Book 1 - The Choosing Different values: 28 ===================================== object {Book 1 - The Choosing} _id : string {Book 1 - The Choosing._id} (all different values) folder : string {Book 1 - The Choosing.folder} (same value: ScQO4V93tr7wuryl) img : string {Book 1 - The Choosing.img} (2 different values) systems/pf2e/icons/default-icons/npc.svg (x25) systems/pf2e/icons/default-icons/hazard.svg (x3) items : array {Book 1 - The Choosing.items} Length: min=1 max=48 Value type: object {Book 1 - The Choosing.items.[]} _id : string {Book 1 - The Choosing.items.[]._id} (418 different values) img : string {Book 1 - The Choosing.items.[].img} (170 different values) name : string {Book 1 - The Choosing.items.[].name} (285 different values) sort : integer {Book 1 - The Choosing.items.[].sort} (49 different values) system : object {Book 1 - The Choosing.items.[].system} [autoHeightenLevel] : object {Book 1 - The Choosing.items.[].system.autoHeightenLevel} [value] : integer {Book 1 - The Choosing.items.[].system.autoHeightenLevel.value} (same value: 7) description : object {Book 1 - The Choosing.items.[].system.description} value : string {Book 1 - The Choosing.items.[].system.description.value} (264 different values) [gm] : string {Book 1 - The Choosing.items.[].system.description.gm} (7 different values)

Plus an additional [[/r 2d6]] spells of the GM's choosing.

(x1)

Epitome A simulacrum of a tiger-headed rakshasa moves into a decadent chamber in Harrowheart's basement. While sinister and prone to cruel comments, this rakshasa does not plot against the PCs and is content to idle away their time in their underground pleasure chambers. Once per day, a visitor to the rakshasa can pose them a question that they can use their Occultism [[/r 1d20+18 #Occultism]]{+18} skill to attempt to Recall Knowledge about. The rakshasa also knows several uncommon spells and rituals that they can teach spellcasters—these spells and rituals all involve the intrusive manipulation of sapient minds. Among the spells it can teach are @UUID[Compendium.pf2e.spells-srd.Item.Dominate], @UUID[Compendium.pf2e.spells-srd.Item.Mind Probe], @UUID[Compendium.pf2e.spells-srd.Item.Mind Reading], and @UUID[Compendium.pf2e.spells-srd.Item.Rewrite Memory]; rituals it can teach include @UUID[Compendium.pf2e.spells-srd.Item.Geas] and @UUID[Compendium.pf2e.spells-srd.Item.Inveigle]. Feel free to add similar spells to this list as you see fit.

(x1)

Epitome When you epitomize The Mountain Man, assign it to a point of interest in the Harrow Court's mountains. This marks the location of a remote cabin that serves as the home of a self-sufficient but very intimidating simulacrum who appears as a towering giant of a man. This hearty specimen welcomes visitors who bring stories of their accomplishments fighting monsters, as long as they're backed up by physical trophies. A character who visits the mountain man and presents to him a trophy harvested from a monster they fought and defeated can seek a reward. The trophy need not be much more than a horn or a claw, but should be something significant and identifiable from the defeated monster, and the PC presenting the trophy must have been involved in that monster's defeat. If the trophy is from a monster whose level is equal to or greater than the PC's level, the mountain man is impressed and rewards that PC with two consumable magic items, each of a level equal to or lower than the PC's level (the PC can request specific items, but the GM has final say in what items are offered). If the trophy is from a monster whose level is lower than the PC's level, the mountain man mocks the PC for being "proud of defeating a weakling" and offers no reward. Once a reward is given, the mountain man warns the PC, "Now don't you be going off to sell that thing for gold, and don't even think of coming back for more rewards until you've used these all up!" The mountain man has an eerie ability to know if a PC hasn't used a current reward, or if they sold it for a profit—PCs who fit either category cannot receive new rewards from the mountain man on subsequent visits.

(x1)

Epitome A new room manifests in Harrowheart—a conjuration chamber. Books and tomes stored in this room contain all the information needed to learn the rituals of @UUID[Compendium.pf2e.spells-srd.Item.Planar Servitor] and @UUID[Compendium.pf2e.spells-srd.Item.Binding Circle], and inscriptions carved into the floor of the conjuration chamber grant a +2 item bonus to skill checks made to perform either of these rituals. This increases to a +3 item bonus if the creature being conjured is a fiend.

(x1)

Epitome A tavern appears in the village surrounding Harrowheart, run by a jovial one-eyed bartender. The tavern is always bustling with a rotating cast of different patrons and performers. The bartender knows the heroes' feast ritual and can teach it to the PCs. Skill checks attempted at the tavern to perform this ritual gain a +2 item bonus. If The Juggler has been epitomized, and the town square is linked to a city, the patrons of this tavern trade gossip from that city as if they were citizens there, allowing a character to Gather Information in the tavern as if they were doing so on the streets of the linked city.

(x1)

Epitome When you epitomize The Snakebite, assign it to a point of interest in the Harrow Court's swamp. This indicates a region of swampland that has become particularly infested with poisonous creatures and plants. A character who travels to this area can attempt a Crafting, Herbalism Lore, Swamp Lore, or Underworld Lore check to attempt to harvest some of their chosen poison from the region while spending 8 hours there. The DC of the check is equal to the poison's saving throw DC. Unlike most materials from the Harrow Court, poison gathered from this part of the swamp continues to exist for 1 week before vanishing, even if it's brought out of the Harrow Court.


Critical Success The PC gathers 3 doses of the poison.

Success The PC gathers 1 dose of the poison.

Failure The PC fails to gather any poison.

Critical Failure As failure, but the PC is also exposed to a dose of the poison they seek.

(x1)

Epitome When you epitomize The Big Sky, assign it to a point of interest in the Harrow Court's desert area. This marks the location of a sprawling expanse of sand that's been melted into a field of reflective glass that mirrors the sky above. The temperature here during the day is extreme heat—every 10 minutes, a creature in the region takes @Damage[2d6[fire]] damage. At night, the reverse holds true; the temperate here becomes extremely cold and inflicts @Damage[2d6[cold]] damage every 10 minutes. More astonishingly, this region has a supernatural ability to help a creature use their raw strength to break free from curses they're suffering from. Once per day, a character can spend an hour meditating here, enduring either the extreme heat or cold, but at the end of that hour, the character can select one curse that they're currently afflicted by, then attempt an Athletics check against the curse's DC.


Critical Success The curse is counteracted.

Success The curse is counteracted as long as its level is equal to or less than the character's level.

Failure The curse is counteracted as long as its level is equal to or less than the character's level – 4.

Critical Failure The curse is not removed, and the character overextends themselves in the attempt, becoming @UUID[Compendium.pf2e.conditionitems.Item.Enfeebled]{Enfeebled 3}.

