577 lines
42 KiB
Plaintext
577 lines
42 KiB
Plaintext
3-01
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Different values: 10
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=====================================
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object {3-01}
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_id : string {3-01._id} (all different values)
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folder : string {3-01.folder} (same value: uuserqfiOJKi6rdG)
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img : string {3-01.img} (2 different values)
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systems/pf2e/icons/default-icons/npc.svg (x8)
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systems/pf2e/icons/default-icons/hazard.svg (x2)
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items : array<object> {3-01.items}
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Length: min=1 max=9
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Value type: object {3-01.items.[]}
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_id : string {3-01.items.[]._id} (30 different values)
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img : string {3-01.items.[].img} (11 different values)
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systems/pf2e/icons/default-icons/melee.svg (x13)
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systems/pf2e/icons/actions/Reaction.webp (x4)
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systems/pf2e/icons/actions/Passive.webp (x13)
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systems/pf2e/icons/actions/OneAction.webp (x4)
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systems/pf2e/icons/actions/TwoActions.webp (x3)
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icons/weapons/axes/axe-broad-black.webp (x2)
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icons/equipment/chest/breastplate-layered-leather-studded-brown.webp (x2)
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systems/pf2e/icons/default-icons/spellcastingEntry.svg (x2)
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systems/pf2e/icons/spells/illusory-disguise.webp (x2)
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systems/pf2e/icons/equipment/weapons/dagger.webp (x2)
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systems/pf2e/icons/equipment/armor/chainshirt.webp (x2)
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name : string {3-01.items.[].name} (24 different values)
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sort : integer {3-01.items.[].sort} (all different values)
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system : object {3-01.items.[].system}
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[attack] : object {3-01.items.[].system.attack}
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value : string {3-01.items.[].system.attack.value} (same value: )
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[attackEffects] : object {3-01.items.[].system.attackEffects}
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[custom] : string {3-01.items.[].system.attackEffects.custom} (same value: )
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value : array<string> {3-01.items.[].system.attackEffects.value}
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Length: min=0 max=1
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Value type: string {3-01.items.[].system.attackEffects.value.[]} (same value: attach)
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[bonus] : object {3-01.items.[].system.bonus}
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value : integer {3-01.items.[].system.bonus.value} (6 different values)
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12 (x4)
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13 (x2)
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0 (x4)
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9 (x4)
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8 (x1)
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10 (x2)
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[damageRolls] : object {3-01.items.[].system.damageRolls}
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[0] : object {3-01.items.[].system.damageRolls.0}
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damage : string {3-01.items.[].system.damageRolls.0.damage} (5 different values)
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2d6+3 (x1)
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1d6+3 (x1)
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1d4+1 (x2)
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1d4+3 (x1)
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1d4+4 (x2)
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damageType : string {3-01.items.[].system.damageRolls.0.damageType} (2 different values)
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bludgeoning (x2)
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piercing (x5)
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[1] : object {3-01.items.[].system.damageRolls.1}
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category : string {3-01.items.[].system.damageRolls.1.category} (same value: persistent)
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damage : string {3-01.items.[].system.damageRolls.1.damage} (2 different values)
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1d6 (x2)
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1d4 (x1)
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damageType : string {3-01.items.[].system.damageRolls.1.damageType} (same value: fire)
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[d93mczcc6tn95955yju4] : object {3-01.items.[].system.damageRolls.d93mczcc6tn95955yju4}
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damage : string {3-01.items.[].system.damageRolls.d93mczcc6tn95955yju4.damage} (2 different values)
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1d6+5 (x1)
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1d6+9 (x1)
