Files
Pf2eDataScrapper/output/pf2e/packs/3-10.txt
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2025-04-08 17:56:11 +04:00

545 lines
34 KiB
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3-10
Different values: 11
=====================================
object {3-10}
_id : string {3-10._id} (all different values)
folder : string {3-10.folder} (same value: 'ZyOuqa8iP7pgeekd')
img : string {3-10.img} (2 different values)
'systems/pf2e/icons/default-icons/npc.svg' (x7)
'systems/pf2e/icons/default-icons/hazard.svg' (x4)
items : array<object> {3-10.items}
Length: min=1 max=11
Value type: object {3-10.items.[]}
_id : string {3-10.items.[]._id} (48 different values)
img : string {3-10.items.[].img} (16 different values)
name : string {3-10.items.[].name} (31 different values)
sort : integer {3-10.items.[].sort} (12 different values)
system : object {3-10.items.[].system}
[acBonus] : integer {3-10.items.[].system.acBonus} (2 different values)
2 (x2)
4 (x2)
[actionType] : object {3-10.items.[].system.actionType}
value : string {3-10.items.[].system.actionType.value} (3 different values)
'passive' (x14)
'reaction' (x9)
'action' (x3)
[actions] : object {3-10.items.[].system.actions}
[value] : integer {3-10.items.[].system.actions.value} (same value: 2)
[area] : object {3-10.items.[].system.area}
type : string {3-10.items.[].system.area.type} (same value: 'emanation')
value : integer {3-10.items.[].system.area.value} (same value: 5)
[attack] : object {3-10.items.[].system.attack}
value : string {3-10.items.[].system.attack.value} (same value: '')
[attackEffects] : object {3-10.items.[].system.attackEffects}
value : array<> {3-10.items.[].system.attackEffects.value}
Length: min=0 max=0
Value type: empty
[autoHeightenLevel] : object {3-10.items.[].system.autoHeightenLevel}
[value] : empty
[baseItem] : string {3-10.items.[].system.baseItem} (7 different values)
'lance' (x2)
'longsword' (x2)
'steel-shield' (x2)
'chain-mail' (x2)
'scimitar' (x2)
'shortbow' (x2)
'dwarven-war-axe' (x1)
[bonus] : object {3-10.items.[].system.bonus}
value : integer {3-10.items.[].system.bonus.value} (5 different values)
0 (x9)
10 (x7)
6 (x6)
12 (x1)
8 (x1)
[bonusDamage] : object {3-10.items.[].system.bonusDamage}
value : integer {3-10.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {3-10.items.[].system.bulk}
value : mixed
integer {3-10.items.[].system.bulk.value} (3 different values)
1 (x8)
2 (x5)
0 (x1)
float {3-10.items.[].system.bulk.value} (same value: 0,1)
[category] : string {3-10.items.[].system.category} (7 different values)
'defensive' (x16)
'martial' (x8)
'offensive' (x3)
'medium' (x2)
'ammo' (x2)
'advanced' (x1)
'interaction' (x1)
[checkPenalty] : integer {3-10.items.[].system.checkPenalty} (same value: -2)
[containerId] : empty
[cost] : object {3-10.items.[].system.cost}
value : string {3-10.items.[].system.cost.value} (same value: '')
[counteraction] : boolean {3-10.items.[].system.counteraction} (2 different values)
False (x1)
True (x1)
[damage] : object {3-10.items.[].system.damage}
[damageType] : string {3-10.items.[].system.damage.damageType} (2 different values)
'slashing' (x5)
'piercing' (x4)
[dice] : integer {3-10.items.[].system.damage.dice} (same value: 1)
[die] : string {3-10.items.[].system.damage.die} (2 different values)
'd8' (x5)
'd6' (x4)
[damageRolls] : object {3-10.items.[].system.damageRolls}
[cdxitwq309kjyms51kzb] : object {3-10.items.[].system.damageRolls.cdxitwq309kjyms51kzb}
damage : string {3-10.items.[].system.damageRolls.cdxitwq309kjyms51kzb.damage} (same value: '1d8+4')
