Military Different values: 11 ===================================== object {Military} _id : string {Military._id} (all different values) folder : string {Military.folder} (same value: O6vDDIyHvNzBClS1) img : string {Military.img} (same value: systems/pf2e/icons/default-icons/npc.svg) items : array {Military.items} Length: min=5 max=36 Value type: object {Military.items.[]} _id : string {Military.items.[]._id} (129 different values) [_stats] : object {Military.items.[]._stats} compendiumSource : string {Military.items.[]._stats.compendiumSource} (51 different values) img : string {Military.items.[].img} (54 different values) name : string {Military.items.[].name} (91 different values) sort : integer {Military.items.[].sort} (36 different values) system : object {Military.items.[].system} [baseItem] : string {Military.items.[].system.baseItem} (16 different values) pick (x1) heavy-crossbow (x1) studded-leather-armor (x1) javelin (x1) longsword (x1) chain-shirt (x2) crossbow (x1) shortsword (x2) wooden-shield (x1) chain-mail (x1) mace (x1) steel-shield (x1) full-plate (x1) dagger (x1) arquebus (x1) ranseur (x1) [bonus] : object {Military.items.[].system.bonus} value : integer {Military.items.[].system.bonus.value} (all different values) [bonusDamage] : object {Military.items.[].system.bonusDamage} value : integer {Military.items.[].system.bonusDamage.value} (same value: 0) [bulk] : object {Military.items.[].system.bulk} value : mixed integer {Military.items.[].system.bulk.value} (3 different values) 1 (x10) 2 (x4) 4 (x1) float {Military.items.[].system.bulk.value} (same value: 0,1) [category] : string {Military.items.[].system.category} (9 different values) martial (x6) simple (x5) light (x3) ammo (x3) interaction (x4) offensive (x27) defensive (x20) medium (x1) heavy (x1) [containerId] : mixed [damage] : object {Military.items.[].system.damage} [damageType] : string {Military.items.[].system.damage.damageType} (3 different values) piercing (x9) slashing (x1) bludgeoning (x1) [dice] : integer {Military.items.[].system.damage.dice} (same value: 1) [die] : string {Military.items.[].system.damage.die} (4 different values) d6 (x5) d10 (x2) d8 (x3) d4 (x1) [0] : object {Military.items.[].system.damage.0} applyMod : boolean {Military.items.[].system.damage.0.applyMod} (same value: False) [category] : mixed formula : string {Military.items.[].system.damage.0.formula} (7 different values) 8d6 (x1) 6d8 (x1) 6d6 (x2) 3d4 (x1) 2d4 (x1) 1d4+1 (x2) 2d6 (x1) kinds : array {Military.items.[].system.damage.0.kinds} Length: min=1 max=1 Value type: string {Military.items.[].system.damage.0.kinds.[]} (same value: damage) materials : array {Military.items.[].system.damage.0.materials} Length: min=0 max=1 Value type: string {Military.items.[].system.damage.0.materials.[]} (same value: cold-iron) type : string {Military.items.[].system.damage.0.type} (7 different values) piercing (x2) poison (x1) fire (x1) void (x1) electricity (x1) force (x2) untyped (x1) [3bsJUDEgedKhPx6T] : object {Military.items.[].system.damage.3bsJUDEgedKhPx6T} applyMod : boolean {Military.items.[].system.damage.3bsJUDEgedKhPx6T.applyMod} (same value: False) [category] : mixed formula : string {Military.items.[].system.damage.3bsJUDEgedKhPx6T.formula} (same value: 2d4) kinds : array {Military.items.[].system.damage.3bsJUDEgedKhPx6T.kinds} Length: min=1 max=1 Value type: string {Military.items.[].system.damage.3bsJUDEgedKhPx6T.kinds.[]} (same value: damage) materials : array<> {Military.items.[].system.damage.3bsJUDEgedKhPx6T.materials} Length: min=0 max=0 Value type: mixed type : string {Military.items.[].system.damage.3bsJUDEgedKhPx6T.type} (same value: cold) description : object {Military.items.[].system.description} value : string {Military.items.[].system.description.value} (88 different values) [equipped] : object {Military.items.[].system.equipped} carryType : string {Military.items.[].system.equipped.carryType} (2 different values) worn (x24) held (x1) [handsHeld] : integer {Military.items.[].system.equipped.handsHeld} (2 different values) 0 (x12) 1 (x1) [invested] : mixed [inSlot] : boolean {Military.items.