549 lines
39 KiB
Plaintext
549 lines
39 KiB
Plaintext
Season 1
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Different values: 3
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=====================================
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object {Season 1}
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_id : string {Season 1._id} (all different values)
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img : string {Season 1.img} (same value: systems/pf2e/icons/default-icons/npc.svg)
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items : array<object> {Season 1.items}
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Length: min=11 max=26
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Value type: object {Season 1.items.[]}
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_id : string {Season 1.items.[]._id} (53 different values)
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img : string {Season 1.items.[].img} (37 different values)
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name : string {Season 1.items.[].name} (45 different values)
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sort : integer {Season 1.items.[].sort} (26 different values)
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system : object {Season 1.items.[].system}
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[autoHeightenLevel] : object {Season 1.items.[].system.autoHeightenLevel}
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[value] : mixed
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description : object {Season 1.items.[].system.description}
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value : string {Season 1.items.[].system.description.value} (42 different values)
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[prepared] : object {Season 1.items.[].system.prepared}
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flexible : boolean {Season 1.items.[].system.prepared.flexible} (same value: False)
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value : string {Season 1.items.[].system.prepared.value} (4 different values)
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spontaneous (x1)
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focus (x1)
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prepared (x1)
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innate (x1)
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[proficiency] : object {Season 1.items.[].system.proficiency}
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value : integer {Season 1.items.[].system.proficiency.value} (same value: 0)
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publication : object {Season 1.items.[].system.publication}
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license : string {Season 1.items.[].system.publication.license} (same value: OGL)
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remaster : boolean {Season 1.items.[].system.publication.remaster} (same value: False)
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title : string {Season 1.items.[].system.publication.title} (all different values)
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rules : ###FoundryRulesObject###
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[slots] : object {Season 1.items.[].system.slots}
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[slot0] : object {Season 1.items.[].system.slots.slot0}
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max : integer {Season 1.items.[].system.slots.slot0.max} (all different values)
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[value] : integer {Season 1.items.[].system.slots.slot0.value} (2 different values)
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5 (x1)
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1 (x1)
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prepared : array<object> {Season 1.items.[].system.slots.slot0.prepared}
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Length: min=2 max=2
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Value type: object {Season 1.items.[].system.slots.slot0.prepared.[]}
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id : string {Season 1.items.[].system.slots.slot0.prepared.[].id} (2 different values)
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WoACkCLAuT1uY3dK (x1)
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Ob9lTYH0z6rkHmab (x1)
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[slot1] : object {Season 1.items.[].system.slots.slot1}
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max : integer {Season 1.items.[].system.slots.slot1.max} (2 different values)
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3 (x2)
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1 (x1)
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[value] : integer {Season 1.items.[].system.slots.slot1.value} (2 different values)
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3 (x1)
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1 (x1)
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prepared : array<object> {Season 1.items.[].system.slots.slot1.prepared}
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Length: min=3 max=3
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Value type: object {Season 1.items.[].system.slots.slot1.prepared.[]}
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id : string {Season 1.items.[].system.slots.slot1.prepared.[].id} (all different values)
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[slot2] : object {Season 1.items.[].system.slots.slot2}
