New output
This commit is contained in:
+219
-242
@@ -3,10 +3,10 @@ Different values: 7
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=====================================
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object {3-09}
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_id : string {3-09._id} (all different values)
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folder : string {3-09.folder} (same value: HjORf8aL4Gqj2wFN)
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folder : string {3-09.folder} (same value: 'HjORf8aL4Gqj2wFN')
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img : string {3-09.img} (2 different values)
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systems/pf2e/icons/default-icons/npc.svg (x5)
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systems/pf2e/icons/default-icons/hazard.svg (x2)
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'systems/pf2e/icons/default-icons/npc.svg' (x5)
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'systems/pf2e/icons/default-icons/hazard.svg' (x2)
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items : array<object> {3-09.items}
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Length: min=1 max=10
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Value type: object {3-09.items.[]}
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@@ -14,37 +14,48 @@ object {3-09}
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[_stats] : object {3-09.items.[]._stats}
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compendiumSource : string {3-09.items.[]._stats.compendiumSource} (all different values)
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img : string {3-09.items.[].img} (8 different values)
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systems/pf2e/icons/equipment/weapons/longsword.webp (x1)
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icons/equipment/chest/breastplate-layered-leather-studded-brown.webp (x1)
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systems/pf2e/icons/default-icons/melee.svg (x7)
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systems/pf2e/icons/actions/Reaction.webp (x3)
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systems/pf2e/icons/actions/Passive.webp (x15)
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systems/pf2e/icons/actions/TwoActions.webp (x2)
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systems/pf2e/icons/conditions/slowed.webp (x2)
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systems/pf2e/icons/actions/OneAction.webp (x4)
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'systems/pf2e/icons/actions/Passive.webp' (x15)
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'systems/pf2e/icons/default-icons/melee.svg' (x7)
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'systems/pf2e/icons/actions/OneAction.webp' (x4)
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'systems/pf2e/icons/actions/Reaction.webp' (x3)
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'systems/pf2e/icons/actions/TwoActions.webp' (x2)
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'systems/pf2e/icons/conditions/slowed.webp' (x2)
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'systems/pf2e/icons/equipment/weapons/longsword.webp' (x1)
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'icons/equipment/chest/breastplate-layered-leather-studded-brown.webp' (x1)
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name : string {3-09.items.[].name} (27 different values)
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sort : integer {3-09.items.[].sort} (11 different values)
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100000 (x5)
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200000 (x5)
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300000 (x5)
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400000 (x4)
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500000 (x3)
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600000 (x3)
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700000 (x3)
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800000 (x2)
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900000 (x2)
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0 (x2)
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1000000 (x1)
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system : object {3-09.items.[].system}
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[acBonus] : integer {3-09.items.[].system.acBonus} (same value: 2)
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[actionType] : object {3-09.items.[].system.actionType}
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value : string {3-09.items.[].system.actionType.value} (3 different values)
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'passive' (x15)
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'action' (x6)
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'reaction' (x3)
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[actions] : object {3-09.items.[].system.actions}
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[value] : integer {3-09.items.[].system.actions.value} (2 different values)
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1 (x4)
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2 (x2)
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[attack] : object {3-09.items.[].system.attack}
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value : string {3-09.items.[].system.attack.value} (same value: '')
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[attackEffects] : object {3-09.items.[].system.attackEffects}
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[custom] : string {3-09.items.[].system.attackEffects.custom} (same value: '')
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value : array<string> {3-09.items.[].system.attackEffects.value}
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Length: min=0 max=1
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Value type: string {3-09.items.[].system.attackEffects.value.[]} (3 different values)
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'drain-life' (x2)
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'mummy-rot' (x1)
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'grab' (x1)
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description : object {3-09.items.[].system.description}
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value : string {3-09.items.[].system.description.value} (25 different values)
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[baseItem] : string {3-09.items.[].system.baseItem} (2 different values)
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longsword (x1)
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studded-leather-armor (x1)
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'longsword' (x1)
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'studded-leather-armor' (x1)