[].system.equipped.inSlot} (same value: True) [group] : string {Military.items.[].system.group} (all different values) [hardness] : integer {Military.items.[].system.hardness} (3 different values) 0 (x23) 3 (x1) 5 (x1) [hp] : object {Military.items.[].system.hp} max : integer {Military.items.[].system.hp.max} (3 different values) 0 (x23) 12 (x1) 20 (x1) value : integer {Military.items.[].system.hp.value} (3 different values) 0 (x23) 12 (x1) 20 (x1) [level] : object {Military.items.[].system.level} value : integer {Military.items.[].system.level.value} (6 different values) 0 (x24) 5 (x2) 4 (x3) 3 (x4) 2 (x3) 1 (x12) [material] : object {Military.items.[].system.material} [grade] : mixed [type] : mixed [price] : object {Military.items.[].system.price} value : object {Military.items.[].system.price.value} [sp] : integer {Military.items.[].system.price.value.sp} (4 different values) 7 (x1) 1 (x5) 9 (x2) 2 (x1) [gp] : integer {Military.items.[].system.price.value.gp} (8 different values) 4 (x1) 3 (x2) 1 (x4) 5 (x3) 6 (x1) 2 (x2) 30 (x1) 8 (x1) [per] : integer {Military.items.[].system.price.per} (same value: 10) publication : object {Military.items.[].system.publication} license : string {Military.items.[].system.publication.license} (same value: ORC) remaster : boolean {Military.items.[].system.publication.remaster} (same value: True) title : string {Military.items.[].system.publication.title} (5 different values) Pathfinder Player Core (x44) (x62) Pathfinder NPC Core (x16) Pathfinder Monster Core (x4) Pathfinder Guns & Gears (x3) [quantity] : integer {Military.items.[].system.quantity} (5 different values) 1 (x20) 10 (x2) 6 (x1) 4 (x1) 20 (x1) [range] : mixed integer {Military.items.[].system.range} (3 different values) 120 (x2) 30 (x1) 150 (x1) object {Military.items.[].system.range} value : string {Military.items.[].system.range.value} (6 different values) 30 feet (x7) 120 feet (x5) (x5) touch (x3) 500 feet (x1) 60 feet (x2) [reload] : object {Military.items.[].system.reload} value : string {Military.items.[].system.reload.value} (4 different values) (x5) 2 (x1) - (x3) 1 (x2) rules : ###FoundryRulesObject### [runes] : object {Military.items.[].system.runes} [potency] : integer {Military.items.[].system.runes.potency} (2 different values) 0 (x13) 1 (x3) [property] : array<> {Military.items.[].system.runes.property} Length: min=0 max=0 Value type: mixed [striking] : integer {Military.items.[].system.runes.striking} (2 different values) 0 (x9) 1 (x2) [resilient] : integer {Military.items.[].system.runes.resilient} (same value: 0) [reinforcing] : integer {Military.items.[].system.runes.reinforcing} (same value: 0) [size] : string {Military.items.[].system.size} (same value: med) [slug] : string {Military.items.[].system.slug} (48 different values) [splashDamage] : object {Military.items.[].system.splashDamage} value : integer {Military.items.[].system.splashDamage.value} (same value: 0) traits : object {Military.items.[].system.traits} [rarity] : string {Military.items.[].system.traits.rarity} (2 different values) common (x44) uncommon (x4) [value] : array {Military.items.[].system.traits.value} Length: min=0 max=5 Value type: string {Military.items.[].system.traits.value.[]} (58 different values) [integrated] : mixed [traditions] : array {Military.items.[].system.traits.traditions} Length: min=0 max=4 Value type: string {Military.items.[].system.traits.traditions.[]} (4 different values) arcane (x21) primal (x14) divine (x6) occult (x11) [usage] : object {Military.items.[].system.usage} value : string {Military.items.[].system.usage.value} (3 different values) held-in-one-hand (x12) held-in-two-hands (x4) other (x2) [canBeAmmo] : boolean {Military.items.[].system.usage.canBeAmmo} (same value: False) [acBonus] : integer {Military.items.[].system.acBonus} (3 different values) 2 (x5) 4 (x1) 6 (x1) [checkPenalty] : integer {Military.items.[].system.checkPenalty} (3 different values) -1 (x3) -2 (x1) -3 (x1) [dexCap] : integer {Military.items.[].system.dexCap} (3 different values) 3 (x3) 1 (x1) 0 (x1) [speedPenalty] : integer {Military.items.[].system.speedPenalty} (3 different values) 0 (x5) -5 (x1) -10 (x1) [strength] : integer {Military.items.