6-00 Different values: 62 ===================================== object {6-00} _id : string {6-00._id} (all different values) folder : string {6-00.folder} (same value: 3O6k1txqxiBSM0Kb) img : string {6-00.img} (2 different values) systems/pf2e/icons/default-icons/hazard.svg (x27) systems/pf2e/icons/default-icons/npc.svg (x35) items : array {6-00.items} Length: min=1 max=19 Value type: object {6-00.items.[]} _id : string {6-00.items.[]._id} (215 different values) img : string {6-00.items.[].img} (44 different values) name : string {6-00.items.[].name} (160 different values) sort : integer {6-00.items.[].sort} (20 different values) 0 (x61) 100000 (x35) 200000 (x35) 300000 (x35) 400000 (x33) 500000 (x31) 600000 (x28) 700000 (x28) 800000 (x18) 900000 (x15) 1000000 (x14) 1100000 (x13) 1200000 (x8) 1300000 (x7) 1400000 (x7) 1500000 (x4) 1600000 (x3) 1700000 (x3) 1800000 (x3) 1900000 (x2) system : object {6-00.items.[].system} [actionType] : object {6-00.items.[].system.actionType} value : string {6-00.items.[].system.actionType.value} (4 different values) reaction (x40) action (x98) passive (x87) free (x1) [actions] : object {6-00.items.[].system.actions} [value] : integer {6-00.items.[].system.actions.value} (3 different values) 1 (x59) 2 (x37) 3 (x2) [category] : string {6-00.items.[].system.category} (9 different values) offensive (x132) other (x4) defensive (x57) interaction (x37) simple (x2) martial (x2) medium (x1) talisman (x1) potion (x1) description : object {6-00.items.[].system.description} value : string {6-00.items.[].system.description.value} (180 different values) publication : object {6-00.items.[].system.publication} license : string {6-00.items.[].system.publication.license} (2 different values) ORC (x325) OGL (x58) remaster : boolean {6-00.items.[].system.publication.remaster} (2 different values) True (x321) False (x62) title : string {6-00.items.[].system.publication.title} (7 different values) (x245) Pathfinder Monster Core (x82) Pathfinder Player Core (x50) Pathfinder Secrets of Magic (x1) Pathfinder Treasure Vault (x1) Pathfinder GM Core (x2) Pathfinder Bestiary (x2) rules : ###FoundryRulesObject### [slug] : string {6-00.items.[].system.slug} (56 different values) traits : object {6-00.items.[].system.traits} [value] : array {6-00.items.[].system.traits.value} Length: min=0 max=7 Value type: string {6-00.items.[].system.traits.value.[]} (55 different values) [rarity] : string {6-00.items.[].system.traits.rarity} (2 different values) common (x146) uncommon (x11) [traditions] : array {6-00.items.[].system.traits.traditions} Length: min=0 max=4 Value type: string {6-00.items.[].system.traits.traditions.[]} (4 different values) occult (x40) primal (x15) divine (x25) arcane (x35) [attackEffects] : object {6-00.items.[].system.attackEffects} value : array {6-00.items.[].system.attackEffects.value} Length: min=0 max=1 Value type: string {6-00.items.[].system.attackEffects.value.[]} (5 different values) grab (x7) improved-grab (x1) corrupting-spite (x3) con-rit-venom (x1) stunning-shock (x1) [bonus] : object {6-00.items.[].system.bonus} value : integer {6-00.items.[].system.bonus.value} (18 different values) 15 (x6) 18 (x6) 11 (x5) 14 (x6) 17 (x6) 20 (x4) 13 (x4) 9 (x8) 12 (x8) 8 (x3) 7 (x5) 6 (x2) 16 (x7) 10 (x2) 23 (x1) 5 (x1) 0 (x4) 4 (x4) [damageRolls] : object {6-00.items.[].system.damageRolls} [9Mpwi2EZsz16zwks] : object {6-00.items.[].system.damageRolls.9Mpwi2EZsz16zwks} damage : string {6-00.items.[].system.damageRolls.9Mpwi2EZsz16zwks.damage} (2 different values) 2d8+7 (x1) 4d6+6 (x1) damageType : string {6-00.items.[].system.damageRolls.9Mpwi2EZsz16zwks.damageType} (same value: bludgeoning) [tcHotaQIiKYNUt3Q] : object {6-00.items.[].system.damageRolls.tcHotaQIiKYNUt3Q} damage : string {6-00.items.[].system.damageRolls.tcHotaQIiKYNUt3Q.damage} (4 different values) 1d10+3 (x1) 2d10+5 (x1) 2d10+8 (x1) 2d10+10 (x1) damageType : string {6-00.items.[].system.damageRolls.tcHotaQIiKYNUt3Q.damageType} (same value: piercing) [1onLqdayXWRdDcIQ] : object {6-00.items.[].system.damageRolls.1onLqdayXWRdDcIQ} damage : string {6-00.items.[].system.damageRolls.1onLqdayXWRdDcIQ.damage} (4 different values) 1d8+3 (x1) 2d8+5 (x1) 2d8+8 (x1) 2d8+10 (x1) damageType : string {6-00.items.[].system.damageRolls.1onLqdayXWRdDcIQ.damageType} (same value: slashing) [ZWbt9YmthjWjxsri] : object {6-00.items.[].system.damageRolls.ZWbt9YmthjWjxsri} damage : string {6-00.items.[].system.damageRolls.ZWbt9YmthjWjxsri.damage} (3 different values) 1d6+8 (x1) 1d6 (x1) 1d6+2 (x1) damageType : string {6-00.items.[].system.damageRolls.ZWbt9YmthjWjxsri.damageType} (same value: bludgeoning) [0kDho8QrnuLmDwTW] : object {6-00.items.[].system.damageRolls.0kDho8QrnuLmDwTW} damage : string {6-00.items.[].system.damageRolls.0kDho8QrnuLmDwTW.damage} (same value: 1d6+6) damageType : string {6-00.items.[].system.damageRolls.0kDho8QrnuLmDwTW.damageType} (same value: spirit) [qcTAFj0rWrwPOTle] : object {6-00.items.[].system.damageRolls.qcTAFj0rWrwPOTle} damage : string {6-00.items.[].system.damageRolls.qcTAFj0rWrwPOTle.damage} (8 different values) 2d6+10 (x1) 1d6+4 (x1) 1d8+8 (x1) 2d6+8 (x1) 1d6+2 (x1) 1d8+6 (x1) 2d6+6 (x1) 1d6 (x1) damageType : string {6-00.items.[].system.damageRolls.qcTAFj0rWrwPOTle.damageType} (same value: bludgeoning) [Fx4wmSjfA5gtusv1] : object {6-00.items.[].system.damageRolls.Fx4wmSjfA5gtusv1} damage : string {6-00.items.[].system.damageRolls.Fx4wmSjfA5gtusv1.damage} (2 different values) 2d8+9 (x1) 1d10+8 (x1) damageType : string {6-00.items.[].system.damageRolls.Fx4wmSjfA5gtusv1.damageType} (same value: piercing) [64EixiuQSzudSz26] : object {6-00.items.[].system.damageRolls.64EixiuQSzudSz26} damage : string {6-00.items.[].system.damageRolls.64EixiuQSzudSz26.damage} (3 different values) 1d8+4 (x1) 1d4+1 (x1) 1d6+4 (x1) damageType : string {6-00.items.[].system.damageRolls.64EixiuQSzudSz26.damageType} (same value: bludgeoning) [urMCQcfbHeh3zPQa] : object {6-00.items.[].system.damageRolls.urMCQcfbHeh3zPQa} damage : string {6-00.items.[].system.damageRolls.urMCQcfbHeh3zPQa.damage} (3 different values) 1d8+4 (x1) 1d4 (x1) 1d6+4 (x1) damageType : string {6-00.items.[].system.damageRolls.urMCQcfbHeh3zPQa.damageType} (same value: fire) [MfUw3yGNIXt00dxn] : object {6-00.items.[].system.damageRolls.MfUw3yGNIXt00dxn} damage : string {6-00.items.[].system.damageRolls.MfUw3yGNIXt00dxn.damage} (same value: 1d6+3) damageType : string {6-00.items.[].system.damageRolls.MfUw3yGNIXt00dxn.damageType} (same value: piercing) [6a33emy51b8c1nnd4r62] : object {6-00.items.[].system.damageRolls.6a33emy51b8c1nnd4r62} damage : string {6-00.items.[].system.damageRolls.6a33emy51b8c1nnd4r62.damage} (2 different values) 1d6+3 (x1) 1d6 (x1) damageType : string {6-00.items.[].system.damageRolls.6a33emy51b8c1nnd4r62.damageType} (same value: bludgeoning) [skw6c35csgfn4q2okdae] : object {6-00.items.[].system.damageRolls.skw6c35csgfn4q2okdae} damage : string {6-00.items.[].system.damageRolls.skw6c35csgfn4q2okdae.damage} (2 different values) 1d6+3 (x1) 1d6 (x1) damageType : string {6-00.items.[].system.damageRolls.skw6c35csgfn4q2okdae.damageType} (same value: piercing) [mj76ftfh6ymtw57kly1p] : object {6-00.items.[].system.damageRolls.mj76ftfh6ymtw57kly1p} damage : string {6-00.items.[].system.damageRolls.mj76ftfh6ymtw57kly1p.damage} (2 different values) 3d8+3 (x1) 1d8+3 (x1) damageType : string {6-00.items.[].system.damageRolls.mj76ftfh6ymtw57kly1p.damageType} (same value: piercing) [blrpxgl5svywd47o3bao] : object {6-00.items.[].system.damageRolls.blrpxgl5svywd47o3bao} damage : string {6-00.items.[].system.damageRolls.blrpxgl5svywd47o3bao.damage} (2 different values) 3d6+3 (x1) 1d6+3 (x1) damageType : string {6-00.items.