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Pf2eDataScrapper/output/pf2e/packs/4-16.txt
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2025-04-08 17:11:57 +04:00

502 lines
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4-16
Different values: 9
=====================================
object {4-16}
_id : string {4-16._id} (all different values)
folder : string {4-16.folder} (same value: 'VB1eMON94PBcNiij')
img : string {4-16.img} (2 different values)
'systems/pf2e/icons/default-icons/hazard.svg' (x6)
'systems/pf2e/icons/default-icons/npc.svg' (x3)
items : array<object> {4-16.items}
Length: min=0 max=18
Value type: object {4-16.items.[]}
_id : string {4-16.items.[]._id} (40 different values)
[_stats] : object {4-16.items.[]._stats}
compendiumSource : string {4-16.items.[]._stats.compendiumSource} (19 different values)
img : string {4-16.items.[].img} (25 different values)
name : string {4-16.items.[].name} (34 different values)
sort : integer {4-16.items.[].sort} (19 different values)
system : object {4-16.items.[].system}
[actionType] : object {4-16.items.[].system.actionType}
value : string {4-16.items.[].system.actionType.value} (4 different values)
'passive' (x6)
'reaction' (x5)
'action' (x3)
'free' (x2)
[actions] : object {4-16.items.[].system.actions}
[value] : integer {4-16.items.[].system.actions.value} (2 different values)
2 (x2)
1 (x1)
[area] : object {4-16.items.[].system.area}
type : string {4-16.items.[].system.area.type} (2 different values)
'burst' (x2)
'cone' (x2)
value : integer {4-16.items.[].system.area.value} (2 different values)
20 (x2)
15 (x2)
[attack] : object {4-16.items.[].system.attack}
value : string {4-16.items.[].system.attack.value} (same value: '')
[attackEffects] : object {4-16.items.[].system.attackEffects}
custom : string {4-16.items.[].system.attackEffects.custom} (same value: '')
value : array<string> {4-16.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {4-16.items.[].system.attackEffects.value.[]} (same value: 'lurkers-glow')
[autoHeightenLevel] : object {4-16.items.[].system.autoHeightenLevel}
[value] : empty
description : object {4-16.items.[].system.description}
value : string {4-16.items.[].system.description.value} (29 different values)
[bonus] : object {4-16.items.[].system.bonus}
value : integer {4-16.items.[].system.bonus.value} (4 different values)
12 (x4)
15 (x2)
11 (x1)
9 (x1)
[category] : string {4-16.items.[].system.category} (2 different values)
'offensive' (x14)
'defensive' (x2)
[cost] : object {4-16.items.[].system.cost}
value : string {4-16.items.[].system.cost.value} (same value: '')
[counteraction] : boolean {4-16.items.[].system.counteraction} (2 different values)
False (x32)
True (x1)
[damage] : object {4-16.items.[].system.damage}
[0] : object {4-16.items.[].system.damage.0}
applyMod : boolean {4-16.items.[].system.damage.0.applyMod} (2 different values)
False (x2)
True (x2)
[category] : empty
formula : string {4-16.items.[].system.damage.0.formula} (3 different values)
'1d6' (x2)
'3d4' (x1)
'5d6' (x1)
kinds : array<string> {4-16.items.[].system.damage.0.kinds}
Length: min=1 max=1
Value type: string {4-16.items.[].system.damage.0.kinds.[]} (same value: 'damage')
materials : array<> {4-16.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: empty
type : string {4-16.items.[].system.damage.0.type} (3 different values)
'untyped' (x2)
'piercing' (x1)
'fire' (x1)
[damageRolls] : object {4-16.items.[].system.damageRolls}
[0] : object {4-16.items.[].system.damageRolls.0}
damage : string {4-16.items.[].system.damageRolls.0.damage} (3 different values)
'1d4+8' (x1)
'1d4+5' (x1)
'2d4' (x1)
damageType : string {4-16.items.[].system.damageRolls.0.damageType} (2 different values)
'bludgeoning' (x2)
'force' (x1)
