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Pf2eDataScrapper/output/pf2e/packs/2-21.txt
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2-21
Different values: 9
=====================================
object {2-21}
_id : string {2-21._id} (all different values)
folder : string {2-21.folder} (same value: fRKMswvbkxuNtUjk)
img : string {2-21.img} (2 different values)
systems/pf2e/icons/default-icons/hazard.svg (x4)
systems/pf2e/icons/default-icons/npc.svg (x5)
items : array<object> {2-21.items}
Length: min=1 max=16
Value type: object {2-21.items.[]}
_id : string {2-21.items.[]._id} (47 different values)
img : string {2-21.items.[].img} (25 different values)
name : string {2-21.items.[].name} (36 different values)
sort : integer {2-21.items.[].sort} (17 different values)
0 (x4)
100000 (x5)
200000 (x5)
300000 (x5)
400000 (x5)
500000 (x5)
600000 (x5)
700000 (x5)
800000 (x4)
900000 (x4)
1000000 (x4)
1100000 (x4)
1200000 (x4)
1300000 (x4)
1400000 (x3)
1500000 (x3)
1600000 (x1)
system : object {2-21.items.[].system}
[actionType] : object {2-21.items.[].system.actionType}
value : string {2-21.items.[].system.actionType.value} (4 different values)
free (x2)
reaction (x4)
passive (x13)
action (x5)
[actions] : object {2-21.items.[].system.actions}
[value] : integer {2-21.items.[].system.actions.value} (3 different values)
2 (x2)
3 (x2)
1 (x1)
[category] : string {2-21.items.[].system.category} (5 different values)
interaction (x7)
defensive (x6)
offensive (x7)
simple (x2)
martial (x2)
description : object {2-21.items.[].system.description}
value : string {2-21.items.[].system.description.value} (37 different values)
publication : object {2-21.items.[].system.publication}
license : string {2-21.items.[].system.publication.license} (2 different values)
OGL (x68)
ORC (x2)
remaster : boolean {2-21.items.[].system.publication.remaster} (2 different values)
False (x68)
True (x2)
title : string {2-21.items.[].system.publication.title} (5 different values)
(x59)
Pathfinder Bestiary (x6)
Pathfinder Bestiary 2 (x1)
Pathfinder Player Core (x2)
Pathfinder Core Rulebook (x2)
rules : ###FoundryRulesObject###
[slug] : string {2-21.items.[].system.slug} (23 different values)
[traits] : object {2-21.items.[].system.traits}
rarity : string {2-21.items.[].system.traits.rarity} (2 different values)
common (x63)
uncommon (x2)
value : array<string> {2-21.items.[].system.traits.value}
Length: min=0 max=7
Value type: string {2-21.items.[].system.traits.value.[]} (33 different values)
[traditions] : array<string> {2-21.items.[].system.traits.traditions}
Length: min=0 max=4
Value type: string {2-21.items.[].system.traits.traditions.[]} (4 different values)
arcane (x15)
occult (x19)
divine (x17)
primal (x7)
[autoHeightenLevel] : object {2-21.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {2-21.items.[].system.prepared}
value : string {2-21.items.[].system.prepared.value} (2 different values)
innate (x2)
prepared (x2)
[proficiency] : object {2-21.items.[].system.proficiency}
value : integer {2-21.items.[].system.proficiency.value} (same value: 0)
[slots] : object {2-21.items.[].system.slots}
[slot4] : object {2-21.items.[].system.slots.slot4}
max : integer {2-21.items.[].system.slots.slot4.max} (same value: 2)
value : integer {2-21.items.[].system.slots.slot4.value} (same value: 2)
slot0 : object {2-21.items.[].system.slots.slot0}
max : integer {2-21.items.[].system.slots.slot0.max} (2 different values)
4 (x1)
5 (x1)
prepared : array<object> {2-21.items.[].system.slots.slot0.prepared}
Length: min=4 max=5
Value type: object {2-21.items.[].system.slots.slot0.prepared.[]}
id : string {2-21.items.[].system.slots.slot0.prepared.[].id} (5 different values)
f7wC2FMTW7kM5gih (x2)
BRm0ceL6QtFGoGFC (x2)
QJQ196E2z5IEzZ8j (x2)
gWNPW5FIiFvtbnvE (x2)
rLXQzXAjcjalCtgb (x1)
slot1 : object {2-21.items.[].system.slots.slot1}
max : integer {2-21.items.[].system.slots.slot1.max} (2 different values)
1 (x1)
4 (x1)
prepared : array<object> {2-21.items.[].system.slots.slot1.prepared}
Length: min=1 max=4
Value type: object {2-21.items.[].system.slots.slot1.prepared.[]}
id : string {2-21.items.[].system.slots.slot1.prepared.[].id} (3 different values)
CO1CMVfrN9ixp9wX (x2)
gCPFA6aPxxzAhXMl (x2)
463ekA24x3uJx5BX (x1)
value : integer {2-21.items.[].system.slots.slot1.value} (2 different values)
1 (x1)
3 (x1)
[spelldc] : object {2-21.items.[].system.spelldc}
dc : integer {2-21.items.[].system.spelldc.dc} (4 different values)
19 (x1)
22 (x1)
16 (x1)
17 (x1)
mod : integer {2-21.items.[].system.spelldc.mod} (same value: 0)
value : integer {2-21.items.[].system.spelldc.value} (4 different values)
11 (x1)
14 (x1)
8 (x1)
9 (x1)
[tradition] : object {2-21.items.[].system.tradition}
value : string {2-21.items.[].system.tradition.value} (same value: divine)
[area] : object {2-21.items.[].system.area}
type : string {2-21.items.[].system.area.type} (2 different values)
emanation (x6)
burst (x2)
value : integer {2-21.items.[].system.area.value} (3 different values)
30 (x4)
20 (x2)
5 (x2)
[cost] : object {2-21.items.[].system.cost}
value : string {2-21.items.[].system.cost.value} (same value: )
