Новые результаты

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2025-03-29 15:31:05 +04:00
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commit de3cd3c631
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4-12
Different values: 8
=====================================
object {4-12}
_id : string {4-12._id} (all different values)
folder : string {4-12.folder} (same value: lzfSkpsi504U8oN1)
img : string {4-12.img} (2 different values)
systems/pf2e/icons/default-icons/hazard.svg (x2)
systems/pf2e/icons/default-icons/npc.svg (x6)
items : array<object> {4-12.items}
Length: min=2 max=18
Value type: object {4-12.items.[]}
_id : string {4-12.items.[]._id} (54 different values)
img : string {4-12.items.[].img} (28 different values)
name : string {4-12.items.[].name} (32 different values)
sort : integer {4-12.items.[].sort} (19 different values)
0 (x4)
100000 (x6)
200000 (x6)
300000 (x6)
400000 (x6)
500000 (x6)
600000 (x4)
700000 (x4)
800000 (x4)
900000 (x2)
1000000 (x2)
1100000 (x2)
1200000 (x2)
1300000 (x2)
1400000 (x2)
1500000 (x1)
1600000 (x1)
1700000 (x1)
1800000 (x1)
system : object {4-12.items.[].system}
[actionType] : object {4-12.items.[].system.actionType}
value : string {4-12.items.[].system.actionType.value} (2 different values)
reaction (x4)
passive (x4)
[actions] : object {4-12.items.[].system.actions}
[value] : mixed
[category] : string {4-12.items.[].system.category} (6 different values)
simple (x2)
martial (x6)
light (x3)
ammo (x2)
offensive (x4)
medium (x1)
description : object {4-12.items.[].system.description}
value : string {4-12.items.[].system.description.value} (32 different values)
publication : object {4-12.items.[].system.publication}
license : string {4-12.items.[].system.publication.license} (2 different values)
OGL (x60)
ORC (x2)
remaster : boolean {4-12.items.[].system.publication.remaster} (2 different values)
False (x60)
True (x2)
title : string {4-12.items.[].system.publication.title} (5 different values)
(x28)
Pathfinder Player Core (x2)
Pathfinder Dark Archive (x2)
Pathfinder Core Rulebook (x26)
Pathfinder Advanced Player's Guide (x4)
rules : ###FoundryRulesObject###
[slug] : string {4-12.items.[].system.slug} (26 different values)
[traits] : object {4-12.items.[].system.traits}
value : array<string> {4-12.items.[].system.traits.value}
Length: min=0 max=6
Value type: string {4-12.items.[].system.traits.value.[]} (35 different values)
[rarity] : string {4-12.items.[].system.traits.rarity} (2 different values)
common (x30)
uncommon (x4)
[traditions] : array<string> {4-12.items.[].system.traits.traditions}
Length: min=0 max=4
Value type: string {4-12.items.[].system.traits.traditions.[]} (4 different values)
arcane (x13)
divine (x10)
occult (x16)
primal (x3)
[selected] : object {4-12.items.[].system.traits.selected}
cantrip : string {4-12.items.[].system.traits.selected.cantrip} (same value: Cantrip)
custom : string {4-12.items.[].system.traits.selected.custom} (same value: )
darkness : string {4-12.items.[].system.traits.selected.darkness} (same value: Darkness)
evocation : string {4-12.items.[].system.traits.selected.evocation} (same value: Evocation)
witch : string {4-12.items.[].system.traits.selected.witch} (same value: Witch)
[autoHeightenLevel] : object {4-12.items.[].system.autoHeightenLevel}
[value] : integer {4-12.items.[].system.autoHeightenLevel.value} (same value: 1)
[prepared] : object {4-12.items.[].system.prepared}
[flexible] : boolean {4-12.items.[].system.prepared.flexible} (same value: False)
value : string {4-12.items.[].system.prepared.value} (2 different values)
prepared (x2)
focus (x2)
