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Pf2eDataScrapper/output/pf2e/packs/1-25.txt
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1-25
Different values: 11
=====================================
object {1-25}
_id : string {1-25._id} (all different values)
folder : string {1-25.folder} (same value: PMwbSb6SPOXTt5c0)
img : string {1-25.img} (2 different values)
systems/pf2e/icons/default-icons/hazard.svg (x4)
systems/pf2e/icons/default-icons/npc.svg (x7)
items : array<object> {1-25.items}
Length: min=1 max=24
Value type: object {1-25.items.[]}
_id : string {1-25.items.[]._id} (88 different values)
img : string {1-25.items.[].img} (31 different values)
name : string {1-25.items.[].name} (51 different values)
sort : integer {1-25.items.[].sort} (25 different values)
system : object {1-25.items.[].system}
[actionType] : object {1-25.items.[].system.actionType}
value : string {1-25.items.[].system.actionType.value} (4 different values)
free (x2)
passive (x18)
action (x6)
reaction (x5)
[actions] : object {1-25.items.[].system.actions}
[value] : integer {1-25.items.[].system.actions.value} (same value: 1)
[category] : string {1-25.items.[].system.category} (7 different values)
simple (x2)
wand (x2)
defensive (x16)
offensive (x8)
martial (x4)
light (x2)
interaction (x3)
description : object {1-25.items.[].system.description}
value : string {1-25.items.[].system.description.value} (46 different values)
publication : object {1-25.items.[].system.publication}
license : string {1-25.items.[].system.publication.license} (2 different values)
OGL (x90)
ORC (x2)
remaster : boolean {1-25.items.[].system.publication.remaster} (2 different values)
False (x90)
True (x2)
title : string {1-25.items.[].system.publication.title} (6 different values)
(x74)
Pathfinder Player Core (x2)
Pathfinder Core Rulebook (x8)
Pathfinder Bestiary 2 (x5)
Pathfinder Bestiary (x1)
Pathfinder Lost Omens Gods & Magic (x2)
rules : ###FoundryRulesObject###
[slug] : string {1-25.items.[].system.slug} (27 different values)
[traits] : object {1-25.items.[].system.traits}
rarity : string {1-25.items.[].system.traits.rarity} (2 different values)
common (x85)
uncommon (x2)
value : array<string> {1-25.items.[].system.traits.value}
Length: min=0 max=6
Value type: string {1-25.items.[].system.traits.value.[]} (38 different values)
[traditions] : array<string> {1-25.items.[].system.traits.traditions}
Length: min=0 max=4
Value type: string {1-25.items.[].system.traits.traditions.[]} (4 different values)
arcane (x26)
divine (x21)
occult (x30)
primal (x12)
[selected] : object {1-25.items.[].system.traits.selected}
[autoHeightenLevel] : object {1-25.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {1-25.items.[].system.prepared}
value : string {1-25.items.[].system.prepared.value} (same value: prepared)
[proficiency] : object {1-25.items.[].system.proficiency}
value : integer {1-25.items.[].system.proficiency.value} (same value: 0)
[slots] : object {1-25.items.[].system.slots}
slot0 : object {1-25.items.[].system.slots.slot0}
max : integer {1-25.items.[].system.slots.slot0.max} (same value: 5)
prepared : array<object> {1-25.items.[].system.slots.slot0.prepared}
Length: min=5 max=5
Value type: object {1-25.items.[].system.slots.slot0.prepared.[]}
id : string {1-25.items.[].system.slots.slot0.prepared.[].id} (10 different values)
Q9lQJ3b8XvoODQVj (x1)
BFpEeFN0mOzmo2nG (x1)
JS79SkoNgn9aT2Lx (x1)
LqVT3n66K4z3KP4D (x1)
bQ2X0BXP0750WBFa (x1)
0MXxljiTlIC30j3T (x1)
NCLH2Y886YSJGCBl (x1)
QUvCqrae2SMI1Uah (x1)
iVhGR5T29yM86e93 (x1)
TzkUwBFOnqbZduE6 (x1)
slot1 : object {1-25.items.[].system.slots.slot1}
max : integer {1-25.items.[].system.slots.slot1.max} (same value: 3)
prepared : array<object> {1-25.items.[].system.slots.slot1.prepared}
Length: min=3 max=3
Value type: object {1-25.items.[].system.slots.slot1.prepared.[]}
id : string {1-25.items.[].system.slots.slot1.prepared.[].id} (6 different values)
PEa508x08Beqb2YM (x1)
mIBS79Nkl4cMb6kY (x1)
q3YhHenxx555RPuW (x1)
St1bzdYO1ePLeMu4 (x1)
m5YPf7z7ZoSVAEzA (x1)
AFG2nWVD6qHH6jL6 (x1)
slot2 : object {1-25.items.[].system.slots.slot2}
max : integer {1-25.items.[].system.slots.slot2.max} (same value: 3)
prepared : array<object> {1-25.items.[].system.slots.slot2.prepared}
Length: min=3 max=3
Value type: object {1-25.items.[].system.slots.slot2.prepared.[]}
id : string {1-25.items.[].system.slots.slot2.prepared.[].id} (6 different values)
