Files
Pf2eDataScrapper/output/pf2e/packs/6-05.txt
T
2025-04-08 17:11:57 +04:00

682 lines
52 KiB
Plaintext

6-05
Different values: 9
=====================================
object {6-05}
_id : string {6-05._id} (all different values)
folder : string {6-05.folder} (same value: 'zKmVcQihZBqZ1d8f')
img : string {6-05.img} (2 different values)
'systems/pf2e/icons/default-icons/hazard.svg' (x5)
'systems/pf2e/icons/default-icons/npc.svg' (x4)
items : array<object> {6-05.items}
Length: min=1 max=11
Value type: object {6-05.items.[]}
_id : string {6-05.items.[]._id} (39 different values)
img : string {6-05.items.[].img} (15 different values)
name : string {6-05.items.[].name} (35 different values)
sort : integer {6-05.items.[].sort} (12 different values)
system : object {6-05.items.[].system}
[acBonus] : integer {6-05.items.[].system.acBonus} (same value: 1)
[actionType] : object {6-05.items.[].system.actionType}
value : string {6-05.items.[].system.actionType.value} (3 different values)
'passive' (x12)
'action' (x8)
'reaction' (x6)
[actions] : object {6-05.items.[].system.actions}
[value] : integer {6-05.items.[].system.actions.value} (2 different values)
2 (x4)
1 (x4)
[area] : empty
[attackEffects] : object {6-05.items.[].system.attackEffects}
value : array<string> {6-05.items.[].system.attackEffects.value}
Length: min=0 max=2
Value type: string {6-05.items.[].system.attackEffects.value.[]} (2 different values)
'gluttons-feast' (x1)
'grab' (x1)
traits : object {6-05.items.[].system.traits}
[rarity] : string {6-05.items.[].system.traits.rarity} (2 different values)
'common' (x7)
'uncommon' (x2)
[traditions] : array<string> {6-05.items.[].system.traits.traditions}
Length: min=1 max=4
Value type: string {6-05.items.[].system.traits.traditions.[]} (4 different values)
'primal' (x4)
'divine' (x3)
'occult' (x2)
'arcane' (x1)
value : array<string> {6-05.items.[].system.traits.value}
Length: min=0 max=5
Value type: string {6-05.items.[].system.traits.value.[]} (26 different values)
[autoHeightenLevel] : object {6-05.items.[].system.autoHeightenLevel}
[value] : empty
[baseItem] : string {6-05.items.[].system.baseItem} (4 different values)
'leather-armor' (x2)
'greataxe' (x1)
'frying-pan' (x1)
'halfling-sling-staff' (x1)
[bonus] : object {6-05.items.[].system.bonus}
value : integer {6-05.items.[].system.bonus.value} (8 different values)
12 (x3)
0 (x3)
14 (x3)
15 (x2)
8 (x1)
10 (x1)
9 (x1)
7 (x1)
[bonusDamage] : object {6-05.items.[].system.bonusDamage}
value : integer {6-05.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {6-05.items.[].system.bulk}
value : mixed
integer {6-05.items.[].system.bulk.value} (2 different values)
1 (x3)
2 (x1)
float {6-05.items.[].system.bulk.value} (same value: 0,1)
[category] : string {6-05.items.[].system.category} (6 different values)
'offensive' (x19)
'defensive' (x5)
'martial' (x2)
'light' (x2)
'interaction' (x1)
'simple' (x1)
[checkPenalty] : integer {6-05.items.[].system.checkPenalty} (same value: -1)
[containerId] : empty
[cost] : object {6-05.items.[].system.cost}
value : string {6-05.items.[].system.cost.value} (same value: '')
[counteraction] : boolean {6-05.items.[].system.counteraction} (2 different values)
False (x3)
True (x1)
[damageRolls] : object {6-05.items.[].system.damageRolls}
[1s3symdn1w1vk237l05x] : object {6-05.items.[].system.damageRolls.1s3symdn1w1vk237l05x}
damage : string {6-05.items.[].system.damageRolls.1s3symdn1w1vk237l05x.damage} (same value: '1d8+4')
damageType : string {6-05.items.[].system.damageRolls.1s3symdn1w1vk237l05x.damageType} (same value: 'bludgeoning')
[5fvjv8kzg69c928kgy74] : object {6-05.items.[].system.damageRolls.5fvjv8kzg69c928kgy74}
damage : string {6-05.items.[].system.damageRolls.5fvjv8kzg69c928kgy74.damage} (same value: '1d8+8')
damageType : string {6-05.items.[].system.damageRolls.5fvjv8kzg69c928kgy74.damageType} (same value: 'piercing')
[NDhgYJOwstwiogZ8] : object {6-05.items.[].system.damageRolls.NDhgYJOwstwiogZ8}
damage : string {6-05.items.[].system.damageRolls.NDhgYJOwstwiogZ8.damage} (same value: '1d4')
damageType : string {6-05.items.[].system.damageRolls.NDhgYJOwstwiogZ8.damageType} (same value: 'bludgeoning')
Q9fwvOymvp3nA0Es : object {6-05.items.[].system.damageRolls.Q9fwvOymvp3nA0Es}
damage : string {6-05.items.[].system.damageRolls.Q9fwvOymvp3nA0Es.damage} (same value: '1d10')
damageType : string {6-05.items.[].system.damageRolls.Q9fwvOymvp3nA0Es.damageType} (same value: 'bludgeoning')
[blrpxgl5svywd47o3bao] : object {6-05.items.[].system.damageRolls.blrpxgl5svywd47o3bao}
damage : string {6-05.items.[].system.damageRolls.blrpxgl5svywd47o3bao.damage} (same value: '2d6+7')
damageType : string {6-05.items.[].system.damageRolls.blrpxgl5svywd47o3bao.damageType} (same value: 'bludgeoning')
[mj76ftfh6ymtw57kly1p] : object {6-05.items.[].system.damageRolls.mj76ftfh6ymtw57kly1p}
damage : string {6-05.items.[].system.damageRolls.mj76ftfh6ymtw57kly1p.damage} (same value: '2d8+7')
