Новые результаты

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2025-03-29 15:31:05 +04:00
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commit de3cd3c631
717 changed files with 362200 additions and 0 deletions
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1-12
Different values: 7
=====================================
object {1-12}
_id : string {1-12._id} (all different values)
folder : string {1-12.folder} (same value: d7txxycz8vzH5est)
img : string {1-12.img} (2 different values)
systems/pf2e/icons/default-icons/npc.svg (x6)
systems/pf2e/icons/default-icons/hazard.svg (x1)
items : array<object> {1-12.items}
Length: min=1 max=26
Value type: object {1-12.items.[]}
_id : string {1-12.items.[]._id} (73 different values)
img : string {1-12.items.[].img} (28 different values)
name : string {1-12.items.[].name} (41 different values)
sort : integer {1-12.items.[].sort} (26 different values)
system : object {1-12.items.[].system}
[autoHeightenLevel] : object {1-12.items.[].system.autoHeightenLevel}
[value] : mixed
description : object {1-12.items.[].system.description}
value : string {1-12.items.[].system.description.value} (37 different values)
[item] : object {1-12.items.[].system.item}
value : integer {1-12.items.[].system.item.value} (same value: 0)
[prepared] : object {1-12.items.[].system.prepared}
value : string {1-12.items.[].system.prepared.value} (same value: prepared)
flexible : boolean {1-12.items.[].system.prepared.flexible} (same value: False)
[proficiency] : object {1-12.items.[].system.proficiency}
value : integer {1-12.items.[].system.proficiency.value} (same value: 0)
publication : object {1-12.items.[].system.publication}
license : string {1-12.items.[].system.publication.license} (same value: OGL)
remaster : boolean {1-12.items.[].system.publication.remaster} (same value: False)
title : string {1-12.items.[].system.publication.title} (3 different values)
(x33)
Pathfinder Core Rulebook (x36)
Pathfinder Bestiary (x4)
rules : ###FoundryRulesObject###
[showSlotlessLevels] : object {1-12.items.[].system.showSlotlessLevels}
value : boolean {1-12.items.[].system.showSlotlessLevels.value} (same value: False)
[slots] : object {1-12.items.[].system.slots}
slot0 : object {1-12.items.[].system.slots.slot0}
max : integer {1-12.items.[].system.slots.slot0.max} (same value: 5)
prepared : array<object> {1-12.items.[].system.slots.slot0.prepared}
Length: min=5 max=5
Value type: object {1-12.items.[].system.slots.slot0.prepared.[]}
id : string {1-12.items.[].system.slots.slot0.prepared.[].id} (10 different values)
pPnCvDEePqiGTieE (x1)
BmV6g4WJQytKY7Sr (x1)
Vyy1x2IZsCiO8X02 (x1)
4KSSugDzK7MDY88f (x1)
wIyftXuVQ5Tm7RSb (x1)
UWaGyUM34nc2Qdtp (x1)
Ah1ejyOueU2ArkyP (x1)
jEENle6PFod3NYXj (x1)
zYnrZRy639VgWZN3 (x1)
cPZMJqSieyuvKdNe (x1)
slot1 : object {1-12.items.[].system.slots.slot1}
max : integer {1-12.items.[].system.slots.slot1.max} (same value: 4)
prepared : array<object> {1-12.items.[].system.slots.slot1.prepared}
Length: min=8 max=8
Value type: object {1-12.items.[].system.slots.slot1.prepared.[]}
id : string {1-12.items.[].system.slots.slot1.prepared.[].id} (16 different values)
nuHBFL8TPok6GNdi (x1)
Bq6B4VFuAVW6IPzd (x1)
4FADqs8cfuMBQZAG (x1)
Dk2D4RoujlzjXdTh (x1)
gO9S7Oc7JlWJIKP1 (x1)
Gul7qhgsSnjT6Glu (x1)
EfZgg0puxYMWTDWC (x1)
LcX8P6KN0pXx1kFD (x1)
S6iKnbLohGNRltrr (x1)
Z0bv73qEDtqUW4ad (x1)
orjd4m7Wv9wlIjPX (x1)
6GaCatURD0BWY0OW (x1)
ezxY8SRhUiwe6A4n (x1)
ZsbY7eJu23FydF96 (x1)
DjPolT7f83L7MGjE (x1)
pyTsZ1UmOOTC52OL (x1)
slot2 : object {1-12.items.[].system.slots.slot2}
max : integer {1-12.items.[].system.slots.slot2.max} (2 different values)
3 (x1)
4 (x1)
