Files
Pf2eDataScrapper/output/pf2e/packs/4-08.txt
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2025-04-08 17:11:57 +04:00

458 lines
28 KiB
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4-08
Different values: 7
=====================================
object {4-08}
_id : string {4-08._id} (all different values)
folder : string {4-08.folder} (same value: 'db96goXLj4pwul2p')
img : string {4-08.img} (2 different values)
'systems/pf2e/icons/default-icons/npc.svg' (x5)
'systems/pf2e/icons/default-icons/hazard.svg' (x2)
items : array<object> {4-08.items}
Length: min=2 max=8
Value type: object {4-08.items.[]}
_id : string {4-08.items.[]._id} (33 different values)
[_stats] : object {4-08.items.[]._stats}
compendiumSource : string {4-08.items.[]._stats.compendiumSource} (9 different values)
'Compendium.pf2e.equipment-srd.Item.rQWaJhI5Bko5x14Z' (x3)
'Compendium.pf2e.equipment-srd.Item.FibwLZ12EIEwLGhw' (x2)
'Compendium.pf2e.equipment-srd.Item.zBYEU9E7034ENCmh' (x2)
'Compendium.pf2e.equipment-srd.Item.4tIVTg9wj56RrveA' (x2)
'Compendium.pf2e.equipment-srd.Item.y34yjumCFakrbtdw' (x1)
'Compendium.pf2e.equipment-srd.Item.kdGqnqbrwPzQfTsm' (x1)
'Compendium.pf2e.equipment-srd.Item.ynnBwzkzsR6B73iO' (x1)
'Compendium.pf2e.equipment-srd.Item.MPcM4Wt6KmWE2kGL' (x1)
'Compendium.pf2e.bestiary-ability-glossary-srd.Item.AWvNPE4U0kEJSL1T' (x1)
img : string {4-08.items.[].img} (14 different values)
name : string {4-08.items.[].name} (20 different values)
sort : integer {4-08.items.[].sort} (9 different values)
100000 (x5)
200000 (x5)
300000 (x5)
400000 (x5)
500000 (x5)
0 (x4)
600000 (x3)
700000 (x2)
800000 (x1)
system : object {4-08.items.[].system}
[acBonus] : integer {4-08.items.[].system.acBonus} (2 different values)
1 (x4)
2 (x1)
[actionType] : object {4-08.items.[].system.actionType}
value : string {4-08.items.[].system.actionType.value} (3 different values)
'action' (x4)
'passive' (x3)
'reaction' (x2)
[actions] : object {4-08.items.[].system.actions}
[value] : integer {4-08.items.[].system.actions.value} (2 different values)
2 (x2)
1 (x2)
[attack] : object {4-08.items.[].system.attack}
value : string {4-08.items.[].system.attack.value} (same value: '')
[attackEffects] : object {4-08.items.[].system.attackEffects}
[custom] : string {4-08.items.[].system.attackEffects.custom} (same value: '')
value : array<string> {4-08.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {4-08.items.[].system.attackEffects.value.[]} (same value: 'smiths-fury')
description : object {4-08.items.[].system.description}
value : string {4-08.items.[].system.description.value} (19 different values)
[baseItem] : string {4-08.items.[].system.baseItem} (all different values)
[bonus] : object {4-08.items.[].system.bonus}
value : integer {4-08.items.[].system.bonus.value} (6 different values)
0 (x7)
10 (x3)
11 (x3)
13 (x3)
8 (x2)
12 (x1)
[bonusDamage] : object {4-08.items.[].system.bonusDamage}
value : integer {4-08.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {4-08.items.[].system.bulk}
value : mixed
float {4-08.items.[].system.bulk.value} (same value: 0,1)
integer {4-08.items.[].system.bulk.value} (2 different values)
1 (x3)
2 (x2)
[category] : string {4-08.items.[].system.category} (4 different values)
'offensive' (x7)
'light' (x5)
'simple' (x4)
'martial' (x3)
[checkPenalty] : integer {4-08.items.[].system.checkPenalty} (2 different values)
-1 (x3)
0 (x2)
