Foo Flashcards

(207 cards)

1
Q

<p>FOO is a dictionary mapping from web link anchor text to Wikipedia entries from a Google Crawl</p>

A

<p>CrossWikis</p>

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2
Q

<p>IntelliJ IDEA Next Project Window</p>

A

<p>Command-Alt-]</p>

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3
Q

<p>What is the Kronecker product of matrices A and B?</p>

A

<p>Turn each entry in A into a_ij * B . </p>

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4
Q

<p>What do you call the operation between matrices A and B where each entry in A becomes a_ij * B?</p>

A

<p>The Kronecker product</p>

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5
Q

<p>What is Jensen's inequality?</p>

A

<p>The mean value of a convex function is never lower than the value of the convex function applied to the mean</p>

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6
Q

<p>What is the name of the following fact: "The mean value of a convex function is never lower than the value of the convex function applied to the mean"?</p>

A

<p>Jensen's inequality</p>

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7
Q

<p>"Many people working on network pruning observed that, starting from a wide network and pruning it, one obtains better performance than training the slim, pruned architecture from scratch (random initialization).

According to the BLANK, good performance results from lucky initialization of a subnetwork or subcomponent of the original network. Since fat networks have exponentially more component subnetworks, starting from a fatter network increases the effective number of lottery tickets, thereby increasing the chances of containing a winning ticket. According to this hypothesis, pruning effectively identifies the subcomponent which is the winning ticket."</p>

A

<p>lottery ticket hypothesis</p>

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8
Q

<p>What is a dilated convolution?</p>

A

<p>In a regular convolution, the kernel is applied at every position. In dilated convolutions, we apply the kernel only every l steps. This means that as you add layers, the receptive field of upper units increases in size exponentially with depth instead of linearly.</p>

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9
Q

<p>A linear map from V to W is a function T : V → W with the following properties:

BLANK

homogeneity
T (av) = aT(v) for all a ∈ F and all v ∈ V</p>

A

<p>A linear map from V to W is a function T : V → W with the following properties:

additivity
T(u + v) = T(u) + T(v) for all u, v ∈ V;

homogeneity
T (av) = aT(v) for all a ∈ F and all v ∈ V</p>

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10
Q

<p>A linear map from V to W is a function T : V → W with the following properties:

additivity
T(u + v) = T(u) + T(v) for all u, v ∈ V;

BLANK</p>

A

<p>A linear map from V to W is a function T : V → W with the following properties:

additivity
T(u + v) = T(u) + T(v) for all u, v ∈ V;

homogeneity
T (av) = aT(v) for all a ∈ F and all v ∈ V</p>

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11
Q

<p>A BLANK from V to W is a function T : V → W with the following properties:

additivity
T(u + v) = T(u) + T(v) for all u, v ∈ V;

homogeneity
T (av) = aT(v) for all a ∈ F and all v ∈ V</p>

A

<p>A linear map from V to W is a function T : V → W with the following properties:

additivity
T(u + v) = T(u) + T(v) for all u, v ∈ V;

homogeneity
T (av) = aT(v) for all a ∈ F and all v ∈ V</p>

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12
Q

<p>Is the composition of linear maps associative?</p>

A

<p>Yes</p>

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13
Q

<p>Is the composition of linear maps distributive?</p>

A

<p>Yes</p>

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14
Q

<p>Is the composition of linear maps commutative?</p>

A

<p>No (consider "multiply by x^2" and "differentiate")</p>

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15
Q

<p>The BLANK of a linear map from X->Y is the sub-space of X which is mapped to 0.</p>

A

<p>The null space of a linear map from X->Y is the sub-space of X which is mapped to 0.</p>

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16
Q

<p>The null space of a linear map from X->Y is the BLANK</p>

A

<p>The null space of a linear map from X->Y is the sub-space of X which is mapped to 0.</p>

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17
Q

<p>`tar BLANK file` will extract a file regardless of if it is compressed or not</p>

A

<p>`tar -xf file` will extract a file regardless of if it is compressed or not</p>

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18
Q

<p>D&amp;amp;D 5: For a spell-caster, the number of spellings you can have prepared is ...</p>