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damageType : string {3-01.items.[].system.damageRolls.d93mczcc6tn95955yju4.damageType} (same value: slashing)
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[ex7uk3nff76b4sj4m305] : object {3-01.items.[].system.damageRolls.ex7uk3nff76b4sj4m305}
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damage : string {3-01.items.[].system.damageRolls.ex7uk3nff76b4sj4m305.damage} (2 different values)
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1d6+5 (x1)
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1d6+9 (x1)
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damageType : string {3-01.items.[].system.damageRolls.ex7uk3nff76b4sj4m305.damageType} (same value: slashing)
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description : object {3-01.items.[].system.description}
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value : string {3-01.items.[].system.description.value} (20 different values)
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(x15)
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<p><strong>Trigger</strong> An adjacent enemy damages the enraged shrouded bloodseeker, and the bloodseeker is not already attached to a creature</p>
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<hr />
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<p><strong>Effect</strong> The bloodseeker makes one barbed leg Strike against the triggering creature. If it hits and becomes attached, it uses Blood Drain.</p> (x1)
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<p>Coated in darkness, a shrouded bloodseeker is @UUID[Compendium.pf2e.conditionitems.Item.Concealed] in bright light as if it were in dim light, even to creatures that can see clearly in those light levels.</p> (x2)
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<p>When a bloodseeker hits a target larger than itself, its barbed legs attach it to that creature. This is similar to grabbing the creature, but the bloodseeker moves with that creature rather than holding it in place.</p>
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<p>The bloodseeker is @UUID[Compendium.pf2e.conditionitems.Item.Off-Guard] while attached. If the bloodseeker is killed or pushed away while attached to a creature it has drained blood from, that creature takes @Damage[1[bleed]] damage.</p>
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<p>Escaping the attach or removing the bloodseeker in other ways doesn't cause bleed damage.</p> (x2)
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<p><strong>Requirements</strong> The bloodseeker is attached to a creature.</p>
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<hr />
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<p><strong>Effect</strong> The bloodseeker uses its proboscis to drain blood from the creature it's attached to. This deals [[/r 1d8]]{1d8 damage}, and the bloodseeker gains temporary Hit Points equal to the damage dealt.</p>
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<p>A creature that has its blood drained by a bloodseeker is @UUID[Compendium.pf2e.conditionitems.Item.Drained]{Drained 1} until it receives healing (of any kind or amount).</p> (x2)
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<p>The filth fire ignores the @UUID[Compendium.pf2e.conditionitems.Item.Concealed] condition from smoke.</p> (x1)
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<p>Toxic materials and churning rubbish within the filth fire's body explode in one of three ways. The filth fire chooses the effect, but it can't make the same choice twice in a row.</p><ul><li>Fiery Beam (evocation, fire, primal) The filth fire expels a @Template[line|distance:30] of flame that deals @Damage[3d6[fire]] damage with a @Check[reflex|dc:21|basic] save.</li><li>Shrapnel Blast (evocation, primal) The filth fire shoots jagged rubbish out in a @Template[emanation|distance:5] that deals @Damage[2d12[piercing]] damage with a @Check[reflex|dc:21|basic] save.</li><li>Toxic Fumes (evocation, poison, primal) The filth fire belches a @Template[cone|distance:15] of toxic smoke that deals @Damage[2d6[poison]] damage (@Check[fortitude|dc:21|basic] save). A creature that fails is also @UUID[Compendium.pf2e.conditionitems.Item.Sickened]{Sickened 1} (or sickened 2 on a critical failure).</li></ul> (x1)
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<p>This small axe can be used in close combat or thrown.</p> (x2)
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<p>This leather armor is reinforced with metal studs and sometimes small metal plates, providing most of the flexibility of leather armor with more robust protection.</p> (x2)
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<p>When the Onyx Alliance enforcer rolls initiative using Deception or Stealth, they can attempt to @UUID[Compendium.pf2e.actionspf2e.Item.Demoralize] one creature as a free action.</p> (x2)
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<p>@UUID[Compendium.pf2e.conditionitems.Item.Frightened] creatures are @UUID[Compendium.pf2e.conditionitems.Item.Off-Guard] to the Onyx Alliance enforcer.</p> (x2)
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<p><strong>Effect</strong> The Onyx Alliance enforcer makes a melee Strike. If the attack hits, the enforcer Strides. If the enforcer ends this movement in dim light or darkness, they can attempt to @UUID[Compendium.pf2e.action-macros.Macro.Hide: Stealth].</p> (x2)
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<p>You create an illusion that causes you to appear as another creature of the same body shape, and with roughly similar height (within 6 inches) and weight (within 50 pounds), as yourself. The disguise is typically good enough to hide your identity, but not to impersonate a specific individual. The spell doesn't change your voice, scent, or mannerisms. You can change the appearance of your clothing and worn items, such as making your armor look like a dress. Held items are unaffected, and any worn item you remove returns to its true appearance.</p>