0pVug3GrKwloIWZR (x1)
nImtma7eGCdd0q1D (x1)
0jvgbzhuyxj3xatd (x1)
4qWdWQuRUey3nEpv (x1)
WJKiXCbz016s7JJj (x1)
DYAoK84MRbgq28eb (x1)
slot3 : object {1-25.items.[].system.slots.slot3}
max : integer {1-25.items.[].system.slots.slot3.max} (same value: 3)
prepared : array<object> {1-25.items.[].system.slots.slot3.prepared}
Length: min=3 max=3
Value type: object {1-25.items.[].system.slots.slot3.prepared.[]}
id : string {1-25.items.[].system.slots.slot3.prepared.[].id} (6 different values)
q8LBmLba5YWq3UYJ (x1)
uiUGp4eBHcKpizbj (x1)
IXf5PuHZuxqQr1q8 (x1)
MorhLVdJKZlU3W5B (x1)
c8b8RqSnk5kMw9Bb (x1)
rmSv54kzdl7BzpIB (x1)
slot4 : object {1-25.items.[].system.slots.slot4}
max : integer {1-25.items.[].system.slots.slot4.max} (same value: 3)
prepared : array<object> {1-25.items.[].system.slots.slot4.prepared}
Length: min=3 max=3
Value type: object {1-25.items.[].system.slots.slot4.prepared.[]}
id : string {1-25.items.[].system.slots.slot4.prepared.[].id} (3 different values)
2A7DRjzupc7dKotY (x1)
5RmdsAPLW1T7Cocs (x1)
rmSv54kzdl7BzpIB (x1)
[spelldc] : object {1-25.items.[].system.spelldc}
dc : integer {1-25.items.[].system.spelldc.dc} (2 different values)
26 (x1)
29 (x1)
mod : integer {1-25.items.[].system.spelldc.mod} (same value: 0)
value : integer {1-25.items.[].system.spelldc.value} (2 different values)
18 (x1)
21 (x1)
[tradition] : object {1-25.items.[].system.tradition}
value : string {1-25.items.[].system.tradition.value} (same value: occult)
[area] : object {1-25.items.[].system.area}
type : string {1-25.items.[].system.area.type} (same value: burst)
value : integer {1-25.items.[].system.area.value} (same value: 20)
[cost] : object {1-25.items.[].system.cost}
value : string {1-25.items.[].system.cost.value} (2 different values)
(x30)
black onyx, see Table 7-1 (x2)
[counteraction] : boolean {1-25.items.[].system.counteraction} (2 different values)
False (x29)
True (x3)
[damage] : object {1-25.items.[].system.damage}
[0] : object {1-25.items.[].system.damage.0}
[category] : mixed
formula : string {1-25.items.[].system.damage.0.formula} (2 different values)
6d6 (x2)
0 (x2)
kinds : array<string> {1-25.items.[].system.damage.0.kinds}
Length: min=1 max=1
Value type: string {1-25.items.[].system.damage.0.kinds.[]} (same value: damage)
materials : array<> {1-25.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {1-25.items.[].system.damage.0.type} (2 different values)
void (x2)
mental (x2)
[applyMod] : boolean {1-25.items.[].system.damage.0.applyMod} (same value: True)
[damageType] : string {1-25.items.[].system.damage.damageType} (3 different values)
bludgeoning (x2)
electricity (x2)
slashing (x2)
[dice] : integer {1-25.items.[].system.damage.dice} (2 different values)
1 (x4)
2 (x2)
[die] : string {1-25.items.[].system.damage.die} (same value: d6)
[defense] : object {1-25.items.[].system.defense}
save : object {1-25.items.[].system.defense.save}
basic : boolean {1-25.items.[].system.defense.save.basic} (2 different values)
True (x4)
False (x7)
statistic : string {1-25.items.[].system.defense.save.statistic} (2 different values)
fortitude (x2)
will (x9)
[duration] : object {1-25.items.[].system.duration}
[sustained] : boolean {1-25.items.[].system.duration.sustained} (2 different values)
False (x24)
True (x8)
value : mixed
string {1-25.items.[].system.duration.value} (9 different values)
1 day (x2)
(x14)
1 minute (x5)
8 hours (x2)
until the end of the target's next turn (x2)
1 round (x2)
varies (x2)
until the start of your next turn (x2)
24 hours (x1)
integer {1-25.items.[].system.duration.value} (same value: 0)
[level] : object {1-25.items.[].system.level}
value : integer {1-25.items.[].system.level.value} (7 different values)
3 (x6)
2 (x10)
1 (x16)
0 (x6)
7 (x2)
4 (x2)
6 (x2)
[location] : object {1-25.items.[].system.location}
[value] : string {1-25.items.[].system.location.value} (2 different values)
iXJ8ye7VtuOlnHoJ (x14)
0HbRbuIbtQyfB48g (x16)
[range] : mixed
object {1-25.items.[].system.range}
value : string {1-25.items.[].system.range.value} (6 different values)
30 feet (x13)
touch (x5)
10 feet (x4)
120 feet (x6)
(x2)
60 feet (x2)
integer {1-25.items.[].system.range} (same value: 20)
[requirements] : string {1-25.items.[].system.requirements} (same value: )
[target] : object {1-25.items.[].system.target}
value : string {1-25.items.[].system.target.value} (7 different values)
1 mindless undead creature with a level no greater than bind undead's spell rank (x2)
