4-03 Different values: 4 ===================================== object {4-03} _id : string {4-03._id} (all different values) folder : string {4-03.folder} (same value: uovIumN7adjPOBV0) img : string {4-03.img} (same value: systems/pf2e/icons/default-icons/npc.svg) items : array {4-03.items} Length: min=18 max=39 Value type: object {4-03.items.[]} _id : string {4-03.items.[]._id} (58 different values) img : string {4-03.items.[].img} (35 different values) name : string {4-03.items.[].name} (41 different values) sort : integer {4-03.items.[].sort} (39 different values) system : object {4-03.items.[].system} [autoHeightenLevel] : object {4-03.items.[].system.autoHeightenLevel} [value] : mixed description : object {4-03.items.[].system.description} value : string {4-03.items.[].system.description.value} (39 different values) [prepared] : object {4-03.items.[].system.prepared} value : string {4-03.items.[].system.prepared.value} (2 different values) spontaneous (x2) focus (x2) [proficiency] : object {4-03.items.[].system.proficiency} value : integer {4-03.items.[].system.proficiency.value} (same value: 1) publication : object {4-03.items.[].system.publication} license : string {4-03.items.[].system.publication.license} (same value: OGL) remaster : boolean {4-03.items.[].system.publication.remaster} (same value: False) title : string {4-03.items.[].system.publication.title} (all different values) rules : ###FoundryRulesObject### [slots] : object {4-03.items.[].system.slots} [slot1] : object {4-03.items.[].system.slots.slot1} max : integer {4-03.items.[].system.slots.slot1.max} (same value: 3) value : integer {4-03.items.[].system.slots.slot1.value} (same value: 3) [slot2] : object {4-03.items.[].system.slots.slot2} max : integer {4-03.items.[].system.slots.slot2.max} (same value: 3) value : integer {4-03.items.[].system.slots.slot2.value} (same value: 3) [slot3] : object {4-03.items.[].system.slots.slot3} max : integer {4-03.items.[].system.slots.slot3.max} (2 different values) 2 (x1) 3 (x1) value : integer {4-03.items.[].system.slots.slot3.value} (2 different values) 2 (x1) 3 (x1) [slot4] : object {4-03.items.[].system.slots.slot4} max : integer {4-03.items.[].system.slots.slot4.max} (same value: 2) value : integer {4-03.items.[].system.slots.slot4.value} (same value: 2) [slug] : string {4-03.items.[].system.slug} (31 different values) [spelldc] : object {4-03.items.[].system.spelldc} dc : integer {4-03.items.[].system.spelldc.dc} (2 different values) 22 (x2) 25 (x2) mod : integer {4-03.items.[].system.spelldc.mod} (same value: 0) value : integer {4-03.items.[].system.spelldc.value} (2 different values) 14 (x2) 17 (x2) [tradition] : object {4-03.items.[].system.tradition} value : string {4-03.items.[].system.tradition.value} (same value: occult) [area] : object {4-03.items.[].system.area} type : string {4-03.items.[].system.area.type} (3 different values) emanation (x8) burst (x2) cone (x2) value : integer {4-03.items.[].system.area.value} (all different values) [cost] : object {4-03.items.[].system.cost} value : string {4-03.items.[].system.cost.value} (same value: ) [counteraction] : boolean {4-03.items.[].system.counteraction} (2 different values) False (x34) True (x2) [damage] : object {4-03.items.[].system.damage} [0] : object {4-03.items.[].system.damage.0} [category] : mixed formula : string {4-03.items.[].system.damage.0.formula} (6 different values) 2d10 (x2) 2d8 (x3) 0 (x2) 1d8 (x2) 1d10+4 (x2) 6d6 (x1) kinds : array {4-03.items.[].system.damage.0.kinds} Length: min=1 max=1 Value type: string {4-03.items.[].system.damage.0.kinds.[]} (2 different values) damage (x10) healing (x2) materials : array<> {4-03.items.[].system.damage.0.materials} Length: min=0 max=0 Value type: mixed type : string {4-03.items.