Files
Pf2eDataScrapper/output/pf2e/packs/Military.txt
T

782 lines
49 KiB
Plaintext

Military
Different values: 11
=====================================
object {Military}
_id : string {Military._id} (all different values)
folder : string {Military.folder} (same value: O6vDDIyHvNzBClS1)
img : string {Military.img} (same value: systems/pf2e/icons/default-icons/npc.svg)
items : array<object> {Military.items}
Length: min=5 max=36
Value type: object {Military.items.[]}
_id : string {Military.items.[]._id} (129 different values)
[_stats] : object {Military.items.[]._stats}
compendiumSource : string {Military.items.[]._stats.compendiumSource} (51 different values)
img : string {Military.items.[].img} (54 different values)
name : string {Military.items.[].name} (91 different values)
sort : integer {Military.items.[].sort} (36 different values)
system : object {Military.items.[].system}
[baseItem] : string {Military.items.[].system.baseItem} (16 different values)
pick (x1)
heavy-crossbow (x1)
studded-leather-armor (x1)
javelin (x1)
longsword (x1)
chain-shirt (x2)
crossbow (x1)
shortsword (x2)
wooden-shield (x1)
chain-mail (x1)
mace (x1)
steel-shield (x1)
full-plate (x1)
dagger (x1)
arquebus (x1)
ranseur (x1)
[bonus] : object {Military.items.[].system.bonus}
value : integer {Military.items.[].system.bonus.value} (all different values)
[bonusDamage] : object {Military.items.[].system.bonusDamage}
value : integer {Military.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {Military.items.[].system.bulk}
value : mixed
integer {Military.items.[].system.bulk.value} (3 different values)
1 (x10)
2 (x4)
4 (x1)
float {Military.items.[].system.bulk.value} (same value: 0,1)
[category] : string {Military.items.[].system.category} (9 different values)
martial (x6)
simple (x5)
light (x3)
ammo (x3)
interaction (x4)
offensive (x27)
defensive (x20)
medium (x1)
heavy (x1)
[containerId] : mixed
[damage] : object {Military.items.[].system.damage}
[damageType] : string {Military.items.[].system.damage.damageType} (3 different values)
piercing (x9)
slashing (x1)
bludgeoning (x1)
[dice] : integer {Military.items.[].system.damage.dice} (same value: 1)
[die] : string {Military.items.[].system.damage.die} (4 different values)
d6 (x5)
d10 (x2)
d8 (x3)
d4 (x1)
[0] : object {Military.items.[].system.damage.0}
applyMod : boolean {Military.items.[].system.damage.0.applyMod} (same value: False)
[category] : mixed
formula : string {Military.items.[].system.damage.0.formula} (7 different values)
8d6 (x1)
6d8 (x1)
6d6 (x2)
3d4 (x1)
2d4 (x1)
1d4+1 (x2)
2d6 (x1)
kinds : array<string> {Military.items.[].system.damage.0.kinds}
Length: min=1 max=1
Value type: string {Military.items.[].system.damage.0.kinds.[]} (same value: damage)
materials : array<string> {Military.items.[].system.damage.0.materials}
Length: min=0 max=1
Value type: string {Military.items.[].system.damage.0.materials.[]} (same value: cold-iron)
type : string {Military.items.[].system.damage.0.type} (7 different values)
piercing (x2)
poison (x1)
fire (x1)
void (x1)
electricity (x1)
force (x2)
untyped (x1)
[3bsJUDEgedKhPx6T] : object {Military.items.[].system.damage.3bsJUDEgedKhPx6T}
applyMod : boolean {Military.items.[].system.damage.3bsJUDEgedKhPx6T.applyMod} (same value: False)
[category] : mixed
formula : string {Military.items.[].system.damage.3bsJUDEgedKhPx6T.formula} (same value: 2d4)
kinds : array<string> {Military.items.[].system.damage.3bsJUDEgedKhPx6T.kinds}
Length: min=1 max=1
Value type: string {Military.items.[].system.damage.3bsJUDEgedKhPx6T.kinds.[]} (same value: damage)
materials : array<> {Military.items.[].system.damage.3bsJUDEgedKhPx6T.materials}
Length: min=0 max=0
Value type: mixed
type : string {Military.items.[].system.damage.3bsJUDEgedKhPx6T.type} (same value: cold)
description : object {Military.items.[].system.description}
value : string {Military.items.[].system.description.value} (88 different values)
[equipped] : object {Military.items.[].system.equipped}
carryType : string {Military.items.[].system.equipped.carryType} (2 different values)
worn (x24)
held (x1)
[handsHeld] : integer {Military.items.[].system.equipped.handsHeld} (2 different values)
0 (x12)
