value : string {Book 3 - Bring the House Down.items.[].system.cost.value} (6 different values)
(x183)
rare incense, precious metals, and purified chalk worth 500 gp; (x1)
rare incense and offerings worth a total value of 2 gp × the spell rank × the target's level, see text for more details (x2)
gemstones worth a total value of 75 gp × the target's level (x1)
item worth at least the target's level x 100 gp (x1)
rare incense worth a total value of 300 gp (x1)
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8d6 (x3)
2d6 (x6)
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12d6 (x1)
6d6 (x2)
1d4 (x1)
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4d10 (x1)
16d6 (x1)
3d10 (x1)
3d6 (x1)
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damage (x46)
healing (x7)
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void (x6)
vitality (x6)
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bludgeoning (x1)
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d4 (x2)
d6 (x11)
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2d4 (x1)
3d10 (x1)
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void (x1)
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[type] : string {Book 3 - Bring the House Down.items.[].system.damage.type} (same value: vitality)
[2] : object {Book 3 - Bring the House Down.items.[].system.damage.2}
applyMod : boolean {Book 3 - Bring the House Down.items.[].system.damage.2.applyMod} (same value: False)
[category] : mixed
formula : string {Book 3 - Bring the House Down.items.[].system.damage.2.formula} (same value: 3d10)
kinds : array<string> {Book 3 - Bring the House Down.items.[].system.damage.2.kinds}
Length: min=1 max=1
Value type: string {Book 3 - Bring the House Down.items.[].system.damage.2.kinds.[]} (same value: damage)
materials : array<> {Book 3 - Bring the House Down.items.[].system.damage.2.materials}
Length: min=0 max=0
Value type: mixed
type : string {Book 3 - Bring the House Down.items.[].system.damage.2.type} (same value: cold)
[3] : object {Book 3 - Bring the House Down.items.[].system.damage.3}
applyMod : boolean {Book 3 - Bring the House Down.items.[].system.damage.3.applyMod} (same value: False)
[category] : mixed
formula : string {Book 3 - Bring the House Down.items.[].system.damage.3.formula} (same value: 3d10)
kinds : array<string> {Book 3 - Bring the House Down.items.[].system.damage.3.kinds}
Length: min=1 max=1
Value type: string {Book 3 - Bring the House Down.items.[].system.damage.3.kinds.[]} (same value: damage)
materials : array<> {Book 3 - Bring the House Down.items.[].system.damage.3.materials}
Length: min=0 max=0
Value type: mixed
type : string {Book 3 - Bring the House Down.items.[].system.damage.3.type} (same value: electricity)
[4] : object {Book 3 - Bring the House Down.items.[].system.damage.4}
applyMod : boolean {Book 3 - Bring the House Down.items.[].system.damage.4.applyMod} (same value: False)
[category] : mixed
formula : string {Book 3 - Bring the House Down.items.[].system.damage.4.formula} (same value: 3d10)
kinds : array<string> {Book 3 - Bring the House Down.items.[].system.damage.4.kinds}
Length: min=1 max=1
Value type: string {Book 3 - Bring the House Down.items.[].system.damage.4.kinds.[]} (same value: damage)
materials : array<> {Book 3 - Bring the House Down.items.[].system.damage.4.materials}
Length: min=0 max=0
Value type: mixed
type : string {Book 3 - Bring the House Down.items.[].system.damage.4.type} (same value: bludgeoning)
[5] : object {Book 3 - Bring the House Down.items.[].system.damage.5}
applyMod : boolean {Book 3 - Bring the House Down.items.[].system.damage.5.applyMod} (same value: False)
[category] : mixed
formula : string {Book 3 - Bring the House Down.items.[].system.damage.5.formula} (same value: 3d10)
kinds : array<string> {Book 3 - Bring the House Down.items.[].system.damage.5.kinds}
Length: min=1 max=1
Value type: string {Book 3 - Bring the House Down.items.[].system.damage.5.kinds.[]} (same value: damage)
materials : array<> {Book 3 - Bring the House Down.items.[].system.damage.5.materials}
Length: min=0 max=0
Value type: mixed
type : string {Book 3 - Bring the House Down.items.[].system.damage.5.type} (same value: fire)
[yI4fzrhnbFxup4Ep] : object {Book 3 - Bring the House Down.items.[].system.damage.yI4fzrhnbFxup4Ep}
applyMod : boolean {Book 3 - Bring the House Down.items.[].system.damage.yI4fzrhnbFxup4Ep.applyMod} (same value: False)
[category] : mixed
formula : string {Book 3 - Bring the House Down.items.[].system.damage.yI4fzrhnbFxup4Ep.formula} (same value: 1d8)
kinds : array<string> {Book 3 - Bring the House Down.items.[].system.damage.yI4fzrhnbFxup4Ep.kinds}
Length: min=1 max=1
Value type: string {Book 3 - Bring the House Down.items.[].system.damage.yI4fzrhnbFxup4Ep.kinds.[]} (same value: damage)
materials : array<> {Book 3 - Bring the House Down.items.[].system.damage.yI4fzrhnbFxup4Ep.materials}
Length: min=0 max=0
Value type: mixed
type : string {Book 3 - Bring the House Down.items.[].system.damage.yI4fzrhnbFxup4Ep.type} (same value: acid)
[defense] : object {Book 3 - Bring the House Down.items.[].system.defense}
save : object {Book 3 - Bring the House Down.items.[].system.defense.save}
basic : boolean {Book 3 - Bring the House Down.items.[].system.defense.save.basic} (2 different values)
False (x57)
True (x24)
statistic : string {Book 3 - Bring the House Down.items.[].system.defense.save.statistic} (3 different values)
will (x50)
reflex (x6)
fortitude (x25)
[duration] : object {Book 3 - Bring the House Down.items.[].system.duration}
sustained : boolean {Book 3 - Bring the House Down.items.[].system.duration.sustained} (2 different values)
False (x175)
True (x14)
value : string {Book 3 - Bring the House Down.items.[].system.duration.value} (18 different values)
10 minutes (x24)
1 hour (x18)
1 minute (x29)
(x73)
until full tribute is paid (x1)
until your next daily preparations (x4)
1 day (x1)
until the next time you make your daily preparations (x1)
see text (x4)
varies (x16)
until the end of the target's next turn (x1)
1 round (x5)
see below (x5)
until the start of your next turn (x1)
until the end of your next turn (x2)
unlimited (x2)
3 rounds (x1)
1 round or sustained up to 1 minute (x1)
[level] : object {Book 3 - Bring the House Down.items.[].system.level}
value : integer {Book 3 - Bring the House Down.items.[].system.level.value} (18 different values)
8 (x9)
5 (x37)
4 (x17)
0 (x25)
20 (x3)
21 (x3)
10 (x4)
9 (x6)
7 (x17)
6 (x16)
3 (x10)
2 (x28)
1 (x45)
17 (x1)
19 (x1)
16 (x4)
12 (x1)
13 (x1)
[location] : object {Book 3 - Bring the House Down.items.[].system.location}
[heightenedLevel] : integer {Book 3 - Bring the House Down.items.[].system.location.heightenedLevel} (9 different values)
8 (x35)
5 (x6)
9 (x21)
10 (x14)
6 (x12)
7 (x24)
4 (x9)
3 (x1)
2 (x1)
[value] : string {Book 3 - Bring the House Down.items.[].system.location.value} (15 different values)
cF7DrYFZ83ZOhP5d (x6)
SaLMITPr5KPGEyyO (x33)
IfsFbOlJ9R8PiSjx (x3)
vWhXrDJN3LLYXmxF (x6)
gLEu7XWn7pQSVc6w (x6)
6y44XD6APDiiK1SZ (x6)
7EH2bFQV2o0TB2w7 (x14)
esD0WXqxWt5Jd3Kj (x2)
T9lgD1z7bkh2qBCl (x60)
e8oPQH0Ss9z5oimc (x10)
YLX02foABJxLh21p (x7)
guqcEGLb6OHHFXDW (x6)
h6z492dnOVTr6NoI (x10)
VZAm09RhKyGLsrfA (x7)
uAwPY2joB7VG2Hs8 (x5)
[uses] : object {Book 3 - Bring the House Down.items.[].system.location.uses}
max : integer {Book 3 - Bring the House Down.items.[].system.location.uses.max} (same value: 3)
value : integer {Book 3 - Bring the House Down.items.[].system.location.uses.value} (same value: 3)
[range] : object {Book 3 - Bring the House Down.items.[].system.range}
value : string {Book 3 - Bring the House Down.items.[].system.range.value} (18 different values)
touch (x45)
30 feet (x46)
120 feet (x28)
(x25)
unlimited (x2)
5 feet (x2)
20 feet (x1)
emanation up to 40-feet (x1)
10 feet (x3)
see text (x2)
planetary (x5)
60 feet (x7)
varies (x11)
500 feet (x2)
40 feet (x5)
100 feet (x2)
1,000 feet (x1)
800 feet (x1)
[requirements] : string {Book 3 - Bring the House Down.items.[].system.requirements} (2 different values)
(x185)
You can bleed (x4)
[target] : object {Book 3 - Bring the House Down.items.[].system.target}
value : string {Book 3 - Bring the House Down.items.[].system.target.value} (26 different values)
[time] : object {Book 3 - Bring the House Down.items.[].system.time}
value : string {Book 3 - Bring the House Down.items.[].system.time.value} (8 different values)
2 (x132)
3 (x15)
10 minutes (x6)
1 day (x8)
1 minute (x7)
reaction (x7)
1 to 3 (x7)
1 (x7)
[heightening] : object {Book 3 - Bring the House Down.items.[].system.heightening}
[levels] : object {Book 3 - Bring the House Down.items.[].system.heightening.levels}
[6] : object {Book 3 - Bring the House Down.items.[].system.heightening.levels.6}
[target] : object {Book 3 - Bring the House Down.items.[].system.heightening.levels.6.target}
value : string {Book 3 - Bring the House Down.items.[].system.heightening.levels.6.target.value} (2 different values)
1 or 10 creatures (x2)
any number of objects (x1)
[7] : object {Book 3 - Bring the House Down.items.[].system.heightening.levels.7}
target : object {Book 3 - Bring the House Down.items.[].system.heightening.levels.7.target}
value : string {Book 3 - Bring the House Down.items.[].system.heightening.levels.7.target.value} (3 different values)
1 or any number of creatures (x2)
6 creatures (x1)
1 unattended object with a Bulk of 2 or less (x1)
[4] : object {Book 3 - Bring the House Down.items.[].system.heightening.levels.4}
[target] : object {Book 3 - Bring the House Down.items.[].system.heightening.levels.4.target}
value : string {Book 3 - Bring the House Down.items.[].system.heightening.levels.4.target.value} (2 different values)
10 creatures you know by name and have met in person (x1)
10 creatures (x1)
area : object {Book 3 - Bring the House Down.items.[].system.heightening.levels.4.area}
areaType : string {Book 3 - Bring the House Down.items.[].system.heightening.levels.4.area.areaType} (same value: burst)
type : string {Book 3 - Bring the House Down.items.[].system.heightening.levels.4.area.type} (same value: burst)
value : integer {Book 3 - Bring the House Down.items.[].system.heightening.levels.4.area.value} (same value: 20)
range : object {Book 3 - Bring the House Down.items.[].system.heightening.levels.4.range}
value : string {Book 3 - Bring the House Down.items.[].system.heightening.levels.4.range.value} (same value: 60 feet)
[5] : object {Book 3 - Bring the House Down.items.[].system.heightening.levels.5}
[target] : object {Book 3 - Bring the House Down.items.[].system.heightening.levels.5.target}
value : string {Book 3 - Bring the House Down.items.[].system.heightening.levels.5.target.value} (same value: 10 creatures)
range : object {Book 3 - Bring the House Down.items.[].system.heightening.levels.5.range}
value : string {Book 3 - Bring the House Down.items.[].system.heightening.levels.5.range.value} (2 different values)
1 mile (x2)
60 feet (x1)
[3] : object {Book 3 - Bring the House Down.items.[].system.heightening.levels.3}
[target] : object {Book 3 - Bring the House Down.items.[].system.heightening.levels.3.target}
value : string {Book 3 - Bring the House Down.items.[].system.heightening.levels.3.target.value} (3 different values)
5 creatures (x1)
10 objects (x1)
1 unattended object with a Bulk of 1 or less (x1)
[range] : object {Book 3 - Bring the House Down.items.[].system.heightening.levels.3.range}
value : string {Book 3 - Bring the House Down.items.[].system.heightening.levels.3.range.value} (same value: 500 feet)
[10] : object {Book 3 - Bring the House Down.items.[].system.heightening.levels.10}
[damage] : object {Book 3 - Bring the House Down.items.[].system.heightening.levels.10.damage}
0 : object {Book 3 - Bring the House Down.items.[].system.heightening.levels.10.damage.0}
applyMod : boolean {Book 3 - Bring the House Down.items.[].system.heightening.levels.10.damage.0.applyMod} (same value: False)
[category] : mixed
formula : string {Book 3 - Bring the House Down.items.[].system.heightening.levels.10.damage.0.formula} (same value: 10d6)
materials : array<> {Book 3 - Bring the House Down.items.[].system.heightening.levels.10.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {Book 3 - Bring the House Down.items.[].system.heightening.levels.10.damage.0.type} (same value: void)
area : object {Book 3 - Bring the House Down.items.[].system.heightening.levels.10.area}
type : string {Book 3 - Bring the House Down.items.[].system.heightening.levels.10.area.type} (same value: burst)
value : integer {Book 3 - Bring the House Down.items.[].system.heightening.levels.10.area.value} (same value: 1000)
range : object {Book 3 - Bring the House Down.items.[].system.heightening.levels.10.range}
value : string {Book 3 - Bring the House Down.items.[].system.heightening.levels.10.range.value} (same value: 2000 feet)
[8] : object {Book 3 - Bring the House Down.items.[].system.heightening.levels.8}
target : object {Book 3 - Bring the House Down.items.[].system.heightening.levels.8.target}
value : string {Book 3 - Bring the House Down.items.[].system.heightening.levels.8.target.value} (same value: 10 creatures)
[9] : object {Book 3 - Bring the House Down.items.[].system.heightening.levels.9}
target : object {Book 3 - Bring the House Down.items.[].system.heightening.levels.9.target}
value : string {Book 3 - Bring the House Down.items.[].system.heightening.levels.9.target.value} (same value: up to 10 creatures)
type : string {Book 3 - Bring the House Down.items.[].system.heightening.type} (2 different values)
fixed (x25)
interval (x48)
[damage] : object {Book 3 - Bring the House Down.items.[].system.heightening.damage}
[hBNB5kWrMV8T2CuH] : string {Book 3 - Bring the House Down.items.[].system.heightening.damage.hBNB5kWrMV8T2CuH} (same value: 0)
[mY0vhGfbdzA69pIz] : string {Book 3 - Bring the House Down.items.[].system.heightening.damage.mY0vhGfbdzA69pIz} (same value: 1d6)
[0] : string {Book 3 - Bring the House Down.items.[].system.heightening.damage.0} (5 different values)
1d8 (x14)
2d6 (x12)
1d6 (x7)
1d4 (x5)
1d10 (x6)
[1] : string {Book 3 - Bring the House Down.items.[].system.heightening.damage.1} (same value: 1d4)
[rQT6Is4xVcbWJIAt] : string {Book 3 - Bring the House Down.items.[].system.heightening.damage.rQT6Is4xVcbWJIAt} (same value: 1d8)
[yI4fzrhnbFxup4Ep] : string {Book 3 - Bring the House Down.items.[].system.heightening.damage.yI4fzrhnbFxup4Ep} (same value: 1d8)
[interval] : integer {Book 3 - Bring the House Down.items.[].system.heightening.interval} (2 different values)
2 (x13)
1 (x35)
[baseItem] : string {Book 3 - Bring the House Down.items.[].system.baseItem} (8 different values)
