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Pf2eDataScrapper/output/pf2e/packs/Season 1.txt
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Season 1
Different values: 3
=====================================
object {Season 1}
_id : string {Season 1._id} (all different values)
img : string {Season 1.img} (same value: systems/pf2e/icons/default-icons/npc.svg)
items : array<object> {Season 1.items}
Length: min=11 max=26
Value type: object {Season 1.items.[]}
_id : string {Season 1.items.[]._id} (53 different values)
img : string {Season 1.items.[].img} (37 different values)
name : string {Season 1.items.[].name} (45 different values)
sort : integer {Season 1.items.[].sort} (26 different values)
system : object {Season 1.items.[].system}
[autoHeightenLevel] : object {Season 1.items.[].system.autoHeightenLevel}
[value] : mixed
description : object {Season 1.items.[].system.description}
value : string {Season 1.items.[].system.description.value} (42 different values)
[prepared] : object {Season 1.items.[].system.prepared}
flexible : boolean {Season 1.items.[].system.prepared.flexible} (same value: False)
value : string {Season 1.items.[].system.prepared.value} (4 different values)
spontaneous (x1)
focus (x1)
prepared (x1)
innate (x1)
[proficiency] : object {Season 1.items.[].system.proficiency}
value : integer {Season 1.items.[].system.proficiency.value} (same value: 0)
publication : object {Season 1.items.[].system.publication}
license : string {Season 1.items.[].system.publication.license} (same value: OGL)
remaster : boolean {Season 1.items.[].system.publication.remaster} (same value: False)
title : string {Season 1.items.[].system.publication.title} (all different values)
rules : ###FoundryRulesObject###
[slots] : object {Season 1.items.[].system.slots}
[slot0] : object {Season 1.items.[].system.slots.slot0}
max : integer {Season 1.items.[].system.slots.slot0.max} (all different values)
[value] : integer {Season 1.items.[].system.slots.slot0.value} (2 different values)
5 (x1)
1 (x1)
prepared : array<object> {Season 1.items.[].system.slots.slot0.prepared}
Length: min=2 max=2
Value type: object {Season 1.items.[].system.slots.slot0.prepared.[]}
id : string {Season 1.items.[].system.slots.slot0.prepared.[].id} (2 different values)
WoACkCLAuT1uY3dK (x1)
Ob9lTYH0z6rkHmab (x1)
[slot1] : object {Season 1.items.[].system.slots.slot1}
max : integer {Season 1.items.[].system.slots.slot1.max} (2 different values)
3 (x2)
1 (x1)
[value] : integer {Season 1.items.[].system.slots.slot1.value} (2 different values)
3 (x1)
1 (x1)
prepared : array<object> {Season 1.items.[].system.slots.slot1.prepared}
Length: min=3 max=3
Value type: object {Season 1.items.[].system.slots.slot1.prepared.[]}
id : string {Season 1.items.[].system.slots.slot1.prepared.[].id} (all different values)
[slot2] : object {Season 1.items.[].system.slots.slot2}
max : integer {Season 1.items.[].system.slots.slot2.max} (same value: 2)
value : integer {Season 1.items.[].system.slots.slot2.value} (same value: 2)
[slug] : string {Season 1.items.[].system.slug} (32 different values)
[spelldc] : object {Season 1.items.[].system.spelldc}
dc : integer {Season 1.items.[].system.spelldc.dc} (2 different values)
20 (x3)
19 (x1)
mod : integer {Season 1.items.[].system.spelldc.mod} (same value: 0)
value : integer {Season 1.items.[].system.spelldc.value} (2 different values)
10 (x3)
9 (x1)
[tradition] : object {Season 1.items.[].system.tradition}
value : string {Season 1.items.[].system.tradition.value} (all different values)
[area] : object {Season 1.items.[].system.area}
type : string {Season 1.items.[].system.area.type} (same value: emanation)
value : integer {Season 1.items.[].system.area.value} (2 different values)
60 (x2)
30 (x1)
[cost] : object {Season 1.items.[].system.cost}
value : string {Season 1.items.[].system.cost.value} (same value: )
[counteraction] : boolean {Season 1.items.[].system.counteraction} (same value: False)
[damage] : object {Season 1.items.[].system.damage}
