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2025-03-29 15:31:05 +04:00
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Courtier
Different values: 9
=====================================
object {Courtier}
_id : string {Courtier._id} (all different values)
folder : string {Courtier.folder} (same value: CdKMGWrCUJfdWViv)
img : string {Courtier.img} (same value: systems/pf2e/icons/default-icons/npc.svg)
items : array<object> {Courtier.items}
Length: min=9 max=30
Value type: object {Courtier.items.[]}
_id : string {Courtier.items.[]._id} (127 different values)
img : string {Courtier.items.[].img} (54 different values)
name : string {Courtier.items.[].name} (90 different values)
sort : integer {Courtier.items.[].sort} (30 different values)
system : object {Courtier.items.[].system}
[autoHeightenLevel] : object {Courtier.items.[].system.autoHeightenLevel}
[value] : mixed
description : object {Courtier.items.[].system.description}
value : string {Courtier.items.[].system.description.value} (70 different values)
[prepared] : object {Courtier.items.[].system.prepared}
flexible : boolean {Courtier.items.[].system.prepared.flexible} (same value: False)
value : string {Courtier.items.[].system.prepared.value} (2 different values)
spontaneous (x1)
focus (x1)
[proficiency] : object {Courtier.items.[].system.proficiency}
value : integer {Courtier.items.[].system.proficiency.value} (same value: 0)
publication : object {Courtier.items.[].system.publication}
license : string {Courtier.items.[].system.publication.license} (same value: ORC)
remaster : boolean {Courtier.items.[].system.publication.remaster} (same value: True)
title : string {Courtier.items.[].system.publication.title} (6 different values)
(x70)
Pathfinder Player Core (x48)
Pathfinder GM Core (x1)
Pathfinder NPC Core (x3)
Pathfinder Monster Core (x3)
Pathfinder Bestiary (x2)
rules : ###FoundryRulesObject###
[slots] : object {Courtier.items.[].system.slots}
[slot1] : object {Courtier.items.[].system.slots.slot1}
max : integer {Courtier.items.[].system.slots.slot1.max} (same value: 3)
value : integer {Courtier.items.[].system.slots.slot1.value} (same value: 3)
[slot2] : object {Courtier.items.[].system.slots.slot2}
max : integer {Courtier.items.[].system.slots.slot2.max} (same value: 3)
value : integer {Courtier.items.[].system.slots.slot2.value} (same value: 3)
[slot3] : object {Courtier.items.[].system.slots.slot3}
max : integer {Courtier.items.[].system.slots.slot3.max} (same value: 2)
value : integer {Courtier.items.[].system.slots.slot3.value} (same value: 2)
[slug] : string {Courtier.items.[].system.slug} (43 different values)
[spelldc] : object {Courtier.items.[].system.spelldc}
dc : integer {Courtier.items.[].system.spelldc.dc} (same value: 22)
mod : integer {Courtier.items.[].system.spelldc.mod} (same value: 0)
value : integer {Courtier.items.[].system.spelldc.value} (same value: 14)
[tradition] : object {Courtier.items.[].system.tradition}
value : string {Courtier.items.[].system.tradition.value} (same value: occult)
traits : object {Courtier.items.[].system.traits}
[rarity] : string {Courtier.items.[].system.traits.rarity} (2 different values)
uncommon (x6)
common (x51)
[traditions] : array<string> {Courtier.items.[].system.traits.traditions}
Length: min=0 max=4
Value type: string {Courtier.items.[].system.traits.traditions.[]} (4 different values)
arcane (x9)
occult (x14)
divine (x10)
primal (x3)
[value] : array<string> {Courtier.items.[].system.traits.value}
Length: min=0 max=7
Value type: string {Courtier.items.[].system.traits.value.[]} (44 different values)
