Новые результаты

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2025-03-29 15:31:05 +04:00
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commit de3cd3c631
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2-18
Different values: 9
=====================================
object {2-18}
_id : string {2-18._id} (all different values)
folder : string {2-18.folder} (same value: r8MCzsKqL5SXqyHo)
img : string {2-18.img} (2 different values)
systems/pf2e/icons/default-icons/npc.svg (x6)
systems/pf2e/icons/default-icons/hazard.svg (x3)
items : array<object> {2-18.items}
Length: min=1 max=17
Value type: object {2-18.items.[]}
_id : string {2-18.items.[]._id} (42 different values)
img : string {2-18.items.[].img} (11 different values)
systems/pf2e/icons/default-icons/melee.svg (x17)
systems/pf2e/icons/actions/Passive.webp (x19)
systems/pf2e/icons/actions/Reaction.webp (x6)
systems/pf2e/icons/actions/TwoActions.webp (x4)
systems/pf2e/icons/actions/OneAction.webp (x1)
systems/pf2e/icons/default-icons/spellcastingEntry.svg (x2)
systems/pf2e/icons/spells/fear.webp (x2)
systems/pf2e/icons/spells/harm.webp (x2)
icons/weapons/hammers/shorthammer-embossed-white.webp (x2)
systems/pf2e/icons/equipment/weapons/longsword.webp (x2)
systems/pf2e/icons/actions/ThreeActions.webp (x4)
name : string {2-18.items.[].name} (31 different values)
sort : integer {2-18.items.[].sort} (17 different values)
100000 (x9)
200000 (x7)
300000 (x6)
400000 (x6)
500000 (x6)
600000 (x4)
700000 (x3)
800000 (x2)
900000 (x2)
1000000 (x2)
1100000 (x2)
1200000 (x2)
1300000 (x2)
1400000 (x2)
1500000 (x2)
1600000 (x2)
1700000 (x2)
system : object {2-18.items.[].system}
[attack] : object {2-18.items.[].system.attack}
value : string {2-18.items.[].system.attack.value} (same value: )
[attackEffects] : object {2-18.items.[].system.attackEffects}
value : array<string> {2-18.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {2-18.items.[].system.attackEffects.value.[]} (3 different values)
hunting-spider-venom (x1)
web-trap (x2)
ogre-spider-venom (x1)
[custom] : string {2-18.items.[].system.attackEffects.custom} (same value: )
[bonus] : object {2-18.items.[].system.bonus}
[total] : integer {2-18.items.[].system.bonus.total} (2 different values)
14 (x6)
11 (x2)
value : integer {2-18.items.[].system.bonus.value} (8 different values)
14 (x5)
9 (x1)
7 (x1)
17 (x5)
15 (x2)
13 (x2)
0 (x4)
11 (x1)
[damageRolls] : object {2-18.items.[].system.damageRolls}
[0] : object {2-18.items.[].system.damageRolls.0}
damage : string {2-18.items.[].system.damageRolls.0.damage} (7 different values)
2d8+5 (x2)
2d10+9 (x1)
2d8+8 (x1)
1d10+5 (x1)
1d8+5 (x2)
2d10+7 (x1)
2d6+7 (x1)
damageType : string {2-18.items.[].system.damageRolls.0.damageType} (3 different values)
slashing (x4)
piercing (x3)
bludgeoning (x2)
[dez5f2j66zdt2xxl3dsr] : object {2-18.items.[].system.damageRolls.dez5f2j66zdt2xxl3dsr}
damage : string {2-18.items.[].system.damageRolls.dez5f2j66zdt2xxl3dsr.damage} (same value: 1d6+2)
damageType : string {2-18.items.[].system.damageRolls.dez5f2j66zdt2xxl3dsr.damageType} (same value: piercing)
[mwdx5rvny9h800405t75e] : object {2-18.items.[].system.damageRolls.mwdx5rvny9h800405t75e}
damage : string {2-18.items.[].system.damageRolls.mwdx5rvny9h800405t75e.damage} (same value: 4d6)
damageType : string {2-18.items.[].system.damageRolls.mwdx5rvny9h800405t75e.damageType} (same value: bludgeoning)
[mu6cx92t1jingkhf5if1] : object {2-18.items.[].system.damageRolls.mu6cx92t1jingkhf5if1}
damage : string {2-18.items.[].system.damageRolls.mu6cx92t1jingkhf5if1.damage} (same value: 1d6+5)
damageType : string {2-18.items.[].system.damageRolls.mu6cx92t1jingkhf5if1.damageType} (same value: bludgeoning)
[cme9odgz5c8stbnbski1] : object {2-18.items.[].system.damageRolls.cme9odgz5c8stbnbski1}
damage : string {2-18.items.[].system.damageRolls.cme9odgz5c8stbnbski1.damage} (same value: 1d6+5)
damageType : string {2-18.items.[].system.damageRolls.cme9odgz5c8stbnbski1.damageType} (same value: bludgeoning)