damageType : string {6-05.items.[].system.damageRolls.mj76ftfh6ymtw57kly1p.damageType} (same value: 'piercing')
[mw6MjzitsKX4ga2j] : object {6-05.items.[].system.damageRolls.mw6MjzitsKX4ga2j}
damage : string {6-05.items.[].system.damageRolls.mw6MjzitsKX4ga2j.damage} (3 different values)
'1d8' (x1)
'1d8+8' (x1)
'1d8+2' (x1)
damageType : string {6-05.items.[].system.damageRolls.mw6MjzitsKX4ga2j.damageType} (same value: 'slashing')
[n9g8wdodgmeouod1wimu] : object {6-05.items.[].system.damageRolls.n9g8wdodgmeouod1wimu}
damage : string {6-05.items.[].system.damageRolls.n9g8wdodgmeouod1wimu.damage} (same value: '1d10+4')
damageType : string {6-05.items.[].system.damageRolls.n9g8wdodgmeouod1wimu.damageType} (same value: 'piercing')
[o25q1diiu1fxpv64siml] : object {6-05.items.[].system.damageRolls.o25q1diiu1fxpv64siml}
damage : string {6-05.items.[].system.damageRolls.o25q1diiu1fxpv64siml.damage} (same value: '1d4')
damageType : string {6-05.items.[].system.damageRolls.o25q1diiu1fxpv64siml.damageType} (same value: 'spirit')
[ooff84f7387p198txih4] : object {6-05.items.[].system.damageRolls.ooff84f7387p198txih4}
damage : string {6-05.items.[].system.damageRolls.ooff84f7387p198txih4.damage} (same value: '1d12+8')
damageType : string {6-05.items.[].system.damageRolls.ooff84f7387p198txih4.damageType} (same value: 'slashing')
[tWnLCJUR9hAXTtTJ] : object {6-05.items.[].system.damageRolls.tWnLCJUR9hAXTtTJ}
damage : string {6-05.items.[].system.damageRolls.tWnLCJUR9hAXTtTJ.damage} (same value: '1d6+8')
damageType : string {6-05.items.[].system.damageRolls.tWnLCJUR9hAXTtTJ.damageType} (same value: 'piercing')
[defense] : object {6-05.items.[].system.defense}
save : object {6-05.items.[].system.defense.save}
basic : boolean {6-05.items.[].system.defense.save.basic} (same value: True)
statistic : string {6-05.items.[].system.defense.save.statistic} (same value: 'fortitude')
description : object {6-05.items.[].system.description}
value : string {6-05.items.[].system.description.value} (29 different values)
[damage] : object {6-05.items.[].system.damage}
[0] : object {6-05.items.[].system.damage.0}
applyMod : boolean {6-05.items.[].system.damage.0.applyMod} (same value: False)
[category] : empty
formula : string {6-05.items.[].system.damage.0.formula} (same value: '1d8')
kinds : array<string> {6-05.items.[].system.damage.0.kinds}
Length: min=2 max=2
Value type: string {6-05.items.[].system.damage.0.kinds.[]} (2 different values)
'damage' (x1)
'healing' (x1)
materials : array<> {6-05.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: empty
type : string {6-05.items.[].system.damage.0.type} (same value: 'vitality')
damageType : string {6-05.items.[].system.damage.damageType} (2 different values)
'bludgeoning' (x2)
'slashing' (x1)
dice : integer {6-05.items.[].system.damage.dice} (same value: 1)
die : string {6-05.items.[].system.damage.die} (3 different values)
'd12' (x1)
'd4' (x1)
'd10' (x1)
[dexCap] : integer {6-05.items.[].system.dexCap} (same value: 4)
[duration] : object {6-05.items.[].system.duration}
sustained : boolean {6-05.items.[].system.duration.sustained} (same value: False)
value : string {6-05.items.[].system.duration.value} (2 different values)
'' (x3)
'until your next daily preparations' (x1)
[equipped] : object {6-05.items.[].system.equipped}
carryType : string {6-05.items.[].system.equipped.carryType} (2 different values)
'worn' (x3)
'held' (x2)
handsHeld : integer {6-05.items.[].system.equipped.handsHeld} (2 different values)
0 (x3)
2 (x2)
[inSlot] : boolean {6-05.items.[].system.equipped.inSlot} (same value: True)
[invested] : empty
[group] : string {6-05.items.[].system.group} (4 different values)
'leather' (x2)
'axe' (x1)
'club' (x1)
'sling' (x1)
[hardness] : integer {6-05.items.[].system.hardness} (same value: 0)
[heightening] : object {6-05.items.[].system.heightening}
damage : object {6-05.items.[].system.heightening.damage}
0 : string {6-05.items.[].system.heightening.damage.0} (same value: '1d8')
interval : integer {6-05.items.[].system.heightening.interval} (same value: 1)
type : string {6-05.items.[].system.heightening.type} (same value: 'interval')
[hp] : object {6-05.items.[].system.hp}
max : integer {6-05.items.[].system.hp.max} (same value: 0)
value : integer {6-05.items.[].system.hp.value} (same value: 0)
[level] : object {6-05.items.[].system.level}
value : integer {6-05.items.[].system.level.value} (4 different values)
0 (x5)
1 (x2)
5 (x1)
2 (x1)
[location] : object {6-05.items.[].system.location}
[heightenedLevel] : integer {6-05.items.[].system.location.heightenedLevel} (2 different values)
3 (x2)
5 (x1)
[uses] : object {6-05.items.[].system.location.uses}
max : integer {6-05.items.[].system.location.uses.max} (same value: 2)
value : integer {6-05.items.[].system.location.uses.value} (same value: 2)
value : string {6-05.items.[].system.location.value} (same value: 'bQaD3ryddLU1MPFx')