[integrated] : mixed
[area] : object {Courtier.items.[].system.area}
type : string {Courtier.items.[].system.area.type} (2 different values)
burst (x1)
emanation (x3)
value : integer {Courtier.items.[].system.area.value} (2 different values)
20 (x1)
60 (x3)
[cost] : object {Courtier.items.[].system.cost}
value : string {Courtier.items.[].system.cost.value} (same value: )
[counteraction] : boolean {Courtier.items.[].system.counteraction} (2 different values)
False (x17)
True (x1)
[damage] : object {Courtier.items.[].system.damage}
[0] : object {Courtier.items.[].system.damage.0}
applyMod : boolean {Courtier.items.[].system.damage.0.applyMod} (same value: False)
[category] : mixed
formula : string {Courtier.items.[].system.damage.0.formula} (4 different values)
1d6 (x1)
1d4+1 (x1)
1d10+4 (x1)
2d4 (x1)
kinds : array<string> {Courtier.items.[].system.damage.0.kinds}
Length: min=1 max=1
Value type: string {Courtier.items.[].system.damage.0.kinds.[]} (2 different values)
damage (x3)
healing (x1)
materials : array<> {Courtier.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {Courtier.items.[].system.damage.0.type} (4 different values)
mental (x1)
force (x1)
untyped (x1)
void (x1)
[damageType] : string {Courtier.items.[].system.damage.damageType} (2 different values)
piercing (x9)
slashing (x3)
[dice] : integer {Courtier.items.[].system.damage.dice} (same value: 1)
[die] : string {Courtier.items.[].system.damage.die} (4 different values)
d4 (x5)
d6 (x4)
d8 (x2)
d10 (x1)
[formula] : string {Courtier.items.[].system.damage.formula} (same value: 1d8)
[kind] : string {Courtier.items.[].system.damage.kind} (same value: healing)
[type] : string {Courtier.items.[].system.damage.type} (same value: vitality)
[defense] : object {Courtier.items.[].system.defense}
save : object {Courtier.items.[].system.defense.save}
basic : boolean {Courtier.items.[].system.defense.save.basic} (2 different values)
False (x4)
True (x2)
statistic : string {Courtier.items.[].system.defense.save.statistic} (2 different values)
will (x5)
fortitude (x1)
[duration] : object {Courtier.items.[].system.duration}
sustained : boolean {Courtier.items.[].system.duration.sustained} (2 different values)
True (x2)
False (x16)
value : string {Courtier.items.[].system.duration.value} (all different values)
[level] : object {Courtier.items.[].system.level}
value : integer {Courtier.items.[].system.level.value} (4 different values)
3 (x3)
2 (x5)
1 (x16)
0 (x33)
[location] : object {Courtier.items.[].system.location}
[heightenedLevel] : integer {Courtier.items.[].system.location.heightenedLevel} (3 different values)
3 (x2)
2 (x3)
1 (x4)
value : string {Courtier.items.[].system.location.value} (2 different values)
2HONqJ3KSR0h25We (x14)
cnmmUfSvnBHbPJ3N (x4)
[signature] : boolean {Courtier.items.[].system.location.signature} (same value: True)
[range] : object {Courtier.items.[].system.range}
value : string {Courtier.items.[].system.range.value} (6 different values)
30 feet (x6)
(x5)
touch (x2)
60 feet (x2)
120 feet (x2)
10 feet (x1)
[requirements] : string {Courtier.items.[].system.requirements} (same value: )
[target] : object {Courtier.items.[].system.target}
value : string {Courtier.items.[].system.target.value} (6 different values)
1 creature (x5)
(x7)
1 willing creature (x3)
1 object (cook, lift, or tidy only) (x1)
1 ally (x1)
1 living creature (x1)
[time] : object {Courtier.items.[].system.time}
value : string {Courtier.items.[].system.time.value} (5 different values)
2 (x11)
10 minutes (x1)
1 (x4)
reaction (x1)
1 to 3 (x1)
[heightening] : object {Courtier.items.[].system.heightening}