[damageType] : string {Season 1.items.[].system.damage.damageType} (2 different values)
bludgeoning (x4)
piercing (x1)
[dice] : integer {Season 1.items.[].system.damage.dice} (same value: 1)
[die] : string {Season 1.items.[].system.damage.die} (2 different values)
d6 (x4)
d12 (x1)
[0] : object {Season 1.items.[].system.damage.0}
applyMod : boolean {Season 1.items.[].system.damage.0.applyMod} (same value: False)
[category] : mixed
formula : string {Season 1.items.[].system.damage.0.formula} (same value: 1d8)
kinds : array<string> {Season 1.items.[].system.damage.0.kinds}
Length: min=2 max=2
Value type: string {Season 1.items.[].system.damage.0.kinds.[]} (2 different values)
damage (x1)
healing (x1)
materials : array<> {Season 1.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {Season 1.items.[].system.damage.0.type} (same value: void)
[defense] : object {Season 1.items.[].system.defense}
save : object {Season 1.items.[].system.defense.save}
basic : boolean {Season 1.items.[].system.defense.save.basic} (2 different values)
False (x2)
True (x2)
statistic : string {Season 1.items.[].system.defense.save.statistic} (2 different values)
will (x3)
fortitude (x1)
[duration] : object {Season 1.items.[].system.duration}
sustained : boolean {Season 1.items.[].system.duration.sustained} (2 different values)
False (x17)
True (x4)
value : string {Season 1.items.[].system.duration.value} (10 different values)
1 hour (x3)
10 minutes (x3)
(x7)
1 round (x2)
until the next time you make your daily preparations (x1)
see below (x1)
5 minutes (x1)
varies (x1)
1 minute (x1)
until the start of your next turn (x1)
[level] : object {Season 1.items.[].system.level}
value : integer {Season 1.items.[].system.level.value} (all different values)
[location] : object {Season 1.items.[].system.location}
value : string {Season 1.items.[].system.location.value} (4 different values)
KozDvvxQAGRHCcmn (x12)
yoDLELLlBHguOv54 (x2)
zMoE0vVtAcfryHc1 (x2)
dLO669ysyoh2M1Ww (x5)
[range] : mixed
object {Season 1.items.[].system.range}
value : string {Season 1.items.[].system.range.value} (7 different values)
30 feet (x5)
(x7)
touch (x4)
60 feet (x2)
120 feet (x1)
10 feet (x1)
varies (x1)
integer {Season 1.items.[].system.range} (same value: 50)
[requirements] : string {Season 1.items.[].system.requirements} (same value: )
[target] : object {Season 1.items.[].system.target}
value : string {Season 1.items.[].system.target.value} (8 different values)
1 creature (x6)
(x9)
1 unattended object of light Bulk or less (x1)
1 object of 3 bulk or less (x1)
1 object (cook, lift, or tidy only) (x1)
1 willing creature (x1)
1 living creature or 1 willing undead creature (x1)
1 non-magical weapon that is unattended or wielded by you or a willing ally (x1)
[time] : object {Season 1.items.[].system.time}
value : string {Season 1.items.[].system.time.value} (6 different values)
2 (x14)
reaction (x1)
1 (x3)
1 minute (x1)
3 (x1)
1 to 3 (x1)
[traits] : object {Season 1.items.[].system.traits}
rarity : string {Season 1.items.[].system.traits.rarity} (2 different values)
common (x45)
uncommon (x3)
[traditions] : array<string> {Season 1.items.[].system.traits.traditions}
Length: min=0 max=4
Value type: string {Season 1.items.[].system.traits.traditions.[]} (4 different values)
arcane (x18)
occult (x17)
primal (x6)
divine (x9)
value : array<string> {Season 1.items.[].system.traits.value}
Length: min=0 max=6
Value type: string {Season 1.items.[].system.traits.value.[]} (30 different values)
[heightening] : object {Season 1.items.[].system.heightening}
damage : object {Season 1.items.[].system.heightening.damage}
0 : string {Season 1.items.[].system.heightening.damage.0} (2 different values)
1d6 (x1)
1d8 (x1)
interval : integer {Season 1.items.[].system.heightening.interval} (2 different values)
2 (x1)
1 (x1)
type : string {Season 1.items.[].system.heightening.type} (same value: interval)
[baseItem] : string {Season 1.items.[].system.baseItem} (7 different values)
sap (x1)
shortsword (x1)
maul (x1)
chain-mail (x1)