1 living creature (x4)
1 dead creature (x2)
(x8)
1 spell effect or unattended magic item (x2)
1 creature (x12)
1 object (cook, lift, or tidy only) (x2)
[time] : object {1-25.items.[].system.time}
value : string {1-25.items.[].system.time.value} (4 different values)
2 (x26)
1 day (x2)
3 (x2)
1 (x2)
[heightening] : object {1-25.items.[].system.heightening}
damage : object {1-25.items.[].system.heightening.damage}
0 : string {1-25.items.[].system.heightening.damage.0} (2 different values)
2d6 (x2)
1d6 (x2)
interval : integer {1-25.items.[].system.heightening.interval} (2 different values)
1 (x2)
2 (x2)
type : string {1-25.items.[].system.heightening.type} (same value: interval)
[ritual] : object {1-25.items.[].system.ritual}
primary : object {1-25.items.[].system.ritual.primary}
check : string {1-25.items.[].system.ritual.primary.check} (same value: Arcana (expert), Occultism (expert), or Religion (expert))
secondary : object {1-25.items.[].system.ritual.secondary}
casters : integer {1-25.items.[].system.ritual.secondary.casters} (same value: 1)
checks : string {1-25.items.[].system.ritual.secondary.checks} (same value: Religion)
[baseItem] : string {1-25.items.[].system.baseItem} (4 different values)
mace (x2)
alchemical-bomb (x2)
machete (x2)
studded-leather-armor (x2)
[bonus] : object {1-25.items.[].system.bonus}
value : integer {1-25.items.[].system.bonus.value} (all different values)
[bonusDamage] : object {1-25.items.[].system.bonusDamage}
value : integer {1-25.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {1-25.items.[].system.bulk}
value : mixed
integer {1-25.items.[].system.bulk.value} (2 different values)
1 (x4)
0 (x2)
float {1-25.items.[].system.bulk.value} (same value: 0,1)
[containerId] : mixed
[equipped] : object {1-25.items.[].system.equipped}
carryType : string {1-25.items.[].system.equipped.carryType} (2 different values)
held (x3)
worn (x9)
handsHeld : integer {1-25.items.[].system.equipped.handsHeld} (2 different values)
1 (x3)
0 (x9)
[invested] : mixed
[inSlot] : boolean {1-25.items.[].system.equipped.inSlot} (same value: True)
[group] : string {1-25.items.[].system.group} (4 different values)
club (x2)
bomb (x2)
sword (x2)
leather (x2)
[hardness] : integer {1-25.items.[].system.hardness} (same value: 0)
[hp] : object {1-25.items.[].system.hp}
max : integer {1-25.items.[].system.hp.max} (same value: 0)
value : integer {1-25.items.[].system.hp.value} (same value: 0)
[material] : object {1-25.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {1-25.items.[].system.price}
value : object {1-25.items.[].system.price.value}
[gp] : integer {1-25.items.[].system.price.value.gp} (5 different values)
1 (x2)
360 (x2)
10 (x2)
3 (x2)
245 (x2)
[sp] : integer {1-25.items.[].system.price.value.sp} (same value: 7)
[quantity] : integer {1-25.items.[].system.quantity} (2 different values)
1 (x10)
10 (x2)
[reload] : object {1-25.items.[].system.reload}
value : string {1-25.items.[].system.reload.value} (2 different values)
(x4)
- (x2)
[runes] : object {1-25.items.[].system.runes}
potency : integer {1-25.items.[].system.runes.potency} (2 different values)
1 (x2)
0 (x6)
property : array<> {1-25.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {1-25.items.[].system.runes.striking} (2 different values)
0 (x5)
1 (x1)
[resilient] : integer {1-25.items.[].system.runes.resilient} (same value: 0)
[size] : string {1-25.items.[].system.size} (same value: med)
[splashDamage] : object {1-25.items.[].system.splashDamage}
value : integer {1-25.items.[].system.splashDamage.value} (2 different values)
0 (x4)
2 (x2)
[usage] : object {1-25.items.[].system.usage}
value : string {1-25.items.[].system.usage.value} (2 different values)
held-in-one-hand (x8)
worn (x2)
[spell] : object {1-25.items.[].system.spell}
_id : string {1-25.items.[].system.spell._id} (same value: N1Z1oLPdBxaSgrEE)
flags : object {1-25.items.[].system.spell.flags}
core : object {1-25.items.[].system.spell.flags.core}
sourceId : string {1-25.items.[].system.spell.flags.core.sourceId} (same value: Compendium.pf2e.spells-srd.Item.N1Z1oLPdBxaSgrEE)
img : string {1-25.items.[].system.spell.img} (same value: systems/pf2e/icons/spells/vampiric-touch.webp)
name : string {1-25.items.[].system.spell.name} (same value: Vampiric Touch)
sort : integer {1-25.items.[].system.spell.sort} (same value: 0)
system : object {1-25.items.[].system.spell.system}