[levels] : object {Courtier.items.[].system.heightening.levels}
5 : object {Courtier.items.[].system.heightening.levels.5}
target : object {Courtier.items.[].system.heightening.levels.5.target}
value : string {Courtier.items.[].system.heightening.levels.5.target.value} (same value: 10 creatures)
type : string {Courtier.items.[].system.heightening.type} (2 different values)
fixed (x1)
interval (x3)
damage : object {Courtier.items.[].system.heightening.damage}
0 : string {Courtier.items.[].system.heightening.damage.0} (3 different values)
1d6 (x1)
1d10+4 (x1)
1d4 (x1)
interval : integer {Courtier.items.[].system.heightening.interval} (2 different values)
2 (x1)
1 (x2)
[overlays] : object {Courtier.items.[].system.overlays}
[baseItem] : string {Courtier.items.[].system.baseItem} (13 different values)
dagger (x4)
whip (x1)
sword-cane (x1)
bastard-sword (x1)
spear (x1)
steel-shield (x1)
full-plate (x1)
rapier (x2)
halberd (x1)
chain-mail (x1)
leather-armor (x1)
longsword (x1)
half-plate (x1)
[bonus] : object {Courtier.items.[].system.bonus}
value : integer {Courtier.items.[].system.bonus.value} (10 different values)
0 (x12)
11 (x3)
5 (x5)
9 (x2)
18 (x1)
17 (x4)
10 (x2)
14 (x2)
16 (x4)
15 (x3)
[bonusDamage] : object {Courtier.items.[].system.bonusDamage}
value : integer {Courtier.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {Courtier.items.[].system.bulk}
value : mixed
float {Courtier.items.[].system.bulk.value} (same value: 0,1)
integer {Courtier.items.[].system.bulk.value} (5 different values)
1 (x11)
0 (x5)
4 (x1)
2 (x2)
3 (x1)
[category] : string {Courtier.items.[].system.category} (all different values)
[containerId] : mixed
[equipped] : object {Courtier.items.[].system.equipped}
carryType : string {Courtier.items.[].system.equipped.carryType} (2 different values)
worn (x30)
held (x9)
[handsHeld] : integer {Courtier.items.[].system.equipped.handsHeld} (3 different values)
0 (x18)
1 (x9)
2 (x1)
[invested] : mixed
[inSlot] : boolean {Courtier.items.[].system.equipped.inSlot} (same value: True)
[group] : string {Courtier.items.[].system.group} (8 different values)
knife (x4)
flail (x1)
sword (x5)
spear (x1)
plate (x2)
polearm (x1)
chain (x1)
leather (x1)
[hardness] : integer {Courtier.items.[].system.hardness} (2 different values)
0 (x38)
5 (x1)
[hp] : object {Courtier.items.[].system.hp}
max : integer {Courtier.items.[].system.hp.max} (2 different values)
0 (x38)
20 (x1)
value : integer {Courtier.items.[].system.hp.value} (2 different values)
0 (x38)
20 (x1)
[material] : object {Courtier.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {Courtier.items.[].system.price}
value : object {Courtier.items.[].system.price.value}
[sp] : integer {Courtier.items.[].system.price.value.sp} (3 different values)
2 (x4)
1 (x4)
8 (x2)
[gp] : integer {Courtier.items.[].system.price.value.gp} (all different values)
[quantity] : integer {Courtier.items.[].system.quantity} (4 different values)
2 (x1)
1 (x36)
3 (x1)
4 (x1)
[reload] : object {Courtier.items.[].system.reload}
value : string {Courtier.items.[].system.reload.value} (2 different values)
- (x6)
(x6)
[runes] : object {Courtier.items.[].system.runes}
[potency] : integer {Courtier.items.[].system.runes.potency} (2 different values)
0 (x13)
1 (x3)
[property] : array<> {Courtier.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {Courtier.items.[].system.runes.striking} (same value: 0)
[reinforcing] : integer {Courtier.items.[].system.runes.reinforcing} (same value: 0)
[resilient] : integer {Courtier.items.[].system.runes.resilient} (same value: 0)
[size] : string {Courtier.items.[].system.size} (same value: med)