[containerId] : empty
[damage] : object {4-08.items.[].system.damage}
damageType : string {4-08.items.[].system.damage.damageType} (3 different values)
'bludgeoning' (x3)
'piercing' (x3)
'slashing' (x1)
dice : integer {4-08.items.[].system.damage.dice} (same value: 1)
die : string {4-08.items.[].system.damage.die} (3 different values)
'd4' (x4)
'd6' (x2)
'd10' (x1)
[damageRolls] : object {4-08.items.[].system.damageRolls}
[0] : object {4-08.items.[].system.damageRolls.0}
damage : string {4-08.items.[].system.damageRolls.0.damage} (same value: '1d6+3')
damageType : string {4-08.items.[].system.damageRolls.0.damageType} (same value: 'bludgeoning')
[1xWg7roawBDh6rSb] : object {4-08.items.[].system.damageRolls.1xWg7roawBDh6rSb}
damage : string {4-08.items.[].system.damageRolls.1xWg7roawBDh6rSb.damage} (same value: '2d4+6')
damageType : string {4-08.items.[].system.damageRolls.1xWg7roawBDh6rSb.damageType} (same value: 'piercing')
[7lCv6MVI3PNKWp8e] : object {4-08.items.[].system.damageRolls.7lCv6MVI3PNKWp8e}
damage : string {4-08.items.[].system.damageRolls.7lCv6MVI3PNKWp8e.damage} (same value: '2d4+6')
damageType : string {4-08.items.[].system.damageRolls.7lCv6MVI3PNKWp8e.damageType} (same value: 'piercing')
[AGInwrza0CEAzLQg] : object {4-08.items.[].system.damageRolls.AGInwrza0CEAzLQg}
damage : string {4-08.items.[].system.damageRolls.AGInwrza0CEAzLQg.damage} (same value: '1d6+3')
damageType : string {4-08.items.[].system.damageRolls.AGInwrza0CEAzLQg.damageType} (same value: 'bludgeoning')
eZtApt9vf4mq7wLh : object {4-08.items.[].system.damageRolls.eZtApt9vf4mq7wLh}
damage : string {4-08.items.[].system.damageRolls.eZtApt9vf4mq7wLh.damage} (2 different values)
'2d8+5' (x1)
'2d8' (x1)
damageType : string {4-08.items.[].system.damageRolls.eZtApt9vf4mq7wLh.damageType} (same value: 'bludgeoning')
[en1yefg9lp7964kbandu] : object {4-08.items.[].system.damageRolls.en1yefg9lp7964kbandu}
damage : string {4-08.items.[].system.damageRolls.en1yefg9lp7964kbandu.damage} (same value: '2d4+6')
damageType : string {4-08.items.[].system.damageRolls.en1yefg9lp7964kbandu.damageType} (same value: 'piercing')
[mc0k726x123cckh2fauj] : object {4-08.items.[].system.damageRolls.mc0k726x123cckh2fauj}
damage : string {4-08.items.[].system.damageRolls.mc0k726x123cckh2fauj.damage} (same value: '1d4+6')
damageType : string {4-08.items.[].system.damageRolls.mc0k726x123cckh2fauj.damageType} (same value: 'slashing')
[t8teEicCHJKa8FX3] : object {4-08.items.[].system.damageRolls.t8teEicCHJKa8FX3}
damage : string {4-08.items.[].system.damageRolls.t8teEicCHJKa8FX3.damage} (same value: '1d10+7')
damageType : string {4-08.items.[].system.damageRolls.t8teEicCHJKa8FX3.damageType} (same value: 'bludgeoning')
[zobltkuh8ujdpw5jgbyt] : object {4-08.items.[].system.damageRolls.zobltkuh8ujdpw5jgbyt}
damage : string {4-08.items.[].system.damageRolls.zobltkuh8ujdpw5jgbyt.damage} (same value: '2d4+6')
damageType : string {4-08.items.[].system.damageRolls.zobltkuh8ujdpw5jgbyt.damageType} (same value: 'piercing')
[zx8VhuVloOT9A8tJ] : object {4-08.items.[].system.damageRolls.zx8VhuVloOT9A8tJ}
damage : string {4-08.items.[].system.damageRolls.zx8VhuVloOT9A8tJ.damage} (same value: '1d6+3')
damageType : string {4-08.items.[].system.damageRolls.zx8VhuVloOT9A8tJ.damageType} (same value: 'bludgeoning')
[dexCap] : integer {4-08.items.[].system.dexCap} (2 different values)
3 (x3)
4 (x2)