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The Choosing.items.[].system.location.uses.max} (same value: 3) value : integer {Book 1 - The Choosing.items.[].system.location.uses.value} (2 different values) 3 (x2) 0 (x1) [range] : mixed object {Book 1 - The Choosing.items.[].system.range} value : string {Book 1 - The Choosing.items.[].system.range.value} (11 different values) (x51) 500 feet (x8) 120 feet (x47) touch (x27) 30 feet (x53) 60 feet (x10) 10 feet (x5) varies (x4) 0 feet (x1) 100 miles (x1) planetary (x1) integer {Book 1 - The Choosing.items.[].system.range} (3 different values) 100 (x3) 60 (x3) 120 (x2) [requirements] : string {Book 1 - The Choosing.items.[].system.requirements} (3 different values) (x206) You're wielding a staff (x1) You're wielding a melee weapon in two hands (x1) [ritual] : object {Book 1 - The Choosing.items.[].system.ritual} primary : object {Book 1 - The Choosing.items.[].system.ritual.primary} check : string {Book 1 - The Choosing.items.[].system.ritual.primary.check} (4 different values) Occultism (master) (x1) Religion (expert; you must be a devil) (x3) Arcana (expert), Occultism (expert), or Religion (expert) (x1) Nature (expert) (x2) secondary : object {Book 1 - The Choosing.items.[].system.ritual.secondary} casters : integer {Book 1 - The Choosing.items.[].system.ritual.secondary.casters} (3 different values) 2 (x2) 0 (x4) 1 (x1) checks : string {Book 1 - The Choosing.items.[].system.ritual.secondary.checks} (4 different values) Performance, Society (x1) (x4) Farming Lore or Survival (x1) Occultism, Religion (x1) [target] : object {Book 1 - The Choosing.items.[].system.target} value : string {Book 1 - The Choosing.items.[].system.target.value} (35 different values) [time] : object {Book 1 - The Choosing.items.[].system.time} value : string {Book 1 - The Choosing.items.[].system.time.value} (9 different values) 1 day (x6) 2 (x155) 1 (x15) 10 minutes (x6) 1 to 3 (x7) 3 (x7) 1 minute (x9) 4 hours (x1) reaction (x2) [traits] : object {Book 1 - The Choosing.items.[].system.traits} [rarity] : string {Book 1 - The Choosing.items.[].system.traits.rarity} (3 different values) uncommon (x27) common (x311) unique (x6) [traditions] : array {Book 1 - The Choosing.items.[].system.traits.traditions} Length: min=0 max=4 Value type: string {Book 1 - The Choosing.items.[].system.traits.traditions.[]} (4 different values) arcane (x167) occult (x144) primal (x83) divine (x74) value : array {Book 1 - The Choosing.items.[].system.traits.value} Length: min=0 max=7 Value type: string {Book 1 - The Choosing.items.[].system.traits.value.[]} (101 different values) [integrated] : mixed [heightening] : object {Book 1 - The Choosing.items.[].system.heightening} [damage] : object {Book 1 - The Choosing.items.[].system.heightening.damage} 0 : string {Book 1 - The Choosing.items.[].system.heightening.damage.0} (10 different values) 1d12 (x7) 2d10 (x2) 1d4 (x12) 1d6 (x5) 2d6 (x8) 1 (x1) 1d8 (x4) 1d10 (x1) 2d4 (x2) 2d8 (x1) [interval] : integer {Book 1 - The Choosing.items.[].system.heightening.interval} (2 different values) 1 (x38) 2 (x5) type : string {Book 1 - The Choosing.items.[].system.heightening.type} (2 different values) interval (x43) fixed (x45) [levels] : object {Book 1 - The Choosing.items.[].system.heightening.levels} [6] : object {Book 1 - The Choosing.items.[].system.heightening.levels.6} [target] : object {Book 1 - The Choosing.items.[].system.heightening.levels.6.target} value : string {Book 1 - The Choosing.items.[].system.heightening.levels.6.target.value} (3 different values) 10 creatures (x1) 10 willing creatures (x1) any number of objects (x3) [7] : object {Book 1 - The Choosing.items.[].system.heightening.levels.7} [target] : object {Book 1 - The Choosing.items.[].system.heightening.levels.7.target} value : string {Book 1 - The Choosing.items.[].system.heightening.levels.7.target.value} (4 different values) 6 creatures (x2) 1 unattended object with a Bulk of 2 or less (x3) 5 creatures (x1) 10 creatures (x1) [damage] : object {Book 1 - The Choosing.items.[].system.heightening.levels.7.damage} 0 : object {Book 1 - The Choosing.items.[].system.heightening.levels.7.damage.0} applyMod : boolean {Book 1 - The Choosing.items.[].system.heightening.levels.7.damage.0.applyMod} (same value: False) [category] : mixed formula : string {Book 1 - The Choosing.items.[].system.heightening.levels.7.damage.0.formula} (same value: 4d6) materials : array<> {Book 1 - The Choosing.items.[].system.heightening.levels.7.damage.0.materials} Length: min=0 max=0 Value type: mixed type : string {Book 1 - The Choosing.items.[].system.heightening.levels.7.damage.0.type} (same value: acid) gcovwqxwitqchoin : object {Book 1 - The Choosing.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin} applyMod : boolean {Book 1 - The Choosing.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.applyMod} (same value: False) category : string {Book 1 - The Choosing.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.category} (same value: splash) formula : string {Book 1 - The Choosing.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.formula} (same value: 3) materials : array<> {Book 1 - The Choosing.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.materials} Length: min=0 max=0 Value type: mixed type : string {Book 1 - The Choosing.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.type} (same value: acid) [area] : object {Book 1 - The Choosing.items.[].system.heightening.levels.7.area} areaType : string {Book 1 - The Choosing.items.[].system.heightening.levels.7.area.areaType} (same value: cone) value : string {Book 1 - The Choosing.items.[].system.heightening.levels.7.area.value} (same value: 60) [3] : object {Book 1 - The Choosing.items.[].system.heightening.levels.3} [damage] : object {Book 1 - The Choosing.items.[].system.heightening.levels.3.damage} 0 : object {Book 1 - The Choosing.items.[].system.heightening.levels.3.damage.0} applyMod : boolean {Book 1 - The Choosing.items.[].system.heightening.levels.3.damage.0.applyMod} (same value: False) [category] : mixed formula : string {Book 1 - The Choosing.items.[].system.heightening.levels.3.damage.0.formula} (same value: 2d6) materials : array<> {Book 1 - The Choosing.items.[].system.heightening.levels.3.damage.0.materials} Length: min=0 max=0 Value type: mixed type : string {Book 1 - The Choosing.items.[].system.heightening.levels.3.damage.0.type} (same value: acid) gcovwqxwitqchoin : object {Book 1 - The Choosing.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin} applyMod : boolean {Book 1 - The Choosing.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.applyMod} (same value: False) category : string {Book 1 - The Choosing.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.category} (same value: splash) formula : string {Book 1 - The Choosing.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.formula} (same value: 1) materials : array<> {Book 1 - The Choosing.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.materials} Length: min=0 max=0 Value type: mixed type : string {Book 1 - The Choosing.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.type} (same value: acid) [target] : object {Book 1 - The Choosing.items.[].system.heightening.levels.3.target} value : string {Book 1 - The Choosing.items.[].system.heightening.levels.3.target.value} (3 different values) 1 unattended object with a Bulk of 1 or less (x3) 5 creatures (x2) 10 objects (x3) [range] : object {Book 1 - The Choosing.items.[].system.heightening.levels.3.range} value : string {Book 1 - The Choosing.items.[].system.heightening.levels.3.range.value} (2 different values) 500 feet (x3) 60 feet (x1) [5] : object {Book 1 - The Choosing.items.[].system.heightening.levels.5} [damage] : object {Book 1 - The Choosing.items.[].system.heightening.levels.5.damage} 0 : object {Book 1 - The Choosing.items.[].system.heightening.levels.5.damage.0} applyMod : boolean {Book 1 - The Choosing.items.[].system.heightening.levels.5.damage.0.applyMod} (same value: False) [category] : mixed formula : string {Book 1 - The Choosing.items.[].system.heightening.levels.5.damage.0.formula} (same value: 3d6) materials : array<> {Book 1 - The Choosing.items.[].system.heightening.levels.5.damage.0.materials} Length: min=0 max=0 Value type: mixed type : string {Book 1 - The Choosing.items.[].system.heightening.levels.5.damage.0.type} (same value: acid) gcovwqxwitqchoin : object {Book 1 - The Choosing.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin} applyMod : boolean {Book 1 - The Choosing.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.applyMod} (same value: False) category : string {Book 1 - The Choosing.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.category} (same value: splash) formula : string {Book 1 - The Choosing.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.formula} (same value: 2) materials : array<> {Book 1 - The Choosing.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.materials} Length: min=0 max=0 Value type: mixed type : string {Book 1 - The Choosing.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.type} (same value: acid) [range] : object {Book 1 - The Choosing.items.[].system.heightening.levels.5.range} value : string {Book 1 - The Choosing.items.[].system.heightening.levels.5.range.value} (3 different values) 60 feet (x3) 1 mile (x9) 120 feet (x1) [target] : object {Book 1 - The Choosing.items.[].system.heightening.levels.5.target} value : string {Book 1 - The Choosing.items.[].system.heightening.levels.5.target.value} (same value: 10 creatures) [9] : object {Book 1 - The Choosing.items.[].system.heightening.levels.9} [damage] : object {Book 1 - The Choosing.items.[].system.heightening.levels.9.damage} 0 : object {Book 1 - The Choosing.items.[].system.heightening.levels.9.damage.0} applyMod : boolean {Book 1 - The Choosing.items.[].system.heightening.levels.9.damage.0.applyMod} (same value: False) [category] : mixed formula : string {Book 1 - The Choosing.items.[].system.heightening.levels.9.damage.0.formula} (same value: 5d6) materials : array<> {Book 1 - The Choosing.items.[].system.heightening.levels.9.damage.0.materials} Length: min=0 max=0 Value type: mixed type : string {Book 1 - The Choosing.items.[].system.heightening.levels.9.damage.0.type} (same value: acid) gcovwqxwitqchoin : object {Book 1 - The Choosing.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin} applyMod : boolean {Book 1 - The Choosing.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.applyMod} (same value: False) category : string {Book 1 - The Choosing.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.category} (same value: splash) formula : string {Book 1 - The Choosing.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.formula} (same value: 4) materials : array<> {Book 1 - The Choosing.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.materials} Length: min=0 max=0 Value type: mixed type : string {Book 1 - The Choosing.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.type} (same value: acid) [target] : object {Book 1 - The Choosing.items.[].system.heightening.levels.9.target} value : string {Book 1 - The Choosing.items.[].system.heightening.levels.9.target.value} (2 different values) up to 10 creatures (x1) 5 creatures (x1) [4] : object {Book 1 - The Choosing.items.[].system.heightening.levels.4} target : object {Book 1 - The Choosing.items.[].system.heightening.levels.4.target} value : string {Book 1 - The Choosing.items.[].system.heightening.levels.4.target.value} (2 different values) 2 creatures (x1) 10 creatures you know by name and have met in person (x1) [8] : object {Book 1 - The Choosing.items.[].system.heightening.levels.8} target : object {Book 1 - The Choosing.items.[].system.heightening.levels.8.target} value : string {Book 1 - The Choosing.items.[].system.heightening.levels.8.target.value} (same value: 10 creatures) [baseItem] : string {Book 1 - The Choosing.items.[].system.baseItem} (21 different values) [bonus] : object {Book 1 - The Choosing.items.[].system.bonus} value : integer {Book 1 - The Choosing.items.[].system.bonus.value} (18 different values) 0 (x25) 27 (x1) 26 (x5) 19 (x3) 23 (x9) 18 (x3) 12 (x3) 29 (x1) 34 (x1) 25 (x4) 22 (x3) 24 (x4) 20 (x2) 30 (x2) 21 (x1) 16 (x1) 15 (x1) 14 (x1) [bonusDamage] : object {Book 1 - The Choosing.items.[].system.bonusDamage} value : integer {Book 1 - The Choosing.items.[].system.bonusDamage.value} (same value: 0) [bulk] : object {Book 1 - The Choosing.items.[].system.bulk} value : mixed integer {Book 1 - The Choosing.items.[].system.bulk.value} (5 different values) 1 (x19) 0 (x15) 2 (x12) 4 (x1) 3 (x2) float {Book 1 - The Choosing.items.[].system.bulk.value} (same value: 0,1) [category] : string {Book 1 - The Choosing.items.[].system.category} (11 different values) simple (x5) light (x5) defensive (x39) offensive (x65) martial (x20) medium (x3) other (x6) potion (x5) ammo (x8) interaction (x15) heavy (x3) [containerId] : mixed [equipped] : object {Book 1 - The Choosing.items.[].system.equipped} carryType : string {Book 1 - The Choosing.items.[].system.equipped.carryType} (2 different values) worn (x75) held (x2) [handsHeld] : integer {Book 1 - The Choosing.items.