Files
Pf2eDataScrapper/output/pf2e/packs/6-11.txt
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2025-04-08 17:56:11 +04:00

598 lines
39 KiB
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6-11
Different values: 13
=====================================
object {6-11}
_id : string {6-11._id} (all different values)
folder : string {6-11.folder} (same value: 'oAIT37JOUCRcCl1O')
img : string {6-11.img} (2 different values)
'systems/pf2e/icons/default-icons/npc.svg' (x9)
'systems/pf2e/icons/default-icons/hazard.svg' (x4)
items : array<object> {6-11.items}
Length: min=2 max=14
Value type: object {6-11.items.[]}
_id : string {6-11.items.[]._id} (49 different values)
img : string {6-11.items.[].img} (15 different values)
name : string {6-11.items.[].name} (41 different values)
sort : integer {6-11.items.[].sort} (15 different values)
system : object {6-11.items.[].system}
[acBonus] : integer {6-11.items.[].system.acBonus} (same value: 3)
[actionType] : object {6-11.items.[].system.actionType}
value : string {6-11.items.[].system.actionType.value} (3 different values)
'action' (x19)
'passive' (x18)
'reaction' (x8)
[actions] : object {6-11.items.[].system.actions}
[value] : integer {6-11.items.[].system.actions.value} (3 different values)
1 (x14)
2 (x3)
3 (x2)
[area] : object {6-11.items.[].system.area}
type : string {6-11.items.[].system.area.type} (same value: 'emanation')
value : integer {6-11.items.[].system.area.value} (same value: 30)
[attackEffects] : object {6-11.items.[].system.attackEffects}
value : array<string> {6-11.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {6-11.items.[].system.attackEffects.value.[]} (2 different values)
'grab' (x5)
'crossbow-precision' (x1)
[autoHeightenLevel] : object {6-11.items.[].system.autoHeightenLevel}
[value] : empty
[baseItem] : string {6-11.items.[].system.baseItem} (5 different values)
'sukgung' (x3)
'sword-cane' (x3)
'crossbow' (x1)
'shortsword' (x1)
'scale-mail' (x1)
[bonus] : object {6-11.items.[].system.bonus}
value : integer {6-11.items.[].system.bonus.value} (10 different values)
0 (x8)
20 (x6)
17 (x3)
22 (x3)
12 (x2)
16 (x1)
14 (x1)
19 (x1)
15 (x1)
13 (x1)
[bonusDamage] : object {6-11.items.[].system.bonusDamage}
value : integer {6-11.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {6-11.items.[].system.bulk}
value : mixed
float {6-11.items.[].system.bulk.value} (same value: 0,1)
integer {6-11.items.[].system.bulk.value} (2 different values)
1 (x7)
2 (x1)
[category] : string {6-11.items.[].system.category} (8 different values)
'offensive' (x32)
'defensive' (x7)
'martial' (x7)
'interaction' (x6)
'ammo' (x4)
'other' (x3)
'simple' (x1)
'medium' (x1)
[checkPenalty] : integer {6-11.items.[].system.checkPenalty} (same value: -2)
[containerId] : empty
[cost] : object {6-11.items.[].system.cost}
value : string {6-11.items.[].system.cost.value} (same value: '')
[counteraction] : boolean {6-11.items.[].system.counteraction} (same value: False)
[damage] : object {6-11.items.[].system.damage}
damageType : string {6-11.items.[].system.damage.damageType} (same value: 'piercing')
dice : integer {6-11.items.[].system.damage.dice} (same value: 1)
die : string {6-11.items.[].system.damage.die} (2 different values)
'd8' (x4)
'd6' (x4)
[damageRolls] : object {6-11.items.[].system.damageRolls}
[3tBOZdO30TSKUMzL] : object {6-11.items.[].system.damageRolls.3tBOZdO30TSKUMzL}
damage : string {6-11.items.[].system.damageRolls.3tBOZdO30TSKUMzL.damage} (same value: '2d10+10')
damageType : string {6-11.items.[].system.damageRolls.3tBOZdO30TSKUMzL.damageType} (same value: 'piercing')
[885udcwgym3ig3x5hgyx] : object {6-11.items.[].system.damageRolls.885udcwgym3ig3x5hgyx}