dagger (x1)
shortsword (x9)
studded-leather-armor (x2)
war-razor (x1)
leather-armor (x5)
trident (x1)
club (x1)
rapier (x1)
[bonus] : object {Book 3 - Bring the House Down.items.[].system.bonus}
value : integer {Book 3 - Bring the House Down.items.[].system.bonus.value} (13 different values)
0 (x14)
34 (x2)
38 (x6)
37 (x3)
33 (x8)
32 (x2)
41 (x1)
30 (x3)
35 (x6)
26 (x1)
40 (x4)
36 (x1)
42 (x1)
[bonusDamage] : object {Book 3 - Bring the House Down.items.[].system.bonusDamage}
value : integer {Book 3 - Bring the House Down.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {Book 3 - Bring the House Down.items.[].system.bulk}
value : mixed
float {Book 3 - Bring the House Down.items.[].system.bulk.value} (same value: 0,1)
integer {Book 3 - Bring the House Down.items.[].system.bulk.value} (2 different values)
1 (x11)
0 (x8)
[capacity] : integer {Book 3 - Bring the House Down.items.[].system.bulk.capacity} (same value: 50)
[heldOrStowed] : integer {Book 3 - Bring the House Down.items.[].system.bulk.heldOrStowed} (same value: 1)
[ignored] : integer {Book 3 - Bring the House Down.items.[].system.bulk.ignored} (same value: 50)
[category] : string {Book 3 - Bring the House Down.items.[].system.category} (11 different values)
simple (x2)
elixir (x1)
poison (x1)
interaction (x18)
defensive (x40)
offensive (x84)
martial (x12)
light (x7)
wand (x1)
other (x1)
potion (x2)
[containerId] : string {Book 3 - Bring the House Down.items.[].system.containerId} (same value: dHvX3fZWtSUdBdR6)
[equipped] : object {Book 3 - Bring the House Down.items.[].system.equipped}
carryType : string {Book 3 - Bring the House Down.items.[].system.equipped.carryType} (2 different values)
worn (x38)
held (x1)
[handsHeld] : integer {Book 3 - Bring the House Down.items.[].system.equipped.handsHeld} (2 different values)
0 (x14)
1 (x1)
[invested] : mixed
[group] : string {Book 3 - Bring the House Down.items.[].system.group} (5 different values)
knife (x2)
sword (x10)
leather (x7)
spear (x1)
club (x1)
[hardness] : integer {Book 3 - Bring the House Down.items.[].system.hardness} (same value: 0)
[hp] : object {Book 3 - Bring the House Down.items.[].system.hp}
max : integer {Book 3 - Bring the House Down.items.[].system.hp.max} (same value: 0)
value : integer {Book 3 - Bring the House Down.items.[].system.hp.value} (same value: 0)
[material] : object {Book 3 - Bring the House Down.items.[].system.material}
[grade] : string {Book 3 - Bring the House Down.items.[].system.material.grade} (same value: high)
[type] : string {Book 3 - Bring the House Down.items.[].system.material.type} (2 different values)
orichalcum (x1)
dawnsilver (x1)
[price] : object {Book 3 - Bring the House Down.items.[].system.price}
value : object {Book 3 - Bring the House Down.items.[].system.price.value}
[sp] : integer {Book 3 - Bring the House Down.items.[].system.price.value.sp} (2 different values)
2 (x1)
9 (x9)
[gp] : integer {Book 3 - Bring the House Down.items.[].system.price.value.gp} (11 different values)
8500 (x1)
3 (x2)
12500 (x1)
40000 (x1)
2500 (x1)
2 (x6)
8000 (x4)
1 (x1)
14000 (x1)
400 (x1)
450 (x1)
[quantity] : integer {Book 3 - Bring the House Down.items.[].system.quantity} (3 different values)
1 (x34)
2 (x4)
10 (x1)
[reload] : object {Book 3 - Bring the House Down.items.[].system.reload}
value : string {Book 3 - Bring the House Down.items.[].system.reload.value} (2 different values)
- (x3)
(x11)
[runes] : object {Book 3 - Bring the House Down.items.[].system.runes}
potency : integer {Book 3 - Bring the House Down.items.[].system.runes.potency} (2 different values)
3 (x7)
2 (x14)
property : array<string> {Book 3 - Bring the House Down.items.[].system.runes.property}
Length: min=0 max=4
Value type: string {Book 3 - Bring the House Down.items.[].system.runes.property.[]} (13 different values)
corrosive (x2)
keen (x4)
returning (x3)
spellStoring (x1)
unholy (x1)
wounding (x5)
speed (x1)
raiment (x2)
greaterWinged (x1)
shifting (x1)
greaterAstral (x1)
antimagic (x1)
astral (x1)
[striking] : integer {Book 3 - Bring the House Down.items.[].system.runes.striking} (2 different values)
2 (x13)
1 (x1)
[resilient] : integer {Book 3 - Bring the House Down.items.[].system.runes.resilient} (2 different values)
2 (x3)
1 (x4)
[size] : string {Book 3 - Bring the House Down.items.[].system.size} (2 different values)
med (x38)
lg (x1)
[splashDamage] : object {Book 3 - Bring the House Down.items.[].system.splashDamage}
value : integer {Book 3 - Bring the House Down.items.[].system.splashDamage.value} (same value: 0)
[usage] : object {Book 3 - Bring the House Down.items.[].system.usage}
[canBeAmmo] : boolean {Book 3 - Bring the House Down.items.[].system.usage.canBeAmmo} (same value: False)
value : string {Book 3 - Bring the House Down.items.[].system.usage.value} (6 different values)
held-in-one-hand (x22)
held-in-two-hands (x1)
wornbackpack (x1)
other (x3)
tattooed-on-the-body (x4)
worneyepiece (x1)
[uses] : object {Book 3 - Bring the House Down.items.[].system.uses}
autoDestroy : boolean {Book 3 - Bring the House Down.items.[].system.uses.autoDestroy} (2 different values)
True (x5)
False (x1)
max : integer {Book 3 - Bring the House Down.items.[].system.uses.max} (same value: 1)
value : integer {Book 3 - Bring the House Down.items.[].system.uses.value} (same value: 1)
[collapsed] : boolean {Book 3 - Bring the House Down.items.[].system.collapsed} (same value: False)
[stowing] : boolean {Book 3 - Bring the House Down.items.[].system.stowing} (same value: True)
[attackEffects] : object {Book 3 - Bring the House Down.items.[].system.attackEffects}
value : array<string> {Book 3 - Bring the House Down.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {Book 3 - Bring the House Down.items.[].system.attackEffects.value.[]} (10 different values)
blackfingers-venom (x3)
rabid-rage (x1)
grab (x2)
princes-curse (x3)
improved-grab (x3)
knockdown (x1)
jorogumo-venom (x1)
web-trap (x1)
zimiezek-infection (x1)
web-restraints (x1)
[damageRolls] : object {Book 3 - Bring the House Down.items.[].system.damageRolls}
[5A5uNMTrO9SfFtHs] : object {Book 3 - Bring the House Down.items.[].system.damageRolls.5A5uNMTrO9SfFtHs}
damage : string {Book 3 - Bring the House Down.items.[].system.damageRolls.5A5uNMTrO9SfFtHs.damage} (same value: 4d10+16)
damageType : string {Book 3 - Bring the House Down.items.[].system.damageRolls.5A5uNMTrO9SfFtHs.damageType} (same value: piercing)
[WodX7O3BkGafPmJo] : object {Book 3 - Bring the House Down.items.[].system.damageRolls.WodX7O3BkGafPmJo}
damage : string {Book 3 - Bring the House Down.items.[].system.damageRolls.WodX7O3BkGafPmJo.damage} (same value: 3d4+16)
damageType : string {Book 3 - Bring the House Down.items.[].system.damageRolls.WodX7O3BkGafPmJo.damageType} (same value: piercing)
[p04KjRuWk0KjXkyi] : object {Book 3 - Bring the House Down.items.[].system.damageRolls.p04KjRuWk0KjXkyi}
damage : string {Book 3 - Bring the House Down.items.[].system.damageRolls.p04KjRuWk0KjXkyi.damage} (same value: 1d6)
damageType : string {Book 3 - Bring the House Down.items.[].system.damageRolls.p04KjRuWk0KjXkyi.damageType} (same value: acid)
[Dq0kTZjSVmTsghjD] : object {Book 3 - Bring the House Down.items.[].system.damageRolls.Dq0kTZjSVmTsghjD}
damage : string {Book 3 - Bring the House Down.items.[].system.damageRolls.Dq0kTZjSVmTsghjD.damage} (same value: 4d8+15)
damageType : string {Book 3 - Bring the House Down.items.[].system.damageRolls.Dq0kTZjSVmTsghjD.damageType} (same value: piercing)
[3VZ0pVIHZ5Zc4v6b] : object {Book 3 - Bring the House Down.items.[].system.damageRolls.3VZ0pVIHZ5Zc4v6b}
category : string {Book 3 - Bring the House Down.items.[].system.damageRolls.3VZ0pVIHZ5Zc4v6b.category} (same value: persistent)
damage : string {Book 3 - Bring the House Down.items.[].system.damageRolls.3VZ0pVIHZ5Zc4v6b.damage} (same value: 1d6)
damageType : string {Book 3 - Bring the House Down.items.[].system.damageRolls.3VZ0pVIHZ5Zc4v6b.damageType} (same value: bleed)
[EeYMLxmW6ucczPFk] : object {Book 3 - Bring the House Down.items.[].system.damageRolls.EeYMLxmW6ucczPFk}
damage : string {Book 3 - Bring the House Down.items.[].system.damageRolls.EeYMLxmW6ucczPFk.damage} (same value: 3d6+12)
damageType : string {Book 3 - Bring the House Down.items.[].system.damageRolls.EeYMLxmW6ucczPFk.damageType} (same value: piercing)
[Ja6rBKOJSJC3Wg0O] : object {Book 3 - Bring the House Down.items.[].system.damageRolls.Ja6rBKOJSJC3Wg0O}
damage : string {Book 3 - Bring the House Down.items.[].system.damageRolls.Ja6rBKOJSJC3Wg0O.damage} (same value: 1d4)
damageType : string {Book 3 - Bring the House Down.items.[].system.damageRolls.Ja6rBKOJSJC3Wg0O.damageType} (same value: spirit)
[bjUK4zN4ztapXhks] : object {Book 3 - Bring the House Down.items.[].system.damageRolls.bjUK4zN4ztapXhks}
damage : string {Book 3 - Bring the House Down.items.[].system.damageRolls.bjUK4zN4ztapXhks.damage} (same value: 3d6)
damageType : string {Book 3 - Bring the House Down.items.[].system.damageRolls.bjUK4zN4ztapXhks.damageType} (same value: spirit)
[gEZOMTRe13OHQbHw] : object {Book 3 - Bring the House Down.items.[].system.damageRolls.gEZOMTRe13OHQbHw}
damage : string {Book 3 - Bring the House Down.items.[].system.damageRolls.gEZOMTRe13OHQbHw.damage} (3 different values)
3d6+8 (x1)
3d8+8 (x1)
4d6+10 (x1)
damageType : string {Book 3 - Bring the House Down.items.[].system.damageRolls.gEZOMTRe13OHQbHw.damageType} (same value: slashing)
[G6k55V5mT5JHMSRz] : object {Book 3 - Bring the House Down.items.[].system.damageRolls.G6k55V5mT5JHMSRz}
damage : string {Book 3 - Bring the House Down.items.[].system.damageRolls.G6k55V5mT5JHMSRz.damage} (same value: 3d12+8)
damageType : string {Book 3 - Bring the House Down.items.[].system.damageRolls.G6k55V5mT5JHMSRz.damageType} (same value: piercing)
[ViuVvhqnnrMNMtUk] : object {Book 3 - Bring the House Down.items.[].system.damageRolls.ViuVvhqnnrMNMtUk}
damage : string {Book 3 - Bring the House Down.items.[].system.damageRolls.ViuVvhqnnrMNMtUk.damage} (same value: 3d6)
damageType : string {Book 3 - Bring the House Down.items.[].system.damageRolls.ViuVvhqnnrMNMtUk.damageType} (same value: spirit)
[pO0XYL5DFGeiCVge] : object {Book 3 - Bring the House Down.items.[].system.damageRolls.pO0XYL5DFGeiCVge}
damage : string {Book 3 - Bring the House Down.items.[].system.damageRolls.pO0XYL5DFGeiCVge.damage} (same value: 3d6)
damageType : string {Book 3 - Bring the House Down.items.[].system.damageRolls.pO0XYL5DFGeiCVge.damageType} (same value: spirit)
[7KTx3wqY0z8Y8SDI] : object {Book 3 - Bring the House Down.items.[].system.damageRolls.7KTx3wqY0z8Y8SDI}
damage : string {Book 3 - Bring the House Down.items.[].system.damageRolls.7KTx3wqY0z8Y8SDI.damage} (same value: 3d4+17)
damageType : string {Book 3 - Bring the House Down.items.[].system.damageRolls.7KTx3wqY0z8Y8SDI.damageType} (same value: slashing)
[TmRGFzbwag3jh4cN] : object {Book 3 - Bring the House Down.items.[].system.damageRolls.TmRGFzbwag3jh4cN}
category : string {Book 3 - Bring the House Down.items.[].system.damageRolls.TmRGFzbwag3jh4cN.category} (same value: persistent)
damage : string {Book 3 - Bring the House Down.items.[].system.damageRolls.TmRGFzbwag3jh4cN.damage} (same value: 1d6)
damageType : string {Book 3 - Bring the House Down.items.[].system.damageRolls.TmRGFzbwag3jh4cN.damageType} (same value: bleed)
[QNuAEoR32rD8vHIs] : object {Book 3 - Bring the House Down.items.[].system.damageRolls.QNuAEoR32rD8vHIs}
category : string {Book 3 - Bring the House Down.items.[].system.damageRolls.QNuAEoR32rD8vHIs.category} (same value: persistent)
damage : string {Book 3 - Bring the House Down.items.[].system.damageRolls.QNuAEoR32rD8vHIs.damage} (same value: 1d6)
damageType : string {Book 3 - Bring the House Down.items.[].system.damageRolls.QNuAEoR32rD8vHIs.damageType} (same value: bleed)
[VFuA8zfo4FadAgI9] : object {Book 3 - Bring the House Down.items.[].system.damageRolls.VFuA8zfo4FadAgI9}
damage : string {Book 3 - Bring the House Down.items.[].system.damageRolls.VFuA8zfo4FadAgI9.damage} (same value: 3d12+8)
damageType : string {Book 3 - Bring the House Down.items.[].system.damageRolls.VFuA8zfo4FadAgI9.damageType} (same value: bludgeoning)
[WayitStFpeFCdwVh] : object {Book 3 - Bring the House Down.items.[].system.damageRolls.WayitStFpeFCdwVh}
damage : string {Book 3 - Bring the House Down.items.[].system.damageRolls.WayitStFpeFCdwVh.damage} (same value: 1d6)
damageType : string {Book 3 - Bring the House Down.items.[].system.damageRolls.WayitStFpeFCdwVh.damageType} (same value: spirit)
[qmLW79iJUyPdWhH3] : object {Book 3 - Bring the House Down.items.[].system.damageRolls.qmLW79iJUyPdWhH3}
damage : string {Book 3 - Bring the House Down.items.[].system.damageRolls.qmLW79iJUyPdWhH3.damage} (same value: 4d10+10)
damageType : string {Book 3 - Bring the House Down.items.[].system.damageRolls.qmLW79iJUyPdWhH3.damageType} (same value: piercing)
[1mjhzrn0h44bnh8joic0] : object {Book 3 - Bring the House Down.items.[].system.damageRolls.1mjhzrn0h44bnh8joic0}
damage : string {Book 3 - Bring the House Down.items.[].system.damageRolls.1mjhzrn0h44bnh8joic0.damage} (same value: 3d6+15)
damageType : string {Book 3 - Bring the House Down.items.[].system.damageRolls.1mjhzrn0h44bnh8joic0.damageType} (same value: piercing)
[5qaw1otz8t3esrq6hmyf] : object {Book 3 - Bring the House Down.items.[].system.damageRolls.5qaw1otz8t3esrq6hmyf}
damage : string {Book 3 - Bring the House Down.items.[].system.damageRolls.5qaw1otz8t3esrq6hmyf.damage} (same value: 3d6+15)
damageType : string {Book 3 - Bring the House Down.items.[].system.damageRolls.5qaw1otz8t3esrq6hmyf.damageType} (same value: slashing)
[1dcpDepHuaba1CLg] : object {Book 3 - Bring the House Down.items.[].system.damageRolls.1dcpDepHuaba1CLg}
damage : string {Book 3 - Bring the House Down.items.[].system.damageRolls.1dcpDepHuaba1CLg.damage} (same value: 3d6+15)
damageType : string {Book 3 - Bring the House Down.items.[].system.damageRolls.1dcpDepHuaba1CLg.damageType} (same value: piercing)
[5wVZjDLkzE5GJTGi] : object {Book 3 - Bring the House Down.items.[].system.damageRolls.5wVZjDLkzE5GJTGi}
category : string {Book 3 - Bring the House Down.items.[].system.damageRolls.5wVZjDLkzE5GJTGi.category} (same value: persistent)
damage : string {Book 3 - Bring the House Down.items.[].system.damageRolls.5wVZjDLkzE5GJTGi.damage} (same value: 1d6)
damageType : string {Book 3 - Bring the House Down.items.[].system.damageRolls.5wVZjDLkzE5GJTGi.damageType} (same value: bleed)
[sc54aPnOIsMxKsdt] : object {Book 3 - Bring the House Down.items.[].system.damageRolls.sc54aPnOIsMxKsdt}
damage : string {Book 3 - Bring the House Down.items.[].system.damageRolls.sc54aPnOIsMxKsdt.damage} (same value: 3d6+14)