[6nuzltdosebs9b48neqa] : object {2-18.items.[].system.damageRolls.6nuzltdosebs9b48neqa}
damage : string {2-18.items.[].system.damageRolls.6nuzltdosebs9b48neqa.damage} (same value: 1d6+7)
damageType : string {2-18.items.[].system.damageRolls.6nuzltdosebs9b48neqa.damageType} (same value: bludgeoning)
eth9baizwccm2fbevcmh : object {2-18.items.[].system.damageRolls.eth9baizwccm2fbevcmh}
damage : string {2-18.items.[].system.damageRolls.eth9baizwccm2fbevcmh.damage} (same value: 1d6+7)
damageType : string {2-18.items.[].system.damageRolls.eth9baizwccm2fbevcmh.damageType} (same value: spirit)
description : object {2-18.items.[].system.description}
value : string {2-18.items.[].system.description.value} (32 different values)
publication : object {2-18.items.[].system.publication}
license : string {2-18.items.[].system.publication.license} (same value: OGL)
remaster : boolean {2-18.items.[].system.publication.remaster} (same value: False)
title : string {2-18.items.[].system.publication.title} (3 different values)
(x53)
Pathfinder Core Rulebook (x4)
Pathfinder Bestiary (x4)
rules : ###FoundryRulesObject###
[slug] : string {2-18.items.[].system.slug} (6 different values)
fear (x2)
harm (x2)
light-hammer (x2)
longsword (x2)
telepathy (x2)
trample (x2)
[traits] : object {2-18.items.[].system.traits}
rarity : string {2-18.items.[].system.traits.rarity} (same value: common)
value : array<string> {2-18.items.[].system.traits.value}
Length: min=0 max=5
Value type: string {2-18.items.[].system.traits.value.[]} (22 different values)
[traditions] : array<string> {2-18.items.[].system.traits.traditions}
Length: min=1 max=4
Value type: string {2-18.items.[].system.traits.traditions.[]} (4 different values)
arcane (x2)
divine (x4)
occult (x2)
primal (x2)
[weaponType] : object {2-18.items.[].system.weaponType}
value : string {2-18.items.[].system.weaponType.value} (2 different values)
melee (x13)
ranged (x4)
[actionType] : object {2-18.items.[].system.actionType}
value : string {2-18.items.[].system.actionType.value} (3 different values)
passive (x19)
reaction (x6)
action (x9)
[actions] : object {2-18.items.[].system.actions}
[value] : integer {2-18.items.[].system.actions.value} (3 different values)
2 (x4)
1 (x1)
3 (x4)
[category] : string {2-18.items.[].system.category} (4 different values)
defensive (x9)
offensive (x18)
interaction (x4)
martial (x4)
[autoHeightenLevel] : object {2-18.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {2-18.items.[].system.prepared}
value : string {2-18.items.[].system.prepared.value} (same value: innate)
[proficiency] : object {2-18.items.[].system.proficiency}
value : integer {2-18.items.[].system.proficiency.value} (same value: 0)
[slots] : object {2-18.items.[].system.slots}
slot3 : object {2-18.items.[].system.slots.slot3}
max : integer {2-18.items.[].system.slots.slot3.max} (same value: 2)
value : integer {2-18.items.[].system.slots.slot3.value} (same value: 2)
[spelldc] : object {2-18.items.[].system.spelldc}
dc : integer {2-18.items.[].system.spelldc.dc} (2 different values)
20 (x1)
23 (x1)
mod : integer {2-18.items.[].system.spelldc.mod} (same value: 0)
value : integer {2-18.items.[].system.spelldc.value} (2 different values)
12 (x1)
15 (x1)
[tradition] : object {2-18.items.[].system.tradition}
value : string {2-18.items.[].system.tradition.value} (same value: divine)
[area] : mixed
[cost] : object {2-18.items.[].system.cost}
value : string {2-18.items.[].system.cost.value} (same value: )
[counteraction] : boolean {2-18.items.[].system.counteraction} (same value: False)
[damage] : object {2-18.items.[].system.damage}
[0] : object {2-18.items.[].system.damage.0}
applyMod : boolean {2-18.items.[].system.damage.0.applyMod} (same value: False)
[category] : mixed
formula : string {2-18.items.[].system.damage.0.formula} (same value: 1d8)
kinds : array<string> {2-18.items.[].system.damage.0.kinds}
Length: min=2 max=2
Value type: string {2-18.items.[].system.damage.0.kinds.[]} (2 different values)
damage (x2)
healing (x2)
