Healer Different values: 9 ===================================== object {Healer} _id : string {Healer._id} (all different values) folder : string {Healer.folder} (same value: DzNmxJMQO58zYeu8) img : string {Healer.img} (same value: systems/pf2e/icons/default-icons/npc.svg) items : array {Healer.items} Length: min=9 max=49 Value type: object {Healer.items.[]} _id : string {Healer.items.[]._id} (187 different values) [_stats] : object {Healer.items.[]._stats} compendiumSource : string {Healer.items.[]._stats.compendiumSource} (91 different values) img : string {Healer.items.[].img} (89 different values) name : string {Healer.items.[].name} (123 different values) sort : integer {Healer.items.[].sort} (49 different values) system : object {Healer.items.[].system} [baseItem] : string {Healer.items.[].system.baseItem} (10 different values) alchemical-bomb (x2) dagger (x3) padded-armor (x1) staff (x5) hide-armor (x1) breastplate (x1) crossbow (x1) studded-leather-armor (x1) temple-sword (x1) chain-shirt (x1) [bonus] : object {Healer.items.[].system.bonus} value : integer {Healer.items.[].system.bonus.value} (13 different values) 0 (x11) 4 (x1) 5 (x6) 20 (x1) 19 (x1) 7 (x1) 24 (x1) 25 (x1) 9 (x2) 10 (x6) 11 (x3) 13 (x2) 1 (x1) [bonusDamage] : object {Healer.items.[].system.bonusDamage} value : integer {Healer.items.[].system.bonusDamage.value} (same value: 0) [bulk] : object {Healer.items.[].system.bulk} value : mixed float {Healer.items.[].system.bulk.value} (same value: 0,1) integer {Healer.items.[].system.bulk.value} (3 different values) 1 (x19) 2 (x3) 0 (x2) [category] : string {Healer.items.[].system.category} (10 different values) martial (x4) simple (x8) light (x3) elixir (x2) interaction (x16) defensive (x7) medium (x2) offensive (x9) ammo (x1) potion (x1) [containerId] : mixed [damage] : object {Healer.items.[].system.damage} [damageType] : string {Healer.items.[].system.damage.damageType} (4 different values) acid (x2) piercing (x4) bludgeoning (x5) slashing (x1) [dice] : integer {Healer.items.[].system.damage.dice} (same value: 1) [die] : string {Healer.items.[].system.damage.die} (3 different values) d4 (x8) d8 (x2) (x1) [persistent] : object {Healer.items.[].system.damage.persistent} faces : integer {Healer.items.[].system.damage.persistent.faces} (same value: 6) number : integer {Healer.items.[].system.damage.persistent.number} (2 different values) 1 (x1) 2 (x1) type : string {Healer.items.[].system.damage.persistent.type} (same value: acid) [formula] : string {Healer.items.[].system.damage.formula} (2 different values) 1d6 (x2) 1d8 (x1) [kind] : string {Healer.items.[].system.damage.kind} (same value: healing) [type] : string {Healer.items.[].system.damage.type} (2 different values) untyped (x2) vitality (x1) [0] : object {Healer.items.[].system.damage.0} applyMod : boolean {Healer.items.[].system.damage.0.applyMod} (same value: False) [category] : mixed formula : string {Healer.items.[].system.damage.0.formula} (5 different values) 2d4 (x2) 1d8 (x5) 2d6 (x2) 5d8 (x1) 1d10+4 (x4) kinds : array {Healer.items.[].system.damage.0.kinds} Length: min=1 max=2 Value type: string {Healer.items.[].system.damage.0.kinds.[]} (2 different values) damage (x9) healing (x10) materials : array<> {Healer.items.[].system.damage.0.materials} Length: min=0 max=0 Value type: mixed type : string {Healer.items.[].system.damage.0.type} (4 different values) electricity (x1) vitality (x6) untyped (x6) spirit (x1) description : object {Healer.items.[].system.description} value : string {Healer.items.[].system.description.value} (110 different values) [equipped] : object {Healer.items.[].system.equipped} carryType : string {Healer.items.[].system.equipped.carryType} (same value: worn) [handsHeld] : integer {Healer.items.[].system.equipped.handsHeld} (same value: 0) [invested] : mixed [inSlot] : boolean {Healer.items.[].system.equipped.inSlot} (same value: True) [group] : string {Healer.items.[].system.group} (8 different values) bomb (x2) knife (x3) club (x5) leather (x2) plate (x1) crossbow (x1) sword (x1) chain (x1) [hardness] : integer {Healer.items.[].system.hardness} (same value: 0) [hp] : object {Healer.items.[].system.hp} max : integer {Healer.items.[].system.hp.max} (same value: 0) value : integer {Healer.items.[].system.hp.value} (same value: 0) [level] : object {Healer.items.[].system.level} value : integer {Healer.items.[].system.level.value} (all different values) [material] : object {Healer.items.[].system.material} [grade] : mixed [type] : mixed [price] : object {Healer.items.[].system.price} value : object {Healer.items.[].system.price.value} [gp] : integer {Healer.items.[].system.price.value.gp} (10 different values) 3 (x6) 5 (x7) 1 (x3) 90 (x1) 2 (x2) 50 (x3) 470 (x1) 8 (x1) 4 (x2) 10 (x1) [sp] : integer {Healer.items.[].system.price.value.sp} (2 different values) 2 (x4) 1 (x1) [per] : integer {Healer.items.[].system.price.per} (same value: 10) publication : object {Healer.items.[].system.publication} license : string {Healer.items.[].system.publication.license} (same value: ORC) remaster : boolean {Healer.items.[].system.publication.remaster} (same value: True) title : string {Healer.items.[].system.publication.title} (5 different values) Pathfinder GM Core (x7) Pathfinder Player Core (x111) (x67) Pathfinder Player Core 2 (x1) Pathfinder Gamemastery Guide (x1) [quantity] : integer {Healer.items.[].system.quantity} (6 different values) 2 (x3) 1 (x29) 10 (x1) 4 (x1) 3 (x1) 8 (x1) [range] : mixed integer {Healer.items.[].system.range} (2 different values) 20 (x2) 120 (x1) object {Healer.items.[].system.range} value : string {Healer.items.[].system.range.value} (10 different values) touch (x31) (x7) 120 feet (x7) 30 feet (x22) 10 feet (x6) 0 feet (x3) varies (x4) 60 feet (x3) planetary (x1) 500 feet (x2) [reload] : object {Healer.items.[].system.reload} value : string {Healer.items.