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Pf2eDataScrapper/output/pf2e/packs/Healer.txt
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Healer
Different values: 9
=====================================
object {Healer}
_id : string {Healer._id} (all different values)
folder : string {Healer.folder} (same value: DzNmxJMQO58zYeu8)
img : string {Healer.img} (same value: systems/pf2e/icons/default-icons/npc.svg)
items : array<object> {Healer.items}
Length: min=9 max=49
Value type: object {Healer.items.[]}
_id : string {Healer.items.[]._id} (187 different values)
[_stats] : object {Healer.items.[]._stats}
compendiumSource : string {Healer.items.[]._stats.compendiumSource} (91 different values)
img : string {Healer.items.[].img} (89 different values)
name : string {Healer.items.[].name} (123 different values)
sort : integer {Healer.items.[].sort} (49 different values)
system : object {Healer.items.[].system}
[baseItem] : string {Healer.items.[].system.baseItem} (10 different values)
alchemical-bomb (x2)
dagger (x3)
padded-armor (x1)
staff (x5)
hide-armor (x1)
breastplate (x1)
crossbow (x1)
studded-leather-armor (x1)
temple-sword (x1)
chain-shirt (x1)
[bonus] : object {Healer.items.[].system.bonus}
value : integer {Healer.items.[].system.bonus.value} (13 different values)
0 (x11)
4 (x1)
5 (x6)
20 (x1)
19 (x1)
7 (x1)
24 (x1)
25 (x1)
9 (x2)
10 (x6)
11 (x3)
13 (x2)
1 (x1)
[bonusDamage] : object {Healer.items.[].system.bonusDamage}
value : integer {Healer.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {Healer.items.[].system.bulk}
value : mixed
float {Healer.items.[].system.bulk.value} (same value: 0,1)
integer {Healer.items.[].system.bulk.value} (3 different values)
1 (x19)
2 (x3)
0 (x2)
[category] : string {Healer.items.[].system.category} (10 different values)
martial (x4)
simple (x8)
light (x3)
elixir (x2)
interaction (x16)
defensive (x7)
medium (x2)
offensive (x9)
ammo (x1)
potion (x1)
[containerId] : mixed
[damage] : object {Healer.items.[].system.damage}
[damageType] : string {Healer.items.[].system.damage.damageType} (4 different values)
acid (x2)
piercing (x4)
bludgeoning (x5)
slashing (x1)
[dice] : integer {Healer.items.[].system.damage.dice} (same value: 1)
[die] : string {Healer.items.[].system.damage.die} (3 different values)
d4 (x8)
d8 (x2)
(x1)
[persistent] : object {Healer.items.[].system.damage.persistent}
faces : integer {Healer.items.[].system.damage.persistent.faces} (same value: 6)
number : integer {Healer.items.[].system.damage.persistent.number} (2 different values)
1 (x1)
2 (x1)
type : string {Healer.items.[].system.damage.persistent.type} (same value: acid)
[formula] : string {Healer.items.[].system.damage.formula} (2 different values)
1d6 (x2)
1d8 (x1)
[kind] : string {Healer.items.[].system.damage.kind} (same value: healing)
[type] : string {Healer.items.[].system.damage.type} (2 different values)
untyped (x2)
vitality (x1)
[0] : object {Healer.items.[].system.damage.0}
applyMod : boolean {Healer.items.[].system.damage.0.applyMod} (same value: False)
[category] : mixed
formula : string {Healer.items.[].system.damage.0.formula} (5 different values)
2d4 (x2)
1d8 (x5)
2d6 (x2)
5d8 (x1)
1d10+4 (x4)
kinds : array<string> {Healer.items.[].system.damage.0.kinds}
Length: min=1 max=2
Value type: string {Healer.items.[].system.damage.0.kinds.[]} (2 different values)
damage (x9)
healing (x10)
materials : array<> {Healer.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {Healer.items.[].system.damage.0.type} (4 different values)
electricity (x1)
vitality (x6)
untyped (x6)
spirit (x1)
description : object {Healer.items.[].system.description}
value : string {Healer.items.[].system.description.value} (110 different values)
[equipped] : object {Healer.items.[].system.equipped}
carryType : string {Healer.items.[].system.equipped.carryType} (same value: worn)
[handsHeld] : integer {Healer.items.[].system.equipped.handsHeld} (same value: 0)
[invested] : mixed
[inSlot] : boolean {Healer.items.[].system.equipped.inSlot} (same value: True)
[group] : string {Healer.items.[].system.group} (8 different values)
bomb (x2)
knife (x3)
club (x5)
leather (x2)
plate (x1)
crossbow (x1)
sword (x1)
chain (x1)
[hardness] : integer {Healer.items.[].system.hardness} (same value: 0)
[hp] : object {Healer.items.[].system.hp}
max : integer {Healer.items.[].system.hp.max} (same value: 0)
value : integer {Healer.items.[].system.hp.value} (same value: 0)
[level] : object {Healer.items.[].system.level}
value : integer {Healer.items.[].system.level.value} (all different values)
[material] : object {Healer.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {Healer.items.[].system.price}
value : object {Healer.items.[].system.price.value}
[gp] : integer {Healer.items.[].system.price.value.gp} (10 different values)
3 (x6)
5 (x7)
1 (x3)
90 (x1)
2 (x2)
50 (x3)
470 (x1)
8 (x1)
4 (x2)
10 (x1)
[sp] : integer {Healer.items.[].system.price.value.sp} (2 different values)
2 (x4)
1 (x1)
[per] : integer {Healer.items.[].system.price.per} (same value: 10)
publication : object {Healer.items.[].system.publication}
license : string {Healer.items.[].system.publication.license} (same value: ORC)
remaster : boolean {Healer.items.[].system.publication.remaster} (same value: True)
title : string {Healer.items.[].system.publication.title} (5 different values)
Pathfinder GM Core (x7)
Pathfinder Player Core (x111)
(x67)
Pathfinder Player Core 2 (x1)
Pathfinder Gamemastery Guide (x1)
[quantity] : integer {Healer.items.[].system.quantity} (6 different values)
2 (x3)
1 (x29)
10 (x1)
4 (x1)
3 (x1)
8 (x1)
[range] : mixed
integer {Healer.items.[].system.range} (2 different values)
20 (x2)
120 (x1)
object {Healer.items.[].system.range}
value : string {Healer.items.[].system.range.value} (10 different values)
touch (x31)
(x7)
120 feet (x7)
30 feet (x22)
10 feet (x6)
0 feet (x3)
varies (x4)
60 feet (x3)
planetary (x1)
500 feet (x2)