[].system.strength} (3 different values) 1 (x3) 3 (x1) 4 (x1) [stackGroup] : string {Military.items.[].system.stackGroup} (2 different values) bolts (x2) rounds10 (x1) [uses] : object {Military.items.[].system.uses} autoDestroy : boolean {Military.items.[].system.uses.autoDestroy} (same value: True) max : integer {Military.items.[].system.uses.max} (same value: 1) value : integer {Military.items.[].system.uses.value} (same value: 1) [attackEffects] : object {Military.items.[].system.attackEffects} value : array<> {Military.items.[].system.attackEffects.value} Length: min=0 max=0 Value type: mixed [damageRolls] : object {Military.items.[].system.damageRolls} [sxAZRqzRwbKWmwer] : object {Military.items.[].system.damageRolls.sxAZRqzRwbKWmwer} damage : string {Military.items.[].system.damageRolls.sxAZRqzRwbKWmwer.damage} (same value: 1d6+3) damageType : string {Military.items.[].system.damageRolls.sxAZRqzRwbKWmwer.damageType} (same value: piercing) [iswR188zNNz1VJHP] : object {Military.items.[].system.damageRolls.iswR188zNNz1VJHP} damage : string {Military.items.[].system.damageRolls.iswR188zNNz1VJHP.damage} (5 different values) 1d4+3 (x1) 1d4+12 (x1) 1d4+6 (x1) 1d4+11 (x1) 1d4+8 (x2) damageType : string {Military.items.[].system.damageRolls.iswR188zNNz1VJHP.damageType} (same value: bludgeoning) [6QGmi8kpwnUYObmK] : object {Military.items.[].system.damageRolls.6QGmi8kpwnUYObmK} damage : string {Military.items.[].system.damageRolls.6QGmi8kpwnUYObmK.damage} (same value: 1d10) damageType : string {Military.items.[].system.damageRolls.6QGmi8kpwnUYObmK.damageType} (same value: piercing) [GjnxBwS1HVdnqogy] : object {Military.items.[].system.damageRolls.GjnxBwS1HVdnqogy} damage : string {Military.items.[].system.damageRolls.GjnxBwS1HVdnqogy.damage} (same value: 1d6+12) damageType : string {Military.items.[].system.damageRolls.GjnxBwS1HVdnqogy.damageType} (same value: piercing) [LLquxf1EbAdDKdts] : object {Military.items.[].system.damageRolls.LLquxf1EbAdDKdts} damage : string {Military.items.[].system.damageRolls.LLquxf1EbAdDKdts.damage} (same value: 2d8+12) damageType : string {Military.items.[].system.damageRolls.LLquxf1EbAdDKdts.damageType} (same value: slashing) [o6P42JjVWJWA4o7P] : object {Military.items.[].system.damageRolls.o6P42JjVWJWA4o7P} damage : string {Military.items.[].system.damageRolls.o6P42JjVWJWA4o7P.damage} (same value: 1d6+5) damageType : string {Military.items.[].system.damageRolls.o6P42JjVWJWA4o7P.damageType} (same value: piercing) [W7Zx7yNlP79r1nrG] : object {Military.items.[].system.damageRolls.W7Zx7yNlP79r1nrG} damage : string {Military.items.[].system.damageRolls.W7Zx7yNlP79r1nrG.damage} (same value: 1d8+2) damageType : string {Military.items.[].system.damageRolls.W7Zx7yNlP79r1nrG.damageType} (same value: piercing) [zCni5sGXzNCC6DtU] : object {Military.items.[].system.damageRolls.zCni5sGXzNCC6DtU} damage : string {Military.items.[].system.damageRolls.zCni5sGXzNCC6DtU.damage} (same value: 2d6+11) damageType : string {Military.items.[].system.damageRolls.zCni5sGXzNCC6DtU.damageType} (same value: bludgeoning) [GEP54QCyxaLOFYe7] : object {Military.items.[].system.damageRolls.GEP54QCyxaLOFYe7} damage : string {Military.items.[].system.damageRolls.GEP54QCyxaLOFYe7.damage} (same value: 1d4+8) damageType : string {Military.items.[].system.damageRolls.GEP54QCyxaLOFYe7.damageType} (same value: piercing) [qUcsOGJYDPoWpIdq] : object {Military.items.[].system.damageRolls.qUcsOGJYDPoWpIdq} damage : string {Military.items.[].system.damageRolls.qUcsOGJYDPoWpIdq.damage} (same value: 1d4+8) damageType : string {Military.items.[].system.damageRolls.qUcsOGJYDPoWpIdq.damageType} (same value: piercing) [VFVEUMnyunHnMIoh] : object {Military.items.[].system.damageRolls.VFVEUMnyunHnMIoh} damage : string {Military.items.[].system.damageRolls.VFVEUMnyunHnMIoh.damage} (same value: 1d8+6) damageType : string {Military.items.[].system.damageRolls.VFVEUMnyunHnMIoh.damageType} (same value: piercing) [iaOTDni9QFnkxQF1] : object {Military.items.[].system.damageRolls.iaOTDni9QFnkxQF1} damage : string {Military.items.[].system.damageRolls.iaOTDni9QFnkxQF1.damage} (same value: 1d10+8) damageType : string {Military.items.