[].system.reload.value} (3 different values) - (x4) (x7) 1 (x1) rules : ###FoundryRulesObject### [runes] : object {Healer.items.[].system.runes} potency : integer {Healer.items.[].system.runes.potency} (2 different values) 0 (x14) 1 (x3) property : array<> {Healer.items.[].system.runes.property} Length: min=0 max=0 Value type: mixed [striking] : integer {Healer.items.[].system.runes.striking} (2 different values) 0 (x10) 1 (x2) [resilient] : integer {Healer.items.[].system.runes.resilient} (2 different values) 0 (x4) 1 (x1) [size] : string {Healer.items.[].system.size} (same value: med) [slug] : string {Healer.items.[].system.slug} (87 different values) [splashDamage] : object {Healer.items.[].system.splashDamage} value : integer {Healer.items.[].system.splashDamage.value} (3 different values) 1 (x1) 0 (x10) 2 (x1) traits : object {Healer.items.[].system.traits} [rarity] : string {Healer.items.[].system.traits.rarity} (2 different values) common (x110) uncommon (x12) [value] : array {Healer.items.[].system.traits.value} Length: min=0 max=7 Value type: string {Healer.items.[].system.traits.value.[]} (57 different values) [traditions] : array {Healer.items.[].system.traits.traditions} Length: min=0 max=4 Value type: string {Healer.items.[].system.traits.traditions.[]} (4 different values) arcane (x37) primal (x58) divine (x70) occult (x48) [usage] : object {Healer.items.[].system.usage} [canBeAmmo] : boolean {Healer.items.[].system.usage.canBeAmmo} (same value: False) value : string {Healer.items.[].system.usage.value} (3 different values) held-in-one-hand (x18) other (x8) held-in-two-hands (x4) [acBonus] : integer {Healer.items.[].system.acBonus} (4 different values) 1 (x1) 3 (x1) 4 (x1) 2 (x2) [checkPenalty] : integer {Healer.items.[].system.checkPenalty} (3 different values) 0 (x1) -2 (x2) -1 (x2) [dexCap] : integer {Healer.items.[].system.dexCap} (3 different values) 3 (x3) 2 (x1) 1 (x1) [speedPenalty] : integer {Healer.items.[].system.speedPenalty} (2 different values) 0 (x3) -5 (x2) [strength] : integer {Healer.items.[].system.strength} (4 different values) 0 (x1) 2 (x1) 3 (x1) 1 (x2) [uses] : object {Healer.items.[].system.uses} autoDestroy : boolean {Healer.items.[].system.uses.autoDestroy} (same value: True) max : integer {Healer.items.[].system.uses.max} (same value: 1) value : integer {Healer.items.[].system.uses.value} (same value: 1) [attackEffects] : object {Healer.items.[].system.attackEffects} value : array<> {Healer.items.[].system.attackEffects.value} Length: min=0 max=0 Value type: mixed [damageRolls] : object {Healer.items.[].system.damageRolls} [mtk1xhn3uwxw2z0t325g] : object {Healer.items.[].system.damageRolls.mtk1xhn3uwxw2z0t325g} damage : string {Healer.items.[].system.damageRolls.mtk1xhn3uwxw2z0t325g.damage} (same value: 1d6) damageType : string {Healer.items.[].system.damageRolls.mtk1xhn3uwxw2z0t325g.damageType} (same value: bludgeoning) [0] : object {Healer.items.[].system.damageRolls.0} damage : string {Healer.items.[].system.damageRolls.0.damage} (4 different values) 1d4 (x2) 1 (x1) 1d8 (x1) 1d4+1 (x2) damageType : string {Healer.items.[].system.damageRolls.0.damageType} (3 different values) bludgeoning (x2) acid (x1) piercing (x3) [1] : object {Healer.items.[].system.damageRolls.1} category : string {Healer.items.[].system.damageRolls.1.category} (same value: persistent) damage : string {Healer.items.[].system.damageRolls.1.damage} (same value: 1d6) damageType : string {Healer.items.[].system.damageRolls.1.damageType} (same value: acid) [2] : object {Healer.items.[].system.damageRolls.2} category : string {Healer.items.[].system.damageRolls.2.category} (same value: splash) damage : string {Healer.items.[].system.damageRolls.2.damage} (same value: 1) damageType : string {Healer.items.[].system.damageRolls.2.damageType} (same value: acid) [CmvBF9oCcY9y74uc] : object {Healer.items.[].system.damageRolls.CmvBF9oCcY9y74uc} damage : string {Healer.items.[].system.damageRolls.CmvBF9oCcY9y74uc.damage} (same value: 2d4+10) damageType : string {Healer.items.[].system.damageRolls.CmvBF9oCcY9y74uc.damageType} (same value: bludgeoning) [QYFj1VAzQXEOxTUD] : object {Healer.items.[].system.damageRolls.QYFj1VAzQXEOxTUD} damage : string {Healer.items.[].system.damageRolls.QYFj1VAzQXEOxTUD.damage} (same value: 2d8) damageType : string {Healer.items.[].system.damageRolls.QYFj1VAzQXEOxTUD.damageType} (same value: vitality) [XjtmrfaHMCc8nOiO] : object {Healer.items.[].system.damageRolls.XjtmrfaHMCc8nOiO} damage : string {Healer.items.[].system.damageRolls.XjtmrfaHMCc8nOiO.damage} (2 different values) 1d4+10 (x1) 1d4 (x1) damageType : string {Healer.items.[].system.damageRolls.XjtmrfaHMCc8nOiO.damageType} (same value: bludgeoning) [SHJOJOR1VUD4Ea33] : object {Healer.items.[].system.damageRolls.SHJOJOR1VUD4Ea33} damage : string {Healer.items.[].system.damageRolls.SHJOJOR1VUD4Ea33.damage} (same value: 1d4+2) damageType : string {Healer.items.[].system.damageRolls.SHJOJOR1VUD4Ea33.damageType} (same value: bludgeoning) [OOs2CeoJ0b6QQtF5] : object {Healer.items.[].system.damageRolls.OOs2CeoJ0b6QQtF5} damage : string {Healer.items.[].system.damageRolls.OOs2CeoJ0b6QQtF5.damage} (6 different values) 1d4+2 (x1) 1d4+9 (x1) 1d4-1 (x1) 1d4+1 (x1) 1d4+6 (x1) 1d4+4 (x1) damageType : string {Healer.items.[].system.damageRolls.OOs2CeoJ0b6QQtF5.damageType} (same value: bludgeoning) [Ts4qewlqKEcFUOlp] : object {Healer.items.[].system.damageRolls.Ts4qewlqKEcFUOlp} damage : string {Healer.items.[].system.damageRolls.Ts4qewlqKEcFUOlp.damage} (same value: 1d4) damageType : string {Healer.items.[].system.damageRolls.Ts4qewlqKEcFUOlp.damageType} (same value: poison) [xofSWjdDseJygaOJ] : object {Healer.items.[].system.damageRolls.xofSWjdDseJygaOJ} category : string {Healer.items.[].system.damageRolls.xofSWjdDseJygaOJ.category} (same value: persistent) damage : string {Healer.items.