[69LAZOvG2F6DmFVY] : object {4-16.items.[].system.damageRolls.69LAZOvG2F6DmFVY}
damage : string {4-16.items.[].system.damageRolls.69LAZOvG2F6DmFVY.damage} (2 different values)
'1d6+3' (x1)
'1d10+6' (x1)
damageType : string {4-16.items.[].system.damageRolls.69LAZOvG2F6DmFVY.damageType} (same value: 'bludgeoning')
[7HveJ8m5zgNCORi8] : object {4-16.items.[].system.damageRolls.7HveJ8m5zgNCORi8}
damage : string {4-16.items.[].system.damageRolls.7HveJ8m5zgNCORi8.damage} (2 different values)
'2d8+7' (x1)
'1d10+6' (x1)
damageType : string {4-16.items.[].system.damageRolls.7HveJ8m5zgNCORi8.damageType} (same value: 'piercing')
[ej9eyswj6imzromemjpp] : object {4-16.items.[].system.damageRolls.ej9eyswj6imzromemjpp}
damage : string {4-16.items.[].system.damageRolls.ej9eyswj6imzromemjpp.damage} (same value: '2d6')
damageType : string {4-16.items.[].system.damageRolls.ej9eyswj6imzromemjpp.damageType} (same value: 'slashing')
[defense] : object {4-16.items.[].system.defense}
save : object {4-16.items.[].system.defense.save}
basic : boolean {4-16.items.[].system.defense.save.basic} (same value: False)
statistic : string {4-16.items.[].system.defense.save.statistic} (2 different values)
'fortitude' (x2)
'will' (x2)
[duration] : object {4-16.items.[].system.duration}
sustained : boolean {4-16.items.[].system.duration.sustained} (2 different values)
False (x18)
True (x15)
value : string {4-16.items.[].system.duration.value} (5 different values)
'' (x19)
'10 minutes' (x6)
'1 minute' (x5)
'1 or more rounds (see below)' (x2)
'until the next time you make your daily preparations' (x1)
[frequency] : object {4-16.items.[].system.frequency}
max : integer {4-16.items.[].system.frequency.max} (same value: 3)
per : string {4-16.items.[].system.frequency.per} (same value: 'day')
value : integer {4-16.items.[].system.frequency.value} (same value: 3)
[heightening] : object {4-16.items.[].system.heightening}
damage : object {4-16.items.[].system.heightening.damage}
0 : string {4-16.items.[].system.heightening.damage.0} (3 different values)
'1d6' (x2)
'1d4' (x1)
'2d6' (x1)
interval : integer {4-16.items.[].system.heightening.interval} (same value: 1)
type : string {4-16.items.[].system.heightening.type} (same value: 'interval')
[level] : object {4-16.items.[].system.level}
value : integer {4-16.items.[].system.level.value} (4 different values)
1 (x22)
2 (x6)
3 (x4)
4 (x1)
[location] : object {4-16.items.[].system.location}
[heightenedLevel] : integer {4-16.items.[].system.location.heightenedLevel} (2 different values)
3 (x3)
4 (x1)
value : string {4-16.items.[].system.location.value} (2 different values)
'oqcxPwDIMJ2bu4Ul' (x24)
'ctRDT8yPATnd3gxe' (x9)
[mod] : object {4-16.items.[].system.mod}
value : integer {4-16.items.[].system.mod.value} (2 different values)
12 (x1)
9 (x1)
[requirements] : string {4-16.items.[].system.requirements} (same value: '')
rules : ignored (Foundry rules object) {4-16.items.[].system.rules}
[overlays] : object {4-16.items.[].system.overlays}
2I469pfbYcmFvzOA : object {4-16.items.[].system.overlays.2I469pfbYcmFvzOA}
_id : string {4-16.items.[].system.overlays.2I469pfbYcmFvzOA._id} (same value: '2I469pfbYcmFvzOA')
name : string {4-16.items.[].system.overlays.2I469pfbYcmFvzOA.name} (same value: 'Telekinetic Projectile (Bludgeoning)')
overlayType : string {4-16.items.[].system.overlays.2I469pfbYcmFvzOA.overlayType} (same value: 'override')
sort : integer {4-16.items.[].system.overlays.2I469pfbYcmFvzOA.sort} (same value: 1)
system : object {4-16.items.[].system.overlays.2I469pfbYcmFvzOA.system}
damage : object {4-16.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage}
0 : object {4-16.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage.0}
[category] : empty
type : string {4-16.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage.0.type} (same value: 'bludgeoning')