1 (x1)
[invested] : mixed
[inSlot] : boolean {Military.items.[].system.equipped.inSlot} (same value: True)
[group] : string {Military.items.[].system.group} (all different values)
[hardness] : integer {Military.items.[].system.hardness} (3 different values)
0 (x23)
3 (x1)
5 (x1)
[hp] : object {Military.items.[].system.hp}
max : integer {Military.items.[].system.hp.max} (3 different values)
0 (x23)
12 (x1)
20 (x1)
value : integer {Military.items.[].system.hp.value} (3 different values)
0 (x23)
12 (x1)
20 (x1)
[level] : object {Military.items.[].system.level}
value : integer {Military.items.[].system.level.value} (6 different values)
0 (x24)
5 (x2)
4 (x3)
3 (x4)
2 (x3)
1 (x12)
[material] : object {Military.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {Military.items.[].system.price}
value : object {Military.items.[].system.price.value}
[sp] : integer {Military.items.[].system.price.value.sp} (4 different values)
7 (x1)
1 (x5)
9 (x2)
2 (x1)
[gp] : integer {Military.items.[].system.price.value.gp} (8 different values)
4 (x1)
3 (x2)
1 (x4)
5 (x3)
6 (x1)
2 (x2)
30 (x1)
8 (x1)
[per] : integer {Military.items.[].system.price.per} (same value: 10)
publication : object {Military.items.[].system.publication}
license : string {Military.items.[].system.publication.license} (same value: ORC)
remaster : boolean {Military.items.[].system.publication.remaster} (same value: True)
title : string {Military.items.[].system.publication.title} (5 different values)
Pathfinder Player Core (x44)
(x62)
Pathfinder NPC Core (x16)
Pathfinder Monster Core (x4)
Pathfinder Guns & Gears (x3)
[quantity] : integer {Military.items.[].system.quantity} (5 different values)
1 (x20)
10 (x2)
6 (x1)
4 (x1)
20 (x1)
[range] : mixed
integer {Military.items.[].system.range} (3 different values)
120 (x2)
30 (x1)
150 (x1)
object {Military.items.[].system.range}
value : string {Military.items.[].system.range.value} (6 different values)
30 feet (x7)
120 feet (x5)
(x5)
touch (x3)
500 feet (x1)
60 feet (x2)
[reload] : object {Military.items.[].system.reload}
value : string {Military.items.[].system.reload.value} (4 different values)
(x5)
2 (x1)
- (x3)
1 (x2)
rules : ###FoundryRulesObject###
[runes] : object {Military.items.[].system.runes}
[potency] : integer {Military.items.[].system.runes.potency} (2 different values)
0 (x13)
1 (x3)
[property] : array<> {Military.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {Military.items.[].system.runes.striking} (2 different values)
0 (x9)
1 (x2)
[resilient] : integer {Military.items.[].system.runes.resilient} (same value: 0)
[reinforcing] : integer {Military.items.[].system.runes.reinforcing} (same value: 0)
[size] : string {Military.items.[].system.size} (same value: med)
[slug] : string {Military.items.[].system.slug} (48 different values)
[splashDamage] : object {Military.items.[].system.splashDamage}
value : integer {Military.items.[].system.splashDamage.value} (same value: 0)
traits : object {Military.items.[].system.traits}
[rarity] : string {Military.items.[].system.traits.rarity} (2 different values)
common (x44)
uncommon (x4)
[value] : array<string> {Military.items.[].system.traits.value}
Length: min=0 max=5
Value type: string {Military.items.[].system.traits.value.[]} (58 different values)
[integrated] : mixed
[traditions] : array<string> {Military.items.[].system.traits.traditions}
Length: min=0 max=4
Value type: string {Military.items.[].system.traits.traditions.[]} (4 different values)
arcane (x21)
primal (x14)
divine (x6)
occult (x11)
[usage] : object {Military.items.[].system.usage}
value : string {Military.items.[].system.usage.value} (3 different values)
held-in-one-hand (x12)
held-in-two-hands (x4)
other (x2)
[canBeAmmo] : boolean {Military.items.[].system.usage.canBeAmmo} (same value: False)
[acBonus] : integer {Military.items.[].system.acBonus} (3 different values)
2 (x5)
4 (x1)
6 (x1)
[checkPenalty] : integer {Military.items.[].system.checkPenalty} (3 different values)
-1 (x3)
-2 (x1)
-3 (x1)
[dexCap] : integer {Military.items.[].system.dexCap} (3 different values)
3 (x3)
1 (x1)
0 (x1)
[speedPenalty] : integer {Military.items.[].system.speedPenalty} (3 different values)
0 (x5)
