717 lines
46 KiB
Plaintext
717 lines
46 KiB
Plaintext
Mercenary
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Different values: 8
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=====================================
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object {Mercenary}
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_id : string {Mercenary._id} (all different values)
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folder : string {Mercenary.folder} (same value: fFpgK6Hw1CRCobg1)
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img : string {Mercenary.img} (same value: systems/pf2e/icons/default-icons/npc.svg)
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items : array<object> {Mercenary.items}
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Length: min=6 max=20
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Value type: object {Mercenary.items.[]}
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_id : string {Mercenary.items.[]._id} (101 different values)
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[_stats] : object {Mercenary.items.[]._stats}
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compendiumSource : string {Mercenary.items.[]._stats.compendiumSource} (44 different values)
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img : string {Mercenary.items.[].img} (47 different values)
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name : string {Mercenary.items.[].name} (78 different values)
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sort : integer {Mercenary.items.[].sort} (20 different values)
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100000 (x8)
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200000 (x8)
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300000 (x8)
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400000 (x8)
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500000 (x8)
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600000 (x8)
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700000 (x7)
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800000 (x7)
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900000 (x7)
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1000000 (x6)
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1100000 (x6)
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1200000 (x5)
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1300000 (x3)
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1400000 (x3)
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1500000 (x3)
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1600000 (x2)
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1700000 (x1)
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1800000 (x1)
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1900000 (x1)
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2000000 (x1)
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system : object {Mercenary.items.[].system}
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[baseItem] : string {Mercenary.items.[].system.baseItem} (15 different values)
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greatclub (x1)
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sap (x1)
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sling (x1)
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crossbow (x1)
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falchion (x1)
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studded-leather-armor (x2)
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composite-longbow (x2)
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longsword (x1)
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staff (x1)
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dagger (x1)
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rapier (x1)
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greataxe (x1)
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hide-armor (x1)
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light-mace (x1)
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leather-armor (x1)
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[bonus] : object {Mercenary.items.[].system.bonus}
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value : integer {Mercenary.items.[].system.bonus.value} (12 different values)
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0 (x13)
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7 (x3)
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5 (x1)
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13 (x1)
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14 (x2)
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21 (x2)
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20 (x2)
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12 (x1)
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19 (x3)
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15 (x1)
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27 (x2)
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25 (x1)
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[bonusDamage] : object {Mercenary.items.[].system.bonusDamage}
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value : integer {Mercenary.items.[].system.bonusDamage.value} (same value: 0)
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[bulk] : object {Mercenary.items.[].system.bulk}
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value : mixed
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integer {Mercenary.items.[].system.bulk.value} (3 different values)
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2 (x6)
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1 (x8)
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0 (x2)
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float {Mercenary.items.[].system.bulk.value} (same value: 0,1)
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[category] : string {Mercenary.items.[].system.category} (10 different values)
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martial (x8)
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simple (x5)
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defensive (x11)
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offensive (x18)
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light (x3)
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ammo (x3)