[splashDamage] : object {Courtier.items.[].system.splashDamage}
value : integer {Courtier.items.[].system.splashDamage.value} (same value: 0)
[usage] : object {Courtier.items.[].system.usage}
[canBeAmmo] : boolean {Courtier.items.[].system.usage.canBeAmmo} (same value: False)
value : string {Courtier.items.[].system.usage.value} (4 different values)
held-in-one-hand (x15)
worn (x6)
held-in-two-hands (x7)
other (x3)
[uses] : object {Courtier.items.[].system.uses}
autoDestroy : boolean {Courtier.items.[].system.uses.autoDestroy} (same value: True)
max : integer {Courtier.items.[].system.uses.max} (same value: 1)
value : integer {Courtier.items.[].system.uses.value} (same value: 1)
[attackEffects] : object {Courtier.items.[].system.attackEffects}
value : array<> {Courtier.items.[].system.attackEffects.value}
Length: min=0 max=0
Value type: mixed
[damageRolls] : object {Courtier.items.[].system.damageRolls}
[kvhyx50a5yzc6rc3n09s] : object {Courtier.items.[].system.damageRolls.kvhyx50a5yzc6rc3n09s}
damage : string {Courtier.items.[].system.damageRolls.kvhyx50a5yzc6rc3n09s.damage} (same value: 1d4+2)
damageType : string {Courtier.items.[].system.damageRolls.kvhyx50a5yzc6rc3n09s.damageType} (same value: slashing)
[xiz1kglm334zoswd11x7x] : object {Courtier.items.[].system.damageRolls.xiz1kglm334zoswd11x7x}
damage : string {Courtier.items.[].system.damageRolls.xiz1kglm334zoswd11x7x.damage} (same value: 1d4+2)
damageType : string {Courtier.items.[].system.damageRolls.xiz1kglm334zoswd11x7x.damageType} (same value: piercing)
[RwSPVznXswpE2UsJ] : object {Courtier.items.[].system.damageRolls.RwSPVznXswpE2UsJ}
damage : string {Courtier.items.[].system.damageRolls.RwSPVznXswpE2UsJ.damage} (same value: 1d4+4)
damageType : string {Courtier.items.[].system.damageRolls.RwSPVznXswpE2UsJ.damageType} (same value: bludgeoning)
[5Uidq3jHA5YJATDF] : object {Courtier.items.[].system.damageRolls.5Uidq3jHA5YJATDF}
damage : string {Courtier.items.[].system.damageRolls.5Uidq3jHA5YJATDF.damage} (same value: 1d4)
damageType : string {Courtier.items.[].system.damageRolls.5Uidq3jHA5YJATDF.damageType} (same value: bludgeoning)
[PRjAuv0fRnJfQGsE] : object {Courtier.items.[].system.damageRolls.PRjAuv0fRnJfQGsE}
damage : string {Courtier.items.[].system.damageRolls.PRjAuv0fRnJfQGsE.damage} (same value: 1d4)
damageType : string {Courtier.items.[].system.damageRolls.PRjAuv0fRnJfQGsE.damageType} (same value: bludgeoning)
[EeuatVe8wChAhXbH] : object {Courtier.items.[].system.damageRolls.EeuatVe8wChAhXbH}
damage : string {Courtier.items.[].system.damageRolls.EeuatVe8wChAhXbH.damage} (same value: 1d6+3)
damageType : string {Courtier.items.[].system.damageRolls.EeuatVe8wChAhXbH.damageType} (same value: piercing)
[nNZ6b2RA4OJvl5yo] : object {Courtier.items.[].system.damageRolls.nNZ6b2RA4OJvl5yo}
damage : string {Courtier.items.[].system.damageRolls.nNZ6b2RA4OJvl5yo.damage} (same value: 1d4+3)
damageType : string {Courtier.items.[].system.damageRolls.nNZ6b2RA4OJvl5yo.damageType} (same value: bludgeoning)
[AciGxsJg1UZWe8gs] : object {Courtier.items.[].system.damageRolls.AciGxsJg1UZWe8gs}
damage : string {Courtier.items.[].system.damageRolls.AciGxsJg1UZWe8gs.damage} (same value: 1d4+2)
damageType : string {Courtier.items.[].system.damageRolls.AciGxsJg1UZWe8gs.damageType} (same value: piercing)
[ameeZYCspolXavQh] : object {Courtier.items.[].system.damageRolls.ameeZYCspolXavQh}
damage : string {Courtier.items.[].system.damageRolls.ameeZYCspolXavQh.damage} (same value: 1d4+2)
damageType : string {Courtier.items.[].system.damageRolls.ameeZYCspolXavQh.damageType} (same value: piercing)
