485 lines
30 KiB
Plaintext
485 lines
30 KiB
Plaintext
3-02
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Different values: 11
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=====================================
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object {3-02}
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_id : string {3-02._id} (all different values)
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folder : string {3-02.folder} (same value: 'ifDDLfplrl3f771G')
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img : string {3-02.img} (2 different values)
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'systems/pf2e/icons/default-icons/npc.svg' (x7)
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'systems/pf2e/icons/default-icons/hazard.svg' (x4)
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items : array<object> {3-02.items}
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Length: min=1 max=9
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Value type: object {3-02.items.[]}
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_id : string {3-02.items.[]._id} (31 different values)
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img : string {3-02.items.[].img} (14 different values)
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name : string {3-02.items.[].name} (25 different values)
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sort : integer {3-02.items.[].sort} (10 different values)
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0 (x8)
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100000 (x7)
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200000 (x7)
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300000 (x7)
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400000 (x6)
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500000 (x4)
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600000 (x4)
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700000 (x2)
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800000 (x2)
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900000 (x2)
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system : object {3-02.items.[].system}
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[acBonus] : integer {3-02.items.[].system.acBonus} (2 different values)
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2 (x2)
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1 (x2)
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[actionType] : object {3-02.items.[].system.actionType}
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value : string {3-02.items.[].system.actionType.value} (4 different values)
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'passive' (x11)
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'action' (x6)
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'reaction' (x4)
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'free' (x2)
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[actions] : object {3-02.items.[].system.actions}
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[value] : integer {3-02.items.[].system.actions.value} (2 different values)
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2 (x4)
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1 (x2)
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[attack] : object {3-02.items.[].system.attack}
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value : string {3-02.items.[].system.attack.value} (same value: '')
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[attackEffects] : object {3-02.items.[].system.attackEffects}
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[custom] : string {3-02.items.[].system.attackEffects.custom} (same value: '')
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value : array<> {3-02.items.[].system.attackEffects.value}
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Length: min=0 max=0
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Value type: empty
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[baseItem] : string {3-02.items.[].system.baseItem} (6 different values)
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'hand-crossbow' (x2)
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'shortsword' (x2)
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'studded-leather-armor' (x2)
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'leather-armor' (x2)
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'light-mace' (x1)
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'warhammer' (x1)
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[bonus] : object {3-02.items.[].system.bonus}
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value : integer {3-02.items.[].system.bonus.value} (9 different values)
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0 (x6)
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11 (x3)
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7 (x3)
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13 (x1)
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16 (x1)
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12 (x1)
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15 (x1)
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9 (x1)
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6 (x1)
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[bonusDamage] : object {3-02.items.[].system.bonusDamage}
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value : integer {3-02.items.[].system.bonusDamage.value} (same value: 0)
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[bulk] : object {3-02.items.[].system.bulk}
