
Mechanical Pear |

At level 20, this caster can strip immunity to fire, then deal (84d6+588)1.5 per fireball (a five foot fireball), and cast two fireballs a turn.
These are all the relevant stats to him.
The format is terrible. I don't care.
At level 2, he picks up the single level of oracle. He's casting 10 Burning Hands a day, that do either 5d4+10 or 4d4+8 damage each. Every turn, he's picking his least favorite enemy, and making him reroll something he did well. In a pinch, he can make his allies reroll 1/day/ally.
So he doesn't start out weak and get super strong. He's just always gonna be fun.
Male Agathion-Blooded Aasimar (Heavenborn, Scion of Humanity)
NG (deity?)
1 Oracle (Duel-cursed)(Blackened, Legalistic)
19 Sorcerer (Crossblooded - Orc/Red Draconic)(FCB: +1/4 CL on Good Spells)
STR 7
DEX 13
CON 14 +2 Racial
INT 13
WIS 7
CHA 18 +2 Racial, +5 Level
TRAITS
- Celestial Contact (race)(+1 CL to Good Spells)
- Wayang Spellhunter (Fireball)(region)(reduce the spell level cost of metamagic by 1)
- Gifted Adept (Fireball)(magic)(+1 CL to Fireball)
DRAWBACK
- Meticulous
FEATS
1 Raging Blood
3 Flumefire Rage
5 Mad Magic
7 Magic Trick (Fireball)
8* Widen Spell
9 Blissful Spell
11 Spontaneous Metafocus (Fireball)
13 Elemental Spell
14*Bloodline Mutation - Blood Havoc
15 Spell Perfection (Fireball)
17 Spell Specialization (Fireball)
19 Empower Spell
20*Quicken Spell
REVELATIONS (Nature)
1 Misfortune
* Nature’s Whispers
BLOODLINE POWERS
1 Bloodline Familiar (Sea Krait - Sage, Figment)
3 Fearless
9 Strength of the Beast
15 Wings
EQUIPMENT
Robe, Blazing (body), 11k gp (+1 CL for spells with fire descriptor)
Amulet of the Spirits (Flame)(neck), 10k gp
Star Cinder (neck), 50k gp
Sash, Diminishing (belt), 5k gp (+1 CL on spells that don't require components, 50 uses)
Headband of CHA +6 (k gp)
Comfort's Cloak (shoulders)
Torc of Bloody Rage, 8k gp (1/day, free action, Rage as spell for 6 rounds)
Ring of Revelation (Lesser)(Nature’s Whispers)
Mithral Spiked Gauntlet
+1, Dueling (+14k gp), Training ()(+1)
Mithral Buckler (1,015 gp)
+5 (k gp)
Karma Bead ()(standard action, 1/day, +4 CL for 10 minutes)
Fire Fragment (350 gp)(Fire spells +1 CL for damage, give Flaring Spell)
Widen Metamagic Rod (Lesser)(14k gp)
Wand of Lesser Restoration
Implanted Orange Prism Ioun Stone (30k gp)(+1 CL)
x3 Implanted Onyx Rhomboid Ioun Stone (72k gp)(+6 CON)
Altar of Nethys (8k gp) (+1 CL to Fireball)
FIREBALL NOTES
28 Total
19 CL
+4 Equipment (including sash)
+4 Bead
+6 Good
+1 Trait
+4 Feat
+2 Bloodline
+1 Blood Havoc
+2/+4 Flumefire Rage
Widened, Blissful, Empowered (free) Fireball (Spell Level 4)
Widened, Blissful, Empowered, Quickened (free) Fireball (Spell Level 6)
28d6 for 20 ft
42d6 for 15 ft
56d6 for 10 ft
84d6+588 for 5 ft

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I don't see a way for you to break the caster level cap for the spell, other than the bonus from concentrated spell. even with concentrate and widen and spell perfection I think you can only get to an extra 14d6 before empower. this means that at cap you would be at 36d6 after the empower bonus. still not bad but you really need the other bloodline mutations for this.
Also you are wearing 2 neck slot items. you can switch between them as a standard action I believe but maybe a full round. but both will not function at the same time.
Wayang Spellhunter- Race restricted, can't use
you have 3 traits not 2
Mad Magic does not work with your raging blood, although that rage is similar to bloodrage it is not bloodrage, so it will not function at all.
Blood Havoc cannot be taken as you have taken a familiar instead.
I think that is all that I noticed that was wrong so far.