materials : array<> {2-18.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {2-18.items.[].system.damage.0.type} (same value: void)
[damageType] : string {2-18.items.[].system.damage.damageType} (2 different values)
bludgeoning (x2)
slashing (x2)
[dice] : integer {2-18.items.[].system.damage.dice} (same value: 1)
[die] : string {2-18.items.[].system.damage.die} (2 different values)
d6 (x2)
d8 (x2)
[defense] : object {2-18.items.[].system.defense}
save : object {2-18.items.[].system.defense.save}
basic : boolean {2-18.items.[].system.defense.save.basic} (2 different values)
False (x2)
True (x2)
statistic : string {2-18.items.[].system.defense.save.statistic} (2 different values)
will (x2)
fortitude (x2)
[duration] : object {2-18.items.[].system.duration}
sustained : boolean {2-18.items.[].system.duration.sustained} (same value: False)
value : string {2-18.items.[].system.duration.value} (2 different values)
varies (x2)
(x2)
[heightening] : object {2-18.items.[].system.heightening}
[levels] : object {2-18.items.[].system.heightening.levels}
3 : object {2-18.items.[].system.heightening.levels.3}
target : object {2-18.items.[].system.heightening.levels.3.target}
value : string {2-18.items.[].system.heightening.levels.3.target.value} (same value: 5 creatures)
type : string {2-18.items.[].system.heightening.type} (2 different values)
fixed (x2)
interval (x2)
[damage] : object {2-18.items.[].system.heightening.damage}
0 : string {2-18.items.[].system.heightening.damage.0} (same value: 1d8)
[interval] : integer {2-18.items.[].system.heightening.interval} (same value: 1)
[level] : object {2-18.items.[].system.level}
value : integer {2-18.items.[].system.level.value} (2 different values)
1 (x4)
0 (x4)
[location] : object {2-18.items.[].system.location}
heightenedLevel : integer {2-18.items.[].system.location.heightenedLevel} (same value: 3)
value : string {2-18.items.[].system.location.value} (same value: wTLX8Pk1sMBmPKhZ)
[range] : object {2-18.items.[].system.range}
value : string {2-18.items.[].system.range.value} (2 different values)
30 feet (x2)
varies (x2)
[requirements] : string {2-18.items.[].system.requirements} (same value: )
[target] : object {2-18.items.[].system.target}
value : string {2-18.items.[].system.target.value} (2 different values)
1 creature (x2)
1 living creature or 1 willing undead creature (x2)
[time] : object {2-18.items.[].system.time}
value : string {2-18.items.[].system.time.value} (2 different values)
2 (x2)
1 to 3 (x2)
[overlays] : object {2-18.items.[].system.overlays}
4gyp3qlsv5ywdyjq : object {2-18.items.[].system.overlays.4gyp3qlsv5ywdyjq}
_id : string {2-18.items.[].system.overlays.4gyp3qlsv5ywdyjq._id} (same value: 4gyp3qlsv5ywdyjq)
name : string {2-18.items.[].system.overlays.4gyp3qlsv5ywdyjq.name} (same value: Harm (vs. Undead))
overlayType : string {2-18.items.[].system.overlays.4gyp3qlsv5ywdyjq.overlayType} (same value: override)
sort : integer {2-18.items.[].system.overlays.4gyp3qlsv5ywdyjq.sort} (same value: 3)
system : object {2-18.items.[].system.overlays.4gyp3qlsv5ywdyjq.system}
damage : object {2-18.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage}
0 : object {2-18.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0}
formula : string {2-18.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.formula} (same value: 1d8+8)
kinds : array<string> {2-18.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {2-18.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.kinds.[]} (same value: healing)
[defense] : mixed
heightening : object {2-18.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening}
damage : object {2-18.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening.damage}
0 : string {2-18.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening.damage.0} (same value: 1d8+8)
range : object {2-18.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.range}
value : string {2-18.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.range.value} (same value: 30 feet)
target : object {2-18.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.target}
