1-11 Different values: 15 ===================================== object {1-11} _id : string {1-11._id} (all different values) folder : string {1-11.folder} (same value: 1bZ9CFAmgPKZlEZD) img : string {1-11.img} (2 different values) systems/pf2e/icons/default-icons/hazard.svg (x4) systems/pf2e/icons/default-icons/npc.svg (x11) items : array {1-11.items} Length: min=1 max=18 Value type: object {1-11.items.[]} _id : string {1-11.items.[]._id} (116 different values) img : string {1-11.items.[].img} (38 different values) name : string {1-11.items.[].name} (62 different values) sort : integer {1-11.items.[].sort} (18 different values) 100000 (x15) 200000 (x11) 300000 (x10) 400000 (x10) 500000 (x10) 600000 (x10) 700000 (x9) 800000 (x7) 900000 (x7) 1000000 (x5) 1100000 (x5) 1200000 (x4) 1300000 (x4) 1400000 (x4) 1500000 (x3) 1600000 (x2) 1700000 (x1) 1800000 (x1) system : object {1-11.items.[].system} [actionType] : object {1-11.items.[].system.actionType} value : string {1-11.items.[].system.actionType.value} (4 different values) reaction (x8) passive (x25) action (x10) free (x1) [actions] : object {1-11.items.[].system.actions} [value] : integer {1-11.items.[].system.actions.value} (3 different values) 2 (x2) 1 (x6) 3 (x2) [category] : string {1-11.items.[].system.category} (8 different values) martial (x6) medium (x1) defensive (x14) offensive (x20) ammo (x3) interaction (x6) simple (x5) light (x2) description : object {1-11.items.[].system.description} value : string {1-11.items.[].system.description.value} (63 different values) publication : object {1-11.items.[].system.publication} license : string {1-11.items.[].system.publication.license} (same value: OGL) remaster : boolean {1-11.items.[].system.publication.remaster} (same value: False) title : string {1-11.items.[].system.publication.title} (4 different values) (x55) Pathfinder Core Rulebook (x41) Pathfinder Bestiary (x18) Pathfinder Bestiary 2 (x4) rules : ###FoundryRulesObject### [slug] : string {1-11.items.[].system.slug} (40 different values) [traits] : object {1-11.items.[].system.traits} rarity : string {1-11.items.[].system.traits.rarity} (2 different values) common (x108) uncommon (x2) value : array {1-11.items.[].system.traits.value} Length: min=0 max=6 Value type: string {1-11.items.[].system.traits.value.[]} (48 different values) [integrated] : mixed [traditions] : array {1-11.items.[].system.traits.traditions} Length: min=0 max=4 Value type: string {1-11.items.[].system.traits.traditions.[]} (4 different values) arcane (x22) divine (x4) occult (x16) primal (x10) [baseItem] : string {1-11.items.[].system.baseItem} (12 different values) lance (x1) longsword (x1) steel-shield (x1) chain-mail (x1) shortbow (x1) staff (x2) crossbow (x1) shortsword (x1) leather-armor (x2) sling (x1) spear (x1) glaive (x2) [bonus] : object {1-11.items.[].system.bonus} value : integer {1-11.items.[].system.bonus.value} (12 different values) 0 (x11) 9 (x4) 10 (x2) 6 (x2) 13 (x2) 7 (x1) 3 (x2) 5 (x3) 15 (x3) 11 (x2) 12 (x1) 8 (x1) [bonusDamage] : object {1-11.items.[].system.bonusDamage} value : integer {1-11.items.[].system.bonusDamage.value} (same value: 0) [bulk] : object {1-11.items.[].system.bulk} value : mixed integer {1-11.items.[].system.bulk.value} (2 different values) 2 (x5) 1 (x9) float {1-11.items.[].system.bulk.value} (same value: 0,1) [containerId] : mixed [damage] : object {1-11.items.[].system.damage} [damageType] : string {1-11.items.[].system.damage.damageType} (3 different values) piercing (x5) slashing (x3) bludgeoning (x3) [dice] : integer {1-11.items.[].system.damage.dice} (same value: 1) [die] : string {1-11.items.[].system.damage.die} (3 different values) d8 (x5) d6 (x4) d4 (x2) [0] : object {1-11.items.[].system.damage.0} [applyMod] : boolean {1-11.items.[].system.damage.0.applyMod} (2 different values) True (x2) False (x1) [category] : mixed formula : string {1-11.items.[].system.damage.0.formula} (4 different values) 1d4 (x2) 1d4+1 (x2) 3d8 (x1) 3d6 (x1) kinds : array {1-11.items.[].system.damage.0.kinds} Length: min=1 max=1 Value type: string {1-11.items.[].system.damage.0.kinds.[]} (same value: damage) materials : array<> {1-11.items.[].system.damage.0.materials} Length: min=0 max=0 Value type: mixed type : string {1-11.items.[].system.damage.0.type} (4 different values) electricity (x2) force (x2) acid (x1) fire (x1) [equipped] : object {1-11.items.[].system.equipped} carryType : string {1-11.items.[].system.equipped.carryType} (2 different values) worn (x10) held (x9) [handsHeld] : integer {1-11.items.[].system.equipped.handsHeld} (3 different values) 0 (x7) 1 (x8) 2 (x1) [invested] : mixed [inSlot] : boolean {1-11.items.[].system.equipped.inSlot} (same value: True) [group] : string {1-11.items.[].system.group} (9 different values) spear (x2) sword (x2) chain (x1) bow (x1) club (x2) crossbow (x1) leather (x2) sling (x1) polearm (x2) [hardness] : integer {1-11.items.[].system.hardness} (2 different values) 0 (x18) 5 (x1) [hp] : object {1-11.items.[].system.hp} max : integer {1-11.items.[].system.hp.max} (2 different values) 0 (x18) 20 (x1) value : integer {1-11.items.[].system.hp.value} (2 different values) 0 (x18) 20 (x1) [level] : object {1-11.items.[].system.level} value : integer {1-11.items.[].system.level.value} (4 different values) 0 (x19) 1 (x18) 2 (x3) 4 (x3) [material] : object {1-11.items.[].system.material} [grade] : mixed [type] : mixed [price] : object {1-11.items.[].system.price} value : object {1-11.items.[].system.price.value} [gp] : integer {1-11.items.[].system.price.value.gp} (5 different values) 1 (x4) 2 (x3) 6 (x1) 3 (x2) 5 (x1) [sp] : integer {1-11.items.[].system.price.value.sp} (2 different values) 1 (x3) 9 (x1) [cp] : integer {1-11.items.[].system.price.value.cp} (same value: 1) [per] : integer {1-11.items.[].system.price.per} (same value: 10) [quantity] : integer {1-11.items.[].system.quantity} (2 different values) 1 (x16) 20 (x3) [range] : mixed integer {1-11.items.[].system.range} (3 different values) 60 (x1) 120 (x1) 50 (x1) object {1-11.items.