[proficiency] : object {4-12.items.[].system.proficiency}
value : integer {4-12.items.[].system.proficiency.value} (same value: 1)
[slots] : object {4-12.items.[].system.slots}
[slot0] : object {4-12.items.[].system.slots.slot0}
max : integer {4-12.items.[].system.slots.slot0.max} (2 different values)
5 (x1)
4 (x1)
prepared : array<object> {4-12.items.[].system.slots.slot0.prepared}
Length: min=4 max=5
Value type: object {4-12.items.[].system.slots.slot0.prepared.[]}
id : string {4-12.items.[].system.slots.slot0.prepared.[].id} (9 different values)
Q8L2PLmBst2yumVn (x1)
bJk6cQsvI0yknX6H (x1)
a9dxpDuZAjwevNse (x1)
KtCjrt0nw07f1dHX (x1)
IiRepf6Sw7YIXTuK (x1)
AbT1grMlHlzECjat (x1)
h8uuL9yklVD7JOxN (x1)
Jgr2vRJsWyilzwCu (x1)
x8fxAw770ra3o3Db (x1)
[slot1] : object {4-12.items.[].system.slots.slot1}
max : integer {4-12.items.[].system.slots.slot1.max} (2 different values)
3 (x1)
2 (x1)
prepared : array<object> {4-12.items.[].system.slots.slot1.prepared}
Length: min=2 max=3
Value type: object {4-12.items.[].system.slots.slot1.prepared.[]}
id : string {4-12.items.[].system.slots.slot1.prepared.[].id} (5 different values)
Ts8ik27jZnVoQ8PP (x1)
SHknO5oMbTm3o7f3 (x1)
AwOrNXN9cdybT46k (x1)
2cnY5YRgCCyDofjd (x1)
aJZWbBIJDuaYyGO6 (x1)
[slot2] : object {4-12.items.[].system.slots.slot2}
max : integer {4-12.items.[].system.slots.slot2.max} (same value: 2)
prepared : array<object> {4-12.items.[].system.slots.slot2.prepared}
Length: min=2 max=2
Value type: object {4-12.items.[].system.slots.slot2.prepared.[]}
id : string {4-12.items.[].system.slots.slot2.prepared.[].id} (2 different values)
If5n9aa0qoiydylP (x1)
ddPlfqInywn0SaxG (x1)
[spelldc] : object {4-12.items.[].system.spelldc}
dc : integer {4-12.items.[].system.spelldc.dc} (2 different values)
20 (x1)
17 (x3)
value : integer {4-12.items.[].system.spelldc.value} (2 different values)
9 (x2)
6 (x2)
[tradition] : object {4-12.items.[].system.tradition}
value : string {4-12.items.[].system.tradition.value} (same value: occult)
[area] : object {4-12.items.[].system.area}
type : string {4-12.items.[].system.area.type} (2 different values)
line (x1)
burst (x1)
value : integer {4-12.items.[].system.area.value} (2 different values)
30 (x1)
5 (x1)
[cost] : object {4-12.items.[].system.cost}
value : string {4-12.items.[].system.cost.value} (same value: )
[counteraction] : boolean {4-12.items.[].system.counteraction} (same value: False)
[damage] : object {4-12.items.[].system.damage}
[0] : object {4-12.items.[].system.damage.0}
applyMod : boolean {4-12.items.[].system.damage.0.applyMod} (2 different values)
False (x3)
True (x4)
[category] : string {4-12.items.[].system.damage.0.category} (same value: persistent)
formula : string {4-12.items.[].system.damage.0.formula} (4 different values)
2d6 (x1)
1d4 (x2)
0 (x2)
2d4 (x2)
kinds : array<string> {4-12.items.[].system.damage.0.kinds}
Length: min=1 max=1
Value type: string {4-12.items.[].system.damage.0.kinds.[]} (same value: damage)
materials : array<> {4-12.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {4-12.items.[].system.damage.0.type} (3 different values)
bleed (x1)
void (x3)
mental (x3)
[nqp6byhfcwbvtstj] : object {4-12.items.[].system.damage.nqp6byhfcwbvtstj}
applyMod : boolean {4-12.items.[].system.damage.nqp6byhfcwbvtstj.applyMod} (same value: False)
[category] : mixed
formula : string {4-12.items.[].system.damage.nqp6byhfcwbvtstj.formula} (same value: 3d4)
kinds : array<string> {4-12.items.[].system.damage.nqp6byhfcwbvtstj.kinds}
Length: min=1 max=1
Value type: string {4-12.items.[].system.damage.nqp6byhfcwbvtstj.kinds.[]} (same value: damage)