[reload] : object {Healer.items.[].system.reload}
value : string {Healer.items.[].system.reload.value} (3 different values)
- (x4)
(x7)
1 (x1)
rules : ###FoundryRulesObject###
[runes] : object {Healer.items.[].system.runes}
potency : integer {Healer.items.[].system.runes.potency} (2 different values)
0 (x14)
1 (x3)
property : array<> {Healer.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {Healer.items.[].system.runes.striking} (2 different values)
0 (x10)
1 (x2)
[resilient] : integer {Healer.items.[].system.runes.resilient} (2 different values)
0 (x4)
1 (x1)
[size] : string {Healer.items.[].system.size} (same value: med)
[slug] : string {Healer.items.[].system.slug} (87 different values)
[splashDamage] : object {Healer.items.[].system.splashDamage}
value : integer {Healer.items.[].system.splashDamage.value} (3 different values)
1 (x1)
0 (x10)
2 (x1)
traits : object {Healer.items.[].system.traits}
[rarity] : string {Healer.items.[].system.traits.rarity} (2 different values)
common (x110)
uncommon (x12)
[value] : array<string> {Healer.items.[].system.traits.value}
Length: min=0 max=7
Value type: string {Healer.items.[].system.traits.value.[]} (57 different values)
[traditions] : array<string> {Healer.items.[].system.traits.traditions}
Length: min=0 max=4
Value type: string {Healer.items.[].system.traits.traditions.[]} (4 different values)
arcane (x37)
primal (x58)
divine (x70)
occult (x48)
[usage] : object {Healer.items.[].system.usage}
[canBeAmmo] : boolean {Healer.items.[].system.usage.canBeAmmo} (same value: False)
value : string {Healer.items.[].system.usage.value} (3 different values)
held-in-one-hand (x18)
other (x8)
held-in-two-hands (x4)
[acBonus] : integer {Healer.items.[].system.acBonus} (4 different values)
1 (x1)
3 (x1)
4 (x1)
2 (x2)
[checkPenalty] : integer {Healer.items.[].system.checkPenalty} (3 different values)
0 (x1)
-2 (x2)
-1 (x2)
[dexCap] : integer {Healer.items.[].system.dexCap} (3 different values)
3 (x3)
2 (x1)
1 (x1)
[speedPenalty] : integer {Healer.items.[].system.speedPenalty} (2 different values)
0 (x3)
-5 (x2)
[strength] : integer {Healer.items.[].system.strength} (4 different values)
0 (x1)
2 (x1)
3 (x1)
1 (x2)
[uses] : object {Healer.items.[].system.uses}
autoDestroy : boolean {Healer.items.[].system.uses.autoDestroy} (same value: True)
max : integer {Healer.items.[].system.uses.max} (same value: 1)
value : integer {Healer.items.[].system.uses.value} (same value: 1)
[attackEffects] : object {Healer.items.[].system.attackEffects}
value : array<> {Healer.items.[].system.attackEffects.value}
Length: min=0 max=0
Value type: mixed
[damageRolls] : object {Healer.items.[].system.damageRolls}
[mtk1xhn3uwxw2z0t325g] : object {Healer.items.[].system.damageRolls.mtk1xhn3uwxw2z0t325g}
damage : string {Healer.items.[].system.damageRolls.mtk1xhn3uwxw2z0t325g.damage} (same value: 1d6)
damageType : string {Healer.items.[].system.damageRolls.mtk1xhn3uwxw2z0t325g.damageType} (same value: bludgeoning)
[0] : object {Healer.items.[].system.damageRolls.0}
damage : string {Healer.items.[].system.damageRolls.0.damage} (4 different values)
1d4 (x2)
1 (x1)
1d8 (x1)
1d4+1 (x2)
damageType : string {Healer.items.[].system.damageRolls.0.damageType} (3 different values)
bludgeoning (x2)
acid (x1)
piercing (x3)
[1] : object {Healer.items.[].system.damageRolls.1}
category : string {Healer.items.[].system.damageRolls.1.category} (same value: persistent)
damage : string {Healer.items.[].system.damageRolls.1.damage} (same value: 1d6)
damageType : string {Healer.items.[].system.damageRolls.1.damageType} (same value: acid)
[2] : object {Healer.items.[].system.damageRolls.2}
category : string {Healer.items.[].system.damageRolls.2.category} (same value: splash)
damage : string {Healer.items.[].system.damageRolls.2.damage} (same value: 1)
damageType : string {Healer.items.[].system.damageRolls.2.damageType} (same value: acid)
[CmvBF9oCcY9y74uc] : object {Healer.items.[].system.damageRolls.CmvBF9oCcY9y74uc}
damage : string {Healer.items.[].system.damageRolls.CmvBF9oCcY9y74uc.damage} (same value: 2d4+10)
damageType : string {Healer.items.[].system.damageRolls.CmvBF9oCcY9y74uc.damageType} (same value: bludgeoning)
[QYFj1VAzQXEOxTUD] : object {Healer.items.[].system.damageRolls.QYFj1VAzQXEOxTUD}
damage : string {Healer.items.[].system.damageRolls.QYFj1VAzQXEOxTUD.damage} (same value: 2d8)
damageType : string {Healer.items.[].system.damageRolls.QYFj1VAzQXEOxTUD.damageType} (same value: vitality)
[XjtmrfaHMCc8nOiO] : object {Healer.items.[].system.damageRolls.XjtmrfaHMCc8nOiO}
damage : string {Healer.items.[].system.damageRolls.XjtmrfaHMCc8nOiO.damage} (2 different values)
1d4+10 (x1)
1d4 (x1)
damageType : string {Healer.items.[].system.damageRolls.XjtmrfaHMCc8nOiO.damageType} (same value: bludgeoning)
[SHJOJOR1VUD4Ea33] : object {Healer.items.[].system.damageRolls.SHJOJOR1VUD4Ea33}
damage : string {Healer.items.[].system.damageRolls.SHJOJOR1VUD4Ea33.damage} (same value: 1d4+2)
damageType : string {Healer.items.[].system.damageRolls.SHJOJOR1VUD4Ea33.damageType} (same value: bludgeoning)
[OOs2CeoJ0b6QQtF5] : object {Healer.items.[].system.damageRolls.OOs2CeoJ0b6QQtF5}
damage : string {Healer.items.[].system.damageRolls.OOs2CeoJ0b6QQtF5.damage} (6 different values)
1d4+2 (x1)
1d4+9 (x1)
1d4-1 (x1)
1d4+1 (x1)
1d4+6 (x1)
1d4+4 (x1)
damageType : string {Healer.items.[].system.damageRolls.OOs2CeoJ0b6QQtF5.damageType} (same value: bludgeoning)
[Ts4qewlqKEcFUOlp] : object {Healer.items.[].system.damageRolls.Ts4qewlqKEcFUOlp}
damage : string {Healer.items.[].system.damageRolls.Ts4qewlqKEcFUOlp.damage} (same value: 1d4)
damageType : string {Healer.items.[].system.damageRolls.Ts4qewlqKEcFUOlp.damageType} (same value: poison)
[xofSWjdDseJygaOJ] : object {Healer.items.[].system.damageRolls.xofSWjdDseJygaOJ}
category : string {Healer.items.[].system.damageRolls.xofSWjdDseJygaOJ.category} (same value: persistent)
