Season 1 Different values: 3 ===================================== object {Season 1} _id : string {Season 1._id} (all different values) img : string {Season 1.img} (same value: systems/pf2e/icons/default-icons/npc.svg) items : array {Season 1.items} Length: min=11 max=26 Value type: object {Season 1.items.[]} _id : string {Season 1.items.[]._id} (53 different values) img : string {Season 1.items.[].img} (37 different values) name : string {Season 1.items.[].name} (45 different values) sort : integer {Season 1.items.[].sort} (26 different values) system : object {Season 1.items.[].system} [autoHeightenLevel] : object {Season 1.items.[].system.autoHeightenLevel} [value] : mixed description : object {Season 1.items.[].system.description} value : string {Season 1.items.[].system.description.value} (42 different values) [prepared] : object {Season 1.items.[].system.prepared} flexible : boolean {Season 1.items.[].system.prepared.flexible} (same value: False) value : string {Season 1.items.[].system.prepared.value} (4 different values) spontaneous (x1) focus (x1) prepared (x1) innate (x1) [proficiency] : object {Season 1.items.[].system.proficiency} value : integer {Season 1.items.[].system.proficiency.value} (same value: 0) publication : object {Season 1.items.[].system.publication} license : string {Season 1.items.[].system.publication.license} (same value: OGL) remaster : boolean {Season 1.items.[].system.publication.remaster} (same value: False) title : string {Season 1.items.[].system.publication.title} (all different values) rules : ###FoundryRulesObject### [slots] : object {Season 1.items.[].system.slots} [slot0] : object {Season 1.items.[].system.slots.slot0} max : integer {Season 1.items.[].system.slots.slot0.max} (all different values) [value] : integer {Season 1.items.[].system.slots.slot0.value} (2 different values) 5 (x1) 1 (x1) prepared : array {Season 1.items.[].system.slots.slot0.prepared} Length: min=2 max=2 Value type: object {Season 1.items.[].system.slots.slot0.prepared.[]} id : string {Season 1.items.[].system.slots.slot0.prepared.[].id} (2 different values) WoACkCLAuT1uY3dK (x1) Ob9lTYH0z6rkHmab (x1) [slot1] : object {Season 1.items.[].system.slots.slot1} max : integer {Season 1.items.[].system.slots.slot1.max} (2 different values) 3 (x2) 1 (x1) [value] : integer {Season 1.items.[].system.slots.slot1.value} (2 different values) 3 (x1) 1 (x1) prepared : array {Season 1.items.[].system.slots.slot1.prepared} Length: min=3 max=3 Value type: object {Season 1.items.[].system.slots.slot1.prepared.[]} id : string {Season 1.items.[].system.slots.slot1.prepared.[].id} (all different values) [slot2] : object {Season 1.items.[].system.slots.slot2} max : integer {Season 1.items.[].system.slots.slot2.max} (same value: 2) value : integer {Season 1.items.[].system.slots.slot2.value} (same value: 2) [slug] : string {Season 1.items.[].system.slug} (32 different values) [spelldc] : object {Season 1.items.[].system.spelldc} dc : integer {Season 1.items.[].system.spelldc.dc} (2 different values) 20 (x3) 19 (x1) mod : integer {Season 1.items.[].system.spelldc.mod} (same value: 0) value : integer {Season 1.items.[].system.spelldc.value} (2 different values) 10 (x3) 9 (x1) [tradition] : object {Season 1.items.[].system.tradition} value : string {Season 1.items.[].system.tradition.value} (all different values) [area] : object {Season 1.items.[].system.area} type : string {Season 1.items.[].system.area.type} (same value: emanation) value : integer {Season 1.items.[].system.area.value} (2 different values) 60 (x2) 30 (x1) [cost] : object {Season 1.items.[].system.cost} value : string {Season 1.items.[].system.cost.value} (same value: ) [counteraction] : boolean {Season 1.items.[].system.counteraction} (same value: False) [damage] : object {Season 1.items.[].system.damage} [damageType] : string {Season 1.items.[].system.damage.damageType} (2 different values) bludgeoning (x4) piercing (x1) [dice] : integer {Season 1.items.[].system.damage.dice} (same value: 1) [die] : string {Season 1.items.[].system.damage.die} (2 different values) d6 (x4) d12 (x1) [0] : object {Season 1.items.[].system.damage.0} applyMod : boolean {Season 1.items.[].system.damage.0.applyMod} (same value: False) [category] : mixed formula : string {Season 1.items.[].system.damage.0.formula} (same value: 1d8) kinds : array {Season 1.items.[].system.damage.0.kinds} Length: min=2 max=2 Value type: string {Season 1.items.[].system.damage.0.kinds.[]} (2 different values) damage (x1) healing (x1) materials : array<> {Season 1.items.[].system.damage.0.materials} Length: min=0 max=0 Value type: mixed type : string {Season 1.items.