[area] : mixed
cost : object {1-25.items.[].system.spell.system.cost}
value : string {1-25.items.[].system.spell.system.cost.value} (same value: )
counteraction : boolean {1-25.items.[].system.spell.system.counteraction} (same value: False)
damage : object {1-25.items.[].system.spell.system.damage}
0 : object {1-25.items.[].system.spell.system.damage.0}
[category] : mixed
formula : string {1-25.items.[].system.spell.system.damage.0.formula} (same value: 6d6)
kinds : array<string> {1-25.items.[].system.spell.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {1-25.items.[].system.spell.system.damage.0.kinds.[]} (same value: damage)
materials : array<> {1-25.items.[].system.spell.system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {1-25.items.[].system.spell.system.damage.0.type} (same value: void)
defense : object {1-25.items.[].system.spell.system.defense}
save : object {1-25.items.[].system.spell.system.defense.save}
basic : boolean {1-25.items.[].system.spell.system.defense.save.basic} (same value: True)
statistic : string {1-25.items.[].system.spell.system.defense.save.statistic} (same value: fortitude)
description : object {1-25.items.[].system.spell.system.description}
value : string {1-25.items.[].system.spell.system.description.value} (same value: <p>Your touch leeches the lifeblood out of a target to empower yourself. You deal 6d6 void damage to the target. You gain temporary Hit Points equal to half the void damage the target takes (after applying resistances and the like). You lose any remaining temporary Hit Points after 1 minute.</p>
<hr />
<p><strong>Heightened (+1)</strong> The damage increases by 2d6.</p>)
duration : object {1-25.items.[].system.spell.system.duration}
sustained : boolean {1-25.items.[].system.spell.system.duration.sustained} (same value: False)
value : string {1-25.items.[].system.spell.system.duration.value} (same value: )
heightening : object {1-25.items.[].system.spell.system.heightening}
damage : object {1-25.items.[].system.spell.system.heightening.damage}
0 : string {1-25.items.[].system.spell.system.heightening.damage.0} (same value: 2d6)
interval : integer {1-25.items.[].system.spell.system.heightening.interval} (same value: 1)
type : string {1-25.items.[].system.spell.system.heightening.type} (same value: interval)
level : object {1-25.items.[].system.spell.system.level}
value : integer {1-25.items.[].system.spell.system.level.value} (same value: 3)
location : object {1-25.items.[].system.spell.system.location}
heightenedLevel : integer {1-25.items.[].system.spell.system.location.heightenedLevel} (same value: 3)
value : string {1-25.items.[].system.spell.system.location.value} (same value: )
publication : object {1-25.items.[].system.spell.system.publication}
license : string {1-25.items.[].system.spell.system.publication.license} (same value: OGL)
remaster : boolean {1-25.items.[].system.spell.system.publication.remaster} (same value: False)
title : string {1-25.items.[].system.spell.system.publication.title} (same value: )
range : object {1-25.items.[].system.spell.system.range}
value : string {1-25.items.[].system.spell.system.range.value} (same value: touch)
requirements : string {1-25.items.[].system.spell.system.requirements} (same value: )
rules : ###FoundryRulesObject###
slug : string {1-25.items.[].system.spell.system.slug} (same value: vampiric-touch)
target : object {1-25.items.[].system.spell.system.target}
value : string {1-25.items.[].system.spell.system.target.value} (same value: 1 living creature)
time : object {1-25.items.[].system.spell.system.time}
value : string {1-25.items.[].system.spell.system.time.value} (same value: 2)
traits : object {1-25.items.[].system.spell.system.traits}
rarity : string {1-25.items.[].system.spell.system.traits.rarity} (same value: common)
traditions : array<string> {1-25.items.[].system.spell.system.traits.traditions}
Length: min=3 max=3
Value type: string {1-25.items.[].system.spell.system.traits.traditions.[]} (3 different values)
arcane (x2)
divine (x2)
occult (x2)
value : array<string> {1-25.items.[].system.spell.system.traits.value}
Length: min=4 max=4
Value type: string {1-25.items.[].system.spell.system.traits.value.[]} (4 different values)
concentrate (x2)
death (x2)
manipulate (x2)
void (x2)
type : string {1-25.items.[].system.spell.type} (same value: spell)
[uses] : object {1-25.items.[].system.uses}