materials : array<> {4-12.items.[].system.damage.nqp6byhfcwbvtstj.materials}
Length: min=0 max=0
Value type: mixed
type : string {4-12.items.[].system.damage.nqp6byhfcwbvtstj.type} (same value: piercing)
[damageType] : string {4-12.items.[].system.damage.damageType} (3 different values)
piercing (x6)
bludgeoning (x1)
slashing (x1)
[dice] : integer {4-12.items.[].system.damage.dice} (same value: 1)
[die] : string {4-12.items.[].system.damage.die} (3 different values)
d4 (x1)
d6 (x5)
d8 (x2)
[defense] : object {4-12.items.[].system.defense}
save : object {4-12.items.[].system.defense.save}
basic : boolean {4-12.items.[].system.defense.save.basic} (2 different values)
False (x10)
True (x4)
statistic : string {4-12.items.[].system.defense.save.statistic} (2 different values)
will (x11)
fortitude (x3)
[duration] : object {4-12.items.[].system.duration}
sustained : boolean {4-12.items.[].system.duration.sustained} (2 different values)
False (x16)
True (x4)
value : string {4-12.items.[].system.duration.value} (7 different values)
varies (x2)
until the end of your next turn (x1)
(x5)
1 round (x3)
until the start of your next turn (x3)
1 minute (x5)
see below (x1)
[heightening] : object {4-12.items.[].system.heightening}
[damage] : object {4-12.items.[].system.heightening.damage}
[0] : string {4-12.items.[].system.heightening.damage.0} (4 different values)
2d6 (x1)
1d4 (x2)
1d6 (x2)
2d4 (x2)
[nqp6byhfcwbvtstj] : string {4-12.items.[].system.heightening.damage.nqp6byhfcwbvtstj} (same value: 1d4)
[interval] : integer {4-12.items.[].system.heightening.interval} (2 different values)
2 (x3)
1 (x6)
type : string {4-12.items.[].system.heightening.type} (2 different values)
interval (x9)
fixed (x2)
[levels] : object {4-12.items.[].system.heightening.levels}
3 : object {4-12.items.[].system.heightening.levels.3}
[target] : object {4-12.items.[].system.heightening.levels.3.target}
value : string {4-12.items.[].system.heightening.levels.3.target.value} (same value: 5 creatures)
range : object {4-12.items.[].system.heightening.levels.3.range}
value : string {4-12.items.[].system.heightening.levels.3.range.value} (same value: 500 feet)
[level] : object {4-12.items.[].system.level}
value : integer {4-12.items.[].system.level.value} (3 different values)
2 (x2)
1 (x18)
0 (x14)
[location] : object {4-12.items.[].system.location}
value : string {4-12.items.[].system.location.value} (4 different values)
kuUi76ALzmu7zVJk (x10)
Tg9HbNriEZnxvUdA (x2)
cOs52YJoc3SCVU5C (x6)
Kr4D3qq467o0wWiV (x2)
[range] : mixed
object {4-12.items.[].system.range}
value : string {4-12.items.[].system.range.value} (5 different values)
30 feet (x12)
touch (x2)
60 feet (x2)
(x3)
120 feet (x1)
integer {4-12.items.[].system.range} (2 different values)
60 (x1)
100 (x1)
[requirements] : string {4-12.items.[].system.requirements} (2 different values)
You can bleed (x1)
(x19)
[target] : object {4-12.items.[].system.target}
value : string {4-12.items.[].system.target.value} (5 different values)
The triggering creature (x1)
up to 6 creatures (x1)
1 living or undead creature (x2)
1 creature (x12)
(x4)
[time] : object {4-12.items.[].system.time}
value : string {4-12.items.[].system.time.value} (3 different values)
reaction (x1)
2 (x11)
1 (x8)
[baseItem] : string {4-12.items.[].system.baseItem} (all different values)
[bonus] : object {4-12.items.[].system.bonus}
value : integer {4-12.items.[].system.bonus.value} (6 different values)
0 (x8)
12 (x2)
9 (x3)
7 (x2)
10 (x2)
8 (x1)
[bonusDamage] : object {4-12.items.[].system.bonusDamage}
value : integer {4-12.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {4-12.items.[].system.bulk}