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[bonus] : object {3-09.items.[].system.bonus}
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value : integer {3-09.items.[].system.bonus.value} (6 different values)
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0 (x1)
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12 (x2)
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14 (x1)
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20 (x2)
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0 (x1)
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14 (x1)
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16 (x1)
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11 (x1)
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[bonusDamage] : object {3-09.items.[].system.bonusDamage}
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@@ -52,28 +63,56 @@ object {3-09}
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[bulk] : object {3-09.items.[].system.bulk}
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value : integer {3-09.items.[].system.bulk.value} (same value: 1)
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[category] : string {3-09.items.[].system.category} (5 different values)
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martial (x1)
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light (x1)
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defensive (x7)
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offensive (x11)
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interaction (x4)
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[containerId] : mixed
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'offensive' (x11)
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'defensive' (x7)
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'interaction' (x4)
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'martial' (x1)
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'light' (x1)
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[checkPenalty] : integer {3-09.items.[].system.checkPenalty} (same value: -1)
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[containerId] : empty
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[damage] : object {3-09.items.[].system.damage}
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damageType : string {3-09.items.[].system.damage.damageType} (same value: slashing)
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damageType : string {3-09.items.[].system.damage.damageType} (same value: 'slashing')
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dice : integer {3-09.items.[].system.damage.dice} (same value: 1)
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die : string {3-09.items.[].system.damage.die} (same value: d8)
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description : object {3-09.items.[].system.description}
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value : string {3-09.items.[].system.description.value} (25 different values)
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die : string {3-09.items.[].system.damage.die} (same value: 'd8')
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[damageRolls] : object {3-09.items.[].system.damageRolls}
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[0] : object {3-09.items.[].system.damageRolls.0}
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damage : string {3-09.items.[].system.damageRolls.0.damage} (2 different values)
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'1d8+7' (x1)
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'1d6+7' (x1)
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damageType : string {3-09.items.[].system.damageRolls.0.damageType} (same value: 'slashing')
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[h93snjqhv0gmnq3yitdy] : object {3-09.items.[].system.damageRolls.h93snjqhv0gmnq3yitdy}
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damage : string {3-09.items.[].system.damageRolls.h93snjqhv0gmnq3yitdy.damage} (same value: '2d10+13')
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damageType : string {3-09.items.[].system.damageRolls.h93snjqhv0gmnq3yitdy.damageType} (same value: 'bludgeoning')
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[mubnate22akym2bmml8l] : object {3-09.items.[].system.damageRolls.mubnate22akym2bmml8l}
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damage : string {3-09.items.[].system.damageRolls.mubnate22akym2bmml8l.damage} (same value: '2d6+7')
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damageType : string {3-09.items.[].system.damageRolls.mubnate22akym2bmml8l.damageType} (same value: 'bludgeoning')
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uehqzi7a36hzr0491bra : object {3-09.items.[].system.damageRolls.uehqzi7a36hzr0491bra}
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damage : string {3-09.items.[].system.damageRolls.uehqzi7a36hzr0491bra.damage} (same value: '1d8+6')
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damageType : string {3-09.items.[].system.damageRolls.uehqzi7a36hzr0491bra.damageType} (same value: 'bludgeoning')
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[vq85o4z1y2ey85koh914] : object {3-09.items.[].system.damageRolls.vq85o4z1y2ey85koh914}
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damage : string {3-09.items.[].system.damageRolls.vq85o4z1y2ey85koh914.damage} (same value: '2d10+13')
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damageType : string {3-09.items.[].system.damageRolls.vq85o4z1y2ey85koh914.damageType} (same value: 'bludgeoning')
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[zng6jp2eorphiyyhpzd0] : object {3-09.items.[].system.damageRolls.zng6jp2eorphiyyhpzd0}
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damage : string {3-09.items.[].system.damageRolls.zng6jp2eorphiyyhpzd0.damage} (same value: '2d6+13')
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damageType : string {3-09.items.[].system.damageRolls.zng6jp2eorphiyyhpzd0.damageType} (same value: 'bludgeoning')
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[deathNote] : boolean {3-09.items.[].system.deathNote} (same value: True)
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[dexCap] : integer {3-09.items.[].system.dexCap} (same value: 3)
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[duration] : object {3-09.items.[].system.duration}
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value : integer {3-09.items.[].system.duration.value} (same value: 0)
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[equipped] : object {3-09.items.[].system.equipped}
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carryType : string {3-09.items.[].system.equipped.carryType} (2 different values)
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held (x1)
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worn (x1)
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'held' (x1)
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'worn' (x1)