[].system.range} value : string {1-11.items.[].system.range.value} (5 different values) (x4) 30 feet (x11) 500 feet (x2) 120 feet (x6) 60 feet (x1) [reload] : object {1-11.items.[].system.reload} value : string {1-11.items.[].system.reload.value} (4 different values) (x7) 0 (x1) 1 (x2) - (x1) [runes] : object {1-11.items.[].system.runes} [potency] : integer {1-11.items.[].system.runes.potency} (same value: 0) [property] : array<> {1-11.items.[].system.runes.property} Length: min=0 max=0 Value type: mixed [striking] : integer {1-11.items.[].system.runes.striking} (same value: 0) [reinforcing] : integer {1-11.items.[].system.runes.reinforcing} (same value: 0) [resilient] : integer {1-11.items.[].system.runes.resilient} (same value: 0) [size] : string {1-11.items.[].system.size} (same value: med) [splashDamage] : object {1-11.items.[].system.splashDamage} value : integer {1-11.items.[].system.splashDamage.value} (same value: 0) [usage] : object {1-11.items.[].system.usage} value : string {1-11.items.[].system.usage.value} (3 different values) held-in-two-hands (x4) held-in-one-hand (x10) held-in-one-plus-hands (x1) [acBonus] : integer {1-11.items.[].system.acBonus} (3 different values) 2 (x1) 4 (x1) 1 (x2) [speedPenalty] : integer {1-11.items.[].system.speedPenalty} (2 different values) 0 (x3) -5 (x1) [checkPenalty] : integer {1-11.items.[].system.checkPenalty} (2 different values) -2 (x1) -1 (x2) [dexCap] : integer {1-11.items.[].system.dexCap} (2 different values) 1 (x1) 4 (x2) [strength] : integer {1-11.items.[].system.strength} (2 different values) 3 (x1) 0 (x2) [attack] : object {1-11.items.[].system.attack} value : string {1-11.items.[].system.attack.value} (same value: ) [attackEffects] : object {1-11.items.[].system.attackEffects} value : array {1-11.items.[].system.attackEffects.value} Length: min=0 max=1 Value type: string {1-11.items.[].system.attackEffects.value.[]} (3 different values) infernal-wound (x2) avernal-fever (x2) ravenous-giant-centipede-venom (x1) [custom] : string {1-11.items.[].system.attackEffects.custom} (same value: ) [damageRolls] : object {1-11.items.[].system.damageRolls} [66k7ifymz6rp46x0pyh2] : object {1-11.items.[].system.damageRolls.66k7ifymz6rp46x0pyh2} damage : string {1-11.items.[].system.damageRolls.66k7ifymz6rp46x0pyh2.damage} (same value: 1d8+3) damageType : string {1-11.items.[].system.damageRolls.66k7ifymz6rp46x0pyh2.damageType} (same value: slashing) [rmyqn3yqbhe0jaj3bvcg] : object {1-11.items.[].system.damageRolls.rmyqn3yqbhe0jaj3bvcg} damage : string {1-11.items.[].system.damageRolls.rmyqn3yqbhe0jaj3bvcg.damage} (same value: 1d4+3) damageType : string {1-11.items.[].system.damageRolls.rmyqn3yqbhe0jaj3bvcg.damageType} (same value: slashing) [dg6fggc1ev7zy58m7ylh] : object {1-11.items.[].system.damageRolls.dg6fggc1ev7zy58m7ylh} damage : string {1-11.items.[].system.damageRolls.dg6fggc1ev7zy58m7ylh.damage} (same value: 1d4) damageType : string {1-11.items.[].system.damageRolls.dg6fggc1ev7zy58m7ylh.damageType} (same value: fire) [03u1j3nxvetgirca8z6j] : object {1-11.items.[].system.damageRolls.03u1j3nxvetgirca8z6j} damage : string {1-11.items.[].system.damageRolls.03u1j3nxvetgirca8z6j.damage} (same value: 1d8+4) damageType : string {1-11.items.[].system.damageRolls.03u1j3nxvetgirca8z6j.damageType} (same value: piercing) [i1dbe7ezkrgqa8ogbyzb] : object {1-11.items.[].system.damageRolls.i1dbe7ezkrgqa8ogbyzb} damage : string {1-11.items.[].system.damageRolls.i1dbe7ezkrgqa8ogbyzb.damage} (same value: 1d4) damageType : string {1-11.items.[].system.damageRolls.i1dbe7ezkrgqa8ogbyzb.damageType} (same value: piercing) [vzsvu71tz2qw0kk1e27o] : object {1-11.items.[].system.damageRolls.vzsvu71tz2qw0kk1e27o} damage : string {1-11.items.[].system.damageRolls.vzsvu71tz2qw0kk1e27o.damage} (same value: 1d4) damageType : string {1-11.items.[].system.damageRolls.vzsvu71tz2qw0kk1e27o.damageType} (same value: fire) [0ethz4tb7dmi0iee] : object {1-11.items.[].system.damageRolls.0ethz4tb7dmi0iee} damage : string {1-11.items.[].system.damageRolls.0ethz4tb7dmi0iee.damage} (same value: 1d6) damageType : string {1-11.items.[].system.damageRolls.0ethz4tb7dmi0iee.damageType} (same value: piercing) [fs9if5isxdiso81peaca] : object {1-11.items.[].system.damageRolls.fs9if5isxdiso81peaca} damage : string {1-11.items.[].system.damageRolls.fs9if5isxdiso81peaca.damage} (same value: 2d6+2) damageType : string {1-11.items.[].system.damageRolls.fs9if5isxdiso81peaca.damageType} (same value: void) [ycg70l3z9we9o4benrjr] : object {1-11.items.[].system.damageRolls.ycg70l3z9we9o4benrjr} damage : string {1-11.items.[].system.damageRolls.ycg70l3z9we9o4benrjr.damage} (same value: 2d6+2) damageType : string {1-11.items.[].system.damageRolls.ycg70l3z9we9o4benrjr.damageType} (same value: void) [htq8qguyjhots13g6ppy] : object {1-11.items.[].system.damageRolls.htq8qguyjhots13g6ppy} damage : string {1-11.items.[].system.damageRolls.htq8qguyjhots13g6ppy.damage} (same value: 1d6-1) damageType : string {1-11.items.[].system.damageRolls.htq8qguyjhots13g6ppy.damageType} (same value: slashing) [q6izqjpdmzc5p9l8n49x] : object {1-11.items.[].system.damageRolls.q6izqjpdmzc5p9l8n49x} damage : string {1-11.items.[].system.damageRolls.q6izqjpdmzc5p9l8n49x.damage} (same value: 1d4-1) damageType : string {1-11.items.[].system.damageRolls.q6izqjpdmzc5p9l8n49x.damageType} (same value: bludgeoning) [iqu5lrarr1aga84xdrd7] : object {1-11.items.[].system.damageRolls.iqu5lrarr1aga84xdrd7} damage : string {1-11.items.[].system.damageRolls.iqu5lrarr1aga84xdrd7.damage} (same value: 1d6-1) damageType : string {1-11.items.[].system.damageRolls.iqu5lrarr1aga84xdrd7.damageType} (same value: slashing) [25mqf6eu03kqdjrw] : object {1-11.items.[].system.damageRolls.25mqf6eu03kqdjrw} damage : string {1-11.items.[].system.damageRolls.25mqf6eu03kqdjrw.damage} (same value: 1d4-1) damageType : string {1-11.items.[].system.damageRolls.25mqf6eu03kqdjrw.damageType} (same value: bludgeoning) [cxy93r9oz2a60nirflsd] : object {1-11.items.[].system.damageRolls.cxy93r9oz2a60nirflsd} damage : string {1-11.items.