Files
Pf2eDataScrapper/output/pf2e/packs/6-12.txt
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6-12
Different values: 10
=====================================
object {6-12}
_id : string {6-12._id} (all different values)
folder : string {6-12.folder} (same value: yiz0TFkF5kp3V17a)
img : string {6-12.img} (2 different values)
systems/pf2e/icons/default-icons/npc.svg (x8)
systems/pf2e/icons/default-icons/hazard.svg (x2)
items : array<object> {6-12.items}
Length: min=1 max=16
Value type: object {6-12.items.[]}
_id : string {6-12.items.[]._id} (45 different values)
img : string {6-12.items.[].img} (25 different values)
name : string {6-12.items.[].name} (38 different values)
sort : integer {6-12.items.[].sort} (17 different values)
100000 (x8)
200000 (x7)
300000 (x7)
400000 (x7)
500000 (x6)
600000 (x6)
700000 (x6)
800000 (x6)
900000 (x6)
1000000 (x6)
1100000 (x4)
1200000 (x3)
1300000 (x2)
1400000 (x2)
1500000 (x2)
1600000 (x2)
0 (x4)
system : object {6-12.items.[].system}
[attackEffects] : object {6-12.items.[].system.attackEffects}
value : array<string> {6-12.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {6-12.items.[].system.attackEffects.value.[]} (2 different values)
hatched-wasp-venom (x1)
giant-wasp-venom (x2)
[bonus] : object {6-12.items.[].system.bonus}
value : integer {6-12.items.[].system.bonus.value} (all different values)
[damageRolls] : object {6-12.items.[].system.damageRolls}
[ZnCXr9ihUlmO8U2u] : object {6-12.items.[].system.damageRolls.ZnCXr9ihUlmO8U2u}
damage : string {6-12.items.[].system.damageRolls.ZnCXr9ihUlmO8U2u.damage} (same value: 1d6+2)
damageType : string {6-12.items.[].system.damageRolls.ZnCXr9ihUlmO8U2u.damageType} (same value: piercing)
[aq55qimqbyn7pi318bdz] : object {6-12.items.[].system.damageRolls.aq55qimqbyn7pi318bdz}
damage : string {6-12.items.[].system.damageRolls.aq55qimqbyn7pi318bdz.damage} (same value: 1d4+2)
damageType : string {6-12.items.[].system.damageRolls.aq55qimqbyn7pi318bdz.damageType} (same value: slashing)
[MWuvoumbqik6KLQc] : object {6-12.items.[].system.damageRolls.MWuvoumbqik6KLQc}
damage : string {6-12.items.[].system.damageRolls.MWuvoumbqik6KLQc.damage} (same value: 1d6)
damageType : string {6-12.items.[].system.damageRolls.MWuvoumbqik6KLQc.damageType} (same value: spirit)
[qiICx9iJelGeTxEA] : object {6-12.items.[].system.damageRolls.qiICx9iJelGeTxEA}
damage : string {6-12.items.[].system.damageRolls.qiICx9iJelGeTxEA.damage} (2 different values)
1d8+8 (x1)
1d8+5 (x1)
damageType : string {6-12.items.[].system.damageRolls.qiICx9iJelGeTxEA.damageType} (same value: slashing)
[OJAmL5WM50cQGUIW] : object {6-12.items.[].system.damageRolls.OJAmL5WM50cQGUIW}
damage : string {6-12.items.[].system.damageRolls.OJAmL5WM50cQGUIW.damage} (2 different values)
2d8+11 (x1)
2d8+7 (x1)
damageType : string {6-12.items.[].system.damageRolls.OJAmL5WM50cQGUIW.damageType} (same value: slashing)
[cBsKdPVtCxQ95cQN] : object {6-12.items.[].system.damageRolls.cBsKdPVtCxQ95cQN}
damage : string {6-12.items.[].system.damageRolls.cBsKdPVtCxQ95cQN.damage} (2 different values)
2d10+5 (x1)
2d10+2 (x1)
damageType : string {6-12.items.[].system.damageRolls.cBsKdPVtCxQ95cQN.damageType} (same value: piercing)
[io87WlqiAyPAGtU1] : object {6-12.items.[].system.damageRolls.io87WlqiAyPAGtU1}
damage : string {6-12.items.[].system.damageRolls.io87WlqiAyPAGtU1.damage} (2 different values)
4D8+14 (x1)
2d10+13 (x1)
damageType : string {6-12.items.[].system.damageRolls.io87WlqiAyPAGtU1.damageType} (same value: piercing)
[v6tOpR5bIIjJCAGQ] : object {6-12.items.[].system.damageRolls.v6tOpR5bIIjJCAGQ}
damage : string {6-12.items.[].system.damageRolls.v6tOpR5bIIjJCAGQ.damage} (2 different values)
2d6+8 (x1)
2d6+5 (x1)
damageType : string {6-12.items.[].system.damageRolls.v6tOpR5bIIjJCAGQ.damageType} (same value: slashing)