[].system.damage.0.type} (same value: void) [defense] : object {Season 1.items.[].system.defense} save : object {Season 1.items.[].system.defense.save} basic : boolean {Season 1.items.[].system.defense.save.basic} (2 different values) False (x2) True (x2) statistic : string {Season 1.items.[].system.defense.save.statistic} (2 different values) will (x3) fortitude (x1) [duration] : object {Season 1.items.[].system.duration} sustained : boolean {Season 1.items.[].system.duration.sustained} (2 different values) False (x17) True (x4) value : string {Season 1.items.[].system.duration.value} (10 different values) 1 hour (x3) 10 minutes (x3) (x7) 1 round (x2) until the next time you make your daily preparations (x1) see below (x1) 5 minutes (x1) varies (x1) 1 minute (x1) until the start of your next turn (x1) [level] : object {Season 1.items.[].system.level} value : integer {Season 1.items.[].system.level.value} (all different values) [location] : object {Season 1.items.[].system.location} value : string {Season 1.items.[].system.location.value} (4 different values) KozDvvxQAGRHCcmn (x12) yoDLELLlBHguOv54 (x2) zMoE0vVtAcfryHc1 (x2) dLO669ysyoh2M1Ww (x5) [range] : mixed object {Season 1.items.[].system.range} value : string {Season 1.items.[].system.range.value} (7 different values) 30 feet (x5) (x7) touch (x4) 60 feet (x2) 120 feet (x1) 10 feet (x1) varies (x1) integer {Season 1.items.[].system.range} (same value: 50) [requirements] : string {Season 1.items.[].system.requirements} (same value: ) [target] : object {Season 1.items.[].system.target} value : string {Season 1.items.[].system.target.value} (8 different values) 1 creature (x6) (x9) 1 unattended object of light Bulk or less (x1) 1 object of 3 bulk or less (x1) 1 object (cook, lift, or tidy only) (x1) 1 willing creature (x1) 1 living creature or 1 willing undead creature (x1) 1 non-magical weapon that is unattended or wielded by you or a willing ally (x1) [time] : object {Season 1.items.[].system.time} value : string {Season 1.items.[].system.time.value} (6 different values) 2 (x14) reaction (x1) 1 (x3) 1 minute (x1) 3 (x1) 1 to 3 (x1) [traits] : object {Season 1.items.[].system.traits} rarity : string {Season 1.items.[].system.traits.rarity} (2 different values) common (x45) uncommon (x3) [traditions] : array {Season 1.items.[].system.traits.traditions} Length: min=0 max=4 Value type: string {Season 1.items.[].system.traits.traditions.[]} (4 different values) arcane (x18) occult (x17) primal (x6) divine (x9) value : array {Season 1.items.[].system.traits.value} Length: min=0 max=6 Value type: string {Season 1.items.[].system.traits.value.[]} (30 different values) [heightening] : object {Season 1.items.[].system.heightening} damage : object {Season 1.items.[].system.heightening.damage} 0 : string {Season 1.items.[].system.heightening.damage.0} (2 different values) 1d6 (x1) 1d8 (x1) interval : integer {Season 1.items.[].system.heightening.interval} (2 different values) 2 (x1) 1 (x1) type : string {Season 1.items.[].system.heightening.type} (same value: interval) [baseItem] : string {Season 1.items.[].system.baseItem} (7 different values) sap (x1) shortsword (x1) maul (x1) chain-mail (x1) club (x1) sling (x1) studded-leather-armor (x1) [bonus] : object {Season 1.items.[].system.bonus} value : integer {Season 1.items.[].system.bonus.value} (5 different values) 0 (x5) 10 (x2) 7 (x1) 9 (x1) 8 (x2) [bonusDamage] : object {Season 1.items.[].system.bonusDamage} value : integer {Season 1.items.[].system.bonusDamage.value} (same value: 0) [bulk] : object {Season 1.items.[].system.bulk} value : mixed float {Season 1.items.[].system.bulk.value} (same value: 0,1) integer {Season 1.items.[].system.bulk.value} (2 different values) 1 (x3) 2 (x2) [category] : string {Season 1.items.[].system.category} (8 different values) martial (x3) interaction (x1) offensive (x5) medium (x1) defensive (x3) simple (x2) light (x1) ammo (x1) [containerId] : mixed [equipped] : object {Season 1.items.[].system.equipped} carryType : string {Season 1.items.[].system.equipped.carryType} (2 different values) worn (x11) held (x1) [handsHeld] : integer {Season 1.items.[].system.equipped.handsHeld} (2 different values) 0 (x7) 2 (x1) [invested] : mixed [inSlot] : boolean {Season 1.items.[].system.equipped.inSlot} (same value: True) [group] : string {Season 1.items.[].system.group} (6 different values) club (x2) sword (x1) hammer (x1) chain (x1) sling (x1) leather (x1) [hardness] : integer {Season 1.items.[].system.hardness} (same value: 0) [hp] : object {Season 1.items.[].system.hp} max : integer {Season 1.items.[].system.hp.max} (same value: 0) value : integer {Season 1.items.[].system.hp.value} (same value: 0) [material] : object {Season 1.items.