[].system.damageRolls.cxy93r9oz2a60nirflsd.damage} (same value: 1d6) damageType : string {1-11.items.[].system.damageRolls.cxy93r9oz2a60nirflsd.damageType} (same value: piercing) [lbspac7kr5rrtmhliftl] : object {1-11.items.[].system.damageRolls.lbspac7kr5rrtmhliftl} damage : string {1-11.items.[].system.damageRolls.lbspac7kr5rrtmhliftl.damage} (same value: 1d8) damageType : string {1-11.items.[].system.damageRolls.lbspac7kr5rrtmhliftl.damageType} (same value: piercing) [av8e3ms6pkhhnj0ym67j] : object {1-11.items.[].system.damageRolls.av8e3ms6pkhhnj0ym67j} damage : string {1-11.items.[].system.damageRolls.av8e3ms6pkhhnj0ym67j.damage} (same value: 1d6+1) damageType : string {1-11.items.[].system.damageRolls.av8e3ms6pkhhnj0ym67j.damageType} (same value: piercing) [rhn0qyhqcmxkvirkr24o] : object {1-11.items.[].system.damageRolls.rhn0qyhqcmxkvirkr24o} damage : string {1-11.items.[].system.damageRolls.rhn0qyhqcmxkvirkr24o.damage} (same value: 1d6+1) damageType : string {1-11.items.[].system.damageRolls.rhn0qyhqcmxkvirkr24o.damageType} (same value: piercing) [o31javx5ga7qa6o5eye1] : object {1-11.items.[].system.damageRolls.o31javx5ga7qa6o5eye1} damage : string {1-11.items.[].system.damageRolls.o31javx5ga7qa6o5eye1.damage} (same value: 1d4) damageType : string {1-11.items.[].system.damageRolls.o31javx5ga7qa6o5eye1.damageType} (same value: bludgeoning) [21wcxa25samjknoz4t0j] : object {1-11.items.[].system.damageRolls.21wcxa25samjknoz4t0j} damage : string {1-11.items.[].system.damageRolls.21wcxa25samjknoz4t0j.damage} (2 different values) 1d8+7 (x1) 1d8+5 (x1) damageType : string {1-11.items.[].system.damageRolls.21wcxa25samjknoz4t0j.damageType} (same value: slashing) [fmuc3tt84ghiy5gzxfag] : object {1-11.items.[].system.damageRolls.fmuc3tt84ghiy5gzxfag} damage : string {1-11.items.[].system.damageRolls.fmuc3tt84ghiy5gzxfag.damage} (2 different values) 2d6 (x1) 1d6 (x1) damageType : string {1-11.items.[].system.damageRolls.fmuc3tt84ghiy5gzxfag.damageType} (same value: spirit) [ekd4zn6q64nd9im5e8tz] : object {1-11.items.[].system.damageRolls.ekd4zn6q64nd9im5e8tz} damage : string {1-11.items.[].system.damageRolls.ekd4zn6q64nd9im5e8tz.damage} (2 different values) 2d6+7 (x1) 1d6+5 (x1) damageType : string {1-11.items.[].system.damageRolls.ekd4zn6q64nd9im5e8tz.damageType} (same value: slashing) [d88d04bcjo8in3h2kok7] : object {1-11.items.[].system.damageRolls.d88d04bcjo8in3h2kok7} damage : string {1-11.items.[].system.damageRolls.d88d04bcjo8in3h2kok7.damage} (2 different values) 1d6 (x1) 1d4 (x1) damageType : string {1-11.items.[].system.damageRolls.d88d04bcjo8in3h2kok7.damageType} (same value: spirit) [xigo14gfsr9rb4xoxoxa] : object {1-11.items.[].system.damageRolls.xigo14gfsr9rb4xoxoxa} damage : string {1-11.items.[].system.damageRolls.xigo14gfsr9rb4xoxoxa.damage} (2 different values) 1d6+7 (x1) 1d4+5 (x1) damageType : string {1-11.items.[].system.damageRolls.xigo14gfsr9rb4xoxoxa.damageType} (same value: piercing) plg7sitj51gi6zo8hpfs : object {1-11.items.[].system.damageRolls.plg7sitj51gi6zo8hpfs} damage : string {1-11.items.[].system.damageRolls.plg7sitj51gi6zo8hpfs.damage} (same value: 1d6+1) damageType : string {1-11.items.[].system.damageRolls.plg7sitj51gi6zo8hpfs.damageType} (same value: piercing) [weaponType] : object {1-11.items.[].system.weaponType} value : string {1-11.items.[].system.weaponType.value} (2 different values) melee (x19) ranged (x4) [stackGroup] : string {1-11.items.[].system.stackGroup} (3 different values) arrows (x1) bolts (x1) slingBullets (x1) [uses] : object {1-11.items.[].system.uses} autoDestroy : boolean {1-11.items.[].system.uses.autoDestroy} (same value: True) max : integer {1-11.items.[].system.uses.max} (same value: 1) value : integer {1-11.items.[].system.uses.value} (same value: 1) [deathNote] : boolean {1-11.items.[].system.deathNote} (same value: True) [mod] : object {1-11.items.[].system.mod} value : integer {1-11.items.[].system.mod.value} (2 different values) 10 (x3) 12 (x1) [proficient] : object {1-11.items.[].system.proficient} value : integer {1-11.items.[].system.proficient.value} (same value: 0) [autoHeightenLevel] : object {1-11.items.[].system.autoHeightenLevel} [value] : mixed [prepared] : object {1-11.items.[].system.prepared} flexible : boolean {1-11.items.[].system.prepared.flexible} (same value: False) value : string {1-11.items.[].system.prepared.value} (2 different values) spontaneous (x2) innate (x2) [proficiency] : object {1-11.items.[].system.proficiency} value : integer {1-11.items.[].system.proficiency.value} (same value: 0) [showSlotlessLevels] : object {1-11.items.[].system.showSlotlessLevels} value : boolean {1-11.items.[].system.showSlotlessLevels.value} (same value: False) [slots] : object {1-11.items.[].system.slots} [slot1] : object {1-11.items.[].system.slots.slot1} max : integer {1-11.items.[].system.slots.slot1.max} (same value: 4) value : integer {1-11.items.[].system.slots.slot1.value} (same value: 4) [slot0] : object {1-11.items.[].system.slots.slot0} max : integer {1-11.items.[].system.slots.slot0.max} (same value: 5) value : integer {1-11.items.[].system.slots.slot0.value} (same value: 5) [slot2] : object {1-11.items.[].system.slots.slot2} max : integer {1-11.items.[].system.slots.slot2.max} (same value: 4) value : integer {1-11.items.[].system.slots.slot2.value} (same value: 4) slot4 : object {1-11.items.[].system.slots.slot4} max : integer {1-11.items.[].system.slots.slot4.max} (same value: 1) value : integer {1-11.items.[].system.slots.slot4.value} (same value: 1) [slot5] : object {1-11.items.[].system.slots.slot5} max : integer {1-11.items.[].system.slots.slot5.max} (same value: 1) value : integer {1-11.items.[].system.slots.slot5.value} (same value: 1) [spelldc] : object {1-11.items.[].system.spelldc} dc : integer {1-11.items.[].system.spelldc.dc} (4 different values) 20 (x1) 21 (x1) 19 (x1) 17 (x1) mod : integer {1-11.items.[].system.spelldc.mod} (same value: 0) value : integer {1-11.items.[].system.spelldc.value} (4 different values) 12 (x1) 13 (x1) 11 (x1) 9 (x1) [tradition] : object {1-11.items.