[counteraction] : boolean {2-21.items.[].system.counteraction} (2 different values)
False (x23)
True (x2)
[damage] : object {2-21.items.[].system.damage}
[0] : object {2-21.items.[].system.damage.0}
applyMod : boolean {2-21.items.[].system.damage.0.applyMod} (2 different values)
True (x2)
False (x4)
[category] : mixed
formula : string {2-21.items.[].system.damage.0.formula} (3 different values)
0 (x2)
2d4 (x2)
1d8 (x2)
kinds : array<string> {2-21.items.[].system.damage.0.kinds}
Length: min=1 max=2
Value type: string {2-21.items.[].system.damage.0.kinds.[]} (2 different values)
damage (x6)
healing (x2)
materials : array<> {2-21.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {2-21.items.[].system.damage.0.type} (4 different values)
mental (x2)
spirit (x2)
void (x1)
vitality (x1)
[damageType] : string {2-21.items.[].system.damage.damageType} (2 different values)
piercing (x2)
slashing (x2)
[dice] : integer {2-21.items.[].system.damage.dice} (same value: 1)
[die] : string {2-21.items.[].system.damage.die} (same value: d4)
[defense] : object {2-21.items.[].system.defense}
save : object {2-21.items.[].system.defense.save}
basic : boolean {2-21.items.[].system.defense.save.basic} (2 different values)
False (x6)
True (x4)
statistic : string {2-21.items.[].system.defense.save.statistic} (2 different values)
will (x8)
fortitude (x2)
[duration] : object {2-21.items.[].system.duration}
[sustained] : boolean {2-21.items.[].system.duration.sustained} (same value: False)
value : mixed
string {2-21.items.[].system.duration.value} (5 different values)
(x14)
1 minute (x4)
10 minutes (x2)
1 round (x2)
until the start of your next turn (x3)
integer {2-21.items.[].system.duration.value} (same value: 0)
[level] : object {2-21.items.[].system.level}
value : integer {2-21.items.[].system.level.value} (4 different values)
4 (x4)
2 (x2)
1 (x19)
0 (x6)
[location] : object {2-21.items.[].system.location}
[value] : string {2-21.items.[].system.location.value} (2 different values)
J3d6yi1mEROELLvM (x10)
kawGhx2ny0bhiSRl (x13)
[range] : object {2-21.items.[].system.range}
value : string {2-21.items.[].system.range.value} (7 different values)
120 feet (x2)
touch (x4)
(x9)
500 feet (x2)
60 feet (x2)
30 feet (x4)
varies (x2)
[requirements] : string {2-21.items.[].system.requirements} (same value: )
[target] : object {2-21.items.[].system.target}
value : string {2-21.items.[].system.target.value} (6 different values)
(x11)
1 creature (x8)
1 living creature (x2)
enemies in the area (x2)
1 living creature or 1 willing undead creature (x1)
1 willing living creature or 1 undead (x1)
[time] : object {2-21.items.[].system.time}
value : string {2-21.items.[].system.time.value} (4 different values)
2 (x18)
1 day (x2)
1 (x3)
1 to 3 (x2)
[ritual] : object {2-21.items.[].system.ritual}
primary : object {2-21.items.[].system.ritual.primary}
check : string {2-21.items.[].system.ritual.primary.check} (same value: Religion (expert; you must be a div))
secondary : object {2-21.items.[].system.ritual.secondary}
casters : integer {2-21.items.[].system.ritual.secondary.casters} (same value: 0)
checks : string {2-21.items.[].system.ritual.secondary.checks} (same value: )
[attack] : object {2-21.items.[].system.attack}
value : string {2-21.items.[].system.attack.value} (same value: )
[attackEffects] : object {2-21.items.[].system.attackEffects}
value : array<string> {2-21.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {2-21.items.[].system.attackEffects.value.[]} (same value: grab)
[custom] : string {2-21.items.[].system.attackEffects.custom} (same value: )
[bonus] : object {2-21.items.[].system.bonus}
value : integer {2-21.items.[].system.bonus.value} (7 different values)
12 (x1)
15 (x1)
7 (x4)
0 (x4)
6 (x2)
4 (x1)
5 (x1)
[damageRolls] : object {2-21.items.[].system.damageRolls}
[ddzgi26ticpzso61sd6z] : object {2-21.items.[].system.damageRolls.ddzgi26ticpzso61sd6z}
damage : string {2-21.items.[].system.damageRolls.ddzgi26ticpzso61sd6z.damage} (2 different values)
1d6+4 (x1)
2d6+5 (x1)
damageType : string {2-21.items.[].system.damageRolls.ddzgi26ticpzso61sd6z.damageType} (same value: slashing)
[dzjwrerr5iw2ks9s91en] : object {2-21.items.[].system.damageRolls.dzjwrerr5iw2ks9s91en}
damage : string {2-21.items.[].system.damageRolls.dzjwrerr5iw2ks9s91en.damage} (same value: 1d4)
damageType : string {2-21.items.[].system.damageRolls.dzjwrerr5iw2ks9s91en.damageType} (same value: spirit)
[je9qjnqu2howdcly6y38] : object {2-21.items.[].system.damageRolls.je9qjnqu2howdcly6y38}
damage : string {2-21.items.[].system.damageRolls.je9qjnqu2howdcly6y38.damage} (same value: 1d8)
damageType : string {2-21.items.[].system.damageRolls.je9qjnqu2howdcly6y38.damageType} (same value: spirit)
[ccvi95u44l425e2osjay] : object {2-21.items.[].system.damageRolls.ccvi95u44l425e2osjay}
damage : string {2-21.items.[].system.damageRolls.ccvi95u44l425e2osjay.damage} (same value: 1d6+3)
damageType : string {2-21.items.[].system.damageRolls.ccvi95u44l425e2osjay.damageType} (same value: bludgeoning)
[t969yxbnjd9b5uj29zj8] : object {2-21.items.[].system.damageRolls.t969yxbnjd9b5uj29zj8}