[].system.damageRolls.iaOTDni9QFnkxQF1.damageType} (same value: piercing) [ySR04Ksm6zaEtzyE] : object {Military.items.[].system.damageRolls.ySR04Ksm6zaEtzyE} damage : string {Military.items.[].system.damageRolls.ySR04Ksm6zaEtzyE.damage} (same value: 1d6+8) damageType : string {Military.items.[].system.damageRolls.ySR04Ksm6zaEtzyE.damageType} (same value: piercing) [actionType] : object {Military.items.[].system.actionType} value : string {Military.items.[].system.actionType.value} (4 different values) passive (x24) action (x22) reaction (x4) free (x1) [actions] : object {Military.items.[].system.actions} [value] : integer {Military.items.[].system.actions.value} (3 different values) 2 (x7) 1 (x12) 3 (x3) [mod] : object {Military.items.[].system.mod} value : integer {Military.items.[].system.mod.value} (8 different values) 15 (x2) 13 (x1) 18 (x1) 12 (x2) 6 (x1) 20 (x1) 11 (x1) 10 (x1) [proficient] : object {Military.items.[].system.proficient} value : integer {Military.items.[].system.proficient.value} (same value: 0) [frequency] : object {Military.items.[].system.frequency} max : integer {Military.items.[].system.frequency.max} (same value: 1) per : string {Military.items.[].system.frequency.per} (3 different values) round (x6) turn (x1) day (x1) [value] : integer {Military.items.[].system.frequency.value} (same value: 1) [autoHeightenLevel] : object {Military.items.[].system.autoHeightenLevel} [value] : mixed [prepared] : object {Military.items.[].system.prepared} [flexible] : boolean {Military.items.[].system.prepared.flexible} (same value: False) value : string {Military.items.[].system.prepared.value} (2 different values) prepared (x1) focus (x1) [proficiency] : object {Military.items.[].system.proficiency} value : integer {Military.items.[].system.proficiency.value} (same value: 1) [slots] : object {Military.items.[].system.slots} [slot0] : object {Military.items.[].system.slots.slot0} max : integer {Military.items.[].system.slots.slot0.max} (same value: 7) prepared : array {Military.items.[].system.slots.slot0.prepared} Length: min=7 max=7 Value type: object {Military.items.[].system.slots.slot0.prepared.[]} id : string {Military.items.[].system.slots.slot0.prepared.[].id} (7 different values) EbF9Ko931GCHJoNo (x1) oP2pjJF2pFmdYgJS (x1) BGcxQPHFMjpVebF5 (x1) yQeK1YGNnwkbZ4Ga (x1) 2xFYFiJqNviEq9Nu (x1) 4QtjcbvBAEFq9VfE (x1) i4nvRl4RIupg9MLk (x1) [slot1] : object {Military.items.[].system.slots.slot1} max : integer {Military.items.[].system.slots.slot1.max} (same value: 3) prepared : array {Military.items.[].system.slots.slot1.prepared} Length: min=3 max=3 Value type: object {Military.items.[].system.slots.slot1.prepared.[]} id : string {Military.items.[].system.slots.slot1.prepared.[].id} (3 different values) ON1NM8RMCrrkZa6L (x1) nCddqo1HPTJSMt2H (x1) X5eivJ2G4HKpV7Mb (x1) [slot2] : object {Military.items.[].system.slots.slot2} max : integer {Military.items.[].system.slots.slot2.max} (same value: 3) prepared : array {Military.items.[].system.slots.slot2.prepared} Length: min=3 max=3 Value type: object {Military.items.[].system.slots.slot2.prepared.[]} id : string {Military.items.[].system.slots.slot2.prepared.[].id} (2 different values) 3mfGGh5ney2uD2IL (x2) w8Dw6VXm4vcpUbZ6 (x1) [slot3] : object {Military.items.[].system.slots.slot3} max : integer {Military.items.[].system.slots.slot3.max} (same value: 3) prepared : array {Military.items.[].system.slots.slot3.prepared} Length: min=3 max=3 Value type: object {Military.items.[].system.slots.slot3.prepared.[]} id : string {Military.items.[].system.slots.slot3.prepared.[].id} (3 different values) aHv2CGlhG9WjjKdw (x1) pvBJdgPdaTEL7DHA (x1) aSshaIVjCCwRy8gH (x1) [slot4] : object {Military.items.[].system.slots.slot4} max : integer {Military.items.[].system.slots.slot4.max} (same value: 3) prepared : array {Military.items.[].system.slots.slot4.prepared} Length: min=3 max=3 Value type: object {Military.items.[].system.slots.slot4.prepared.[]} id : string {Military.items.[].system.slots.slot4.prepared.[].id} (3 different values) gk2nHjFcfn8rph74 (x1) 7hLmlTTzL9gQQ8WK (x1) FIlu3bLB3nP9cIPI (x1) [slot5] : object {Military.items.