A

<p>your class ability modifier plus your level in that class</p>

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19
Q

<p>D&amp;amp;D 5: The saving throw DC for a spell is....</p>

A

<p>8 + caster's proficiency bonus + caster's class stat</p>

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20
Q

<p>D&amp;amp;D 5: class stat for Cleric</p>

A

<p>Wisdom</p>

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21
Q

<p> D&amp;amp;D 5: Once you gain a domain spell, ...</p>

A

<p>you always have it prepared, and it doesn’t count against the
number of spells you can prepare each day.</p>

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22
Q

<p>D&amp;amp;D 5: A turned creature must spend its turns trying to [BLANK] , and it can’t willingly move to a space within [BLANK] feet of you. It also can’t take [BLANK[. For its action, it can use only the [BLANK] action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the [BLANK] action.</p>

A

<p>D&amp;amp;D 5: A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.</p>

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23
Q

<p>D&amp;amp;D 5: The fighter's protection ability is....</p>

A

<p>Protection
When a creature you can see attacks a target other
than you that is within 5 feet of you, you can use your
reaction to impose disadvantage on the attack roll. You
must be wielding a shield.</p>

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24
Q

<p>D&amp;amp;D 5: The fighter's second wind ability is...</p>

A

<p>Second Wind
You have a limited well of stamina that you can draw on
to protect yourself from harm. On your turn, you can use
a bonus action to regain hit points equal to 1d10 + your
fighter level.
Once you use this feature, you must finish a short or
long rest before you can use it again.</p>

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25

D&amp; D 5: What is the fighter's action surge ability which they gain at level 2?

Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

26

D&amp; D 5: What must a fighter do before they can use the Action Surge ability a second time?

Take a short or long rest.

27

D&amp;D 5: At the second level, the Rogue gains the cunning action ability, which gives them a bonus action on each combat turn which allows them to do which three actions?

Dash, disengage, or hide

28

D&amp;D 5: The Rogue has the sneak attach ability, which allows them to deal extra damage on one attack per round if...

they have advantage on the attack and are attacking with a ranged or finesse weapon

29

D&amp;D: When using the Sneak Attack ability, the Rogue does not need advantage f

there is a non-capacitated friendly player within 5 feet of the target and you don't have disadvantage don the attack

30

D&amp;D: What is the attack modifier for a spell?

Proficiency bonus + relevant stat modifier

31

D&amp;D 5: If you have inspiration, you can expend it when you makean attack roll, saving throw, or ability check. Spending your inspiration ...

gives you advantage on that roll.

32

D &amp; D 5: a quiver costs about...

1 gold piece

33

D &amp; D 5: 50 ft of good rope costs about..

1 gold piece

34

D &amp; D 5: a goat costs about

1 gold piece

35

D&amp;D 5: a pair of dice costs about...

1 silver piece

36

D &amp; D: a torch costs about...

1 copper piece

37

D&amp;D 5: a piece of chalk costs about...

1 copper piece

38

D &amp; D 5: a flask of lamp oil costs about...

1 silver piece

39

D &amp; D 5: a night's rest in a poor inn costs about...

1 silver piece

40

D &amp; D 5: If you wear armor that you lack proficiency with, you [BLANK], and you can’t [BLANK].

If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can’t cast spells.

41

D &amp; D 5: Wielding a shield increases | your Armor Class by ...

2

42

D &amp; D 5: If you wear light armor, you add BLANK to the base number from your armor type to determine your Armor Class.

D &amp; D 5: If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.

43

D &amp; D 5: If you wear medium armor, you add [BLANK] to the base number from your armor type to determine your Armor Class.

D &amp; D 5: If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class.

44

D &amp; D 5: At the end of the battle, you can recover [BLANK] expended ammunition by taking a minute to search the battlefield.

D &amp; D 5: At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

45

D &amp; D 5: At the end of the battle, you can recover half your expended ammunition by [BLANK]

D &amp; D 5: At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

46

D &amp; D: When making an attack with a [BLANK] weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

D &amp; D: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

47

D &amp; D: When making an attack with a finesse weapon, you use [BLANK] for the attack and damage rolls. You must use the same modifier for both rolls.

D &amp; D: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

48

D&amp;D 5: An object that bears no resemblance to a weapon deals [BLANK] damage

An object that bears no resemblance to a weapon deals 1d4 damage

49

D &amp; D: . An improvised thrown weapon has a | normal range of [BLANK] feet and a long range of [BLANK] feet.