club (x1)
sling (x1)
studded-leather-armor (x1)
[bonus] : object {Season 1.items.[].system.bonus}
value : integer {Season 1.items.[].system.bonus.value} (5 different values)
0 (x5)
10 (x2)
7 (x1)
9 (x1)
8 (x2)
[bonusDamage] : object {Season 1.items.[].system.bonusDamage}
value : integer {Season 1.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {Season 1.items.[].system.bulk}
value : mixed
float {Season 1.items.[].system.bulk.value} (same value: 0,1)
integer {Season 1.items.[].system.bulk.value} (2 different values)
1 (x3)
2 (x2)
[category] : string {Season 1.items.[].system.category} (8 different values)
martial (x3)
interaction (x1)
offensive (x5)
medium (x1)
defensive (x3)
simple (x2)
light (x1)
ammo (x1)
[containerId] : mixed
[equipped] : object {Season 1.items.[].system.equipped}
carryType : string {Season 1.items.[].system.equipped.carryType} (2 different values)
worn (x11)
held (x1)
[handsHeld] : integer {Season 1.items.[].system.equipped.handsHeld} (2 different values)
0 (x7)
2 (x1)
[invested] : mixed
[inSlot] : boolean {Season 1.items.[].system.equipped.inSlot} (same value: True)
[group] : string {Season 1.items.[].system.group} (6 different values)
club (x2)
sword (x1)
hammer (x1)
chain (x1)
sling (x1)
leather (x1)
[hardness] : integer {Season 1.items.[].system.hardness} (same value: 0)
[hp] : object {Season 1.items.[].system.hp}
max : integer {Season 1.items.[].system.hp.max} (same value: 0)
value : integer {Season 1.items.[].system.hp.value} (same value: 0)
[material] : object {Season 1.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {Season 1.items.[].system.price}
value : object {Season 1.items.[].system.price.value}
[sp] : integer {Season 1.items.[].system.price.value.sp} (all different values)
[gp] : integer {Season 1.items.[].system.price.value.gp} (all different values)
cp : integer {Season 1.items.[].system.price.value.cp} (same value: 1)
per : integer {Season 1.items.[].system.price.per} (same value: 10)
[quantity] : integer {Season 1.items.[].system.quantity} (2 different values)
1 (x11)
10 (x1)
[reload] : object {Season 1.items.[].system.reload}
value : string {Season 1.items.[].system.reload.value} (all different values)
[runes] : object {Season 1.items.[].system.runes}
potency : integer {Season 1.items.[].system.runes.potency} (same value: 0)
property : array<> {Season 1.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {Season 1.items.[].system.runes.striking} (same value: 0)
[resilient] : integer {Season 1.items.[].system.runes.resilient} (same value: 0)
[size] : string {Season 1.items.[].system.size} (same value: med)
[splashDamage] : object {Season 1.items.[].system.splashDamage}
value : integer {Season 1.items.[].system.splashDamage.value} (same value: 0)
[usage] : object {Season 1.items.[].system.usage}
value : string {Season 1.items.[].system.usage.value} (2 different values)
held-in-one-hand (x7)
held-in-two-hands (x3)
[attack] : object {Season 1.items.[].system.attack}
value : string {Season 1.items.[].system.attack.value} (same value: )
[attackEffects] : object {Season 1.items.[].system.attackEffects}
value : array<> {Season 1.items.[].system.attackEffects.value}
Length: min=0 max=0
Value type: mixed
[damageRolls] : object {Season 1.items.[].system.damageRolls}
[nsazvfeefxs2i8reqbcy] : object {Season 1.items.[].system.damageRolls.nsazvfeefxs2i8reqbcy}
damage : string {Season 1.items.[].system.damageRolls.nsazvfeefxs2i8reqbcy.damage} (same value: 1d6+2)
damageType : string {Season 1.items.[].system.damageRolls.nsazvfeefxs2i8reqbcy.damageType} (same value: piercing)
[09gvsaag0qpks6zpm0rt] : object {Season 1.items.[].system.damageRolls.09gvsaag0qpks6zpm0rt}
damage : string {Season 1.items.[].system.damageRolls.09gvsaag0qpks6zpm0rt.damage} (same value: 1d6+2)
damageType : string {Season 1.items.[].system.damageRolls.09gvsaag0qpks6zpm0rt.damageType} (same value: bludgeoning)
[viqq0zhm1a9zqxbsxz53] : object {Season 1.items.[].system.damageRolls.viqq0zhm1a9zqxbsxz53}