damage : string {Healer.items.[].system.damageRolls.xofSWjdDseJygaOJ.damage} (same value: 1d4)
damageType : string {Healer.items.[].system.damageRolls.xofSWjdDseJygaOJ.damageType} (same value: poison)
[RxW6Qxy57wAjzzVK] : object {Healer.items.[].system.damageRolls.RxW6Qxy57wAjzzVK}
damage : string {Healer.items.[].system.damageRolls.RxW6Qxy57wAjzzVK.damage} (same value: 4d8)
damageType : string {Healer.items.[].system.damageRolls.RxW6Qxy57wAjzzVK.damageType} (same value: vitality)
[73qc1jYgOMhXmMiL] : object {Healer.items.[].system.damageRolls.73qc1jYgOMhXmMiL}
damage : string {Healer.items.[].system.damageRolls.73qc1jYgOMhXmMiL.damage} (same value: 2d4+9)
damageType : string {Healer.items.[].system.damageRolls.73qc1jYgOMhXmMiL.damageType} (same value: bludgeoning)
[nsWSXRGkIwiTg1vA] : object {Healer.items.[].system.damageRolls.nsWSXRGkIwiTg1vA}
damage : string {Healer.items.[].system.damageRolls.nsWSXRGkIwiTg1vA.damage} (same value: 4d8)
damageType : string {Healer.items.[].system.damageRolls.nsWSXRGkIwiTg1vA.damageType} (same value: vitality)
[QSaxBQ3NAPNwp6gf] : object {Healer.items.[].system.damageRolls.QSaxBQ3NAPNwp6gf}
damage : string {Healer.items.[].system.damageRolls.QSaxBQ3NAPNwp6gf.damage} (same value: 1d4-1)
damageType : string {Healer.items.[].system.damageRolls.QSaxBQ3NAPNwp6gf.damageType} (same value: bludgeoning)
[bL3cOSkco7Arr1oC] : object {Healer.items.[].system.damageRolls.bL3cOSkco7Arr1oC}
damage : string {Healer.items.[].system.damageRolls.bL3cOSkco7Arr1oC.damage} (same value: 1d8+1)
damageType : string {Healer.items.[].system.damageRolls.bL3cOSkco7Arr1oC.damageType} (same value: slashing)
[amC6zNftbFR6LRDV] : object {Healer.items.[].system.damageRolls.amC6zNftbFR6LRDV}
damage : string {Healer.items.[].system.damageRolls.amC6zNftbFR6LRDV.damage} (same value: 1d8+6)
damageType : string {Healer.items.[].system.damageRolls.amC6zNftbFR6LRDV.damageType} (same value: bludgeoning)
[2o0qvft3K1rbWMra] : object {Healer.items.[].system.damageRolls.2o0qvft3K1rbWMra}
category : string {Healer.items.[].system.damageRolls.2o0qvft3K1rbWMra.category} (same value: persistent)
damage : string {Healer.items.[].system.damageRolls.2o0qvft3K1rbWMra.damage} (same value: 2d6)
damageType : string {Healer.items.[].system.damageRolls.2o0qvft3K1rbWMra.damageType} (same value: acid)
[ZCg8vkWwwAeZPSxU] : object {Healer.items.[].system.damageRolls.ZCg8vkWwwAeZPSxU}
category : string {Healer.items.[].system.damageRolls.ZCg8vkWwwAeZPSxU.category} (same value: splash)
damage : string {Healer.items.[].system.damageRolls.ZCg8vkWwwAeZPSxU.damage} (same value: 2)
damageType : string {Healer.items.[].system.damageRolls.ZCg8vkWwwAeZPSxU.damageType} (same value: acid)
[VR0Lf6tkYnNSR0sV] : object {Healer.items.[].system.damageRolls.VR0Lf6tkYnNSR0sV}
damage : string {Healer.items.[].system.damageRolls.VR0Lf6tkYnNSR0sV.damage} (same value: 1d4+4)
damageType : string {Healer.items.[].system.damageRolls.VR0Lf6tkYnNSR0sV.damageType} (same value: piercing)
[FVftF9ND6AuCi8yg] : object {Healer.items.[].system.damageRolls.FVftF9ND6AuCi8yg}
damage : string {Healer.items.[].system.damageRolls.FVftF9ND6AuCi8yg.damage} (same value: 1d4+4)
damageType : string {Healer.items.[].system.damageRolls.FVftF9ND6AuCi8yg.damageType} (same value: piercing)
[actionType] : object {Healer.items.[].system.actionType}
value : string {Healer.items.[].system.actionType.value} (4 different values)
passive (x26)
action (x4)
reaction (x1)
free (x1)
[actions] : object {Healer.items.[].system.actions}
[value] : integer {Healer.items.[].system.actions.value} (3 different values)
3 (x1)
1 (x2)
2 (x1)
[autoHeightenLevel] : object {Healer.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {Healer.items.[].system.prepared}
[flexible] : boolean {Healer.items.[].system.prepared.flexible} (same value: False)
value : string {Healer.items.[].system.prepared.value} (3 different values)
prepared (x2)
spontaneous (x2)
focus (x2)
[proficiency] : object {Healer.items.[].system.proficiency}
value : integer {Healer.items.[].system.proficiency.value} (2 different values)
1 (x4)
0 (x2)
[slots] : object {Healer.items.[].system.slots}
[slot0] : object {Healer.items.[].system.slots.slot0}
max : integer {Healer.items.[].system.slots.slot0.max} (same value: 5)
prepared : array<object> {Healer.items.[].system.slots.slot0.prepared}
Length: min=5 max=5
Value type: object {Healer.items.[].system.slots.slot0.prepared.[]}
id : string {Healer.items.[].system.slots.slot0.prepared.[].id} (10 different values)
9ErbAC0QO1lFwfnv (x1)
sVoUAhs1xtPw5XUm (x1)
u4A7SPZz7Nzn7kyC (x1)
DuFWLRvrYnaorVQF (x1)
JePy1EkUFfRUBeWU (x1)
zyAMmesyX1SUlIsq (x1)
USYz99EOWO3qfW20 (x1)
8R1BWgT8zL3LuDjB (x1)
Ea30o7Qv2H68Dgiz (x1)
IkEbv7AXsUqNGzQi (x1)
[slot1] : object {Healer.items.[].system.slots.slot1}
max : integer {Healer.items.[].system.slots.slot1.max} (2 different values)
3 (x3)
4 (x1)
[prepared] : array<object> {Healer.items.[].system.slots.slot1.prepared}
Length: min=3 max=3
Value type: object {Healer.items.[].system.slots.slot1.prepared.[]}
id : string {Healer.items.[].system.slots.slot1.prepared.[].id} (5 different values)
YyC093cJ0L5nAD60 (x1)
64A6p9ms12BG8NDN (x1)
pXz3RWfEQoI5pydl (x1)
qPFLQsQtIs4RuEsi (x1)
Rj0levpcKQ1JZOKh (x2)
[value] : integer {Healer.items.[].system.slots.slot1.value} (2 different values)
4 (x1)
3 (x1)
[slot2] : object {Healer.items.[].system.slots.slot2}
max : integer {Healer.items.[].system.slots.slot2.max} (2 different values)
3 (x3)
4 (x1)
[prepared] : array<object> {Healer.items.[].system.slots.slot2.prepared}
Length: min=3 max=3
Value type: object {Healer.items.[].system.slots.slot2.prepared.[]}
id : string {Healer.items.[].system.slots.slot2.prepared.[].id} (5 different values)
eHLujW1w7L8fo2ph (x1)
pdUJBjOXFtBrFpIw (x1)
kLQvD5knLWZ2Qlwk (x1)
5vYqQ37cGlomlLFl (x2)
wtVBXKprYy0nkjov (x1)
[value] : integer {Healer.items.[].system.slots.slot2.value} (2 different values)