[].system.tradition} value : string {1-11.items.[].system.tradition.value} (2 different values) arcane (x2) divine (x2) [area] : object {1-11.items.[].system.area} type : string {1-11.items.[].system.area.type} (2 different values) emanation (x2) burst (x2) value : integer {1-11.items.[].system.area.value} (2 different values) 30 (x2) 20 (x2) [cost] : object {1-11.items.[].system.cost} value : string {1-11.items.[].system.cost.value} (same value: ) [counteraction] : boolean {1-11.items.[].system.counteraction} (same value: False) [defense] : object {1-11.items.[].system.defense} save : object {1-11.items.[].system.defense.save} basic : boolean {1-11.items.[].system.defense.save.basic} (2 different values) True (x2) False (x3) statistic : string {1-11.items.[].system.defense.save.statistic} (2 different values) reflex (x3) will (x2) [duration] : object {1-11.items.[].system.duration} sustained : boolean {1-11.items.[].system.duration.sustained} (2 different values) False (x19) True (x5) value : string {1-11.items.[].system.duration.value} (4 different values) (x19) varies (x2) 10 minutes (x2) 1 minute (x1) [location] : object {1-11.items.[].system.location} [value] : string {1-11.items.[].system.location.value} (4 different values) MEMnTHEnlQDgPkfq (x8) idrxPD2oG0Af2yHS (x11) 7mmiTb4ZfLORTs0B (x2) Vg5vGmFotbgVYEmi (x1) [heightenedLevel] : integer {1-11.items.[].system.location.heightenedLevel} (4 different values) 1 (x6) 2 (x3) 5 (x1) 4 (x2) [requirements] : string {1-11.items.[].system.requirements} (same value: ) [target] : object {1-11.items.[].system.target} value : string {1-11.items.[].system.target.value} (4 different values) (x12) 1 or 2 creatures (x2) 1 creature (x8) 1 unattended object of light Bulk or less (x2) [time] : object {1-11.items.[].system.time} value : string {1-11.items.[].system.time.value} (3 different values) 2 (x20) 1 to 3 (x2) 1 day (x2) [heightening] : object {1-11.items.[].system.heightening} [damage] : object {1-11.items.[].system.heightening.damage} 0 : string {1-11.items.[].system.heightening.damage.0} (3 different values) 1d4 (x2) 2d8 (x1) 1d6 (x1) [interval] : integer {1-11.items.[].system.heightening.interval} (2 different values) 1 (x3) 2 (x1) type : string {1-11.items.[].system.heightening.type} (2 different values) interval (x4) fixed (x3) levels : object {1-11.items.[].system.heightening.levels} 5 : object {1-11.items.[].system.heightening.levels.5} range : object {1-11.items.[].system.heightening.levels.5.range} value : string {1-11.items.[].system.heightening.levels.5.range.value} (same value: 1 mile) [frequency] : object {1-11.items.[].system.frequency} max : integer {1-11.items.[].system.frequency.max} (same value: 1) per : string {1-11.items.[].system.frequency.per} (2 different values) PT1H (x2) round (x2) value : integer {1-11.items.[].system.frequency.value} (same value: 1) [ritual] : object {1-11.items.[].system.ritual} primary : object {1-11.items.[].system.ritual.primary} check : string {1-11.items.[].system.ritual.primary.check} (same value: Religion (expert; you must be a devil)) secondary : object {1-11.items.[].system.ritual.secondary} casters : integer {1-11.items.[].system.ritual.secondary.casters} (same value: 0) checks : string {1-11.items.[].system.ritual.secondary.checks} (same value: ) type : string {1-11.items.[].type} (10 different values) action (x44) weapon (x11) shield (x1) armor (x3) melee (x23) consumable (x3) lore (x4) spellcastingEntry (x4) spell (x24) equipment (x1) [_stats] : object {1-11.items.[]._stats} compendiumSource : string {1-11.items.[]._stats.compendiumSource} (39 different values) [flags] : object {1-11.items.[].flags} pf2e : object {1-11.items.[].flags.pf2e} linkedWeapon : string {1-11.items.[].flags.pf2e.linkedWeapon} (11 different values) S9BXNEwmHGDdlkcG (x1) HCKH0DNBT7OhdNMn (x1) YYCcFJthYOewlvnY (x1) cbm3StDtPSuLEauG (x1) zuBuN8P7asAkffRx (x1) mAdLAm3BwhJOTVkd (x1) 5IzoN6IwHOIwWFf6 (x1) dzri0n4zN4VQa655 (x2) AnK2gnYD2Y0rrpYh (x1) ICEv5U9rosc82qME (x1) bMcoZBMYf1UyPlBx (x1) name : string {1-11.name} (all different values) [prototypeToken] : object {1-11.prototypeToken} name : string {1-11.prototypeToken.name} (6 different values) Collapsing Barricade (x2) Ghost Of Diggen Thrune (x2) Kobold Dragon Mage (x1) Kobold Scout (x1) Kobold Warrior (x1) Summoning Rune (x2) system : object {1-11.system} attributes : object {1-11.system.attributes} ac : object {1-11.system.attributes.ac} value : integer {1-11.system.attributes.ac.value} (9 different values) 21 (x1) 24 (x1) 19 (x2) 16 (x2) 20 (x3) 17 (x2) 18 (x1) 10 (x2) 22 (x1) [details] : string {1-11.system.attributes.ac.details} (2 different values) (21 with shield raised) (x1) (x10) [emitsSound] : string {1-11.system.attributes.emitsSound} (same value: encounter) [hardness] : integer {1-11.system.attributes.hardness} (3 different values) 10 (x1) 12 (x1) 0 (x2) [hasHealth] : boolean {1-11.system.attributes.hasHealth} (2 different values) True (x2) False (x2) hp : object {1-11.system.attributes.hp} details : string {1-11.system.attributes.hp.details} (3 different values) (x11) void healing (x2) void healing, rejuvenation (x2) max : integer {1-11.system.attributes.hp.max} (12 different values) 40 (x1) 50 (x1) 20 (x2) 4 (x1) 30 (x2) 25 (x1) 52 (x1) 16 (x1) 8 (x1) 0 (x2) 60 (x1) 35 (x1) temp : integer {1-11.system.attributes.hp.temp} (same value: 0) value : integer {1-11.system.attributes.hp.value} (13 different values) 40 (x1) 50 (x1) 20 (x1) 4 (x1) 30 (x2) 25 (x1) 52 (x1) 16 (x1) 8 (x1) 0 (x2) 60 (x1) 35 (x1) 15 (x1) [tempmax] : integer {1-11.system.attributes.hp.tempmax} (same value: 0) [immunities] : array {1-11.system.attributes.immunities} Length: min=1 max=6 Value type: object {1-11.system.attributes.immunities.[]} type : string {1-11.system.attributes.immunities.[].type} (8 different values) precision (x4) critical-hits (x2) death-effects (x4) disease (x4) fire (x4) paralyzed (x4) poison (x4) unconscious (x4) [stealth] : object {1-11.system.attributes.stealth} details : string {1-11.system.attributes.stealth.details} (same value:

(trained)

) value : integer {1-11.system.attributes.stealth.value} (4 different values) 10 (x1) 13 (x1) 5 (x1) 7 (x1) [allSaves] : object {1-11.system.attributes.allSaves} value : string {1-11.system.attributes.allSaves.value} (2 different values) (x9) +1 status to all saves vs. magic (x2) [resistances] : array {1-11.system.attributes.resistances} Length: min=1 max=4 Value type: object {1-11.system.attributes.resistances.[]} type : string {1-11.system.attributes.resistances.[].type} (8 different values) cold (x2) electricity (x2) piercing (x2) slashing (x2) all-damage (x2) fire (x2) poison (x3) physical (x1) value : integer {1-11.system.attributes.resistances.[].value} (2 different values) 5 (x15) 10 (x1) [doubleVs] : array {1-11.system.attributes.resistances.[].doubleVs} Length: min=1 max=1 Value type: string {1-11.system.attributes.resistances.[].doubleVs.[]} (same value: non-magical) [exceptions] : array {1-11.system.attributes.resistances.[].exceptions} Length: min=1 max=3 Value type: string {1-11.system.attributes.resistances.[].exceptions.[]} (4 different values) force (x2) ghost-touch (x2) vitality (x2) silver (x1) [speed] : object {1-11.system.attributes.speed} otherSpeeds : array {1-11.system.attributes.speed.otherSpeeds} Length: min=0 max=1 Value type: object {1-11.system.attributes.speed.otherSpeeds.[]} type : string {1-11.system.attributes.speed.otherSpeeds.[].type} (2 different values) fly (x2) climb (x1) value : integer {1-11.system.attributes.speed.otherSpeeds.[].value} (2 different values) 25 (x2) 30 (x1) value : integer {1-11.system.attributes.speed.value} (4 different values) 25 (x6) 0 (x2) 35 (x2) 30 (x1) [weaknesses] : array {1-11.system.attributes.weaknesses} Length: min=1 max=1 Value type: object {1-11.system.attributes.weaknesses.[]} type : string {1-11.system.attributes.weaknesses.[].type} (same value: holy) value : integer {1-11.system.attributes.weaknesses.[].value} (same value: 5) [creatureType] : string {1-11.system.creatureType} (same value: ) details : object {1-11.system.details} [description] : string {1-11.system.details.description} (2 different values)

