Alchemists Fire & Catching on Fire
"Couple of rounds", sure... two rounds exactly in fact. But the slimy fish-man won't need to worry about his clothes catching on fire. So after the Alchemist's Fire has burnt out, he doesn't need to make any rolls to avoid "catching on fire".Here's how I think Alchemist's Fire works "officially":
1) on attackers turn: take 1d6 fire damage
2) on target's turn: take full-round action to extinguish (Refl DC 15) or take additional 1d6 fire damage
3) target's 2nd turn: A.F. has burnt out. If not extinguished in last round and you are wearing flammable materials, make a Reflex saving throw DC 15 to avoid having those catch fire.
The slimy fish-man wouldn't need to worry about the last part, so only takes 1d6 or 2d6, depending on whether he wants to spend a full round to extinguish the A.F. However, someone wearing flammable clothing (or equipment!) would need to worry about those catching on fire.
Someone only *splashed* with A.F. takes a single point of fire damage on the attackers turn. Then he skips straight to point 3): Reflex save to avoid having your gear catch fire.
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