Новые результаты

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2025-03-29 15:31:05 +04:00
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3-06
Different values: 9
=====================================
object {3-06}
_id : string {3-06._id} (all different values)
folder : string {3-06.folder} (same value: 2pk2rY1AsxMFat90)
img : string {3-06.img} (2 different values)
systems/pf2e/icons/default-icons/npc.svg (x6)
systems/pf2e/icons/default-icons/hazard.svg (x3)
items : array<object> {3-06.items}
Length: min=1 max=12
Value type: object {3-06.items.[]}
_id : string {3-06.items.[]._id} (32 different values)
[_stats] : object {3-06.items.[]._stats}
compendiumSource : string {3-06.items.[]._stats.compendiumSource} (7 different values)
Compendium.pf2e.equipment-srd.Item.rQWaJhI5Bko5x14Z (x3)
Compendium.pf2e.equipment-srd.Item.7tKkkF8eZ4iCLJtp (x3)
Compendium.pf2e.equipment-srd.Item.4tIVTg9wj56RrveA (x3)
Compendium.pf2e.equipment-srd.Item.hDLbR56Id2OtU318 (x3)
Compendium.pf2e.equipment-srd.Item.MoBlVd36uD9xVvZC (x2)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.AWvNPE4U0kEJSL1T (x3)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.Tkd8sH4pwFIPzqTr (x2)
img : string {3-06.items.[].img} (11 different values)
systems/pf2e/icons/equipment/weapons/dagger.webp (x3)
icons/weapons/swords/sword-guard-purple.webp (x3)
icons/equipment/chest/breastplate-banded-simple-leather-brown.webp (x3)
systems/pf2e/icons/equipment/alchemical-items/alchemical-elixirs/elixir-of-life.webp (x3)
systems/pf2e/icons/equipment/alchemical-items/alchemical-tools/smokestick.webp (x2)
systems/pf2e/icons/default-icons/melee.svg (x15)
systems/pf2e/icons/actions/TwoActions.webp (x5)
systems/pf2e/icons/actions/Passive.webp (x11)
systems/pf2e/icons/default-icons/lore.svg (x3)
systems/pf2e/icons/actions/OneAction.webp (x5)
systems/pf2e/icons/actions/Reaction.webp (x5)
name : string {3-06.items.[].name} (28 different values)
sort : integer {3-06.items.[].sort} (13 different values)
100000 (x7)
200000 (x6)
300000 (x6)
400000 (x6)
500000 (x6)
600000 (x6)
700000 (x4)
800000 (x4)
900000 (x3)
1000000 (x3)
1100000 (x2)
0 (x4)
1200000 (x1)
system : object {3-06.items.[].system}
[baseItem] : string {3-06.items.[].system.baseItem} (3 different values)
dagger (x3)
shortsword (x3)
leather-armor (x3)
[bonus] : object {3-06.items.[].system.bonus}
value : integer {3-06.items.[].system.bonus.value} (7 different values)
0 (x6)
10 (x3)
16 (x2)
7 (x3)
15 (x3)
13 (x2)
12 (x2)
[bonusDamage] : object {3-06.items.[].system.bonusDamage}
value : integer {3-06.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {3-06.items.[].system.bulk}
value : mixed
float {3-06.items.[].system.bulk.value} (same value: 0,1)
integer {3-06.items.[].system.bulk.value} (same value: 1)
[category] : string {3-06.items.[].system.category} (8 different values)
simple (x3)
martial (x3)
light (x3)
elixir (x3)
other (x2)
offensive (x15)
defensive (x3)
interaction (x3)
[containerId] : mixed
[damage] : object {3-06.items.[].system.damage}
[damageType] : string {3-06.items.[].system.damage.damageType} (same value: piercing)
[dice] : integer {3-06.items.[].system.damage.dice} (same value: 1)
[die] : string {3-06.items.[].system.damage.die} (2 different values)
d4 (x3)
d6 (x3)
[formula] : string {3-06.items.[].system.damage.formula} (same value: 1d6)
[kind] : string {3-06.items.[].system.damage.kind} (same value: healing)
[type] : string {3-06.items.[].system.damage.type} (same value: untyped)
description : object {3-06.items.[].system.description}
value : string {3-06.items.[].system.description.value} (25 different values)
[equipped] : object {3-06.items.[].system.equipped}
carryType : string {3-06.items.[].system.equipped.carryType} (same value: worn)
[handsHeld] : integer {3-06.items.[].system.equipped.handsHeld} (same value: 0)