[].system.damageRolls.blrpxgl5svywd47o3bao.damageType} (same value: bludgeoning) [6ipm46pd7h4wv9aoyick] : object {6-00.items.[].system.damageRolls.6ipm46pd7h4wv9aoyick} damage : string {6-00.items.[].system.damageRolls.6ipm46pd7h4wv9aoyick.damage} (same value: 2d8+8) damageType : string {6-00.items.[].system.damageRolls.6ipm46pd7h4wv9aoyick.damageType} (same value: slashing) [vwc4YwkT9yUNmzIu] : object {6-00.items.[].system.damageRolls.vwc4YwkT9yUNmzIu} damage : string {6-00.items.[].system.damageRolls.vwc4YwkT9yUNmzIu.damage} (same value: 2d6+9) damageType : string {6-00.items.[].system.damageRolls.vwc4YwkT9yUNmzIu.damageType} (same value: bludgeoning) [c7QGpmnMx88XSXpc] : object {6-00.items.[].system.damageRolls.c7QGpmnMx88XSXpc} damage : string {6-00.items.[].system.damageRolls.c7QGpmnMx88XSXpc.damage} (4 different values) 1d10+5 (x1) 4d8+10 (x1) 4d8+18 (x1) 4d10+22 (x1) damageType : string {6-00.items.[].system.damageRolls.c7QGpmnMx88XSXpc.damageType} (same value: bludgeoning) [jPmcLzpqz5iECp6j] : object {6-00.items.[].system.damageRolls.jPmcLzpqz5iECp6j} damage : string {6-00.items.[].system.damageRolls.jPmcLzpqz5iECp6j.damage} (4 different values) 1d10+4 (x1) 2d8+5 (x1) 2d8+9 (x1) 2d10+11 (x1) damageType : string {6-00.items.[].system.damageRolls.jPmcLzpqz5iECp6j.damageType} (same value: spirit) [dkx1l0t20pw8cerrdqjv] : object {6-00.items.[].system.damageRolls.dkx1l0t20pw8cerrdqjv} damage : string {6-00.items.[].system.damageRolls.dkx1l0t20pw8cerrdqjv.damage} (same value: 2d10+6) damageType : string {6-00.items.[].system.damageRolls.dkx1l0t20pw8cerrdqjv.damageType} (same value: void) [xhnoig9jfy8quml6d0n7] : object {6-00.items.[].system.damageRolls.xhnoig9jfy8quml6d0n7} damage : string {6-00.items.[].system.damageRolls.xhnoig9jfy8quml6d0n7.damage} (same value: 1d4+6) damageType : string {6-00.items.[].system.damageRolls.xhnoig9jfy8quml6d0n7.damageType} (same value: slashing) [qKjmaQYrWnVJxSTa] : object {6-00.items.[].system.damageRolls.qKjmaQYrWnVJxSTa} damage : string {6-00.items.[].system.damageRolls.qKjmaQYrWnVJxSTa.damage} (same value: 1d4+6) damageType : string {6-00.items.[].system.damageRolls.qKjmaQYrWnVJxSTa.damageType} (same value: slashing) [Oz0d91ic6DZyEhx2] : object {6-00.items.[].system.damageRolls.Oz0d91ic6DZyEhx2} damage : string {6-00.items.[].system.damageRolls.Oz0d91ic6DZyEhx2.damage} (same value: 1d4+6) damageType : string {6-00.items.[].system.damageRolls.Oz0d91ic6DZyEhx2.damageType} (same value: slashing) [p36zyj2o94q5m2av6t6a] : object {6-00.items.[].system.damageRolls.p36zyj2o94q5m2av6t6a} damage : string {6-00.items.[].system.damageRolls.p36zyj2o94q5m2av6t6a.damage} (2 different values) 1d8+1 (x1) 1d8-1 (x1) damageType : string {6-00.items.[].system.damageRolls.p36zyj2o94q5m2av6t6a.damageType} (same value: piercing) [5gyt9361vlgk0oa54i93] : object {6-00.items.[].system.damageRolls.5gyt9361vlgk0oa54i93} damage : string {6-00.items.[].system.damageRolls.5gyt9361vlgk0oa54i93.damage} (2 different values) 1d6+1 (x1) 1d6-1 (x1) damageType : string {6-00.items.[].system.damageRolls.5gyt9361vlgk0oa54i93.damageType} (same value: slashing) [riye3uel21mu1dieuy2m] : object {6-00.items.[].system.damageRolls.riye3uel21mu1dieuy2m} damage : string {6-00.items.[].system.damageRolls.riye3uel21mu1dieuy2m.damage} (same value: 2d12) damageType : string {6-00.items.[].system.damageRolls.riye3uel21mu1dieuy2m.damageType} (same value: untyped) [0] : object {6-00.items.[].system.damageRolls.0} damage : string {6-00.items.[].system.damageRolls.0.damage} (3 different values) 1d8+4 (x1) 1d6+4 (x1) 1d6-2 (x1) damageType : string {6-00.items.[].system.damageRolls.0.damageType} (3 different values) piercing (x1) slashing (x1) bludgeoning (x1) [H0O5eXMMtHhvUY2G] : object {6-00.items.[].system.damageRolls.H0O5eXMMtHhvUY2G} damage : string {6-00.items.[].system.damageRolls.H0O5eXMMtHhvUY2G.damage} (4 different values) 1d4 (x1) 1d6 (x1) 1d8 (x1) 1d10 (x1) damageType : string {6-00.items.[].system.damageRolls.H0O5eXMMtHhvUY2G.damageType} (same value: piercing) [UppxwDEzdVhdbhhT] : object {6-00.items.[].system.damageRolls.UppxwDEzdVhdbhhT} category : string {6-00.items.[].system.damageRolls.UppxwDEzdVhdbhhT.category} (same value: persistent) damage : string {6-00.items.[].system.damageRolls.UppxwDEzdVhdbhhT.damage} (4 different values) 1d4 (x1) 1d6 (x1) 1d8 (x1) 1d10 (x1) damageType : string {6-00.items.[].system.damageRolls.UppxwDEzdVhdbhhT.damageType} (same value: bleed) [KxZMg8P6KPeYGM34] : object {6-00.items.[].system.damageRolls.KxZMg8P6KPeYGM34} damage : string {6-00.items.[].system.damageRolls.KxZMg8P6KPeYGM34.damage} (same value: 1d6+9) damageType : string {6-00.items.[].system.damageRolls.KxZMg8P6KPeYGM34.damageType} (same value: piercing) [jESFwMupywKjgp4H] : object {6-00.items.[].system.damageRolls.jESFwMupywKjgp4H} damage : string {6-00.items.[].system.damageRolls.jESFwMupywKjgp4H.damage} (same value: 2d6+9) damageType : string {6-00.items.[].system.damageRolls.jESFwMupywKjgp4H.damageType} (same value: slashing) [RUpu4XQOt3NZSOTG] : object {6-00.items.[].system.damageRolls.RUpu4XQOt3NZSOTG} damage : string {6-00.items.[].system.damageRolls.RUpu4XQOt3NZSOTG.damage} (same value: 2d6+9) damageType : string {6-00.items.[].system.damageRolls.RUpu4XQOt3NZSOTG.damageType} (same value: slashing) [pa3MdP8CByEn06qz] : object {6-00.items.[].system.damageRolls.pa3MdP8CByEn06qz} damage : string {6-00.items.[].system.damageRolls.pa3MdP8CByEn06qz.damage} (same value: 2d8+2) damageType : string {6-00.items.[].system.damageRolls.pa3MdP8CByEn06qz.damageType} (same value: piercing) [gXecUIxa95ozc6Dj] : object {6-00.items.[].system.damageRolls.gXecUIxa95ozc6Dj} damage : string {6-00.items.[].system.damageRolls.gXecUIxa95ozc6Dj.damage} (4 different values) 1d6+3 (x1) 1d10+6 (x1) 2d8+7 (x1) 2d10+9 (x1) damageType : string {6-00.items.[].system.damageRolls.gXecUIxa95ozc6Dj.damageType} (same value: force) [13YfnOyihv4vqe5O] : object {6-00.items.[].system.damageRolls.13YfnOyihv4vqe5O} damage : string {6-00.items.[].system.damageRolls.13YfnOyihv4vqe5O.damage} (same value: 2d10+6) damageType : string {6-00.items.[].system.damageRolls.13YfnOyihv4vqe5O.damageType} (same value: piercing) [s0MevxnjafMkB4qN] : object {6-00.items.[].system.damageRolls.s0MevxnjafMkB4qN} damage : string {6-00.items.[].system.damageRolls.s0MevxnjafMkB4qN.damage} (same value: 2d4) damageType : string {6-00.items.[].system.damageRolls.s0MevxnjafMkB4qN.damageType} (same value: poison) [F0aZ1Pe6svOb4Ig6] : object {6-00.items.[].system.damageRolls.F0aZ1Pe6svOb4Ig6} damage : string {6-00.items.[].system.damageRolls.F0aZ1Pe6svOb4Ig6.damage} (same value: 2d8+6) damageType : string {6-00.items.[].system.damageRolls.F0aZ1Pe6svOb4Ig6.damageType} (same value: slashing) [kASSkknsck59AqJ4] : object {6-00.items.[].system.damageRolls.kASSkknsck59AqJ4} damage : string {6-00.items.[].system.damageRolls.kASSkknsck59AqJ4.damage} (same value: 2d8+5) damageType : string {6-00.items.[].system.damageRolls.kASSkknsck59AqJ4.damageType} (same value: bludgeoning) [wZCjcK17CYCE76jc] : object {6-00.items.[].system.damageRolls.wZCjcK17CYCE76jc} damage : string {6-00.items.[].system.damageRolls.wZCjcK17CYCE76jc.damage} (same value: 1d12+5) damageType : string {6-00.items.[].system.damageRolls.wZCjcK17CYCE76jc.damageType} (same value: piercing) [vYu6xP0JFF1p3BTP] : object {6-00.items.[].system.damageRolls.vYu6xP0JFF1p3BTP} damage : string {6-00.items.[].system.damageRolls.vYu6xP0JFF1p3BTP.damage} (same value: 2d10+6) damageType : string {6-00.items.[].system.damageRolls.vYu6xP0JFF1p3BTP.damageType} (same value: piercing) [dbfhihyfnvc3j575s1no] : object {6-00.items.[].system.damageRolls.dbfhihyfnvc3j575s1no} damage : string {6-00.items.[].system.damageRolls.dbfhihyfnvc3j575s1no.damage} (same value: 1d6+1) damageType : string {6-00.items.