[].system.damageRolls.xofSWjdDseJygaOJ.damage} (same value: 1d4) damageType : string {Healer.items.[].system.damageRolls.xofSWjdDseJygaOJ.damageType} (same value: poison) [RxW6Qxy57wAjzzVK] : object {Healer.items.[].system.damageRolls.RxW6Qxy57wAjzzVK} damage : string {Healer.items.[].system.damageRolls.RxW6Qxy57wAjzzVK.damage} (same value: 4d8) damageType : string {Healer.items.[].system.damageRolls.RxW6Qxy57wAjzzVK.damageType} (same value: vitality) [73qc1jYgOMhXmMiL] : object {Healer.items.[].system.damageRolls.73qc1jYgOMhXmMiL} damage : string {Healer.items.[].system.damageRolls.73qc1jYgOMhXmMiL.damage} (same value: 2d4+9) damageType : string {Healer.items.[].system.damageRolls.73qc1jYgOMhXmMiL.damageType} (same value: bludgeoning) [nsWSXRGkIwiTg1vA] : object {Healer.items.[].system.damageRolls.nsWSXRGkIwiTg1vA} damage : string {Healer.items.[].system.damageRolls.nsWSXRGkIwiTg1vA.damage} (same value: 4d8) damageType : string {Healer.items.[].system.damageRolls.nsWSXRGkIwiTg1vA.damageType} (same value: vitality) [QSaxBQ3NAPNwp6gf] : object {Healer.items.[].system.damageRolls.QSaxBQ3NAPNwp6gf} damage : string {Healer.items.[].system.damageRolls.QSaxBQ3NAPNwp6gf.damage} (same value: 1d4-1) damageType : string {Healer.items.[].system.damageRolls.QSaxBQ3NAPNwp6gf.damageType} (same value: bludgeoning) [bL3cOSkco7Arr1oC] : object {Healer.items.[].system.damageRolls.bL3cOSkco7Arr1oC} damage : string {Healer.items.[].system.damageRolls.bL3cOSkco7Arr1oC.damage} (same value: 1d8+1) damageType : string {Healer.items.[].system.damageRolls.bL3cOSkco7Arr1oC.damageType} (same value: slashing) [amC6zNftbFR6LRDV] : object {Healer.items.[].system.damageRolls.amC6zNftbFR6LRDV} damage : string {Healer.items.[].system.damageRolls.amC6zNftbFR6LRDV.damage} (same value: 1d8+6) damageType : string {Healer.items.[].system.damageRolls.amC6zNftbFR6LRDV.damageType} (same value: bludgeoning) [2o0qvft3K1rbWMra] : object {Healer.items.[].system.damageRolls.2o0qvft3K1rbWMra} category : string {Healer.items.[].system.damageRolls.2o0qvft3K1rbWMra.category} (same value: persistent) damage : string {Healer.items.[].system.damageRolls.2o0qvft3K1rbWMra.damage} (same value: 2d6) damageType : string {Healer.items.[].system.damageRolls.2o0qvft3K1rbWMra.damageType} (same value: acid) [ZCg8vkWwwAeZPSxU] : object {Healer.items.[].system.damageRolls.ZCg8vkWwwAeZPSxU} category : string {Healer.items.[].system.damageRolls.ZCg8vkWwwAeZPSxU.category} (same value: splash) damage : string {Healer.items.[].system.damageRolls.ZCg8vkWwwAeZPSxU.damage} (same value: 2) damageType : string {Healer.items.[].system.damageRolls.ZCg8vkWwwAeZPSxU.damageType} (same value: acid) [VR0Lf6tkYnNSR0sV] : object {Healer.items.[].system.damageRolls.VR0Lf6tkYnNSR0sV} damage : string {Healer.items.[].system.damageRolls.VR0Lf6tkYnNSR0sV.damage} (same value: 1d4+4) damageType : string {Healer.items.[].system.damageRolls.VR0Lf6tkYnNSR0sV.damageType} (same value: piercing) [FVftF9ND6AuCi8yg] : object {Healer.items.[].system.damageRolls.FVftF9ND6AuCi8yg} damage : string {Healer.items.[].system.damageRolls.FVftF9ND6AuCi8yg.damage} (same value: 1d4+4) damageType : string {Healer.items.[].system.damageRolls.FVftF9ND6AuCi8yg.damageType} (same value: piercing) [actionType] : object {Healer.items.[].system.actionType} value : string {Healer.items.[].system.actionType.value} (4 different values) passive (x26) action (x4) reaction (x1) free (x1) [actions] : object {Healer.items.[].system.actions} [value] : integer {Healer.items.[].system.actions.value} (3 different values) 3 (x1) 1 (x2) 2 (x1) [autoHeightenLevel] : object {Healer.items.[].system.autoHeightenLevel} [value] : mixed [prepared] : object {Healer.items.[].system.prepared} [flexible] : boolean {Healer.items.[].system.prepared.flexible} (same value: False) value : string {Healer.items.[].system.prepared.value} (3 different values) prepared (x2) spontaneous (x2) focus (x2) [proficiency] : object {Healer.items.[].system.proficiency} value : integer {Healer.items.[].system.proficiency.value} (2 different values) 1 (x4) 0 (x2) [slots] : object {Healer.items.[].system.slots} [slot0] : object {Healer.items.[].system.slots.slot0} max : integer {Healer.items.[].system.slots.slot0.max} (same value: 5) prepared : array {Healer.items.[].system.slots.slot0.prepared} Length: min=5 max=5 Value type: object {Healer.items.[].system.slots.slot0.prepared.[]} id : string {Healer.items.[].system.slots.slot0.prepared.[].id} (10 different values) 9ErbAC0QO1lFwfnv (x1) sVoUAhs1xtPw5XUm (x1) u4A7SPZz7Nzn7kyC (x1) DuFWLRvrYnaorVQF (x1) JePy1EkUFfRUBeWU (x1) zyAMmesyX1SUlIsq (x1) USYz99EOWO3qfW20 (x1) 8R1BWgT8zL3LuDjB (x1) Ea30o7Qv2H68Dgiz (x1) IkEbv7AXsUqNGzQi (x1) [slot1] : object {Healer.items.[].system.slots.slot1} max : integer {Healer.items.[].system.slots.slot1.max} (2 different values) 3 (x3) 4 (x1) [prepared] : array {Healer.items.[].system.slots.slot1.prepared} Length: min=3 max=3 Value type: object {Healer.items.[].system.slots.slot1.prepared.[]} id : string {Healer.items.[].system.slots.slot1.prepared.[].id} (5 different values) YyC093cJ0L5nAD60 (x1) 64A6p9ms12BG8NDN (x1) pXz3RWfEQoI5pydl (x1) qPFLQsQtIs4RuEsi (x1) Rj0levpcKQ1JZOKh (x2) [value] : integer {Healer.items.[].system.slots.slot1.value} (2 different values) 4 (x1) 3 (x1) [slot2] : object {Healer.items.[].system.slots.slot2} max : integer {Healer.items.[].system.slots.slot2.max} (2 different values) 3 (x3) 4 (x1) [prepared] : array {Healer.items.[].system.slots.slot2.prepared} Length: min=3 max=3 Value type: object {Healer.items.[].system.slots.slot2.prepared.[]} id : string {Healer.items.[].system.slots.slot2.prepared.[].id} (5 different values) eHLujW1w7L8fo2ph (x1) pdUJBjOXFtBrFpIw (x1) kLQvD5knLWZ2Qlwk (x1) 5vYqQ37cGlomlLFl (x2) wtVBXKprYy0nkjov (x1) [value] : integer {Healer.items.[].system.slots.slot2.value} (2 different values) 4 (x1) 3 (x1) [slot3] : object {Healer.items.