prepared : array<object> {1-12.items.[].system.slots.slot2.prepared}
Length: min=3 max=4
Value type: object {1-12.items.[].system.slots.slot2.prepared.[]}
id : string {1-12.items.[].system.slots.slot2.prepared.[].id} (all different values)
slot3 : object {1-12.items.[].system.slots.slot3}
max : integer {1-12.items.[].system.slots.slot3.max} (same value: 3)
prepared : array<object> {1-12.items.[].system.slots.slot3.prepared}
Length: min=3 max=3
Value type: object {1-12.items.[].system.slots.slot3.prepared.[]}
id : string {1-12.items.[].system.slots.slot3.prepared.[].id} (3 different values)
7VvcrV3tcoWAbYCV (x1)
Qg4CsAZlzky3WBiw (x1)
6GaCatURD0BWY0OW (x1)
[slug] : string {1-12.items.[].system.slug} (23 different values)
[spelldc] : object {1-12.items.[].system.spelldc}
dc : integer {1-12.items.[].system.spelldc.dc} (2 different values)
20 (x1)
22 (x1)
mod : integer {1-12.items.[].system.spelldc.mod} (same value: 0)
value : integer {1-12.items.[].system.spelldc.value} (2 different values)
12 (x1)
14 (x1)
[tradition] : object {1-12.items.[].system.tradition}
value : string {1-12.items.[].system.tradition.value} (same value: arcane)
[area] : object {1-12.items.[].system.area}
type : string {1-12.items.[].system.area.type} (3 different values)
line (x2)
emanation (x1)
burst (x1)
value : integer {1-12.items.[].system.area.value} (3 different values)
60 (x2)
10 (x1)
20 (x1)
[cost] : object {1-12.items.[].system.cost}
value : string {1-12.items.[].system.cost.value} (same value: )
[counteraction] : boolean {1-12.items.[].system.counteraction} (same value: False)
[damage] : object {1-12.items.[].system.damage}
[0] : object {1-12.items.[].system.damage.0}
[category] : mixed
formula : string {1-12.items.[].system.damage.0.formula} (4 different values)
3d6 (x2)
1d4 (x2)
1d4+1 (x2)
2d4 (x4)
kinds : array<string> {1-12.items.[].system.damage.0.kinds}
Length: min=1 max=1
Value type: string {1-12.items.[].system.damage.0.kinds.[]} (same value: damage)
materials : array<> {1-12.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {1-12.items.[].system.damage.0.type} (4 different values)
fire (x4)
electricity (x2)
force (x2)
cold (x2)
[applyMod] : boolean {1-12.items.[].system.damage.0.applyMod} (2 different values)
True (x2)
False (x4)
[damageType] : string {1-12.items.[].system.damage.damageType} (2 different values)
bludgeoning (x2)
piercing (x3)
[dice] : integer {1-12.items.[].system.damage.dice} (same value: 1)
[die] : string {1-12.items.[].system.damage.die} (3 different values)
d4 (x2)
d8 (x1)
d6 (x2)
[defense] : object {1-12.items.[].system.defense}
save : object {1-12.items.[].system.defense.save}
basic : boolean {1-12.items.[].system.defense.save.basic} (2 different values)
False (x8)
True (x2)
statistic : string {1-12.items.[].system.defense.save.statistic} (3 different values)
reflex (x6)
will (x2)
fortitude (x2)
[duration] : object {1-12.items.[].system.duration}
sustained : boolean {1-12.items.[].system.duration.sustained} (2 different values)
False (x23)
True (x4)
value : string {1-12.items.[].system.duration.value} (6 different values)
1 minute (x8)
10 minutes (x3)
until the end of the target's next turn (x2)
(x10)
until the start of your next turn (x2)
unlimited (x2)
[level] : object {1-12.items.[].system.level}
value : integer {1-12.items.[].system.level.value} (5 different values)
2 (x7)
1 (x18)
0 (x9)
4 (x2)
3 (x2)
[location] : object {1-12.items.[].system.location}
value : string {1-12.items.[].system.location.value} (2 different values)
zhQazFnJ3vvJ1U5N (x12)
6RPk7nkEni9oUhjT (x15)
[range] : mixed
object {1-12.items.[].system.range}
value : string {1-12.items.[].system.range.value} (4 different values)