value : string {2-18.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.target.value} (same value: 1 willing undead creature)
time : object {2-18.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.time}
value : string {2-18.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.time.value} (same value: 2)
traits : object {2-18.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits}
value : array<string> {2-18.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits.value}
Length: min=3 max=3
Value type: string {2-18.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits.value.[]} (3 different values)
concentrate (x2)
manipulate (x2)
void (x2)
pq7cxntbz4s8g5ik : object {2-18.items.[].system.overlays.pq7cxntbz4s8g5ik}
_id : string {2-18.items.[].system.overlays.pq7cxntbz4s8g5ik._id} (same value: pq7cxntbz4s8g5ik)
overlayType : string {2-18.items.[].system.overlays.pq7cxntbz4s8g5ik.overlayType} (same value: override)
sort : integer {2-18.items.[].system.overlays.pq7cxntbz4s8g5ik.sort} (same value: 1)
system : object {2-18.items.[].system.overlays.pq7cxntbz4s8g5ik.system}
range : object {2-18.items.[].system.overlays.pq7cxntbz4s8g5ik.system.range}
value : string {2-18.items.[].system.overlays.pq7cxntbz4s8g5ik.system.range.value} (same value: touch)
time : object {2-18.items.[].system.overlays.pq7cxntbz4s8g5ik.system.time}
value : string {2-18.items.[].system.overlays.pq7cxntbz4s8g5ik.system.time.value} (same value: 1)
rvhoa43rqqqp8izn : object {2-18.items.[].system.overlays.rvhoa43rqqqp8izn}
_id : string {2-18.items.[].system.overlays.rvhoa43rqqqp8izn._id} (same value: rvhoa43rqqqp8izn)
overlayType : string {2-18.items.[].system.overlays.rvhoa43rqqqp8izn.overlayType} (same value: override)
sort : integer {2-18.items.[].system.overlays.rvhoa43rqqqp8izn.sort} (same value: 4)
system : object {2-18.items.[].system.overlays.rvhoa43rqqqp8izn.system}
area : object {2-18.items.[].system.overlays.rvhoa43rqqqp8izn.system.area}
type : string {2-18.items.[].system.overlays.rvhoa43rqqqp8izn.system.area.type} (same value: emanation)
value : integer {2-18.items.[].system.overlays.rvhoa43rqqqp8izn.system.area.value} (same value: 30)
range : object {2-18.items.[].system.overlays.rvhoa43rqqqp8izn.system.range}
value : string {2-18.items.[].system.overlays.rvhoa43rqqqp8izn.system.range.value} (same value: )
target : object {2-18.items.[].system.overlays.rvhoa43rqqqp8izn.system.target}
value : string {2-18.items.[].system.overlays.rvhoa43rqqqp8izn.system.target.value} (same value: all living and undead creatures)
time : object {2-18.items.[].system.overlays.rvhoa43rqqqp8izn.system.time}
value : string {2-18.items.[].system.overlays.rvhoa43rqqqp8izn.system.time.value} (same value: 3)
traits : object {2-18.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits}
value : array<string> {2-18.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits.value}
Length: min=3 max=3
Value type: string {2-18.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits.value.[]} (3 different values)
concentrate (x2)
manipulate (x2)
void (x2)
z04svm1cvfcxtplb : object {2-18.items.[].system.overlays.z04svm1cvfcxtplb}
_id : string {2-18.items.[].system.overlays.z04svm1cvfcxtplb._id} (same value: z04svm1cvfcxtplb)
name : string {2-18.items.[].system.overlays.z04svm1cvfcxtplb.name} (same value: Harm (vs. Living))
overlayType : string {2-18.items.[].system.overlays.z04svm1cvfcxtplb.overlayType} (same value: override)
sort : integer {2-18.items.[].system.overlays.z04svm1cvfcxtplb.sort} (same value: 2)
system : object {2-18.items.[].system.overlays.z04svm1cvfcxtplb.system}
damage : object {2-18.items.[].system.overlays.z04svm1cvfcxtplb.system.damage}
0 : object {2-18.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0}
kinds : array<string> {2-18.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {2-18.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0.kinds.[]} (same value: damage)
range : object {2-18.items.[].system.overlays.z04svm1cvfcxtplb.system.range}