[].system.material} [grade] : mixed [type] : mixed [price] : object {Season 1.items.[].system.price} value : object {Season 1.items.[].system.price.value} [sp] : integer {Season 1.items.[].system.price.value.sp} (all different values) [gp] : integer {Season 1.items.[].system.price.value.gp} (all different values) cp : integer {Season 1.items.[].system.price.value.cp} (same value: 1) per : integer {Season 1.items.[].system.price.per} (same value: 10) [quantity] : integer {Season 1.items.[].system.quantity} (2 different values) 1 (x11) 10 (x1) [reload] : object {Season 1.items.[].system.reload} value : string {Season 1.items.[].system.reload.value} (all different values) [runes] : object {Season 1.items.[].system.runes} potency : integer {Season 1.items.[].system.runes.potency} (same value: 0) property : array<> {Season 1.items.[].system.runes.property} Length: min=0 max=0 Value type: mixed [striking] : integer {Season 1.items.[].system.runes.striking} (same value: 0) [resilient] : integer {Season 1.items.[].system.runes.resilient} (same value: 0) [size] : string {Season 1.items.[].system.size} (same value: med) [splashDamage] : object {Season 1.items.[].system.splashDamage} value : integer {Season 1.items.[].system.splashDamage.value} (same value: 0) [usage] : object {Season 1.items.[].system.usage} value : string {Season 1.items.[].system.usage.value} (2 different values) held-in-one-hand (x7) held-in-two-hands (x3) [attack] : object {Season 1.items.[].system.attack} value : string {Season 1.items.[].system.attack.value} (same value: ) [attackEffects] : object {Season 1.items.[].system.attackEffects} value : array<> {Season 1.items.[].system.attackEffects.value} Length: min=0 max=0 Value type: mixed [damageRolls] : object {Season 1.items.[].system.damageRolls} [nsazvfeefxs2i8reqbcy] : object {Season 1.items.[].system.damageRolls.nsazvfeefxs2i8reqbcy} damage : string {Season 1.items.[].system.damageRolls.nsazvfeefxs2i8reqbcy.damage} (same value: 1d6+2) damageType : string {Season 1.items.[].system.damageRolls.nsazvfeefxs2i8reqbcy.damageType} (same value: piercing) [09gvsaag0qpks6zpm0rt] : object {Season 1.items.[].system.damageRolls.09gvsaag0qpks6zpm0rt} damage : string {Season 1.items.[].system.damageRolls.09gvsaag0qpks6zpm0rt.damage} (same value: 1d6+2) damageType : string {Season 1.items.[].system.damageRolls.09gvsaag0qpks6zpm0rt.damageType} (same value: bludgeoning) [viqq0zhm1a9zqxbsxz53] : object {Season 1.items.[].system.damageRolls.viqq0zhm1a9zqxbsxz53} damage : string {Season 1.items.[].system.damageRolls.viqq0zhm1a9zqxbsxz53.damage} (same value: 1d12+4) damageType : string {Season 1.items.[].system.damageRolls.viqq0zhm1a9zqxbsxz53.damageType} (same value: bludgeoning) [fsod70vw8niurykqx8te] : object {Season 1.items.[].system.damageRolls.fsod70vw8niurykqx8te} damage : string {Season 1.items.[].system.damageRolls.fsod70vw8niurykqx8te.damage} (same value: 1d6+5) damageType : string {Season 1.items.[].system.damageRolls.fsod70vw8niurykqx8te.damageType} (same value: bludgeoning) [0ebzdeafyjs540qxceyv] : object {Season 1.items.[].system.damageRolls.0ebzdeafyjs540qxceyv} damage : string {Season 1.items.[].system.damageRolls.0ebzdeafyjs540qxceyv.damage} (same value: 1d6+5) damageType : string {Season 1.items.[].system.damageRolls.0ebzdeafyjs540qxceyv.damageType} (same value: bludgeoning) ucj3vpwznakt1bw53olp : object {Season 1.items.[].system.damageRolls.ucj3vpwznakt1bw53olp} damage : string {Season 1.items.[].system.damageRolls.ucj3vpwznakt1bw53olp.damage} (same value: 1d6+5) damageType : string {Season 1.items.[].system.damageRolls.ucj3vpwznakt1bw53olp.damageType} (same value: bludgeoning) [weaponType] : object {Season 1.items.[].system.weaponType} value : string {Season 1.items.[].system.weaponType.value} (2 different values) melee (x4) ranged (x2) [actionType] : object {Season 1.items.[].system.actionType} value : string {Season 1.items.[].system.actionType.value} (all different values) [actions] : object {Season 1.items.[].system.actions} [value] : integer {Season 1.items.[].system.actions.value} (same value: 1) [mod] : object {Season 1.items.[].system.mod} value : integer {Season 1.items.[].system.mod.value} (same value: 9) [proficient] : object {Season 1.items.[].system.proficient} value : integer {Season 1.items.[].system.proficient.value} (same value: 0) [overlays] : object {Season 1.items.