damageType : string {Book 3 - Bring the House Down.items.[].system.damageRolls.sc54aPnOIsMxKsdt.damageType} (same value: slashing)
[8CO4yQYROd1iVp1H] : object {Book 3 - Bring the House Down.items.[].system.damageRolls.8CO4yQYROd1iVp1H}
damage : string {Book 3 - Bring the House Down.items.[].system.damageRolls.8CO4yQYROd1iVp1H.damage} (same value: 2d8+10)
damageType : string {Book 3 - Bring the House Down.items.[].system.damageRolls.8CO4yQYROd1iVp1H.damageType} (same value: piercing)
[bTrWPSBqEzUzG22q] : object {Book 3 - Bring the House Down.items.[].system.damageRolls.bTrWPSBqEzUzG22q}
damage : string {Book 3 - Bring the House Down.items.[].system.damageRolls.bTrWPSBqEzUzG22q.damage} (same value: 1d4)
damageType : string {Book 3 - Bring the House Down.items.[].system.damageRolls.bTrWPSBqEzUzG22q.damageType} (same value: spirit)
[EP3fqMuTx4HZOBOq] : object {Book 3 - Bring the House Down.items.[].system.damageRolls.EP3fqMuTx4HZOBOq}
damage : string {Book 3 - Bring the House Down.items.[].system.damageRolls.EP3fqMuTx4HZOBOq.damage} (same value: 2d8+14)
damageType : string {Book 3 - Bring the House Down.items.[].system.damageRolls.EP3fqMuTx4HZOBOq.damageType} (same value: piercing)
[jrt9bSTrsQuzWp6j] : object {Book 3 - Bring the House Down.items.[].system.damageRolls.jrt9bSTrsQuzWp6j}
damage : string {Book 3 - Bring the House Down.items.[].system.damageRolls.jrt9bSTrsQuzWp6j.damage} (same value: 1d4)
damageType : string {Book 3 - Bring the House Down.items.[].system.damageRolls.jrt9bSTrsQuzWp6j.damageType} (same value: spirit)
[jgv9Y0LOho4xnLx4] : object {Book 3 - Bring the House Down.items.[].system.damageRolls.jgv9Y0LOho4xnLx4}
damage : string {Book 3 - Bring the House Down.items.[].system.damageRolls.jgv9Y0LOho4xnLx4.damage} (same value: 3d6+19)
damageType : string {Book 3 - Bring the House Down.items.[].system.damageRolls.jgv9Y0LOho4xnLx4.damageType} (same value: bludgeoning)
[HpouLPT8AKL54hoj] : object {Book 3 - Bring the House Down.items.[].system.damageRolls.HpouLPT8AKL54hoj}
damage : string {Book 3 - Bring the House Down.items.[].system.damageRolls.HpouLPT8AKL54hoj.damage} (same value: 3d6+14)
damageType : string {Book 3 - Bring the House Down.items.[].system.damageRolls.HpouLPT8AKL54hoj.damageType} (same value: bludgeoning)
[lfXDR66sPjE9E7kq] : object {Book 3 - Bring the House Down.items.[].system.damageRolls.lfXDR66sPjE9E7kq}
damage : string {Book 3 - Bring the House Down.items.[].system.damageRolls.lfXDR66sPjE9E7kq.damage} (same value: 3d6+19)
damageType : string {Book 3 - Bring the House Down.items.[].system.damageRolls.lfXDR66sPjE9E7kq.damageType} (same value: piercing)
[bxuiO0LDaWKZb8CB] : object {Book 3 - Bring the House Down.items.[].system.damageRolls.bxuiO0LDaWKZb8CB}
category : string {Book 3 - Bring the House Down.items.[].system.damageRolls.bxuiO0LDaWKZb8CB.category} (same value: persistent)
damage : string {Book 3 - Bring the House Down.items.[].system.damageRolls.bxuiO0LDaWKZb8CB.damage} (same value: 1d6)
damageType : string {Book 3 - Bring the House Down.items.[].system.damageRolls.bxuiO0LDaWKZb8CB.damageType} (same value: bleed)
[4kifva842lioc7ceusyp] : object {Book 3 - Bring the House Down.items.[].system.damageRolls.4kifva842lioc7ceusyp}
damage : string {Book 3 - Bring the House Down.items.[].system.damageRolls.4kifva842lioc7ceusyp.damage} (same value: 4d6+18)
damageType : string {Book 3 - Bring the House Down.items.[].system.damageRolls.4kifva842lioc7ceusyp.damageType} (same value: slashing)
[r9benqf5e8dqygm35wj8] : object {Book 3 - Bring the House Down.items.[].system.damageRolls.r9benqf5e8dqygm35wj8}
damage : string {Book 3 - Bring the House Down.items.[].system.damageRolls.r9benqf5e8dqygm35wj8.damage} (same value: 4d4+18)
damageType : string {Book 3 - Bring the House Down.items.[].system.damageRolls.r9benqf5e8dqygm35wj8.damageType} (same value: piercing)
[0] : object {Book 3 - Bring the House Down.items.[].system.damageRolls.0}
damage : string {Book 3 - Bring the House Down.items.[].system.damageRolls.0.damage} (4 different values)
4d4+16 (x1)
4d8+16 (x1)
3d12+14 (x1)
3d6+12 (x1)
damageType : string {Book 3 - Bring the House Down.items.[].system.damageRolls.0.damageType} (3 different values)
bludgeoning (x1)
piercing (x2)
slashing (x1)
[1UyYXfYX9qXy3Pte] : object {Book 3 - Bring the House Down.items.[].system.damageRolls.1UyYXfYX9qXy3Pte}
damage : string {Book 3 - Bring the House Down.items.[].system.damageRolls.1UyYXfYX9qXy3Pte.damage} (same value: 3d6+16)
damageType : string {Book 3 - Bring the House Down.items.[].system.damageRolls.1UyYXfYX9qXy3Pte.damageType} (same value: piercing)
[XG90vsbrLNX3EK4j] : object {Book 3 - Bring the House Down.items.[].system.damageRolls.XG90vsbrLNX3EK4j}
damage : string {Book 3 - Bring the House Down.items.[].system.damageRolls.XG90vsbrLNX3EK4j.damage} (same value: 1d6)
damageType : string {Book 3 - Bring the House Down.items.[].system.damageRolls.XG90vsbrLNX3EK4j.damageType} (same value: spirit)
[v7OCbO4QwNsX1WNo] : object {Book 3 - Bring the House Down.items.[].system.damageRolls.v7OCbO4QwNsX1WNo}
category : string {Book 3 - Bring the House Down.items.[].system.damageRolls.v7OCbO4QwNsX1WNo.category} (same value: persistent)
damage : string {Book 3 - Bring the House Down.items.[].system.damageRolls.v7OCbO4QwNsX1WNo.damage} (same value: 1d6)
damageType : string {Book 3 - Bring the House Down.items.[].system.damageRolls.v7OCbO4QwNsX1WNo.damageType} (same value: bleed)
[z6EZb6vlLhRy2ccB] : object {Book 3 - Bring the House Down.items.[].system.damageRolls.z6EZb6vlLhRy2ccB}
damage : string {Book 3 - Bring the House Down.items.[].system.damageRolls.z6EZb6vlLhRy2ccB.damage} (same value: 4d6)
damageType : string {Book 3 - Bring the House Down.items.[].system.damageRolls.z6EZb6vlLhRy2ccB.damageType} (same value: spirit)
[HYnAw4l6QM4W5nu7] : object {Book 3 - Bring the House Down.items.[].system.damageRolls.HYnAw4l6QM4W5nu7}
category : string {Book 3 - Bring the House Down.items.[].system.damageRolls.HYnAw4l6QM4W5nu7.category} (same value: persistent)
damage : string {Book 3 - Bring the House Down.items.[].system.damageRolls.HYnAw4l6QM4W5nu7.damage} (same value: 1d6)
damageType : string {Book 3 - Bring the House Down.items.[].system.damageRolls.HYnAw4l6QM4W5nu7.damageType} (same value: bleed)
[uzuYZA9QtIzlomJm] : object {Book 3 - Bring the House Down.items.[].system.damageRolls.uzuYZA9QtIzlomJm}
damage : string {Book 3 - Bring the House Down.items.[].system.damageRolls.uzuYZA9QtIzlomJm.damage} (same value: 3d6+14)
damageType : string {Book 3 - Bring the House Down.items.[].system.damageRolls.uzuYZA9QtIzlomJm.damageType} (same value: piercing)
[2qO7Vz3bnfKucDDT] : object {Book 3 - Bring the House Down.items.[].system.damageRolls.2qO7Vz3bnfKucDDT}
damage : string {Book 3 - Bring the House Down.items.[].system.damageRolls.2qO7Vz3bnfKucDDT.damage} (same value: 8d10+33)
damageType : string {Book 3 - Bring the House Down.items.[].system.damageRolls.2qO7Vz3bnfKucDDT.damageType} (same value: slashing)
[szOW2nLRtPPVTOYR] : object {Book 3 - Bring the House Down.items.[].system.damageRolls.szOW2nLRtPPVTOYR}
category : string {Book 3 - Bring the House Down.items.[].system.damageRolls.szOW2nLRtPPVTOYR.category} (same value: persistent)
damage : string {Book 3 - Bring the House Down.items.[].system.damageRolls.szOW2nLRtPPVTOYR.damage} (same value: 2d6)
damageType : string {Book 3 - Bring the House Down.items.[].system.damageRolls.szOW2nLRtPPVTOYR.damageType} (same value: bleed)
[3UvPgIc3li03URHp] : object {Book 3 - Bring the House Down.items.[].system.damageRolls.3UvPgIc3li03URHp}
damage : string {Book 3 - Bring the House Down.items.[].system.damageRolls.3UvPgIc3li03URHp.damage} (same value: 4d6+21)
damageType : string {Book 3 - Bring the House Down.items.[].system.damageRolls.3UvPgIc3li03URHp.damageType} (same value: bludgeoning)
[PHJhy6kJyfcSoeoX] : object {Book 3 - Bring the House Down.items.[].system.damageRolls.PHJhy6kJyfcSoeoX}
damage : string {Book 3 - Bring the House Down.items.[].system.damageRolls.PHJhy6kJyfcSoeoX.damage} (same value: 4d6)
damageType : string {Book 3 - Bring the House Down.items.[].system.damageRolls.PHJhy6kJyfcSoeoX.damageType} (same value: poison)
[HxkT1IiD0DxFLsZs] : object {Book 3 - Bring the House Down.items.[].system.damageRolls.HxkT1IiD0DxFLsZs}
damage : string {Book 3 - Bring the House Down.items.[].system.damageRolls.HxkT1IiD0DxFLsZs.damage} (same value: 1d6)
damageType : string {Book 3 - Bring the House Down.items.[].system.damageRolls.HxkT1IiD0DxFLsZs.damageType} (same value: acid)
[bjfWTyC61gtHr4ON] : object {Book 3 - Bring the House Down.items.[].system.damageRolls.bjfWTyC61gtHr4ON}
damage : string {Book 3 - Bring the House Down.items.[].system.damageRolls.bjfWTyC61gtHr4ON.damage} (same value: 3d6+14)
damageType : string {Book 3 - Bring the House Down.items.[].system.damageRolls.bjfWTyC61gtHr4ON.damageType} (same value: piercing)
[dlSXuARGdDVLgcRy] : object {Book 3 - Bring the House Down.items.[].system.damageRolls.dlSXuARGdDVLgcRy}
damage : string {Book 3 - Bring the House Down.items.[].system.damageRolls.dlSXuARGdDVLgcRy.damage} (same value: 1d6)
damageType : string {Book 3 - Bring the House Down.items.[].system.damageRolls.dlSXuARGdDVLgcRy.damageType} (same value: spirit)
[AHNWEbpAoYqyl4Zi] : object {Book 3 - Bring the House Down.items.[].system.damageRolls.AHNWEbpAoYqyl4Zi}
damage : string {Book 3 - Bring the House Down.items.[].system.damageRolls.AHNWEbpAoYqyl4Zi.damage} (same value: 3d6)
damageType : string {Book 3 - Bring the House Down.items.[].system.damageRolls.AHNWEbpAoYqyl4Zi.damageType} (same value: poison)
[Tpc1dMsikHor7uEl] : object {Book 3 - Bring the House Down.items.[].system.damageRolls.Tpc1dMsikHor7uEl}
damage : string {Book 3 - Bring the House Down.items.[].system.damageRolls.Tpc1dMsikHor7uEl.damage} (same value: 3d10+14)
damageType : string {Book 3 - Bring the House Down.items.[].system.damageRolls.Tpc1dMsikHor7uEl.damageType} (same value: piercing)
[actionType] : object {Book 3 - Bring the House Down.items.[].system.actionType}
value : string {Book 3 - Bring the House Down.items.[].system.actionType.value} (4 different values)
passive (x77)
reaction (x22)
action (x38)
free (x5)
[actions] : object {Book 3 - Bring the House Down.items.[].system.actions}
[value] : integer {Book 3 - Bring the House Down.items.[].system.actions.value} (3 different values)
1 (x27)
3 (x2)
2 (x9)
[frequency] : object {Book 3 - Bring the House Down.items.[].system.frequency}
max : integer {Book 3 - Bring the House Down.items.[].system.frequency.max} (same value: 1)
per : string {Book 3 - Bring the House Down.items.[].system.frequency.per} (4 different values)
day (x5)
round (x4)
PT1M (x2)
turn (x1)
[selfEffect] : object {Book 3 - Bring the House Down.items.[].system.selfEffect}
name : string {Book 3 - Bring the House Down.items.[].system.selfEffect.name} (same value: Effect: Consumed by Bloodlust)
uuid : string {Book 3 - Bring the House Down.items.[].system.selfEffect.uuid} (same value: Compendium.pf2e.bestiary-effects.Item.Effect: Consumed by Bloodlust)
[mod] : object {Book 3 - Bring the House Down.items.[].system.mod}
value : integer {Book 3 - Bring the House Down.items.[].system.mod.value} (6 different values)
38 (x8)
36 (x2)
34 (x2)
31 (x5)
32 (x1)
41 (x1)
[proficient] : object {Book 3 - Bring the House Down.items.[].system.proficient}
value : integer {Book 3 - Bring the House Down.items.[].system.proficient.value} (same value: 0)
[ritual] : object {Book 3 - Bring the House Down.items.[].system.ritual}
primary : object {Book 3 - Bring the House Down.items.[].system.ritual.primary}
check : string {Book 3 - Bring the House Down.items.[].system.ritual.primary.check} (5 different values)
Arcana or Occultism (master) (x1)
Religion (expert) (x3)
Arcana (expert), Occultism (expert), or Religion (expert) (x2)
Religion (expert; you must be an angel) (x1)
Occultism (master) (x1)
secondary : object {Book 3 - Bring the House Down.items.[].system.ritual.secondary}
casters : integer {Book 3 - Bring the House Down.items.[].system.ritual.secondary.casters} (3 different values)
2 (x5)
1 (x2)
0 (x1)
checks : string {Book 3 - Bring the House Down.items.[].system.ritual.secondary.checks} (6 different values)
Crafting, Survival (x1)
Diplomacy (x2)
Medicine, Society (x1)
Society or Legal Lore (x2)
(x1)
Performance, Society (x1)
[overlays] : object {Book 3 - Bring the House Down.items.[].system.overlays}
[4gyp3qlsv5ywdyjq] : object {Book 3 - Bring the House Down.items.[].system.overlays.4gyp3qlsv5ywdyjq}
_id : string {Book 3 - Bring the House Down.items.[].system.overlays.4gyp3qlsv5ywdyjq._id} (same value: 4gyp3qlsv5ywdyjq)
name : string {Book 3 - Bring the House Down.items.[].system.overlays.4gyp3qlsv5ywdyjq.name} (same value: Harm (vs. Undead))
overlayType : string {Book 3 - Bring the House Down.items.[].system.overlays.4gyp3qlsv5ywdyjq.overlayType} (same value: override)
sort : integer {Book 3 - Bring the House Down.items.[].system.overlays.4gyp3qlsv5ywdyjq.sort} (same value: 3)
system : object {Book 3 - Bring the House Down.items.[].system.overlays.4gyp3qlsv5ywdyjq.system}
damage : object {Book 3 - Bring the House Down.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage}
0 : object {Book 3 - Bring the House Down.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0}
formula : string {Book 3 - Bring the House Down.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.formula} (same value: 1d8+8)
kinds : array<string> {Book 3 - Bring the House Down.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {Book 3 - Bring the House Down.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.kinds.[]} (same value: healing)
[defense] : mixed
heightening : object {Book 3 - Bring the House Down.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening}
damage : object {Book 3 - Bring the House Down.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening.damage}
0 : string {Book 3 - Bring the House Down.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening.damage.0} (same value: 1d8+8)
range : object {Book 3 - Bring the House Down.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.range}
value : string {Book 3 - Bring the House Down.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.range.value} (same value: 30 feet)
target : object {Book 3 - Bring the House Down.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.target}
value : string {Book 3 - Bring the House Down.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.target.value} (same value: 1 willing undead creature)
time : object {Book 3 - Bring the House Down.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.time}