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[handsHeld] : integer {3-09.items.[].system.equipped.handsHeld} (same value: 1)
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[invested] : mixed
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inSlot : boolean {3-09.items.[].system.equipped.inSlot} (same value: True)
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[invested] : empty
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[frequency] : object {3-09.items.[].system.frequency}
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max : integer {3-09.items.[].system.frequency.max} (same value: 1)
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per : string {3-09.items.[].system.frequency.per} (same value: 'round')
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value : integer {3-09.items.[].system.frequency.value} (same value: 1)
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[group] : string {3-09.items.[].system.group} (2 different values)
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sword (x1)
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leather (x1)
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'sword' (x1)
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'leather' (x1)
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[hardness] : integer {3-09.items.[].system.hardness} (same value: 0)
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[hp] : object {3-09.items.[].system.hp}
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max : integer {3-09.items.[].system.hp.max} (same value: 0)
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@@ -81,141 +120,91 @@ object {3-09}
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[level] : object {3-09.items.[].system.level}
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value : integer {3-09.items.[].system.level.value} (same value: 0)
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[material] : object {3-09.items.[].system.material}
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[grade] : mixed
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[type] : mixed
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[grade] : empty
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[type] : empty
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[overrides] : array<> {3-09.items.[].system.overrides}
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Length: min=0 max=0
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Value type: empty
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[price] : object {3-09.items.[].system.price}
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value : object {3-09.items.[].system.price.value}
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gp : integer {3-09.items.[].system.price.value.gp} (2 different values)
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1 (x1)
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3 (x1)
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publication : object {3-09.items.[].system.publication}
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license : string {3-09.items.[].system.publication.license} (same value: OGL)
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remaster : boolean {3-09.items.[].system.publication.remaster} (same value: False)
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title : string {3-09.items.[].system.publication.title} (5 different values)
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Pathfinder Core Rulebook (x2)
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(x27)
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Pathfinder Bestiary 2 (x3)
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Pathfinder Bestiary 3 (x2)
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Pathfinder Bestiary (x1)
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[quantity] : integer {3-09.items.[].system.quantity} (same value: 1)
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[range] : mixed
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[reload] : object {3-09.items.[].system.reload}
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value : string {3-09.items.[].system.reload.value} (same value: )
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rules : ###FoundryRulesObject###
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[runes] : object {3-09.items.[].system.runes}
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potency : integer {3-09.items.[].system.runes.potency} (same value: 0)
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property : array<> {3-09.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 {3-09.items.[].system.runes.striking} (same value: 0)
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Value type: empty
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resilient : integer {3-09.items.[].system.runes.resilient} (same value: 0)
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[size] : string {3-09.items.[].system.size} (same value: med)
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[striking] : integer {3-09.items.[].system.runes.striking} (same value: 0)
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publication : object {3-09.items.[].system.publication}
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license : string {3-09.items.[].system.publication.license} (same value: 'OGL')
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remaster : boolean {3-09.items.[].system.publication.remaster} (same value: False)
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title : string {3-09.items.[].system.publication.title} (5 different values)
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'' (x27)
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'Pathfinder Bestiary 2' (x3)
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'Pathfinder Core Rulebook' (x2)
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'Pathfinder Bestiary 3' (x2)
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'Pathfinder Bestiary' (x1)
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rules : ignored (Foundry rules object) {3-09.items.[].system.rules}
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[quantity] : integer {3-09.items.[].system.quantity} (same value: 1)
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[range] : empty
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[references] : object {3-09.items.[].system.references}
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children : array<> {3-09.items.[].system.references.children}
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Length: min=0 max=0
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Value type: empty
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immunityFrom : array<> {3-09.items.[].system.references.immunityFrom}
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Length: min=0 max=0
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Value type: empty
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overriddenBy : array<> {3-09.items.[].system.references.overriddenBy}