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max : integer {Season 1.items.[].system.slots.slot2.max} (same value: 2)
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value : integer {Season 1.items.[].system.slots.slot2.value} (same value: 2)
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[slug] : string {Season 1.items.[].system.slug} (32 different values)
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[spelldc] : object {Season 1.items.[].system.spelldc}
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dc : integer {Season 1.items.[].system.spelldc.dc} (2 different values)
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20 (x3)
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19 (x1)
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mod : integer {Season 1.items.[].system.spelldc.mod} (same value: 0)
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value : integer {Season 1.items.[].system.spelldc.value} (2 different values)
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10 (x3)
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9 (x1)
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[tradition] : object {Season 1.items.[].system.tradition}
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value : string {Season 1.items.[].system.tradition.value} (all different values)
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[area] : object {Season 1.items.[].system.area}
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type : string {Season 1.items.[].system.area.type} (same value: emanation)
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value : integer {Season 1.items.[].system.area.value} (2 different values)
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60 (x2)
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30 (x1)
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[cost] : object {Season 1.items.[].system.cost}
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value : string {Season 1.items.[].system.cost.value} (same value: )
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[counteraction] : boolean {Season 1.items.[].system.counteraction} (same value: False)
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[damage] : object {Season 1.items.[].system.damage}
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[damageType] : string {Season 1.items.[].system.damage.damageType} (2 different values)
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bludgeoning (x4)
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piercing (x1)
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[dice] : integer {Season 1.items.[].system.damage.dice} (same value: 1)
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[die] : string {Season 1.items.[].system.damage.die} (2 different values)
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d6 (x4)
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d12 (x1)
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[0] : object {Season 1.items.[].system.damage.0}
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applyMod : boolean {Season 1.items.[].system.damage.0.applyMod} (same value: False)
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[category] : mixed
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formula : string {Season 1.items.[].system.damage.0.formula} (same value: 1d8)
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kinds : array<string> {Season 1.items.[].system.damage.0.kinds}
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Length: min=2 max=2
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Value type: string {Season 1.items.[].system.damage.0.kinds.[]} (2 different values)
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damage (x1)
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healing (x1)
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materials : array<> {Season 1.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 {Season 1.items.[].system.damage.0.type} (same value: void)
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[defense] : object {Season 1.items.[].system.defense}
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save : object {Season 1.items.[].system.defense.save}
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basic : boolean {Season 1.items.[].system.defense.save.basic} (2 different values)
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False (x2)
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True (x2)
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statistic : string {Season 1.items.[].system.defense.save.statistic} (2 different values)
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will (x3)
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fortitude (x1)
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[duration] : object {Season 1.items.[].system.duration}
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sustained : boolean {Season 1.items.[].system.duration.sustained} (2 different values)
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False (x17)
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True (x4)
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value : string {Season 1.items.[].system.duration.value} (10 different values)
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1 hour (x3)
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10 minutes (x3)
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(x7)
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1 round (x2)
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until the next time you make your daily preparations (x1)
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see below (x1)