damage : string {6-11.items.[].system.damageRolls.885udcwgym3ig3x5hgyx.damage} (same value: '1d6+4')
damageType : string {6-11.items.[].system.damageRolls.885udcwgym3ig3x5hgyx.damageType} (same value: 'piercing')
[BqbuEl9QLIApnUsB] : object {6-11.items.[].system.damageRolls.BqbuEl9QLIApnUsB}
damage : string {6-11.items.[].system.damageRolls.BqbuEl9QLIApnUsB.damage} (2 different values)
'3d8+9' (x1)
'3d6+8' (x1)
damageType : string {6-11.items.[].system.damageRolls.BqbuEl9QLIApnUsB.damageType} (same value: 'piercing')
[Rcc0Zc6OmyI8es8d] : object {6-11.items.[].system.damageRolls.Rcc0Zc6OmyI8es8d}
damage : string {6-11.items.[].system.damageRolls.Rcc0Zc6OmyI8es8d.damage} (3 different values)
'2d6+9' (x1)
'2d6+6' (x1)
'2d6+11' (x1)
damageType : string {6-11.items.[].system.damageRolls.Rcc0Zc6OmyI8es8d.damageType} (same value: 'slashing')
[WO5B8sA9vt1PVIvD] : object {6-11.items.[].system.damageRolls.WO5B8sA9vt1PVIvD}
damage : string {6-11.items.[].system.damageRolls.WO5B8sA9vt1PVIvD.damage} (same value: '2d6+10')
damageType : string {6-11.items.[].system.damageRolls.WO5B8sA9vt1PVIvD.damageType} (same value: 'bludgeoning')
[Wo4WcPeSYL6cd59F] : object {6-11.items.[].system.damageRolls.Wo4WcPeSYL6cd59F}
damage : string {6-11.items.[].system.damageRolls.Wo4WcPeSYL6cd59F.damage} (3 different values)
'2d8+9' (x1)
'2d8+6' (x1)
'2d8+11' (x1)
damageType : string {6-11.items.[].system.damageRolls.Wo4WcPeSYL6cd59F.damageType} (same value: 'piercing')
[avsphsmgbf65ekmp8pwx] : object {6-11.items.[].system.damageRolls.avsphsmgbf65ekmp8pwx}
damage : string {6-11.items.[].system.damageRolls.avsphsmgbf65ekmp8pwx.damage} (2 different values)
'2d12+6' (x1)
'2d12+9' (x1)
damageType : string {6-11.items.[].system.damageRolls.avsphsmgbf65ekmp8pwx.damageType} (same value: 'bludgeoning')
[fnq7tjzec5tzge22sp3t] : object {6-11.items.[].system.damageRolls.fnq7tjzec5tzge22sp3t}
damage : string {6-11.items.[].system.damageRolls.fnq7tjzec5tzge22sp3t.damage} (2 different values)
'2d6+6' (x1)
'2d8+6' (x1)
damageType : string {6-11.items.[].system.damageRolls.fnq7tjzec5tzge22sp3t.damageType} (same value: 'bludgeoning')
[itMpfcmWVcWxzmpC] : object {6-11.items.[].system.damageRolls.itMpfcmWVcWxzmpC}
damage : string {6-11.items.[].system.damageRolls.itMpfcmWVcWxzmpC.damage} (2 different values)
'4d8' (x1)
'4d6' (x1)
damageType : string {6-11.items.[].system.damageRolls.itMpfcmWVcWxzmpC.damageType} (same value: 'sonic')
[j4nW0izAj8I8wdD1] : object {6-11.items.[].system.damageRolls.j4nW0izAj8I8wdD1}
damage : string {6-11.items.[].system.damageRolls.j4nW0izAj8I8wdD1.damage} (same value: '2d8+10')
damageType : string {6-11.items.[].system.damageRolls.j4nW0izAj8I8wdD1.damageType} (same value: 'slashing')
[x8o9h99utw7sr924z2xb] : object {6-11.items.[].system.damageRolls.x8o9h99utw7sr924z2xb}
damage : string {6-11.items.[].system.damageRolls.x8o9h99utw7sr924z2xb.damage} (same value: '1d8+2')
damageType : string {6-11.items.[].system.damageRolls.x8o9h99utw7sr924z2xb.damageType} (same value: 'piercing')
description : object {6-11.items.[].system.description}
value : string {6-11.items.[].system.description.value} (40 different values)
[defense] : empty
[dexCap] : integer {6-11.items.[].system.dexCap} (same value: 2)
[duration] : object {6-11.items.[].system.duration}
sustained : boolean {6-11.items.[].system.duration.sustained} (same value: False)
value : string {6-11.items.[].system.duration.value} (3 different values)
'5 minutes' (x1)
'1 hour' (x1)
'' (x1)
[equipped] : object {6-11.items.[].system.equipped}
carryType : string {6-11.items.[].system.equipped.carryType} (2 different values)
