Courtier
Different values: 9
=====================================
object {Courtier}
    _id : string {Courtier._id} (all different values)
    folder : string {Courtier.folder} (same value: CdKMGWrCUJfdWViv)
    img : string {Courtier.img} (same value: systems/pf2e/icons/default-icons/npc.svg)
    items : array<object> {Courtier.items}
        Length: min=9 max=30
        Value type: object {Courtier.items.[]}
            _id : string {Courtier.items.[]._id} (127 different values)
            img : string {Courtier.items.[].img} (54 different values)
            name : string {Courtier.items.[].name} (90 different values)
            sort : integer {Courtier.items.[].sort} (30 different values)
            system : object {Courtier.items.[].system}
                [autoHeightenLevel] : object {Courtier.items.[].system.autoHeightenLevel}
                    [value] : mixed
                description : object {Courtier.items.[].system.description}
                    value : string {Courtier.items.[].system.description.value} (70 different values)
                [prepared] : object {Courtier.items.[].system.prepared}
                    flexible : boolean {Courtier.items.[].system.prepared.flexible} (same value: False)
                    value : string {Courtier.items.[].system.prepared.value} (2 different values)
                        spontaneous (x1)
                        focus (x1)
                [proficiency] : object {Courtier.items.[].system.proficiency}
                    value : integer {Courtier.items.[].system.proficiency.value} (same value: 0)
                publication : object {Courtier.items.[].system.publication}
                    license : string {Courtier.items.[].system.publication.license} (same value: ORC)
                    remaster : boolean {Courtier.items.[].system.publication.remaster} (same value: True)
                    title : string {Courtier.items.[].system.publication.title} (6 different values)
                         (x70)
                        Pathfinder Player Core (x48)
                        Pathfinder GM Core (x1)
                        Pathfinder NPC Core (x3)
                        Pathfinder Monster Core (x3)
                        Pathfinder Bestiary (x2)
                rules : ###FoundryRulesObject###
                [slots] : object {Courtier.items.[].system.slots}
                    [slot1] : object {Courtier.items.[].system.slots.slot1}
                        max : integer {Courtier.items.[].system.slots.slot1.max} (same value: 3)
                        value : integer {Courtier.items.[].system.slots.slot1.value} (same value: 3)
                    [slot2] : object {Courtier.items.[].system.slots.slot2}
                        max : integer {Courtier.items.[].system.slots.slot2.max} (same value: 3)
                        value : integer {Courtier.items.[].system.slots.slot2.value} (same value: 3)
                    [slot3] : object {Courtier.items.[].system.slots.slot3}
                        max : integer {Courtier.items.[].system.slots.slot3.max} (same value: 2)
                        value : integer {Courtier.items.[].system.slots.slot3.value} (same value: 2)
                [slug] : string {Courtier.items.[].system.slug} (43 different values)
                [spelldc] : object {Courtier.items.[].system.spelldc}
                    dc : integer {Courtier.items.[].system.spelldc.dc} (same value: 22)
                    mod : integer {Courtier.items.[].system.spelldc.mod} (same value: 0)
                    value : integer {Courtier.items.[].system.spelldc.value} (same value: 14)
                [tradition] : object {Courtier.items.[].system.tradition}
                    value : string {Courtier.items.[].system.tradition.value} (same value: occult)
                traits : object {Courtier.items.[].system.traits}
                    [rarity] : string {Courtier.items.[].system.traits.rarity} (2 different values)
                        uncommon (x6)
                        common (x51)
                    [traditions] : array<string> {Courtier.items.[].system.traits.traditions}
                        Length: min=0 max=4
                        Value type: string {Courtier.items.[].system.traits.traditions.[]} (4 different values)
                            arcane (x9)
                            occult (x14)
                            divine (x10)
                            primal (x3)
                    [value] : array<string> {Courtier.items.[].system.traits.value}
                        Length: min=0 max=7
                        Value type: string {Courtier.items.[].system.traits.value.[]} (44 different values)
                    [integrated] : mixed
                [area] : object {Courtier.items.[].system.area}
                    type : string {Courtier.items.[].system.area.type} (2 different values)
                        burst (x1)
                        emanation (x3)
                    value : integer {Courtier.items.[].system.area.value} (2 different values)
                        20 (x1)
                        60 (x3)
                [cost] : object {Courtier.items.[].system.cost}
                    value : string {Courtier.items.[].system.cost.value} (same value: )