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5 minutes (x1)
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varies (x1)
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1 minute (x1)
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until the start of your next turn (x1)
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[level] : object {Season 1.items.[].system.level}
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value : integer {Season 1.items.[].system.level.value} (all different values)
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[location] : object {Season 1.items.[].system.location}
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value : string {Season 1.items.[].system.location.value} (4 different values)
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KozDvvxQAGRHCcmn (x12)
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yoDLELLlBHguOv54 (x2)
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zMoE0vVtAcfryHc1 (x2)
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dLO669ysyoh2M1Ww (x5)
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[range] : mixed
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object {Season 1.items.[].system.range}
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value : string {Season 1.items.[].system.range.value} (7 different values)
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30 feet (x5)
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(x7)
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touch (x4)
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60 feet (x2)
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120 feet (x1)
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10 feet (x1)
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varies (x1)
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integer {Season 1.items.[].system.range} (same value: 50)
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[requirements] : string {Season 1.items.[].system.requirements} (same value: )
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[target] : object {Season 1.items.[].system.target}
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value : string {Season 1.items.[].system.target.value} (8 different values)
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1 creature (x6)
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(x9)
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1 unattended object of light Bulk or less (x1)
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1 object of 3 bulk or less (x1)
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1 object (cook, lift, or tidy only) (x1)
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1 willing creature (x1)
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1 living creature or 1 willing undead creature (x1)
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1 non-magical weapon that is unattended or wielded by you or a willing ally (x1)
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[time] : object {Season 1.items.[].system.time}
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value : string {Season 1.items.[].system.time.value} (6 different values)
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2 (x14)
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reaction (x1)
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1 (x3)
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1 minute (x1)
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3 (x1)
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1 to 3 (x1)
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[traits] : object {Season 1.items.[].system.traits}
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rarity : string {Season 1.items.[].system.traits.rarity} (2 different values)
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common (x45)
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uncommon (x3)
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[traditions] : array<string> {Season 1.items.[].system.traits.traditions}
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Length: min=0 max=4
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Value type: string {Season 1.items.[].system.traits.traditions.[]} (4 different values)
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arcane (x18)
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occult (x17)
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primal (x6)
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divine (x9)
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value : array<string> {Season 1.items.[].system.traits.value}
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Length: min=0 max=6
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Value type: string {Season 1.items.[].system.traits.value.[]} (30 different values)
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[heightening] : object {Season 1.items.[].system.heightening}
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damage : object {Season 1.items.[].system.heightening.damage}
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0 : string {Season 1.items.[].system.heightening.damage.0} (2 different values)
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1d6 (x1)
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1d8 (x1)
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interval : integer {Season 1.items.[].system.heightening.interval} (2 different values)
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2 (x1)
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1 (x1)
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type : string {Season 1.items.[].system.heightening.type} (same value: interval)
