Oma, again the rules don't say "damage per Full-Round of exposure" just damage per round.
And You have just said in essense that an attack "counts as a round of exposure"
i never read one attack entry that say "this Long Sword Deal 1d8 per Round of Exposure"
and you need to be agree that "a Round Of Exposure" can be interpreted as "you need a round of exposure to take damage"
and under the rules a round are 6 full seconds.
and under the logic of many elements don't deal damage instantly like the Dry Ice and the Fire, you know you can touch a hot pan without take damage if you only touch it for an instant, the same with the Dry Ice.
Pepe pecas pica papas con un pico con un pico pepe pecas pica papas si pepe pecas pica papas con un pico donde esta el pico con que pepe pecas pica papas.
i never read one attack entry that say "this Long Sword Deal 1d8 per Round of Exposure"
Of course not Oma, which is why the orriginal entry clarified that an attack "counts as a round of exposure" in case it wasn't obvious enough that being hit with an attack didn't deal instant damage.
The RC has't changed this because an acid attack still does intant damage, they simply left out an unneeded and horribly obvious explaination.
Now look at a Flask of Alchemist's Fire, 1d6 Fire Damage and go through the same rules, Damage Type: Fire energy, Energy: Fire in the RC, the flask is very clearly Fire Energy.
and you need to be agree that "a Round Of Exposure" can be interpreted as "you need a round of exposure to take damage" and under the rules a round are 6 full seconds.
There is no "a round of exposure" the rules say "per round" Just as a character only gets one standard action per round does not mean a standard action takes a full 6 seconds.
maybe if it used the term "per full-round" otherwise per-round just means it happens once per round. This is basic language because the rules do use the terms Full-Round and 1 Round and X Rounds very specifically where it applies. That it doesn't use these terms means it doesn't require a Full-Round
and under the logic of many elements don't deal damage instantly like the Dry Ice and the Fire, you know you can touch a hot pan without take damage if you only touch it for an instant, the same with the Dry Ice.
Sure, but I asked you to define what sort of move action that would be in D&D? With the Acid Flask and Fireball Spells we have already determined that "instantaneous" isn't fast enough, although a Rogue can make a Reflex save to avoid an instant effect with Evasion.
A Reflex save to quickly touch a frying pan for no damage is reasonable, you are only touching your fingers on the frying pan's surface, not dipping your entire body into acid. Can you jump into a 10 ft deep pool, touch the bottom and get out of the pool fast enough to not get wet? No? didn't think so.
1- fire effects don't exist then fire never do damage??? again the damage kind don't are the same that the rule set, if not it become very redundant??? why dont exist electricity effects, fire effects and Ice effects???
The very easy example is the Magma that deal Fire damage (a kind of damage) instead of Magma damage.
2-The rule say "points of damage per round of exposure"
3- Yes but if the rouge is touched he take the damage instantly, if some one hit the rouge with an attack he take the damage instantly, if he fall he take the damage instantly because are described in each rule set, but the acid effect are other rule set that dont say that you deal the damage instantly.
Pepe pecas pica papas con un pico con un pico pepe pecas pica papas si pepe pecas pica papas con un pico donde esta el pico con que pepe pecas pica papas.
1- fire effects don't exist then fire never do damage??? again the damage kind don't are the same that the rule set, if not it become very redundant??? why dont exist electricity effects, fire effects and Ice effects???
Oma, the damage is the same for the effect. And it is an easy rule, I don't see how this can be confusing, "Acid Damage" There is no redundancy, you just don't want to recognize that "counts as a round of damage" meaning the acid flask does instant damage because the logical extension of that obvious little rule is just as obvious.
The very easy example is the Magma that deal Fire damage (a kind of damage) instead of Magma damage.
Don't play word games. Fire energy refers to any heat related energy, and I could just as easily name the acid, a flask of Hydrogen Fluoride or a Pool of the Spirit of Niter.
2-The rule say "points of damage per round of exposure"
Er that's what I said, and not "per full-round" or "per 1-Round" if a Full-Rond was required the rules would use very specific language to indicate this, as they have in other rules
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3- Yes but if the rouge is touched he take the damage instantly, if some one hit the rouge with an attack he take the damage instantly, if he fall he take the damage instantly because are described in each rule set, but the acid effect are other rule set that dont say that you deal the damage instantly.
I really really hate that you can't spell Rogue properly, it is in the books, and it is about time you stop calling them "reds"
This is another case where it follows the general rule that every other effect follows. It deals the damage at the start of exposure, unless there is a specific rule that states otherwise. In the absence of any such rule, the complete non-existance of any such rule, then it is dealt like normal, at the beginning.