                [counteraction] : boolean {Courtier.items.[].system.counteraction} (2 different values)
                    False (x17)
                    True (x1)
                [damage] : object {Courtier.items.[].system.damage}
                    [0] : object {Courtier.items.[].system.damage.0}
                        applyMod : boolean {Courtier.items.[].system.damage.0.applyMod} (same value: False)
                        [category] : mixed
                        formula : string {Courtier.items.[].system.damage.0.formula} (4 different values)
                            1d6 (x1)
                            1d4+1 (x1)
                            1d10+4 (x1)
                            2d4 (x1)
                        kinds : array<string> {Courtier.items.[].system.damage.0.kinds}
                            Length: min=1 max=1
                            Value type: string {Courtier.items.[].system.damage.0.kinds.[]} (2 different values)
                                damage (x3)
                                healing (x1)
                        materials : array<> {Courtier.items.[].system.damage.0.materials}
                            Length: min=0 max=0
                            Value type: mixed
                        type : string {Courtier.items.[].system.damage.0.type} (4 different values)
                            mental (x1)
                            force (x1)
                            untyped (x1)
                            void (x1)
                    [damageType] : string {Courtier.items.[].system.damage.damageType} (2 different values)
                        piercing (x9)
                        slashing (x3)
                    [dice] : integer {Courtier.items.[].system.damage.dice} (same value: 1)
                    [die] : string {Courtier.items.[].system.damage.die} (4 different values)
                        d4 (x5)
                        d6 (x4)
                        d8 (x2)
                        d10 (x1)
                    [formula] : string {Courtier.items.[].system.damage.formula} (same value: 1d8)
                    [kind] : string {Courtier.items.[].system.damage.kind} (same value: healing)
                    [type] : string {Courtier.items.[].system.damage.type} (same value: vitality)
                [defense] : object {Courtier.items.[].system.defense}
                    save : object {Courtier.items.[].system.defense.save}
                        basic : boolean {Courtier.items.[].system.defense.save.basic} (2 different values)
                            False (x4)
                            True (x2)
                        statistic : string {Courtier.items.[].system.defense.save.statistic} (2 different values)
                            will (x5)
                            fortitude (x1)
                [duration] : object {Courtier.items.[].system.duration}
                    sustained : boolean {Courtier.items.[].system.duration.sustained} (2 different values)
                        True (x2)
                        False (x16)
                    value : string {Courtier.items.[].system.duration.value} (all different values)
                [level] : object {Courtier.items.[].system.level}
                    value : integer {Courtier.items.[].system.level.value} (4 different values)
                        3 (x3)
                        2 (x5)
                        1 (x16)
                        0 (x33)
                [location] : object {Courtier.items.[].system.location}
                    [heightenedLevel] : integer {Courtier.items.[].system.location.heightenedLevel} (3 different values)
                        3 (x2)
                        2 (x3)
                        1 (x4)
                    value : string {Courtier.items.[].system.location.value} (2 different values)
                        2HONqJ3KSR0h25We (x14)
                        cnmmUfSvnBHbPJ3N (x4)
                    [signature] : boolean {Courtier.items.[].system.location.signature} (same value: True)
                [range] : object {Courtier.items.[].system.range}
                    value : string {Courtier.items.[].system.range.value} (6 different values)
                        30 feet (x6)
                         (x5)
                        touch (x2)
                        60 feet (x2)
                        120 feet (x2)
                        10 feet (x1)
                [requirements] : string {Courtier.items.[].system.requirements} (same value: )
                [target] : object {Courtier.items.[].system.target}
                    value : string {Courtier.items.[].system.target.value} (6 different values)
                        1 creature (x5)
                         (x7)
                        1 willing creature (x3)
                        1 object (cook, lift, or tidy only) (x1)
                        1 ally (x1)
                        1 living creature (x1)
                [time] : object {Courtier.items.[].system.time}
                    value : string {Courtier.items.[].system.time.value} (5 different values)
                        2 (x11)
                        10 minutes (x1)
                        1 (x4)
                        reaction (x1)
                        1 to 3 (x1)