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[baseItem] : string {Season 1.items.[].system.baseItem} (7 different values)
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sap (x1)
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shortsword (x1)
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maul (x1)
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chain-mail (x1)
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club (x1)
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sling (x1)
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studded-leather-armor (x1)
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[bonus] : object {Season 1.items.[].system.bonus}
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value : integer {Season 1.items.[].system.bonus.value} (5 different values)
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0 (x5)
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10 (x2)
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7 (x1)
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9 (x1)
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8 (x2)
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[bonusDamage] : object {Season 1.items.[].system.bonusDamage}
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value : integer {Season 1.items.[].system.bonusDamage.value} (same value: 0)
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[bulk] : object {Season 1.items.[].system.bulk}
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value : mixed
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float {Season 1.items.[].system.bulk.value} (same value: 0,1)
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integer {Season 1.items.[].system.bulk.value} (2 different values)
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1 (x3)
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2 (x2)
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[category] : string {Season 1.items.[].system.category} (8 different values)
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martial (x3)
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interaction (x1)
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offensive (x5)
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medium (x1)
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defensive (x3)
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simple (x2)
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light (x1)
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ammo (x1)
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[containerId] : mixed
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[equipped] : object {Season 1.items.[].system.equipped}
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carryType : string {Season 1.items.[].system.equipped.carryType} (2 different values)
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worn (x11)
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held (x1)
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[handsHeld] : integer {Season 1.items.[].system.equipped.handsHeld} (2 different values)
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0 (x7)
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2 (x1)
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[invested] : mixed
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[inSlot] : boolean {Season 1.items.[].system.equipped.inSlot} (same value: True)
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[group] : string {Season 1.items.[].system.group} (6 different values)
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club (x2)
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sword (x1)
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hammer (x1)
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chain (x1)
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sling (x1)
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leather (x1)
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[hardness] : integer {Season 1.items.[].system.hardness} (same value: 0)
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[hp] : object {Season 1.items.[].system.hp}
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max : integer {Season 1.items.[].system.hp.max} (same value: 0)
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value : integer {Season 1.items.[].system.hp.value} (same value: 0)
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[material] : object {Season 1.items.[].system.material}
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[grade] : mixed
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[type] : mixed
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[price] : object {Season 1.items.[].system.price}
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value : object {Season 1.items.[].system.price.value}
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[sp] : integer {Season 1.items.[].system.price.value.sp} (all different values)
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[gp] : integer {Season 1.items.[].system.price.value.gp} (all different values)
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cp : integer {Season 1.items.[].system.price.value.cp} (same value: 1)
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per : integer {Season 1.items.[].system.price.per} (same value: 10)
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[quantity] : integer {Season 1.items.[].system.quantity} (2 different values)
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1 (x11)
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10 (x1)