4 (x1)
3 (x1)
[slot3] : object {Healer.items.[].system.slots.slot3}
max : integer {Healer.items.[].system.slots.slot3.max} (3 different values)
3 (x2)
4 (x1)
5 (x1)
[prepared] : array<object> {Healer.items.[].system.slots.slot3.prepared}
Length: min=3 max=5
Value type: object {Healer.items.[].system.slots.slot3.prepared.[]}
id : string {Healer.items.[].system.slots.slot3.prepared.[].id} (5 different values)
6EyqvJfJa3OZ7TIZ (x1)
6viviYeMnBiq7vvM (x1)
rDErKKgENdSOsdNm (x1)
9RGSy2utcO4QELJF (x3)
aacKJrz62pQ5sDCE (x2)
[value] : integer {Healer.items.[].system.slots.slot3.value} (2 different values)
4 (x1)
3 (x1)
[slot4] : object {Healer.items.[].system.slots.slot4}
max : integer {Healer.items.[].system.slots.slot4.max} (2 different values)
3 (x2)
4 (x1)
[prepared] : array<object> {Healer.items.[].system.slots.slot4.prepared}
Length: min=3 max=3
Value type: object {Healer.items.[].system.slots.slot4.prepared.[]}
id : string {Healer.items.[].system.slots.slot4.prepared.[].id} (2 different values)
kOM5Ijyx5HvOC0Zh (x2)
hV2SWaSMhYqezSOQ (x1)
value : integer {Healer.items.[].system.slots.slot4.value} (2 different values)
4 (x1)
3 (x1)
[slot5] : object {Healer.items.[].system.slots.slot5}
max : integer {Healer.items.[].system.slots.slot5.max} (2 different values)
5 (x1)
4 (x1)
[prepared] : array<object> {Healer.items.[].system.slots.slot5.prepared}
Length: min=5 max=5
Value type: object {Healer.items.[].system.slots.slot5.prepared.[]}
id : string {Healer.items.[].system.slots.slot5.prepared.[].id} (2 different values)
JhIAOE3WA1Q08fkC (x4)
ivyx4y9Gl9ZXMHvq (x1)
value : integer {Healer.items.[].system.slots.slot5.value} (same value: 4)
[slot6] : object {Healer.items.[].system.slots.slot6}
max : integer {Healer.items.[].system.slots.slot6.max} (same value: 4)
value : integer {Healer.items.[].system.slots.slot6.value} (same value: 4)
[slot7] : object {Healer.items.[].system.slots.slot7}
max : integer {Healer.items.[].system.slots.slot7.max} (same value: 4)
value : integer {Healer.items.[].system.slots.slot7.value} (same value: 4)
[slot8] : object {Healer.items.[].system.slots.slot8}
max : integer {Healer.items.[].system.slots.slot8.max} (same value: 3)
value : integer {Healer.items.[].system.slots.slot8.value} (same value: 3)
[spelldc] : object {Healer.items.[].system.spelldc}
dc : integer {Healer.items.[].system.spelldc.dc} (4 different values)
27 (x1)
37 (x1)
23 (x2)
25 (x2)
value : integer {Healer.items.[].system.spelldc.value} (4 different values)
19 (x1)
29 (x1)
15 (x2)
17 (x2)
[mod] : integer {Healer.items.[].system.spelldc.mod} (same value: 0)
[tradition] : object {Healer.items.[].system.tradition}
value : string {Healer.items.[].system.tradition.value} (3 different values)
primal (x1)
divine (x3)
occult (x2)
[area] : object {Healer.items.[].system.area}
type : string {Healer.items.[].system.area.type} (2 different values)
burst (x3)
emanation (x1)
value : integer {Healer.items.[].system.area.value} (3 different values)
20 (x2)
10 (x1)
30 (x1)
[cost] : object {Healer.items.[].system.cost}
value : string {Healer.items.[].system.cost.value} (3 different values)
(x84)
rare herbs worth a total value of the target's level (minimum 1) × 25 gp (x1)
gemstones worth a total value of 75 gp × the target's level (x1)
[counteraction] : boolean {Healer.items.[].system.counteraction} (2 different values)
False (x75)
True (x11)
[defense] : object {Healer.items.[].system.defense}
save : object {Healer.items.[].system.defense.save}
basic : boolean {Healer.items.[].system.defense.save.basic} (2 different values)
False (x4)
True (x6)
statistic : string {Healer.items.[].system.defense.save.statistic} (3 different values)
fortitude (x6)
reflex (x2)
will (x2)
[duration] : object {Healer.items.[].system.duration}
sustained : boolean {Healer.items.[].system.duration.sustained} (2 different values)
False (x79)
True (x7)
value : string {Healer.items.[].system.duration.value} (14 different values)
20 minutes (x1)
until your next daily preparations (x5)
varies (x2)
1 minute (x14)
(x38)
until the next time you make your daily preparations (x3)
1 hour (x5)
5 minutes (x1)
10 minutes (x6)
unlimited (x2)
see below (x3)
until the start of your next turn (x4)
8 hours (x1)
4 rounds (x1)
[location] : object {Healer.items.[].system.location}
[value] : string {Healer.items.[].system.location.value} (6 different values)
gZi9G7ketHrnJuPL (x18)
Z2m3pHFZlVbXHBNf (x36)
6kOiyngYv38Ec0lB (x11)
BbtsWaLbyjDHtboq (x1)
bfK9IpYFF2kJ8nSs (x17)
eRaSvTA6nOKRKzoo (x1)
[heightenedLevel] : integer {Healer.items.[].system.location.heightenedLevel} (8 different values)
8 (x3)
7 (x4)
6 (x4)
5 (x4)
4 (x7)
3 (x7)
2 (x7)
1 (x7)
[requirements] : string {Healer.items.[].system.requirements} (same value: )
[target] : object {Healer.items.[].system.target}
value : string {Healer.items.[].system.target.value} (24 different values)
[time] : object {Healer.items.[].system.time}
value : string {Healer.items.[].system.time.value} (10 different values)
2 (x56)
1 minute (x4)
4 hours (x1)
3 (x4)
1 hour (x1)
10 minutes (x5)
1 to 3 (x4)
reaction (x2)
1 day (x1)
1 (x8)
[heightening] : object {Healer.items.[].system.heightening}
[levels] : object {Healer.items.[].system.heightening.levels}
[7] : object {Healer.items.[].system.heightening.levels.7}
target : object {Healer.items.[].system.heightening.levels.7.target}
value : string {Healer.items.[].system.heightening.levels.7.target.value} (2 different values)
6 creatures (x1)
5 creatures (x1)
[5] : object {Healer.items.[].system.heightening.levels.5}
[time] : object {Healer.items.[].system.heightening.levels.5.time}
value : string {Healer.items.[].system.heightening.levels.5.time.value} (same value: 3)
[traits] : object {Healer.items.[].system.heightening.levels.5.traits}
value : array<string> {Healer.items.[].system.heightening.levels.5.traits.value}
Length: min=2 max=2