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poison (x1)
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interaction (x4)
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potion (x1)
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medium (x1)
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[containerId] : mixed
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[damage] : object {Mercenary.items.[].system.damage}
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[damageType] : string {Mercenary.items.[].system.damage.damageType} (3 different values)
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bludgeoning (x5)
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piercing (x5)
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slashing (x3)
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[dice] : integer {Mercenary.items.[].system.damage.dice} (same value: 1)
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[die] : string {Mercenary.items.[].system.damage.die} (5 different values)
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d10 (x2)
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d6 (x3)
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d8 (x4)
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d4 (x3)
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d12 (x1)
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[0] : object {Mercenary.items.[].system.damage.0}
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applyMod : boolean {Mercenary.items.[].system.damage.0.applyMod} (same value: False)
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[category] : mixed
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formula : string {Mercenary.items.[].system.damage.0.formula} (4 different values)
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3d6 (x1)
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1d6 (x1)
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2d4 (x1)
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1d4+1 (x1)
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kinds : array<string> {Mercenary.items.[].system.damage.0.kinds}
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Length: min=1 max=1
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Value type: string {Mercenary.items.[].system.damage.0.kinds.[]} (same value: damage)
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materials : array<> {Mercenary.items.[].system.damage.0.materials}
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Length: min=0 max=0
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Value type: mixed
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type : string {Mercenary.items.[].system.damage.0.type} (4 different values)
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fire (x1)
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mental (x1)
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electricity (x1)
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force (x1)
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description : object {Mercenary.items.[].system.description}
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value : string {Mercenary.items.[].system.description.value} (70 different values)
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[equipped] : object {Mercenary.items.[].system.equipped}
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carryType : string {Mercenary.items.[].system.equipped.carryType} (same value: worn)
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[handsHeld] : integer {Mercenary.items.[].system.equipped.handsHeld} (2 different values)
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0 (x22)
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1 (x1)
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[invested] : mixed
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[inSlot] : boolean {Mercenary.items.[].system.equipped.inSlot} (same value: True)
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[group] : string {Mercenary.items.[].system.group} (all different values)
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[hardness] : integer {Mercenary.items.[].system.hardness} (same value: 0)
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[hp] : object {Mercenary.items.[].system.hp}
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max : integer {Mercenary.items.[].system.hp.max} (same value: 0)
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value : integer {Mercenary.items.[].system.hp.value} (same value: 0)
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[level] : object {Mercenary.items.[].system.level}
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value : integer {Mercenary.items.[].system.level.value} (5 different values)
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0 (x24)
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1 (x14)
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8 (x1)
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2 (x3)
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4 (x1)
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[material] : object {Mercenary.items.[].system.material}
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[grade] : mixed
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[type] : mixed
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[price] : object {Mercenary.items.[].system.price}
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value : object {Mercenary.items.[].system.price.value}
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[gp] : integer {Mercenary.items.[].system.price.value.gp} (5 different values)
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1 (x4)
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3 (x8)
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20 (x3)
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80 (x1)
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2 (x4)
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[sp] : integer {Mercenary.items.[].system.price.value.sp} (3 different values)
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1 (x4)
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2 (x1)
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4 (x1)
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[per] : integer {Mercenary.items.[].system.price.per} (same value: 10)
