Files
Pf2eDataScrapper/output/pf2e/packs/2-10.txt
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2-10
Different values: 10
=====================================
object {2-10}
_id : string {2-10._id} (all different values)
folder : string {2-10.folder} (same value: LyGamhKp06y9TVsM)
img : string {2-10.img} (same value: systems/pf2e/icons/default-icons/npc.svg)
items : array<object> {2-10.items}
Length: min=7 max=16
Value type: object {2-10.items.[]}
_id : string {2-10.items.[]._id} (99 different values)
[_stats] : object {2-10.items.[]._stats}
compendiumSource : string {2-10.items.[]._stats.compendiumSource} (18 different values)
Compendium.pf2e.equipment-srd.Item.grmaV4GdoGD7sKbn (x2)
Compendium.pf2e.equipment-srd.Item.JNt7GmLCCVz5BiEI (x2)
Compendium.pf2e.equipment-srd.Item.AnwzlOs0njF9Jqnr (x6)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.hFtNbo1LKYCoDy2O (x8)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.N1kstYbHScxgUQtN (x10)
Compendium.pf2e.equipment-srd.Item.7tKkkF8eZ4iCLJtp (x6)
Compendium.pf2e.equipment-srd.Item.e4NwsnPnpQKbDZ9F (x6)
Compendium.pf2e.equipment-srd.Item.w2ENw2VMPcsbif8g (x6)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.AWvNPE4U0kEJSL1T (x4)
Compendium.pf2e.actionspf2e.Item.JYi4MnsdFu618hPm (x2)
Compendium.pf2e.equipment-srd.Item.J6H5UbLVsSXShoTs (x2)
Compendium.pf2e.equipment-srd.Item.gWr4q4HiyGhETA8H (x2)
Compendium.pf2e.equipment-srd.Item.SgtqZxt26BdjUmEB (x2)
Compendium.pf2e.equipment-srd.Item.4ftXXUCBHcf4b0MH (x2)
Compendium.pf2e.equipment-srd.Item.UlIxxLm71UdRgCFE (x2)
Compendium.pf2e.equipment-srd.Item.qCEOZ6109Yo34tRx (x2)
Compendium.pf2e.equipment-srd.Item.ehss8yPTXxiUdVlJ (x2)
Compendium.pf2e.equipment-srd.Item.TZUskLT7yvP7N2co (x2)
img : string {2-10.items.[].img} (19 different values)
systems/pf2e/icons/equipment/weapons/scimitar.webp (x2)
systems/pf2e/icons/equipment/weapons/javelin.webp (x2)
icons/equipment/chest/vest-leather-tattered-white.webp (x6)
systems/pf2e/icons/default-icons/melee.svg (x22)
systems/pf2e/icons/actions/Reaction.webp (x18)
icons/weapons/swords/sword-guard-purple.webp (x6)
systems/pf2e/icons/equipment/weapons/composite-shortbow.webp (x6)
systems/pf2e/icons/equipment/weapons/arrows.webp (x6)
systems/pf2e/icons/actions/TwoActions.webp (x4)
systems/pf2e/icons/actions/Passive.webp (x7)
systems/pf2e/icons/actions/OneAction.webp (x4)
systems/pf2e/icons/equipment/weapons/orc-necksplitter.webp (x2)
systems/pf2e/icons/equipment/alchemical-items/alchemical-bombs/alchemists-fire.webp (x2)
systems/pf2e/icons/equipment/alchemical-items/alchemical-bombs/acid-flask.webp (x2)
icons/tools/laboratory/vials-blue-pink.webp (x2)
icons/commodities/stone/geode-raw-tan.webp (x2)
icons/sundries/books/book-tooled-brass-brown.webp (x2)
systems/pf2e/icons/equipment/alchemical-items/alchemical-tools/smokestick.webp (x2)
systems/pf2e/icons/equipment/alchemical-items/alchemical-elixirs/elixir-of-life.webp (x2)
name : string {2-10.items.[].name} (27 different values)
sort : integer {2-10.items.[].sort} (16 different values)
100000 (x10)
200000 (x10)
300000 (x10)
400000 (x10)
500000 (x10)
600000 (x10)
700000 (x10)
800000 (x6)
900000 (x6)
1000000 (x6)
1100000 (x2)
1200000 (x2)
1300000 (x2)
1400000 (x2)
1500000 (x2)
1600000 (x1)
system : object {2-10.items.[].system}
[baseItem] : string {2-10.items.[].system.baseItem} (7 different values)
scimitar (x2)
javelin (x2)
hide-armor (x6)
shortsword (x6)
composite-shortbow (x6)
orc-necksplitter (x2)
alchemical-bomb (x4)
[bonus] : object {2-10.items.[].system.bonus}
value : integer {2-10.items.[].system.bonus.value} (all different values)
[bonusDamage] : object {2-10.items.[].system.bonusDamage}
value : integer {2-10.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {2-10.items.[].system.bulk}
value : mixed