autoDestroy : boolean {1-25.items.[].system.uses.autoDestroy} (same value: False)
max : integer {1-25.items.[].system.uses.max} (same value: 1)
value : integer {1-25.items.[].system.uses.value} (same value: 1)
[attack] : object {1-25.items.[].system.attack}
value : string {1-25.items.[].system.attack.value} (same value: )
[attackEffects] : object {1-25.items.[].system.attackEffects}
value : array<> {1-25.items.[].system.attackEffects.value}
Length: min=0 max=0
Value type: mixed
[custom] : string {1-25.items.[].system.attackEffects.custom} (same value: )
[damageRolls] : object {1-25.items.[].system.damageRolls}
[rhkmlnroyhkg0w69z2ac] : object {1-25.items.[].system.damageRolls.rhkmlnroyhkg0w69z2ac}
damage : string {1-25.items.[].system.damageRolls.rhkmlnroyhkg0w69z2ac.damage} (same value: 2d6+5)
damageType : string {1-25.items.[].system.damageRolls.rhkmlnroyhkg0w69z2ac.damageType} (same value: bludgeoning)
[953y30mlbd7pcvgnh2yg] : object {1-25.items.[].system.damageRolls.953y30mlbd7pcvgnh2yg}
damage : string {1-25.items.[].system.damageRolls.953y30mlbd7pcvgnh2yg.damage} (same value: 2d6+8)
damageType : string {1-25.items.[].system.damageRolls.953y30mlbd7pcvgnh2yg.damageType} (same value: bludgeoning)
[p5d1nbdm06qkq6wsqaq5] : object {1-25.items.[].system.damageRolls.p5d1nbdm06qkq6wsqaq5}
damage : string {1-25.items.[].system.damageRolls.p5d1nbdm06qkq6wsqaq5.damage} (same value: 2d10+7)
damageType : string {1-25.items.[].system.damageRolls.p5d1nbdm06qkq6wsqaq5.damageType} (same value: bludgeoning)
[07t8o8tvzov1e2zcg83l] : object {1-25.items.[].system.damageRolls.07t8o8tvzov1e2zcg83l}
damage : string {1-25.items.[].system.damageRolls.07t8o8tvzov1e2zcg83l.damage} (same value: 1d4+1)
damageType : string {1-25.items.[].system.damageRolls.07t8o8tvzov1e2zcg83l.damageType} (same value: piercing)
[d0wjvkkcxdfyxkr64ztj] : object {1-25.items.[].system.damageRolls.d0wjvkkcxdfyxkr64ztj}
damage : string {1-25.items.[].system.damageRolls.d0wjvkkcxdfyxkr64ztj.damage} (same value: 1d4)
damageType : string {1-25.items.[].system.damageRolls.d0wjvkkcxdfyxkr64ztj.damageType} (same value: slashing)
[2tude30o5wyka0r05jq9jg] : object {1-25.items.[].system.damageRolls.2tude30o5wyka0r05jq9jg}
damage : string {1-25.items.[].system.damageRolls.2tude30o5wyka0r05jq9jg.damage} (2 different values)
1d6+4 (x1)
1d6+6 (x1)
damageType : string {1-25.items.[].system.damageRolls.2tude30o5wyka0r05jq9jg.damageType} (same value: slashing)
[0] : object {1-25.items.[].system.damageRolls.0}
damage : string {1-25.items.[].system.damageRolls.0.damage} (2 different values)
2d6 (x1)
2d6+2 (x1)
damageType : string {1-25.items.[].system.damageRolls.0.damageType} (same value: electricity)
[1] : object {1-25.items.[].system.damageRolls.1}
category : string {1-25.items.[].system.damageRolls.1.category} (same value: splash)
damage : string {1-25.items.[].system.damageRolls.1.damage} (2 different values)
5 (x1)
6 (x1)
damageType : string {1-25.items.[].system.damageRolls.1.damageType} (same value: electricity)
[oxj4sygwp8pvxed73zio] : object {1-25.items.[].system.damageRolls.oxj4sygwp8pvxed73zio}
damage : string {1-25.items.[].system.damageRolls.oxj4sygwp8pvxed73zio.damage} (same value: 2d10+9)
damageType : string {1-25.items.[].system.damageRolls.oxj4sygwp8pvxed73zio.damageType} (same value: bludgeoning)
[uy05ql6gyc8pp4v26s0y] : object {1-25.items.[].system.damageRolls.uy05ql6gyc8pp4v26s0y}
damage : string {1-25.items.[].system.damageRolls.uy05ql6gyc8pp4v26s0y.damage} (same value: 2d10+9)
damageType : string {1-25.items.[].system.damageRolls.uy05ql6gyc8pp4v26s0y.damageType} (same value: bludgeoning)
b7jj3jmar6an1m656nd5 : object {1-25.items.[].system.damageRolls.b7jj3jmar6an1m656nd5}
damage : string {1-25.items.[].system.damageRolls.b7jj3jmar6an1m656nd5.damage} (same value: 2d6+9)
damageType : string {1-25.items.[].system.damageRolls.b7jj3jmar6an1m656nd5.damageType} (same value: bludgeoning)
[weaponType] : object {1-25.items.[].system.weaponType}
value : string {1-25.items.[].system.weaponType.value} (2 different values)
melee (x8)
ranged (x4)
[mod] : object {1-25.items.[].system.mod}
value : integer {1-25.items.[].system.mod.value} (2 different values)
13 (x1)
16 (x1)
[proficient] : object {1-25.items.[].system.proficient}
value : integer {1-25.items.[].system.proficient.value} (same value: 1)
[acBonus] : integer {1-25.items.[].system.acBonus} (same value: 2)
[checkPenalty] : integer {1-25.items.[].system.checkPenalty} (same value: -1)