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value : mixed
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float {3-02.items.[].system.bulk.value} (same value: 0,1)
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integer {3-02.items.[].system.bulk.value} (same value: 1)
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[category] : string {3-02.items.[].system.category} (7 different values)
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'offensive' (x10)
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'defensive' (x5)
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'light' (x4)
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'simple' (x3)
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'martial' (x3)
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'interaction' (x2)
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'ammo' (x2)
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[checkPenalty] : integer {3-02.items.[].system.checkPenalty} (same value: -1)
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[containerId] : empty
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[damage] : object {3-02.items.[].system.damage}
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damageType : string {3-02.items.[].system.damage.damageType} (2 different values)
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'piercing' (x4)
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'bludgeoning' (x2)
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dice : integer {3-02.items.[].system.damage.dice} (same value: 1)
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die : string {3-02.items.[].system.damage.die} (3 different values)
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'd6' (x4)
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'd4' (x1)
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'd8' (x1)
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[damageRolls] : object {3-02.items.[].system.damageRolls}
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[4jqnr0heq8dqkk8mf4ls] : object {3-02.items.[].system.damageRolls.4jqnr0heq8dqkk8mf4ls}
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damage : string {3-02.items.[].system.damageRolls.4jqnr0heq8dqkk8mf4ls.damage} (same value: '1d8+4')
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damageType : string {3-02.items.[].system.damageRolls.4jqnr0heq8dqkk8mf4ls.damageType} (same value: 'slashing')
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[MsuzxajY5eKBHfXz] : object {3-02.items.[].system.damageRolls.MsuzxajY5eKBHfXz}
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damage : string {3-02.items.[].system.damageRolls.MsuzxajY5eKBHfXz.damage} (2 different values)
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'2d6+2' (x1)
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'2d8+4' (x1)
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damageType : string {3-02.items.[].system.damageRolls.MsuzxajY5eKBHfXz.damageType} (same value: 'void')
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kl4vE9Rt7pFUBh3M : object {3-02.items.[].system.damageRolls.kl4vE9Rt7pFUBh3M}
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damage : string {3-02.items.[].system.damageRolls.kl4vE9Rt7pFUBh3M.damage} (2 different values)
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'1d4+2' (x1)
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'1d8+4' (x1)
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damageType : string {3-02.items.[].system.damageRolls.kl4vE9Rt7pFUBh3M.damageType} (same value: 'bludgeoning')
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[lhflr40jwajii990myjj] : object {3-02.items.[].system.damageRolls.lhflr40jwajii990myjj}
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damage : string {3-02.items.[].system.damageRolls.lhflr40jwajii990myjj.damage} (same value: '1d6+4')
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damageType : string {3-02.items.[].system.damageRolls.lhflr40jwajii990myjj.damageType} (same value: 'bludgeoning')
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[mACl06enz9V7cHlV] : object {3-02.items.[].system.damageRolls.mACl06enz9V7cHlV}
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damage : string {3-02.items.[].system.damageRolls.mACl06enz9V7cHlV.damage} (same value: '1d6')
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damageType : string {3-02.items.[].system.damageRolls.mACl06enz9V7cHlV.damageType} (same value: 'piercing')
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[pKCbPePVPe56dD06] : object {3-02.items.[].system.damageRolls.pKCbPePVPe56dD06}
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damage : string {3-02.items.[].system.damageRolls.pKCbPePVPe56dD06.damage} (2 different values)
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'1d6' (x1)
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'1d6+2' (x1)
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damageType : string {3-02.items.[].system.damageRolls.pKCbPePVPe56dD06.damageType} (same value: 'piercing')
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[x2xzitw3cmrro3pp1m88] : object {3-02.items.[].system.damageRolls.x2xzitw3cmrro3pp1m88}
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damage : string {3-02.items.[].system.damageRolls.x2xzitw3cmrro3pp1m88.damage} (2 different values)
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'1d10+6' (x1)
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'2d8+7' (x1)
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damageType : string {3-02.items.[].system.damageRolls.x2xzitw3cmrro3pp1m88.damageType} (same value: 'void')
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[deathNote] : boolean {3-02.items.[].system.deathNote} (same value: True)
