If you read under the lamp/lamp oil it says it can function almost exactly like alchemist fire. You can spend a full round turning it into a Molotov with a 50% chance of igniting all we did was cancel the %50 chance of ignition,
you didn't give me any distances so I told you what I wanted to do, not what round it needed to be done in, like I said my first round of involvement with a double move action gave me 60 foot to get into position, "coming in from the side" if that still wasnt enough then the beginning of the second round would have been a move aswell finishing off with the tumble afterwards leaving me ready to attack and tumble out on the 3rd. It may have been dead by then but at least I didn't volunteer myself as food. (7 hp)
while the out come was good it could have been the death of me. A rouge gets all these skills to balance it out to the other characters and if they are going to get made redundant I may as well go a peasant.
I feel I am fairly dedicated, however the more I think about it, I don't see it as needed. I can describe with good accuracy and detail the lay of the land. Setting up pictures for every round in battle, while plausible, is not practical.
Later on I think I will try and upload some maps of the overall land mass though. Showing where the kingdoms, forests, rivers, and such are located in regards to each other. For right now the area the PC's are playing around in is rather small so it isn't really needed, yet.
I have been thinking more about the two attacks per round with a bow and sling. I would like to keep that rule however I want to make it a -4 / -4 to the attack rolls. This takes into account that though you can fire a bow within six seconds (a round) twice, your accuracy will suffer in combat. Sense this is a new rule I don't want to apply it until after this battle.
I feel this is more fair because it takes into account that their is a feat that allows this type of attack without penalty. Also it allows a two weapon fighting style, so to speak, with the bow.
-4 is effectively 1/5 or a 20% penalty, so this isn't as much a standard mechanic as it is an option to allow any player the choice to make two attacks with a bow but with a fairly solid penalty. Your point about being able to do basically the 2 attacks/round with a bow being a Feat or whatever, which makes it sort of "free" for bow users, is a good one though. You're the GM so it is up to you and I don't use a bow but maybe some of the bow users will stop in and post their thoughts.
I think I'd personally choose one attack at normal proficiency, but that's me, and I can only use a sling anyway with this character, heh.
I was just reading into lemures and saw they are immune to fire. I am not sure if this means burning hands, a magical fire, was supposed to do no damage. The way I am looking at this though is they are hurt by magic, and burning hands is magic. Wether it is a fire spell or not it is first magic.
Does anyone else have any insight on this?
Also yes like JPatt said it would be nice to have input from the bow users on the -4 / -4 thing.
Edited: Oliron on 11th Jun, 2010 - 7:45am
Once your base attack reaches 6 you gain a second attack, 6,1 all the way up too
16 11 6 1 (4 attacks in 6 seconds)
Fighters base attack grows quicker than wizards of course as they are more proficient and faster with weapons, this growth also displays your characters developmental ability with weapons as they become better at using them.
Eventually your base attack will allow you four attacks so dose this mean you are allowing 8 with a bow?
Also 2weapon fighting with out the feats imposes minuses way harsher then -4
It is entirely up to you as its your game, but the game had been revised about 6 times before 3.5 rules so I feel its a good bet to follow them.