[].system.equipped.handsHeld} (2 different values) 0 (x58) 1 (x8) [invested] : mixed [inSlot] : boolean {Book 1 - The Choosing.items.[].system.equipped.inSlot} (2 different values) True (x9) False (x2) [group] : string {Book 1 - The Choosing.items.[].system.group} (11 different values) club (x1) chain (x2) polearm (x2) composite (x1) bow (x6) sword (x9) knife (x4) plate (x3) leather (x5) firearm (x2) axe (x1) [hardness] : integer {Book 1 - The Choosing.items.[].system.hardness} (3 different values) 0 (x75) 5 (x1) 13 (x1) [hp] : object {Book 1 - The Choosing.items.[].system.hp} max : integer {Book 1 - The Choosing.items.[].system.hp.max} (3 different values) 0 (x75) 20 (x1) 104 (x1) value : integer {Book 1 - The Choosing.items.[].system.hp.value} (3 different values) 0 (x75) 20 (x1) 104 (x1) [material] : object {Book 1 - The Choosing.items.[].system.material} [grade] : string {Book 1 - The Choosing.items.[].system.material.grade} (same value: standard) [type] : string {Book 1 - The Choosing.items.[].system.material.type} (2 different values) duskwood (x1) dawnsilver (x1) [price] : object {Book 1 - The Choosing.items.[].system.price} value : object {Book 1 - The Choosing.items.[].system.price.value} [gp] : integer {Book 1 - The Choosing.items.[].system.price.value.gp} (18 different values) 5 (x1) 650 (x1) 1 (x5) 2 (x13) 4 (x2) 8 (x5) 50 (x3) 20 (x3) 6 (x2) 3 (x5) 1000 (x1) 30 (x1) 100 (x1) 18 (x2) 14 (x3) 250 (x2) 150 (x1) 750 (x1) [sp] : integer {Book 1 - The Choosing.items.[].system.price.value.sp} (4 different values) 5 (x1) 1 (x7) 2 (x4) 9 (x1) [cp] : integer {Book 1 - The Choosing.items.[].system.price.value.cp} (same value: 8) [per] : integer {Book 1 - The Choosing.items.[].system.price.per} (same value: 10) [quantity] : integer {Book 1 - The Choosing.items.[].system.quantity} (6 different values) 1 (x63) 20 (x8) 10 (x1) 3 (x1) 4 (x3) 2 (x1) [reload] : object {Book 1 - The Choosing.items.[].system.reload} value : string {Book 1 - The Choosing.items.[].system.reload.value} (4 different values) (x14) 0 (x6) - (x3) 2 (x2) [runes] : object {Book 1 - The Choosing.items.[].system.runes} [potency] : integer {Book 1 - The Choosing.items.[].system.runes.potency} (3 different values) 2 (x3) 1 (x27) 0 (x6) [property] : array {Book 1 - The Choosing.items.[].system.runes.property} Length: min=0 max=1 Value type: string {Book 1 - The Choosing.items.[].system.runes.property.[]} (2 different values) glamered (x1) wounding (x2) [striking] : integer {Book 1 - The Choosing.items.[].system.runes.striking} (3 different values) 1 (x14) 0 (x10) 2 (x1) [resilient] : integer {Book 1 - The Choosing.items.[].system.runes.resilient} (2 different values) 1 (x3) 0 (x8) [reinforcing] : integer {Book 1 - The Choosing.items.[].system.runes.reinforcing} (same value: 0) [size] : string {Book 1 - The Choosing.items.[].system.size} (same value: med) [splashDamage] : object {Book 1 - The Choosing.items.[].system.splashDamage} value : integer {Book 1 - The Choosing.items.[].system.splashDamage.value} (same value: 0) [usage] : object {Book 1 - The Choosing.items.[].system.usage} value : string {Book 1 - The Choosing.items.[].system.usage.value} (5 different values) held-in-one-hand (x42) worn (x2) carried (x6) held-in-two-hands (x5) held-in-one-plus-hands (x8) [acBonus] : integer {Book 1 - The Choosing.items.[].system.acBonus} (6 different values) 2 (x3) 3 (x2) 4 (x1) 6 (x1) 5 (x2) 1 (x4) [checkPenalty] : integer {Book 1 - The Choosing.items.[].system.checkPenalty} (3 different values) -1 (x5) -2 (x3) -3 (x3) [dexCap] : integer {Book 1 - The Choosing.items.[].system.dexCap} (5 different values) 3 (x1) 2 (x2) 1 (x3) 0 (x1) 4 (x4) [speedPenalty] : integer {Book 1 - The Choosing.items.[].system.speedPenalty} (3 different values) 0 (x7) -5 (x3) -10 (x3) [strength] : integer {Book 1 - The Choosing.items.[].system.strength} (5 different values) 1 (x1) 2 (x2) 3 (x3) 4 (x1) 0 (x4) [attack] : object {Book 1 - The Choosing.items.[].system.attack} value : string {Book 1 - The Choosing.items.[].system.attack.value} (same value: ) [attackEffects] : object {Book 1 - The Choosing.items.[].system.attackEffects} value : array {Book 1 - The Choosing.items.[].system.attackEffects.value} Length: min=0 max=2 Value type: string {Book 1 - The Choosing.items.[].system.attackEffects.value.[]} (5 different values) grab (x3) ferrugon-tetanus (x2) spirit-naga-venom (x1) shameful-loathing (x1) drain-luck (x1) [custom] : string {Book 1 - The Choosing.items.[].system.attackEffects.custom} (same value: ) [damageRolls] : object {Book 1 - The Choosing.items.[].system.damageRolls} [QFlxTxIsGatpcyQl] : object {Book 1 - The Choosing.items.[].system.damageRolls.QFlxTxIsGatpcyQl} damage : string {Book 1 - The Choosing.items.[].system.damageRolls.QFlxTxIsGatpcyQl.damage} (same value: 2d6 + 7) damageType : string {Book 1 - The Choosing.items.[].system.damageRolls.QFlxTxIsGatpcyQl.damageType} (same value: bludgeoning) [jIdtGokrnocTCquA] : object {Book 1 - The Choosing.items.[].system.damageRolls.jIdtGokrnocTCquA} damage : string {Book 1 - The Choosing.items.[].system.damageRolls.jIdtGokrnocTCquA.damage} (same value: 3d12 + 10) damageType : string {Book 1 - The Choosing.items.[].system.damageRolls.jIdtGokrnocTCquA.damageType} (same value: bludgeoning) [erW6HVNF3TLcQPuv] : object {Book 1 - The Choosing.items.[].system.damageRolls.erW6HVNF3TLcQPuv} damage : string {Book 1 - The Choosing.items.[].system.damageRolls.erW6HVNF3TLcQPuv.damage} (same value: 3d6 + 10) damageType : string {Book 1 - The Choosing.items.[].system.damageRolls.erW6HVNF3TLcQPuv.damageType} (same value: bludgeoning) [QoMmFAntUIocdpeN] : object {Book 1 - The Choosing.items.[].system.damageRolls.QoMmFAntUIocdpeN} damage : string {Book 1 - The Choosing.items.[].system.damageRolls.QoMmFAntUIocdpeN.damage} (same value: 2d10 + 8) damageType : string {Book 1 - The Choosing.items.[].system.damageRolls.QoMmFAntUIocdpeN.damageType} (same value: bludgeoning) [H8GgL9H2Lee2z9PO] : object {Book 1 - The Choosing.items.[].system.damageRolls.H8GgL9H2Lee2z9PO} damage : string {Book 1 - The Choosing.items.[].system.damageRolls.H8GgL9H2Lee2z9PO.damage} (same value: 2d10 + 11) damageType : string {Book 1 - The Choosing.items.[].system.damageRolls.H8GgL9H2Lee2z9PO.damageType} (same value: piercing) [AXYTJYYGaeJoqw3T] : object {Book 1 - The Choosing.items.[].system.damageRolls.AXYTJYYGaeJoqw3T} damage : string {Book 1 - The Choosing.items.[].system.damageRolls.AXYTJYYGaeJoqw3T.damage} (same value: 2d8 + 9) damageType : string {Book 1 - The Choosing.items.[].system.damageRolls.AXYTJYYGaeJoqw3T.damageType} (same value: slashing) [zmFcBPeiyBoE4goX] : object {Book 1 - The Choosing.items.[].system.damageRolls.zmFcBPeiyBoE4goX} damage : string {Book 1 - The Choosing.items.[].system.damageRolls.zmFcBPeiyBoE4goX.damage} (same value: 2d8 + 9) damageType : string {Book 1 - The Choosing.items.[].system.damageRolls.zmFcBPeiyBoE4goX.damageType} (same value: piercing) [qu26twfuv92whxuvw4f9k] : object {Book 1 - The Choosing.items.[].system.damageRolls.qu26twfuv92whxuvw4f9k} damage : string {Book 1 - The Choosing.items.[].system.damageRolls.qu26twfuv92whxuvw4f9k.damage} (same value: 1d6+5) damageType : string {Book 1 - The Choosing.items.[].system.damageRolls.qu26twfuv92whxuvw4f9k.damageType} (same value: piercing) [p2uxcq8wiolkr741hy8xb] : object {Book 1 - The Choosing.items.[].system.damageRolls.p2uxcq8wiolkr741hy8xb} damage : string {Book 1 - The Choosing.items.[].system.damageRolls.p2uxcq8wiolkr741hy8xb.damage} (same value: 1d4+5) damageType : string {Book 1 - The Choosing.items.[].system.damageRolls.p2uxcq8wiolkr741hy8xb.damageType} (same value: piercing) [p6zphnrzsas6d9poj5w7k] : object {Book 1 - The Choosing.items.[].system.damageRolls.p6zphnrzsas6d9poj5w7k} damage : string {Book 1 - The Choosing.items.[].system.damageRolls.p6zphnrzsas6d9poj5w7k.damage} (same value: 1d4+2) damageType : string {Book 1 - The Choosing.items.[].system.damageRolls.p6zphnrzsas6d9poj5w7k.damageType} (same value: piercing) [0] : object {Book 1 - The Choosing.items.[].system.damageRolls.0} damage : string {Book 1 - The Choosing.items.[].system.damageRolls.0.damage} (2 different values) 3d8+11 (x1) 3d10+15 (x2) damageType : string {Book 1 - The Choosing.items.[].system.damageRolls.0.damageType} (2 different values) slashing (x2) piercing (x1) [1] : object {Book 1 - The Choosing.items.[].system.damageRolls.1} damage : string {Book 1 - The Choosing.items.[].system.damageRolls.1.damage} (same value: 1d6) damageType : string {Book 1 - The Choosing.items.[].system.damageRolls.1.damageType} (same value: bleed) [mwtXvN8hfwUHFWa6] : object {Book 1 - The Choosing.items.[].system.damageRolls.mwtXvN8hfwUHFWa6} damage : string {Book 1 - The Choosing.items.[].system.damageRolls.mwtXvN8hfwUHFWa6.damage} (same value: 3d12 + 11) damageType : string {Book 1 - The Choosing.items.[].system.damageRolls.mwtXvN8hfwUHFWa6.damageType} (same value: slashing) [YlkhBHhTcqCRMaFN] : object {Book 1 - The Choosing.items.[].system.damageRolls.YlkhBHhTcqCRMaFN} damage : string {Book 1 - The Choosing.items.[].system.damageRolls.YlkhBHhTcqCRMaFN.damage} (same value: 2d12+26) damageType : string {Book 1 - The Choosing.items.[].system.damageRolls.YlkhBHhTcqCRMaFN.damageType} (same value: piercing) [WQSpNygDw3IcWW34] : object {Book 1 - The Choosing.items.[].system.damageRolls.WQSpNygDw3IcWW34} damage : string {Book 1 - The Choosing.items.[].system.damageRolls.WQSpNygDw3IcWW34.damage} (same value: 3d8 + 13) damageType : string {Book 1 - The Choosing.items.[].system.damageRolls.WQSpNygDw3IcWW34.damageType} (same value: bludgeoning) [dJFTGjH7J2WC9Jt1] : object {Book 1 - The Choosing.items.[].system.damageRolls.dJFTGjH7J2WC9Jt1} damage : string {Book 1 - The Choosing.items.[].system.damageRolls.dJFTGjH7J2WC9Jt1.damage} (same value: 1d6) damageType : string {Book 1 - The Choosing.items.[].system.damageRolls.dJFTGjH7J2WC9Jt1.damageType} (same value: spirit) [LL5EC7HUs5lDWl4r] : object {Book 1 - The Choosing.items.[].system.damageRolls.LL5EC7HUs5lDWl4r} damage : string {Book 1 - The Choosing.items.[].system.damageRolls.LL5EC7HUs5lDWl4r.damage} (same value: 1d6) damageType : string {Book 1 - The Choosing.items.[].system.damageRolls.LL5EC7HUs5lDWl4r.damageType} (same value: spirit) [aWaAHmyL6LnmQ0hO] : object {Book 1 - The Choosing.items.[].system.damageRolls.aWaAHmyL6LnmQ0hO} damage : string {Book 1 - The Choosing.items.[].system.damageRolls.aWaAHmyL6LnmQ0hO.damage} (same value: 3d4 + 13) damageType : string {Book 1 - The Choosing.items.[].system.damageRolls.aWaAHmyL6LnmQ0hO.damageType} (same value: slashing) [CJGNvNU5xRsHhCWn] : object {Book 1 - The Choosing.items.[].system.damageRolls.CJGNvNU5xRsHhCWn} damage : string {Book 1 - The Choosing.items.[].system.damageRolls.CJGNvNU5xRsHhCWn.damage} (same value: 3d4 + 13) damageType : string {Book 1 - The Choosing.items.[].system.damageRolls.CJGNvNU5xRsHhCWn.damageType} (same value: piercing) [ce8WztzreccNbhoN] : object {Book 1 - The Choosing.items.[].system.damageRolls.ce8WztzreccNbhoN} damage : string {Book 1 - The Choosing.items.[].system.damageRolls.ce8WztzreccNbhoN.damage} (same value: 2d10 + 11) damageType : string {Book 1 - The Choosing.items.[].system.damageRolls.ce8WztzreccNbhoN.damageType} (same value: piercing) [cPrhhwU0MOSNHUjs] : object {Book 1 - The Choosing.items.[].system.damageRolls.cPrhhwU0MOSNHUjs} damage : string {Book 1 - The Choosing.items.[].system.damageRolls.cPrhhwU0MOSNHUjs.damage} (2 different values) 2d4 + 11 (x1) 3d4 + 12 (x1) damageType : string {Book 1 - The Choosing.items.[].system.damageRolls.cPrhhwU0MOSNHUjs.damageType} (same value: slashing) [L4NCIIhsPDqjqd19] : object {Book 1 - The Choosing.items.[].system.damageRolls.L4NCIIhsPDqjqd19} damage : string {Book 1 - The Choosing.items.[].system.damageRolls.L4NCIIhsPDqjqd19.damage} (2 different values) 1d6 + 11 (x1) 2d6 + 12 (x1) damageType : string {Book 1 - The Choosing.items.[].system.damageRolls.L4NCIIhsPDqjqd19.damageType} (same value: piercing) [AGXLzZadf2GkWD5m] : object {Book 1 - The Choosing.items.[].system.damageRolls.AGXLzZadf2GkWD5m} category : string {Book 1 - The Choosing.items.[].system.damageRolls.AGXLzZadf2GkWD5m.category} (same value: persistent) damage : string {Book 1 - The Choosing.items.[].system.damageRolls.AGXLzZadf2GkWD5m.damage} (same value: 1d6) damageType : string {Book 1 - The Choosing.items.[].system.damageRolls.AGXLzZadf2GkWD5m.damageType} (same value: bleed) [DWAErQ4EG6ZjRDdR] : object {Book 1 - The Choosing.items.[].system.damageRolls.DWAErQ4EG6ZjRDdR} damage : string {Book 1 - The Choosing.items.[].system.damageRolls.DWAErQ4EG6ZjRDdR.damage} (same value: 2d10 + 11) damageType : string {Book 1 - The Choosing.items.[].system.damageRolls.DWAErQ4EG6ZjRDdR.damageType} (same value: piercing) [369iK7QCWc3xbZiw] : object {Book 1 - The Choosing.items.[].system.damageRolls.369iK7QCWc3xbZiw} category : string {Book 1 - The Choosing.items.[].system.damageRolls.369iK7QCWc3xbZiw.category} (same value: persistent) damage : string {Book 1 - The Choosing.items.[].system.damageRolls.369iK7QCWc3xbZiw.damage} (same value: 1d6) damageType : string {Book 1 - The Choosing.items.