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description : object {3-02.items.[].system.description}
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value : string {3-02.items.[].system.description.value} (23 different values)
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[dexCap] : integer {3-02.items.[].system.dexCap} (2 different values)
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3 (x2)
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4 (x2)
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[mod] : object {3-02.items.[].system.mod}
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value : integer {3-02.items.[].system.mod.value} (2 different values)
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10 (x1)
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13 (x1)
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publication : object {3-02.items.[].system.publication}
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license : string {3-02.items.[].system.publication.license} (same value: 'OGL')
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remaster : boolean {3-02.items.[].system.publication.remaster} (same value: False)
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title : string {3-02.items.[].system.publication.title} (4 different values)
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'' (x29)
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'Pathfinder Core Rulebook' (x12)
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'Pathfinder Bestiary' (x6)
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'Pathfinder Bestiary 2' (x2)
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[equipped] : object {3-02.items.[].system.equipped}
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carryType : string {3-02.items.[].system.equipped.carryType} (2 different values)
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'held' (x8)
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'worn' (x4)
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[handsHeld] : integer {3-02.items.[].system.equipped.handsHeld} (same value: 1)
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[inSlot] : boolean {3-02.items.[].system.equipped.inSlot} (same value: True)
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[invested] : empty
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[group] : string {3-02.items.[].system.group} (5 different values)
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'leather' (x4)
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'crossbow' (x2)
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'sword' (x2)
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'club' (x1)
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'hammer' (x1)
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[hardness] : integer {3-02.items.[].system.hardness} (same value: 0)
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[hp] : object {3-02.items.[].system.hp}
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max : integer {3-02.items.[].system.hp.max} (same value: 0)
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value : integer {3-02.items.[].system.hp.value} (same value: 0)
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[level] : object {3-02.items.[].system.level}
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value : integer {3-02.items.[].system.level.value} (same value: 0)
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[material] : object {3-02.items.[].system.material}
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[grade] : empty
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[type] : empty
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[price] : object {3-02.items.[].system.price}
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[per] : integer {3-02.items.[].system.price.per} (same value: 10)
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value : object {3-02.items.[].system.price.value}
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[gp] : integer {3-02.items.[].system.price.value.gp} (3 different values)
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3 (x4)
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2 (x2)
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1 (x1)
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[sp] : integer {3-02.items.[].system.price.value.sp} (3 different values)
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9 (x2)
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1 (x2)
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4 (x1)
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rules : ignored (Foundry rules object) {3-02.items.[].system.rules}
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[proficient] : object {3-02.items.[].system.proficient}
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value : integer {3-02.items.[].system.proficient.value} (same value: 0)
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[quantity] : integer {3-02.items.[].system.quantity} (2 different values)
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1 (x10)
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10 (x2)
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[range] : integer {3-02.items.[].system.range} (same value: 60)
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[reload] : object {3-02.items.[].system.reload}
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value : string {3-02.items.[].system.reload.value} (2 different values)
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'' (x4)
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'1' (x2)