value : mixed
float {4-12.items.[].system.bulk.value} (same value: 0,1)
integer {4-12.items.[].system.bulk.value} (2 different values)
1 (x6)
2 (x2)
[containerId] : mixed
[equipped] : object {4-12.items.[].system.equipped}
carryType : string {4-12.items.[].system.equipped.carryType} (same value: worn)
[handsHeld] : integer {4-12.items.[].system.equipped.handsHeld} (same value: 0)
[invested] : mixed
[inSlot] : boolean {4-12.items.[].system.equipped.inSlot} (2 different values)
False (x3)
True (x1)
[group] : string {4-12.items.[].system.group} (6 different values)
knife (x1)
club (x1)
sword (x4)
bow (x2)
leather (x3)
plate (x1)
[hardness] : integer {4-12.items.[].system.hardness} (same value: 0)
[hp] : object {4-12.items.[].system.hp}
max : integer {4-12.items.[].system.hp.max} (same value: 0)
value : integer {4-12.items.[].system.hp.value} (same value: 0)
[material] : object {4-12.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {4-12.items.[].system.price}
value : object {4-12.items.[].system.price.value}
[sp] : integer {4-12.items.[].system.price.value.sp} (3 different values)
2 (x1)
9 (x3)
1 (x2)
[gp] : integer {4-12.items.[].system.price.value.gp} (5 different values)
3 (x1)
2 (x3)
20 (x1)
4 (x1)
8 (x1)
[per] : integer {4-12.items.[].system.price.per} (same value: 10)
[quantity] : integer {4-12.items.[].system.quantity} (3 different values)
3 (x1)
1 (x11)
20 (x2)
[reload] : object {4-12.items.[].system.reload}
value : string {4-12.items.[].system.reload.value} (3 different values)
- (x2)
(x4)
0 (x2)
[runes] : object {4-12.items.[].system.runes}
potency : integer {4-12.items.[].system.runes.potency} (same value: 0)
property : array<> {4-12.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {4-12.items.[].system.runes.striking} (same value: 0)
[resilient] : integer {4-12.items.[].system.runes.resilient} (same value: 0)
[size] : string {4-12.items.[].system.size} (same value: med)
[splashDamage] : object {4-12.items.[].system.splashDamage}
value : integer {4-12.items.[].system.splashDamage.value} (same value: 0)
[usage] : object {4-12.items.[].system.usage}
value : string {4-12.items.[].system.usage.value} (2 different values)
held-in-one-hand (x8)
held-in-one-plus-hands (x2)
[attack] : object {4-12.items.[].system.attack}
value : string {4-12.items.[].system.attack.value} (same value: )
[attackEffects] : object {4-12.items.[].system.attackEffects}
value : array<> {4-12.items.[].system.attackEffects.value}
Length: min=0 max=0
Value type: mixed
[custom] : string {4-12.items.[].system.attackEffects.custom} (same value: )
[damageRolls] : object {4-12.items.[].system.damageRolls}
[VrfsJ1lQGNCHCrPU] : object {4-12.items.[].system.damageRolls.VrfsJ1lQGNCHCrPU}
damage : string {4-12.items.[].system.damageRolls.VrfsJ1lQGNCHCrPU.damage} (same value: 1d4+2)
damageType : string {4-12.items.[].system.damageRolls.VrfsJ1lQGNCHCrPU.damageType} (same value: piercing)
[1PId7e0zgS5mja3h] : object {4-12.items.[].system.damageRolls.1PId7e0zgS5mja3h}
damage : string {4-12.items.[].system.damageRolls.1PId7e0zgS5mja3h.damage} (same value: 1d4+2)
damageType : string {4-12.items.[].system.damageRolls.1PId7e0zgS5mja3h.damageType} (same value: piercing)
[AuIt8oqhgErdA0gi] : object {4-12.items.[].system.damageRolls.AuIt8oqhgErdA0gi}
damage : string {4-12.items.[].system.damageRolls.AuIt8oqhgErdA0gi.damage} (same value: 1d6)
damageType : string {4-12.items.[].system.damageRolls.AuIt8oqhgErdA0gi.damageType} (same value: bludgeoning)
[oEQnL1P9c0nU90xC] : object {4-12.items.[].system.damageRolls.oEQnL1P9c0nU90xC}
damage : string {4-12.items.[].system.damageRolls.oEQnL1P9c0nU90xC.damage} (same value: 1d6)
