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Pf2eDataScrapper/output/pf2e/packs/3-02.txt
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2025-04-08 17:56:11 +04:00

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3-02
Different values: 11
=====================================
object {3-02}
_id : string {3-02._id} (all different values)
folder : string {3-02.folder} (same value: 'ifDDLfplrl3f771G')
img : string {3-02.img} (2 different values)
'systems/pf2e/icons/default-icons/npc.svg' (x7)
'systems/pf2e/icons/default-icons/hazard.svg' (x4)
items : array<object> {3-02.items}
Length: min=1 max=9
Value type: object {3-02.items.[]}
_id : string {3-02.items.[]._id} (31 different values)
img : string {3-02.items.[].img} (14 different values)
name : string {3-02.items.[].name} (25 different values)
sort : integer {3-02.items.[].sort} (10 different values)
0 (x8)
100000 (x7)
200000 (x7)
300000 (x7)
400000 (x6)
500000 (x4)
600000 (x4)
700000 (x2)
800000 (x2)
900000 (x2)
system : object {3-02.items.[].system}
[acBonus] : integer {3-02.items.[].system.acBonus} (2 different values)
2 (x2)
1 (x2)
[actionType] : object {3-02.items.[].system.actionType}
value : string {3-02.items.[].system.actionType.value} (4 different values)
'passive' (x11)
'action' (x6)
'reaction' (x4)
'free' (x2)
[actions] : object {3-02.items.[].system.actions}
[value] : integer {3-02.items.[].system.actions.value} (2 different values)
2 (x4)
1 (x2)
[attack] : object {3-02.items.[].system.attack}
value : string {3-02.items.[].system.attack.value} (same value: '')
[attackEffects] : object {3-02.items.[].system.attackEffects}
[custom] : string {3-02.items.[].system.attackEffects.custom} (same value: '')
value : array<> {3-02.items.[].system.attackEffects.value}
Length: min=0 max=0
Value type: empty
[baseItem] : string {3-02.items.[].system.baseItem} (6 different values)
'hand-crossbow' (x2)
'shortsword' (x2)
'studded-leather-armor' (x2)
'leather-armor' (x2)
'light-mace' (x1)
'warhammer' (x1)
[bonus] : object {3-02.items.[].system.bonus}
value : integer {3-02.items.[].system.bonus.value} (9 different values)
0 (x6)
11 (x3)
7 (x3)
13 (x1)
16 (x1)
12 (x1)
15 (x1)
9 (x1)
6 (x1)
[bonusDamage] : object {3-02.items.[].system.bonusDamage}
value : integer {3-02.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {3-02.items.[].system.bulk}
value : mixed
float {3-02.items.[].system.bulk.value} (same value: 0,1)
integer {3-02.items.[].system.bulk.value} (same value: 1)
[category] : string {3-02.items.[].system.category} (7 different values)
'offensive' (x10)
'defensive' (x5)
'light' (x4)
'simple' (x3)
'martial' (x3)
'interaction' (x2)
'ammo' (x2)
[checkPenalty] : integer {3-02.items.[].system.checkPenalty} (same value: -1)
[containerId] : empty
[damage] : object {3-02.items.[].system.damage}
damageType : string {3-02.items.[].system.damage.damageType} (2 different values)
'piercing' (x4)
'bludgeoning' (x2)
dice : integer {3-02.items.[].system.damage.dice} (same value: 1)
die : string {3-02.items.[].system.damage.die} (3 different values)
'd6' (x4)
'd4' (x1)
'd8' (x1)
[damageRolls] : object {3-02.items.[].system.damageRolls}
[4jqnr0heq8dqkk8mf4ls] : object {3-02.items.[].system.damageRolls.4jqnr0heq8dqkk8mf4ls}
damage : string {3-02.items.[].system.damageRolls.4jqnr0heq8dqkk8mf4ls.damage} (same value: '1d8+4')
