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Pf2eDataScrapper/output/pf2e/packs/3-14.txt
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3-14
Different values: 13
=====================================
object {3-14}
_id : string {3-14._id} (all different values)
folder : string {3-14.folder} (same value: Z4bbo0B9VU3hluYs)
img : string {3-14.img} (2 different values)
systems/pf2e/icons/default-icons/hazard.svg (x6)
systems/pf2e/icons/default-icons/npc.svg (x7)
items : array<object> {3-14.items}
Length: min=1 max=19
Value type: object {3-14.items.[]}
_id : string {3-14.items.[]._id} (67 different values)
img : string {3-14.items.[].img} (16 different values)
systems/pf2e/icons/actions/Reaction.webp (x9)
systems/pf2e/icons/default-icons/mystery-man.svg (x1)
systems/pf2e/icons/default-icons/melee.svg (x13)
systems/pf2e/icons/actions/Passive.webp (x25)
systems/pf2e/icons/actions/TwoActions.webp (x4)
systems/pf2e/icons/actions/OneAction.webp (x9)
systems/pf2e/icons/default-icons/spellcastingEntry.svg (x1)
systems/pf2e/icons/spells/enthrall.webp (x1)
icons/environment/wilderness/terrain-river-road-gray.webp (x1)
icons/creatures/abilities/wolf-heads-swirl-purple.webp (x1)
systems/pf2e/icons/spells/darkness.webp (x1)
systems/pf2e/icons/spells/inveigle.webp (x1)
systems/pf2e/icons/spells/silence.webp (x1)
systems/pf2e/icons/spells/shield.webp (x1)
systems/pf2e/icons/default-icons/lore.svg (x1)
systems/pf2e/icons/equipment/weapons/longspear.webp (x1)
name : string {3-14.items.[].name} (62 different values)
sort : integer {3-14.items.[].sort} (20 different values)
0 (x8)
100000 (x7)
200000 (x7)
300000 (x7)
400000 (x7)
500000 (x5)
600000 (x5)
700000 (x4)
800000 (x4)
900000 (x4)
1000000 (x3)
1100000 (x2)
1200000 (x1)
1300000 (x1)
1400000 (x1)
1500000 (x1)
1600000 (x1)
1700000 (x1)
1800000 (x1)
1900000 (x1)
system : object {3-14.items.[].system}
[actionType] : object {3-14.items.[].system.actionType}
value : string {3-14.items.[].system.actionType.value} (3 different values)
reaction (x9)
passive (x25)
action (x13)
[actions] : object {3-14.items.[].system.actions}
[value] : integer {3-14.items.[].system.actions.value} (2 different values)
2 (x4)
1 (x9)
[category] : string {3-14.items.[].system.category} (4 different values)
interaction (x7)
defensive (x17)
offensive (x17)
simple (x1)
description : object {3-14.items.[].system.description}
value : string {3-14.items.[].system.description.value} (52 different values)
publication : object {3-14.items.[].system.publication}
license : string {3-14.items.[].system.publication.license} (same value: OGL)
remaster : boolean {3-14.items.[].system.publication.remaster} (same value: False)
title : string {3-14.items.[].system.publication.title} (4 different values)
(x57)
Pathfinder Bestiary (x10)
Pathfinder Bestiary 2 (x3)
Pathfinder Core Rulebook (x1)
rules : ###FoundryRulesObject###
[slug] : string {3-14.items.[].system.slug} (19 different values)
lifesense (x1)
negative-healing (x3)
buck (x1)
enthrall (x1)
wanderers-guide (x1)
calm-emotions (x1)
darkness (x1)
inveigle (x1)
silence (x1)
shield (x1)
greater-darkvision (x1)
telepathy (x1)
regeneration (x1)
longspear (x1)
1-status-to-all-saves-vs-magic (x1)
attack-of-opportunity (x1)
tremorsense (x1)
all-around-vision (x1)
grab (x2)
[traits] : object {3-14.items.[].system.traits}
rarity : string {3-14.items.[].system.traits.rarity} (2 different values)
common (x68)
uncommon (x1)
value : array<string> {3-14.items.[].system.traits.value}
Length: min=0 max=6
Value type: string {3-14.items.[].system.traits.value.[]} (35 different values)
[traditions] : array<string> {3-14.items.[].system.traits.traditions}
Length: min=0 max=4
Value type: string {3-14.items.[].system.traits.traditions.[]} (4 different values)
arcane (x3)
occult (x6)
divine (x5)
primal (x1)
[baseItem] : string {3-14.items.[].system.baseItem} (same value: longspear)
[bulk] : object {3-14.items.[].system.bulk}
value : integer {3-14.items.[].system.bulk.value} (2 different values)
0 (x1)
2 (x1)
[containerId] : mixed
[equipped] : object {3-14.items.[].system.equipped}
carryType : string {3-14.items.[].system.equipped.carryType} (2 different values)
worn (x1)
held (x1)
[invested] : mixed
handsHeld : integer {3-14.items.[].system.equipped.handsHeld} (same value: 2)