. An improvised thrown weapon has a | normal range of 20 feet and a long range of 60 feet.

50

D&amp;D: A very easy task has a DC of

5

51

D&amp;D: An easy task has a DC of

10

52

D&amp;D: A medium task has a DC of

15

53

D&amp;D: A hard task has a DC of

20

54

D&amp;D: A very hard task has a DC of

25

55

D&amp;D: A nearly impossible task has a DC of

30

56

D&amp;D: A character's value for a passive check is...

10 + modifiers (+/- 5 for advantage/disadvantage)

57

D&amp;D: To determine initiative, everyone....

makes a dexterity check

58

D&amp;D: distance covered by running long jump...

strength score in feet

59

D&amp;D: distance covered by standing long jump...

1/2 strength score in feet

60

D&amp;D: vertical distance of running high jump

3 + strength modifier. Can also reach half height up.

61

D&amp;D: At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6.

At the end of a fall, a creature takes [BLANK]

62

To determine surprise, check...

dexterity against wisdom

63

D&amp;D: Every foot of movement in difficult terrain costs [BLANK}

D&amp;D: Every foot of movement in difficult terrain costs 1 extra foot

64

D&amp;D: When crawling, every foot of movement costs..

one extra foot

65

D&amp;D: Standing up costs...

half your speed worth of movement

66

D&amp;D You can move through a hostile figures space only if ...

they are two sizes larger or smaller than you

67

D&amp;D: Leaving the space of a hostile creature...

results in an opportunity attack

68

D&amp;D: If you take the Disengage action, ...

If you take the Disengage action, your movement doesn’t | provoke opportunity attacks for the rest of the turn.

69

D&amp;D 5: When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, ...

any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage

70

D&amp; D 5: When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in the other hand. You don’t [BLANK]

D&amp; D 5: When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of of the bonus attack, unless that modifier is negative.

71

D&amp;D 5: Half cover adds a bonus of [BLANK] to AC

+2

72

D&amp;D: 3/4 cover adds a bonus of [BLANK] to AC

+5

73

D&amp;D: When you roll a critical hit on an attack...

roll the damage dice twice

74

D&amp;D: If a creature or an object has resistance to a damage type, damage of that type is [BLANK] against it

D&amp;D: If a creature or an object has resistance to a damage type, damage of that type is halved against it

75

D&amp;D: If a creature or an object has vulerability to a damage type, damage of that type is [BLANK] against it

D&amp;D: If a creature or an object has vulnerability to a damage type, damage of that type is doubled against it

76

D&amp;D: Resistance and vulnerability is applied [BLANK] modifiers.

D&amp;D: Resistance and vulnerability is applied after modifiers.

77

D&amp;D: You can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful [BLANK] check.

D&amp;D: You can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 10 Wisdom (Medicine) check

78

D&amp;D: The three things which break spell concentration are...

taking damage, casting another spell which requires concentration, and getting incapacitated or killed.

79

D&amp;D: The DC to resist one of your spells equals [BLANK[

D&amp;D: The DC to resist one of your spells equals 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers.

80

D&amp;D 5th: A frightened creature has [BLANK] on ability checks and attack rolls while the source of its fear is within line of sight.

A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight

81

D&amp;D: An attack roll against the creature has advantage if [BLANK]. Otherwise, the attack roll has disadvantage.

D&amp;D: An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.

82

D&amp;D: An incapacitated creature [BLANK]

An incapacitated creature can’t take actions | or reactions.

83

D&amp;D: Stunned Creatures A stunned creature is [BLANK], can’t move, and can speak only falteringly. • The creature automatically fails Strength and Dexterity saving throws. • Attack rolls against the creature have advantage.

D&amp;D: Stunned Creatures A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly. • The creature automatically fails Strength and Dexterity saving throws. • Attack rolls against the creature have advantage.

84

D&amp;D: Stunned Creatures A stunned creature is incapacitated (see the condition), [BLANK], and can speak only falteringly. • The creature automatically fails Strength and Dexterity saving throws. • Attack rolls against the creature have advantage.

D&amp;D: Stunned Creatures A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly. • The creature automatically fails Strength and Dexterity saving throws. • Attack rolls against the creature have advantage.