touch (x6)
30 feet (x13)
(x3)
120 feet (x5)
integer {1-12.items.[].system.range} (same value: 120)
[requirements] : string {1-12.items.[].system.requirements} (same value: )
[target] : object {1-12.items.[].system.target}
value : string {1-12.items.[].system.target.value} (all different values)
[time] : object {1-12.items.[].system.time}
value : string {1-12.items.[].system.time.value} (3 different values)
2 (x24)
1 to 3 (x2)
3 (x1)
[traits] : object {1-12.items.[].system.traits}
rarity : string {1-12.items.[].system.traits.rarity} (2 different values)
common (x63)
uncommon (x2)
[traditions] : array<string> {1-12.items.[].system.traits.traditions}
Length: min=2 max=4
Value type: string {1-12.items.[].system.traits.traditions.[]} (4 different values)
arcane (x27)
occult (x15)
primal (x18)
divine (x7)
value : array<string> {1-12.items.[].system.traits.value}
Length: min=0 max=5
Value type: string {1-12.items.[].system.traits.value.[]} (27 different values)
[heightening] : object {1-12.items.[].system.heightening}
[damage] : object {1-12.items.[].system.heightening.damage}
0 : string {1-12.items.[].system.heightening.damage.0} (2 different values)
1d6 (x2)
1d4 (x6)
[interval] : integer {1-12.items.[].system.heightening.interval} (same value: 1)
type : string {1-12.items.[].system.heightening.type} (2 different values)
interval (x8)
fixed (x7)
[levels] : object {1-12.items.[].system.heightening.levels}
[4] : object {1-12.items.[].system.heightening.levels.4}
target : object {1-12.items.[].system.heightening.levels.4.target}
value : string {1-12.items.[].system.heightening.levels.4.target.value} (same value: 2 creatures)
[7] : object {1-12.items.[].system.heightening.levels.7}
target : object {1-12.items.[].system.heightening.levels.7.target}
value : string {1-12.items.[].system.heightening.levels.7.target.value} (3 different values)
5 creatures (x2)
1 unattended object with a Bulk of 2 or less (x2)
6 creatures (x1)
[5] : object {1-12.items.[].system.heightening.levels.5}
[target] : object {1-12.items.[].system.heightening.levels.5.target}
value : string {1-12.items.[].system.heightening.levels.5.target.value} (same value: 10 creatures)
[range] : object {1-12.items.[].system.heightening.levels.5.range}
value : string {1-12.items.[].system.heightening.levels.5.range.value} (same value: 60 feet)
[3] : object {1-12.items.[].system.heightening.levels.3}
target : object {1-12.items.[].system.heightening.levels.3.target}
value : string {1-12.items.[].system.heightening.levels.3.target.value} (same value: 1 unattended object with a Bulk of 1 or less)
[baseItem] : string {1-12.items.[].system.baseItem} (3 different values)
staff (x2)
crossbow (x1)
rapier (x2)
[bonus] : object {1-12.items.[].system.bonus}
value : integer {1-12.items.[].system.bonus.value} (all different values)
[bonusDamage] : object {1-12.items.[].system.bonusDamage}
value : integer {1-12.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {1-12.items.[].system.bulk}
value : mixed
integer {1-12.items.[].system.bulk.value} (2 different values)
1 (x5)
0 (x2)
float {1-12.items.[].system.bulk.value} (same value: 0,1)
[category] : string {1-12.items.[].system.category} (6 different values)
simple (x3)
potion (x2)
defensive (x3)
interaction (x1)
offensive (x12)
martial (x2)
[containerId] : mixed
[equipped] : object {1-12.items.[].system.equipped}
carryType : string {1-12.items.[].system.equipped.carryType} (same value: worn)
[handsHeld] : integer {1-12.items.[].system.equipped.handsHeld} (same value: 0)
[invested] : mixed
[group] : string {1-12.items.[].system.group} (3 different values)
club (x2)