[material] : object {6-05.items.[].system.material}
[grade] : empty
[type] : empty
[overlays] : object {6-05.items.[].system.overlays}
37gy7l19tik74o4s : object {6-05.items.[].system.overlays.37gy7l19tik74o4s}
_id : string {6-05.items.[].system.overlays.37gy7l19tik74o4s._id} (same value: '37gy7l19tik74o4s')
name : string {6-05.items.[].system.overlays.37gy7l19tik74o4s.name} (same value: 'Heal (vs. Living)')
overlayType : string {6-05.items.[].system.overlays.37gy7l19tik74o4s.overlayType} (same value: 'override')
sort : integer {6-05.items.[].system.overlays.37gy7l19tik74o4s.sort} (same value: 2)
system : object {6-05.items.[].system.overlays.37gy7l19tik74o4s.system}
damage : object {6-05.items.[].system.overlays.37gy7l19tik74o4s.system.damage}
0 : object {6-05.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0}
formula : string {6-05.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0.formula} (same value: '1d8+8')
kinds : array<string> {6-05.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {6-05.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0.kinds.[]} (same value: 'healing')
[defense] : empty
heightening : object {6-05.items.[].system.overlays.37gy7l19tik74o4s.system.heightening}
damage : object {6-05.items.[].system.overlays.37gy7l19tik74o4s.system.heightening.damage}
0 : string {6-05.items.[].system.overlays.37gy7l19tik74o4s.system.heightening.damage.0} (same value: '1d8+8')
range : object {6-05.items.[].system.overlays.37gy7l19tik74o4s.system.range}
value : string {6-05.items.[].system.overlays.37gy7l19tik74o4s.system.range.value} (same value: '30 feet')
time : object {6-05.items.[].system.overlays.37gy7l19tik74o4s.system.time}
value : string {6-05.items.[].system.overlays.37gy7l19tik74o4s.system.time.value} (same value: '2')
traits : object {6-05.items.[].system.overlays.37gy7l19tik74o4s.system.traits}
value : array<string> {6-05.items.[].system.overlays.37gy7l19tik74o4s.system.traits.value}
Length: min=4 max=4
Value type: string {6-05.items.[].system.overlays.37gy7l19tik74o4s.system.traits.value.[]} (4 different values)
'concentrate' (x1)
'healing' (x1)
'manipulate' (x1)
'vitality' (x1)
7qdtetowq348s9oc : object {6-05.items.[].system.overlays.7qdtetowq348s9oc}
_id : string {6-05.items.[].system.overlays.7qdtetowq348s9oc._id} (same value: '7qdtetowq348s9oc')
overlayType : string {6-05.items.[].system.overlays.7qdtetowq348s9oc.overlayType} (same value: 'override')
sort : integer {6-05.items.[].system.overlays.7qdtetowq348s9oc.sort} (same value: 1)
system : object {6-05.items.[].system.overlays.7qdtetowq348s9oc.system}
range : object {6-05.items.[].system.overlays.7qdtetowq348s9oc.system.range}
value : string {6-05.items.[].system.overlays.7qdtetowq348s9oc.system.range.value} (same value: 'touch')
time : object {6-05.items.[].system.overlays.7qdtetowq348s9oc.system.time}
value : string {6-05.items.[].system.overlays.7qdtetowq348s9oc.system.time.value} (same value: '1')
7vbvdrv2cl87sqta : object {6-05.items.[].system.overlays.7vbvdrv2cl87sqta}
_id : string {6-05.items.[].system.overlays.7vbvdrv2cl87sqta._id} (same value: '7vbvdrv2cl87sqta')
overlayType : string {6-05.items.[].system.overlays.7vbvdrv2cl87sqta.overlayType} (same value: 'override')
sort : integer {6-05.items.[].system.overlays.7vbvdrv2cl87sqta.sort} (same value: 4)
system : object {6-05.items.[].system.overlays.7vbvdrv2cl87sqta.system}
area : object {6-05.items.[].system.overlays.7vbvdrv2cl87sqta.system.area}
type : string {6-05.items.[].system.overlays.7vbvdrv2cl87sqta.system.area.type} (same value: 'emanation')
value : integer {6-05.items.[].system.overlays.7vbvdrv2cl87sqta.system.area.value} (same value: 30)
range : object {6-05.items.[].system.overlays.7vbvdrv2cl87sqta.system.range}
value : string {6-05.items.[].system.overlays.7vbvdrv2cl87sqta.system.range.value} (same value: '')
target : object {6-05.items.[].system.overlays.7vbvdrv2cl87sqta.system.target}
value : string {6-05.items.[].system.overlays.7vbvdrv2cl87sqta.system.target.value} (same value: 'all living and undead creatures')
time : object {6-05.items.[].system.overlays.7vbvdrv2cl87sqta.system.time}
value : string {6-05.items.[].system.overlays.7vbvdrv2cl87sqta.system.time.value} (same value: '3')
traits : object {6-05.items.[].system.overlays.7vbvdrv2cl87sqta.system.traits}
value : array<string> {6-05.items.[].system.overlays.7vbvdrv2cl87sqta.system.traits.value}
Length: min=4 max=4
Value type: string {6-05.items.[].system.overlays.7vbvdrv2cl87sqta.system.traits.value.[]} (4 different values)
'concentrate' (x1)
'healing' (x1)
'manipulate' (x1)
'vitality' (x1)
lfxcoz2d3f8j2zq1 : object {6-05.items.[].system.overlays.lfxcoz2d3f8j2zq1}
_id : string {6-05.items.[].system.overlays.lfxcoz2d3f8j2zq1._id} (same value: 'lfxcoz2d3f8j2zq1')
name : string {6-05.items.[].system.overlays.lfxcoz2d3f8j2zq1.name} (same value: 'Heal (vs. Undead)')