[].system.damageRolls.369iK7QCWc3xbZiw.damageType} (same value: bleed) [Nb9uQ8pPPD30CiSs] : object {Book 1 - The Choosing.items.[].system.damageRolls.Nb9uQ8pPPD30CiSs} damage : string {Book 1 - The Choosing.items.[].system.damageRolls.Nb9uQ8pPPD30CiSs.damage} (same value: 2d6 + 11) damageType : string {Book 1 - The Choosing.items.[].system.damageRolls.Nb9uQ8pPPD30CiSs.damageType} (same value: slashing) [hvk7aysgwgt6m9xnf40r] : object {Book 1 - The Choosing.items.[].system.damageRolls.hvk7aysgwgt6m9xnf40r} damage : string {Book 1 - The Choosing.items.[].system.damageRolls.hvk7aysgwgt6m9xnf40r.damage} (same value: 3d10 + 10) damageType : string {Book 1 - The Choosing.items.[].system.damageRolls.hvk7aysgwgt6m9xnf40r.damageType} (same value: piercing) [m6g5hxc9rBxOqiry] : object {Book 1 - The Choosing.items.[].system.damageRolls.m6g5hxc9rBxOqiry} damage : string {Book 1 - The Choosing.items.[].system.damageRolls.m6g5hxc9rBxOqiry.damage} (same value: 2d6 + 9) damageType : string {Book 1 - The Choosing.items.[].system.damageRolls.m6g5hxc9rBxOqiry.damageType} (same value: piercing) [GPSjFxmUKSsvWP2E] : object {Book 1 - The Choosing.items.[].system.damageRolls.GPSjFxmUKSsvWP2E} damage : string {Book 1 - The Choosing.items.[].system.damageRolls.GPSjFxmUKSsvWP2E.damage} (same value: 1d6 + 9) damageType : string {Book 1 - The Choosing.items.[].system.damageRolls.GPSjFxmUKSsvWP2E.damageType} (same value: piercing) [tYG0Wp0K0WpPVfmA] : object {Book 1 - The Choosing.items.[].system.damageRolls.tYG0Wp0K0WpPVfmA} damage : string {Book 1 - The Choosing.items.[].system.damageRolls.tYG0Wp0K0WpPVfmA.damage} (same value: 2d6 + 10) damageType : string {Book 1 - The Choosing.items.[].system.damageRolls.tYG0Wp0K0WpPVfmA.damageType} (same value: slashing) [yxmFZKEgjaqtw4aZ] : object {Book 1 - The Choosing.items.[].system.damageRolls.yxmFZKEgjaqtw4aZ} damage : string {Book 1 - The Choosing.items.[].system.damageRolls.yxmFZKEgjaqtw4aZ.damage} (same value: 2d10 + 10) damageType : string {Book 1 - The Choosing.items.[].system.damageRolls.yxmFZKEgjaqtw4aZ.damageType} (same value: piercing) [tnOlyCM5Qwj5EwWA] : object {Book 1 - The Choosing.items.[].system.damageRolls.tnOlyCM5Qwj5EwWA} damage : string {Book 1 - The Choosing.items.[].system.damageRolls.tnOlyCM5Qwj5EwWA.damage} (same value: 2d8 + 7) damageType : string {Book 1 - The Choosing.items.[].system.damageRolls.tnOlyCM5Qwj5EwWA.damageType} (same value: piercing) [liw3ydkpujf7poobgldo] : object {Book 1 - The Choosing.items.[].system.damageRolls.liw3ydkpujf7poobgldo} damage : string {Book 1 - The Choosing.items.[].system.damageRolls.liw3ydkpujf7poobgldo.damage} (same value: 1d10) damageType : string {Book 1 - The Choosing.items.[].system.damageRolls.liw3ydkpujf7poobgldo.damageType} (same value: mental) [L1ulThnwsDrlPGsa] : object {Book 1 - The Choosing.items.[].system.damageRolls.L1ulThnwsDrlPGsa} damage : string {Book 1 - The Choosing.items.[].system.damageRolls.L1ulThnwsDrlPGsa.damage} (same value: 2d8 + 11) damageType : string {Book 1 - The Choosing.items.[].system.damageRolls.L1ulThnwsDrlPGsa.damageType} (same value: bludgeoning) [OAyeoPSB2HpXsYhc] : object {Book 1 - The Choosing.items.[].system.damageRolls.OAyeoPSB2HpXsYhc} damage : string {Book 1 - The Choosing.items.[].system.damageRolls.OAyeoPSB2HpXsYhc.damage} (same value: 6d6) damageType : string {Book 1 - The Choosing.items.[].system.damageRolls.OAyeoPSB2HpXsYhc.damageType} (same value: sonic) [wknh0hIJW2xRoODr] : object {Book 1 - The Choosing.items.[].system.damageRolls.wknh0hIJW2xRoODr} damage : string {Book 1 - The Choosing.items.[].system.damageRolls.wknh0hIJW2xRoODr.damage} (same value: 2d10 + 12) damageType : string {Book 1 - The Choosing.items.[].system.damageRolls.wknh0hIJW2xRoODr.damageType} (same value: slashing) [En7Wi7SEcdnC93fk] : object {Book 1 - The Choosing.items.[].system.damageRolls.En7Wi7SEcdnC93fk} damage : string {Book 1 - The Choosing.items.[].system.damageRolls.En7Wi7SEcdnC93fk.damage} (same value: 2d6 + 11) damageType : string {Book 1 - The Choosing.items.[].system.damageRolls.En7Wi7SEcdnC93fk.damageType} (same value: slashing) [2KsqAvSRcaiMVuFR] : object {Book 1 - The Choosing.items.[].system.damageRolls.2KsqAvSRcaiMVuFR} damage : string {Book 1 - The Choosing.items.[].system.damageRolls.2KsqAvSRcaiMVuFR.damage} (same value: 2d4 + 11) damageType : string {Book 1 - The Choosing.items.[].system.damageRolls.2KsqAvSRcaiMVuFR.damageType} (same value: piercing) [hiJ2Nglz4EBWgpRK] : object {Book 1 - The Choosing.items.[].system.damageRolls.hiJ2Nglz4EBWgpRK} damage : string {Book 1 - The Choosing.items.[].system.damageRolls.hiJ2Nglz4EBWgpRK.damage} (same value: 2d8 + 9) damageType : string {Book 1 - The Choosing.items.[].system.damageRolls.hiJ2Nglz4EBWgpRK.damageType} (same value: piercing) [EZVpjkOKvML6vW1B] : object {Book 1 - The Choosing.items.[].system.damageRolls.EZVpjkOKvML6vW1B} damage : string {Book 1 - The Choosing.items.[].system.damageRolls.EZVpjkOKvML6vW1B.damage} (same value: 1d4 + 4) damageType : string {Book 1 - The Choosing.items.[].system.damageRolls.EZVpjkOKvML6vW1B.damageType} (same value: slashing) [sHoyfAI07bODq8s1] : object {Book 1 - The Choosing.items.[].system.damageRolls.sHoyfAI07bODq8s1} damage : string {Book 1 - The Choosing.items.[].system.damageRolls.sHoyfAI07bODq8s1.damage} (same value: 1d8 + 8) damageType : string {Book 1 - The Choosing.items.[].system.damageRolls.sHoyfAI07bODq8s1.damageType} (same value: slashing) [3k6ADrHZM3aeG1Pi] : object {Book 1 - The Choosing.items.[].system.damageRolls.3k6ADrHZM3aeG1Pi} damage : string {Book 1 - The Choosing.items.[].system.damageRolls.3k6ADrHZM3aeG1Pi.damage} (same value: 1d8 + 6) damageType : string {Book 1 - The Choosing.items.[].system.damageRolls.3k6ADrHZM3aeG1Pi.damageType} (same value: piercing) [5Z2RPYN2VHbB2iUX] : object {Book 1 - The Choosing.items.[].system.damageRolls.5Z2RPYN2VHbB2iUX} damage : string {Book 1 - The Choosing.items.[].system.damageRolls.5Z2RPYN2VHbB2iUX.damage} (same value: 1d6) damageType : string {Book 1 - The Choosing.items.[].system.damageRolls.5Z2RPYN2VHbB2iUX.damageType} (same value: spirit) [rjVWSWsYuNA9gRZV] : object {Book 1 - The Choosing.items.[].system.damageRolls.rjVWSWsYuNA9gRZV} damage : string {Book 1 - The Choosing.items.[].system.damageRolls.rjVWSWsYuNA9gRZV.damage} (same value: 1d4 + 9) damageType : string {Book 1 - The Choosing.items.[].system.damageRolls.rjVWSWsYuNA9gRZV.damageType} (same value: piercing) [1DCQBANbjHffJlP8] : object {Book 1 - The Choosing.items.[].system.damageRolls.1DCQBANbjHffJlP8} damage : string {Book 1 - The Choosing.items.[].system.damageRolls.1DCQBANbjHffJlP8.damage} (same value: 1d6) damageType : string {Book 1 - The Choosing.items.[].system.damageRolls.1DCQBANbjHffJlP8.damageType} (same value: spirit) [eVDuOpSLIDfPi7zH] : object {Book 1 - The Choosing.items.[].system.damageRolls.eVDuOpSLIDfPi7zH} category : string {Book 1 - The Choosing.items.[].system.damageRolls.eVDuOpSLIDfPi7zH.category} (same value: persistent) damage : string {Book 1 - The Choosing.items.[].system.damageRolls.eVDuOpSLIDfPi7zH.damage} (same value: 1d6) damageType : string {Book 1 - The Choosing.items.[].system.damageRolls.eVDuOpSLIDfPi7zH.damageType} (same value: bleed) [ziej7h69AaZeicpO] : object {Book 1 - The Choosing.items.[].system.damageRolls.ziej7h69AaZeicpO} damage : string {Book 1 - The Choosing.items.[].system.damageRolls.ziej7h69AaZeicpO.damage} (same value: 2d8 + 11) damageType : string {Book 1 - The Choosing.items.[].system.damageRolls.ziej7h69AaZeicpO.damageType} (same value: slashing) [weaponType] : object {Book 1 - The Choosing.items.[].system.weaponType} value : string {Book 1 - The Choosing.items.[].system.weaponType.value} (2 different values) melee (x34) ranged (x11) [actionType] : object {Book 1 - The Choosing.items.[].system.actionType} value : string {Book 1 - The Choosing.items.[].system.actionType.value} (4 different values) reaction (x22) action (x36) passive (x60) free (x4) [actions] : object {Book 1 - The Choosing.items.[].system.actions} [value] : integer {Book 1 - The Choosing.items.[].system.actions.value} (2 different values) 1 (x24) 2 (x12) [mod] : object {Book 1 - The Choosing.items.[].system.mod} value : integer {Book 1 - The Choosing.items.[].system.mod.value} (3 different values) 27 (x1) 13 (x1) 15 (x2) [proficient] : object {Book 1 - The Choosing.items.[].system.proficient} value : integer {Book 1 - The Choosing.items.[].system.proficient.value} (same value: 0) [frequency] : object {Book 1 - The Choosing.items.[].system.frequency} max : integer {Book 1 - The Choosing.items.[].system.frequency.max} (2 different values) 3 (x3) 1 (x8) per : string {Book 1 - The Choosing.items.[].system.frequency.per} (3 different values) day (x5) round (x4) PT1H (x2) [value] : integer {Book 1 - The Choosing.items.[].system.frequency.value} (2 different values) 3 (x3) 1 (x4) [uses] : object {Book 1 - The Choosing.items.[].system.uses} autoDestroy : boolean {Book 1 - The Choosing.items.[].system.uses.autoDestroy} (same value: True) max : integer {Book 1 - The Choosing.items.[].system.uses.max} (same value: 1) value : integer {Book 1 - The Choosing.items.[].system.uses.value} (same value: 1) [stackGroup] : string {Book 1 - The Choosing.items.[].system.stackGroup} (2 different values) arrows (x6) rounds10 (x2) [overlays] : object {Book 1 - The Choosing.items.[].system.overlays} [2a6Vm4mIjBgrzlO2] : object {Book 1 - The Choosing.items.[].system.overlays.2a6Vm4mIjBgrzlO2} name : string {Book 1 - The Choosing.items.[].system.overlays.2a6Vm4mIjBgrzlO2.name} (same value: Touch of Corruption (Vs. Living)) overlayType : string {Book 1 - The Choosing.items.[].system.overlays.2a6Vm4mIjBgrzlO2.overlayType} (same value: override) sort : integer {Book 1 - The Choosing.items.[].system.overlays.2a6Vm4mIjBgrzlO2.sort} (same value: 2) system : object {Book 1 - The Choosing.items.[].system.overlays.2a6Vm4mIjBgrzlO2.system} damage : object {Book 1 - The Choosing.items.[].system.overlays.2a6Vm4mIjBgrzlO2.system.damage} Esn7klJ9WRsIFnrE : object {Book 1 - The Choosing.items.[].system.overlays.2a6Vm4mIjBgrzlO2.system.damage.Esn7klJ9WRsIFnrE} applyMod : boolean {Book 1 - The Choosing.items.[].system.overlays.2a6Vm4mIjBgrzlO2.system.damage.Esn7klJ9WRsIFnrE.applyMod} (same value: False) [category] : mixed formula : string {Book 1 - The Choosing.items.[].system.overlays.2a6Vm4mIjBgrzlO2.system.damage.Esn7klJ9WRsIFnrE.formula} (same value: 1d6) kinds : array {Book 1 - The Choosing.items.[].system.overlays.2a6Vm4mIjBgrzlO2.system.damage.Esn7klJ9WRsIFnrE.kinds} Length: min=1 max=1 Value type: string {Book 1 - The Choosing.items.[].system.overlays.2a6Vm4mIjBgrzlO2.system.damage.Esn7klJ9WRsIFnrE.kinds.[]} (same value: damage) materials : array<> {Book 1 - The Choosing.items.[].system.overlays.2a6Vm4mIjBgrzlO2.system.damage.Esn7klJ9WRsIFnrE.materials} Length: min=0 max=0 Value type: mixed type : string {Book 1 - The Choosing.items.[].system.overlays.2a6Vm4mIjBgrzlO2.system.damage.Esn7klJ9WRsIFnrE.type} (same value: void) defense : object {Book 1 - The Choosing.items.[].system.overlays.2a6Vm4mIjBgrzlO2.system.defense} save : object {Book 1 - The Choosing.items.[].system.overlays.2a6Vm4mIjBgrzlO2.system.defense.save} basic : boolean {Book 1 - The Choosing.items.[].system.overlays.2a6Vm4mIjBgrzlO2.system.defense.save.basic} (same value: True) statistic : string {Book 1 - The Choosing.items.[].system.overlays.2a6Vm4mIjBgrzlO2.system.defense.save.statistic} (same value: fortitude) heightening : object {Book 1 - The Choosing.items.[].system.overlays.2a6Vm4mIjBgrzlO2.system.heightening} damage : object {Book 1 - The Choosing.items.[].system.overlays.2a6Vm4mIjBgrzlO2.system.heightening.damage} Esn7klJ9WRsIFnrE : string {Book 1 - The Choosing.items.[].system.overlays.2a6Vm4mIjBgrzlO2.system.heightening.damage.Esn7klJ9WRsIFnrE} (same value: 1d6) interval : integer {Book 1 - The Choosing.items.[].system.overlays.2a6Vm4mIjBgrzlO2.system.heightening.interval} (same value: 1) type : string {Book 1 - The Choosing.items.[].system.overlays.2a6Vm4mIjBgrzlO2.system.heightening.type} (same value: interval) [gHIOzknAtexc6GUE] : object {Book 1 - The Choosing.items.[].system.overlays.gHIOzknAtexc6GUE} name : string {Book 1 - The Choosing.items.[].system.overlays.gHIOzknAtexc6GUE.name} (same value: Touch of Corruption (Healing)) overlayType : string {Book 1 - The Choosing.items.[].system.overlays.gHIOzknAtexc6GUE.overlayType} (same value: override) sort : integer {Book 1 - The Choosing.items.[].system.overlays.gHIOzknAtexc6GUE.sort} (same value: 1) system : object {Book 1 - The Choosing.items.[].system.overlays.gHIOzknAtexc6GUE.system} damage : object {Book 1 - The Choosing.items.[].system.overlays.gHIOzknAtexc6GUE.system.damage} cM137DAlBX1LcWAX : object {Book 1 - The Choosing.items.[].system.overlays.gHIOzknAtexc6GUE.system.damage.cM137DAlBX1LcWAX} applyMod : boolean {Book 1 - The Choosing.items.[].system.overlays.gHIOzknAtexc6GUE.system.damage.cM137DAlBX1LcWAX.applyMod} (same value: False) [category] : mixed formula : string {Book 1 - The Choosing.items.[].system.overlays.gHIOzknAtexc6GUE.system.damage.cM137DAlBX1LcWAX.formula} (same value: 6) kinds : array {Book 1 - The Choosing.items.