[hardness] : integer {3-14.items.[].system.hardness} (same value: 0)
[hp] : object {3-14.items.[].system.hp}
max : integer {3-14.items.[].system.hp.max} (same value: 0)
value : integer {3-14.items.[].system.hp.value} (same value: 0)
[level] : object {3-14.items.[].system.level}
value : integer {3-14.items.[].system.level.value} (4 different values)
0 (x2)
3 (x2)
2 (x4)
1 (x1)
[material] : object {3-14.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {3-14.items.[].system.price}
value : object {3-14.items.[].system.price.value}
sp : integer {3-14.items.[].system.price.value.sp} (same value: 5)
[quantity] : integer {3-14.items.[].system.quantity} (same value: 1)
[size] : string {3-14.items.[].system.size} (same value: med)
[usage] : object {3-14.items.[].system.usage}
value : string {3-14.items.[].system.usage.value} (2 different values)
worn (x1)
held-in-two-hands (x1)
[attack] : object {3-14.items.[].system.attack}
value : string {3-14.items.[].system.attack.value} (same value: )
[attackEffects] : object {3-14.items.[].system.attackEffects}
[custom] : string {3-14.items.[].system.attackEffects.custom} (same value: )
value : array<string> {3-14.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {3-14.items.[].system.attackEffects.value.[]} (3 different values)
mummy-rot (x1)
insidious-mummy-rot (x2)
grab (x2)
[bonus] : object {3-14.items.[].system.bonus}
value : integer {3-14.items.[].system.bonus.value} (9 different values)
17 (x3)
15 (x2)
18 (x2)
25 (x1)
22 (x1)
0 (x1)
20 (x2)
21 (x1)
14 (x1)
[damageRolls] : object {3-14.items.[].system.damageRolls}
[0] : object {3-14.items.[].system.damageRolls.0}
damage : string {3-14.items.[].system.damageRolls.0.damage} (5 different values)
2d6+6 (x1)
1d12+3 (x1)
2d10+4 (x1)
2d8+4 (x1)
2d6+8 (x1)
damageType : string {3-14.items.[].system.damageRolls.0.damageType} (3 different values)
void (x1)
electricity (x1)
slashing (x3)
[1] : object {3-14.items.[].system.damageRolls.1}
damage : string {3-14.items.[].system.damageRolls.1.damage} (same value: 2d6)
damageType : string {3-14.items.[].system.damageRolls.1.damageType} (same value: bleed)
[ygsps4d5yxi9qgtr5e2e] : object {3-14.items.[].system.damageRolls.ygsps4d5yxi9qgtr5e2e}
damage : string {3-14.items.[].system.damageRolls.ygsps4d5yxi9qgtr5e2e.damage} (2 different values)
4d10+26 (x1)
4d10+18 (x1)
damageType : string {3-14.items.[].system.damageRolls.ygsps4d5yxi9qgtr5e2e.damageType} (same value: bludgeoning)
[mubnate22akym2bmml8l] : object {3-14.items.[].system.damageRolls.mubnate22akym2bmml8l}
damage : string {3-14.items.[].system.damageRolls.mubnate22akym2bmml8l.damage} (same value: 2d6+9)
damageType : string {3-14.items.[].system.damageRolls.mubnate22akym2bmml8l.damageType} (same value: bludgeoning)
[9cev5tkzhoi4rdzfuibk] : object {3-14.items.[].system.damageRolls.9cev5tkzhoi4rdzfuibk}
damage : string {3-14.items.[].system.damageRolls.9cev5tkzhoi4rdzfuibk.damage} (same value: 1d10+11)
damageType : string {3-14.items.[].system.damageRolls.9cev5tkzhoi4rdzfuibk.damageType} (same value: bludgeoning)
[i2etawlumsp3vp1jj656] : object {3-14.items.[].system.damageRolls.i2etawlumsp3vp1jj656}
damage : string {3-14.items.[].system.damageRolls.i2etawlumsp3vp1jj656.damage} (same value: 2d8+11)
damageType : string {3-14.items.[].system.damageRolls.i2etawlumsp3vp1jj656.damageType} (same value: piercing)
[ubxz4wkf61o66ea5d2mp] : object {3-14.items.[].system.damageRolls.ubxz4wkf61o66ea5d2mp}
damage : string {3-14.items.[].system.damageRolls.ubxz4wkf61o66ea5d2mp.damage} (same value: 2d6+11)
damageType : string {3-14.items.[].system.damageRolls.ubxz4wkf61o66ea5d2mp.damageType} (same value: bludgeoning)
[kv28qaivpqyk9s8ub6e5] : object {3-14.items.[].system.damageRolls.kv28qaivpqyk9s8ub6e5}
damage : string {3-14.items.[].system.damageRolls.kv28qaivpqyk9s8ub6e5.damage} (same value: 1d8+11)
damageType : string {3-14.items.[].system.damageRolls.kv28qaivpqyk9s8ub6e5.damageType} (same value: bludgeoning)
i8zp1zddetrbg2vwkp6q : object {3-14.items.[].system.damageRolls.i8zp1zddetrbg2vwkp6q}
damage : string {3-14.items.[].system.damageRolls.i8zp1zddetrbg2vwkp6q.damage} (same value: 2d10+11)
damageType : string {3-14.items.[].system.damageRolls.i8zp1zddetrbg2vwkp6q.damageType} (same value: piercing)