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publication : object {Mercenary.items.[].system.publication}
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license : string {Mercenary.items.[].system.publication.license} (same value: ORC)
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remaster : boolean {Mercenary.items.[].system.publication.remaster} (same value: True)
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title : string {Mercenary.items.[].system.publication.title} (7 different values)
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Pathfinder Player Core (x40)
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Pathfinder NPC Core (x6)
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(x50)
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Pathfinder Core Rulebook (x1)
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Pathfinder GM Core (x2)
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Pathfinder Gamemastery Guide (x1)
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Pathfinder Monster Core (x1)
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[quantity] : integer {Mercenary.items.[].system.quantity} (4 different values)
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1 (x25)
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10 (x1)
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20 (x2)
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2 (x1)
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[range] : mixed
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integer {Mercenary.items.[].system.range} (3 different values)
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50 (x1)
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120 (x1)
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100 (x2)
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object {Mercenary.items.[].system.range}
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value : string {Mercenary.items.[].system.range.value} (4 different values)
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30 feet (x5)
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(x5)
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60 feet (x1)
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120 feet (x3)
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[reload] : object {Mercenary.items.[].system.reload}
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value : string {Mercenary.items.[].system.reload.value} (4 different values)
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(x7)
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1 (x2)
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0 (x2)
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- (x2)
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rules : ###FoundryRulesObject###
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[runes] : object {Mercenary.items.[].system.runes}
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potency : integer {Mercenary.items.[].system.runes.potency} (3 different values)
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0 (x11)
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1 (x5)
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2 (x1)
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property : array<> {Mercenary.items.[].system.runes.property}
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Length: min=0 max=0
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Value type: mixed
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[striking] : integer {Mercenary.items.[].system.runes.striking} (2 different values)
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0 (x10)
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1 (x3)
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[resilient] : integer {Mercenary.items.[].system.runes.resilient} (2 different values)
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0 (x3)
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1 (x1)
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[size] : string {Mercenary.items.[].system.size} (same value: med)
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[slug] : string {Mercenary.items.[].system.slug} (41 different values)
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[splashDamage] : object {Mercenary.items.[].system.splashDamage}
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value : integer {Mercenary.items.[].system.splashDamage.value} (same value: 0)
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traits : object {Mercenary.items.[].system.traits}
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[rarity] : string {Mercenary.items.[].system.traits.rarity} (2 different values)
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common (x42)
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uncommon (x1)
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[value] : array<string> {Mercenary.items.[].system.traits.value}
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Length: min=0 max=7
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Value type: string {Mercenary.items.[].system.traits.value.[]} (52 different values)
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[traditions] : array<string> {Mercenary.items.[].system.traits.traditions}
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Length: min=2 max=4
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Value type: string {Mercenary.items.[].system.traits.traditions.[]} (4 different values)
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arcane (x14)
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primal (x6)
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occult (x11)
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divine (x7)
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[usage] : object {Mercenary.items.[].system.usage}
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value : string {Mercenary.items.[].system.usage.value} (4 different values)
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held-in-two-hands (x6)
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held-in-one-hand (x14)
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held-in-one-plus-hands (x2)
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other (x2)
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[canBeAmmo] : boolean {Mercenary.items.[].system.usage.canBeAmmo} (same value: False)