crossbow (x1)
sword (x2)
[hardness] : integer {1-12.items.[].system.hardness} (same value: 0)
[hp] : object {1-12.items.[].system.hp}
max : integer {1-12.items.[].system.hp.max} (same value: 0)
value : integer {1-12.items.[].system.hp.value} (same value: 0)
[material] : object {1-12.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {1-12.items.[].system.price}
value : object {1-12.items.[].system.price.value}
[gp] : integer {1-12.items.[].system.price.value.gp} (4 different values)
1 (x2)
20 (x2)
3 (x1)
2 (x2)
[quantity] : integer {1-12.items.[].system.quantity} (same value: 1)
[reload] : object {1-12.items.[].system.reload}
value : string {1-12.items.[].system.reload.value} (2 different values)
(x4)
1 (x1)
[runes] : object {1-12.items.[].system.runes}
potency : integer {1-12.items.[].system.runes.potency} (same value: 0)
property : array<> {1-12.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
striking : integer {1-12.items.[].system.runes.striking} (same value: 0)
[size] : string {1-12.items.[].system.size} (same value: med)
[splashDamage] : object {1-12.items.[].system.splashDamage}
value : integer {1-12.items.[].system.splashDamage.value} (same value: 0)
[usage] : object {1-12.items.[].system.usage}
value : string {1-12.items.[].system.usage.value} (2 different values)
held-in-one-hand (x10)
held-in-two-hands (x1)
[uses] : object {1-12.items.[].system.uses}
autoDestroy : boolean {1-12.items.[].system.uses.autoDestroy} (same value: True)
max : integer {1-12.items.[].system.uses.max} (same value: 1)
value : integer {1-12.items.[].system.uses.value} (same value: 1)
[attack] : object {1-12.items.[].system.attack}
value : string {1-12.items.[].system.attack.value} (same value: )
[attackEffects] : object {1-12.items.[].system.attackEffects}
value : array<string> {1-12.items.[].system.attackEffects.value}
Length: min=0 max=2
Value type: string {1-12.items.[].system.attackEffects.value.[]} (2 different values)
grab (x1)
reefclaw-venom (x1)
[custom] : string {1-12.items.[].system.attackEffects.custom} (same value: )
[damageRolls] : object {1-12.items.[].system.damageRolls}
[5wqc6k55k789nsld] : object {1-12.items.[].system.damageRolls.5wqc6k55k789nsld}
damage : string {1-12.items.[].system.damageRolls.5wqc6k55k789nsld.damage} (same value: 1d4 + 1)
damageType : string {1-12.items.[].system.damageRolls.5wqc6k55k789nsld.damageType} (same value: bludgeoning)
[4si9ksqbmcqo65yz] : object {1-12.items.[].system.damageRolls.4si9ksqbmcqo65yz}
damage : string {1-12.items.[].system.damageRolls.4si9ksqbmcqo65yz.damage} (same value: 1d8)
damageType : string {1-12.items.[].system.damageRolls.4si9ksqbmcqo65yz.damageType} (same value: piercing)
[58z6f082txg7nurm] : object {1-12.items.[].system.damageRolls.58z6f082txg7nurm}
damage : string {1-12.items.[].system.damageRolls.58z6f082txg7nurm.damage} (same value: 1d4)
damageType : string {1-12.items.[].system.damageRolls.58z6f082txg7nurm.damageType} (same value: bludgeoning)
[a17arkgh1lfgwwvf] : object {1-12.items.[].system.damageRolls.a17arkgh1lfgwwvf}
damage : string {1-12.items.[].system.damageRolls.a17arkgh1lfgwwvf.damage} (same value: 1d8)
damageType : string {1-12.items.[].system.damageRolls.a17arkgh1lfgwwvf.damageType} (same value: piercing)
[kh3agg2xsgkm4gkakvfq] : object {1-12.items.[].system.damageRolls.kh3agg2xsgkm4gkakvfq}
damage : string {1-12.items.[].system.damageRolls.kh3agg2xsgkm4gkakvfq.damage} (same value: 1d12+8)
damageType : string {1-12.items.[].system.damageRolls.kh3agg2xsgkm4gkakvfq.damageType} (same value: piercing)
[811f0endxtfhu6pz] : object {1-12.items.[].system.damageRolls.811f0endxtfhu6pz}