cUFX7ExSLeoa3vIF : object {4-16.items.[].system.overlays.cUFX7ExSLeoa3vIF}
_id : string {4-16.items.[].system.overlays.cUFX7ExSLeoa3vIF._id} (same value: 'cUFX7ExSLeoa3vIF')
name : string {4-16.items.[].system.overlays.cUFX7ExSLeoa3vIF.name} (same value: 'Telekinetic Projectile (Piercing)')
overlayType : string {4-16.items.[].system.overlays.cUFX7ExSLeoa3vIF.overlayType} (same value: 'override')
sort : integer {4-16.items.[].system.overlays.cUFX7ExSLeoa3vIF.sort} (same value: 2)
system : object {4-16.items.[].system.overlays.cUFX7ExSLeoa3vIF.system}
damage : object {4-16.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage}
0 : object {4-16.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage.0}
[category] : empty
type : string {4-16.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage.0.type} (same value: 'piercing')
zFWsMjoeCnLxqJaV : object {4-16.items.[].system.overlays.zFWsMjoeCnLxqJaV}
_id : string {4-16.items.[].system.overlays.zFWsMjoeCnLxqJaV._id} (same value: 'zFWsMjoeCnLxqJaV')
name : string {4-16.items.[].system.overlays.zFWsMjoeCnLxqJaV.name} (same value: 'Telekinetic Projectile (Slashing)')
overlayType : string {4-16.items.[].system.overlays.zFWsMjoeCnLxqJaV.overlayType} (same value: 'override')
sort : integer {4-16.items.[].system.overlays.zFWsMjoeCnLxqJaV.sort} (same value: 3)
system : object {4-16.items.[].system.overlays.zFWsMjoeCnLxqJaV.system}
damage : object {4-16.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage}
0 : object {4-16.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage.0}
[category] : empty
type : string {4-16.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage.0.type} (same value: 'slashing')
[prepared] : object {4-16.items.[].system.prepared}
flexible : boolean {4-16.items.[].system.prepared.flexible} (same value: False)
value : string {4-16.items.[].system.prepared.value} (same value: 'innate')
[proficiency] : object {4-16.items.[].system.proficiency}
value : integer {4-16.items.[].system.proficiency.value} (same value: 0)
publication : object {4-16.items.[].system.publication}
license : string {4-16.items.[].system.publication.license} (same value: 'OGL')
remaster : boolean {4-16.items.[].system.publication.remaster} (same value: False)
title : string {4-16.items.[].system.publication.title} (3 different values)
'' (x46)
'Pathfinder Core Rulebook' (x13)
'Pathfinder Bestiary' (x3)
[proficient] : object {4-16.items.[].system.proficient}
value : integer {4-16.items.[].system.proficient.value} (same value: 0)
[range] : object {4-16.items.[].system.range}
value : string {4-16.items.[].system.range.value} (7 different values)
'30 feet' (x12)
'touch' (x5)
'120 feet' (x5)
'500 feet' (x4)
'' (x4)
'10 feet' (x2)
'60 feet' (x1)
[showSlotlessLevels] : object {4-16.items.[].system.showSlotlessLevels}
value : boolean {4-16.items.[].system.showSlotlessLevels.value} (same value: False)
[slots] : object {4-16.items.[].system.slots}
[slug] : string {4-16.items.[].system.slug} (20 different values)
[spelldc] : object {4-16.items.[].system.spelldc}
dc : integer {4-16.items.[].system.spelldc.dc} (2 different values)
20 (x2)
22 (x1)
mod : integer {4-16.items.[].system.spelldc.mod} (same value: 0)
value : integer {4-16.items.[].system.spelldc.value} (2 different values)
14 (x2)
12 (x1)
[target] : object {4-16.items.[].system.target}
value : string {4-16.items.[].system.target.value} (6 different values)
'' (x18)
'1 creature' (x7)
'1 unattended object of light Bulk or less' (x3)
'1 object (cook, lift, or tidy only)' (x2)
'1 non-magical club or staff you hold' (x2)
'1 object of 1 Bulk or less, either unattended or possessed by you or a willing ally' (x1)
[time] : object {4-16.items.[].system.time}
value : string {4-16.items.[].system.time.value} (2 different values)