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Length: min=0 max=0
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Value type: empty
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overrides : array<> {3-09.items.[].system.references.overrides}
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Length: min=0 max=0
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Value type: empty
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[reload] : object {3-09.items.[].system.reload}
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value : string {3-09.items.[].system.reload.value} (same value: '')
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[size] : string {3-09.items.[].system.size} (same value: 'med')
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[slug] : string {3-09.items.[].system.slug} (all different values)
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[speedPenalty] : integer {3-09.items.[].system.speedPenalty} (same value: 0)
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[splashDamage] : object {3-09.items.[].system.splashDamage}
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value : integer {3-09.items.[].system.splashDamage.value} (same value: 0)
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[strength] : integer {3-09.items.[].system.strength} (same value: 1)
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[traits] : object {3-09.items.[].system.traits}
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rarity : string {3-09.items.[].system.traits.rarity} (same value: common)
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rarity : string {3-09.items.[].system.traits.rarity} (same value: 'common')
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value : array<string> {3-09.items.[].system.traits.value}
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Length: min=0 max=6
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Value type: string {3-09.items.[].system.traits.value.[]} (21 different values)
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[usage] : object {3-09.items.[].system.usage}
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value : string {3-09.items.[].system.usage.value} (same value: held-in-one-hand)
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[acBonus] : integer {3-09.items.[].system.acBonus} (same value: 2)
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[checkPenalty] : integer {3-09.items.[].system.checkPenalty} (same value: -1)
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[dexCap] : integer {3-09.items.[].system.dexCap} (same value: 3)
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[speedPenalty] : integer {3-09.items.[].system.speedPenalty} (same value: 0)
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[strength] : integer {3-09.items.[].system.strength} (same value: 1)
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||||
[attack] : object {3-09.items.[].system.attack}
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value : string {3-09.items.[].system.attack.value} (same value: )
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||||
[attackEffects] : object {3-09.items.[].system.attackEffects}
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||||
[custom] : string {3-09.items.[].system.attackEffects.custom} (same value: )
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||||
value : array<string> {3-09.items.[].system.attackEffects.value}
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Length: min=0 max=1
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Value type: string {3-09.items.[].system.attackEffects.value.[]} (3 different values)
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drain-life (x2)
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mummy-rot (x1)
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grab (x1)
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||||
[damageRolls] : object {3-09.items.[].system.damageRolls}
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||||
[0] : object {3-09.items.[].system.damageRolls.0}
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||||
damage : string {3-09.items.[].system.damageRolls.0.damage} (2 different values)
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||||
1d8+7 (x1)
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1d6+7 (x1)
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damageType : string {3-09.items.[].system.damageRolls.0.damageType} (same value: slashing)
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||||
[h93snjqhv0gmnq3yitdy] : object {3-09.items.[].system.damageRolls.h93snjqhv0gmnq3yitdy}
|
||||
damage : string {3-09.items.[].system.damageRolls.h93snjqhv0gmnq3yitdy.damage} (same value: 2d10+13)
|
||||
damageType : string {3-09.items.[].system.damageRolls.h93snjqhv0gmnq3yitdy.damageType} (same value: bludgeoning)
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||||
[vq85o4z1y2ey85koh914] : object {3-09.items.[].system.damageRolls.vq85o4z1y2ey85koh914}
|
||||
damage : string {3-09.items.[].system.damageRolls.vq85o4z1y2ey85koh914.damage} (same value: 2d10+13)
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||||
damageType : string {3-09.items.[].system.damageRolls.vq85o4z1y2ey85koh914.damageType} (same value: bludgeoning)
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||||
[zng6jp2eorphiyyhpzd0] : object {3-09.items.[].system.damageRolls.zng6jp2eorphiyyhpzd0}
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||||
damage : string {3-09.items.[].system.damageRolls.zng6jp2eorphiyyhpzd0.damage} (same value: 2d6+13)
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||||
damageType : string {3-09.items.[].system.damageRolls.zng6jp2eorphiyyhpzd0.damageType} (same value: bludgeoning)
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||||
[mubnate22akym2bmml8l] : object {3-09.items.[].system.damageRolls.mubnate22akym2bmml8l}
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||||
damage : string {3-09.items.[].system.damageRolls.mubnate22akym2bmml8l.damage} (same value: 2d6+7)
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||||
damageType : string {3-09.items.[].system.damageRolls.mubnate22akym2bmml8l.damageType} (same value: bludgeoning)
|
||||
uehqzi7a36hzr0491bra : object {3-09.items.[].system.damageRolls.uehqzi7a36hzr0491bra}
|
||||
damage : string {3-09.items.[].system.damageRolls.uehqzi7a36hzr0491bra.damage} (same value: 1d8+6)
|
||||
damageType : string {3-09.items.[].system.damageRolls.uehqzi7a36hzr0491bra.damageType} (same value: bludgeoning)
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||||
[weaponType] : object {3-09.items.[].system.weaponType}
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||||
value : string {3-09.items.[].system.weaponType.value} (2 different values)
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||||
melee (x5)
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||||
ranged (x2)
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||||