[].system.slots.slot5} max : integer {Military.items.[].system.slots.slot5.max} (same value: 3) prepared : array {Military.items.[].system.slots.slot5.prepared} Length: min=3 max=3 Value type: object {Military.items.[].system.slots.slot5.prepared.[]} id : string {Military.items.[].system.slots.slot5.prepared.[].id} (3 different values) tqYuINrgW7fzqRbL (x1) VECXmgGNfSAlfWBF (x1) kxeXUrqMZ359db5q (x1) [spelldc] : object {Military.items.[].system.spelldc} dc : integer {Military.items.[].system.spelldc.dc} (same value: 28) value : integer {Military.items.[].system.spelldc.value} (same value: 20) [tradition] : object {Military.items.[].system.tradition} value : string {Military.items.[].system.tradition.value} (same value: arcane) [area] : object {Military.items.[].system.area} type : string {Military.items.[].system.area.type} (2 different values) burst (x3) emanation (x1) value : integer {Military.items.[].system.area.value} (2 different values) 20 (x3) 30 (x1) [cost] : object {Military.items.[].system.cost} value : string {Military.items.[].system.cost.value} (same value: ) [counteraction] : boolean {Military.items.[].system.counteraction} (same value: False) [defense] : object {Military.items.[].system.defense} save : object {Military.items.[].system.defense.save} basic : boolean {Military.items.[].system.defense.save.basic} (2 different values) False (x4) True (x5) statistic : string {Military.items.[].system.defense.save.statistic} (2 different values) reflex (x4) fortitude (x5) [duration] : object {Military.items.[].system.duration} sustained : boolean {Military.items.[].system.duration.sustained} (2 different values) False (x22) True (x1) value : string {Military.items.[].system.duration.value} (7 different values) 1 minute (x5) (x12) 5 minutes (x1) varies (x2) 10 minutes (x1) until your next daily preparations (x1) until the end of your turn (x1) [heightening] : object {Military.items.[].system.heightening} [damage] : object {Military.items.[].system.heightening.damage} [0] : string {Military.items.[].system.heightening.damage.0} (5 different values) 2d6 (x3) 1d8 (x1) 1d4 (x2) 1d4+1 (x1) 1d6 (x1) [3bsJUDEgedKhPx6T] : string {Military.items.[].system.heightening.damage.3bsJUDEgedKhPx6T} (same value: 1d4) [interval] : integer {Military.items.[].system.heightening.interval} (2 different values) 1 (x8) 2 (x1) type : string {Military.items.[].system.heightening.type} (2 different values) interval (x9) fixed (x2) [levels] : object {Military.items.[].system.heightening.levels} 3 : object {Military.items.[].system.heightening.levels.3} target : object {Military.items.[].system.heightening.levels.3.target} value : string {Military.items.[].system.heightening.levels.3.target.value} (2 different values) 10 objects (x1) 1 unattended object with a Bulk of 1 or less (x1) [6] : object {Military.items.[].system.heightening.levels.6} target : object {Military.items.[].system.heightening.levels.6.target} value : string {Military.items.[].system.heightening.levels.6.target.value} (same value: any number of objects) 5 : object {Military.items.[].system.heightening.levels.5} range : object {Military.items.[].system.heightening.levels.5.range} value : string {Military.items.[].system.heightening.levels.5.range.value} (same value: 60 feet) 7 : object {Military.items.[].system.heightening.levels.7} target : object {Military.items.[].system.heightening.levels.7.target} value : string {Military.items.[].system.heightening.levels.7.target.value} (same value: 1 unattended object with a Bulk of 2 or less) [location] : object {Military.items.[].system.location} value : string {Military.items.[].system.location.value} (2 different values) EZPbSs6MIocHuwu5 (x21) ilpE8aUeM9CRBcbh (x2) [requirements] : string {Military.items.[].system.requirements} (same value: ) [target] : object {Military.items.[].system.target} value : string {Military.items.[].system.target.value} (7 different values) 1 creature (x8) (x10) 1 flying creature (x1) 1 living creature (x1) 1 or 2 creatures (x1) 1 object (x1) 1 unattended object of light Bulk or less (x1) [time] : object {Military.items.[].system.time} value : string {Military.items.