Bounties Different values: 4 ===================================== object {Bounties} _id : string {Bounties._id} (all different values) folder : string {Bounties.folder} (same value: 'hFauXG44K375sJNP') img : string {Bounties.img} (2 different values) 'systems/pf2e/icons/default-icons/npc.svg' (x3) 'systems/pf2e/icons/default-icons/hazard.svg' (x1) items : array {Bounties.items} Length: min=1 max=12 Value type: object {Bounties.items.[]} _id : string {Bounties.items.[]._id} (25 different values) img : string {Bounties.items.[].img} (11 different values) name : string {Bounties.items.[].name} (17 different values) sort : integer {Bounties.items.[].sort} (13 different values) system : object {Bounties.items.[].system} [acBonus] : integer {Bounties.items.[].system.acBonus} (same value: 1) [actionType] : object {Bounties.items.[].system.actionType} value : string {Bounties.items.[].system.actionType.value} (all different values) [actions] : object {Bounties.items.[].system.actions} [value] : integer {Bounties.items.[].system.actions.value} (same value: 2) rules : ignored (Foundry rules object) {Bounties.items.[].system.rules} [attack] : object {Bounties.items.[].system.attack} value : string {Bounties.items.[].system.attack.value} (same value: '') [attackEffects] : object {Bounties.items.[].system.attackEffects} custom : string {Bounties.items.[].system.attackEffects.custom} (same value: '') value : array<> {Bounties.items.[].system.attackEffects.value} Length: min=0 max=0 Value type: empty [bonus] : object {Bounties.items.[].system.bonus} value : integer {Bounties.items.[].system.bonus.value} (5 different values) 14 (x3) 0 (x2) 8 (x1) 13 (x1) 9 (x1) [bonusDamage] : object {Bounties.items.[].system.bonusDamage} value : integer {Bounties.items.[].system.bonusDamage.value} (same value: 0) [category] : string {Bounties.items.[].system.category} (6 different values) 'defensive' (x6) 'offensive' (x4) 'interaction' (x2) 'simple' (x1) 'martial' (x1) 'light' (x1) [checkPenalty] : integer {Bounties.items.[].system.checkPenalty} (same value: -1) [damage] : object {Bounties.items.[].system.damage} damageType : string {Bounties.items.[].system.damage.damageType} (same value: 'piercing') dice : integer {Bounties.items.[].system.damage.dice} (same value: 1) die : string {Bounties.items.[].system.damage.die} (2 different values) 'd4' (x1) 'd6' (x1) [damageRolls] : object {Bounties.items.[].system.damageRolls} [Ad9p9lKbDM0juxHV] : object {Bounties.items.[].system.damageRolls.Ad9p9lKbDM0juxHV} damage : string {Bounties.items.[].system.damageRolls.Ad9p9lKbDM0juxHV.damage} (same value: '1d4+9') damageType : string {Bounties.items.[].system.damageRolls.Ad9p9lKbDM0juxHV.damageType} (same value: 'piercing') [SoJEF6D1JZOyWUhP] : object {Bounties.items.[].system.damageRolls.SoJEF6D1JZOyWUhP} damage : string {Bounties.items.[].system.damageRolls.SoJEF6D1JZOyWUhP.damage} (same value: '1d4+9') damageType : string {Bounties.items.[].system.damageRolls.SoJEF6D1JZOyWUhP.damageType} (same value: 'piercing') T0hA6wBJPANk4HGf : object {Bounties.items.[].system.damageRolls.T0hA6wBJPANk4HGf} damage : string {Bounties.items.[].system.damageRolls.T0hA6wBJPANk4HGf.damage} (same value: '1d6+2') damageType : string {Bounties.items.[].system.damageRolls.T0hA6wBJPANk4HGf.damageType} (same value: 'piercing') [cbodj5vn7dewriq7xvct] : object {Bounties.items.[].system.damageRolls.cbodj5vn7dewriq7xvct} damage : string {Bounties.items.[].system.damageRolls.cbodj5vn7dewriq7xvct.damage} (same value: '1d4') damageType : string {Bounties.items.[].system.damageRolls.cbodj5vn7dewriq7xvct.damageType} (same value: 'piercing') [h5UWXaz4bhnqeZT2] : object {Bounties.items.[].system.damageRolls.h5UWXaz4bhnqeZT2} damage : string {Bounties.items.[].system.damageRolls.h5UWXaz4bhnqeZT2.damage} (same value: '1d8+7') damageType : string {Bounties.items.[].system.damageRolls.h5UWXaz4bhnqeZT2.damageType} (same value: 'bludgeoning') [mvbfxShAZVEVMNk7] : object {Bounties.items.[].system.damageRolls.mvbfxShAZVEVMNk7} damage : string {Bounties.items.[].system.damageRolls.mvbfxShAZVEVMNk7.damage} (same value: '1d6+9') damageType : string {Bounties.items.