[actionType] : object {3-09.items.[].system.actionType}
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||||
value : string {3-09.items.[].system.actionType.value} (3 different values)
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||||
reaction (x3)
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||||
passive (x15)
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||||
action (x6)
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||||
[actions] : object {3-09.items.[].system.actions}
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||||
[value] : integer {3-09.items.[].system.actions.value} (2 different values)
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||||
2 (x2)
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||||
1 (x4)
|
||||
[deathNote] : boolean {3-09.items.[].system.deathNote} (same value: True)
|
||||
[duration] : object {3-09.items.[].system.duration}
|
||||
value : integer {3-09.items.[].system.duration.value} (same value: 0)
|
||||
[overrides] : array<> {3-09.items.[].system.overrides}
|
||||
Length: min=0 max=0
|
||||
Value type: mixed
|
||||
[references] : object {3-09.items.[].system.references}
|
||||
children : array<> {3-09.items.[].system.references.children}
|
||||
Length: min=0 max=0
|
||||
Value type: mixed
|
||||
immunityFrom : array<> {3-09.items.[].system.references.immunityFrom}
|
||||
Length: min=0 max=0
|
||||
Value type: mixed
|
||||
overriddenBy : array<> {3-09.items.[].system.references.overriddenBy}
|
||||
Length: min=0 max=0
|
||||
Value type: mixed
|
||||
overrides : array<> {3-09.items.[].system.references.overrides}
|
||||
Length: min=0 max=0
|
||||
Value type: mixed
|
||||
value : string {3-09.items.[].system.usage.value} (same value: 'held-in-one-hand')
|
||||
[value] : object {3-09.items.[].system.value}
|
||||
isValued : boolean {3-09.items.[].system.value.isValued} (same value: True)
|
||||
value : integer {3-09.items.[].system.value.value} (same value: 1)
|
||||
[frequency] : object {3-09.items.[].system.frequency}
|
||||
max : integer {3-09.items.[].system.frequency.max} (same value: 1)
|
||||
per : string {3-09.items.[].system.frequency.per} (same value: round)
|
||||
value : integer {3-09.items.[].system.frequency.value} (same value: 1)
|
||||
[weaponType] : object {3-09.items.[].system.weaponType}
|
||||
value : string {3-09.items.[].system.weaponType.value} (2 different values)
|
||||
'melee' (x5)
|
||||
'ranged' (x2)
|
||||
type : string {3-09.items.[].type} (5 different values)
|
||||
weapon (x1)
|
||||
armor (x1)
|
||||
melee (x7)
|
||||
action (x24)
|
||||
condition (x2)
|
||||
'action' (x24)
|
||||
'melee' (x7)
|
||||
'condition' (x2)
|
||||
'weapon' (x1)
|
||||
'armor' (x1)
|
||||
[flags] : object {3-09.items.[].flags}
|
||||
pf2e : object {3-09.items.[].flags.pf2e}
|
||||
linkedWeapon : string {3-09.items.[].flags.pf2e.linkedWeapon} (same value: AJgASdfsJa1ONVaU)
|
||||
linkedWeapon : string {3-09.items.[].flags.pf2e.linkedWeapon} (same value: 'AJgASdfsJa1ONVaU')
|
||||
name : string {3-09.name} (all different values)
|
||||
[prototypeToken] : object {3-09.prototypeToken}
|
||||
name : string {3-09.prototypeToken.name} (3 different values)
|
||||
Cairn Wight (x1)
|
||||
Crushing Spirits (x2)
|
||||
Mummy Guardian (x1)
|
||||
'Crushing Spirits' (x2)
|
||||
'Cairn Wight' (x1)
|
||||
'Mummy Guardian' (x1)
|
||||
system : object {3-09.system}
|
||||
[abilities] : object {3-09.system.abilities}
|
||||
cha : object {3-09.system.abilities.cha}
|
||||
mod : integer {3-09.system.abilities.cha.mod} (3 different values)
|
||||
3 (x1)
|
||||
-2 (x3)
|
||||
3 (x1)
|
||||
-5 (x1)
|
||||
con : object {3-09.system.abilities.con}
|
||||
mod : integer {3-09.system.abilities.con.mod} (3 different values)
|
||||
@@ -224,13 +213,13 @@ object {3-09}
|
||||
5 (x1)
|
||||
dex : object {3-09.system.abilities.dex}
|
||||
mod : integer {3-09.system.abilities.dex.mod} (3 different values)
|
||||
2 (x1)
|
||||
0 (x3)
|
||||
2 (x1)
|
||||
-2 (x1)
|
||||
int : object {3-09.system.abilities.int}
|
||||
mod : integer {3-09.system.abilities.int.mod} (2 different values)
|
||||
1 (x1)
|
||||
-5 (x4)
|
||||
1 (x1)
|
||||
str : object {3-09.system.abilities.str}
|
||||
mod : integer {3-09.system.abilities.str.mod} (3 different values)
|
||||
4 (x3)
|
||||
@@ -238,28 +227,28 @@ object {3-09}
|
||||
5 (x1)
|
||||
wis : object {3-09.system.abilities.wis}
|
||||
mod : integer {3-09.system.abilities.wis.mod} (3 different values)
|
||||
3 (x1)
|
||||
1 (x3)
|
||||
3 (x1)
|
||||
0 (x1)
|
||||
attributes : object {3-09.system.attributes}
|
||||
ac : object {3-09.system.attributes.ac}
|
||||
[details] : string {3-09.system.attributes.ac.details} (2 different values)
|
||||
(x4)
|
||||
15 when broken; construct armor (x1)
|
||||
'' (x4)
|
||||
'15 when broken; construct armor' (x1)
|
||||
value : integer {3-09.system.attributes.ac.value} (6 different values)
|
||||
20 (x1)
|
||||
0 (x2)
|
||||
20 (x1)
|
||||
24 (x1)
|
||||
21 (x1)
|
||||
23 (x1)
|
||||
19 (x1)
|
||||
[allSaves] : object {3-09.system.attributes.allSaves}
|
||||
value : string {3-09.system.attributes.allSaves.value} (same value: )
|
||||
value : string {3-09.system.attributes.allSaves.value} (same value: '')
|
||||
hp : object {3-09.system.attributes.hp}
|
||||
details : string {3-09.system.attributes.hp.details} (3 different values)
|
||||
void healing (x3)
|
||||
(x3)
|
||||
troop defenses (x1)
|
||||
'void healing' (x3)
|
||||
'' (x3)
|
||||
'troop defenses' (x1)
|
||||
[max] : integer {3-09.system.attributes.hp.max} (5 different values)
|
||||
67 (x1)
|
||||
200 (x1)
|
||||
@@ -273,33 +262,33 @@ object {3-09}
|
||||
135 (x1)
|
||||
110 (x1)
|
||||
35 (x1)
|
||||
[immunities] : array<object> {3-09.system.attributes.immunities}
|
||||
Length: min=0 max=6
|
||||
Value type: object {3-09.system.attributes.immunities.[]}
|
||||
type : string {3-09.system.attributes.immunities.[].type} (6 different values)
|
||||
death-effects (x4)
|
||||
disease (x4)
|
||||
paralyzed (x4)
|
||||
poison (x4)
|
||||
unconscious (x4)
|
||||
mental (x1)
|
||||
[speed] : object {3-09.system.attributes.speed}
|
||||
otherSpeeds : array<> {3-09.system.attributes.speed.otherSpeeds}
|
||||
Length: min=0 max=0
|
||||
Value type: mixed
|
||||
value : integer {3-09.system.attributes.speed.value} (3 different values)
|
||||
25 (x2)
|
||||
30 (x1)
|
||||
20 (x2)
|
||||
[details] : string {3-09.system.attributes.speed.details} (same value: troop movement)
|
||||
[emitsSound] : string {3-09.system.attributes.emitsSound} (same value: encounter)
|
||||
[emitsSound] : string {3-09.system.attributes.emitsSound} (same value: 'encounter')
|
||||
[hardness] : mixed
|
||||
integer {3-09.system.attributes.hardness} (same value: 0)
|
||||
object {3-09.system.attributes.hardness}
|
||||
value : integer {3-09.system.attributes.hardness.value} (same value: 6)
|
||||
[hasHealth] : boolean {3-09.system.attributes.hasHealth} (same value: True)
|
||||
[immunities] : array<object> {3-09.system.attributes.immunities}
|
||||
Length: min=0 max=6
|
||||
Value type: object {3-09.system.attributes.immunities.[]}
|
||||