value : string {Book 3 - Bring the House Down.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.time.value} (same value: 2)
traits : object {Book 3 - Bring the House Down.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits}
value : array<string> {Book 3 - Bring the House Down.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits.value}
Length: min=3 max=3
Value type: string {Book 3 - Bring the House Down.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits.value.[]} (3 different values)
concentrate (x1)
manipulate (x1)
void (x1)
[pq7cxntbz4s8g5ik] : object {Book 3 - Bring the House Down.items.[].system.overlays.pq7cxntbz4s8g5ik}
_id : string {Book 3 - Bring the House Down.items.[].system.overlays.pq7cxntbz4s8g5ik._id} (same value: pq7cxntbz4s8g5ik)
overlayType : string {Book 3 - Bring the House Down.items.[].system.overlays.pq7cxntbz4s8g5ik.overlayType} (same value: override)
sort : integer {Book 3 - Bring the House Down.items.[].system.overlays.pq7cxntbz4s8g5ik.sort} (same value: 1)
system : object {Book 3 - Bring the House Down.items.[].system.overlays.pq7cxntbz4s8g5ik.system}
range : object {Book 3 - Bring the House Down.items.[].system.overlays.pq7cxntbz4s8g5ik.system.range}
value : string {Book 3 - Bring the House Down.items.[].system.overlays.pq7cxntbz4s8g5ik.system.range.value} (same value: touch)
time : object {Book 3 - Bring the House Down.items.[].system.overlays.pq7cxntbz4s8g5ik.system.time}
value : string {Book 3 - Bring the House Down.items.[].system.overlays.pq7cxntbz4s8g5ik.system.time.value} (same value: 1)
[rvhoa43rqqqp8izn] : object {Book 3 - Bring the House Down.items.[].system.overlays.rvhoa43rqqqp8izn}
_id : string {Book 3 - Bring the House Down.items.[].system.overlays.rvhoa43rqqqp8izn._id} (same value: rvhoa43rqqqp8izn)
overlayType : string {Book 3 - Bring the House Down.items.[].system.overlays.rvhoa43rqqqp8izn.overlayType} (same value: override)
sort : integer {Book 3 - Bring the House Down.items.[].system.overlays.rvhoa43rqqqp8izn.sort} (same value: 4)
system : object {Book 3 - Bring the House Down.items.[].system.overlays.rvhoa43rqqqp8izn.system}
area : object {Book 3 - Bring the House Down.items.[].system.overlays.rvhoa43rqqqp8izn.system.area}
type : string {Book 3 - Bring the House Down.items.[].system.overlays.rvhoa43rqqqp8izn.system.area.type} (same value: emanation)
value : integer {Book 3 - Bring the House Down.items.[].system.overlays.rvhoa43rqqqp8izn.system.area.value} (same value: 30)
range : object {Book 3 - Bring the House Down.items.[].system.overlays.rvhoa43rqqqp8izn.system.range}
value : string {Book 3 - Bring the House Down.items.[].system.overlays.rvhoa43rqqqp8izn.system.range.value} (same value: )
target : object {Book 3 - Bring the House Down.items.[].system.overlays.rvhoa43rqqqp8izn.system.target}
value : string {Book 3 - Bring the House Down.items.[].system.overlays.rvhoa43rqqqp8izn.system.target.value} (same value: all living and undead creatures)
time : object {Book 3 - Bring the House Down.items.[].system.overlays.rvhoa43rqqqp8izn.system.time}
value : string {Book 3 - Bring the House Down.items.[].system.overlays.rvhoa43rqqqp8izn.system.time.value} (same value: 3)
traits : object {Book 3 - Bring the House Down.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits}
value : array<string> {Book 3 - Bring the House Down.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits.value}
Length: min=3 max=3
Value type: string {Book 3 - Bring the House Down.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits.value.[]} (3 different values)
concentrate (x1)
manipulate (x1)
void (x1)
[z04svm1cvfcxtplb] : object {Book 3 - Bring the House Down.items.[].system.overlays.z04svm1cvfcxtplb}
_id : string {Book 3 - Bring the House Down.items.[].system.overlays.z04svm1cvfcxtplb._id} (same value: z04svm1cvfcxtplb)
name : string {Book 3 - Bring the House Down.items.[].system.overlays.z04svm1cvfcxtplb.name} (same value: Harm (vs. Living))
overlayType : string {Book 3 - Bring the House Down.items.[].system.overlays.z04svm1cvfcxtplb.overlayType} (same value: override)
sort : integer {Book 3 - Bring the House Down.items.[].system.overlays.z04svm1cvfcxtplb.sort} (same value: 2)
system : object {Book 3 - Bring the House Down.items.[].system.overlays.z04svm1cvfcxtplb.system}
damage : object {Book 3 - Bring the House Down.items.[].system.overlays.z04svm1cvfcxtplb.system.damage}
0 : object {Book 3 - Bring the House Down.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0}
kinds : array<string> {Book 3 - Bring the House Down.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {Book 3 - Bring the House Down.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0.kinds.[]} (same value: damage)
range : object {Book 3 - Bring the House Down.items.[].system.overlays.z04svm1cvfcxtplb.system.range}
value : string {Book 3 - Bring the House Down.items.[].system.overlays.z04svm1cvfcxtplb.system.range.value} (same value: 30 feet)
target : object {Book 3 - Bring the House Down.items.[].system.overlays.z04svm1cvfcxtplb.system.target}
value : string {Book 3 - Bring the House Down.items.[].system.overlays.z04svm1cvfcxtplb.system.target.value} (same value: 1 living creature)
time : object {Book 3 - Bring the House Down.items.[].system.overlays.z04svm1cvfcxtplb.system.time}
value : string {Book 3 - Bring the House Down.items.[].system.overlays.z04svm1cvfcxtplb.system.time.value} (same value: 2)
traits : object {Book 3 - Bring the House Down.items.[].system.overlays.z04svm1cvfcxtplb.system.traits}
value : array<string> {Book 3 - Bring the House Down.items.[].system.overlays.z04svm1cvfcxtplb.system.traits.value}
Length: min=3 max=3
Value type: string {Book 3 - Bring the House Down.items.[].system.overlays.z04svm1cvfcxtplb.system.traits.value.[]} (3 different values)
concentrate (x1)
manipulate (x1)
void (x1)
[37gy7l19tik74o4s] : object {Book 3 - Bring the House Down.items.[].system.overlays.37gy7l19tik74o4s}
_id : string {Book 3 - Bring the House Down.items.[].system.overlays.37gy7l19tik74o4s._id} (same value: 37gy7l19tik74o4s)
name : string {Book 3 - Bring the House Down.items.[].system.overlays.37gy7l19tik74o4s.name} (same value: Heal (vs. Living))
overlayType : string {Book 3 - Bring the House Down.items.[].system.overlays.37gy7l19tik74o4s.overlayType} (same value: override)
sort : integer {Book 3 - Bring the House Down.items.[].system.overlays.37gy7l19tik74o4s.sort} (same value: 2)
system : object {Book 3 - Bring the House Down.items.[].system.overlays.37gy7l19tik74o4s.system}
damage : object {Book 3 - Bring the House Down.items.[].system.overlays.37gy7l19tik74o4s.system.damage}
0 : object {Book 3 - Bring the House Down.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0}
formula : string {Book 3 - Bring the House Down.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0.formula} (same value: 1d8+8)
kinds : array<string> {Book 3 - Bring the House Down.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {Book 3 - Bring the House Down.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0.kinds.[]} (same value: healing)
[defense] : mixed
heightening : object {Book 3 - Bring the House Down.items.[].system.overlays.37gy7l19tik74o4s.system.heightening}
damage : object {Book 3 - Bring the House Down.items.[].system.overlays.37gy7l19tik74o4s.system.heightening.damage}
0 : string {Book 3 - Bring the House Down.items.[].system.overlays.37gy7l19tik74o4s.system.heightening.damage.0} (same value: 1d8+8)
range : object {Book 3 - Bring the House Down.items.[].system.overlays.37gy7l19tik74o4s.system.range}
value : string {Book 3 - Bring the House Down.items.[].system.overlays.37gy7l19tik74o4s.system.range.value} (same value: 30 feet)
time : object {Book 3 - Bring the House Down.items.[].system.overlays.37gy7l19tik74o4s.system.time}
value : string {Book 3 - Bring the House Down.items.[].system.overlays.37gy7l19tik74o4s.system.time.value} (same value: 2)
traits : object {Book 3 - Bring the House Down.items.[].system.overlays.37gy7l19tik74o4s.system.traits}
value : array<string> {Book 3 - Bring the House Down.items.[].system.overlays.37gy7l19tik74o4s.system.traits.value}
Length: min=4 max=4
Value type: string {Book 3 - Bring the House Down.items.[].system.overlays.37gy7l19tik74o4s.system.traits.value.[]} (4 different values)
concentrate (x6)
healing (x6)
manipulate (x6)
vitality (x6)
[7qdtetowq348s9oc] : object {Book 3 - Bring the House Down.items.[].system.overlays.7qdtetowq348s9oc}
_id : string {Book 3 - Bring the House Down.items.[].system.overlays.7qdtetowq348s9oc._id} (same value: 7qdtetowq348s9oc)
overlayType : string {Book 3 - Bring the House Down.items.[].system.overlays.7qdtetowq348s9oc.overlayType} (same value: override)
sort : integer {Book 3 - Bring the House Down.items.[].system.overlays.7qdtetowq348s9oc.sort} (same value: 1)
system : object {Book 3 - Bring the House Down.items.[].system.overlays.7qdtetowq348s9oc.system}
range : object {Book 3 - Bring the House Down.items.[].system.overlays.7qdtetowq348s9oc.system.range}
value : string {Book 3 - Bring the House Down.items.[].system.overlays.7qdtetowq348s9oc.system.range.value} (same value: touch)
time : object {Book 3 - Bring the House Down.items.[].system.overlays.7qdtetowq348s9oc.system.time}
value : string {Book 3 - Bring the House Down.items.[].system.overlays.7qdtetowq348s9oc.system.time.value} (same value: 1)
[7vbvdrv2cl87sqta] : object {Book 3 - Bring the House Down.items.[].system.overlays.7vbvdrv2cl87sqta}
_id : string {Book 3 - Bring the House Down.items.[].system.overlays.7vbvdrv2cl87sqta._id} (same value: 7vbvdrv2cl87sqta)
overlayType : string {Book 3 - Bring the House Down.items.[].system.overlays.7vbvdrv2cl87sqta.overlayType} (same value: override)
sort : integer {Book 3 - Bring the House Down.items.[].system.overlays.7vbvdrv2cl87sqta.sort} (same value: 4)
system : object {Book 3 - Bring the House Down.items.[].system.overlays.7vbvdrv2cl87sqta.system}
area : object {Book 3 - Bring the House Down.items.[].system.overlays.7vbvdrv2cl87sqta.system.area}
type : string {Book 3 - Bring the House Down.items.[].system.overlays.7vbvdrv2cl87sqta.system.area.type} (same value: emanation)
value : integer {Book 3 - Bring the House Down.items.[].system.overlays.7vbvdrv2cl87sqta.system.area.value} (same value: 30)
range : object {Book 3 - Bring the House Down.items.[].system.overlays.7vbvdrv2cl87sqta.system.range}
value : string {Book 3 - Bring the House Down.items.[].system.overlays.7vbvdrv2cl87sqta.system.range.value} (same value: )
target : object {Book 3 - Bring the House Down.items.[].system.overlays.7vbvdrv2cl87sqta.system.target}
value : string {Book 3 - Bring the House Down.items.[].system.overlays.7vbvdrv2cl87sqta.system.target.value} (same value: all living and undead creatures)
time : object {Book 3 - Bring the House Down.items.[].system.overlays.7vbvdrv2cl87sqta.system.time}
value : string {Book 3 - Bring the House Down.items.[].system.overlays.7vbvdrv2cl87sqta.system.time.value} (same value: 3)
traits : object {Book 3 - Bring the House Down.items.[].system.overlays.7vbvdrv2cl87sqta.system.traits}
value : array<string> {Book 3 - Bring the House Down.items.[].system.overlays.7vbvdrv2cl87sqta.system.traits.value}
Length: min=4 max=4
Value type: string {Book 3 - Bring the House Down.items.[].system.overlays.7vbvdrv2cl87sqta.system.traits.value.[]} (4 different values)
concentrate (x6)
healing (x6)
manipulate (x6)
vitality (x6)
[lfxcoz2d3f8j2zq1] : object {Book 3 - Bring the House Down.items.[].system.overlays.lfxcoz2d3f8j2zq1}
_id : string {Book 3 - Bring the House Down.items.[].system.overlays.lfxcoz2d3f8j2zq1._id} (same value: lfxcoz2d3f8j2zq1)
name : string {Book 3 - Bring the House Down.items.[].system.overlays.lfxcoz2d3f8j2zq1.name} (same value: Heal (vs. Undead))
overlayType : string {Book 3 - Bring the House Down.items.[].system.overlays.lfxcoz2d3f8j2zq1.overlayType} (same value: override)
sort : integer {Book 3 - Bring the House Down.items.[].system.overlays.lfxcoz2d3f8j2zq1.sort} (same value: 3)
system : object {Book 3 - Bring the House Down.items.[].system.overlays.lfxcoz2d3f8j2zq1.system}
damage : object {Book 3 - Bring the House Down.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage}
0 : object {Book 3 - Bring the House Down.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage.0}
kinds : array<string> {Book 3 - Bring the House Down.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {Book 3 - Bring the House Down.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage.0.kinds.[]} (same value: damage)
range : object {Book 3 - Bring the House Down.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.range}
value : string {Book 3 - Bring the House Down.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.range.value} (same value: 30 feet)
target : object {Book 3 - Bring the House Down.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.target}
value : string {Book 3 - Bring the House Down.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.target.value} (same value: 1 undead)
time : object {Book 3 - Bring the House Down.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.time}
value : string {Book 3 - Bring the House Down.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.time.value} (same value: 2)
traits : object {Book 3 - Bring the House Down.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.traits}
value : array<string> {Book 3 - Bring the House Down.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.traits.value}
Length: min=4 max=4
Value type: string {Book 3 - Bring the House Down.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.traits.value.[]} (4 different values)
concentrate (x6)
healing (x6)
manipulate (x6)
vitality (x6)
[Fs08rHTZAfROKKzu] : object {Book 3 - Bring the House Down.items.[].system.overlays.Fs08rHTZAfROKKzu}
_id : string {Book 3 - Bring the House Down.items.[].system.overlays.Fs08rHTZAfROKKzu._id} (same value: Fs08rHTZAfROKKzu)
name : string {Book 3 - Bring the House Down.items.[].system.overlays.Fs08rHTZAfROKKzu.name} (same value: Crisis of Faith (Vs. Divine))
overlayType : string {Book 3 - Bring the House Down.items.[].system.overlays.Fs08rHTZAfROKKzu.overlayType} (same value: override)
sort : integer {Book 3 - Bring the House Down.items.[].system.overlays.Fs08rHTZAfROKKzu.sort} (same value: 2)
system : object {Book 3 - Bring the House Down.items.[].system.overlays.Fs08rHTZAfROKKzu.system}
damage : object {Book 3 - Bring the House Down.items.[].system.overlays.Fs08rHTZAfROKKzu.system.damage}
0 : object {Book 3 - Bring the House Down.items.[].system.overlays.Fs08rHTZAfROKKzu.system.damage.0}