[kyQNvzOIPRW67VM3] : object {6-12.items.[].system.damageRolls.kyQNvzOIPRW67VM3}
damage : string {6-12.items.[].system.damageRolls.kyQNvzOIPRW67VM3.damage} (2 different values)
2d8+9 (x1)
2d8+5 (x1)
damageType : string {6-12.items.[].system.damageRolls.kyQNvzOIPRW67VM3.damageType} (same value: piercing)
description : object {6-12.items.[].system.description}
value : string {6-12.items.[].system.description.value} (39 different values)
publication : object {6-12.items.[].system.publication}
license : string {6-12.items.[].system.publication.license} (2 different values)
OGL (x44)
ORC (x40)
remaster : boolean {6-12.items.[].system.publication.remaster} (2 different values)
False (x44)
True (x40)
title : string {6-12.items.[].system.publication.title} (4 different values)
(x41)
Pathfinder Player Core (x35)
Pathfinder Treasure Vault (x4)
Pathfinder Monster Core (x4)
rules : ###FoundryRulesObject###
[slug] : string {6-12.items.[].system.slug} (22 different values)
traits : object {6-12.items.[].system.traits}
[value] : array<string> {6-12.items.[].system.traits.value}
Length: min=0 max=6
Value type: string {6-12.items.[].system.traits.value.[]} (34 different values)
[rarity] : string {6-12.items.[].system.traits.rarity} (2 different values)
common (x35)
uncommon (x4)
[traditions] : array<string> {6-12.items.[].system.traits.traditions}
Length: min=2 max=4
Value type: string {6-12.items.[].system.traits.traditions.[]} (4 different values)
arcane (x25)
occult (x19)
divine (x15)
primal (x14)
[actionType] : object {6-12.items.[].system.actionType}
value : string {6-12.items.[].system.actionType.value} (3 different values)
passive (x10)
action (x11)
reaction (x6)
[actions] : object {6-12.items.[].system.actions}
[value] : integer {6-12.items.[].system.actions.value} (2 different values)
1 (x9)
2 (x2)
[category] : string {6-12.items.[].system.category} (8 different values)
offensive (x21)
martial (x4)
medium (x2)
simple (x2)
heavy (x2)
ammo (x2)
defensive (x4)
interaction (x2)
[autoHeightenLevel] : object {6-12.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {6-12.items.[].system.prepared}
value : string {6-12.items.[].system.prepared.value} (2 different values)
spontaneous (x2)
innate (x2)
[proficiency] : object {6-12.items.[].system.proficiency}
value : integer {6-12.items.[].system.proficiency.value} (same value: 1)
[showSlotlessLevels] : object {6-12.items.[].system.showSlotlessLevels}
value : boolean {6-12.items.[].system.showSlotlessLevels.value} (same value: False)
[slots] : object {6-12.items.[].system.slots}
[slot1] : object {6-12.items.[].system.slots.slot1}
max : integer {6-12.items.[].system.slots.slot1.max} (same value: 3)
value : integer {6-12.items.[].system.slots.slot1.value} (same value: 3)
[slot2] : object {6-12.items.[].system.slots.slot2}
max : integer {6-12.items.[].system.slots.slot2.max} (2 different values)
3 (x1)
2 (x1)
value : integer {6-12.items.[].system.slots.slot2.value} (2 different values)
3 (x1)
2 (x1)
[spelldc] : object {6-12.items.[].system.spelldc}
dc : integer {6-12.items.[].system.spelldc.dc} (4 different values)
19 (x1)
17 (x1)
21 (x1)
18 (x1)
value : integer {6-12.items.[].system.spelldc.value} (4 different values)
11 (x1)
9 (x1)
13 (x1)
10 (x1)
[tradition] : object {6-12.items.[].system.tradition}
value : string {6-12.items.[].system.tradition.value} (2 different values)
arcane (x2)
divine (x2)
[area] : object {6-12.items.[].system.area}
type : string {6-12.items.[].system.area.type} (2 different values)
emanation (x2)
burst (x2)
value : integer {6-12.items.[].system.area.value} (2 different values)
30 (x2)
20 (x2)
[cost] : object {6-12.items.[].system.cost}
value : string {6-12.items.[].system.cost.value} (same value: )
[counteraction] : boolean {6-12.items.[].system.counteraction} (same value: False)