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[runes] : object {3-02.items.[].system.runes}
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potency : integer {3-02.items.[].system.runes.potency} (same value: 0)
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property : array<> {3-02.items.[].system.runes.property}
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Length: min=0 max=0
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Value type: empty
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[resilient] : integer {3-02.items.[].system.runes.resilient} (same value: 0)
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[striking] : integer {3-02.items.[].system.runes.striking} (same value: 0)
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[size] : string {3-02.items.[].system.size} (same value: 'med')
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[slug] : string {3-02.items.[].system.slug} (all different values)
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[speedPenalty] : integer {3-02.items.[].system.speedPenalty} (same value: 0)
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[splashDamage] : object {3-02.items.[].system.splashDamage}
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value : integer {3-02.items.[].system.splashDamage.value} (same value: 0)
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[stackGroup] : string {3-02.items.[].system.stackGroup} (same value: 'bolts')
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[strength] : integer {3-02.items.[].system.strength} (2 different values)
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1 (x2)
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0 (x2)
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[traits] : object {3-02.items.[].system.traits}
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rarity : string {3-02.items.[].system.traits.rarity} (same value: 'common')
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value : array<string> {3-02.items.[].system.traits.value}
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Length: min=0 max=5
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Value type: string {3-02.items.[].system.traits.value.[]} (18 different values)
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[usage] : object {3-02.items.[].system.usage}
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value : string {3-02.items.[].system.usage.value} (same value: 'held-in-one-hand')
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[uses] : object {3-02.items.[].system.uses}
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autoDestroy : boolean {3-02.items.[].system.uses.autoDestroy} (same value: True)
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max : integer {3-02.items.[].system.uses.max} (same value: 1)
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value : integer {3-02.items.[].system.uses.value} (same value: 1)
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[weaponType] : object {3-02.items.[].system.weaponType}
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value : string {3-02.items.[].system.weaponType.value} (2 different values)
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'melee' (x10)
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'ranged' (x2)
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type : string {3-02.items.[].type} (6 different values)
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'action' (x23)
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'melee' (x12)
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'weapon' (x6)
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'armor' (x4)
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'lore' (x2)
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'consumable' (x2)
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[_stats] : object {3-02.items.[]._stats}
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compendiumSource : string {3-02.items.[]._stats.compendiumSource} (12 different values)
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[flags] : object {3-02.items.[].flags}
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pf2e : object {3-02.items.[].flags.pf2e}
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linkedWeapon : string {3-02.items.[].flags.pf2e.linkedWeapon} (4 different values)
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'EIVvFJBrNrovMNqM' (x2)
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'epO40sydPgdelf6a' (x2)
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'T0KMqjnZKpq3u4HO' (x1)
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'fGzH0oW6kmh1wCDj' (x1)
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name : string {3-02.name} (all different values)
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system : object {3-02.system}
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attributes : object {3-02.system.attributes}
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ac : object {3-02.system.attributes.ac}
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[details] : string {3-02.system.attributes.ac.details} (2 different values)
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'' (x6)
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'(16 when broken); construct armor' (x1)
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value : integer {3-02.system.attributes.ac.value} (6 different values)
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0 (x4)
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18 (x2)
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15 (x2)
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20 (x1)