'worn' (x16)
'held' (x2)
[handsHeld] : integer {6-11.items.[].system.equipped.handsHeld} (3 different values)
0 (x8)
2 (x1)
1 (x1)
[inSlot] : boolean {6-11.items.[].system.equipped.inSlot} (same value: True)
[invested] : empty
[frequency] : object {6-11.items.[].system.frequency}
max : integer {6-11.items.[].system.frequency.max} (same value: 1)
per : string {6-11.items.[].system.frequency.per} (2 different values)
'PT1H' (x3)
'day' (x2)
value : integer {6-11.items.[].system.frequency.value} (same value: 1)
[group] : string {6-11.items.[].system.group} (3 different values)
'crossbow' (x4)
'sword' (x4)
'composite' (x1)
[hardness] : integer {6-11.items.[].system.hardness} (same value: 0)
publication : object {6-11.items.[].system.publication}
license : string {6-11.items.[].system.publication.license} (2 different values)
'OGL' (x46)
'ORC' (x40)
remaster : boolean {6-11.items.[].system.publication.remaster} (2 different values)
False (x46)
True (x40)
title : string {6-11.items.[].system.publication.title} (4 different values)
'' (x49)
'Pathfinder Monster Core' (x21)
'Pathfinder Player Core' (x13)
'Pathfinder Treasure Vault' (x3)
rules : ignored (Foundry rules object) {6-11.items.[].system.rules}
[hp] : object {6-11.items.[].system.hp}
max : integer {6-11.items.[].system.hp.max} (same value: 0)
value : integer {6-11.items.[].system.hp.value} (same value: 0)
[level] : object {6-11.items.[].system.level}
value : integer {6-11.items.[].system.level.value} (4 different values)
0 (x15)
1 (x4)
4 (x1)
2 (x1)
[location] : object {6-11.items.[].system.location}
[heightenedLevel] : integer {6-11.items.[].system.location.heightenedLevel} (same value: 4)
value : string {6-11.items.[].system.location.value} (same value: 'wuxLsndHxEuyThiy')
[material] : object {6-11.items.[].system.material}
[grade] : empty
[type] : empty
[prepared] : object {6-11.items.[].system.prepared}
value : string {6-11.items.[].system.prepared.value} (same value: 'innate')
[price] : object {6-11.items.[].system.price}
[per] : integer {6-11.items.[].system.price.per} (same value: 10)
value : object {6-11.items.[].system.price.value}
[gp] : integer {6-11.items.[].system.price.value.gp} (4 different values)
7 (x3)
5 (x3)
3 (x1)
4 (x1)
[sp] : integer {6-11.items.[].system.price.value.sp} (2 different values)
1 (x4)
9 (x1)
[proficiency] : object {6-11.items.[].system.proficiency}
value : integer {6-11.items.[].system.proficiency.value} (same value: 1)
[quantity] : integer {6-11.items.[].system.quantity} (3 different values)
1 (x11)
20 (x4)
3 (x3)
[range] : mixed
object {6-11.items.[].system.range}
value : string {6-11.items.[].system.range.value} (3 different values)
'touch' (x1)
'30 feet' (x1)
'' (x1)
integer {6-11.items.[].system.range} (2 different values)
200 (x3)
120 (x1)
[reload] : object {6-11.items.[].system.reload}
value : string {6-11.items.[].system.reload.value} (2 different values)
'1' (x4)
'' (x4)
[requirements] : string {6-11.items.[].system.requirements} (same value: '')
[runes] : object {6-11.items.[].system.runes}
potency : integer {6-11.items.[].system.runes.potency} (2 different values)
1 (x6)
0 (x3)
property : array<> {6-11.items.[].system.runes.property}
Length: min=0 max=0
Value type: empty
[resilient] : integer {6-11.items.[].system.runes.resilient} (same value: 0)
[striking] : integer {6-11.items.[].system.runes.striking} (2 different values)
1 (x6)
0 (x2)
[showSlotlessLevels] : object {6-11.items.[].system.showSlotlessLevels}
value : boolean {6-11.items.[].system.showSlotlessLevels.value} (same value: False)
[size] : string {6-11.items.[].system.size} (2 different values)