[invested] : mixed
[inSlot] : boolean {3-06.items.[].system.equipped.inSlot} (same value: False)
[group] : string {3-06.items.[].system.group} (3 different values)
knife (x3)
sword (x3)
leather (x3)
[hardness] : integer {3-06.items.[].system.hardness} (same value: 0)
[hp] : object {3-06.items.[].system.hp}
max : integer {3-06.items.[].system.hp.max} (same value: 0)
value : integer {3-06.items.[].system.hp.value} (same value: 0)
[level] : object {3-06.items.[].system.level}
value : integer {3-06.items.[].system.level.value} (2 different values)
0 (x9)
1 (x5)
[material] : object {3-06.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {3-06.items.[].system.price}
value : object {3-06.items.[].system.price.value}
[sp] : integer {3-06.items.[].system.price.value.sp} (2 different values)
2 (x3)
9 (x3)
[gp] : integer {3-06.items.[].system.price.value.gp} (2 different values)
2 (x3)
3 (x5)
publication : object {3-06.items.[].system.publication}
license : string {3-06.items.[].system.publication.license} (same value: OGL)
remaster : boolean {3-06.items.[].system.publication.remaster} (same value: False)
title : string {3-06.items.[].system.publication.title} (3 different values)
Pathfinder Core Rulebook (x14)
(x39)
Pathfinder Bestiary (x5)
[quantity] : integer {3-06.items.[].system.quantity} (5 different values)
4 (x3)
1 (x7)
3 (x1)
2 (x2)
5 (x1)
[range] : mixed
[reload] : object {3-06.items.[].system.reload}
value : string {3-06.items.[].system.reload.value} (2 different values)
- (x3)
(x3)
rules : ###FoundryRulesObject###
[runes] : object {3-06.items.[].system.runes}
potency : integer {3-06.items.[].system.runes.potency} (same value: 0)
property : array<> {3-06.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {3-06.items.[].system.runes.striking} (same value: 0)
[resilient] : integer {3-06.items.[].system.runes.resilient} (same value: 0)
[size] : string {3-06.items.[].system.size} (same value: med)
[slug] : string {3-06.items.[].system.slug} (all different values)
[splashDamage] : object {3-06.items.[].system.splashDamage}
value : integer {3-06.items.[].system.splashDamage.value} (same value: 0)
[traits] : object {3-06.items.[].system.traits}
rarity : string {3-06.items.[].system.traits.rarity} (same value: common)
value : array<string> {3-06.items.[].system.traits.value}
Length: min=0 max=4
Value type: string {3-06.items.[].system.traits.value.[]} (18 different values)
agile (x16)
finesse (x17)
thrown-10 (x6)
versatile-s (x15)
alchemical (x5)
consumable (x5)
elixir (x3)
healing (x3)
magical (x4)
reach-10 (x2)
unarmed (x3)
occult (x4)
shadow (x5)
illusion (x2)
arcane (x4)
fire (x2)
electricity (x1)
cold (x1)
[usage] : object {3-06.items.[].system.usage}
value : string {3-06.items.[].system.usage.value} (same value: held-in-one-hand)
[acBonus] : integer {3-06.items.[].system.acBonus} (same value: 1)
[checkPenalty] : integer {3-06.items.[].system.checkPenalty} (same value: -1)
[dexCap] : integer {3-06.items.[].system.dexCap} (same value: 4)
[speedPenalty] : integer {3-06.items.[].system.speedPenalty} (same value: 0)
[strength] : integer {3-06.items.[].system.strength} (same value: 0)
[uses] : object {3-06.items.[].system.uses}
autoDestroy : boolean {3-06.items.[].system.uses.autoDestroy} (same value: True)
max : integer {3-06.items.[].system.uses.max} (same value: 1)
value : integer {3-06.items.[].system.uses.value} (same value: 1)
[attack] : object {3-06.items.[].system.attack}
value : string {3-06.items.[].system.attack.value} (same value: )
[attackEffects] : object {3-06.items.[].system.attackEffects}
value : array<string> {3-06.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {3-06.items.[].system.attackEffects.value.[]} (2 different values)
disorienting-shadows (x2)
grab (x2)
[custom] : string {3-06.items.[].system.attackEffects.custom} (same value: )