[].system.damage.0.type} (5 different values) sonic (x4) force (x3) mental (x2) untyped (x2) void (x1) [applyMod] : boolean {4-03.items.[].system.damage.0.applyMod} (2 different values) False (x5) True (x2) [damageType] : string {4-03.items.[].system.damage.damageType} (2 different values) slashing (x8) piercing (x6) [dice] : integer {4-03.items.[].system.damage.dice} (same value: 1) [die] : string {4-03.items.[].system.damage.die} (2 different values) d8 (x4) d6 (x10) [defense] : object {4-03.items.[].system.defense} save : object {4-03.items.[].system.defense.save} basic : boolean {4-03.items.[].system.defense.save.basic} (2 different values) False (x7) True (x5) statistic : string {4-03.items.[].system.defense.save.statistic} (2 different values) fortitude (x8) will (x4) [duration] : object {4-03.items.[].system.duration} sustained : boolean {4-03.items.[].system.duration.sustained} (2 different values) False (x33) True (x3) value : string {4-03.items.[].system.duration.value} (6 different values) 1 minute (x10) (x14) 1 round (x6) 10 minutes (x2) varies (x2) until the end of your turn (x2) [heightening] : object {4-03.items.[].system.heightening} [levels] : object {4-03.items.[].system.heightening.levels} [6] : object {4-03.items.[].system.heightening.levels.6} target : object {4-03.items.[].system.heightening.levels.6.target} value : string {4-03.items.[].system.heightening.levels.6.target.value} (2 different values) 10 creatures (x2) any number of objects (x2) [5] : object {4-03.items.[].system.heightening.levels.5} range : object {4-03.items.[].system.heightening.levels.5.range} value : string {4-03.items.[].system.heightening.levels.5.range.value} (same value: 1200 feet) [7] : object {4-03.items.[].system.heightening.levels.7} [range] : object {4-03.items.[].system.heightening.levels.7.range} value : string {4-03.items.[].system.heightening.levels.7.range.value} (same value: 1 mile) [target] : object {4-03.items.[].system.heightening.levels.7.target} value : string {4-03.items.[].system.heightening.levels.7.target.value} (same value: 6 creatures) [3] : object {4-03.items.[].system.heightening.levels.3} target : object {4-03.items.[].system.heightening.levels.3.target} value : string {4-03.items.[].system.heightening.levels.3.target.value} (2 different values) 5 creatures (x2) 10 objects (x2) type : string {4-03.items.[].system.heightening.type} (2 different values) fixed (x9) interval (x12) [damage] : object {4-03.items.[].system.heightening.damage} 0 : string {4-03.items.[].system.heightening.damage.0} (5 different values) 1d10 (x2) 1d8 (x5) 1d6 (x2) 1d10+4 (x2) 2d6 (x1) [interval] : integer {4-03.items.[].system.heightening.interval} (2 different values) 1 (x5) 2 (x7) [level] : object {4-03.items.[].system.level} value : integer {4-03.items.[].system.level.value} (5 different values) 3 (x4) 2 (x11) 1 (x20) 0 (x28) 4 (x1) [location] : object {4-03.items.[].system.location} [heightenedLevel] : integer {4-03.items.[].system.location.heightenedLevel} (all different values) value : string {4-03.items.[].system.location.value} (2 different values) un5QEIBwp9WdjxPy (x30) Z8RG8I9XaUontnAA (x6) [signature] : boolean {4-03.items.[].system.location.signature} (same value: True) [range] : mixed object {4-03.items.[].system.range} value : string {4-03.items.[].system.range.value} (6 different values) 30 feet (x12) 120 feet (x5) (x14) 500 feet (x2) 60 feet (x2) touch (x1) integer {4-03.items.[].system.range} (2 different values) 60 (x4) 30 (x2) [requirements] : string {4-03.items.[].system.requirements} (same value: ) [target] : object {4-03.items.[].system.target} value : string {4-03.items.[].system.target.value} (6 different values) 1 creature (x8) 1 spell effect or unattended magic item (x2) (x21) 1 object (x2) 1 willing living creature (x2) 1 living creature (x1) [time] : object {4-03.items.