type : string {3-09.system.attributes.immunities.[].type} (6 different values)
|
||||
'death-effects' (x4)
|
||||
'disease' (x4)
|
||||
'paralyzed' (x4)
|
||||
'poison' (x4)
|
||||
'unconscious' (x4)
|
||||
'mental' (x1)
|
||||
[speed] : object {3-09.system.attributes.speed}
|
||||
[details] : string {3-09.system.attributes.speed.details} (same value: 'troop movement')
|
||||
otherSpeeds : array<> {3-09.system.attributes.speed.otherSpeeds}
|
||||
Length: min=0 max=0
|
||||
Value type: empty
|
||||
value : integer {3-09.system.attributes.speed.value} (3 different values)
|
||||
25 (x2)
|
||||
20 (x2)
|
||||
30 (x1)
|
||||
[stealth] : object {3-09.system.attributes.stealth}
|
||||
details : string {3-09.system.attributes.stealth.details} (same value: <p>(expert)</p>)
|
||||
details : string {3-09.system.attributes.stealth.details} (same value: '<p>(expert)</p>')
|
||||
value : integer {3-09.system.attributes.stealth.value} (2 different values)
|
||||
12 (x1)
|
||||
15 (x1)
|
||||
@@ -307,82 +296,82 @@ object {3-09}
|
||||
Length: min=1 max=4
|
||||
Value type: object {3-09.system.attributes.weaknesses.[]}
|
||||
type : string {3-09.system.attributes.weaknesses.[].type} (5 different values)
|
||||
vitality (x2)
|
||||
slashing (x2)
|
||||
area-damage (x1)
|
||||
splash-damage (x1)
|
||||
fire (x1)
|
||||
'vitality' (x2)
|
||||
'slashing' (x2)
|
||||
'area-damage' (x1)
|
||||
'splash-damage' (x1)
|
||||
'fire' (x1)
|
||||
value : integer {3-09.system.attributes.weaknesses.[].value} (3 different values)
|
||||
10 (x2)
|
||||
5 (x4)
|
||||
10 (x2)
|
||||
2 (x1)
|
||||
details : object {3-09.system.details}
|
||||
[blurb] : string {3-09.system.details.blurb} (4 different values)
|
||||
(x2)
|
||||
Variant zombie hulk (x1)
|
||||
Variant shambler troop (x1)
|
||||
Variant animated statue (x1)
|
||||
'' (x2)
|
||||
'Variant zombie hulk' (x1)
|
||||
'Variant shambler troop' (x1)
|
||||
'Variant animated statue' (x1)
|
||||
[languages] : object {3-09.system.details.languages}
|
||||
details : string {3-09.system.details.languages.details} (same value: )
|
||||
details : string {3-09.system.details.languages.details} (same value: '')
|
||||
value : array<string> {3-09.system.details.languages.value}
|
||||
Length: min=0 max=2
|
||||
Value type: string {3-09.system.details.languages.value.[]} (3 different values)
|
||||
common (x1)
|
||||
necril (x2)
|
||||
osiriani (x1)
|
||||
'necril' (x2)
|
||||
'common' (x1)
|
||||
'osiriani' (x1)
|
||||
level : object {3-09.system.details.level}
|
||||
value : integer {3-09.system.details.level.value} (4 different values)
|
||||
4 (x2)
|
||||
6 (x3)
|
||||
4 (x2)
|
||||
8 (x1)
|
||||
3 (x1)
|
||||
[privateNotes] : string {3-09.system.details.privateNotes} (same value: )
|
||||
[privateNotes] : string {3-09.system.details.privateNotes} (same value: '')
|
||||
[publicNotes] : string {3-09.system.details.publicNotes} (5 different values)
|
||||
<p>Jealous guardians of tombs, barrows, and sepulchers, cairn wights usually spawn from necromantic rituals. For those mortals who cannot abide the thought of separation from their earthly possessions, the undead existence offered by transformation into a cairn wight can be tempting. Perhaps as frequently, particularly avaricious and wealthy royalty or merchants seek out victims to transform into cairn wights to guard their precious wealth for all time.</p>
|
||||
'<p>Jealous guardians of tombs, barrows, and sepulchers, cairn wights usually spawn from necromantic rituals. For those mortals who cannot abide the thought of separation from their earthly possessions, the undead existence offered by transformation into a cairn wight can be tempting. Perhaps as frequently, particularly avaricious and wealthy royalty or merchants seek out victims to transform into cairn wights to guard their precious wealth for all time.</p>
|
||||
<p>Only in the rarest instances is the greed of a mortal strong enough to spontaneously transform them into a cairn wight without a dark ritual or the intercession of a powerful divine being. On those occasions, however, the resultant wight exhibits unmatched viciousness and likely owns rare treasure indeed.</p>
|
||||
<p>As guardians of material possessions, cairn wights are supernaturally bound to the armaments they wore during the ritual used to create them. They can spread their necromantic powers into the weapons they wield. A slash from a cairn wight's sword channels life from the victim into the wight.</p> (x1)
|
||||
<p>These towering horrors are animated from the corpses of monstrosities.</p>
|
||||
<p>As guardians of material possessions, cairn wights are supernaturally bound to the armaments they wore during the ritual used to create them. They can spread their necromantic powers into the weapons they wield. A slash from a cairn wight\'s sword channels life from the victim into the wight.</p>' (x1)
|
||||
'<p>These towering horrors are animated from the corpses of monstrosities.</p>
|
||||
<hr />
|
||||
<p>A zombie's only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they're destroyed.</p> (x1)
|
||||
<p>Necromancers most often create these mindless undead as obedient, expendable servitors. Left to its own devices, a zombie seeks only to consume the living, stopping only when its rotting body can no longer hold together.</p>
|
||||
<p>A zombie\'s only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they\'re destroyed.</p>' (x1)
|
||||
'<p>Necromancers most often create these mindless undead as obedient, expendable servitors. Left to its own devices, a zombie seeks only to consume the living, stopping only when its rotting body can no longer hold together.</p>
|
||||
<hr />
|
||||
<p>This shuffling mass of decaying flesh moves with dull but singular focus.</p> (x1)
|
||||
<p>The majority of mummies were created by cruel and selfish masters to serve as guardians to protect their tombs from intruders. The traditional method of creating a mummy guardian is a laborious and sadistic process that begins well before the poor soul to be transformed is dead, during which the victim is ritualistically starved of nourishing food and instead fed strange spices, preservative agents, and toxins intended to quicken the desiccation of the flesh. The victim remains immobile but painfully aware during the final stages, where its now-useless entrails are extracted before it's shrouded in funerary wrappings and entombed within a necromantically ensorcelled sarcophagus to await intrusions in the potentially distant future. While it's certainly possible to use other methods to create a mummy guardian from an already-deceased body, those who seek to create these foul undead as their guardians in the afterlife often feel that such methods result in inferior undead-the pain and agony of death by mummification being an essential step in the process.</p>
|
||||
<p>This shuffling mass of decaying flesh moves with dull but singular focus.</p>' (x1)
|
||||