integer {2-10.items.[].system.bulk.value} (3 different values)
1 (x12)
2 (x6)
0 (x2)
float {2-10.items.[].system.bulk.value} (same value: 0,1)
[category] : string {2-10.items.[].system.category} (all different values)
[containerId] : mixed
[damage] : object {2-10.items.[].system.damage}
[damageType] : string {2-10.items.[].system.damage.damageType} (4 different values)
slashing (x4)
piercing (x14)
fire (x2)
acid (x2)
[dice] : integer {2-10.items.[].system.damage.dice} (2 different values)
1 (x20)
2 (x2)
[die] : string {2-10.items.[].system.damage.die} (3 different values)
d6 (x16)
d8 (x4)
(x2)
[persistent] : object {2-10.items.[].system.damage.persistent}
[faces] : integer {2-10.items.[].system.damage.persistent.faces} (same value: 6)
number : integer {2-10.items.[].system.damage.persistent.number} (same value: 2)
type : string {2-10.items.[].system.damage.persistent.type} (2 different values)
fire (x2)
acid (x2)
[formula] : string {2-10.items.[].system.damage.formula} (same value: 3d6+6)
[kind] : string {2-10.items.[].system.damage.kind} (same value: healing)
[type] : string {2-10.items.[].system.damage.type} (same value: untyped)
description : object {2-10.items.[].system.description}
value : string {2-10.items.[].system.description.value} (27 different values)
[equipped] : object {2-10.items.[].system.equipped}
carryType : string {2-10.items.[].system.equipped.carryType} (same value: worn)
[handsHeld] : integer {2-10.items.[].system.equipped.handsHeld} (same value: 0)
[invested] : mixed
[inSlot] : boolean {2-10.items.[].system.equipped.inSlot} (2 different values)
False (x1)
True (x5)
[group] : string {2-10.items.[].system.group} (6 different values)
sword (x8)
dart (x2)
leather (x6)
bow (x6)
axe (x2)
bomb (x4)
[hardness] : integer {2-10.items.[].system.hardness} (same value: 0)
[hp] : object {2-10.items.[].system.hp}
max : integer {2-10.items.[].system.hp.max} (same value: 0)
value : integer {2-10.items.[].system.hp.value} (same value: 0)
[level] : object {2-10.items.[].system.level}
value : integer {2-10.items.[].system.level.value} (4 different values)
0 (x36)
3 (x4)
7 (x2)
5 (x2)
[material] : object {2-10.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {2-10.items.[].system.price}
value : object {2-10.items.[].system.price.value}
[gp] : integer {2-10.items.[].system.price.value.gp} (7 different values)
1 (x4)
2 (x8)
14 (x6)
10 (x4)
3 (x2)
53 (x2)
30 (x2)
[sp] : integer {2-10.items.[].system.price.value.sp} (2 different values)
1 (x8)
9 (x6)
[cp] : integer {2-10.items.[].system.price.value.cp} (same value: 5)
[per] : integer {2-10.items.[].system.price.per} (same value: 10)
publication : object {2-10.items.[].system.publication}
license : string {2-10.items.[].system.publication.license} (same value: OGL)
remaster : boolean {2-10.items.[].system.publication.remaster} (same value: False)
title : string {2-10.items.[].system.publication.title} (3 different values)
Pathfinder Core Rulebook (x20)
(x57)
Pathfinder Bestiary (x22)
[quantity] : integer {2-10.items.[].system.quantity} (7 different values)
1 (x34)
5 (x1)
3 (x1)
20 (x4)
10 (x2)
9 (x1)
12 (x1)
[range] : integer {2-10.items.[].system.range} (3 different values)
30 (x2)
60 (x6)
20 (x4)
[reload] : object {2-10.items.[].system.reload}
value : string {2-10.items.[].system.reload.value} (3 different values)
(x10)
- (x6)
0 (x6)
rules : ###FoundryRulesObject###
[runes] : object {2-10.items.[].system.runes}
potency : integer {2-10.items.[].system.runes.potency} (2 different values)
0 (x23)
1 (x5)
property : array<> {2-10.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {2-10.items.[].system.runes.striking} (2 different values)
0 (x19)
1 (x3)
[resilient] : integer {2-10.items.[].system.runes.resilient} (same value: 0)