It's not freaking rocket science, it is acid. fall in and take damage, start a round in it and take damage. Simple, straightforward and consistant.
It also doesn't say "damage per full round of exposure" so in the absence of any detail to the contrary it should be taken into effect instantly, and treated like any other effect in the game. And the fact that other acid exposure, mundane and magical alike, do instant damage on contact should also be a good indication.
That's because stating it for every full round of exposure would be inaccurate. You don't necessarily need a full round to suffer the effects of initial exposure, even if it will be an entire round of time before you'll suffer the second dose of damage.
Actually the rules compendium doesn't list it under environmental hazards, it is under Energy and makes specific reference to damage from attacks and spells.
It's true that the Rules Compendium lists it under a broader "Energy" heading, but the only reference I can see to spells is in the sidebar (actually at the bottom of the page) discussing the oddity of calling acid a type of energy.
It does, however, place acid effects in the "Special Situations" section of the Energy entry. It's dealing with acid in nonstandard situations, rather than the general behaviour of acid in things like splash weapons or energy-using spells, and as the situations it describes note the effects of total immersion, fumes from large bodies of acid, and the possibility of drowning, it's almost invariably talking about an environmental source of acid.
Since there is no way to predict when the person will get out of the acid during their turn the only point of consistancy is the start of of the round. Those are the only two points that will be consistant, the start of exposure and the beginning of a round,
The start of exposure is consistent, but the beginning of a turn is not, since it doesn't consistently align with the beginning of a new round of ongoing exposure.
1: The Rules say "per round" not "after a Full Round" or "each round, as a Full-Round-Action (like casting a Full-Round spell)" or "at the end of each round" or "in the middle of your turn each round" So there is no language there that suggests an entire round of exposure. Only that it does it once per round.
"Per round" would be resolved at the start of each round, just as "per hit with a sword" would be resolved when hit by a sword, not at the end of that turn.
If you've already taken damage from the initial exposure, then the very soonest you can take the next dose of damage is 1 round later. If you take it any sooner, it's more than once per round.
2: Rounds are measured from a start of a turn to just before the start of the next turn in the same initiative. Therefore the initial damage/exposure ends just before the next round begins, and that is the point in which "you've spent a round exposed" and are now vulnerable for a second round of damage.
It doesn't say "entire round" or "exactly 6 seconds" it says "per round" and that is how per rounds are measured.
Rounds can often be measured from the start of one turn in initiative until just before the start of that same turn in the initiative order next time, and that duration is indeed a round of time, but it's also not the entire definition for a round (which is any six second period), just one of the possibilities.
And in this particular case, it's impossible to measure from the start of a turn unless the initial exposure occurred then, since it could result in applying damage more than once per round which would be inconsistent with the amount of damage that is stated to apply.
There is perhaps nothing wrong with doing this to a sword wound either, after all the person may be bleeding out to take that damage. But again this is a house rule. But again this is a house rule, and why can't disintigration work this way? And I can't think of a single other damage mechanic in D&D that works like this where you roll damage and then ignore it until later on.
The point is there is no such rule, it stats simple 10d6 damage, there is also no consistant way to spread this damage out, because there way to predict how it is spread out, since there is no way to predetermine when the character will get out of the acid.
So you get a case of a character taking the last damage long after he has left the acid, and you get the case of the character who is killed long after getting out of the acid, or you get the case of a character who takes only half the acid damage, none of these cases fit the Acid Damage rules.
You don't really ignore the damage until later, you're just taking your time applying it , and the other cases you've mentioned don't count as continuous damage, so spreading out their effects would make no sense (since the only reference we've got to a distribution uses continuous damage). You can quite simply apply half of it to an action taken (while in the acid), and the other half of it to the next action if the character is still in the acid, and it fits with our nice Concentration description, the amount of damage typically taken over a round, and the sort of logical outcome you'd expect.
You wouldn't get a case of the character taking the last damage long after they'd left the acid, since it's never going to apply later than within a single round (which would simply mean that they were burnt by the acid during the course of their turn, suffering the full damage by the end of the round. Maybe it kills them by the end of a round, but that's okay for an effect that supposedly lasts all turn. Apply it as half per action and it fits even better.
As for only taking half damage, that fits the acid damage rules because it's described as half damage without changing the full amount. It's the same as how making a Reflex save against a fireball and taking half damage doesn't contradict the spell's normal damage. You can roll full damage just fine even if you don't end up using it all.