Value type: string {Healer.items.[].system.heightening.levels.5.traits.value.[]} (2 different values)
concentrate (x2)
manipulate (x2)
[target] : object {Healer.items.[].system.heightening.levels.5.target}
value : string {Healer.items.[].system.heightening.levels.5.target.value} (same value: 1 specific object or type of object, or a specific creature or ancestry)
[4] : object {Healer.items.[].system.heightening.levels.4}
[area] : object {Healer.items.[].system.heightening.levels.4.area}
areaType : string {Healer.items.[].system.heightening.levels.4.area.areaType} (same value: emanation)
type : string {Healer.items.[].system.heightening.levels.4.area.type} (same value: )
value : string {Healer.items.[].system.heightening.levels.4.area.value} (same value: 20)
[range] : object {Healer.items.[].system.heightening.levels.4.range}
value : string {Healer.items.[].system.heightening.levels.4.range.value} (2 different values)
20 feet (x1)
30 feet (x1)
target : object {Healer.items.[].system.heightening.levels.4.target}
value : string {Healer.items.[].system.heightening.levels.4.target.value} (3 different values)
2 creatures (x1)
10 willing living creatures (x1)
10 creatures (x1)
[8] : object {Healer.items.[].system.heightening.levels.8}
damage : object {Healer.items.[].system.heightening.levels.8.damage}
0 : object {Healer.items.[].system.heightening.levels.8.damage.0}
applyMod : boolean {Healer.items.[].system.heightening.levels.8.damage.0.applyMod} (same value: False)
[category] : mixed
formula : string {Healer.items.[].system.heightening.levels.8.damage.0.formula} (same value: 1d10)
materials : array<> {Healer.items.[].system.heightening.levels.8.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {Healer.items.[].system.heightening.levels.8.damage.0.type} (same value: vitality)
[9] : object {Healer.items.[].system.heightening.levels.9}
damage : object {Healer.items.[].system.heightening.levels.9.damage}
0 : object {Healer.items.[].system.heightening.levels.9.damage.0}
applyMod : boolean {Healer.items.[].system.heightening.levels.9.damage.0.applyMod} (same value: False)
[category] : mixed
formula : string {Healer.items.[].system.heightening.levels.9.damage.0.formula} (same value: 1d12)
materials : array<> {Healer.items.[].system.heightening.levels.9.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {Healer.items.[].system.heightening.levels.9.damage.0.type} (same value: vitality)
[3] : object {Healer.items.[].system.heightening.levels.3}
range : object {Healer.items.[].system.heightening.levels.3.range}
value : string {Healer.items.[].system.heightening.levels.3.range.value} (same value: 500 feet)
[type] : string {Healer.items.[].system.heightening.type} (2 different values)
fixed (x13)
interval (x13)
[damage] : object {Healer.items.[].system.heightening.damage}
[0] : string {Healer.items.[].system.heightening.damage.0} (4 different values)
1d4 (x2)
1d8 (x5)
1d6 (x2)
1d10+4 (x4)
[interval] : integer {Healer.items.[].system.heightening.interval} (same value: 1)
[ritual] : object {Healer.items.[].system.ritual}
primary : object {Healer.items.[].system.ritual.primary}
check : string {Healer.items.[].system.ritual.primary.check} (2 different values)
Nature (expert) (x1)
Religion (expert) (x1)
secondary : object {Healer.items.[].system.ritual.secondary}
casters : integer {Healer.items.[].system.ritual.secondary.casters} (same value: 2)
checks : string {Healer.items.[].system.ritual.secondary.checks} (2 different values)
Occultism, Religion (x1)
Medicine, Society (x1)
[overlays] : object {Healer.items.[].system.overlays}
[37gy7l19tik74o4s] : object {Healer.items.[].system.overlays.37gy7l19tik74o4s}
_id : string {Healer.items.[].system.overlays.37gy7l19tik74o4s._id} (same value: 37gy7l19tik74o4s)
name : string {Healer.items.[].system.overlays.37gy7l19tik74o4s.name} (same value: Heal (vs. Living))
overlayType : string {Healer.items.[].system.overlays.37gy7l19tik74o4s.overlayType} (same value: override)
sort : integer {Healer.items.[].system.overlays.37gy7l19tik74o4s.sort} (same value: 2)
system : object {Healer.items.[].system.overlays.37gy7l19tik74o4s.system}
damage : object {Healer.items.[].system.overlays.37gy7l19tik74o4s.system.damage}
0 : object {Healer.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0}
formula : string {Healer.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0.formula} (same value: 1d8+8)
kinds : array<string> {Healer.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {Healer.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0.kinds.[]} (same value: healing)
[defense] : mixed
heightening : object {Healer.items.[].system.overlays.37gy7l19tik74o4s.system.heightening}
damage : object {Healer.items.[].system.overlays.37gy7l19tik74o4s.system.heightening.damage}
0 : string {Healer.items.[].system.overlays.37gy7l19tik74o4s.system.heightening.damage.0} (same value: 1d8+8)
range : object {Healer.items.[].system.overlays.37gy7l19tik74o4s.system.range}
value : string {Healer.items.[].system.overlays.37gy7l19tik74o4s.system.range.value} (same value: 30 feet)
time : object {Healer.items.[].system.overlays.37gy7l19tik74o4s.system.time}
value : string {Healer.items.[].system.overlays.37gy7l19tik74o4s.system.time.value} (same value: 2)
traits : object {Healer.items.[].system.overlays.37gy7l19tik74o4s.system.traits}
value : array<string> {Healer.items.[].system.overlays.37gy7l19tik74o4s.system.traits.value}
Length: min=4 max=4
Value type: string {Healer.items.[].system.overlays.37gy7l19tik74o4s.system.traits.value.[]} (4 different values)
concentrate (x4)
healing (x4)
manipulate (x4)
vitality (x4)
[7qdtetowq348s9oc] : object {Healer.items.[].system.overlays.7qdtetowq348s9oc}
_id : string {Healer.items.[].system.overlays.7qdtetowq348s9oc._id} (same value: 7qdtetowq348s9oc)
overlayType : string {Healer.items.[].system.overlays.7qdtetowq348s9oc.overlayType} (same value: override)
sort : integer {Healer.items.[].system.overlays.7qdtetowq348s9oc.sort} (same value: 1)