85

D&amp;D: Stunned Creatures A stunned creature is incapacitated (see the condition), can’t move, and [BLANK]. • The creature automatically fails Strength and Dexterity saving throws. • Attack rolls against the creature have advantage.

D&amp;D: Stunned Creatures A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly. • The creature automatically fails Strength and Dexterity saving throws. • Attack rolls against the creature have advantage.

86

D&amp;D: Stunned Creatures A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly. • [BLANK]. • Attack rolls against the creature have advantage.

D&amp;D: Stunned Creatures A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly. • The creature automatically fails Strength and Dexterity saving throws. • Attack rolls against the creature have advantage.

87

D&amp;D: Stunned Creatures A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly. • The creature automatically fails Strength and Dexterity saving throws. • [BLANK].

D&amp;D: Stunned Creatures A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly. • The creature automatically fails Strength and Dexterity saving throws. • Attack rolls against the creature have advantage.

88

The [[BLANK]] test tests the null hypothesis that a sample comes from a normally distributed population

The Shapiro-Wilk test tests the null hypothesis that a sample comes from a normally distributed population

89

Student's t-test assumes both samples are drawn from a [[BLANK]]

normal distribution

90

The best parametric significance test when you have information about which system is better by how much on each data point is...

Wilcoxon signed-rank test

91

A very conservative way to deal with the problem of spurious things showing up as significant when making multiple comparisons is the Bonferroni Correction where you...

divide your significance threshold by the number of comparisons,

92

Autocorrelation (of a time series) is ...

the relationship between the latest and lagged values of a time series

93

To compute the autocorrelation coefficients of a time series...

sum over all time steps of (Y_t - Y_mean)(Y_{t-k} - Y_mean)/(Y_t - Y_mean)^2

94

Take a screenshot of a portion of the screen as a file (Mac)

Shift-Command-4

95

A time series of length T is probably not white noise if all the autocorrelation coefficients lie within...

2/sqrt(T)

96

A common transformation of time series data which subsumes both logarithmic and power transformations is ...

the Box-Cox transform

97

The Box-Cox transform is..

A common transformation of time series data which subsumes both logarithmic and power transformations

98

Time series: "One issue with using mathematical transformations such as Box-Cox transformations is that the back-transformed forecast will not be the [BLANK] of the forecast distribution. In fact, it will usually be the [BLANK] of the forecast distribution (assuming that the distribution on the transformed space is symmetric)"

One issue with using mathematical transformations such as Box-Cox transformations is that the back-transformed forecast will not be the mean of the forecast distribution. In fact, it will usually be the median of the forecast distribution (assuming that the distribution on the transformed space is symmetric)

99

Time series: "A good forecasting method will yield residuals with the following properties: * [BLANK] * The residuals have zero mean. If the residuals have a mean other than zero, then the forecasts are biased."

A good forecasting method will yield residuals with the following properties: * The residuals are uncorrelated. If there are correlations between residuals, then there is information left in the residuals which should be used in computing forecasts. * The residuals have zero mean. If the residuals have a mean other than zero, then the forecasts are biased.

100

A good forecasting method will yield residuals with the following properties: * The residuals are uncorrelated. If there are correlations between residuals, then there is information left in the residuals which should be used in computing forecasts. * [BLANK]

A good forecasting method will yield residuals with the following properties: * The residuals are uncorrelated. If there are correlations between residuals, then there is information left in the residuals which should be used in computing forecasts. * The residuals have zero mean. If the residuals have a mean other than zero, then the forecasts are biased.

101

Time series: to check multiple auto-correlation coefficients of a time series for being white noise while correcting for multiple comparisons, use either the [BLANK] test or the [BLANK] test

Box-Pierce or Ljung-Box

102

Time series: "A forecast method that minimises the mean absolute error will lead to forecasts of the [BLANK[, while minimising the root mean squared error will lead to forecasts of the [BLANK]. "

Time series: "A forecast method that minimises the mean absolute error will lead to forecasts of the median, while minimising the root mean squared error will lead to forecasts of the mean. "

103

Time series: the best way to get a unit-independent error measurement of a time series forecast is to use [BLANK] where [BLANK]

Time series: the best way to get a unit-independent error measurement of a time series forecast is to use mean absolute scaled error (MASE) where the error for each prediction is divided by the mean absolute error of the naive "repeat the last point" prediction on the training data.