damage : string {2-21.items.[].system.damageRolls.t969yxbnjd9b5uj29zj8.damage} (same value: 1d8+3)
damageType : string {2-21.items.[].system.damageRolls.t969yxbnjd9b5uj29zj8.damageType} (same value: piercing)
[ibvwr3yyvw986msin62e] : object {2-21.items.[].system.damageRolls.ibvwr3yyvw986msin62e}
damage : string {2-21.items.[].system.damageRolls.ibvwr3yyvw986msin62e.damage} (2 different values)
1d4+1 (x1)
1d4+4 (x1)
damageType : string {2-21.items.[].system.damageRolls.ibvwr3yyvw986msin62e.damageType} (same value: piercing)
[cgu6ut26ohhncj3dpfrj] : object {2-21.items.[].system.damageRolls.cgu6ut26ohhncj3dpfrj}
damage : string {2-21.items.[].system.damageRolls.cgu6ut26ohhncj3dpfrj.damage} (2 different values)
1d4+1 (x1)
1d4+4 (x1)
damageType : string {2-21.items.[].system.damageRolls.cgu6ut26ohhncj3dpfrj.damageType} (same value: slashing)
[3hku32x4djq5z1muyrnu] : object {2-21.items.[].system.damageRolls.3hku32x4djq5z1muyrnu}
damage : string {2-21.items.[].system.damageRolls.3hku32x4djq5z1muyrnu.damage} (2 different values)
1d4+1 (x1)
1d4+4 (x1)
damageType : string {2-21.items.[].system.damageRolls.3hku32x4djq5z1muyrnu.damageType} (same value: piercing)
[weaponType] : object {2-21.items.[].system.weaponType}
value : string {2-21.items.[].system.weaponType.value} (2 different values)
melee (x8)
ranged (x2)
[frequency] : object {2-21.items.[].system.frequency}
max : integer {2-21.items.[].system.frequency.max} (same value: 1)
per : string {2-21.items.[].system.frequency.per} (same value: day)
value : integer {2-21.items.[].system.frequency.value} (same value: 1)
[group] : string {2-21.items.[].system.group} (2 different values)
knife (x2)
flail (x2)
[overrides] : array<> {2-21.items.[].system.overrides}
Length: min=0 max=0
Value type: mixed
[references] : object {2-21.items.[].system.references}
children : array<> {2-21.items.[].system.references.children}
Length: min=0 max=0
Value type: mixed
immunityFrom : array<> {2-21.items.[].system.references.immunityFrom}
Length: min=0 max=0
Value type: mixed
overriddenBy : array<> {2-21.items.[].system.references.overriddenBy}
Length: min=0 max=0
Value type: mixed
overrides : array<> {2-21.items.[].system.references.overrides}
Length: min=0 max=0
Value type: mixed
[value] : object {2-21.items.[].system.value}
isValued : boolean {2-21.items.[].system.value.isValued} (same value: True)
value : integer {2-21.items.[].system.value.value} (same value: 1)
[heightening] : object {2-21.items.[].system.heightening}
damage : object {2-21.items.[].system.heightening.damage}
0 : string {2-21.items.[].system.heightening.damage.0} (3 different values)
1d6 (x2)
1d4 (x2)
1d8 (x2)
interval : integer {2-21.items.[].system.heightening.interval} (2 different values)
2 (x2)
1 (x4)
type : string {2-21.items.[].system.heightening.type} (same value: interval)
[overlays] : object {2-21.items.[].system.overlays}
[4gyp3qlsv5ywdyjq] : object {2-21.items.[].system.overlays.4gyp3qlsv5ywdyjq}
_id : string {2-21.items.[].system.overlays.4gyp3qlsv5ywdyjq._id} (same value: 4gyp3qlsv5ywdyjq)
name : string {2-21.items.[].system.overlays.4gyp3qlsv5ywdyjq.name} (same value: Harm (vs. Undead))
overlayType : string {2-21.items.[].system.overlays.4gyp3qlsv5ywdyjq.overlayType} (same value: override)
sort : integer {2-21.items.[].system.overlays.4gyp3qlsv5ywdyjq.sort} (same value: 3)
system : object {2-21.items.[].system.overlays.4gyp3qlsv5ywdyjq.system}
damage : object {2-21.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage}
0 : object {2-21.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0}
formula : string {2-21.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.formula} (same value: 1d8+8)
kinds : array<string> {2-21.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {2-21.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.kinds.[]} (same value: healing)
[defense] : mixed
heightening : object {2-21.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening}
damage : object {2-21.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening.damage}
0 : string {2-21.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening.damage.0} (same value: 1d8+8)
range : object {2-21.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.range}
value : string {2-21.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.range.value} (same value: 30 feet)
target : object {2-21.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.target}
value : string {2-21.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.target.value} (same value: 1 willing undead creature)
time : object {2-21.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.time}
value : string {2-21.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.time.value} (same value: 2)
traits : object {2-21.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits}
value : array<string> {2-21.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits.value}
Length: min=3 max=3
Value type: string {2-21.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits.value.[]} (3 different values)
concentrate (x1)
manipulate (x1)
void (x1)
[pq7cxntbz4s8g5ik] : object {2-21.items.[].system.overlays.pq7cxntbz4s8g5ik}