[equipped] : object {4-08.items.[].system.equipped}
carryType : string {4-08.items.[].system.equipped.carryType} (2 different values)
'worn' (x11)
'held' (x2)
[handsHeld] : integer {4-08.items.[].system.equipped.handsHeld} (2 different values)
0 (x4)
1 (x4)
[inSlot] : boolean {4-08.items.[].system.equipped.inSlot} (2 different values)
False (x3)
True (x2)
[invested] : empty
[group] : string {4-08.items.[].system.group} (5 different values)
'knife' (x4)
'hammer' (x2)
'leather' (x2)
'club' (x1)
'chain' (x1)
[hardness] : integer {4-08.items.[].system.hardness} (same value: 0)
[hp] : object {4-08.items.[].system.hp}
max : integer {4-08.items.[].system.hp.max} (same value: 0)
value : integer {4-08.items.[].system.hp.value} (same value: 0)
[level] : object {4-08.items.[].system.level}
value : integer {4-08.items.[].system.level.value} (same value: 0)
[material] : object {4-08.items.[].system.material}
[grade] : empty
[type] : empty
[mod] : object {4-08.items.[].system.mod}
value : integer {4-08.items.[].system.mod.value} (same value: 15)
[price] : object {4-08.items.[].system.price}
value : object {4-08.items.[].system.price.value}
[gp] : integer {4-08.items.[].system.price.value.gp} (4 different values)
2 (x2)
4 (x1)
1 (x1)
5 (x1)
[sp] : integer {4-08.items.[].system.price.value.sp} (2 different values)
2 (x6)
3 (x2)
[proficient] : object {4-08.items.[].system.proficient}
value : integer {4-08.items.[].system.proficient.value} (same value: 0)
publication : object {4-08.items.[].system.publication}
license : string {4-08.items.[].system.publication.license} (same value: 'OGL')
remaster : boolean {4-08.items.[].system.publication.remaster} (same value: False)
title : string {4-08.items.[].system.publication.title} (3 different values)
'' (x21)
'Pathfinder Core Rulebook' (x13)
'Pathfinder Bestiary' (x1)
[quantity] : integer {4-08.items.[].system.quantity} (2 different values)
1 (x12)
2 (x1)
[range] : empty
[reload] : object {4-08.items.[].system.reload}
value : string {4-08.items.[].system.reload.value} (2 different values)
'-' (x5)
'' (x2)
rules : ignored (Foundry rules object) {4-08.items.[].system.rules}
[runes] : object {4-08.items.[].system.runes}
potency : integer {4-08.items.[].system.runes.potency} (2 different values)
0 (x10)
1 (x2)
property : array<> {4-08.items.[].system.runes.property}
Length: min=0 max=0
Value type: empty
[resilient] : integer {4-08.items.[].system.runes.resilient} (same value: 0)
[striking] : integer {4-08.items.[].system.runes.striking} (2 different values)
0 (x5)
1 (x2)
[size] : string {4-08.items.[].system.size} (same value: 'med')
[slug] : string {4-08.items.[].system.slug} (9 different values)
'dagger' (x3)
'light-hammer' (x2)
'padded-armor' (x2)
'leather-armor' (x2)
'artisans-tools' (x1)
'greatclub' (x1)
'sickle' (x1)
'chain-shirt' (x1)
'sneak-attack' (x1)
[speedPenalty] : integer {4-08.items.[].system.speedPenalty} (same value: 0)
[splashDamage] : object {4-08.items.[].system.splashDamage}
value : integer {4-08.items.[].system.splashDamage.value} (same value: 0)
[strength] : integer {4-08.items.[].system.strength} (2 different values)
0 (x4)
1 (x1)
[traits] : object {4-08.items.[].system.traits}
rarity : string {4-08.items.[].system.traits.rarity} (2 different values)
'common' (x33)
'rare' (x1)
value : array<string> {4-08.items.[].system.traits.value}
Length: min=0 max=4