value : string {2-18.items.[].system.overlays.z04svm1cvfcxtplb.system.range.value} (same value: 30 feet)
target : object {2-18.items.[].system.overlays.z04svm1cvfcxtplb.system.target}
value : string {2-18.items.[].system.overlays.z04svm1cvfcxtplb.system.target.value} (same value: 1 living creature)
time : object {2-18.items.[].system.overlays.z04svm1cvfcxtplb.system.time}
value : string {2-18.items.[].system.overlays.z04svm1cvfcxtplb.system.time.value} (same value: 2)
traits : object {2-18.items.[].system.overlays.z04svm1cvfcxtplb.system.traits}
value : array<string> {2-18.items.[].system.overlays.z04svm1cvfcxtplb.system.traits.value}
Length: min=3 max=3
Value type: string {2-18.items.[].system.overlays.z04svm1cvfcxtplb.system.traits.value.[]} (3 different values)
concentrate (x2)
manipulate (x2)
void (x2)
[baseItem] : string {2-18.items.[].system.baseItem} (2 different values)
light-hammer (x2)
longsword (x2)
[bonusDamage] : object {2-18.items.[].system.bonusDamage}
value : integer {2-18.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {2-18.items.[].system.bulk}
value : mixed
float {2-18.items.[].system.bulk.value} (same value: 0,1)
integer {2-18.items.[].system.bulk.value} (same value: 1)
[containerId] : mixed
[equipped] : object {2-18.items.[].system.equipped}
carryType : string {2-18.items.[].system.equipped.carryType} (same value: held)
handsHeld : integer {2-18.items.[].system.equipped.handsHeld} (same value: 1)
[invested] : mixed
[group] : string {2-18.items.[].system.group} (2 different values)
hammer (x2)
sword (x2)
[hardness] : integer {2-18.items.[].system.hardness} (same value: 0)
[hp] : object {2-18.items.[].system.hp}
max : integer {2-18.items.[].system.hp.max} (same value: 0)
value : integer {2-18.items.[].system.hp.value} (same value: 0)
[material] : object {2-18.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {2-18.items.[].system.price}
value : object {2-18.items.[].system.price.value}
[sp] : integer {2-18.items.[].system.price.value.sp} (same value: 3)
[gp] : integer {2-18.items.[].system.price.value.gp} (same value: 1)
[quantity] : integer {2-18.items.[].system.quantity} (2 different values)
3 (x2)
1 (x2)
[reload] : object {2-18.items.[].system.reload}
value : string {2-18.items.[].system.reload.value} (2 different values)
- (x2)
(x2)
[runes] : object {2-18.items.[].system.runes}
potency : integer {2-18.items.[].system.runes.potency} (same value: 0)
property : array<> {2-18.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
striking : integer {2-18.items.[].system.runes.striking} (same value: 0)
[size] : string {2-18.items.[].system.size} (same value: lg)
[splashDamage] : object {2-18.items.[].system.splashDamage}
value : integer {2-18.items.[].system.splashDamage.value} (same value: 0)
[usage] : object {2-18.items.[].system.usage}
value : string {2-18.items.[].system.usage.value} (same value: held-in-one-hand)
type : string {2-18.items.[].type} (5 different values)
melee (x17)
action (x34)
spellcastingEntry (x2)
spell (x4)
weapon (x4)
[_stats] : object {2-18.items.[]._stats}
compendiumSource : string {2-18.items.[]._stats.compendiumSource} (6 different values)
Compendium.pf2e.spells-srd.Item.4koZzrnMXhhosn0D (x2)
Compendium.pf2e.spells-srd.Item.wdA52JJnsuQWeyqz (x2)
Compendium.pf2e.equipment-srd.Item.FibwLZ12EIEwLGhw (x2)
Compendium.pf2e.equipment-srd.Item.LJdbVTOZog39EEbi (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.kdhbPaBMK1d1fpbA (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.UNah0bxXxkcZjxO3 (x2)
[flags] : object {2-18.items.[].flags}
pf2e : object {2-18.items.[].flags.pf2e}
linkedWeapon : string {2-18.items.[].flags.pf2e.linkedWeapon} (2 different values)
QPkaS2AAZWCSBjqR (x2)
naRxw6KpN3XmDPDa (x4)
name : string {2-18.name} (all different values)
system : object {2-18.system}
[abilities] : object {2-18.system.abilities}
cha : object {2-18.system.abilities.cha}
mod : integer {2-18.system.abilities.cha.mod} (3 different values)
2 (x2)
-4 (x2)
3 (x2)
con : object {2-18.system.abilities.con}