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23 (x1)
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16 (x1)
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[emitsSound] : string {3-02.system.attributes.emitsSound} (same value: 'encounter')
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[hardness] : mixed
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integer {3-02.system.attributes.hardness} (same value: 0)
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object {3-02.system.attributes.hardness}
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value : integer {3-02.system.attributes.hardness.value} (same value: 3)
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[hasHealth] : boolean {3-02.system.attributes.hasHealth} (same value: False)
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hp : object {3-02.system.attributes.hp}
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details : string {3-02.system.attributes.hp.details} (2 different values)
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'' (x9)
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'void healing, rejuvenation' (x2)
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max : integer {3-02.system.attributes.hp.max} (7 different values)
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0 (x4)
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25 (x2)
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30 (x1)
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60 (x1)
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18 (x1)
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45 (x1)
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8 (x1)
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temp : integer {3-02.system.attributes.hp.temp} (same value: 0)
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value : integer {3-02.system.attributes.hp.value} (7 different values)
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0 (x4)
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25 (x2)
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30 (x1)
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60 (x1)
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18 (x1)
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45 (x1)
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8 (x1)
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[allSaves] : object {3-02.system.attributes.allSaves}
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value : string {3-02.system.attributes.allSaves.value} (same value: '')
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[immunities] : array<object> {3-02.system.attributes.immunities}
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Length: min=0 max=6
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Value type: object {3-02.system.attributes.immunities.[]}
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type : string {3-02.system.attributes.immunities.[].type} (6 different values)
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'death-effects' (x2)
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'disease' (x2)
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'paralyzed' (x2)
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'poison' (x2)
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'precision' (x2)
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'unconscious' (x2)
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[resistances] : array<object> {3-02.system.attributes.resistances}
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Length: min=1 max=1
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Value type: object {3-02.system.attributes.resistances.[]}
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doubleVs : array<string> {3-02.system.attributes.resistances.[].doubleVs}
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Length: min=1 max=1
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Value type: string {3-02.system.attributes.resistances.[].doubleVs.[]} (same value: 'non-magical')
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exceptions : array<string> {3-02.system.attributes.resistances.[].exceptions}
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Length: min=3 max=3
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Value type: string {3-02.system.attributes.resistances.[].exceptions.[]} (3 different values)
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'force' (x2)
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'ghost-touch' (x2)
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'vitality' (x2)
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type : string {3-02.system.attributes.resistances.[].type} (same value: 'all-damage')
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value : integer {3-02.system.attributes.resistances.[].value} (same value: 5)
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[speed] : object {3-02.system.attributes.speed}
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otherSpeeds : array<object> {3-02.system.attributes.speed.otherSpeeds}
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Length: min=0 max=1
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Value type: object {3-02.system.attributes.speed.otherSpeeds.[]}
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type : string {3-02.system.attributes.speed.otherSpeeds.[].type} (same value: 'fly')
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value : integer {3-02.system.attributes.speed.otherSpeeds.[].value} (same value: 25)
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value : integer {3-02.system.attributes.speed.value} (3 different values)