damageType : string {3-02.items.[].system.damageRolls.4jqnr0heq8dqkk8mf4ls.damageType} (same value: 'slashing')
[MsuzxajY5eKBHfXz] : object {3-02.items.[].system.damageRolls.MsuzxajY5eKBHfXz}
damage : string {3-02.items.[].system.damageRolls.MsuzxajY5eKBHfXz.damage} (2 different values)
'2d6+2' (x1)
'2d8+4' (x1)
damageType : string {3-02.items.[].system.damageRolls.MsuzxajY5eKBHfXz.damageType} (same value: 'void')
kl4vE9Rt7pFUBh3M : object {3-02.items.[].system.damageRolls.kl4vE9Rt7pFUBh3M}
damage : string {3-02.items.[].system.damageRolls.kl4vE9Rt7pFUBh3M.damage} (2 different values)
'1d4+2' (x1)
'1d8+4' (x1)
damageType : string {3-02.items.[].system.damageRolls.kl4vE9Rt7pFUBh3M.damageType} (same value: 'bludgeoning')
[lhflr40jwajii990myjj] : object {3-02.items.[].system.damageRolls.lhflr40jwajii990myjj}
damage : string {3-02.items.[].system.damageRolls.lhflr40jwajii990myjj.damage} (same value: '1d6+4')
damageType : string {3-02.items.[].system.damageRolls.lhflr40jwajii990myjj.damageType} (same value: 'bludgeoning')
[mACl06enz9V7cHlV] : object {3-02.items.[].system.damageRolls.mACl06enz9V7cHlV}
damage : string {3-02.items.[].system.damageRolls.mACl06enz9V7cHlV.damage} (same value: '1d6')
damageType : string {3-02.items.[].system.damageRolls.mACl06enz9V7cHlV.damageType} (same value: 'piercing')
[pKCbPePVPe56dD06] : object {3-02.items.[].system.damageRolls.pKCbPePVPe56dD06}
damage : string {3-02.items.[].system.damageRolls.pKCbPePVPe56dD06.damage} (2 different values)
'1d6' (x1)
'1d6+2' (x1)
damageType : string {3-02.items.[].system.damageRolls.pKCbPePVPe56dD06.damageType} (same value: 'piercing')
[x2xzitw3cmrro3pp1m88] : object {3-02.items.[].system.damageRolls.x2xzitw3cmrro3pp1m88}
damage : string {3-02.items.[].system.damageRolls.x2xzitw3cmrro3pp1m88.damage} (2 different values)
'1d10+6' (x1)
'2d8+7' (x1)
damageType : string {3-02.items.[].system.damageRolls.x2xzitw3cmrro3pp1m88.damageType} (same value: 'void')
[deathNote] : boolean {3-02.items.[].system.deathNote} (same value: True)
description : object {3-02.items.[].system.description}
value : string {3-02.items.[].system.description.value} (23 different values)
[dexCap] : integer {3-02.items.[].system.dexCap} (2 different values)
3 (x2)
4 (x2)
[mod] : object {3-02.items.[].system.mod}
value : integer {3-02.items.[].system.mod.value} (2 different values)
10 (x1)
13 (x1)
publication : object {3-02.items.[].system.publication}
license : string {3-02.items.[].system.publication.license} (same value: 'OGL')
remaster : boolean {3-02.items.[].system.publication.remaster} (same value: False)
title : string {3-02.items.[].system.publication.title} (4 different values)
'' (x29)
'Pathfinder Core Rulebook' (x12)
'Pathfinder Bestiary' (x6)
'Pathfinder Bestiary 2' (x2)
[equipped] : object {3-02.items.[].system.equipped}
carryType : string {3-02.items.[].system.equipped.carryType} (2 different values)
'held' (x8)
'worn' (x4)
[handsHeld] : integer {3-02.items.[].system.equipped.handsHeld} (same value: 1)
[inSlot] : boolean {3-02.items.[].system.equipped.inSlot} (same value: True)
[invested] : empty
[group] : string {3-02.items.[].system.group} (5 different values)
'leather' (x4)
'crossbow' (x2)
'sword' (x2)
'club' (x1)
'hammer' (x1)
[hardness] : integer {3-02.items.[].system.hardness} (same value: 0)
[hp] : object {3-02.items.[].system.hp}