damage : string {1-12.items.[].system.damageRolls.811f0endxtfhu6pz.damage} (same value: 1d6 + 6)
damageType : string {1-12.items.[].system.damageRolls.811f0endxtfhu6pz.damageType} (same value: piercing)
[if7n24ii9bi1f4ce] : object {1-12.items.[].system.damageRolls.if7n24ii9bi1f4ce}
damage : string {1-12.items.[].system.damageRolls.if7n24ii9bi1f4ce.damage} (same value: 1d6)
damageType : string {1-12.items.[].system.damageRolls.if7n24ii9bi1f4ce.damageType} (same value: piercing)
[zydym7z421gka409] : object {1-12.items.[].system.damageRolls.zydym7z421gka409}
damage : string {1-12.items.[].system.damageRolls.zydym7z421gka409.damage} (same value: 1d6 + 3)
damageType : string {1-12.items.[].system.damageRolls.zydym7z421gka409.damageType} (same value: piercing)
[0t6uttug7oelktxy] : object {1-12.items.[].system.damageRolls.0t6uttug7oelktxy}
damage : string {1-12.items.[].system.damageRolls.0t6uttug7oelktxy.damage} (same value: 1d6)
damageType : string {1-12.items.[].system.damageRolls.0t6uttug7oelktxy.damageType} (same value: piercing)
f71f9bsvnu6bgxa5ike6 : object {1-12.items.[].system.damageRolls.f71f9bsvnu6bgxa5ike6}
damage : string {1-12.items.[].system.damageRolls.f71f9bsvnu6bgxa5ike6.damage} (same value: 1d6+3)
damageType : string {1-12.items.[].system.damageRolls.f71f9bsvnu6bgxa5ike6.damageType} (same value: slashing)
[weaponType] : object {1-12.items.[].system.weaponType}
value : string {1-12.items.[].system.weaponType.value} (2 different values)
melee (x6)
ranged (x4)
[actionType] : object {1-12.items.[].system.actionType}
value : string {1-12.items.[].system.actionType.value} (3 different values)
reaction (x6)
passive (x6)
action (x5)
[actions] : object {1-12.items.[].system.actions}
[value] : integer {1-12.items.[].system.actions.value} (2 different values)
2 (x1)
1 (x4)
[mod] : object {1-12.items.[].system.mod}
value : integer {1-12.items.[].system.mod.value} (4 different values)
9 (x2)
11 (x2)
6 (x1)
4 (x1)
[proficient] : object {1-12.items.[].system.proficient}
value : integer {1-12.items.[].system.proficient.value} (same value: 0)
[deathNote] : boolean {1-12.items.[].system.deathNote} (same value: True)
type : string {1-12.items.[].type} (8 different values)
spellcastingEntry (x2)
spell (x27)
weapon (x5)
equipment (x4)
consumable (x2)
melee (x10)
action (x17)
lore (x6)
[_stats] : object {1-12.items.[]._stats}
compendiumSource : string {1-12.items.[]._stats.compendiumSource} (23 different values)
[flags] : object {1-12.items.[].flags}
pf2e : object {1-12.items.[].flags.pf2e}
linkedWeapon : string {1-12.items.[].flags.pf2e.linkedWeapon} (5 different values)
1MQsuf651GsZJhwO (x1)
0Naz3Y05EDw1Gdg0 (x1)
meLWURjO2kTkJwhE (x1)
LPpfpvkQZpIWtpAx (x1)
I9E7ShNSEB4VIxnv (x1)
name : string {1-12.name} (all different values)
[prototypeToken] : object {1-12.prototypeToken}
name : string {1-12.prototypeToken.name} (3 different values)
Barralbus (x2)
Great White Shark (x1)
Reefclaw (x1)
system : object {1-12.system}
[abilities] : object {1-12.system.abilities}
cha : object {1-12.system.abilities.cha}
mod : integer {1-12.system.abilities.cha.mod} (3 different values)
1 (x3)
-4 (x1)
0 (x2)
con : object {1-12.system.abilities.con}
mod : integer {1-12.system.abilities.con.mod} (3 different values)
1 (x4)
4 (x1)
2 (x1)
dex : object {1-12.system.abilities.dex}
mod : integer {1-12.system.abilities.dex.mod} (3 different values)
2 (x2)
3 (x1)
4 (x3)
int : object {1-12.system.abilities.int}
mod : integer {1-12.system.abilities.int.mod} (5 different values)
4 (x1)
5 (x1)
-4 (x1)
0 (x2)
-3 (x1)
str : object {1-12.system.abilities.str}
mod : integer {1-12.system.abilities.str.mod} (4 different values)
0 (x2)
6 (x1)
3 (x2)
1 (x1)