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[reload] : object {Season 1.items.[].system.reload}
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value : string {Season 1.items.[].system.reload.value} (all different values)
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[runes] : object {Season 1.items.[].system.runes}
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potency : integer {Season 1.items.[].system.runes.potency} (same value: 0)
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property : array<> {Season 1.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 {Season 1.items.[].system.runes.striking} (same value: 0)
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[resilient] : integer {Season 1.items.[].system.runes.resilient} (same value: 0)
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[size] : string {Season 1.items.[].system.size} (same value: med)
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[splashDamage] : object {Season 1.items.[].system.splashDamage}
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value : integer {Season 1.items.[].system.splashDamage.value} (same value: 0)
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[usage] : object {Season 1.items.[].system.usage}
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value : string {Season 1.items.[].system.usage.value} (2 different values)
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held-in-one-hand (x7)
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held-in-two-hands (x3)
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[attack] : object {Season 1.items.[].system.attack}
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value : string {Season 1.items.[].system.attack.value} (same value: )
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[attackEffects] : object {Season 1.items.[].system.attackEffects}
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value : array<> {Season 1.items.[].system.attackEffects.value}
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Length: min=0 max=0
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Value type: mixed
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[damageRolls] : object {Season 1.items.[].system.damageRolls}
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[nsazvfeefxs2i8reqbcy] : object {Season 1.items.[].system.damageRolls.nsazvfeefxs2i8reqbcy}
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damage : string {Season 1.items.[].system.damageRolls.nsazvfeefxs2i8reqbcy.damage} (same value: 1d6+2)
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damageType : string {Season 1.items.[].system.damageRolls.nsazvfeefxs2i8reqbcy.damageType} (same value: piercing)
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[09gvsaag0qpks6zpm0rt] : object {Season 1.items.[].system.damageRolls.09gvsaag0qpks6zpm0rt}
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damage : string {Season 1.items.[].system.damageRolls.09gvsaag0qpks6zpm0rt.damage} (same value: 1d6+2)
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damageType : string {Season 1.items.[].system.damageRolls.09gvsaag0qpks6zpm0rt.damageType} (same value: bludgeoning)
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[viqq0zhm1a9zqxbsxz53] : object {Season 1.items.[].system.damageRolls.viqq0zhm1a9zqxbsxz53}
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damage : string {Season 1.items.[].system.damageRolls.viqq0zhm1a9zqxbsxz53.damage} (same value: 1d12+4)
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damageType : string {Season 1.items.[].system.damageRolls.viqq0zhm1a9zqxbsxz53.damageType} (same value: bludgeoning)
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[fsod70vw8niurykqx8te] : object {Season 1.items.[].system.damageRolls.fsod70vw8niurykqx8te}
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damage : string {Season 1.items.[].system.damageRolls.fsod70vw8niurykqx8te.damage} (same value: 1d6+5)
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damageType : string {Season 1.items.[].system.damageRolls.fsod70vw8niurykqx8te.damageType} (same value: bludgeoning)
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[0ebzdeafyjs540qxceyv] : object {Season 1.items.[].system.damageRolls.0ebzdeafyjs540qxceyv}
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damage : string {Season 1.items.[].system.damageRolls.0ebzdeafyjs540qxceyv.damage} (same value: 1d6+5)
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damageType : string {Season 1.items.[].system.damageRolls.0ebzdeafyjs540qxceyv.damageType} (same value: bludgeoning)
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ucj3vpwznakt1bw53olp : object {Season 1.items.[].system.damageRolls.ucj3vpwznakt1bw53olp}
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damage : string {Season 1.items.[].system.damageRolls.ucj3vpwznakt1bw53olp.damage} (same value: 1d6+5)
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damageType : string {Season 1.items.[].system.damageRolls.ucj3vpwznakt1bw53olp.damageType} (same value: bludgeoning)
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[weaponType] : object {Season 1.items.[].system.weaponType}
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value : string {Season 1.items.[].system.weaponType.value} (2 different values)
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melee (x4)
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ranged (x2)
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[actionType] : object {Season 1.items.[].system.actionType}
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value : string {Season 1.items.[].system.actionType.value} (all different values)
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[actions] : object {Season 1.items.[].system.actions}