[damage] : object {6-12.items.[].system.damage}
[0] : object {6-12.items.[].system.damage.0}
applyMod : boolean {6-12.items.[].system.damage.0.applyMod} (same value: False)
[category] : mixed
formula : string {6-12.items.[].system.damage.0.formula} (3 different values)
2d4 (x4)
6d6 (x1)
2d6 (x2)
kinds : array<string> {6-12.items.[].system.damage.0.kinds}
Length: min=1 max=1
Value type: string {6-12.items.[].system.damage.0.kinds.[]} (same value: damage)
materials : array<> {6-12.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {6-12.items.[].system.damage.0.type} (3 different values)
electricity (x2)
void (x3)
vitality (x2)
[damageType] : string {6-12.items.[].system.damage.damageType} (2 different values)
slashing (x4)
piercing (x2)
[dice] : integer {6-12.items.[].system.damage.dice} (same value: 1)
[die] : string {6-12.items.[].system.damage.die} (2 different values)
d8 (x4)
d10 (x2)
[defense] : object {6-12.items.[].system.defense}
save : object {6-12.items.[].system.defense.save}
basic : boolean {6-12.items.[].system.defense.save.basic} (2 different values)
False (x6)
True (x7)
statistic : string {6-12.items.[].system.defense.save.statistic} (3 different values)
will (x4)
reflex (x2)
fortitude (x7)
[duration] : object {6-12.items.[].system.duration}
sustained : boolean {6-12.items.[].system.duration.sustained} (2 different values)
False (x25)
True (x2)
value : string {6-12.items.[].system.duration.value} (6 different values)
8 hours (x2)
(x13)
varies (x4)
1 minute (x4)
until the start of your next turn (x2)
until the end of your turn (x2)
[level] : object {6-12.items.[].system.level}
value : integer {6-12.items.[].system.level.value} (4 different values)
2 (x6)
1 (x24)
0 (x8)
3 (x1)
[location] : object {6-12.items.[].system.location}
[heightenedLevel] : integer {6-12.items.[].system.location.heightenedLevel} (3 different values)
2 (x6)
1 (x8)
3 (x1)
value : string {6-12.items.[].system.location.value} (2 different values)
zgYLVuOJRJIlciUY (x20)
KW8P7t8ejBnVUTpj (x7)
[range] : mixed
object {6-12.items.[].system.range}
value : string {6-12.items.[].system.range.value} (4 different values)
(x10)
30 feet (x14)
touch (x1)
120 feet (x2)
integer {6-12.items.[].system.range} (same value: 120)
[requirements] : string {6-12.items.[].system.requirements} (same value: )
[target] : object {6-12.items.[].system.target}
value : string {6-12.items.[].system.target.value} (5 different values)
(x12)
1 living creature (x5)
1 or 2 creatures (x2)
1 creature (x6)
1 creature that is undead or otherwise has void healing (x2)
[time] : object {6-12.items.[].system.time}
value : string {6-12.items.[].system.time.value} (3 different values)
2 (x21)
1 (x4)
3 (x2)
[heightening] : object {6-12.items.[].system.heightening}
[damage] : object {6-12.items.[].system.heightening.damage}
0 : string {6-12.items.[].system.heightening.damage.0} (3 different values)
1d4 (x4)
2d6 (x1)
1d6 (x2)
[interval] : integer {6-12.items.[].system.heightening.interval} (same value: 1)
type : string {6-12.items.[].system.heightening.type} (2 different values)
interval (x7)
fixed (x2)
[levels] : object {6-12.items.[].system.heightening.levels}
3 : object {6-12.items.[].system.heightening.levels.3}
target : object {6-12.items.[].system.heightening.levels.3.target}
value : string {6-12.items.[].system.heightening.levels.3.target.value} (same value: 5 creatures)
[baseItem] : string {6-12.items.[].system.baseItem} (5 different values)
battle-axe (x2)
hellknight-breastplate (x2)
heavy-crossbow (x2)
longsword (x2)
hellknight-half-plate (x2)
[bonusDamage] : object {6-12.items.[].system.bonusDamage}
value : integer {6-12.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {6-12.items.[].system.bulk}
value : mixed
integer {6-12.items.[].system.bulk.value} (3 different values)
1 (x4)
2 (x4)
3 (x2)