wis : object {1-12.system.abilities.wis}
mod : integer {1-12.system.abilities.wis.mod} (2 different values)
1 (x5)
2 (x1)
attributes : object {1-12.system.attributes}
ac : object {1-12.system.attributes.ac}
[details] : string {1-12.system.attributes.ac.details} (same value: )
value : integer {1-12.system.attributes.ac.value} (4 different values)
17 (x2)
20 (x3)
21 (x1)
16 (x1)
[allSaves] : object {1-12.system.attributes.allSaves}
value : string {1-12.system.attributes.allSaves.value} (same value: )
hp : object {1-12.system.attributes.hp}
details : string {1-12.system.attributes.hp.details} (same value: )
max : integer {1-12.system.attributes.hp.max} (6 different values)
31 (x1)
53 (x1)
60 (x1)
40 (x1)
17 (x2)
24 (x1)
temp : integer {1-12.system.attributes.hp.temp} (same value: 0)
value : integer {1-12.system.attributes.hp.value} (6 different values)
31 (x1)
53 (x1)
60 (x1)
40 (x1)
17 (x2)
24 (x1)
[speed] : object {1-12.system.attributes.speed}
otherSpeeds : array<object> {1-12.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {1-12.system.attributes.speed.otherSpeeds.[]}
type : string {1-12.system.attributes.speed.otherSpeeds.[].type} (same value: swim)
value : integer {1-12.system.attributes.speed.otherSpeeds.[].value} (2 different values)
40 (x1)
30 (x1)
value : integer {1-12.system.attributes.speed.value} (3 different values)
25 (x4)
0 (x1)
5 (x1)
emitsSound : string {1-12.system.attributes.emitsSound} (same value: encounter)
hardness : integer {1-12.system.attributes.hardness} (same value: 7)
hasHealth : boolean {1-12.system.attributes.hasHealth} (same value: True)
immunities : array<object> {1-12.system.attributes.immunities}
Length: min=2 max=2
Value type: object {1-12.system.attributes.immunities.[]}
type : string {1-12.system.attributes.immunities.[].type} (2 different values)
precision (x1)
critical-hits (x1)
stealth : object {1-12.system.attributes.stealth}
details : string {1-12.system.attributes.stealth.details} (same value: <p>(trained)</p>)
value : integer {1-12.system.attributes.stealth.value} (same value: 8)
details : object {1-12.system.details}
[blurb] : string {1-12.system.details.blurb} (4 different values)
Male arcanist (x1)
Male Arcanist (x1)
(x3)
Female Assassin (x1)
[languages] : object {1-12.system.details.languages}
details : string {1-12.system.details.languages.details} (2 different values)
(x5)
(can't speak any language) (x1)
value : array<string> {1-12.system.details.languages.value}
Length: min=0 max=4
Value type: string {1-12.system.details.languages.value.[]} (4 different values)
common (x5)
jotun (x2)
thassilonian (x4)
varisian (x2)
level : object {1-12.system.details.level}
value : integer {1-12.system.details.level.value} (5 different values)
3 (x1)
5 (x1)
4 (x1)
2 (x1)
1 (x3)
[privateNotes] : string {1-12.system.details.privateNotes} (same value: )
[publicNotes] : string {1-12.system.details.publicNotes} (3 different values)
(x4)
<p>An apex predator among the coastal surface waters where it hunts, the great white shark is one of the largest shark species. These silent killers glide gracefully through the ocean, always in search of their next meal.</p>
<hr />
<p>Sharks of all shapes and sizes have stalked the oceans, largely unchanged, since primordial times. They are efficient, ruthless predators with multiple rows of razor-sharp teeth capable of rending prey in an instant. Their uncanny ability to smell blood in the water means sharks might show up at any scene of aquatic carnage.</p> (x1)
<p>Reefclaws are aquatic monsters that resemble huge shrimp or lobsters. As one might expect from its name, a reefclaw's oversized claws are powerful weapons with their vicelike grip and the ability to inject potent venom into unfortunate prey.</p>