[dexCap] : integer {1-25.items.[].system.dexCap} (same value: 3)
[speedPenalty] : integer {1-25.items.[].system.speedPenalty} (same value: 0)
[strength] : integer {1-25.items.[].system.strength} (same value: 1)
[overrides] : array<> {1-25.items.[].system.overrides}
Length: min=0 max=0
Value type: mixed
[references] : object {1-25.items.[].system.references}
children : array<> {1-25.items.[].system.references.children}
Length: min=0 max=0
Value type: mixed
immunityFrom : array<> {1-25.items.[].system.references.immunityFrom}
Length: min=0 max=0
Value type: mixed
overriddenBy : array<> {1-25.items.[].system.references.overriddenBy}
Length: min=0 max=0
Value type: mixed
overrides : array<> {1-25.items.[].system.references.overrides}
Length: min=0 max=0
Value type: mixed
[value] : object {1-25.items.[].system.value}
isValued : boolean {1-25.items.[].system.value.isValued} (same value: True)
value : integer {1-25.items.[].system.value.value} (same value: 1)
type : string {1-25.items.[].type} (10 different values)
action (x31)
spellcastingEntry (x2)
spell (x32)
weapon (x6)
consumable (x2)
melee (x12)
lore (x2)
armor (x2)
equipment (x2)
condition (x1)
[_stats] : object {1-25.items.[]._stats}
compendiumSource : string {1-25.items.[]._stats.compendiumSource} (27 different values)
[flags] : object {1-25.items.[].flags}
pf2e : object {1-25.items.[].flags.pf2e}
linkedWeapon : string {1-25.items.[].flags.pf2e.linkedWeapon} (6 different values)
kDinRoxPb0bfTEjq (x1)
UYLQVLt1dY60o732 (x1)
zKVrWkddjaAAETM8 (x1)
hMnXr3Xfh3AW5L1Z (x1)
BSWMJs2VDBLfT2D1 (x1)
DNEozI6inkdy8s5J (x1)
name : string {1-25.name} (all different values)
[prototypeToken] : object {1-25.prototypeToken}
name : string {1-25.prototypeToken.name} (5 different values)
Dead Organ (x2)
Doctor Velshun (x2)
Flesh Golem (x1)
Iloise (x2)
Lightning Platform (x2)
system : object {1-25.system}
attributes : object {1-25.system.attributes}
ac : object {1-25.system.attributes.ac}
value : integer {1-25.system.attributes.ac.value} (8 different values)
21 (x3)
24 (x2)
23 (x1)
27 (x1)
26 (x1)
15 (x1)
16 (x1)
19 (x1)
[details] : string {1-25.system.attributes.ac.details} (same value: )
[emitsSound] : string {1-25.system.attributes.emitsSound} (same value: encounter)
[hardness] : integer {1-25.system.attributes.hardness} (4 different values)
13 (x1)
15 (x1)
10 (x1)
12 (x1)
[hasHealth] : boolean {1-25.system.attributes.hasHealth} (same value: True)
hp : object {1-25.system.attributes.hp}
details : string {1-25.system.attributes.hp.details} (2 different values)
(x6)
void healing (x5)
max : integer {1-25.system.attributes.hp.max} (all different values)
temp : integer {1-25.system.attributes.hp.temp} (same value: 0)
value : integer {1-25.system.attributes.hp.value} (all different values)
[immunities] : array<object> {1-25.system.attributes.immunities}
Length: min=2 max=6
Value type: object {1-25.system.attributes.immunities.[]}
type : string {1-25.system.attributes.immunities.[].type} (9 different values)
critical-hits (x4)
precision (x4)
electricity (x4)
magic (x1)
death-effects (x1)
disease (x1)
paralyzed (x1)
poison (x1)
unconscious (x1)
[resistances] : array<object> {1-25.system.attributes.resistances}
Length: min=1 max=1
Value type: object {1-25.system.attributes.resistances.[]}
type : string {1-25.system.attributes.resistances.[].type} (3 different values)
sonic (x2)
physical (x1)
electricity (x2)
value : integer {1-25.system.attributes.resistances.[].value} (same value: 5)
[exceptions] : array<string> {1-25.system.attributes.resistances.[].exceptions}
Length: min=1 max=1
Value type: string {1-25.system.attributes.resistances.[].exceptions.[]} (same value: adamantine)
[stealth] : object {1-25.system.attributes.stealth}
details : string {1-25.system.attributes.stealth.details} (2 different values)
(x2)
<p>or <em>Detect Magic</em></p> (x2)
value : integer {1-25.system.attributes.stealth.value} (same value: 0)
[weaknesses] : array<object> {1-25.system.attributes.weaknesses}
Length: min=1 max=2
Value type: object {1-25.system.attributes.weaknesses.[]}
type : string {1-25.system.attributes.weaknesses.[].type} (3 different values)
fire (x2)
vitality (x1)
slashing (x1)
value : integer {1-25.system.attributes.weaknesses.[].value} (2 different values)
5 (x2)
10 (x2)
[allSaves] : object {1-25.system.attributes.allSaves}
value : string {1-25.system.attributes.allSaves.value} (3 different values)