[].system.time} value : string {4-03.items.[].system.time.value} (all different values) [traits] : object {4-03.items.[].system.traits} rarity : string {4-03.items.[].system.traits.rarity} (2 different values) common (x90) uncommon (x6) [traditions] : array {4-03.items.[].system.traits.traditions} Length: min=0 max=4 Value type: string {4-03.items.[].system.traits.traditions.[]} (all different values) value : array {4-03.items.[].system.traits.value} Length: min=0 max=7 Value type: string {4-03.items.[].system.traits.value.[]} (28 different values) [integrated] : mixed [baseItem] : string {4-03.items.[].system.baseItem} (8 different values) battle-axe (x2) hatchet (x4) shortbow (x4) wooden-shield (x4) leather-armor (x2) javelin (x2) longsword (x2) hide-armor (x2) [bonus] : object {4-03.items.[].system.bonus} value : integer {4-03.items.[].system.bonus.value} (6 different values) 0 (x14) 15 (x4) 13 (x4) 18 (x2) 16 (x2) 12 (x4) [bonusDamage] : object {4-03.items.[].system.bonusDamage} value : integer {4-03.items.[].system.bonusDamage.value} (same value: 0) [bulk] : object {4-03.items.[].system.bulk} value : mixed integer {4-03.items.[].system.bulk.value} (2 different values) 1 (x16) 2 (x2) float {4-03.items.[].system.bulk.value} (same value: 0,1) [category] : string {4-03.items.[].system.category} (8 different values) martial (x12) light (x2) ammo (x4) interaction (x2) defensive (x9) offensive (x5) simple (x2) medium (x2) [containerId] : mixed [equipped] : object {4-03.items.[].system.equipped} carryType : string {4-03.items.[].system.equipped.carryType} (2 different values) worn (x24) held (x4) [handsHeld] : integer {4-03.items.[].system.equipped.handsHeld} (2 different values) 0 (x20) 1 (x4) [invested] : mixed [group] : string {4-03.items.[].system.group} (5 different values) axe (x6) bow (x4) leather (x4) dart (x2) sword (x2) [hardness] : integer {4-03.items.[].system.hardness} (2 different values) 0 (x24) 3 (x4) [hp] : object {4-03.items.[].system.hp} max : integer {4-03.items.[].system.hp.max} (2 different values) 0 (x24) 12 (x4) value : integer {4-03.items.[].system.hp.value} (2 different values) 0 (x24) 12 (x4) [material] : object {4-03.items.[].system.material} [grade] : mixed [type] : mixed [price] : object {4-03.items.[].system.price} value : object {4-03.items.[].system.price.value} [gp] : integer {4-03.items.[].system.price.value.gp} (3 different values) 1 (x8) 3 (x4) 2 (x4) [sp] : integer {4-03.items.[].system.price.value.sp} (3 different values) 4 (x4) 8 (x2) 1 (x6) [per] : integer {4-03.items.[].system.price.per} (same value: 10) [quantity] : integer {4-03.items.[].system.quantity} (3 different values) 1 (x20) 4 (x4) 20 (x4) [reload] : object {4-03.items.[].system.reload} value : string {4-03.items.[].system.reload.value} (3 different values) (x4) - (x6) 0 (x4) [runes] : object {4-03.items.[].system.runes} [potency] : integer {4-03.items.[].system.runes.potency} (same value: 0) [property] : array<> {4-03.items.[].system.runes.property} Length: min=0 max=0 Value type: mixed [striking] : integer {4-03.items.[].system.runes.striking} (same value: 0) [reinforcing] : integer {4-03.items.[].system.runes.reinforcing} (same value: 0) [resilient] : integer {4-03.items.[].system.runes.resilient} (same value: 0) [size] : string {4-03.items.[].system.size} (same value: med) [splashDamage] : object {4-03.items.[].system.splashDamage} value : integer {4-03.items.[].system.splashDamage.value} (same value: 0) [usage] : object {4-03.items.[].system.usage} value : string {4-03.items.[].system.usage.value} (3 different values) held-in-one-hand (x14) held-in-one-plus-hands (x4) held-in-two-hands (x2) [acBonus] : integer {4-03.items.[].system.acBonus} (3 different values) 2 (x4) 1 (x2) 3 (x2) [speedPenalty] : integer {4-03.items.