[HpVZa1Yk9imLndHG] : object {Courtier.items.[].system.damageRolls.HpVZa1Yk9imLndHG}
damage : string {Courtier.items.[].system.damageRolls.HpVZa1Yk9imLndHG.damage} (same value: 1d4+2)
damageType : string {Courtier.items.[].system.damageRolls.HpVZa1Yk9imLndHG.damageType} (same value: bludgeoning)
[iFmV2p9GkaNUQO6H] : object {Courtier.items.[].system.damageRolls.iFmV2p9GkaNUQO6H}
damage : string {Courtier.items.[].system.damageRolls.iFmV2p9GkaNUQO6H.damage} (same value: 1d8+10)
damageType : string {Courtier.items.[].system.damageRolls.iFmV2p9GkaNUQO6H.damageType} (same value: slashing)
[KQupaVhStV4ptPgu] : object {Courtier.items.[].system.damageRolls.KQupaVhStV4ptPgu}
damage : string {Courtier.items.[].system.damageRolls.KQupaVhStV4ptPgu.damage} (same value: 1d6+10)
damageType : string {Courtier.items.[].system.damageRolls.KQupaVhStV4ptPgu.damageType} (same value: piercing)
[JFusGKx5pDqFwX2j] : object {Courtier.items.[].system.damageRolls.JFusGKx5pDqFwX2j}
damage : string {Courtier.items.[].system.damageRolls.JFusGKx5pDqFwX2j.damage} (same value: 1d6+10)
damageType : string {Courtier.items.[].system.damageRolls.JFusGKx5pDqFwX2j.damageType} (same value: piercing)
[12nK84ZzOsRwF53S] : object {Courtier.items.[].system.damageRolls.12nK84ZzOsRwF53S}
damage : string {Courtier.items.[].system.damageRolls.12nK84ZzOsRwF53S.damage} (same value: 1d4+10)
damageType : string {Courtier.items.[].system.damageRolls.12nK84ZzOsRwF53S.damageType} (same value: bludgeoning)
[jpays66hr8ax3vua3cv4s] : object {Courtier.items.[].system.damageRolls.jpays66hr8ax3vua3cv4s}
damage : string {Courtier.items.[].system.damageRolls.jpays66hr8ax3vua3cv4s.damage} (same value: 1d6+6)
damageType : string {Courtier.items.[].system.damageRolls.jpays66hr8ax3vua3cv4s.damageType} (same value: piercing)
[6r674bim5t3pxgn58ufrz] : object {Courtier.items.[].system.damageRolls.6r674bim5t3pxgn58ufrz}
damage : string {Courtier.items.[].system.damageRolls.6r674bim5t3pxgn58ufrz.damage} (same value: 1d4+6)
damageType : string {Courtier.items.[].system.damageRolls.6r674bim5t3pxgn58ufrz.damageType} (same value: bludgeoning)
[lrrtczd7qfzmqzuu5u0tb] : object {Courtier.items.[].system.damageRolls.lrrtczd7qfzmqzuu5u0tb}
damage : string {Courtier.items.[].system.damageRolls.lrrtczd7qfzmqzuu5u0tb.damage} (same value: 1d10+7)
damageType : string {Courtier.items.[].system.damageRolls.lrrtczd7qfzmqzuu5u0tb.damageType} (same value: piercing)
[q24wvhxhgwjuchc64t2a9] : object {Courtier.items.[].system.damageRolls.q24wvhxhgwjuchc64t2a9}
damage : string {Courtier.items.[].system.damageRolls.q24wvhxhgwjuchc64t2a9.damage} (same value: 1d4+7)
damageType : string {Courtier.items.[].system.damageRolls.q24wvhxhgwjuchc64t2a9.damageType} (same value: bludgeoning)
[ilq6pyjcjkpz2bhtjklyrl] : object {Courtier.items.[].system.damageRolls.ilq6pyjcjkpz2bhtjklyrl}
damage : string {Courtier.items.[].system.damageRolls.ilq6pyjcjkpz2bhtjklyrl.damage} (same value: 1d6+7)
damageType : string {Courtier.items.[].system.damageRolls.ilq6pyjcjkpz2bhtjklyrl.damageType} (same value: piercing)
[FXkJtglkJ5LD0HsB] : object {Courtier.items.[].system.damageRolls.FXkJtglkJ5LD0HsB}
damage : string {Courtier.items.[].system.damageRolls.FXkJtglkJ5LD0HsB.damage} (same value: 1d4+7)
damageType : string {Courtier.items.[].system.damageRolls.FXkJtglkJ5LD0HsB.damageType} (same value: piercing)
[j4NyIbEZ7yASxkJu] : object {Courtier.items.[].system.damageRolls.j4NyIbEZ7yASxkJu}
damage : string {Courtier.items.[].system.damageRolls.j4NyIbEZ7yASxkJu.damage} (same value: 1d4+7)