[damageRolls] : object {3-06.items.[].system.damageRolls}
[g777c6x342ppnu5xiavo] : object {3-06.items.[].system.damageRolls.g777c6x342ppnu5xiavo}
damage : string {3-06.items.[].system.damageRolls.g777c6x342ppnu5xiavo.damage} (3 different values)
1d6+4 (x1)
1d6+1 (x1)
1d6+6 (x1)
damageType : string {3-06.items.[].system.damageRolls.g777c6x342ppnu5xiavo.damageType} (same value: piercing)
[q73xymi06hs3yjatohao] : object {3-06.items.[].system.damageRolls.q73xymi06hs3yjatohao}
damage : string {3-06.items.[].system.damageRolls.q73xymi06hs3yjatohao.damage} (3 different values)
1d4+4 (x1)
1d4+1 (x1)
1d4+6 (x1)
damageType : string {3-06.items.[].system.damageRolls.q73xymi06hs3yjatohao.damageType} (same value: piercing)
[feazloo9o657sejj1ypg] : object {3-06.items.[].system.damageRolls.feazloo9o657sejj1ypg}
damage : string {3-06.items.[].system.damageRolls.feazloo9o657sejj1ypg.damage} (3 different values)
1d4+4 (x1)
1d4+1 (x1)
1d4+6 (x1)
damageType : string {3-06.items.[].system.damageRolls.feazloo9o657sejj1ypg.damageType} (same value: piercing)
[OomK8ETUdIN86KPB] : object {3-06.items.[].system.damageRolls.OomK8ETUdIN86KPB}
damage : string {3-06.items.[].system.damageRolls.OomK8ETUdIN86KPB.damage} (2 different values)
2d10+7 (x1)
1d10+8 (x1)
damageType : string {3-06.items.[].system.damageRolls.OomK8ETUdIN86KPB.damageType} (same value: bludgeoning)
[2WiCloiNZz8bHU78] : object {3-06.items.[].system.damageRolls.2WiCloiNZz8bHU78}
damage : string {3-06.items.[].system.damageRolls.2WiCloiNZz8bHU78.damage} (2 different values)
2d8+5 (x1)
1d8+6 (x1)
damageType : string {3-06.items.[].system.damageRolls.2WiCloiNZz8bHU78.damageType} (same value: bludgeoning)
[zpnnrzt4bc96dsn56ikw] : object {3-06.items.[].system.damageRolls.zpnnrzt4bc96dsn56ikw}
damage : string {3-06.items.[].system.damageRolls.zpnnrzt4bc96dsn56ikw.damage} (same value: 1d10+5)
damageType : string {3-06.items.[].system.damageRolls.zpnnrzt4bc96dsn56ikw.damageType} (same value: piercing)
qhrnsdkxmwkkkz9ehpzt : object {3-06.items.[].system.damageRolls.qhrnsdkxmwkkkz9ehpzt}
damage : string {3-06.items.[].system.damageRolls.qhrnsdkxmwkkkz9ehpzt.damage} (same value: 1d8+5)
damageType : string {3-06.items.[].system.damageRolls.qhrnsdkxmwkkkz9ehpzt.damageType} (same value: bludgeoning)
[weaponType] : object {3-06.items.[].system.weaponType}
value : string {3-06.items.[].system.weaponType.value} (2 different values)
melee (x12)
ranged (x3)
[actionType] : object {3-06.items.[].system.actionType}
value : string {3-06.items.[].system.actionType.value} (3 different values)
action (x10)
passive (x11)
reaction (x5)
[actions] : object {3-06.items.[].system.actions}
[value] : integer {3-06.items.[].system.actions.value} (2 different values)
2 (x5)
1 (x5)
[mod] : object {3-06.items.[].system.mod}
value : integer {3-06.items.[].system.mod.value} (3 different values)
7 (x1)
5 (x1)
10 (x1)
[proficient] : object {3-06.items.[].system.proficient}
value : integer {3-06.items.[].system.proficient.value} (same value: 0)
frequency : object {3-06.items.[].system.frequency}
max : integer {3-06.items.[].system.frequency.max} (same value: 3)
per : string {3-06.items.[].system.frequency.per} (same value: day)
value : integer {3-06.items.[].system.frequency.value} (same value: 3)
type : string {3-06.items.[].type} (6 different values)
weapon (x6)
armor (x3)
consumable (x5)
melee (x15)
action (x26)
lore (x3)
[flags] : object {3-06.items.[].flags}
pf2e : object {3-06.items.[].flags.pf2e}
linkedWeapon : string {3-06.items.[].flags.pf2e.linkedWeapon} (2 different values)
U7h8D7hEJz3bwPtu (x3)
OPhdtrWnjQhWr6AV (x6)
name : string {3-06.name} (all different values)
system : object {3-06.system}
[abilities] : object {3-06.system.abilities}
cha : object {3-06.system.abilities.cha}
mod : integer {3-06.system.abilities.cha.mod} (3 different values)