mod : integer {2-18.system.abilities.con.mod} (4 different values)
3 (x1)
1 (x1)
4 (x2)
5 (x2)
dex : object {2-18.system.abilities.dex}
mod : integer {2-18.system.abilities.dex.mod} (2 different values)
2 (x4)
4 (x2)
int : object {2-18.system.abilities.int}
mod : integer {2-18.system.abilities.int.mod} (3 different values)
-4 (x2)
-5 (x2)
1 (x2)
str : object {2-18.system.abilities.str}
mod : integer {2-18.system.abilities.str.mod} (4 different values)
5 (x3)
2 (x1)
6 (x1)
3 (x1)
wis : object {2-18.system.abilities.wis}
mod : integer {2-18.system.abilities.wis.mod} (2 different values)
2 (x5)
1 (x1)
attributes : object {2-18.system.attributes}
ac : object {2-18.system.attributes.ac}
[details] : string {2-18.system.attributes.ac.details} (3 different values)
(x4)
(23 while Inhabiting a Centaur Body) (x1)
(26 while Inhabiting a Centaur Body) (x1)
value : integer {2-18.system.attributes.ac.value} (6 different values)
20 (x2)
0 (x2)
17 (x1)
22 (x1)
23 (x2)
19 (x1)
[allSaves] : object {2-18.system.attributes.allSaves}
value : string {2-18.system.attributes.allSaves.value} (same value: )
hp : object {2-18.system.attributes.hp}
details : string {2-18.system.attributes.hp.details} (same value: )
max : integer {2-18.system.attributes.hp.max} (6 different values)
80 (x2)
0 (x3)
16 (x1)
125 (x1)
70 (x1)
65 (x1)
temp : integer {2-18.system.attributes.hp.temp} (same value: 0)
value : integer {2-18.system.attributes.hp.value} (6 different values)
80 (x2)
0 (x3)
16 (x1)
125 (x1)
70 (x1)
65 (x1)
[tempmax] : integer {2-18.system.attributes.hp.tempmax} (same value: 0)
[resistances] : array<object> {2-18.system.attributes.resistances}
Length: min=1 max=1
Value type: object {2-18.system.attributes.resistances.[]}
type : string {2-18.system.attributes.resistances.[].type} (same value: poison)
value : integer {2-18.system.attributes.resistances.[].value} (same value: 5)
[speed] : object {2-18.system.attributes.speed}
otherSpeeds : array<object> {2-18.system.attributes.speed.otherSpeeds}
Length: min=1 max=2
Value type: object {2-18.system.attributes.speed.otherSpeeds.[]}
type : string {2-18.system.attributes.speed.otherSpeeds.[].type} (3 different values)
climb (x4)
swim (x2)
burrow (x2)
value : integer {2-18.system.attributes.speed.otherSpeeds.[].value} (4 different values)
10 (x4)
25 (x1)
30 (x1)
15 (x2)
value : integer {2-18.system.attributes.speed.value} (3 different values)
20 (x2)
25 (x3)
30 (x1)
[weaknesses] : array<object> {2-18.system.attributes.weaknesses}
Length: min=1 max=3
Value type: object {2-18.system.attributes.weaknesses.[]}
type : string {2-18.system.attributes.weaknesses.[].type} (4 different values)
fire (x2)
cold-iron (x2)
holy (x2)
sonic (x2)
value : integer {2-18.system.attributes.weaknesses.[].value} (same value: 5)
[emitsSound] : string {2-18.system.attributes.emitsSound} (same value: encounter)
[hardness] : integer {2-18.system.attributes.hardness} (same value: 0)
[hasHealth] : boolean {2-18.system.attributes.hasHealth} (same value: True)
[stealth] : object {2-18.system.attributes.stealth}
details : string {2-18.system.attributes.stealth.details} (2 different values)
<p>(trained)</p> (x2)
(x1)
value : integer {2-18.system.attributes.stealth.value} (3 different values)
8 (x1)
11 (x1)
14 (x1)
details : object {2-18.system.details}
[blurb] : string {2-18.system.details.blurb} (same value: )
[languages] : object {2-18.system.details.languages}
details : string {2-18.system.details.languages.details} (2 different values)
(x4)
telepathy 100 feet (x2)
value : array<string> {2-18.system.details.languages.value}
Length: min=0 max=4
Value type: string {2-18.system.details.languages.value.[]} (4 different values)
chthonian (x2)
draconic (x2)
empyrean (x2)
pyric (x2)
level : object {2-18.system.details.level}
value : integer {2-18.system.details.level.value} (5 different values)
4 (x2)
1 (x2)
3 (x2)
6 (x2)
5 (x1)
[privateNotes] : string {2-18.system.details.privateNotes} (same value: )
[publicNotes] : string {2-18.system.details.publicNotes} (3 different values)