[].system.overlays} 4gyp3qlsv5ywdyjq : object {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq} _id : string {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq._id} (same value: 4gyp3qlsv5ywdyjq) name : string {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.name} (same value: Harm (vs. Undead)) overlayType : string {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.overlayType} (same value: override) sort : integer {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.sort} (same value: 3) system : object {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system} damage : object {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage} 0 : object {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0} formula : string {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.formula} (same value: 1d8+8) kinds : array {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.kinds} Length: min=1 max=1 Value type: string {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.kinds.[]} (same value: healing) [defense] : mixed heightening : object {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening} damage : object {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening.damage} 0 : string {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening.damage.0} (same value: 1d8+8) range : object {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.range} value : string {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.range.value} (same value: 30 feet) target : object {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.target} value : string {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.target.value} (same value: 1 willing undead creature) time : object {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.time} value : string {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.time.value} (same value: 2) traits : object {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits} value : array {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits.value} Length: min=3 max=3 Value type: string {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits.value.[]} (all different values) pq7cxntbz4s8g5ik : object {Season 1.items.[].system.overlays.pq7cxntbz4s8g5ik} _id : string {Season 1.items.[].system.overlays.pq7cxntbz4s8g5ik._id} (same value: pq7cxntbz4s8g5ik) overlayType : string {Season 1.items.[].system.overlays.pq7cxntbz4s8g5ik.overlayType} (same value: override) sort : integer {Season 1.items.[].system.overlays.pq7cxntbz4s8g5ik.sort} (same value: 1) system : object {Season 1.items.[].system.overlays.pq7cxntbz4s8g5ik.system} range : object {Season 1.items.[].system.overlays.pq7cxntbz4s8g5ik.system.range} value : string {Season 1.items.[].system.overlays.pq7cxntbz4s8g5ik.system.range.value} (same value: touch) time : object {Season 1.items.[].system.overlays.pq7cxntbz4s8g5ik.system.time} value : string {Season 1.items.[].system.overlays.pq7cxntbz4s8g5ik.system.time.value} (same value: 1) rvhoa43rqqqp8izn : object {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn} _id : string {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn._id} (same value: rvhoa43rqqqp8izn) overlayType : string {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.overlayType} (same value: override) sort : integer {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.sort} (same value: 4) system : object {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system} area : object {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system.area} type : string {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system.area.type} (same value: emanation) value : integer {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system.area.value} (same value: 30) range : object {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system.range} value : string {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system.range.value} (same value: ) target : object {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system.target} value : string {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system.target.value} (same value: all living and undead creatures) time : object {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system.time} value : string {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system.time.value} (same value: 3) traits : object {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits} value : array {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits.value} Length: min=3 max=3 Value type: string {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits.value.[]} (all different values) z04svm1cvfcxtplb : object {Season 1.items.[].system.overlays.z04svm1cvfcxtplb} _id : string {Season 1.items.