_id : string {2-21.items.[].system.overlays.pq7cxntbz4s8g5ik._id} (same value: pq7cxntbz4s8g5ik)
overlayType : string {2-21.items.[].system.overlays.pq7cxntbz4s8g5ik.overlayType} (same value: override)
sort : integer {2-21.items.[].system.overlays.pq7cxntbz4s8g5ik.sort} (same value: 1)
system : object {2-21.items.[].system.overlays.pq7cxntbz4s8g5ik.system}
range : object {2-21.items.[].system.overlays.pq7cxntbz4s8g5ik.system.range}
value : string {2-21.items.[].system.overlays.pq7cxntbz4s8g5ik.system.range.value} (same value: touch)
time : object {2-21.items.[].system.overlays.pq7cxntbz4s8g5ik.system.time}
value : string {2-21.items.[].system.overlays.pq7cxntbz4s8g5ik.system.time.value} (same value: 1)
[rvhoa43rqqqp8izn] : object {2-21.items.[].system.overlays.rvhoa43rqqqp8izn}
_id : string {2-21.items.[].system.overlays.rvhoa43rqqqp8izn._id} (same value: rvhoa43rqqqp8izn)
overlayType : string {2-21.items.[].system.overlays.rvhoa43rqqqp8izn.overlayType} (same value: override)
sort : integer {2-21.items.[].system.overlays.rvhoa43rqqqp8izn.sort} (same value: 4)
system : object {2-21.items.[].system.overlays.rvhoa43rqqqp8izn.system}
area : object {2-21.items.[].system.overlays.rvhoa43rqqqp8izn.system.area}
type : string {2-21.items.[].system.overlays.rvhoa43rqqqp8izn.system.area.type} (same value: emanation)
value : integer {2-21.items.[].system.overlays.rvhoa43rqqqp8izn.system.area.value} (same value: 30)
range : object {2-21.items.[].system.overlays.rvhoa43rqqqp8izn.system.range}
value : string {2-21.items.[].system.overlays.rvhoa43rqqqp8izn.system.range.value} (same value: )
target : object {2-21.items.[].system.overlays.rvhoa43rqqqp8izn.system.target}
value : string {2-21.items.[].system.overlays.rvhoa43rqqqp8izn.system.target.value} (same value: all living and undead creatures)
time : object {2-21.items.[].system.overlays.rvhoa43rqqqp8izn.system.time}
value : string {2-21.items.[].system.overlays.rvhoa43rqqqp8izn.system.time.value} (same value: 3)
traits : object {2-21.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits}
value : array<string> {2-21.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits.value}
Length: min=3 max=3
Value type: string {2-21.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits.value.[]} (3 different values)
concentrate (x1)
manipulate (x1)
void (x1)
[z04svm1cvfcxtplb] : object {2-21.items.[].system.overlays.z04svm1cvfcxtplb}
_id : string {2-21.items.[].system.overlays.z04svm1cvfcxtplb._id} (same value: z04svm1cvfcxtplb)
name : string {2-21.items.[].system.overlays.z04svm1cvfcxtplb.name} (same value: Harm (vs. Living))
overlayType : string {2-21.items.[].system.overlays.z04svm1cvfcxtplb.overlayType} (same value: override)
sort : integer {2-21.items.[].system.overlays.z04svm1cvfcxtplb.sort} (same value: 2)
system : object {2-21.items.[].system.overlays.z04svm1cvfcxtplb.system}
damage : object {2-21.items.[].system.overlays.z04svm1cvfcxtplb.system.damage}
0 : object {2-21.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0}
kinds : array<string> {2-21.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {2-21.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0.kinds.[]} (same value: damage)
range : object {2-21.items.[].system.overlays.z04svm1cvfcxtplb.system.range}
value : string {2-21.items.[].system.overlays.z04svm1cvfcxtplb.system.range.value} (same value: 30 feet)
target : object {2-21.items.[].system.overlays.z04svm1cvfcxtplb.system.target}
value : string {2-21.items.[].system.overlays.z04svm1cvfcxtplb.system.target.value} (same value: 1 living creature)
time : object {2-21.items.[].system.overlays.z04svm1cvfcxtplb.system.time}
value : string {2-21.items.[].system.overlays.z04svm1cvfcxtplb.system.time.value} (same value: 2)
traits : object {2-21.items.[].system.overlays.z04svm1cvfcxtplb.system.traits}
value : array<string> {2-21.items.[].system.overlays.z04svm1cvfcxtplb.system.traits.value}
Length: min=3 max=3
Value type: string {2-21.items.[].system.overlays.z04svm1cvfcxtplb.system.traits.value.[]} (3 different values)
concentrate (x1)
manipulate (x1)
void (x1)
37gy7l19tik74o4s : object {2-21.items.[].system.overlays.37gy7l19tik74o4s}
_id : string {2-21.items.[].system.overlays.37gy7l19tik74o4s._id} (same value: 37gy7l19tik74o4s)
name : string {2-21.items.[].system.overlays.37gy7l19tik74o4s.name} (same value: Heal (vs. Living))
overlayType : string {2-21.items.[].system.overlays.37gy7l19tik74o4s.overlayType} (same value: override)
sort : integer {2-21.items.[].system.overlays.37gy7l19tik74o4s.sort} (same value: 2)
system : object {2-21.items.[].system.overlays.37gy7l19tik74o4s.system}
damage : object {2-21.items.[].system.overlays.37gy7l19tik74o4s.system.damage}
0 : object {2-21.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0}
formula : string {2-21.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0.formula} (same value: 1d8+8)
kinds : array<string> {2-21.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {2-21.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0.kinds.[]} (same value: healing)
[defense] : mixed
heightening : object {2-21.items.[].system.overlays.37gy7l19tik74o4s.system.heightening}