[].system.speedPenalty} (2 different values) 0 (x6) -5 (x2) [checkPenalty] : integer {4-03.items.[].system.checkPenalty} (2 different values) -1 (x2) -2 (x2) [dexCap] : integer {4-03.items.[].system.dexCap} (2 different values) 4 (x2) 2 (x2) [strength] : integer {4-03.items.[].system.strength} (2 different values) 0 (x2) 2 (x2) [stackGroup] : string {4-03.items.[].system.stackGroup} (same value: arrows) [uses] : object {4-03.items.[].system.uses} autoDestroy : boolean {4-03.items.[].system.uses.autoDestroy} (same value: True) max : integer {4-03.items.[].system.uses.max} (same value: 1) value : integer {4-03.items.[].system.uses.value} (same value: 1) [attack] : object {4-03.items.[].system.attack} value : string {4-03.items.[].system.attack.value} (same value: ) [attackEffects] : object {4-03.items.[].system.attackEffects} value : array<> {4-03.items.[].system.attackEffects.value} Length: min=0 max=0 Value type: mixed [damageRolls] : object {4-03.items.[].system.damageRolls} [c908naqm4d5wvsi1] : object {4-03.items.[].system.damageRolls.c908naqm4d5wvsi1} damage : string {4-03.items.[].system.damageRolls.c908naqm4d5wvsi1.damage} (2 different values) 1d8 + 7 (x1) 1d8 + 9 (x1) damageType : string {4-03.items.[].system.damageRolls.c908naqm4d5wvsi1.damageType} (same value: slashing) [evvcwbp546176aoz] : object {4-03.items.[].system.damageRolls.evvcwbp546176aoz} damage : string {4-03.items.[].system.damageRolls.evvcwbp546176aoz.damage} (2 different values) 1d6 + 7 (x1) 1d6 + 9 (x1) damageType : string {4-03.items.[].system.damageRolls.evvcwbp546176aoz.damageType} (same value: slashing) [hdbkvdcgsu2tc2ek] : object {4-03.items.[].system.damageRolls.hdbkvdcgsu2tc2ek} damage : string {4-03.items.[].system.damageRolls.hdbkvdcgsu2tc2ek.damage} (2 different values) 1d6 + 7 (x1) 1d6 + 9 (x1) damageType : string {4-03.items.[].system.damageRolls.hdbkvdcgsu2tc2ek.damageType} (same value: slashing) [v1ae3zfprsy5j7za] : object {4-03.items.[].system.damageRolls.v1ae3zfprsy5j7za} damage : string {4-03.items.[].system.damageRolls.v1ae3zfprsy5j7za.damage} (2 different values) 1d6 + 4 (x1) 1d6 + 6 (x1) damageType : string {4-03.items.[].system.damageRolls.v1ae3zfprsy5j7za.damageType} (same value: piercing) [tv9t7m75xid3njcs] : object {4-03.items.[].system.damageRolls.tv9t7m75xid3njcs} damage : string {4-03.items.[].system.damageRolls.tv9t7m75xid3njcs.damage} (2 different values) 1d6 + 6 (x1) 1d6 + 10 (x1) damageType : string {4-03.items.[].system.damageRolls.tv9t7m75xid3njcs.damageType} (same value: slashing) [mr3ezesyg80lv2dv] : object {4-03.items.[].system.damageRolls.mr3ezesyg80lv2dv} damage : string {4-03.items.[].system.damageRolls.mr3ezesyg80lv2dv.damage} (2 different values) 1d8 + 6 (x1) 1d8 + 10 (x1) damageType : string {4-03.items.[].system.damageRolls.mr3ezesyg80lv2dv.damageType} (same value: slashing) [qy0f8hwsfqfy6b9w] : object {4-03.items.[].system.damageRolls.qy0f8hwsfqfy6b9w} damage : string {4-03.items.[].system.damageRolls.qy0f8hwsfqfy6b9w.damage} (2 different values) 1d6 + 6 (x1) 1d6 + 10 (x1) damageType : string {4-03.items.[].system.damageRolls.qy0f8hwsfqfy6b9w.damageType} (same value: piercing) [ttijxd3at4qduwlh] : object {4-03.items.[].system.damageRolls.ttijxd3at4qduwlh} damage : string {4-03.items.[].system.damageRolls.ttijxd3at4qduwlh.damage} (2 different values) 1d6 + 2 (x1) 1d6 + 6 (x1) damageType : string {4-03.items.[].system.damageRolls.ttijxd3at4qduwlh.damageType} (same value: piercing) [weaponType] : object {4-03.items.[].system.weaponType} value : string {4-03.items.[].system.weaponType.value} (2 different values) melee (x8) ranged (x8) [actionType] : object {4-03.items.[].system.actionType} value : string {4-03.items.[].system.actionType.value} (3 different values) passive (x8) reaction (x6) action (x2) [actions] : object {4-03.items.[].system.actions} [value] : integer {4-03.items.