[size] : string {2-10.items.[].system.size} (same value: med)
[slug] : string {2-10.items.[].system.slug} (18 different values)
scimitar (x2)
javelin (x2)
hide-armor (x6)
attack-of-opportunity (x8)
ferocity (x10)
shortsword (x6)
composite-shortbow (x6)
arrows (x6)
sneak-attack (x4)
hunt-prey (x2)
orc-necksplitter (x2)
alchemists-fire-moderate (x2)
acid-flask-moderate (x2)
alchemist-s-tools (x2)
flint-and-steel (x2)
formula-book-blank (x2)
smokestick-greater (x2)
elixir-of-life-lesser (x2)
[splashDamage] : object {2-10.items.[].system.splashDamage}
[value] : integer {2-10.items.[].system.splashDamage.value} (2 different values)
0 (x16)
2 (x4)
traits : object {2-10.items.[].system.traits}
rarity : string {2-10.items.[].system.traits.rarity} (2 different values)
common (x97)
uncommon (x2)
value : array<string> {2-10.items.[].system.traits.value}
Length: min=0 max=6
Value type: string {2-10.items.[].system.traits.value.[]} (22 different values)
[usage] : object {2-10.items.[].system.usage}
value : string {2-10.items.[].system.usage.value} (3 different values)
held-in-one-hand (x30)
held-in-one-plus-hands (x6)
held-in-two-hands (x2)
[acBonus] : integer {2-10.items.[].system.acBonus} (same value: 3)
[checkPenalty] : integer {2-10.items.[].system.checkPenalty} (same value: -2)
[dexCap] : integer {2-10.items.[].system.dexCap} (same value: 2)
[speedPenalty] : integer {2-10.items.[].system.speedPenalty} (same value: -5)
[strength] : integer {2-10.items.[].system.strength} (same value: 2)
[attack] : object {2-10.items.[].system.attack}
value : string {2-10.items.[].system.attack.value} (same value: )
[attackEffects] : object {2-10.items.[].system.attackEffects}
value : array<> {2-10.items.[].system.attackEffects.value}
Length: min=0 max=0
Value type: mixed
[damageRolls] : object {2-10.items.[].system.damageRolls}
[0] : object {2-10.items.[].system.damageRolls.0}
damage : string {2-10.items.[].system.damageRolls.0.damage} (11 different values)
1d6+11 (x3)
1d6+8 (x2)
1d8+4 (x2)
1d6+14 (x2)
2d8+7 (x2)
1d6+7 (x2)
1d8+10 (x1)
4 (x1)
2d8 (x2)
2d8+10 (x1)
5 (x1)
damageType : string {2-10.items.[].system.damageRolls.0.damageType} (4 different values)
slashing (x3)
piercing (x12)
acid (x2)
fire (x2)
[b08rny74e4tnzidg05yx] : object {2-10.items.[].system.damageRolls.b08rny74e4tnzidg05yx}
damage : string {2-10.items.[].system.damageRolls.b08rny74e4tnzidg05yx.damage} (same value: 1d6+9)
damageType : string {2-10.items.[].system.damageRolls.b08rny74e4tnzidg05yx.damageType} (same value: piercing)
[bublbng2ak9atu2lbyo8gn] : object {2-10.items.[].system.damageRolls.bublbng2ak9atu2lbyo8gn}
damage : string {2-10.items.[].system.damageRolls.bublbng2ak9atu2lbyo8gn.damage} (same value: 1d6+15)
damageType : string {2-10.items.[].system.damageRolls.bublbng2ak9atu2lbyo8gn.damageType} (same value: slashing)
[z8udvsl8yznn53wzrxn3j9] : object {2-10.items.[].system.damageRolls.z8udvsl8yznn53wzrxn3j9}
damage : string {2-10.items.[].system.damageRolls.z8udvsl8yznn53wzrxn3j9.damage} (same value: 1d6+12)
damageType : string {2-10.items.[].system.damageRolls.z8udvsl8yznn53wzrxn3j9.damageType} (same value: piercing)
[1] : object {2-10.items.[].system.damageRolls.1}
category : string {2-10.items.[].system.damageRolls.1.category} (same value: persistent)
damage : string {2-10.items.[].system.damageRolls.1.damage} (same value: 2d6)
damageType : string {2-10.items.[].system.damageRolls.1.damageType} (2 different values)
acid (x2)
fire (x2)
[2] : object {2-10.items.[].system.damageRolls.2}
category : string {2-10.items.[].system.damageRolls.2.category} (same value: splash)
damage : string {2-10.items.[].system.damageRolls.2.damage} (2 different values)
4 (x1)
5 (x1)
damageType : string {2-10.items.[].system.damageRolls.2.damageType} (same value: fire)