[].system.time.value} (6 different values) 2 (x15) 3 (x3) reaction (x1) 1 to 3 (x1) 1 (x2) 1 minute (x1) [overlays] : object {Military.items.[].system.overlays} [9Ly51UbFomNFSkwE] : object {Military.items.[].system.overlays.9Ly51UbFomNFSkwE} name : string {Military.items.[].system.overlays.9Ly51UbFomNFSkwE.name} (same value: Weapon Storm (Emanation)) overlayType : string {Military.items.[].system.overlays.9Ly51UbFomNFSkwE.overlayType} (same value: override) sort : integer {Military.items.[].system.overlays.9Ly51UbFomNFSkwE.sort} (same value: 2) system : object {Military.items.[].system.overlays.9Ly51UbFomNFSkwE.system} area : object {Military.items.[].system.overlays.9Ly51UbFomNFSkwE.system.area} type : string {Military.items.[].system.overlays.9Ly51UbFomNFSkwE.system.area.type} (same value: emanation) value : integer {Military.items.[].system.overlays.9Ly51UbFomNFSkwE.system.area.value} (same value: 10) [mAZRhujP3gA9tb4m] : object {Military.items.[].system.overlays.mAZRhujP3gA9tb4m} name : string {Military.items.[].system.overlays.mAZRhujP3gA9tb4m.name} (same value: Weapon Storm (Cone)) overlayType : string {Military.items.[].system.overlays.mAZRhujP3gA9tb4m.overlayType} (same value: override) sort : integer {Military.items.[].system.overlays.mAZRhujP3gA9tb4m.sort} (same value: 1) system : object {Military.items.[].system.overlays.mAZRhujP3gA9tb4m.system} area : object {Military.items.[].system.overlays.mAZRhujP3gA9tb4m.system.area} type : string {Military.items.[].system.overlays.mAZRhujP3gA9tb4m.system.area.type} (same value: cone) value : integer {Military.items.[].system.overlays.mAZRhujP3gA9tb4m.system.area.value} (same value: 30) 2I469pfbYcmFvzOA : object {Military.items.[].system.overlays.2I469pfbYcmFvzOA} _id : string {Military.items.[].system.overlays.2I469pfbYcmFvzOA._id} (same value: 2I469pfbYcmFvzOA) name : string {Military.items.[].system.overlays.2I469pfbYcmFvzOA.name} (same value: Telekinetic Projectile (Bludgeoning)) overlayType : string {Military.items.[].system.overlays.2I469pfbYcmFvzOA.overlayType} (same value: override) sort : integer {Military.items.[].system.overlays.2I469pfbYcmFvzOA.sort} (same value: 1) system : object {Military.items.[].system.overlays.2I469pfbYcmFvzOA.system} damage : object {Military.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage} 0 : object {Military.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage.0} [category] : mixed type : string {Military.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage.0.type} (same value: bludgeoning) cUFX7ExSLeoa3vIF : object {Military.items.[].system.overlays.cUFX7ExSLeoa3vIF} _id : string {Military.items.[].system.overlays.cUFX7ExSLeoa3vIF._id} (same value: cUFX7ExSLeoa3vIF) name : string {Military.items.[].system.overlays.cUFX7ExSLeoa3vIF.name} (same value: Telekinetic Projectile (Piercing)) overlayType : string {Military.items.[].system.overlays.cUFX7ExSLeoa3vIF.overlayType} (same value: override) sort : integer {Military.items.[].system.overlays.cUFX7ExSLeoa3vIF.sort} (same value: 2) system : object {Military.items.[].system.overlays.cUFX7ExSLeoa3vIF.system} damage : object {Military.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage} 0 : object {Military.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage.0} [category] : mixed type : string {Military.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage.0.type} (same value: piercing) zFWsMjoeCnLxqJaV : object {Military.items.[].system.overlays.zFWsMjoeCnLxqJaV} _id : string {Military.items.[].system.overlays.zFWsMjoeCnLxqJaV._id} (same value: zFWsMjoeCnLxqJaV) name : string {Military.items.[].system.overlays.zFWsMjoeCnLxqJaV.name} (same value: Telekinetic Projectile (Slashing)) overlayType : string {Military.items.[].system.overlays.zFWsMjoeCnLxqJaV.overlayType} (same value: override) sort : integer {Military.items.[].system.overlays.zFWsMjoeCnLxqJaV.sort} (same value: 3) system : object {Military.items.[].system.overlays.zFWsMjoeCnLxqJaV.system} damage : object {Military.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage} 0 : object {Military.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage.0} [category] : mixed type : string {Military.