[].system.damageRolls.mvbfxShAZVEVMNk7.damageType} (same value: 'piercing') description : object {Bounties.items.[].system.description} value : string {Bounties.items.[].system.description.value} (16 different values) [baseItem] : string {Bounties.items.[].system.baseItem} (3 different values) 'dagger' (x1) 'shortsword' (x1) 'leather-armor' (x1) [bulk] : object {Bounties.items.[].system.bulk} value : mixed integer {Bounties.items.[].system.bulk.value} (2 different values) 0 (x2) 1 (x1) float {Bounties.items.[].system.bulk.value} (same value: 0,1) [containerId] : empty [dexCap] : integer {Bounties.items.[].system.dexCap} (same value: 4) [duration] : object {Bounties.items.[].system.duration} value : integer {Bounties.items.[].system.duration.value} (same value: 0) [group] : string {Bounties.items.[].system.group} (3 different values) 'knife' (x1) 'sword' (x1) 'leather' (x1) [hardness] : integer {Bounties.items.[].system.hardness} (same value: 0) publication : object {Bounties.items.[].system.publication} license : string {Bounties.items.[].system.publication.license} (same value: 'OGL') remaster : boolean {Bounties.items.[].system.publication.remaster} (same value: False) title : string {Bounties.items.[].system.publication.title} (all different values) [equipped] : object {Bounties.items.[].system.equipped} carryType : string {Bounties.items.[].system.equipped.carryType} (same value: 'worn') [handsHeld] : integer {Bounties.items.[].system.equipped.handsHeld} (same value: 0) [inSlot] : boolean {Bounties.items.[].system.equipped.inSlot} (same value: False) [invested] : empty [hp] : object {Bounties.items.[].system.hp} max : integer {Bounties.items.[].system.hp.max} (same value: 0) value : integer {Bounties.items.[].system.hp.value} (same value: 0) [level] : object {Bounties.items.[].system.level} value : integer {Bounties.items.[].system.level.value} (same value: 0) [material] : object {Bounties.items.[].system.material} [grade] : empty [type] : empty [overrides] : array<> {Bounties.items.[].system.overrides} Length: min=0 max=0 Value type: empty [price] : object {Bounties.items.[].system.price} value : object {Bounties.items.[].system.price.value} [gp] : integer {Bounties.items.[].system.price.value.gp} (same value: 2) [sp] : integer {Bounties.items.[].system.price.value.sp} (2 different values) 2 (x1) 9 (x1) [quantity] : integer {Bounties.items.[].system.quantity} (2 different values) 1 (x4) 6 (x1) [range] : empty [references] : object {Bounties.items.[].system.references} children : array<> {Bounties.items.[].system.references.children} Length: min=0 max=0 Value type: empty immunityFrom : array<> {Bounties.items.[].system.references.immunityFrom} Length: min=0 max=0 Value type: empty overriddenBy : array<> {Bounties.items.[].system.references.overriddenBy} Length: min=0 max=0 Value type: empty overrides : array<> {Bounties.items.[].system.references.overrides} Length: min=0 max=0 Value type: empty [reload] : object {Bounties.items.[].system.reload} value : string {Bounties.items.[].system.reload.value} (2 different values) '-' (x1) '' (x1) [runes] : object {Bounties.items.[].system.runes} potency : integer {Bounties.items.[].system.runes.potency} (same value: 0) property : array<> {Bounties.items.[].system.runes.property} Length: min=0 max=0 Value type: empty resilient : integer {Bounties.items.[].system.runes.resilient} (same value: 0) [striking] : integer {Bounties.items.[].system.runes.striking} (same value: 0) [size] : string {Bounties.items.[].system.size} (2 different values) 'med' (x4) 'tiny' (x1) [slug] : string {Bounties.items.[].system.slug} (6 different values) 'negative-healing' (x3) 'dagger' (x1) 'shortsword' (x1) 'leather-armor' (x1) 'slowed' (x1) 'sneak-attack' (x1) [speedPenalty] : integer {Bounties.items.[].system.speedPenalty} (same value: 0) [splashDamage] : object {Bounties.items.[].system.splashDamage} value : integer {Bounties.items.[].system.splashDamage.value} (same value: 0) [strength] : integer {Bounties.items.[].system.strength} (same value: 0) [traits] : object {Bounties.items.[].system.traits} rarity : string {Bounties.items.[].system.traits.rarity} (same value: 'common') value : array {Bounties.items.