                [heightening] : object {Courtier.items.[].system.heightening}
                    [levels] : object {Courtier.items.[].system.heightening.levels}
                        5 : object {Courtier.items.[].system.heightening.levels.5}
                            target : object {Courtier.items.[].system.heightening.levels.5.target}
                                value : string {Courtier.items.[].system.heightening.levels.5.target.value} (same value: 10 creatures)
                    type : string {Courtier.items.[].system.heightening.type} (2 different values)
                        fixed (x1)
                        interval (x3)
                    damage : object {Courtier.items.[].system.heightening.damage}
                        0 : string {Courtier.items.[].system.heightening.damage.0} (3 different values)
                            1d6 (x1)
                            1d10+4 (x1)
                            1d4 (x1)
                    interval : integer {Courtier.items.[].system.heightening.interval} (2 different values)
                        2 (x1)
                        1 (x2)
                [overlays] : object {Courtier.items.[].system.overlays}
                [baseItem] : string {Courtier.items.[].system.baseItem} (13 different values)
                    dagger (x4)
                    whip (x1)
                    sword-cane (x1)
                    bastard-sword (x1)
                    spear (x1)
                    steel-shield (x1)
                    full-plate (x1)
                    rapier (x2)
                    halberd (x1)
                    chain-mail (x1)
                    leather-armor (x1)
                    longsword (x1)
                    half-plate (x1)
                [bonus] : object {Courtier.items.[].system.bonus}
                    value : integer {Courtier.items.[].system.bonus.value} (10 different values)
                        0 (x12)
                        11 (x3)
                        5 (x5)
                        9 (x2)
                        18 (x1)
                        17 (x4)
                        10 (x2)
                        14 (x2)
                        16 (x4)
                        15 (x3)
                [bonusDamage] : object {Courtier.items.[].system.bonusDamage}
                    value : integer {Courtier.items.[].system.bonusDamage.value} (same value: 0)
                [bulk] : object {Courtier.items.[].system.bulk}
                    value : mixed
                        float {Courtier.items.[].system.bulk.value} (same value: 0,1)
                        integer {Courtier.items.[].system.bulk.value} (5 different values)
                            1 (x11)
                            0 (x5)
                            4 (x1)
                            2 (x2)
                            3 (x1)
                [category] : string {Courtier.items.[].system.category} (all different values)
                [containerId] : mixed
                [equipped] : object {Courtier.items.[].system.equipped}
                    carryType : string {Courtier.items.[].system.equipped.carryType} (2 different values)
                        worn (x30)
                        held (x9)
                    [handsHeld] : integer {Courtier.items.[].system.equipped.handsHeld} (3 different values)
                        0 (x18)
                        1 (x9)
                        2 (x1)
                    [invested] : mixed
                    [inSlot] : boolean {Courtier.items.[].system.equipped.inSlot} (same value: True)
                [group] : string {Courtier.items.[].system.group} (8 different values)
                    knife (x4)
                    flail (x1)
                    sword (x5)
                    spear (x1)
                    plate (x2)
                    polearm (x1)
                    chain (x1)
                    leather (x1)
                [hardness] : integer {Courtier.items.[].system.hardness} (2 different values)
                    0 (x38)
                    5 (x1)
                [hp] : object {Courtier.items.[].system.hp}
                    max : integer {Courtier.items.[].system.hp.max} (2 different values)
                        0 (x38)
                        20 (x1)
                    value : integer {Courtier.items.[].system.hp.value} (2 different values)
                        0 (x38)
                        20 (x1)
                [material] : object {Courtier.items.[].system.material}
                    [grade] : mixed
                    [type] : mixed
                [price] : object {Courtier.items.[].system.price}
                    value : object {Courtier.items.[].system.price.value}
                        [sp] : integer {Courtier.items.[].system.price.value.sp} (3 different values)
                            2 (x4)
                            1 (x4)
                            8 (x2)
                        [gp] : integer {Courtier.items.[].system.price.value.gp} (all different values)
                [quantity] : integer {Courtier.items.[].system.quantity} (4 different values)
                    2 (x1)
                    1 (x36)
                    3 (x1)
                    4 (x1)