Except the concentration rule confirms the damage is rolled at the start of a round, the person doesn't take the damage upon casting the spell, but is "considered" to have taken it for the Concentration DC.
So the rule confirms that full damage is rolled at the start of a turn
Being considered to be a certain way doesn't exclude the damage from actually applying in exactly the same way. Quite the contrary. Nor does it suggest the start of a turn anywhere.
The Concentration rule has a second part , that states on the last round of the damage, spells can be cast without being effected by the damage, this confirms again that the damage is rolled and taken at the start of that round, since if it was taken at the end it would still effect the Concentration checks.
The second part doesn't refer to the last round of damage (the paragraph in question doesn't contain the word "turn" or "round" anywhere); it refers to simply the last damage that the continuous effect could deal. That's independent of any particular turn or round. It's simply a question of whether or not the effect has dealt its last dose of damage; when that dose was applied during a round is completely irrelevant.
If that damage was taken at the end of the character's turn, it would simply mean that the last damage from the effect had not yet been dealt, so it would indeed still require a Concentration check for a spell cast during the character's turn, just like damage that occurs during a later round.
-Damage is rolled at the start of a round (concentration roll for half damage confirms this)
-Damage is taken at the start of a round (last round doesn't effect concentration as above)
You're mentally patching in the "last round" part, since you seem to assume it, but it's not stated. The Concentration roll simply confirms that the damage has been rolled at some previous point, not when it was rolled.
You could, for example, be taking damage that isn't applied on a per-round basis at all (such as damage from exposure to cold), and the Concentration rules will work just as well since they aren't chained to rounds.
Falling/being pushed into a pit of acid, I can't see how that can be non-identicle. I am saying it works the same if you fall in, if you are pushed in on someone elses turn, if you fall in during initiative, if you fall in before initiative. If you start a turn in Acid or if you are pushed or fall into the acid during your turn. All the matters is you are exposed that round to acid, you take damage
In that particular comparison (as opposed to the flask of acid) the effects are dealt at different times, so their damage occurs at per-round times consistent with their initial exposure rather than automatically happening at the start of a character's turn.
One round later is the beginning of the next turn in the same initiative. If you begin a round in acid then that is initial exposure for that round.
One round later is six seconds later. A standard character's whole turn in the initiative order (their "round") is indeed a round of time since it matches that duration, but "one round later" is not automatically at the start of their next turn since an effect need not have begun then.
If you fall into a pit of acid at the very end of your turn, the next round of being in the acid doesn't begin until the same point during your next turn, or you'd be taking acid damage twice before even being able to react.
How many times do I have to state to you that I am refering to the same turn in which the initial effect occured? Since we were talking about walking into a trap I've simply assumed the same turn for sake of simplicity.
I'm still trying to demonstrate to you the distinction between a round and a turn; using this example is just more dramatically different than describing different points in your own turn and how they relate to the actual duration of being in acid.
I'm saying you take it on your turn simply because I am assuming you walked into the trap on your own turn, if you were pushed in on someone else's turn then you would apply it to that turn instead. I've specified enough times in this thread that it reoccurs in the same initiative order.
That seems to lead to you equating every round of time with a character's turn, rather than considering the rounds of time that do not exactly mesh in that fashion, and it's a chief point on which we disagree.
There's a convenient mechanical flourish that ends effect with a known duration in rounds (which is fair enough as a mechanical compromise when you know they'll definitely be finished by the turn in question even if they're not stopped sooner), but the rest of the association is coincidental. Effects tend to start and end in a loose correlation with character's turns because characters perform them, but it's easy to disassociate those effects from initiative to demonstrate their attachment to real rounds, rather than the convenient artifice of turns in initiative that allows combat to work.
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That's because stating it for every full round of exposure would be inaccurate. You don't necessarily need a full round to suffer the effects of initial exposure, even if it will be an entire round of time before you'll suffer the second dose of damage.
Then it comes to how the game treats round. The turn in which the exposure happened, the first round, ends just before the beginning of the same turn in initiative order.
So if the fighter (keeping it simple) moves and falls into the pit, he takes inititial damage and takes no more damage for the rest of the round. That round ends just before the beginning of his next turn.
On his next turn is a new round. He is once again exposed to acid (just the same as if he was suddenly dropped in again) It's a new round, it's new exposure.
