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Alchemist Point Blank Shot

Qualzarine

New member
It is my understanding that Point Blank Shot is supposed to give the Alchemist a +1 to attack and +1 to damage on bombs. I do not see that feat adding anything to the bombs.
 
Figuring out how values are calculated

Is there a good way to determine how the various bonuses are calculated, without digging into the various scripts?

I created a level 1 human alchemist with a dex of 14. His BAB is 0, so I expected his attack bonus with bombs and light crossbow to both be +2. Instead, he had a +3 bonus with bombs.

I then added enough gear to bring him to medium encumbrance, which dropped his attack bonuses to +0 (bombs) and -1 (crossbow). I moved some gear to dropped to ground, which reduced his encumbrance to light. Crossbow went back to +2 (when equipped in both hands), but his bombs are now at only +1 in the weapons summary column, although they are listed at +3 in the Weapons tab. Even if I completely remove the extra gear from the character, his bomb attack bonus remains at +1.

This might be a bug (or two) in HeroLab, but at the moment, I suspect that there is something else that I've done and HeroLab is correctly adding modifiers that I'm overlooking. I'd just like to understand what they are. If it is something like encumbrance (as above), I probably want to change the character so that he is not encumbered.


Oops. I meant to make this a new thread, not to take in on to an existing thread. Should I repost it as a new thread or leave it here?
 
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Is there a good way to determine how the various bonuses are calculated, without digging into the various scripts?

I created a level 1 human alchemist with a dex of 14. His BAB is 0, so I expected his attack bonus with bombs and light crossbow to both be +2. Instead, he had a +3 bonus with bombs.
At 1st level an alchemist gets the feat Throw Anything for free. The 2nd thing the feat gives is "a +1 circumstance bonus on attack rolls made with thrown splash weapons."

That is where the extra +1 to hit with your bombs is coming from.
 
Our general house rule is to not try and tear apart the math unless you are really familiar with the rules as written by Paizo. Otherwise the things like encumbrance and situational bonuses can be very confusing in Hero Lab. We all use Hero Lab so we are all working under the same rules for math and clall it good.

So we have the following rule in place.

1. Trust Hero Lab during play to get it right.
2. If a feat, skill, or ability is not 100% of the time in effect it is up to YOU to remember when to add it into place. We set these situational bonuses up as a condition adjustment and the player checks them when they should be in effect and then removes the check when the situation no longer applies.
3. If you want to dig into the math of Hero Lab, due it with 2 or 3 players working together outside of game time. It is pretty rare that we find a true error in Hero Lab of a static bonus.
 
I am the GM, and I was building an NPC between sessions. I expect that (almost certainly) HL is doing the right thing, but I am trying to figure out why, when it does not do what I expect, it is doing what it is doing.
 
On this same note, I just made an alchemist and HL calculated his bonus to hit (w/ bombs) base on this strength instead of his Dex.

Is this normal? I was sure that thrown weapons used your Dex modifier.
 
Yeah, it would seem my HL is having trouble. I added weapon finesse and my bonus goes up correctly.

Am I not doing something right? Strange it is giving me this error.


Yep.. a bug. It shows the correct number in the weapon tab, just not on the summary.
 
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Right now I'm having a issue adding point blank damage to bombs. Or any damage. The bonus to attack works fine, and the feat works as intended for my ranger's bow damage but for alchemist bombs it won't work. I then tried to increase damage via the adjust and personal tab too. Neither worked.
 
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