damage : object {2-21.items.[].system.overlays.37gy7l19tik74o4s.system.heightening.damage}
0 : string {2-21.items.[].system.overlays.37gy7l19tik74o4s.system.heightening.damage.0} (same value: 1d8+8)
range : object {2-21.items.[].system.overlays.37gy7l19tik74o4s.system.range}
value : string {2-21.items.[].system.overlays.37gy7l19tik74o4s.system.range.value} (same value: 30 feet)
time : object {2-21.items.[].system.overlays.37gy7l19tik74o4s.system.time}
value : string {2-21.items.[].system.overlays.37gy7l19tik74o4s.system.time.value} (same value: 2)
traits : object {2-21.items.[].system.overlays.37gy7l19tik74o4s.system.traits}
value : array<string> {2-21.items.[].system.overlays.37gy7l19tik74o4s.system.traits.value}
Length: min=4 max=4
Value type: string {2-21.items.[].system.overlays.37gy7l19tik74o4s.system.traits.value.[]} (4 different values)
concentrate (x1)
healing (x1)
manipulate (x1)
vitality (x1)
7qdtetowq348s9oc : object {2-21.items.[].system.overlays.7qdtetowq348s9oc}
_id : string {2-21.items.[].system.overlays.7qdtetowq348s9oc._id} (same value: 7qdtetowq348s9oc)
overlayType : string {2-21.items.[].system.overlays.7qdtetowq348s9oc.overlayType} (same value: override)
sort : integer {2-21.items.[].system.overlays.7qdtetowq348s9oc.sort} (same value: 1)
system : object {2-21.items.[].system.overlays.7qdtetowq348s9oc.system}
range : object {2-21.items.[].system.overlays.7qdtetowq348s9oc.system.range}
value : string {2-21.items.[].system.overlays.7qdtetowq348s9oc.system.range.value} (same value: touch)
time : object {2-21.items.[].system.overlays.7qdtetowq348s9oc.system.time}
value : string {2-21.items.[].system.overlays.7qdtetowq348s9oc.system.time.value} (same value: 1)
7vbvdrv2cl87sqta : object {2-21.items.[].system.overlays.7vbvdrv2cl87sqta}
_id : string {2-21.items.[].system.overlays.7vbvdrv2cl87sqta._id} (same value: 7vbvdrv2cl87sqta)
overlayType : string {2-21.items.[].system.overlays.7vbvdrv2cl87sqta.overlayType} (same value: override)
sort : integer {2-21.items.[].system.overlays.7vbvdrv2cl87sqta.sort} (same value: 4)
system : object {2-21.items.[].system.overlays.7vbvdrv2cl87sqta.system}
area : object {2-21.items.[].system.overlays.7vbvdrv2cl87sqta.system.area}
type : string {2-21.items.[].system.overlays.7vbvdrv2cl87sqta.system.area.type} (same value: emanation)
value : integer {2-21.items.[].system.overlays.7vbvdrv2cl87sqta.system.area.value} (same value: 30)
range : object {2-21.items.[].system.overlays.7vbvdrv2cl87sqta.system.range}
value : string {2-21.items.[].system.overlays.7vbvdrv2cl87sqta.system.range.value} (same value: )
target : object {2-21.items.[].system.overlays.7vbvdrv2cl87sqta.system.target}
value : string {2-21.items.[].system.overlays.7vbvdrv2cl87sqta.system.target.value} (same value: all living and undead creatures)
time : object {2-21.items.[].system.overlays.7vbvdrv2cl87sqta.system.time}
value : string {2-21.items.[].system.overlays.7vbvdrv2cl87sqta.system.time.value} (same value: 3)
traits : object {2-21.items.[].system.overlays.7vbvdrv2cl87sqta.system.traits}
value : array<string> {2-21.items.[].system.overlays.7vbvdrv2cl87sqta.system.traits.value}
Length: min=4 max=4
Value type: string {2-21.items.[].system.overlays.7vbvdrv2cl87sqta.system.traits.value.[]} (4 different values)
concentrate (x1)
healing (x1)
manipulate (x1)
vitality (x1)
lfxcoz2d3f8j2zq1 : object {2-21.items.[].system.overlays.lfxcoz2d3f8j2zq1}
_id : string {2-21.items.[].system.overlays.lfxcoz2d3f8j2zq1._id} (same value: lfxcoz2d3f8j2zq1)
name : string {2-21.items.[].system.overlays.lfxcoz2d3f8j2zq1.name} (same value: Heal (vs. Undead))
overlayType : string {2-21.items.[].system.overlays.lfxcoz2d3f8j2zq1.overlayType} (same value: override)
sort : integer {2-21.items.[].system.overlays.lfxcoz2d3f8j2zq1.sort} (same value: 3)
system : object {2-21.items.[].system.overlays.lfxcoz2d3f8j2zq1.system}
damage : object {2-21.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage}
0 : object {2-21.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage.0}
kinds : array<string> {2-21.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {2-21.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage.0.kinds.[]} (same value: damage)
range : object {2-21.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.range}
value : string {2-21.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.range.value} (same value: 30 feet)
target : object {2-21.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.target}
value : string {2-21.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.target.value} (same value: 1 undead)
time : object {2-21.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.time}
value : string {2-21.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.time.value} (same value: 2)
traits : object {2-21.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.traits}
value : array<string> {2-21.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.traits.value}
Length: min=4 max=4
Value type: string {2-21.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.traits.value.[]} (4 different values)
concentrate (x1)
healing (x1)
manipulate (x1)
vitality (x1)