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[attackEffects] : object {Mercenary.items.[].system.attackEffects}
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value : array<string> {Mercenary.items.[].system.attackEffects.value}
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Length: min=0 max=1
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Value type: string {Mercenary.items.[].system.attackEffects.value.[]} (same value: primal-fear)
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[damageRolls] : object {Mercenary.items.[].system.damageRolls}
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[iswR188zNNz1VJHP] : object {Mercenary.items.[].system.damageRolls.iswR188zNNz1VJHP}
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damage : string {Mercenary.items.[].system.damageRolls.iswR188zNNz1VJHP.damage} (3 different values)
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1d4+4 (x1)
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1d4+10 (x2)
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1d4+18 (x1)
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damageType : string {Mercenary.items.[].system.damageRolls.iswR188zNNz1VJHP.damageType} (same value: bludgeoning)
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[GwGykdnvptMoglln] : object {Mercenary.items.[].system.damageRolls.GwGykdnvptMoglln}
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damage : string {Mercenary.items.[].system.damageRolls.GwGykdnvptMoglln.damage} (same value: 1d10+4)
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damageType : string {Mercenary.items.[].system.damageRolls.GwGykdnvptMoglln.damageType} (same value: bludgeoning)
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[8s3oRyWmQW7zj5Pn] : object {Mercenary.items.[].system.damageRolls.8s3oRyWmQW7zj5Pn}
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damage : string {Mercenary.items.[].system.damageRolls.8s3oRyWmQW7zj5Pn.damage} (same value: 1d6+4)
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damageType : string {Mercenary.items.[].system.damageRolls.8s3oRyWmQW7zj5Pn.damageType} (same value: bludgeoning)
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[SAjeP8FeUQv2pvAn] : object {Mercenary.items.[].system.damageRolls.SAjeP8FeUQv2pvAn}
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damage : string {Mercenary.items.[].system.damageRolls.SAjeP8FeUQv2pvAn.damage} (same value: 1d6+2)
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damageType : string {Mercenary.items.[].system.damageRolls.SAjeP8FeUQv2pvAn.damageType} (same value: bludgeoning)
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[0] : object {Mercenary.items.[].system.damageRolls.0}
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damage : string {Mercenary.items.[].system.damageRolls.0.damage} (4 different values)
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1d10+6 (x1)
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1d10+5 (x1)
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1d12+8 (x1)
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1d8+6 (x1)
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damageType : string {Mercenary.items.[].system.damageRolls.0.damageType} (2 different values)
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slashing (x2)
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piercing (x2)
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[POfYX2MDeySyvwAd] : object {Mercenary.items.[].system.damageRolls.POfYX2MDeySyvwAd}
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damage : string {Mercenary.items.[].system.damageRolls.POfYX2MDeySyvwAd.damage} (same value: 2d8+10)
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damageType : string {Mercenary.items.[].system.damageRolls.POfYX2MDeySyvwAd.damageType} (same value: slashing)
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[1xUV8iYnjzo06Oie] : object {Mercenary.items.[].system.damageRolls.1xUV8iYnjzo06Oie}
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damage : string {Mercenary.items.[].system.damageRolls.1xUV8iYnjzo06Oie.damage} (same value: 1d8+8)
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damageType : string {Mercenary.items.[].system.damageRolls.1xUV8iYnjzo06Oie.damageType} (same value: piercing)
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[6uipj1F9Pa1U9liu] : object {Mercenary.items.[].system.damageRolls.6uipj1F9Pa1U9liu}
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damage : string {Mercenary.items.[].system.damageRolls.6uipj1F9Pa1U9liu.damage} (same value: 1d4)
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damageType : string {Mercenary.items.[].system.damageRolls.6uipj1F9Pa1U9liu.damageType} (same value: bludgeoning)
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[FnVdAhh0DEIqUpWA] : object {Mercenary.items.[].system.damageRolls.FnVdAhh0DEIqUpWA}
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damage : string {Mercenary.items.[].system.damageRolls.FnVdAhh0DEIqUpWA.damage} (same value: 1d4+10)
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damageType : string {Mercenary.items.[].system.damageRolls.FnVdAhh0DEIqUpWA.damageType} (same value: piercing)
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[t6IG6oDQBAASyV2E] : object {Mercenary.items.[].system.damageRolls.t6IG6oDQBAASyV2E}
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damage : string {Mercenary.items.[].system.damageRolls.t6IG6oDQBAASyV2E.damage} (same value: 1d4+10)
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damageType : string {Mercenary.items.[].system.damageRolls.t6IG6oDQBAASyV2E.damageType} (same value: piercing)
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[TbSNHBj9QNo5NFvx] : object {Mercenary.items.[].system.damageRolls.TbSNHBj9QNo5NFvx}
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damage : string {Mercenary.items.[].system.damageRolls.TbSNHBj9QNo5NFvx.damage} (same value: 2d6+10)
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damageType : string {Mercenary.items.[].system.damageRolls.TbSNHBj9QNo5NFvx.damageType} (same value: piercing)
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[CZLX36BG79teP0fQ] : object {Mercenary.items.[].system.damageRolls.CZLX36BG79teP0fQ}
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damage : string {Mercenary.items.[].system.damageRolls.CZLX36BG79teP0fQ.damage} (same value: 2d4+18)