(x4)
<p>Hunting spiders are the most common type of giant spider, though not the largest.</p>
<hr />
<p>Few everyday vermin inspire as much dread as the infamous spider.</p> (x1)
<p>These terrifying creatures grow as large as elephants. The placement of their eyes above their wide mandibles evokes the grimacing visage of an ogre's leer. Ogres themselves find the appearance of ogre spider faces simultaneously amusing and adorable, but in most cases, ogres' attempts to keep these spiders as pets result in dead ogres and well-fed spiders.</p> (x1)
publication : object {2-18.system.details.publication}
license : string {2-18.system.details.publication.license} (same value: OGL)
remaster : boolean {2-18.system.details.publication.remaster} (same value: False)
title : string {2-18.system.details.publication.title} (same value: Pathfinder Society Scenario #2-18: The Fanciful March of Urwal)
[description] : string {2-18.system.details.description} (2 different values)
<p>The demon lord Urxehl manifests upon Golarion a small region of his Abyssal realm, filled with constantly burning forests lashed by fierce storms and unholy rain that only further feeds the flames. This is a mystical fire, fueled by the presence of Urxehl's minions. Any flames on the map emit concealing smoke in a 10-foot radius around the fire.</p> (x2)
<p>Discreet webbing at throat level snags a creature that walks into it.</p> (x1)
[disable] : string {2-18.system.details.disable} (3 different values)
<p>@Check[nature|dc:17] or @Check[performance|dc:17] (trained) to remind the Finadar forest of its true self; or @Check[religion|dc:17], @Check[occultism|dc:17], or @Check[demon-lore|dc:17]{Demon Lore}(trained) to disrupt the connection to the imposed realm and extinguish one of the five sections of flames on the map. These checks can only be attempted by creatures adjacent to the section, and each attempt takes 2 actions. An extinguished fire still emits concealing smoke for 1 additional round but is no longer hot enough to deal damage. A @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] spell or a spell with the water trait (2nd level; counteract DC 15) extinguishes a section of flames. If the PCs disable three of the five sections of the flames of Verakivhan, the hazard is too weakened to sustain itself, and the remaining flames disappear. If there are no demons or elementals remaining in the area, the hazard is automatically disabled.</p> (x1)
<p>@Check[nature|dc:20] or @Check[performance|dc:20] (trained) to remind the Finadar forest of its true self; or @Check[religion|dc:20], @Check[occultism|dc:20], or @Check[demon-lore|dc:20]{Demon Lore}(trained) to disrupt the connection to the imposed realm and extinguish one of the five sections of flames on the map. These checks can only be attempted by creatures adjacent to the section, and each attempt takes 2 actions. An extinguished fire still emits concealing smoke for 1 additional round but is no longer hot enough to deal damage. A @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] spell or a spell with the water trait (2nd level; counteract DC 17) extinguishes a section of flames. If the PCs disable three of the five sections of the flames of Verakivhan, the hazard is too weakened to sustain itself, and the remaining flames disappear. If there are no demons or elementals remaining in the area, the hazard is automatically disabled.</p> (x1)
<p>@Check[survival|dc:20] (trained) or @Check[thievery|dc:20] (expert) to rearrange the webbing.</p> (x1)
[isComplex] : boolean {2-18.system.details.isComplex} (2 different values)
True (x2)
False (x1)
[reset] : string {2-18.system.details.reset} (same value: )
[routine] : string {2-18.system.details.routine} (3 different values)