float {6-12.items.[].system.bulk.value} (same value: 0,1)
[containerId] : mixed
[equipped] : object {6-12.items.[].system.equipped}
carryType : string {6-12.items.[].system.equipped.carryType} (same value: worn)
[handsHeld] : integer {6-12.items.[].system.equipped.handsHeld} (same value: 0)
[invested] : mixed
[group] : string {6-12.items.[].system.group} (4 different values)
axe (x2)
plate (x4)
crossbow (x2)
sword (x2)
[hardness] : integer {6-12.items.[].system.hardness} (same value: 0)
[hp] : object {6-12.items.[].system.hp}
max : integer {6-12.items.[].system.hp.max} (same value: 0)
value : integer {6-12.items.[].system.hp.value} (same value: 0)
[material] : object {6-12.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {6-12.items.[].system.price}
value : object {6-12.items.[].system.price.value}
[gp] : integer {6-12.items.[].system.price.value.gp} (4 different values)
1 (x4)
10 (x2)
4 (x2)
20 (x2)
[sp] : integer {6-12.items.[].system.price.value.sp} (same value: 1)
[per] : integer {6-12.items.[].system.price.per} (same value: 10)
[quantity] : integer {6-12.items.[].system.quantity} (2 different values)
1 (x10)
20 (x2)
[reload] : object {6-12.items.[].system.reload}
value : string {6-12.items.[].system.reload.value} (3 different values)
(x2)
2 (x2)
- (x2)
[runes] : object {6-12.items.[].system.runes}
potency : integer {6-12.items.[].system.runes.potency} (2 different values)
1 (x4)
0 (x6)
property : array<string> {6-12.items.[].system.runes.property}
Length: min=0 max=1
Value type: string {6-12.items.[].system.runes.property.[]} (2 different values)
astral (x1)
ghostTouch (x1)
[striking] : integer {6-12.items.[].system.runes.striking} (2 different values)
0 (x4)
1 (x2)
[resilient] : integer {6-12.items.[].system.runes.resilient} (same value: 0)
[size] : string {6-12.items.[].system.size} (same value: med)
[splashDamage] : object {6-12.items.[].system.splashDamage}
value : integer {6-12.items.[].system.splashDamage.value} (same value: 0)
[usage] : object {6-12.items.[].system.usage}
value : string {6-12.items.[].system.usage.value} (2 different values)
held-in-one-hand (x6)
held-in-two-hands (x2)
[canBeAmmo] : boolean {6-12.items.[].system.usage.canBeAmmo} (same value: False)
[acBonus] : integer {6-12.items.[].system.acBonus} (2 different values)
4 (x2)
5 (x2)
[checkPenalty] : integer {6-12.items.[].system.checkPenalty} (2 different values)
-2 (x2)
-3 (x2)
[dexCap] : integer {6-12.items.[].system.dexCap} (same value: 1)
[speedPenalty] : integer {6-12.items.[].system.speedPenalty} (2 different values)
-5 (x2)
-10 (x2)
[strength] : integer {6-12.items.[].system.strength} (same value: 3)
[stackGroup] : string {6-12.items.[].system.stackGroup} (same value: bolts)
[uses] : object {6-12.items.[].system.uses}
autoDestroy : boolean {6-12.items.[].system.uses.autoDestroy} (same value: True)
max : integer {6-12.items.[].system.uses.max} (same value: 1)
value : integer {6-12.items.[].system.uses.value} (same value: 1)
type : string {6-12.items.[].type} (7 different values)
melee (x14)
action (x27)
spellcastingEntry (x4)
spell (x27)
weapon (x6)
armor (x4)
consumable (x2)
[_stats] : object {6-12.items.[]._stats}
compendiumSource : string {6-12.items.[]._stats.compendiumSource} (22 different values)
[flags] : object {6-12.items.[].flags}
pf2e : object {6-12.items.[].flags.pf2e}
linkedWeapon : string {6-12.items.[].flags.pf2e.linkedWeapon} (3 different values)
CuGCB3I2JgHTSgi0 (x2)
liiftTjJJPrE4hg7 (x2)
YcHv3D2tJgewPQzH (x2)
name : string {6-12.name} (all different values)
system : object {6-12.system}
[abilities] : object {6-12.system.abilities}
cha : object {6-12.system.abilities.cha}
mod : integer {6-12.system.abilities.cha.mod} (6 different values)
1 (x1)
-3 (x1)
5 (x1)
4 (x2)
2 (x2)
3 (x1)
con : object {6-12.system.abilities.con}