'2' (x30)
'3' (x3)
[tradition] : object {4-16.items.[].system.tradition}
value : string {4-16.items.[].system.tradition.value} (same value: 'primal')
[traits] : object {4-16.items.[].system.traits}
[rarity] : string {4-16.items.[].system.traits.rarity} (2 different values)
'common' (x45)
'uncommon' (x2)
[traditions] : array<string> {4-16.items.[].system.traits.traditions}
Length: min=1 max=4
Value type: string {4-16.items.[].system.traits.traditions.[]} (4 different values)
'occult' (x29)
'arcane' (x27)
'primal' (x16)
'divine' (x8)
value : array<string> {4-16.items.[].system.traits.value}
Length: min=0 max=6
Value type: string {4-16.items.[].system.traits.value.[]} (22 different values)
[weaponType] : object {4-16.items.[].system.weaponType}
value : string {4-16.items.[].system.weaponType.value} (2 different values)
'melee' (x5)
'ranged' (x3)
type : string {4-16.items.[].type} (5 different values)
'spell' (x33)
'action' (x16)
'melee' (x8)
'spellcastingEntry' (x3)
'lore' (x2)
name : string {4-16.name} (all different values)
system : object {4-16.system}
attributes : object {4-16.system.attributes}
ac : object {4-16.system.attributes.ac}
[details] : string {4-16.system.attributes.ac.details} (same value: '')
value : integer {4-16.system.attributes.ac.value} (4 different values)
22 (x3)
0 (x2)
25 (x2)
20 (x2)
[emitsSound] : string {4-16.system.attributes.emitsSound} (same value: 'encounter')
[hardness] : integer {4-16.system.attributes.hardness} (same value: 0)
hp : object {4-16.system.attributes.hp}
details : string {4-16.system.attributes.hp.details} (2 different values)
'' (x7)
'if the house spirits take this much damage, they aren\'t killed, but they do flee the school and don\'t return' (x2)
max : integer {4-16.system.attributes.hp.max} (6 different values)
0 (x2)
54 (x2)
46 (x2)
59 (x1)
40 (x1)
57 (x1)
temp : integer {4-16.system.attributes.hp.temp} (same value: 0)
value : integer {4-16.system.attributes.hp.value} (6 different values)
0 (x2)
54 (x2)
46 (x2)
59 (x1)
40 (x1)
57 (x1)
[adjustment] : empty
[allSaves] : object {4-16.system.attributes.allSaves}
value : string {4-16.system.attributes.allSaves.value} (same value: '')
[immunities] : array<object> {4-16.system.attributes.immunities}
Length: min=1 max=2
Value type: object {4-16.system.attributes.immunities.[]}
[exceptions] : array<> {4-16.system.attributes.immunities.[].exceptions}
Length: min=0 max=0
Value type: empty
type : string {4-16.system.attributes.immunities.[].type} (3 different values)
'precision' (x2)
'swarm-mind' (x2)
'blinded' (x1)
[speed] : object {4-16.system.attributes.speed}
otherSpeeds : array<object> {4-16.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {4-16.system.attributes.speed.otherSpeeds.[]}
type : string {4-16.system.attributes.speed.otherSpeeds.[].type} (same value: 'fly')
value : integer {4-16.system.attributes.speed.otherSpeeds.[].value} (same value: 25)
value : integer {4-16.system.attributes.speed.value} (2 different values)
30 (x2)
25 (x1)
[stealth] : object {4-16.system.attributes.stealth}
details : string {4-16.system.attributes.stealth.details} (2 different values)
'' (x4)
'<p>DC 0, initiative modifier is +5</p>' (x2)
value : integer {4-16.system.attributes.stealth.value} (5 different values)
5 (x2)
10 (x1)
7 (x1)
13 (x1)
16 (x1)
[weaknesses] : array<object> {4-16.system.attributes.weaknesses}
Length: min=1 max=2
Value type: object {4-16.system.attributes.weaknesses.[]}
[exceptions] : array<> {4-16.system.attributes.weaknesses.[].exceptions}
Length: min=0 max=0
Value type: empty
type : string {4-16.system.attributes.weaknesses.[].type} (3 different values)
'area-damage' (x2)
'splash-damage' (x2)
'cold-iron' (x1)
value : integer {4-16.system.attributes.weaknesses.[].value} (same value: 5)