[weaponType] : object {2-10.items.[].system.weaponType}
value : string {2-10.items.[].system.weaponType.value} (2 different values)
melee (x16)
ranged (x6)
[actionType] : object {2-10.items.[].system.actionType}
value : string {2-10.items.[].system.actionType.value} (3 different values)
reaction (x18)
action (x8)
passive (x7)
[actions] : object {2-10.items.[].system.actions}
[value] : integer {2-10.items.[].system.actions.value} (2 different values)
2 (x4)
1 (x4)
[deathNote] : boolean {2-10.items.[].system.deathNote} (same value: True)
[stackGroup] : string {2-10.items.[].system.stackGroup} (same value: arrows)
[uses] : object {2-10.items.[].system.uses}
autoDestroy : boolean {2-10.items.[].system.uses.autoDestroy} (same value: True)
max : integer {2-10.items.[].system.uses.max} (same value: 1)
value : integer {2-10.items.[].system.uses.value} (same value: 1)
[frequency] : object {2-10.items.[].system.frequency}
max : integer {2-10.items.[].system.frequency.max} (same value: 1)
per : string {2-10.items.[].system.frequency.per} (same value: round)
value : integer {2-10.items.[].system.frequency.value} (same value: 1)
[skill_requirements] : object {2-10.items.[].system.skill_requirements}
rank : string {2-10.items.[].system.skill_requirements.rank} (same value: )
skill : string {2-10.items.[].system.skill_requirements.skill} (same value: )
type : string {2-10.items.[].type} (6 different values)
weapon (x22)
armor (x6)
melee (x22)
action (x33)
consumable (x10)
equipment (x6)
[flags] : object {2-10.items.[].flags}
pf2e : object {2-10.items.[].flags.pf2e}
linkedWeapon : string {2-10.items.[].flags.pf2e.linkedWeapon} (22 different values)
name : string {2-10.name} (all different values)
prototypeToken : object {2-10.prototypeToken}
name : string {2-10.prototypeToken.name} (5 different values)
Burning Sun Orc (x2)
Scorched Earth Orc (Clipper) (x2)
Scorched Earth Orc (Scout) (x2)
Scorched Earth Orc (Sharpshooter) (x2)
Strak (x2)
system : object {2-10.system}
abilities : object {2-10.system.abilities}
cha : object {2-10.system.abilities.cha}
mod : integer {2-10.system.abilities.cha.mod} (2 different values)
2 (x8)
3 (x2)
con : object {2-10.system.abilities.con}
mod : integer {2-10.system.abilities.con.mod} (3 different values)
2 (x7)
3 (x2)
4 (x1)
dex : object {2-10.system.abilities.dex}
mod : integer {2-10.system.abilities.dex.mod} (3 different values)
2 (x3)
3 (x2)
4 (x5)
int : object {2-10.system.abilities.int}
mod : integer {2-10.system.abilities.int.mod} (4 different values)
1 (x5)
0 (x1)
2 (x3)
3 (x1)
str : object {2-10.system.abilities.str}
mod : integer {2-10.system.abilities.str.mod} (3 different values)
3 (x2)
4 (x5)
5 (x3)
wis : object {2-10.system.abilities.wis}
mod : integer {2-10.system.abilities.wis.mod} (2 different values)
1 (x7)
2 (x3)
attributes : object {2-10.system.attributes}
ac : object {2-10.system.attributes.ac}
details : string {2-10.system.attributes.ac.details} (same value: )
value : integer {2-10.system.attributes.ac.value} (5 different values)
21 (x4)
23 (x1)
25 (x2)
24 (x2)
27 (x1)
allSaves : object {2-10.system.attributes.allSaves}
value : string {2-10.system.attributes.allSaves.value} (same value: )
hp : object {2-10.system.attributes.hp}
details : string {2-10.system.attributes.hp.details} (same value: )
max : integer {2-10.system.attributes.hp.max} (8 different values)
63 (x1)
99 (x1)
78 (x2)
119 (x2)
55 (x1)
95 (x1)
92 (x1)
130 (x1)
temp : integer {2-10.system.attributes.hp.temp} (same value: 0)
[tempmax] : integer {2-10.system.attributes.hp.tempmax} (same value: 0)
value : integer {2-10.system.attributes.hp.value} (8 different values)
63 (x1)
99 (x1)
78 (x2)
119 (x2)
55 (x1)
95 (x1)
92 (x1)
130 (x1)
speed : object {2-10.system.attributes.speed}
otherSpeeds : array<> {2-10.system.attributes.speed.otherSpeeds}
