Probably need more info to solve that one. Maybe post a statblock of the character?
Here ya go: Please note that the Elf is altered to be more like the 4E elf, and I gave my players extra hit points since there's only 3 of them, but that shouldn't affect the attack bonus:
ARROW CR 6
Female Elf Ranger (Skirmisher) 7
CG Medium Humanoid (Elf)
Hero Points 1
Init +3; Senses Low-Light Vision; Perception +15
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DEFENSE
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 86 (7d10)
Fort +6, Ref +8, Will +5
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OFFENSE
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Spd 30 ft.
Melee Longsword +8/+3 (1d8+1/19-20/x2)
Ranged +1 Longbow, Composite (Str +2) +10/+5 (1d8+2/20/x3) and
Darkwood Longbow, Composite (Str +2) +10/+5 (1d8+1/20/x3)
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STATISTICS
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Str 13, Dex 16, Con 11, Int 14, Wis 16, Cha 13
Base Atk +7; CMB +8; CMD 21
Feats Elven Weapon Proficiencies, Endurance, Focused Shot +2, Leadership (Base Score 8), Manyshot, Point Blank Shot, Precise Shot, Weapon Focus: Longbow
Traits Devotee of the Green: Knowledge: Nature, Forlorn
Skills Diplomacy +8, Handle Animal +11, Knowledge: Dungeoneering +12, Knowledge: Geography +13, Knowledge: Nature +14, Perception +15, Ride +13, Stealth +13, Survival +14
Languages Common, Elven, Other Language, Other Language
SQ Animal Companion Link (Ex), Enemies: Magical Beasts (+2 bonus) (Ex), Enemies: Undead (+4 bonus) (Ex), Fey Blood, Hero Points (1), Hunter's Trick: Aiding Attack (Ex), Hunter's Trick: Bolster Companion (Ex), Hunter's Tricks (6/day) (Ex), Share Spells with Companion (Ex), Terrains: Forest (+2 bonus) (Ex), Track +3, Weapon Familiarity, Wild Empathy +8 (Ex), Wild Step, Woodcraft, Woodland Stride (Ex)
Combat Gear +1 Leather, +1 Longbow, Composite (Str +2), Cold Iron Arrows (20), Darkwood Longbow, Composite (Str +2), Longsword, Silver Arrows (20); Other Gear Backpack, Masterwork (5 @ 16.5 lbs), Bedroll, Grappling Arrow, Grappling hook, Hammock, Hemp, Lantern, hooded, Mess Kit, Pouch, belt (empty), Provision Bag (empty), Rope, silk (50 ft.), Rucksack (4 @ 7 lbs), Waterskin, Whetstone
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TRACKED RESOURCES
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Action Points - 0/8
Cold Iron Arrows - 0/20
Hunter's Tricks (6/day) (Ex) - 0/6
Silver Arrows - 0/20
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SPECIAL ABILITIES
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Enemies: Magical Beasts (+2 bonus) (Ex) +2 to rolls vs Magical Beasts.
Enemies: Undead (+4 bonus) (Ex) +4 to rolls vs Undead.
Fey Blood You are counted as both humanoid and fey for any effect relating to type.
Focused Shot +2 Make a single bow or crossbow attack, adding your INT modifier to the damage roll as precision damage.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Hunter's Trick: Aiding Attack (Ex) The ranger can use this trick as a free action when he hits a creature with an attack. The next ally who makes an attack against the target creature before the start of the ranger’s next turn gains a +2 circumstance bonus on that attack roll.
Hunter's Trick: Bolster Companion (Ex) The ranger can use this trick as an immediate action when his animal companion is hit with an attack or a combat maneuver. The companion’s AC and combat maneuver defense increase by +4 for the purposes of that attack. If the attack still hits, the an
Hunter's Tricks (6/day) (Ex) Various tricks.
Leadership (Base Score 8) You attract loyal companions and devoted followers.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Manyshot You can shoot two arrows as the first attack of a full attack action.
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.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Terrains: Forest (+2 bonus) (Ex) +2 to rolls vs Forest.
Track +3 +3 to survival checks to track.
Weapon Familiarity Proficient with longbows (including composite longbows) and shortbows (including composite shortbows), and treat all weapons with the word "elven" in its name as a martial weapon.
Wild Empathy +8 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Step An elf may move through any sort of natural undergrowth such as vines or thorns at full speed without getting tripped up or taking damage. Magically created obstacles, such as Entangle spells, affect them normally.
Woodcraft Elves know the deep secrets of the wild like no others, especially those of the forests. Elves with this racial trait gain a +1 bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2.
Woodland Stride (Ex) Move through undergrowth at normal speed.