max : integer {3-02.items.[].system.hp.max} (same value: 0)
value : integer {3-02.items.[].system.hp.value} (same value: 0)
[level] : object {3-02.items.[].system.level}
value : integer {3-02.items.[].system.level.value} (same value: 0)
[material] : object {3-02.items.[].system.material}
[grade] : empty
[type] : empty
[price] : object {3-02.items.[].system.price}
[per] : integer {3-02.items.[].system.price.per} (same value: 10)
value : object {3-02.items.[].system.price.value}
[gp] : integer {3-02.items.[].system.price.value.gp} (3 different values)
3 (x4)
2 (x2)
1 (x1)
[sp] : integer {3-02.items.[].system.price.value.sp} (3 different values)
9 (x2)
1 (x2)
4 (x1)
rules : ignored (Foundry rules object) {3-02.items.[].system.rules}
[proficient] : object {3-02.items.[].system.proficient}
value : integer {3-02.items.[].system.proficient.value} (same value: 0)
[quantity] : integer {3-02.items.[].system.quantity} (2 different values)
1 (x10)
10 (x2)
[range] : integer {3-02.items.[].system.range} (same value: 60)
[reload] : object {3-02.items.[].system.reload}
value : string {3-02.items.[].system.reload.value} (2 different values)
'' (x4)
'1' (x2)
[runes] : object {3-02.items.[].system.runes}
potency : integer {3-02.items.[].system.runes.potency} (same value: 0)
property : array<> {3-02.items.[].system.runes.property}
Length: min=0 max=0
Value type: empty
[resilient] : integer {3-02.items.[].system.runes.resilient} (same value: 0)
[striking] : integer {3-02.items.[].system.runes.striking} (same value: 0)
[size] : string {3-02.items.[].system.size} (same value: 'med')
[slug] : string {3-02.items.[].system.slug} (all different values)
[speedPenalty] : integer {3-02.items.[].system.speedPenalty} (same value: 0)
[splashDamage] : object {3-02.items.[].system.splashDamage}
value : integer {3-02.items.[].system.splashDamage.value} (same value: 0)
[stackGroup] : string {3-02.items.[].system.stackGroup} (same value: 'bolts')
[strength] : integer {3-02.items.[].system.strength} (2 different values)
1 (x2)
0 (x2)
[traits] : object {3-02.items.[].system.traits}
rarity : string {3-02.items.[].system.traits.rarity} (same value: 'common')
value : array<string> {3-02.items.[].system.traits.value}
Length: min=0 max=5
Value type: string {3-02.items.[].system.traits.value.[]} (18 different values)
[usage] : object {3-02.items.[].system.usage}
value : string {3-02.items.[].system.usage.value} (same value: 'held-in-one-hand')
[uses] : object {3-02.items.[].system.uses}
autoDestroy : boolean {3-02.items.[].system.uses.autoDestroy} (same value: True)
max : integer {3-02.items.[].system.uses.max} (same value: 1)
value : integer {3-02.items.[].system.uses.value} (same value: 1)
[weaponType] : object {3-02.items.[].system.weaponType}
value : string {3-02.items.[].system.weaponType.value} (2 different values)
'melee' (x10)
'ranged' (x2)
type : string {3-02.items.[].type} (6 different values)
'action' (x23)
'melee' (x12)
'weapon' (x6)
'armor' (x4)
'lore' (x2)
'consumable' (x2)
[_stats] : object {3-02.items.[]._stats}
compendiumSource : string {3-02.items.[]._stats.compendiumSource} (12 different values)
[flags] : object {3-02.items.[].flags}
pf2e : object {3-02.items.[].flags.pf2e}
linkedWeapon : string {3-02.items.[].flags.pf2e.linkedWeapon} (4 different values)
'EIVvFJBrNrovMNqM' (x2)
'epO40sydPgdelf6a' (x2)
'T0KMqjnZKpq3u4HO' (x1)