Melkiador |

You can take a bloodline mutation in place of bloodline feat.
Alternatively, a bloodrager or sorcerer can select a bloodline mutation in place of a bloodline bonus feat, provided her class level is at least equal to the level of the bloodline ability the mutation normally replaces.
And the Wayang trait is surprisingly limited by region and not race. It probably should have been race, but it is what it is

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Huh, that is odd but alright. The other problem you are going to have which I have never seen cleared up is the stacking bonusses that don't stack. Caster level bonusses are not confirmed to stack from different traits. as they are both a trait bonus. I know these do not stack for initiative so some of your bonusses may not stack as high as you think they do. I'm not sure this has ever been clarified though. Same likely goes for multiple feats as I believe they are sometimes considered feat bonusses.

Mysterious Stranger |

One slight problem is that Fireball has a maximum damage of 106. Concentrated Fire cannot raise the damage past the maximum. So, you could have a caster level of 1000 and it still only does 106. Intensified spell can raise this by 5 levels to 15d6. Delayed Blast Fireball has a maximum damage of 20D6 and can go as high as 25d6 with intensified spell.
Even if you are using mythic rules the most damage you can get with a fireball is 25d10. That is assuming you are 6th tier and casting an intensified mythic fireball.
Sorry but this simply does not work.

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One slight problem is that Fireball has a maximum damage of 106. Concentrated Fire cannot raise the damage past the maximum. So, you could have a caster level of 1000 and it still only does 106. Intensified spell can raise this by 5 levels to 15d6. Delayed Blast Fireball has a maximum damage of 20D6 and can go as high as 25d6 with intensified spell.
Even if you are using mythic rules the most damage you can get with a fireball is 25d10. That is assuming you are 6th tier and casting an intensified mythic fireball.
Sorry but this simply does not work.
Concentrated fire specifically does break the cap

Mysterious Stranger |

Concentrated Fire (Selective Spell or Widen Spell, Spellcraft 6 ranks): You can reduce the radius of your fireball by increments of 5 feet, to a minimum of a 5-foot radius. For each 5-foot increment you reduce the spell, you increase the spell’s damage by 1d6. This additional damage can exceed the spell’s maximum damage.
The additional damage from Concentrated Fire can increase it past the maximum, but only that damage can exceed the maximum damage. It does not increase the base damage and allow you to exceed the 10d6 cap for caster level. Widen spell will increase the spread to 40 feet, so you can gain 7d6 by reducing the radius to 5 feet. That would put the dice to 17d6 without Intensify Spell, or 22d6 with Intensify Spell.

Mysterious Stranger |

Also Empower Spell does not actually increase the dice it simply multiplies the dice by 1.5. So, if you are counting bonuses per die they are based on the actual number of dice rolled, but are multiplied by 1.5.
So, if you are getting +7 per die the damage on a 22d6 fireball would be (22d6 +154) * 1.5. That would make the average damage for a 22d6 empowered fire ball 351 points.

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I think this is one of those contentious points about spell perfection. it increases all numeric increases to a spell that are modified by feats, not just damage. It effects any numerical change. meaning it increases the amount of dice concentrated fire adds per tick. so you get the extra 7d6 that way. It also actually doubles the bonusses of blood havoc and similar effects. hence the bigger numbers.

DeathlessOne |

...It effects any numerical change...
Incorrect. It effects 'any set numerical bonus'. And it goes on to explicitly call out feats that apply a flat numerical bonus. +1 DC, +1 caster level vs spell resistance, +1 to hit, etc, etc. If a feat is giving you a variable bonus to damage, spell perfection would not help you. This covers concentrated fire because you can vary the bonus through various means and choices.
I can see why this issue can be contentious. Selective reading doesn't help the matter.

DeathlessOne |

Is the bonus to widen flat then? that also increases the value of concentrated.
Flat? The Spell Perfection feat deals with 'set numerical bonuses'. Substituting different words in that might mean the same thing in one context, but another in a different, will not help the situation.
The question to ask is: "Is the bonus provided by Widen Spell a set numerical bonus?" To that, the answer is no. Widen Spell provides no 'bonus' to a spell. It merely increases the area of the spell by a set amount, specifically 100% of its normal value. That is variable depending on the spell it is used on. You could make an attempt to argue that 100% increased area is a bonus in a certain context, but you have to look at the example feats provided in Spell Perfection to remain in the correct context of what 'set numerical bonus' means.
Now, if you bring Magic Trick (Fireball) into the equation and use the Concentrated Fire trick, you are now providing numerical bonuses to the spell. However, these bonuses are variable amounts (1d6) based on a variable choice (radius reduction). Using Widen spell in conjunction with this trick is merely adding the option for higher variable amounts of damage.
Flumefire Rage also provides variable numerical bonuses to the spell, as the 'numerical bonus' is variable based on the number of damage dice being rolled. Blood Havoc is not a feat, so Spell Perfection wouldn't interact with it at all anyway, but it has the same issue as Flumefire Rage.