Value type: string {4-08.items.[].system.traits.value.[]} (13 different values)
[usage] : object {4-08.items.[].system.usage}
value : string {4-08.items.[].system.usage.value} (2 different values)
'held-in-one-hand' (x7)
'held-in-two-hands' (x1)
[weaponType] : object {4-08.items.[].system.weaponType}
value : string {4-08.items.[].system.weaponType.value} (2 different values)
'melee' (x8)
'ranged' (x4)
type : string {4-08.items.[].type} (6 different values)
'melee' (x12)
'action' (x9)
'weapon' (x7)
'armor' (x5)
'equipment' (x1)
'lore' (x1)
[flags] : object {4-08.items.[].flags}
pf2e : object {4-08.items.[].flags.pf2e}
linkedWeapon : string {4-08.items.[].flags.pf2e.linkedWeapon} (6 different values)
'U234q8nDHhidOO7Y' (x2)
'Rm6J4HPXVTN3FAQC' (x2)
'HaOEclKin872Tv64' (x2)
'Dz3Jm9lOnaPmjf76' (x2)
'zVTsJkF4gOjYmJ0e' (x1)
'78nonbWTYp9sHqMv' (x1)
name : string {4-08.name} (all different values)
system : object {4-08.system}
[abilities] : object {4-08.system.abilities}
cha : object {4-08.system.abilities.cha}
mod : integer {4-08.system.abilities.cha.mod} (2 different values)
0 (x4)
2 (x1)
con : object {4-08.system.abilities.con}
mod : integer {4-08.system.abilities.con.mod} (3 different values)
2 (x3)
3 (x1)
0 (x1)
dex : object {4-08.system.abilities.dex}
mod : integer {4-08.system.abilities.dex.mod} (4 different values)
1 (x2)
2 (x1)
3 (x1)
5 (x1)
int : object {4-08.system.abilities.int}
mod : integer {4-08.system.abilities.int.mod} (3 different values)
3 (x2)
-1 (x2)
4 (x1)
str : object {4-08.system.abilities.str}
mod : integer {4-08.system.abilities.str.mod} (4 different values)
3 (x2)
5 (x1)
4 (x1)
1 (x1)
wis : object {4-08.system.abilities.wis}
mod : integer {4-08.system.abilities.wis.mod} (3 different values)
0 (x2)
1 (x2)
2 (x1)
attributes : object {4-08.system.attributes}
ac : object {4-08.system.attributes.ac}
[details] : string {4-08.system.attributes.ac.details} (same value: '')
value : integer {4-08.system.attributes.ac.value} (6 different values)
20 (x2)
19 (x1)
17 (x1)
18 (x1)
21 (x1)
23 (x1)
[allSaves] : object {4-08.system.attributes.allSaves}
value : string {4-08.system.attributes.allSaves.value} (same value: '')
emitsSound : string {4-08.system.attributes.emitsSound} (same value: 'encounter')
hardness : integer {4-08.system.attributes.hardness} (2 different values)
10 (x1)
5 (x1)
hp : object {4-08.system.attributes.hp}
details : string {4-08.system.attributes.hp.details} (same value: '')
max : integer {4-08.system.attributes.hp.max} (5 different values)
30 (x2)
50 (x2)
75 (x1)
44 (x1)
78 (x1)
temp : integer {4-08.system.attributes.hp.temp} (same value: 0)
value : integer {4-08.system.attributes.hp.value} (5 different values)
30 (x2)
50 (x2)
75 (x1)
44 (x1)
78 (x1)
[speed] : object {4-08.system.attributes.speed}
otherSpeeds : array<> {4-08.system.attributes.speed.otherSpeeds}
Length: min=0 max=0
Value type: empty
value : integer {4-08.system.attributes.speed.value} (3 different values)
25 (x3)
30 (x1)
35 (x1)
stealth : object {4-08.system.attributes.stealth}
details : string {4-08.system.attributes.stealth.details} (2 different values)
'<p>(untrained) or @Check[perception|dc:13] to notice the cannon</p>' (x1)
'<p>(untrained) or @Check[perception|dc:10] to notice the cannon</p>' (x1)
value : integer {4-08.system.attributes.stealth.value} (2 different values)
8 (x1)
5 (x1)
creatureType : string {4-08.system.creatureType} (same value: '')