1 (x3)
-5 (x2)
2 (x1)
con : object {3-06.system.abilities.con}
mod : integer {3-06.system.abilities.con.mod} (4 different values)
1 (x2)
5 (x2)
0 (x1)
2 (x1)
dex : object {3-06.system.abilities.dex}
mod : integer {3-06.system.abilities.dex.mod} (4 different values)
4 (x3)
1 (x1)
5 (x1)
0 (x1)
int : object {3-06.system.abilities.int}
mod : integer {3-06.system.abilities.int.mod} (4 different values)
2 (x2)
-5 (x2)
3 (x1)
-1 (x1)
str : object {3-06.system.abilities.str}
mod : integer {3-06.system.abilities.str.mod} (4 different values)
1 (x3)
5 (x1)
2 (x1)
4 (x1)
wis : object {3-06.system.abilities.wis}
mod : integer {3-06.system.abilities.wis.mod} (3 different values)
1 (x3)
2 (x1)
0 (x2)
attributes : object {3-06.system.attributes}
ac : object {3-06.system.attributes.ac}
[details] : string {3-06.system.attributes.ac.details} (3 different values)
(x4)
(20 when broken); construct armor (x1)
(17 when broken); construct armor (x1)
value : integer {3-06.system.attributes.ac.value} (7 different values)
19 (x2)
24 (x1)
16 (x2)
22 (x1)
21 (x1)
10 (x1)
18 (x1)
[allSaves] : object {3-06.system.attributes.allSaves}
value : string {3-06.system.attributes.allSaves.value} (same value: )
hp : object {3-06.system.attributes.hp}
details : string {3-06.system.attributes.hp.details} (same value: )
max : integer {3-06.system.attributes.hp.max} (all different values)
temp : integer {3-06.system.attributes.hp.temp} (same value: 0)
value : integer {3-06.system.attributes.hp.value} (all different values)
[tempmax] : integer {3-06.system.attributes.hp.tempmax} (same value: 0)
[speed] : object {3-06.system.attributes.speed}
otherSpeeds : array<object> {3-06.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {3-06.system.attributes.speed.otherSpeeds.[]}
type : string {3-06.system.attributes.speed.otherSpeeds.[].type} (same value: fly)
value : integer {3-06.system.attributes.speed.otherSpeeds.[].value} (same value: 60)
value : integer {3-06.system.attributes.speed.value} (3 different values)
25 (x3)
20 (x2)
15 (x1)
[special] : string {3-06.system.attributes.speed.special} (same value: )
[hardness] : mixed
object {3-06.system.attributes.hardness}
value : integer {3-06.system.attributes.hardness.value} (2 different values)
10 (x1)
7 (x1)
integer {3-06.system.attributes.hardness} (3 different values)
5 (x1)
0 (x1)
10 (x1)
[immunities] : array<object> {3-06.system.attributes.immunities}
Length: min=0 max=2
Value type: object {3-06.system.attributes.immunities.[]}
type : string {3-06.system.attributes.immunities.[].type} (4 different values)
critical-hits (x2)
precision (x2)
paralyzed (x1)
sleep (x1)
[emitsSound] : string {3-06.system.attributes.emitsSound} (same value: encounter)
[hasHealth] : boolean {3-06.system.attributes.hasHealth} (2 different values)
True (x2)
False (x1)
[stealth] : object {3-06.system.attributes.stealth}
details : string {3-06.system.attributes.stealth.details} (3 different values)
<p>(trained) or @Check[perception|dc:15|name:Notice Control Panel|traits:hazard,complex,fire,magical,trap] check to notice the control panel</p> (x1)
<p>(trained)</p> (x1)
<p>(trained) or @Check[perception|dc:18|name:Notice Control Panel|traits:hazard,complex,fire,magical,trap] check to notice the control panel</p> (x1)
value : integer {3-06.system.attributes.stealth.value} (3 different values)
7 (x1)
13 (x1)
10 (x1)
weaknesses : array<object> {3-06.system.attributes.weaknesses}
Length: min=1 max=1
Value type: object {3-06.system.attributes.weaknesses.[]}
type : string {3-06.system.attributes.weaknesses.[].type} (same value: fire)
value : integer {3-06.system.attributes.weaknesses.[].value} (same value: 5)
details : object {3-06.system.details}
[blurb] : string {3-06.system.details.blurb} (2 different values)
(x5)
Variant shadow drake (x1)