damageType : string {3-10.items.[].system.damageRolls.cdxitwq309kjyms51kzb.damageType} (same value: 'piercing')
[cidxh2cn401h6fxihgvw] : object {3-10.items.[].system.damageRolls.cidxh2cn401h6fxihgvw}
damage : string {3-10.items.[].system.damageRolls.cidxh2cn401h6fxihgvw.damage} (same value: '1d6+4')
damageType : string {3-10.items.[].system.damageRolls.cidxh2cn401h6fxihgvw.damageType} (same value: 'slashing')
[diei19392sv23f7i0ucu] : object {3-10.items.[].system.damageRolls.diei19392sv23f7i0ucu}
damage : string {3-10.items.[].system.damageRolls.diei19392sv23f7i0ucu.damage} (same value: '1d6+2')
damageType : string {3-10.items.[].system.damageRolls.diei19392sv23f7i0ucu.damageType} (same value: 'slashing')
[jsg1lcmrbh9lns2sm86k] : object {3-10.items.[].system.damageRolls.jsg1lcmrbh9lns2sm86k}
damage : string {3-10.items.[].system.damageRolls.jsg1lcmrbh9lns2sm86k.damage} (same value: '1d6')
damageType : string {3-10.items.[].system.damageRolls.jsg1lcmrbh9lns2sm86k.damageType} (same value: 'piercing')
[orrhwyii7n5pbt3q6bvt] : object {3-10.items.[].system.damageRolls.orrhwyii7n5pbt3q6bvt}
damage : string {3-10.items.[].system.damageRolls.orrhwyii7n5pbt3q6bvt.damage} (same value: '1d4')
damageType : string {3-10.items.[].system.damageRolls.orrhwyii7n5pbt3q6bvt.damageType} (same value: 'bludgeoning')
[q53yexxuuer5r0apnaa1] : object {3-10.items.[].system.damageRolls.q53yexxuuer5r0apnaa1}
damage : string {3-10.items.[].system.damageRolls.q53yexxuuer5r0apnaa1.damage} (same value: '1d4+2')
damageType : string {3-10.items.[].system.damageRolls.q53yexxuuer5r0apnaa1.damageType} (same value: 'slashing')
[r90en3y9thmomdn3lwjn] : object {3-10.items.[].system.damageRolls.r90en3y9thmomdn3lwjn}
damage : string {3-10.items.[].system.damageRolls.r90en3y9thmomdn3lwjn.damage} (same value: '1d6')
damageType : string {3-10.items.[].system.damageRolls.r90en3y9thmomdn3lwjn.damageType} (same value: 'acid')
[sy9h6g4i5gc71zj5git3] : object {3-10.items.[].system.damageRolls.sy9h6g4i5gc71zj5git3}
damage : string {3-10.items.[].system.damageRolls.sy9h6g4i5gc71zj5git3.damage} (same value: '1d8+4')
damageType : string {3-10.items.[].system.damageRolls.sy9h6g4i5gc71zj5git3.damageType} (same value: 'slashing')
[ujqunpz2hpe9ybdetfuh] : object {3-10.items.[].system.damageRolls.ujqunpz2hpe9ybdetfuh}
damage : string {3-10.items.[].system.damageRolls.ujqunpz2hpe9ybdetfuh.damage} (same value: '1d10+5')
damageType : string {3-10.items.[].system.damageRolls.ujqunpz2hpe9ybdetfuh.damageType} (same value: 'piercing')
[ylq2pig01xkcm020mzr9] : object {3-10.items.[].system.damageRolls.ylq2pig01xkcm020mzr9}
damage : string {3-10.items.[].system.damageRolls.ylq2pig01xkcm020mzr9.damage} (same value: '1d8+7')
damageType : string {3-10.items.[].system.damageRolls.ylq2pig01xkcm020mzr9.damageType} (same value: 'slashing')
[deathNote] : boolean {3-10.items.[].system.deathNote} (same value: True)
description : object {3-10.items.[].system.description}
value : string {3-10.items.[].system.description.value} (28 different values)
[equipped] : object {3-10.items.[].system.equipped}
carryType : string {3-10.items.[].system.equipped.carryType} (2 different values)
'worn' (x8)
'held' (x8)
handsHeld : integer {3-10.items.[].system.equipped.handsHeld} (2 different values)
0 (x8)
1 (x8)
[inSlot] : boolean {3-10.items.[].system.equipped.inSlot} (same value: True)
[invested] : empty
publication : object {3-10.items.[].system.publication}
license : string {3-10.items.[].system.publication.license} (same value: 'OGL')
remaster : boolean {3-10.items.[].system.publication.remaster} (same value: False)