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage.0.type} (same value: slashing) type : string {Military.items.[].type} (10 different values) weapon (x11) armor (x5) consumable (x3) melee (x18) action (x51) lore (x10) shield (x2) spellcastingEntry (x2) spell (x23) equipment (x4) [flags] : object {Military.items.[].flags} pf2e : object {Military.items.[].flags.pf2e} linkedWeapon : string {Military.items.[].flags.pf2e.linkedWeapon} (all different values) name : string {Military.name} (all different values) system : object {Military.system} abilities : object {Military.system.abilities} cha : object {Military.system.abilities.cha} mod : integer {Military.system.abilities.cha.mod} (5 different values) 1 (x2) 0 (x4) 4 (x1) 2 (x2) 3 (x2) con : object {Military.system.abilities.con} mod : integer {Military.system.abilities.con.mod} (4 different values) 1 (x2) 2 (x5) 4 (x2) 3 (x2) dex : object {Military.system.abilities.dex} mod : integer {Military.system.abilities.dex.mod} (5 different values) 2 (x5) 3 (x1) 1 (x2) 0 (x2) 4 (x1) int : object {Military.system.abilities.int} mod : integer {Military.system.abilities.int.mod} (4 different values) 4 (x2) 0 (x5) 2 (x2) 1 (x2) str : object {Military.system.abilities.str} mod : integer {Military.system.abilities.str.mod} (5 different values) 3 (x1) 4 (x3) 7 (x2) 5 (x3) 2 (x2) wis : object {Military.system.abilities.wis} mod : integer {Military.system.abilities.wis.mod} (5 different values) 2 (x6) -1 (x1) 1 (x2) 3 (x1) 4 (x1) attributes : object {Military.system.attributes} ac : object {Military.system.attributes.ac} details : string {Military.system.attributes.ac.details} (same value: ) value : integer {Military.system.attributes.ac.value} (9 different values) 15 (x1) 18 (x2) 25 (x2) 27 (x1) 24 (x1) 29 (x1) 23 (x1) 21 (x1) 20 (x1) allSaves : object {Military.system.attributes.allSaves} value : string {Military.system.attributes.allSaves.value} (same value: ) hp : object {Military.system.attributes.hp} details : string {Military.system.attributes.hp.details} (2 different values) (x10) troop defenses (x1) max : integer {Military.system.attributes.hp.max} (all different values) temp : integer {Military.system.attributes.hp.temp} (same value: 0) value : integer {Military.system.attributes.hp.value} (all different values) speed : object {Military.system.attributes.speed} otherSpeeds : array<> {Military.system.attributes.speed.otherSpeeds} Length: min=0 max=0 Value type: mixed value : integer {Military.system.attributes.speed.value} (3 different values) 25 (x7) 40 (x2) 20 (x2) [details] : string {Military.system.attributes.speed.details} (same value: troop movement) [weaknesses] : array {Military.system.attributes.weaknesses} Length: min=2 max=2 Value type: object {Military.system.attributes.weaknesses.[]} exceptions : array<> {Military.system.attributes.weaknesses.[].exceptions} Length: min=0 max=0 Value type: mixed type : string {Military.system.attributes.weaknesses.[].type} (2 different values) area-damage (x5) splash-damage (x5) value : integer {Military.system.attributes.weaknesses.[].value} (2 different values) 5 (x6) 8 (x4) [resistances] : array {Military.system.attributes.resistances} Length: min=2 max=2 Value type: object {Military.system.attributes.resistances.[]} type : string {Military.system.attributes.resistances.[].type} (2 different values) mental (x1) slashing (x1) value : integer {Military.system.attributes.resistances.[].value} (same value: 5) details : object {Military.system.details} blurb : string {Military.system.details.blurb} (same value: ) languages : object {Military.system.details.languages} details : string {Military.system.details.languages.details} (same value: ) value : array {Military.system.details.languages.value} Length: min=0 max=2 Value type: string {Military.system.details.languages.value.