[].system.traits.value} Length: min=0 max=4 Value type: string {Bounties.items.[].system.traits.value.[]} (11 different values) [usage] : object {Bounties.items.[].system.usage} value : string {Bounties.items.[].system.usage.value} (same value: 'held-in-one-hand') [value] : object {Bounties.items.[].system.value} isValued : boolean {Bounties.items.[].system.value.isValued} (same value: True) value : integer {Bounties.items.[].system.value.value} (same value: 1) [weaponType] : object {Bounties.items.[].system.weaponType} value : string {Bounties.items.[].system.weaponType.value} (2 different values) 'melee' (x5) 'ranged' (x1) type : string {Bounties.items.[].type} (6 different values) 'action' (x13) 'melee' (x6) 'equipment' (x2) 'weapon' (x2) 'armor' (x1) 'condition' (x1) [_stats] : object {Bounties.items.[]._stats} compendiumSource : string {Bounties.items.[]._stats.compendiumSource} (6 different values) 'Compendium.pf2e.bestiary-ability-glossary-srd.Item.TTCw5NusiSSkJU1x' (x3) 'Compendium.pf2e.equipment-srd.Item.rQWaJhI5Bko5x14Z' (x1) 'Compendium.pf2e.equipment-srd.Item.7tKkkF8eZ4iCLJtp' (x1) 'Compendium.pf2e.equipment-srd.Item.4tIVTg9wj56RrveA' (x1) 'Compendium.pf2e.conditionitems.Item.xYTAsEpcJE1Ccni3' (x1) 'Compendium.pf2e.bestiary-ability-glossary-srd.Item.AWvNPE4U0kEJSL1T' (x1) [flags] : object {Bounties.items.[].flags} pf2e : object {Bounties.items.[].flags.pf2e} linkedWeapon : string {Bounties.items.[].flags.pf2e.linkedWeapon} (2 different values) 'sQAZaMnLlIELcrm0' (x2) 'ZMD2EPgF9Gt7yBx9' (x1) name : string {Bounties.name} (all different values) system : object {Bounties.system} abilities : object {Bounties.system.abilities} cha : object {Bounties.system.abilities.cha} mod : integer {Bounties.system.abilities.cha.mod} (2 different values) -1 (x2) 0 (x1) con : object {Bounties.system.abilities.con} mod : integer {Bounties.system.abilities.con.mod} (2 different values) 2 (x2) 4 (x1) dex : object {Bounties.system.abilities.dex} mod : integer {Bounties.system.abilities.dex.mod} (2 different values) 4 (x2) 2 (x1) int : object {Bounties.system.abilities.int} mod : integer {Bounties.system.abilities.int.mod} (3 different values) -1 (x1) 0 (x1) -4 (x1) str : object {Bounties.system.abilities.str} mod : integer {Bounties.system.abilities.str.mod} (3 different values) 0 (x1) 5 (x1) 4 (x1) wis : object {Bounties.system.abilities.wis} mod : integer {Bounties.system.abilities.wis.mod} (2 different values) 2 (x2) 1 (x1) attributes : object {Bounties.system.attributes} ac : object {Bounties.system.attributes.ac} details : string {Bounties.system.attributes.ac.details} (same value: '') value : integer {Bounties.system.attributes.ac.value} (all different values) allSaves : object {Bounties.system.attributes.allSaves} value : string {Bounties.system.attributes.allSaves.value} (same value: '') [emitsSound] : string {Bounties.system.attributes.emitsSound} (same value: 'encounter') [hardness] : integer {Bounties.system.attributes.hardness} (same value: 0) hp : object {Bounties.system.attributes.hp} details : string {Bounties.system.attributes.hp.details} (2 different values) 'void healing' (x3) '' (x1) max : integer {Bounties.system.attributes.hp.max} (all different values) temp : integer {Bounties.system.attributes.hp.temp} (same value: 0) value : integer {Bounties.system.attributes.hp.value} (all different values) immunities : array {Bounties.system.attributes.immunities} Length: min=5 max=5 Value type: object {Bounties.system.attributes.immunities.[]} type : string {Bounties.system.attributes.immunities.[].type} (6 different values) 'death-effects' (x3) 'disease' (x3) 'paralyzed' (x3) 'poison' (x3) 'sleep' (x2) 'unconscious' (x1) speed : object {Bounties.system.attributes.speed} otherSpeeds : array<> {Bounties.system.attributes.speed.otherSpeeds} Length: min=0 max=0 Value type: empty special : string {Bounties.system.attributes.speed.special} (same value: '') value : integer {Bounties.system.attributes.speed.value} (2 different values) 30 (x2) 40 (x1) [stealth] : object {Bounties.system.attributes.stealth} details : string {Bounties.system.attributes.stealth.details} (same value: '