-5 (x1)
-10 (x1)
[strength] : integer {Military.items.[].system.strength} (3 different values)
1 (x3)
3 (x1)
4 (x1)
[stackGroup] : string {Military.items.[].system.stackGroup} (2 different values)
bolts (x2)
rounds10 (x1)
[uses] : object {Military.items.[].system.uses}
autoDestroy : boolean {Military.items.[].system.uses.autoDestroy} (same value: True)
max : integer {Military.items.[].system.uses.max} (same value: 1)
value : integer {Military.items.[].system.uses.value} (same value: 1)
[attackEffects] : object {Military.items.[].system.attackEffects}
value : array<> {Military.items.[].system.attackEffects.value}
Length: min=0 max=0
Value type: mixed
[damageRolls] : object {Military.items.[].system.damageRolls}
[sxAZRqzRwbKWmwer] : object {Military.items.[].system.damageRolls.sxAZRqzRwbKWmwer}
damage : string {Military.items.[].system.damageRolls.sxAZRqzRwbKWmwer.damage} (same value: 1d6+3)
damageType : string {Military.items.[].system.damageRolls.sxAZRqzRwbKWmwer.damageType} (same value: piercing)
[iswR188zNNz1VJHP] : object {Military.items.[].system.damageRolls.iswR188zNNz1VJHP}
damage : string {Military.items.[].system.damageRolls.iswR188zNNz1VJHP.damage} (5 different values)
1d4+3 (x1)
1d4+12 (x1)
1d4+6 (x1)
1d4+11 (x1)
1d4+8 (x2)
damageType : string {Military.items.[].system.damageRolls.iswR188zNNz1VJHP.damageType} (same value: bludgeoning)
[6QGmi8kpwnUYObmK] : object {Military.items.[].system.damageRolls.6QGmi8kpwnUYObmK}
damage : string {Military.items.[].system.damageRolls.6QGmi8kpwnUYObmK.damage} (same value: 1d10)
damageType : string {Military.items.[].system.damageRolls.6QGmi8kpwnUYObmK.damageType} (same value: piercing)
[GjnxBwS1HVdnqogy] : object {Military.items.[].system.damageRolls.GjnxBwS1HVdnqogy}
damage : string {Military.items.[].system.damageRolls.GjnxBwS1HVdnqogy.damage} (same value: 1d6+12)
damageType : string {Military.items.[].system.damageRolls.GjnxBwS1HVdnqogy.damageType} (same value: piercing)
[LLquxf1EbAdDKdts] : object {Military.items.[].system.damageRolls.LLquxf1EbAdDKdts}
damage : string {Military.items.[].system.damageRolls.LLquxf1EbAdDKdts.damage} (same value: 2d8+12)
damageType : string {Military.items.[].system.damageRolls.LLquxf1EbAdDKdts.damageType} (same value: slashing)
[o6P42JjVWJWA4o7P] : object {Military.items.[].system.damageRolls.o6P42JjVWJWA4o7P}
damage : string {Military.items.[].system.damageRolls.o6P42JjVWJWA4o7P.damage} (same value: 1d6+5)
damageType : string {Military.items.[].system.damageRolls.o6P42JjVWJWA4o7P.damageType} (same value: piercing)
[W7Zx7yNlP79r1nrG] : object {Military.items.[].system.damageRolls.W7Zx7yNlP79r1nrG}
damage : string {Military.items.[].system.damageRolls.W7Zx7yNlP79r1nrG.damage} (same value: 1d8+2)
damageType : string {Military.items.[].system.damageRolls.W7Zx7yNlP79r1nrG.damageType} (same value: piercing)
[zCni5sGXzNCC6DtU] : object {Military.items.[].system.damageRolls.zCni5sGXzNCC6DtU}
damage : string {Military.items.[].system.damageRolls.zCni5sGXzNCC6DtU.damage} (same value: 2d6+11)
damageType : string {Military.items.[].system.damageRolls.zCni5sGXzNCC6DtU.damageType} (same value: bludgeoning)
[GEP54QCyxaLOFYe7] : object {Military.items.[].system.damageRolls.GEP54QCyxaLOFYe7}
damage : string {Military.items.[].system.damageRolls.GEP54QCyxaLOFYe7.damage} (same value: 1d4+8)
damageType : string {Military.items.[].system.damageRolls.GEP54QCyxaLOFYe7.damageType} (same value: piercing)
[qUcsOGJYDPoWpIdq] : object {Military.items.[].system.damageRolls.qUcsOGJYDPoWpIdq}
damage : string {Military.items.[].system.damageRolls.qUcsOGJYDPoWpIdq.damage} (same value: 1d4+8)
damageType : string {Military.items.[].system.damageRolls.qUcsOGJYDPoWpIdq.damageType} (same value: piercing)
[VFVEUMnyunHnMIoh] : object {Military.items.[].system.damageRolls.VFVEUMnyunHnMIoh}
damage : string {Military.items.[].system.damageRolls.VFVEUMnyunHnMIoh.damage} (same value: 1d8+6)
damageType : string {Military.items.[].system.damageRolls.VFVEUMnyunHnMIoh.damageType} (same value: piercing)
[iaOTDni9QFnkxQF1] : object {Military.items.[].system.damageRolls.iaOTDni9QFnkxQF1}
damage : string {Military.items.[].system.damageRolls.iaOTDni9QFnkxQF1.damage} (same value: 1d10+8)