Mechanical Pear |

Wow, a lot to cover. I didn't spell it out,but yes, Im using the magic tricks clusterbomb and concentrated fire. This is not caster level capped. For the same reason, they would not benefit from intensified spell.
Blood rage says, "Otherwise, this benefit is the same as the bloodrage class feature". It acts as bloodrage. Mad magic says I can cast during bloodrage. The feat, Raging Blood, doesn't say I can't cast while raging. But we know that's true, because its told us it's bloodrage.
I have three traits, and one drawback, which is an optional rule.
There are many items contending for my neck slot, but most DMs I've had allow the rules that I can make it a ring for 1.5 the cost, or slotless for x2. Worse case, I can switch necklaces as necessary.
It seems three's confusion on the numbers though. If you see how my caster level gets to 28, then I can cast fireball. Clusterfire, widen. That's a 14 blast fireball, each doing 2d6 damage with a 20ft area.. Using condensed, for every 5 ft I shrink the range, the damage goes up by 1d6. So if I shrink it down to only 5 ft, that's 14 balls doing 5d6. The bonus damage per die is maxed at +7. +1 each for orc and draconic bloodline. +1 for blood havoc (which can be taken as a feat, even if I have otherwise gotten my 1st bloodline ability). I would get +1 for Flumefire Rage, or +2 if I'm raging. This would be doubled with spell perfection (this and spell specialization are the only things improved by spell perfection). So I'm raging, and getting a total of +7 fire damage for every damage die of the spell.
I did just notice wrong numbers in my notes. 28d6 damage is correct for a 20 ft blast, but at 5 ft, it is increased only to 70d6 (14 blasts, at 5d6 each).
70d7 would then get +490 (+7 per die). When empowered, even those +7 per die points are empowered ("All variable, numeric effects of an empowered spell are increased by half including bonuses to those dice rolls.")
One last point, then i think we're all caught up. Flumefire Rage gives a flat bonus to a spell, and it is a feat. +1 damage per die is flat. If weapon focus (ray) gives +1 to hit, you don't call it variable because sometimes you get more rays per spell.
If it added 1d3 points of damage per spell die, then we'd agree it was a variable bonus, and wouldn't be improved by spell perfection.

DeathlessOne |

+1 for blood havoc (which can be taken as a feat, even if I have otherwise gotten my 1st bloodline ability)
Blood Havoc is a bloodline mutation, which can be taken in place of a feat, specifically in place of a bonus feat from their bloodline class feature. It is not a feat in and of itself.
One last point, then i think we're all caught up. Flumefire Rage gives a flat bonus to a spell, and it is a feat. +1 damage per die is flat. If weapon focus (ray) gives +1 to hit, you don't call it variable because sometimes you get more rays per spell.
Flumefire Rage adds a variable bonus to spell damage where the variable is how many dice are being rolled. It is not a 'flat' (set numerical) bonus. And having multiple rays does not make the +1 to hit a variable bonus to the spell. It is, and remains, a 'flat' (set) +1 to hit for each separate attack.

Mechanical Pear |

" It is not a feat in and of itself." I wasnt implying that it was. It is not improved by spell perfection. But someone else said i couldn't get it because I had a bloodline familiar.
"Flumefire Rage adds a variable bonus to spell damage..."
Agree to disagree. I don't call +1 variable, even if it's added to something that is variable (like in my example of weapon focus). It's a set number when applied to a spell. It is not randomised upon casting. So it's set and numerical (widen spell or magic trick are not improved by spell perfection).