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damageType : string {Mercenary.items.[].system.damageRolls.CZLX36BG79teP0fQ.damageType} (same value: bludgeoning)
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LfyN05KVRGuVExy4 : object {Mercenary.items.[].system.damageRolls.LfyN05KVRGuVExy4}
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category : string {Mercenary.items.[].system.damageRolls.LfyN05KVRGuVExy4.category} (same value: persistent)
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damage : string {Mercenary.items.[].system.damageRolls.LfyN05KVRGuVExy4.damage} (same value: 10)
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damageType : string {Mercenary.items.[].system.damageRolls.LfyN05KVRGuVExy4.damageType} (same value: untyped)
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PRGOJlAnb6qeqXV2 : object {Mercenary.items.[].system.damageRolls.PRGOJlAnb6qeqXV2}
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damage : string {Mercenary.items.[].system.damageRolls.PRGOJlAnb6qeqXV2.damage} (same value: 3d6)
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damageType : string {Mercenary.items.[].system.damageRolls.PRGOJlAnb6qeqXV2.damageType} (same value: untyped)
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hHnCeDk2lVfrXu0x : object {Mercenary.items.[].system.damageRolls.hHnCeDk2lVfrXu0x}
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category : string {Mercenary.items.[].system.damageRolls.hHnCeDk2lVfrXu0x.category} (same value: splash)
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damage : string {Mercenary.items.[].system.damageRolls.hHnCeDk2lVfrXu0x.damage} (same value: 10)
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damageType : string {Mercenary.items.[].system.damageRolls.hHnCeDk2lVfrXu0x.damageType} (same value: untyped)
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[actionType] : object {Mercenary.items.[].system.actionType}
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value : string {Mercenary.items.[].system.actionType.value} (3 different values)
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reaction (x4)
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action (x14)
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passive (x15)
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[actions] : object {Mercenary.items.[].system.actions}
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[value] : integer {Mercenary.items.[].system.actions.value} (2 different values)
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1 (x10)
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2 (x4)
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[acBonus] : integer {Mercenary.items.[].system.acBonus} (3 different values)
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2 (x2)
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3 (x1)
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1 (x1)
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[checkPenalty] : integer {Mercenary.items.[].system.checkPenalty} (2 different values)
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-1 (x3)
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-2 (x1)
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[dexCap] : integer {Mercenary.items.[].system.dexCap} (3 different values)
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3 (x2)
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2 (x1)
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4 (x1)
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[speedPenalty] : integer {Mercenary.items.[].system.speedPenalty} (2 different values)
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0 (x3)
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-5 (x1)
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[strength] : integer {Mercenary.items.[].system.strength} (3 different values)
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1 (x2)
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2 (x1)
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0 (x1)
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[stackGroup] : string {Mercenary.items.[].system.stackGroup} (2 different values)
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bolts (x1)
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arrows (x2)
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[uses] : object {Mercenary.items.[].system.uses}
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autoDestroy : boolean {Mercenary.items.[].system.uses.autoDestroy} (same value: True)
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max : integer {Mercenary.items.[].system.uses.max} (same value: 1)
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value : integer {Mercenary.items.[].system.uses.value} (same value: 1)
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[mod] : object {Mercenary.items.[].system.mod}
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value : integer {Mercenary.items.[].system.mod.value} (4 different values)
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22 (x1)
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14 (x1)
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13 (x1)
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29 (x2)
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[proficient] : object {Mercenary.items.[].system.proficient}
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value : integer {Mercenary.items.[].system.proficient.value} (same value: 0)
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[autoHeightenLevel] : object {Mercenary.items.[].system.autoHeightenLevel}
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[value] : mixed
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[prepared] : object {Mercenary.items.[].system.prepared}
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flexible : boolean {Mercenary.items.[].system.prepared.flexible} (same value: False)
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value : string {Mercenary.items.[].system.prepared.value} (same value: prepared)
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[proficiency] : object {Mercenary.items.[].system.proficiency}
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value : integer {Mercenary.items.[].system.proficiency.value} (same value: 1)
|
|
[slots] : object {Mercenary.items.[].system.slots}
|
|
slot0 : object {Mercenary.items.[].system.slots.slot0}
|
|
max : integer {Mercenary.items.[].system.slots.slot0.max} (same value: 7)