<p>While reefclaws can't speak, they are intelligent enough to understand the local language of humanoids near their hunting grounds. The creatures sometimes listen to conversations, either to gain intelligence on the best place to ambush aquatic or land-dwelling prey, or merely for entertainment value-reefclaws are particularly fond of listening to people with high-pitched voices. Reefclaws are usually solitary hunters, but small swarms of female reefclaws have been known to gather around a single male for mating purposes or together for the communal raising of their broods. In the latter case, the females will perform widespread hunts in order to bring back a large enough bounty to feed their young. Such hunting parties are extremely dangerous-they've been known to tip over small flshing boats and attack those who fall overboard.</p>
<p>Once a reefclaw has decided upon a course of action, it follows through even if doing so spells its own end. More than one reefclaw survivor has said that the creature released its bone-crushing grasp only after its brains were leaking from its broken skull, and even then the reefclaw was able to perform a terrible last slash as part of its dying breath. During mating season, female reefclaws are often a little more pragmatic and release their prey before endangering themselves and their offspring.</p>
<p>Despite their intelligence and the accompanying moral quandaries, reefclaws frequently find their way onto the dinner plates of land-dwelling hunters such as humans and hobgoblins. According to those who have a taste for reefclaw flesh, the meat is either delectably sweet or slightly tangy (in the case of warm-water reefclaws). Most civilized people who know of reefclaws' intellect find the act of eating them distasteful, but this does not dissuade unscrupulous nobles in coastal regions, for whom reefclaw meat is a delicacy well worth the expense. Likewise, fisherfolk whose focus is on the bottom line of their ledgers are more than willing to hunt the dangerous creatures-or, even better, hire out the task to naive adventurers.</p> (x1)
publication : object {1-12.system.details.publication}
license : string {1-12.system.details.publication.license} (same value: OGL)
remaster : boolean {1-12.system.details.publication.remaster} (same value: False)
title : string {1-12.system.details.publication.title} (same value: Pathfinder Society Scenario #1-12: The Burden of Envy)
description : string {1-12.system.details.description} (same value: <p>An immense, jagged piece of clear crystal 10 feet square and forty feet high juts up from the seafloor</p>)
disable : string {1-12.system.details.disable} (same value: <p>@Check[survival|dc:13|name:Blunt Crystal] (trained) to blunt the crystal's edges without getting cut</p>)
isComplex : boolean {1-12.system.details.isComplex} (same value: False)
reset : string {1-12.system.details.reset} (same value: <p>The hazard still damages any creature or object that enters its space, but the surface doesn't become hidden again until it settles over the course of 1 minute.</p>)
routine : string {1-12.system.details.routine} (same value: )
[initiative] : object {1-12.system.initiative}
statistic : string {1-12.system.initiative.statistic} (same value: perception)
[perception] : object {1-12.system.perception}
details : string {1-12.system.perception.details} (2 different values)
(x5)
blood scent (x1)
mod : integer {1-12.system.perception.mod} (5 different values)
7 (x1)
9 (x1)
11 (x1)
8 (x2)
6 (x1)
senses : array<object> {1-12.system.perception.senses}