title : string {3-10.items.[].system.publication.title} (6 different values)
'' (x27)
'Pathfinder Core Rulebook' (x16)
'Pathfinder Bestiary' (x9)
'Pathfinder Bestiary 2' (x6)
'Pathfinder Advanced Player\'s Guide' (x1)
'Pathfinder Gamemastery Guide' (x1)
rules : ignored (Foundry rules object) {3-10.items.[].system.rules}
[defense] : object {3-10.items.[].system.defense}
save : object {3-10.items.[].system.defense.save}
basic : boolean {3-10.items.[].system.defense.save.basic} (same value: False)
statistic : string {3-10.items.[].system.defense.save.statistic} (2 different values)
'fortitude' (x1)
'will' (x1)
[dexCap] : integer {3-10.items.[].system.dexCap} (same value: 1)
[duration] : object {3-10.items.[].system.duration}
sustained : boolean {3-10.items.[].system.duration.sustained} (same value: False)
value : string {3-10.items.[].system.duration.value} (same value: '1 minute')
[group] : string {3-10.items.[].system.group} (5 different values)
'sword' (x4)
'spear' (x2)
'chain' (x2)
'bow' (x2)
'axe' (x1)
[hardness] : integer {3-10.items.[].system.hardness} (2 different values)
0 (x14)
5 (x2)
[hp] : object {3-10.items.[].system.hp}
max : integer {3-10.items.[].system.hp.max} (2 different values)
0 (x14)
20 (x2)
value : integer {3-10.items.[].system.hp.value} (2 different values)
0 (x14)
20 (x2)
[level] : object {3-10.items.[].system.level}
value : integer {3-10.items.[].system.level.value} (3 different values)
0 (x16)
2 (x1)
1 (x1)
[location] : object {3-10.items.[].system.location}
value : string {3-10.items.[].system.location.value} (same value: 'NBbBo6yO26XCZQQE')
[material] : object {3-10.items.[].system.material}
[grade] : empty
[type] : empty
[prepared] : object {3-10.items.[].system.prepared}
flexible : boolean {3-10.items.[].system.prepared.flexible} (same value: False)
value : string {3-10.items.[].system.prepared.value} (same value: 'innate')
[price] : object {3-10.items.[].system.price}
[per] : integer {3-10.items.[].system.price.per} (same value: 10)
value : object {3-10.items.[].system.price.value}
[gp] : integer {3-10.items.[].system.price.value.gp} (5 different values)
1 (x6)
3 (x3)
2 (x2)
6 (x2)
10 (x1)
[sp] : integer {3-10.items.[].system.price.value.sp} (same value: 1)
[proficiency] : object {3-10.items.[].system.proficiency}
value : integer {3-10.items.[].system.proficiency.value} (same value: 0)
[quantity] : integer {3-10.items.[].system.quantity} (2 different values)
1 (x14)
20 (x2)
[range] : mixed
integer {3-10.items.[].system.range} (same value: 60)
object {3-10.items.[].system.range}
value : string {3-10.items.[].system.range.value} (same value: '')
[reload] : object {3-10.items.[].system.reload}
value : string {3-10.items.[].system.reload.value} (2 different values)
'' (x7)
'0' (x2)
[requirements] : string {3-10.items.[].system.requirements} (same value: '')
[runes] : object {3-10.items.[].system.runes}
[potency] : integer {3-10.items.[].system.runes.potency} (same value: 0)
[property] : array<> {3-10.items.[].system.runes.property}
Length: min=0 max=0
Value type: empty
[reinforcing] : integer {3-10.items.[].system.runes.reinforcing} (same value: 0)
[resilient] : integer {3-10.items.[].system.runes.resilient} (same value: 0)
[striking] : integer {3-10.items.[].system.runes.striking} (same value: 0)
[showSlotlessLevels] : object {3-10.items.[].system.showSlotlessLevels}
value : boolean {3-10.items.[].system.showSlotlessLevels.value} (same value: False)
[size] : string {3-10.items.[].system.size} (2 different values)
'med' (x14)
'lg' (x2)