[weaponType] : object {3-14.items.[].system.weaponType}
value : string {3-14.items.[].system.weaponType.value} (2 different values)
melee (x11)
ranged (x2)
[autoHeightenLevel] : object {3-14.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {3-14.items.[].system.prepared}
flexible : boolean {3-14.items.[].system.prepared.flexible} (same value: False)
value : string {3-14.items.[].system.prepared.value} (same value: innate)
[proficiency] : object {3-14.items.[].system.proficiency}
value : integer {3-14.items.[].system.proficiency.value} (same value: 0)
[slots] : object {3-14.items.[].system.slots}
[spelldc] : object {3-14.items.[].system.spelldc}
dc : integer {3-14.items.[].system.spelldc.dc} (same value: 28)
mod : integer {3-14.items.[].system.spelldc.mod} (same value: 0)
value : integer {3-14.items.[].system.spelldc.value} (same value: 20)
[tradition] : object {3-14.items.[].system.tradition}
value : string {3-14.items.[].system.tradition.value} (same value: divine)
[area] : object {3-14.items.[].system.area}
type : string {3-14.items.[].system.area.type} (same value: burst)
value : integer {3-14.items.[].system.area.value} (2 different values)
10 (x1)
20 (x1)
[cost] : object {3-14.items.[].system.cost}
value : string {3-14.items.[].system.cost.value} (2 different values)
(x6)
rare oils worth a total value of 10 gp × the target's level (x1)
[counteraction] : boolean {3-14.items.[].system.counteraction} (same value: False)
[damage] : object {3-14.items.[].system.damage}
damageType : string {3-14.items.[].system.damage.damageType} (same value: piercing)
dice : integer {3-14.items.[].system.damage.dice} (same value: 1)
die : string {3-14.items.[].system.damage.die} (same value: d8)
[defense] : object {3-14.items.[].system.defense}
save : object {3-14.items.[].system.defense.save}
basic : boolean {3-14.items.[].system.defense.save.basic} (same value: False)
statistic : string {3-14.items.[].system.defense.save.statistic} (same value: will)
[duration] : object {3-14.items.[].system.duration}
sustained : boolean {3-14.items.[].system.duration.sustained} (2 different values)
True (x2)
False (x5)
value : string {3-14.items.[].system.duration.value} (5 different values)
(x1)
until your next daily preparations (x1)
1 minute (x3)
1 year or until dismissed (x1)
until the start of your next turn (x1)
[location] : object {3-14.items.[].system.location}
[value] : string {3-14.items.[].system.location.value} (same value: 6leNSciOB3vrO7El)
[range] : object {3-14.items.[].system.range}
value : string {3-14.items.[].system.range.value} (4 different values)
120 feet (x3)
(x2)
10 feet (x1)
touch (x1)
[requirements] : string {3-14.items.[].system.requirements} (same value: )
[target] : object {3-14.items.[].system.target}
value : string {3-14.items.[].system.target.value} (4 different values)
all creatures in range (x1)
(x4)
1 creature of a level no greater than double the inveigle ritual's level (x1)
1 willing creature (x1)
[time] : object {3-14.items.[].system.time}
value : string {3-14.items.[].system.time.value} (5 different values)
2 (x3)
1 minute (x1)
3 (x1)
1 day (x1)
1 (x1)
[ritual] : object {3-14.items.[].system.ritual}
primary : object {3-14.items.[].system.ritual.primary}
check : string {3-14.items.[].system.ritual.primary.check} (same value: Arcana (expert), Occultism (expert), or Religion (expert))
secondary : object {3-14.items.[].system.ritual.secondary}
casters : integer {3-14.items.[].system.ritual.secondary.casters} (same value: 0)
checks : string {3-14.items.[].system.ritual.secondary.checks} (same value: )
[deathNote] : boolean {3-14.items.[].system.deathNote} (same value: True)
[mod] : object {3-14.items.[].system.mod}
value : integer {3-14.items.[].system.mod.value} (same value: 16)
[proficient] : object {3-14.items.[].system.proficient}
value : integer {3-14.items.[].system.proficient.value} (same value: 0)
[bonusDamage] : object {3-14.items.[].system.bonusDamage}
value : integer {3-14.items.[].system.bonusDamage.value} (same value: 0)
[group] : string {3-14.items.[].system.group} (same value: spear)
[reload] : object {3-14.items.[].system.reload}
value : string {3-14.items.[].system.reload.value} (same value: )
[runes] : object {3-14.items.[].system.runes}