overlayType : string {6-05.items.[].system.overlays.lfxcoz2d3f8j2zq1.overlayType} (same value: 'override')
sort : integer {6-05.items.[].system.overlays.lfxcoz2d3f8j2zq1.sort} (same value: 3)
system : object {6-05.items.[].system.overlays.lfxcoz2d3f8j2zq1.system}
damage : object {6-05.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage}
0 : object {6-05.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage.0}
kinds : array<string> {6-05.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {6-05.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage.0.kinds.[]} (same value: 'damage')
range : object {6-05.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.range}
value : string {6-05.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.range.value} (same value: '30 feet')
target : object {6-05.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.target}
value : string {6-05.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.target.value} (same value: '1 undead')
time : object {6-05.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.time}
value : string {6-05.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.time.value} (same value: '2')
traits : object {6-05.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.traits}
value : array<string> {6-05.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.traits.value}
Length: min=4 max=4
Value type: string {6-05.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.traits.value.[]} (4 different values)
'concentrate' (x1)
'healing' (x1)
'manipulate' (x1)
'vitality' (x1)
[prepared] : object {6-05.items.[].system.prepared}
flexible : boolean {6-05.items.[].system.prepared.flexible} (same value: False)
value : string {6-05.items.[].system.prepared.value} (same value: 'innate')
[price] : object {6-05.items.[].system.price}
value : object {6-05.items.[].system.price.value}
[gp] : integer {6-05.items.[].system.price.value.gp} (2 different values)
2 (x3)
5 (x1)
[sp] : integer {6-05.items.[].system.price.value.sp} (same value: 1)
[proficiency] : object {6-05.items.[].system.proficiency}
value : integer {6-05.items.[].system.proficiency.value} (same value: 0)
publication : object {6-05.items.[].system.publication}
license : string {6-05.items.[].system.publication.license} (2 different values)
'ORC' (x30)
'OGL' (x18)
remaster : boolean {6-05.items.[].system.publication.remaster} (2 different values)
True (x30)
False (x18)
title : string {6-05.items.[].system.publication.title} (4 different values)
'' (x30)
'Pathfinder Monster Core' (x9)
'Pathfinder Player Core' (x8)
'Pathfinder Treasure Vault' (x1)
[range] : mixed
object {6-05.items.[].system.range}
value : string {6-05.items.[].system.range.value} (4 different values)
'' (x1)
'touch' (x1)
'varies' (x1)
'120 feet' (x1)
integer {6-05.items.[].system.range} (same value: 80)
[reload] : object {6-05.items.[].system.reload}
value : string {6-05.items.[].system.reload.value} (2 different values)
'' (x2)
'1' (x1)
[requirements] : string {6-05.items.[].system.requirements} (same value: '')
rules : ignored (Foundry rules object) {6-05.items.[].system.rules}
[quantity] : integer {6-05.items.[].system.quantity} (same value: 1)
[runes] : object {6-05.items.[].system.runes}
potency : integer {6-05.items.[].system.runes.potency} (same value: 0)
property : array<> {6-05.items.[].system.runes.property}
Length: min=0 max=0
Value type: empty
[resilient] : integer {6-05.items.[].system.runes.resilient} (same value: 0)
[striking] : integer {6-05.items.[].system.runes.striking} (same value: 0)
[showSlotlessLevels] : object {6-05.items.[].system.showSlotlessLevels}
value : boolean {6-05.items.[].system.showSlotlessLevels.value} (same value: False)
[size] : string {6-05.items.[].system.size} (2 different values)
'med' (x3)
'lg' (x2)
[slots] : object {6-05.items.[].system.slots}
[slug] : string {6-05.items.[].system.slug} (14 different values)
[speedPenalty] : integer {6-05.items.[].system.speedPenalty} (same value: 0)
[spelldc] : object {6-05.items.[].system.spelldc}
dc : integer {6-05.items.[].system.spelldc.dc} (same value: 21)
mod : integer {6-05.items.[].system.spelldc.mod} (same value: 0)
value : integer {6-05.items.[].system.spelldc.value} (same value: 13)
[splashDamage] : object {6-05.items.[].system.splashDamage}
value : integer {6-05.items.[].system.splashDamage.value} (same value: 0)
[strength] : integer {6-05.items.[].system.strength} (same value: 0)
[target] : object {6-05.items.[].system.target}
value : string {6-05.items.[].system.target.value} (3 different values)
'' (x2)
'1 willing creature' (x1)
'1 willing living creature or 1 undead' (x1)
[time] : object {6-05.items.[].system.time}
value : string {6-05.items.[].system.time.value} (3 different values)
'2' (x2)
'1 minute' (x1)
'1 to 3' (x1)
[tradition] : object {6-05.items.[].system.tradition}
value : string {6-05.items.[].system.tradition.value} (same value: 'primal')