|
|
prepared : array<object> {Mercenary.items.[].system.slots.slot0.prepared}
|
|
Length: min=8 max=8
|
|
Value type: object {Mercenary.items.[].system.slots.slot0.prepared.[]}
|
|
[id] : string {Mercenary.items.[].system.slots.slot0.prepared.[].id} (7 different values)
|
|
Ef4XGW8YgJ4Fkkpn (x1)
|
|
44dmJY3jaMASsFg9 (x1)
|
|
gmuTdBUv3ffM6WOJ (x1)
|
|
pfviTJ90O92l87cb (x1)
|
|
gD65O4wllKp2xOrb (x1)
|
|
V0qOohFmgnYE9Kv9 (x1)
|
|
jLcdB7PgyiVUSW41 (x1)
|
|
slot1 : object {Mercenary.items.[].system.slots.slot1}
|
|
max : integer {Mercenary.items.[].system.slots.slot1.max} (same value: 4)
|
|
prepared : array<object> {Mercenary.items.[].system.slots.slot1.prepared}
|
|
Length: min=4 max=4
|
|
Value type: object {Mercenary.items.[].system.slots.slot1.prepared.[]}
|
|
id : string {Mercenary.items.[].system.slots.slot1.prepared.[].id} (4 different values)
|
|
ZgE5MnJdHrAp8Law (x1)
|
|
b6d54oXgFgfxFSJ4 (x1)
|
|
n4XlWkKXhsoxo5Yx (x1)
|
|
osrAH4TT7l43EWJU (x1)
|
|
slot2 : object {Mercenary.items.[].system.slots.slot2}
|
|
max : integer {Mercenary.items.[].system.slots.slot2.max} (same value: 3)
|
|
prepared : array<object> {Mercenary.items.[].system.slots.slot2.prepared}
|
|
Length: min=3 max=3
|
|
Value type: object {Mercenary.items.[].system.slots.slot2.prepared.[]}
|
|
id : string {Mercenary.items.[].system.slots.slot2.prepared.[].id} (3 different values)
|
|
FrVGz4ObainAeGOl (x1)
|
|
YOMXvUNpXPORzdAf (x1)
|
|
hE2a5Bga3s0Ht0PH (x1)
|
|
[spelldc] : object {Mercenary.items.[].system.spelldc}
|
|
dc : integer {Mercenary.items.[].system.spelldc.dc} (same value: 20)
|
|
value : integer {Mercenary.items.[].system.spelldc.value} (same value: 12)
|
|
[tradition] : object {Mercenary.items.[].system.tradition}
|
|
value : string {Mercenary.items.[].system.tradition.value} (same value: arcane)
|
|
[area] : object {Mercenary.items.[].system.area}
|
|
type : string {Mercenary.items.[].system.area.type} (2 different values)
|
|
square (x1)
|
|
emanation (x1)
|
|
value : integer {Mercenary.items.[].system.area.value} (2 different values)
|
|
5 (x1)
|
|
30 (x1)
|
|
[cost] : object {Mercenary.items.[].system.cost}
|
|
value : string {Mercenary.items.[].system.cost.value} (same value: )
|
|
[counteraction] : boolean {Mercenary.items.[].system.counteraction} (same value: False)
|
|
[defense] : object {Mercenary.items.[].system.defense}
|
|
save : object {Mercenary.items.[].system.defense.save}
|
|
basic : boolean {Mercenary.items.[].system.defense.save.basic} (2 different values)
|
|
True (x3)
|
|
False (x1)
|
|
statistic : string {Mercenary.items.[].system.defense.save.statistic} (2 different values)
|
|
reflex (x3)
|
|
will (x1)
|
|
[duration] : object {Mercenary.items.[].system.duration}
|
|
sustained : boolean {Mercenary.items.[].system.duration.sustained} (2 different values)
|
|
True (x2)
|
|
False (x12)
|
|
value : string {Mercenary.items.[].system.duration.value} (all different values)
|
|
[heightening] : object {Mercenary.items.[].system.heightening}
|
|
[damage] : object {Mercenary.items.[].system.heightening.damage}
|
|
0 : string {Mercenary.items.[].system.heightening.damage.0} (2 different values)
|
|
1d6 (x2)
|
|
1d4 (x1)
|
|
[interval] : integer {Mercenary.items.[].system.heightening.interval} (2 different values)
|
|
1 (x2)
|
|
2 (x1)
|
|
type : string {Mercenary.items.[].system.heightening.type} (2 different values)
|
|
interval (x3)
|
|
fixed (x2)
|
|
levels : object {Mercenary.items.[].system.heightening.levels}
|
|
3 : object {Mercenary.items.[].system.heightening.levels.3}
|
|
[range] : object {Mercenary.items.[].system.heightening.levels.3.range}
|
|
value : string {Mercenary.items.[].system.heightening.levels.3.range.value} (same value: 500 feet)
|
|
target : object {Mercenary.items.[].system.heightening.levels.3.target}
|
|
value : string {Mercenary.items.[].system.heightening.levels.3.target.value} (same value: 1 unattended object with a Bulk of 1 or less)
|
|
5 : object {Mercenary.items.[].system.heightening.levels.5}
|
|
range : object {Mercenary.items.[].system.heightening.levels.5.range}
|
|
value : string {Mercenary.items.[].system.heightening.levels.5.range.value} (same value: 60 feet)
|
|
7 : object {Mercenary.items.[].system.heightening.levels.7}
|
|
target : object {Mercenary.items.[].system.heightening.levels.7.target}
|
|
value : string {Mercenary.items.[].system.heightening.levels.7.target.value} (same value: 1 unattended object with a Bulk of 2 or less)
|
|
[location] : object {Mercenary.items.[].system.location}
|
|
value : string {Mercenary.items.[].system.location.value} (same value: k9K8sDyQuswjVTOd)
|
|
[requirements] : string {Mercenary.items.[].system.requirements} (same value: )
|
|
[target] : object {Mercenary.items.[].system.target}
|
|
value : string {Mercenary.items.[].system.target.value} (6 different values)
|
|
(x7)
|
|
1 door, lock, or container (x1)
|
|
1 creature (x3)
|
|
1 or 2 creatures (x1)
|
|
1 object of Bulk 1 or less (x1)
|
|
1 unattended object of light Bulk or less (x1)
|
|
[time] : object {Mercenary.items.[].system.time}
|
|
value : string {Mercenary.items.[].system.time.value} (3 different values)
|
|
2 (x10)
|
|
1 to 3 (x1)
|
|
1 (x3)
|
|
[overlays] : object {Mercenary.items.[].system.overlays}
|
|
[frequency] : object {Mercenary.items.[].system.frequency}
|
|
max : integer {Mercenary.items.[].system.frequency.max} (same value: 1)
|
|
per : string {Mercenary.items.[].system.frequency.per} (same value: PT1H)
|
|
value : integer {Mercenary.items.[].system.frequency.value} (same value: 1)
|
|
[selfEffect] : object {Mercenary.items.[].system.selfEffect}
|
|
name : string {Mercenary.items.[].system.selfEffect.name} (same value: Effect: Hunter's Onslaught)
|
|
uuid : string {Mercenary.items.[].system.selfEffect.uuid} (same value: Compendium.pf2e.bestiary-effects.Item.Effect: Hunter's Onslaught)
|
|
type : string {Mercenary.items.[].type} (10 different values)
|
|
weapon (x13)
|
|
melee (x19)
|
|
action (x33)
|
|
armor (x4)
|
|
equipment (x6)
|
|
consumable (x5)
|
|
treasure (x1)
|
|
lore (x5)
|
|
spellcastingEntry (x1)
|
|
spell (x14)
|
|
[flags] : object {Mercenary.items.[].flags}
|
|
pf2e : object {Mercenary.items.[].flags.pf2e}
|
|
linkedWeapon : string {Mercenary.items.[].flags.pf2e.linkedWeapon} (13 different values)
|
|
EWL6M1asElblCx0x (x1)
|
|
GCq6O2DHy5NeJ35N (x1)
|
|
tVVtWrinWiNGhT1B (x1)
|
|
3pl6hjblsvIsJ7Xy (x1)
|
|
arDGZY8hNXNpXdzm (x1)
|
|
APbnjbakbClyX8Ln (x1)
|
|
ADOsccLfK88xyZoR (x1)
|
|
pFfNQtNHYq3tmyeq (x1)
|
|