                [reload] : object {Courtier.items.[].system.reload}
                    value : string {Courtier.items.[].system.reload.value} (2 different values)
                        - (x6)
                         (x6)
                [runes] : object {Courtier.items.[].system.runes}
                    [potency] : integer {Courtier.items.[].system.runes.potency} (2 different values)
                        0 (x13)
                        1 (x3)
                    [property] : array<> {Courtier.items.[].system.runes.property}
                        Length: min=0 max=0
                        Value type: mixed
                    [striking] : integer {Courtier.items.[].system.runes.striking} (same value: 0)
                    [reinforcing] : integer {Courtier.items.[].system.runes.reinforcing} (same value: 0)
                    [resilient] : integer {Courtier.items.[].system.runes.resilient} (same value: 0)
                [size] : string {Courtier.items.[].system.size} (same value: med)
                [splashDamage] : object {Courtier.items.[].system.splashDamage}
                    value : integer {Courtier.items.[].system.splashDamage.value} (same value: 0)
                [usage] : object {Courtier.items.[].system.usage}
                    [canBeAmmo] : boolean {Courtier.items.[].system.usage.canBeAmmo} (same value: False)
                    value : string {Courtier.items.[].system.usage.value} (4 different values)
                        held-in-one-hand (x15)
                        worn (x6)
                        held-in-two-hands (x7)
                        other (x3)
                [uses] : object {Courtier.items.[].system.uses}
                    autoDestroy : boolean {Courtier.items.[].system.uses.autoDestroy} (same value: True)
                    max : integer {Courtier.items.[].system.uses.max} (same value: 1)
                    value : integer {Courtier.items.[].system.uses.value} (same value: 1)
                [attackEffects] : object {Courtier.items.[].system.attackEffects}
                    value : array<> {Courtier.items.[].system.attackEffects.value}
                        Length: min=0 max=0
                        Value type: mixed
                [damageRolls] : object {Courtier.items.[].system.damageRolls}
                    [kvhyx50a5yzc6rc3n09s] : object {Courtier.items.[].system.damageRolls.kvhyx50a5yzc6rc3n09s}
                        damage : string {Courtier.items.[].system.damageRolls.kvhyx50a5yzc6rc3n09s.damage} (same value: 1d4+2)
                        damageType : string {Courtier.items.[].system.damageRolls.kvhyx50a5yzc6rc3n09s.damageType} (same value: slashing)
                    [xiz1kglm334zoswd11x7x] : object {Courtier.items.[].system.damageRolls.xiz1kglm334zoswd11x7x}
                        damage : string {Courtier.items.[].system.damageRolls.xiz1kglm334zoswd11x7x.damage} (same value: 1d4+2)
                        damageType : string {Courtier.items.[].system.damageRolls.xiz1kglm334zoswd11x7x.damageType} (same value: piercing)
                    [RwSPVznXswpE2UsJ] : object {Courtier.items.[].system.damageRolls.RwSPVznXswpE2UsJ}
                        damage : string {Courtier.items.[].system.damageRolls.RwSPVznXswpE2UsJ.damage} (same value: 1d4+4)
                        damageType : string {Courtier.items.[].system.damageRolls.RwSPVznXswpE2UsJ.damageType} (same value: bludgeoning)
                    [5Uidq3jHA5YJATDF] : object {Courtier.items.[].system.damageRolls.5Uidq3jHA5YJATDF}
                        damage : string {Courtier.items.[].system.damageRolls.5Uidq3jHA5YJATDF.damage} (same value: 1d4)
                        damageType : string {Courtier.items.[].system.damageRolls.5Uidq3jHA5YJATDF.damageType} (same value: bludgeoning)
                    [PRjAuv0fRnJfQGsE] : object {Courtier.items.[].system.damageRolls.PRjAuv0fRnJfQGsE}
                        damage : string {Courtier.items.[].system.damageRolls.PRjAuv0fRnJfQGsE.damage} (same value: 1d4)
                        damageType : string {Courtier.items.[].system.damageRolls.PRjAuv0fRnJfQGsE.damageType} (same value: bludgeoning)
                    [EeuatVe8wChAhXbH] : object {Courtier.items.[].system.damageRolls.EeuatVe8wChAhXbH}
                        damage : string {Courtier.items.[].system.damageRolls.EeuatVe8wChAhXbH.damage} (same value: 1d6+3)
                        damageType : string {Courtier.items.[].system.damageRolls.EeuatVe8wChAhXbH.damageType} (same value: piercing)
                    [nNZ6b2RA4OJvl5yo] : object {Courtier.items.[].system.damageRolls.nNZ6b2RA4OJvl5yo}
                        damage : string {Courtier.items.[].system.damageRolls.nNZ6b2RA4OJvl5yo.damage} (same value: 1d4+3)
                        damageType : string {Courtier.items.[].system.damageRolls.nNZ6b2RA4OJvl5yo.damageType} (same value: bludgeoning)
                    [AciGxsJg1UZWe8gs] : object {Courtier.items.[].system.damageRolls.AciGxsJg1UZWe8gs}
                        damage : string {Courtier.items.[].system.damageRolls.AciGxsJg1UZWe8gs.damage} (same value: 1d4+2)
                        damageType : string {Courtier.items.[].system.damageRolls.AciGxsJg1UZWe8gs.damageType} (same value: piercing)
                    [ameeZYCspolXavQh] : object {Courtier.items.[].system.damageRolls.ameeZYCspolXavQh}