details : object {4-08.system.details}
[blurb] : string {4-08.system.details.blurb} (4 different values)
'' (x2)
'Variant Bandit' (x1)
'Variant Smith' (x1)
'Variant Bugbear Tormentor' (x1)
description : string {4-08.system.details.description} (same value: '<p>A cannon built of cast iron and infused with shadow magic, mounted on the side of Aslynn\'s flying ship.</p>')
disable : string {4-08.system.details.disable} (2 different values)
'<p>@Check[arcana|dc:23] or @Check[thievery|dc:23] on the cannon\'s body to deactivate</p>' (x1)
'<p>@Check[arcana|dc:20] or @Check[thievery|dc:20] on the cannon\'s body to deactivate</p>' (x1)
isComplex : boolean {4-08.system.details.isComplex} (same value: True)
[languages] : object {4-08.system.details.languages}
details : string {4-08.system.details.languages.details} (same value: '')
value : array<string> {4-08.system.details.languages.value}
Length: min=1 max=3
Value type: string {4-08.system.details.languages.value.[]} (3 different values)
'common' (x5)
'goblin' (x3)
'aklo' (x2)
level : object {4-08.system.details.level}
value : integer {4-08.system.details.level.value} (3 different values)
3 (x4)
5 (x2)
4 (x1)
[privateNotes] : string {4-08.system.details.privateNotes} (same value: '')
[publicNotes] : string {4-08.system.details.publicNotes} (3 different values)
'<p>These stealthy and cruel goblinoid creatures delight in spreading fear and tormenting their victims. Bugbears are the monsters lurking in the closet and hiding under the bed. Preying on remote farmsteads, bugbears reveal their presence with thumps in the night or creaks of boards to build lurking dread and arouse suspicion and fear.</p>' (x3)
'<p>By setting ambushes and traps in concealing countryside, such as forests and mountains, bandits waylay travelers and plunder their valuables before disappearing back to their wilderness hideouts. Many bandits seek only to steal and release their victims alive, though a few prefer to leave no witnesses.</p>
<hr />
<p>Some criminals are the desperate who have no option but to break the law to survive, while others choose a life of crime for thrills, forming gangs or underworld guilds that specialize in certain illegal ventures.</p>' (x1)
'<p>Most smaller communities have at least one smithy where locals and travelers can have horses shod or equipment repaired. Larger settlements and cities often have a variety of smiths, many specializing in blacksmithing, weapon smithing, armor smithing, or even smelting coins in a mint. The smith is a 6th-level challenge when competing with smithing or other crafting tasks.</p>
<hr />
<p>Every settlement needs tradespeople to create new products, facilitate commerce, and keep the infrastructure from crumbling. Larger cities often have entire guilds dedicated to the creation of specific goods, managing worker conditions, and working with local governments.</p>' (x1)
publication : object {4-08.system.details.publication}
license : string {4-08.system.details.publication.license} (same value: 'OGL')
remaster : boolean {4-08.system.details.publication.remaster} (same value: False)
title : string {4-08.system.details.publication.title} (same value: 'Pathfinder Society Scenario #4-08: Battle for Star\'s Fate')
reset : string {4-08.system.details.reset} (same value: '')
routine : string {4-08.system.details.routine} (same value: '<p>(1 action) The cannon fires a blast that contains as many PCs as possible, choosing randomly in the event of a tie.</p>')