[].system.slots.slot3} max : integer {Healer.items.[].system.slots.slot3.max} (3 different values) 3 (x2) 4 (x1) 5 (x1) [prepared] : array {Healer.items.[].system.slots.slot3.prepared} Length: min=3 max=5 Value type: object {Healer.items.[].system.slots.slot3.prepared.[]} id : string {Healer.items.[].system.slots.slot3.prepared.[].id} (5 different values) 6EyqvJfJa3OZ7TIZ (x1) 6viviYeMnBiq7vvM (x1) rDErKKgENdSOsdNm (x1) 9RGSy2utcO4QELJF (x3) aacKJrz62pQ5sDCE (x2) [value] : integer {Healer.items.[].system.slots.slot3.value} (2 different values) 4 (x1) 3 (x1) [slot4] : object {Healer.items.[].system.slots.slot4} max : integer {Healer.items.[].system.slots.slot4.max} (2 different values) 3 (x2) 4 (x1) [prepared] : array {Healer.items.[].system.slots.slot4.prepared} Length: min=3 max=3 Value type: object {Healer.items.[].system.slots.slot4.prepared.[]} id : string {Healer.items.[].system.slots.slot4.prepared.[].id} (2 different values) kOM5Ijyx5HvOC0Zh (x2) hV2SWaSMhYqezSOQ (x1) value : integer {Healer.items.[].system.slots.slot4.value} (2 different values) 4 (x1) 3 (x1) [slot5] : object {Healer.items.[].system.slots.slot5} max : integer {Healer.items.[].system.slots.slot5.max} (2 different values) 5 (x1) 4 (x1) [prepared] : array {Healer.items.[].system.slots.slot5.prepared} Length: min=5 max=5 Value type: object {Healer.items.[].system.slots.slot5.prepared.[]} id : string {Healer.items.[].system.slots.slot5.prepared.[].id} (2 different values) JhIAOE3WA1Q08fkC (x4) ivyx4y9Gl9ZXMHvq (x1) value : integer {Healer.items.[].system.slots.slot5.value} (same value: 4) [slot6] : object {Healer.items.[].system.slots.slot6} max : integer {Healer.items.[].system.slots.slot6.max} (same value: 4) value : integer {Healer.items.[].system.slots.slot6.value} (same value: 4) [slot7] : object {Healer.items.[].system.slots.slot7} max : integer {Healer.items.[].system.slots.slot7.max} (same value: 4) value : integer {Healer.items.[].system.slots.slot7.value} (same value: 4) [slot8] : object {Healer.items.[].system.slots.slot8} max : integer {Healer.items.[].system.slots.slot8.max} (same value: 3) value : integer {Healer.items.[].system.slots.slot8.value} (same value: 3) [spelldc] : object {Healer.items.[].system.spelldc} dc : integer {Healer.items.[].system.spelldc.dc} (4 different values) 27 (x1) 37 (x1) 23 (x2) 25 (x2) value : integer {Healer.items.[].system.spelldc.value} (4 different values) 19 (x1) 29 (x1) 15 (x2) 17 (x2) [mod] : integer {Healer.items.[].system.spelldc.mod} (same value: 0) [tradition] : object {Healer.items.[].system.tradition} value : string {Healer.items.[].system.tradition.value} (3 different values) primal (x1) divine (x3) occult (x2) [area] : object {Healer.items.[].system.area} type : string {Healer.items.[].system.area.type} (2 different values) burst (x3) emanation (x1) value : integer {Healer.items.[].system.area.value} (3 different values) 20 (x2) 10 (x1) 30 (x1) [cost] : object {Healer.items.[].system.cost} value : string {Healer.items.[].system.cost.value} (3 different values) (x84) rare herbs worth a total value of the target's level (minimum 1) × 25 gp (x1) gemstones worth a total value of 75 gp × the target's level (x1) [counteraction] : boolean {Healer.items.[].system.counteraction} (2 different values) False (x75) True (x11) [defense] : object {Healer.items.[].system.defense} save : object {Healer.items.[].system.defense.save} basic : boolean {Healer.items.[].system.defense.save.basic} (2 different values) False (x4) True (x6) statistic : string {Healer.items.[].system.defense.save.statistic} (3 different values) fortitude (x6) reflex (x2) will (x2) [duration] : object {Healer.items.[].system.duration} sustained : boolean {Healer.items.[].system.duration.sustained} (2 different values) False (x79) True (x7) value : string {Healer.items.[].system.duration.value} (14 different values) 20 minutes (x1) until your next daily preparations (x5) varies (x2) 1 minute (x14) (x38) until the next time you make your daily preparations (x3) 1 hour (x5) 5 minutes (x1) 10 minutes (x6) unlimited (x2) see below (x3) until the start of your next turn (x4) 8 hours (x1) 4 rounds (x1) [location] : object {Healer.items.[].system.location} [value] : string {Healer.items.[].system.location.value} (6 different values) gZi9G7ketHrnJuPL (x18) Z2m3pHFZlVbXHBNf (x36) 6kOiyngYv38Ec0lB (x11) BbtsWaLbyjDHtboq (x1) bfK9IpYFF2kJ8nSs (x17) eRaSvTA6nOKRKzoo (x1) [heightenedLevel] : integer {Healer.items.[].system.location.heightenedLevel} (8 different values) 8 (x3) 7 (x4) 6 (x4) 5 (x4) 4 (x7) 3 (x7) 2 (x7) 1 (x7) [requirements] : string {Healer.items.[].system.requirements} (same value: ) [target] : object {Healer.items.[].system.target} value : string {Healer.items.[].system.target.value} (24 different values) [time] : object {Healer.items.[].system.time} value : string {Healer.items.[].system.time.value} (10 different values) 2 (x56) 1 minute (x4) 4 hours (x1) 3 (x4) 1 hour (x1) 10 minutes (x5) 1 to 3 (x4) reaction (x2) 1 day (x1) 1 (x8) [heightening] : object {Healer.items.[].system.heightening} [levels] : object {Healer.items.[].system.heightening.levels} [7] : object {Healer.items.[].system.heightening.levels.7} target : object {Healer.items.[].system.heightening.levels.7.target} value : string {Healer.items.[].system.heightening.levels.7.target.value} (2 different values) 6 creatures (x1) 5 creatures (x1) [5] : object {Healer.items.[].system.heightening.levels.5} [time] : object {Healer.items.[].system.heightening.levels.5.time} value : string {Healer.items.[].system.heightening.levels.5.time.value} (same value: 3) [traits] : object {Healer.items.[].system.heightening.levels.5.traits} value : array {Healer.items.[].system.heightening.levels.5.traits.value} Length: min=2 max=2 Value type: string {Healer.items.[].system.heightening.levels.5.traits.value.