[].system.damageRolls.dbfhihyfnvc3j575s1no.damageType} (same value: piercing) [m8jqyd39l7kc7da79znl] : object {6-00.items.[].system.damageRolls.m8jqyd39l7kc7da79znl} damage : string {6-00.items.[].system.damageRolls.m8jqyd39l7kc7da79znl.damage} (same value: 1d4-1) damageType : string {6-00.items.[].system.damageRolls.m8jqyd39l7kc7da79znl.damageType} (same value: bludgeoning) [x1rwk0rw36io8pvojb1l] : object {6-00.items.[].system.damageRolls.x1rwk0rw36io8pvojb1l} damage : string {6-00.items.[].system.damageRolls.x1rwk0rw36io8pvojb1l.damage} (same value: 1d4) damageType : string {6-00.items.[].system.damageRolls.x1rwk0rw36io8pvojb1l.damageType} (same value: electricity) [o0ptvj0lxca3e4evke40] : object {6-00.items.[].system.damageRolls.o0ptvj0lxca3e4evke40} damage : string {6-00.items.[].system.damageRolls.o0ptvj0lxca3e4evke40.damage} (same value: 2d6+6) damageType : string {6-00.items.[].system.damageRolls.o0ptvj0lxca3e4evke40.damageType} (same value: piercing) [baseItem] : string {6-00.items.[].system.baseItem} (4 different values) dagger (x1) scimitar (x2) crossbow (x1) hide-armor (x1) [bulk] : object {6-00.items.[].system.bulk} value : mixed float {6-00.items.[].system.bulk.value} (same value: 0,1) integer {6-00.items.[].system.bulk.value} (3 different values) 1 (x3) 2 (x1) 0 (x2) [containerId] : mixed [damage] : object {6-00.items.[].system.damage} [0] : object {6-00.items.[].system.damage.0} applyMod : boolean {6-00.items.[].system.damage.0.applyMod} (same value: False) [category] : mixed formula : string {6-00.items.[].system.damage.0.formula} (3 different values) 1d6 (x4) 2d4 (x3) 3d6 (x1) kinds : array {6-00.items.[].system.damage.0.kinds} Length: min=1 max=1 Value type: string {6-00.items.[].system.damage.0.kinds.[]} (same value: damage) materials : array<> {6-00.items.[].system.damage.0.materials} Length: min=0 max=0 Value type: mixed type : string {6-00.items.[].system.damage.0.type} (3 different values) mental (x4) spirit (x3) bludgeoning (x1) [damageType] : string {6-00.items.[].system.damage.damageType} (2 different values) piercing (x2) slashing (x2) [dice] : integer {6-00.items.[].system.damage.dice} (same value: 1) [die] : string {6-00.items.[].system.damage.die} (3 different values) d4 (x1) d6 (x2) d8 (x1) [equipped] : object {6-00.items.[].system.equipped} carryType : string {6-00.items.[].system.equipped.carryType} (2 different values) worn (x9) held (x3) handsHeld : integer {6-00.items.[].system.equipped.handsHeld} (2 different values) 1 (x3) 0 (x5) [invested] : mixed inSlot : boolean {6-00.items.[].system.equipped.inSlot} (2 different values) False (x4) True (x1) [hardness] : integer {6-00.items.[].system.hardness} (same value: 0) [hp] : object {6-00.items.[].system.hp} max : integer {6-00.items.[].system.hp.max} (same value: 0) value : integer {6-00.items.[].system.hp.value} (same value: 0) [level] : object {6-00.items.[].system.level} value : integer {6-00.items.[].system.level.value} (7 different values) 0 (x8) 2 (x8) 1 (x39) 6 (x1) 5 (x2) 4 (x4) 3 (x3) [material] : object {6-00.items.[].system.material} [grade] : mixed [type] : mixed [price] : object {6-00.items.[].system.price} value : object {6-00.items.[].system.price.value} [sp] : integer {6-00.items.[].system.price.value.sp} (same value: 2) gp : integer {6-00.items.[].system.price.value.gp} (5 different values) 1 (x2) 3 (x2) 2 (x1) 33 (x1) 13 (x1) [quantity] : integer {6-00.items.[].system.quantity} (same value: 1) [size] : string {6-00.items.[].system.size} (same value: med) [usage] : object {6-00.items.[].system.usage} value : string {6-00.items.[].system.usage.value} (4 different values) held-in-one-hand (x8) held-in-two-hands (x1) tattooed-on-the-body (x1) affixed-to-armor (x1) [canBeAmmo] : boolean {6-00.items.[].system.usage.canBeAmmo} (same value: False) [uses] : object {6-00.items.[].system.uses} autoDestroy : boolean {6-00.items.[].system.uses.autoDestroy} (same value: True) max : integer {6-00.items.[].system.uses.max} (same value: 1) value : integer {6-00.items.[].system.uses.value} (same value: 1) [frequency] : object {6-00.items.[].system.frequency} max : integer {6-00.items.[].system.frequency.max} (2 different values) 1 (x7) 3 (x2) per : string {6-00.items.[].system.frequency.per} (2 different values) round (x5) day (x4) [value] : integer {6-00.items.[].system.frequency.value} (same value: 1) [autoHeightenLevel] : object {6-00.items.[].system.autoHeightenLevel} [value] : mixed [prepared] : object {6-00.items.[].system.prepared} value : string {6-00.items.[].system.prepared.value} (same value: innate) [flexible] : boolean {6-00.items.[].system.prepared.flexible} (same value: False) [proficiency] : object {6-00.items.[].system.proficiency} value : integer {6-00.items.[].system.proficiency.value} (2 different values) 1 (x7) 0 (x3) [showSlotlessLevels] : object {6-00.items.[].system.showSlotlessLevels} value : boolean {6-00.items.[].system.showSlotlessLevels.value} (same value: False) [slots] : object {6-00.items.[].system.slots} [spelldc] : object {6-00.items.[].system.spelldc} dc : integer {6-00.items.[].system.spelldc.dc} (9 different values) 22 (x1) 19 (x1) 16 (x2) 26 (x1) 21 (x1) 18 (x1) 25 (x1) 23 (x1) 24 (x1) value : integer {6-00.items.[].system.spelldc.value} (8 different values) 14 (x1) 11 (x1) 8 (x2) 18 (x1) 13 (x2) 10 (x1) 17 (x1) 16 (x1) [mod] : integer {6-00.items.[].system.spelldc.mod} (same value: 0) [tradition] : object {6-00.items.[].system.tradition} value : string {6-00.items.[].system.tradition.value} (3 different values) divine (x8) occult (x1) primal (x1) [area] : object {6-00.items.[].system.area} type : string {6-00.items.[].system.area.type} (2 different values) emanation (x4) burst (x2) value : integer {6-00.items.[].system.area.value} (2 different values) 10 (x4) 20 (x2) details : string {6-00.items.[].system.area.details} (same value: all squares in a 20-foot-radius burst that contain plants) [cost] : object {6-00.items.[].system.cost} value : string {6-00.items.[].system.cost.value} (same value: ) [counteraction] : boolean {6-00.items.[].system.counteraction} (2 different values) False (x49) True (x4) [defense] : object {6-00.items.[].system.defense} save : object {6-00.items.[].system.defense.save} basic : boolean {6-00.items.[].system.defense.save.basic} (2 different values) False (x19) True (x4) statistic : string {6-00.items.[].system.defense.save.statistic} (3 different values) will (x20) fortitude (x2) reflex (x1) [duration] : object {6-00.items.[].system.duration} [sustained] : boolean {6-00.items.[].system.duration.sustained} (2 different values) False (x47) True (x6) value : mixed string {6-00.items.[].system.duration.value} (10 different values) 1 minute (x9) 1 round (x5) (x21) varies (x6) see below (x3) unlimited (x3) until the next time you make your daily preparations (x1) 1 hour (x3) 1 round or sustained up to 1 minute (x1) 10 minutes (x1) integer {6-00.items.[].system.duration.value} (same value: -1) [expiry] : mixed [perpetual] : boolean {6-00.items.[].system.duration.perpetual} (same value: False) [text] : string {6-00.items.[].system.duration.text} (same value: ) [unit] : string {6-00.items.[].system.duration.unit} (same value: unlimited) [heightening] : object {6-00.items.[].system.heightening} [levels] : object {6-00.items.[].system.heightening.levels} [6] : object {6-00.items.[].system.heightening.levels.6} target : object {6-00.items.[].system.heightening.levels.6.target} value : string {6-00.items.[].system.heightening.levels.6.target.value} (2 different values) 5 creatures (x1) 10 creatures (x1) [3] : object {6-00.items.[].system.heightening.levels.3} [target] : object {6-00.items.[].system.heightening.levels.3.target} value : string {6-00.items.