mod : integer {6-12.system.abilities.con.mod} (4 different values)
4 (x1)
3 (x1)
2 (x2)
5 (x4)
dex : object {6-12.system.abilities.dex}
mod : integer {6-12.system.abilities.dex.mod} (4 different values)
4 (x2)
0 (x1)
5 (x3)
2 (x2)
int : object {6-12.system.abilities.int}
mod : integer {6-12.system.abilities.int.mod} (4 different values)
-5 (x2)
4 (x1)
3 (x3)
2 (x2)
str : object {6-12.system.abilities.str}
mod : integer {6-12.system.abilities.str.mod} (4 different values)
4 (x2)
2 (x3)
3 (x1)
5 (x2)
wis : object {6-12.system.abilities.wis}
mod : integer {6-12.system.abilities.wis.mod} (4 different values)
1 (x1)
0 (x3)
2 (x2)
3 (x2)
attributes : object {6-12.system.attributes}
ac : object {6-12.system.attributes.ac}
[details] : string {6-12.system.attributes.ac.details} (same value: )
value : integer {6-12.system.attributes.ac.value} (8 different values)
45 (x1)
13 (x1)
21 (x3)
18 (x1)
24 (x1)
19 (x1)
23 (x1)
20 (x1)
[allSaves] : object {6-12.system.attributes.allSaves}
value : string {6-12.system.attributes.allSaves.value} (same value: )
hp : object {6-12.system.attributes.hp}
details : string {6-12.system.attributes.hp.details} (same value: )
max : integer {6-12.system.attributes.hp.max} (all different values)
temp : integer {6-12.system.attributes.hp.temp} (same value: 0)
value : integer {6-12.system.attributes.hp.value} (all different values)
[speed] : object {6-12.system.attributes.speed}
otherSpeeds : array<object> {6-12.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {6-12.system.attributes.speed.otherSpeeds.[]}
type : string {6-12.system.attributes.speed.otherSpeeds.[].type} (same value: fly)
value : integer {6-12.system.attributes.speed.otherSpeeds.[].value} (same value: 40)
value : integer {6-12.system.attributes.speed.value} (2 different values)
20 (x2)
25 (x6)
[immunities] : array<object> {6-12.system.attributes.immunities}
Length: min=1 max=2
Value type: object {6-12.system.attributes.immunities.[]}
type : string {6-12.system.attributes.immunities.[].type} (4 different values)
fire (x1)
critical-hits (x2)
precision (x2)
poison (x2)
exceptions : array<> {6-12.system.attributes.immunities.[].exceptions}
Length: min=0 max=0
Value type: mixed
[resistances] : array<object> {6-12.system.attributes.resistances}
Length: min=0 max=2
Value type: object {6-12.system.attributes.resistances.[]}
[exceptions] : array<string> {6-12.system.attributes.resistances.[].exceptions}
Length: min=0 max=1
Value type: string {6-12.system.attributes.resistances.[].exceptions.[]} (same value: silver)
type : string {6-12.system.attributes.resistances.[].type} (5 different values)
physical (x1)
poison (x1)
mental (x3)
slashing (x3)
acid (x2)
value : integer {6-12.system.attributes.resistances.[].value} (4 different values)
3 (x3)
5 (x2)
2 (x4)
7 (x1)
doubleVs : array<> {6-12.system.attributes.resistances.[].doubleVs}
Length: min=0 max=0
Value type: mixed
[weaknesses] : array<object> {6-12.system.attributes.weaknesses}
Length: min=0 max=1
Value type: object {6-12.system.attributes.weaknesses.[]}
type : string {6-12.system.attributes.weaknesses.[].type} (same value: holy)
value : integer {6-12.system.attributes.weaknesses.[].value} (same value: 3)
[emitsSound] : string {6-12.system.attributes.emitsSound} (same value: encounter)
[hardness] : integer {6-12.system.attributes.hardness} (2 different values)
15 (x1)
12 (x1)
[stealth] : object {6-12.system.attributes.stealth}
details : string {6-12.system.attributes.stealth.details} (same value: <p>(or 0 if the trap door is disabled or broken) or @UUID[Compendium.pf2e.spells-srd.Item.Detect Magic]</p>)
value : integer {6-12.system.attributes.stealth.value} (2 different values)
16 (x1)
13 (x1)
details : object {6-12.system.details}
[blurb] : string {6-12.system.details.blurb} (2 different values)
(x7)
Variant ort (x1)