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[value] : integer {Season 1.items.[].system.actions.value} (same value: 1)
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[mod] : object {Season 1.items.[].system.mod}
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value : integer {Season 1.items.[].system.mod.value} (same value: 9)
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[proficient] : object {Season 1.items.[].system.proficient}
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value : integer {Season 1.items.[].system.proficient.value} (same value: 0)
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[overlays] : object {Season 1.items.[].system.overlays}
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4gyp3qlsv5ywdyjq : object {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq}
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_id : string {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq._id} (same value: 4gyp3qlsv5ywdyjq)
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name : string {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.name} (same value: Harm (vs. Undead))
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overlayType : string {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.overlayType} (same value: override)
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sort : integer {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.sort} (same value: 3)
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system : object {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system}
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damage : object {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage}
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0 : object {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0}
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formula : string {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.formula} (same value: 1d8+8)
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kinds : array<string> {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.kinds}
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Length: min=1 max=1
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Value type: string {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.kinds.[]} (same value: healing)
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[defense] : mixed
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heightening : object {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening}
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damage : object {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening.damage}
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0 : string {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening.damage.0} (same value: 1d8+8)
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range : object {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.range}
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value : string {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.range.value} (same value: 30 feet)
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target : object {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.target}
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value : string {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.target.value} (same value: 1 willing undead creature)
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time : object {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.time}
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value : string {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.time.value} (same value: 2)
|
|
traits : object {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits}
|
|
value : array<string> {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits.value}
|
|
Length: min=3 max=3
|
|
Value type: string {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits.value.[]} (all different values)
|
|
pq7cxntbz4s8g5ik : object {Season 1.items.[].system.overlays.pq7cxntbz4s8g5ik}
|
|
_id : string {Season 1.items.[].system.overlays.pq7cxntbz4s8g5ik._id} (same value: pq7cxntbz4s8g5ik)
|
|
overlayType : string {Season 1.items.[].system.overlays.pq7cxntbz4s8g5ik.overlayType} (same value: override)
|
|
sort : integer {Season 1.items.[].system.overlays.pq7cxntbz4s8g5ik.sort} (same value: 1)
|
|
system : object {Season 1.items.[].system.overlays.pq7cxntbz4s8g5ik.system}
|
|
range : object {Season 1.items.[].system.overlays.pq7cxntbz4s8g5ik.system.range}
|
|
value : string {Season 1.items.[].system.overlays.pq7cxntbz4s8g5ik.system.range.value} (same value: touch)
|
|
time : object {Season 1.items.[].system.overlays.pq7cxntbz4s8g5ik.system.time}
|
|
value : string {Season 1.items.[].system.overlays.pq7cxntbz4s8g5ik.system.time.value} (same value: 1)
|
|
rvhoa43rqqqp8izn : object {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn}
|
|
_id : string {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn._id} (same value: rvhoa43rqqqp8izn)
|
|
overlayType : string {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.overlayType} (same value: override)
|
|
sort : integer {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.sort} (same value: 4)
|
|
system : object {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system}
|
|
area : object {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system.area}
|
|
type : string {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system.area.type} (same value: emanation)
|
|
value : integer {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system.area.value} (same value: 30)