[].system.heightening.levels.3.target.value} (2 different values) 5 creatures (x4) 1 unattended object with a Bulk of 1 or less (x1) [range] : object {6-00.items.[].system.heightening.levels.3.range} value : string {6-00.items.[].system.heightening.levels.3.range.value} (same value: 500 feet) [8] : object {6-00.items.[].system.heightening.levels.8} target : object {6-00.items.[].system.heightening.levels.8.target} value : string {6-00.items.[].system.heightening.levels.8.target.value} (same value: 10 creatures) [5] : object {6-00.items.[].system.heightening.levels.5} range : object {6-00.items.[].system.heightening.levels.5.range} value : string {6-00.items.[].system.heightening.levels.5.range.value} (2 different values) 1 mile (x2) 60 feet (x1) [7] : object {6-00.items.[].system.heightening.levels.7} target : object {6-00.items.[].system.heightening.levels.7.target} value : string {6-00.items.[].system.heightening.levels.7.target.value} (2 different values) 10 creatures (x1) 1 unattended object with a Bulk of 2 or less (x1) type : string {6-00.items.[].system.heightening.type} (2 different values) fixed (x16) interval (x8) [damage] : object {6-00.items.[].system.heightening.damage} 0 : string {6-00.items.[].system.heightening.damage.0} (3 different values) 1d6 (x4) 1d4 (x3) 2d6 (x1) [interval] : integer {6-00.items.[].system.heightening.interval} (2 different values) 2 (x4) 1 (x4) [location] : object {6-00.items.[].system.location} [heightenedLevel] : integer {6-00.items.[].system.location.heightenedLevel} (6 different values) 2 (x6) 1 (x9) 6 (x1) 5 (x2) 4 (x2) 3 (x4) [value] : string {6-00.items.[].system.location.value} (8 different values) H6XACq7YBA9a8Frt (x24) QmfL6KseYjlDPH2Q (x2) ArpzcwnZJV6NMI5C (x7) GJFGerlCh7FleOf3 (x5) UluC5rRvQl0yriAj (x1) 6ptXWWAwrafuOZ7Z (x2) gOiaDjo5WK8ESJHN (x2) m9dIszotbO8vukOI (x2) [range] : mixed object {6-00.items.[].system.range} value : string {6-00.items.[].system.range.value} (5 different values) 30 feet (x20) (x12) 60 feet (x9) 120 feet (x7) touch (x5) integer {6-00.items.[].system.range} (same value: 120) [requirements] : string {6-00.items.[].system.requirements} (same value: ) [target] : object {6-00.items.[].system.target} value : string {6-00.items.[].system.target.value} (7 different values) 1 creature (x27) your companion or eidolon (x1) enemies in the area (x4) (x16) 1 creature or object (x3) 1 creature or unattended object (x1) 1 unattended object of light Bulk or less (x1) [time] : object {6-00.items.[].system.time} value : string {6-00.items.[].system.time.value} (4 different values) 2 (x41) 1 day (x8) 1 (x3) 3 (x1) [ritual] : object {6-00.items.[].system.ritual} primary : object {6-00.items.[].system.ritual.primary} check : string {6-00.items.[].system.ritual.primary.check} (same value: Religion (expert; you must be a demon)) secondary : object {6-00.items.[].system.ritual.secondary} casters : integer {6-00.items.[].system.ritual.secondary.casters} (same value: 0) checks : string {6-00.items.[].system.ritual.secondary.checks} (same value: ) [overlays] : object {6-00.items.[].system.overlays} [bonusDamage] : object {6-00.items.[].system.bonusDamage} value : integer {6-00.items.[].system.bonusDamage.value} (same value: 0) [group] : string {6-00.items.[].system.group} (5 different values) knife (x1) senses (x1) sword (x2) crossbow (x1) leather (x1) [reload] : object {6-00.items.[].system.reload} value : string {6-00.items.[].system.reload.value} (3 different values) - (x1) (x2) 1 (x1) [runes] : object {6-00.items.[].system.runes} potency : integer {6-00.items.[].system.runes.potency} (2 different values) 0 (x2) 1 (x3) property : array {6-00.items.[].system.runes.property} Length: min=0 max=1 Value type: string {6-00.items.[].system.runes.property.[]} (2 different values) fearsome (x1) underwater (x2) [striking] : integer {6-00.items.[].system.runes.striking} (2 different values) 0 (x1) 1 (x3) resilient : integer {6-00.items.[].system.runes.resilient} (same value: 0) [splashDamage] : object {6-00.items.[].system.splashDamage} value : integer {6-00.items.[].system.splashDamage.value} (same value: 0) [deathNote] : boolean {6-00.items.[].system.deathNote} (same value: True) [active] : boolean {6-00.items.[].system.active} (same value: False) [overrides] : array<> {6-00.items.[].system.overrides} Length: min=0 max=0 Value type: mixed [references] : object {6-00.items.[].system.references} children : array<> {6-00.items.[].system.references.children} Length: min=0 max=0 Value type: mixed immunityFrom : array<> {6-00.items.[].system.references.immunityFrom} Length: min=0 max=0 Value type: mixed overriddenBy : array<> {6-00.items.[].system.references.overriddenBy} Length: min=0 max=0 Value type: mixed overrides : array<> {6-00.items.[].system.references.overrides} Length: min=0 max=0 Value type: mixed [removable] : boolean {6-00.items.[].system.removable} (same value: False) [value] : object {6-00.items.[].system.value} isValued : boolean {6-00.items.[].system.value.isValued} (same value: False) [value] : mixed [acBonus] : integer {6-00.items.[].system.acBonus} (same value: 3) [checkPenalty] : integer {6-00.items.[].system.checkPenalty} (same value: -2) [dexCap] : integer {6-00.items.[].system.dexCap} (same value: 2) [speedPenalty] : integer {6-00.items.[].system.speedPenalty} (same value: -5) [strength] : integer {6-00.items.[].system.strength} (same value: 2) [mod] : object {6-00.items.[].system.mod} value : integer {6-00.items.[].system.mod.value} (2 different values) 12 (x2) 2 (x1) [proficient] : object {6-00.items.[].system.proficient} value : integer {6-00.items.[].system.proficient.value} (same value: 0) type : string {6-00.items.[].type} (10 different values) action (x226) melee (x78) consumable (x6) spellcastingEntry (x10) spell (x53) weapon (x4) condition (x1) armor (x1) equipment (x1) lore (x3) [folder] : string {6-00.items.[].folder} (same value: j23Pmmp2h7n8197M) [_stats] : object {6-00.items.[]._stats} compendiumSource : string {6-00.items.[]._stats.compendiumSource} (51 different values) [flags] : object {6-00.items.[].flags} pf2e : object {6-00.items.[].flags.pf2e} linkedWeapon : string {6-00.items.[].flags.pf2e.linkedWeapon} (same value: ildKRhxtLmx014BP) name : string {6-00.name} (all different values) [prototypeToken] : object {6-00.prototypeToken} name : string {6-00.prototypeToken.name} (10 different values) Abendego's Squall (x4) Accursed Cargo (x4) Averill Quint (x4) Vescavor Swarm (x1) History's Repetition (x4) Hostile Architecture (x4) Pusk (x1) Sailor's Warning (x4) Singe (x4) Xurgimoth (Weak) (x1) system : object {6-00.system} attributes : object {6-00.system.attributes} ac : object {6-00.system.attributes.ac} value : integer {6-00.system.attributes.ac.value} (17 different values) 19 (x3) 22 (x4) 25 (x3) 26 (x4) 15 (x4) 18 (x5) 21 (x2) 24 (x4) 17 (x6) 20 (x4) 23 (x4) 13 (x3) 16 (x1) 0 (x8) 10 (x3) 14 (x3) 12 (x1) [details] : string {6-00.system.attributes.ac.details} (same value: ) [emitsSound] : string {6-00.system.attributes.emitsSound} (same value: encounter) [hardness] : integer {6-00.system.attributes.hardness} (8 different values) 0 (x16) 3 (x2) 5 (x2) 7 (x3) 8 (x1) 13 (x1) 15 (x1) 17 (x1) hp : object {6-00.system.attributes.hp} details : string {6-00.system.attributes.hp.details} (6 different values) (x51) void healing (x7) (BT 15) (x1) (BT 25) (x1) fueled by spite, void healing (x1) void healing, rejuvenation (x1) max : integer {6-00.system.attributes.hp.max} (35 different values) temp : integer {6-00.system.attributes.hp.temp} (same value: 0) value : integer {6-00.system.attributes.hp.value} (35 different values) [stealth] : object {6-00.system.attributes.stealth} details : string {6-00.system.attributes.stealth.details} (6 different values) (x11)