[creatureType] : string {4-16.system.creatureType} (same value: '')
details : object {4-16.system.details}
[description] : string {4-16.system.details.description} (3 different values)
'<p>Fire engulfs four 5-foot-by-5-foot sections of the library, then spreads erratically on each of its turns as burning books are carried about by the modified unseen servant.</p>' (x2)
'<p>Several distressed opossums dressed in school uniforms and under the effects of @UUID[Compendium.pf2e.spells-srd.Item.Mirror Image] fly about the hallway, guided by four giggling sprites.</p>' (x2)
'<p>A group of house spirits run around the lunchroom hurling pies at the walls and all the people in the room—and then the pies magically reconstitute and throw themselves again.</p>' (x2)
[disable] : string {4-16.system.details.disable} (6 different values)
'<p>A successful @Check[athletics|dc:18], @Check[nature|dc:18], or @Check[survival|dc:18] check from an adjacent square is sufficient to smother one 5-foot- square of fire; each attempt is an Interact action. Dousing the flames automatically extinguishes one or more sections of fire, with no check. Water typically clears a 5-foot square if the amount is small (such as that from @UUID[Compendium.pf2e.spells-srd.Item.Create Water] or @UUID[Compendium.pf2e.spells-srd.Item.Hydraulic Push]). Larger amounts of water, such as a full bucket, typically douse a 10-foot-by-10-foot area (or 4 squares in some other shape). Throwing a bucket of water on flames requires an Interact action. A waterskin doesn\'t contain enough water to put out even 1 square of fire. Cold can also put out fire, but only if the cold can affect an area; cold is usually less effective than water, so a @UUID[Compendium.pf2e.equipment-srd.Item.Frost Vial (Lesser)]{Frost Vial} typically puts out only 1 square of fire, and ray of frost is ineffective.</p>' (x1)
'<p>@Check[diplomacy|dc:23], @Check[deception|dc:23], or @Check[intimidation|dc:23] four times to convince one sprite to undo their spells; @Check[athletics|dc:25], @Check[diplomacy|dc:25] (with wild empathy) or @Check[nature|dc:25] to subdue or soothe the opossums; or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (2nd level; counteract DC 21) to undo one sprites\' worth of spells. Four successes are required to disable the hazard.</p>' (x1)
'<p>@Check[diplomacy|dc:20], @Check[deception|dc:20], or @Check[intimidation|dc:20] four times to convince one sprite to undo their spells; @Check[athletics|dc:22], @Check[diplomacy|dc:22] (with wild empathy) or @Check[nature|dc:22] to subdue or soothe the opossums; or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (2nd level; counteract DC 18) to undo one sprites\' worth of spells. Four successes are required to disable the hazard.</p>' (x1)
'<p>@Check[diplomacy|dc:20], @Check[deception|dc:20], or @Check[intimidation|dc:20] four times to convince the spirits to undo their spells, @Check[arcana|dc:18] or @Check[occultism|dc:21] to unravel a pie\'s enchantments, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (2nd level; counteract DC 18) to undo one pies\' worth of spells. Three successes are required to disable the hazard.</p>' (x1)
'<p>@Check[diplomacy|dc:23], @Check[deception|dc:23], or @Check[intimidation|dc:23] four times to convince the spirits to undo their spells, @Check[arcana|dc:21] or @Check[occultism|dc:21] to unravel a pie\'s enchantments, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (2nd level; counteract DC 18) to undo one pies\' worth of spells. Three successes are required to disable the hazard.</p>' (x1)