                        damage : string {Courtier.items.[].system.damageRolls.ameeZYCspolXavQh.damage} (same value: 1d4+2)
                        damageType : string {Courtier.items.[].system.damageRolls.ameeZYCspolXavQh.damageType} (same value: piercing)
                    [HpVZa1Yk9imLndHG] : object {Courtier.items.[].system.damageRolls.HpVZa1Yk9imLndHG}
                        damage : string {Courtier.items.[].system.damageRolls.HpVZa1Yk9imLndHG.damage} (same value: 1d4+2)
                        damageType : string {Courtier.items.[].system.damageRolls.HpVZa1Yk9imLndHG.damageType} (same value: bludgeoning)
                    [iFmV2p9GkaNUQO6H] : object {Courtier.items.[].system.damageRolls.iFmV2p9GkaNUQO6H}
                        damage : string {Courtier.items.[].system.damageRolls.iFmV2p9GkaNUQO6H.damage} (same value: 1d8+10)
                        damageType : string {Courtier.items.[].system.damageRolls.iFmV2p9GkaNUQO6H.damageType} (same value: slashing)
                    [KQupaVhStV4ptPgu] : object {Courtier.items.[].system.damageRolls.KQupaVhStV4ptPgu}
                        damage : string {Courtier.items.[].system.damageRolls.KQupaVhStV4ptPgu.damage} (same value: 1d6+10)
                        damageType : string {Courtier.items.[].system.damageRolls.KQupaVhStV4ptPgu.damageType} (same value: piercing)
                    [JFusGKx5pDqFwX2j] : object {Courtier.items.[].system.damageRolls.JFusGKx5pDqFwX2j}
                        damage : string {Courtier.items.[].system.damageRolls.JFusGKx5pDqFwX2j.damage} (same value: 1d6+10)
                        damageType : string {Courtier.items.[].system.damageRolls.JFusGKx5pDqFwX2j.damageType} (same value: piercing)
                    [12nK84ZzOsRwF53S] : object {Courtier.items.[].system.damageRolls.12nK84ZzOsRwF53S}
                        damage : string {Courtier.items.[].system.damageRolls.12nK84ZzOsRwF53S.damage} (same value: 1d4+10)
                        damageType : string {Courtier.items.[].system.damageRolls.12nK84ZzOsRwF53S.damageType} (same value: bludgeoning)
                    [jpays66hr8ax3vua3cv4s] : object {Courtier.items.[].system.damageRolls.jpays66hr8ax3vua3cv4s}
                        damage : string {Courtier.items.[].system.damageRolls.jpays66hr8ax3vua3cv4s.damage} (same value: 1d6+6)
                        damageType : string {Courtier.items.[].system.damageRolls.jpays66hr8ax3vua3cv4s.damageType} (same value: piercing)
                    [6r674bim5t3pxgn58ufrz] : object {Courtier.items.[].system.damageRolls.6r674bim5t3pxgn58ufrz}
                        damage : string {Courtier.items.[].system.damageRolls.6r674bim5t3pxgn58ufrz.damage} (same value: 1d4+6)
                        damageType : string {Courtier.items.[].system.damageRolls.6r674bim5t3pxgn58ufrz.damageType} (same value: bludgeoning)
                    [lrrtczd7qfzmqzuu5u0tb] : object {Courtier.items.[].system.damageRolls.lrrtczd7qfzmqzuu5u0tb}
                        damage : string {Courtier.items.[].system.damageRolls.lrrtczd7qfzmqzuu5u0tb.damage} (same value: 1d10+7)
                        damageType : string {Courtier.items.[].system.damageRolls.lrrtczd7qfzmqzuu5u0tb.damageType} (same value: piercing)
                    [q24wvhxhgwjuchc64t2a9] : object {Courtier.items.[].system.damageRolls.q24wvhxhgwjuchc64t2a9}
                        damage : string {Courtier.items.[].system.damageRolls.q24wvhxhgwjuchc64t2a9.damage} (same value: 1d4+7)
                        damageType : string {Courtier.items.[].system.damageRolls.q24wvhxhgwjuchc64t2a9.damageType} (same value: bludgeoning)
                    [ilq6pyjcjkpz2bhtjklyrl] : object {Courtier.items.[].system.damageRolls.ilq6pyjcjkpz2bhtjklyrl}
                        damage : string {Courtier.items.[].system.damageRolls.ilq6pyjcjkpz2bhtjklyrl.damage} (same value: 1d6+7)
                        damageType : string {Courtier.items.[].system.damageRolls.ilq6pyjcjkpz2bhtjklyrl.damageType} (same value: piercing)
                    [FXkJtglkJ5LD0HsB] : object {Courtier.items.[].system.damageRolls.FXkJtglkJ5LD0HsB}
                        damage : string {Courtier.items.[].system.damageRolls.FXkJtglkJ5LD0HsB.damage} (same value: 1d4+7)
                        damageType : string {Courtier.items.[].system.damageRolls.FXkJtglkJ5LD0HsB.damageType} (same value: piercing)
                    [j4NyIbEZ7yASxkJu] : object {Courtier.items.[].system.damageRolls.j4NyIbEZ7yASxkJu}
                        damage : string {Courtier.items.[].system.damageRolls.j4NyIbEZ7yASxkJu.damage} (same value: 1d4+7)
                        damageType : string {Courtier.items.[].system.damageRolls.j4NyIbEZ7yASxkJu.damageType} (same value: piercing)
                    [GFAfKh8QHtZAtK9z] : object {Courtier.items.[].system.damageRolls.GFAfKh8QHtZAtK9z}
                        damage : string {Courtier.items.[].system.damageRolls.GFAfKh8QHtZAtK9z.damage} (same value: 1d4+7)
                        damageType : string {Courtier.items.[].system.damageRolls.GFAfKh8QHtZAtK9z.damageType} (same value: bludgeoning)
                    [mu6rimnBZKnUTBiG] : object {Courtier.items.[].system.damageRolls.mu6rimnBZKnUTBiG}