(trained) or @UUID[Compendium.pf2e.spells-srd.Item.Detect Magic]

(x2)

or @UUID[Compendium.pf2e.spells-srd.Item.Detect Magic]

(x1)

(expert) or @UUID[Compendium.pf2e.spells-srd.Item.Detect Magic]

(x1)

(expert)

(x4)

(trained)

(x8) value : integer {6-00.system.attributes.stealth.value} (13 different values) 7 (x4) 13 (x3) 16 (x1) 5 (x3) 8 (x4) 11 (x2) 14 (x2) 3 (x1) 12 (x1) 15 (x1) 18 (x1) 10 (x2) 17 (x2) [immunities] : array {6-00.system.attributes.immunities} Length: min=2 max=7 Value type: object {6-00.system.attributes.immunities.[]} [exceptions] : array<> {6-00.system.attributes.immunities.[].exceptions} Length: min=0 max=0 Value type: mixed type : string {6-00.system.attributes.immunities.[].type} (11 different values) precision (x19) critical-hits (x15) bleed (x10) death-effects (x9) disease (x9) paralyzed (x13) poison (x11) unconscious (x9) mental (x1) sleep (x4) swarm-mind (x1) [allSaves] : object {6-00.system.attributes.allSaves} value : string {6-00.system.attributes.allSaves.value} (2 different values) (x34) +1 status to all saves vs. magic (x1) [speed] : object {6-00.system.attributes.speed} otherSpeeds : array {6-00.system.attributes.speed.otherSpeeds} Length: min=0 max=2 Value type: object {6-00.system.attributes.speed.otherSpeeds.[]} type : string {6-00.system.attributes.speed.otherSpeeds.[].type} (2 different values) swim (x31) fly (x6) value : integer {6-00.system.attributes.speed.otherSpeeds.[].value} (8 different values) 30 (x10) 25 (x16) 40 (x2) 60 (x3) 50 (x2) 35 (x1) 20 (x2) 120 (x1) value : integer {6-00.system.attributes.speed.value} (7 different values) 25 (x18) 15 (x4) 20 (x4) 0 (x5) 30 (x1) 10 (x2) 5 (x1) [details] : string {6-00.system.attributes.speed.details} (same value: forest passage) [weaknesses] : array {6-00.system.attributes.weaknesses} Length: min=1 max=4 Value type: object {6-00.system.attributes.weaknesses.[]} [exceptions] : array<> {6-00.system.attributes.weaknesses.[].exceptions} Length: min=0 max=0 Value type: mixed type : string {6-00.system.attributes.weaknesses.[].type} (6 different values) cold-iron (x20) holy (x20) area-damage (x2) splash-damage (x2) vitality (x4) bludgeoning (x1) value : integer {6-00.system.attributes.weaknesses.[].value} (6 different values) 6 (x2) 7 (x9) 3 (x11) 5 (x22) 1 (x4) 8 (x1) [resistances] : array {6-00.system.attributes.resistances} Length: min=1 max=3 Value type: object {6-00.system.attributes.resistances.[]} [doubleVs] : array {6-00.system.attributes.resistances.[].doubleVs} Length: min=0 max=1 Value type: string {6-00.system.attributes.resistances.[].doubleVs.[]} (same value: non-magical) [exceptions] : array {6-00.system.attributes.resistances.[].exceptions} Length: min=0 max=4 Value type: string {6-00.system.attributes.resistances.[].exceptions.[]} (4 different values) force (x6) ghost-touch (x6) vitality (x6) spirit (x6) type : string {6-00.system.attributes.resistances.[].type} (7 different values) bludgeoning (x3) piercing (x4) slashing (x3) acid (x2) all-damage (x6) fire (x1) electricity (x1) value : integer {6-00.system.attributes.resistances.[].value} (8 different values) 5 (x9) 2 (x3) 12 (x1) 10 (x2) 3 (x1) 6 (x1) 7 (x2) 8 (x1) [adjustment] : mixed details : object {6-00.system.details} [description] : string {6-00.system.details.description} (8 different values)

A massive orca known as Abendego's Squall leaps from the water. Its mouth opens to snap against any part of the ship that it can reach.

(x2)

Abendego's Squall leaps from the water. Its mouth opens to snap against any part of the ship that it can reach.

(x2)

A wooden crate bearing a chthonic sigil glows with a power contained within it.

(x4)

A demonic presence animates the ship carrying demon pirates.

(x3)

Pebbles form into a hand the size of an ox, which reaches to crush anyone in the water.

(x4)

The sigils on the door's frame glow with an amber light, which collects in a facet over the center of the door.

(x4)

An illusory cyclops in oracular robes cries out a warning, but then dissolves into a violent phantasmal cyclops, which calls out for the Blind Formless Chaos That Lies Behind the Stars to accept his sacrifice. It then plunges an obsidian athame into a creature's chest, summoning a foul entity.

(x4)

Singe's spirit lingers in the Whippoorwill's crow's nest, where it calls out warnings and shoots intruders.

(x4) [disable] : string {6-00.system.details.disable} (27 different values) [isComplex] : boolean {6-00.system.details.isComplex} (2 different values) True (x19) False (x8) level : object {6-00.system.details.level} value : integer {6-00.system.details.level.value} (10 different values) 3 (x7) 5 (x8) 7 (x8) 9 (x1) 2 (x7) 4 (x6) 6 (x8) 8 (x4) 1 (x7) -1 (x6) publication : object {6-00.system.details.publication} license : string {6-00.system.details.publication.license} (same value: ORC) remaster : boolean {6-00.system.details.publication.remaster} (same value: True) title : string {6-00.system.details.publication.title} (same value: Pathfinder Society Scenario #6-00: Salt of the Ocean) [reset] : string {6-00.system.details.reset} (7 different values)

The orca returns to hunt down the Snapdragon after 8 hours.

(x1) (x13)

The Abendego's Squall returns to hunt down the Snapdragon after 8 hours.

(x1)

24 hours

(x4)

The hostile architecture resets after being exposed to the light of a blue moon.

(x1)

The Hostile Architecture resets after being exposed to the light of a blue moon.

(x3)

The haunt deactivates 1 minute after all creatures leave the area but resets immediately thereafter.

(x4) [routine] : string {6-00.system.details.routine} (14 different values)

d Abendego's Squall Leaps over the Snapdragon with each action. When it lands, it deals @Damage[1] damage to the Snapdragon. All creatures on the deck take @Damage[1d8[bludgeoning]] damage and must attempt a @Check[reflex|dc:20|traits:damaging-effect] save.


Critical Success The target is unaffected.

Success The target takes half damage.

Failure The target takes full damage and is @UUID[Compendium.pf2e.conditionitems.Item.Clumsy]{Clumsy 1} until the end of its next turn.

Critical Failure The target takes double damage and is @UUID[Compendium.pf2e.conditionitems.Item.Clumsy]{Clumsy 2} until the end of its next turn.


Speed 30 feet

(x1)

d Abendego's Squall thrashes against the hull of the Snapdragon. With each action, it makes a flipper Strike against a PC adjacent to the railing. Whenever it makes a flipper Strike, it also deals its Strike damage to the ship whether or not the Strike was successful.


Speed 30 feet

(x1)

d Abendego's Squall thrashes against the hull of the Snapdragon. With each action, it makes a flipper Strike against a PC adjacent to the railing. Whenever it makes a flipper Strike, it also deals its Strike damage to the ship whether or not the Strike was successful.


Speed 30 feet

(x1)

d The Abendego's Squall Leaps over the Snapdragon with each action. When it lands, it deals @Damage[4] damage to the Snapdragon. All creatures on the deck take @Damage[(3d10+40)[bludgeoning]] and must attempt a @Check[reflex|dc:28] save.


Critical Success The target is unaffected.

Success The target takes half damage.

Failure The target takes full damage and is @UUID[Compendium.pf2e.conditionitems.Item.Clumsy]{Clumsy 1} until the end of its next turn.

Critical Failure The target takes double damage and is @UUID[Compendium.pf2e.conditionitems.Item.Clumsy]{Clumsy 2} until the end of its next turn.


Speed 30 feet

(x1) (x8)

2 The demon ark uses its actions on one of the following options (GM's choice). It loses one action from its routine if a PC succeeds at an attempt to Disable it or it reaches its Broken Threshold.

  • Broadside Blast a The demon ark makes a Chthonian cannon Strike.
  • Demonic List d Effect The ship tosses and turns. Each creature in the hazard's area must make a @Check[reflex|dc:22] save. On a failure, it is knocked @UUID[Compendium.pf2e.conditionitems.Item.Prone]; on a critical failure it also takes @Damage[4d8[bludgeoning]] damage.
  • Heads Will Roll a It makes a bowsprit Strike.
  • Sea Chantey a (auditory) All fiends within 60 feet gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects; all non-fiends within 60 feet must succeed at a @Check[will|dc:20|traits:auditory] save or become @UUID[Compendium.pf2e.conditionitems.Item.Frightened]{Frightened 1} (@UUID[Compendium.pf2e.conditionitems.Item.Frightened]{Frightened 2} on a critical failure).

@UUID[Compendium.pf2e.bestiary-effects.Item.Effect: Sea Chantey]

(x1)

2 The demon launch uses its actions on one of the following options (GM's choice). It loses one action from its routine if a PC succeeds at an attempt to Disable it or it reaches its Broken Threshold.