[].system.actions.value} (same value: 2) [mod] : object {4-03.items.[].system.mod} value : integer {4-03.items.[].system.mod.value} (all different values) [proficient] : object {4-03.items.[].system.proficient} value : integer {4-03.items.[].system.proficient.value} (same value: 0) type : string {4-03.items.[].type} (10 different values) spellcastingEntry (x4) spell (x36) weapon (x14) shield (x4) armor (x4) equipment (x2) consumable (x4) melee (x16) action (x16) lore (x10) [_stats] : object {4-03.items.[]._stats} compendiumSource : string {4-03.items.[]._stats.compendiumSource} (31 different values) [flags] : object {4-03.items.[].flags} pf2e : object {4-03.items.[].flags.pf2e} linkedWeapon : string {4-03.items.[].flags.pf2e.linkedWeapon} (7 different values) 2Cr5q8BzKoIm2JOm (x2) ZJMFKI4sM1MnSKBj (x4) y5KhTAlkkIQhPGrq (x2) 2pmhauk2aty2AaLV (x2) rxp3fYKut78kSkHG (x2) MBHJXyIC2lFwI9mn (x2) MXyva7qdcOauQwsI (x2) name : string {4-03.name} (all different values) [prototypeToken] : object {4-03.prototypeToken} name : string {4-03.prototypeToken.name} (same value: Revna the Brave) system : object {4-03.system} abilities : object {4-03.system.abilities} cha : object {4-03.system.abilities.cha} mod : integer {4-03.system.abilities.cha.mod} (2 different values) 4 (x2) 1 (x2) con : object {4-03.system.abilities.con} mod : integer {4-03.system.abilities.con.mod} (3 different values) 0 (x1) 1 (x1) 3 (x2) dex : object {4-03.system.abilities.dex} mod : integer {4-03.system.abilities.dex.mod} (2 different values) 1 (x3) 2 (x1) int : object {4-03.system.abilities.int} mod : integer {4-03.system.abilities.int.mod} (2 different values) 2 (x2) 0 (x2) str : object {4-03.system.abilities.str} mod : integer {4-03.system.abilities.str.mod} (2 different values) 3 (x2) 4 (x2) wis : object {4-03.system.abilities.wis} mod : integer {4-03.system.abilities.wis.mod} (2 different values) 2 (x3) 1 (x1) attributes : object {4-03.system.attributes} ac : object {4-03.system.attributes.ac} details : string {4-03.system.attributes.ac.details} (all different values) value : integer {4-03.system.attributes.ac.value} (all different values) allSaves : object {4-03.system.attributes.allSaves} value : string {4-03.system.attributes.allSaves.value} (same value: ) hp : object {4-03.system.attributes.hp} details : string {4-03.system.attributes.hp.details} (same value: ) max : integer {4-03.system.attributes.hp.max} (all different values) temp : integer {4-03.system.attributes.hp.temp} (same value: 0) value : integer {4-03.system.attributes.hp.value} (all different values) speed : object {4-03.system.attributes.speed} otherSpeeds : array<> {4-03.system.attributes.speed.otherSpeeds} Length: min=0 max=0 Value type: mixed value : integer {4-03.system.attributes.speed.value} (same value: 25) details : object {4-03.system.details} blurb : string {4-03.system.details.blurb} (same value: ) languages : object {4-03.system.details.languages} details : string {4-03.system.details.languages.details} (same value: ) value : array {4-03.system.details.languages.value} Length: min=2 max=5 Value type: string {4-03.system.details.languages.value.[]} (5 different values) common (x4) draconic (x2) hallit (x2) skald (x4) tien (x2) level : object {4-03.system.details.level} value : integer {4-03.system.details.level.value} (3 different values) 5 (x2) 7 (x1) 3 (x1) privateNotes : string {4-03.system.details.privateNotes} (same value: ) publicNotes : string {4-03.system.details.publicNotes} (same value: ) publication : object {4-03.system.details.publication} license : string {4-03.system.details.publication.license} (same value: OGL) remaster : boolean {4-03.system.details.publication.remaster} (same value: False) title : string {4-03.system.details.publication.title} (same value: Pathfinder Society Scenario #4-03: Linnorm's