[languages] : object {6-12.system.details.languages}
details : string {6-12.system.details.languages.details} (2 different values)
(x6)
telepathy 100 feet (x2)
value : array<string> {6-12.system.details.languages.value}
Length: min=0 max=3
Value type: string {6-12.system.details.languages.value.[]} (3 different values)
common (x6)
diabolic (x6)
varisian (x2)
level : object {6-12.system.details.level}
value : integer {6-12.system.details.level.value} (6 different values)
1 (x1)
0 (x1)
5 (x2)
3 (x2)
6 (x2)
4 (x2)
[privateNotes] : string {6-12.system.details.privateNotes} (same value: )
[publicNotes] : string {6-12.system.details.publicNotes} (2 different values)
(x7)
<p>These shapeless masses of quivering flesh are the least of devilkind. Pathetic creatures from Hell's first layer, orts roam alongside damned and suffering souls. Nessaris can combine the essence of a mob of orts to concentrate their collective wickedness within a single form, granting it an infernal sentience and transforming it into a more powerful devil (see the nessari's Shape Devils ability).</p>
<hr />
<p>Masters of corruption and architects of conquest, devils seek both to tempt mortal life to join in their pursuit of all things profane and to spread tyranny throughout all worlds. The temptations they offer mortals range from great powers granted by the signing of an infernal contract to twisted favors following a whispered pledge to a diabolic patron, or any number of even subtler exchanges. Those who succumb to these temptations find themselves consigned to an afterlife of endless torment in the pits of Hell, wherein the only hope of escape lies in the chance of being promoted to become a devil in the infernal ranks.</p>
<p>Every devil has a specific role to play in the upkeep of the remorseless bureaucratic machine that is Hell, from soldiers and scholars to inquisitors, lawyers, judges, and executioners. Lowly orts perform subservient labor to more powerful and specialized devils, such as infantry and contract devils, while the greatest nessaris command entire infernal armies.</p>
<p>Asmodeus stands at the apex of the structure he created, but the layers below him are marked by a constant jockeying for position. Most diabolic plans ultimately serve to improve the schemer's place in the hierarchy.</p> (x1)
publication : object {6-12.system.details.publication}
license : string {6-12.system.details.publication.license} (same value: ORC)
remaster : boolean {6-12.system.details.publication.remaster} (same value: True)
title : string {6-12.system.details.publication.title} (same value: Pathfinder Society Scenario #6-12: The Burning of Greensteeples)
[description] : string {6-12.system.details.description} (same value: <p>Decorated smooth-hewn flagstone flooring gives way along hidden seams to a 20-foot square, 25-foot-deep pit festooned with spikes and blades of petrified wood in the darkness below.</p>)
[disable] : string {6-12.system.details.disable} (2 different values)
<p>@Check[thievery|dc:22] (trained) to disable the trap door mechanism</p> (x1)
<p>@Check[thievery|dc:20] (trained) to disable the trap door mechanism</p> (x1)
[isComplex] : boolean {6-12.system.details.isComplex} (same value: False)
[reset] : string {6-12.system.details.reset} (same value: <p>Creatures can still fall into the trap, but the trap door must be reset manually for the trap to become hidden again.</p>)
[routine] : string {6-12.system.details.routine} (same value: )
[initiative] : object {6-12.system.initiative}
statistic : string {6-12.system.initiative.statistic} (same value: perception)
[perception] : object {6-12.system.perception}
details : string {6-12.system.perception.details} (same value: )
mod : integer {6-12.system.perception.mod} (7 different values)
6 (x1)
0 (x1)
15 (x2)
12 (x1)