[usage] : object {6-05.items.[].system.usage}
value : string {6-05.items.[].system.usage.value} (2 different values)
'held-in-two-hands' (x2)
'held-in-one-hand' (x1)
type : string {6-05.items.[].type} (6 different values)
'action' (x26)
'melee' (x12)
'spell' (x4)
'weapon' (x3)
'armor' (x2)
'spellcastingEntry' (x1)
[_stats] : object {6-05.items.[]._stats}
compendiumSource : string {6-05.items.[]._stats.compendiumSource} (11 different values)
[flags] : object {6-05.items.[].flags}
[core] : object {6-05.items.[].flags.core}
sourceId : string {6-05.items.[].flags.core.sourceId} (6 different values)
'Compendium.pf2e.equipment-srd.Item.4tIVTg9wj56RrveA' (x2)
'Compendium.pf2e.equipment-srd.Item.8COlYvHe6hKCXY8x' (x1)
'Compendium.pf2e.bestiary-ability-glossary-srd.Item.uJSseLa57HZYSMUu' (x1)
'Compendium.pf2e.bestiary-ability-glossary-srd.Item.Tkd8sH4pwFIPzqTr' (x1)
'Compendium.pf2e.equipment-srd.Item.ssDxSpQTYORoeCFA' (x1)
'Compendium.pf2e.equipment-srd.Item.DV4qelKHrviM0O5i' (x1)
[pf2e] : object {6-05.items.[].flags.pf2e}
linkedWeapon : string {6-05.items.[].flags.pf2e.linkedWeapon} (3 different values)
'9YL8nBbbHZl7eqG2' (x1)
'EJ8kWb4lOubXeraV' (x1)
'Wk58MatyaphZ5HbC' (x1)
name : string {6-05.name} (all different values)
system : object {6-05.system}
[abilities] : object {6-05.system.abilities}
cha : object {6-05.system.abilities.cha}
mod : integer {6-05.system.abilities.cha.mod} (4 different values)
4 (x1)
-2 (x1)
0 (x1)
1 (x1)
con : object {6-05.system.abilities.con}
mod : integer {6-05.system.abilities.con.mod} (3 different values)
3 (x2)
4 (x1)
1 (x1)
dex : object {6-05.system.abilities.dex}
mod : integer {6-05.system.abilities.dex.mod} (3 different values)
3 (x2)
-1 (x1)
5 (x1)
int : object {6-05.system.abilities.int}
mod : integer {6-05.system.abilities.int.mod} (3 different values)
0 (x2)
-2 (x1)
-1 (x1)
str : object {6-05.system.abilities.str}
mod : integer {6-05.system.abilities.str.mod} (3 different values)
4 (x2)
6 (x1)
-1 (x1)
wis : object {6-05.system.abilities.wis}
mod : integer {6-05.system.abilities.wis.mod} (3 different values)
3 (x2)
4 (x1)
0 (x1)
attributes : object {6-05.system.attributes}
ac : object {6-05.system.attributes.ac}
[details] : string {6-05.system.attributes.ac.details} (same value: '')
value : integer {6-05.system.attributes.ac.value} (6 different values)
20 (x2)
16 (x2)
0 (x2)
18 (x1)
15 (x1)
19 (x1)
[allSaves] : object {6-05.system.attributes.allSaves}
value : string {6-05.system.attributes.allSaves.value} (2 different values)
'' (x3)
'+2 to will saves vs. mental' (x1)
hp : object {6-05.system.attributes.hp}
details : string {6-05.system.attributes.hp.details} (same value: '')
max : integer {6-05.system.attributes.hp.max} (8 different values)
0 (x2)
45 (x1)
70 (x1)
12 (x1)
44 (x1)
24 (x1)
75 (x1)
16 (x1)
temp : integer {6-05.system.attributes.hp.temp} (same value: 0)
value : integer {6-05.system.attributes.hp.value} (8 different values)
0 (x2)
45 (x1)
70 (x1)
12 (x1)
44 (x1)
24 (x1)
75 (x1)
16 (x1)
[adjustment] : empty
[emitsSound] : string {6-05.system.attributes.emitsSound} (same value: 'encounter')
[hardness] : integer {6-05.system.attributes.hardness} (4 different values)
0 (x2)
3 (x1)
11 (x1)
6 (x1)
[immunities] : array<object> {6-05.system.attributes.immunities}
Length: min=1 max=2
Value type: object {6-05.system.attributes.immunities.[]}
exceptions : array<> {6-05.system.attributes.immunities.[].exceptions}
Length: min=0 max=0
Value type: empty
type : string {6-05.system.attributes.immunities.[].type} (3 different values)
'poison' (x1)
'paralyzed' (x1)
'sleep' (x1)
[resistances] : array<object> {6-05.system.attributes.resistances}
Length: min=1 max=1
Value type: object {6-05.system.attributes.resistances.[]}
type : string {6-05.system.attributes.resistances.[].type} (same value: 'acid')
value : integer {6-05.system.attributes.resistances.[].value} (same value: 10)
[speed] : object {6-05.system.attributes.speed}
otherSpeeds : array<object> {6-05.system.attributes.speed.otherSpeeds}
Length: min=0 max=2
Value type: object {6-05.system.attributes.speed.otherSpeeds.[]}
type : string {6-05.system.attributes.speed.otherSpeeds.[].type} (2 different values)
'fly' (x1)
'swim' (x1)
value : integer {6-05.system.attributes.speed.otherSpeeds.[].value} (2 different values)
50 (x1)
30 (x1)
value : integer {6-05.system.attributes.speed.value} (4 different values)
45 (x1)
30 (x1)
20 (x1)
25 (x1)
[stealth] : object {6-05.system.attributes.stealth}
details : string {6-05.system.attributes.stealth.details} (same value: '')
value : integer {6-05.system.attributes.stealth.value} (5 different values)
5 (x1)
10 (x1)
7 (x1)
8 (x1)
6 (x1)
[weaknesses] : array<object> {6-05.system.attributes.weaknesses}
Length: min=1 max=1
Value type: object {6-05.system.attributes.weaknesses.[]}
exceptions : array<> {6-05.system.attributes.weaknesses.[].exceptions}
Length: min=0 max=0
Value type: empty