[slots] : object {3-10.items.[].system.slots}
slot1 : object {3-10.items.[].system.slots.slot1}
max : integer {3-10.items.[].system.slots.slot1.max} (same value: 1)
value : integer {3-10.items.[].system.slots.slot1.value} (same value: 1)
slot2 : object {3-10.items.[].system.slots.slot2}
max : integer {3-10.items.[].system.slots.slot2.max} (same value: 1)
value : integer {3-10.items.[].system.slots.slot2.value} (same value: 1)
[slug] : string {3-10.items.[].system.slug} (16 different values)
[speedPenalty] : integer {3-10.items.[].system.speedPenalty} (2 different values)
0 (x2)
-5 (x2)
[spelldc] : object {3-10.items.[].system.spelldc}
dc : integer {3-10.items.[].system.spelldc.dc} (same value: 17)
mod : integer {3-10.items.[].system.spelldc.mod} (same value: 0)
value : integer {3-10.items.[].system.spelldc.value} (same value: 9)
[splashDamage] : object {3-10.items.[].system.splashDamage}
[value] : integer {3-10.items.[].system.splashDamage.value} (same value: 0)
[stackGroup] : string {3-10.items.[].system.stackGroup} (same value: 'arrows')
[strength] : integer {3-10.items.[].system.strength} (same value: 3)
[target] : object {3-10.items.[].system.target}
value : string {3-10.items.[].system.target.value} (2 different values)
'' (x1)
'enemies in the area' (x1)
[time] : object {3-10.items.[].system.time}
value : string {3-10.items.[].system.time.value} (same value: '2')
[tradition] : object {3-10.items.[].system.tradition}
value : string {3-10.items.[].system.tradition.value} (same value: 'divine')
[traits] : object {3-10.items.[].system.traits}
rarity : string {3-10.items.[].system.traits.rarity} (2 different values)
'common' (x58)
'uncommon' (x1)
value : array<string> {3-10.items.[].system.traits.value}
Length: min=0 max=4
Value type: string {3-10.items.[].system.traits.value.[]} (25 different values)
[integrated] : empty
[traditions] : array<string> {3-10.items.[].system.traits.traditions}
Length: min=2 max=3
Value type: string {3-10.items.[].system.traits.traditions.[]} (3 different values)
'divine' (x2)
'occult' (x2)
'primal' (x1)
[usage] : object {3-10.items.[].system.usage}
value : string {3-10.items.[].system.usage.value} (3 different values)
'held-in-one-hand' (x7)
'held-in-two-hands' (x2)
'held-in-one-plus-hands' (x2)
[uses] : object {3-10.items.[].system.uses}
autoDestroy : boolean {3-10.items.[].system.uses.autoDestroy} (same value: True)
max : integer {3-10.items.[].system.uses.max} (same value: 1)
value : integer {3-10.items.[].system.uses.value} (same value: 1)
[weaponType] : object {3-10.items.[].system.weaponType}
value : string {3-10.items.[].system.weaponType.value} (2 different values)
'melee' (x12)
'ranged' (x3)
type : string {3-10.items.[].type} (9 different values)
'action' (x26)
'melee' (x15)
'weapon' (x9)
'shield' (x2)
'armor' (x2)
'consumable' (x2)
'spell' (x2)
'spellcastingEntry' (x1)
'treasure' (x1)
[_stats] : object {3-10.items.[]._stats}
compendiumSource : string {3-10.items.[]._stats.compendiumSource} (16 different values)
[flags] : object {3-10.items.[].flags}
pf2e : object {3-10.items.[].flags.pf2e}
linkedWeapon : string {3-10.items.[].flags.pf2e.linkedWeapon} (9 different values)
'urkJDAyWOlhfr4ST' (x1)
'aB660wS9natXTx40' (x1)
'AO1OrBH4X5TmxjZb' (x1)
'RSDdScjESbBJtGbF' (x1)
'fpJ9r4U7RNtqcNcv' (x1)
'4mxVP2iXudQgPUAn' (x1)
'ZKzhPpjqcji9edEw' (x1)
'yGYlGvJtkibLcLPn' (x1)
'troDKzvmmCDQSTHC' (x1)
name : string {3-10.name} (all different values)
system : object {3-10.system}
[abilities] : object {3-10.system.abilities}
cha : object {3-10.system.abilities.cha}