potency : integer {3-14.items.[].system.runes.potency} (same value: 1)
property : array<> {3-14.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
striking : integer {3-14.items.[].system.runes.striking} (same value: 1)
[splashDamage] : object {3-14.items.[].system.splashDamage}
value : integer {3-14.items.[].system.splashDamage.value} (same value: 0)
type : string {3-14.items.[].type} (7 different values)
action (x47)
equipment (x1)
melee (x13)
spellcastingEntry (x1)
spell (x7)
lore (x1)
weapon (x1)
[_stats] : object {3-14.items.[]._stats}
compendiumSource : string {3-14.items.[]._stats.compendiumSource} (19 different values)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.sebk9XseMCRkDqRg (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.TTCw5NusiSSkJU1x (x3)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.nZMQh4AaBr291TUf (x1)
Compendium.pf2e.spells-srd.Item.IihxWhRfpsBgQ5jS (x1)
Compendium.pf2e.spells-srd.Item.ppA1StEigPLKEQqR (x1)
Compendium.pf2e.spells-srd.Item.b515AZlB0sridKSq (x1)
Compendium.pf2e.spells-srd.Item.4GE2ZdODgIQtg51c (x1)
Compendium.pf2e.spells-srd.Item.5pwK2FZX6QwgtfqX (x1)
Compendium.pf2e.spells-srd.Item.gIdDLrbswTV3OBJy (x1)
Compendium.pf2e.spells-srd.Item.TVKNbcgTee19PXZR (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.4Ho2xMPEC05aSxzr (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.kdhbPaBMK1d1fpbA (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.lR9R5Vld8Eu2Dha5 (x1)
Compendium.pf2e.equipment-srd.Item.aXuJh4i8HqSu6NYV (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.kquBnQ0kObZztnBc (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.hFtNbo1LKYCoDy2O (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.j2wsK6IsW5yMW1jW (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.9qV49KjZujZnSp6w (x1)
Compendium.pf2e.bestiary-ability-glossary-srd.Item.Tkd8sH4pwFIPzqTr (x2)
[flags] : object {3-14.items.[].flags}
pf2e : object {3-14.items.[].flags.pf2e}
linkedWeapon : string {3-14.items.[].flags.pf2e.linkedWeapon} (same value: AlibNTP9NftVxXAs)
name : string {3-14.name} (all different values)
system : object {3-14.system}
attributes : object {3-14.system.attributes}
ac : object {3-14.system.attributes.ac}
value : integer {3-14.system.attributes.ac.value} (7 different values)
0 (x4)
22 (x2)
26 (x1)
28 (x1)
25 (x2)
27 (x2)
23 (x1)
[details] : string {3-14.system.attributes.ac.details} (2 different values)
(x6)
all-around vision (x1)
[emitsSound] : string {3-14.system.attributes.emitsSound} (same value: encounter)
[hardness] : integer {3-14.system.attributes.hardness} (3 different values)
0 (x4)
17 (x1)
15 (x1)
hp : object {3-14.system.attributes.hp}
details : string {3-14.system.attributes.hp.details} (3 different values)
(x8)
void healing (x4)
regeneration 10 (deactivated by holy or silver) (x1)
max : integer {3-14.system.attributes.hp.max} (10 different values)
0 (x4)
80 (x1)
70 (x1)
125 (x1)
68 (x1)
60 (x1)
130 (x1)
165 (x1)
85 (x1)
190 (x1)
temp : integer {3-14.system.attributes.hp.temp} (same value: 0)
value : integer {3-14.system.attributes.hp.value} (10 different values)
0 (x4)
80 (x1)
90 (x1)
125 (x1)
68 (x1)
60 (x1)
130 (x1)
165 (x1)
85 (x1)
190 (x1)
[stealth] : object {3-14.system.attributes.stealth}
details : string {3-14.system.attributes.stealth.details} (2 different values)
<p>(expert)</p> (x5)
<p>(trained)</p> (x1)
value : integer {3-14.system.attributes.stealth.value} (3 different values)
17 (x2)
20 (x3)
23 (x1)
[allSaves] : object {3-14.system.attributes.allSaves}
value : string {3-14.system.attributes.allSaves.value} (3 different values)
(x5)
+1 status to all saves vs. magic (x1)
+1 status to all saves vs. vitality (x1)
[immunities] : array<object> {3-14.system.attributes.immunities}
Length: min=1 max=6
Value type: object {3-14.system.attributes.immunities.[]}
type : string {3-14.system.attributes.immunities.[].type} (9 different values)
death-effects (x4)
disease (x4)
paralyzed (x4)
poison (x4)
precision (x3)
unconscious (x4)
cold (x1)
critical-hits (x2)
fear-effects (x1)
[resistances] : array<object> {3-14.system.attributes.resistances}
Length: min=1 max=2
Value type: object {3-14.system.attributes.resistances.[]}
[doubleVs] : array<string> {3-14.system.attributes.resistances.[].doubleVs}