LaThuGfdvAYvC3O4 (x2)
|
|
5IhbXEnT3b7kI8zW (x1)
|
|
InRtCxbhS6HJi1kR (x1)
|
|
oHeLKugv0k3a7CQB (x1)
|
|
2RNpCcknqUyJBmoN (x1)
|
|
name : string {Mercenary.name} (all different values)
|
|
system : object {Mercenary.system}
|
|
abilities : object {Mercenary.system.abilities}
|
|
cha : object {Mercenary.system.abilities.cha}
|
|
mod : integer {Mercenary.system.abilities.cha.mod} (3 different values)
|
|
0 (x4)
|
|
4 (x1)
|
|
1 (x3)
|
|
con : object {Mercenary.system.abilities.con}
|
|
mod : integer {Mercenary.system.abilities.con.mod} (5 different values)
|
|
3 (x3)
|
|
1 (x2)
|
|
0 (x1)
|
|
2 (x1)
|
|
4 (x1)
|
|
dex : object {Mercenary.system.abilities.dex}
|
|
mod : integer {Mercenary.system.abilities.dex.mod} (4 different values)
|
|
2 (x3)
|
|
4 (x1)
|
|
5 (x3)
|
|
3 (x1)
|
|
int : object {Mercenary.system.abilities.int}
|
|
mod : integer {Mercenary.system.abilities.int.mod} (6 different values)
|
|
-1 (x2)
|
|
0 (x1)
|
|
3 (x1)
|
|
4 (x1)
|
|
1 (x2)
|
|
5 (x1)
|
|
str : object {Mercenary.system.abilities.str}
|
|
mod : integer {Mercenary.system.abilities.str.mod} (4 different values)
|
|
4 (x5)
|
|
3 (x1)
|
|
0 (x1)
|
|
2 (x1)
|
|
wis : object {Mercenary.system.abilities.wis}
|
|
mod : integer {Mercenary.system.abilities.wis.mod} (3 different values)
|
|
1 (x3)
|
|
3 (x1)
|
|
2 (x4)
|
|
attributes : object {Mercenary.system.attributes}
|
|
ac : object {Mercenary.system.attributes.ac}
|
|
details : string {Mercenary.system.attributes.ac.details} (same value: )
|
|
value : integer {Mercenary.system.attributes.ac.value} (all different values)
|
|
allSaves : object {Mercenary.system.attributes.allSaves}
|
|
value : string {Mercenary.system.attributes.allSaves.value} (same value: )
|
|
hp : object {Mercenary.system.attributes.hp}
|
|
details : string {Mercenary.system.attributes.hp.details} (same value: )
|
|
max : integer {Mercenary.system.attributes.hp.max} (all different values)
|
|
temp : integer {Mercenary.system.attributes.hp.temp} (same value: 0)
|
|
value : integer {Mercenary.system.attributes.hp.value} (all different values)
|
|
speed : object {Mercenary.system.attributes.speed}
|
|
otherSpeeds : array<> {Mercenary.system.attributes.speed.otherSpeeds}
|
|
Length: min=0 max=0
|
|
Value type: mixed
|
|
value : integer {Mercenary.system.attributes.speed.value} (2 different values)
|
|
25 (x7)
|
|
20 (x1)
|
|
[resistances] : array<> {Mercenary.system.attributes.resistances}
|
|
Length: min=0 max=0
|
|
Value type: mixed
|
|
[adjustment] : mixed
|
|
[weaknesses] : array<object> {Mercenary.system.attributes.weaknesses}
|
|
Length: min=2 max=2
|
|
Value type: object {Mercenary.system.attributes.weaknesses.[]}
|
|
exceptions : array<> {Mercenary.system.attributes.weaknesses.[].exceptions}
|
|
Length: min=0 max=0
|
|
Value type: mixed
|
|
type : string {Mercenary.system.attributes.weaknesses.[].type} (2 different values)
|
|
area-damage (x1)
|
|
splash-damage (x1)
|
|
value : integer {Mercenary.system.attributes.weaknesses.[].value} (same value: 10)
|
|
details : object {Mercenary.system.details}
|
|
blurb : string {Mercenary.system.details.blurb} (same value: )
|
|
languages : object {Mercenary.system.details.languages}
|
|
details : string {Mercenary.system.details.languages.details} (same value: )
|
|
value : array<string> {Mercenary.system.details.languages.value}
|
|
Length: min=1 max=1
|
|
Value type: string {Mercenary.system.details.languages.value.[]} (same value: common)
|
|
level : object {Mercenary.system.details.level}
|
|
value : integer {Mercenary.system.details.level.value} (all different values)
|
|
privateNotes : string {Mercenary.system.details.privateNotes} (same value: )
|
|
publicNotes : string {Mercenary.system.details.publicNotes} (7 different values)
|
|
<p>Hired to protect someone famous or powerful, bodyguards use intimidation, quick wits, and martial skill to keep their charges safe. Such mercenaries might be auxiliaries to a noble's personal guards, but with special directives to safeguard their patrons.</p><hr /><p>Whether they're hired to wage war, protect a caravan, or infiltrate an impenetrable fortress, there's ample work for mercenaries all over Golarion.</p> (x1)
|
|
<p>Bounty hunters are constantly on the move, whether within city walls or the wilderness, trailing their fugitive quarries for capture... or disposal. Often relying on stealth or deception as much as martial skill, bounty hunters employ a vast array of talents to accomplish their goals and collect the hefty payout.</p><hr /><p>Whether they're hired to wage war, protect a caravan, or infiltrate an impenetrable fortress, there's ample work for mercenaries all over Golarion.</p> (x2)
|
|
<p>Forces hire an exiled revolutionary because they were once part of the enemy. A lost scion, noble who spoke against tyranny, or wrongly persecuted politician possesses an intimate knowledge of their foe's tactics, logistics, and territory.</p><hr /><p>Whether they're hired to wage war, protect a caravan, or infiltrate an impenetrable fortress, there's ample work for mercenaries all over Golarion.</p> (x1)
|
|
<p>Some mercenaries sell magical talents to earn a living. While there are many types of mages for hire, some of the sneakiest are specialized in scrying, using their skills for infiltration and sabotage.</p><hr /><p>Whether they're hired to wage war, protect a caravan, or infiltrate an impenetrable fortress, there's ample work for mercenaries all over Golarion.</p> (x1)
|
|
<p>Whenever high command needs an enemy spellcaster taken off the board in the midst of battle, they send in a mage killer.</p><hr /><p>Whether they're hired to wage war, protect a caravan, or infiltrate an impenetrable fortress, there's ample work for mercenaries all over Golarion.</p> (x1)
|
|
<p>Some bands of experienced soldiers have storied reputations, their rolls filled with legendary warriors. Others are whispered of for their cruel deeds and opportunistic betrayals.</p><hr /><p>Whether they're hired to wage war, protect a caravan, or infiltrate an impenetrable fortress, there's ample work for mercenaries all over Golarion.</p> (x1)
|
|
<p>When a well-constructed or magically warded fortification repels every assault, a siegebreaker is called in. These masters of alchemical destruction find that the bigger and more protected the wall, the more satisfying it is to break it.</p><hr /><p>Whether they're hired to wage war, protect a caravan, or infiltrate an impenetrable fortress, there's ample work for mercenaries all over Golarion.</p> (x1)