[].system.overlays.gHIOzknAtexc6GUE.system.damage.cM137DAlBX1LcWAX.kinds} Length: min=1 max=1 Value type: string {Book 1 - The Choosing.items.[].system.overlays.gHIOzknAtexc6GUE.system.damage.cM137DAlBX1LcWAX.kinds.[]} (same value: healing) materials : array<> {Book 1 - The Choosing.items.[].system.overlays.gHIOzknAtexc6GUE.system.damage.cM137DAlBX1LcWAX.materials} Length: min=0 max=0 Value type: mixed type : string {Book 1 - The Choosing.items.[].system.overlays.gHIOzknAtexc6GUE.system.damage.cM137DAlBX1LcWAX.type} (same value: untyped) [defense] : mixed heightening : object {Book 1 - The Choosing.items.[].system.overlays.gHIOzknAtexc6GUE.system.heightening} damage : object {Book 1 - The Choosing.items.[].system.overlays.gHIOzknAtexc6GUE.system.heightening.damage} cM137DAlBX1LcWAX : string {Book 1 - The Choosing.items.[].system.overlays.gHIOzknAtexc6GUE.system.heightening.damage.cM137DAlBX1LcWAX} (same value: 6) interval : integer {Book 1 - The Choosing.items.[].system.overlays.gHIOzknAtexc6GUE.system.heightening.interval} (same value: 1) type : string {Book 1 - The Choosing.items.[].system.overlays.gHIOzknAtexc6GUE.system.heightening.type} (same value: interval) [4gyp3qlsv5ywdyjq] : object {Book 1 - The Choosing.items.[].system.overlays.4gyp3qlsv5ywdyjq} _id : string {Book 1 - The Choosing.items.[].system.overlays.4gyp3qlsv5ywdyjq._id} (same value: 4gyp3qlsv5ywdyjq) name : string {Book 1 - The Choosing.items.[].system.overlays.4gyp3qlsv5ywdyjq.name} (same value: Harm (vs. Undead)) overlayType : string {Book 1 - The Choosing.items.[].system.overlays.4gyp3qlsv5ywdyjq.overlayType} (same value: override) sort : integer {Book 1 - The Choosing.items.[].system.overlays.4gyp3qlsv5ywdyjq.sort} (same value: 3) system : object {Book 1 - The Choosing.items.[].system.overlays.4gyp3qlsv5ywdyjq.system} damage : object {Book 1 - The Choosing.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage} 0 : object {Book 1 - The Choosing.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0} formula : string {Book 1 - The Choosing.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.formula} (same value: 1d8+8) kinds : array {Book 1 - The Choosing.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.kinds} Length: min=1 max=1 Value type: string {Book 1 - The Choosing.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.kinds.[]} (same value: healing) [defense] : mixed heightening : object {Book 1 - The Choosing.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening} damage : object {Book 1 - The Choosing.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening.damage} 0 : string {Book 1 - The Choosing.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening.damage.0} (same value: 1d8+8) range : object {Book 1 - The Choosing.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.range} value : string {Book 1 - The Choosing.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.range.value} (same value: 30 feet) target : object {Book 1 - The Choosing.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.target} value : string {Book 1 - The Choosing.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.target.value} (same value: 1 willing undead creature) time : object {Book 1 - The Choosing.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.time} value : string {Book 1 - The Choosing.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.time.value} (same value: 2) traits : object {Book 1 - The Choosing.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits} value : array {Book 1 - The Choosing.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits.value} Length: min=3 max=3 Value type: string {Book 1 - The Choosing.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits.value.[]} (3 different values) concentrate (x2) manipulate (x2) void (x2) [pq7cxntbz4s8g5ik] : object {Book 1 - The Choosing.items.[].system.overlays.pq7cxntbz4s8g5ik} _id : string {Book 1 - The Choosing.items.[].system.overlays.pq7cxntbz4s8g5ik._id} (same value: pq7cxntbz4s8g5ik) overlayType : string {Book 1 - The Choosing.items.[].system.overlays.pq7cxntbz4s8g5ik.overlayType} (same value: override) sort : integer {Book 1 - The Choosing.items.[].system.overlays.pq7cxntbz4s8g5ik.sort} (same value: 1) system : object {Book 1 - The Choosing.items.[].system.overlays.pq7cxntbz4s8g5ik.system} range : object {Book 1 - The Choosing.items.[].system.overlays.pq7cxntbz4s8g5ik.system.range} value : string {Book 1 - The Choosing.items.[].system.overlays.pq7cxntbz4s8g5ik.system.range.value} (same value: touch) time : object {Book 1 - The Choosing.items.[].system.overlays.pq7cxntbz4s8g5ik.system.time} value : string {Book 1 - The Choosing.items.[].system.overlays.pq7cxntbz4s8g5ik.system.time.value} (same value: 1) [rvhoa43rqqqp8izn] : object {Book 1 - The Choosing.items.[].system.overlays.rvhoa43rqqqp8izn} _id : string {Book 1 - The Choosing.items.[].system.overlays.rvhoa43rqqqp8izn._id} (same value: rvhoa43rqqqp8izn) overlayType : string {Book 1 - The Choosing.items.[].system.overlays.rvhoa43rqqqp8izn.overlayType} (same value: override) sort : integer {Book 1 - The Choosing.items.[].system.overlays.rvhoa43rqqqp8izn.sort} (same value: 4) system : object {Book 1 - The Choosing.items.[].system.overlays.rvhoa43rqqqp8izn.system} area : object {Book 1 - The Choosing.items.[].system.overlays.rvhoa43rqqqp8izn.system.area} type : string {Book 1 - The Choosing.items.[].system.overlays.rvhoa43rqqqp8izn.system.area.type} (same value: emanation) value : integer {Book 1 - The Choosing.items.[].system.overlays.rvhoa43rqqqp8izn.system.area.value} (same value: 30) range : object {Book 1 - The Choosing.items.[].system.overlays.rvhoa43rqqqp8izn.system.range} value : string {Book 1 - The Choosing.items.[].system.overlays.rvhoa43rqqqp8izn.system.range.value} (same value: ) target : object {Book 1 - The Choosing.items.[].system.overlays.rvhoa43rqqqp8izn.system.target} value : string {Book 1 - The Choosing.items.[].system.overlays.rvhoa43rqqqp8izn.system.target.value} (same value: all living and undead creatures) time : object {Book 1 - The Choosing.items.[].system.overlays.rvhoa43rqqqp8izn.system.time} value : string {Book 1 - The Choosing.items.[].system.overlays.rvhoa43rqqqp8izn.system.time.value} (same value: 3) traits : object {Book 1 - The Choosing.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits} value : array {Book 1 - The Choosing.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits.value} Length: min=3 max=3 Value type: string {Book 1 - The Choosing.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits.value.[]} (3 different values) concentrate (x2) manipulate (x2) void (x2) [z04svm1cvfcxtplb] : object {Book 1 - The Choosing.items.[].system.overlays.z04svm1cvfcxtplb} _id : string {Book 1 - The Choosing.items.[].system.overlays.z04svm1cvfcxtplb._id} (same value: z04svm1cvfcxtplb) name : string {Book 1 - The Choosing.items.[].system.overlays.z04svm1cvfcxtplb.name} (same value: Harm (vs. Living)) overlayType : string {Book 1 - The Choosing.items.[].system.overlays.z04svm1cvfcxtplb.overlayType} (same value: override) sort : integer {Book 1 - The Choosing.items.[].system.overlays.z04svm1cvfcxtplb.sort} (same value: 2) system : object {Book 1 - The Choosing.items.[].system.overlays.z04svm1cvfcxtplb.system} damage : object {Book 1 - The Choosing.items.[].system.overlays.z04svm1cvfcxtplb.system.damage} 0 : object {Book 1 - The Choosing.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0} kinds : array {Book 1 - The Choosing.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0.kinds} Length: min=1 max=1 Value type: string {Book 1 - The Choosing.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0.kinds.[]} (same value: damage) range : object {Book 1 - The Choosing.items.[].system.overlays.z04svm1cvfcxtplb.system.range} value : string {Book 1 - The Choosing.items.[].system.overlays.z04svm1cvfcxtplb.system.range.value} (same value: 30 feet) target : object {Book 1 - The Choosing.items.[].system.overlays.z04svm1cvfcxtplb.system.target} value : string {Book 1 - The Choosing.items.[].system.overlays.z04svm1cvfcxtplb.system.target.value} (same value: 1 living creature) time : object {Book 1 - The Choosing.items.[].system.overlays.z04svm1cvfcxtplb.system.time} value : string {Book 1 - The Choosing.items.[].system.overlays.z04svm1cvfcxtplb.system.time.value} (same value: 2) traits : object {Book 1 - The Choosing.items.[].system.overlays.z04svm1cvfcxtplb.system.traits} value : array {Book 1 - The Choosing.items.[].system.overlays.z04svm1cvfcxtplb.system.traits.value} Length: min=3 max=3 Value type: string {Book 1 - The Choosing.items.[].system.overlays.z04svm1cvfcxtplb.system.traits.value.[]} (3 different values) concentrate (x2) manipulate (x2) void (x2) [37gy7l19tik74o4s] : object {Book 1 - The Choosing.items.[].system.overlays.37gy7l19tik74o4s} _id : string {Book 1 - The Choosing.items.[].system.overlays.37gy7l19tik74o4s._id} (same value: 37gy7l19tik74o4s) name : string {Book 1 - The Choosing.items.[].system.overlays.37gy7l19tik74o4s.name} (same value: Heal (vs. Living)) overlayType : string {Book 1 - The Choosing.items.[].system.overlays.37gy7l19tik74o4s.overlayType} (same value: override) sort : integer {Book 1 - The Choosing.items.[].system.overlays.37gy7l19tik74o4s.sort} (same value: 2) system : object {Book 1 - The Choosing.items.[].system.overlays.37gy7l19tik74o4s.system} damage : object {Book 1 - The Choosing.items.[].system.overlays.37gy7l19tik74o4s.system.damage} 0 : object {Book 1 - The Choosing.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0} formula : string {Book 1 - The Choosing.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0.formula} (same value: 1d8+8) kinds : array {Book 1 - The Choosing.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0.kinds} Length: min=1 max=1 Value type: string {Book 1 - The Choosing.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0.kinds.[]} (same value: healing) [defense] : mixed heightening : object {Book 1 - The Choosing.items.[].system.overlays.37gy7l19tik74o4s.system.heightening} damage : object {Book 1 - The Choosing.items.[].system.overlays.37gy7l19tik74o4s.system.heightening.damage} 0 : string {Book 1 - The Choosing.items.[].system.overlays.37gy7l19tik74o4s.system.heightening.damage.0} (same value: 1d8+8) range : object {Book 1 - The Choosing.items.[].system.overlays.37gy7l19tik74o4s.system.range} value : string {Book 1 - The Choosing.items.[].system.overlays.37gy7l19tik74o4s.system.range.value} (same value: 30 feet) time : object {Book 1 - The Choosing.items.[].system.overlays.37gy7l19tik74o4s.system.time} value : string {Book 1 - The Choosing.items.[].system.overlays.37gy7l19tik74o4s.system.time.value} (same value: 2) traits : object {Book 1 - The Choosing.items.[].system.overlays.37gy7l19tik74o4s.system.traits} value : array {Book 1 - The Choosing.items.[].system.overlays.37gy7l19tik74o4s.system.traits.value} Length: min=4 max=4 Value type: string {Book 1 - The Choosing.items.[].system.overlays.37gy7l19tik74o4s.system.traits.value.[]} (4 different values) concentrate (x2) healing (x2) manipulate (x2) vitality (x2) [7qdtetowq348s9oc] : object {Book 1 - The Choosing.items.[].system.overlays.7qdtetowq348s9oc} _id : string {Book 1 - The Choosing.items.[].system.overlays.7qdtetowq348s9oc._id} (same value: 7qdtetowq348s9oc) overlayType : string {Book 1 - The Choosing.items.[].system.overlays.7qdtetowq348s9oc.overlayType} (same value: override) sort : integer {Book 1 - The Choosing.items.[].system.overlays.7qdtetowq348s9oc.sort} (same value: 1) system : object {Book 1 - The Choosing.items.[].system.overlays.7qdtetowq348s9oc.system} range : object {Book 1 - The Choosing.items.[].system.overlays.7qdtetowq348s9oc.system.range} value : string {Book 1 - The Choosing.items.[].system.overlays.7qdtetowq348s9oc.system.range.value} (same value: touch) time : object {Book 1 - The Choosing.items.[].system.overlays.7qdtetowq348s9oc.system.time} value : string {Book 1 - The Choosing.items.[].system.overlays.7qdtetowq348s9oc.system.time.value} (same value: 1) [7vbvdrv2cl87sqta] : object {Book 1 - The Choosing.items.[].system.overlays.7vbvdrv2cl87sqta} _id : string {Book 1 - The Choosing.items.[].system.overlays.7vbvdrv2cl87sqta._id} (same value: 7vbvdrv2cl87sqta) overlayType : string {Book 1 - The Choosing.items.[].system.overlays.7vbvdrv2cl87sqta.overlayType} (same value: override) sort : integer {Book 1 - The Choosing.items.[].system.overlays.7vbvdrv2cl87sqta.sort} (same value: 4) system : object {Book 1 - The Choosing.items.[].system.overlays.7vbvdrv2cl87sqta.system} area : object {Book 1 - The Choosing.items.[].system.overlays.7vbvdrv2cl87sqta.system.area} type : string {Book 1 - The Choosing.items.[].system.overlays.7vbvdrv2cl87sqta.system.area.type} (same value: emanation) value : integer {Book 1 - The Choosing.items.[].system.overlays.7vbvdrv2cl87sqta.system.area.value} (same value: 30) range : object {Book 1 - The Choosing.items.[].system.overlays.7vbvdrv2cl87sqta.system.range} value : string {Book 1 - The Choosing.items.[].system.overlays.7vbvdrv2cl87sqta.system.range.value} (same value: ) target : object {Book 1 - The Choosing.items.[].system.overlays.7vbvdrv2cl87sqta.system.target} value : string {Book 1 - The Choosing.items.