Length: min=1 max=1
Value type: string {3-14.system.attributes.resistances.[].doubleVs.[]} (same value: non-magical)
[exceptions] : array<string> {3-14.system.attributes.resistances.[].exceptions}
Length: min=3 max=3
Value type: string {3-14.system.attributes.resistances.[].exceptions.[]} (3 different values)
force (x1)
ghost-touch (x1)
vitality (x1)
type : string {3-14.system.attributes.resistances.[].type} (3 different values)
all-damage (x1)
piercing (x1)
slashing (x1)
value : integer {3-14.system.attributes.resistances.[].value} (same value: 5)
[speed] : object {3-14.system.attributes.speed}
otherSpeeds : array<object> {3-14.system.attributes.speed.otherSpeeds}
Length: min=0 max=2
Value type: object {3-14.system.attributes.speed.otherSpeeds.[]}
type : string {3-14.system.attributes.speed.otherSpeeds.[].type} (3 different values)
fly (x2)
climb (x1)
swim (x1)
value : integer {3-14.system.attributes.speed.otherSpeeds.[].value} (3 different values)
30 (x1)
60 (x1)
20 (x2)
value : integer {3-14.system.attributes.speed.value} (5 different values)
0 (x1)
30 (x1)
25 (x1)
20 (x3)
40 (x1)
[adjustment] : string {3-14.system.attributes.adjustment} (same value: elite)
[weaknesses] : array<object> {3-14.system.attributes.weaknesses}
Length: min=1 max=2
Value type: object {3-14.system.attributes.weaknesses.[]}
type : string {3-14.system.attributes.weaknesses.[].type} (5 different values)
holy (x1)
silver (x1)
fire (x2)
vitality (x1)
cold-iron (x1)
value : integer {3-14.system.attributes.weaknesses.[].value} (2 different values)
10 (x4)
5 (x2)
[creatureType] : string {3-14.system.creatureType} (same value: )
details : object {3-14.system.details}
[description] : string {3-14.system.details.description} (3 different values)
<p>The ritual power in this room, corrupted by necromantic energy, slams purifying water into all "unclean" creatures that try to leave.</p> (x2)
<p>Pressure plates trigger hidden mauls in the walls of the pits that swing up to slam creatures and knock them off the span.</p> (x2)
<p>Negative-energy charged natron sprays out of the tub and starts to mummify nearby creatures.</p> (x2)
[disable] : string {3-14.system.details.disable} (6 different values)
<p>@Check[religion|dc:25|name:Ceremonially purify everyone] (expert) to ceremonially purify everyone in the room, by pouring water from a tub over their hands, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (4th level; counteract DC 25) to counteract the corrupted ritual magic.</p> (x1)
<p>@Check[religion|dc:28|name:Ceremonially purify everyone] (expert) to ceremonially purify everyone in the room, by pouring water from a tub over their hands, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (5th level; counteract DC 28) to counteract the corrupted ritual magic.</p> (x1)
<p>@Check[society|dc:30|name:Locate the hidden switch] (expert) to locate the hidden deactivation switch or @Check[thievery|dc:33|name:Jame the mechanics] (expert) to jam the mechanics on the span.</p> (x1)
<p>@Check[society|dc:23|name:Locate the hidden switch] (expert) to locate the hidden deactivation switch or @Check[thievery|dc:30|name:Jam the mechanics] (trained) to jam the mechanics on the span.</p> (x1)
<p>@Check[thievery|dc:27|name:Safely remove the vise] (trained) to safely remove the umbral vise from the tub without triggering the natron or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (4th level; counteract DC 25) to counteract the ritual energy.</p> (x1)
<p>@Check[thievery|dc:30|name:Safely remove the vise] (expert) to safely remove the umbral vise from the tub without triggering the natron or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (5th level; counteract DC 28) to counteract the ritual energy.</p> (x1)
[isComplex] : boolean {3-14.system.details.isComplex} (same value: False)
level : object {3-14.system.details.level}
value : integer {3-14.system.details.level.value} (5 different values)
7 (x4)
9 (x5)
6 (x2)
5 (x1)
8 (x1)
publication : object {3-14.system.details.publication}
license : string {3-14.system.details.publication.license} (same value: OGL)
remaster : boolean {3-14.system.details.publication.remaster} (same value: False)
title : string {3-14.system.details.publication.title} (same value: Pathfinder Society Scenario #3-14: The Tomb Between Worlds)