|
|
publication : object {Mercenary.system.details.publication}
|
|
license : string {Mercenary.system.details.publication.license} (same value: ORC)
|
|
remaster : boolean {Mercenary.system.details.publication.remaster} (same value: True)
|
|
title : string {Mercenary.system.details.publication.title} (same value: Pathfinder NPC Core)
|
|
initiative : object {Mercenary.system.initiative}
|
|
statistic : string {Mercenary.system.initiative.statistic} (same value: perception)
|
|
perception : object {Mercenary.system.perception}
|
|
details : string {Mercenary.system.perception.details} (same value: )
|
|
mod : integer {Mercenary.system.perception.mod} (6 different values)
|
|
8 (x1)
|
|
13 (x2)
|
|
17 (x2)
|
|
7 (x1)
|
|
16 (x1)
|
|
24 (x1)
|
|
senses : array<> {Mercenary.system.perception.senses}
|
|
Length: min=0 max=0
|
|
Value type: mixed
|
|
resources : object {Mercenary.system.resources}
|
|
[focus] : object {Mercenary.system.resources.focus}
|
|
max : integer {Mercenary.system.resources.focus.max} (same value: 1)
|
|
value : integer {Mercenary.system.resources.focus.value} (same value: 1)
|
|
saves : object {Mercenary.system.saves}
|
|
fortitude : object {Mercenary.system.saves.fortitude}
|
|
saveDetail : string {Mercenary.system.saves.fortitude.saveDetail} (same value: )
|
|
value : integer {Mercenary.system.saves.fortitude.value} (7 different values)
|
|
8 (x2)
|
|
9 (x1)
|
|
17 (x1)
|
|
16 (x1)
|
|
18 (x1)
|
|
15 (x1)
|
|
25 (x1)
|
|
reflex : object {Mercenary.system.saves.reflex}
|
|
saveDetail : string {Mercenary.system.saves.reflex.saveDetail} (same value: )
|
|
value : integer {Mercenary.system.saves.reflex.value} (7 different values)
|
|
7 (x1)
|
|
12 (x1)
|
|
20 (x1)
|
|
9 (x1)
|
|
17 (x2)
|
|
11 (x1)
|
|
28 (x1)
|
|
will : object {Mercenary.system.saves.will}
|
|
saveDetail : string {Mercenary.system.saves.will.saveDetail} (same value: )
|
|
value : integer {Mercenary.system.saves.will.value} (all different values)
|
|
skills : object {Mercenary.system.skills}
|
|
[athletics] : object {Mercenary.system.skills.athletics}
|
|
base : integer {Mercenary.system.skills.athletics.base} (6 different values)
|
|
7 (x1)
|
|
9 (x1)
|
|
15 (x2)
|
|
16 (x1)
|
|
19 (x1)
|
|
23 (x1)
|
|
[special] : array<object> {Mercenary.system.skills.athletics.special}
|
|
Length: min=0 max=1
|
|
Value type: object {Mercenary.system.skills.athletics.special.[]}
|
|
base : integer {Mercenary.system.skills.athletics.special.[].base} (same value: 18)
|
|
label : string {Mercenary.system.skills.athletics.special.[].label} (same value: to Disarm magic staves and wands)
|
|
predicate : array<string|object> {Mercenary.system.skills.athletics.special.[].predicate}
|
|
Length: min=2 max=2
|
|
Value type: mixed
|
|
string {Mercenary.system.skills.athletics.special.[].predicate.[]} (same value: action:disarm)
|
|
object {Mercenary.system.skills.athletics.special.[].predicate.[]}
|
|
or : array<string> {Mercenary.system.skills.athletics.special.[].predicate.[].or}
|
|
Length: min=2 max=2
|
|
Value type: string {Mercenary.system.skills.athletics.special.[].predicate.[].or.[]} (2 different values)
|
|
magic-staves (x1)
|
|
wands (x1)
|
|
[intimidation] : object {Mercenary.system.skills.intimidation}
|
|
base : integer {Mercenary.system.skills.intimidation.base} (4 different values)
|
|
6 (x1)
|
|
8 (x1)
|
|
17 (x1)
|
|
18 (x1)
|
|
[society] : object {Mercenary.system.skills.society}
|
|
base : integer {Mercenary.system.skills.society.base} (4 different values)
|
|
2 (x1)
|
|
20 (x1)
|
|
9 (x1)
|
|
14 (x1)
|
|
[deception] : object {Mercenary.system.skills.deception}
|
|
base : integer {Mercenary.system.skills.deception.base} (2 different values)
|
|
10 (x1)
|
|
19 (x1)
|
|
[diplomacy] : object {Mercenary.system.skills.diplomacy}
|
|
base : integer {Mercenary.system.skills.diplomacy.base} (2 different values)
|
|
8 (x1)
|
|
19 (x1)
|
|
[stealth] : object {Mercenary.system.skills.stealth}
|
|
base : integer {Mercenary.system.skills.stealth.base} (6 different values)
|
|
12 (x1)
|
|
20 (x1)
|
|
7 (x1)
|
|
18 (x1)
|
|
13 (x1)
|
|
25 (x1)
|
|
[special] : array<> {Mercenary.system.skills.stealth.special}
|
|
Length: min=0 max=0
|
|
Value type: mixed
|
|
[survival] : object {Mercenary.system.skills.survival}
|
|
base : integer {Mercenary.system.skills.survival.base} (3 different values)
|
|
9 (x1)
|
|
15 (x1)
|
|
11 (x1)
|
|
[acrobatics] : object {Mercenary.system.skills.acrobatics}
|
|
base : integer {Mercenary.system.skills.acrobatics.base} (3 different values)
|
|
18 (x1)
|
|
17 (x1)
|
|
25 (x1)
|
|
special : array<> {Mercenary.system.skills.acrobatics.special}
|
|
Length: min=0 max=0
|
|
Value type: mixed
|
|
[thievery] : object {Mercenary.system.skills.thievery}
|
|
base : integer {Mercenary.system.skills.thievery.base} (4 different values)
|
|
18 (x1)
|
|
9 (x1)
|
|
19 (x1)
|
|
23 (x1)
|
|
special : array<> {Mercenary.system.skills.thievery.special}
|
|
Length: min=0 max=0
|
|
Value type: mixed
|
|
[arcana] : object {Mercenary.system.skills.arcana}
|
|
base : integer {Mercenary.system.skills.arcana.base} (2 different values)
|
|
11 (x1)
|
|
13 (x1)
|
|
special : array<> {Mercenary.system.skills.arcana.special}
|
|
Length: min=0 max=0
|
|
Value type: mixed
|
|
crafting : object {Mercenary.system.skills.crafting}
|
|
base : integer {Mercenary.system.skills.crafting.base} (same value: 27)
|
|
special : array<object> {Mercenary.system.skills.crafting.special}
|
|
Length: min=1 max=1
|
|
Value type: object {Mercenary.system.skills.crafting.special.[]}
|
|
base : integer {Mercenary.system.skills.crafting.special.[].base} (same value: 31)
|
|
label : string {Mercenary.system.skills.crafting.special.[].label} (same value: to Craft alchemical items)
|
|
predicate : array<string> {Mercenary.system.skills.crafting.special.[].predicate}
|
|
Length: min=1 max=1
|
|
Value type: string {Mercenary.system.skills.crafting.special.[].predicate.[]} (same value: item:trait:alchemical)
|
|
traits : object {Mercenary.system.traits}
|
|
rarity : string {Mercenary.system.traits.rarity} (same value: common)
|
|
size : object {Mercenary.system.traits.size}
|
|
value : string {Mercenary.system.traits.size.value} (2 different values)
|
|
med (x7)
|
|
grg (x1)
|
|
value : array<string> {Mercenary.system.traits.value}
|
|
Length: min=2 max=3
|
|
Value type: string {Mercenary.system.traits.value.[]} (3 different values)
|
|
human (x8)
|
|
humanoid (x8)
|
|
troop (x1)
|
|
type : string {Mercenary.type} (same value: npc) |