                        damage : string {Courtier.items.[].system.damageRolls.mu6rimnBZKnUTBiG.damage} (same value: 1d8+11)
                        damageType : string {Courtier.items.[].system.damageRolls.mu6rimnBZKnUTBiG.damageType} (same value: slashing)
                    [F6zlwtZWeRQ4eve7] : object {Courtier.items.[].system.damageRolls.F6zlwtZWeRQ4eve7}
                        damage : string {Courtier.items.[].system.damageRolls.F6zlwtZWeRQ4eve7.damage} (same value: 1d4+11)
                        damageType : string {Courtier.items.[].system.damageRolls.F6zlwtZWeRQ4eve7.damageType} (same value: piercing)
                    [xcDFb8EnBJAK217L] : object {Courtier.items.[].system.damageRolls.xcDFb8EnBJAK217L}
                        damage : string {Courtier.items.[].system.damageRolls.xcDFb8EnBJAK217L.damage} (same value: 1d4+11)
                        damageType : string {Courtier.items.[].system.damageRolls.xcDFb8EnBJAK217L.damageType} (same value: piercing)
                    CET4AU6S1oTenrMZ : object {Courtier.items.[].system.damageRolls.CET4AU6S1oTenrMZ}
                        damage : string {Courtier.items.[].system.damageRolls.CET4AU6S1oTenrMZ.damage} (same value: 1d4+11)
                        damageType : string {Courtier.items.[].system.damageRolls.CET4AU6S1oTenrMZ.damageType} (same value: bludgeoning)
                [actionType] : object {Courtier.items.[].system.actionType}
                    value : string {Courtier.items.[].system.actionType.value} (3 different values)
                        passive (x16)
                        action (x11)
                        reaction (x5)
                [actions] : object {Courtier.items.[].system.actions}
                    [value] : integer {Courtier.items.[].system.actions.value} (2 different values)
                        1 (x10)
                        2 (x1)
                [mod] : object {Courtier.items.[].system.mod}
                    value : integer {Courtier.items.[].system.mod.value} (6 different values)
                        12 (x1)
                        13 (x4)
                        15 (x1)
                        8 (x1)
                        16 (x1)
                        14 (x2)
                [proficient] : object {Courtier.items.[].system.proficient}
                    value : integer {Courtier.items.[].system.proficient.value} (same value: 0)
                [acBonus] : integer {Courtier.items.[].system.acBonus} (5 different values)
                    2 (x1)
                    6 (x1)
                    4 (x1)
                    1 (x1)
                    5 (x1)
                [speedPenalty] : integer {Courtier.items.[].system.speedPenalty} (3 different values)
                    0 (x2)
                    -10 (x2)
                    -5 (x1)
                [checkPenalty] : integer {Courtier.items.[].system.checkPenalty} (3 different values)
                    -3 (x2)
                    -2 (x1)
                    -1 (x1)
                [dexCap] : integer {Courtier.items.[].system.dexCap} (3 different values)
                    0 (x1)
                    1 (x2)
                    4 (x1)
                [strength] : integer {Courtier.items.[].system.strength} (3 different values)
                    4 (x1)
                    3 (x2)
                    0 (x1)
                [frequency] : object {Courtier.items.[].system.frequency}
                    max : integer {Courtier.items.[].system.frequency.max} (same value: 1)
                    per : string {Courtier.items.[].system.frequency.per} (2 different values)
                        round (x2)
                        day (x1)
                    value : integer {Courtier.items.[].system.frequency.value} (same value: 1)
                [deathNote] : boolean {Courtier.items.[].system.deathNote} (same value: True)
            type : string {Courtier.items.[].type} (11 different values)
                spellcastingEntry (x2)
                spell (x18)
                weapon (x12)
                equipment (x18)
                consumable (x1)
                melee (x26)
                action (x32)
                lore (x10)
                treasure (x3)
                shield (x1)
                armor (x4)
            [_stats] : object {Courtier.items.[]._stats}
                compendiumSource : string {Courtier.items.[]._stats.compendiumSource} (44 different values)
            [flags] : object {Courtier.items.[].flags}
                pf2e : object {Courtier.items.[].flags.pf2e}
                    linkedWeapon : string {Courtier.items.[].flags.pf2e.linkedWeapon} (12 different values)
                        tXbnCwNjwgocZ1g5 (x1)
                        itOnQERbGYDW1wyL (x1)
                        cs5Mt6nyq7ec0Coj (x1)
                        vfMxMVHaYQQ23y3A (x2)
                        dC7etJKkewBMvZaV (x1)
                        qFdWzYAQnOJHfZm4 (x2)
                        2pjdLpOsf10e25Mu (x1)
                        AzW3lAdl85pHjlFf (x1)
                        ro3cy6ShC6y96iaD (x1)
                        QN5SfbKynr9nRsLb (x2)
                        d73ksoaVgldu1VLZ (x1)
                        mSRsnZspi9eKGUpu (x2)
    name : string {Courtier.name} (all different values)
    system : object {Courtier.system}