DeathlessOne |

Agree to disagree. I don't call +1 variable, even if it's added to something that is variable (like in my example of weapon focus). It's a set number when applied to a spell. It is not randomised upon casting. So it's set and numerical (widen spell or magic trick are not improved by spell perfection).
Being 'randomized' is not part of the restrictions of the Spell Perfection feat. The context of the other feats referenced in the description shows what is meant by a 'set numerical value'.
However, as I said before I can see why this issue is contentious. I won't agree to disagree but I will acknowledge that you bellieve in the validity of your interpretation. If someone shows up at my table with something like this, I'd turn them away without thinking twice.

zza ni |

Mechanical Pear wrote:Agree to disagree. I don't call +1 variable, even if it's added to something that is variable (like in my example of weapon focus). It's a set number when applied to a spell. It is not randomised upon casting. So it's set and numerical (widen spell or magic trick are not improved by spell perfection).Being 'randomized' is not part of the restrictions of the Spell Perfection feat. The context of the other feats referenced in the description shows what is meant by a 'set numerical value'.
However, as I said before I can see why this issue is contentious. I won't agree to disagree but I will acknowledge that you believe in the validity of your interpretation. If someone shows up at my table with something like this, I'd turn them away without thinking twice.
i would call '+1 per x' a set number. My point is as follows: power attack's (and such feats) damage bonus are considered set numbers even though they change as bab get higher.
the way i'll go is to check if number is set once the spell is cast, after all the spell given options are selected. If a number depend on dice roll it is variable. if it is a clear number it is a set.
Derklord |

Flumefire Rage gives a flat bonus to a spell, and it is a feat. +1 damage per die is flat.
If the feat gives different bonuses at different caster levels to the same damage roll, it is not a "set numerical bonus". If it was set it wouldn't change.
If weapon focus (ray) gives +1 to hit, you don't call it variable because sometimes you get more rays per spell.
Weapon Focus is a set numerical bonus because it applies to the attack roll, and it always adds the exact same thign to any attack roll affected by it. That you can sometimes make more attack rolls is irrelevant, because a bonus is to a statistic, and that part has to be set - not what the entire spell profits from.
i would call '+1 per x' a set number. My point is as follows: power attack's (and such feats) damage bonus are considered set numbers even though they change as bab get higher.
Are they? I wouldn't consider PA's bonus a "set numerical bonus". Is there even anyhting that interacts with PA that way?
the way i'll go is to check if number is set once the spell is cast, after all the spell given options are selected. If a number depend on dice roll it is variable. if it is a clear number it is a set.
Under this interpretation, "set numerical bonus" and "numerical bonus" are identical. Paizo does like to sue redundant language, but I don't think that's the case here.

zza ni |

'numerical bonus' is a bonus that can be counted (and defined by a number) it also include non set numerical bonus such as a variable - 1d6,1d8, 2d4+10 etc. this is also a 'numerical bonus'.
way i see it :
'numerical bonus' include ALL kinds of bonuses that can be counted with numbers. and they have sub division of 'set numerical bonus' and 'variable numerical bonus'
see this FAQ for example. the question ask about 'numerical bonus' and the answer include both kinds
"the +50% from the feat applies to the 2d8 and to the level-based bonus."

DeathlessOne |

'numerical bonus' is a bonus that can be counted (and defined by a number) it also include non set numerical bonus such as a variable - 1d6,1d8, 2d4+10 etc. this is also a 'numerical bonus'.
way i see it :
'numerical bonus' include ALL kinds of bonuses that can be counted with numbers. and they have sub division of 'set numerical bonus' and 'variable numerical bonus'see this FAQ for example. the question ask about 'numerical bonus' and the answer include both kinds
"the +50% from the feat applies to the 2d8 and to the level-based bonus."
The problem with this interpretation is that it ignores the example feats given in the explicit description of the Spell Perfection feat. It is only the desire to see this feat work with numerical bonuses that are not shown as examples that even allows such an argument to be made. It eventually just boils down to a semantics free for all in order to make it work at all.
This is the last thing I'll say on this particular matter. I feel that I've used up more than enough of my fair share of this thread.

Derklord |

'numerical bonus' is a bonus that can be counted (and defined by a number) it also include non set numerical bonus such as a variable - 1d6,1d8, 2d4+10 etc. this is also a 'numerical bonus'.
It's numerical, but not a bonus. A bonus needs to be added to something, that's what the word means. The die is the base where a bonus get's added to.