damage : string {Season 1.items.[].system.damageRolls.viqq0zhm1a9zqxbsxz53.damage} (same value: 1d12+4)
damageType : string {Season 1.items.[].system.damageRolls.viqq0zhm1a9zqxbsxz53.damageType} (same value: bludgeoning)
[fsod70vw8niurykqx8te] : object {Season 1.items.[].system.damageRolls.fsod70vw8niurykqx8te}
damage : string {Season 1.items.[].system.damageRolls.fsod70vw8niurykqx8te.damage} (same value: 1d6+5)
damageType : string {Season 1.items.[].system.damageRolls.fsod70vw8niurykqx8te.damageType} (same value: bludgeoning)
[0ebzdeafyjs540qxceyv] : object {Season 1.items.[].system.damageRolls.0ebzdeafyjs540qxceyv}
damage : string {Season 1.items.[].system.damageRolls.0ebzdeafyjs540qxceyv.damage} (same value: 1d6+5)
damageType : string {Season 1.items.[].system.damageRolls.0ebzdeafyjs540qxceyv.damageType} (same value: bludgeoning)
ucj3vpwznakt1bw53olp : object {Season 1.items.[].system.damageRolls.ucj3vpwznakt1bw53olp}
damage : string {Season 1.items.[].system.damageRolls.ucj3vpwznakt1bw53olp.damage} (same value: 1d6+5)
damageType : string {Season 1.items.[].system.damageRolls.ucj3vpwznakt1bw53olp.damageType} (same value: bludgeoning)
[weaponType] : object {Season 1.items.[].system.weaponType}
value : string {Season 1.items.[].system.weaponType.value} (2 different values)
melee (x4)
ranged (x2)
[actionType] : object {Season 1.items.[].system.actionType}
value : string {Season 1.items.[].system.actionType.value} (all different values)
[actions] : object {Season 1.items.[].system.actions}
[value] : integer {Season 1.items.[].system.actions.value} (same value: 1)
[mod] : object {Season 1.items.[].system.mod}
value : integer {Season 1.items.[].system.mod.value} (same value: 9)
[proficient] : object {Season 1.items.[].system.proficient}
value : integer {Season 1.items.[].system.proficient.value} (same value: 0)
[overlays] : object {Season 1.items.[].system.overlays}
4gyp3qlsv5ywdyjq : object {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq}
_id : string {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq._id} (same value: 4gyp3qlsv5ywdyjq)
name : string {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.name} (same value: Harm (vs. Undead))
overlayType : string {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.overlayType} (same value: override)
sort : integer {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.sort} (same value: 3)
system : object {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system}
damage : object {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage}
0 : object {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0}
formula : string {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.formula} (same value: 1d8+8)
kinds : array<string> {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.kinds.[]} (same value: healing)
[defense] : mixed
heightening : object {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening}
damage : object {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening.damage}
0 : string {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening.damage.0} (same value: 1d8+8)
range : object {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.range}
value : string {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.range.value} (same value: 30 feet)
target : object {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.target}
value : string {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.target.value} (same value: 1 willing undead creature)
time : object {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.time}
value : string {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.time.value} (same value: 2)
traits : object {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits}
value : array<string> {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits.value}
Length: min=3 max=3
Value type: string {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits.value.[]} (all different values)
pq7cxntbz4s8g5ik : object {Season 1.items.[].system.overlays.pq7cxntbz4s8g5ik}