+2 circumstance to all saves vs. disease (x1)
+2 circumstance bonus to all saves vs. disease (x1)
(x5)
[speed] : object {1-25.system.attributes.speed}
otherSpeeds : array<object> {1-25.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {1-25.system.attributes.speed.otherSpeeds.[]}
type : string {1-25.system.attributes.speed.otherSpeeds.[].type} (same value: climb)
value : integer {1-25.system.attributes.speed.otherSpeeds.[].value} (same value: 15)
value : integer {1-25.system.attributes.speed.value} (2 different values)
25 (x5)
20 (x2)
[creatureType] : string {1-25.system.creatureType} (same value: )
details : object {1-25.system.details}
[description] : string {1-25.system.details.description} (2 different values)
<p>A magical pipe organ for controlling and bolstering the undead. Creatures that are trained in Performance can spend one action to attempt to play a tune.</p> (x2)
<p>A magnetically charged platform draws in armored creatures, then flings them up into the sky, where they are struck by lightning.</p> (x2)
[disable] : string {1-25.system.details.disable} (4 different values)
<p>@Check[thievery|dc:25|name:Stopper the Pipes SC|traits:magical,necromancy] (expert) to stopper the pipes. Each pipe stoppered imparts a stacking -1 circumstance penalty to Performance checks with the organ. Once four pipes have been stoppered, the organ ceases to function.</p> (x1)
<p>@Check[thievery|dc:28|name:Stopper the Pipes SC|traits:magical,necromancy] (expert) to stopper the pipes. Each pipe stoppered imparts a stacking -1 circumstance penalty to Performance checks with the organ. Once four pipes have been stoppered, the organ ceases to function.</p> (x1)
<p>@Check[thievery|dc:20|name:Ground the Electricity|traits:electricity,magical,trap] (trained) to ground out the energy or @Check[arcana|dc:23|name:Neutralize the Magical Charge|traits:electricity,magical,trap] (trained) to neutralize the magical charge</p> (x1)
<p>@Check[thievery|dc:23|name:Ground the Electricity|traits:electricity,magical,trap] (trained) to ground out the energy or @Check[arcana|dc:26|name:Neutralize the Magical Charge|traits:electricity,magical,trap] (expert) to neutralize the magical charge</p> (x1)
[isComplex] : boolean {1-25.system.details.isComplex} (same value: False)
level : object {1-25.system.details.level}
value : integer {1-25.system.details.level.value} (6 different values)
6 (x3)
8 (x3)
-1 (x1)
5 (x2)
7 (x1)
3 (x1)
publication : object {1-25.system.details.publication}
license : string {1-25.system.details.publication.license} (same value: OGL)
remaster : boolean {1-25.system.details.publication.remaster} (same value: False)
title : string {1-25.system.details.publication.title} (same value: Pathfinder Society Scenario #1-25: Grim Symphony)
[reset] : string {1-25.system.details.reset} (same value: )
[routine] : string {1-25.system.details.routine} (same value: )
[blurb] : string {1-25.system.details.blurb} (same value: )
[languages] : object {1-25.system.details.languages}
details : string {1-25.system.details.languages.details} (same value: )
value : array<string> {1-25.system.details.languages.value}
Length: min=0 max=2
Value type: string {1-25.system.details.languages.value.[]} (2 different values)
common (x4)
necril (x4)
[privateNotes] : string {1-25.system.details.privateNotes} (same value: )
[publicNotes] : string {1-25.system.details.publicNotes} (same value: )
saves : object {1-25.system.saves}
fortitude : object {1-25.system.saves.fortitude}
saveDetail : string {1-25.system.saves.fortitude.saveDetail} (same value: )
value : integer {1-25.system.saves.fortitude.value} (7 different values)
18 (x3)
21 (x1)
14 (x2)
16 (x2)
5 (x1)
15 (x1)
17 (x1)
reflex : object {1-25.system.saves.reflex}
saveDetail : string {1-25.system.saves.reflex.saveDetail} (same value: )
value : integer {1-25.system.saves.reflex.value} (9 different values)
11 (x1)
13 (x1)
14 (x2)
16 (x1)
8 (x1)
15 (x2)
18 (x1)
12 (x1)
9 (x1)
will : object {1-25.system.saves.will}
saveDetail : string {1-25.system.saves.will.saveDetail} (same value: )
value : integer {1-25.system.saves.will.value} (6 different values)
0 (x4)
17 (x1)
19 (x1)
15 (x2)
2 (x1)
12 (x2)
[statusEffects] : array<> {1-25.system.statusEffects}
Length: min=0 max=0
Value type: mixed
traits : object {1-25.system.traits}
rarity : string {1-25.system.traits.rarity} (4 different values)
rare (x2)
unique (x4)
uncommon (x4)