[]} (2 different values) concentrate (x2) manipulate (x2) [target] : object {Healer.items.[].system.heightening.levels.5.target} value : string {Healer.items.[].system.heightening.levels.5.target.value} (same value: 1 specific object or type of object, or a specific creature or ancestry) [4] : object {Healer.items.[].system.heightening.levels.4} [area] : object {Healer.items.[].system.heightening.levels.4.area} areaType : string {Healer.items.[].system.heightening.levels.4.area.areaType} (same value: emanation) type : string {Healer.items.[].system.heightening.levels.4.area.type} (same value: ) value : string {Healer.items.[].system.heightening.levels.4.area.value} (same value: 20) [range] : object {Healer.items.[].system.heightening.levels.4.range} value : string {Healer.items.[].system.heightening.levels.4.range.value} (2 different values) 20 feet (x1) 30 feet (x1) target : object {Healer.items.[].system.heightening.levels.4.target} value : string {Healer.items.[].system.heightening.levels.4.target.value} (3 different values) 2 creatures (x1) 10 willing living creatures (x1) 10 creatures (x1) [8] : object {Healer.items.[].system.heightening.levels.8} damage : object {Healer.items.[].system.heightening.levels.8.damage} 0 : object {Healer.items.[].system.heightening.levels.8.damage.0} applyMod : boolean {Healer.items.[].system.heightening.levels.8.damage.0.applyMod} (same value: False) [category] : mixed formula : string {Healer.items.[].system.heightening.levels.8.damage.0.formula} (same value: 1d10) materials : array<> {Healer.items.[].system.heightening.levels.8.damage.0.materials} Length: min=0 max=0 Value type: mixed type : string {Healer.items.[].system.heightening.levels.8.damage.0.type} (same value: vitality) [9] : object {Healer.items.[].system.heightening.levels.9} damage : object {Healer.items.[].system.heightening.levels.9.damage} 0 : object {Healer.items.[].system.heightening.levels.9.damage.0} applyMod : boolean {Healer.items.[].system.heightening.levels.9.damage.0.applyMod} (same value: False) [category] : mixed formula : string {Healer.items.[].system.heightening.levels.9.damage.0.formula} (same value: 1d12) materials : array<> {Healer.items.[].system.heightening.levels.9.damage.0.materials} Length: min=0 max=0 Value type: mixed type : string {Healer.items.[].system.heightening.levels.9.damage.0.type} (same value: vitality) [3] : object {Healer.items.[].system.heightening.levels.3} range : object {Healer.items.[].system.heightening.levels.3.range} value : string {Healer.items.[].system.heightening.levels.3.range.value} (same value: 500 feet) [type] : string {Healer.items.[].system.heightening.type} (2 different values) fixed (x13) interval (x13) [damage] : object {Healer.items.[].system.heightening.damage} [0] : string {Healer.items.[].system.heightening.damage.0} (4 different values) 1d4 (x2) 1d8 (x5) 1d6 (x2) 1d10+4 (x4) [interval] : integer {Healer.items.[].system.heightening.interval} (same value: 1) [ritual] : object {Healer.items.[].system.ritual} primary : object {Healer.items.[].system.ritual.primary} check : string {Healer.items.[].system.ritual.primary.check} (2 different values) Nature (expert) (x1) Religion (expert) (x1) secondary : object {Healer.items.[].system.ritual.secondary} casters : integer {Healer.items.[].system.ritual.secondary.casters} (same value: 2) checks : string {Healer.items.[].system.ritual.secondary.checks} (2 different values) Occultism, Religion (x1) Medicine, Society (x1) [overlays] : object {Healer.items.[].system.overlays} [37gy7l19tik74o4s] : object {Healer.items.[].system.overlays.37gy7l19tik74o4s} _id : string {Healer.items.[].system.overlays.37gy7l19tik74o4s._id} (same value: 37gy7l19tik74o4s) name : string {Healer.items.[].system.overlays.37gy7l19tik74o4s.name} (same value: Heal (vs. Living)) overlayType : string {Healer.items.[].system.overlays.37gy7l19tik74o4s.overlayType} (same value: override) sort : integer {Healer.items.[].system.overlays.37gy7l19tik74o4s.sort} (same value: 2) system : object {Healer.items.[].system.overlays.37gy7l19tik74o4s.system} damage : object {Healer.items.[].system.overlays.37gy7l19tik74o4s.system.damage} 0 : object {Healer.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0} formula : string {Healer.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0.formula} (same value: 1d8+8) kinds : array {Healer.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0.kinds} Length: min=1 max=1 Value type: string {Healer.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0.kinds.[]} (same value: healing) [defense] : mixed heightening : object {Healer.items.[].system.overlays.37gy7l19tik74o4s.system.heightening} damage : object {Healer.items.[].system.overlays.37gy7l19tik74o4s.system.heightening.damage} 0 : string {Healer.items.[].system.overlays.37gy7l19tik74o4s.system.heightening.damage.0} (same value: 1d8+8) range : object {Healer.items.[].system.overlays.37gy7l19tik74o4s.system.range} value : string {Healer.items.[].system.overlays.37gy7l19tik74o4s.system.range.value} (same value: 30 feet) time : object {Healer.items.[].system.overlays.37gy7l19tik74o4s.system.time} value : string {Healer.items.[].system.overlays.37gy7l19tik74o4s.system.time.value} (same value: 2) traits : object {Healer.items.[].system.overlays.37gy7l19tik74o4s.system.traits} value : array {Healer.items.[].system.overlays.37gy7l19tik74o4s.system.traits.value} Length: min=4 max=4 Value type: string {Healer.items.[].system.overlays.37gy7l19tik74o4s.system.traits.value.[]} (4 different values) concentrate (x4) healing (x4) manipulate (x4) vitality (x4) [7qdtetowq348s9oc] : object {Healer.items.[].system.overlays.7qdtetowq348s9oc} _id : string {Healer.items.[].system.overlays.7qdtetowq348s9oc._id} (same value: 7qdtetowq348s9oc) overlayType : string {Healer.items.[].system.overlays.7qdtetowq348s9oc.overlayType} (same value: override) sort : integer {Healer.items.