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25 (x4)
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0 (x2)
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20 (x1)
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[stealth] : object {3-02.system.attributes.stealth}
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details : string {3-02.system.attributes.stealth.details} (same value: '<p>(trained)</p>')
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value : integer {3-02.system.attributes.stealth.value} (3 different values)
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10 (x2)
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7 (x1)
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13 (x1)
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[creatureType] : string {3-02.system.creatureType} (same value: '')
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details : object {3-02.system.details}
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[description] : string {3-02.system.details.description} (2 different values)
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'<p>Magical sensors detect when a creature enters the chamber.</p>' (x2)
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'<p>An obscuring fog covers the entirety of the hallway and northern room of the manor\'s second floor. Anyone moving through the area is subjected to an attack from a ghostly assailant.</p>' (x2)
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[disable] : string {3-02.system.details.disable} (4 different values)
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'<p>@Check[diplomacy|dc:18|name:Convince the Spirit|traits:complex,haunt] to convince the spirit to calm the winds, @Check[athletics|dc:16|name:Raise Wooden Bench|traits:complex,haunt] to raise up a wooden bench to block the wind, or @Check[religion|dc:16|name:Speak a Rite to Calm Spirit|traits:complex,haunt] to speak an appropriate rite to calm the spirit.</p>
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<p>Two successful checks are required to fully disable the haunt, and each attempt takes two actions. Each successful check removes one action from the haunt.</p>' (x1)
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'<p>@Check[acrobatics|dc:20|name:Maneuver Through Fog|traits:complex,haunt] to maneuver through the fog, @Check[religion|dc:18|name:Ward off Spirit|traits:complex,haunt] to ward off the spirit, or @Check[stealth|dc:20|name:Move Through Fog Without Attracting Attention|traits:complex,haunt] to move through the fog without attracting attention.</p>
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<p>Disabling the haunt requires two successful checks, and each attempt takes two actions.</p>' (x1)
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'<p>@Check[acrobatics|dc:23|name:Maneuver Through the Fog|traits:complex,haunt] to maneuver through the fog, @Check[religion|dc:21|name:Ward Off the Spirit|traits:complex,haunt] to ward off the spirit, or @Check[stealth|dc:23|name:Move Through the Fog Without Attracting Attention|traits:complex,haunt] to move through the fog without attracting attention. Disabling the haunt requires two successful checks, and each attempt takes two actions.</p>' (x1)
|
|
'<p>@Check[diplomacy|dc:21|name:Convince the Spirit|traits:complex,haunt] to convince the spirit to calm the winds, @Check[athletics|dc:19|name:Raise a Wooden Bench|traits:complex,haunt] to raise up a wooden bench to block the wind, or @Check[religion|dc:19|name:Speak an Appropriate Rite|traits:complex,haunt] to speak an appropriate rite to calm the spirit. Two successful checks are required to fully disable the haunt, and each attempt takes two actions. Each successful check removes one action from the haunt.</p>' (x1)
|
|
[isComplex] : boolean {3-02.system.details.isComplex} (same value: True)
|
|
level : object {3-02.system.details.level}
|
|
value : integer {3-02.system.details.level.value} (7 different values)
|
|
1 (x3)
|
|
3 (x3)
|
|
4 (x1)
|
|
6 (x1)
|
|
5 (x1)
|
|
2 (x1)
|
|
-1 (x1)
|
|
publication : object {3-02.system.details.publication}
|
|
license : string {3-02.system.details.publication.license} (same value: 'OGL')
|
|
remaster : boolean {3-02.system.details.publication.remaster} (same value: False)
|
|
title : string {3-02.system.details.publication.title} (same value: 'Pathfinder Society Scenario #3-02: The East Hill Haunting')
|
|
[blurb] : string {3-02.system.details.blurb} (2 different values)
|
|
'' (x5)
|
|
'Variant ghost' (x2)
|
|
[languages] : object {3-02.system.details.languages}
|
|
details : string {3-02.system.details.languages.details} (same value: '')
|
|
value : array<string> {3-02.system.details.languages.value}
|
|
Length: min=0 max=1
|
|
Value type: string {3-02.system.details.languages.value.[]} (same value: 'common')
|
|
[privateNotes] : string {3-02.system.details.privateNotes} (same value: '')
|
|
[publicNotes] : string {3-02.system.details.publicNotes} (2 different values)
|
|
'' (x6)
|
|
'<p>Suits of animated armor see use both as guardians and as training partners in high-end martial academies able to afford the extravagance. They are most often found in wizard laboratories and ancient dungeons.</p>
|
|
<hr />
|
|
<p>Granted a semblance of life through the use of rituals or other strange magic, animated objects take many forms and serve a variety of uses. A few examples of typical animated objects are listed below. Many of these creatures serve as guardians, surprising unsuspecting adventurers when they suddenly attack. Others serve as idle distractions for the exceptionally rich, simple servants created to handle odd jobs, and the like.</p>' (x1)
|
|
[reset] : string {3-02.system.details.reset} (2 different values)