[].system.overlays.z04svm1cvfcxtplb._id} (same value: z04svm1cvfcxtplb) name : string {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.name} (same value: Harm (vs. Living)) overlayType : string {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.overlayType} (same value: override) sort : integer {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.sort} (same value: 2) system : object {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system} damage : object {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.damage} 0 : object {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0} kinds : array {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0.kinds} Length: min=1 max=1 Value type: string {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0.kinds.[]} (same value: damage) range : object {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.range} value : string {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.range.value} (same value: 30 feet) target : object {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.target} value : string {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.target.value} (same value: 1 living creature) time : object {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.time} value : string {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.time.value} (same value: 2) traits : object {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.traits} value : array {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.traits.value} Length: min=3 max=3 Value type: string {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.traits.value.[]} (all different values) [acBonus] : integer {Season 1.items.[].system.acBonus} (2 different values) 4 (x1) 2 (x1) [checkPenalty] : integer {Season 1.items.[].system.checkPenalty} (2 different values) -2 (x1) -1 (x1) [dexCap] : integer {Season 1.items.[].system.dexCap} (2 different values) 1 (x1) 3 (x1) [speedPenalty] : integer {Season 1.items.[].system.speedPenalty} (2 different values) -5 (x1) 0 (x1) [strength] : integer {Season 1.items.[].system.strength} (2 different values) 3 (x1) 1 (x1) [stackGroup] : string {Season 1.items.[].system.stackGroup} (same value: slingBullets) [uses] : object {Season 1.items.[].system.uses} autoDestroy : boolean {Season 1.items.[].system.uses.autoDestroy} (same value: True) max : integer {Season 1.items.[].system.uses.max} (same value: 1) value : integer {Season 1.items.[].system.uses.value} (same value: 1) type : string {Season 1.items.[].type} (9 different values) spellcastingEntry (x4) spell (x21) weapon (x5) equipment (x4) melee (x6) action (x9) lore (x1) armor (x2) consumable (x1) [_stats] : object {Season 1.items.[]._stats} compendiumSource : string {Season 1.items.[]._stats.compendiumSource} (32 different values) [flags] : object {Season 1.items.[].flags} pf2e : object {Season 1.items.[].flags.pf2e} linkedWeapon : string {Season 1.items.[].flags.pf2e.linkedWeapon} (5 different values) 6573VqTrZJ9uce1P (x1) QO9Ulc52tZbNWrG3 (x1) InZ2TruAAEz1gdt6 (x1) gpVZ0ljtYQVMgxmU (x2) kmEEHN991a6zxCQ7 (x1) name : string {Season 1.name} (all different values) system : object {Season 1.system} abilities : object {Season 1.system.abilities} cha : object {Season 1.system.abilities.cha} mod : integer {Season 1.system.abilities.cha.mod} (all different values) con : object {Season 1.system.abilities.con} mod : integer {Season 1.system.abilities.con.mod} (all different values) dex : object {Season 1.system.abilities.dex} mod : integer {Season 1.system.abilities.dex.mod} (all different values) int : object {Season 1.system.abilities.int} mod : integer {Season 1.system.abilities.int.mod} (all different values) str : object {Season 1.system.abilities.str} mod : integer {Season 1.system.abilities.str.mod} (all different values) wis : object {Season 1.system.abilities.wis} mod : integer {Season 1.system.abilities.wis.mod} (2 different values) 1 (x1) 2 (x2) attributes : object {Season 1.system.attributes} ac : object {Season 1.system.attributes.ac} details : string {Season 1.system.attributes.ac.details} (same value: ) value : integer {Season 1.system.attributes.ac.value} (2 different values) 18 (x2) 20 (x1) allSaves : object {Season 1.system.attributes.allSaves} value : string {Season 1.system.attributes.allSaves.value} (2 different values) (x2) +2 status to all saves vs. magic, iron mind (x1) hp : object {Season 1.system.attributes.hp} details : string {Season 1.system.attributes.hp.details} (same value: ) max : integer {Season 1.system.attributes.hp.max} (all different values) temp : integer {Season 1.system.attributes.hp.temp} (same value: 0) value : integer {Season 1.system.attributes.hp.value} (all different values) speed : object {Season 1.system.attributes.speed} otherSpeeds : array<> {Season 1.system.attributes.speed.otherSpeeds} Length: min=0 max=0 Value type: mixed value : integer {Season 1.system.attributes.speed.value} (2 different values) 25 (x2) 20 (x1) details : object {Season 1.system.details} blurb : string {Season 1.system.details.blurb} (same value: ) languages : object {Season 1.system.details.languages} details : string {Season 1.system.details.languages.details} (same value: ) value : array {Season 1.system.details.languages.value} Length: min=2 max=3 Value type: string {Season 1.system.details.languages.value.