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<p>Casting illusory disguise counts as setting up a disguise for the @UUID[Compendium.pf2e.action-macros.Macro.Impersonate: Deception]{Impersonate} use of Deception; it ignores any circumstance penalties you might take for disguising yourself as a dissimilar creature, it gives you a +4 status bonus to Deception checks to prevent others from seeing through your disguise, and you add your level even if you're untrained. You can Dismiss this spell.</p>
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<hr />
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<p><strong>Heightened (2nd)</strong> The spell also disguises your voice and scent, and it gains the auditory trait.</p>
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<p><strong>Heightened (3rd)</strong> You can appear as any creature of the same size, even a specific individual. You must have seen an individual to take on their appearance. The spell also disguises your voice and scent, and it gains the auditory trait.</p> (x2)
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<p>This small, bladed weapon is held in one hand and used to stab a creature in close combat. It can also be thrown.</p> (x2)
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<p>Sometimes called a hauberk, this is a long shirt constructed of the same metal rings as chainmail. However, it is much lighter than chainmail and protects only the torso, upper arms, and upper legs of its wearer.</p> (x2)
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<p>When the fetchling scout is @UUID[Compendium.pf2e.conditionitems.Item.Concealed] as a result of dim light, the flat check to target them has a DC of 7, not 5.</p> (x2)
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<p><strong>Requirements</strong> The fetchling is in dim light</p>
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<hr />
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<p><strong>Effect</strong> The fetchling Strides. They have a +10-foot status bonus to their Speed during this Stride. The DC from shadow blending increases to @Check[flat|dc:11] during this Stride, and the fetchling remains @UUID[Compendium.pf2e.conditionitems.Item.Concealed] by dim light until the end of the movement, even if they leave dim light during the Stride.</p> (x2)
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<p>The fetchling scout's Strikes deal an additional 1d6 precision damage to @UUID[Compendium.pf2e.conditionitems.Item.Off-Guard] creatures.</p> (x2)
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<p><strong>Trigger</strong> A creature without the Shadow trait ends its turn in the cloud of magical sensors, and a member of the Onyx Alliance is within 60 feet</p>
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<hr />
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<p><strong>Effect</strong> This trap casts a minor version of @UUID[Compendium.pf2e.spells-srd.Item.Mirror Image]: it creates a single illusory image that swirls about the nearest member of the Onyx Alliance within 60 feet, functioning in all ways as a <em>mirror image</em> cast by that creature. The image remains for 1 minute, or until it is destroyed or the trap is disabled. A creature can have up to three shadow doubles at one time; any additional doubles are instantly destroyed.</p> (x2)
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<p><strong>Trigger</strong> An adjacent ally is targeted by an effect that deals fire damage</p>
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<hr />
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<p><strong>Effect</strong> The ember fox drapes itself across its ally, granting the ally fire resistance 10 against the incoming attack.</p> (x1)
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publication : object {3-01.items.[].system.publication}
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license : string {3-01.items.[].system.publication.license} (same value: OGL)
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remaster : boolean {3-01.items.[].system.publication.remaster} (same value: False)
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title : string {3-01.items.[].system.publication.title} (2 different values)
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(x47)
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Pathfinder Bestiary (x2)
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rules : ###FoundryRulesObject###
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[slug] : string {3-01.items.[].system.slug} (6 different values)
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hatchet (x2)
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studded-leather-armor (x2)
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illusory-disguise (x2)
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dagger (x2)
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chain-shirt (x2)
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sneak-attack (x2)
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[traits] : object {3-01.items.[].system.traits}
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rarity : string {3-01.items.[].system.traits.rarity} (same value: common)
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value : array<string> {3-01.items.[].system.traits.value}
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Length: min=0 max=4
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Value type: string {3-01.items.[].system.traits.value.[]} (18 different values)
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finesse (x10)
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fire (x2)
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range-increment-20 (x1)
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poison (x1)
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primal (x1)
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agile (x13)
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sweep (x6)
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thrown-10 (x8)
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illusion (x8)