_id : string {Season 1.items.[].system.overlays.pq7cxntbz4s8g5ik._id} (same value: pq7cxntbz4s8g5ik)
overlayType : string {Season 1.items.[].system.overlays.pq7cxntbz4s8g5ik.overlayType} (same value: override)
sort : integer {Season 1.items.[].system.overlays.pq7cxntbz4s8g5ik.sort} (same value: 1)
system : object {Season 1.items.[].system.overlays.pq7cxntbz4s8g5ik.system}
range : object {Season 1.items.[].system.overlays.pq7cxntbz4s8g5ik.system.range}
value : string {Season 1.items.[].system.overlays.pq7cxntbz4s8g5ik.system.range.value} (same value: touch)
time : object {Season 1.items.[].system.overlays.pq7cxntbz4s8g5ik.system.time}
value : string {Season 1.items.[].system.overlays.pq7cxntbz4s8g5ik.system.time.value} (same value: 1)
rvhoa43rqqqp8izn : object {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn}
_id : string {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn._id} (same value: rvhoa43rqqqp8izn)
overlayType : string {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.overlayType} (same value: override)
sort : integer {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.sort} (same value: 4)
system : object {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system}
area : object {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system.area}
type : string {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system.area.type} (same value: emanation)
value : integer {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system.area.value} (same value: 30)
range : object {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system.range}
value : string {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system.range.value} (same value: )
target : object {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system.target}
value : string {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system.target.value} (same value: all living and undead creatures)
time : object {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system.time}
value : string {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system.time.value} (same value: 3)
traits : object {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits}
value : array<string> {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits.value}
Length: min=3 max=3
Value type: string {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits.value.[]} (all different values)
z04svm1cvfcxtplb : object {Season 1.items.[].system.overlays.z04svm1cvfcxtplb}
_id : string {Season 1.items.[].system.overlays.z04svm1cvfcxtplb._id} (same value: z04svm1cvfcxtplb)
name : string {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.name} (same value: Harm (vs. Living))
overlayType : string {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.overlayType} (same value: override)
sort : integer {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.sort} (same value: 2)
system : object {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system}
damage : object {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.damage}
0 : object {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0}
kinds : array<string> {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0.kinds.[]} (same value: damage)
range : object {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.range}
value : string {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.range.value} (same value: 30 feet)
target : object {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.target}
value : string {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.target.value} (same value: 1 living creature)
time : object {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.time}
value : string {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.time.value} (same value: 2)
traits : object {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.traits}
value : array<string> {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.traits.value}
Length: min=3 max=3