Legacy) initiative : object {4-03.system.initiative} statistic : string {4-03.system.initiative.statistic} (same value: perception) perception : object {4-03.system.perception} details : string {4-03.system.perception.details} (same value: ) mod : integer {4-03.system.perception.mod} (3 different values) 11 (x2) 15 (x1) 8 (x1) senses : array<> {4-03.system.perception.senses} Length: min=0 max=0 Value type: mixed resources : object {4-03.system.resources} [focus] : object {4-03.system.resources.focus} max : integer {4-03.system.resources.focus.max} (same value: 1) value : integer {4-03.system.resources.focus.value} (same value: 1) saves : object {4-03.system.saves} fortitude : object {4-03.system.saves.fortitude} saveDetail : string {4-03.system.saves.fortitude.saveDetail} (same value: ) value : integer {4-03.system.saves.fortitude.value} (3 different values) 9 (x2) 10 (x1) 14 (x1) reflex : object {4-03.system.saves.reflex} saveDetail : string {4-03.system.saves.reflex.saveDetail} (same value: ) value : integer {4-03.system.saves.reflex.value} (3 different values) 12 (x2) 6 (x1) 9 (x1) will : object {4-03.system.saves.will} saveDetail : string {4-03.system.saves.will.saveDetail} (same value: ) value : integer {4-03.system.saves.will.value} (3 different values) 13 (x2) 8 (x1) 11 (x1) skills : object {4-03.system.skills} [acrobatics] : object {4-03.system.skills.acrobatics} base : integer {4-03.system.skills.acrobatics.base} (2 different values) 10 (x1) 12 (x1) athletics : object {4-03.system.skills.athletics} base : integer {4-03.system.skills.athletics.base} (all different values) [deception] : object {4-03.system.skills.deception} base : integer {4-03.system.skills.deception.base} (2 different values) 13 (x1) 17 (x1) [diplomacy] : object {4-03.system.skills.diplomacy} base : integer {4-03.system.skills.diplomacy.base} (2 different values) 13 (x1) 17 (x1) [medicine] : object {4-03.system.skills.medicine} base : integer {4-03.system.skills.medicine.base} (2 different values) 11 (x1) 13 (x1) [occultism] : object {4-03.system.skills.occultism} base : integer {4-03.system.skills.occultism.base} (2 different values) 11 (x1) 15 (x1) [performance] : object {4-03.system.skills.performance} base : integer {4-03.system.skills.performance.base} (2 different values) 14 (x1) 19 (x1) special : array {4-03.system.skills.performance.special} Length: min=1 max=1 Value type: object {4-03.system.skills.performance.special.[]} base : integer {4-03.system.skills.performance.special.[].base} (2 different values) 15 (x1) 20 (x1) label : string {4-03.system.skills.performance.special.[].label} (same value: when Singing) predicate : array {4-03.system.skills.performance.special.[].predicate} Length: min=1 max=1 Value type: string {4-03.system.skills.performance.special.[].predicate.[]} (same value: action:perform:singing) society : object {4-03.system.skills.society} base : integer {4-03.system.skills.society.base} (all different values) [stealth] : object {4-03.system.skills.stealth} base : integer {4-03.system.skills.stealth.base} (2 different values) 10 (x1) 12 (x1) intimidation : object {4-03.system.skills.intimidation} base : integer {4-03.system.skills.intimidation.base} (2 different values) 8 (x1) 10 (x1) survival : object {4-03.system.skills.survival} base : integer {4-03.system.skills.survival.base} (2 different values) 8 (x1) 11 (x1) traits : object {4-03.system.traits} rarity : string {4-03.system.traits.rarity} (2 different values) unique (x2) uncommon (x2) size : object {4-03.system.traits.size} value : string {4-03.system.traits.size.value} (same value: med) value : array {4-03.system.traits.value} Length: min=2 max=3 Value type: string {4-03.system.traits.value.[]} (3 different values) good (x2) human (x4) humanoid (x4) type : string {4-03.type} (same value: npc)