'med' (x16)
'lg' (x2)
[slots] : object {6-11.items.[].system.slots}
[slug] : string {6-11.items.[].system.slug} (15 different values)
[speedPenalty] : integer {6-11.items.[].system.speedPenalty} (same value: -5)
[spelldc] : object {6-11.items.[].system.spelldc}
dc : integer {6-11.items.[].system.spelldc.dc} (same value: 28)
value : integer {6-11.items.[].system.spelldc.value} (same value: 20)
[splashDamage] : object {6-11.items.[].system.splashDamage}
value : integer {6-11.items.[].system.splashDamage.value} (same value: 0)
[stackGroup] : string {6-11.items.[].system.stackGroup} (same value: 'bolts')
[strength] : integer {6-11.items.[].system.strength} (same value: 2)
[time] : object {6-11.items.[].system.time}
value : string {6-11.items.[].system.time.value} (2 different values)
'2' (x2)
'1 minute' (x1)
traits : object {6-11.items.[].system.traits}
[rarity] : string {6-11.items.[].system.traits.rarity} (same value: 'common')
[traditions] : array<string> {6-11.items.[].system.traits.traditions}
Length: min=3 max=4
Value type: string {6-11.items.[].system.traits.traditions.[]} (4 different values)
'arcane' (x3)
'divine' (x3)
'primal' (x3)
'occult' (x2)
value : array<string> {6-11.items.[].system.traits.value}
Length: min=0 max=4
Value type: string {6-11.items.[].system.traits.value.[]} (30 different values)
[target] : object {6-11.items.[].system.target}
value : string {6-11.items.[].system.target.value} (3 different values)
'1 creature' (x1)
'up to 5 creatures' (x1)
'' (x1)
[tradition] : object {6-11.items.[].system.tradition}
value : string {6-11.items.[].system.tradition.value} (same value: 'primal')
[usage] : object {6-11.items.[].system.usage}
value : string {6-11.items.[].system.usage.value} (2 different values)
'held-in-one-hand' (x16)
'held-in-two-hands' (x1)
[uses] : object {6-11.items.[].system.uses}
autoDestroy : boolean {6-11.items.[].system.uses.autoDestroy} (same value: True)
max : integer {6-11.items.[].system.uses.max} (same value: 1)
value : integer {6-11.items.[].system.uses.value} (same value: 1)
type : string {6-11.items.[].type} (8 different values)
'action' (x45)
'melee' (x19)
'weapon' (x8)
'consumable' (x7)
'spell' (x3)
'equipment' (x2)
'spellcastingEntry' (x1)
'armor' (x1)
[_stats] : object {6-11.items.[]._stats}
compendiumSource : string {6-11.items.[]._stats.compendiumSource} (14 different values)
[flags] : object {6-11.items.[].flags}
pf2e : object {6-11.items.[].flags.pf2e}
linkedWeapon : string {6-11.items.[].flags.pf2e.linkedWeapon} (4 different values)
'AbciOBIAQnj7mXpr' (x3)
'JhBByX3VVLhmao67' (x3)
'UsSLxXRW7qgACHGU' (x1)
'heNxIFcC3Ye9NDMA' (x1)
name : string {6-11.name} (all different values)
system : object {6-11.system}
[abilities] : object {6-11.system.abilities}
cha : object {6-11.system.abilities.cha}
mod : integer {6-11.system.abilities.cha.mod} (4 different values)
2 (x4)
4 (x2)
-5 (x2)
-1 (x1)
con : object {6-11.system.abilities.con}
mod : integer {6-11.system.abilities.con.mod} (4 different values)
4 (x3)
1 (x3)
6 (x2)
2 (x1)
dex : object {6-11.system.abilities.dex}
mod : integer {6-11.system.abilities.dex.mod} (4 different values)
4 (x5)
-1 (x2)
3 (x1)
2 (x1)
int : object {6-11.system.abilities.int}
mod : integer {6-11.system.abilities.int.mod} (4 different values)
2 (x5)
-5 (x2)
3 (x1)
0 (x1)
str : object {6-11.system.abilities.str}
mod : integer {6-11.system.abilities.str.mod} (2 different values)
6 (x5)
2 (x4)
wis : object {6-11.system.abilities.wis}
mod : integer {6-11.system.abilities.wis.mod} (4 different values)
1 (x4)
6 (x2)
0 (x2)
2 (x1)
attributes : object {6-11.system.attributes}
ac : object {6-11.system.attributes.ac}