14 (x1)
11 (x1)
18 (x1)
senses : array<object> {6-12.system.perception.senses}
Length: min=0 max=1
Value type: object {6-12.system.perception.senses.[]}
type : string {6-12.system.perception.senses.[].type} (2 different values)
darkvision (x1)
greater-darkvision (x3)
[resources] : object {6-12.system.resources}
saves : object {6-12.system.saves}
fortitude : object {6-12.system.saves.fortitude}
[saveDetail] : string {6-12.system.saves.fortitude.saveDetail} (same value: )
value : integer {6-12.system.saves.fortitude.value} (8 different values)
7 (x1)
9 (x2)
12 (x1)
17 (x1)
14 (x2)
10 (x1)
8 (x1)
11 (x1)
reflex : object {6-12.system.saves.reflex}
[saveDetail] : string {6-12.system.saves.reflex.saveDetail} (same value: )
value : integer {6-12.system.saves.reflex.value} (all different values)
will : object {6-12.system.saves.will}
[saveDetail] : string {6-12.system.saves.will.saveDetail} (same value: )
value : integer {6-12.system.saves.will.value} (8 different values)
4 (x1)
2 (x1)
15 (x1)
12 (x1)
14 (x1)
11 (x2)
0 (x2)
8 (x1)
[skills] : object {6-12.system.skills}
[acrobatics] : object {6-12.system.skills.acrobatics}
base : integer {6-12.system.skills.acrobatics.base} (5 different values)
8 (x1)
12 (x1)
9 (x1)
13 (x2)
10 (x2)
special : array<> {6-12.system.skills.acrobatics.special}
Length: min=0 max=0
Value type: mixed
[athletics] : object {6-12.system.skills.athletics}
base : integer {6-12.system.skills.athletics.base} (3 different values)
6 (x2)
15 (x1)
12 (x1)
[arcana] : object {6-12.system.skills.arcana}
base : integer {6-12.system.skills.arcana.base} (2 different values)
13 (x1)
10 (x1)
[deception] : object {6-12.system.skills.deception}
base : integer {6-12.system.skills.deception.base} (2 different values)
13 (x1)
10 (x1)
intimidation : object {6-12.system.skills.intimidation}
base : integer {6-12.system.skills.intimidation.base} (4 different values)
9 (x1)
6 (x1)
15 (x2)
12 (x2)
special : array<> {6-12.system.skills.intimidation.special}
Length: min=0 max=0
Value type: mixed
[occultism] : object {6-12.system.skills.occultism}
base : integer {6-12.system.skills.occultism.base} (2 different values)
12 (x1)
9 (x1)
religion : object {6-12.system.skills.religion}
base : integer {6-12.system.skills.religion.base} (4 different values)
9 (x1)
6 (x1)
13 (x2)
10 (x2)
special : array<> {6-12.system.skills.religion.special}
Length: min=0 max=0
Value type: mixed
[stealth] : object {6-12.system.skills.stealth}
base : integer {6-12.system.skills.stealth.base} (4 different values)
13 (x1)
10 (x1)
15 (x1)
12 (x1)
special : array<> {6-12.system.skills.stealth.special}
Length: min=0 max=0
Value type: mixed
[thievery] : object {6-12.system.skills.thievery}
base : integer {6-12.system.skills.thievery.base} (2 different values)
12 (x1)
9 (x1)
[medicine] : object {6-12.system.skills.medicine}
base : integer {6-12.system.skills.medicine.base} (2 different values)
13 (x1)
10 (x1)
survival : object {6-12.system.skills.survival}
base : integer {6-12.system.skills.survival.base} (2 different values)
15 (x1)
12 (x1)
special : array<> {6-12.system.skills.survival.special}
Length: min=0 max=0
Value type: mixed
traits : object {6-12.system.traits}
rarity : string {6-12.system.traits.rarity} (3 different values)
rare (x3)
common (x1)
unique (x6)
size : object {6-12.system.traits.size}
value : string {6-12.system.traits.size.value} (2 different values)
lg (x3)
med (x7)
value : array<string> {6-12.system.traits.value}
Length: min=1 max=4
Value type: string {6-12.system.traits.value.[]} (all different values)
type : string {6-12.type} (2 different values)
npc (x8)
hazard (x2)
[prototypeToken] : object {6-12.prototypeToken}
name : string {6-12.prototypeToken.name} (3 different values)
Maralictor Marius Salutio (x1)
Maralictor Petra Fidena (x1)
Thorns of the Rose Pit (x1)