[reset] : string {3-14.system.details.reset} (3 different values)
<p>1 minute</p> (x2)
<p>The trap resets over the course of the round and is ready to swing again 1 round later. It can be manually reset if Disabled.</p> (x2)
<p>The trap resets after 24 hours.</p> (x2)
[routine] : string {3-14.system.details.routine} (same value: )
[blurb] : string {3-14.system.details.blurb} (7 different values)
Variant corrupted relic (x1)
(x1)
Variant ostiarius (x1)
Elite mummy guardian (x1)
Mummy Pharoah (x1)
Variant shanrigol heap (x1)
Variant cu sith (x1)
[languages] : object {3-14.system.details.languages}
details : string {3-14.system.details.languages.details} (4 different values)
(x3)
telepathy 100 feet (x1)
ancient osiriani (x2)
(can't speak any language) (x1)
value : array<string> {3-14.system.details.languages.value}
Length: min=0 max=3
Value type: string {3-14.system.details.languages.value.[]} (7 different values)
common (x2)
elven (x1)
sphinx (x2)
diabolic (x1)
shadowtongue (x1)
necril (x2)
fey (x1)
[privateNotes] : string {3-14.system.details.privateNotes} (same value: )
[publicNotes] : string {3-14.system.details.publicNotes} (7 different values)
<p>Creatures that once held particular items dear can be bound to them after death, their souls inhabiting the item from within. These might be the faithful haunting symbols of their faith, warriors clinging to their old weapons, or the greedy inhabiting their precious wealth. These spirits' physical bodies have long since degraded, but they keep their corrupted relics pristine. The spirits manifest on the unsuspecting or curious, determined to destroy anyone who would dare show any interest in their one precious possession.</p>
<p>Though rare, there are several kinds of corrupted relics. The bound spirit can manifest in different ways, from animating an ancient weapon to possessing anyone who dons the item. Destroying the relic often ends up being the simplest, most direct way to banish the haunt itself. Destroying or dispelling the spirit without destroying the relic, however, can sometimes leave priceless treasure behind.</p>
<p>The amulet shown here has the air and death aspects. Its minor gifts, deadly spark and death gaze, power some of the spirit's abilities. Someone who claims the relic might gain different gifts from those aspects.</p> (x1)
<p>Sphinxes are a family of mystical beings that combine leonine, avian, and usually humanoid features. Though the most common sphinxes are famous on their own merits, the family includes other types of sphinxes as well.</p>
<hr />
<p>Lacking the intelligence of their kin, falcon-headed hieracosphinxes are cowardly, cruel-hearted creatures. They guard their territory ruthlessly against weaker intruders.</p> (x1)
<p>Ostiariuses, as emissaries of the velstracs, tend to the portals between the Shadow Plane and the Material Plane. They not only escort other velstracs into the world of mortals, but also work to entice mortals into the realms of the velstracs- from which most mortals never leave. Among the most pleasant and persuasive of the velstracs, ostiariuses are prepared to converse for hours upon any topic, and they are skilled at returning, again and again, to the subject of the delights found in their perverse philosophies. Ostiariuses stand over 6 feet tall, and individuals range from skeletally thin to hugely corpulent.</p> (x1)
<p>The majority of mummies were created by cruel and selfish masters to serve as guardians to protect their tombs from intruders. The traditional method of creating a mummy guardian is a laborious and sadistic process that begins well before the poor soul to be transformed is dead, during which the victim is ritualistically starved of nourishing food and instead fed strange spices, preservative agents, and toxins intended to quicken the desiccation of the flesh. The victim remains immobile but painfully aware during the final stages, where its now-useless entrails are extracted before it's shrouded in funerary wrappings and entombed within a necromantically ensorcelled sarcophagus to await intrusions in the potentially distant future. While it's certainly possible to use other methods to create a mummy guardian from an already-deceased body, those who seek to create these foul undead as their guardians in the afterlife often feel that such methods result in inferior undead-the pain and agony of death by mummification being an essential step in the process.</p>