to notice a thickening in the fog and hear a whispered voice asking "is Garmon safe?"

') value : integer {Bounties.system.attributes.stealth.value} (same value: 13) [weaknesses] : array {Bounties.system.attributes.weaknesses} Length: min=2 max=2 Value type: object {Bounties.system.attributes.weaknesses.[]} type : string {Bounties.system.attributes.weaknesses.[].type} (2 different values) 'vitality' (x1) 'slashing' (x1) value : integer {Bounties.system.attributes.weaknesses.[].value} (same value: 5) [creatureType] : string {Bounties.system.creatureType} (same value: '') details : object {Bounties.system.details} blurb : string {Bounties.system.details.blurb} (3 different values) 'Variant predatory rabbit' (x1) 'Variant withered' (x1) 'Variant scorned hound' (x1) [description] : string {Bounties.system.details.description} (same value: '

Averlace\'s lingering sentiment wards her mentor\'s remains and her own.

') [disable] : string {Bounties.system.details.disable} (same value: '

@Check[religion|dc:18] (trained) to exorcise the haunt, or @Check[deception|dc:20] or Diplomacy to convincingly say Garmon is "safe"

') [isComplex] : boolean {Bounties.system.details.isComplex} (same value: False) languages : object {Bounties.system.details.languages} details : string {Bounties.system.details.languages.details} (2 different values) '' (x2) 'can\'t speak any language' (x1) value : array {Bounties.system.details.languages.value} Length: min=0 max=2 Value type: string {Bounties.system.details.languages.value.[]} (2 different values) 'common' (x2) 'necril' (x2) level : object {Bounties.system.details.level} value : integer {Bounties.system.details.level.value} (3 different values) 5 (x2) -1 (x1) 1 (x1) privateNotes : string {Bounties.system.details.privateNotes} (same value: '') publicNotes : string {Bounties.system.details.publicNotes} (2 different values) '

Bonds of loyalty that endure beyond death reanimate pets to crawl from their graves within days of dying, returning to the side of their past owners, family, or pack. Unfortunately, death irrevocably changes a risen pet. They return as aggressive, predatory beasts, difficult to control and easy to anger. Even the most friendly and docile of pets becomes sadistic and violent in undeath—fixating first on those it views as competition for the attention of its owners. When a risen pet is jilted, rebuffed, or offended by its owner, it turns on them.

' (x2) '

Simple to create and varied in purpose, these shambling undead are often used for their strength and endless stamina to conduct boring, repetitive tasks.