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occult (x6)
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shadow (x6)
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concentrate (x2)
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manipulate (x2)
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visual (x4)
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versatile-s (x6)
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flexible (x2)
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noisy (x2)
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unarmed (x1)
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[traditions] : array<string> {3-01.items.[].system.traits.traditions}
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Length: min=2 max=2
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Value type: string {3-01.items.[].system.traits.traditions.[]} (2 different values)
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arcane (x2)
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occult (x2)
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[weaponType] : object {3-01.items.[].system.weaponType}
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value : string {3-01.items.[].system.weaponType.value} (2 different values)
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melee (x8)
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ranged (x5)
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[actionType] : object {3-01.items.[].system.actionType}
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value : string {3-01.items.[].system.actionType.value} (3 different values)
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reaction (x4)
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passive (x13)
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action (x7)
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[actions] : object {3-01.items.[].system.actions}
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[value] : integer {3-01.items.[].system.actions.value} (2 different values)
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1 (x4)
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2 (x3)
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[category] : string {3-01.items.[].system.category} (6 different values)
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defensive (x8)
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offensive (x13)
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interaction (x1)
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martial (x2)
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light (x4)
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simple (x2)
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[baseItem] : string {3-01.items.[].system.baseItem} (4 different values)
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hatchet (x2)
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studded-leather-armor (x2)
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dagger (x2)
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chain-shirt (x2)
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[bonusDamage] : object {3-01.items.[].system.bonusDamage}
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value : integer {3-01.items.[].system.bonusDamage.value} (same value: 0)
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[bulk] : object {3-01.items.[].system.bulk}
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value : mixed
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float {3-01.items.[].system.bulk.value} (same value: 0,1)
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integer {3-01.items.[].system.bulk.value} (same value: 1)
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[containerId] : mixed
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[damage] : object {3-01.items.[].system.damage}
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[damageType] : string {3-01.items.[].system.damage.damageType} (2 different values)
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slashing (x2)
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piercing (x2)
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[dice] : integer {3-01.items.[].system.damage.dice} (same value: 1)
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[die] : string {3-01.items.[].system.damage.die} (2 different values)
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d6 (x2)
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d4 (x2)
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[equipped] : object {3-01.items.[].system.equipped}
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carryType : string {3-01.items.[].system.equipped.carryType} (2 different values)
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held (x4)
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worn (x4)
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[handsHeld] : integer {3-01.items.[].system.equipped.handsHeld} (same value: 1)
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[invested] : mixed
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[inSlot] : boolean {3-01.items.[].system.equipped.inSlot} (same value: True)
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[group] : string {3-01.items.[].system.group} (4 different values)
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axe (x2)
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leather (x2)
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knife (x2)
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chain (x2)
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[hardness] : integer {3-01.items.[].system.hardness} (same value: 0)
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[hp] : object {3-01.items.[].system.hp}
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max : integer {3-01.items.[].system.hp.max} (same value: 0)
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value : integer {3-01.items.[].system.hp.value} (same value: 0)
