Новые результаты

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2025-03-29 15:31:05 +04:00
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3-03
Different values: 1
=====================================
object {3-03}
_id : string {3-03._id} (all different values)
folder : string {3-03.folder} (all different values)
img : string {3-03.img} (all different values)
items : array<object> {3-03.items}
Length: min=12 max=12
Value type: object {3-03.items.[]}
_id : string {3-03.items.[]._id} (12 different values)
B4L5rrixuMmIF0Mn (x1)
3oH578NZCVwMchXU (x1)
WCy61NgnOICYMQdN (x1)
jCsNuRVEQDzl0gcm (x1)
nGSh87HW3Cnx9gsR (x1)
HS2K7FagxIukdgY0 (x1)
R8eOc6d3csgtd2S1 (x1)
ZJ4VXfHFBFSDQBu3 (x1)
HaiCjx3LddeWTUTo (x1)
paoFQRpD7yc48lgn (x1)
Qm04XnmcECPmSr9k (x1)
Hej6zHCcEo0ySgCu (x1)
img : string {3-03.items.[].img} (8 different values)
systems/pf2e/icons/default-icons/spellcastingEntry.svg (x1)
systems/pf2e/icons/spells/charm.webp (x1)
systems/pf2e/icons/equipment/weapons/blowgun.webp (x1)
systems/pf2e/icons/equipment/weapons/dagger.webp (x1)
systems/pf2e/icons/equipment/weapons/blowgun-dart.webp (x1)
systems/pf2e/icons/default-icons/melee.svg (x4)
systems/pf2e/icons/actions/Passive.webp (x2)
systems/pf2e/icons/actions/TwoActions.webp (x1)
name : string {3-03.items.[].name} (9 different values)
Primal Innate Spells (x1)
Charm (x1)
Blowgun (x2)
Dagger (x3)
Blowgun Darts (Poisoned) (x1)
Jaws (x1)
Inspired Feast (x1)
Size Alteration (x1)
Sneak Attack (x1)
sort : integer {3-03.items.[].sort} (12 different values)
100000 (x1)
200000 (x1)
300000 (x1)
400000 (x1)
500000 (x1)
600000 (x1)
700000 (x1)
800000 (x1)
900000 (x1)
1000000 (x1)
1100000 (x1)
1200000 (x1)
system : object {3-03.items.[].system}
[autoHeightenLevel] : object {3-03.items.[].system.autoHeightenLevel}
[value] : mixed
description : object {3-03.items.[].system.description}
value : string {3-03.items.[].system.description.value} (8 different values)
(x5)
<p>To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it.</p>
<p>You can Dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means.</p>
<hr />
<p><strong>Critical Success</strong> The target is unaffected and aware you tried to charm it.</p>
<p><strong>Success</strong> The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell.</p>
<p><strong>Failure</strong> The target's attitude becomes @UUID[Compendium.pf2e.conditionitems.Item.Friendly] toward you. If it was Friendly, it becomes @UUID[Compendium.pf2e.conditionitems.Item.Helpful]. It can't use hostile actions against you.</p>
<p><strong>Critical Failure</strong> The target's attitude becomes Helpful toward you, and it can't use hostile actions against you.</p>
<hr />
<p><strong>Heightened (4th)</strong> The duration lasts until the next time you make your daily preparations.</p>
<p><strong>Heightened (8th)</strong> The duration lasts until the next time you make your daily preparations, and you can target up to 10 creatures.</p> (x1)
<p>This long, narrow tube is used for shooting blowgun darts, using only the power of a forcefully exhaled breath.</p> (x1)
<p>This small, bladed weapon is held in one hand and used to stab a creature in close combat. It can also be thrown.</p> (x1)
<p>These thin, light darts are typically made of hardwood and stabilized with fletching of down or fur. They are often hollow so they can be used to deliver poison.</p> (x1)
<p>If a biloko feasts on a human corpse for 1 minute or more, they gain a +1 status bonus to attack rolls and a +2 status bonus to damage rolls for 1 hour.</p>
<p>@UUID[Compendium.pf2e.bestiary-effects.Item.Effect: Inspired Feast]</p> (x1)
<p>The eloko is affected by a 4th-rank @UUID[Compendium.pf2e.spells-srd.Item.Enlarge] spell. This lasts for 1 minute, and the eloko can Dismiss the Spell.</p> (x1)