Length: min=0 max=1
Value type: object {1-12.system.perception.senses.[]}
[acuity] : string {1-12.system.perception.senses.[].acuity} (same value: imprecise)
[range] : integer {1-12.system.perception.senses.[].range} (same value: 100)
type : string {1-12.system.perception.senses.[].type} (2 different values)
scent (x1)
darkvision (x1)
[resources] : object {1-12.system.resources}
[focus] : object {1-12.system.resources.focus}
max : integer {1-12.system.resources.focus.max} (same value: 1)
value : integer {1-12.system.resources.focus.value} (same value: 1)
saves : object {1-12.system.saves}
fortitude : object {1-12.system.saves.fortitude}
saveDetail : string {1-12.system.saves.fortitude.saveDetail} (same value: )
value : integer {1-12.system.saves.fortitude.value} (all different values)
reflex : object {1-12.system.saves.reflex}
saveDetail : string {1-12.system.saves.reflex.saveDetail} (same value: )
value : integer {1-12.system.saves.reflex.value} (4 different values)
9 (x3)
12 (x2)
10 (x1)
4 (x1)
will : object {1-12.system.saves.will}
saveDetail : string {1-12.system.saves.will.saveDetail} (same value: )
value : integer {1-12.system.saves.will.value} (6 different values)
10 (x1)
14 (x1)
9 (x2)
6 (x1)
4 (x1)
0 (x1)
[skills] : object {1-12.system.skills}
[arcana] : object {1-12.system.skills.arcana}
base : integer {1-12.system.skills.arcana.base} (2 different values)
11 (x1)
14 (x1)
[society] : object {1-12.system.skills.society}
base : integer {1-12.system.skills.society.base} (2 different values)
9 (x1)
11 (x1)
[stealth] : object {1-12.system.skills.stealth}
base : integer {1-12.system.skills.stealth.base} (3 different values)
7 (x2)
9 (x2)
12 (x1)
[thievery] : object {1-12.system.skills.thievery}
base : integer {1-12.system.skills.thievery.base} (3 different values)
9 (x2)
11 (x1)
7 (x1)
athletics : object {1-12.system.skills.athletics}
base : integer {1-12.system.skills.athletics.base} (4 different values)
14 (x1)
8 (x1)
6 (x1)
4 (x1)
special : array<object> {1-12.system.skills.athletics.special}
Length: min=1 max=1
Value type: object {1-12.system.skills.athletics.special.[]}
base : integer {1-12.system.skills.athletics.special.[].base} (same value: 8)
label : string {1-12.system.skills.athletics.special.[].label} (same value: to Swim)
predicate : array<string> {1-12.system.skills.athletics.special.[].predicate}
Length: min=1 max=1
Value type: string {1-12.system.skills.athletics.special.[].predicate.[]} (same value: action:swim)
[survival] : object {1-12.system.skills.survival}
base : integer {1-12.system.skills.survival.base} (same value: 9)
acrobatics : object {1-12.system.skills.acrobatics}
base : integer {1-12.system.skills.acrobatics.base} (2 different values)
9 (x1)
7 (x2)
[intimidation] : object {1-12.system.skills.intimidation}
base : integer {1-12.system.skills.intimidation.base} (2 different values)
5 (x1)
3 (x1)
traits : object {1-12.system.traits}
rarity : string {1-12.system.traits.rarity} (2 different values)
unique (x2)
common (x5)
size : object {1-12.system.traits.size}
value : string {1-12.system.traits.size.value} (3 different values)
med (x5)
lg (x1)
sm (x1)
value : array<string> {1-12.system.traits.value}
Length: min=1 max=4
Value type: string {1-12.system.traits.value.[]} (9 different values)
evil (x4)
human (x4)
humanoid (x4)
lawful (x4)
animal (x1)
aquatic (x2)
aberration (x1)
chaotic (x1)
environmental (x1)
creatureType : string {1-12.system.creatureType} (same value: )
statusEffects : array<> {1-12.system.statusEffects}
Length: min=0 max=0
Value type: mixed
type : string {1-12.type} (2 different values)
npc (x6)
hazard (x1)