damageType : string {4-12.items.[].system.damageRolls.oEQnL1P9c0nU90xC.damageType} (same value: bludgeoning)
[C1DcnVsjZgJyEhml] : object {4-12.items.[].system.damageRolls.C1DcnVsjZgJyEhml}
damage : string {4-12.items.[].system.damageRolls.C1DcnVsjZgJyEhml.damage} (2 different values)
1d6 + 1 (x1)
1d6 + 3 (x1)
damageType : string {4-12.items.[].system.damageRolls.C1DcnVsjZgJyEhml.damageType} (same value: piercing)
[h77tHp4vYCA3suBm] : object {4-12.items.[].system.damageRolls.h77tHp4vYCA3suBm}
damage : string {4-12.items.[].system.damageRolls.h77tHp4vYCA3suBm.damage} (same value: 1d6)
damageType : string {4-12.items.[].system.damageRolls.h77tHp4vYCA3suBm.damageType} (same value: piercing)
[p0LsnuLR3jEewkoy] : object {4-12.items.[].system.damageRolls.p0LsnuLR3jEewkoy}
damage : string {4-12.items.[].system.damageRolls.p0LsnuLR3jEewkoy.damage} (same value: 1d6 + 1)
damageType : string {4-12.items.[].system.damageRolls.p0LsnuLR3jEewkoy.damageType} (same value: piercing)
[adqu2p3jrn9LhmqM] : object {4-12.items.[].system.damageRolls.adqu2p3jrn9LhmqM}
damage : string {4-12.items.[].system.damageRolls.adqu2p3jrn9LhmqM.damage} (same value: 1d6)
damageType : string {4-12.items.[].system.damageRolls.adqu2p3jrn9LhmqM.damageType} (same value: piercing)
hSX65xOANXVtb9ck : object {4-12.items.[].system.damageRolls.hSX65xOANXVtb9ck}
damage : string {4-12.items.[].system.damageRolls.hSX65xOANXVtb9ck.damage} (same value: 1d8)
damageType : string {4-12.items.[].system.damageRolls.hSX65xOANXVtb9ck.damageType} (same value: slashing)
[weaponType] : object {4-12.items.[].system.weaponType}
value : string {4-12.items.[].system.weaponType.value} (2 different values)
melee (x6)
ranged (x4)
[mod] : object {4-12.items.[].system.mod}
value : integer {4-12.items.[].system.mod.value} (5 different values)
9 (x1)
4 (x1)
3 (x1)
5 (x2)
6 (x1)
[proficient] : object {4-12.items.[].system.proficient}
value : integer {4-12.items.[].system.proficient.value} (same value: 0)
[showSlotlessLevels] : object {4-12.items.[].system.showSlotlessLevels}
value : boolean {4-12.items.[].system.showSlotlessLevels.value} (same value: False)
[acBonus] : integer {4-12.items.[].system.acBonus} (2 different values)
1 (x3)
4 (x1)
[checkPenalty] : integer {4-12.items.[].system.checkPenalty} (2 different values)
-1 (x3)
-2 (x1)
[dexCap] : integer {4-12.items.[].system.dexCap} (2 different values)
4 (x3)
1 (x1)
[speedPenalty] : integer {4-12.items.[].system.speedPenalty} (2 different values)
0 (x3)
-5 (x1)
[strength] : integer {4-12.items.[].system.strength} (2 different values)
0 (x3)
3 (x1)
[stackGroup] : string {4-12.items.[].system.stackGroup} (same value: arrows)
[uses] : object {4-12.items.[].system.uses}
autoDestroy : boolean {4-12.items.[].system.uses.autoDestroy} (same value: True)
max : integer {4-12.items.[].system.uses.max} (same value: 1)
value : integer {4-12.items.[].system.uses.value} (same value: 1)
type : string {4-12.items.[].type} (all different values)
[_stats] : object {4-12.items.[]._stats}
compendiumSource : string {4-12.items.[]._stats.compendiumSource} (24 different values)
[flags] : object {4-12.items.[].flags}
pf2e : object {4-12.items.[].flags.pf2e}
linkedWeapon : string {4-12.items.[].flags.pf2e.linkedWeapon} (7 different values)
gdrcyV5Q8idT7xXw (x2)
fEWcvWhytGdMivVB (x2)
mjSrDZVbbq93i88X (x2)
FOYDlhgDn9w1BW98 (x1)
PJOzb1zNNBm1MSHv (x1)
YdwOgXIXuRF7hB7r (x1)
cv3RzUPasFkGFbdU (x1)
name : string {4-12.name} (all different values)
[prototypeToken] : object {4-12.prototypeToken}
name : string {4-12.prototypeToken.name} (same value: Butterfly's Breath Trap)