[baseItem] : string {2-21.items.[].system.baseItem} (2 different values)
dagger (x2)
whip (x2)
[bonusDamage] : object {2-21.items.[].system.bonusDamage}
value : integer {2-21.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {2-21.items.[].system.bulk}
value : mixed
float {2-21.items.[].system.bulk.value} (same value: 0,1)
integer {2-21.items.[].system.bulk.value} (same value: 1)
[containerId] : mixed
[equipped] : object {2-21.items.[].system.equipped}
carryType : string {2-21.items.[].system.equipped.carryType} (2 different values)
held (x4)
worn (x2)
[handsHeld] : integer {2-21.items.[].system.equipped.handsHeld} (same value: 1)
[invested] : mixed
[inSlot] : boolean {2-21.items.[].system.equipped.inSlot} (same value: True)
[hardness] : integer {2-21.items.[].system.hardness} (same value: 0)
[hp] : object {2-21.items.[].system.hp}
max : integer {2-21.items.[].system.hp.max} (same value: 0)
value : integer {2-21.items.[].system.hp.value} (same value: 0)
[material] : object {2-21.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {2-21.items.[].system.price}
value : object {2-21.items.[].system.price.value}
sp : integer {2-21.items.[].system.price.value.sp} (2 different values)
2 (x2)
1 (x4)
[quantity] : integer {2-21.items.[].system.quantity} (same value: 1)
[reload] : object {2-21.items.[].system.reload}
value : string {2-21.items.[].system.reload.value} (2 different values)
- (x2)
(x2)
[runes] : object {2-21.items.[].system.runes}
potency : integer {2-21.items.[].system.runes.potency} (same value: 0)
property : array<> {2-21.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
striking : integer {2-21.items.[].system.runes.striking} (same value: 0)
[size] : string {2-21.items.[].system.size} (same value: med)
[splashDamage] : object {2-21.items.[].system.splashDamage}
[value] : integer {2-21.items.[].system.splashDamage.value} (same value: 0)
[usage] : object {2-21.items.[].system.usage}
value : string {2-21.items.[].system.usage.value} (same value: held-in-one-hand)
[deathNote] : boolean {2-21.items.[].system.deathNote} (same value: True)
type : string {2-21.items.[].type} (7 different values)
action (x24)
spellcastingEntry (x4)
spell (x25)
melee (x10)
condition (x1)
weapon (x4)
equipment (x2)
[_stats] : object {2-21.items.[]._stats}
compendiumSource : string {2-21.items.[]._stats.compendiumSource} (23 different values)
[flags] : object {2-21.items.[].flags}
pf2e : object {2-21.items.[].flags.pf2e}
linkedWeapon : string {2-21.items.[].flags.pf2e.linkedWeapon} (4 different values)
Bp83Jc9uqVyUghlV (x2)
vd8eZpfmO721TgVj (x1)
rlNjkKzP4UvEx5cR (x2)
RmA9kaVlm3Ek6kNx (x1)
name : string {2-21.name} (all different values)
[prototypeToken] : object {2-21.prototypeToken}
name : string {2-21.prototypeToken.name} (4 different values)
Empowered Blood (x2)
Foretold Ruin (x2)
Sezruth (x2)
Zombie Shambler (x1)
system : object {2-21.system}
attributes : object {2-21.system.attributes}
ac : object {2-21.system.attributes.ac}
value : integer {2-21.system.attributes.ac.value} (7 different values)
0 (x2)
16 (x2)
18 (x1)
17 (x1)
20 (x1)
12 (x1)
15 (x1)
details : string {2-21.system.attributes.ac.details} (same value: )
[emitsSound] : string {2-21.system.attributes.emitsSound} (same value: encounter)
[hardness] : integer {2-21.system.attributes.hardness} (3 different values)
0 (x2)
5 (x1)
10 (x1)
[hasHealth] : boolean {2-21.system.attributes.hasHealth} (same value: True)
hp : object {2-21.system.attributes.hp}
details : string {2-21.system.attributes.hp.details} (2 different values)
(x8)
void healing (x1)
max : integer {2-21.system.attributes.hp.max} (8 different values)
0 (x2)
24 (x1)
44 (x1)
55 (x1)
85 (x1)
20 (x1)
8 (x1)
21 (x1)
temp : integer {2-21.system.attributes.hp.temp} (same value: 0)
value : integer {2-21.system.attributes.hp.value} (8 different values)
0 (x2)
24 (x1)
44 (x1)
55 (x1)
85 (x1)
20 (x1)
8 (x1)
21 (x1)
[stealth] : object {2-21.system.attributes.stealth}
details : string {2-21.system.attributes.stealth.details} (4 different values)
<p>(Untrained)</p> (x1)
<p>(untrained)</p> (x1)
<p>(trained)</p> (x1)
(x1)
value : integer {2-21.system.attributes.stealth.value} (4 different values)
0 (x1)
2 (x1)
10 (x1)
13 (x1)
[immunities] : array<object> {2-21.system.attributes.immunities}
Length: min=1 max=5
Value type: object {2-21.system.attributes.immunities.[]}
type : string {2-21.system.attributes.immunities.[].type} (8 different values)
precision (x2)
critical-hits (x2)
curse (x2)
death-effects (x1)
disease (x1)
paralyzed (x1)
poison (x1)
unconscious (x1)
allSaves : object {2-21.system.attributes.allSaves}
value : string {2-21.system.attributes.allSaves.value} (2 different values)
+1 status to all saves vs. magic (x2)
(x3)
speed : object {2-21.system.attributes.speed}
otherSpeeds : array<> {2-21.system.attributes.speed.otherSpeeds}
Length: min=0 max=0
Value type: mixed
value : integer {2-21.system.attributes.speed.value} (same value: 25)
[weaknesses] : array<object> {2-21.system.attributes.weaknesses}
Length: min=2 max=2
Value type: object {2-21.system.attributes.weaknesses.[]}
type : string {2-21.system.attributes.weaknesses.[].type} (4 different values)
