![]() Same reason why someone who doesn't know what spell is wouldn't dodge. Imagine pointing a gun at someone who doesn't know what a gun is. If you don't know what the spell is, you have no reason to aim dodge something that could just as easily be CLW or dancing lights as far as you're concerned. It's a purely thematic justification with no rules or balance backing. There's simply no precedence for it anywhere. That said - why do you feel like you have to ID a spell to not be flatfooted against it? I can (just - if I squint) see the justification for no dex to reflex when flatfooted (albeit I think it is a really bad rule) I can see no justification for needing to ID a spell. If it did it would be mentioned in the rules some place, and it is not. So even if your GM did rule that being flat-footed denied dex to reflex saves (which it doesn't) you would still get to make the save (just without that bonus) and not identifying the spell as it was cast at you does not make you flat-footed. ![]() Outside of specific special abilities that might tell you that you make an opponent flat-footed, you are normally only flat-footed at the start of combat until you take your first action. A flat-footed character loses his Dexterity bonus to AC and Combat Maneuver Defense (CMD) (if any) and cannot make attacks of opportunity, unless he has the Combat Reflexes feat or Uncanny Dodge class ability.Ĭharacters with Uncanny Dodge retain their Dexterity bonus to their AC and can make attacks of opportunity before they have acted in the first round of combat.Īlso, not identifying a spell doesn't make you flat-footed against it. A character who has not yet acted during a combat is flat-footed, unable to react normally to the situation.
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