damageType : string {Military.items.[].system.damageRolls.iaOTDni9QFnkxQF1.damageType} (same value: piercing)
[ySR04Ksm6zaEtzyE] : object {Military.items.[].system.damageRolls.ySR04Ksm6zaEtzyE}
damage : string {Military.items.[].system.damageRolls.ySR04Ksm6zaEtzyE.damage} (same value: 1d6+8)
damageType : string {Military.items.[].system.damageRolls.ySR04Ksm6zaEtzyE.damageType} (same value: piercing)
[actionType] : object {Military.items.[].system.actionType}
value : string {Military.items.[].system.actionType.value} (4 different values)
passive (x24)
action (x22)
reaction (x4)
free (x1)
[actions] : object {Military.items.[].system.actions}
[value] : integer {Military.items.[].system.actions.value} (3 different values)
2 (x7)
1 (x12)
3 (x3)
[mod] : object {Military.items.[].system.mod}
value : integer {Military.items.[].system.mod.value} (8 different values)
15 (x2)
13 (x1)
18 (x1)
12 (x2)
6 (x1)
20 (x1)
11 (x1)
10 (x1)
[proficient] : object {Military.items.[].system.proficient}
value : integer {Military.items.[].system.proficient.value} (same value: 0)
[frequency] : object {Military.items.[].system.frequency}
max : integer {Military.items.[].system.frequency.max} (same value: 1)
per : string {Military.items.[].system.frequency.per} (3 different values)
round (x6)
turn (x1)
day (x1)
[value] : integer {Military.items.[].system.frequency.value} (same value: 1)
[autoHeightenLevel] : object {Military.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {Military.items.[].system.prepared}
[flexible] : boolean {Military.items.[].system.prepared.flexible} (same value: False)
value : string {Military.items.[].system.prepared.value} (2 different values)
prepared (x1)
focus (x1)
[proficiency] : object {Military.items.[].system.proficiency}
value : integer {Military.items.[].system.proficiency.value} (same value: 1)
[slots] : object {Military.items.[].system.slots}
[slot0] : object {Military.items.[].system.slots.slot0}
max : integer {Military.items.[].system.slots.slot0.max} (same value: 7)
prepared : array<object> {Military.items.[].system.slots.slot0.prepared}
Length: min=7 max=7
Value type: object {Military.items.[].system.slots.slot0.prepared.[]}
id : string {Military.items.[].system.slots.slot0.prepared.[].id} (7 different values)
EbF9Ko931GCHJoNo (x1)
oP2pjJF2pFmdYgJS (x1)
BGcxQPHFMjpVebF5 (x1)
yQeK1YGNnwkbZ4Ga (x1)
2xFYFiJqNviEq9Nu (x1)
4QtjcbvBAEFq9VfE (x1)
i4nvRl4RIupg9MLk (x1)
[slot1] : object {Military.items.[].system.slots.slot1}
max : integer {Military.items.[].system.slots.slot1.max} (same value: 3)
prepared : array<object> {Military.items.[].system.slots.slot1.prepared}
Length: min=3 max=3
Value type: object {Military.items.[].system.slots.slot1.prepared.[]}
id : string {Military.items.[].system.slots.slot1.prepared.[].id} (3 different values)
ON1NM8RMCrrkZa6L (x1)
nCddqo1HPTJSMt2H (x1)
X5eivJ2G4HKpV7Mb (x1)
[slot2] : object {Military.items.[].system.slots.slot2}
max : integer {Military.items.[].system.slots.slot2.max} (same value: 3)
prepared : array<object> {Military.items.[].system.slots.slot2.prepared}
Length: min=3 max=3
Value type: object {Military.items.[].system.slots.slot2.prepared.[]}
id : string {Military.items.[].system.slots.slot2.prepared.[].id} (2 different values)
3mfGGh5ney2uD2IL (x2)
w8Dw6VXm4vcpUbZ6 (x1)
[slot3] : object {Military.items.[].system.slots.slot3}
max : integer {Military.items.[].system.slots.slot3.max} (same value: 3)
prepared : array<object> {Military.items.[].system.slots.slot3.prepared}
Length: min=3 max=3
Value type: object {Military.items.[].system.slots.slot3.prepared.[]}
id : string {Military.items.[].system.slots.slot3.prepared.[].id} (3 different values)
aHv2CGlhG9WjjKdw (x1)
pvBJdgPdaTEL7DHA (x1)
aSshaIVjCCwRy8gH (x1)
[slot4] : object {Military.items.[].system.slots.slot4}
max : integer {Military.items.[].system.slots.slot4.max} (same value: 3)
prepared : array<object> {Military.items.[].system.slots.slot4.prepared}
Length: min=3 max=3
Value type: object {Military.items.[].system.slots.slot4.prepared.[]}
id : string {Military.items.[].system.slots.slot4.prepared.[].id} (3 different values)
gk2nHjFcfn8rph74 (x1)
7hLmlTTzL9gQQ8WK (x1)
FIlu3bLB3nP9cIPI (x1)