104

Time series: "If a transformation has been used, then the prediction interval should be computed [BLANK]"

Time series: "If a transformation has been used, then the prediction interval should be computed on the transformed scale, and the end points back-transformed to give a prediction interval on the original scale. This approach preserves the probability coverage of the prediction interval, although it will no longer be symmetric around the point forecast."

105

In statistics, a collection of random variables is [BLANK] if there are sub-populations that have different variabilities from others.

In statistics, a collection of random variables is heteroscedastic if there are sub-populations that have different variabilities from others.

106

In statistics, a collection of random variables is heteroscedastic if [BLANK]

In statistics, a collection of random variables is heteroscedastic if there are sub-populations that have different variabilities from others.

107
P2: A character gets [BLANK] actions and 1 reaction per turn.
P2: A character gets 3 actions and 1 reaction per turn.
108
P2: A character gets 3 actions and [BLANK] per turn.
P2: A character gets 3 actions and 1 reaction per turn.
109
P2: A difficulty check (DC) against a statistics is BLANK
P2: A difficulty check (DC) against a statistics is 10 + any modified you'd add to a d20 roll for that statistic
110
P2: If you are untrained in a skill, your proficiency modifier is BLANK
P2: If you are untrained in a skill, your proficiency modifier is your level minus 4
111
P2: If you are trained in a skill, your proficiency modifier is BLANK
P2: If you are trained in a skill, your proficiency modifier is your level
112
P2: If you are expert in a skill, your proficiency modifier is BLANK
P2: If you are expert in a skill, your proficiency modifier is your character level plus 2
113
P2: If you are master in a skill, your proficiency modifier is BLANK
P2: If you are master in a skill, your proficiency modifier is your level plus 2
114
P2: If you are legendary in a skill, your proficiency modifier is BLANK
P2: If you are legendary in a skill, your proficiency modifier is your level plus 3
115
P2: For initiative you will typically make a BLANK check
P2: For initiative you will typically make a Perception check
116
P2: Dwarves get ability boosts to BLANK and flaw in BLANK
P2: Dwarves get ability boosts to Con, Wis, Free and flaw in Cha
117
P2: Elves get ability boosts to BLANK and a flaw in BLANK
P2: Elves get ability boosts to Dex, Int, and free and a flaw in Con
118
P2: Gnomes get ability boosts to BLANK and a flaw in BLANK
P2: Gnomes get ability boosts to Con, Cha, and Free and a flaw in Str
119
P2: Goblins get ability boosts to BLANK and a flaw in BLANK
P2: Goblins get ability boosts to Dex, Cha, and Free and a flaw in Wis
120
P2: Halflings get ability boosts to BLANK and a flaw to BLANK
P2: Halflings get ability boosts to Dex, Wis, and Free and a flaw to Str
121
P2: Humans get ability boosts to BLANK
P2: Humans get ability boosts to two free
122
P2: A character's starting hit points is normally....
their ancestry HP plus their class HP plus Con modifier
123
P2: "To calculate her AC, BLANK"
To calculate her AC, add 10 plus her Dexterity modifier (up to her armor’s Dexterity modifier cap), plus her proficiency modifier with her armor, plus her armor’s item bonus to AC and any other bonuses and penalties that always apply.
124
P2: What is TAC used for?
Defense against attacks which require only touching you to affect you
125
P2: "If she is carrying a total amount of Bulk that equals or exceeds BLANK, she is encumbered."
P2: "If she is carrying a total amount of Bulk that equals or exceeds 5 plus her Strength modifier, she is encumbered."
126
P2: A character cannot carry ...
She cannot carry a total amount of Bulk that exceeds 10 plus her Strength modifier.
127
P2: Every BLANK light items makes one bulk
10
128
P2: By default, the damage dealt by melee strikes adds...
your character's strength modified
129
P2: If a ranged weapon has the thrown modifier, you add [BLANK] to its damage
your strength modifier
130
P2: If a ranged weapon has the propulsive modifier, you add [BLANK] to its damage
half your strength modifier
131
P2: Your perception modifier equals
your proficiency in Perception plus your Wisdom
132
P2: Your number of resonance points is ...
your Charisma modifier plus your level
133
P2: An ability boost increase's a character's ability by