'fGzH0oW6kmh1wCDj' (x1)
name : string {3-02.name} (all different values)
system : object {3-02.system}
attributes : object {3-02.system.attributes}
ac : object {3-02.system.attributes.ac}
[details] : string {3-02.system.attributes.ac.details} (2 different values)
'' (x6)
'(16 when broken); construct armor' (x1)
value : integer {3-02.system.attributes.ac.value} (6 different values)
0 (x4)
18 (x2)
15 (x2)
20 (x1)
23 (x1)
16 (x1)
[emitsSound] : string {3-02.system.attributes.emitsSound} (same value: 'encounter')
[hardness] : mixed
integer {3-02.system.attributes.hardness} (same value: 0)
object {3-02.system.attributes.hardness}
value : integer {3-02.system.attributes.hardness.value} (same value: 3)
[hasHealth] : boolean {3-02.system.attributes.hasHealth} (same value: False)
hp : object {3-02.system.attributes.hp}
details : string {3-02.system.attributes.hp.details} (2 different values)
'' (x9)
'void healing, rejuvenation' (x2)
max : integer {3-02.system.attributes.hp.max} (7 different values)
0 (x4)
25 (x2)
30 (x1)
60 (x1)
18 (x1)
45 (x1)
8 (x1)
temp : integer {3-02.system.attributes.hp.temp} (same value: 0)
value : integer {3-02.system.attributes.hp.value} (7 different values)
0 (x4)
25 (x2)
30 (x1)
60 (x1)
18 (x1)
45 (x1)
8 (x1)
[allSaves] : object {3-02.system.attributes.allSaves}
value : string {3-02.system.attributes.allSaves.value} (same value: '')
[immunities] : array<object> {3-02.system.attributes.immunities}
Length: min=0 max=6
Value type: object {3-02.system.attributes.immunities.[]}
type : string {3-02.system.attributes.immunities.[].type} (6 different values)
'death-effects' (x2)
'disease' (x2)
'paralyzed' (x2)
'poison' (x2)
'precision' (x2)
'unconscious' (x2)
[resistances] : array<object> {3-02.system.attributes.resistances}
Length: min=1 max=1
Value type: object {3-02.system.attributes.resistances.[]}
doubleVs : array<string> {3-02.system.attributes.resistances.[].doubleVs}
Length: min=1 max=1
Value type: string {3-02.system.attributes.resistances.[].doubleVs.[]} (same value: 'non-magical')
exceptions : array<string> {3-02.system.attributes.resistances.[].exceptions}
Length: min=3 max=3
Value type: string {3-02.system.attributes.resistances.[].exceptions.[]} (3 different values)
'force' (x2)
'ghost-touch' (x2)
'vitality' (x2)
type : string {3-02.system.attributes.resistances.[].type} (same value: 'all-damage')
value : integer {3-02.system.attributes.resistances.[].value} (same value: 5)
[speed] : object {3-02.system.attributes.speed}
otherSpeeds : array<object> {3-02.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {3-02.system.attributes.speed.otherSpeeds.[]}
type : string {3-02.system.attributes.speed.otherSpeeds.[].type} (same value: 'fly')
value : integer {3-02.system.attributes.speed.otherSpeeds.[].value} (same value: 25)
value : integer {3-02.system.attributes.speed.value} (3 different values)
25 (x4)
0 (x2)
20 (x1)
[stealth] : object {3-02.system.attributes.stealth}
details : string {3-02.system.attributes.stealth.details} (same value: '<p>(trained)</p>')
value : integer {3-02.system.attributes.stealth.value} (3 different values)
10 (x2)
7 (x1)
13 (x1)
[creatureType] : string {3-02.system.creatureType} (same value: '')
details : object {3-02.system.details}
[description] : string {3-02.system.details.description} (2 different values)