The thing of it is, D&D 3.5 doesn't deal in seconds, it deals in rounds. Even effects that last X amount of time are broken into rounds, ie a 1 minute time is 10 rounds. If it is smaller then a round it is treate as a Full-round, Move/Standard action, a Swift Action or a free action etc. So unless it specifies otherwise that is how the "per round" is counted.
It's simple and straight forward, and 100% functional.
It's true that the Rules Compendium lists it under a broader "Energy" heading, but the only reference I can see to spells is in the sidebar (actually at the bottom of the page) discussing the oddity of calling acid a type of energy.
It does, however, place acid effects in the "Special Situations" section of the Energy entry. It's dealing with acid in nonstandard situations, rather than the general behaviour of acid in things like splash weapons or energy-using spells, and as the situations it describes note the effects of total immersion, fumes from large bodies of acid, and the possibility of drowning, it's almost invariably talking about an environmental source of acid.
A flask of acid is still just a flask of that mundane acid mentioned there. And why it can cover large bodies of acid (10d6 immersion, breathing hazards etc) is also covers 1d6 damage for contact with smaller sources. And lets be blunt the section deals with the 5 sources of energy as mentioned in the first heading. Acid, Fire, Cold, Sonic and Electric
Lets not get into the logic that acid isn't acid.
The start of exposure is consistent, but the beginning of a turn is not, since it doesn't consistently align with the beginning of a new round of ongoing exposure.
What game are you playing? The start of the turn in the same inititative order is the beginning of new round.
This is how every other effect in game works, when it began in the previous round doesn't matter, it only matters, again "per round" when the round it initiated ends and when the new round begins. This is initiative order.
If you've already taken damage from the initial exposure, then the very soonest you can take the next dose of damage is 1 round later. If you take it any sooner, it's more than once per round.
No it isn't , you only take the damage once on each round, unless you are LARPing and set a 6 second stopwatch, there is no way to mediate it otherwise.
Taking the damage at the end of a turn would conversely be taking the next dose less then once per round using your method. And there again is no real way of measuring the exact time something happens during a round, since individual actions are swift, move, Standard, Full-Round and not 1 second to attack with a knife, 2 seconds with a Great Sword, 4 seconds with a Longbow......
Rounds can often be measured from the start of one turn in initiative until just before the start of that same turn in the initiative order next time, and that duration is indeed a round of time, but it's also not the entire definition for a round (which is any six second period), just one of the possibilities.
And since no individual action can be measured in exact seconds there is no way to use a 6 second stop watch from the initial action to the current actions in the proceeding round. Initial exposure and beginning of a round are the only consistant methods.
And in this particular case, it's impossible to measure from the start of a turn unless the initial exposure occurred then, since it could result in applying damage more than once per round which would be inconsistent with the amount of damage that is stated to apply.
Conversly appying it at the end of a turn would result in applying damage less then once a round using that line of reasoning.
And again the rule doesn't say "per full-round" or "exactly after each full round expires" just per round. It only suffices in 3.5 rules that it occurs on each round of exposure. There is no further ruleset given nor implied.
Since the person can leave the acid at any given time, the only consistant way to deal the damage is at the onset of exposure on each round.
Then it comes to how the game treats round. The turn in which the exposure happened, the first round, ends just before the beginning of the same turn in initiative order.
The round for the turn in which the exposure happened is not automatically the same as a round measured from the start of acid exposure. They have the potential to coincide, but are not intrinsically linked.
So if the fighter (keeping it simple) moves and falls into the pit, he takes inititial damage and takes no more damage for the rest of the round. That round ends just before the beginning of his next turn.
In this case two kinds of rounds have occured. The fighter's turn began a round of action for him in combat. Once he fell into the pit, a separate but overlapping round of time began for acid exposure.
His own turn ends just before the beginning of his next turn (and it is indeed a round), while the round of acid exposure extends into his next turn.
On his next turn is a new round. He is once again exposed to acid (just the same as if he was suddenly dropped in again) It's a new round, it's new exposure.
By the time the fighter's next turn comes around, exposure to acid has not persisted for a round, but once the new round of acid exposure begins, he again takes damage.
A flask of acid is still just a flask of that mundane acid mentioned there. And why it can cover large bodies of acid (10d6 immersion, breathing hazards etc) is also covers 1d6 damage for contact with smaller sources. And lets be blunt the section deals with the 5 sources of energy as mentioned in the first heading. Acid, Fire, Cold, Sonic and Electric
It's not established that the acid in a flask of acid is of the same nature as the acid in a pit; perhaps it is, perhaps it is not. Not all acid is equal, as various different sources of acid show with their differing intensities and other effects.