2, unless the ability is already 18 or higher, in which case it goes up by 1
134
P2: Pathfinder also includes BLANK, which is a secret language.
Pathfinder also includes Druidic, which is a secret language.
135
P2: identify magic is a BLANK use of the Arcana skill
trained
136
P2: The only trained-only use of Athletics is...
disarm
137
P2: The only untrained use of Crafting is...
repair
138
P2: The trained-only combat use of deception is ...
feint
139
P2: The trained-only use of Lore is...
practice a trade
140
P2: the untrained use of Medicine is...
Administer first aid
141
P2: Subsist on the streets is a [BLANK] use of the Society skill
untrained
142
P2: Create Forgery is a trained use of the BLANK skill
society
143
P2: Track and Cover Tracks are BLANK uses of the Survival skill
trained
144
P2: How many coins fit in 1 Bulk?
1000
145
P2: If you are encumbered your speed is BLANK
reduced by 10' to a minimum of 5
146
P2: An item weighing BLANK is 1 Bulk
5-10 lbs
147
P2: It takes BLANK to remove any armor
1 minute
148
P2: An item's hardness is...
how much it reduces any damage to it by
149
P2: IF an item takes damage equal to or exceeding its hardness, BLANK
the item takes a dent
150
P2: An item takes two dents if..
it takes damage equal to twice its hardness
151
P2: A typical item becomes broken after...
taking two dents
152
P2: a broken item which takes a dent is...
damaged beyond repair
153
P2: Broken armor...
imposes a penalty to AC: -1 light, -2 medium, -3 heavy
154
P2: Armor always protects you while you’re wearing it, but you have to BLANK[=shield] in order for it to improve your AC for that round.
Armor always protects you while you’re wearing it, but you have to spend an action to Raise a Shield in order for it to improve your AC for that round.
155
P2: If you’re using both armor and a shield, apply the BLANK of the two proficiency modifiers.
If you’re using both armor and a shield, apply the lower of the two proficiency modifiers.
156
P2: If you are not wearing armor, then when calculating AC, use your proficiency in BLANK
unarmored defense
157
P2: An armor's check penalty is an untyped penalty to BLANK, except for those that have the attack trait.
P2: An armor's check penalty is an untyped penalty to Strength-, Dexterity-, and Constitution-based skill checks, except for those that have the attack trait.
158
P2: An armor's check penalty is an untyped penalty to Strength-, Dexterity-, and Constitution-based skill checks, except for BLANK
P2: An armor's check penalty is an untyped penalty to Strength-, Dexterity-, and Constitution-based skill checks, except for those that have the attack trait.
159
P2: If armor is clumsy...
This armor’s Dexterity modifier cap also applies to Reflex saves and to all Dexterity-based skill and ability checks that don’t have the attack trait.
160
P2: If armor is fragile...
if it takes a dent, it is immediately broken
161
P2: If armor is noisy...
it gives a -1 penalty to stealth checks
162
P2: Does a shield require use of a hand?
Yes
163
P2: the AC bonus from a shield is a BLANK bonus
circumstance
164
P2: While you have a shield raise, you can use the Shield Block reaction to BLANK
Reduce the damage you take by the shield's hardness
165
P2: If you attack with your shield, treat it as an attack with BLANK
an improvised weapon
166
P2: the damage done by a shield bash is...
1d3 for a light shield, 1d4 for heavy (blugeoning)
167
P2: You can add Dex rather than Str to your weapon proficiency if...
the weapon has the "finesse" trait
168
P2: The multiple attack penalty values are
-5 and -10
169
P2: Does the multiple attack penalty apply to reactions?
No
170
P2: When dealing damage in melee you add your...
strength modifier
171
P2: You score a critical hit if you roll a 20 or...
exceed the target by 10
172
P2: If you critically succeed at a strike, your attack ...
deals double damage
173
P2: Attacks beyond a targets range take a BLANK penalty per range increment
-2
174
P2: you can't do a range attack with range penalty worse than BLANK
-10
175
P2: A weapon with the agile trait...
has a multiple attack penalty of -4, -8
176
P2: A weapon with the deadly trait...
adds an extra damage die of the specified type to critical hits
177
P2: A weapon that has the Disarm trait...
will let you attempt the Disarm action from the Athletics skill even without a free hand.
178
P2: a weapon that has the fatal trait...
increases all its dice to the specified size on critical hits
179