'<p>A successful @Check[athletics|dc:15], @Check[nature|dc:15], or @Check[survival|dc:15] check from an adjacent square is sufficient to smother one 5-foot- square of fire; each attempt is an Interact action. Dousing the flames automatically extinguishes one or more sections of fire, with no check. Water typically clears a 5-foot square if the amount is small (such as that from @UUID[Compendium.pf2e.spells-srd.Item.Create Water] or @UUID[Compendium.pf2e.spells-srd.Item.Hydraulic Push]). Larger amounts of water, such as a full bucket, typically douse a 10-foot-by-10-foot area (or 4 squares in some other shape). Throwing a bucket of water on flames requires an Interact action. A waterskin doesn\'t contain enough water to put out even 1 square of fire. Cold can also put out fire, but only if the cold can affect an area; cold is usually less effective than water, so a @UUID[Compendium.pf2e.equipment-srd.Item.Frost Vial (Lesser)]{Frost Vial} typically puts out only 1 square of fire, and ray of frost is ineffective.</p>' (x1)
[isComplex] : boolean {4-16.system.details.isComplex} (2 different values)
True (x4)
False (x2)
level : object {4-16.system.details.level}
value : integer {4-16.system.details.level.value} (4 different values)
3 (x4)
5 (x3)
4 (x1)
1 (x1)
publication : object {4-16.system.details.publication}
license : string {4-16.system.details.publication.license} (same value: 'OGL')
remaster : boolean {4-16.system.details.publication.remaster} (same value: False)
title : string {4-16.system.details.publication.title} (same value: 'Pathfinder Society Scenario #4-16: Dacilane Academy\'s First Great Prank War')
[blurb] : string {4-16.system.details.blurb} (2 different values)
'Variant leprechaun' (x2)
'' (x1)
[languages] : object {4-16.system.details.languages}
details : string {4-16.system.details.languages.details} (same value: '')
value : array<string> {4-16.system.details.languages.value}
Length: min=2 max=3
Value type: string {4-16.system.details.languages.value.[]} (3 different values)
'common' (x3)
'fey' (x3)
'aklo' (x1)
[privateNotes] : string {4-16.system.details.privateNotes} (same value: '')
[publicNotes] : string {4-16.system.details.publicNotes} (2 different values)
'<p>Leprechauns are mostly jovial tricksters who prefer mischief over conflict. They fill their days with as much fun, wine, and food as possible. Mostly found in forested regions, leprechauns respect nature and those who protect it.</p>
<p>Leprechauns do not attack on sight. Rather, they engage in conversation and try to charm, cajole, or trick those they meet into doing favors for them or freely giving over a treasured item, usually in return for illusory wealth or false promises of wealth and success. These small tricksters are masters at discerning the desires of those they meet-a knack that puts them in a powerful position when bargaining for goods or favors. They aren\'t above turning people against each other for their own benefit but generally not to an extent that causes harm.</p>
<p>In most cases, a leprechaun doesn\'t keep a purloined possession for long. The leprechaun most often returns such stolen prizes just in time to defuse tensions, often as they point out the humor of the situation, hoping to share their amusement and mirth with the victim. In cases where a leprechaun\'s trick goes too far and results in an incensed victim, the leprechaun quickly flees the conflict rather than engage in combat. This willingness to return stolen goods or to flee from battles fades as leprechauns grow older. Ancient leprechauns who have lived for thousands of years often spiral into dark bitterness and increasingly use their powers and illusions to lure those who offend them or fail to appreciate a joke into danger... or even death.</p>' (x2)