<p>Regardless of the method of their creation, mummy guardians are more than just physical shells of flesh and bone-they retain fragmented, distorted versions of their minds, with only enough memories of their living personality remaining to fuel their undead anger and jealousy of those who yet live. This burning rage only intensifies over the centuries of waiting within a crypt for the chance to actually act, and thus when most mummy guardians are awoken by tomb robbers or adventurers, they stop at nothing in pursuit of glorious slaughter.</p>
<hr />
<p>While many cultures practice mummification of the dead for benign reasons, undead mummies are created through foul rituals, typically to provide eternally vigilant guardians.</p> (x1)
<p>While mummy guardians are undead crafted from the corpses of sacrificed-usually unwilling victims-and retain only fragments of their memories, a mummy pharaoh is the result of a deliberate embrace of undeath by a sadistic and cruel ruler. The transformation from life to undeath is no less awful and painful, but as the transition is an intentional bid to escape death by a powerful personality who fully embraces the blasphemous repercussions of the choice, the mummy pharaoh retains its memories and personality intact. Although in most cases a mummy pharaoh is formed from a particularly depraved ruler instructing their priests to perform complex rituals that grant the ruler eternal unlife, a ruler who was filled with incredible anger in life might spontaneously arise from death as a mummy pharaoh without undergoing this ritual. Depending on the nature of the ruler, a mummy pharaoh might have spellcasting or other class features instead of its Attack of Opportunity and disruptive abilities-the exact nature of the abilities the ruler had in life can significantly change or strengthen the mummy pharaoh presented here (which represents the least powerful variety of this deadly undead foe).</p>
<hr />
<p>While many cultures practice mummification of the dead for benign reasons, undead mummies are created through foul rituals, typically to provide eternally vigilant guardians.</p> (x1)
<p>The most basic and common type of shanrigol is called, based on its general shape, a shanrigol heap. These amalgamations of warped flesh and shattered bone establish hunting grounds by accident rather than design, remaining where prey has been plentiful in the past so they can grow larger and larger as they add to their jumbled forms. Only rare fleshwarpers create these abominations willingly, as they ignore all commands and containment to seek out prey.</p>
<hr />
<p>Fleshwarpers, regardless of their origin or training, create a shocking amount of waste. When the discarded remnants of aberrant flesh are heaped together with an accidental mixture of alchemical compounds or odious energy, the mass can quicken and regain life. Without the guidance of a fleshwarper, these aberrant body parts form into a shanrigol, a mess of bone, muscle, and sinew.</p> (x1)
(x1)
saves : object {3-14.system.saves}
fortitude : object {3-14.system.saves.fortitude}
saveDetail : string {3-14.system.saves.fortitude.saveDetail} (same value: )
value : integer {3-14.system.saves.fortitude.value} (8 different values)
0 (x4)
8 (x1)
12 (x1)
13 (x1)
21 (x1)
18 (x2)
16 (x2)
19 (x1)
reflex : object {3-14.system.saves.reflex}
saveDetail : string {3-14.system.saves.reflex.saveDetail} (same value: )
value : integer {3-14.system.saves.reflex.value} (6 different values)
0 (x4)
14 (x2)
15 (x3)
19 (x1)
12 (x2)
20 (x1)
will : object {3-14.system.saves.will}
saveDetail : string {3-14.system.saves.will.saveDetail} (same value: )
value : integer {3-14.system.saves.will.value} (8 different values)
0 (x6)
14 (x1)
10 (x1)
17 (x1)
18 (x1)
20 (x1)
12 (x1)
19 (x1)
[statusEffects] : array<> {3-14.system.statusEffects}
Length: min=0 max=0
Value type: mixed
traits : object {3-14.system.traits}
rarity : string {3-14.system.traits.rarity} (4 different values)
unique (x6)