[initiative] : object {4-08.system.initiative}
statistic : string {4-08.system.initiative.statistic} (same value: 'perception')
[perception] : object {4-08.system.perception}
details : string {4-08.system.perception.details} (same value: '')
mod : integer {4-08.system.perception.mod} (4 different values)
5 (x2)
7 (x1)
8 (x1)
12 (x1)
senses : array<object> {4-08.system.perception.senses}
Length: min=0 max=2
Value type: object {4-08.system.perception.senses.[]}
[acuity] : string {4-08.system.perception.senses.[].acuity} (same value: 'imprecise')
[range] : integer {4-08.system.perception.senses.[].range} (same value: 30)
type : string {4-08.system.perception.senses.[].type} (2 different values)
'darkvision' (x3)
'scent' (x3)
[resources] : object {4-08.system.resources}
saves : object {4-08.system.saves}
fortitude : object {4-08.system.saves.fortitude}
saveDetail : string {4-08.system.saves.fortitude.saveDetail} (same value: '')
value : integer {4-08.system.saves.fortitude.value} (4 different values)
9 (x3)
14 (x2)
7 (x1)
17 (x1)
reflex : object {4-08.system.saves.reflex}
saveDetail : string {4-08.system.saves.reflex.saveDetail} (same value: '')
value : integer {4-08.system.saves.reflex.value} (5 different values)
9 (x2)
10 (x2)
8 (x1)
15 (x1)
7 (x1)
will : object {4-08.system.saves.will}
saveDetail : string {4-08.system.saves.will.saveDetail} (same value: '')
value : integer {4-08.system.saves.will.value} (5 different values)
6 (x2)
0 (x2)
5 (x1)
8 (x1)
12 (x1)
[skills] : object {4-08.system.skills}
acrobatics : object {4-08.system.skills.acrobatics}
base : integer {4-08.system.skills.acrobatics.base} (3 different values)
10 (x1)
8 (x1)
13 (x1)
[athletics] : object {4-08.system.skills.athletics}
base : integer {4-08.system.skills.athletics.base} (3 different values)
8 (x2)
12 (x1)
9 (x1)
[crafting] : object {4-08.system.skills.crafting}
base : integer {4-08.system.skills.crafting.base} (same value: 15)
deception : object {4-08.system.skills.deception}
base : integer {4-08.system.skills.deception.base} (same value: 12)
[diplomacy] : object {4-08.system.skills.diplomacy}
base : integer {4-08.system.skills.diplomacy.base} (same value: 5)
[intimidation] : object {4-08.system.skills.intimidation}
base : integer {4-08.system.skills.intimidation.base} (3 different values)
9 (x1)
8 (x1)
7 (x1)
[society] : object {4-08.system.skills.society}
base : integer {4-08.system.skills.society.base} (same value: 8)
stealth : object {4-08.system.skills.stealth}
base : integer {4-08.system.skills.stealth.base} (2 different values)
8 (x2)
13 (x1)
[thievery] : object {4-08.system.skills.thievery}
base : integer {4-08.system.skills.thievery.base} (same value: 8)
statusEffects : array<> {4-08.system.statusEffects}
Length: min=0 max=0
Value type: empty
traits : object {4-08.system.traits}
rarity : string {4-08.system.traits.rarity} (2 different values)
'common' (x6)
'unique' (x1)
size : object {4-08.system.traits.size}
value : string {4-08.system.traits.size.value} (same value: 'med')
value : array<string> {4-08.system.traits.value}
Length: min=1 max=4
Value type: string {4-08.system.traits.value.[]} (6 different values)
'humanoid' (x5)
'evil' (x4)
'goblin' (x3)
'human' (x2)
'magical' (x2)
'lawful' (x1)
type : string {4-08.type} (2 different values)
'npc' (x5)
'hazard' (x2)