type : string {6-05.system.attributes.weaknesses.[].type} (same value: 'holy')
value : integer {6-05.system.attributes.weaknesses.[].value} (3 different values)
3 (x1)
10 (x1)
5 (x1)
details : object {6-05.system.details}
[blurb] : string {6-05.system.details.blurb} (4 different values)
'' (x1)
'Variant ogre glutton' (x1)
'Variant river drake' (x1)
'Variant Halfling Street Watcher' (x1)
[languages] : object {6-05.system.details.languages}
details : string {6-05.system.details.languages.details} (same value: '')
value : array<string> {6-05.system.details.languages.value}
Length: min=2 max=3
Value type: string {6-05.system.details.languages.value.[]} (6 different values)
'common' (x4)
'tien' (x2)
'fey' (x1)
'jotun' (x1)
'draconic' (x1)
'halfling' (x1)
level : object {6-05.system.details.level}
value : integer {6-05.system.details.level.value} (7 different values)
3 (x2)
-1 (x2)
4 (x1)
1 (x1)
5 (x1)
2 (x1)
0 (x1)
[privateNotes] : string {6-05.system.details.privateNotes} (same value: '')
[publicNotes] : string {6-05.system.details.publicNotes} (4 different values)
'<p>Symbols of grace and purity, unicorns resemble proud and noble horses. They typically have pure white coats, but they are best known for the single, delicate horn that extends from the center of their forehead. While unicorns often serve as protectors of unspoiled wilderness and sacred places, they are themselves highly sought after for their horns, which are said to possess potent magical properties. To many, the mere idea of hunting such a magnificent creature in the hopes of severing its horn is utterly reprehensible. Indeed, a dehorned unicorn is a sorry sight, and few such unicorns survive much longer in the wild.</p>
<p>Unicorns are found almost exclusively in remote, unsullied areas of wilderness. Sometimes associated with good-aligned deities, other times associated with nature and the fey, unicorns are always known for their righteousness and nobility. They are wary, at best, of most humanoid creatures, due in large part to poachers\' tendency to hunt them for their horns, but unicorns are often rumored to have a weakness for those who are pure of both heart and spirit. Despite some tales, unicorns are equally likely to recognize purity in people of all genders.</p>' (x1)
'<p>Ogre gluttons take the act of feeding to a horrific extreme, capable of extending their already cavernous mouths wide enough to gulp down a halfling. Stories of ogre gluttons being tricked into eating razor-edged shields or barrels filled with poisoned meat are common, but such tales are of little consolation to those who have been gobbled whole by these ravenous giants. In addition to their sadistic table manners, ogre gluttons have a disturbing knack for coming up with violent "games" that are little more than drawn-out torments, yet those who somehow manage to beat a glutton at the rules of their own game can often enrage the ogre enough that the resulting tantrum provides an opportunity for the captives to escape.</p>
<hr />
<p>For many societies, ogres embody brutish, amoral violence and greedy cruelty. Standing 10 feet tall and densely muscled, ogres are usually as strong as they are vicious. The worst ogres are sadists, enjoying remorseless murder, torture, and violence in all of its forms. Although they prefer to vent their violent urges on other humanoids—the smaller the better—ogre captivity can end in a horrifying fate for anyone unlucky enough to fall within their meaty grasp: becoming dinner. But for all their creativity in inflicting pain, ogres often forget that their playthings lack their own robust fortitude and high pain tolerance, and many of their captives die sooner than the ogres might prefer. Meanwhile, those who manage to survive captivity in an ogre\'s larder often emerge with lasting mental scars. A captive able to keep their wits about them, however, can sometimes trick the brutes by promising treasure, more plentiful food sources, or other crude amusements, taking advantage of an ogre\'s often-limited intellect to engineer opportunities to escape or gain revenge.</p>
<p>Ogres are social creatures only in the most debased sense. They gather together in groups called families, though members are not always related by blood. The most powerful ogre in any family is the "boss"—usually the family\'s patriarch or matriarch—whom the other ogres in the family learn to quickly obey or risk being brutalized by the boss\'s loyal kin. Ogres lair in caves, crumbling ruins, or dilapidated shacks close enough to humanoid settlements or animal trails to make raiding easy. Their lairs are filthy and frequently contain all-too-recognizable evidence of their depravity, along with assorted treasures stolen from past captives.</p>' (x1)