  • Broadside Blast a The demon launch makes a Chthonian cannon Strike.
  • Demonic List d Effect The ship tosses and turns. Each creature in the hazard's area must make a @Check[reflex|dc:17] save. On a failure, it is knocked @UUID[Compendium.pf2e.conditionitems.Item.Prone]; on a critical failure it also takes @Damage[1d6[bludgeoning]] damage.
  • Heads Will Roll a It makes a bowsprit Strike.
  • Sea Chantey a (auditory) All fiends within 60 feet gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects; all non-fiends within 60 feet must succeed at a @Check[will|dc:17|traits:auditory] save or become @UUID[Compendium.pf2e.conditionitems.Item.Frightened]{Frightened 1} (@UUID[Compendium.pf2e.conditionitems.Item.Frightened]{Frightened 2} on a critical failure).

@UUID[Compendium.pf2e.bestiary-effects.Item.Effect: Sea Chantey]

(x1)

2 The demon ship uses its actions on one of the following options (GM's choice). It loses one action from its routine if a PC succeeds at an attempt to Disable it or it reaches its Broken Threshold.

  • Broadside Blast a The demon ship makes a Chthonian cannon Strike.
  • Demonic List d Effect The ship tosses and turns. Each creature in the hazard's area must make a @Check[reflex|dc:20] save. On a failure, it is knocked @UUID[Compendium.pf2e.conditionitems.Item.Prone]; on a critical failure it also takes @Damage[2d10[bludgeoning]] damage.
  • Heads Will Roll a It makes a bowsprit Strike.
  • Sea Chantey a (auditory) All fiends within 60 feet gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects; all non-fiends within 60 feet must succeed at a @Check[will|dc:20|traits:auditory] save or become @UUID[Compendium.pf2e.conditionitems.Item.Frightened]{Frightened 1} (@UUID[Compendium.pf2e.conditionitems.Item.Frightened]{Frightened 2} on a critical failure).

@UUID[Compendium.pf2e.bestiary-effects.Item.Effect: Sea Chantey]

(x1)

a The hostile architecture fires its aversion beam on a creature that is sanctified holy. If there are no sanctified holy creatures, it instead fires its beam on the nearest non-demon creature.

(x4)

a Rubbery crimson tentacles appear from a rip in the air and grasp at all creatures in the area, dealing @Damage[1d4[bludgeoning]] damage (@Check[fortitude|dc:17|basic] save).

(x1)

a Rubbery crimson tentacles appear from a rip in the air and grasp at all creatures in the area, dealing @Damage[(1d8)[bludgeoning],(1d8)[acid]] damage (@Check[fortitude|dc:20|basic] save).

(x1)

a Rubbery crimson tentacles appear from a rip in the air and grasp at all creatures in the area, dealing @Damage[(1d6+3)[bludgeoning],(1d6+3)[acid]] damage (@Check[fortitude|dc:22|basic] save).

(x1)

a Rubbery crimson tentacles appear from a rip in the air and grasp at all creatures in the area, dealing @Damage[(2d8)[bludgeoning],(2d8)[acid]] damage (@Check[fortitude|dc:25|basic] save).

(x1)

d Singe uses its first action(s) to make a long gun Strike against a random creature in the area. It uses its final action for Lookout's Warning. If the PCs successfully use Pathfinder Society Lore to Disable the haunt, Singe loses an action to make a long gun Strike.

(x4) [blurb] : string {6-00.system.details.blurb} (13 different values) (x23) Variant bottlenose dolphin (x1) Variant river drake (x1) Succubus (x1) Variant wight (x1) Variant ghoul stalker (x1) Variant poltergeist (x1) Pangender human nephilim pirate (x1) Variant con rit (x1) Variant electric eel (x1) Variant giant moray eel (x1) Variant weak ghoul stalker (x1) Variant piranha swarm (x1) [languages] : object {6-00.system.details.languages} details : string {6-00.system.details.languages.details} (5 different values) (x20) Telepathy 100 feet (x3) telepathy 100 feet (x10) Telepathy 100 feet, Truespeech (x1) Special Communication Types (x1) value : array {6-00.system.details.languages.value} Length: min=0 max=7 Value type: string {6-00.system.details.languages.value.[]} (9 different values) common (x20) necril (x8) chthonian (x15) draconic (x4) empyrean (x1) kelish (x1) mwangi (x1) osiriani (x1) thalassic (x1) [privateNotes] : string {6-00.system.details.privateNotes} (same value: ) [publicNotes] : string {6-00.system.details.publicNotes} (16 different values) (x17)

The most common and numerous vescavors are the raving swarms. If left alone and unchecked, many believe they would eventually consume themselves once everything else in the immediate vicinity was consumed. What is even more vexing than their hunger is their song. While it sounds like gibberish at first, once bitten, the song will drive people into chaos.


These gluttonous green vermin travel from the Outer Rifts in an endless search for food. Along the way, these acrid wasps devour everything in sight. Not even the ground itself is spared from their appetite. While any single vescavor is no problem, they travel in swarms to overwhelm anything trying to stop them. In a truly unfortunate situation, several swarms will be gathered and led by a vescavor queen. These queens, while fearsome on their own, can drive their brood into a feeding rage unlike any other. Swarms found without a queen are directionless, destroying anything around them indiscriminately.

Whenever a vescavor swarm is not eating, it gibbers mind-numbing songs from the fiends' dark world. Adapted to the shrieking jungles of their home plane, they issue a call that confuses and corrupts mortals.

Philosophers who ponder the Outer Rifts often conjecture as to what kind of soul forms a vescavor. The idea of insect souls being sent to the Outer Rifts is often laughed off but never entirely dismissed. Some assume that they are demons of gluttony, plain and simple. Some of the more creative explanations of vescavor origins posit that all the bits of soul eaten up by attacking demons are what coalesce into these endless swarms. Such an explanation would account for how these endlessly feeding demons also seem to be endless in number.

(x1)

The bottlenose dolphin is the most common and widespread species of dolphin. They are social predators who hunt shallow seas and rivers in large family groups called pods. Sailors are fond of bottlenose dolphins and frequently tell of how they've saved drowning mariners or protected crew from sharks with blows from their powerful snouts.


Dolphins encompass a wide range of aquatic mammals, all of which are social, intelligent, and widespread throughout the world's oceans.

(x2)

Although the glistening scales and sleek, fin-like wings on these drakes give them an appearance reminiscent of river fish, they are actually distant relatives of the dragons that rule the oceans. While smaller than most drakes, river drakes are more than capable of plaguing river travelers and are equally at home above and below the water's surface. This flexibility allows them to catch a wide variety of prey, from fish and boggards to deer and the occasional ferry passenger.


Ravenous, bestial, and driven by instinct, drakes are draconic monsters who bear a fraction of the terrifying might of the primal dragons they share evolutionary roots with. While they're weaker, slower, and less inclined toward reason than dragons, drakes are nonetheless a menace to creatures and settlements around them. Their propensity for forming raiding parties—small social groups fittingly called "rampages"—makes them all the more dangerous; a single rampage of river drakes can quickly lay waste to a waterside village, and roving rampages of desert drakes are a plague to caravan traders.

Drakes share a number of physical characteristics that unite them as one species despite their wide variety of habitats and abilities. For example, drakes lack forearms, leaving them with their formidable jaws and thickscaled tails to use in close combat. Most drakes would rather avoid this, however, preferring to use their magical breath to wreak havoc in wide swaths from comfortable distances while flying overhead. Finally, all drakes have small reservoirs of their ancestral draconic power that they can tap into to perform incredible feats of speed.

Different species of drakes rarely come into conflict. Part of this is their distinct habitats, but drakes are open to negotiating simple agreements between rampages. This courtesy does not extend to dragonets, which drakes happily take as prey. Solitary tamed drakes are also excluded from such agreements and considered free game if their tamer isn't strong enough to protect them.

Drake Eggs

While drake hides aren't any more valuable than those of similarly sized creatures, drake eggs are prized commodities. They are used as components in powerful spells as well as eaten by various cultures, but the most common use for drake eggs is hatching and rearing drakes to serve as mounts and guardians.

A typical drake lays a clutch of 2d4 eggs every 5 years. Eggs hatch within 3 to 6 weeks, during which time they must be kept in conditions appropriate to their natural environment, perhaps the most difficult aspect of drake husbandry. While it is generally easy for breeders to incubate the eggs of desert or jungle drakes (which require mildly warm temperatures to hatch) or river drakes (which must be submerged in running water), the eggs of flame and frost drakes require extreme temperatures in order to hatch, which can be difficult to replicate safely.

A drake egg is an object with Hardness 3, 5 HP, and no Broken Threshold. The coloration of drake eggs varies only slightly from one species to the next. A creature must succeed at a @Check[nature|dc:20] check, or a relevant DC 20 Lore check, to identify the drake species of a specific egg.

Once a drake hatches, they imprint on the first creature that they see. A creature imprinted on in this way can use Nature to Train and Command that drake. The market price of a drake egg varies depending on the type of drake and the exact legal situation. Because drakes are dangerous and intelligent creatures, many societies do not condone the trade of drake eggs and criminalize those who engage in it.

It takes 2 years for a drake hatchling to grow to full size. A well-trained drake can make a fearsome mount or guardian, but many careless would-be drake trainers are devoured by their charges.

(x2)

Succubi are manifestations of the sin of destructive lust, and they are the most attractive of all demons—as befits their role in seducing mortals to fall to sin. The concept of gender is fluid to a succubus, as they can adopt countless humanoid forms of any gender to aid in their goals. Most succubi have a feminine true form (incubi, which usually have a masculine true form, are a different kind of demon), but regardless of gender, a lust demon is supernaturally beautiful or handsome, but with curving horns, bat wings, sharp claws, and a sinuous tail.