A tunnel through this steep barricade is rigged to collapse. If a kobold spends one action to throw a lever, the tunnel collapses on the next creature to pass through.

(x2)

A cloud of invisible magical sensors covers four squares on the map. One of these hazards is in the squares directly above each of the four yellow runes on the map, and the other is in the squares directly above each of the four blue runes on the map.

(x2) [disable] : string {1-11.system.details.disable} (4 different values)

@Check[thievery|dc:18] (trained) to carefully trigger the collapse without entering the tunnel or @Check[thievery|dc:22] (trained) to brace the tunnel so it is safe to pass through.

(x1)

@Check[thievery|dc:25] (trained) to carefully trigger the collapse without entering the tunnel.

(x1)

@Check[acrobatics|dc:13] to approach without triggering the trap followed by @Check[thievery|dc:15] (trained) to erase the rune, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic](1st level; counteract DC 13) to counteract the rune

(x1)

@Check[acrobatics|dc:15] to approach without triggering the trap followed by @Check[thievery|dc:17] (trained) to erase the rune, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (1st level; counteract DC 15) to counteract the rune

(x1) [isComplex] : boolean {1-11.system.details.isComplex} (2 different values) False (x2) True (x2) level : object {1-11.system.details.level} value : integer {1-11.system.details.level.value} (6 different values) 3 (x2) 5 (x2) 2 (x2) -1 (x3) 4 (x3) 1 (x3) publication : object {1-11.system.details.publication} license : string {1-11.system.details.publication.license} (same value: OGL) remaster : boolean {1-11.system.details.publication.remaster} (same value: False) title : string {1-11.system.details.publication.title} (same value: Pathfinder Society Scenario #1-11: Flames of Rebellion) [reset] : string {1-11.system.details.reset} (2 different values) (x2)

The trap resets each day at dawn.