damageType : string {Courtier.items.[].system.damageRolls.j4NyIbEZ7yASxkJu.damageType} (same value: piercing)
[GFAfKh8QHtZAtK9z] : object {Courtier.items.[].system.damageRolls.GFAfKh8QHtZAtK9z}
damage : string {Courtier.items.[].system.damageRolls.GFAfKh8QHtZAtK9z.damage} (same value: 1d4+7)
damageType : string {Courtier.items.[].system.damageRolls.GFAfKh8QHtZAtK9z.damageType} (same value: bludgeoning)
[mu6rimnBZKnUTBiG] : object {Courtier.items.[].system.damageRolls.mu6rimnBZKnUTBiG}
damage : string {Courtier.items.[].system.damageRolls.mu6rimnBZKnUTBiG.damage} (same value: 1d8+11)
damageType : string {Courtier.items.[].system.damageRolls.mu6rimnBZKnUTBiG.damageType} (same value: slashing)
[F6zlwtZWeRQ4eve7] : object {Courtier.items.[].system.damageRolls.F6zlwtZWeRQ4eve7}
damage : string {Courtier.items.[].system.damageRolls.F6zlwtZWeRQ4eve7.damage} (same value: 1d4+11)
damageType : string {Courtier.items.[].system.damageRolls.F6zlwtZWeRQ4eve7.damageType} (same value: piercing)
[xcDFb8EnBJAK217L] : object {Courtier.items.[].system.damageRolls.xcDFb8EnBJAK217L}
damage : string {Courtier.items.[].system.damageRolls.xcDFb8EnBJAK217L.damage} (same value: 1d4+11)
damageType : string {Courtier.items.[].system.damageRolls.xcDFb8EnBJAK217L.damageType} (same value: piercing)
CET4AU6S1oTenrMZ : object {Courtier.items.[].system.damageRolls.CET4AU6S1oTenrMZ}
damage : string {Courtier.items.[].system.damageRolls.CET4AU6S1oTenrMZ.damage} (same value: 1d4+11)
damageType : string {Courtier.items.[].system.damageRolls.CET4AU6S1oTenrMZ.damageType} (same value: bludgeoning)
[actionType] : object {Courtier.items.[].system.actionType}
value : string {Courtier.items.[].system.actionType.value} (3 different values)
passive (x16)
action (x11)
reaction (x5)
[actions] : object {Courtier.items.[].system.actions}
[value] : integer {Courtier.items.[].system.actions.value} (2 different values)
1 (x10)
2 (x1)
[mod] : object {Courtier.items.[].system.mod}
value : integer {Courtier.items.[].system.mod.value} (6 different values)
12 (x1)
13 (x4)
15 (x1)
8 (x1)
16 (x1)
14 (x2)
[proficient] : object {Courtier.items.[].system.proficient}
value : integer {Courtier.items.[].system.proficient.value} (same value: 0)
[acBonus] : integer {Courtier.items.[].system.acBonus} (5 different values)
2 (x1)
6 (x1)
4 (x1)
1 (x1)
5 (x1)
[speedPenalty] : integer {Courtier.items.[].system.speedPenalty} (3 different values)
0 (x2)
-10 (x2)
-5 (x1)
[checkPenalty] : integer {Courtier.items.[].system.checkPenalty} (3 different values)
-3 (x2)
-2 (x1)
-1 (x1)
[dexCap] : integer {Courtier.items.[].system.dexCap} (3 different values)
0 (x1)
1 (x2)
4 (x1)
[strength] : integer {Courtier.items.[].system.strength} (3 different values)
4 (x1)
3 (x2)
0 (x1)
[frequency] : object {Courtier.items.[].system.frequency}
max : integer {Courtier.items.[].system.frequency.max} (same value: 1)
per : string {Courtier.items.[].system.frequency.per} (2 different values)
round (x2)
day (x1)
value : integer {Courtier.items.[].system.frequency.value} (same value: 1)
[deathNote] : boolean {Courtier.items.[].system.deathNote} (same value: True)
type : string {Courtier.items.[].type} (11 different values)
spellcastingEntry (x2)
spell (x18)
weapon (x12)
equipment (x18)
consumable (x1)
melee (x26)
action (x32)
lore (x10)
treasure (x3)
shield (x1)
armor (x4)
[_stats] : object {Courtier.items.[]._stats}
compendiumSource : string {Courtier.items.[]._stats.compendiumSource} (44 different values)
[flags] : object {Courtier.items.[].flags}
pf2e : object {Courtier.items.[].flags.pf2e}
linkedWeapon : string {Courtier.items.[].flags.pf2e.linkedWeapon} (12 different values)