[languages] : object {3-06.system.details.languages}
details : string {3-06.system.details.languages.details} (same value: )
value : array<string> {3-06.system.details.languages.value}
Length: min=0 max=4
Value type: string {3-06.system.details.languages.value.[]} (5 different values)
common (x3)
necril (x3)
sakvroth (x3)
shadowtongue (x3)
draconic (x1)
level : object {3-06.system.details.level}
value : integer {3-06.system.details.level.value} (5 different values)
3 (x3)
6 (x1)
1 (x2)
5 (x2)
4 (x1)
[privateNotes] : string {3-06.system.details.privateNotes} (2 different values)
(x5)
<p>High tier has an hp correction. Deep Shadow Guardian HP should be 72.</p>
<p><a href="https:/paizo.com/threads/rzs43jjw?PFS2-306-Struck-by-Shadows#2">PFS 3-06 Deep Shadow Guardian errata</a></p> (x1)
[publicNotes] : string {3-06.system.details.publicNotes} (same value: )
publication : object {3-06.system.details.publication}
license : string {3-06.system.details.publication.license} (same value: OGL)
remaster : boolean {3-06.system.details.publication.remaster} (same value: False)
title : string {3-06.system.details.publication.title} (same value: Pathfinder Society Scenario #3-06: Struck by Shadows)
[description] : string {3-06.system.details.description} (2 different values)
<p>A @Template[burst|distance:5] pillar of magical fire travels along a track throughout the room. The pillar emits bright light out to 20 feet.</p> (x2)
<p>An invisible rune imprinted on a door latch releases a powerful electric discharge.</p> (x1)
[disable] : string {3-06.system.details.disable} (3 different values)
<p>@Check[arcana|dc:20|name:Deactivate Control Panel|traits:complex,fire,magical,trap,hazard] (trained) or @Check[thievery|dc:20|name:Deactivate Control Panel|traits:complex,fire,magical,trap,hazard] (trained) once on the control panel deactivates the whole trap, or @Check[thievery|dc:17|name:Deactivate Tracks|traits:complex,fire,magical,trap,hazard] (trained) twice on the track prevents the pillar from moving. Each check requires two actions.</p> (x1)
<p>@Check[thievery|dc:23|name:Scratch Out the Rune|traits:electricity,evocation,magical,trap,hazard] (expert) to scratch out the rune without allowing electricity to flow, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (3rd level; counteract DC 21) to counteract the rune</p> (x1)
<p>@Check[arcana|dc:23|name:Deactivate Control Panel|traits:complex,fire,magical,trap,hazard] (trained) or @Check[thievery|dc:23|name:Deactivate Control Panel|traits:complex,fire,magical,trap,hazard] (trained) once on the control panel deactivates the whole trap, or @Check[thievery|dc:20|name:Deactivate Tracks|traits:complex,fire,magical,trap,hazard] (trained) twice on the track prevents the pillar from moving. Each check requires two actions.</p> (x1)
[isComplex] : boolean {3-06.system.details.isComplex} (2 different values)
True (x2)
False (x1)
[reset] : string {3-06.system.details.reset} (2 different values)
<p>The trap deactivates once it no longer detects the presence of creatures in the room.</p> (x2)
(x1)
[routine] : string {3-06.system.details.routine} (3 different values)
<p>(2 actions) The pillar Strides, following the track in the room. If the trap's track is broken, the pillar can still Stride, but its Speed is only 10 feet. The pillar cannot move at all if the track is destroyed. When the pillar moves, it deals @Damage[(1d6+3)[fire]] damage to any creatures whose space it moves through.</p> (x1)
(x1)
<p>(2 actions) The pillar Strides, following the track in the room. If the trap's track is broken, the pillar can still Stride, but its Speed is only 15 feet. The pillar cannot move at all if the track is destroyed. When the pillar moves, it deals @Damage[(1d10+6)[fire]] damage to any creatures whose space it moves through.</p> (x1)