'<p>Although the glistening scales and sleek, fin-like wings on these drakes give them an appearance reminiscent of river fish, they are actually distant relatives of the dragons that rule the oceans. While smaller than most drakes, river drakes are more than capable of plaguing river travelers and are equally at home above and below the water\'s surface. This flexibility allows them to catch a wide variety of prey, from fish and boggards to deer and the occasional ferry passenger.</p>
<hr />
<p>Ravenous, bestial, and driven by instinct, drakes are draconic monsters who bear a fraction of the terrifying might of the primal dragons they share evolutionary roots with. While they\'re weaker, slower, and less inclined toward reason than dragons, drakes are nonetheless a menace to creatures and settlements around them. Their propensity for forming raiding parties—small social groups fittingly called "rampages"—makes them all the more dangerous; a single rampage of river drakes can quickly lay waste to a waterside village, and roving rampages of desert drakes are a plague to caravan traders.</p>
<p>Drakes share a number of physical characteristics that unite them as one species despite their wide variety of habitats and abilities. For example, drakes lack forearms, leaving them with their formidable jaws and thickscaled tails to use in close combat. Most drakes would rather avoid this, however, preferring to use their magical breath to wreak havoc in wide swaths from comfortable distances while flying overhead. Finally, all drakes have small reservoirs of their ancestral draconic power that they can tap into to perform incredible feats of speed.</p>
<p>Different species of drakes rarely come into conflict. Part of this is their distinct habitats, but drakes are open to negotiating simple agreements between rampages. This courtesy does not extend to dragonets, which drakes happily take as prey. Solitary tamed drakes are also excluded from such agreements and considered free game if their tamer isn\'t strong enough to protect them.</p>
<h3>Drake Eggs</h3>
<p>While drake hides aren\'t any more valuable than those of similarly sized creatures, drake eggs are prized commodities. They are used as components in powerful spells as well as eaten by various cultures, but the most common use for drake eggs is hatching and rearing drakes to serve as mounts and guardians.</p>
<p>A typical drake lays a clutch of 2d4 eggs every 5 years. Eggs hatch within 3 to 6 weeks, during which time they must be kept in conditions appropriate to their natural environment, perhaps the most difficult aspect of drake husbandry. While it is generally easy for breeders to incubate the eggs of desert or jungle drakes (which require mildly warm temperatures to hatch) or river drakes (which must be submerged in running water), the eggs of flame and frost drakes require extreme temperatures in order to hatch, which can be difficult to replicate safely.</p>
<p>A drake egg is an object with Hardness 3, 5 HP, and no Broken Threshold. The coloration of drake eggs varies only slightly from one species to the next. A creature must succeed at a @Check[nature|dc:20] check, or a relevant DC 20 Lore check, to identify the drake species of a specific egg.</p>
<p>Once a drake hatches, they imprint on the first creature that they see. A creature imprinted on in this way can use Nature to Train and Command that drake. The market price of a drake egg varies depending on the type of drake and the exact legal situation. Because drakes are dangerous and intelligent creatures, many societies do not condone the trade of drake eggs and criminalize those who engage in it.</p>
<p>It takes 2 years for a drake hatchling to grow to full size. A well-trained drake can make a fearsome mount or guardian, but many careless would-be drake trainers are devoured by their charges.</p>' (x1)
'<p>Halflings\' keen sight makes them excellent street watchers. Though the job rarely calls for fighting, most street watchers cover themselves head to ankle in whatever armor and weapons they manage to get their hands on.</p>
<hr />
<p>Despite their small stature, a halfling can prove to be a mighty foe if you find yourself on the wrong side of their frying pan.</p>' (x1)
publication : object {6-05.system.details.publication}
license : string {6-05.system.details.publication.license} (same value: 'ORC')
remaster : boolean {6-05.system.details.publication.remaster} (same value: True)
title : string {6-05.system.details.publication.title} (same value: 'Pathfinder Society Scenario #6-05: Silver Bark, Golden Blades')
[description] : string {6-05.system.details.description} (2 different values)
'<p>Bloodmoon is a naginata that can act on its own provided it is attuned to at least one creature.</p>' (x3)
'<p>The floor is highly waxed and slippery.</p>' (x2)
[disable] : string {6-05.system.details.disable} (5 different values)