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[level] : object {3-01.items.[].system.level}
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value : integer {3-01.items.[].system.level.value} (2 different values)
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0 (x8)
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1 (x2)
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[material] : object {3-01.items.[].system.material}
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[grade] : mixed
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[type] : mixed
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[price] : object {3-01.items.[].system.price}
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value : object {3-01.items.[].system.price.value}
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[sp] : integer {3-01.items.[].system.price.value.sp} (2 different values)
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4 (x2)
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2 (x2)
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[gp] : integer {3-01.items.[].system.price.value.gp} (2 different values)
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3 (x2)
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5 (x2)
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[quantity] : integer {3-01.items.[].system.quantity} (2 different values)
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4 (x2)
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1 (x6)
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[range] : object {3-01.items.[].system.range}
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value : string {3-01.items.[].system.range.value} (same value: )
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[reload] : object {3-01.items.[].system.reload}
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value : string {3-01.items.[].system.reload.value} (same value: -)
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[runes] : object {3-01.items.[].system.runes}
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potency : integer {3-01.items.[].system.runes.potency} (same value: 0)
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property : array<> {3-01.items.[].system.runes.property}
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Length: min=0 max=0
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Value type: mixed
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[striking] : integer {3-01.items.[].system.runes.striking} (same value: 0)
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[resilient] : integer {3-01.items.[].system.runes.resilient} (same value: 0)
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[size] : string {3-01.items.[].system.size} (same value: med)
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[splashDamage] : object {3-01.items.[].system.splashDamage}
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value : integer {3-01.items.[].system.splashDamage.value} (same value: 0)
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[usage] : object {3-01.items.[].system.usage}
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value : string {3-01.items.[].system.usage.value} (same value: held-in-one-hand)
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[acBonus] : integer {3-01.items.[].system.acBonus} (same value: 2)
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[checkPenalty] : integer {3-01.items.[].system.checkPenalty} (same value: -1)
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[dexCap] : integer {3-01.items.[].system.dexCap} (same value: 3)
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[speedPenalty] : integer {3-01.items.[].system.speedPenalty} (same value: 0)
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[strength] : integer {3-01.items.[].system.strength} (same value: 1)
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[autoHeightenLevel] : object {3-01.items.[].system.autoHeightenLevel}
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[value] : mixed
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[prepared] : object {3-01.items.[].system.prepared}
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flexible : boolean {3-01.items.[].system.prepared.flexible} (same value: False)
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value : string {3-01.items.[].system.prepared.value} (same value: innate)
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[proficiency] : object {3-01.items.[].system.proficiency}
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value : integer {3-01.items.[].system.proficiency.value} (same value: 0)
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[slots] : object {3-01.items.[].system.slots}
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slot1 : object {3-01.items.[].system.slots.slot1}
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max : integer {3-01.items.[].system.slots.slot1.max} (same value: 1)
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value : integer {3-01.items.[].system.slots.slot1.value} (same value: 1)
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[spelldc] : object {3-01.items.[].system.spelldc}
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dc : integer {3-01.items.[].system.spelldc.dc} (2 different values)
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15 (x1)
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18 (x1)
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item : integer {3-01.items.[].system.spelldc.item} (same value: 0)
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mod : integer {3-01.items.[].system.spelldc.mod} (same value: 0)
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value : integer {3-01.items.[].system.spelldc.value} (2 different values)
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7 (x1)
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10 (x1)
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[tradition] : object {3-01.items.[].system.tradition}