Value type: string {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.traits.value.[]} (all different values)
[acBonus] : integer {Season 1.items.[].system.acBonus} (2 different values)
4 (x1)
2 (x1)
[checkPenalty] : integer {Season 1.items.[].system.checkPenalty} (2 different values)
-2 (x1)
-1 (x1)
[dexCap] : integer {Season 1.items.[].system.dexCap} (2 different values)
1 (x1)
3 (x1)
[speedPenalty] : integer {Season 1.items.[].system.speedPenalty} (2 different values)
-5 (x1)
0 (x1)
[strength] : integer {Season 1.items.[].system.strength} (2 different values)
3 (x1)
1 (x1)
[stackGroup] : string {Season 1.items.[].system.stackGroup} (same value: slingBullets)
[uses] : object {Season 1.items.[].system.uses}
autoDestroy : boolean {Season 1.items.[].system.uses.autoDestroy} (same value: True)
max : integer {Season 1.items.[].system.uses.max} (same value: 1)
value : integer {Season 1.items.[].system.uses.value} (same value: 1)
type : string {Season 1.items.[].type} (9 different values)
spellcastingEntry (x4)
spell (x21)
weapon (x5)
equipment (x4)
melee (x6)
action (x9)
lore (x1)
armor (x2)
consumable (x1)
[_stats] : object {Season 1.items.[]._stats}
compendiumSource : string {Season 1.items.[]._stats.compendiumSource} (32 different values)
[flags] : object {Season 1.items.[].flags}
pf2e : object {Season 1.items.[].flags.pf2e}
linkedWeapon : string {Season 1.items.[].flags.pf2e.linkedWeapon} (5 different values)
6573VqTrZJ9uce1P (x1)
QO9Ulc52tZbNWrG3 (x1)
InZ2TruAAEz1gdt6 (x1)
gpVZ0ljtYQVMgxmU (x2)
kmEEHN991a6zxCQ7 (x1)
name : string {Season 1.name} (all different values)
system : object {Season 1.system}
abilities : object {Season 1.system.abilities}
cha : object {Season 1.system.abilities.cha}
mod : integer {Season 1.system.abilities.cha.mod} (all different values)
con : object {Season 1.system.abilities.con}
mod : integer {Season 1.system.abilities.con.mod} (all different values)
dex : object {Season 1.system.abilities.dex}
mod : integer {Season 1.system.abilities.dex.mod} (all different values)
int : object {Season 1.system.abilities.int}
mod : integer {Season 1.system.abilities.int.mod} (all different values)
str : object {Season 1.system.abilities.str}
mod : integer {Season 1.system.abilities.str.mod} (all different values)
wis : object {Season 1.system.abilities.wis}
mod : integer {Season 1.system.abilities.wis.mod} (2 different values)
1 (x1)
2 (x2)
attributes : object {Season 1.system.attributes}
ac : object {Season 1.system.attributes.ac}
details : string {Season 1.system.attributes.ac.details} (same value: )
value : integer {Season 1.system.attributes.ac.value} (2 different values)
18 (x2)
20 (x1)
allSaves : object {Season 1.system.attributes.allSaves}
value : string {Season 1.system.attributes.allSaves.value} (2 different values)
(x2)
+2 status to all saves vs. magic, iron mind (x1)
hp : object {Season 1.system.attributes.hp}
details : string {Season 1.system.attributes.hp.details} (same value: )
max : integer {Season 1.system.attributes.hp.max} (all different values)
temp : integer {Season 1.system.attributes.hp.temp} (same value: 0)
value : integer {Season 1.system.attributes.hp.value} (all different values)
speed : object {Season 1.system.attributes.speed}
otherSpeeds : array<> {Season 1.system.attributes.speed.otherSpeeds}
Length: min=0 max=0
Value type: mixed
value : integer {Season 1.system.attributes.speed.value} (2 different values)
25 (x2)
20 (x1)
details : object {Season 1.system.details}
blurb : string {Season 1.system.details.blurb} (same value: )
languages : object {Season 1.system.details.languages}
details : string {Season 1.system.details.languages.details} (same value: )
value : array<string> {Season 1.system.details.languages.value}
Length: min=2 max=3
Value type: string {Season 1.system.details.languages.value.[]} (4 different values)
common (x3)
kelish (x2)
dwarven (x1)
sakvroth (x1)
level : object {Season 1.system.details.level}
value : integer {Season 1.system.details.level.value} (2 different values)
3 (x2)
2 (x1)