[]} (4 different values) common (x3) kelish (x2) dwarven (x1) sakvroth (x1) level : object {Season 1.system.details.level} value : integer {Season 1.system.details.level.value} (2 different values) 3 (x2) 2 (x1) privateNotes : string {Season 1.system.details.privateNotes} (same value: ) publicNotes : string {Season 1.system.details.publicNotes} (same value: ) publication : object {Season 1.system.details.publication} license : string {Season 1.system.details.publication.license} (same value: OGL) remaster : boolean {Season 1.system.details.publication.remaster} (same value: False) title : string {Season 1.system.details.publication.title} (same value: Pathfinder Society: Season 1) initiative : object {Season 1.system.initiative} statistic : string {Season 1.system.initiative.statistic} (same value: perception) perception : object {Season 1.system.perception} details : string {Season 1.system.perception.details} (same value: ) mod : integer {Season 1.system.perception.mod} (all different values) senses : array {Season 1.system.perception.senses} Length: min=0 max=1 Value type: object {Season 1.system.perception.senses.[]} type : string {Season 1.system.perception.senses.[].type} (same value: darkvision) resources : object {Season 1.system.resources} [focus] : object {Season 1.system.resources.focus} max : integer {Season 1.system.resources.focus.max} (same value: 1) value : integer {Season 1.system.resources.focus.value} (same value: 1) saves : object {Season 1.system.saves} fortitude : object {Season 1.system.saves.fortitude} saveDetail : string {Season 1.system.saves.fortitude.saveDetail} (same value: ) value : integer {Season 1.system.saves.fortitude.value} (all different values) reflex : object {Season 1.system.saves.reflex} saveDetail : string {Season 1.system.saves.reflex.saveDetail} (same value: ) value : integer {Season 1.system.saves.reflex.value} (2 different values) 8 (x2) 6 (x1) will : object {Season 1.system.saves.will} saveDetail : string {Season 1.system.saves.will.saveDetail} (same value: ) value : integer {Season 1.system.saves.will.value} (2 different values) 10 (x2) 6 (x1) skills : object {Season 1.system.skills} [acrobatics] : object {Season 1.system.skills.acrobatics} base : integer {Season 1.system.skills.acrobatics.base} (same value: 8) [deception] : object {Season 1.system.skills.deception} base : integer {Season 1.system.skills.deception.base} (2 different values) 11 (x1) 9 (x1) [diplomacy] : object {Season 1.system.skills.diplomacy} base : integer {Season 1.system.skills.diplomacy.base} (same value: 9) [occultism] : object {Season 1.system.skills.occultism} base : integer {Season 1.system.skills.occultism.base} (same value: 7) [performance] : object {Season 1.system.skills.performance} base : integer {Season 1.system.skills.performance.base} (same value: 11) [society] : object {Season 1.system.skills.society} base : integer {Season 1.system.skills.society.base} (same value: 7) [stealth] : object {Season 1.system.skills.stealth} base : integer {Season 1.system.skills.stealth.base} (2 different values) 8 (x1) 6 (x1) [thievery] : object {Season 1.system.skills.thievery} base : integer {Season 1.system.skills.thievery.base} (same value: 8) athletics : object {Season 1.system.skills.athletics} base : integer {Season 1.system.skills.athletics.base} (2 different values) 9 (x1) 7 (x1) intimidation : object {Season 1.system.skills.intimidation} base : integer {Season 1.system.skills.intimidation.base} (2 different values) 9 (x1) 6 (x1) [religion] : object {Season 1.system.skills.religion} base : integer {Season 1.system.skills.religion.base} (same value: 8) [survival] : object {Season 1.system.skills.survival} base : integer {Season 1.system.skills.survival.base} (same value: 8) traits : object {Season 1.system.traits} rarity : string {Season 1.system.traits.rarity} (same value: common) size : object {Season 1.system.traits.size} value : string {Season 1.system.traits.size.value} (same value: med) value : array {Season 1.system.traits.value} Length: min=3 max=5 Value type: string {Season 1.system.traits.value.[]} (6 different values) evil (x3) human (x2) humanoid (x3) duergar (x1) dwarf (x1) lawful (x1) type : string {Season 1.type} (same value: npc)