Fingerprinting Kit.json 6.3 KB

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  1. {
  2. "base_item_markdown": "",
  3. "breadcrumbs_spa": [],
  4. "bulk": 0.1,
  5. "bulk_raw": "L",
  6. "category": "equipment",
  7. "exclude_from_search": false,
  8. "hands": "2",
  9. "id": "equipment-797",
  10. "item_category": "Adventuring Gear",
  11. "level": 3,
  12. "markdown": "<title\r\n level=\"1\"\r\n right=\"Item 3\"\r\n pfs=\"\"\r\n>\r\n[Fingerprinting Kit](/Equipment.aspx?ID=797)\r\n</title>\r\n\r\n<spoilers>May contain spoilers from Agents of Edgewatch</spoilers>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\n\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #157: Devil at the Dreaming Palace](/Sources.aspx?ID=45) pg. 77</row>\n\n**Price** 30 gp\r\n\r\n<row gap=\"medium\">\n\n**Hands** 2\n\n**Usage** held in 2 hands\r\n\r\n**Bulk** L\r\n</row>\n\n<row gap=\"medium\">\n\n \r\n\r\n \r\n\r\n \r\n</row>\n\n</column>\r\n\r\n---\n\nRarely found outside of major metropolises, fingerprinting kits are a state-of-the-art, non-magical means of linking suspects to the scene of a crime.\n\n The kit consists of two parts. The first, a delicate brush and a jar of extremely fine dust, is used to reveal fingerprints left behind by most humanoid creatures. The dust sticks to the natural oils left behind on smooth surfaces. When you use the kit to determine whether or not creatures left behind a fingerprint at a crime scene, the GM rolls a [secret](/Traits.aspx?ID=142) [Thievery](/Skills.aspx?ID=17) check against the Thievery DC of every creature capable of leaving prints that has interacted with the scene. On a success, you locate a clear print from that creature and carefully transfer it to a special sheet of sticky paper. (Note that fingerprints can last for days, and prints collected in this manner often include those of victims, witnesses, and unrelated passersby.) At the GM's discretion, the print-leaving creature might get a bonus to its Thievery DC for taking special precautions. In other cases, finding a print might be impossible (such as if the creature was wearing gloves or if the location has been significantly compromised).\n\n The second part of the kit is a small sheaf of paper and a pad soaked in ink. By forcing a humanoid creature with fingerprints to roll a finger across the pad and then press it to the paper, you can obtain an image of the unique whorls in that creature's fingerprints. These can then be compared to any prints found at a crime scene. Successfully determining whether or not two prints match requires a DC 15 Perception check—the GM should roll this check secretly as well, since a failed check may result in false information.\n\n<column gap=\"tiny\">\n\n</column>",
  13. "name": "Fingerprinting Kit",
  14. "price": 3000,
  15. "price_raw": "30 gp",
  16. "rarity": "uncommon",
  17. "release_date": "2020-07-30",
  18. "resistance": {},
  19. "search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #157: Devil at the Dreaming Palace](/Sources.aspx?ID=45) pg. 77</row>\r\n\r\n**Price** 30 gp\r\n\r\n<row gap=\"medium\">\r\n**Hands** 2\r\n\r\n**Usage** held in 2 hands\r\n\r\n**Bulk** L\r\n</row>\r\n\r\n<row gap=\"medium\">\n\n \r\n\r\n \r\n\r\n \r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nRarely found outside of major metropolises, fingerprinting kits are a state-of-the-art, non-magical means of linking suspects to the scene of a …\r\n</summary>",
  20. "source": [
  21. "Pathfinder #157: Devil at the Dreaming Palace"
  22. ],
  23. "source_raw": [
  24. "Pathfinder #157: Devil at the Dreaming Palace pg. 77"
  25. ],
  26. "source_category": "Adventure Paths",
  27. "source_group": "Agents of Edgewatch",
  28. "source_markdown": "<row gap=\"tiny\">[Pathfinder #157: Devil at the Dreaming Palace](/Sources.aspx?ID=45) pg. 77</row>",
  29. "speed": {},
  30. "spell_markdown": "",
  31. "spoilers": "Agents of Edgewatch",
  32. "stage_markdown": "",
  33. "summary": "Rarely found outside of major metropolises, fingerprinting kits are a state-of-the-art, non-magical means of linking suspects to the scene of a …",
  34. "summary_markdown": "Rarely found outside of major metropolises, fingerprinting kits are a state-of-the-art, non-magical means of linking suspects to the scene of a …",
  35. "text": "<title level=\"1\" right=\"Item 3\" pfs=\"\" > Fingerprinting Kit May contain spoilers from Agents of Edgewatch Source Pathfinder #157: Devil at the Dreaming Palace pg. 77 Price 30 gp Hands 2 Usage held in 2 hands Bulk L --- Rarely found outside of major metropolises, fingerprinting kits are a state-of-the-art, non-magical means of linking suspects to the scene of a crime. The kit consists of two parts. The first, a delicate brush and a jar of extremely fine dust, is used to reveal fingerprints left behind by most humanoid creatures. The dust sticks to the natural oils left behind on smooth surfaces. When you use the kit to determine whether or not creatures left behind a fingerprint at a crime scene, the GM rolls a secret Thievery check against the Thievery DC of every creature capable of leaving prints that has interacted with the scene. On a success, you locate a clear print from that creature and carefully transfer it to a special sheet of sticky paper. (Note that fingerprints can last for days, and prints collected in this manner often include those of victims, witnesses, and unrelated passersby.) At the GM's discretion, the print-leaving creature might get a bonus to its Thievery DC for taking special precautions. In other cases, finding a print might be impossible (such as if the creature was wearing gloves or if the location has been significantly compromised). The second part of the kit is a small sheaf of paper and a pad soaked in ink. By forcing a humanoid creature with fingerprints to roll a finger across the pad and then press it to the paper, you can obtain an image of the unique whorls in that creature's fingerprints. These can then be compared to any prints found at a crime scene. Successfully determining whether or not two prints match requires a DC 15 Perception check—the GM should roll this check secretly as well, since a failed check may result in false information.\n",
  36. "trait": [
  37. "Uncommon"
  38. ],
  39. "trait_markdown": "[Uncommon](/Traits.aspx?ID=159)",
  40. "trait_raw": [
  41. "Uncommon"
  42. ],
  43. "type": "Item",
  44. "url": "/Equipment.aspx?ID=797",
  45. "usage": "held in 2 hands",
  46. "usage_markdown": "held in 2 hands",
  47. "weakness": {}
  48. }