privateNotes : string {Season 1.system.details.privateNotes} (same value: )
publicNotes : string {Season 1.system.details.publicNotes} (same value: )
publication : object {Season 1.system.details.publication}
license : string {Season 1.system.details.publication.license} (same value: OGL)
remaster : boolean {Season 1.system.details.publication.remaster} (same value: False)
title : string {Season 1.system.details.publication.title} (same value: Pathfinder Society: Season 1)
initiative : object {Season 1.system.initiative}
statistic : string {Season 1.system.initiative.statistic} (same value: perception)
perception : object {Season 1.system.perception}
details : string {Season 1.system.perception.details} (same value: )
mod : integer {Season 1.system.perception.mod} (all different values)
senses : array<object> {Season 1.system.perception.senses}
Length: min=0 max=1
Value type: object {Season 1.system.perception.senses.[]}
type : string {Season 1.system.perception.senses.[].type} (same value: darkvision)
resources : object {Season 1.system.resources}
[focus] : object {Season 1.system.resources.focus}
max : integer {Season 1.system.resources.focus.max} (same value: 1)
value : integer {Season 1.system.resources.focus.value} (same value: 1)
saves : object {Season 1.system.saves}
fortitude : object {Season 1.system.saves.fortitude}
saveDetail : string {Season 1.system.saves.fortitude.saveDetail} (same value: )
value : integer {Season 1.system.saves.fortitude.value} (all different values)
reflex : object {Season 1.system.saves.reflex}
saveDetail : string {Season 1.system.saves.reflex.saveDetail} (same value: )
value : integer {Season 1.system.saves.reflex.value} (2 different values)
8 (x2)
6 (x1)
will : object {Season 1.system.saves.will}
saveDetail : string {Season 1.system.saves.will.saveDetail} (same value: )
value : integer {Season 1.system.saves.will.value} (2 different values)
10 (x2)
6 (x1)
skills : object {Season 1.system.skills}
[acrobatics] : object {Season 1.system.skills.acrobatics}
base : integer {Season 1.system.skills.acrobatics.base} (same value: 8)
[deception] : object {Season 1.system.skills.deception}
base : integer {Season 1.system.skills.deception.base} (2 different values)
11 (x1)
9 (x1)
[diplomacy] : object {Season 1.system.skills.diplomacy}
base : integer {Season 1.system.skills.diplomacy.base} (same value: 9)
[occultism] : object {Season 1.system.skills.occultism}
base : integer {Season 1.system.skills.occultism.base} (same value: 7)
[performance] : object {Season 1.system.skills.performance}
base : integer {Season 1.system.skills.performance.base} (same value: 11)
[society] : object {Season 1.system.skills.society}
base : integer {Season 1.system.skills.society.base} (same value: 7)
[stealth] : object {Season 1.system.skills.stealth}
base : integer {Season 1.system.skills.stealth.base} (2 different values)
8 (x1)
6 (x1)
[thievery] : object {Season 1.system.skills.thievery}
base : integer {Season 1.system.skills.thievery.base} (same value: 8)
athletics : object {Season 1.system.skills.athletics}
base : integer {Season 1.system.skills.athletics.base} (2 different values)
9 (x1)
7 (x1)
intimidation : object {Season 1.system.skills.intimidation}
base : integer {Season 1.system.skills.intimidation.base} (2 different values)
9 (x1)
6 (x1)
[religion] : object {Season 1.system.skills.religion}
base : integer {Season 1.system.skills.religion.base} (same value: 8)
[survival] : object {Season 1.system.skills.survival}
base : integer {Season 1.system.skills.survival.base} (same value: 8)
traits : object {Season 1.system.traits}
rarity : string {Season 1.system.traits.rarity} (same value: common)
size : object {Season 1.system.traits.size}
value : string {Season 1.system.traits.size.value} (same value: med)
value : array<string> {Season 1.system.traits.value}
Length: min=3 max=5
Value type: string {Season 1.system.traits.value.[]} (6 different values)
evil (x3)
human (x2)
humanoid (x3)
duergar (x1)
dwarf (x1)
lawful (x1)
type : string {Season 1.type} (same value: npc)