|
|
'<p>The storm continues raging for 1 minute unless disabled, and then dissipates, returning after 1 week.</p>' (x2)
|
|
'<p>The haunt lasts until disabled. It re-forms after 1 hour unless Eloise\'s ghost is put to permanent rest.</p>' (x2)
|
|
[routine] : string {3-02.system.details.routine} (3 different values)
|
|
'<p>(2 actions) The haunt uses an action to manifest an illusory shadow beside a creature ending its move in the fog, then attempts a spectral touch Strike against that creature. The shadow disappears after the Strike.</p>' (x2)
|
|
'<p>(2 actions) The haunt uses its first action to stir up a storm of debris against all creatures in the quadrant clockwise from where it last attacked. Creatures in the quadrant take @Damage[2d4[bludgeoning]] damage (@Check[reflex|dc:15|basic] save). For each additional action it has (at most 1 without adjustments from the scaling sidebar), the storm targets an additional quadrant, moving clockwise around the area. On the first round, it begins by attacking creatures in the northwestern quadrant.</p>' (x1)
|
|
'<p>(2 actions) The haunt uses its first action to stir up a storm of debris against all creatures in the quadrant clockwise from where it last attacked. Creatures in the quadrant take @Damage[(2d4+4)[bludgeoning]] damage (@Check[reflex|dc:18|basic]). For each additional action it has (at most 1 without adjustments from the scaling sidebar), the storm targets an additional quadrant, moving clockwise around the area. On the first round, it begins by attacking creatures in the northwestern quadrant.</p>' (x1)
|
|
saves : object {3-02.system.saves}
|
|
fortitude : object {3-02.system.saves.fortitude}
|
|
saveDetail : string {3-02.system.saves.fortitude.saveDetail} (same value: '')
|
|
value : integer {3-02.system.saves.fortitude.value} (5 different values)
|
|
0 (x4)
|
|
8 (x4)
|
|
11 (x1)
|
|
9 (x1)
|
|
4 (x1)
|
|
reflex : object {3-02.system.saves.reflex}
|
|
saveDetail : string {3-02.system.saves.reflex.saveDetail} (same value: '')
|
|
value : integer {3-02.system.saves.reflex.value} (5 different values)
|
|
0 (x4)
|
|
6 (x3)
|
|
11 (x2)
|
|
14 (x1)
|
|
9 (x1)
|
|
will : object {3-02.system.saves.will}
|
|
saveDetail : string {3-02.system.saves.will.saveDetail} (same value: '')
|
|
value : integer {3-02.system.saves.will.value} (7 different values)
|
|
0 (x4)
|
|
8 (x2)
|
|
11 (x1)
|
|
4 (x1)
|
|
6 (x1)
|
|
2 (x1)
|
|
5 (x1)
|
|
[statusEffects] : array<> {3-02.system.statusEffects}
|
|
Length: min=0 max=0
|
|
Value type: empty
|
|
traits : object {3-02.system.traits}
|
|
rarity : string {3-02.system.traits.rarity} (3 different values)
|
|
'uncommon' (x5)
|
|
'unique' (x4)
|
|
'rare' (x2)
|
|
size : object {3-02.system.traits.size}
|
|
value : string {3-02.system.traits.size.value} (same value: 'med')
|
|
value : array<string> {3-02.system.traits.value}
|
|
Length: min=1 max=7
|
|
Value type: string {3-02.system.traits.value.[]} (12 different values)
|
|
[abilities] : object {3-02.system.abilities}
|
|
cha : object {3-02.system.abilities.cha}
|
|
mod : integer {3-02.system.abilities.cha.mod} (4 different values)
|
|
2 (x3)
|
|
0 (x2)
|
|
4 (x1)
|
|
-5 (x1)
|
|
con : object {3-02.system.abilities.con}
|
|
mod : integer {3-02.system.abilities.con.mod} (5 different values)
|
|
0 (x2)
|
|
3 (x2)
|
|
4 (x1)
|
|
2 (x1)
|
|
1 (x1)
|
|
dex : object {3-02.system.abilities.dex}
|
|
mod : integer {3-02.system.abilities.dex.mod} (4 different values)
|
|
3 (x3)
|
|
4 (x2)
|
|
0 (x1)
|
|
1 (x1)
|
|
int : object {3-02.system.abilities.int}
|
|
mod : integer {3-02.system.abilities.int.mod} (3 different values)
|
|
0 (x4)
|
|
-1 (x2)
|
|
-5 (x1)
|
|
str : object {3-02.system.abilities.str}
|
|
mod : integer {3-02.system.abilities.str.mod} (5 different values)
|
|
-5 (x2)
|
|
2 (x2)
|
|
3 (x1)
|
|
0 (x1)
|
|
4 (x1)
|
|
wis : object {3-02.system.abilities.wis}
|
|
mod : integer {3-02.system.abilities.wis.mod} (3 different values)
|
|
1 (x4)
|
|
2 (x2)
|
|
0 (x1)
|
|
[customModifiers] : object {3-02.system.customModifiers}
|
|
[initiative] : object {3-02.system.initiative}
|
|
statistic : string {3-02.system.initiative.statistic} (same value: 'perception')
|
|
[perception] : object {3-02.system.perception}
|
|
details : string {3-02.system.perception.details} (same value: '')
|
|
mod : integer {3-02.system.perception.mod} (6 different values)
|
|
6 (x2)
|
|
10 (x1)
|
|
13 (x1)
|
|
8 (x1)
|
|
2 (x1)
|
|
5 (x1)
|
|
senses : array<object> {3-02.system.perception.senses}
|
|
Length: min=0 max=1
|
|
Value type: object {3-02.system.perception.senses.[]}
|
|
type : string {3-02.system.perception.senses.[].type} (same value: 'darkvision')
|
|
[resources] : object {3-02.system.resources}
|
|
[skills] : object {3-02.system.skills}
|
|
acrobatics : object {3-02.system.skills.acrobatics}
|
|
base : integer {3-02.system.skills.acrobatics.base} (same value: 4)
|
|
athletics : object {3-02.system.skills.athletics}
|
|
base : integer {3-02.system.skills.athletics.base} (4 different values)
|
|
7 (x2)
|
|
9 (x1)
|
|
3 (x1)
|
|
5 (x1)
|
|
intimidation : object {3-02.system.skills.intimidation}
|
|
base : integer {3-02.system.skills.intimidation.base} (4 different values)
|
|
7 (x1)
|
|
9 (x1)
|
|
3 (x1)
|
|
5 (x1)
|
|
[stealth] : object {3-02.system.skills.stealth}
|
|
base : integer {3-02.system.skills.stealth.base} (6 different values)
|
|
12 (x1)
|
|
15 (x1)
|
|
7 (x1)
|
|
9 (x1)
|
|
4 (x1)
|
|
6 (x1)
|
|
type : string {3-02.type} (2 different values)
|
|
'npc' (x7)
|
|
'hazard' (x4)
|
|
[prototypeToken] : object {3-02.prototypeToken}
|
|
name : string {3-02.prototypeToken.name} (4 different values)
|
|
'Eloise\'s Ghost' (x2)
|
|
'Eloise\'s Last Gasp' (x2)
|
|
'Revinus' (x2)
|
|
'Revinus\'s Guards' (x2) |