        abilities : object {Courtier.system.abilities}
            cha : object {Courtier.system.abilities.cha}
                mod : integer {Courtier.system.abilities.cha.mod} (6 different values)
                    5 (x1)
                    2 (x2)
                    4 (x3)
                    3 (x1)
                    1 (x1)
                    0 (x1)
            con : object {Courtier.system.abilities.con}
                mod : integer {Courtier.system.abilities.con.mod} (4 different values)
                    -1 (x2)
                    0 (x4)
                    3 (x2)
                    1 (x1)
            dex : object {Courtier.system.abilities.dex}
                mod : integer {Courtier.system.abilities.dex.mod} (4 different values)
                    2 (x3)
                    1 (x2)
                    3 (x3)
                    4 (x1)
            int : object {Courtier.system.abilities.int}
                mod : integer {Courtier.system.abilities.int.mod} (6 different values)
                    3 (x1)
                    5 (x1)
                    2 (x3)
                    4 (x1)
                    0 (x2)
                    1 (x1)
            str : object {Courtier.system.abilities.str}
                mod : integer {Courtier.system.abilities.str.mod} (5 different values)
                    0 (x4)
                    -1 (x1)
                    4 (x2)
                    2 (x1)
                    3 (x1)
            wis : object {Courtier.system.abilities.wis}
                mod : integer {Courtier.system.abilities.wis.mod} (2 different values)
                    3 (x5)
                    2 (x4)
        attributes : object {Courtier.system.attributes}
            ac : object {Courtier.system.attributes.ac}
                details : string {Courtier.system.attributes.ac.details} (2 different values)
                     (x8)
                    (27 with shield raised) (x1)
                value : integer {Courtier.system.attributes.ac.value} (7 different values)
                    21 (x2)
                    13 (x2)
                    17 (x1)
                    25 (x1)
                    18 (x1)
                    23 (x1)
                    24 (x1)
            allSaves : object {Courtier.system.attributes.allSaves}
                value : string {Courtier.system.attributes.allSaves.value} (same value: )
            hp : object {Courtier.system.attributes.hp}
                details : string {Courtier.system.attributes.hp.details} (same value: )
                max : integer {Courtier.system.attributes.hp.max} (8 different values)
                    60 (x2)
                    7 (x1)
                    25 (x1)
                    12 (x1)
                    110 (x1)
                    50 (x1)
                    90 (x1)
                    85 (x1)
                temp : integer {Courtier.system.attributes.hp.temp} (same value: 0)
                value : integer {Courtier.system.attributes.hp.value} (8 different values)
                    60 (x2)
                    7 (x1)
                    25 (x1)
                    12 (x1)
                    110 (x1)
                    50 (x1)
                    90 (x1)
                    85 (x1)
            speed : object {Courtier.system.attributes.speed}
                otherSpeeds : array<> {Courtier.system.attributes.speed.otherSpeeds}
                    Length: min=0 max=0
                    Value type: mixed
                value : integer {Courtier.system.attributes.speed.value} (same value: 25)
            [weaknesses] : array<> {Courtier.system.attributes.weaknesses}
                Length: min=0 max=0
                Value type: mixed
        details : object {Courtier.system.details}
            blurb : string {Courtier.system.details.blurb} (same value: )
            languages : object {Courtier.system.details.languages}
                details : string {Courtier.system.details.languages.details} (2 different values)
                     (x7)
                    plus two additional languages (x2)
                value : array<string> {Courtier.system.details.languages.value}
                    Length: min=1 max=1
                    Value type: string {Courtier.system.details.languages.value.[]} (same value: common)
            level : object {Courtier.system.details.level}
                value : integer {Courtier.system.details.level.value} (8 different values)
                    5 (x1)
                    -1 (x1)
                    2 (x1)
                    0 (x1)
                    7 (x1)
                    3 (x1)
                    4 (x1)
                    6 (x2)
            privateNotes : string {Courtier.system.details.privateNotes} (same value: )
            publicNotes : string {Courtier.system.details.publicNotes} (all different values)
            publication : object {Courtier.system.details.publication}
                license : string {Courtier.system.details.publication.license} (same value: ORC)
                remaster : boolean {Courtier.system.details.publication.remaster} (same value: True)
                title : string {Courtier.system.details.publication.title} (same value: Pathfinder NPC Core)
        initiative : object {Courtier.system.initiative}
