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Help with composite short bow

nogoodscallywag

Well-known member
My character has a composite short bow for Strength. It is also a plus 5 magic item.

BAB is +18.

Bow is also masterwork.

The first attack should be this, am I correct? :

Bow magical bonus 5 + mwk bonus 1 (not added due to stacking) + BAB 18

Shouldn't the bonus for first attack be +23?

The software shows it at +22...

I must be missing something...
 
I am trying to figure out an issue.

My character has ST of 20, giving +5 attack bonus.

Has Manyshot, Rapid Shot, and Point Blank.

A Magical Composite Shortbow +5, BAB +18 w/strength.

Attack bonus with this bow should be:

BAB 18 + 5 magic = 23 CORRECT?

The program shows it as being +22...
 
The composite bow allows you to add your strength bonus to damage, but you still use the Dex bonus to attack. Is your Dex Mod +4 perhaps?
 
DX is 21/23 with gloves adding +2 to dexterity...making it the modifier now of +6.

So shouldn't the totals look like this:

Composite Bow, magical 5 + BAB 18 + DX mod 6 + STR mod 5.

In reality, these don't stack, so shouldn't it look like:

DX mod 6 +BAB 18= 24? It is showing it as 23 for the first attack.

It must be computing the many shot, rapid shot, and point blank and assuming the character will be using these every time for a full attack.
 
Take a look at things which can reduce your effective DX / DX bonus: encumbrance? Toggle the No Encumbrance and / or No Coin Weight rules in the Character Configuration window, and see if it does anything.
 
Clicked on no coins (don't have any listed anyway) and no encumbrance...still says +23 for first shot... it must simply be assuming the character will take his full round action using his feats of Rapid and Manyshot...
 
Clicked on no coins (don't have any listed anyway) and no encumbrance...still says +23 for first shot... it must simply be assuming the character will take his full round action using his feats of Rapid and Manyshot...
Rapid Shot is on the "In-Play" tab so you can turn that on or off. Manyshot has no affect on bonuses to hit. It simply adds more arrows.

The numbers you have listed seem to be over all over the place. Providing the FULL info for the character would help allot. So taking the info from all your posts and putting them together I get the following:

  • BAB +18 assume a level 18 fighter.
  • +5 Composite Shortbow - Assuming mighty 5 as you have a 20Str.
  • 23 Dex score.
Armor encumbrance has no effect on Ranged attacks so that is not a concern.

This gives the following:
+18 BAB +6 Dex +5 Bow = +29 to hit
Full Attack: +29/+24/+19/+14
Damage would be 1d6+10

So your +22 is off by 7 points. I just built a level 18 fighter with the above stats and HL shows all the correct values.

Things that can lower your Attack value:
1) Your not proficient with the armor you are wearing.
2) The bow is a Mighty 6+ so for each point of difference is a -2 to hit.
3) Some spell effects or manually put in Adjustments on the "Adjust" tab.

Hopefully the above points you in the right direction. :)
 
Character is actually a Rogue 17 Fighter 1.

Dex is 21...modified to 22 with +2 Dexterity gloves.

Wearing leaf armor, backpack not full.
 
Character is actually a Rogue 17 Fighter 1.
Then your BAB is only +13 not +18. See the Rogue table.

Dex is 21...modified to 22 with +2 Dexterity gloves.
21 Dex plus +2 Dex Gloves gives 23 Dex not 22. :) But the bonus is the same for 22 or 23 which is +6.

Wearing leaf armor, backpack not full.
I guess this is trying to say your not encumbered? That is what I will assume here.

So with the above info we come out to:
+13 BAB +6 Dex +5 Magic Bow = +24 to hit

I am going to go with either you have Rapid Shot turned on the "In-Play" tab or you don't have the correct Str to use the Composite Bow. Both of these would give the -2 to hit.

P.S. - Will mention that its always easier if you provide the full character or .por file actually.
 
I am somewhere other than my home at the moment and don't have access to the character ;-/ I should have added that the composite shortbow is magical, +5.

BAB is listed as 18.

I will see if I can provide the full character... not sure how to do so, though.
 