tXbnCwNjwgocZ1g5 (x1)
itOnQERbGYDW1wyL (x1)
cs5Mt6nyq7ec0Coj (x1)
vfMxMVHaYQQ23y3A (x2)
dC7etJKkewBMvZaV (x1)
qFdWzYAQnOJHfZm4 (x2)
2pjdLpOsf10e25Mu (x1)
AzW3lAdl85pHjlFf (x1)
ro3cy6ShC6y96iaD (x1)
QN5SfbKynr9nRsLb (x2)
d73ksoaVgldu1VLZ (x1)
mSRsnZspi9eKGUpu (x2)
name : string {Courtier.name} (all different values)
system : object {Courtier.system}
abilities : object {Courtier.system.abilities}
cha : object {Courtier.system.abilities.cha}
mod : integer {Courtier.system.abilities.cha.mod} (6 different values)
5 (x1)
2 (x2)
4 (x3)
3 (x1)
1 (x1)
0 (x1)
con : object {Courtier.system.abilities.con}
mod : integer {Courtier.system.abilities.con.mod} (4 different values)
-1 (x2)
0 (x4)
3 (x2)
1 (x1)
dex : object {Courtier.system.abilities.dex}
mod : integer {Courtier.system.abilities.dex.mod} (4 different values)
2 (x3)
1 (x2)
3 (x3)
4 (x1)
int : object {Courtier.system.abilities.int}
mod : integer {Courtier.system.abilities.int.mod} (6 different values)
3 (x1)
5 (x1)
2 (x3)
4 (x1)
0 (x2)
1 (x1)
str : object {Courtier.system.abilities.str}
mod : integer {Courtier.system.abilities.str.mod} (5 different values)
0 (x4)
-1 (x1)
4 (x2)
2 (x1)
3 (x1)
wis : object {Courtier.system.abilities.wis}
mod : integer {Courtier.system.abilities.wis.mod} (2 different values)
3 (x5)
2 (x4)
attributes : object {Courtier.system.attributes}
ac : object {Courtier.system.attributes.ac}
details : string {Courtier.system.attributes.ac.details} (2 different values)
(x8)
(27 with shield raised) (x1)
value : integer {Courtier.system.attributes.ac.value} (7 different values)
21 (x2)
13 (x2)
17 (x1)
25 (x1)
18 (x1)
23 (x1)
24 (x1)
allSaves : object {Courtier.system.attributes.allSaves}
value : string {Courtier.system.attributes.allSaves.value} (same value: )
hp : object {Courtier.system.attributes.hp}
details : string {Courtier.system.attributes.hp.details} (same value: )
max : integer {Courtier.system.attributes.hp.max} (8 different values)
60 (x2)
7 (x1)
25 (x1)
12 (x1)
110 (x1)
50 (x1)
90 (x1)
85 (x1)
temp : integer {Courtier.system.attributes.hp.temp} (same value: 0)
value : integer {Courtier.system.attributes.hp.value} (8 different values)
60 (x2)
7 (x1)
25 (x1)
12 (x1)
110 (x1)
50 (x1)
90 (x1)
85 (x1)
speed : object {Courtier.system.attributes.speed}
otherSpeeds : array<> {Courtier.system.attributes.speed.otherSpeeds}
Length: min=0 max=0
Value type: mixed
value : integer {Courtier.system.attributes.speed.value} (same value: 25)
[weaknesses] : array<> {Courtier.system.attributes.weaknesses}
Length: min=0 max=0
Value type: mixed
details : object {Courtier.system.details}
blurb : string {Courtier.system.details.blurb} (same value: )
languages : object {Courtier.system.details.languages}
details : string {Courtier.system.details.languages.details} (2 different values)
(x7)
plus two additional languages (x2)
value : array<string> {Courtier.system.details.languages.value}
Length: min=1 max=1
Value type: string {Courtier.system.details.languages.value.[]} (same value: common)
level : object {Courtier.system.details.level}
value : integer {Courtier.system.details.level.value} (8 different values)
5 (x1)
-1 (x1)
2 (x1)
0 (x1)
7 (x1)
3 (x1)
4 (x1)
6 (x2)
privateNotes : string {Courtier.system.details.privateNotes} (same value: )
publicNotes : string {Courtier.system.details.publicNotes} (all different values)
publication : object {Courtier.system.details.publication}
license : string {Courtier.system.details.publication.license} (same value: ORC)
remaster : boolean {Courtier.system.details.publication.remaster} (same value: True)