mod : integer {3-10.system.abilities.cha.mod} (4 different values)
0 (x3)
1 (x2)
2 (x1)
-5 (x1)
con : object {3-10.system.abilities.con}
mod : integer {3-10.system.abilities.con.mod} (4 different values)
3 (x2)
1 (x2)
0 (x2)
2 (x1)
dex : object {3-10.system.abilities.dex}
mod : integer {3-10.system.abilities.dex.mod} (4 different values)
4 (x4)
1 (x1)
2 (x1)
-3 (x1)
int : object {3-10.system.abilities.int}
mod : integer {3-10.system.abilities.int.mod} (2 different values)
-5 (x4)
-1 (x3)
str : object {3-10.system.abilities.str}
mod : integer {3-10.system.abilities.str.mod} (5 different values)
4 (x2)
2 (x2)
5 (x1)
3 (x1)
0 (x1)
wis : object {3-10.system.abilities.wis}
mod : integer {3-10.system.abilities.wis.mod} (3 different values)
0 (x3)
2 (x2)
1 (x2)
attributes : object {3-10.system.attributes}
ac : object {3-10.system.attributes.ac}
[details] : string {3-10.system.attributes.ac.details} (2 different values)
'' (x5)
'(21 with shield raised)' (x2)
value : integer {3-10.system.attributes.ac.value} (5 different values)
0 (x4)
17 (x2)
19 (x2)
16 (x2)
10 (x1)
[allSaves] : object {3-10.system.attributes.allSaves}
value : string {3-10.system.attributes.allSaves.value} (same value: '')
hp : object {3-10.system.attributes.hp}
details : string {3-10.system.attributes.hp.details} (5 different values)
'' (x5)
'void healing' (x3)
'fast healing 3, void healing' (x1)
'fast healing 2, void healing' (x1)
'fast healing 1, void healing' (x1)
max : integer {3-10.system.attributes.hp.max} (6 different values)
0 (x4)
25 (x2)
4 (x2)
50 (x1)
40 (x1)
30 (x1)
temp : integer {3-10.system.attributes.hp.temp} (same value: 0)
value : integer {3-10.system.attributes.hp.value} (6 different values)
0 (x4)
25 (x2)
4 (x2)
50 (x1)
40 (x1)
30 (x1)
[emitsSound] : string {3-10.system.attributes.emitsSound} (same value: 'encounter')
[hardness] : integer {3-10.system.attributes.hardness} (same value: 0)
[hasHealth] : boolean {3-10.system.attributes.hasHealth} (same value: True)
[immunities] : array<object> {3-10.system.attributes.immunities}
Length: min=5 max=5
Value type: object {3-10.system.attributes.immunities.[]}
type : string {3-10.system.attributes.immunities.[].type} (9 different values)
'unconscious' (x7)
'death-effects' (x6)
'disease' (x6)
'paralyzed' (x6)
'poison' (x6)
'acid' (x1)
'critical-hits' (x1)
'precision' (x1)
'visual' (x1)
[resistances] : array<object> {3-10.system.attributes.resistances}
Length: min=5 max=5
Value type: object {3-10.system.attributes.resistances.[]}
type : string {3-10.system.attributes.resistances.[].type} (5 different values)
'cold' (x6)
'electricity' (x6)
'fire' (x6)
'piercing' (x6)
'slashing' (x6)
value : integer {3-10.system.attributes.resistances.[].value} (same value: 5)
[speed] : object {3-10.system.attributes.speed}
otherSpeeds : array<object> {3-10.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {3-10.system.attributes.speed.otherSpeeds.[]}
type : string {3-10.system.attributes.speed.otherSpeeds.[].type} (same value: 'swim')
value : integer {3-10.system.attributes.speed.otherSpeeds.[].value} (same value: 10)
value : integer {3-10.system.attributes.speed.value} (3 different values)
25 (x4)
30 (x2)
10 (x1)
[stealth] : object {3-10.system.attributes.stealth}
details : string {3-10.system.attributes.stealth.details} (same value: '<p>(trained)</p>')
value : integer {3-10.system.attributes.stealth.value} (4 different values)
11 (x1)
7 (x1)
8 (x1)
10 (x1)
details : object {3-10.system.details}
[blurb] : string {3-10.system.details.blurb} (4 different values)
'Variant skeletal champion' (x2)