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As a general response: if your GM allows it, it works.
Blissful only works on spells that target a single creature. Even if you make the radius 5’ with Magic Trick a fireball is still an area spell, not a single-target.
Overall you are relying on some dubious/debatable readings of a lot of rules. For example - “Cluster Bomb (Spellcraft 6 ranks): You are able to throw multiple small explosions with a single spell instead of the normal effect. For every 2 caster levels, you toss a miniature fireball with a 10-foot radius that deals 2d6 points of fire damage.”
“Instead of the normal effect.” The normal effect of a widened fireball is a 60’ radius fireball. But instead of that you get 10’ radius fireballs. But you are reading it as if the widen happens after the cluster.
As for Spell Perfection, it works with feats that add a “set numeric bonus.” Synonyms for set (adj.) include “firm”, “frozen,” “inflexible,” “fixed.” “+2” is a set bonus. “+2 per die” is not set.

Mechanical Pear |

Oof, I completely missed that on Blissful Spell, you're right. That'll change the whole build.
Yeah, I think we'll just leave it to the DM. I'm a pretty strict DM, but I don't see anything questionable here (except my mistake about Blissful Spell).
I don't know why people think +1 per damage die is different than +1 to attack per ray. If the feat said "Evocation spells deal +10 damage", would Spell Perfection double that? What about if it said "Evocation spells deal extra damage equal to the spell level"?
And is there rules spelled out talking about the order in which metamagic feats are applied? I didn't think there would be any problem customizing a spell with a feat, and freely insert the effects of metamagic.
Either way, I agree, I don't really feel like debating it any further. I'd have to clear it with a DM to play, because there are obviously concerns other people have, but I don't feel like I'm abusing any rules, or misreading how things work.
I mean, honestly, I thought I was pretty strict with this build. Instead of a trait that gives me +1 CL for Fireball, I could have taken Magical Knack, and instead gave all my Sorcerer spells +1 CL. But I thought there may have been issues with "to a max of your HD". I think it would work. But I could see how some people would say "Since your effective caster level (with Blissful and all that) is higher than your HD, that trait doesn't give any benefit." And as much as I'd love to allow this character to use the half-orc favored class bonus for Sorcerer, and I count as having the Orc subtype (see the Orc bloodline)...but no. Half-Orc isn't the same as Orc (though it can be used the other way around). So I didn't build on that.
So bringing the thread back on track....
What do you think? Should I go gnome instead? I could get +1 CL to fire with that. Or a race that gives Spell Focus at level 1? With Blissful gone, I could find room for Varisian Tattoo.
And I'm not wanting to eek out every last point of damage. I still want this to be an effective, all around good character. I know my AC is abysmal. I'm very fragile. I could just say, "Well, it's a caster", but if I can overcome weaknesses, I'd like to.
With a DM's permission, I *could* taken Nature's Whispers at level 2 (once I get my first level of oracle). With that and Mage Armor and my +1 DEX mod, I'd have an AC of 20. As soon as I can afford and find a Ring of Revelation, I'll get one of Nature's Whispers, and retrain my revelation into Misfortune. I love Misfortune, especially earlier on. But I dunno. I normally don't like planning retraining like that. While legal, it feels cheap.
Or I could change the draconic bloodline to Psychic, and be able to wear medium armor. Once you get +8 bracers of armor, medium armor isn't worth +1 damage/die on all your main dps. So I don't want to do that.
Either way, I do think I want to make him Chaotic Neutral. And he'll try to eventually get a Fast Black Dragon Skeleton to ride. After all these years, I still don't know the rules on how riding a mindless undead would work. I assume it wouldn't be handle animal checks, but...
BUT, his patron deity would be like, some NG or LG mystical goddess of goodness. He's not learned or devout, but one of his parents was, and always told him that the goddess was looking out for him. And he wears an amulet holy symbol under his shirt.
Would definitely play up his Wisdom only being 7. He's very rash, and doesn't have a good handle on things. But he's fun to be around. Witty.

DeathlessOne |

I don't know why people think +1 per damage die is different than +1 to attack per ray. If the feat said "Evocation spells deal +10 damage", would Spell Perfection double that?
Yes. That is a 'set numerical bonus' and does not vary at all.
What about if it said "Evocation spells deal extra damage equal to the spell level"?
No. That is a 'variable numeric bonus'.
*withdraws again and mutters to self about his inability to leave it alone*

Derklord |

I don't know why people think +1 per damage die is different than +1 to attack per ray.
Because the word "set" means that it's fix, and doesn't change. "+1 per damage die" does change, and thus isn't "set".
Basically, Spell Perfection's doubling only works on numbers that are printed in the book. "+1 per damage die" for a clvl5 Fireball is a +5 bonus, but no where in the feat describtion does this "+5" show up, and therefore it's not doubled.