'<p>Two successful @Check[religion|dc:15|options:disable-bloodmoon] or @Check[occultism|dc:15|options:disable-bloodmoon] checks, @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (2nd rank; counteract DC 13)</p>' (x1)
'<p>Two successful @Check[religion|dc:20|options:disable-bloodmoon] or @Check[occultism|dc:20|options:disable-bloodmoon] checks, @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (2nd rank; counteract DC 18)</p>' (x1)
'<p>Two successful @Check[religion|dc:17|options:disable-bloodmoon] or @Check[occultism|dc:17|options:disable-bloodmoon] checks, @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (2nd rank; counteract DC 15)</p>' (x1)
'<p>@Check[survival|dc:16] or @Check[thievery|dc:16] to remove the slippery coating or any ability that turns the area into difficult terrain.</p>' (x1)
'<p>@Check[survival|dc:14] or @Check[thievery|dc:14] to remove the slippery coating or any ability that turns the area into difficult terrain.</p>' (x1)
[isComplex] : boolean {6-05.system.details.isComplex} (2 different values)
True (x3)
False (x2)
[reset] : string {6-05.system.details.reset} (2 different values)
'' (x3)
'<p>Manual, reapply the wax.</p>' (x2)
[routine] : string {6-05.system.details.routine} (2 different values)
'<p>(3 actions) Bloodmoon uses its first action to fly up to 20 feet towards an opponent. It then makes two naginata strikes, each against a different foe.</p>' (x3)
'' (x2)
[initiative] : object {6-05.system.initiative}
statistic : string {6-05.system.initiative.statistic} (same value: 'perception')
[perception] : object {6-05.system.perception}
details : string {6-05.system.perception.details} (same value: '')
mod : integer {6-05.system.perception.mod} (4 different values)
13 (x1)
6 (x1)
14 (x1)
9 (x1)
senses : array<object> {6-05.system.perception.senses}
Length: min=0 max=2
Value type: object {6-05.system.perception.senses.[]}
[acuity] : string {6-05.system.perception.senses.[].acuity} (same value: 'imprecise')
[range] : integer {6-05.system.perception.senses.[].range} (same value: 30)
type : string {6-05.system.perception.senses.[].type} (2 different values)
'darkvision' (x3)
'scent' (x2)
[resources] : object {6-05.system.resources}
[focus] : object {6-05.system.resources.focus}
max : integer {6-05.system.resources.focus.max} (same value: 1)
value : integer {6-05.system.resources.focus.value} (same value: 1)
saves : object {6-05.system.saves}
fortitude : object {6-05.system.saves.fortitude}
saveDetail : string {6-05.system.saves.fortitude.saveDetail} (same value: '')
value : integer {6-05.system.saves.fortitude.value} (6 different values)
10 (x2)
14 (x2)
0 (x2)
8 (x1)
12 (x1)
4 (x1)
reflex : object {6-05.system.saves.reflex}
saveDetail : string {6-05.system.saves.reflex.saveDetail} (same value: '')
value : integer {6-05.system.saves.reflex.value} (8 different values)
0 (x2)
8 (x1)
7 (x1)
2 (x1)
6 (x1)
4 (x1)
12 (x1)
9 (x1)
will : object {6-05.system.saves.will}
saveDetail : string {6-05.system.saves.will.saveDetail} (same value: '')
value : integer {6-05.system.saves.will.value} (4 different values)
0 (x5)
6 (x2)
11 (x1)
10 (x1)
[skills] : object {6-05.system.skills}
[acrobatics] : object {6-05.system.skills.acrobatics}
base : integer {6-05.system.skills.acrobatics.base} (3 different values)
10 (x1)
14 (x1)
6 (x1)
athletics : object {6-05.system.skills.athletics}
base : integer {6-05.system.skills.athletics.base} (3 different values)
12 (x1)
13 (x1)
5 (x1)
[diplomacy] : object {6-05.system.skills.diplomacy}
base : integer {6-05.system.skills.diplomacy.base} (2 different values)
11 (x1)
4 (x1)
[intimidate] : object {6-05.system.skills.intimidate}
base : integer {6-05.system.skills.intimidate.base} (same value: 10)
[intimidation] : object {6-05.system.skills.intimidation}
base : integer {6-05.system.skills.intimidation.base} (2 different values)
10 (x1)
9 (x1)
[stealth] : object {6-05.system.skills.stealth}
base : integer {6-05.system.skills.stealth.base} (3 different values)
8 (x1)
12 (x1)
6 (x1)
[survival] : object {6-05.system.skills.survival}
base : integer {6-05.system.skills.survival.base} (3 different values)
9 (x1)
6 (x1)
10 (x1)
thievery : object {6-05.system.skills.thievery}
base : integer {6-05.system.skills.thievery.base} (same value: 6)
traits : object {6-05.system.traits}
rarity : string {6-05.system.traits.rarity} (3 different values)
'common' (x5)
'unique' (x3)
'uncommon' (x1)
size : object {6-05.system.traits.size}
value : string {6-05.system.traits.size.value} (3 different values)
'med' (x6)
'lg' (x2)
'sm' (x1)
value : array<string> {6-05.system.traits.value}
Length: min=2 max=3
Value type: string {6-05.system.traits.value.[]} (15 different values)
[statusEffects] : array<> {6-05.system.statusEffects}
Length: min=0 max=0
Value type: empty
type : string {6-05.type} (2 different values)
'hazard' (x5)
'npc' (x4)
[prototypeToken] : object {6-05.prototypeToken}
name : string {6-05.prototypeToken.name} (2 different values)
'Empowered Bloodmoon' (x1)
'Greased Floor' (x1)