system : object {Healer.items.[].system.overlays.7qdtetowq348s9oc.system}
range : object {Healer.items.[].system.overlays.7qdtetowq348s9oc.system.range}
value : string {Healer.items.[].system.overlays.7qdtetowq348s9oc.system.range.value} (same value: touch)
time : object {Healer.items.[].system.overlays.7qdtetowq348s9oc.system.time}
value : string {Healer.items.[].system.overlays.7qdtetowq348s9oc.system.time.value} (same value: 1)
[7vbvdrv2cl87sqta] : object {Healer.items.[].system.overlays.7vbvdrv2cl87sqta}
_id : string {Healer.items.[].system.overlays.7vbvdrv2cl87sqta._id} (same value: 7vbvdrv2cl87sqta)
overlayType : string {Healer.items.[].system.overlays.7vbvdrv2cl87sqta.overlayType} (same value: override)
sort : integer {Healer.items.[].system.overlays.7vbvdrv2cl87sqta.sort} (same value: 4)
system : object {Healer.items.[].system.overlays.7vbvdrv2cl87sqta.system}
area : object {Healer.items.[].system.overlays.7vbvdrv2cl87sqta.system.area}
type : string {Healer.items.[].system.overlays.7vbvdrv2cl87sqta.system.area.type} (same value: emanation)
value : integer {Healer.items.[].system.overlays.7vbvdrv2cl87sqta.system.area.value} (same value: 30)
range : object {Healer.items.[].system.overlays.7vbvdrv2cl87sqta.system.range}
value : string {Healer.items.[].system.overlays.7vbvdrv2cl87sqta.system.range.value} (same value: )
target : object {Healer.items.[].system.overlays.7vbvdrv2cl87sqta.system.target}
value : string {Healer.items.[].system.overlays.7vbvdrv2cl87sqta.system.target.value} (same value: all living and undead creatures)
time : object {Healer.items.[].system.overlays.7vbvdrv2cl87sqta.system.time}
value : string {Healer.items.[].system.overlays.7vbvdrv2cl87sqta.system.time.value} (same value: 3)
traits : object {Healer.items.[].system.overlays.7vbvdrv2cl87sqta.system.traits}
value : array<string> {Healer.items.[].system.overlays.7vbvdrv2cl87sqta.system.traits.value}
Length: min=4 max=4
Value type: string {Healer.items.[].system.overlays.7vbvdrv2cl87sqta.system.traits.value.[]} (4 different values)
concentrate (x4)
healing (x4)
manipulate (x4)
vitality (x4)
[lfxcoz2d3f8j2zq1] : object {Healer.items.[].system.overlays.lfxcoz2d3f8j2zq1}
_id : string {Healer.items.[].system.overlays.lfxcoz2d3f8j2zq1._id} (same value: lfxcoz2d3f8j2zq1)
name : string {Healer.items.[].system.overlays.lfxcoz2d3f8j2zq1.name} (same value: Heal (vs. Undead))
overlayType : string {Healer.items.[].system.overlays.lfxcoz2d3f8j2zq1.overlayType} (same value: override)
sort : integer {Healer.items.[].system.overlays.lfxcoz2d3f8j2zq1.sort} (same value: 3)
system : object {Healer.items.[].system.overlays.lfxcoz2d3f8j2zq1.system}
damage : object {Healer.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage}
0 : object {Healer.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage.0}
kinds : array<string> {Healer.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {Healer.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage.0.kinds.[]} (same value: damage)
range : object {Healer.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.range}
value : string {Healer.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.range.value} (same value: 30 feet)
target : object {Healer.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.target}
value : string {Healer.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.target.value} (same value: 1 undead)
time : object {Healer.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.time}
value : string {Healer.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.time.value} (same value: 2)
traits : object {Healer.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.traits}
value : array<string> {Healer.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.traits.value}
Length: min=4 max=4
Value type: string {Healer.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.traits.value.[]} (4 different values)
concentrate (x4)
healing (x4)
manipulate (x4)
vitality (x4)
2I469pfbYcmFvzOA : object {Healer.items.[].system.overlays.2I469pfbYcmFvzOA}
_id : string {Healer.items.[].system.overlays.2I469pfbYcmFvzOA._id} (same value: 2I469pfbYcmFvzOA)
name : string {Healer.items.[].system.overlays.2I469pfbYcmFvzOA.name} (same value: Telekinetic Projectile (Bludgeoning))
overlayType : string {Healer.items.[].system.overlays.2I469pfbYcmFvzOA.overlayType} (same value: override)
sort : integer {Healer.items.[].system.overlays.2I469pfbYcmFvzOA.sort} (same value: 1)
system : object {Healer.items.[].system.overlays.2I469pfbYcmFvzOA.system}
damage : object {Healer.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage}
0 : object {Healer.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage.0}
[category] : mixed
type : string {Healer.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage.0.type} (same value: bludgeoning)
cUFX7ExSLeoa3vIF : object {Healer.items.[].system.overlays.cUFX7ExSLeoa3vIF}
_id : string {Healer.items.[].system.overlays.cUFX7ExSLeoa3vIF._id} (same value: cUFX7ExSLeoa3vIF)
name : string {Healer.items.[].system.overlays.cUFX7ExSLeoa3vIF.name} (same value: Telekinetic Projectile (Piercing))
overlayType : string {Healer.items.[].system.overlays.cUFX7ExSLeoa3vIF.overlayType} (same value: override)
sort : integer {Healer.items.[].system.overlays.cUFX7ExSLeoa3vIF.sort} (same value: 2)
system : object {Healer.items.[].system.overlays.cUFX7ExSLeoa3vIF.system}
damage : object {Healer.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage}
0 : object {Healer.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage.0}
[category] : mixed
type : string {Healer.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage.0.type} (same value: piercing)
zFWsMjoeCnLxqJaV : object {Healer.items.[].system.overlays.zFWsMjoeCnLxqJaV}
_id : string {Healer.items.[].system.overlays.zFWsMjoeCnLxqJaV._id} (same value: zFWsMjoeCnLxqJaV)