[details] : string {6-11.system.attributes.ac.details} (2 different values)
'' (x7)
'(22 when broken); construct armor' (x2)
value : integer {6-11.system.attributes.ac.value} (8 different values)
10 (x4)
27 (x2)
29 (x2)
28 (x1)
23 (x1)
26 (x1)
24 (x1)
25 (x1)
[adjustment] : string {6-11.system.attributes.adjustment} (2 different values)
'weak' (x1)
'elite' (x1)
[allSaves] : object {6-11.system.attributes.allSaves}
value : string {6-11.system.attributes.allSaves.value} (same value: '')
hp : object {6-11.system.attributes.hp}
details : string {6-11.system.attributes.hp.details} (same value: '')
max : integer {6-11.system.attributes.hp.max} (8 different values)
1 (x4)
160 (x2)
100 (x2)
180 (x1)
140 (x1)
45 (x1)
135 (x1)
120 (x1)
temp : integer {6-11.system.attributes.hp.temp} (same value: 0)
value : integer {6-11.system.attributes.hp.value} (7 different values)
1 (x4)
160 (x2)
140 (x2)
100 (x2)
180 (x1)
30 (x1)
135 (x1)
[emitsSound] : string {6-11.system.attributes.emitsSound} (same value: 'encounter')
[hardness] : mixed
integer {6-11.system.attributes.hardness} (same value: 0)
object {6-11.system.attributes.hardness}
value : integer {6-11.system.attributes.hardness.value} (2 different values)
10 (x1)
13 (x1)
[immunities] : array<object> {6-11.system.attributes.immunities}
Length: min=0 max=2
Value type: object {6-11.system.attributes.immunities.[]}
exceptions : array<> {6-11.system.attributes.immunities.[].exceptions}
Length: min=0 max=0
Value type: empty
type : string {6-11.system.attributes.immunities.[].type} (2 different values)
'paralyzed' (x1)
'sleep' (x1)
[speed] : object {6-11.system.attributes.speed}
otherSpeeds : array<object> {6-11.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {6-11.system.attributes.speed.otherSpeeds.[]}
type : string {6-11.system.attributes.speed.otherSpeeds.[].type} (same value: 'swim')
value : integer {6-11.system.attributes.speed.otherSpeeds.[].value} (same value: 60)
value : integer {6-11.system.attributes.speed.value} (3 different values)
25 (x6)
30 (x2)
40 (x1)
[stealth] : object {6-11.system.attributes.stealth}
details : string {6-11.system.attributes.stealth.details} (same value: '<p>(expert)</p>')
value : integer {6-11.system.attributes.stealth.value} (4 different values)
23 (x1)
24 (x1)
22 (x1)
25 (x1)
[weaknesses] : array<object> {6-11.system.attributes.weaknesses}
Length: min=1 max=1
Value type: object {6-11.system.attributes.weaknesses.[]}
exceptions : array<> {6-11.system.attributes.weaknesses.[].exceptions}
Length: min=0 max=0
Value type: empty
type : string {6-11.system.attributes.weaknesses.[].type} (same value: 'poison')
value : integer {6-11.system.attributes.weaknesses.[].value} (same value: 6)
details : object {6-11.system.details}
[blurb] : string {6-11.system.details.blurb} (5 different values)
'' (x4)
'Variant Giant Animated Statue' (x2)
'Variant yeongno' (x1)
'Variant Weak Hobgoblin Archer' (x1)
'Variant elite yeongno' (x1)
[languages] : object {6-11.system.details.languages}
details : string {6-11.system.details.languages.details} (3 different values)
'' (x7)
'Telepathy 100 feet' (x1)
'telepathy 100 feet' (x1)
value : array<string> {6-11.system.details.languages.value}
Length: min=0 max=4
Value type: string {6-11.system.details.languages.value.[]} (6 different values)
'tien' (x7)
'common' (x4)
'draconic' (x3)
'diabolic' (x2)
'empyrean' (x2)
'goblin' (x1)
level : object {6-11.system.details.level}
value : integer {6-11.system.details.level.value} (6 different values)
9 (x5)
7 (x3)
8 (x2)
4 (x1)
6 (x1)
10 (x1)
[privateNotes] : string {6-11.system.details.privateNotes} (3 different values)