formula : string {Book 3 - Bring the House Down.items.[].system.overlays.Fs08rHTZAfROKKzu.system.damage.0.formula} (same value: 6d8)
heightening : object {Book 3 - Bring the House Down.items.[].system.overlays.Fs08rHTZAfROKKzu.system.heightening}
damage : object {Book 3 - Bring the House Down.items.[].system.overlays.Fs08rHTZAfROKKzu.system.heightening.damage}
0 : string {Book 3 - Bring the House Down.items.[].system.overlays.Fs08rHTZAfROKKzu.system.heightening.damage.0} (same value: 2d8)
[noPVUX8Ocln52MKm] : object {Book 3 - Bring the House Down.items.[].system.overlays.noPVUX8Ocln52MKm}
_id : string {Book 3 - Bring the House Down.items.[].system.overlays.noPVUX8Ocln52MKm._id} (same value: noPVUX8Ocln52MKm)
overlayType : string {Book 3 - Bring the House Down.items.[].system.overlays.noPVUX8Ocln52MKm.overlayType} (same value: override)
sort : integer {Book 3 - Bring the House Down.items.[].system.overlays.noPVUX8Ocln52MKm.sort} (same value: 1)
system : object {Book 3 - Bring the House Down.items.[].system.overlays.noPVUX8Ocln52MKm.system}
[UTMlHk0o5FXLlwwM] : object {Book 3 - Bring the House Down.items.[].system.overlays.UTMlHk0o5FXLlwwM}
_id : string {Book 3 - Bring the House Down.items.[].system.overlays.UTMlHk0o5FXLlwwM._id} (same value: UTMlHk0o5FXLlwwM)
name : string {Book 3 - Bring the House Down.items.[].system.overlays.UTMlHk0o5FXLlwwM.name} (same value: Shadow Blast (Will))
overlayType : string {Book 3 - Bring the House Down.items.[].system.overlays.UTMlHk0o5FXLlwwM.overlayType} (same value: override)
sort : integer {Book 3 - Bring the House Down.items.[].system.overlays.UTMlHk0o5FXLlwwM.sort} (same value: 2)
system : object {Book 3 - Bring the House Down.items.[].system.overlays.UTMlHk0o5FXLlwwM.system}
defense : object {Book 3 - Bring the House Down.items.[].system.overlays.UTMlHk0o5FXLlwwM.system.defense}
save : object {Book 3 - Bring the House Down.items.[].system.overlays.UTMlHk0o5FXLlwwM.system.defense.save}
basic : boolean {Book 3 - Bring the House Down.items.[].system.overlays.UTMlHk0o5FXLlwwM.system.defense.save.basic} (same value: False)
statistic : string {Book 3 - Bring the House Down.items.[].system.overlays.UTMlHk0o5FXLlwwM.system.defense.save.statistic} (same value: will)
[zjyfdrWBaUVi4O7b] : object {Book 3 - Bring the House Down.items.[].system.overlays.zjyfdrWBaUVi4O7b}
_id : string {Book 3 - Bring the House Down.items.[].system.overlays.zjyfdrWBaUVi4O7b._id} (same value: zjyfdrWBaUVi4O7b)
name : string {Book 3 - Bring the House Down.items.[].system.overlays.zjyfdrWBaUVi4O7b.name} (same value: Shadow Blast (Reflex))
overlayType : string {Book 3 - Bring the House Down.items.[].system.overlays.zjyfdrWBaUVi4O7b.overlayType} (same value: override)
sort : integer {Book 3 - Bring the House Down.items.[].system.overlays.zjyfdrWBaUVi4O7b.sort} (same value: 1)
system : object {Book 3 - Bring the House Down.items.[].system.overlays.zjyfdrWBaUVi4O7b.system}
defense : object {Book 3 - Bring the House Down.items.[].system.overlays.zjyfdrWBaUVi4O7b.system.defense}
save : object {Book 3 - Bring the House Down.items.[].system.overlays.zjyfdrWBaUVi4O7b.system.defense.save}
basic : boolean {Book 3 - Bring the House Down.items.[].system.overlays.zjyfdrWBaUVi4O7b.system.defense.save.basic} (same value: False)
statistic : string {Book 3 - Bring the House Down.items.[].system.overlays.zjyfdrWBaUVi4O7b.system.defense.save.statistic} (same value: reflex)
2I469pfbYcmFvzOA : object {Book 3 - Bring the House Down.items.[].system.overlays.2I469pfbYcmFvzOA}
_id : string {Book 3 - Bring the House Down.items.[].system.overlays.2I469pfbYcmFvzOA._id} (same value: 2I469pfbYcmFvzOA)
name : string {Book 3 - Bring the House Down.items.[].system.overlays.2I469pfbYcmFvzOA.name} (same value: Telekinetic Projectile (Bludgeoning))
overlayType : string {Book 3 - Bring the House Down.items.[].system.overlays.2I469pfbYcmFvzOA.overlayType} (same value: override)
sort : integer {Book 3 - Bring the House Down.items.[].system.overlays.2I469pfbYcmFvzOA.sort} (same value: 1)
system : object {Book 3 - Bring the House Down.items.[].system.overlays.2I469pfbYcmFvzOA.system}
damage : object {Book 3 - Bring the House Down.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage}
0 : object {Book 3 - Bring the House Down.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage.0}
[category] : mixed
type : string {Book 3 - Bring the House Down.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage.0.type} (same value: bludgeoning)
cUFX7ExSLeoa3vIF : object {Book 3 - Bring the House Down.items.[].system.overlays.cUFX7ExSLeoa3vIF}
_id : string {Book 3 - Bring the House Down.items.[].system.overlays.cUFX7ExSLeoa3vIF._id} (same value: cUFX7ExSLeoa3vIF)
name : string {Book 3 - Bring the House Down.items.[].system.overlays.cUFX7ExSLeoa3vIF.name} (same value: Telekinetic Projectile (Piercing))
overlayType : string {Book 3 - Bring the House Down.items.[].system.overlays.cUFX7ExSLeoa3vIF.overlayType} (same value: override)
sort : integer {Book 3 - Bring the House Down.items.[].system.overlays.cUFX7ExSLeoa3vIF.sort} (same value: 2)
system : object {Book 3 - Bring the House Down.items.[].system.overlays.cUFX7ExSLeoa3vIF.system}
damage : object {Book 3 - Bring the House Down.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage}
0 : object {Book 3 - Bring the House Down.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage.0}
[category] : mixed
type : string {Book 3 - Bring the House Down.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage.0.type} (same value: piercing)
zFWsMjoeCnLxqJaV : object {Book 3 - Bring the House Down.items.[].system.overlays.zFWsMjoeCnLxqJaV}
_id : string {Book 3 - Bring the House Down.items.[].system.overlays.zFWsMjoeCnLxqJaV._id} (same value: zFWsMjoeCnLxqJaV)
name : string {Book 3 - Bring the House Down.items.[].system.overlays.zFWsMjoeCnLxqJaV.name} (same value: Telekinetic Projectile (Slashing))
overlayType : string {Book 3 - Bring the House Down.items.[].system.overlays.zFWsMjoeCnLxqJaV.overlayType} (same value: override)
sort : integer {Book 3 - Bring the House Down.items.[].system.overlays.zFWsMjoeCnLxqJaV.sort} (same value: 3)
system : object {Book 3 - Bring the House Down.items.[].system.overlays.zFWsMjoeCnLxqJaV.system}
damage : object {Book 3 - Bring the House Down.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage}
0 : object {Book 3 - Bring the House Down.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage.0}
[category] : mixed
type : string {Book 3 - Bring the House Down.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage.0.type} (same value: slashing)
[acBonus] : integer {Book 3 - Bring the House Down.items.[].system.acBonus} (2 different values)
2 (x2)
1 (x5)
[checkPenalty] : integer {Book 3 - Bring the House Down.items.[].system.checkPenalty} (same value: -1)
[dexCap] : integer {Book 3 - Bring the House Down.items.[].system.dexCap} (2 different values)
3 (x2)
4 (x5)
[speedPenalty] : integer {Book 3 - Bring the House Down.items.[].system.speedPenalty} (same value: 0)
[strength] : integer {Book 3 - Bring the House Down.items.[].system.strength} (2 different values)
1 (x2)
0 (x5)
[spell] : object {Book 3 - Bring the House Down.items.[].system.spell}
_id : string {Book 3 - Bring the House Down.items.[].system.spell._id} (same value: n6hpT8sTeCYZpM1Q)
_stats : object {Book 3 - Bring the House Down.items.[].system.spell._stats}
compendiumSource : string {Book 3 - Bring the House Down.items.[].system.spell._stats.compendiumSource} (same value: Compendium.pf2e.spells-srd.Item.10VcmSYNBrvBphu1)
img : string {Book 3 - Bring the House Down.items.[].system.spell.img} (same value: systems/pf2e/icons/spells/massacre.webp)
name : string {Book 3 - Bring the House Down.items.[].system.spell.name} (same value: Massacre)
sort : integer {Book 3 - Bring the House Down.items.[].system.spell.sort} (same value: 0)
system : object {Book 3 - Bring the House Down.items.[].system.spell.system}
area : object {Book 3 - Bring the House Down.items.[].system.spell.system.area}
type : string {Book 3 - Bring the House Down.items.[].system.spell.system.area.type} (same value: line)
value : integer {Book 3 - Bring the House Down.items.[].system.spell.system.area.value} (same value: 60)
cost : object {Book 3 - Bring the House Down.items.[].system.spell.system.cost}
value : string {Book 3 - Bring the House Down.items.[].system.spell.system.cost.value} (same value: )
counteraction : boolean {Book 3 - Bring the House Down.items.[].system.spell.system.counteraction} (same value: False)
damage : object {Book 3 - Bring the House Down.items.[].system.spell.system.damage}
0 : object {Book 3 - Bring the House Down.items.[].system.spell.system.damage.0}
applyMod : boolean {Book 3 - Bring the House Down.items.[].system.spell.system.damage.0.applyMod} (same value: False)
[category] : mixed
formula : string {Book 3 - Bring the House Down.items.[].system.spell.system.damage.0.formula} (same value: 9d6)
kinds : array<string> {Book 3 - Bring the House Down.items.[].system.spell.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {Book 3 - Bring the House Down.items.[].system.spell.system.damage.0.kinds.[]} (same value: damage)
materials : array<> {Book 3 - Bring the House Down.items.[].system.spell.system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {Book 3 - Bring the House Down.items.[].system.spell.system.damage.0.type} (same value: void)
defense : object {Book 3 - Bring the House Down.items.[].system.spell.system.defense}
save : object {Book 3 - Bring the House Down.items.[].system.spell.system.defense.save}
basic : boolean {Book 3 - Bring the House Down.items.[].system.spell.system.defense.save.basic} (same value: False)
statistic : string {Book 3 - Bring the House Down.items.[].system.spell.system.defense.save.statistic} (same value: fortitude)
description : object {Book 3 - Bring the House Down.items.[].system.spell.system.description}
value : string {Book 3 - Bring the House Down.items.[].system.spell.system.description.value} (same value: <p>You unleash a wave of death to snuff out the life force of those in its path. Each living creature of 17th level or lower in the line must attempt a Fortitude save. If the damage from massacre reduces a creature to 0 Hit Points, that creature dies instantly. If massacre doesn't kill even a single creature, the void energy hungrily turns backward toward you, dealing an additional 30 void damage to every living creature in the line (even those above 17th level) and 30 void damage to you.</p>
<hr />
<p><strong>Critical Success</strong> The creature is unaffected.</p>
<p><strong>Success</strong> The creature takes 9d6 void damage.</p>
<p><strong>Failure</strong> The creature takes 100 void damage.</p>
<p><strong>Critical Failure</strong> The creature dies.</p>
<hr />
<p><strong>Heightened (10th)</strong> The spell can affect living creatures up to 19th level. Increase the damage to 10d6 on a success, and to 115 on a failure.</p>)
duration : object {Book 3 - Bring the House Down.items.[].system.spell.system.duration}
sustained : boolean {Book 3 - Bring the House Down.items.[].system.spell.system.duration.sustained} (same value: False)
value : string {Book 3 - Bring the House Down.items.[].system.spell.system.duration.value} (same value: )
heightening : object {Book 3 - Bring the House Down.items.[].system.spell.system.heightening}
levels : object {Book 3 - Bring the House Down.items.[].system.spell.system.heightening.levels}
10 : object {Book 3 - Bring the House Down.items.[].system.spell.system.heightening.levels.10}
damage : object {Book 3 - Bring the House Down.items.[].system.spell.system.heightening.levels.10.damage}
0 : object {Book 3 - Bring the House Down.items.[].system.spell.system.heightening.levels.10.damage.0}
applyMod : boolean {Book 3 - Bring the House Down.items.[].system.spell.system.heightening.levels.10.damage.0.applyMod} (same value: False)
[category] : mixed
formula : string {Book 3 - Bring the House Down.items.[].system.spell.system.heightening.levels.10.damage.0.formula} (same value: 10d6)
materials : array<> {Book 3 - Bring the House Down.items.[].system.spell.system.heightening.levels.10.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {Book 3 - Bring the House Down.items.[].system.spell.system.heightening.levels.10.damage.0.type} (same value: void)
type : string {Book 3 - Bring the House Down.items.[].system.spell.system.heightening.type} (same value: fixed)
level : object {Book 3 - Bring the House Down.items.[].system.spell.system.level}
value : integer {Book 3 - Bring the House Down.items.[].system.spell.system.level.value} (same value: 9)
location : object {Book 3 - Bring the House Down.items.[].system.spell.system.location}
heightenedLevel : integer {Book 3 - Bring the House Down.items.[].system.spell.system.location.heightenedLevel} (same value: 9)
[value] : mixed
publication : object {Book 3 - Bring the House Down.items.[].system.spell.system.publication}
license : string {Book 3 - Bring the House Down.items.[].system.spell.system.publication.license} (same value: ORC)
remaster : boolean {Book 3 - Bring the House Down.items.[].system.spell.system.publication.remaster} (same value: True)
title : string {Book 3 - Bring the House Down.items.[].system.spell.system.publication.title} (same value: Pathfinder Player Core)
range : object {Book 3 - Bring the House Down.items.[].system.spell.system.range}
value : string {Book 3 - Bring the House Down.items.[].system.spell.system.range.value} (same value: )
requirements : string {Book 3 - Bring the House Down.items.[].system.spell.system.requirements} (same value: )
rules : ###FoundryRulesObject###
slug : string {Book 3 - Bring the House Down.items.[].system.spell.system.slug} (same value: massacre)
target : object {Book 3 - Bring the House Down.items.[].system.spell.system.target}
value : string {Book 3 - Bring the House Down.items.[].system.spell.system.target.value} (same value: )
time : object {Book 3 - Bring the House Down.items.[].system.spell.system.time}
value : string {Book 3 - Bring the House Down.items.[].system.spell.system.time.value} (same value: 2)
traits : object {Book 3 - Bring the House Down.items.[].system.spell.system.traits}
rarity : string {Book 3 - Bring the House Down.items.[].system.spell.system.traits.rarity} (same value: common)
traditions : array<string> {Book 3 - Bring the House Down.items.[].system.spell.system.traits.traditions}
Length: min=3 max=3
Value type: string {Book 3 - Bring the House Down.items.[].system.spell.system.traits.traditions.[]} (3 different values)
arcane (x1)
divine (x1)