'<p>Magical sensors detect when a creature enters the chamber.</p>' (x2)
'<p>An obscuring fog covers the entirety of the hallway and northern room of the manor\'s second floor. Anyone moving through the area is subjected to an attack from a ghostly assailant.</p>' (x2)
[disable] : string {3-02.system.details.disable} (4 different values)
[isComplex] : boolean {3-02.system.details.isComplex} (same value: True)
level : object {3-02.system.details.level}
value : integer {3-02.system.details.level.value} (7 different values)
1 (x3)
3 (x3)
4 (x1)
6 (x1)
5 (x1)
2 (x1)
-1 (x1)
publication : object {3-02.system.details.publication}
license : string {3-02.system.details.publication.license} (same value: 'OGL')
remaster : boolean {3-02.system.details.publication.remaster} (same value: False)
title : string {3-02.system.details.publication.title} (same value: 'Pathfinder Society Scenario #3-02: The East Hill Haunting')
[blurb] : string {3-02.system.details.blurb} (2 different values)
'' (x5)
'Variant ghost' (x2)
[languages] : object {3-02.system.details.languages}
details : string {3-02.system.details.languages.details} (same value: '')
value : array<string> {3-02.system.details.languages.value}
Length: min=0 max=1
Value type: string {3-02.system.details.languages.value.[]} (same value: 'common')
[privateNotes] : string {3-02.system.details.privateNotes} (same value: '')
[publicNotes] : string {3-02.system.details.publicNotes} (2 different values)
[reset] : string {3-02.system.details.reset} (2 different values)
'<p>The storm continues raging for 1 minute unless disabled, and then dissipates, returning after 1 week.</p>' (x2)
'<p>The haunt lasts until disabled. It re-forms after 1 hour unless Eloise\'s ghost is put to permanent rest.</p>' (x2)
[routine] : string {3-02.system.details.routine} (3 different values)
'<p>(2 actions) The haunt uses an action to manifest an illusory shadow beside a creature ending its move in the fog, then attempts a spectral touch Strike against that creature. The shadow disappears after the Strike.</p>' (x2)
'<p>(2 actions) The haunt uses its first action to stir up a storm of debris against all creatures in the quadrant clockwise from where it last attacked. Creatures in the quadrant take @Damage[2d4[bludgeoning]] damage (@Check[reflex|dc:15|basic] save). For each additional action it has (at most 1 without adjustments from the scaling sidebar), the storm targets an additional quadrant, moving clockwise around the area. On the first round, it begins by attacking creatures in the northwestern quadrant.</p>' (x1)
'<p>(2 actions) The haunt uses its first action to stir up a storm of debris against all creatures in the quadrant clockwise from where it last attacked. Creatures in the quadrant take @Damage[(2d4+4)[bludgeoning]] damage (@Check[reflex|dc:18|basic]). For each additional action it has (at most 1 without adjustments from the scaling sidebar), the storm targets an additional quadrant, moving clockwise around the area. On the first round, it begins by attacking creatures in the northwestern quadrant.</p>' (x1)
saves : object {3-02.system.saves}
fortitude : object {3-02.system.saves.fortitude}
saveDetail : string {3-02.system.saves.fortitude.saveDetail} (same value: '')
value : integer {3-02.system.saves.fortitude.value} (5 different values)
0 (x4)
8 (x4)
11 (x1)
9 (x1)
4 (x1)