P2: A weapon which has the finesse trait...
lets you use Dex as an attack modifier instead of Str
180
P2: A weapon which has the forceful trait...
adds a circumstance bonus=# damage dice to 2nd attack, and double that to third
181
P2: A weapon with the parry trait...
allows you to use an action to Parry, giving +1 circumstance bonus to AC until the start of your next turn
182
P2: A weapon with the reach trait...
can strike 10 feet away
183
p2: a weapon with the Shove trait...
lets you do the Shove use of Athletics without a free hand
184
P2: A weapon with the Sweep trait...
When attacking with this weapon, add +1 circumstance bonus if you already attacked a different target with this weapon this turn
185
P2: A weapon with the Trip trait...
let's you do the Trip use of Athletics even without a free hand
186
P2: A weapon with the volley trait...
is less effective at close targets. Take a -2 circumstance bonus against targets below the specified distance
187
P2: The spellcasting modifier for innate spells is BLANK unless otherwise specified
Cha
188
P2: the actions available to a summoned creature are...
2 actions per turn, no reactions
189
P2: If you don't concentrate on a summoned creature...
it takes no action that turn
190
P2: Your spell will be disrupted...
if you take damage >= 1/2 your level as a reaction to casting a spell or while concentrating on the spell
191
P2: If you gain multiple bonuses of the same type, BLANK
If you gain multiple bonuses of the same type, only the highest bonus applies
192
P2: if you gain multiple circumstance, conditional, or item penalties, BLANK
if you gain multiple circumstance, conditional, or item penalties, only the worst penalty of each type applies
193
P2: If you’re making a nonlethal attack with a weapon that doesn’t have the nonlethal trait, BLANK
If you’re making a nonlethal attack with a weapon that doesn’t have the nonlethal trait, calculate your attack roll’s result as if you were untrained with the weapon
194
P2: When a creature has a weakness to a certain type of damage or damage from a certain source,BLANK
When a creature has a weakness to a certain type of damage or damage from a certain source, increase that damage by the amount of the creature’s weakness
195
P2: A creature with resistance BLANK
A creature with resistance reduces damage dealt to it by the amount listed in its resistance entry
196
P2: When more than one effect would multiply the same number, you don’t multiply more than once. Instead, BLANK
When more than one effect would multiply the same number, you don’t multiply more than once. Instead, you combine all the multipliers into a single multiplier, with each multiple after the first adding 1 less than its value.
197
P2: When you’re affected by the same thing multiple times, only one instance applies, using the higher level of the effects, or the newer effect if the two are equivalent in level.
When you’re affected by the same thing multiple times, BLANK
198
P2: Your character can have a maximum of BLANK Hero Points at a given time.
3
199
P2: You can spend one hero point to...
stave off death (lose dying condition, go to 1 HP)
200
P2: You can spend two hero poitns to...
re-roll a d20.. If you still fail, you get your HP back
201
P2: You can spend 3 hero points to..
take an extra action in an encounter
202
P2: Creatures and objects in dim light are BLANK
Creatures and objects in dim light are concealed
203
P2: A creature or object within darkness is considered BLANK
A creature or object within darkness is considered unseen
204
P2: If a creature can see into a lit area, it can target creatures within that lit area, but BLANK
If a creature can see into a lit area, it can target creatures within that lit area, but it treats such targets as concealed
205
P2: When you target a creature that’s concealed from you, BLANK
When you target a creature that’s concealed from you, before you roll to determine your effect, you must attempt a DC 5 flat check. If you fail that check, you don’t affect the target.
206
P2: When targeting a creature that you sense, BLANK
When targeting a creature that you sense, before you roll to determine your effect, you must attempt a DC 11 flat check. If you fail that check, you don’t affect the target. You’re still flat-footed to the creature whether you successfully target it or not.
207
To increase the memory for a Java program executed using Maven's exec:java, ...
just change the Maven JVM memory settings using MAVEN_OPTS