(x2) [routine] : string {1-11.system.details.routine} (same value: ) [blurb] : string {1-11.system.details.blurb} (4 different values) Variant skeletal champion (x1) Variant skeleton guard (x1) (x7) Variant barbazu (x2) [languages] : object {1-11.system.details.languages} details : string {1-11.system.details.languages.details} (2 different values) (x9) telepathy 100 feet (x2) value : array {1-11.system.details.languages.value} Length: min=0 max=4 Value type: string {1-11.system.details.languages.value.[]} (5 different values) common (x8) necril (x1) draconic (x6) diabolic (x2) empyrean (x2) [privateNotes] : string {1-11.system.details.privateNotes} (same value: ) [publicNotes] : string {1-11.system.details.publicNotes} (4 different values) (x8)

Kobold dragon mages use magic to carry out their secret schemes. The presence of a dragon mage in a kobold warren is one of the greatest testaments to the kobolds' claim to draconic heritage.


Kobolds are small, reptilian humanoids who carry physical similarities to true dragons. They lurk in dark spaces, usually tunnels and mines beneath the earth, in either warrens of their own design or complexes discovered and colonized after the original builders have moved on. Though kobolds are far more pragmatic than they are courageous, they use every inch of their cunning to even the playing field between themselves and other, stronger creatures. They attack from the darkness and at range, and kobold artificers and engineers master the art of simple but effective traps, which they use to protect their lairs. Kobolds are skilled at working together by necessity, and they often set up ambushes or hit-and-run assaults that allow them to do the most damage possible without being harmed in return.

Kobolds are diligent and hardworking creatures, though they often turn these virtues toward selfish ends. While some kobolds live in communal collectives that maintain neutral relations with the creatures around them, they can be easily swayed into serving malevolent powers or megalomaniac leaders. This is in part due to kobolds' innate pragmatism, as they would rather concede to servitude than risk being killed, but it is also in part due to a reverence for the power that kobolds generally lack. Dragons in particular are viewed with a deferential awe, and kobolds eagerly offer their services to such mighty and glorious creatures when they can. While kobolds may scheme against other leaders, especially those that control them via subjugation, dragons are usually viewed with adoration, no matter how brutal they might be to their kobold minions.

(x1)

Most kobolds encountered outside of a well-defended warren or lair are kobold scouts, creatures trained for stalking and the hunt.


Kobolds are small, reptilian humanoids who carry physical similarities to true dragons. They lurk in dark spaces, usually tunnels and mines beneath the earth, in either warrens of their own design or complexes discovered and colonized after the original builders have moved on. Though kobolds are far more pragmatic than they are courageous, they use every inch of their cunning to even the playing field between themselves and other, stronger creatures. They attack from the darkness and at range, and kobold artificers and engineers master the art of simple but effective traps, which they use to protect their lairs. Kobolds are skilled at working together by necessity, and they often set up ambushes or hit-and-run assaults that allow them to do the most damage possible without being harmed in return.

Kobolds are diligent and hardworking creatures, though they often turn these virtues toward selfish ends. While some kobolds live in communal collectives that maintain neutral relations with the creatures around them, they can be easily swayed into serving malevolent powers or megalomaniac leaders. This is in part due to kobolds' innate pragmatism, as they would rather concede to servitude than risk being killed, but it is also in part due to a reverence for the power that kobolds generally lack. Dragons in particular are viewed with a deferential awe, and kobolds eagerly offer their services to such mighty and glorious creatures when they can. While kobolds may scheme against other leaders, especially those that control them via subjugation, dragons are usually viewed with adoration, no matter how brutal they might be to their kobold minions.

(x1)

The typical kobold trains with agile weaponry, favoring the light pick for its use in crafting new tunnels to expand their domains through underground reaches. Kobolds are capable of landing sneaky strikes against unsuspecting foes but are just as quick to scamper off to safety when they don't, as a group, outnumber their enemies at least two to one.


Kobolds are small, reptilian humanoids who carry physical similarities to true dragons. They lurk in dark spaces, usually tunnels and mines beneath the earth, in either warrens of their own design or complexes discovered and colonized after the original builders have moved on. Though kobolds are far more pragmatic than they are courageous, they use every inch of their cunning to even the playing field between themselves and other, stronger creatures. They attack from the darkness and at range, and kobold artificers and engineers master the art of simple but effective traps, which they use to protect their lairs. Kobolds are skilled at working together by necessity, and they often set up ambushes or hit-and-run assaults that allow them to do the most damage possible without being harmed in return.

Kobolds are diligent and hardworking creatures, though they often turn these virtues toward selfish ends. While some kobolds live in communal collectives that maintain neutral relations with the creatures around them, they can be easily swayed into serving malevolent powers or megalomaniac leaders. This is in part due to kobolds' innate pragmatism, as they would rather concede to servitude than risk being killed, but it is also in part due to a reverence for the power that kobolds generally lack. Dragons in particular are viewed with a deferential awe, and kobolds eagerly offer their services to such mighty and glorious creatures when they can. While kobolds may scheme against other leaders, especially those that control them via subjugation, dragons are usually viewed with adoration, no matter how brutal they might be to their kobold minions.