name : string {Healer.items.[].system.overlays.zFWsMjoeCnLxqJaV.name} (same value: Telekinetic Projectile (Slashing))
overlayType : string {Healer.items.[].system.overlays.zFWsMjoeCnLxqJaV.overlayType} (same value: override)
sort : integer {Healer.items.[].system.overlays.zFWsMjoeCnLxqJaV.sort} (same value: 3)
system : object {Healer.items.[].system.overlays.zFWsMjoeCnLxqJaV.system}
damage : object {Healer.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage}
0 : object {Healer.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage.0}
[category] : mixed
type : string {Healer.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage.0.type} (same value: slashing)
[specific] : object {Healer.items.[].system.specific}
material : object {Healer.items.[].system.specific.material}
[grade] : mixed
[type] : mixed
runes : object {Healer.items.[].system.specific.runes}
potency : integer {Healer.items.[].system.specific.runes.potency} (same value: 1)
property : array<> {Healer.items.[].system.specific.runes.property}
Length: min=0 max=0
Value type: mixed
striking : integer {Healer.items.[].system.specific.runes.striking} (same value: 1)
[stackGroup] : string {Healer.items.[].system.stackGroup} (same value: bolts)
[mod] : object {Healer.items.[].system.mod}
value : integer {Healer.items.[].system.mod.value} (2 different values)
13 (x1)
9 (x1)
[proficient] : object {Healer.items.[].system.proficient}
value : integer {Healer.items.[].system.proficient.value} (same value: 0)
[selfEffect] : object {Healer.items.[].system.selfEffect}
name : string {Healer.items.[].system.selfEffect.name} (same value: Effect: Medical Malpractice)
uuid : string {Healer.items.[].system.selfEffect.uuid} (same value: Compendium.pf2e.bestiary-effects.Item.Effect: Medical Malpractice)
type : string {Healer.items.[].type} (10 different values)
weapon (x12)
armor (x5)
equipment (x14)
consumable (x4)
melee (x25)
action (x32)
spellcastingEntry (x6)
spell (x86)
treasure (x1)
lore (x2)
[flags] : object {Healer.items.[].flags}
pf2e : object {Healer.items.[].flags.pf2e}
linkedWeapon : string {Healer.items.[].flags.pf2e.linkedWeapon} (11 different values)
tVAzg3UKldmyachB (x1)
GkeYJpgH76CYwwdd (x1)
W2OH0N8lRkDyBZx6 (x1)
jNJweBqA0kn7XVbl (x1)
i2yJgmsqAhmYHP0t (x1)
VfrZSCtGrEKFE2nq (x1)
Z6BNfng94z1xdzn3 (x2)
CjYVPKaqWE3kLeLO (x1)
cfv6Nu2BGEKm80fE (x1)
Jc5N0riyRQ0xbabE (x1)
FS9eQaeuOQg8tEUH (x2)
name : string {Healer.name} (all different values)
system : object {Healer.system}
abilities : object {Healer.system.abilities}
cha : object {Healer.system.abilities.cha}
mod : integer {Healer.system.abilities.cha.mod} (5 different values)
1 (x2)
0 (x2)
5 (x1)
2 (x3)
4 (x1)
con : object {Healer.system.abilities.con}
mod : integer {Healer.system.abilities.con.mod} (4 different values)
1 (x5)
3 (x2)
4 (x1)
0 (x1)
dex : object {Healer.system.abilities.dex}
mod : integer {Healer.system.abilities.dex.mod} (4 different values)
1 (x6)
0 (x1)
3 (x1)
2 (x1)
int : object {Healer.system.abilities.int}
mod : integer {Healer.system.abilities.int.mod} (4 different values)
3 (x2)
1 (x2)
2 (x3)
4 (x2)
str : object {Healer.system.abilities.str}
mod : integer {Healer.system.abilities.str.mod} (6 different values)
0 (x3)
4 (x1)
3 (x2)
-1 (x1)
1 (x1)
2 (x1)
wis : object {Healer.system.abilities.wis}
mod : integer {Healer.system.abilities.wis.mod} (4 different values)
3 (x2)
4 (x5)
2 (x1)
1 (x1)
attributes : object {Healer.system.attributes}
ac : object {Healer.system.attributes.ac}
details : string {Healer.system.attributes.ac.details} (same value: )
value : integer {Healer.system.attributes.ac.value} (7 different values)
14 (x1)
26 (x1)
13 (x2)
35 (x1)
20 (x1)
17 (x2)
24 (x1)
allSaves : object {Healer.system.attributes.allSaves}
value : string {Healer.system.attributes.allSaves.value} (2 different values)
+1 circumstance to all saves vs. poisons (x1)
(x8)
hp : object {Healer.system.attributes.hp}
details : string {Healer.system.attributes.hp.details} (same value: )
max : integer {Healer.system.attributes.hp.max} (8 different values)
8 (x2)
150 (x1)
24 (x1)
200 (x1)
70 (x1)
30 (x1)
110 (x1)
50 (x1)
temp : integer {Healer.system.attributes.hp.temp} (same value: 0)
value : integer {Healer.system.attributes.hp.value} (8 different values)
8 (x2)
150 (x1)
24 (x1)
200 (x1)
70 (x1)
30 (x1)
110 (x1)
50 (x1)
[resistances] : array<object> {Healer.system.attributes.resistances}
Length: min=1 max=1
Value type: object {Healer.system.attributes.resistances.[]}
type : string {Healer.system.attributes.resistances.[].type} (2 different values)
poison (x2)
mental (x1)
value : integer {Healer.system.attributes.resistances.[].value} (3 different values)
2 (x1)
15 (x1)
5 (x1)
doubleVs : array<> {Healer.system.attributes.resistances.[].doubleVs}
Length: min=0 max=0
Value type: mixed
exceptions : array<> {Healer.system.attributes.resistances.[].exceptions}
Length: min=0 max=0
Value type: mixed
speed : object {Healer.system.attributes.speed}
otherSpeeds : array<> {Healer.system.attributes.speed.otherSpeeds}
Length: min=0 max=0
Value type: mixed
value : integer {Healer.system.attributes.speed.value} (same value: 25)
details : object {Healer.system.details}
blurb : string {Healer.system.details.blurb} (same value: )
languages : object {Healer.system.details.languages}
details : string {Healer.system.details.languages.details} (2 different values)
(x8)
two additional humanoid languages (x1)
value : array<string> {Healer.system.details.languages.value}
Length: min=0 max=3
Value type: string {Healer.system.details.languages.value.[]} (3 different values)
common (x8)
fey (x1)
wildsong (x1)
level : object {Healer.system.details.level}
value : integer {Healer.system.details.level.value} (8 different values)
-1 (x2)
9 (x1)
1 (x1)
15 (x1)
5 (x1)
2 (x1)
7 (x1)
3 (x1)
privateNotes : string {Healer.system.details.privateNotes} (same value: )
publicNotes : string {Healer.system.details.publicNotes} (all different values)