[slot5] : object {Military.items.[].system.slots.slot5}
max : integer {Military.items.[].system.slots.slot5.max} (same value: 3)
prepared : array<object> {Military.items.[].system.slots.slot5.prepared}
Length: min=3 max=3
Value type: object {Military.items.[].system.slots.slot5.prepared.[]}
id : string {Military.items.[].system.slots.slot5.prepared.[].id} (3 different values)
tqYuINrgW7fzqRbL (x1)
VECXmgGNfSAlfWBF (x1)
kxeXUrqMZ359db5q (x1)
[spelldc] : object {Military.items.[].system.spelldc}
dc : integer {Military.items.[].system.spelldc.dc} (same value: 28)
value : integer {Military.items.[].system.spelldc.value} (same value: 20)
[tradition] : object {Military.items.[].system.tradition}
value : string {Military.items.[].system.tradition.value} (same value: arcane)
[area] : object {Military.items.[].system.area}
type : string {Military.items.[].system.area.type} (2 different values)
burst (x3)
emanation (x1)
value : integer {Military.items.[].system.area.value} (2 different values)
20 (x3)
30 (x1)
[cost] : object {Military.items.[].system.cost}
value : string {Military.items.[].system.cost.value} (same value: )
[counteraction] : boolean {Military.items.[].system.counteraction} (same value: False)
[defense] : object {Military.items.[].system.defense}
save : object {Military.items.[].system.defense.save}
basic : boolean {Military.items.[].system.defense.save.basic} (2 different values)
False (x4)
True (x5)
statistic : string {Military.items.[].system.defense.save.statistic} (2 different values)
reflex (x4)
fortitude (x5)
[duration] : object {Military.items.[].system.duration}
sustained : boolean {Military.items.[].system.duration.sustained} (2 different values)
False (x22)
True (x1)
value : string {Military.items.[].system.duration.value} (7 different values)
1 minute (x5)
(x12)
5 minutes (x1)
varies (x2)
10 minutes (x1)
until your next daily preparations (x1)
until the end of your turn (x1)
[heightening] : object {Military.items.[].system.heightening}
[damage] : object {Military.items.[].system.heightening.damage}
[0] : string {Military.items.[].system.heightening.damage.0} (5 different values)
2d6 (x3)
1d8 (x1)
1d4 (x2)
1d4+1 (x1)
1d6 (x1)
[3bsJUDEgedKhPx6T] : string {Military.items.[].system.heightening.damage.3bsJUDEgedKhPx6T} (same value: 1d4)
[interval] : integer {Military.items.[].system.heightening.interval} (2 different values)
1 (x8)
2 (x1)
type : string {Military.items.[].system.heightening.type} (2 different values)
interval (x9)
fixed (x2)
[levels] : object {Military.items.[].system.heightening.levels}
3 : object {Military.items.[].system.heightening.levels.3}
target : object {Military.items.[].system.heightening.levels.3.target}
value : string {Military.items.[].system.heightening.levels.3.target.value} (2 different values)
10 objects (x1)
1 unattended object with a Bulk of 1 or less (x1)
[6] : object {Military.items.[].system.heightening.levels.6}
target : object {Military.items.[].system.heightening.levels.6.target}
value : string {Military.items.[].system.heightening.levels.6.target.value} (same value: any number of objects)
5 : object {Military.items.[].system.heightening.levels.5}
range : object {Military.items.[].system.heightening.levels.5.range}
value : string {Military.items.[].system.heightening.levels.5.range.value} (same value: 60 feet)
7 : object {Military.items.[].system.heightening.levels.7}
target : object {Military.items.[].system.heightening.levels.7.target}
value : string {Military.items.[].system.heightening.levels.7.target.value} (same value: 1 unattended object with a Bulk of 2 or less)
[location] : object {Military.items.[].system.location}
value : string {Military.items.[].system.location.value} (2 different values)
EZPbSs6MIocHuwu5 (x21)
ilpE8aUeM9CRBcbh (x2)
[requirements] : string {Military.items.[].system.requirements} (same value: )
[target] : object {Military.items.[].system.target}
value : string {Military.items.[].system.target.value} (7 different values)
1 creature (x8)
(x10)
1 flying creature (x1)
1 living creature (x1)
1 or 2 creatures (x1)
1 object (x1)
1 unattended object of light Bulk or less (x1)
[time] : object {Military.items.[].system.time}