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value : string {3-01.items.[].system.tradition.value} (same value: occult)
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[area] : mixed
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[cost] : object {3-01.items.[].system.cost}
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value : string {3-01.items.[].system.cost.value} (same value: )
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[counteraction] : boolean {3-01.items.[].system.counteraction} (same value: False)
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[defense] : mixed
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[duration] : object {3-01.items.[].system.duration}
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sustained : boolean {3-01.items.[].system.duration.sustained} (same value: False)
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value : string {3-01.items.[].system.duration.value} (same value: 1 hour)
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[location] : object {3-01.items.[].system.location}
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value : string {3-01.items.[].system.location.value} (same value: LRu9rZ2D08Nr5Wa4)
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[requirements] : string {3-01.items.[].system.requirements} (same value: )
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[target] : object {3-01.items.[].system.target}
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value : string {3-01.items.[].system.target.value} (same value: )
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[time] : object {3-01.items.[].system.time}
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value : string {3-01.items.[].system.time.value} (same value: 2)
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type : string {3-01.items.[].type} (6 different values)
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melee (x13)
|
|
action (x24)
|
|
weapon (x4)
|
|
armor (x4)
|
|
spellcastingEntry (x2)
|
|
spell (x2)
|
|
[_stats] : object {3-01.items.[]._stats}
|
|
compendiumSource : string {3-01.items.[]._stats.compendiumSource} (6 different values)
|
|
Compendium.pf2e.equipment-srd.Item.LGgvev6AV0So8tP9 (x2)
|
|
Compendium.pf2e.equipment-srd.Item.ewQZ0VeL38v3qFnN (x2)
|
|
Compendium.pf2e.spells-srd.Item.i35dpZFI7jZcRoBo (x2)
|
|
Compendium.pf2e.equipment-srd.Item.rQWaJhI5Bko5x14Z (x2)
|
|
Compendium.pf2e.equipment-srd.Item.MPcM4Wt6KmWE2kGL (x2)
|
|
Compendium.pf2e.bestiary-ability-glossary-srd.Item.AWvNPE4U0kEJSL1T (x2)
|
|
[flags] : object {3-01.items.[].flags}
|
|
pf2e : object {3-01.items.[].flags.pf2e}
|
|
linkedWeapon : string {3-01.items.[].flags.pf2e.linkedWeapon} (2 different values)
|
|
HHnw1l82KEs79ly6 (x4)
|
|
8DsdSzWnUcWOnZyf (x4)
|
|
name : string {3-01.name} (all different values)
|
|
system : object {3-01.system}
|
|
[abilities] : object {3-01.system.abilities}
|
|
cha : object {3-01.system.abilities.cha}
|
|
mod : integer {3-01.system.abilities.cha.mod} (4 different values)
|
|
-2 (x2)
|
|
0 (x3)
|
|
2 (x2)
|
|
1 (x1)
|
|
con : object {3-01.system.abilities.con}
|
|
mod : integer {3-01.system.abilities.con.mod} (4 different values)
|
|
1 (x2)
|
|
4 (x1)
|
|
3 (x2)
|
|
2 (x3)
|
|
dex : object {3-01.system.abilities.dex}
|
|
mod : integer {3-01.system.abilities.dex.mod} (3 different values)
|
|
4 (x5)
|
|
5 (x1)
|
|
2 (x2)
|
|
int : object {3-01.system.abilities.int}
|
|
mod : integer {3-01.system.abilities.int.mod} (4 different values)
|
|
-5 (x2)
|
|
-2 (x2)
|
|
-1 (x2)
|
|
0 (x2)
|
|
str : object {3-01.system.abilities.str}
|
|
mod : integer {3-01.system.abilities.str.mod} (3 different values)
|
|
-3 (x2)
|
|
1 (x4)
|
|
3 (x2)
|
|
wis : object {3-01.system.abilities.wis}
|
|
mod : integer {3-01.system.abilities.wis.mod} (3 different values)
|
|
2 (x5)
|
|
3 (x1)
|
|
0 (x2)
|
|
attributes : object {3-01.system.attributes}
|
|
ac : object {3-01.system.attributes.ac}
|
|
[details] : string {3-01.system.attributes.ac.details} (same value: )
|
|
value : integer {3-01.system.attributes.ac.value} (5 different values)
|
|
20 (x1)
|
|
21 (x3)
|
|
18 (x3)
|
|
0 (x2)
|
|
17 (x1)
|
|
[allSaves] : object {3-01.system.attributes.allSaves}
|
|
value : string {3-01.system.attributes.allSaves.value} (same value: )
|
|
hp : object {3-01.system.attributes.hp}
|
|
details : string {3-01.system.attributes.hp.details} (same value: )
|
|
max : integer {3-01.system.attributes.hp.max} (9 different values)
|
|
37 (x1)
|
|
70 (x1)
|
|
30 (x1)
|
|
18 (x1)
|
|
0 (x2)
|
|
16 (x1)
|
|
35 (x1)
|
|
60 (x1)
|
|
39 (x1)
|
|
temp : integer {3-01.system.attributes.hp.temp} (same value: 0)
|
|
value : integer {3-01.system.attributes.hp.value} (9 different values)
|
|
37 (x1)
|
|
70 (x1)
|
|
30 (x1)
|
|
18 (x1)
|
|
0 (x2)
|
|
16 (x1)
|
|
35 (x1)
|
|
60 (x1)
|
|
39 (x1)
|
|
[speed] : object {3-01.system.attributes.speed}
|
|
otherSpeeds : array<object> {3-01.system.attributes.speed.otherSpeeds}
|
|
Length: min=0 max=1
|
|
Value type: object {3-01.system.attributes.speed.otherSpeeds.[]}
|
|
type : string {3-01.system.attributes.speed.otherSpeeds.[].type} (same value: fly)
|
|
value : integer {3-01.system.attributes.speed.otherSpeeds.[].value} (same value: 30)
|
|
value : integer {3-01.system.attributes.speed.value} (3 different values)
|
|
10 (x2)
|
|
25 (x5)
|
|
30 (x1)
|
|
[immunities] : array<object> {3-01.system.attributes.immunities}
|
|
Length: min=5 max=5
|
|
Value type: object {3-01.system.attributes.immunities.[]}
|
|
type : string {3-01.system.attributes.immunities.[].type} (5 different values)
|
|
bleed (x2)
|
|
fire (x2)
|
|
paralyzed (x2)
|
|
poison (x2)
|
|
sleep (x2)
|
|
[weaknesses] : array<object> {3-01.system.attributes.weaknesses}
|
|
Length: min=1 max=1
|
|
Value type: object {3-01.system.attributes.weaknesses.[]}
|
|
type : string {3-01.system.attributes.weaknesses.[].type} (same value: cold)
|
|
value : integer {3-01.system.attributes.weaknesses.[].value} (same value: 5)
|
|
[emitsSound] : string {3-01.system.attributes.emitsSound} (same value: encounter)
|
|
[hardness] : integer {3-01.system.attributes.hardness} (same value: 0)
|
|
[hasHealth] : boolean {3-01.system.attributes.hasHealth} (same value: True)