'Variant skeleton guard' (x2)
'' (x2)
'Variant skeletal giant' (x1)
[languages] : object {3-10.system.details.languages}
details : string {3-10.system.details.languages.details} (same value: '')
value : array<string> {3-10.system.details.languages.value}
Length: min=0 max=3
Value type: string {3-10.system.details.languages.value.[]} (4 different values)
'necril' (x3)
'common' (x2)
'dwarven' (x1)
'sakvroth' (x1)
level : object {3-10.system.details.level}
value : integer {3-10.system.details.level.value} (4 different values)
3 (x4)
1 (x3)
2 (x2)
-1 (x2)
[privateNotes] : string {3-10.system.details.privateNotes} (same value: '')
[publicNotes] : string {3-10.system.details.publicNotes} (4 different values)
publication : object {3-10.system.details.publication}
license : string {3-10.system.details.publication.license} (same value: 'OGL')
remaster : boolean {3-10.system.details.publication.remaster} (same value: False)
title : string {3-10.system.details.publication.title} (same value: 'Pathfinder Society Scenario #3-10: Delve the Pallid Depths')
[description] : string {3-10.system.details.description} (2 different values)
'<p>Solid ground gives way to a lake of bubbling mud that burns anyone who enters and routinely belches out sulfur.</p>' (x2)
'<p>The unstable rocks on the floor shift when stepped on, triggering rocks in the pile above to fall down across the pathway.</p>' (x2)
[disable] : string {3-10.system.details.disable} (4 different values)
'<p>@Check[survival|dc:20|name:Remove Stones|traits:complex,environmental,poison] (trained) to find and remove the stones blocking the flow of water to the mud pot. The water decreases the viscosity of the mud, allowing steam and sulfur to escape gradually, rather than in violent bursts, so creatures can pass through unharmed. The hazard requires one successful checks to disable. Attempting the check takes two actions.</p>' (x1)
'<p>@Check[survival|dc:17|name:Navigate Safe Path|traits:trap] (trained) to navigate a save path or @Check[thievery|dc:17|name:Bolster Rocks|traits:trap] (trained) to bolster the rocks on the floor so they don\'t shift under a creature\'s weight. Two successful checks are necessary to ensure the route through the precarious pile of rocks is safe. Attempting each check requires two actions.</p>' (x1)
'<p>@Check[survival|dc:17|name:Remove Stones|traits:complex,environmental,poison] (trained) to find and remove the stones blocking the flow of water to the mud pot. The water decreases the viscosity of the mud, allowing steam and sulfur to escape gradually, rather than in violent bursts, so creatures can pass through unharmed. The hazard requires two successful checks to disable. Attempting the check takes two actions.</p>' (x1)
'<p>@Check[survival|dc:20|name:Navigate Safe Path|traits:trap] (trained) to navigate a save path or @Check[thievery|dc:20|name:Bolster Rocks|traits:trap] (trained) to bolster the rocks on the floor so they don\'t shift under a creature\'s weight. Two successful checks are necessary to ensure the route through the precarious pile of rocks is safe. Attempting each check requires two actions.</p>' (x1)
[isComplex] : boolean {3-10.system.details.isComplex} (2 different values)
True (x2)
False (x2)
[reset] : string {3-10.system.details.reset} (same value: '')
[routine] : string {3-10.system.details.routine} (3 different values)
'' (x2)
'<p>(1 action) On its initiative, the mud pot belches a cloud of sickening sulfur into the small cavern. Creatures other than sulfuric slimes within 10 feet must succeed at a @Check[fortitude|dc:17] save or be exposed to sulfur poisoning.</p>' (x1)