<p>The eloko deals 2d6 extra precision damage to @UUID[Compendium.pf2e.conditionitems.Item.Off-Guard] creatures.</p> (x1)
[prepared] : object {3-03.items.[].system.prepared}
flexible : boolean {3-03.items.[].system.prepared.flexible} (all different values)
value : string {3-03.items.[].system.prepared.value} (all different values)
[proficiency] : object {3-03.items.[].system.proficiency}
value : integer {3-03.items.[].system.proficiency.value} (all different values)
publication : object {3-03.items.[].system.publication}
license : string {3-03.items.[].system.publication.license} (all different values)
remaster : boolean {3-03.items.[].system.publication.remaster} (all different values)
title : string {3-03.items.[].system.publication.title} (3 different values)
(x8)
Pathfinder Core Rulebook (x3)
Pathfinder Bestiary (x1)
rules : ###FoundryRulesObject###
[slots] : object {3-03.items.[].system.slots}
[slug] : string {3-03.items.[].system.slug} (5 different values)
charm (x1)
blowgun (x1)
dagger (x1)
blowgun-darts (x1)
sneak-attack (x1)
[spelldc] : object {3-03.items.[].system.spelldc}
dc : integer {3-03.items.[].system.spelldc.dc} (all different values)
mod : integer {3-03.items.[].system.spelldc.mod} (all different values)
value : integer {3-03.items.[].system.spelldc.value} (all different values)
[tradition] : object {3-03.items.[].system.tradition}
value : string {3-03.items.[].system.tradition.value} (all different values)
[area] : mixed
[cost] : object {3-03.items.[].system.cost}
value : string {3-03.items.[].system.cost.value} (all different values)
[counteraction] : boolean {3-03.items.[].system.counteraction} (all different values)
[damage] : object {3-03.items.[].system.damage}
damageType : string {3-03.items.[].system.damage.damageType} (all different values)
dice : integer {3-03.items.[].system.damage.dice} (all different values)
die : string {3-03.items.[].system.damage.die} (2 different values)
(x1)
d4 (x1)
[defense] : object {3-03.items.[].system.defense}
save : object {3-03.items.[].system.defense.save}
basic : boolean {3-03.items.[].system.defense.save.basic} (all different values)
statistic : string {3-03.items.[].system.defense.save.statistic} (all different values)
[duration] : object {3-03.items.[].system.duration}
sustained : boolean {3-03.items.[].system.duration.sustained} (all different values)
value : string {3-03.items.[].system.duration.value} (all different values)
[level] : object {3-03.items.[].system.level}
value : integer {3-03.items.[].system.level.value} (2 different values)
1 (x1)
0 (x3)
[location] : object {3-03.items.[].system.location}
value : string {3-03.items.[].system.location.value} (all different values)
[range] : mixed
object {3-03.items.[].system.range}
value : string {3-03.items.[].system.range.value} (all different values)
integer {3-03.items.[].system.range} (all different values)
[requirements] : string {3-03.items.[].system.requirements} (all different values)
[target] : object {3-03.items.[].system.target}
value : string {3-03.items.[].system.target.value} (all different values)
[time] : object {3-03.items.[].system.time}
value : string {3-03.items.[].system.time.value} (all different values)
traits : object {3-03.items.[].system.traits}
rarity : string {3-03.items.[].system.traits.rarity} (all different values)
[traditions] : array<string> {3-03.items.[].system.traits.traditions}
Length: min=3 max=3
Value type: string {3-03.items.[].system.traits.traditions.[]} (3 different values)
arcane (x1)
occult (x1)
primal (x1)
value : array<string> {3-03.items.[].system.traits.value}
Length: min=0 max=5
Value type: string {3-03.items.[].system.traits.value.[]} (15 different values)
concentrate (x1)
emotion (x2)
incapacitation (x1)
manipulate (x1)
mental (x2)
agile (x5)
nonlethal (x2)
finesse (x1)
thrown-10 (x2)
versatile-s (x3)
unarmed (x1)
magical (x2)