[].system.overlays.7vbvdrv2cl87sqta.system.target.value} (same value: all living and undead creatures) time : object {Book 1 - The Choosing.items.[].system.overlays.7vbvdrv2cl87sqta.system.time} value : string {Book 1 - The Choosing.items.[].system.overlays.7vbvdrv2cl87sqta.system.time.value} (same value: 3) traits : object {Book 1 - The Choosing.items.[].system.overlays.7vbvdrv2cl87sqta.system.traits} value : array {Book 1 - The Choosing.items.[].system.overlays.7vbvdrv2cl87sqta.system.traits.value} Length: min=4 max=4 Value type: string {Book 1 - The Choosing.items.[].system.overlays.7vbvdrv2cl87sqta.system.traits.value.[]} (4 different values) concentrate (x2) healing (x2) manipulate (x2) vitality (x2) [lfxcoz2d3f8j2zq1] : object {Book 1 - The Choosing.items.[].system.overlays.lfxcoz2d3f8j2zq1} _id : string {Book 1 - The Choosing.items.[].system.overlays.lfxcoz2d3f8j2zq1._id} (same value: lfxcoz2d3f8j2zq1) name : string {Book 1 - The Choosing.items.[].system.overlays.lfxcoz2d3f8j2zq1.name} (same value: Heal (vs. Undead)) overlayType : string {Book 1 - The Choosing.items.[].system.overlays.lfxcoz2d3f8j2zq1.overlayType} (same value: override) sort : integer {Book 1 - The Choosing.items.[].system.overlays.lfxcoz2d3f8j2zq1.sort} (same value: 3) system : object {Book 1 - The Choosing.items.[].system.overlays.lfxcoz2d3f8j2zq1.system} damage : object {Book 1 - The Choosing.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage} 0 : object {Book 1 - The Choosing.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage.0} kinds : array {Book 1 - The Choosing.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage.0.kinds} Length: min=1 max=1 Value type: string {Book 1 - The Choosing.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage.0.kinds.[]} (same value: damage) range : object {Book 1 - The Choosing.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.range} value : string {Book 1 - The Choosing.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.range.value} (same value: 30 feet) target : object {Book 1 - The Choosing.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.target} value : string {Book 1 - The Choosing.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.target.value} (same value: 1 undead) time : object {Book 1 - The Choosing.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.time} value : string {Book 1 - The Choosing.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.time.value} (same value: 2) traits : object {Book 1 - The Choosing.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.traits} value : array {Book 1 - The Choosing.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.traits.value} Length: min=4 max=4 Value type: string {Book 1 - The Choosing.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.traits.value.[]} (4 different values) concentrate (x2) healing (x2) manipulate (x2) vitality (x2) 2I469pfbYcmFvzOA : object {Book 1 - The Choosing.items.[].system.overlays.2I469pfbYcmFvzOA} _id : string {Book 1 - The Choosing.items.[].system.overlays.2I469pfbYcmFvzOA._id} (same value: 2I469pfbYcmFvzOA) name : string {Book 1 - The Choosing.items.[].system.overlays.2I469pfbYcmFvzOA.name} (same value: Telekinetic Projectile (Bludgeoning)) overlayType : string {Book 1 - The Choosing.items.[].system.overlays.2I469pfbYcmFvzOA.overlayType} (same value: override) sort : integer {Book 1 - The Choosing.items.[].system.overlays.2I469pfbYcmFvzOA.sort} (same value: 1) system : object {Book 1 - The Choosing.items.[].system.overlays.2I469pfbYcmFvzOA.system} damage : object {Book 1 - The Choosing.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage} 0 : object {Book 1 - The Choosing.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage.0} [category] : mixed type : string {Book 1 - The Choosing.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage.0.type} (same value: bludgeoning) cUFX7ExSLeoa3vIF : object {Book 1 - The Choosing.items.[].system.overlays.cUFX7ExSLeoa3vIF} _id : string {Book 1 - The Choosing.items.[].system.overlays.cUFX7ExSLeoa3vIF._id} (same value: cUFX7ExSLeoa3vIF) name : string {Book 1 - The Choosing.items.[].system.overlays.cUFX7ExSLeoa3vIF.name} (same value: Telekinetic Projectile (Piercing)) overlayType : string {Book 1 - The Choosing.items.[].system.overlays.cUFX7ExSLeoa3vIF.overlayType} (same value: override) sort : integer {Book 1 - The Choosing.items.[].system.overlays.cUFX7ExSLeoa3vIF.sort} (same value: 2) system : object {Book 1 - The Choosing.items.[].system.overlays.cUFX7ExSLeoa3vIF.system} damage : object {Book 1 - The Choosing.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage} 0 : object {Book 1 - The Choosing.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage.0} [category] : mixed type : string {Book 1 - The Choosing.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage.0.type} (same value: piercing) zFWsMjoeCnLxqJaV : object {Book 1 - The Choosing.items.[].system.overlays.zFWsMjoeCnLxqJaV} _id : string {Book 1 - The Choosing.items.[].system.overlays.zFWsMjoeCnLxqJaV._id} (same value: zFWsMjoeCnLxqJaV) name : string {Book 1 - The Choosing.items.[].system.overlays.zFWsMjoeCnLxqJaV.name} (same value: Telekinetic Projectile (Slashing)) overlayType : string {Book 1 - The Choosing.items.[].system.overlays.zFWsMjoeCnLxqJaV.overlayType} (same value: override) sort : integer {Book 1 - The Choosing.items.[].system.overlays.zFWsMjoeCnLxqJaV.sort} (same value: 3) system : object {Book 1 - The Choosing.items.[].system.overlays.zFWsMjoeCnLxqJaV.system} damage : object {Book 1 - The Choosing.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage} 0 : object {Book 1 - The Choosing.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage.0} [category] : mixed type : string {Book 1 - The Choosing.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage.0.type} (same value: slashing) [specific] : object {Book 1 - The Choosing.items.[].system.specific} [integrated] : mixed material : object {Book 1 - The Choosing.items.[].system.specific.material} [grade] : mixed [type] : mixed runes : object {Book 1 - The Choosing.items.[].system.specific.runes} [reinforcing] : integer {Book 1 - The Choosing.items.[].system.specific.runes.reinforcing} (same value: 0) potency : integer {Book 1 - The Choosing.items.[].system.specific.runes.potency} (same value: 1) property : array<> {Book 1 - The Choosing.items.[].system.specific.runes.property} Length: min=0 max=0 Value type: mixed striking : integer {Book 1 - The Choosing.items.[].system.specific.runes.striking} (same value: 1) [deathNote] : boolean {Book 1 - The Choosing.items.[].system.deathNote} (same value: True) type : string {Book 1 - The Choosing.items.[].type} (11 different values) spellcastingEntry (x20) spell (x208) weapon (x25) armor (x11) equipment (x19) melee (x45) action (x122) lore (x4) consumable (x19) shield (x2) treasure (x1) [_stats] : object {Book 1 - The Choosing.items.[]._stats} compendiumSource : string {Book 1 - The Choosing.items.[]._stats.compendiumSource} (188 different values) [flags] : object {Book 1 - The Choosing.items.[].flags} pf2e : object {Book 1 - The Choosing.items.[].flags.pf2e} linkedWeapon : string {Book 1 - The Choosing.items.[].flags.pf2e.linkedWeapon} (22 different values) name : string {Book 1 - The Choosing.name} (all different values) system : object {Book 1 - The Choosing.system} [abilities] : object {Book 1 - The Choosing.system.abilities} cha : object {Book 1 - The Choosing.system.abilities.cha} mod : integer {Book 1 - The Choosing.system.abilities.cha.mod} (9 different values) 4 (x3) -1 (x3) 0 (x3) 3 (x3) 5 (x5) 6 (x4) 1 (x2) 7 (x1) 2 (x1) con : object {Book 1 - The Choosing.system.abilities.con} mod : integer {Book 1 - The Choosing.system.abilities.con.mod} (7 different values) 1 (x1) 5 (x2) 3 (x8) 6 (x2) 2 (x4) 4 (x7) 0 (x1) dex : object {Book 1 - The Choosing.system.abilities.dex} mod : integer {Book 1 - The Choosing.system.abilities.dex.mod} (7 different values) 5 (x7) 2 (x4) 4 (x2) 3 (x3) 1 (x3) 7 (x3) 6 (x3) int : object {Book 1 - The Choosing.system.abilities.int} mod : integer {Book 1 - The Choosing.system.abilities.int.mod} (10 different values) 5 (x1) -3 (x2) -1 (x2) 4 (x4) 0 (x5) 1 (x3) 3 (x4) 2 (x1) -4 (x1) 7 (x2) str : object {Book 1 - The Choosing.system.abilities.str} mod : integer {Book 1 - The Choosing.system.abilities.str.mod} (7 different values) 1 (x2) 7 (x3) 5 (x9) 4 (x5) 3 (x4) 0 (x1) 6 (x1) wis : object {Book 1 - The Choosing.system.abilities.wis} mod : integer {Book 1 - The Choosing.system.abilities.wis.mod} (6 different values) 2 (x5) 5 (x3) 3 (x7) 4 (x8) 1 (x1) 0 (x1) attributes : object {Book 1 - The Choosing.system.attributes} ac : object {Book 1 - The Choosing.system.attributes.ac} [details] : string {Book 1 - The Choosing.system.attributes.ac.details} (3 different values) (x22) all-around vision (x2) 38 with shield raised (x1) value : integer {Book 1 - The Choosing.system.attributes.ac.value} (14 different values) 35 (x1) 31 (x2) 26 (x1) 30 (x5) 27 (x3) 20 (x1) 36 (x1) 33 (x2) 0 (x3) 32 (x2) 34 (x2) 37 (x1) 29 (x2) 23 (x2) [allSaves] : object {Book 1 - The Choosing.system.attributes.allSaves} value : string {Book 1 - The Choosing.system.attributes.allSaves.value} (3 different values) (x21) +25 Ref vs. damaging effects (x1) +1 status to all saves vs. magic (x3) hp : object {Book 1 - The Choosing.system.attributes.hp} details : string {Book 1 - The Choosing.system.attributes.hp.details} (2 different values) (x27) fast healing 10, void healing, one more breath (x1) max : integer {Book 1 - The Choosing.system.attributes.hp.max} (19 different values) 255 (x2) 250 (x1) 150 (x1) 175 (x3) 195 (x1) 165 (x1) 70 (x1) 215 (x1) 0 (x3) 190 (x1) 200 (x1) 170 (x2) 180 (x2) 155 (x3) 140 (x1) 270 (x1) 240 (x1) 115 (x1) 112 (x1) temp : integer {Book 1 - The Choosing.system.attributes.hp.temp} (same value: 0) value : integer {Book 1 - The Choosing.system.attributes.hp.value} (19 different values) 255 (x2) 250 (x1) 150 (x1) 175 (x3) 195 (x1) 165 (x1) 70 (x1) 215 (x1) 0 (x3) 190 (x1) 200 (x1) 170 (x2) 180 (x2) 155 (x3) 140 (x1) 270 (x1) 240 (x1) 115 (x1) 112 (x1) [speed] : object {Book 1 - The Choosing.system.attributes.speed} otherSpeeds : array {Book 1 - The Choosing.system.attributes.speed.otherSpeeds} Length: min=0 max=2 Value type: object {Book 1 - The Choosing.system.attributes.speed.otherSpeeds.[]} type : string {Book 1 - The Choosing.system.attributes.speed.otherSpeeds.[].type} (4 different values) climb (x2) burrow (x1) fly (x9) swim (x1) value : integer {Book 1 - The Choosing.system.attributes.speed.otherSpeeds.[].value} (7 different values) 25 (x2) 20 (x1) 40 (x3) 60 (x4) 15 (x1) 30 (x1) 80 (x1) value : integer {Book 1 - The Choosing.system.attributes.speed.value} (5 different values) 25 (x16) 40 (x1) 20 (x6) 15 (x1) 30 (x1) [details] : string {Book 1 - The Choosing.system.attributes.speed.details} (same value: rigor mortis) [resistances] : array {Book 1 - The Choosing.system.attributes.resistances} Length: min=1 max=2 Value type: object {Book 1 - The Choosing.system.attributes.resistances.[]} [doubleVs] : array<> {Book 1 - The Choosing.system.attributes.resistances.[].doubleVs} Length: min=0 max=0 Value type: mixed exceptions : array {Book 1 - The Choosing.system.attributes.resistances.[].exceptions} Length: min=0 max=1 Value type: string {Book 1 - The Choosing.system.attributes.resistances.[].exceptions.[]} (3 different values) silver (x3) cold-iron (x2) duskwood (x1) type : string {Book 1 - The Choosing.system.attributes.resistances.[].type} (4 different values) bludgeoning (x2) physical (x7) slashing (x1) poison (x3) value : integer {Book 1 - The Choosing.system.attributes.resistances.[].value} (3 different values) 10 (x11) 3 (x1) 5 (x1) [weaknesses] : array {Book 1 - The Choosing.system.attributes.weaknesses} Length: min=1 max=2 Value type: object {Book 1 - The Choosing.system.attributes.weaknesses.[]} exceptions : array<> {Book 1 - The Choosing.system.attributes.weaknesses.[].exceptions} Length: min=0 max=0 Value type: mixed type : string {Book 1 - The Choosing.system.attributes.weaknesses.[].type} (5 different values) slashing (x2) area-damage (x1) splash-damage (x1) holy (x5) fire (x1) value : integer {Book 1 - The Choosing.system.attributes.weaknesses.[].value} (same value: 10) [immunities] : array {Book 1 - The Choosing.system.attributes.immunities} Length: min=1 max=6 Value type: object {Book 1 - The Choosing.system.attributes.immunities.[]} [exceptions] : array<> {Book 1 - The Choosing.system.attributes.immunities.[].exceptions} Length: min=0 max=0 Value type: mixed type : string {Book 1 - The Choosing.system.attributes.immunities.[].type} (11 different values) precision (x1) swarm-mind (x1) fire (x3) disease (x4) death-effects (x1) paralyzed (x1) poison (x1) prone (x1) sleep (x1) sickened (x1) stunned (x1) [emitsSound] : string {Book 1 - The Choosing.system.attributes.emitsSound} (same value: encounter) [hardness] : integer {Book 1 - The Choosing.system.attributes.hardness} (same value: 0) [stealth] : object {Book 1 - The Choosing.system.attributes.stealth} details : string {Book 1 - The Choosing.system.attributes.stealth.details} (3 different values)