[].system.overlays.7qdtetowq348s9oc.sort} (same value: 1) system : object {Healer.items.[].system.overlays.7qdtetowq348s9oc.system} range : object {Healer.items.[].system.overlays.7qdtetowq348s9oc.system.range} value : string {Healer.items.[].system.overlays.7qdtetowq348s9oc.system.range.value} (same value: touch) time : object {Healer.items.[].system.overlays.7qdtetowq348s9oc.system.time} value : string {Healer.items.[].system.overlays.7qdtetowq348s9oc.system.time.value} (same value: 1) [7vbvdrv2cl87sqta] : object {Healer.items.[].system.overlays.7vbvdrv2cl87sqta} _id : string {Healer.items.[].system.overlays.7vbvdrv2cl87sqta._id} (same value: 7vbvdrv2cl87sqta) overlayType : string {Healer.items.[].system.overlays.7vbvdrv2cl87sqta.overlayType} (same value: override) sort : integer {Healer.items.[].system.overlays.7vbvdrv2cl87sqta.sort} (same value: 4) system : object {Healer.items.[].system.overlays.7vbvdrv2cl87sqta.system} area : object {Healer.items.[].system.overlays.7vbvdrv2cl87sqta.system.area} type : string {Healer.items.[].system.overlays.7vbvdrv2cl87sqta.system.area.type} (same value: emanation) value : integer {Healer.items.[].system.overlays.7vbvdrv2cl87sqta.system.area.value} (same value: 30) range : object {Healer.items.[].system.overlays.7vbvdrv2cl87sqta.system.range} value : string {Healer.items.[].system.overlays.7vbvdrv2cl87sqta.system.range.value} (same value: ) target : object {Healer.items.[].system.overlays.7vbvdrv2cl87sqta.system.target} value : string {Healer.items.[].system.overlays.7vbvdrv2cl87sqta.system.target.value} (same value: all living and undead creatures) time : object {Healer.items.[].system.overlays.7vbvdrv2cl87sqta.system.time} value : string {Healer.items.[].system.overlays.7vbvdrv2cl87sqta.system.time.value} (same value: 3) traits : object {Healer.items.[].system.overlays.7vbvdrv2cl87sqta.system.traits} value : array {Healer.items.[].system.overlays.7vbvdrv2cl87sqta.system.traits.value} Length: min=4 max=4 Value type: string {Healer.items.[].system.overlays.7vbvdrv2cl87sqta.system.traits.value.[]} (4 different values) concentrate (x4) healing (x4) manipulate (x4) vitality (x4) [lfxcoz2d3f8j2zq1] : object {Healer.items.[].system.overlays.lfxcoz2d3f8j2zq1} _id : string {Healer.items.[].system.overlays.lfxcoz2d3f8j2zq1._id} (same value: lfxcoz2d3f8j2zq1) name : string {Healer.items.[].system.overlays.lfxcoz2d3f8j2zq1.name} (same value: Heal (vs. Undead)) overlayType : string {Healer.items.[].system.overlays.lfxcoz2d3f8j2zq1.overlayType} (same value: override) sort : integer {Healer.items.[].system.overlays.lfxcoz2d3f8j2zq1.sort} (same value: 3) system : object {Healer.items.[].system.overlays.lfxcoz2d3f8j2zq1.system} damage : object {Healer.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage} 0 : object {Healer.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage.0} kinds : array {Healer.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage.0.kinds} Length: min=1 max=1 Value type: string {Healer.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage.0.kinds.[]} (same value: damage) range : object {Healer.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.range} value : string {Healer.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.range.value} (same value: 30 feet) target : object {Healer.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.target} value : string {Healer.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.target.value} (same value: 1 undead) time : object {Healer.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.time} value : string {Healer.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.time.value} (same value: 2) traits : object {Healer.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.traits} value : array {Healer.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.traits.value} Length: min=4 max=4 Value type: string {Healer.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.traits.value.[]} (4 different values) concentrate (x4) healing (x4) manipulate (x4) vitality (x4) 2I469pfbYcmFvzOA : object {Healer.items.[].system.overlays.2I469pfbYcmFvzOA} _id : string {Healer.items.[].system.overlays.2I469pfbYcmFvzOA._id} (same value: 2I469pfbYcmFvzOA) name : string {Healer.items.[].system.overlays.2I469pfbYcmFvzOA.name} (same value: Telekinetic Projectile (Bludgeoning)) overlayType : string {Healer.items.[].system.overlays.2I469pfbYcmFvzOA.overlayType} (same value: override) sort : integer {Healer.items.[].system.overlays.2I469pfbYcmFvzOA.sort} (same value: 1) system : object {Healer.items.[].system.overlays.2I469pfbYcmFvzOA.system} damage : object {Healer.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage} 0 : object {Healer.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage.0} [category] : mixed type : string {Healer.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage.0.type} (same value: bludgeoning) cUFX7ExSLeoa3vIF : object {Healer.items.[].system.overlays.cUFX7ExSLeoa3vIF} _id : string {Healer.items.[].system.overlays.cUFX7ExSLeoa3vIF._id} (same value: cUFX7ExSLeoa3vIF) name : string {Healer.items.[].system.overlays.cUFX7ExSLeoa3vIF.name} (same value: Telekinetic Projectile (Piercing)) overlayType : string {Healer.items.[].system.overlays.cUFX7ExSLeoa3vIF.overlayType} (same value: override) sort : integer {Healer.items.[].system.overlays.cUFX7ExSLeoa3vIF.sort} (same value: 2) system : object {Healer.items.[].system.overlays.cUFX7ExSLeoa3vIF.system} damage : object {Healer.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage} 0 : object {Healer.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage.0} [category] : mixed type : string {Healer.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage.0.type} (same value: piercing) zFWsMjoeCnLxqJaV : object {Healer.items.[].system.overlays.zFWsMjoeCnLxqJaV} _id : string {Healer.items.