'<p>The majority of mummies were created by cruel and selfish masters to serve as guardians to protect their tombs from intruders. The traditional method of creating a mummy guardian is a laborious and sadistic process that begins well before the poor soul to be transformed is dead, during which the victim is ritualistically starved of nourishing food and instead fed strange spices, preservative agents, and toxins intended to quicken the desiccation of the flesh. The victim remains immobile but painfully aware during the final stages, where its now-useless entrails are extracted before it\'s shrouded in funerary wrappings and entombed within a necromantically ensorcelled sarcophagus to await intrusions in the potentially distant future. While it\'s certainly possible to use other methods to create a mummy guardian from an already-deceased body, those who seek to create these foul undead as their guardians in the afterlife often feel that such methods result in inferior undead-the pain and agony of death by mummification being an essential step in the process.</p>
|
||||
<p>Regardless of the method of their creation, mummy guardians are more than just physical shells of flesh and bone-they retain fragmented, distorted versions of their minds, with only enough memories of their living personality remaining to fuel their undead anger and jealousy of those who yet live. This burning rage only intensifies over the centuries of waiting within a crypt for the chance to actually act, and thus when most mummy guardians are awoken by tomb robbers or adventurers, they stop at nothing in pursuit of glorious slaughter.</p>
|
||||
<hr />
|
||||
<p>While many cultures practice mummification of the dead for benign reasons, undead mummies are created through foul rituals, typically to provide eternally vigilant guardians.</p> (x1)
|
||||
<p>Animated statues are often used to guard crypts, small shrines, or areas in government buildings where they can be positioned amid normal statues to hide their true nature until an intruder arouses their ire. Adventurers' suspicions regarding statues suddenly animating and attacking has led many less scrupulous adventurers to automatically attack any statues they encounter, ruining harmless, ancient relics.</p>
|
||||
<p>While many cultures practice mummification of the dead for benign reasons, undead mummies are created through foul rituals, typically to provide eternally vigilant guardians.</p>' (x1)
|
||||
'<p>Animated statues are often used to guard crypts, small shrines, or areas in government buildings where they can be positioned amid normal statues to hide their true nature until an intruder arouses their ire. Adventurers\' suspicions regarding statues suddenly animating and attacking has led many less scrupulous adventurers to automatically attack any statues they encounter, ruining harmless, ancient relics.</p>
|
||||
<hr />
|
||||
<p>Granted a semblance of life through the use of rituals or other strange magic, animated objects take many forms and serve a variety of uses. A few examples of typical animated objects are listed below. Many of these creatures serve as guardians, surprising unsuspecting adventurers when they suddenly attack. Others serve as idle distractions for the exceptionally rich, simple servants created to handle odd jobs, and the like.</p> (x1)
|
||||
<p>Granted a semblance of life through the use of rituals or other strange magic, animated objects take many forms and serve a variety of uses. A few examples of typical animated objects are listed below. Many of these creatures serve as guardians, surprising unsuspecting adventurers when they suddenly attack. Others serve as idle distractions for the exceptionally rich, simple servants created to handle odd jobs, and the like.</p>' (x1)
|
||||
publication : object {3-09.system.details.publication}
|
||||
license : string {3-09.system.details.publication.license} (same value: OGL)
|
||||
license : string {3-09.system.details.publication.license} (same value: 'OGL')
|
||||
remaster : boolean {3-09.system.details.publication.remaster} (same value: False)
|
||||
title : string {3-09.system.details.publication.title} (same value: Pathfinder Society Scenario #3-09: The Secluded Siege)
|
||||
[description] : string {3-09.system.details.description} (same value: <p>Spirits bound to sand-covered remains cascade down upon the living, imposing the weighty, helpless press of their final moments.</p>)
|
||||
title : string {3-09.system.details.publication.title} (same value: 'Pathfinder Society Scenario #3-09: The Secluded Siege')
|
||||
[description] : string {3-09.system.details.description} (same value: '<p>Spirits bound to sand-covered remains cascade down upon the living, imposing the weighty, helpless press of their final moments.</p>')
|
||||
[disable] : string {3-09.system.details.disable} (2 different values)
|
||||
<p>@Check[religion|dc:18|name:Exorcise the Spirits|traits:complex,haunt,hazard] or @Check[occultism|dc:18|name:Exorcise the Spirits|traits:complex,haunt,hazard] (trained) to exorcise the spirits, or @Check[diplomacy|dc:22|name:Provide the Spirits with Comfort|traits:complex,haunt,hazard] to provide them with comfort. Each check requires 2 actions, which have the verbal trait, and three successful checks are required to address all ofthe spirits.</p> (x1)
|
||||
<p>@Check[religion|dc:21|name:Exorcise the Spirits|traits:complex,haunt,hazard] or @Check[occultism|dc:21|name:Exorcise the Spirits|traits:complex,haunt,hazard] (trained) to exorcise the spirits, or @Check[diplomacy|dc:25|name:Provide the Spirits with Comfort|traits:complex,haunt,hazard] to provide them with comfort. Each check requires 2 actions, which have the verbal trait, and three successful checks are required to address all ofthe spirits.</p> (x1)
|
||||
'<p>@Check[religion|dc:18|name:Exorcise the Spirits|traits:complex,haunt,hazard] or @Check[occultism|dc:18|name:Exorcise the Spirits|traits:complex,haunt,hazard] (trained) to exorcise the spirits, or @Check[diplomacy|dc:22|name:Provide the Spirits with Comfort|traits:complex,haunt,hazard] to provide them with comfort. Each check requires 2 actions, which have the verbal trait, and three successful checks are required to address all ofthe spirits.</p>' (x1)
|
||||
'<p>@Check[religion|dc:21|name:Exorcise the Spirits|traits:complex,haunt,hazard] or @Check[occultism|dc:21|name:Exorcise the Spirits|traits:complex,haunt,hazard] (trained) to exorcise the spirits, or @Check[diplomacy|dc:25|name:Provide the Spirits with Comfort|traits:complex,haunt,hazard] to provide them with comfort. Each check requires 2 actions, which have the verbal trait, and three successful checks are required to address all ofthe spirits.</p>' (x1)
|
||||
[isComplex] : boolean {3-09.system.details.isComplex} (same value: True)
|
||||
[reset] : string {3-09.system.details.reset} (same value: <p>The haunt deactivates 1 minute after all living creatures leave the area but resets immediately thereafter.</p>)
|
||||
[reset] : string {3-09.system.details.reset} (same value: '<p>The haunt deactivates 1 minute after all living creatures leave the area but resets immediately thereafter.</p>')
|
||||
[routine] : string {3-09.system.details.routine} (2 different values)