You could include the portfolio as an attachment to your post, or you could hit File->Output Active Hero Statblock and make some delicious copypasta.
 
GIDEON ARISTOTLE CR 17
Male Half-Elf Fighter 1 Rogue 17
CG Medium Humanoid (Elf, Human)
Hero Points 1
Init +12; Senses Low-Light Vision; Perception +21
--------------------
DEFENSE
--------------------
Defense 19, flat-footed 13 (+3 deflection, +5 Dex, +1 dodge)
Armor DR: 6/magic or Large (+3 armor, +3 HD bonus)
Critical Defense: +14 (+6 DR, +5 Dex, +3 deflection)
hp 210 (1d10+17d8+54)
Fort +10, Ref +16, Will +6
Defensive Abilities Evasion, Improved Uncanny Dodge (Lv >=21), Trap Sense +5; Immune sleep; Resist fire 10, Elven Immunities
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Club +19/+19/+14/+9 (1d6+8/20/x2) and
Dagger +20/+20/+15/+10 (1d4+9/19-20/x2) and
Dagger +17/+17/+12/+7 (1d4+6/19-20/x2) and
Lucerne Hammer +20/+15/+10 (1d12+11/20/x2) and
Unarmed Strike +16/+11/+6 (1d3+5/20/x2)
Ranged Amentum +20/+20/+15/+10 (1d6+8/20/x2) and
Shortbow, Comp. (Str +30) +22/+22/+17/+12 (1d6+11/20/x3)
Special Attacks Sneak Attack +9d6
Spell-Like Abilities Light (At will), Major Magic (Feather Fall) (2/day), Minor Magic (Detect Magic) (3/day)
--------------------
STATISTICS
--------------------
Str 20, Dex 21/23, Con 10/16, Int 14, Wis 12, Cha 10/12
Base Atk +13; CMB +18; CMD 37
Feats Acrobatic, Dodge, Improved Initiative, Manyshot, Master Craftsman: Craft (Magical arms & armor), Mobility, Point Blank Shot, Precise Shot, Rapid Shot, Rogue Weapon Proficiencies, Shot On The Run, Skill Focus: Disable Device (Adaptability)
Traits Elven Reflexes, Magical Talent: Open/Close (1/day) (Sp)
Skills Acrobatics +19, Appraise +10, Bluff +7, Craft (Bows) +8, Craft (Magical arms & armor) +19, Diplomacy +20, Disable Device +26, Escape Artist +15, Fly +8, Handle Animal +12, Intimidate +8, Knowledge (Arcana) +9, Knowledge (Dungeoneering) +7, Knowledge (Local) +13, Knowledge (Nature) +7, Knowledge (Religion) +9, Linguistics +10, Perception +21, Profession (Bowyer) +14, Ride +18, Sense Motive +14, Sleight of Hand +13, Spellcraft +20, Stealth +16, Survival +8, Swim +10, Use Magic Device +10
Languages Common, Draconic, Dwarven, Elven, Giant, Halfling, Orc, Sylvan, Terran
SQ Cold weather outfit, Elf Blood, Hero Points (1), Rod of Negation, Skill Mastery: Acrobatics, Skill Mastery: Appraise, Skill Mastery: Climb, Skill Mastery: Diplomacy, Skill Mastery: Disable Device, Skill Mastery: Handle Animal, Trapfinding +8, Wayfinder, Standard (empty)
Combat Gear Amentum, Club, Dagger, Dagger, Leaf Armor, Lucerne Hammer, Shortbow, Comp. (Str +30); Other Gear Adventurer's Sash (1 @ 0 lbs), Amulet of Natural Armor +1, Backpack, Masterwork (24 @ 31 lbs), Belt of Mighty Constitution, +6, Bloodflame Ring - d6 Fire dmg., Carpet of Flying I, Clay Golem Manual, Cold weather outfit, Crystal Ball, Telepathy, Explorer's outfit, Gauntlet of Rust, Harper Ring- @ death, consume item of choice, out of 2 most $, Ioun Stone, Incandescent Blue Sphere, Ioun Stone, Pink and Green Sphere, Periapt of Wound Closure, Potion of Cure Serious Wounds (2), Ring of Protection, +3, Ring of Wizardry II, Rod of Negation, Scroll: Restoration, Greater, Scroll: Spell Resistance, Scroll: Spell Resistance, Staff of Abjuration, Staff of Transmutation, Thieves' tools, masterwork, Wand of Cure Critical Wounds, Wand of Fireball, Wand of Haste, Wand of Magic Circle against Evil, Wand of Magic Weapon, Greater, Wand of Polymorph, Wand of Summon Monster IV, Wayfinder, Standard (empty)
--------------------
SPECIAL ABILITIES
--------------------
Cold weather outfit +5 Fort save vs. cold weather.
Damage Resistance, Fire (10) You have the specified Damage Resistance against Fire attacks.
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Improved Uncanny Dodge (Lv >=21) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 21+.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Talent: Open/Close (1/day) (Sp) Choose one 0-level spell - it becomes a 1/day spell-like ability for you.
Major Magic: Feather Fall (2/day) (Sp) 1st-level spell becomes a Spell Like ability
Manyshot You can shoot two arrows as the first attack of a full attack action.
Master Craftsman: Craft (Magical arms & armor) +2 to the selected craft skill, its ranks count as caster level for Craft Magic Arms and Armor and Craft Wondrous.
Minor Magic: Detect Magic (3/day) (Sp) A Cantrip becomes a Spell Like ability
Mobility +4 to AC against some attacks of opportunity.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Rod of Negation This device negates the spell or spell-like function or functions of magic items. The wielder points the rod at the magic item, and a pale gray beam shoots forth to touch the target device, attacking as a ray (a ranged touch attack). The ray functions as a greater dispel magic spell, except it only affects magic items. To negate instantaneous effects from an item, the rod wielder needs to have used a ready action. The dispel check uses the rod's caster level (15th). The target item gets no saving throw, although the rod can't negate artifacts (even minor artifacts). The rod can function three times per day.