' (x1) publication : object {Bounties.system.details.publication} license : string {Bounties.system.details.publication.license} (same value: 'OGL') remaster : boolean {Bounties.system.details.publication.remaster} (same value: False) title : string {Bounties.system.details.publication.title} (same value: 'Pathfinder Bounty #21: Against the Unliving') [reset] : string {Bounties.system.details.reset} (same value: '

The haunt resets every night at midnight until the skeletal soldiers risen from Garmon and Averlace are destroyed.

') [routine] : string {Bounties.system.details.routine} (same value: '') initiative : object {Bounties.system.initiative} statistic : string {Bounties.system.initiative.statistic} (same value: 'perception') perception : object {Bounties.system.perception} details : string {Bounties.system.perception.details} (2 different values) 'sense companion' (x2) '' (x1) mod : integer {Bounties.system.perception.mod} (3 different values) 5 (x1) 11 (x1) 7 (x1) senses : array {Bounties.system.perception.senses} Length: min=1 max=2 Value type: object {Bounties.system.perception.senses.[]} acuity : string {Bounties.system.perception.senses.[].acuity} (same value: 'imprecise') range : integer {Bounties.system.perception.senses.[].range} (same value: 30) type : string {Bounties.system.perception.senses.[].type} (2 different values) 'darkvision' (x3) 'scent' (x1) resources : object {Bounties.system.resources} saves : object {Bounties.system.saves} fortitude : object {Bounties.system.saves.fortitude} saveDetail : string {Bounties.system.saves.fortitude.saveDetail} (same value: '') value : integer {Bounties.system.saves.fortitude.value} (all different values) reflex : object {Bounties.system.saves.reflex} saveDetail : string {Bounties.system.saves.reflex.saveDetail} (same value: '') value : integer {Bounties.system.saves.reflex.value} (all different values) will : object {Bounties.system.saves.will} saveDetail : string {Bounties.system.saves.will.saveDetail} (same value: '') value : integer {Bounties.system.saves.will.value} (all different values) skills : object {Bounties.system.skills} [acrobatics] : object {Bounties.system.skills.acrobatics} base : integer {Bounties.system.skills.acrobatics.base} (2 different values) 6 (x1) 5 (x1) athletics : object {Bounties.system.skills.athletics} base : integer {Bounties.system.skills.athletics.base} (3 different values) 2 (x1) 14 (x1) 7 (x1) [special] : array {Bounties.system.skills.athletics.special} Length: min=1 max=1 Value type: object {Bounties.system.skills.athletics.special.[]} base : integer {Bounties.system.skills.athletics.special.[].base} (same value: 4) label : string {Bounties.system.skills.athletics.special.[].label} (same value: 'when jumping') predicate : array {Bounties.system.skills.athletics.special.[].predicate} Length: min=1 max=1 Value type: object {Bounties.system.skills.athletics.special.[].predicate.[]} or : array {Bounties.system.skills.athletics.special.[].predicate.[].or} Length: min=2 max=2 Value type: string {Bounties.system.skills.athletics.special.[].predicate.[].or.[]} (2 different values) 'action:long-jump' (x1) 'action:high-jump' (x1) stealth : object {Bounties.system.skills.stealth} base : integer {Bounties.system.skills.stealth.base} (3 different values) 6 (x1) 13 (x1) 5 (x1) [deception] : object {Bounties.system.skills.deception} base : integer {Bounties.system.skills.deception.base} (same value: 9) [intimidation] : object {Bounties.system.skills.intimidation} base : integer {Bounties.system.skills.intimidation.base} (same value: 9) survival : object {Bounties.system.skills.survival} base : integer {Bounties.system.skills.survival.base} (same value: 5) [statusEffects] : array<> {Bounties.system.statusEffects} Length: min=0 max=0 Value type: empty traits : object {Bounties.system.traits} rarity : string {Bounties.system.traits.rarity} (same value: 'unique') size : object {Bounties.system.traits.size} value : string {Bounties.system.traits.size.value} (3 different values) 'med' (x2) 'tiny' (x1) 'sm' (x1) value : array {Bounties.system.traits.value} Length: min=1 max=4 Value type: string {Bounties.system.traits.value.[]} (6 different values) 'undead' (x3) 'chaotic' (x2) 'haunt' (x1) 'evil' (x1) 'unholy' (x1) 'zombie' (x1) type : string {Bounties.type} (2 different values) 'npc' (x3) 'hazard' (x1)