[publicNotes] : string {6-11.system.details.publicNotes} (5 different values)
publication : object {6-11.system.details.publication}
license : string {6-11.system.details.publication.license} (same value: 'ORC')
remaster : boolean {6-11.system.details.publication.remaster} (same value: True)
title : string {6-11.system.details.publication.title} (same value: 'Pathfinder Society Scenario #6-11: The Godsrain and the Dragon')
[description] : string {6-11.system.details.description} (same value: '<p>A raging storm covers the mountain lake as spring water levitates from the lake to fall back down in a driving spiral of steaming rain. In the depths of the storm, barely visible, is a tiny koi egg surrounded by three bands of water.</p>')
[disable] : string {6-11.system.details.disable} (4 different values)
'<p>@Check[arcana|dc:28], @Check[religion|dc:28], @Check[nature|dc:28], or @Check[occultism|dc:28] to purify the magic corrupting the ascension ritual, or @Check[diplomacy|dc:31] or @Check[performance|dc:31] to soothe the spirit within the koi egg and give it the strength to fight off the corruption itself; four total successes are required to purify the ritual, each of the first three successes purifying one ring of water and the final one halting the ritual itself. If the cursed comb has not been removed from the ritual site, then succeeding on this final check merely halts the ritual; if the cursed comb has been removed from the ritual site, then succeeding on this final check completes the ascension ritual.</p>' (x1)
'<p>@Check[arcana|dc:29], @Check[religion|dc:29], @Check[nature|dc:29], or @Check[occultism|dc:29] to purify the magic corrupting the ascension ritual, or @Check[diplomacy|dc:32] or @Check[performance|dc:32] to soothe the spirit within the koi egg and give it the strength to fight off the corruption itself; four total successes are required to purify the ritual, each of the first three successes purifying one ring of water and the final one halting the ritual itself. If the cursed comb has not been removed from the ritual site, then succeeding on this final check merely halts the ritual; if the cursed comb has been removed from the ritual site, then succeeding on this final check completes the ascension ritual.</p>' (x1)
'<p>@Check[arcana|dc:27], @Check[religion|dc:27], @Check[nature|dc:27], or @Check[occultism|dc:27] to purify the magic corrupting the ascension ritual, or @Check[diplomacy|dc:30] or @Check[performance|dc:30] to soothe the spirit within the koi egg and give it the strength to fight off the corruption itself; four total successes are required to purify the ritual, each of the first three successes purifying one ring of water and the final one halting the ritual itself. If the cursed comb has not been removed from the ritual site, then succeeding on this final check merely halts the ritual; if the cursed comb has been removed from the ritual site, then succeeding on this final check completes the ascension ritual.</p>' (x1)
'<p>@Check[arcana|dc:30], @Check[religion|dc:30], @Check[nature|dc:30], or @Check[occultism|dc:30] to purify the magic corrupting the ascension ritual, or @Check[diplomacy|dc:33] or @Check[performance|dc:33] to soothe the spirit within the koi egg and give it the strength to fight off the corruption itself; four total successes are required to purify the ritual, each of the first three successes purifying one ring of water and the final one halting the ritual itself. If the cursed comb has not been removed from the ritual site, then succeeding on this final check merely halts the ritual; if the cursed comb has been removed from the ritual site, then succeeding on this final check completes the ascension ritual.</p>' (x1)