|
|
[stealth] : object {3-01.system.attributes.stealth}
|
|
details : string {3-01.system.attributes.stealth.details} (same value: )
|
|
value : integer {3-01.system.attributes.stealth.value} (2 different values)
|
|
7 (x1)
|
|
9 (x1)
|
|
details : object {3-01.system.details}
|
|
[blurb] : string {3-01.system.details.blurb} (same value: )
|
|
[languages] : object {3-01.system.details.languages}
|
|
details : string {3-01.system.details.languages.details} (2 different values)
|
|
(x6)
|
|
(can't speak any language) (x2)
|
|
value : array<string> {3-01.system.details.languages.value}
|
|
Length: min=0 max=2
|
|
Value type: string {3-01.system.details.languages.value.[]} (3 different values)
|
|
pyric (x2)
|
|
common (x4)
|
|
shadowtongue (x4)
|
|
level : object {3-01.system.details.level}
|
|
value : integer {3-01.system.details.level.value} (5 different values)
|
|
3 (x2)
|
|
4 (x2)
|
|
2 (x2)
|
|
1 (x3)
|
|
-1 (x1)
|
|
[privateNotes] : string {3-01.system.details.privateNotes} (same value: )
|
|
[publicNotes] : string {3-01.system.details.publicNotes} (5 different values)
|
|
<p>Scourges of swamps and damp, abandoned places, bloodseekers are ravenous blood drinkers. Farmers curse the creatures for sucking their livestock dry. It is from such beleaguered people that the bloodseeker's regional name "stirge", possibly a corruption of the word "scourge", comes. Folk wisdom holds that the appearance of bloodseekers in a region signals a healthy herd of livestock, but more often it means bogs or old buildings that haven't been properly tended to. Certainly, no amount of folksy parable can assuage a farmer driven to destitution by a bloodseeker infestation. But despite their role as parasites, bloodseekers aren't hated by all villages. In some cases, the inhabitants of remote backwoods thorps even keep the things as pets or use them as doubtful medicinal "tools" to drain away unwanted humors or test for evil spirits possessing the blood. Worshippers of gods of pestilence and parasites often view bloodseekers as sacred to their faith and allow the creatures to feed freely from their bodies. In such societies, those who accidentally give too much are considered to have been "blessed" by the village's hungry god.</p>
|
|
<p>Bloodseekers seem to be constantly hungry, but they are not inherently malevolent. They can be scared away fairly easily and prefer to swiftly retreat rather than risk death. Some adventurers report that these creatures can be scared away by waving torches at the flying pests. However, bloodseekers are much bolder when encountered in larger numbers, as bringing down one victim lets an entire colony feed. Bloodseeker colonies are called clots, for obvious and disgusting reasons. If a lone bloodseeker finds a likely victim while its clot is nearby, it emits a high-pitched, keening noise to summon reinforcements.</p>
|
|
<p>Most humanoids avoid bloodseekers, but boggards sometimes cultivate bloodseeker nests around the perimeter of their territory. These colonies serve as a deterrent to intruders, and the boggards sometimes check for bloodseeker prey, collecting the hides or bodies of animals killed by the pests. Meals prepared from slain bloodseekers that have gorged on the blood of specific creatures are a staple among certain boggard communities. The boggards not only eat the actual bloodseekers, but they also make a gelled slurry from the drained blood.</p>
|
|
<p>A typical bloodseeker is about a foot long, with mottled, reddish-brown skin and a yellow underbelly. Its four wings resemble bat wings. When gorged with blood, the creature becomes bloated and pink, and it tends to wobble unsteadily in the air as it flies off to digest its meal.</p> (x2)
|
|
<p>These creatures look like roiling clouds of black smoke churning above a mound of burning refuse. Leering faces form and fade in the smoke above, while the burning trash writhes in spasmodic lurches, obviously alive.</p> (x1)
|
|
(x2)
|
|
<p>The people known today as fetchlings are a distinct ancestry descended from generations of humans who became trapped ages ago on the Shadow Plane. No longer human at all, these people, who call themselves kayals, have become monochromatic in coloration, with flesh tones and hair colors varying between white, black, and all shades of gray. Their limbs are lithe and willowy, and their eyes are generally solid yellow, yellow-green, or white, though a rare few have a purple or blue glow.</p>
|
|
<p>Fetchlings have developed their own complex societies in the Shadow Plane, often under the tolerance of or in servitude to the strange, malignant creatures there, such as the sinister velstracs or the enigmatic d'ziriaks. While individual fetchlings can be any alignment, they are all survivors in a harsh environment, which leads to a tendency toward pragmatism. Fetchling clothing mimics the regions they dwell in, with drab colors tending toward darker shades. When they trade with humans or other societies on the Material Plane, they often wear masks or concealing clothing to hide their appearance.</p>
|
|
<p>Typical fetchling communities are insular and swiftly close ranks in the event of an intruder. Though individual fetchlings don't mind traveling to and blending in with other societies to facilitate trade, they often hide or even react defensively if they have their own visitors. When one considers the nature of the other denizens of the Shadow Plane, however, this tendency to assume the worst of interlopers might make sense to some.</p>
|
|
<p>Fetchlings are not as common on the Material Plane; most of those who dwell there are loners by choice who have left their home to seek out adventure elsewhere, exiles who were banished from their homelands, or planar castaways with no ability to return to the Shadow Plane. This last category, the lost and stranded, are the most likely to be found in larger groups. In cities of significant size, one can sometimes even find a small community of a few dozen or more fetchlings living among humans, although they often do so subtly by dyeing their hair, wearing brightly colored clothing, and utilizing layers of makeup to hide their pallid complexions.</p> (x2)