cold-iron (x2)
holy (x2)
critical-hits (x1)
vitality (x1)
value : integer {2-21.system.attributes.weaknesses.[].value} (2 different values)
5 (x5)
6 (x1)
[resistances] : array<object> {2-21.system.attributes.resistances}
Length: min=1 max=1
Value type: object {2-21.system.attributes.resistances.[]}
type : string {2-21.system.attributes.resistances.[].type} (same value: all-damage)
value : integer {2-21.system.attributes.resistances.[].value} (same value: 3)
[creatureType] : string {2-21.system.creatureType} (same value: )
details : object {2-21.system.details}
[description] : string {2-21.system.details.description} (2 different values)
<p>Glowing red Daemonic runes blaze when blood falls on them.</p> (x2)
<p>Daemonic curses slither and crawl through malevolent runes carved in four stone pillars. HP is per-pillar.</p> (x2)
[disable] : string {2-21.system.details.disable} (4 different values)
<p>@Check[thievery|dc:18|name:Scratch Out Runes] (untrained) to scratch out enough runes to disrupt the magic or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (1st level; counteract DC 15) to counteract the runes.</p> (x1)
<p>@Check[thievery|dc:20|name:Scratch Out Runes] (untrained) to scratch out enough runes to disrupt the magic or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (1st level; counteract DC 15) to counteract the runes</p> (x1)
<p>@Check[thievery|dc:17|name:Disable Thievery] (trained) to scratch out a pillar's runes, @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (1st level; counteract DC 15) to counteract a pillar's magic, or @Check[athletics|dc:18|name:Disable Athletics|traits:action:force-open]{Athletics (Force Open)} to push a pillar over. Disabling a pillar requires two actions. Disabling all four pillars or slaying Sezruth disables the trap</p> (x1)
<p>@Check[thievery|dc:20|name:Disable Thievery] (trained) to scratch out a pillar's runes, @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (2nd level; counteract DC 18) to counteract a pillar's magic, or @Check[athletics|dc:21|name:Disable Athletics|traits:action:force-open]{Athletics (Force Open)} to push a pillar over. Disabling a pillar requires two actions. Disabling all four pillars or slaying Sezruth disables the trap</p> (x1)
[isComplex] : boolean {2-21.system.details.isComplex} (2 different values)
False (x2)
True (x2)
level : object {2-21.system.details.level}
value : integer {2-21.system.details.level.value} (5 different values)
-1 (x2)
1 (x3)
3 (x2)
5 (x1)
0 (x1)
publication : object {2-21.system.details.publication}
license : string {2-21.system.details.publication.license} (same value: OGL)
remaster : boolean {2-21.system.details.publication.remaster} (same value: False)
title : string {2-21.system.details.publication.title} (same value: Pathfinder Society Scenario #2-21: In Pursuit of Water)
[reset] : string {2-21.system.details.reset} (3 different values)
<p>The hazard resets at the beginning of each round until it is disabled</p> (x1)
<p>The hazard resets at the beginning of each round until it is disabled.</p> (x1)
(x2)
[routine] : string {2-21.system.details.routine} (3 different values)
(x2)
<p><strong>Routine (4 actions)</strong> The trap loses 1 action each turn for each disabled pillar. On its initiative, the trap uses each action to afflict a different non-evil creature in the room with thirst. The creature must attempt a @Check[fortitude|dc:17|name:Foretold Ruin|traits:damaging-effect] save.</p>
<hr />
<p><strong>Critical Success</strong> The creature is temporarily immune to additional negative effects from the <em>foretold ruin</em> hazard's reaction for 24 hours. The hazard has no awareness of this immunity and continues to target this creature.</p>
<p><strong>Success</strong> The creature is unaffected.</p>
<p><strong>Failure</strong> The creature is @UUID[Compendium.pf2e.conditionitems.Item.Fatigued] until they drink water. If the creature was already fatigued, they take @Damage[1d6[nonlethal,mental]]{1d6 nonlethal mental} damage.</p>
<p><strong>Critical Failure</strong> The creature is fatigued until they drink water and takes 1d6 nonlethal mental damage. If the creature was already fatigued, they instead take @Damage[2d6[nonlethal,mental]]{2d6 nonlethal mental} damage.</p> (x1)
<p><strong>Routine (4 actions)</strong> The trap loses 1 action each turn for each disabled pillar. On its initiative, the trap uses each action to afflict a different non-evil creature in the room with thirst. The creature must attempt a @Check[fortitude|dc:20|name:Foretold Ruin|traits:damaging-effect] save.</p>
<hr />
<p><strong>Critical Success</strong> The creature is temporarily immune to additional negative effects from the <em>foretold ruin</em> hazard's reaction for 24 hours. The hazard has no awareness of this immunity and continues to target this creature.</p>
<p><strong>Success</strong> The creature is unaffected.</p>
<p><strong>Failure</strong> The creature is @UUID[Compendium.pf2e.conditionitems.Item.Fatigued] until they drink water. If the creature was already fatigued, they take @Damage[1d6[nonlethal,mental]]{1d6 nonlethal mental} damage.</p>