[initiative] : object {3-06.system.initiative}
statistic : string {3-06.system.initiative.statistic} (same value: perception)
[perception] : object {3-06.system.perception}
details : string {3-06.system.perception.details} (same value: )
mod : integer {3-06.system.perception.mod} (6 different values)
10 (x1)
14 (x1)
8 (x1)
13 (x1)
11 (x1)
7 (x1)
senses : array<object> {3-06.system.perception.senses}
Length: min=1 max=2
Value type: object {3-06.system.perception.senses.[]}
type : string {3-06.system.perception.senses.[].type} (2 different values)
darkvision (x6)
scent (x1)
acuity : string {3-06.system.perception.senses.[].acuity} (same value: imprecise)
range : integer {3-06.system.perception.senses.[].range} (same value: 30)
[resources] : object {3-06.system.resources}
saves : object {3-06.system.saves}
fortitude : object {3-06.system.saves.fortitude}
saveDetail : string {3-06.system.saves.fortitude.saveDetail} (same value: )
value : integer {3-06.system.saves.fortitude.value} (7 different values)
7 (x1)
17 (x1)
5 (x1)
8 (x2)
10 (x2)
14 (x1)
0 (x1)
reflex : object {3-06.system.saves.reflex}
saveDetail : string {3-06.system.saves.reflex.saveDetail} (same value: )
value : integer {3-06.system.saves.reflex.value} (6 different values)
12 (x2)
11 (x2)
10 (x2)
15 (x1)
8 (x1)
0 (x1)
will : object {3-06.system.saves.will}
saveDetail : string {3-06.system.saves.will.saveDetail} (same value: )
value : integer {3-06.system.saves.will.value} (5 different values)
8 (x2)
11 (x2)
6 (x1)
0 (x3)
7 (x1)
[skills] : object {3-06.system.skills}
[acrobatics] : object {3-06.system.skills.acrobatics}
base : integer {3-06.system.skills.acrobatics.base} (3 different values)
10 (x2)
7 (x1)
13 (x1)
[athletics] : object {3-06.system.skills.athletics}
base : integer {3-06.system.skills.athletics.base} (5 different values)
6 (x1)
15 (x1)
4 (x1)
9 (x1)
12 (x1)
[deception] : object {3-06.system.skills.deception}
base : integer {3-06.system.skills.deception.base} (3 different values)
6 (x1)
4 (x1)
10 (x1)
[diplomacy] : object {3-06.system.skills.diplomacy}
base : integer {3-06.system.skills.diplomacy.base} (3 different values)
6 (x1)
4 (x1)
8 (x1)
[intimidation] : object {3-06.system.skills.intimidation}
base : integer {3-06.system.skills.intimidation.base} (3 different values)
6 (x1)
4 (x1)
10 (x1)
[occultism] : object {3-06.system.skills.occultism}
base : integer {3-06.system.skills.occultism.base} (3 different values)
7 (x1)
5 (x1)
10 (x1)
[society] : object {3-06.system.skills.society}
base : integer {3-06.system.skills.society.base} (3 different values)
7 (x1)
5 (x1)
10 (x1)
[stealth] : object {3-06.system.skills.stealth}
base : integer {3-06.system.skills.stealth.base} (3 different values)
10 (x2)
7 (x1)
13 (x1)
[survival] : object {3-06.system.skills.survival}
base : integer {3-06.system.skills.survival.base} (3 different values)
6 (x1)
4 (x1)
9 (x1)
[thievery] : object {3-06.system.skills.thievery}
base : integer {3-06.system.skills.thievery.base} (3 different values)
10 (x2)
7 (x1)
13 (x1)
traits : object {3-06.system.traits}
rarity : string {3-06.system.traits.rarity} (same value: uncommon)
size : object {3-06.system.traits.size}
value : string {3-06.system.traits.size.value} (3 different values)
med (x6)
lg (x2)
sm (x1)
value : array<string> {3-06.system.traits.value}
Length: min=3 max=4
Value type: string {3-06.system.traits.value.[]} (12 different values)
evil (x6)
fetchling (x3)
humanoid (x3)
construct (x2)
mindless (x2)
shadow (x3)
fire (x2)
magical (x3)
trap (x3)
electricity (x1)
chaotic (x1)
dragon (x1)
[creatureType] : string {3-06.system.creatureType} (same value: )
[customModifiers] : object {3-06.system.customModifiers}
[statusEffects] : array<> {3-06.system.statusEffects}
Length: min=0 max=0
Value type: mixed
type : string {3-06.type} (2 different values)
npc (x6)
hazard (x3)