|
|
range : object {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system.range}
|
|
value : string {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system.range.value} (same value: )
|
|
target : object {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system.target}
|
|
value : string {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system.target.value} (same value: all living and undead creatures)
|
|
time : object {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system.time}
|
|
value : string {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system.time.value} (same value: 3)
|
|
traits : object {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits}
|
|
value : array<string> {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits.value}
|
|
Length: min=3 max=3
|
|
Value type: string {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits.value.[]} (all different values)
|
|
z04svm1cvfcxtplb : object {Season 1.items.[].system.overlays.z04svm1cvfcxtplb}
|
|
_id : string {Season 1.items.[].system.overlays.z04svm1cvfcxtplb._id} (same value: z04svm1cvfcxtplb)
|
|
name : string {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.name} (same value: Harm (vs. Living))
|
|
overlayType : string {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.overlayType} (same value: override)
|
|
sort : integer {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.sort} (same value: 2)
|
|
system : object {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system}
|
|
damage : object {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.damage}
|
|
0 : object {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0}
|
|
kinds : array<string> {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0.kinds}
|
|
Length: min=1 max=1
|
|
Value type: string {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0.kinds.[]} (same value: damage)
|
|
range : object {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.range}
|
|
value : string {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.range.value} (same value: 30 feet)
|
|
target : object {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.target}
|
|
value : string {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.target.value} (same value: 1 living creature)
|
|
time : object {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.time}
|
|
value : string {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.time.value} (same value: 2)
|
|
traits : object {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.traits}
|
|
value : array<string> {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.traits.value}
|
|
Length: min=3 max=3
|
|
Value type: string {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.traits.value.[]} (all different values)
|
|
[acBonus] : integer {Season 1.items.[].system.acBonus} (2 different values)
|
|
4 (x1)
|
|
2 (x1)
|
|
[checkPenalty] : integer {Season 1.items.[].system.checkPenalty} (2 different values)
|
|
-2 (x1)
|
|
-1 (x1)
|
|
[dexCap] : integer {Season 1.items.[].system.dexCap} (2 different values)
|
|
1 (x1)
|
|
3 (x1)
|
|
[speedPenalty] : integer {Season 1.items.[].system.speedPenalty} (2 different values)
|
|
-5 (x1)
|
|
0 (x1)
|
|
[strength] : integer {Season 1.items.[].system.strength} (2 different values)
|
|
3 (x1)
|
|
1 (x1)
|
|
[stackGroup] : string {Season 1.items.[].system.stackGroup} (same value: slingBullets)
|
|
[uses] : object {Season 1.items.[].system.uses}
|
|
autoDestroy : boolean {Season 1.items.[].system.uses.autoDestroy} (same value: True)
|
|
max : integer {Season 1.items.[].system.uses.max} (same value: 1)
|
|
value : integer {Season 1.items.[].system.uses.value} (same value: 1)
|
|
type : string {Season 1.items.[].type} (9 different values)
|
|
spellcastingEntry (x4)
|
|
spell (x21)
|
|
weapon (x5)
|
|
equipment (x4)
|
|
melee (x6)
|
|
action (x9)
|
|
lore (x1)
|
|
armor (x2)
|
|
consumable (x1)
|
|
[_stats] : object {Season 1.items.[]._stats}
|
|
compendiumSource : string {Season 1.items.[]._stats.compendiumSource} (32 different values)
|
|
[flags] : object {Season 1.items.[].flags}
|
|
pf2e : object {Season 1.items.[].flags.pf2e}
|
|
linkedWeapon : string {Season 1.items.[].flags.pf2e.linkedWeapon} (5 different values)
|
|
6573VqTrZJ9uce1P (x1)
|
|
QO9Ulc52tZbNWrG3 (x1)
|
|
InZ2TruAAEz1gdt6 (x1)
|
|
gpVZ0ljtYQVMgxmU (x2)
|
|
kmEEHN991a6zxCQ7 (x1)
|
|
name : string {Season 1.name} (all different values)
|
|
system : object {Season 1.system}
|
|
abilities : object {Season 1.system.abilities}
|
|
cha : object {Season 1.system.abilities.cha}
|
|
mod : integer {Season 1.system.abilities.cha.mod} (all different values)
|
|
con : object {Season 1.system.abilities.con}
|
|
mod : integer {Season 1.system.abilities.con.mod} (all different values)
|
|
dex : object {Season 1.system.abilities.dex}
|
|
mod : integer {Season 1.system.abilities.dex.mod} (all different values)
|
|
int : object {Season 1.system.abilities.int}
|
|
mod : integer {Season 1.system.abilities.int.mod} (all different values)
|
|
str : object {Season 1.system.abilities.str}
|
|
mod : integer {Season 1.system.abilities.str.mod} (all different values)
|
|
wis : object {Season 1.system.abilities.wis}
|
|
mod : integer {Season 1.system.abilities.wis.mod} (2 different values)
|
|
1 (x1)
|
|
2 (x2)
|
|
attributes : object {Season 1.system.attributes}
|
|
ac : object {Season 1.system.attributes.ac}
|
|
details : string {Season 1.system.attributes.ac.details} (same value: )
|
|
value : integer {Season 1.system.attributes.ac.value} (2 different values)
|
|
18 (x2)
|
|
20 (x1)
|
|
allSaves : object {Season 1.system.attributes.allSaves}
|
|
value : string {Season 1.system.attributes.allSaves.value} (2 different values)