When disguised as a mortal humanoid in the Universe, a succubus whispers into the ears of mortals, urging them to pursue their darkest and most destructive desires and pushing them into depravity, using magic only if persuasion fails. While mortals often fixate on succubi's application of sexual lust, these demons are can easily exploit lust for power, knowledge, fame, or any other desire as easily as more carnal appetites. Their ability to infiltrate societies makes them excellent spies, assassins, and political saboteurs as well. Ultimately, the succubus enjoys all means of upending mortal culture.


When a sinful mortal soul is judged and sent on to the Outer Rifts, it can become a deadly fiend—a demon. Demons are living incarnations of sin—be they classic sins like wrath or gluttony, or more "specialized" depravities like an obsession with torture or the act of treason or treachery. Once formed, a demon's driving goals are twofold—the amassing of personal power, and the corruption of mortal souls to cause them to become tainted by sin. In this way demons ensure a never-ending supply of new demons to bolster their ever-growing ranks in the Outer Rifts.

Demons are selfish and self-absorbed creatures, and most firmly believe that mortals only play at being more virtuous than fiends. They enjoy tempting mortals into damnation to both indulge their egos and swell their armies. Like many other fiends, one of the great rewards of this manipulation is fulfilling their hunger for souls. In their eyes, the primary use for these souls is to spawn new demons, who can serve as soldiers, slaves, pawns, or even currency for their more powerful masters.

(x1)

Shadows that spend long amounts of time on the Netherworld and absorb its magic become greater shadows.


The mysterious undead known as shadows lurk in dark places and feed on those who stray too far from the light.

(x1)

Wights are intelligent undead spawned through inescapable cycles of spite. This spite might come from their own malevolent will in life, or can be instilled by necromantic rituals, typically involving the desecration of burial sites. Wights usually haunt burial grounds, catacombs, or other places of the dead. Their hunger is targeted toward the living—those whose pumping hearts and ruddy warmth inspire visceral hatred.

As many types of wights exist as types of people from which they might be created. Hulking brutes, skittering sneaks, and cunning tinkers all make for different wights with different niches to fill. The environment, too, plays a part in determining a wight's special abilities and defenses. Frost wights, for instance, can be found in parts of the world where exposure is a common end and the resentment of being left alone in the wild is a common source of spite. Durable and sustained by void energy, wights can last in harsh environments without decaying the way some lesser undead do.

A single wight can wreak significant havoc if it is compelled to rise from its tomb. Because creatures slain under a wight's curse can become wights as well, all it takes is a single wight and a handful of unlucky graveyard visitors to create a veritable horde of these undead. Thus, canny priests and adventurers know that the best solution to a wight problem is swift and total eradication. Care must be taken, though, to destroy wight spawn before attempting to destroy the parent wight, for spawn without a master gain the ability to create spawn of their own.

(x1)

Ghouls stalkers are ravenous undead who haunt graveyards and eat corpses.


Few creatures are more ubiquitous to sinister locations such as lonely graveyards and ruined crypts than the flesh-eating undead known as ghouls.

(x2)

When a creature dies, and for whatever reason its spirit is unable or unwilling to leave the site of its death, that spirit may manifest as a poltergeist: a restless, invisible spirit that is still able to manipulate physical objects. Many poltergeists perished in a way that resulted from or led to extreme emotional trauma.

(x1)

Among the lowest and least powerful of all demons, the wretched pusks are just as vicious and cruel as their more powerful brethren. They happily vent their frustrations on anything weaker than themselves.

Born from the souls of the slothful, these demons appear vaguely humanoid in appearance with awkward limbs and slack lumps of skin hanging from their frames. Supposedly, a single slothful soul of sufficient depravity and strength can spawn an entire horde of these creatures. However, as weaker demons, their lot in life is to suffer at the hands of more powerful Abyssal predators, and only a tiny number of pusks ever manage to become something more. For this reason, pusks are quite accommodating when summoned by mortals. They're usually content to work under conditions few other fiends would accept, although they'll still gladly turn on even the kindest of masters who show even the slightest hint of weakness.


When a sinful mortal soul is judged and sent on to the Outer Rifts, it can become a deadly fiend—a demon. Demons are living incarnations of sin—be they classic sins like wrath or gluttony, or more "specialized" depravities like an obsession with torture or the act of treason or treachery. Once formed, a demon's driving goals are twofold—the amassing of personal power, and the corruption of mortal souls to cause them to become tainted by sin. In this way demons ensure a never-ending supply of new demons to bolster their ever-growing ranks in the Outer Rifts.

Demons are selfish and self-absorbed creatures, and most firmly believe that mortals only play at being more virtuous than fiends. They enjoy tempting mortals into damnation to both indulge their egos and swell their armies. Like many other fiends, one of the great rewards of this manipulation is fulfilling their hunger for souls. In their eyes, the primary use for these souls is to spawn new demons, who can serve as soldiers, slaves, pawns, or even currency for their more powerful masters.

(x1)

Water wisps are swimming spheres of foam and water, perpetually humming with a wash of soft sounds. They're gentle, nurturing, and quick to help anyone in need.


Wisps are tiny elemental beings that emerged during the creation of the Elemental Planes. The first wisps roamed the Inner Sphere in shifting symphonies that traded members with their every meeting. These symphonies of free wisps created music out of their combined resonances, but when the evil Elemental Lords realized the value of the wisps' resonance, they captured whole symphonies for use as servants.

Wisps attune to each other and to those they surround themselves with. This attunement makes them naturally supportive allies. Free wisps still roam the Inner Sphere and the Material Plane, but they're usually shy and hide themselves from strangers. However, they happily offer their service to those who show them kindness. They especially find themselves drawn to spellcasters who practice elemental magic; these wisps usually watch from afar but sometimes approach those who seem safe to become familiars or comrades.

Free wisps who find one another become close almost immediately. They get especially excited when they find wisps of elements other than their own, showing none of the animosity some elementals exhibit toward other types. Instead, they join in an excited dance, emitting resonances that faintly echo the symphonies of ancient days.

(x1)

The magic that flows through primal dragons can manifest more animalistic or bestial features in a given type of dragon. Notably among these are the massive paired horns of the horned dragon. While their bulky frames, natural coloration, and prominent ridged scales are all remarkable in their own way, it's the horns that are most obvious and striking at first glance. Horned dragons use their horns to impale their prey in a quick and brutal display of their might. They are generally contemplative and have a fixation on knowledge and self-discipline, traits belied by their bestial appearance. As a result, horned dragons are generally more open to speaking with outsiders.


Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.

(x1)

The con rit is a hulking aquatic centipede that has traded its hundreds of legs for just as many fins. This sea insect swims with a grace that is just as majestic as it is unnerving. The con rit is dark brown on its dorsal side and sickly yellow on its ventral surface. This makes it much more difficult to spot, whether looking from above or below. Its exoskeleton is as hard as iron, and the shifting of its plates makes an elongated, eerie ringing sound as it swims.

Many once thought the con rit to be a dragon of some kind. This was due not only to its massive size but also to its ability to launch its venom in a concentrated blast. It would use this technique to shoot birds out of the sky or knock sailors off ships. Their movement through the water is also not entirely dissimilar to that of dragons. Those who seek out a con rit's lair in search of treasure are usually disappointed (when they aren't eaten alive by the huge insect).

There are legends that a con rit, much like a phoenix, is reborn after its death. This, however, is not the case. A con rit will make a nest far below the surface of its territory, usually in underwater caves. Throughout its life, a con rit will lay thousands of eggs in its cave that will never hatch. The con rit will eat any egg that gets too old, but there are always large numbers of them remaining. When a con rit dies, it releases a strong-smelling chemical into the air and water that triggers the hatching process. The eggs will slowly crack open within the month, and hundreds of baby con rits will begin to fight each other for territory. By year's end, one will win and reach full maturity. This cycle is what has led to the legends of endless rebirth. Other stories say that every generation of the con rit is ever so slightly smaller, leading to tales of ancient con rits that were hundreds of feet long. However, the size of such legendary insects has yet to be confirmed by scholars who study such things.

(x1)

Usually found in freshwater rivers and lakes, an electric eel is not particularly aggressive, but its ability to stun predators and prey alike can be dangerous to larger creatures searching for their next meal. Electric eels are more closely related to catfish than to other eels.


Although these long, narrow fish share similarities in appearance, eels are a diverse group of creatures.

(x1)

Giant moray eels dwell in warm, tropical waters and build lairs in narrow, twisting caves made of coral. Their size, speed, and powerful bite make them dangerous to divers and fishers. Giant moray eels have rubbery hides that secrete a layer of mucus, making them difficult to harm with some weapons.


Although these long, narrow fish share similarities in appearance, eels are a diverse group of creatures.

(x1)

More teeth and fury than body, few fish command as much fear and anxiety as the piranha. They move almost exclusively in schools, overwhelming larger creatures with sheer numbers and ferocity. Piranhas aggress toward sudden disturbances in the water and can smell blood from far away. Harvested piranha teeth serve as excellent cutting tools.


Swimming in vast shoals through open ocean underneath the sparkling sun, lurking deep in the muddy beds of rivers, or schooling in pristine lakes, fish are found nearly anywhere there is water.