range-increment-20 (x1)
reload-1 (x1)
primal (x1)
[baseItem] : string {3-03.items.[].system.baseItem} (2 different values)
blowgun (x1)
dagger (x1)
[bonus] : object {3-03.items.[].system.bonus}
value : integer {3-03.items.[].system.bonus.value} (3 different values)
0 (x2)
16 (x3)
17 (x1)
[bonusDamage] : object {3-03.items.[].system.bonusDamage}
value : integer {3-03.items.[].system.bonusDamage.value} (all different values)
[bulk] : object {3-03.items.[].system.bulk}
value : mixed
float {3-03.items.[].system.bulk.value} (all different values)
integer {3-03.items.[].system.bulk.value} (all different values)
[category] : string {3-03.items.[].system.category} (3 different values)
simple (x2)
ammo (x1)
offensive (x3)
[containerId] : mixed
[equipped] : object {3-03.items.[].system.equipped}
carryType : string {3-03.items.[].system.equipped.carryType} (2 different values)
held (x2)
worn (x1)
handsHeld : integer {3-03.items.[].system.equipped.handsHeld} (2 different values)
1 (x2)
0 (x1)
[invested] : mixed
[group] : string {3-03.items.[].system.group} (2 different values)
dart (x1)
knife (x1)
[hardness] : integer {3-03.items.[].system.hardness} (all different values)
[hp] : object {3-03.items.[].system.hp}
max : integer {3-03.items.[].system.hp.max} (all different values)
value : integer {3-03.items.[].system.hp.value} (all different values)
[material] : object {3-03.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {3-03.items.[].system.price}
value : object {3-03.items.[].system.price.value}
[sp] : integer {3-03.items.[].system.price.value.sp} (2 different values)
1 (x1)
2 (x1)
cp : integer {3-03.items.[].system.price.value.cp} (all different values)
per : integer {3-03.items.[].system.price.per} (all different values)
[quantity] : integer {3-03.items.[].system.quantity} (2 different values)
1 (x2)
20 (x1)
[reload] : object {3-03.items.[].system.reload}
value : string {3-03.items.[].system.reload.value} (2 different values)
1 (x1)
- (x1)
[runes] : object {3-03.items.[].system.runes}
potency : integer {3-03.items.[].system.runes.potency} (2 different values)
0 (x1)
1 (x1)
property : array<> {3-03.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
striking : integer {3-03.items.[].system.runes.striking} (all different values)
[size] : string {3-03.items.[].system.size} (all different values)
[splashDamage] : object {3-03.items.[].system.splashDamage}
value : integer {3-03.items.[].system.splashDamage.value} (all different values)
[usage] : object {3-03.items.[].system.usage}
value : string {3-03.items.[].system.usage.value} (all different values)
[stackGroup] : string {3-03.items.[].system.stackGroup} (all different values)
[uses] : object {3-03.items.[].system.uses}
autoDestroy : boolean {3-03.items.[].system.uses.autoDestroy} (all different values)
max : integer {3-03.items.[].system.uses.max} (all different values)
value : integer {3-03.items.[].system.uses.value} (all different values)
[attack] : object {3-03.items.[].system.attack}
value : string {3-03.items.[].system.attack.value} (all different values)
[attackEffects] : object {3-03.items.[].system.attackEffects}
value : array<> {3-03.items.[].system.attackEffects.value}
Length: min=0 max=0
Value type: mixed
[damageRolls] : object {3-03.items.[].system.damageRolls}
[v5ompffxsmqtduk3x8vv] : object {3-03.items.[].system.damageRolls.v5ompffxsmqtduk3x8vv}
damage : string {3-03.items.[].system.damageRolls.v5ompffxsmqtduk3x8vv.damage} (all different values)
damageType : string {3-03.items.[].system.damageRolls.v5ompffxsmqtduk3x8vv.damageType} (all different values)
[id1dfn6ir89th2xecd3z] : object {3-03.items.[].system.damageRolls.id1dfn6ir89th2xecd3z}
damage : string {3-03.items.[].system.damageRolls.id1dfn6ir89th2xecd3z.damage} (all different values)
damageType : string {3-03.items.[].system.damageRolls.id1dfn6ir89th2xecd3z.damageType} (all different values)