value : string {Military.items.[].system.time.value} (6 different values)
2 (x15)
3 (x3)
reaction (x1)
1 to 3 (x1)
1 (x2)
1 minute (x1)
[overlays] : object {Military.items.[].system.overlays}
[9Ly51UbFomNFSkwE] : object {Military.items.[].system.overlays.9Ly51UbFomNFSkwE}
name : string {Military.items.[].system.overlays.9Ly51UbFomNFSkwE.name} (same value: Weapon Storm (Emanation))
overlayType : string {Military.items.[].system.overlays.9Ly51UbFomNFSkwE.overlayType} (same value: override)
sort : integer {Military.items.[].system.overlays.9Ly51UbFomNFSkwE.sort} (same value: 2)
system : object {Military.items.[].system.overlays.9Ly51UbFomNFSkwE.system}
area : object {Military.items.[].system.overlays.9Ly51UbFomNFSkwE.system.area}
type : string {Military.items.[].system.overlays.9Ly51UbFomNFSkwE.system.area.type} (same value: emanation)
value : integer {Military.items.[].system.overlays.9Ly51UbFomNFSkwE.system.area.value} (same value: 10)
[mAZRhujP3gA9tb4m] : object {Military.items.[].system.overlays.mAZRhujP3gA9tb4m}
name : string {Military.items.[].system.overlays.mAZRhujP3gA9tb4m.name} (same value: Weapon Storm (Cone))
overlayType : string {Military.items.[].system.overlays.mAZRhujP3gA9tb4m.overlayType} (same value: override)
sort : integer {Military.items.[].system.overlays.mAZRhujP3gA9tb4m.sort} (same value: 1)
system : object {Military.items.[].system.overlays.mAZRhujP3gA9tb4m.system}
area : object {Military.items.[].system.overlays.mAZRhujP3gA9tb4m.system.area}
type : string {Military.items.[].system.overlays.mAZRhujP3gA9tb4m.system.area.type} (same value: cone)
value : integer {Military.items.[].system.overlays.mAZRhujP3gA9tb4m.system.area.value} (same value: 30)
2I469pfbYcmFvzOA : object {Military.items.[].system.overlays.2I469pfbYcmFvzOA}
_id : string {Military.items.[].system.overlays.2I469pfbYcmFvzOA._id} (same value: 2I469pfbYcmFvzOA)
name : string {Military.items.[].system.overlays.2I469pfbYcmFvzOA.name} (same value: Telekinetic Projectile (Bludgeoning))
overlayType : string {Military.items.[].system.overlays.2I469pfbYcmFvzOA.overlayType} (same value: override)
sort : integer {Military.items.[].system.overlays.2I469pfbYcmFvzOA.sort} (same value: 1)
system : object {Military.items.[].system.overlays.2I469pfbYcmFvzOA.system}
damage : object {Military.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage}
0 : object {Military.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage.0}
[category] : mixed
type : string {Military.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage.0.type} (same value: bludgeoning)
cUFX7ExSLeoa3vIF : object {Military.items.[].system.overlays.cUFX7ExSLeoa3vIF}
_id : string {Military.items.[].system.overlays.cUFX7ExSLeoa3vIF._id} (same value: cUFX7ExSLeoa3vIF)
name : string {Military.items.[].system.overlays.cUFX7ExSLeoa3vIF.name} (same value: Telekinetic Projectile (Piercing))
overlayType : string {Military.items.[].system.overlays.cUFX7ExSLeoa3vIF.overlayType} (same value: override)
sort : integer {Military.items.[].system.overlays.cUFX7ExSLeoa3vIF.sort} (same value: 2)
system : object {Military.items.[].system.overlays.cUFX7ExSLeoa3vIF.system}
damage : object {Military.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage}
0 : object {Military.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage.0}
[category] : mixed
type : string {Military.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage.0.type} (same value: piercing)
zFWsMjoeCnLxqJaV : object {Military.items.[].system.overlays.zFWsMjoeCnLxqJaV}
_id : string {Military.items.[].system.overlays.zFWsMjoeCnLxqJaV._id} (same value: zFWsMjoeCnLxqJaV)
name : string {Military.items.[].system.overlays.zFWsMjoeCnLxqJaV.name} (same value: Telekinetic Projectile (Slashing))
overlayType : string {Military.items.[].system.overlays.zFWsMjoeCnLxqJaV.overlayType} (same value: override)
sort : integer {Military.items.[].system.overlays.zFWsMjoeCnLxqJaV.sort} (same value: 3)
system : object {Military.items.[].system.overlays.zFWsMjoeCnLxqJaV.system}
damage : object {Military.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage}
0 : object {Military.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage.0}