(x1) saves : object {1-11.system.saves} fortitude : object {1-11.system.saves.fortitude} saveDetail : string {1-11.system.saves.fortitude.saveDetail} (same value: ) value : integer {1-11.system.saves.fortitude.value} (10 different values) 12 (x1) 15 (x2) 7 (x1) 2 (x1) 8 (x3) 4 (x2) 5 (x1) 0 (x2) 11 (x1) 6 (x1) reflex : object {1-11.system.saves.reflex} saveDetail : string {1-11.system.saves.reflex.saveDetail} (same value: ) value : integer {1-11.system.saves.reflex.value} (8 different values) 6 (x1) 9 (x3) 10 (x1) 8 (x2) 11 (x3) 7 (x2) 12 (x1) 0 (x2) will : object {1-11.system.saves.will} saveDetail : string {1-11.system.saves.will.saveDetail} (same value: ) value : integer {1-11.system.saves.will.value} (10 different values) 0 (x4) 6 (x2) 2 (x1) 8 (x2) 7 (x1) 12 (x1) 3 (x1) 11 (x1) 9 (x1) 4 (x1) [statusEffects] : array<> {1-11.system.statusEffects} Length: min=0 max=0 Value type: mixed traits : object {1-11.system.traits} rarity : string {1-11.system.traits.rarity} (same value: common) size : object {1-11.system.traits.size} value : string {1-11.system.traits.size.value} (2 different values) med (x11) sm (x4) value : array {1-11.system.traits.value} Length: min=1 max=7 Value type: string {1-11.system.traits.value.[]} (18 different values) mechanical (x2) trap (x2) evil (x10) mindless (x2) skeleton (x2) undead (x4) unholy (x6) chaotic (x2) ghost (x2) incorporeal (x2) spirit (x2) humanoid (x4) kobold (x4) lawful (x5) magical (x2) devil (x2) fiend (x2) animal (x1) [abilities] : object {1-11.system.abilities} cha : object {1-11.system.abilities.cha} mod : integer {1-11.system.abilities.cha.mod} (6 different values) 1 (x4) 0 (x1) 2 (x2) 4 (x2) -1 (x1) -4 (x1) con : object {1-11.system.abilities.con} mod : integer {1-11.system.abilities.con.mod} (3 different values) 1 (x3) 0 (x6) 4 (x2) dex : object {1-11.system.abilities.dex} mod : integer {1-11.system.abilities.dex.mod} (3 different values) 4 (x4) 3 (x5) 2 (x2) int : object {1-11.system.abilities.int} mod : integer {1-11.system.abilities.int.mod} (5 different values) -1 (x1) -5 (x2) 0 (x4) 2 (x2) -2 (x2) str : object {1-11.system.abilities.str} mod : integer {1-11.system.abilities.str.mod} (6 different values) 3 (x2) 0 (x2) -5 (x2) -1 (x3) 1 (x1) 4 (x1) wis : object {1-11.system.abilities.wis} mod : integer {1-11.system.abilities.wis.mod} (4 different values) 2 (x6) 0 (x1) 1 (x3) 3 (x1) [initiative] : object {1-11.system.initiative} statistic : string {1-11.system.initiative.statistic} (same value: perception) [perception] : object {1-11.system.perception} details : string {1-11.system.perception.details} (same value: ) mod : integer {1-11.system.perception.mod} (8 different values) 8 (x2) 2 (x1) 10 (x3) 5 (x1) 3 (x1) 13 (x1) 9 (x1) 6 (x1) senses : array {1-11.system.perception.senses} Length: min=1 max=1 Value type: object {1-11.system.perception.senses.[]} type : string {1-11.system.perception.senses.[].type} (2 different values) darkvision (x9) greater-darkvision (x2) [resources] : object {1-11.system.resources} [focus] : object {1-11.system.resources.focus} max : integer {1-11.system.resources.focus.max} (same value: 1) value : integer {1-11.system.resources.focus.value} (same value: 1) [skills] : object {1-11.system.skills} [acrobatics] : object {1-11.system.skills.acrobatics} base : integer {1-11.system.skills.acrobatics.base} (5 different values) 8 (x2) 6 (x1) 7 (x2) 5 (x1) 11 (x1) [athletics] : object {1-11.system.skills.athletics} base : integer {1-11.system.skills.athletics.base} (5 different values) 7 (x1) 2 (x1) 13 (x1) 10 (x1) 4 (x1) [intimidation] : object {1-11.system.skills.intimidation} base : integer {1-11.system.skills.intimidation.base} (4 different values) 7 (x1) 8 (x1) 10 (x2) 6 (x1) [deception] : object {1-11.system.skills.deception} base : integer {1-11.system.skills.deception.base} (3 different values) 10 (x2) 13 (x1) 8 (x1) stealth : object {1-11.system.skills.stealth} base : integer {1-11.system.skills.stealth.base} (6 different values) 12 (x2) 7 (x3) 10 (x1) 5 (x1) 11 (x1) 8 (x1) [arcana] : object {1-11.system.skills.arcana} base : integer {1-11.system.skills.arcana.base} (2 different values) 6 (x1) 8 (x1) [diplomacy] : object {1-11.system.skills.diplomacy} base : integer {1-11.system.skills.diplomacy.base} (2 different values) 8 (x1) 10 (x1) [crafting] : object {1-11.system.skills.crafting} base : integer {1-11.system.skills.crafting.base} (2 different values) 3 (x1) 2 (x1) special : array {1-11.system.skills.crafting.special} Length: min=1 max=1 Value type: object {1-11.system.skills.crafting.special.[]} base : integer {1-11.system.skills.crafting.special.[].base} (2 different values) 5 (x1) 4 (x1) label : string {1-11.system.skills.crafting.special.[].label} (same value: traps) predicate : array {1-11.system.skills.crafting.special.[].predicate} Length: min=1 max=1 Value type: string {1-11.system.skills.crafting.special.[].predicate.[]} (same value: trap) [nature] : object {1-11.system.skills.nature} base : integer {1-11.system.skills.nature.base} (same value: 6) [survival] : object {1-11.system.skills.survival} base : integer {1-11.system.skills.survival.base} (same value: 6) [religion] : object {1-11.system.skills.religion} base : integer {1-11.system.skills.religion.base} (2 different values) 11 (x1) 7 (x1) [spellcasting] : object {1-11.system.spellcasting} rituals : object {1-11.system.spellcasting.rituals} dc : integer {1-11.system.spellcasting.rituals.dc} (2 different values) 19 (x1) 17 (x1) type : string {1-11.type} (2 different values) hazard (x4) npc (x11)