'<p>These malicious and strange fey appear as fairies about 2 feet tall, with insectile wings, large eyes, and bulbous heads. They slaughter and cause mischief in a pattern only their alien intellect understands, but they\'ve been seen to take particular umbrage against dwarves, gnomes, and creatures who live in darkness. With their grudges and pursuit of their own wicked and sadistic whims, lurkers in light deftly overturn the conventional wisdom that creatures associated with light are benign and friendly.</p>
<p>While lurkers in light are fey and have ties to the First World, these creatures are often found elsewhere in the Great Beyond. They are particularly fond of invading the Shadow Plane to bring light to those who dwell there-not to help, but to spread misery and pain among those to whom light is agonizing.</p>' (x1)
[reset] : string {4-16.system.details.reset} (same value: '')
[routine] : string {4-16.system.details.routine} (5 different values)
'<p>(4 actions) The hazard loses 1 action each turn for each Disable success. Each sprite takes one action to Strike a different randomly chosen PC.</p>' (x2)
'<p>On its turn, the fire spreads into a number of additional squares equal to half the number of squares the fire currently occupies plus the number of books that the lurkers in light lit on fire this round, minimum 1 square. You determine the squares the fire spreads into, but any spread from lit books must affect a bookshelf; fires spread in this way do not need to spread into adjacent squares. Any creature that ends its turn next to the flames takes @Damage[1d6[fire]] damage, and any creature within the flames takes @Damage[4d6[fire]] damage (@Check[reflex|dc:18|basic] save for both). A creature can take damage from flames only once per round.</p>' (x1)
'<p>(3 actions) The hazard regenerates any pies that it has thrown at a cost of one action per pie (to a maximum of 3 active pies). Each successful check to disable the hazard deactivates one of the pies, reducing the number of active pies by 1. After regenerating pies on its turn, the hazard throws pies whenever a creature triggers continually sur-piesed. For each pie Strike, roll [[/r 1d4]]. On a 1, the pie pan has nails driven into it by Numblekin and deals an additional @Damage[(1d10+6)[piercing]] damage. The nails make the pie\'s damage lethal, rather than nonlethal.</p>' (x1)
'<p>(4 actions) The hazard regenerates any pies that it has thrown at a cost of one action per pie (to a maximum of 4 active pies). Each successful check to disable the hazard deactivates one of the pies, reducing the number of active pies by 1. After regenerating pies on its turn, the hazard throws pies whenever a creature triggers continually sur-piesed. For each pie Strike, roll [[/r 1d4]]. On a 1, the pie pan has nails driven into it by Numblekin and deals an additional @Damage[(2d8+7)[piercing]] damage. The nails make the pie\'s damage lethal, rather than nonlethal.</p>' (x1)
'<p>On its turn, the fire spreads into a number of additional squares equal to half the number of squares the fire currently occupies plus the number of books that the lurkers in light lit on fire this round, minimum 1 square. You determine the squares the fire spreads into, but any spread from lit books must affect a bookshelf; fires spread in this way do not need to spread into adjacent squares. Any creature that ends its turn next to the flames takes @Damage[1d6[fire]] damage, and any creature within the flames takes @Damage[4d6[fire]] damage (@Check[reflex|dc:15|basic] save for both). A creature can take damage from flames only once per round.</p>' (x1)
saves : object {4-16.system.saves}
fortitude : object {4-16.system.saves.fortitude}
saveDetail : string {4-16.system.saves.fortitude.saveDetail} (same value: '')
value : integer {4-16.system.saves.fortitude.value} (8 different values)
0 (x2)
17 (x1)
14 (x1)
6 (x1)
9 (x1)
12 (x1)
10 (x1)
7 (x1)
reflex : object {4-16.system.saves.reflex}