[isComplex] : boolean {6-11.system.details.isComplex} (same value: True)
[reset] : string {6-11.system.details.reset} (same value: '<p>The turbulent koi egg can attempt to hatch again, restarting the ascension ritual, after 1000 years of Xalreonshin\'s care.</p>')
[routine] : string {6-11.system.details.routine} (4 different values)
'<p>(1 action) Torrential water descends from the sky, taking the shape of a dragon that smashes into one creature within 60 feet of the egg. The dragon always targets the creature that is closest to the egg, dealing @Damage[(2d10+2)[bludgeoning],2d10[fire]]{2d10+2 bludgeoning damage and 2d10 fire} damage in a spray of boiling water (@Check[fortitude|dc:28] save). Creatures that fail the save are pushed 10 feet away. Creatures that have the earth trait, are carrying an item with the earth trait, or are otherwise strongly tied to elemental earth (such as an earth elemental sorcerer or kineticist) get the result one degree of success better than the outcome of their save, as the power of elemental earth overcomes water.</p>' (x1)
'<p>(1 action) Torrential water descends from the sky, taking the shape of a dragon that smashes into one creature within 60 feet of the egg. The dragon always targets the creature that is closest to the egg, dealing @Damage[2d12[bludgeoning],2d12[fire]]{2d12 bludgeoning damage and 2d12 fire} damage in a spray of boiling water (@Check[fortitude|dc:28] save). Creatures that fail the save are pushed 10 feet away. Creatures that have the earth trait, are carrying an item with the earth trait, or are otherwise strongly tied to elemental earth (such as an earth elemental sorcerer or kineticist) get the result one degree of success better than the outcome of their save, as the power of elemental earth overcomes water.</p>' (x1)
'<p>(1 action) Torrential water descends from the sky, taking the shape of a dragon that smashes into one creature within 60 feet of the egg. The dragon always targets the creature that is closest to the egg, dealing @Damage[2d10[bludgeoning],2d10[fire]]{2d10 bludgeoning damage and 2d10 fire} damage in a spray of boiling water (@Check[fortitude|dc:26] save). Creatures that fail the save are pushed 10 feet away. Creatures that have the earth trait, are carrying an item with the earth trait, or are otherwise strongly tied to elemental earth (such as an earth elemental sorcerer or kineticist) get the result one degree of success better than the outcome of their save, as the power of elemental earth overcomes water.</p>' (x1)
'<p>(1 action) Torrential water descends from the sky, taking the shape of a dragon that smashes into one creature within 60 feet of the egg. The dragon always targets the creature that is closest to the egg, dealing @Damage[(2d12+2)[bludgeoning],2d12[fire]]{2d12+2 bludgeoning damage and 2d12 fire} damage in a spray of boiling water (@Check[fortitude|dc:28] save). Creatures that fail the save are pushed 10 feet away. Creatures that have the earth trait, are carrying an item with the earth trait, or are otherwise strongly tied to elemental earth (such as an earth elemental sorcerer or kineticist) get the result one degree of success better than the outcome of their save, as the power of elemental earth overcomes water.</p>' (x1)
[initiative] : object {6-11.system.initiative}
statistic : string {6-11.system.initiative.statistic} (same value: 'perception')
[perception] : object {6-11.system.perception}
details : string {6-11.system.perception.details} (3 different values)
'' (x7)