rare (x3)
uncommon (x3)
common (x1)
size : object {3-14.system.traits.size}
value : string {3-14.system.traits.size.value} (2 different values)
med (x11)
lg (x2)
value : array<string> {3-14.system.traits.value}
Length: min=1 max=6
Value type: string {3-14.system.traits.value.[]} (17 different values)
magical (x4)
trap (x6)
water (x2)
chaotic (x2)
evil (x5)
incorporeal (x1)
spirit (x1)
undead (x4)
unholy (x4)
beast (x1)
fiend (x1)
lawful (x3)
velstrac (x1)
mechanical (x2)
mummy (x2)
aberration (x1)
fey (x1)
[abilities] : object {3-14.system.abilities}
cha : object {3-14.system.abilities.cha}
mod : integer {3-14.system.abilities.cha.mod} (5 different values)
5 (x2)
0 (x1)
6 (x2)
2 (x1)
-5 (x1)
con : object {3-14.system.abilities.con}
mod : integer {3-14.system.abilities.con.mod} (5 different values)
0 (x1)
3 (x1)
2 (x2)
4 (x2)
5 (x1)
dex : object {3-14.system.abilities.dex}
mod : integer {3-14.system.abilities.dex.mod} (4 different values)
4 (x3)
0 (x1)
2 (x2)
5 (x1)
int : object {3-14.system.abilities.int}
mod : integer {3-14.system.abilities.int.mod} (5 different values)
0 (x2)
-2 (x2)
2 (x1)
-4 (x1)
-3 (x1)
str : object {3-14.system.abilities.str}
mod : integer {3-14.system.abilities.str.mod} (6 different values)
-5 (x1)
4 (x2)
1 (x1)
5 (x1)
6 (x1)
7 (x1)
wis : object {3-14.system.abilities.wis}
mod : integer {3-14.system.abilities.wis.mod} (4 different values)
2 (x2)
3 (x1)
4 (x3)
5 (x1)
[initiative] : object {3-14.system.initiative}
statistic : string {3-14.system.initiative.statistic} (same value: perception)
[perception] : object {3-14.system.perception}
details : string {3-14.system.perception.details} (2 different values)
(x6)
painsight, sense portal (x1)
mod : integer {3-14.system.perception.mod} (5 different values)
12 (x2)
14 (x1)
18 (x2)
20 (x1)
19 (x1)
senses : array<object> {3-14.system.perception.senses}
Length: min=1 max=2
Value type: object {3-14.system.perception.senses.[]}
type : string {3-14.system.perception.senses.[].type} (6 different values)
darkvision (x5)
lifesense (x1)
greater-darkvision (x1)
tremorsense (x1)
low-light-vision (x1)
scent (x1)
[acuity] : string {3-14.system.perception.senses.[].acuity} (same value: imprecise)
[range] : integer {3-14.system.perception.senses.[].range} (2 different values)
60 (x1)
30 (x2)
[resources] : object {3-14.system.resources}
[focus] : object {3-14.system.resources.focus}
max : integer {3-14.system.resources.focus.max} (same value: 1)
value : integer {3-14.system.resources.focus.value} (same value: 1)
[skills] : object {3-14.system.skills}
[acrobatics] : object {3-14.system.skills.acrobatics}
base : integer {3-14.system.skills.acrobatics.base} (4 different values)
14 (x1)
11 (x1)
16 (x1)
18 (x1)
[intimidation] : object {3-14.system.skills.intimidation}
base : integer {3-14.system.skills.intimidation.base} (4 different values)
15 (x1)
9 (x1)
21 (x1)
20 (x1)
[stealth] : object {3-14.system.skills.stealth}
base : integer {3-14.system.skills.stealth.base} (3 different values)
14 (x1)
13 (x3)
20 (x1)
[athletics] : object {3-14.system.skills.athletics}
base : integer {3-14.system.skills.athletics.base} (4 different values)
13 (x1)
17 (x1)
15 (x1)
20 (x1)
[survival] : object {3-14.system.skills.survival}
base : integer {3-14.system.skills.survival.base} (2 different values)
12 (x1)
19 (x1)
[deception] : object {3-14.system.skills.deception}
base : integer {3-14.system.skills.deception.base} (same value: 18)
[diplomacy] : object {3-14.system.skills.diplomacy}
base : integer {3-14.system.skills.diplomacy.base} (same value: 18)
[religion] : object {3-14.system.skills.religion}
base : integer {3-14.system.skills.religion.base} (2 different values)
16 (x1)
20 (x1)
[occultism] : object {3-14.system.skills.occultism}
base : integer {3-14.system.skills.occultism.base} (same value: 15)
[spellcasting] : object {3-14.system.spellcasting}
rituals : object {3-14.system.spellcasting.rituals}
dc : integer {3-14.system.spellcasting.rituals.dc} (same value: 26)
[customModifiers] : object {3-14.system.customModifiers}
type : string {3-14.type} (2 different values)
hazard (x6)
npc (x7)
[prototypeToken] : object {3-14.prototypeToken}
name : string {3-14.prototypeToken.name} (3 different values)
Hieracosphinx (x1)
Glurorchaes (x1)
Khisisi (x2)