<p><strong>Critical Failure</strong> The creature is fatigued until they drink water and takes 1d6 nonlethal mental damage. If the creature was already fatigued, they instead take @Damage[2d6[nonlethal,mental]]{2d6 nonlethal mental} damage.</p> (x1)
blurb : string {2-21.system.details.blurb} (same value: )
languages : object {2-21.system.details.languages}
details : string {2-21.system.details.languages.details} (2 different values)
telepathy 100 feet (x2)
(x3)
value : array<string> {2-21.system.details.languages.value}
Length: min=0 max=2
Value type: string {2-21.system.details.languages.value.[]} (2 different values)
common (x4)
daemonic (x4)
privateNotes : string {2-21.system.details.privateNotes} (same value: )
publicNotes : string {2-21.system.details.publicNotes} (2 different values)
(x4)
<p>A zombie shambler is a slow-moving horror dangerous in larger groups.</p>
<hr />
<p>A zombie's only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they're destroyed.</p> (x1)
saves : object {2-21.system.saves}
fortitude : object {2-21.system.saves.fortitude}
saveDetail : string {2-21.system.saves.fortitude.saveDetail} (same value: )
value : integer {2-21.system.saves.fortitude.value} (6 different values)
0 (x2)
10 (x2)
12 (x1)
7 (x2)
6 (x1)
5 (x1)
reflex : object {2-21.system.saves.reflex}
saveDetail : string {2-21.system.saves.reflex.saveDetail} (same value: )
value : integer {2-21.system.saves.reflex.value} (7 different values)
0 (x3)
4 (x1)
6 (x1)
7 (x1)
13 (x1)
3 (x1)
5 (x1)
will : object {2-21.system.saves.will}
saveDetail : string {2-21.system.saves.will.saveDetail} (same value: )
value : integer {2-21.system.saves.will.value} (6 different values)
0 (x4)
10 (x1)
14 (x1)
2 (x1)
7 (x1)
8 (x1)
[statusEffects] : array<> {2-21.system.statusEffects}
Length: min=0 max=0
Value type: mixed
traits : object {2-21.system.traits}
rarity : string {2-21.system.traits.rarity} (3 different values)
unique (x4)
common (x1)
uncommon (x4)
size : object {2-21.system.traits.size}
value : string {2-21.system.traits.size.value} (same value: med)
value : array<string> {2-21.system.traits.value}
Length: min=2 max=5
Value type: string {2-21.system.traits.value.[]} (11 different values)
magical (x4)
trap (x4)
div (x2)
evil (x5)
fiend (x2)
unholy (x3)
mindless (x1)
undead (x1)
zombie (x1)
human (x2)
humanoid (x2)
abilities : object {2-21.system.abilities}
cha : object {2-21.system.abilities.cha}
mod : integer {2-21.system.abilities.cha.mod} (4 different values)
3 (x1)
5 (x1)
-2 (x1)
1 (x2)
con : object {2-21.system.abilities.con}
mod : integer {2-21.system.abilities.con.mod} (2 different values)
2 (x4)
3 (x1)
dex : object {2-21.system.abilities.dex}
mod : integer {2-21.system.abilities.dex.mod} (4 different values)
2 (x1)
4 (x1)
-2 (x1)
0 (x2)
int : object {2-21.system.abilities.int}
mod : integer {2-21.system.abilities.int.mod} (3 different values)
0 (x3)
1 (x1)
-5 (x1)
str : object {2-21.system.abilities.str}
mod : integer {2-21.system.abilities.str.mod} (4 different values)
2 (x1)
3 (x2)
1 (x1)
4 (x1)
wis : object {2-21.system.abilities.wis}
mod : integer {2-21.system.abilities.wis.mod} (4 different values)
1 (x1)
3 (x2)
0 (x1)
2 (x1)
initiative : object {2-21.system.initiative}
statistic : string {2-21.system.initiative.statistic} (same value: perception)
perception : object {2-21.system.perception}
details : string {2-21.system.perception.details} (same value: )
mod : integer {2-21.system.perception.mod} (5 different values)
10 (x1)
14 (x1)
0 (x1)
5 (x1)
8 (x1)
senses : array<object> {2-21.system.perception.senses}
Length: min=0 max=1
Value type: object {2-21.system.perception.senses.[]}
type : string {2-21.system.perception.senses.[].type} (2 different values)
greater-darkvision (x2)
darkvision (x1)
resources : object {2-21.system.resources}
[focus] : object {2-21.system.resources.focus}
max : integer {2-21.system.resources.focus.max} (same value: 1)
value : integer {2-21.system.resources.focus.value} (same value: 1)
skills : object {2-21.system.skills}
[arcana] : object {2-21.system.skills.arcana}
base : integer {2-21.system.skills.arcana.base} (2 different values)
7 (x1)
10 (x1)
athletics : object {2-21.system.skills.athletics}
base : integer {2-21.system.skills.athletics.base} (4 different values)
7 (x2)
10 (x1)
5 (x1)
4 (x1)
[deception] : object {2-21.system.skills.deception}
base : integer {2-21.system.skills.deception.base} (4 different values)
10 (x1)
14 (x1)
4 (x1)
6 (x1)
[intimidation] : object {2-21.system.skills.intimidation}
base : integer {2-21.system.skills.intimidation.base} (2 different values)
10 (x1)
14 (x1)
[religion] : object {2-21.system.skills.religion}
base : integer {2-21.system.skills.religion.base} (4 different values)
8 (x1)
12 (x1)
4 (x1)
6 (x1)
[stealth] : object {2-21.system.skills.stealth}
base : integer {2-21.system.skills.stealth.base} (2 different values)
9 (x1)
13 (x1)
[spellcasting] : object {2-21.system.spellcasting}
rituals : object {2-21.system.spellcasting.rituals}
dc : integer {2-21.system.spellcasting.rituals.dc} (2 different values)
19 (x1)
22 (x1)
type : string {2-21.type} (2 different values)
hazard (x4)
npc (x5)