title : string {Courtier.system.details.publication.title} (same value: Pathfinder NPC Core)
initiative : object {Courtier.system.initiative}
statistic : string {Courtier.system.initiative.statistic} (same value: perception)
perception : object {Courtier.system.perception}
details : string {Courtier.system.perception.details} (3 different values)
(x6)
(+13 to Sense Motive) (x2)
(+14 when rolling initiative) (x1)
mod : integer {Courtier.system.perception.mod} (7 different values)
14 (x2)
7 (x2)
9 (x1)
13 (x1)
11 (x1)
12 (x1)
15 (x1)
senses : array<> {Courtier.system.perception.senses}
Length: min=0 max=0
Value type: mixed
resources : object {Courtier.system.resources}
[focus] : object {Courtier.system.resources.focus}
max : integer {Courtier.system.resources.focus.max} (same value: 1)
value : integer {Courtier.system.resources.focus.value} (same value: 0)
saves : object {Courtier.system.saves}
fortitude : object {Courtier.system.saves.fortitude}
saveDetail : string {Courtier.system.saves.fortitude.saveDetail} (same value: )
value : integer {Courtier.system.saves.fortitude.value} (6 different values)
8 (x1)
3 (x1)
6 (x2)
2 (x1)
14 (x1)
12 (x3)
reflex : object {Courtier.system.saves.reflex}
saveDetail : string {Courtier.system.saves.reflex.saveDetail} (same value: )
value : integer {Courtier.system.saves.reflex.value} (7 different values)
11 (x1)
5 (x1)
7 (x1)
3 (x1)
14 (x2)
10 (x2)
16 (x1)
will : object {Courtier.system.saves.will}
saveDetail : string {Courtier.system.saves.will.saveDetail} (same value: )
value : integer {Courtier.system.saves.will.value} (6 different values)
14 (x2)
9 (x1)
11 (x3)
13 (x1)
10 (x1)
16 (x1)
skills : object {Courtier.system.skills}
[deception] : object {Courtier.system.skills.deception}
base : integer {Courtier.system.skills.deception.base} (5 different values)
14 (x1)
12 (x2)
13 (x1)
10 (x1)
16 (x1)
[diplomacy] : object {Courtier.system.skills.diplomacy}
base : integer {Courtier.system.skills.diplomacy.base} (5 different values)
14 (x2)
12 (x3)
15 (x1)
10 (x1)
8 (x1)
[occultism] : object {Courtier.system.skills.occultism}
base : integer {Courtier.system.skills.occultism.base} (same value: 10)
[performance] : object {Courtier.system.skills.performance}
base : integer {Courtier.system.skills.performance.base} (2 different values)
12 (x1)
13 (x1)
[society] : object {Courtier.system.skills.society}
base : integer {Courtier.system.skills.society.base} (6 different values)
12 (x1)
9 (x1)
10 (x2)
15 (x1)
13 (x1)
14 (x1)
intimidation : object {Courtier.system.skills.intimidation}
base : integer {Courtier.system.skills.intimidation.base} (5 different values)
7 (x1)
16 (x1)
9 (x1)
8 (x1)
14 (x2)
[athletics] : object {Courtier.system.skills.athletics}
base : integer {Courtier.system.skills.athletics.base} (3 different values)
17 (x1)
14 (x1)
13 (x1)
[acrobatics] : object {Courtier.system.skills.acrobatics}
base : integer {Courtier.system.skills.acrobatics.base} (same value: 14)
[stealth] : object {Courtier.system.skills.stealth}
base : integer {Courtier.system.skills.stealth.base} (same value: 16)
[thievery] : object {Courtier.system.skills.thievery}
base : integer {Courtier.system.skills.thievery.base} (same value: 14)
traits : object {Courtier.system.traits}
rarity : string {Courtier.system.traits.rarity} (same value: common)
size : object {Courtier.system.traits.size}
value : string {Courtier.system.traits.size.value} (same value: med)
value : array<string> {Courtier.system.traits.value}
Length: min=2 max=2
Value type: string {Courtier.system.traits.value.[]} (2 different values)
human (x9)
humanoid (x9)
type : string {Courtier.type} (same value: npc)