[2tb9empvhgiz3hsivpha] : object {3-03.items.[].system.damageRolls.2tb9empvhgiz3hsivpha}
damage : string {3-03.items.[].system.damageRolls.2tb9empvhgiz3hsivpha.damage} (all different values)
damageType : string {3-03.items.[].system.damageRolls.2tb9empvhgiz3hsivpha.damageType} (all different values)
0 : object {3-03.items.[].system.damageRolls.0}
damage : string {3-03.items.[].system.damageRolls.0.damage} (all different values)
damageType : string {3-03.items.[].system.damageRolls.0.damageType} (all different values)
1 : object {3-03.items.[].system.damageRolls.1}
category : string {3-03.items.[].system.damageRolls.1.category} (all different values)
damage : string {3-03.items.[].system.damageRolls.1.damage} (all different values)
damageType : string {3-03.items.[].system.damageRolls.1.damageType} (all different values)
[weaponType] : object {3-03.items.[].system.weaponType}
value : string {3-03.items.[].system.weaponType.value} (2 different values)
melee (x2)
ranged (x2)
actionType : object {3-03.items.[].system.actionType}
value : string {3-03.items.[].system.actionType.value} (2 different values)
passive (x2)
action (x1)
actions : object {3-03.items.[].system.actions}
[value] : integer {3-03.items.[].system.actions.value} (all different values)
type : string {3-03.items.[].type} (6 different values)
spellcastingEntry (x1)
spell (x1)
weapon (x2)
consumable (x1)
melee (x4)
action (x3)
[_stats] : object {3-03.items.[]._stats}
compendiumSource : string {3-03.items.[]._stats.compendiumSource} (5 different values)
Compendium.pf2e.spells-srd.Item.vLA0q0WOK2YPuJs6 (x1)
Compendium.pf2e.equipment-srd.Item.FPwsiGqMCNPLHmjX (x1)
Compendium.pf2e.equipment-srd.Item.rQWaJhI5Bko5x14Z (x1)
Compendium.pf2e.equipment-srd.Item.sqhr1crb184s3Vnd (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.AWvNPE4U0kEJSL1T (x1)
[flags] : object {3-03.items.[].flags}
pf2e : object {3-03.items.[].flags.pf2e}
linkedWeapon : string {3-03.items.[].flags.pf2e.linkedWeapon} (2 different values)
jCsNuRVEQDzl0gcm (x2)
WCy61NgnOICYMQdN (x1)
name : string {3-03.name} (all different values)
prototypeToken : object {3-03.prototypeToken}
name : string {3-03.prototypeToken.name} (all different values)
system : object {3-03.system}
abilities : object {3-03.system.abilities}
cha : object {3-03.system.abilities.cha}
mod : integer {3-03.system.abilities.cha.mod} (all different values)
con : object {3-03.system.abilities.con}
mod : integer {3-03.system.abilities.con.mod} (all different values)
dex : object {3-03.system.abilities.dex}
mod : integer {3-03.system.abilities.dex.mod} (all different values)
int : object {3-03.system.abilities.int}
mod : integer {3-03.system.abilities.int.mod} (all different values)
str : object {3-03.system.abilities.str}
mod : integer {3-03.system.abilities.str.mod} (all different values)
wis : object {3-03.system.abilities.wis}
mod : integer {3-03.system.abilities.wis.mod} (all different values)
attributes : object {3-03.system.attributes}
ac : object {3-03.system.attributes.ac}
details : string {3-03.system.attributes.ac.details} (all different values)
value : integer {3-03.system.attributes.ac.value} (all different values)
allSaves : object {3-03.system.attributes.allSaves}
value : string {3-03.system.attributes.allSaves.value} (all different values)
hp : object {3-03.system.attributes.hp}
details : string {3-03.system.attributes.hp.details} (all different values)
max : integer {3-03.system.attributes.hp.max} (all different values)
temp : integer {3-03.system.attributes.hp.temp} (all different values)
value : integer {3-03.system.attributes.hp.value} (all different values)
speed : object {3-03.system.attributes.speed}
otherSpeeds : array<> {3-03.system.attributes.speed.otherSpeeds}
Length: min=0 max=0
Value type: mixed