|
|
<p>Ember foxes resemble their canid namesakes, save for the flames that make their fur and the tips of their long whiskers flicker and glow.</p> (x1)
|
|
publication : object {3-01.system.details.publication}
|
|
license : string {3-01.system.details.publication.license} (same value: OGL)
|
|
remaster : boolean {3-01.system.details.publication.remaster} (same value: False)
|
|
title : string {3-01.system.details.publication.title} (same value: Pathfinder Society Intro: Year of Shattered Sanctuaries)
|
|
[description] : string {3-01.system.details.description} (same value: <p>A cloud of invisible magical sensors in a 10-foot radius surrounds a shadowy 3-foot-diameter rune on the floor.</p>)
|
|
[disable] : string {3-01.system.details.disable} (2 different values)
|
|
<p>@Check[thievery|dc:12|name:Erase the Rune|traits:action:disable-a-device,magical,trap] (trained) to carefully erase the rune without triggering the sensors, @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] or a spell with the Light trait (1st level; counteract DC 13) to counteract the rune</p> (x1)
|
|
<p>@Check[thievery|dc:14|name:Erase the Rune|traits:action:disable-a-device,magical,trap] (trained) to carefully erase the rune without triggering the sensors, @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] or a spell with the Light trait (1st level; counteract DC 15) to counteract the rune</p> (x1)
|
|
[isComplex] : boolean {3-01.system.details.isComplex} (same value: False)
|
|
[reset] : string {3-01.system.details.reset} (same value: <p>The trap resets each night at dusk.</p>)
|
|
[routine] : string {3-01.system.details.routine} (same value: )
|
|
[initiative] : object {3-01.system.initiative}
|
|
statistic : string {3-01.system.initiative.statistic} (same value: perception)
|
|
[perception] : object {3-01.system.perception}
|
|
details : string {3-01.system.perception.details} (2 different values)
|
|
(x7)
|
|
smoke vision (x1)
|
|
mod : integer {3-01.system.perception.mod} (5 different values)
|
|
10 (x1)
|
|
11 (x2)
|
|
8 (x3)
|
|
5 (x1)
|
|
7 (x1)
|
|
senses : array<object> {3-01.system.perception.senses}
|
|
Length: min=1 max=2
|
|
Value type: object {3-01.system.perception.senses.[]}
|
|
type : string {3-01.system.perception.senses.[].type} (2 different values)
|
|
darkvision (x8)
|
|
scent (x2)
|
|
[acuity] : string {3-01.system.perception.senses.[].acuity} (same value: imprecise)
|
|
[range] : integer {3-01.system.perception.senses.[].range} (same value: 60)
|
|
[resources] : object {3-01.system.resources}
|
|
[focus] : object {3-01.system.resources.focus}
|
|
max : integer {3-01.system.resources.focus.max} (same value: 1)
|
|
value : integer {3-01.system.resources.focus.value} (same value: 1)
|
|
saves : object {3-01.system.saves}
|
|
fortitude : object {3-01.system.saves.fortitude}
|
|
saveDetail : string {3-01.system.saves.fortitude.saveDetail} (same value: )
|
|
value : integer {3-01.system.saves.fortitude.value} (6 different values)
|
|
9 (x2)
|
|
12 (x2)
|
|
5 (x1)
|
|
0 (x2)
|
|
7 (x2)
|
|
6 (x1)
|
|
reflex : object {3-01.system.saves.reflex}
|
|
saveDetail : string {3-01.system.saves.reflex.saveDetail} (same value: )
|
|
value : integer {3-01.system.saves.reflex.value} (7 different values)
|
|
12 (x1)
|
|
13 (x1)
|
|
8 (x1)
|
|
9 (x1)
|
|
0 (x2)
|
|
10 (x2)
|
|
11 (x2)
|
|
will : object {3-01.system.saves.will}
|
|
saveDetail : string {3-01.system.saves.will.saveDetail} (same value: )
|
|
value : integer {3-01.system.saves.will.value} (6 different values)
|
|
8 (x2)
|
|
9 (x2)
|
|
6 (x2)
|
|
5 (x1)
|
|
0 (x2)
|
|
7 (x1)
|
|
[skills] : object {3-01.system.skills}
|
|
[acrobatics] : object {3-01.system.skills.acrobatics}
|
|
base : integer {3-01.system.skills.acrobatics.base} (5 different values)
|
|
11 (x1)
|
|
13 (x1)
|
|
7 (x1)
|
|
8 (x2)
|
|
10 (x1)
|
|
[stealth] : object {3-01.system.skills.stealth}
|
|
base : integer {3-01.system.skills.stealth.base} (6 different values)
|
|
11 (x1)
|
|
6 (x1)
|
|
7 (x1)
|
|
8 (x2)
|
|
9 (x1)
|
|
10 (x1)
|
|
[athletics] : object {3-01.system.skills.athletics}
|
|
base : integer {3-01.system.skills.athletics.base} (5 different values)
|
|
9 (x1)
|
|
7 (x2)
|
|
4 (x1)
|
|
5 (x1)
|
|
10 (x1)
|
|
[intimidation] : object {3-01.system.skills.intimidation}
|
|
base : integer {3-01.system.skills.intimidation.base} (2 different values)
|
|
6 (x1)
|
|
9 (x1)
|
|
[deception] : object {3-01.system.skills.deception}
|
|
base : integer {3-01.system.skills.deception.base} (2 different values)
|
|
5 (x1)
|
|
8 (x1)
|
|
[diplomacy] : object {3-01.system.skills.diplomacy}
|
|
base : integer {3-01.system.skills.diplomacy.base} (2 different values)
|
|
5 (x1)
|
|
8 (x1)
|
|
[society] : object {3-01.system.skills.society}
|
|
base : integer {3-01.system.skills.society.base} (2 different values)
|
|
3 (x1)
|
|
5 (x1)
|
|
[thievery] : object {3-01.system.skills.thievery}
|
|
base : integer {3-01.system.skills.thievery.base} (2 different values)
|
|
7 (x1)
|
|
10 (x1)
|
|
traits : object {3-01.system.traits}
|
|
rarity : string {3-01.system.traits.rarity} (2 different values)
|
|
uncommon (x9)
|
|
common (x1)
|
|
size : object {3-01.system.traits.size}
|
|
value : string {3-01.system.traits.size.value} (3 different values)
|
|
tiny (x2)
|
|
med (x7)
|
|
sm (x1)
|
|
value : array<string> {3-01.system.traits.value}
|
|
Length: min=2 max=4
|
|
Value type: string {3-01.system.traits.value.[]} (9 different values)
|
|
animal (x2)
|
|
shadow (x6)
|
|
elemental (x2)
|
|
fire (x2)
|
|
evil (x4)
|
|
fetchling (x4)
|
|
humanoid (x4)
|
|
magical (x2)
|
|
trap (x2)
|
|
[creatureType] : string {3-01.system.creatureType} (same value: )
|
|
[customModifiers] : object {3-01.system.customModifiers}
|
|
[statusEffects] : array<> {3-01.system.statusEffects}
|
|
Length: min=0 max=0
|
|
Value type: mixed
|
|
type : string {3-01.type} (2 different values)
|
|
npc (x8)
|
|
hazard (x2)
|
|
[prototypeToken] : object {3-01.prototypeToken}
|
|
name : string {3-01.prototypeToken.name} (2 different values)
|
|
Filth Fire (x1)
|
|
Shadow Double Runes (x2) |