(master)

(x1) (x1)

Stealth DC is 0, Initiative modifier is +28

(x1) value : integer {Book 1 - The Choosing.system.attributes.stealth.value} (2 different values) 30 (x2) 28 (x1) details : object {Book 1 - The Choosing.system.details} [blurb] : string {Book 1 - The Choosing.system.details.blurb} (18 different values) Female human magus (x1) (x8) Human magus (x1) Human mercenary (x1) Male elf fence (x1) Male human tyrant (x1) Male dwarf zealot of Gorum (x1) Variant harpy (x1) Male spirit naga jiangi‑shi vampire (x1) Human assassin (x1) Tengu soldier (x1) Male popobawa (x1) Female harpy (x1) Male tengu commander (x1) Nagaji naturalist (x1) Female human scout (x1) Male tiefling human mercenary (x1) Female hurlilu (x1) [languages] : object {Book 1 - The Choosing.system.details.languages} details : string {Book 1 - The Choosing.system.details.languages.details} (3 different values) (x17) can't speak any language (x3) telepathy 100 feet (x5) value : array {Book 1 - The Choosing.system.details.languages.value} Length: min=0 max=5 Value type: string {Book 1 - The Choosing.system.details.languages.value.[]} (17 different values) common (x19) draconic (x6) thassilonian (x2) aklo (x6) diabolic (x5) varisian (x1) dwarven (x1) jotun (x2) empyrean (x3) petran (x1) chthonian (x4) sussuran (x2) necril (x1) tien (x2) razatlani (x2) tengu (x2) shoanti (x1) level : object {Book 1 - The Choosing.system.details.level} value : integer {Book 1 - The Choosing.system.details.level.value} (11 different values) 14 (x2) 12 (x4) 8 (x2) 11 (x5) 9 (x2) 5 (x1) 15 (x3) 13 (x2) 10 (x5) 7 (x1) 6 (x1) [privateNotes] : string {Book 1 - The Choosing.system.details.privateNotes} (same value: ) [publicNotes] : string {Book 1 - The Choosing.system.details.publicNotes} (12 different values) (x11)

The largest bhanyadas are made up of tens of thousands of component parts, all mashed together into a roughly humanoid shape that walks on stumpy legs. Bhanyada behemoths usually have at least four thick arms ending in meaty fists, although some behemoths have a profusion of hands sprouting from their torsos. A bhanyada behemoth's head is studded with tiny eyes all over its surface that observe the surrounding terrain and give information so the entire amalgamation can move in unison.


Gobbets of flesh left behind from an untidy meal or a surgical procedure typically rot away if left where they lie, but when steeped in areas of powerful lingering magic or eldritch radiation, these bits of loose tissue might achieve some measure of animation, perhaps sprouting thick limbs to move about or tiny, multifaceted eyes to see. Near the magic-suffused Ghantibhu Pits in the caverns located beneath southern Vudra, where ripples of magic are powerful enough to rend the air and transform stone, these tiny, rotting castoffs form into even larger amalgamations called bhanyadas.

Tied to Open Bridge

Bhanyadas are almost never encountered outside the Open Bridge region in southern Vudra, as the magic of the Ghantibhu Pits beneath that region create them. Bhanyadas taken away from Open Bridge quickly decay into a repulsive slurry, although though it isn't clear whether their demise is due to being too far from the magical energies that animated them or too far from the masses of other bhanyadas that give them cunning and vigor.

Bhanyada Familiars

A component of a bhanyada swarm makes a useful, if gruesome, familiar. A character who can take a familiar and who has encountered a bhanyada can choose a bhanyada familiar, which must have the burrower and darkvision abilities. The owner would be wise to anoint the familiar with perfumes or find other solutions to mask the unpleasant smell.

(x1)

Not much larger than dogs, the typical bhanyada scavenger is a warty, misshapen tangle of flesh that walks on stumpy legs, sometimes on two and sometimes on four. Plainly amalgamations of meat and gristle, few of which appear in the same color or texture, bhanyada scavengers have a horrifying mottled appearance. Their bulbous heads split into a maw with blunt teeth that shift about within their mouths to grind food. Bhanyada scavengers prefer living prey and usually hunt in numbers, often following in the wake of bhanyada behemoths to snatch up any scraps left behind.


Gobbets of flesh left behind from an untidy meal or a surgical procedure typically rot away if left where they lie, but when steeped in areas of powerful lingering magic or eldritch radiation, these bits of loose tissue might achieve some measure of animation, perhaps sprouting thick limbs to move about or tiny, multifaceted eyes to see. Near the magic-suffused Ghantibhu Pits in the caverns located beneath southern Vudra, where ripples of magic are powerful enough to rend the air and transform stone, these tiny, rotting castoffs form into even larger amalgamations called bhanyadas.

Tied to Open Bridge

Bhanyadas are almost never encountered outside the Open Bridge region in southern Vudra, as the magic of the Ghantibhu Pits beneath that region create them. Bhanyadas taken away from Open Bridge quickly decay into a repulsive slurry, although though it isn't clear whether their demise is due to being too far from the magical energies that animated them or too far from the masses of other bhanyadas that give them cunning and vigor.

Bhanyada Familiars

A component of a bhanyada swarm makes a useful, if gruesome, familiar. A character who can take a familiar and who has encountered a bhanyada can choose a bhanyada familiar, which must have the burrower and darkvision abilities. The owner would be wise to anoint the familiar with perfumes or find other solutions to mask the unpleasant smell.

(x1)

Bhanyadas without much cohesion between their fleshy components roil around one another in a ghastly swarm of malodorous gobs of flesh.


Gobbets of flesh left behind from an untidy meal or a surgical procedure typically rot away if left where they lie, but when steeped in areas of powerful lingering magic or eldritch radiation, these bits of loose tissue might achieve some measure of animation, perhaps sprouting thick limbs to move about or tiny, multifaceted eyes to see. Near the magic-suffused Ghantibhu Pits in the caverns located beneath southern Vudra, where ripples of magic are powerful enough to rend the air and transform stone, these tiny, rotting castoffs form into even larger amalgamations called bhanyadas.

Tied to Open Bridge

Bhanyadas are almost never encountered outside the Open Bridge region in southern Vudra, as the magic of the Ghantibhu Pits beneath that region create them. Bhanyadas taken away from Open Bridge quickly decay into a repulsive slurry, although though it isn't clear whether their demise is due to being too far from the magical energies that animated them or too far from the masses of other bhanyadas that give them cunning and vigor.

Bhanyada Familiars

A component of a bhanyada swarm makes a useful, if gruesome, familiar. A character who can take a familiar and who has encountered a bhanyada can choose a bhanyada familiar, which must have the burrower and darkvision abilities. The owner would be wise to anoint the familiar with perfumes or find other solutions to mask the unpleasant smell.

(x1)

The longer criminals hold on to stolen loot, the greater the chance they will get caught. Fences make themselves indispensable in the underworld by paying for stolen goods in order to resell them later, whether through a seemingly legitimate business or to a closed group of elite buyers.


Some criminals are the desperate who have no option but to break the law to survive, while others choose a life of crime for thrills, forming gangs or underworld guilds that specialize in certain illegal ventures.

(x1)

Harpies are filthy amalgamations of human and bird, resembling feral humans with wings, talons, and mouths full of sharp teeth. They use captivating songs to lure creatures in, then murder them while they stand transfixed. They enjoy causing confusion and fear in their prey before they strike, believing it creates a savory flavor in the flesh. Harpies can eat most creatures but strongly prefer sapient prey-humans and elves are their favorite. Although harpies will eat goblins if sufficiently hungry, they dislike their flavor and avoid eating them if possible. This doesn't comfort goblins, of course, who have a particularly strong fear of harpies. Because their aeries often reek with the gore of their kills and careless spatters of guano, harpies carry a distinctly vile scent that canny travelers associate with danger. Harpies who roost close to civilization make better efforts to keep clean, though these efforts have mixed results.

Harpies live in family groups or larger clans. They are lightweight despite their size, standing 5 feet tall and weighing only around 90 pounds. While most use relatively simple weapons, some harpies take pride in learning and mastering the use of more complex tools of war such as swords and slings. Those who master the use of the bow, in particular, are often regarded as heroes among their kind and terrors among their victims.

(x2)

Pazuzu's Abyssal realm of High M'Vania is perched on the edge of an impossibly tall cliff. The demon lord and his minions claim the air around the cliff, guarding it against enemies and usurpers alike. Hurlilus, resembling horned, humanoid hawks with blood-red taloned feet and wings in place of arms, patrol these skies at their lord's command. Yet, hurlilus are surly and rebellious by nature, preferring to lead rather than follow orders. They'd prefer to spend their time bullying smaller creatures in High M'Vania's vast cliffside cities, but they're unwelcome there and driven out when discovered by occupants with greater authority (or by those who want to earn greater authority).

Hurlilus make good guardians, particularly when they have leave to travel over great distances on patrol routes and can engage in spontaneous cruelty if the opportunity arises. However, they chafe in Pazuzu's service. Some forsake High M'Vania entirely and migrate to other parts of the Abyss, where they lead gangs of lesser fiends they've bullied into submission. A few hurlilus have made their way to Golarion, where they roost in aeries with subservient harpies, manticores, or other foul flying creatures. A dozen or so hurlilus serve high positions in the Mivanians, the brutal enforcers of the Halana Theocracy.


The hurlilu is the weakest and smallest of the avian fiends collectively known as lilus. All lilus are chaotic evil fiends who can fly, are immune to disease, have mixed avian and humanoid appearances, possess darkvision and lifesense, and resist physical damage (except from cold iron). Most have a selection of primal innate spells (often including a primal version of dimension door).

(x2)

In naga culture, the foul-tempered, unkempt spirit naga holds a contemptible place similar to that of hags in humanoid cultures. These decrepit creatures live out lives of solitude, sought out only by those who are foolish or brave enough to think they can benefit from the spirit naga's powers without paying a heavy price-for most who dare to show such hubris, the price is their own lives.

Spirit nagas seek out desolate ruins and places long associated with death and corruption. These sinister, serpentine beings can be found in abandoned graveyards, crumbled fortresses, rotting swamps, and blighted woodlands. Though they may know little of the actual history of such places, the nagas are nonetheless attracted to the psychic remnants of evil deeds and tormented spirits that remain within the earth and stones there.

Despite their hideous appearance and treatment as pariahs by other nagas, spirit nagas feel a profound pride in their abilities and even in their hermetic existences. They see themselves as connected to a greater force whose mysteries are revealed only to those who can cast off the trappings and morals of "civilized" society. Even so, spirit nagas gleefully accept the worship of other creatures willing to bow to their capricious whims. They often form cults around themselves, using their charm spells and rituals to ensnare the minds of a few key individuals who spread the nagas' foul influence throughout a community.


Nagas are identifiable by their serpentine bodies and strange, humanlike heads. All nagas have magical abilities and great intelligence, which they combine to advance their own agendas.

(x1)

Cruel shapechangers, popobawas feed on negative emotions, particularly fear, despair, and anguish. Though they're dangerously strong carnivores that drink the blood of their victims, their greatest pleasure lies in mesmerizing victims to cause suffering and spread chaos. A popobawa moves about populated areas in disguise, seeking new victims and revisiting past victims to bask in their suffering, spreading gossip and incriminating innocents for its crimes while still relishing its own loathsome infamy.

(x1)

An oppali is a tenacious, twisting vine with white, trumpet-shaped flowers that grows in temperate and tropical regions. Stories passed down through generations refer to the oppali as a "bad luck vine" and warn against letting one take over a copse or garden, lest "your luck drain away like water down a hole." This folklore contains more wisdom than most farmers or settlers realize.

Oppalis are usually 30 feet long, but they twist and coil on themselves so much that they occupy a space not much larger than a horse.

Oppali Trumpets

An oppali's tough trumpets are useful for creating thunderstones. Incorporating crushed oppali trumpet into crafting the thunderstone grants a +2 item bonus to the Crafting check, provided that this material makes up at least half of the raw materials used for the thunderstone. With a successful @Check[survival|dc:27] check, a character harvests [[/r 5d20]] gp of this raw material from a defeated oppali (double on a critical success, half on a failure, and none at all from a critical failure).

(x1)

Nagaji are brawny bipeds with humanoid figures and serpentine heads. Their bodies are covered in tightly layered scales that range in color from green to brown, and almost all nagaji have a colorful ridge along their head and back. Ophidian eyes lend nagaji an imperious visage, with irises that span every color of the rainbow.

Nagaji physiology varies somewhat. Some possess vestigial tails, while others have sharp claws, and some even sport impressive fangs that can inject a simple venom. Like snakes, nagaji are cold-blooded and reproduce by laying eggs; as a result, nagaji territories rarely overlap with those of mammalian humanoids, since their environmental needs diverge so widely. They're a hardy and strong people, but their close ties to nagas mean many have the potential for powerful magic, as well.