reflex : object {3-02.system.saves.reflex}
saveDetail : string {3-02.system.saves.reflex.saveDetail} (same value: '')
value : integer {3-02.system.saves.reflex.value} (5 different values)
0 (x4)
6 (x3)
11 (x2)
14 (x1)
9 (x1)
will : object {3-02.system.saves.will}
saveDetail : string {3-02.system.saves.will.saveDetail} (same value: '')
value : integer {3-02.system.saves.will.value} (7 different values)
0 (x4)
8 (x2)
11 (x1)
4 (x1)
6 (x1)
2 (x1)
5 (x1)
[statusEffects] : array<> {3-02.system.statusEffects}
Length: min=0 max=0
Value type: empty
traits : object {3-02.system.traits}
rarity : string {3-02.system.traits.rarity} (3 different values)
'uncommon' (x5)
'unique' (x4)
'rare' (x2)
size : object {3-02.system.traits.size}
value : string {3-02.system.traits.size.value} (same value: 'med')
value : array<string> {3-02.system.traits.value}
Length: min=1 max=7
Value type: string {3-02.system.traits.value.[]} (12 different values)
[abilities] : object {3-02.system.abilities}
cha : object {3-02.system.abilities.cha}
mod : integer {3-02.system.abilities.cha.mod} (4 different values)
2 (x3)
0 (x2)
4 (x1)
-5 (x1)
con : object {3-02.system.abilities.con}
mod : integer {3-02.system.abilities.con.mod} (5 different values)
0 (x2)
3 (x2)
4 (x1)
2 (x1)
1 (x1)
dex : object {3-02.system.abilities.dex}
mod : integer {3-02.system.abilities.dex.mod} (4 different values)
3 (x3)
4 (x2)
0 (x1)
1 (x1)
int : object {3-02.system.abilities.int}
mod : integer {3-02.system.abilities.int.mod} (3 different values)
0 (x4)
-1 (x2)
-5 (x1)
str : object {3-02.system.abilities.str}
mod : integer {3-02.system.abilities.str.mod} (5 different values)
-5 (x2)
2 (x2)
3 (x1)
0 (x1)
4 (x1)
wis : object {3-02.system.abilities.wis}
mod : integer {3-02.system.abilities.wis.mod} (3 different values)
1 (x4)
2 (x2)
0 (x1)
[customModifiers] : object {3-02.system.customModifiers}
[initiative] : object {3-02.system.initiative}
statistic : string {3-02.system.initiative.statistic} (same value: 'perception')
[perception] : object {3-02.system.perception}
details : string {3-02.system.perception.details} (same value: '')
mod : integer {3-02.system.perception.mod} (6 different values)
6 (x2)
10 (x1)
13 (x1)
8 (x1)
2 (x1)
5 (x1)
senses : array<object> {3-02.system.perception.senses}
Length: min=0 max=1
Value type: object {3-02.system.perception.senses.[]}
type : string {3-02.system.perception.senses.[].type} (same value: 'darkvision')
[resources] : object {3-02.system.resources}
[skills] : object {3-02.system.skills}
acrobatics : object {3-02.system.skills.acrobatics}
base : integer {3-02.system.skills.acrobatics.base} (same value: 4)
athletics : object {3-02.system.skills.athletics}
base : integer {3-02.system.skills.athletics.base} (4 different values)
7 (x2)
9 (x1)
3 (x1)
5 (x1)
intimidation : object {3-02.system.skills.intimidation}
base : integer {3-02.system.skills.intimidation.base} (4 different values)
7 (x1)
9 (x1)
3 (x1)
5 (x1)
[stealth] : object {3-02.system.skills.stealth}
base : integer {3-02.system.skills.stealth.base} (6 different values)
12 (x1)
15 (x1)
7 (x1)
9 (x1)
4 (x1)
6 (x1)
type : string {3-02.type} (2 different values)
'npc' (x7)
'hazard' (x4)
[prototypeToken] : object {3-02.prototypeToken}
name : string {3-02.prototypeToken.name} (4 different values)
'Eloise\'s Ghost' (x2)
'Eloise\'s Last Gasp' (x2)
'Revinus' (x2)
'Revinus\'s Guards' (x2)