[].system.overlays.zFWsMjoeCnLxqJaV._id} (same value: zFWsMjoeCnLxqJaV) name : string {Healer.items.[].system.overlays.zFWsMjoeCnLxqJaV.name} (same value: Telekinetic Projectile (Slashing)) overlayType : string {Healer.items.[].system.overlays.zFWsMjoeCnLxqJaV.overlayType} (same value: override) sort : integer {Healer.items.[].system.overlays.zFWsMjoeCnLxqJaV.sort} (same value: 3) system : object {Healer.items.[].system.overlays.zFWsMjoeCnLxqJaV.system} damage : object {Healer.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage} 0 : object {Healer.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage.0} [category] : mixed type : string {Healer.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage.0.type} (same value: slashing) [specific] : object {Healer.items.[].system.specific} material : object {Healer.items.[].system.specific.material} [grade] : mixed [type] : mixed runes : object {Healer.items.[].system.specific.runes} potency : integer {Healer.items.[].system.specific.runes.potency} (same value: 1) property : array<> {Healer.items.[].system.specific.runes.property} Length: min=0 max=0 Value type: mixed striking : integer {Healer.items.[].system.specific.runes.striking} (same value: 1) [stackGroup] : string {Healer.items.[].system.stackGroup} (same value: bolts) [mod] : object {Healer.items.[].system.mod} value : integer {Healer.items.[].system.mod.value} (2 different values) 13 (x1) 9 (x1) [proficient] : object {Healer.items.[].system.proficient} value : integer {Healer.items.[].system.proficient.value} (same value: 0) [selfEffect] : object {Healer.items.[].system.selfEffect} name : string {Healer.items.[].system.selfEffect.name} (same value: Effect: Medical Malpractice) uuid : string {Healer.items.[].system.selfEffect.uuid} (same value: Compendium.pf2e.bestiary-effects.Item.Effect: Medical Malpractice) type : string {Healer.items.[].type} (10 different values) weapon (x12) armor (x5) equipment (x14) consumable (x4) melee (x25) action (x32) spellcastingEntry (x6) spell (x86) treasure (x1) lore (x2) [flags] : object {Healer.items.[].flags} pf2e : object {Healer.items.[].flags.pf2e} linkedWeapon : string {Healer.items.[].flags.pf2e.linkedWeapon} (11 different values) tVAzg3UKldmyachB (x1) GkeYJpgH76CYwwdd (x1) W2OH0N8lRkDyBZx6 (x1) jNJweBqA0kn7XVbl (x1) i2yJgmsqAhmYHP0t (x1) VfrZSCtGrEKFE2nq (x1) Z6BNfng94z1xdzn3 (x2) CjYVPKaqWE3kLeLO (x1) cfv6Nu2BGEKm80fE (x1) Jc5N0riyRQ0xbabE (x1) FS9eQaeuOQg8tEUH (x2) name : string {Healer.name} (all different values) system : object {Healer.system} abilities : object {Healer.system.abilities} cha : object {Healer.system.abilities.cha} mod : integer {Healer.system.abilities.cha.mod} (5 different values) 1 (x2) 0 (x2) 5 (x1) 2 (x3) 4 (x1) con : object {Healer.system.abilities.con} mod : integer {Healer.system.abilities.con.mod} (4 different values) 1 (x5) 3 (x2) 4 (x1) 0 (x1) dex : object {Healer.system.abilities.dex} mod : integer {Healer.system.abilities.dex.mod} (4 different values) 1 (x6) 0 (x1) 3 (x1) 2 (x1) int : object {Healer.system.abilities.int} mod : integer {Healer.system.abilities.int.mod} (4 different values) 3 (x2) 1 (x2) 2 (x3) 4 (x2) str : object {Healer.system.abilities.str} mod : integer {Healer.system.abilities.str.mod} (6 different values) 0 (x3) 4 (x1) 3 (x2) -1 (x1) 1 (x1) 2 (x1) wis : object {Healer.system.abilities.wis} mod : integer {Healer.system.abilities.wis.mod} (4 different values) 3 (x2) 4 (x5) 2 (x1) 1 (x1) attributes : object {Healer.system.attributes} ac : object {Healer.system.attributes.ac} details : string {Healer.system.attributes.ac.details} (same value: ) value : integer {Healer.system.attributes.ac.value} (7 different values) 14 (x1) 26 (x1) 13 (x2) 35 (x1) 20 (x1) 17 (x2) 24 (x1) allSaves : object {Healer.system.attributes.allSaves} value : string {Healer.system.attributes.allSaves.value} (2 different values) +1 circumstance to all saves vs. poisons (x1) (x8) hp : object {Healer.system.attributes.hp} details : string {Healer.system.attributes.hp.details} (same value: ) max : integer {Healer.system.attributes.hp.max} (8 different values) 8 (x2) 150 (x1) 24 (x1) 200 (x1) 70 (x1) 30 (x1) 110 (x1) 50 (x1) temp : integer {Healer.system.attributes.hp.temp} (same value: 0) value : integer {Healer.system.attributes.hp.value} (8 different values) 8 (x2) 150 (x1) 24 (x1) 200 (x1) 70 (x1) 30 (x1) 110 (x1) 50 (x1) [resistances] : array {Healer.system.attributes.resistances} Length: min=1 max=1 Value type: object {Healer.system.attributes.resistances.[]} type : string {Healer.system.attributes.resistances.[].type} (2 different values) poison (x2) mental (x1) value : integer {Healer.system.attributes.resistances.[].value} (3 different values) 2 (x1) 15 (x1) 5 (x1) doubleVs : array<> {Healer.system.attributes.resistances.[].doubleVs} Length: min=0 max=0 Value type: mixed exceptions : array<> {Healer.system.attributes.resistances.[].exceptions} Length: min=0 max=0 Value type: mixed speed : object {Healer.system.attributes.speed} otherSpeeds : array<> {Healer.system.attributes.speed.otherSpeeds} Length: min=0 max=0 Value type: mixed value : integer {Healer.system.attributes.speed.value} (same value: 25) details : object {Healer.system.details} blurb : string {Healer.system.details.blurb} (same value: ) languages : object {Healer.system.details.languages} details : string {Healer.system.details.languages.details} (2 different values) (x8) two additional humanoid languages (x1) value : array {Healer.system.details.languages.value} Length: min=0 max=3 Value type: string {Healer.system.details.languages.value.