system : object {4-12.system}
attributes : object {4-12.system.attributes}
ac : object {4-12.system.attributes.ac}
value : integer {4-12.system.attributes.ac.value} (4 different values)
0 (x2)
18 (x1)
15 (x4)
17 (x1)
details : string {4-12.system.attributes.ac.details} (same value: )
[emitsSound] : string {4-12.system.attributes.emitsSound} (same value: encounter)
[hardness] : integer {4-12.system.attributes.hardness} (same value: 0)
hp : object {4-12.system.attributes.hp}
details : string {4-12.system.attributes.hp.details} (same value: )
max : integer {4-12.system.attributes.hp.max} (6 different values)
0 (x2)
31 (x1)
15 (x2)
23 (x1)
7 (x1)
25 (x1)
temp : integer {4-12.system.attributes.hp.temp} (same value: 0)
value : integer {4-12.system.attributes.hp.value} (6 different values)
0 (x2)
10 (x1)
15 (x2)
23 (x1)
7 (x1)
25 (x1)
[stealth] : object {4-12.system.attributes.stealth}
details : string {4-12.system.attributes.stealth.details} (same value: <p>(trained)</p>)
value : integer {4-12.system.attributes.stealth.value} (2 different values)
10 (x1)
13 (x1)
allSaves : object {4-12.system.attributes.allSaves}
value : string {4-12.system.attributes.allSaves.value} (same value: )
speed : object {4-12.system.attributes.speed}
otherSpeeds : array<> {4-12.system.attributes.speed.otherSpeeds}
Length: min=0 max=0
Value type: mixed
value : integer {4-12.system.attributes.speed.value} (2 different values)
25 (x3)
30 (x3)
[creatureType] : string {4-12.system.creatureType} (same value: )
details : object {4-12.system.details}
[description] : string {4-12.system.details.description} (same value: <p>A sickly-sweet perfume wafts through the air outside the council building, assaulting the senses of all that inhale it.</p>)
[disable] : string {4-12.system.details.disable} (2 different values)
<p>@Check[survival|dc:17] to hold your breath through the perfume, @Check[occultism|dc:16] (trained) to draw a warding rune in the air to disperse the poison, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (1st level; counteract DC 15) to counteract the poison</p> (x1)
<p>@Check[survival|dc:20] to hold your breath through the perfume, @Check[occultism|dc:19] (trained) to draw a warding rune in the air to disperse the poison, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (2nd level; counteract DC 17) to counteract the poison</p> (x1)
[isComplex] : boolean {4-12.system.details.isComplex} (same value: False)
level : object {4-12.system.details.level}
value : integer {4-12.system.details.level.value} (5 different values)
1 (x3)
3 (x2)
0 (x1)
2 (x1)
-1 (x1)
publication : object {4-12.system.details.publication}
license : string {4-12.system.details.publication.license} (same value: OGL)
remaster : boolean {4-12.system.details.publication.remaster} (same value: False)
title : string {4-12.system.details.publication.title} (same value: Pathfinder Society Scenario #4-12: Negotiations for the Star Gun)
[reset] : string {4-12.system.details.reset} (same value: )
[routine] : string {4-12.system.details.routine} (same value: )
blurb : string {4-12.system.details.blurb} (same value: )
languages : object {4-12.system.details.languages}
details : string {4-12.system.details.languages.details} (same value: )
value : array<string> {4-12.system.details.languages.value}
Length: min=2 max=2
Value type: string {4-12.system.details.languages.value.[]} (2 different values)
common (x6)
mahwek (x6)
privateNotes : string {4-12.system.details.privateNotes} (same value: )
publicNotes : string {4-12.system.details.publicNotes} (same value: )
saves : object {4-12.system.saves}
fortitude : object {4-12.system.saves.fortitude}