|
||||
<p>(1 action) The haunt imposes the sensation of becoming buried beneath millions of grains of sand on all living creatures within the area. Each living creature must attempt a @Check[will|dc:21|traits:complex,haunt,hazard,damaging-effect] save as the sensation threatens to overcome them. The creatures take @Damage[(1d10+6)[bludgeoning]] damage.</p>
|
||||
'<p>(1 action) The haunt imposes the sensation of becoming buried beneath millions of grains of sand on all living creatures within the area. Each living creature must attempt a @Check[will|dc:21|traits:complex,haunt,hazard,damaging-effect] save as the sensation threatens to overcome them. The creatures take @Damage[(1d10+6)[bludgeoning]] damage.</p>
|
||||
<hr />
|
||||
<p><strong>Critical Success</strong> The creature takes no damage and is unaffected.</p>
|
||||
<p><strong>Success</strong> The creature takes half damage and takes a -10-foot circumstance penalty to all its Speeds for 1 round.</p>
|
||||
<p><strong>Failure</strong> The creature takes full damage and takes a -10-foot circumstance penalty to all its Speeds for 1 round. It also begins suffocating. The creature can begin breathing normally again if it leaves the area of the haunt or the haunt is disabled.</p>
|
||||
<p><strong>Critical Failure</strong> As failure, but the target takes double damage.</p>
|
||||
<p>@UUID[Compendium.pf2e.bestiary-effects.Item.Effect: Crushing Spirits]</p> (x1)
|
||||
<p>(1 action) The haunt imposes the sensation of becoming buried beneath millions of grains of sand on all living creatures within the area. Each living creature must attempt a @Check[will|dc:24|traits:complex,haunt,hazard,damaging-effect] save as the sensation threatens to overcome them. The creatures take @Damage[(2d8+7)[bludgeoning]] damage.</p>
|
||||
<p>@UUID[Compendium.pf2e.bestiary-effects.Item.Effect: Crushing Spirits]</p>' (x1)
|
||||
'<p>(1 action) The haunt imposes the sensation of becoming buried beneath millions of grains of sand on all living creatures within the area. Each living creature must attempt a @Check[will|dc:24|traits:complex,haunt,hazard,damaging-effect] save as the sensation threatens to overcome them. The creatures take @Damage[(2d8+7)[bludgeoning]] damage.</p>
|
||||
<hr />
|
||||
<p><strong>Critical Success</strong> The creature takes no damage and is unaffected.</p>
|
||||
<p><strong>Success</strong> The creature takes half damage and takes a -10-foot circumstance penalty to all its Speeds for 1 round.</p>
|
||||
<p><strong>Failure</strong> The creature takes full damage and takes a -10-foot circumstance penalty to all its Speeds for 1 round. It also begins suffocating. The creature can begin breathing normally again if it leaves the area of the haunt or the haunt is disabled.</p>
|
||||
<p><strong>Critical Failure</strong> As failure, but the target takes double damage.</p>
|
||||
<p>@UUID[Compendium.pf2e.bestiary-effects.Item.Effect: Crushing Spirits]</p> (x1)
|
||||
<p>@UUID[Compendium.pf2e.bestiary-effects.Item.Effect: Crushing Spirits]</p>' (x1)
|
||||
[initiative] : object {3-09.system.initiative}
|
||||
statistic : string {3-09.system.initiative.statistic} (same value: perception)
|
||||
statistic : string {3-09.system.initiative.statistic} (same value: 'perception')
|
||||
[perception] : object {3-09.system.perception}
|
||||
details : string {3-09.system.perception.details} (same value: )
|
||||
details : string {3-09.system.perception.details} (same value: '')
|
||||
mod : integer {3-09.system.perception.mod} (4 different values)
|
||||
11 (x2)
|
||||
10 (x1)
|
||||
@@ -391,18 +380,18 @@ object {3-09}
|
||||
senses : array<object> {3-09.system.perception.senses}
|
||||
Length: min=1 max=1
|
||||
Value type: object {3-09.system.perception.senses.[]}
|
||||
type : string {3-09.system.perception.senses.[].type} (same value: darkvision)
|
||||
type : string {3-09.system.perception.senses.[].type} (same value: 'darkvision')
|
||||
[resources] : object {3-09.system.resources}
|
||||
saves : object {3-09.system.saves}
|
||||
fortitude : object {3-09.system.saves.fortitude}
|
||||
saveDetail : string {3-09.system.saves.fortitude.saveDetail} (same value: )
|
||||
saveDetail : string {3-09.system.saves.fortitude.saveDetail} (same value: '')
|
||||
value : integer {3-09.system.saves.fortitude.value} (4 different values)
|
||||
12 (x2)
|
||||
0 (x2)
|
||||
18 (x1)
|
||||
14 (x2)
|
||||
18 (x1)
|
||||
reflex : object {3-09.system.saves.reflex}
|
||||
saveDetail : string {3-09.system.saves.reflex.saveDetail} (same value: )
|
||||
saveDetail : string {3-09.system.saves.reflex.saveDetail} (same value: '')
|
||||
value : integer {3-09.system.saves.reflex.value} (5 different values)
|
||||
10 (x2)
|
||||
0 (x2)
|
||||
@@ -410,15 +399,17 @@ object {3-09}
|
||||
11 (x1)
|
||||
5 (x1)
|
||||
will : object {3-09.system.saves.will}
|
||||
saveDetail : string {3-09.system.saves.will.saveDetail} (same value: )
|
||||
saveDetail : string {3-09.system.saves.will.saveDetail} (same value: '')
|
||||
value : integer {3-09.system.saves.will.value} (6 different values)
|
||||
11 (x1)
|
||||
0 (x2)
|
||||
11 (x1)
|
||||
15 (x1)
|
||||
12 (x1)
|
||||
16 (x1)
|
||||
4 (x1)
|
||||
[skills] : object {3-09.system.skills}
|
||||
acrobatics : object {3-09.system.skills.acrobatics}
|
||||
base : integer {3-09.system.skills.acrobatics.base} (same value: 11)
|
||||
[athletics] : object {3-09.system.skills.athletics}
|
||||
base : integer {3-09.system.skills.athletics.base} (3 different values)
|
||||
12 (x1)
|
||||
@@ -432,36 +423,22 @@ object {3-09}
|
||||
base : integer {3-09.system.skills.stealth.base} (2 different values)
|
||||
12 (x1)
|
||||
11 (x1)
|
||||
acrobatics : object {3-09.system.skills.acrobatics}
|
||||
base : integer {3-09.system.skills.acrobatics.base} (same value: 11)
|
||||
traits : object {3-09.system.traits}
|
||||
rarity : string {3-09.system.traits.rarity} (2 different values)
|
||||
uncommon (x6)
|
||||
common (x1)
|
||||
'uncommon' (x6)
|
||||
'common' (x1)
|
||||
size : object {3-09.system.traits.size}
|
||||
value : string {3-09.system.traits.size.value} (3 different values)
|
||||
med (x5)
|
||||
huge (x1)
|
||||
grg (x1)
|
||||
'med' (x5)
|
||||
'huge' (x1)
|
||||
'grg' (x1)
|
||||
value : array<string> {3-09.system.traits.value}
|
||||
Length: min=1 max=6
|
||||
Value type: string {3-09.system.traits.value.[]} (12 different values)
|
||||
evil (x5)
|
||||
lawful (x1)
|
||||
undead (x4)
|
||||
unholy (x4)
|
||||
wight (x1)
|
||||
haunt (x2)
|
||||
zombie (x2)
|
||||
mindless (x2)
|
||||
troop (x1)
|
||||
mummy (x1)
|
||||
construct (x1)
|
||||
earth (x1)
|
||||
[creatureType] : string {3-09.system.creatureType} (same value: )
|
||||
[creatureType] : string {3-09.system.creatureType} (same value: '')
|
||||
[statusEffects] : array<> {3-09.system.statusEffects}
|
||||
Length: min=0 max=0
|
||||
Value type: mixed
|
||||
Value type: empty
|
||||
type : string {3-09.type} (2 different values)
|
||||
npc (x5)
|
||||
hazard (x2)
|
||||
'npc' (x5)
|
||||
'hazard' (x2)
|
||||
Reference in New Issue
Block a user