saveDetail : string {4-16.system.saves.reflex.saveDetail} (same value: '')
value : integer {4-16.system.saves.reflex.value} (4 different values)
15 (x3)
12 (x3)
0 (x2)
13 (x1)
will : object {4-16.system.saves.will}
saveDetail : string {4-16.system.saves.will.saveDetail} (same value: '')
[value] : integer {4-16.system.saves.will.value} (5 different values)
0 (x2)
14 (x2)
17 (x1)
12 (x1)
11 (x1)
[statusEffects] : array<> {4-16.system.statusEffects}
Length: min=0 max=0
Value type: empty
traits : object {4-16.system.traits}
rarity : string {4-16.system.traits.rarity} (2 different values)
'common' (x7)
'unique' (x2)
size : object {4-16.system.traits.size}
value : string {4-16.system.traits.size.value} (2 different values)
'med' (x6)
'sm' (x3)
value : array<string> {4-16.system.traits.value}
Length: min=2 max=2
Value type: string {4-16.system.traits.value.[]} (6 different values)
'environmental' (x6)
'magical' (x4)
'fey' (x3)
'fire' (x2)
'chaotic' (x2)
'evil' (x1)
[abilities] : object {4-16.system.abilities}
cha : object {4-16.system.abilities.cha}
mod : integer {4-16.system.abilities.cha.mod} (3 different values)
5 (x1)
4 (x1)
2 (x1)
con : object {4-16.system.abilities.con}
mod : integer {4-16.system.abilities.con.mod} (2 different values)
2 (x2)
1 (x1)
dex : object {4-16.system.abilities.dex}
mod : integer {4-16.system.abilities.dex.mod} (2 different values)
5 (x2)
4 (x1)
int : object {4-16.system.abilities.int}
mod : integer {4-16.system.abilities.int.mod} (3 different values)
4 (x1)
3 (x1)
2 (x1)
str : object {4-16.system.abilities.str}
mod : integer {4-16.system.abilities.str.mod} (3 different values)
2 (x1)
1 (x1)
0 (x1)
wis : object {4-16.system.abilities.wis}
mod : integer {4-16.system.abilities.wis.mod} (2 different values)
4 (x2)
3 (x1)
[initiative] : object {4-16.system.initiative}
statistic : string {4-16.system.initiative.statistic} (same value: 'perception')
[perception] : object {4-16.system.perception}
details : string {4-16.system.perception.details} (same value: '')
mod : integer {4-16.system.perception.mod} (2 different values)
13 (x2)
15 (x1)
senses : array<object> {4-16.system.perception.senses}
Length: min=1 max=1
Value type: object {4-16.system.perception.senses.[]}
type : string {4-16.system.perception.senses.[].type} (same value: 'low-light-vision')
[resources] : object {4-16.system.resources}
focus : object {4-16.system.resources.focus}
max : integer {4-16.system.resources.focus.max} (same value: 1)
value : integer {4-16.system.resources.focus.value} (same value: 1)
[skills] : object {4-16.system.skills}
acrobatics : object {4-16.system.skills.acrobatics}
base : integer {4-16.system.skills.acrobatics.base} (3 different values)
13 (x1)
10 (x1)
12 (x1)
[deception] : object {4-16.system.skills.deception}
base : integer {4-16.system.skills.deception.base} (2 different values)
14 (x1)
11 (x1)
nature : object {4-16.system.skills.nature}
base : integer {4-16.system.skills.nature.base} (2 different values)
9 (x2)
12 (x1)
occultism : object {4-16.system.skills.occultism}
base : integer {4-16.system.skills.occultism.base} (same value: 9)
[performance] : object {4-16.system.skills.performance}
base : integer {4-16.system.skills.performance.base} (2 different values)
14 (x1)
11 (x1)
stealth : object {4-16.system.skills.stealth}
base : integer {4-16.system.skills.stealth.base} (same value: 12)
survival : object {4-16.system.skills.survival}
base : integer {4-16.system.skills.survival.base} (same value: 11)
[thievery] : object {4-16.system.skills.thievery}
base : integer {4-16.system.skills.thievery.base} (2 different values)
13 (x1)
10 (x1)
type : string {4-16.type} (2 different values)
'hazard' (x6)
'npc' (x3)
[prototypeToken] : object {4-16.prototypeToken}
name : string {4-16.prototypeToken.name} (same value: 'Pappy Draighean')