<p>(3 actions) Any creature within the flames takes @Damage[(1d6+3)[fire]] damage, and any creature adjacent to the flames takes @Damage[1d6[fire]] damage (@Check[reflex|dc:17|basic|name:Flames of Verakivhan|traits:fire] save). Additionally, the flames call down a fiery rain that deals @Damage[(1d6+3)[fire]] damage to a random PC within the planar overlay (@Check[reflex|dc:17|basic|name:Flames of Verakivhan|traits:fire] save). If any PCs attempted to disable the hazard that turn, the fiery rain chooses one of them as its target.</p> (x1)
<p>(3 actions) Any creature within the flames takes @Damage[(1d10+6)[fire]] damage, and any creature adjacent to the flames takes @Damage[1d10[fire]] damage (@Check[reflex|dc:20|basic|name:Flames of Verakivhan|traits:fire]). Additionally, the flames call down a fiery rain that deals @Damage[(1d10+6)[fire]] damage to a random PC within the planar overlay (@Check[reflex|dc:20|basic|name:Flames of Verakivhan|traits:fire] save). If any PCs attempted to disable the hazard that turn, the fiery rain chooses one of them as its target.</p> (x1)
(x1)
[initiative] : object {2-18.system.initiative}
statistic : string {2-18.system.initiative.statistic} (same value: perception)
[perception] : object {2-18.system.perception}
details : string {2-18.system.perception.details} (2 different values)
(x4)
web sense (x2)
mod : integer {2-18.system.perception.mod} (5 different values)
8 (x1)
7 (x2)
12 (x1)
10 (x1)
13 (x1)
senses : array<object> {2-18.system.perception.senses}
Length: min=1 max=1
Value type: object {2-18.system.perception.senses.[]}
type : string {2-18.system.perception.senses.[].type} (same value: darkvision)
[resources] : object {2-18.system.resources}
focus : object {2-18.system.resources.focus}
max : integer {2-18.system.resources.focus.max} (same value: 1)
value : integer {2-18.system.resources.focus.value} (same value: 1)
saves : object {2-18.system.saves}
fortitude : object {2-18.system.saves.fortitude}
saveDetail : string {2-18.system.saves.fortitude.saveDetail} (same value: )
value : integer {2-18.system.saves.fortitude.value} (7 different values)
13 (x2)
0 (x2)
6 (x1)
17 (x1)
15 (x1)
12 (x1)
16 (x1)
reflex : object {2-18.system.saves.reflex}
saveDetail : string {2-18.system.saves.reflex.saveDetail} (same value: )
value : integer {2-18.system.saves.reflex.value} (5 different values)
10 (x2)
0 (x2)
9 (x1)
13 (x3)
6 (x1)
will : object {2-18.system.saves.will}
saveDetail : string {2-18.system.saves.will.saveDetail} (same value: )
value : integer {2-18.system.saves.will.value} (7 different values)
10 (x1)
0 (x3)
5 (x1)
13 (x1)
9 (x1)
7 (x1)
11 (x1)
[skills] : object {2-18.system.skills}
athletics : object {2-18.system.skills.athletics}
base : integer {2-18.system.skills.athletics.base} (4 different values)
11 (x2)
5 (x1)
15 (x2)
13 (x1)
[intimidation] : object {2-18.system.skills.intimidation}
base : integer {2-18.system.skills.intimidation.base} (2 different values)
10 (x1)
13 (x1)
[acrobatics] : object {2-18.system.skills.acrobatics}
base : integer {2-18.system.skills.acrobatics.base} (4 different values)
7 (x1)
13 (x1)
10 (x1)
12 (x1)
[stealth] : object {2-18.system.skills.stealth}
base : integer {2-18.system.skills.stealth.base} (3 different values)
7 (x1)
10 (x1)
12 (x1)
deception : object {2-18.system.skills.deception}
base : integer {2-18.system.skills.deception.base} (2 different values)
9 (x1)
11 (x1)
traits : object {2-18.system.traits}
rarity : string {2-18.system.traits.rarity} (4 different values)
uncommon (x2)
unique (x2)
common (x3)
rare (x2)
size : object {2-18.system.traits.size}
value : string {2-18.system.traits.size.value} (4 different values)
med (x5)
sm (x1)
huge (x1)
lg (x2)
value : array<string> {2-18.system.traits.value}
Length: min=0 max=5
Value type: string {2-18.system.traits.value.[]} (all different values)
[creatureType] : string {2-18.system.creatureType} (same value: )
[statusEffects] : array<> {2-18.system.statusEffects}
Length: min=0 max=0
Value type: mixed
type : string {2-18.type} (2 different values)
npc (x6)
hazard (x3)
[prototypeToken] : object {2-18.prototypeToken}
name : string {2-18.prototypeToken.name} (5 different values)
Flames of Verakivhan (x2)
Hunting Spider (x1)
Ogre Spider (x1)
Web Lurker Noose (x1)
Vermlek Centaur (x2)