Long ago, the naga goddess Nalinivati created the first nagaji as the backbone of a society that respected nagas. But the nagaji were never mindless vassals, and the goddess gifted them with free will. Many nagaji willingly serve nagas to this day, honoring some as outright divinities. While outsiders might regard nagaji initially as brainwashed servants, nagaji dispute this claim. Of course there are evil and unfair naga overlords, but there are just as many fair and just naga rulers, and nagaji history remembers various rebellions and revolutions when a matriarch overstepped her bounds to support a new naga's claims of rulership. Nagaji accurately note that their long history with nagas is no simple matter and claim that the partnership goes both ways: nagas rely as much on nagaji for the running of their empires as nagaji rely on nagas to lead their people to prosperity.

Although nagaji might be encountered in diverse cities and urban centers, their communities are concentrated in environments that suit their biology, namely jungles and tropical forests. Where many species would languish in the heat and humidity, nagaji bask in the warmth and thrive.

(x1)

Uniilas frequently join mortal cults, but not as leaders—instead, the uniila lurks behind the master or demagogue who leads the cult.

(x2) publication : object {Book 1 - The Choosing.system.details.publication} license : string {Book 1 - The Choosing.system.details.publication.license} (same value: OGL) remaster : boolean {Book 1 - The Choosing.system.details.publication.remaster} (same value: False) title : string {Book 1 - The Choosing.system.details.publication.title} (same value: Pathfinder #190: The Choosing) [description] : string {Book 1 - The Choosing.system.details.description} (3 different values)

Pressure plates in the floor cause crystal‑tipped spikes to rain down into the room and explode.

(x1)

One of the carvings on the mural suddenly animates and clambers out of the painting to become a real creature in the middle of the chamber.

(x1)

Flames engulf the opera house's stage.

(x1) [disable] : string {Book 1 - The Choosing.system.details.disable} (3 different values)

@Check[thievery|dc:40] (master) to disable enough pressure plates so the trap won't trigger

(x1)

@Check[thievery|dc:35] (to deface the mural in precisely the right way to render it inoperable), or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (7th level; counteract DC 34) to counteract the mural

(x1)

@Check[survival|dc:27] to extinguish two adjacent squares of fire (with a critical success extinguishing four adjacent squares); any water spell (such as from @UUID[Compendium.pf2e.spells-srd.Item.Create Water] or @UUID[Compendium.pf2e.spells-srd.Item.Hydraulic Push]) cast at the fire extinguishes two squares automatically, or [[/r 2d4 #Squares]] adjacent squares if the caster of the spell achieves a DC 30 result with a spell attack roll; @UUID[Compendium.pf2e.spells-srd.Item.Quench] instantly extinguishes all fire within its 20‑foot burst.

(x1) [isComplex] : boolean {Book 1 - The Choosing.system.details.isComplex} (2 different values) False (x2) True (x1) [reset] : string {Book 1 - The Choosing.system.details.reset} (3 different values)

The trap's supply of spikes magically replenishes, and the trap resets after 1 hour.

(x1)

24 hours

(x1) (x1) [routine] : string {Book 1 - The Choosing.system.details.routine} (2 different values) (x2)

On its turn, the stage fire expands inward and outward by 5 feet, filling all adjacent squares with fire. Creatures within these squares take @Damage[4d6[fire]] damage (@Check[reflex|dc:30|basic]), as do any creatures that enter a burning square. This fire damage can be inflicted on a creature only once per turn.

In addition, a creature that ends its turn in a burning square takes @Damage[8d6[fire]] damage (@Check[reflex|dc:30|basic]); on a failed save, that creature also takes @Damage[1d6[persistent,fire]] damage.

(x1) [initiative] : object {Book 1 - The Choosing.system.initiative} statistic : string {Book 1 - The Choosing.system.initiative.statistic} (same value: perception) [perception] : object {Book 1 - The Choosing.system.perception} details : string {Book 1 - The Choosing.system.perception.details} (3 different values) (x23) breathsense (precise) 60 feet (x1) soundsense (precise) 60 feet (x1) mod : integer {Book 1 - The Choosing.system.perception.mod} (12 different values) 22 (x3) 23 (x3) 17 (x3) 20 (x2) 18 (x2) 15 (x2) 11 (x1) 25 (x2) 21 (x4) 19 (x1) 13 (x1) 14 (x1) senses : array {Book 1 - The Choosing.system.perception.senses} Length: min=0 max=2 Value type: object {Book 1 - The Choosing.system.perception.senses.[]} type : string {Book 1 - The Choosing.system.perception.senses.[].type} (5 different values) darkvision (x11) greater-darkvision (x3) lifesense (x2) low-light-vision (x4) scent (x1) [acuity] : string {Book 1 - The Choosing.system.perception.senses.[].acuity} (same value: imprecise) [range] : integer {Book 1 - The Choosing.system.perception.senses.[].range} (2 different values) 120 (x2) 60 (x1) [resources] : object {Book 1 - The Choosing.system.resources} [focus] : object {Book 1 - The Choosing.system.resources.focus} max : integer {Book 1 - The Choosing.system.resources.focus.max} (3 different values) 2 (x3) 1 (x2) 0 (x1) value : integer {Book 1 - The Choosing.system.resources.focus.value} (3 different values) 2 (x3) 1 (x2) 0 (x1) saves : object {Book 1 - The Choosing.system.saves} fortitude : object {Book 1 - The Choosing.system.saves.fortitude} saveDetail : string {Book 1 - The Choosing.system.saves.fortitude.saveDetail} (same value: ) value : integer {Book 1 - The Choosing.system.saves.fortitude.value} (14 different values) 20 (x3) 25 (x1) 15 (x2) 21 (x2) 17 (x5) 19 (x4) 9 (x1) 26 (x2) 22 (x1) 0 (x3) 24 (x1) 18 (x1) 16 (x1) 14 (x1) reflex : object {Book 1 - The Choosing.system.saves.reflex} saveDetail : string {Book 1 - The Choosing.system.saves.reflex.saveDetail} (same value: ) value : integer {Book 1 - The Choosing.system.saves.reflex.value} (13 different values) 24 (x4) 20 (x2) 18 (x3) 22 (x3) 17 (x1) 15 (x2) 12 (x1) 0 (x3) 25 (x2) 19 (x3) 21 (x2) 13 (x1) 11 (x1) will : object {Book 1 - The Choosing.system.saves.will} saveDetail : string {Book 1 - The Choosing.system.saves.will.saveDetail} (same value: ) value : integer {Book 1 - The Choosing.system.saves.will.value} (10 different values) 23 (x5) 15 (x3) 18 (x3) 20 (x2) 17 (x3) 24 (x1) 0 (x3) 21 (x5) 13 (x2) 27 (x1) [skills] : object {Book 1 - The Choosing.system.skills} [acrobatics] : object {Book 1 - The Choosing.system.skills.acrobatics} base : integer {Book 1 - The Choosing.system.skills.acrobatics.base} (9 different values) 25 (x1) 22 (x1) 17 (x2) 10 (x1) 21 (x3) 24 (x4) 23 (x1) 19 (x1) 20 (x2) [arcana] : object {Book 1 - The Choosing.system.skills.arcana} base : integer {Book 1 - The Choosing.system.skills.arcana.base} (3 different values) 25 (x1) 23 (x3) 19 (x1) [diplomacy] : object {Book 1 - The Choosing.system.skills.diplomacy} base : integer {Book 1 - The Choosing.system.skills.diplomacy.base} (2 different values) 24 (x1) 11 (x1) [intimidation] : object {Book 1 - The Choosing.system.skills.intimidation} base : integer {Book 1 - The Choosing.system.skills.intimidation.base} (13 different values) 24 (x1) 16 (x1) 11 (x1) 27 (x1) 21 (x1) 23 (x1) 22 (x3) 25 (x1) 15 (x1) 29 (x1) 26 (x1) 19 (x1) 20 (x3) [occultism] : object {Book 1 - The Choosing.system.skills.occultism} base : integer {Book 1 - The Choosing.system.skills.occultism.base} (4 different values) 27 (x1) 25 (x1) 22 (x1) 21 (x2) [society] : object {Book 1 - The Choosing.system.skills.society} base : integer {Book 1 - The Choosing.system.skills.society.base} (6 different values) 25 (x1) 21 (x3) 11 (x1) 23 (x1) 17 (x1) 19 (x1) [athletics] : object {Book 1 - The Choosing.system.skills.athletics} base : integer {Book 1 - The Choosing.system.skills.athletics.base} (11 different values) 23 (x2) 17 (x2) 22 (x1) 20 (x4) 27 (x1) 25 (x3) 18 (x1) 26 (x1) 19 (x2) 15 (x1) 21 (x1) [special] : array {Book 1 - The Choosing.system.skills.athletics.special} Length: min=1 max=1 Value type: object {Book 1 - The Choosing.system.skills.athletics.special.[]} base : integer {Book 1 - The Choosing.system.skills.athletics.special.[].base} (same value: 29) label : string {Book 1 - The Choosing.system.skills.athletics.special.[].label} (same value: to Force Open, Grapple, Shove, or Trip) predicate : array {Book 1 - The Choosing.system.skills.athletics.special.[].predicate} Length: min=1 max=1 Value type: object {Book 1 - The Choosing.system.skills.athletics.special.[].predicate.[]} or : array {Book 1 - The Choosing.system.skills.athletics.special.[].predicate.[].or} Length: min=4 max=4 Value type: string {Book 1 - The Choosing.system.skills.athletics.special.[].predicate.[].or.[]} (4 different values) action:force-open (x1) action:grapple (x1) action:shove (x1) action:trip (x1) [survival] : object {Book 1 - The Choosing.system.skills.survival} base : integer {Book 1 - The Choosing.system.skills.survival.base} (7 different values) 21 (x1) 17 (x2) 18 (x1) 20 (x1) 22 (x1) 15 (x3) 11 (x1) [stealth] : object {Book 1 - The Choosing.system.skills.stealth} base : integer {Book 1 - The Choosing.system.skills.stealth.base} (12 different values) 18 (x1) 22 (x3) 17 (x2) 10 (x1) 23 (x1) 24 (x2) 25 (x1) 19 (x1) 26 (x1) 21 (x2) 13 (x1) 15 (x1) [special] : array {Book 1 - The Choosing.system.skills.stealth.special} Length: min=1 max=1 Value type: object {Book 1 - The Choosing.system.skills.stealth.special.[]} base : integer {Book 1 - The Choosing.system.skills.stealth.special.[].base} (same value: 23) label : string {Book 1 - The Choosing.system.skills.stealth.special.[].label} (same value: in forests or jungles) predicate : array {Book 1 - The Choosing.system.skills.stealth.special.[].predicate} Length: min=1 max=1 Value type: object {Book 1 - The Choosing.system.skills.stealth.special.[].predicate.[]} or : array {Book 1 - The Choosing.system.skills.stealth.special.[].predicate.[].or} Length: min=2 max=2 Value type: string {Book 1 - The Choosing.system.skills.stealth.special.[].predicate.[].or.[]} (2 different values) terrain:forest (x1) terrain:jungle (x1) [crafting] : object {Book 1 - The Choosing.system.skills.crafting} base : integer {Book 1 - The Choosing.system.skills.crafting.base} (3 different values) 13 (x1) 22 (x1) 24 (x1) [deception] : object {Book 1 - The Choosing.system.skills.deception} base : integer {Book 1 - The Choosing.system.skills.deception.base} (7 different values) 13 (x1) 25 (x2) 21 (x1) 15 (x1) 29 (x1) 26 (x1) 22 (x2) [thievery] : object {Book 1 - The Choosing.system.skills.thievery} base : integer {Book 1 - The Choosing.system.skills.thievery.base} (3 different values) 10 (x1) 25 (x1) 19 (x1) [performance] : object {Book 1 - The Choosing.system.skills.performance} base : integer {Book 1 - The Choosing.system.skills.performance.base} (4 different values) 25 (x1) 21 (x1) 24 (x1) 26 (x1) [religion] : object {Book 1 - The Choosing.system.skills.religion} base : integer {Book 1 - The Choosing.system.skills.religion.base} (6 different values) 23 (x1) 22 (x2) 21 (x2) 18 (x1) 15 (x1) 19 (x2) [nature] : object {Book 1 - The Choosing.system.skills.nature} base : integer {Book 1 - The Choosing.system.skills.nature.base} (3 different values) 23 (x1) 17 (x1) 13 (x1) traits : object {Book 1 - The Choosing.system.traits} rarity : string {Book 1 - The Choosing.system.traits.rarity} (3 different values) unique (x12) uncommon (x11) rare (x5) size : object {Book 1 - The Choosing.system.traits.size} value : string {Book 1 - The Choosing.system.traits.size.value} (4 different values) med (x22) huge (x1) sm (x1) lg (x4) value : array {Book 1 - The Choosing.system.traits.value} Length: min=1 max=5 Value type: string {Book 1 - The Choosing.system.traits.value.[]} (24 different values) [creatureType] : string {Book 1 - The Choosing.system.creatureType} (same value: ) [statusEffects] : array<> {Book 1 - The Choosing.system.statusEffects} Length: min=0 max=0 Value type: mixed [spellcasting] : object {Book 1 - The Choosing.system.spellcasting} rituals : object {Book 1 - The Choosing.system.spellcasting.rituals} dc : integer {Book 1 - The Choosing.system.spellcasting.rituals.dc} (same value: 23) type : string {Book 1 - The Choosing.type} (2 different values) npc (x25) hazard (x3)