But that's beside the point; a flask of acid behaves differently to an acid pit because of a formalized position in the rules that makes it a splash weapon, not really for any other particular reason. It's the nature of those specific rules that explains inconsistencies like not being constantly burned by the acid flask (you're probably still drenched in acid from the flask one round later but take no additional damage, while an environmental acid source would be burning you again).
What game are you playing? The start of the turn in the same inititative order is the beginning of new round.
This is how every other effect in game works, when it began in the previous round doesn't matter, it only matters, again "per round" when the round it initiated ends and when the new round begins. This is initiative order.
Rounds take a variety of forms. One of the common forms is to have a variety of overlapping round durations that form the places in the initiative order of various characters.
It is, however, just as valid for a round to begin from any point, not just the beginning a particular character's initiative. A round of exposure to acid begins whenever you were initially exposed, and that may well not correlate with the round of actions that forms your turn in the initiative order.
No it isn't , you only take the damage once on each round, unless you are LARPing and set a 6 second stopwatch, there is no way to mediate it otherwise.
Taking the damage at the end of a turn would conversely be taking the next dose less then once per round using your method. And there again is no real way of measuring the exact time something happens during a round, since individual actions are swift, move, Standard, Full-Round and not 1 second to attack with a knife, 2 seconds with a Great Sword, 4 seconds with a Longbow......
Difficult to mediate is not the same as mechanically inaccurate.
And since no individual action can be measured in exact seconds there is no way to use a 6 second stop watch from the initial action to the current actions in the proceeding round. Initial exposure and beginning of a round are the only consistant methods.
Or you can apply the damage that occurs at a time that is difficult to mediate at the point that is suggested by the Concentration skill, which is the best the rules do for a round that doesn't neatly measure up to a character's turn.
Conversly appying it at the end of a turn would result in applying damage less then once a round using that line of reasoning.
And again the rule doesn't say "per full-round" or "exactly after each full round expires" just per round. It only suffices in 3.5 rules that it occurs on each round of exposure. There is no further ruleset given nor implied.
Applying things exactly after each round expires is a standard you've used to claim that the damage occurs at the start of a turn. Without that, why not have it occur at any point you like during the next turn or even spread it out across that turn? Applying an effect that occurs continuously across different parts of a turn likewise fulfills the rule that it occurs on each round of exposure, and it avoids giving preference to the start or end of the turn.
Since the person can leave the acid at any given time, the only consistant way to deal the damage is at the onset of exposure on each round.
As we've demonstrated, that gives an inconsistent form of exposure, just as applying the damage at the end of a turn can do.
And if you avoid the logic of requiring a full round of exposure, there is still no inconsistency with applying it at the end of the exposure that occurs during a round, whether that's at the moment a full round ends (even for their turn) or simply at the moment that they leave the acid (since the moment that they leave the acid is just as definable as the moment they enter it).
To expand on your former statements, if we keep within the framework of the characters own turn as a round, we know four distinct timing events that we can use for dealing acid damage:
When exposure starts.
When exposure ends.
The start of their turn.
The end of their turn.
If you want to apply the damage for a round at the initial point of contact and at the start of each turn, it would be equally consistent to apply it at the end of each turn up until the final point of contact. It certainly makes sense for a character to only have suffered the effects of a full "round" of exposure after actually spending a their own round within the acid, rather than taking a full round of damage before being in the acid for even one of their own turns.
And this is equally true for the acid flask, since it's true exposure (the time in which it applies damage) is typically a single instant comprising both the start and end of exposure. Its companion splash weapon, the flask of alchemist's fire amkes an interesting addition to all this by allowing the target to take a full-round action to extinguish the flames before taking the additional damage on the round following a direct hit, indicating that the damage occurs later, rather than earlier.
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The round for the turn in which the exposure happened is not automatically the same as a round measured from the start of acid exposure. They have the potential to coincide, but are not intrinsically linked.
And I will again tell you that there is no other ruleset in 3.5 to do it otherwise. Every single other effect, ability etc functions this way, there is no rules for individual timers. I could list endless scenerios, none of which work like you are suggesting, because the game doesn't deal in individual timers, it works in Rounds and Turns. It doesn't matter when it took effect in the first round, it stops at the end of that round, and is counted from the beginning of the next round.
And I will again tell you that there is no other ruleset in 3.5 to do it otherwise. Every single other effect, ability etc functions this way, there is no rules for individual timers. I could list endless scenerios, none of which work like you are suggesting, because the game doesn't deal in individual timers, it works in Rounds and Turns. It doesn't matter when it took effect in the first round, it stops at the end of that round, and is counted from the beginning of the next round.