common (x1)
size : object {1-25.system.traits.size}
value : string {1-25.system.traits.size.value} (3 different values)
med (x8)
lg (x2)
tiny (x1)
value : array<string> {1-25.system.traits.value}
Length: min=1 max=5
Value type: string {1-25.system.traits.value.[]} (17 different values)
magical (x4)
chaotic (x2)
dhampir (x2)
evil (x5)
human (x2)
humanoid (x4)
construct (x1)
golem (x1)
mindless (x2)
animal (x1)
dwarf (x2)
mortic (x2)
electricity (x2)
trap (x2)
undead (x1)
unholy (x1)
zombie (x1)
[abilities] : object {1-25.system.abilities}
cha : object {1-25.system.abilities.cha}
mod : integer {1-25.system.abilities.cha.mod} (6 different values)
5 (x1)
6 (x1)
-5 (x1)
-1 (x1)
2 (x2)
-2 (x1)
con : object {1-25.system.abilities.con}
mod : integer {1-25.system.abilities.con.mod} (3 different values)
4 (x3)
3 (x1)
0 (x3)
dex : object {1-25.system.abilities.dex}
mod : integer {1-25.system.abilities.dex.mod} (3 different values)
2 (x3)
-1 (x2)
4 (x2)
int : object {1-25.system.abilities.int}
mod : integer {1-25.system.abilities.int.mod} (5 different values)
4 (x2)
-5 (x2)
-4 (x1)
5 (x1)
6 (x1)
str : object {1-25.system.abilities.str}
mod : integer {1-25.system.abilities.str.mod} (5 different values)
2 (x2)
5 (x1)
-2 (x1)
4 (x2)
7 (x1)
wis : object {1-25.system.abilities.wis}
mod : integer {1-25.system.abilities.wis.mod} (4 different values)
2 (x3)
3 (x1)
0 (x2)
1 (x1)
[initiative] : object {1-25.system.initiative}
statistic : string {1-25.system.initiative.statistic} (same value: perception)
[perception] : object {1-25.system.perception}
details : string {1-25.system.perception.details} (same value: )
mod : integer {1-25.system.perception.mod} (6 different values)
13 (x1)
15 (x1)
12 (x2)
6 (x1)
9 (x1)
8 (x1)
senses : array<object> {1-25.system.perception.senses}
Length: min=1 max=2
Value type: object {1-25.system.perception.senses.[]}
type : string {1-25.system.perception.senses.[].type} (3 different values)
darkvision (x6)
low-light-vision (x1)
scent (x1)
[acuity] : string {1-25.system.perception.senses.[].acuity} (same value: imprecise)
[range] : integer {1-25.system.perception.senses.[].range} (same value: 30)
[resources] : object {1-25.system.resources}
[focus] : object {1-25.system.resources.focus}
max : integer {1-25.system.resources.focus.max} (same value: 1)
value : integer {1-25.system.resources.focus.value} (same value: 1)
[skills] : object {1-25.system.skills}
[occultism] : object {1-25.system.skills.occultism}
base : integer {1-25.system.skills.occultism.base} (2 different values)
13 (x1)
16 (x1)
[performance] : object {1-25.system.skills.performance}
base : integer {1-25.system.skills.performance.base} (3 different values)
15 (x1)
18 (x1)
0 (x2)
[special] : array<object> {1-25.system.skills.performance.special}
Length: min=1 max=1
Value type: object {1-25.system.skills.performance.special.[]}
base : integer {1-25.system.skills.performance.special.[].base} (same value: 12)
label : string {1-25.system.skills.performance.special.[].label} (same value: with Tesla Coil)
predicate : array<string> {1-25.system.skills.performance.special.[].predicate}
Length: min=1 max=1
Value type: string {1-25.system.skills.performance.special.[].predicate.[]} (same value: performance:tesla-coil)
[religion] : object {1-25.system.skills.religion}
base : integer {1-25.system.skills.religion.base} (4 different values)
13 (x1)
16 (x1)
12 (x1)
15 (x1)
[athletics] : object {1-25.system.skills.athletics}
base : integer {1-25.system.skills.athletics.base} (3 different values)
19 (x1)
4 (x1)
18 (x1)
[acrobatics] : object {1-25.system.skills.acrobatics}
base : integer {1-25.system.skills.acrobatics.base} (same value: 4)
[stealth] : object {1-25.system.skills.stealth}
base : integer {1-25.system.skills.stealth.base} (same value: 5)
[survival] : object {1-25.system.skills.survival}
base : integer {1-25.system.skills.survival.base} (same value: 4)
[arcana] : object {1-25.system.skills.arcana}
base : integer {1-25.system.skills.arcana.base} (2 different values)
12 (x1)
15 (x1)
[crafting] : object {1-25.system.skills.crafting}
base : integer {1-25.system.skills.crafting.base} (2 different values)
13 (x1)
17 (x1)
[spellcasting] : object {1-25.system.spellcasting}
rituals : object {1-25.system.spellcasting.rituals}
dc : integer {1-25.system.spellcasting.rituals.dc} (2 different values)
26 (x1)
29 (x1)
type : string {1-25.type} (2 different values)
hazard (x4)
npc (x7)