publication : object {Healer.system.details.publication}
license : string {Healer.system.details.publication.license} (same value: ORC)
remaster : boolean {Healer.system.details.publication.remaster} (same value: True)
title : string {Healer.system.details.publication.title} (same value: Pathfinder NPC Core)
initiative : object {Healer.system.initiative}
statistic : string {Healer.system.initiative.statistic} (same value: perception)
perception : object {Healer.system.perception}
details : string {Healer.system.perception.details} (3 different values)
(x7)
(+8 to notice ailments) (x1)
+16 to Sense Motive (x1)
mod : integer {Healer.system.perception.mod} (7 different values)
5 (x1)
17 (x1)
7 (x1)
25 (x1)
6 (x2)
13 (x1)
14 (x2)
senses : array<> {Healer.system.perception.senses}
Length: min=0 max=0
Value type: mixed
resources : object {Healer.system.resources}
[focus] : object {Healer.system.resources.focus}
max : integer {Healer.system.resources.focus.max} (2 different values)
1 (x1)
2 (x1)
value : integer {Healer.system.resources.focus.value} (2 different values)
1 (x1)
2 (x1)
saves : object {Healer.system.saves}
fortitude : object {Healer.system.saves.fortitude}
saveDetail : string {Healer.system.saves.fortitude.saveDetail} (same value: )
value : integer {Healer.system.saves.fortitude.value} (8 different values)
8 (x2)
18 (x1)
26 (x1)
9 (x1)
13 (x1)
7 (x1)
15 (x1)
10 (x1)
reflex : object {Healer.system.saves.reflex}
saveDetail : string {Healer.system.saves.reflex.saveDetail} (same value: )
value : integer {Healer.system.saves.reflex.value} (8 different values)
3 (x2)
16 (x1)
5 (x1)
24 (x1)
8 (x1)
7 (x1)
12 (x1)
9 (x1)
will : object {Healer.system.saves.will}
saveDetail : string {Healer.system.saves.will.saveDetail} (same value: )
value : integer {Healer.system.saves.will.value} (8 different values)
5 (x1)
19 (x1)
9 (x1)
27 (x1)
8 (x2)
13 (x1)
10 (x1)
18 (x1)
skills : object {Healer.system.skills}
[crafting] : object {Healer.system.skills.crafting}
base : integer {Healer.system.skills.crafting.base} (4 different values)
5 (x1)
6 (x1)
10 (x1)
11 (x1)
[special] : array<object> {Healer.system.skills.crafting.special}
Length: min=1 max=1
Value type: object {Healer.system.skills.crafting.special.[]}
base : integer {Healer.system.skills.crafting.special.[].base} (2 different values)
8 (x1)
7 (x1)
label : string {Healer.system.skills.crafting.special.[].label} (2 different values)
for alchemy and medication (x1)
for items with the healing trait (x1)
predicate : array<object|string> {Healer.system.skills.crafting.special.[].predicate}
Length: min=1 max=1
Value type: mixed
object {Healer.system.skills.crafting.special.[].predicate.[]}
or : array<string> {Healer.system.skills.crafting.special.[].predicate.[].or}
Length: min=2 max=2
Value type: string {Healer.system.skills.crafting.special.[].predicate.[].or.[]} (2 different values)
action:craft:alchemical (x1)
action:craft:medicine (x1)
string {Healer.system.skills.crafting.special.[].predicate.[]} (same value: healing)
[medicine] : object {Healer.system.skills.medicine}
base : integer {Healer.system.skills.medicine.base} (7 different values)
10 (x2)
21 (x1)
33 (x1)
12 (x1)
13 (x1)
16 (x1)
17 (x1)
[special] : array<> {Healer.system.skills.medicine.special}
Length: min=0 max=0
Value type: mixed
[nature] : object {Healer.system.skills.nature}
base : integer {Healer.system.skills.nature.base} (4 different values)
8 (x1)
19 (x1)
7 (x1)
27 (x1)
[special] : array<> {Healer.system.skills.nature.special}
Length: min=0 max=0
Value type: mixed
[athletics] : object {Healer.system.skills.athletics}
base : integer {Healer.system.skills.athletics.base} (same value: 19)
special : array<object> {Healer.system.skills.athletics.special}
Length: min=1 max=1
Value type: object {Healer.system.skills.athletics.special.[]}
base : integer {Healer.system.skills.athletics.special.[].base} (same value: 20)
label : string {Healer.system.skills.athletics.special.[].label} (same value: Using their staff)
predicate : array<string> {Healer.system.skills.athletics.special.[].predicate}
Length: min=1 max=1
Value type: string {Healer.system.skills.athletics.special.[].predicate.[]} (same value: staff)
[diplomacy] : object {Healer.system.skills.diplomacy}
base : integer {Healer.system.skills.diplomacy.base} (7 different values)
14 (x1)
4 (x1)
26 (x1)
6 (x1)
8 (x1)
17 (x1)
9 (x1)
[special] : array<> {Healer.system.skills.diplomacy.special}
Length: min=0 max=0
Value type: mixed
[society] : object {Healer.system.skills.society}
base : integer {Healer.system.skills.society.base} (4 different values)
14 (x2)
23 (x1)
5 (x1)
9 (x1)
[special] : array<> {Healer.system.skills.society.special}
Length: min=0 max=0
Value type: mixed
[survival] : object {Healer.system.skills.survival}
base : integer {Healer.system.skills.survival.base} (2 different values)
17 (x1)
7 (x1)
special : array<> {Healer.system.skills.survival.special}
Length: min=0 max=0
Value type: mixed
[religion] : object {Healer.system.skills.religion}
base : integer {Healer.system.skills.religion.base} (2 different values)
25 (x1)
13 (x1)
[intimidation] : object {Healer.system.skills.intimidation}
base : integer {Healer.system.skills.intimidation.base} (same value: 9)
[occultism] : object {Healer.system.skills.occultism}
base : integer {Healer.system.skills.occultism.base} (same value: 16)
[performance] : object {Healer.system.skills.performance}
base : integer {Healer.system.skills.performance.base} (same value: 15)
traits : object {Healer.system.traits}
rarity : string {Healer.system.traits.rarity} (same value: common)
size : object {Healer.system.traits.size}
value : string {Healer.system.traits.size.value} (same value: med)
value : array<string> {Healer.system.traits.value}
Length: min=2 max=2
Value type: string {Healer.system.traits.value.[]} (2 different values)
human (x9)
humanoid (x9)
type : string {Healer.type} (same value: npc)