|
|
(x2)
|
|
+2 status to all saves vs. magic, iron mind (x1)
|
|
hp : object {Season 1.system.attributes.hp}
|
|
details : string {Season 1.system.attributes.hp.details} (same value: )
|
|
max : integer {Season 1.system.attributes.hp.max} (all different values)
|
|
temp : integer {Season 1.system.attributes.hp.temp} (same value: 0)
|
|
value : integer {Season 1.system.attributes.hp.value} (all different values)
|
|
speed : object {Season 1.system.attributes.speed}
|
|
otherSpeeds : array<> {Season 1.system.attributes.speed.otherSpeeds}
|
|
Length: min=0 max=0
|
|
Value type: mixed
|
|
value : integer {Season 1.system.attributes.speed.value} (2 different values)
|
|
25 (x2)
|
|
20 (x1)
|
|
details : object {Season 1.system.details}
|
|
blurb : string {Season 1.system.details.blurb} (same value: )
|
|
languages : object {Season 1.system.details.languages}
|
|
details : string {Season 1.system.details.languages.details} (same value: )
|
|
value : array<string> {Season 1.system.details.languages.value}
|
|
Length: min=2 max=3
|
|
Value type: string {Season 1.system.details.languages.value.[]} (4 different values)
|
|
common (x3)
|
|
kelish (x2)
|
|
dwarven (x1)
|
|
sakvroth (x1)
|
|
level : object {Season 1.system.details.level}
|
|
value : integer {Season 1.system.details.level.value} (2 different values)
|
|
3 (x2)
|
|
2 (x1)
|
|
privateNotes : string {Season 1.system.details.privateNotes} (same value: )
|
|
publicNotes : string {Season 1.system.details.publicNotes} (same value: )
|
|
publication : object {Season 1.system.details.publication}
|
|
license : string {Season 1.system.details.publication.license} (same value: OGL)
|
|
remaster : boolean {Season 1.system.details.publication.remaster} (same value: False)
|
|
title : string {Season 1.system.details.publication.title} (same value: Pathfinder Society: Season 1)
|
|
initiative : object {Season 1.system.initiative}
|
|
statistic : string {Season 1.system.initiative.statistic} (same value: perception)
|
|
perception : object {Season 1.system.perception}
|
|
details : string {Season 1.system.perception.details} (same value: )
|
|
mod : integer {Season 1.system.perception.mod} (all different values)
|
|
senses : array<object> {Season 1.system.perception.senses}
|
|
Length: min=0 max=1
|
|
Value type: object {Season 1.system.perception.senses.[]}
|
|
type : string {Season 1.system.perception.senses.[].type} (same value: darkvision)
|
|
resources : object {Season 1.system.resources}
|
|
[focus] : object {Season 1.system.resources.focus}
|
|
max : integer {Season 1.system.resources.focus.max} (same value: 1)
|
|
value : integer {Season 1.system.resources.focus.value} (same value: 1)
|
|
saves : object {Season 1.system.saves}
|
|
fortitude : object {Season 1.system.saves.fortitude}
|
|
saveDetail : string {Season 1.system.saves.fortitude.saveDetail} (same value: )
|
|
value : integer {Season 1.system.saves.fortitude.value} (all different values)
|
|
reflex : object {Season 1.system.saves.reflex}
|
|
saveDetail : string {Season 1.system.saves.reflex.saveDetail} (same value: )
|
|
value : integer {Season 1.system.saves.reflex.value} (2 different values)
|
|
8 (x2)
|
|
6 (x1)
|
|
will : object {Season 1.system.saves.will}
|
|
saveDetail : string {Season 1.system.saves.will.saveDetail} (same value: )
|
|
value : integer {Season 1.system.saves.will.value} (2 different values)
|
|
10 (x2)
|
|
6 (x1)
|
|
skills : object {Season 1.system.skills}
|
|
[acrobatics] : object {Season 1.system.skills.acrobatics}
|
|
base : integer {Season 1.system.skills.acrobatics.base} (same value: 8)
|
|
[deception] : object {Season 1.system.skills.deception}
|
|
base : integer {Season 1.system.skills.deception.base} (2 different values)
|
|
11 (x1)
|
|
9 (x1)
|
|
[diplomacy] : object {Season 1.system.skills.diplomacy}
|
|
base : integer {Season 1.system.skills.diplomacy.base} (same value: 9)
|
|
[occultism] : object {Season 1.system.skills.occultism}
|
|
base : integer {Season 1.system.skills.occultism.base} (same value: 7)
|
|
[performance] : object {Season 1.system.skills.performance}
|
|
base : integer {Season 1.system.skills.performance.base} (same value: 11)
|
|
[society] : object {Season 1.system.skills.society}
|
|
base : integer {Season 1.system.skills.society.base} (same value: 7)
|
|
[stealth] : object {Season 1.system.skills.stealth}
|
|
base : integer {Season 1.system.skills.stealth.base} (2 different values)
|
|
8 (x1)
|
|
6 (x1)
|
|
[thievery] : object {Season 1.system.skills.thievery}
|
|
base : integer {Season 1.system.skills.thievery.base} (same value: 8)
|
|
athletics : object {Season 1.system.skills.athletics}
|
|
base : integer {Season 1.system.skills.athletics.base} (2 different values)
|
|
9 (x1)
|
|
7 (x1)
|
|
intimidation : object {Season 1.system.skills.intimidation}
|
|
base : integer {Season 1.system.skills.intimidation.base} (2 different values)
|
|
9 (x1)
|
|
6 (x1)
|
|
[religion] : object {Season 1.system.skills.religion}
|
|
base : integer {Season 1.system.skills.religion.base} (same value: 8)
|
|
[survival] : object {Season 1.system.skills.survival}
|
|
base : integer {Season 1.system.skills.survival.base} (same value: 8)
|
|
traits : object {Season 1.system.traits}
|
|
rarity : string {Season 1.system.traits.rarity} (same value: common)
|
|
size : object {Season 1.system.traits.size}
|
|
value : string {Season 1.system.traits.size.value} (same value: med)
|
|
value : array<string> {Season 1.system.traits.value}
|
|
Length: min=3 max=5
|
|
Value type: string {Season 1.system.traits.value.[]} (6 different values)
|
|
evil (x3)
|
|
human (x2)
|
|
humanoid (x3)
|
|
duergar (x1)
|
|
dwarf (x1)
|
|
lawful (x1)
|
|
type : string {Season 1.type} (same value: npc) |