Length: min=0 max=0
Value type: mixed
value : integer {2-10.system.attributes.speed.value} (same value: 30)
details : object {2-10.system.details}
blurb : string {2-10.system.details.blurb} (same value: )
languages : object {2-10.system.details.languages}
details : string {2-10.system.details.languages.details} (same value: )
value : array<string> {2-10.system.details.languages.value}
Length: min=2 max=2
Value type: string {2-10.system.details.languages.value.[]} (2 different values)
common (x10)
orcish (x10)
level : object {2-10.system.details.level}
value : integer {2-10.system.details.level.value} (5 different values)
4 (x2)
6 (x3)
5 (x2)
7 (x2)
8 (x1)
privateNotes : string {2-10.system.details.privateNotes} (same value: )
publicNotes : string {2-10.system.details.publicNotes} (same value: )
publication : object {2-10.system.details.publication}
license : string {2-10.system.details.publication.license} (same value: OGL)
remaster : boolean {2-10.system.details.publication.remaster} (same value: False)
title : string {2-10.system.details.publication.title} (same value: Pathfinder Society Scenario #2-10: In Burning Dawn)
initiative : object {2-10.system.initiative}
statistic : string {2-10.system.initiative.statistic} (same value: perception)
perception : object {2-10.system.perception}
details : string {2-10.system.perception.details} (same value: )
mod : integer {2-10.system.perception.mod} (5 different values)
12 (x2)
13 (x2)
15 (x3)
16 (x2)
11 (x1)
senses : array<object> {2-10.system.perception.senses}
Length: min=1 max=1
Value type: object {2-10.system.perception.senses.[]}
type : string {2-10.system.perception.senses.[].type} (same value: darkvision)
resources : object {2-10.system.resources}
saves : object {2-10.system.saves}
fortitude : object {2-10.system.saves.fortitude}
saveDetail : string {2-10.system.saves.fortitude.saveDetail} (same value: )
value : integer {2-10.system.saves.fortitude.value} (5 different values)
14 (x3)
16 (x2)
17 (x2)
11 (x2)
13 (x1)
reflex : object {2-10.system.saves.reflex}
saveDetail : string {2-10.system.saves.reflex.saveDetail} (same value: )
value : integer {2-10.system.saves.reflex.value} (5 different values)
11 (x1)
14 (x3)
12 (x2)
15 (x3)
18 (x1)
will : object {2-10.system.saves.will}
saveDetail : string {2-10.system.saves.will.saveDetail} (2 different values)
(x9)
Items shortsword, composite shortbow (10 arrows) (x1)
value : integer {2-10.system.saves.will.value} (3 different values)
9 (x5)
12 (x4)
14 (x1)
skills : object {2-10.system.skills}
[athletics] : object {2-10.system.skills.athletics}
base : integer {2-10.system.skills.athletics.base} (4 different values)
11 (x1)
13 (x1)
12 (x3)
15 (x3)
intimidation : object {2-10.system.skills.intimidation}
base : integer {2-10.system.skills.intimidation.base} (4 different values)
12 (x5)
14 (x2)
13 (x2)
15 (x1)
survival : object {2-10.system.skills.survival}
base : integer {2-10.system.skills.survival.base} (4 different values)
10 (x2)
11 (x2)
13 (x4)
16 (x2)
acrobatics : object {2-10.system.skills.acrobatics}
base : integer {2-10.system.skills.acrobatics.base} (2 different values)
12 (x1)
14 (x1)
crafting : object {2-10.system.skills.crafting}
base : integer {2-10.system.skills.crafting.base} (2 different values)
14 (x1)
17 (x1)
traits : object {2-10.system.traits}
rarity : string {2-10.system.traits.rarity} (2 different values)
uncommon (x8)
unique (x2)
size : object {2-10.system.traits.size}
value : string {2-10.system.traits.size.value} (same value: med)
value : array<string> {2-10.system.traits.value}
Length: min=3 max=4
Value type: string {2-10.system.traits.value.[]} (5 different values)
good (x2)
humanoid (x10)
orc (x10)
chaotic (x8)
evil (x8)
type : string {2-10.type} (same value: npc)