            statistic : string {Courtier.system.initiative.statistic} (same value: perception)
        perception : object {Courtier.system.perception}
            details : string {Courtier.system.perception.details} (3 different values)
                 (x6)
                (+13 to Sense Motive) (x2)
                (+14 when rolling initiative) (x1)
            mod : integer {Courtier.system.perception.mod} (7 different values)
                14 (x2)
                7 (x2)
                9 (x1)
                13 (x1)
                11 (x1)
                12 (x1)
                15 (x1)
            senses : array<> {Courtier.system.perception.senses}
                Length: min=0 max=0
                Value type: mixed
        resources : object {Courtier.system.resources}
            [focus] : object {Courtier.system.resources.focus}
                max : integer {Courtier.system.resources.focus.max} (same value: 1)
                value : integer {Courtier.system.resources.focus.value} (same value: 0)
        saves : object {Courtier.system.saves}
            fortitude : object {Courtier.system.saves.fortitude}
                saveDetail : string {Courtier.system.saves.fortitude.saveDetail} (same value: )
                value : integer {Courtier.system.saves.fortitude.value} (6 different values)
                    8 (x1)
                    3 (x1)
                    6 (x2)
                    2 (x1)
                    14 (x1)
                    12 (x3)
            reflex : object {Courtier.system.saves.reflex}
                saveDetail : string {Courtier.system.saves.reflex.saveDetail} (same value: )
                value : integer {Courtier.system.saves.reflex.value} (7 different values)
                    11 (x1)
                    5 (x1)
                    7 (x1)
                    3 (x1)
                    14 (x2)
                    10 (x2)
                    16 (x1)
            will : object {Courtier.system.saves.will}
                saveDetail : string {Courtier.system.saves.will.saveDetail} (same value: )
                value : integer {Courtier.system.saves.will.value} (6 different values)
                    14 (x2)
                    9 (x1)
                    11 (x3)
                    13 (x1)
                    10 (x1)
                    16 (x1)
        skills : object {Courtier.system.skills}
            [deception] : object {Courtier.system.skills.deception}
                base : integer {Courtier.system.skills.deception.base} (5 different values)
                    14 (x1)
                    12 (x2)
                    13 (x1)
                    10 (x1)
                    16 (x1)
            [diplomacy] : object {Courtier.system.skills.diplomacy}
                base : integer {Courtier.system.skills.diplomacy.base} (5 different values)
                    14 (x2)
                    12 (x3)
                    15 (x1)
                    10 (x1)
                    8 (x1)
            [occultism] : object {Courtier.system.skills.occultism}
                base : integer {Courtier.system.skills.occultism.base} (same value: 10)
            [performance] : object {Courtier.system.skills.performance}
                base : integer {Courtier.system.skills.performance.base} (2 different values)
                    12 (x1)
                    13 (x1)
            [society] : object {Courtier.system.skills.society}
                base : integer {Courtier.system.skills.society.base} (6 different values)
                    12 (x1)
                    9 (x1)
                    10 (x2)
                    15 (x1)
                    13 (x1)
                    14 (x1)
            intimidation : object {Courtier.system.skills.intimidation}
                base : integer {Courtier.system.skills.intimidation.base} (5 different values)
                    7 (x1)
                    16 (x1)
                    9 (x1)
                    8 (x1)
                    14 (x2)
            [athletics] : object {Courtier.system.skills.athletics}
                base : integer {Courtier.system.skills.athletics.base} (3 different values)
                    17 (x1)
                    14 (x1)
                    13 (x1)
            [acrobatics] : object {Courtier.system.skills.acrobatics}
                base : integer {Courtier.system.skills.acrobatics.base} (same value: 14)
            [stealth] : object {Courtier.system.skills.stealth}
                base : integer {Courtier.system.skills.stealth.base} (same value: 16)
            [thievery] : object {Courtier.system.skills.thievery}
                base : integer {Courtier.system.skills.thievery.base} (same value: 14)
        traits : object {Courtier.system.traits}
            rarity : string {Courtier.system.traits.rarity} (same value: common)
            size : object {Courtier.system.traits.size}
                value : string {Courtier.system.traits.size.value} (same value: med)
            value : array<string> {Courtier.system.traits.value}
                Length: min=2 max=2
                Value type: string {Courtier.system.traits.value.[]} (2 different values)
                    human (x9)
                    humanoid (x9)
    type : string {Courtier.type} (same value: npc)