[]} (2 different values) common (x8) diabolic (x1) level : object {Military.system.details.level} value : integer {Military.system.details.level.value} (9 different values) 1 (x1) 3 (x1) 8 (x2) 7 (x1) 2 (x1) 6 (x2) 10 (x1) 5 (x1) 4 (x1) privateNotes : string {Military.system.details.privateNotes} (same value: ) publicNotes : string {Military.system.details.publicNotes} (all different values) publication : object {Military.system.details.publication} license : string {Military.system.details.publication.license} (same value: ORC) remaster : boolean {Military.system.details.publication.remaster} (same value: True) title : string {Military.system.details.publication.title} (same value: Pathfinder NPC Core) initiative : object {Military.system.initiative} statistic : string {Military.system.initiative.statistic} (same value: perception) perception : object {Military.system.perception} details : string {Military.system.perception.details} (same value: ) mod : integer {Military.system.perception.mod} (8 different values) 7 (x1) 8 (x2) 16 (x3) 14 (x1) 13 (x1) 17 (x1) 15 (x1) 12 (x1) senses : array<> {Military.system.perception.senses} Length: min=0 max=0 Value type: mixed resources : object {Military.system.resources} [focus] : object {Military.system.resources.focus} max : integer {Military.system.resources.focus.max} (same value: 2) value : integer {Military.system.resources.focus.value} (same value: 2) saves : object {Military.system.saves} fortitude : object {Military.system.saves.fortitude} saveDetail : string {Military.system.saves.fortitude.saveDetail} (same value: ) value : integer {Military.system.saves.fortitude.value} (9 different values) 8 (x1) 11 (x1) 14 (x1) 17 (x1) 18 (x2) 9 (x1) 15 (x1) 16 (x1) 10 (x2) reflex : object {Military.system.saves.reflex} saveDetail : string {Military.system.saves.reflex.saveDetail} (same value: ) value : integer {Military.system.saves.reflex.value} (8 different values) 5 (x1) 9 (x1) 15 (x2) 13 (x3) 6 (x1) 14 (x1) 12 (x1) 8 (x1) will : object {Military.system.saves.will} saveDetail : string {Military.system.saves.will.saveDetail} (same value: ) value : integer {Military.system.saves.will.value} (8 different values) 7 (x1) 6 (x2) 20 (x1) 14 (x3) 16 (x1) 13 (x1) 21 (x1) 11 (x1) skills : object {Military.system.skills} [athletics] : object {Military.system.skills.athletics} base : integer {Military.system.skills.athletics.base} (8 different values) 8 (x1) 9 (x1) 18 (x2) 17 (x2) 10 (x1) 15 (x1) 21 (x1) 11 (x1) [crafting] : object {Military.system.skills.crafting} base : integer {Military.system.skills.crafting.base} (same value: 13) [intimidation] : object {Military.system.skills.intimidation} base : integer {Military.system.skills.intimidation.base} (5 different values) 20 (x1) 15 (x1) 17 (x1) 7 (x1) 14 (x1) [acrobatics] : object {Military.system.skills.acrobatics} base : integer {Military.system.skills.acrobatics.base} (2 different values) 13 (x2) 11 (x1) [nature] : object {Military.system.skills.nature} base : integer {Military.system.skills.nature.base} (same value: 12) [religion] : object {Military.system.skills.religion} base : integer {Military.system.skills.religion.base} (same value: 12) [society] : object {Military.system.skills.society} base : integer {Military.system.skills.society.base} (2 different values) 12 (x1) 8 (x1) [arcana] : object {Military.system.skills.arcana} base : integer {Military.system.skills.arcana.base} (same value: 22) medicine : object {Military.system.skills.medicine} base : integer {Military.system.skills.medicine.base} (2 different values) 11 (x1) 10 (x1) [stealth] : object {Military.system.skills.stealth} base : integer {Military.system.skills.stealth.base} (same value: 15) [survival] : object {Military.system.skills.survival} base : integer {Military.system.skills.survival.base} (same value: 11) diplomacy : object {Military.system.skills.diplomacy} base : integer {Military.system.skills.diplomacy.base} (same value: 11) traits : object {Military.system.traits} rarity : string {Military.system.traits.rarity} (same value: common) size : object {Military.system.traits.size} value : string {Military.system.traits.size.value} (2 different values) med (x6) grg (x5) value : array {Military.system.traits.value} Length: min=2 max=5 Value type: string {Military.system.traits.value.[]} (5 different values) human (x11) humanoid (x11) troop (x5) animal (x2) lawful (x1) type : string {Military.type} (same value: npc)