primal (x1)
value : array<string> {Book 3 - Bring the House Down.items.[].system.spell.system.traits.value}
Length: min=4 max=4
Value type: string {Book 3 - Bring the House Down.items.[].system.spell.system.traits.value.[]} (4 different values)
concentrate (x1)
death (x1)
manipulate (x1)
void (x1)
type : string {Book 3 - Bring the House Down.items.[].system.spell.type} (same value: spell)
[specific] : object {Book 3 - Bring the House Down.items.[].system.specific}
material : object {Book 3 - Bring the House Down.items.[].system.specific.material}
[grade] : mixed
[type] : mixed
runes : object {Book 3 - Bring the House Down.items.[].system.specific.runes}
potency : integer {Book 3 - Bring the House Down.items.[].system.specific.runes.potency} (same value: 3)
property : array<string> {Book 3 - Bring the House Down.items.[].system.specific.runes.property}
Length: min=3 max=3
Value type: string {Book 3 - Bring the House Down.items.[].system.specific.runes.property.[]} (3 different values)
keen (x1)
shifting (x1)
wounding (x1)
striking : integer {Book 3 - Bring the House Down.items.[].system.specific.runes.striking} (same value: 2)
[deathNote] : boolean {Book 3 - Bring the House Down.items.[].system.deathNote} (same value: True)
type : string {Book 3 - Bring the House Down.items.[].type} (10 different values)
spellcastingEntry (x19)
spell (x189)
weapon (x14)
equipment (x11)
consumable (x6)
backpack (x1)
melee (x38)
action (x142)
lore (x19)
armor (x7)
[_stats] : object {Book 3 - Bring the House Down.items.[]._stats}
compendiumSource : string {Book 3 - Bring the House Down.items.[]._stats.compendiumSource} (126 different values)
[flags] : object {Book 3 - Bring the House Down.items.[].flags}
pf2e : object {Book 3 - Bring the House Down.items.[].flags.pf2e}
linkedWeapon : string {Book 3 - Bring the House Down.items.[].flags.pf2e.linkedWeapon} (10 different values)
HxBUwaeQ1EoVtu4P (x2)
thAk82HtEro88Mf9 (x1)
Mx1gXXtk7s8cRhD2 (x1)
q032yTP2JdBFOEBv (x1)
GyYlN3EO3ypoibYQ (x4)
BhtIN3t7iuaUHvTG (x2)
pRPhaqwchkugk5b4 (x1)
lwLtUpKScqKXb8wM (x1)
ejdoUMUULuF5IDi6 (x1)
J4bT6i6A76dtqWED (x1)
name : string {Book 3 - Bring the House Down.name} (all different values)
system : object {Book 3 - Bring the House Down.system}
[abilities] : object {Book 3 - Bring the House Down.system.abilities}
cha : object {Book 3 - Bring the House Down.system.abilities.cha}
mod : integer {Book 3 - Bring the House Down.system.abilities.cha.mod} (6 different values)
6 (x10)
9 (x2)
0 (x1)
10 (x3)
7 (x3)
5 (x1)
[value] : integer {Book 3 - Bring the House Down.system.abilities.cha.value} (same value: 10)
con : object {Book 3 - Bring the House Down.system.abilities.con}
mod : integer {Book 3 - Bring the House Down.system.abilities.con.mod} (7 different values)
9 (x1)
6 (x5)
0 (x3)
7 (x3)
5 (x5)
4 (x2)
10 (x1)
[value] : integer {Book 3 - Bring the House Down.system.abilities.con.value} (same value: 16)
dex : object {Book 3 - Bring the House Down.system.abilities.dex}
mod : integer {Book 3 - Bring the House Down.system.abilities.dex.mod} (4 different values)
7 (x10)
9 (x6)
8 (x3)
4 (x1)
[value] : integer {Book 3 - Bring the House Down.system.abilities.dex.value} (same value: 18)
int : object {Book 3 - Bring the House Down.system.abilities.int}
mod : integer {Book 3 - Bring the House Down.system.abilities.int.mod} (9 different values)
10 (x1)
8 (x2)
6 (x4)
-4 (x1)
5 (x7)
4 (x1)
7 (x2)
0 (x1)
9 (x1)
[value] : integer {Book 3 - Bring the House Down.system.abilities.int.value} (same value: 8)
str : object {Book 3 - Bring the House Down.system.abilities.str}
mod : integer {Book 3 - Bring the House Down.system.abilities.str.mod} (8 different values)
6 (x8)
4 (x2)
-5 (x4)
7 (x2)
8 (x1)
9 (x1)
10 (x1)
11 (x1)
[value] : integer {Book 3 - Bring the House Down.system.abilities.str.value} (same value: 16)
wis : object {Book 3 - Bring the House Down.system.abilities.wis}
mod : integer {Book 3 - Bring the House Down.system.abilities.wis.mod} (7 different values)
7 (x4)
10 (x1)
5 (x2)
6 (x9)
4 (x1)
8 (x2)
9 (x1)
[value] : integer {Book 3 - Bring the House Down.system.abilities.wis.value} (same value: 14)
attributes : object {Book 3 - Bring the House Down.system.attributes}
ac : object {Book 3 - Bring the House Down.system.attributes.ac}
[details] : string {Book 3 - Bring the House Down.system.attributes.ac.details} (same value: )
value : integer {Book 3 - Bring the House Down.system.attributes.ac.value} (11 different values)
45 (x5)
39 (x5)
38 (x1)
44 (x1)
37 (x1)
43 (x3)
0 (x3)
36 (x2)
47 (x1)
48 (x1)
41 (x1)
[allSaves] : object {Book 3 - Bring the House Down.system.attributes.allSaves}
value : string {Book 3 - Bring the House Down.system.attributes.allSaves.value} (4 different values)
(x17)
+2 status to all saves vs. magic (x1)
+1 status to all saves vs. magic (x1)
+1 status vs. magical effects (x1)
hp : object {Book 3 - Bring the House Down.system.attributes.hp}
details : string {Book 3 - Bring the House Down.system.attributes.hp.details} (2 different values)
(x19)
void healing (x5)
max : integer {Book 3 - Bring the House Down.system.attributes.hp.max} (15 different values)
360 (x1)
375 (x2)
255 (x1)
235 (x1)
380 (x2)
94 (x1)
280 (x1)
290 (x5)
0 (x3)
285 (x1)
400 (x1)
430 (x2)
355 (x1)
252 (x1)
335 (x1)
temp : integer {Book 3 - Bring the House Down.system.attributes.hp.temp} (same value: 0)
value : integer {Book 3 - Bring the House Down.system.attributes.hp.value} (15 different values)
360 (x1)
375 (x2)
255 (x1)
235 (x1)
380 (x2)
94 (x1)
280 (x1)
290 (x5)
0 (x3)
305 (x1)
400 (x1)
430 (x2)
355 (x1)
272 (x1)
335 (x1)
[immunities] : array<object> {Book 3 - Bring the House Down.system.attributes.immunities}
Length: min=1 max=6
Value type: object {Book 3 - Bring the House Down.system.attributes.immunities.[]}
type : string {Book 3 - Bring the House Down.system.attributes.immunities.[].type} (19 different values)
poison (x8)
bleed (x3)
death-effects (x7)
disease (x6)
paralyzed (x6)
precision (x4)
unconscious (x5)
doomed (x1)
scrying (x1)
detection (x1)
critical-hits (x1)
confused (x1)
fear-effects (x2)
misfortune-effects (x1)
fortune-effects (x1)
curse (x1)
drained (x1)
mental (x1)
sleep (x1)
[exceptions] : array<> {Book 3 - Bring the House Down.system.attributes.immunities.[].exceptions}
Length: min=0 max=0
Value type: mixed
[speed] : object {Book 3 - Bring the House Down.system.attributes.speed}
otherSpeeds : array<object> {Book 3 - Bring the House Down.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {Book 3 - Bring the House Down.system.attributes.speed.otherSpeeds.[]}
type : string {Book 3 - Bring the House Down.system.attributes.speed.otherSpeeds.[].type} (3 different values)
climb (x2)
fly (x7)
swim (x2)
value : integer {Book 3 - Bring the House Down.system.attributes.speed.otherSpeeds.[].value} (4 different values)
30 (x7)
75 (x1)
120 (x2)
40 (x1)
value : integer {Book 3 - Bring the House Down.system.attributes.speed.value} (5 different values)
40 (x5)
25 (x3)
0 (x4)
30 (x7)
35 (x1)
[special] : string {Book 3 - Bring the House Down.system.attributes.speed.special} (same value: )
[weaknesses] : array<object> {Book 3 - Bring the House Down.system.attributes.weaknesses}
Length: min=0 max=1
Value type: object {Book 3 - Bring the House Down.system.attributes.weaknesses.[]}
[exceptions] : array<> {Book 3 - Bring the House Down.system.attributes.weaknesses.[].exceptions}
Length: min=0 max=0
Value type: mixed
type : string {Book 3 - Bring the House Down.system.attributes.weaknesses.[].type} (6 different values)
holy (x2)
vulnerable-to-sunlight (x1)
mental (x2)
unholy (x1)
cold-iron (x2)
bludgeoning (x1)
value : integer {Book 3 - Bring the House Down.system.attributes.weaknesses.[].value} (4 different values)
15 (x4)
50 (x1)
20 (x3)
10 (x1)
[resistances] : array<object> {Book 3 - Bring the House Down.system.attributes.resistances}
Length: min=0 max=3
Value type: object {Book 3 - Bring the House Down.system.attributes.resistances.[]}
[doubleVs] : array<string> {Book 3 - Bring the House Down.system.attributes.resistances.[].doubleVs}
Length: min=0 max=1
Value type: string {Book 3 - Bring the House Down.system.attributes.resistances.[].doubleVs.[]} (same value: non-magical)
[exceptions] : array<string> {Book 3 - Bring the House Down.system.attributes.resistances.[].exceptions}
Length: min=0 max=3
Value type: string {Book 3 - Bring the House Down.system.attributes.resistances.[].exceptions.[]} (4 different values)
force (x4)
ghost-touch (x4)
vitality (x4)
cold-iron (x1)
type : string {Book 3 - Bring the House Down.system.attributes.resistances.[].type} (7 different values)
all-damage (x4)
physical (x1)
poison (x1)
slashing (x1)
acid (x1)
bludgeoning (x1)
fire (x1)
value : integer {Book 3 - Bring the House Down.system.attributes.resistances.[].value} (2 different values)
15 (x5)
20 (x5)
[emitsSound] : string {Book 3 - Bring the House Down.system.attributes.emitsSound} (same value: encounter)
[hardness] : integer {Book 3 - Bring the House Down.system.attributes.hardness} (2 different values)
24 (x1)
0 (x3)
[stealth] : object {Book 3 - Bring the House Down.system.attributes.stealth}
details : string {Book 3 - Bring the House Down.system.attributes.stealth.details} (2 different values)
<p>(master)</p> (x2)
<p>(legendary)</p> (x2)
value : integer {Book 3 - Bring the House Down.system.attributes.stealth.value} (4 different values)
33 (x1)
32 (x1)
40 (x1)
41 (x1)
[adjustment] : string {Book 3 - Bring the House Down.system.attributes.adjustment} (same value: elite)
details : object {Book 3 - Bring the House Down.system.details}
[blurb] : string {Book 3 - Bring the House Down.system.details.blurb} (13 different values)
Male variant karumzek (x1)
Male human priest of Norgorber (x1)
(x8)
Male variant brainchild (x1)
Male variant geist (x1)
Male variant raja-krodha (x1)
Elite tabellia angel (x1)
Variant vilderavn (x1)
Variant tanglebones (x1)
Male variant palace skelm (x1)
Variant echopsyvne (x1)
Female variant jorogumo (x1)
Variant elite kuchisake-onna (x1)
[languages] : object {Book 3 - Bring the House Down.system.details.languages}
details : string {Book 3 - Bring the House Down.system.details.languages.details} (4 different values)
Truespeech (x10)
(x8)
Telepathy 100 feet, Universal language (x1)
Telepathy 100 feet, Truespeech (x1)
value : array<string> {Book 3 - Bring the House Down.system.details.languages.value}
Length: min=0 max=7
Value type: string {Book 3 - Bring the House Down.system.details.languages.value.[]} (19 different values)
common (x16)
diabolic (x9)
aklo (x2)
daemonic (x2)
halfling (x1)
kelish (x1)
sakvroth (x1)
necril (x3)
chthonian (x2)
empyrean (x2)
draconic (x1)
fey (x1)
muan (x1)
petran (x1)
pyric (x1)
sussuran (x1)
talican (x1)
thalassic (x1)
utopian (x1)
level : object {Book 3 - Bring the House Down.system.details.level}
value : integer {Book 3 - Bring the House Down.system.details.level.value} (8 different values)
20 (x10)
18 (x2)
17 (x1)
15 (x1)
16 (x5)
14 (x2)
19 (x2)
22 (x1)
[privateNotes] : string {Book 3 - Bring the House Down.system.details.privateNotes} (same value: )
[publicNotes] : string {Book 3 - Bring the House Down.system.details.publicNotes} (17 different values)
(x3)
<p>Palinthanos formed from intelligent creatures tend to be scheming and envious opportunists who seek to possess mortal bodies. They appear as vortexes of twisted, misty faces from which ghostly limbs emerge, regardless of their appearance in life.</p><hr /><p>When a cosmic event like Godsrain disturbs all that exists, the River of Souls sometimes flows backward for a brief moment, literally, from the shockwave. Unwilling and confused souls that are forced back far enough can have the agonizing experience of enduring death in reversed time. Some of these souls manage to re-enter the river once the flow returns to normal, but those who are stranded on the metaphorical shores of the living can become palinthanos: powerful undead born from their reversed demise who struggle futilely until their predestined banishment back to the River.</p><h2>Backward Time</h2><p>Palinthanos movements often feel counterintuitive to the senses, as if there is some invisible force from the unseen future acting upon them. For example, wounds created by palinthanos attacks tend to appear on bodies out of sync with the inflicting strike, manifesting a fraction of a section before the attack lands. Wherever they appear, it's as though two streams of time collide and flow opposite of one another, which the Universe does its best to make sense of.</p> (x2)
<p>Souls of beasts and animals that return as palinthanos manifest as ghostly, bestial undead of pure hunger and instinct. They appear as somewhat indistinct monstrous creatures, regardless of what they were in life.</p><hr /><p>When a cosmic event like Godsrain disturbs all that exists, the River of Souls sometimes flows backward for a brief moment, literally, from the shockwave. Unwilling and confused souls that are forced back far enough can have the agonizing experience of enduring death in reversed time. Some of these souls manage to re-enter the river once the flow returns to normal, but those who are stranded on the metaphorical shores of the living can become palinthanos: powerful undead born from their reversed demise who struggle futilely until their predestined banishment back to the River.</p><h2>Backward Time</h2><p>Palinthanos movements often feel counterintuitive to the senses, as if there is some invisible force from the unseen future acting upon them. For example, wounds created by palinthanos attacks tend to appear on bodies out of sync with the inflicting strike, manifesting a fraction of a section before the attack lands. Wherever they appear, it's as though two streams of time collide and flow opposite of one another, which the Universe does its best to make sense of.</p> (x1)
<p>A rumor can become so vivid and so persistent that it comes to life, creating a brainchild-a living illusion that hatches from an intense belief in a remorseless and implacable killer. Often, these rumors swirl around the victims of a @UUID[Compendium.pf2e.spells-srd.Item.Phantasmal Killer] spell. A brainchild's capabilities grow when they pursue a believer but deflate against skeptics, making them only as bad as one thinks they are. A simple drive to stalk, terrify, and kill propels a brainchild, but the creature might also exhibit other behaviors ascribed to them through gossip.</p> (x1)