'<p>(1 action) On its initiative, the mud pot belches a cloud of sickening sulfur into the small cavern. Creatures other than sulfuric slimes within 10 feet must succeed at a @Check[fortitude|dc:16] save or be exposed to sulfur poisoning.</p>' (x1)
[initiative] : object {3-10.system.initiative}
statistic : string {3-10.system.initiative.statistic} (same value: 'perception')
[perception] : object {3-10.system.perception}
details : string {3-10.system.perception.details} (same value: '')
mod : integer {3-10.system.perception.mod} (5 different values)
8 (x2)
2 (x2)
7 (x1)
10 (x1)
4 (x1)
senses : array<object> {3-10.system.perception.senses}
Length: min=1 max=1
Value type: object {3-10.system.perception.senses.[]}
[acuity] : string {3-10.system.perception.senses.[].acuity} (same value: 'precise')
[range] : integer {3-10.system.perception.senses.[].range} (same value: 60)
type : string {3-10.system.perception.senses.[].type} (2 different values)
'darkvision' (x6)
'motion-sense' (x1)
[vision] : boolean {3-10.system.perception.vision} (same value: False)
[resources] : object {3-10.system.resources}
saves : object {3-10.system.saves}
fortitude : object {3-10.system.saves.fortitude}
saveDetail : string {3-10.system.saves.fortitude.saveDetail} (same value: '')
value : integer {3-10.system.saves.fortitude.value} (5 different values)
0 (x4)
7 (x3)
2 (x2)
10 (x1)
12 (x1)
reflex : object {3-10.system.saves.reflex}
saveDetail : string {3-10.system.saves.reflex.saveDetail} (same value: '')
value : integer {3-10.system.saves.reflex.value} (5 different values)
0 (x4)
8 (x3)
10 (x2)
9 (x1)
2 (x1)
will : object {3-10.system.saves.will}
saveDetail : string {3-10.system.saves.will.saveDetail} (same value: '')
value : integer {3-10.system.saves.will.value} (5 different values)
0 (x4)
6 (x3)
2 (x2)
7 (x1)
4 (x1)
[skills] : object {3-10.system.skills}
[acrobatics] : object {3-10.system.skills.acrobatics}
base : integer {3-10.system.skills.acrobatics.base} (3 different values)
8 (x2)
6 (x2)
9 (x1)
[athletics] : object {3-10.system.skills.athletics}
base : integer {3-10.system.skills.athletics.base} (4 different values)
8 (x2)
3 (x2)
12 (x1)
10 (x1)
[intimidation] : object {3-10.system.skills.intimidation}
base : integer {3-10.system.skills.intimidation.base} (2 different values)
9 (x2)
7 (x2)
[stealth] : object {3-10.system.skills.stealth}
base : integer {3-10.system.skills.stealth.base} (same value: 2)
special : array<object> {3-10.system.skills.stealth.special}
Length: min=1 max=1
Value type: object {3-10.system.skills.stealth.special.[]}
base : integer {3-10.system.skills.stealth.special.[].base} (same value: 5)
label : string {3-10.system.skills.stealth.special.[].label} (same value: 'in water or mud')
traits : object {3-10.system.traits}
rarity : string {3-10.system.traits.rarity} (same value: 'uncommon')
size : object {3-10.system.traits.size}
value : string {3-10.system.traits.size.value} (2 different values)
'med' (x9)
'lg' (x2)
value : array<string> {3-10.system.traits.value}
Length: min=1 max=5
Value type: string {3-10.system.traits.value.[]} (10 different values)
'evil' (x6)
'skeleton' (x6)
'undead' (x6)
'unholy' (x6)
'mindless' (x4)
'environmental' (x2)
'poison' (x2)
'trap' (x2)
'lawful' (x1)
'ooze' (x1)
[creatureType] : string {3-10.system.creatureType} (same value: '')
[statusEffects] : array<> {3-10.system.statusEffects}
Length: min=0 max=0
Value type: empty
type : string {3-10.type} (2 different values)
'npc' (x7)
'hazard' (x4)