value : integer {3-03.system.attributes.speed.value} (all different values)
details : object {3-03.system.details}
blurb : string {3-03.system.details.blurb} (all different values)
languages : object {3-03.system.details.languages}
details : string {3-03.system.details.languages.details} (all different values)
value : array<string> {3-03.system.details.languages.value}
Length: min=3 max=3
Value type: string {3-03.system.details.languages.value.[]} (3 different values)
aklo (x1)
fey (x1)
mwangi (x1)
level : object {3-03.system.details.level}
value : integer {3-03.system.details.level.value} (all different values)
privateNotes : string {3-03.system.details.privateNotes} (all different values)
publicNotes : string {3-03.system.details.publicNotes} (all different values)
publication : object {3-03.system.details.publication}
license : string {3-03.system.details.publication.license} (all different values)
remaster : boolean {3-03.system.details.publication.remaster} (all different values)
title : string {3-03.system.details.publication.title} (all different values)
initiative : object {3-03.system.initiative}
statistic : string {3-03.system.initiative.statistic} (all different values)
perception : object {3-03.system.perception}
details : string {3-03.system.perception.details} (all different values)
mod : integer {3-03.system.perception.mod} (all different values)
senses : array<object> {3-03.system.perception.senses}
Length: min=2 max=2
Value type: object {3-03.system.perception.senses.[]}
type : string {3-03.system.perception.senses.[].type} (2 different values)
low-light-vision (x1)
scent (x1)
acuity : string {3-03.system.perception.senses.[].acuity} (all different values)
range : integer {3-03.system.perception.senses.[].range} (all different values)
resources : object {3-03.system.resources}
focus : object {3-03.system.resources.focus}
max : integer {3-03.system.resources.focus.max} (all different values)
value : integer {3-03.system.resources.focus.value} (all different values)
saves : object {3-03.system.saves}
fortitude : object {3-03.system.saves.fortitude}
saveDetail : string {3-03.system.saves.fortitude.saveDetail} (all different values)
value : integer {3-03.system.saves.fortitude.value} (all different values)
reflex : object {3-03.system.saves.reflex}
saveDetail : string {3-03.system.saves.reflex.saveDetail} (all different values)
value : integer {3-03.system.saves.reflex.value} (all different values)
will : object {3-03.system.saves.will}
saveDetail : string {3-03.system.saves.will.saveDetail} (all different values)
value : integer {3-03.system.saves.will.value} (all different values)
skills : object {3-03.system.skills}
athletics : object {3-03.system.skills.athletics}
base : integer {3-03.system.skills.athletics.base} (all different values)
crafting : object {3-03.system.skills.crafting}
base : integer {3-03.system.skills.crafting.base} (all different values)
deception : object {3-03.system.skills.deception}
base : integer {3-03.system.skills.deception.base} (all different values)
nature : object {3-03.system.skills.nature}
base : integer {3-03.system.skills.nature.base} (all different values)
stealth : object {3-03.system.skills.stealth}
base : integer {3-03.system.skills.stealth.base} (all different values)
survival : object {3-03.system.skills.survival}
base : integer {3-03.system.skills.survival.base} (all different values)
traits : object {3-03.system.traits}
rarity : string {3-03.system.traits.rarity} (all different values)
size : object {3-03.system.traits.size}
value : string {3-03.system.traits.size.value} (all different values)
value : array<string> {3-03.system.traits.value}
Length: min=2 max=2
Value type: string {3-03.system.traits.value.[]} (2 different values)
evil (x1)
fey (x1)
type : string {3-03.type} (all different values)