(x1) saves : object {6-00.system.saves} fortitude : object {6-00.system.saves.fortitude} saveDetail : string {6-00.system.saves.fortitude.saveDetail} (same value: ) value : integer {6-00.system.saves.fortitude.value} (17 different values) 6 (x4) 9 (x3) 12 (x4) 15 (x5) 11 (x9) 17 (x3) 19 (x2) 8 (x3) 14 (x5) 16 (x1) 7 (x4) 13 (x2) 10 (x1) 5 (x2) 4 (x4) 0 (x8) 2 (x2) reflex : object {6-00.system.saves.reflex} saveDetail : string {6-00.system.saves.reflex.saveDetail} (same value: ) value : integer {6-00.system.saves.reflex.value} (20 different values) 12 (x5) 15 (x2) 17 (x3) 21 (x1) 5 (x6) 11 (x4) 13 (x4) 8 (x5) 14 (x5) 16 (x2) 7 (x4) 19 (x1) 9 (x3) 4 (x1) 6 (x2) 10 (x2) 0 (x8) 18 (x2) 3 (x1) 2 (x1) will : object {6-00.system.saves.will} saveDetail : string {6-00.system.saves.will.saveDetail} (same value: ) value : integer {6-00.system.saves.will.value} (18 different values) 0 (x20) 6 (x4) 9 (x3) 12 (x5) 14 (x3) 16 (x1) 11 (x3) 17 (x2) 10 (x3) 2 (x3) 7 (x2) 4 (x1) 5 (x3) 15 (x3) 13 (x1) 8 (x2) 18 (x1) 3 (x2) [statusEffects] : array<> {6-00.system.statusEffects} Length: min=0 max=0 Value type: mixed traits : object {6-00.system.traits} rarity : string {6-00.system.traits.rarity} (4 different values) unique (x21) common (x22) uncommon (x15) rare (x4) size : object {6-00.system.traits.size} value : string {6-00.system.traits.size.value} (4 different values) med (x53) lg (x6) sm (x2) tiny (x1) value : array {6-00.system.traits.value} Length: min=1 max=4 Value type: string {6-00.system.traits.value.[]} (21 different values) [abilities] : object {6-00.system.abilities} cha : object {6-00.system.abilities.cha} mod : integer {6-00.system.abilities.cha.mod} (11 different values) 3 (x8) 5 (x2) 6 (x1) 4 (x8) 1 (x1) 0 (x5) -1 (x4) 7 (x1) 2 (x3) -4 (x1) -2 (x1) con : object {6-00.system.abilities.con} mod : integer {6-00.system.abilities.con.mod} (5 different values) 2 (x11) 4 (x8) 1 (x9) 3 (x4) 0 (x3) dex : object {6-00.system.abilities.dex} mod : integer {6-00.system.abilities.dex.mod} (6 different values) 2 (x7) 4 (x8) 3 (x10) 5 (x4) 1 (x4) 0 (x2) int : object {6-00.system.abilities.int} mod : integer {6-00.system.abilities.int.mod} (8 different values) 1 (x7) 0 (x14) -3 (x2) -4 (x3) -1 (x4) 4 (x1) 2 (x1) -5 (x3) str : object {6-00.system.abilities.str} mod : integer {6-00.system.abilities.str.mod} (8 different values) 3 (x4) 5 (x6) 6 (x4) 4 (x9) -2 (x1) 2 (x5) -5 (x2) 1 (x4) wis : object {6-00.system.abilities.wis} mod : integer {6-00.system.abilities.wis.mod} (5 different values) 2 (x18) 3 (x9) 0 (x4) 1 (x3) -1 (x1) [initiative] : object {6-00.system.initiative} statistic : string {6-00.system.initiative.statistic} (same value: perception) [perception] : object {6-00.system.perception} details : string {6-00.system.perception.details} (3 different values) (x33) mist vision (x1) blood scent (x1) mod : integer {6-00.system.perception.mod} (14 different values) 8 (x3) 11 (x2) 14 (x5) 16 (x2) 15 (x2) 9 (x5) 13 (x3) 12 (x2) 7 (x3) 10 (x2) 5 (x3) 6 (x1) 4 (x1) 2 (x1) senses : array {6-00.system.perception.senses} Length: min=0 max=2 Value type: object {6-00.system.perception.senses.[]} type : string {6-00.system.perception.senses.[].type} (4 different values) darkvision (x26) echolocation (x2) low-light-vision (x6) scent (x5) [acuity] : string {6-00.system.perception.senses.[].acuity} (2 different values) precise (x2) imprecise (x5) [range] : integer {6-00.system.perception.senses.[].range} (4 different values) 120 (x2) 30 (x3) 60 (x1) 100 (x1) [resources] : object {6-00.system.resources} [focus] : object {6-00.system.resources.focus} max : integer {6-00.system.resources.focus.max} (same value: 1) value : integer {6-00.system.resources.focus.value} (same value: 1) [skills] : object {6-00.system.skills} [acrobatics] : object {6-00.system.skills.acrobatics} base : integer {6-00.system.skills.acrobatics.base} (14 different values) 8 (x3) 12 (x1) 15 (x4) 18 (x1) 11 (x3) 14 (x3) 10 (x1) 13 (x2) 6 (x1) 9 (x1) 4 (x1) 16 (x1) 7 (x2) 5 (x2) [special] : array<> {6-00.system.skills.acrobatics.special} Length: min=0 max=0 Value type: mixed [athletics] : object {6-00.system.skills.athletics} base : integer {6-00.system.skills.athletics.base} (15 different values) 8 (x3) 13 (x2) 16 (x2) 17 (x2) 9 (x1) 12 (x2) 7 (x2) 10 (x3) 15 (x3) 18 (x2) 5 (x1) 4 (x2) 2 (x1) 11 (x1) 6 (x2) [special] : array {6-00.system.skills.athletics.special} Length: min=0 max=1 Value type: object {6-00.system.skills.athletics.special.[]} base : integer {6-00.system.skills.athletics.special.[].base} (4 different values) 10 (x1) 15 (x1) 18 (x1) 19 (x1) label : string {6-00.system.skills.athletics.special.[].label} (same value: to Swim) predicate : array {6-00.system.skills.athletics.special.[].predicate} Length: min=1 max=1 Value type: string {6-00.system.skills.athletics.special.[].predicate.[]} (same value: action:swim) [stealth] : object {6-00.system.skills.stealth} base : integer {6-00.system.skills.stealth.base} (13 different values) 7 (x2) 12 (x2) 15 (x5) 18 (x1) 8 (x3) 11 (x3) 9 (x1) 14 (x2) 13 (x3) 6 (x1) 4 (x1) 20 (x1) 5 (x3) [special] : array<> {6-00.system.skills.stealth.special} Length: min=0 max=0 Value type: mixed [survival] : object {6-00.system.skills.survival} base : integer {6-00.system.skills.survival.base} (7 different values) 5 (x2) 9 (x1) 12 (x1) 15 (x1) 10 (x1) 7 (x1) 3 (x1) [special] : array<> {6-00.system.skills.survival.special} Length: min=0 max=0 Value type: mixed [deception] : object {6-00.system.skills.deception} base : integer {6-00.system.skills.deception.base} (11 different values) 13 (x3) 15 (x2) 8 (x1) 11 (x1) 5 (x1) 18 (x1) 6 (x1) 9 (x1) 7 (x2) 4 (x1) 12 (x1) [special] : array<> {6-00.system.skills.deception.special} Length: min=0 max=0 Value type: mixed [diplomacy] : object {6-00.system.skills.diplomacy} base : integer {6-00.system.skills.diplomacy.base} (6 different values) 12 (x1) 4 (x1) 20 (x1) 6 (x1) 15 (x1) 14 (x1) [special] : array<> {6-00.system.skills.diplomacy.special} Length: min=0 max=0 Value type: mixed [intimidation] : object {6-00.system.skills.intimidation} base : integer {6-00.system.skills.intimidation.base} (12 different values) 13 (x1) 17 (x1) 9 (x3) 12 (x1) 6 (x1) 5 (x2) 16 (x1) 15 (x3) 7 (x2) 10 (x1) 18 (x1) 14 (x1) [special] : array<> {6-00.system.skills.intimidation.special} Length: min=0 max=0 Value type: mixed [religion] : object {6-00.system.skills.religion} base : integer {6-00.system.skills.religion.base} (same value: 13) [society] : object {6-00.system.skills.society} base : integer {6-00.system.skills.society.base} (2 different values) 15 (x1) 12 (x1) special : array<> {6-00.system.skills.society.special} Length: min=0 max=0 Value type: mixed [thievery] : object {6-00.system.skills.thievery} base : integer {6-00.system.skills.thievery.base} (same value: 15) special : array<> {6-00.system.skills.thievery.special} Length: min=0 max=0 Value type: mixed [medicine] : object {6-00.system.skills.medicine} base : integer {6-00.system.skills.medicine.base} (same value: 4) special : array<> {6-00.system.skills.medicine.special} Length: min=0 max=0 Value type: mixed [arcana] : object {6-00.system.skills.arcana} base : integer {6-00.system.skills.arcana.base} (same value: 14) special : array<> {6-00.system.skills.arcana.special} Length: min=0 max=0 Value type: mixed [nature] : object {6-00.system.skills.nature} base : integer {6-00.system.skills.nature.base} (same value: 12) special : array<> {6-00.system.skills.nature.special} Length: min=0 max=0 Value type: mixed [occultism] : object {6-00.system.skills.occultism} base : integer {6-00.system.skills.occultism.base} (same value: 15) special : array<> {6-00.system.skills.occultism.special} Length: min=0 max=0 Value type: mixed [spellcasting] : object {6-00.system.spellcasting} rituals : object {6-00.system.spellcasting.rituals} dc : integer {6-00.system.spellcasting.rituals.dc} (2 different values) 26 (x1) 16 (x1) type : string {6-00.type} (2 different values) hazard (x27) npc (x35)