'goldsense (precise) 120 feet' (x1)
'goldvision (precise) 120 feet' (x1)
mod : integer {6-11.system.perception.mod} (7 different values)
16 (x3)
20 (x1)
10 (x1)
13 (x1)
14 (x1)
18 (x1)
19 (x1)
senses : array<object> {6-11.system.perception.senses}
Length: min=0 max=2
Value type: object {6-11.system.perception.senses.[]}
[acuity] : string {6-11.system.perception.senses.[].acuity} (same value: 'imprecise')
[range] : integer {6-11.system.perception.senses.[].range} (same value: 60)
type : string {6-11.system.perception.senses.[].type} (2 different values)
'darkvision' (x4)
'scent' (x1)
[resources] : object {6-11.system.resources}
saves : object {6-11.system.saves}
fortitude : object {6-11.system.saves.fortitude}
saveDetail : string {6-11.system.saves.fortitude.saveDetail} (same value: '')
value : integer {6-11.system.saves.fortitude.value} (7 different values)
10 (x5)
15 (x3)
18 (x1)
13 (x1)
17 (x1)
11 (x1)
20 (x1)
reflex : object {6-11.system.saves.reflex}
saveDetail : string {6-11.system.saves.reflex.saveDetail} (same value: '')
[value] : integer {6-11.system.saves.reflex.value} (7 different values)
16 (x2)
12 (x2)
22 (x1)
10 (x1)
14 (x1)
18 (x1)
13 (x1)
will : object {6-11.system.saves.will}
saveDetail : string {6-11.system.saves.will.saveDetail} (same value: '')
value : integer {6-11.system.saves.will.value} (8 different values)
10 (x4)
17 (x3)
20 (x1)
19 (x1)
8 (x1)
9 (x1)
21 (x1)
11 (x1)
[skills] : object {6-11.system.skills}
[acrobatics] : object {6-11.system.skills.acrobatics}
base : integer {6-11.system.skills.acrobatics.base} (4 different values)
18 (x2)
16 (x1)
8 (x1)
13 (x1)
[athletics] : object {6-11.system.skills.athletics}
base : integer {6-11.system.skills.athletics.base} (3 different values)
20 (x3)
17 (x2)
8 (x1)
[deception] : object {6-11.system.skills.deception}
base : integer {6-11.system.skills.deception.base} (3 different values)
18 (x1)
15 (x1)
20 (x1)
[diplomacy] : object {6-11.system.skills.diplomacy}
base : integer {6-11.system.skills.diplomacy.base} (2 different values)
18 (x1)
15 (x1)
[intimidation] : object {6-11.system.skills.intimidation}
base : integer {6-11.system.skills.intimidation.base} (3 different values)
18 (x2)
16 (x1)
13 (x1)
[occultism] : object {6-11.system.skills.occultism}
base : integer {6-11.system.skills.occultism.base} (3 different values)
18 (x1)
15 (x1)
20 (x1)
[religion] : object {6-11.system.skills.religion}
base : integer {6-11.system.skills.religion.base} (2 different values)
18 (x1)
15 (x1)
[society] : object {6-11.system.skills.society}
base : integer {6-11.system.skills.society.base} (2 different values)
18 (x1)
15 (x1)
[stealth] : object {6-11.system.skills.stealth}
base : integer {6-11.system.skills.stealth.base} (4 different values)
18 (x1)
16 (x1)
10 (x1)
13 (x1)
[thievery] : object {6-11.system.skills.thievery}
base : integer {6-11.system.skills.thievery.base} (3 different values)
18 (x1)
15 (x1)
20 (x1)
traits : object {6-11.system.traits}
rarity : string {6-11.system.traits.rarity} (3 different values)
'common' (x6)
'unique' (x4)
'uncommon' (x3)
size : object {6-11.system.traits.size}
value : string {6-11.system.traits.size.value} (3 different values)
'med' (x8)
'lg' (x3)
'huge' (x2)
value : array<string> {6-11.system.traits.value}
Length: min=1 max=3
Value type: string {6-11.system.traits.value.[]} (8 different values)
'water' (x5)
'humanoid' (x4)
'celestial' (x2)
'construct' (x2)
'mindless' (x2)
'amphibious' (x1)
'dragon' (x1)
'hobgoblin' (x1)
[statusEffects] : array<> {6-11.system.statusEffects}
Length: min=0 max=0
Value type: empty
type : string {6-11.type} (2 different values)
'npc' (x9)
'hazard' (x4)