<p>A geist is an ever-shifting mass of black sack cloth, teeth, and mouths, folding in and out of itself and cackling like a thousand frenzied and doomed souls. Created when a haunt kills an evil person, a geist rises from a soul trapped on the plane of their demise, now connected to the dark energy radiating from haunts everywhere. They wander the world, looking for solace and never finding it. In frustration, they turn their malice back onto the living, antagonizing any nearby creatures, hoping to fatally lure their victims into the clutches of a haunt to be turned into another geist and share the torment.</p>
<p>Geists are occasionally mistaken for other incorporeal undead, such as wraiths and ghosts, but their proximity to haunts is one of the surest ways to determine the nature of the undead being encountered.</p> (x1)
<p>The most iconic rakshasas, raja-krodhas are tiger-headed hunters of mortalkind. They are incarnations of all the malice people try to deny within themselves and instead wrongly ascribe to deadly predators of the wild. Their power and skill inspire fear, but also awe, and it is not unknown for some peoples to treat such a rakshasa as a guardian, if one to be treated with extreme caution.</p>
<p>Despite their nature as brutal flesh-eaters, rajas are extremely eloquent and philosophical when they choose to be. This is simply another form of camouflage, one that allows them to blend into cities, much as their stripes allow them to fade into jungles, and it often lulls scholars and intellectuals into a false sense of security. While it is not in the nature of a raja-krodha to be a social schemer or a mastermind, it pleases them when others delude themselves into thinking they are.</p>
<hr />
<p>Rakshasas are primordial, divine beings who serve as incarnations of all that is foul within creation, born the moment that the concepts of good and evil were first conceived. It is their divine purpose to exemplify the profane—by murdering their own kin, eating the flesh of sapient beings, and performing thousands of other atrocities, they define these acts as obscene and taboo, so that mortals know these acts to be crimes in the eyes of the holy. It is a role they must play, in the same way that a stage play must have an actor to serve as the villain, a role that damned all rakshasas from the moment of their genesis.</p>
<p>Most rakshasas enjoy their role, in the same way an actor enjoys delivering a masterful performance, yet there is an element of tragedy to their existence. They are fated to serve solely as foils to others, to corrupt the unworthy and fall to the heroic, never free to forge their own path. They are condemned to perform the most heinous of deeds, even if it rankles their sensibilities and conscience. To do otherwise is to defy their nature and their purpose: the greatest sin a rakshasa can perform.</p> (x1)
<p>These masks focus on the use of poisons to spread Norgorber's will.</p><hr /><p>When a powerful worshipper catches Norgorber's eye, he sometimes transforms that worshipper into one of his masks—supernatural incarnations who become powerful proxies to their god but sacrifice their free will.</p><h2>Other Ancestries</h2><p>Most of the masks of Norgorber are human, but not all. A mask's statistics don't change if it's a Small creature, and they gain increased space and reach if they're Large or larger. Change ancestry traits as needed, but Speed and languages are unchanged. All masks of Norgorber possess darkvision granted them by their deity. Whether or not you grant a mask additional ancestry-based abilities is left to you to decide.</p><h2>Masks and the Afterlife</h2><p>When a worshipper becomes a mask, they technically die and travel to the Boneyard to be judged by Pharasma, but in this case, the process is almost instantaneous. When Norgorber chooses someone to become a mask, a swift and nearly instantaneous blurring of the creature is the only indication of their change. Like most fiends, masks are immortal unless slain through violence or misadventure. Once slain, a mask's body decays as normal, and after a variable amount of time has passed, their soul returns to the Great Beyond to accrete its quintessence into Norgorber's realm of Duskfathom.</p> (x1)
<p>These masks are murderers who revel in the ripping of an opponent's flesh.</p><hr /><p>When a powerful worshipper catches Norgorber's eye, he sometimes transforms that worshipper into one of his masks—supernatural incarnations who become powerful proxies to their god but sacrifice their free will.</p><h2>Other Ancestries</h2><p>Most of the masks of Norgorber are human, but not all. A mask's statistics don't change if it's a Small creature, and they gain increased space and reach if they're Large or larger. Change ancestry traits as needed, but Speed and languages are unchanged. All masks of Norgorber possess darkvision granted them by their deity. Whether or not you grant a mask additional ancestry-based abilities is left to you to decide.</p><h2>Masks and the Afterlife</h2><p>When a worshipper becomes a mask, they technically die and travel to the Boneyard to be judged by Pharasma, but in this case, the process is almost instantaneous. When Norgorber chooses someone to become a mask, a swift and nearly instantaneous blurring of the creature is the only indication of their change. Like most fiends, masks are immortal unless slain through violence or misadventure. Once slain, a mask's body decays as normal, and after a variable amount of time has passed, their soul returns to the Great Beyond to accrete its quintessence into Norgorber's realm of Duskfathom.</p> (x1)
<p>These masks focus on theft in all of its forms.</p><hr /><p>When a powerful worshipper catches Norgorber's eye, he sometimes transforms that worshipper into one of his masks—supernatural incarnations who become powerful proxies to their god but sacrifice their free will.</p><h2>Other Ancestries</h2><p>Most of the masks of Norgorber are human, but not all. A mask's statistics don't change if it's a Small creature, and they gain increased space and reach if they're Large or larger. Change ancestry traits as needed, but Speed and languages are unchanged. All masks of Norgorber possess darkvision granted them by their deity. Whether or not you grant a mask additional ancestry-based abilities is left to you to decide.</p><h2>Masks and the Afterlife</h2><p>When a worshipper becomes a mask, they technically die and travel to the Boneyard to be judged by Pharasma, but in this case, the process is almost instantaneous. When Norgorber chooses someone to become a mask, a swift and nearly instantaneous blurring of the creature is the only indication of their change. Like most fiends, masks are immortal unless slain through violence or misadventure. Once slain, a mask's body decays as normal, and after a variable amount of time has passed, their soul returns to the Great Beyond to accrete its quintessence into Norgorber's realm of Duskfathom.</p> (x1)
<p>These masks fracture trust and turn allies against each other.</p><hr /><p>When a powerful worshipper catches Norgorber's eye, he sometimes transforms that worshipper into one of his masks—supernatural incarnations who become powerful proxies to their god but sacrifice their free will.</p><h2>Other Ancestries</h2><p>Most of the masks of Norgorber are human, but not all. A mask's statistics don't change if it's a Small creature, and they gain increased space and reach if they're Large or larger. Change ancestry traits as needed, but Speed and languages are unchanged. All masks of Norgorber possess darkvision granted them by their deity. Whether or not you grant a mask additional ancestry-based abilities is left to you to decide.</p><h2>Masks and the Afterlife</h2><p>When a worshipper becomes a mask, they technically die and travel to the Boneyard to be judged by Pharasma, but in this case, the process is almost instantaneous. When Norgorber chooses someone to become a mask, a swift and nearly instantaneous blurring of the creature is the only indication of their change. Like most fiends, masks are immortal unless slain through violence or misadventure. Once slain, a mask's body decays as normal, and after a variable amount of time has passed, their soul returns to the Great Beyond to accrete its quintessence into Norgorber's realm of Duskfathom.</p> (x1)
<p>Tabellias are the elite messengers of the celestial realms, serving deities and celestial armies by delivering messages, performing reconnaissance, and providing support for those in need of aid. They watch over planar travelers and take powerful mortals under their wings to mentor them. Tabellias carry scrolls containing important messages and other celestial secrets. Most creatures, even wicked ones, respect the strength of tabellias and allow them to travel untroubled.</p>
<p>Tabellias can form spontaneously from the souls of exceptional mortals but are also sometimes created from such souls intentionally by deities or demigods. In the latter cases, tabellias often bear physical features that mark them as closely affiliated with that deity. A tabellia created by Sarenrae, for example, might have hair made of fire, while one created by Torag might look more dwarven, and one created by Desna could have butterfly wings instead of feathered wings. It's not unusual for tabellias created by deities to share their creators' philosophies and interests.</p>
<hr />
<p>The celestial hosts of angels are messengers and warriors, divided into choirs based on their abilities and purviews. Angels were one of the first creations of the gods, and many still assist their righteous creators throughout the cosmos. Most angels in modern times are not direct creations of the divine, however, instead consisting of ascended mortal souls drawn from the celestial planes.</p>
<p>The majority of unaffiliated angels live in Nirvana, the plane of virtue and enlightenment. Angels who are affiliated with deities dwell in those deities' domains or other areas where that god holds influence. Regardless of residence or service, angels remain benevolent messengers possessed with magical auras to aid their allies.</p> (x1)
<p>In their true form, a vilderavn is a great raven with a wingspan of 6–8 feet. Adaptable shapeshifters, they can change to the fighting forms of a snarling wolf, a hybrid of both wolf and raven, and a tall humanoid in black armor with a massive greatsword. More sinister is their ability to assume a humanoid guise suited to insinuating themselves into the retinues of boastful mortal rulers. With historical knowledge and clever rumormongering, they goad the proud into squabbles, feuds, and ultimately wars. The vilderavn stays at the ruler's side until victory is within grasp, the war almost won, then exacts the cruel stroke of betrayal. Their magic turns the mortals against each other, and the vilderavn's sword falls swiftly.</p> (x1)
<p>Sometimes, when murderer buries a large number of victims in a mass grave, the vengeful spirits of the slain can become similarly tangled together. When these spirits can't untangle, they instead return to their physical remains, fusing into one horrific mass of bones and black, tar-like sludge-a tanglebones.</p>
<p>One awful tale speaks of a bitter old dowager who learned that, through a legal loophole, ownership of her estate would revert to her estranged daughter. She murdered her 13 servants, buried their bodies in the house's basement, and then played the gracious mother in handing over the manor keys at the appointed time. One night, the tanglebones that arose from the dowager's atrocity murdered the daughter and her family. By the time the authorities learned of what happened, the dowager had fled the nation, changed her identity, and (the story goes) wasted no time rebuilding her fortunes-this time becoming a queen.</p> (x1)
<p>Skelms crave power, and the palace skelms who stalk the halls where such power concentrates are among the most dangerous of their kind. They assume titles that allow them maximum freedom to punish or hurt others with minimal oversight: any vindictive guard captain, tyrannical viceroy, or needlessly cruel magistrate could be or become a palace skelm. They delight in the wealth and status of their positions, garbing themselves in ornate finery that reflects their station.</p>
<p>Palace skelms ingratiate themselves with powerful individuals and gather followers by stoking fears of losing long-held or hard-earned power-especially power gained through illicit means. They undermine their enemies by encouraging competition, jealousy, and outright paranoia by way of magic and false messages. These skelms possess an unnatural ability to twist spoken words and worm their manipulative magic into others' speech, sowing confusion and hatred that might explode into violence.</p>
<p>A political upheaval is a palace skelm's greatest fear and opportunity alike, upsetting the balance of power he has built but providing countless new opportunities to sow hatred and evil. This conflicting goal leads palace skelms to self-sabotage and undermine their own efforts more than any other skelm.</p>
<hr />
<p>Rage-filled skelms are drawn to any settlement with more than a few hundred souls. Using magical disguises and leveraging societal norms to their benefit, these antlered monsters crave fearful respect and brutally punish any who dare disagree with their lofty opinions, even in the slightest degree. Although quite dangerous on their own, skelms are at their deadliest when leading an angry mob. Their cruel and exploitative nature has made their name synonymous with villainy.</p>
<p>An existing skelm can transform any evil humanoid who's overwhelmed with rage into one of their kind. Skelms heap enraging humiliation on potential new brothers as a form of indoctrination, convincing these recruits that some other person or group is responsible for their misery. This practice ensures skelms begin their new existence with sufficient vitriol to plot their revenge.</p>
<p>Many newly forged skelms carry on their lives in the roles they held as mortals; and in fact, these roles often shape the type of skelm they become. Skelms can arise among members of nearly any ancestry, though they're more common among cultures with deeply entrenched gender roles, unjust hierarchies, and those that don't offer healthy ways to experience and process anger.</p> (x1)
<p>Appearing as beautiful, well-dressed humans, jorogumo lurk in the high mountains and prey on travelers. These evil creatures can fully change into a giant spider or sprout spider legs from their backs, and they often keep giant spiders as pets. Jorogumo usually eat their prey, but some humanoids meet an even more gruesome fate as living incubators for jorogumo eggs. Though most jorogumos are solitary creatures, some have taken up worship of Norgorber and serve as valuable allies to thieves' guilds following that god's guise as the Gray Master.</p> (x1)