saveDetail : string {4-12.system.saves.fortitude.saveDetail} (same value: )
value : integer {4-12.system.saves.fortitude.value} (6 different values)
0 (x2)
6 (x1)
7 (x1)
3 (x2)
4 (x1)
9 (x1)
reflex : object {4-12.system.saves.reflex}
saveDetail : string {4-12.system.saves.reflex.saveDetail} (same value: )
value : integer {4-12.system.saves.reflex.value} (4 different values)
0 (x2)
9 (x3)
4 (x2)
8 (x1)
will : object {4-12.system.saves.will}
saveDetail : string {4-12.system.saves.will.saveDetail} (same value: )
value : integer {4-12.system.saves.will.value} (5 different values)
0 (x3)
12 (x1)
5 (x2)
4 (x1)
7 (x1)
[statusEffects] : array<> {4-12.system.statusEffects}
Length: min=0 max=0
Value type: mixed
traits : object {4-12.system.traits}
rarity : string {4-12.system.traits.rarity} (2 different values)
unique (x2)
common (x6)
size : object {4-12.system.traits.size}
value : string {4-12.system.traits.size.value} (same value: med)
value : array<string> {4-12.system.traits.value}
Length: min=2 max=3
Value type: string {4-12.system.traits.value.[]} (5 different values)
magical (x2)
trap (x2)
evil (x6)
human (x6)
humanoid (x6)
abilities : object {4-12.system.abilities}
cha : object {4-12.system.abilities.cha}
mod : integer {4-12.system.abilities.cha.mod} (5 different values)
4 (x1)
2 (x1)
0 (x1)
1 (x2)
3 (x1)
con : object {4-12.system.abilities.con}
mod : integer {4-12.system.abilities.con.mod} (3 different values)
1 (x4)
3 (x1)
2 (x1)
dex : object {4-12.system.abilities.dex}
mod : integer {4-12.system.abilities.dex.mod} (4 different values)
3 (x3)
1 (x1)
4 (x1)
0 (x1)
int : object {4-12.system.abilities.int}
mod : integer {4-12.system.abilities.int.mod} (4 different values)
4 (x1)
3 (x1)
1 (x3)
2 (x1)
str : object {4-12.system.abilities.str}
mod : integer {4-12.system.abilities.str.mod} (4 different values)
1 (x2)
0 (x2)
3 (x1)
4 (x1)
wis : object {4-12.system.abilities.wis}
mod : integer {4-12.system.abilities.wis.mod} (4 different values)
3 (x1)
2 (x2)
1 (x1)
0 (x2)
initiative : object {4-12.system.initiative}
statistic : string {4-12.system.initiative.statistic} (same value: perception)
perception : object {4-12.system.perception}
details : string {4-12.system.perception.details} (same value: )
mod : integer {4-12.system.perception.mod} (5 different values)
9 (x1)
7 (x2)
11 (x1)
6 (x1)
5 (x1)
senses : array<> {4-12.system.perception.senses}
Length: min=0 max=0
Value type: mixed
resources : object {4-12.system.resources}
[focus] : object {4-12.system.resources.focus}
max : integer {4-12.system.resources.focus.max} (same value: 1)
value : integer {4-12.system.resources.focus.value} (same value: 1)
skills : object {4-12.system.skills}
[deception] : object {4-12.system.skills.deception}
base : integer {4-12.system.skills.deception.base} (3 different values)
9 (x1)
6 (x1)
4 (x1)
[intimidation] : object {4-12.system.skills.intimidation}
base : integer {4-12.system.skills.intimidation.base} (3 different values)
9 (x1)
6 (x2)
4 (x1)
[occultism] : object {4-12.system.skills.occultism}
base : integer {4-12.system.skills.occultism.base} (4 different values)
9 (x1)
7 (x2)
3 (x1)
5 (x1)
[acrobatics] : object {4-12.system.skills.acrobatics}
base : integer {4-12.system.skills.acrobatics.base} (2 different values)
5 (x1)
7 (x1)
[thievery] : object {4-12.system.skills.thievery}
base : integer {4-12.system.skills.thievery.base} (3 different values)
5 (x1)
8 (x1)
3 (x1)
athletics : object {4-12.system.skills.athletics}
base : integer {4-12.system.skills.athletics.base} (same value: 7)
type : string {4-12.type} (2 different values)
hazard (x2)
npc (x6)