[]} (3 different values) common (x8) fey (x1) wildsong (x1) level : object {Healer.system.details.level} value : integer {Healer.system.details.level.value} (8 different values) -1 (x2) 9 (x1) 1 (x1) 15 (x1) 5 (x1) 2 (x1) 7 (x1) 3 (x1) privateNotes : string {Healer.system.details.privateNotes} (same value: ) publicNotes : string {Healer.system.details.publicNotes} (all different values) publication : object {Healer.system.details.publication} license : string {Healer.system.details.publication.license} (same value: ORC) remaster : boolean {Healer.system.details.publication.remaster} (same value: True) title : string {Healer.system.details.publication.title} (same value: Pathfinder NPC Core) initiative : object {Healer.system.initiative} statistic : string {Healer.system.initiative.statistic} (same value: perception) perception : object {Healer.system.perception} details : string {Healer.system.perception.details} (3 different values) (x7) (+8 to notice ailments) (x1) +16 to Sense Motive (x1) mod : integer {Healer.system.perception.mod} (7 different values) 5 (x1) 17 (x1) 7 (x1) 25 (x1) 6 (x2) 13 (x1) 14 (x2) senses : array<> {Healer.system.perception.senses} Length: min=0 max=0 Value type: mixed resources : object {Healer.system.resources} [focus] : object {Healer.system.resources.focus} max : integer {Healer.system.resources.focus.max} (2 different values) 1 (x1) 2 (x1) value : integer {Healer.system.resources.focus.value} (2 different values) 1 (x1) 2 (x1) saves : object {Healer.system.saves} fortitude : object {Healer.system.saves.fortitude} saveDetail : string {Healer.system.saves.fortitude.saveDetail} (same value: ) value : integer {Healer.system.saves.fortitude.value} (8 different values) 8 (x2) 18 (x1) 26 (x1) 9 (x1) 13 (x1) 7 (x1) 15 (x1) 10 (x1) reflex : object {Healer.system.saves.reflex} saveDetail : string {Healer.system.saves.reflex.saveDetail} (same value: ) value : integer {Healer.system.saves.reflex.value} (8 different values) 3 (x2) 16 (x1) 5 (x1) 24 (x1) 8 (x1) 7 (x1) 12 (x1) 9 (x1) will : object {Healer.system.saves.will} saveDetail : string {Healer.system.saves.will.saveDetail} (same value: ) value : integer {Healer.system.saves.will.value} (8 different values) 5 (x1) 19 (x1) 9 (x1) 27 (x1) 8 (x2) 13 (x1) 10 (x1) 18 (x1) skills : object {Healer.system.skills} [crafting] : object {Healer.system.skills.crafting} base : integer {Healer.system.skills.crafting.base} (4 different values) 5 (x1) 6 (x1) 10 (x1) 11 (x1) [special] : array {Healer.system.skills.crafting.special} Length: min=1 max=1 Value type: object {Healer.system.skills.crafting.special.[]} base : integer {Healer.system.skills.crafting.special.[].base} (2 different values) 8 (x1) 7 (x1) label : string {Healer.system.skills.crafting.special.[].label} (2 different values) for alchemy and medication (x1) for items with the healing trait (x1) predicate : array {Healer.system.skills.crafting.special.[].predicate} Length: min=1 max=1 Value type: mixed object {Healer.system.skills.crafting.special.[].predicate.[]} or : array {Healer.system.skills.crafting.special.[].predicate.[].or} Length: min=2 max=2 Value type: string {Healer.system.skills.crafting.special.[].predicate.[].or.[]} (2 different values) action:craft:alchemical (x1) action:craft:medicine (x1) string {Healer.system.skills.crafting.special.[].predicate.[]} (same value: healing) [medicine] : object {Healer.system.skills.medicine} base : integer {Healer.system.skills.medicine.base} (7 different values) 10 (x2) 21 (x1) 33 (x1) 12 (x1) 13 (x1) 16 (x1) 17 (x1) [special] : array<> {Healer.system.skills.medicine.special} Length: min=0 max=0 Value type: mixed [nature] : object {Healer.system.skills.nature} base : integer {Healer.system.skills.nature.base} (4 different values) 8 (x1) 19 (x1) 7 (x1) 27 (x1) [special] : array<> {Healer.system.skills.nature.special} Length: min=0 max=0 Value type: mixed [athletics] : object {Healer.system.skills.athletics} base : integer {Healer.system.skills.athletics.base} (same value: 19) special : array {Healer.system.skills.athletics.special} Length: min=1 max=1 Value type: object {Healer.system.skills.athletics.special.[]} base : integer {Healer.system.skills.athletics.special.[].base} (same value: 20) label : string {Healer.system.skills.athletics.special.[].label} (same value: Using their staff) predicate : array {Healer.system.skills.athletics.special.[].predicate} Length: min=1 max=1 Value type: string {Healer.system.skills.athletics.special.[].predicate.[]} (same value: staff) [diplomacy] : object {Healer.system.skills.diplomacy} base : integer {Healer.system.skills.diplomacy.base} (7 different values) 14 (x1) 4 (x1) 26 (x1) 6 (x1) 8 (x1) 17 (x1) 9 (x1) [special] : array<> {Healer.system.skills.diplomacy.special} Length: min=0 max=0 Value type: mixed [society] : object {Healer.system.skills.society} base : integer {Healer.system.skills.society.base} (4 different values) 14 (x2) 23 (x1) 5 (x1) 9 (x1) [special] : array<> {Healer.system.skills.society.special} Length: min=0 max=0 Value type: mixed [survival] : object {Healer.system.skills.survival} base : integer {Healer.system.skills.survival.base} (2 different values) 17 (x1) 7 (x1) special : array<> {Healer.system.skills.survival.special} Length: min=0 max=0 Value type: mixed [religion] : object {Healer.system.skills.religion} base : integer {Healer.system.skills.religion.base} (2 different values) 25 (x1) 13 (x1) [intimidation] : object {Healer.system.skills.intimidation} base : integer {Healer.system.skills.intimidation.base} (same value: 9) [occultism] : object {Healer.system.skills.occultism} base : integer {Healer.system.skills.occultism.base} (same value: 16) [performance] : object {Healer.system.skills.performance} base : integer {Healer.system.skills.performance.base} (same value: 15) traits : object {Healer.system.traits} rarity : string {Healer.system.traits.rarity} (same value: common) size : object {Healer.system.traits.size} value : string {Healer.system.traits.size.value} (same value: med) value : array {Healer.system.traits.value} Length: min=2 max=2 Value type: string {Healer.system.traits.value.[]} (2 different values) human (x9) humanoid (x9) type : string {Healer.type} (same value: npc)