I never said that the game didn't work in rounds and turns; they're just not the same rounds that you think they are (the existence of turns actually depends on the characters having individual timers for their actions). Effects that last a certain number of turns do end just before a particular initiative count, while other effects are not stated to apply in this manner (and their omission from the statement suggests that they do not apply in that manner).
Additionally, since it doesn't matter when the effect takes place in the first round, why should it matter when it takes place in any subsequent rounds? There is no intrinsic problem there, and it doesn't conflict with the ending time of any effect (not even those with certain durations in rounds, since they still end at the same point) it simply produces different results.
Let's consider that flask of alchemist's fire in the sample situation of a fighter reading to throw it upon a hapless wizard while she's trying to cast a spell. The wizard moves into position, tries to cast her spell, and the fighter throws the flask upon her, dealing 1d6 fire damage. On the round following this direct hit (her next turn), she takes 1d6 damage. If she can take a full-round action to extinguish the flames before taking the second dose of damage, when does she take that action?
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Zauber's Mutable Rod: This rod has a number of useful functions that make it easier to live in the wilderness. It is made of polished wood, with five studlike buttons on one end. Each button produces a different effect when pressed. Unless otherwise noted, the rod’s functions have no limit on the number of times they can be employed. • When button 1 is pressed, one end of the rod produces a small flame, equivalent to a candle. • When button 2 is pressed, the rod unfolds into a two-person tent, complete with bedrolls and warm blankets. • When button 3 is pressed, the rod becomes a one-handed hammer, suitable for pounding pitons into a wall. • When button 4 is pressed, the rod becomes a sturdy iron spade. • When button 5 is pressed, the rod becomes a wooden bucket able to hold 2 gallons of liquid. Once per day, it can be commanded to fill with fresh water. If the rod is seriously damaged or broken in any of its alternate forms (button 2, 3, 4, or 5), it reverts to its basic rod form and cannot be activated for 24 hours. Moderate conjuration; CL 9th; Craft Rod, minor creation; Price 375 gp; Weight 2 lb.
In the first round it takes effect when the PC falls into the acid.
It does matter when the effect takes place during a round because it can change what occurs during that round, especially if it would interupt the actions during that turn. For example if the Acid damage would kill the character then allowing them to cast a spell first or climb safely out first, then yes it matters when the damage is taken.
The Acid effect is stated to apply in this manner, because it is an acid effect, it would function no different then the spell Acid Arrow, which is also an Acid Effect, they both do damage per round. Acid Effects deal damage "per round" and the rules state exactly how that works
"Effects that last a certain number of rounds end just before the same initiative count that they began on."
Acid Effects last a number of rounds corresponding to the number of rounds exposed. Exposed 1 round, it lasts 1 round, exposed 5 rounds it lasts 5 rounds. It falls under this rule, and there being no other rules, this is how it would work.
As for the Alchemists fire, the target needs to take a full-round action to put the fire out. Typically in a Comabt round they would get a chance to take this action before the next round. ie: Initiative order, Wizard, enemy, ally1, ally2
-Wizard, -Enemy, Throws Alchmnist flask at wizard (round 1 of flask) -Ally1, rnd 1 of flask -Ally2, rnd 1 of flask -Wizard, rnd 1 of flask, full-round action to put out -Enemy, start of round 2 for flask
It is key here that the second round doesn't occur until the enemies turn, so the wizard has turn before this to put the fire out.
In your case, the Enemy readies an action to throw the flask
-Wizard -Enemy readies an action to throw flask -ally1 -ally2 -Wizard casts spell, enemy throws flask, end of Wizard's turn, rnd 1 of flask -The inititative order now changes as a result of the readied action -ally1, rnd 1 of flask -ally2, rnd 1 of flask -enemy, round 2 of flask -Wizard , turn is too late to put fire out for round 2.
Readied actions change the initiative order because the action is considered to have taken place right before the turn it is taken (the wizard's casting) The Wizard unforetunatly didn't spend his turn trying to put the fire out and instead spent it trying to cast a spell. He takes 2 rounds.
However, in the above case I would find it reasonable, (but not RAW) if the wizard had an action left that turn, to allow the wizard to attempt to put out the fire as a move action during the turn he was hit as a Special Case rule. Again not rules as written, but fair enough and there is some precedents for being able to use a standard action in place of a full-round action.