<p>A kuchisake-onna, or slit-mouthed woman, is a tall, masked figure who moves with an eerie grace. These horrors are infamous for trapping hapless mortals and asking them, "Am I pretty?" A "no" response leads to a gruesome death wrought by the silver scissors the kuchisake-onna carries. A "yes" prompts them to remove their mask, revealing the scars and cuts running from ear to ear, giving the impression of a terrible, ever-present grin. They then open their mouth to reveal sharp, needle-like teeth and ask another question: "Even now?" A "no" leads to the same gory death, while a "yes" prompts them to use their silver scissors and make the same cuts on the target's face while repeating: "Then I will make you like me."</p>
<p>There are a handful of methods to weasel out of this otherwise no-win scenario. Answering noncommittally, saying the kuchisake-onna looks "okay," or throwing several small, countable objects like rice or candy often provides enough time to run while the monster is distracted. Few are foolish enough to attack the kuchisake-onna, and those that live to tell the tale speak of a flashing flurry of scissor blades that match even a swordmaster's prowess.</p> (x1)
<p>The zimiezeks, also known as those-that-weave-secrets, are one of many creatures native to Duskfathom. They resemble large spiders with humanoid hands instead of spidery feet and possess vaguely humanoid heads with multiple eyes and spider fangs for jaws. Their faces are often shrouded by a veil, mask, or webbing to both hide their identity and as a gesture of peace, for a zimiezek's bite can turn other humanoids into them.</p>
<p>Unlike the karumzeks, Norgorber's more common divine servitors, zimiezeks almost never leave Duskfathom. Most are average citizens who revere Norgorber as both deity and prince. Only a few serve the god of secrets directly as the city's security and elite strike force.</p><h2>Uncertain Origins</h2><p>The zimiezeks believe the first of them arose from souls who were once Norgorber's allies in life who stumbled upon the god's greatest secret and were slain to conceal his identity. Some doubt this claim, given Norgorber's anathema on showing mercy. Nevertheless, a connection exists between Norgorber and both zimiezeks and karumzeks that lets the god automatically know the creatures' names and identities.</p> (x1)
publication : object {Book 3 - Bring the House Down.system.details.publication}
license : string {Book 3 - Bring the House Down.system.details.publication.license} (same value: ORC)
remaster : boolean {Book 3 - Bring the House Down.system.details.publication.remaster} (same value: True)
title : string {Book 3 - Bring the House Down.system.details.publication.title} (same value: Pathfinder #206: Bring the House Down)
[description] : string {Book 3 - Bring the House Down.system.details.description} (4 different values)
<p>A section of ground thrusts up to form what looks like a mountain in which a sword has been impaled, and then the sword lashes out to stab at someone nearby. A successful @Check[religion|dc:15] check to Recall Knowledge is enough to note that the hazard looks very similar to Gorum's religious symbol; any character who is at least expert in Religion notes this automatically.</p> (x1)
<p>A cloud of invisible sensors in a 10-foot-radius surrounds an invisible floor rune.</p> (x1)
<p>Blood sprays from clock's straight razor hands, forming a large set of oversized blood red razors that slice out to hew at flesh and bone.</p> (x1)
<p>This banquet table is covered with a wide range of delicious-looking snacks and a mix of chilled and piping hot beverages.</p> (x1)
[disable] : string {Book 3 - Bring the House Down.system.details.disable} (4 different values)
<p>@Check[thievery|dc:40] (master) to wipe away the faint runes scratched on the floor without activating a blade, or @Check[religion|dc:43] (master) to utter memorial prayers to Gorum to rob from the trap its violent energy</p> (x1)
<p>@Check[acrobatics|dc:40] to approach a rune without triggering it followed by @Check[thievery|dc:42] (master) to erase the rune, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (8th rank, counteract DC 34) to counteract the rune.</p> (x1)
<p>@Check[thievery|dc:47] once on the clock's hands and once on its face to decouple both of the magical sensors in the trap from each other, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (10th rank, counteract DC 39) to counteract the trap</p> (x1)
<p>@Check[religion|dc:48] to offer prayers to neutralize the sour reputation of the food and render it safe to eat</p> (x1)
[isComplex] : boolean {Book 3 - Bring the House Down.system.details.isComplex} (2 different values)
True (x2)
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[reset] : string {Book 3 - Bring the House Down.system.details.reset} (4 different values)
(x1)
<p>The trap resets each day at dawn.</p> (x1)
<p>The Skinclock resets automatically.</p> (x1)
<p>The unfulfilling banquet resets instantly.</p> (x1)
[routine] : string {Book 3 - Bring the House Down.system.details.routine} (2 different values)
<p>(3 actions) If the Gorum's epitaph is adjacent to a creature, it uses its three actions to make greatsword Strikes on that creature (determining targets randomly if more than one creature is adjacent). Otherwise, it uses actions to Stride toward the closest visible target, then uses any remaining actions to Strike that target. Gray Master can flank with a Gorum's epitaph.</p> (x1)
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[initiative] : object {Book 3 - Bring the House Down.system.initiative}
statistic : string {Book 3 - Bring the House Down.system.initiative.statistic} (same value: perception)
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details : string {Book 3 - Bring the House Down.system.perception.details} (6 different values)
poison sense (precise) 60 feet (x1)
truesight (x5)
darkvision (x1)
darkvision, scent (imprecise) 30 feet (x1)
(x11)
wavesense (precise) 120 feet; truesight (x1)
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greater-darkvision (x8)
darkvision (x10)
truesight (x1)
scent (x1)
[acuity] : string {Book 3 - Bring the House Down.system.perception.senses.[].acuity} (2 different values)
precise (x1)
imprecise (x1)
[range] : integer {Book 3 - Bring the House Down.system.perception.senses.[].range} (2 different values)
60 (x1)
30 (x1)
[value] : integer {Book 3 - Bring the House Down.system.perception.value} (same value: 20)
[resources] : object {Book 3 - Bring the House Down.system.resources}
[focus] : object {Book 3 - Bring the House Down.system.resources.focus}
max : integer {Book 3 - Bring the House Down.system.resources.focus.max} (4 different values)
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0 (x3)
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value : integer {Book 3 - Bring the House Down.system.resources.focus.value} (4 different values)
3 (x1)
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2 (x1)
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saves : object {Book 3 - Bring the House Down.system.saves}
fortitude : object {Book 3 - Bring the House Down.system.saves.fortitude}
saveDetail : string {Book 3 - Bring the House Down.system.saves.fortitude.saveDetail} (same value: )
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32 (x3)
24 (x1)
25 (x5)
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28 (x2)
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30 (x1)
29 (x1)
22 (x1)
42 (x1)
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saveDetail : string {Book 3 - Bring the House Down.system.saves.reflex.saveDetail} (same value: )
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33 (x6)
32 (x1)
38 (x1)
23 (x1)
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34 (x2)
28 (x1)
31 (x1)
will : object {Book 3 - Bring the House Down.system.saves.will}
saveDetail : string {Book 3 - Bring the House Down.system.saves.will.saveDetail} (same value: )
value : integer {Book 3 - Bring the House Down.system.saves.will.value} (12 different values)
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38 (x1)
31 (x2)
29 (x2)
34 (x2)
28 (x4)
0 (x3)
22 (x1)
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37 (x1)
24 (x1)
36 (x1)
[skills] : object {Book 3 - Bring the House Down.system.skills}
[acrobatics] : object {Book 3 - Bring the House Down.system.skills.acrobatics}
base : integer {Book 3 - Bring the House Down.system.skills.acrobatics.base} (7 different values)
35 (x8)
32 (x1)
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28 (x1)
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[crafting] : object {Book 3 - Bring the House Down.system.skills.crafting}
base : integer {Book 3 - Bring the House Down.system.skills.crafting.base} (3 different values)
38 (x1)
29 (x4)
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[special] : array<> {Book 3 - Bring the House Down.system.skills.crafting.special}
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[intimidation] : object {Book 3 - Bring the House Down.system.skills.intimidation}
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37 (x2)
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[special] : array<> {Book 3 - Bring the House Down.system.skills.intimidation.special}
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Value type: mixed
[medicine] : object {Book 3 - Bring the House Down.system.skills.medicine}
base : integer {Book 3 - Bring the House Down.system.skills.medicine.base} (2 different values)
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[special] : array<> {Book 3 - Bring the House Down.system.skills.medicine.special}
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[occultism] : object {Book 3 - Bring the House Down.system.skills.occultism}
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36 (x2)
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[special] : array<> {Book 3 - Bring the House Down.system.skills.occultism.special}
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[religion] : object {Book 3 - Bring the House Down.system.skills.religion}
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[stealth] : object {Book 3 - Bring the House Down.system.skills.stealth}
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38 (x3)
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33 (x4)
36 (x2)
26 (x1)
[special] : array<object> {Book 3 - Bring the House Down.system.skills.stealth.special}
Length: min=0 max=1
Value type: object {Book 3 - Bring the House Down.system.skills.stealth.special.[]}
base : integer {Book 3 - Bring the House Down.system.skills.stealth.special.[].base} (same value: 42)
label : string {Book 3 - Bring the House Down.system.skills.stealth.special.[].label} (same value: in water)
predicate : array<string> {Book 3 - Bring the House Down.system.skills.stealth.special.[].predicate}
Length: min=1 max=1
Value type: string {Book 3 - Bring the House Down.system.skills.stealth.special.[].predicate.[]} (same value: terrain:water)
[diplomacy] : object {Book 3 - Bring the House Down.system.skills.diplomacy}
base : integer {Book 3 - Bring the House Down.system.skills.diplomacy.base} (6 different values)
37 (x1)
38 (x3)
30 (x4)
26 (x1)
34 (x1)
36 (x1)
special : array<> {Book 3 - Bring the House Down.system.skills.diplomacy.special}
Length: min=0 max=0
Value type: mixed
[society] : object {Book 3 - Bring the House Down.system.skills.society}
base : integer {Book 3 - Bring the House Down.system.skills.society.base} (5 different values)
34 (x3)
36 (x3)
27 (x4)
32 (x1)
31 (x1)
[special] : array<> {Book 3 - Bring the House Down.system.skills.society.special}
Length: min=0 max=0
Value type: mixed
[thievery] : object {Book 3 - Bring the House Down.system.skills.thievery}
base : integer {Book 3 - Bring the House Down.system.skills.thievery.base} (4 different values)
37 (x1)
35 (x1)
31 (x4)
36 (x1)
[special] : array<> {Book 3 - Bring the House Down.system.skills.thievery.special}
Length: min=0 max=0
Value type: mixed
[athletics] : object {Book 3 - Bring the House Down.system.skills.athletics}
base : integer {Book 3 - Bring the House Down.system.skills.athletics.base} (10 different values)
37 (x1)
35 (x1)
28 (x4)
36 (x1)
38 (x1)
34 (x1)
33 (x1)
22 (x1)
43 (x1)
32 (x1)
[special] : array<> {Book 3 - Bring the House Down.system.skills.athletics.special}
Length: min=0 max=0
Value type: mixed
[performance] : object {Book 3 - Bring the House Down.system.skills.performance}
base : integer {Book 3 - Bring the House Down.system.skills.performance.base} (same value: 36)
[nature] : object {Book 3 - Bring the House Down.system.skills.nature}
base : integer {Book 3 - Bring the House Down.system.skills.nature.base} (same value: 38)
special : array<> {Book 3 - Bring the House Down.system.skills.nature.special}
Length: min=0 max=0
Value type: mixed
survival : object {Book 3 - Bring the House Down.system.skills.survival}
base : integer {Book 3 - Bring the House Down.system.skills.survival.base} (same value: 33)
traits : object {Book 3 - Bring the House Down.system.traits}
rarity : string {Book 3 - Bring the House Down.system.traits.rarity} (3 different values)
unique (x12)
rare (x10)
common (x2)
size : object {Book 3 - Bring the House Down.system.traits.size}
value : string {Book 3 - Bring the House Down.system.traits.size.value} (3 different values)
med (x21)
lg (x2)
grg (x1)
value : array<string> {Book 3 - Bring the House Down.system.traits.value}
Length: min=1 max=5
Value type: string {Book 3 - Bring the House Down.system.traits.value.[]} (all different values)
[statusEffects] : array<> {Book 3 - Bring the House Down.system.statusEffects}
Length: min=0 max=0
Value type: mixed
[spellcasting] : object {Book 3 - Bring the House Down.system.spellcasting}
rituals : object {Book 3 - Bring the House Down.system.spellcasting.rituals}
dc : integer {Book 3 - Bring the House Down.system.spellcasting.rituals.dc} (2 different values)
36 (x1)
26 (x1)
type : string {Book 3 - Bring the House Down.type} (2 different values)
npc (x20)
hazard (x4)
[prototypeToken] : object {Book 3 - Bring the House Down.prototypeToken}
name : string {Book 3 - Bring the House Down.prototypeToken.name} (4 different values)
Mask of Norgorber (Blackfingers Aspect) (x1)
Mask of Norgorber (Aspect of Father Skinsaw) (x1)
Mask of Norgorber (Aspect of the Gray Master) (x1)
Mask of Norgorber (Aspect of the Reaper) (x1)