zza ni |

i'v seem to not explain myself well enough.
first let me make it clear. as far as i can tell the RAW (and probably RAI as well) of spell perfection does NOT include things that change based on level etc.
As i mentioned it is MY ruling to do so. and the reason is such:
i like things to be simple.
I used to teach 3.5 at youth centers to children and i still game for children. i like to not make it too complicated and group things together in a logical way.
if one rule is like another it's easier to remember then if it changes for every variant instant.
when multiplying things like damage from a crit. the things that get multiplied are the set numbers -as i put them above, as set in that moment, so power attack is in, but added 1d6 from flaming is not.
it just feel right to me that a feat that multiply other feats effect, should do so in the same manner. if you think about it, WHY is spell perfection multiplying set numbers? and why is it only set numbers as RAW and not also momentarily set numbers (as i phrased them). I feel that it double those numbers because you perfected your spell casting of said spell so anything that is sure can have double effect -then the same should be for other things that are sure.
Just for ease of not having one kind of multiplying differ too much from another (while the reason to double the first seem to apply for the later) so i use the same definition for both. numbers are multiplied. dice rolls do not.
for me spell perfection is like criting with a spell's added effects. it show greater potential reached. so the things it say to multiply should follow the same method.

Mysterious Stranger |

I look at this from a stand point of writing a computer program. A set bonus is something hardcoded into the program. If I have to invoke a variable, that is not a set bonus. If I am writing a function that calculates the damage of a fireball the caster level will be a variable I pass into the function. This is not really in the rules, but it helps to conceptualize how to handle it.
Benefit: All variable, numeric effects of an empowered spell are increased by half, including bonuses to those dice rolls.
This view is supported by Empower Spell. Empower spell only increases the variable numeric effects. Both the dice rolled and bonuses to the dice are increased. That makes is pretty clear both are considered variables.

Mysterious Stranger |

I look at this from a stand point of writing a computer program. A set bonus is something hardcoded into the program. If I have to invoke a variable, that is not a set bonus. If I am writing a function that calculates the damage of a fireball the caster level will be a variable I pass into the function. This is not really in the rules, but it helps to conceptualize how to handle it.
Benefit: All variable, numeric effects of an empowered spell are increased by half, including bonuses to those dice rolls.
This view is supported by Empower Spell. Empower spell only increases the variable numeric effects. Both the dice rolled and bonuses to the dice are increased. That makes is pretty clear both are considered variables.

Derklord |

As i mentioned it is MY ruling to do so.
What you're talking about is not a ruling, but rather a houserule. You are deliberately ignoring the rules to substitute your own. Which is fine, but you should make clear what you are talking about. "way i see it" doesn't tell us "I do it differently in my home game", it tells us "I disagree with your interpretation/conclusion/etc.".

Mechanical Pear |

I mean, it doesn't say "Add X damage, where X is the number of damage dice." It just says "Add +1 damage per die". But, now that this dead horse is thoroughly beat, if a DM wouldn't allow that, the fireball does 2 damage per damage die less.
70d6+350 averages to 596 fire damage. Cast twice in a turn is 1,192. It's not really overkill, though, considering how rare it'll be to narrow it all the way to only 5 ft.
Either way.
I did realize that in my notes, I had this item, but it didn't make it to this post.
Amulet of the Spirits (flame) 10k gp
Twice a day, as a swift action, give a target fire vulnerability for one turn.

Derklord |

I mean, it doesn't say "Add X damage, where X is the number of damage dice." It just says "Add +1 damage per die".
So? Spell Perfection doesn't ask for a specific language. It simply asks for a "set numerical bonus", and if you need to calculate the bonus, it's not a set numerical bonus, no matter the wording.
You still act as if this was something a mean-spirited GM might rule based on some overly literal reading o the rules, or something.
But that's simply not the case here. Declaring a variable bonus to count for Spell Perfection's "set numerical bonus" is like saying that you can increase the DC by taking Weapon Focus (Fireball), arguing that a DC is basically like an attack roll, and that because the feat increases the chance to land Scorching Ray it should do the same for Fireball.
It's not the GM who "wouldn't allow that", get that narrative out of your head. The feat in question uses the word "set", and no definition of that word lets you apply the feat to a non-set because variable, changing, or dependant bonus.