[category] : mixed
type : string {Military.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage.0.type} (same value: slashing)
type : string {Military.items.[].type} (10 different values)
weapon (x11)
armor (x5)
consumable (x3)
melee (x18)
action (x51)
lore (x10)
shield (x2)
spellcastingEntry (x2)
spell (x23)
equipment (x4)
[flags] : object {Military.items.[].flags}
pf2e : object {Military.items.[].flags.pf2e}
linkedWeapon : string {Military.items.[].flags.pf2e.linkedWeapon} (all different values)
name : string {Military.name} (all different values)
system : object {Military.system}
abilities : object {Military.system.abilities}
cha : object {Military.system.abilities.cha}
mod : integer {Military.system.abilities.cha.mod} (5 different values)
1 (x2)
0 (x4)
4 (x1)
2 (x2)
3 (x2)
con : object {Military.system.abilities.con}
mod : integer {Military.system.abilities.con.mod} (4 different values)
1 (x2)
2 (x5)
4 (x2)
3 (x2)
dex : object {Military.system.abilities.dex}
mod : integer {Military.system.abilities.dex.mod} (5 different values)
2 (x5)
3 (x1)
1 (x2)
0 (x2)
4 (x1)
int : object {Military.system.abilities.int}
mod : integer {Military.system.abilities.int.mod} (4 different values)
4 (x2)
0 (x5)
2 (x2)
1 (x2)
str : object {Military.system.abilities.str}
mod : integer {Military.system.abilities.str.mod} (5 different values)
3 (x1)
4 (x3)
7 (x2)
5 (x3)
2 (x2)
wis : object {Military.system.abilities.wis}
mod : integer {Military.system.abilities.wis.mod} (5 different values)
2 (x6)
-1 (x1)
1 (x2)
3 (x1)
4 (x1)
attributes : object {Military.system.attributes}
ac : object {Military.system.attributes.ac}
details : string {Military.system.attributes.ac.details} (same value: )
value : integer {Military.system.attributes.ac.value} (9 different values)
15 (x1)
18 (x2)
25 (x2)
27 (x1)
24 (x1)
29 (x1)
23 (x1)
21 (x1)
20 (x1)
allSaves : object {Military.system.attributes.allSaves}
value : string {Military.system.attributes.allSaves.value} (same value: )
hp : object {Military.system.attributes.hp}
details : string {Military.system.attributes.hp.details} (2 different values)
(x10)
troop defenses (x1)
max : integer {Military.system.attributes.hp.max} (all different values)
temp : integer {Military.system.attributes.hp.temp} (same value: 0)
value : integer {Military.system.attributes.hp.value} (all different values)
speed : object {Military.system.attributes.speed}
otherSpeeds : array<> {Military.system.attributes.speed.otherSpeeds}
Length: min=0 max=0
Value type: mixed
value : integer {Military.system.attributes.speed.value} (3 different values)
25 (x7)
40 (x2)
20 (x2)
[details] : string {Military.system.attributes.speed.details} (same value: troop movement)
[weaknesses] : array<object> {Military.system.attributes.weaknesses}
Length: min=2 max=2
Value type: object {Military.system.attributes.weaknesses.[]}
exceptions : array<> {Military.system.attributes.weaknesses.[].exceptions}
Length: min=0 max=0
Value type: mixed
type : string {Military.system.attributes.weaknesses.[].type} (2 different values)
area-damage (x5)
splash-damage (x5)
value : integer {Military.system.attributes.weaknesses.[].value} (2 different values)
5 (x6)
8 (x4)
[resistances] : array<object> {Military.system.attributes.resistances}
Length: min=2 max=2
Value type: object {Military.system.attributes.resistances.[]}
type : string {Military.system.attributes.resistances.[].type} (2 different values)
mental (x1)
slashing (x1)
value : integer {Military.system.attributes.resistances.[].value} (same value: 5)
details : object {Military.system.details}
blurb : string {Military.system.details.blurb} (same value: )
languages : object {Military.system.details.languages}
details : string {Military.system.details.languages.details} (same value: )
value : array<string> {Military.system.details.languages.value}
Length: min=0 max=2
Value type: string {Military.system.details.languages.value.[]} (2 different values)
common (x8)
diabolic (x1)
level : object {Military.system.details.level}
value : integer {Military.system.details.level.value} (9 different values)
1 (x1)
3 (x1)
8 (x2)
7 (x1)
2 (x1)
6 (x2)
10 (x1)
5 (x1)
4 (x1)
privateNotes : string {Military.system.details.privateNotes} (same value: )