Strong varied; CL 15th; Craft Rod, dispel magic, and limited wish or miracle; Price 37,000 gp.
Shot On The Run When attacking with a ranged weapon, you can move - attack - move.
Skill Mastery: Acrobatics You can always take 10 with (3 + int modifier) skills.
Skill Mastery: Appraise You can always take 10 with (3 + int modifier) skills.
Skill Mastery: Climb You can always take 10 with (3 + int modifier) skills.
Skill Mastery: Diplomacy You can always take 10 with (3 + int modifier) skills.
Skill Mastery: Disable Device You can always take 10 with (3 + int modifier) skills.
Skill Mastery: Handle Animal You can always take 10 with (3 + int modifier) skills.
Sneak Attack +9d6 +9d6 damage if you flank your target or your target is flat-footed.
Trap Sense +5 (Ex) +5 bonus on reflex saves and AC against traps.
Trapfinding +8 +8 to find or disable traps.
Wayfinder, Standard (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250gp for members of the Pathfinder Society

Construction
Requirements Craft Wondrous Item, light; Cost 250 gp
--------------------
Gideon hails from the world of Arda. Having worked his way up from pud to world reknowned hero, he assumed the headship of the Kingdom of Rohan. Overseeing unprecedented economic boon and peace, he soon grew old and tired. Not yet ready to leave the world of mortals, Gideon and his powerful allies in Rohan found a way for him to begin anew in another world- Golarion. Virtualy born again, Gideon now seeks to spread his influence over a new world.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
 
Your composite shortbow says it requires a strength of 30 to wield - since your character only has a strength of 20, that's a -2 to hit (core rulebook, pg 147)
 
We have noticed another issue...

It deals with the Hit Points. The character has a Constitution belt which raised his Constitution. The character was created all at once.

Is the belt giving him bonuses to hitpoints for every single level?

For instance, say you adventure with the guy for 10 levels with no CON item. But then you gain a CON item. The additional HP from this item should start now upon leveling, correct, and not go back and retroactively add HP for every level?

Before we got Hero Lab, we had the character at 99 hit points...now he has 210.
 
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