publicNotes : string {Military.system.details.publicNotes} (all different values)
publication : object {Military.system.details.publication}
license : string {Military.system.details.publication.license} (same value: ORC)
remaster : boolean {Military.system.details.publication.remaster} (same value: True)
title : string {Military.system.details.publication.title} (same value: Pathfinder NPC Core)
initiative : object {Military.system.initiative}
statistic : string {Military.system.initiative.statistic} (same value: perception)
perception : object {Military.system.perception}
details : string {Military.system.perception.details} (same value: )
mod : integer {Military.system.perception.mod} (8 different values)
7 (x1)
8 (x2)
16 (x3)
14 (x1)
13 (x1)
17 (x1)
15 (x1)
12 (x1)
senses : array<> {Military.system.perception.senses}
Length: min=0 max=0
Value type: mixed
resources : object {Military.system.resources}
[focus] : object {Military.system.resources.focus}
max : integer {Military.system.resources.focus.max} (same value: 2)
value : integer {Military.system.resources.focus.value} (same value: 2)
saves : object {Military.system.saves}
fortitude : object {Military.system.saves.fortitude}
saveDetail : string {Military.system.saves.fortitude.saveDetail} (same value: )
value : integer {Military.system.saves.fortitude.value} (9 different values)
8 (x1)
11 (x1)
14 (x1)
17 (x1)
18 (x2)
9 (x1)
15 (x1)
16 (x1)
10 (x2)
reflex : object {Military.system.saves.reflex}
saveDetail : string {Military.system.saves.reflex.saveDetail} (same value: )
value : integer {Military.system.saves.reflex.value} (8 different values)
5 (x1)
9 (x1)
15 (x2)
13 (x3)
6 (x1)
14 (x1)
12 (x1)
8 (x1)
will : object {Military.system.saves.will}
saveDetail : string {Military.system.saves.will.saveDetail} (same value: )
value : integer {Military.system.saves.will.value} (8 different values)
7 (x1)
6 (x2)
20 (x1)
14 (x3)
16 (x1)
13 (x1)
21 (x1)
11 (x1)
skills : object {Military.system.skills}
[athletics] : object {Military.system.skills.athletics}
base : integer {Military.system.skills.athletics.base} (8 different values)
8 (x1)
9 (x1)
18 (x2)
17 (x2)
10 (x1)
15 (x1)
21 (x1)
11 (x1)
[crafting] : object {Military.system.skills.crafting}
base : integer {Military.system.skills.crafting.base} (same value: 13)
[intimidation] : object {Military.system.skills.intimidation}
base : integer {Military.system.skills.intimidation.base} (5 different values)
20 (x1)
15 (x1)
17 (x1)
7 (x1)
14 (x1)
[acrobatics] : object {Military.system.skills.acrobatics}
base : integer {Military.system.skills.acrobatics.base} (2 different values)
13 (x2)
11 (x1)
[nature] : object {Military.system.skills.nature}
base : integer {Military.system.skills.nature.base} (same value: 12)
[religion] : object {Military.system.skills.religion}
base : integer {Military.system.skills.religion.base} (same value: 12)
[society] : object {Military.system.skills.society}
base : integer {Military.system.skills.society.base} (2 different values)
12 (x1)
8 (x1)
[arcana] : object {Military.system.skills.arcana}
base : integer {Military.system.skills.arcana.base} (same value: 22)
medicine : object {Military.system.skills.medicine}
base : integer {Military.system.skills.medicine.base} (2 different values)
11 (x1)
10 (x1)
[stealth] : object {Military.system.skills.stealth}
base : integer {Military.system.skills.stealth.base} (same value: 15)
[survival] : object {Military.system.skills.survival}
base : integer {Military.system.skills.survival.base} (same value: 11)
diplomacy : object {Military.system.skills.diplomacy}
base : integer {Military.system.skills.diplomacy.base} (same value: 11)
traits : object {Military.system.traits}
rarity : string {Military.system.traits.rarity} (same value: common)
size : object {Military.system.traits.size}
value : string {Military.system.traits.size.value} (2 different values)
med (x6)
grg (x5)
value : array<string> {Military.system.traits.value}
Length: min=2 max=5
Value type: string {Military.system.traits.value.[]} (5 different values)
human (x11)
humanoid (x11)
troop (x5)
animal (x2)
lawful (x1)
type : string {Military.type} (same value: npc)