Skrayper's page

Organized Play Member. 31 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


Bard is a strong buffer.

A lot of good buff spells (i.e. ones that last 1 hour per level) can be found in the Druid spell list, so they'll work well too. Don't think they top a Bard though.

Plus Bards are hella fun to RP. Charismatic as heck, super sociable, etc.

I just got done building out my 13th level hunter. This is the stat block for when she is flanking a creature when the pet charges it:

Applying the following:
Big Cat AC
Improved Natural Attack (Bite)
Power Attack
Pack Flanking (for lining up)
Charge (Pounce)
Precise Strike
Animal Focus: Bull

Bite: 3d6+20 - +21 to hit
Claw: 2d6+20 - +21 to hit
Claw: 2d6+20 - +21 to hit
Rake: 2d6+20 - +21 to hit
Rake: 2d6+20 - +21 to hit

Total damage: 11d6 + 100 if all strikes hit (CR13 monsters average out at around 27-28 AC, so most will hit.)
Assuming 4 out of 5 hit (bite, 2 claws, 1 rake), average damage:


(This doesn't include my hunter's attacks, or things like Greater Magic Weapon).

So you can make up for the shortfall on BAB without sacrificing damage.

I even spent three feats on ranged attacks, and my cat has feats for boosting Will Saves, Light Armor Prof, and a Belt Slot (for wearing a +2 Str/+2 Dex belt, and spent one progression boosting INT). I didn't go full bore.

Now, that said - if you want to go unusual, check this page:

Further down is this:

The following creatures can be chosen as beast companions by a character with the Beast Speaker feat. Their entries and advancement are the same as for animal companions, with two exceptions. First, creatures with an Intelligence score of 3 or higher have one or more additional prerequisites the character must meet to select the companion. Second, each beast companion has a mastery ability that it can use only if the character it is bonded to has the Beast Speaker Mastery feat. The minimum level to gain this ability is listed in parentheses. The save DC for any of a beast companion’s special abilities is 10 + half the beast companion’s HD + the beast companion’s Constitution modifier.

It includes Basilisks, Death Worms, a few more but not many.

You can also add templates to them:


Animal Companion Archetypes
Consult your GM if the following animal companion archetypes are allowed:


Aberrant (Companion Archetype)
Ambusher (Companion Archetype)
Animal Companion Archetypes by Other Publishers
Apex Species (Companion Archetype)
Augmented (Companion Archetype)
Auspice (Companion Archetype)
Bodyguard (Companion Archetype)
Bully (Companion Archetype)
Charger (Companion Archetype)
Daredevil (Companion Archetype)
Deathtouched (Companion Archetype)
Draconic (Companion Archetype)
Elemental Companion (Companion Archetype)
Feytouched (Companion Archetype)
Nanite Infested Animal Companion Archetype (3pp)
Precocious (Companion Archetype)
Racer (Companion Archetype)
Totem Guide (Companion Archetype)
Tracker (Companion Archetype)
Unexpected Intellectual (Companion Archetype)
Verdant (Companion Archetype)
Wrecker (Companion Archetype)

Plants and Vermin, including the aforementioned Giant Dragonfly, are listed.

Get yourself a giant mosquito. It's basically an insanely powerful stirge (which I have seen wreck low level encounters). Also the benefit of being able to name it "Drinky McSlurpy"

Well, the "good" undead is because in the past, when I've run evil campaigns - they just turn into murder sessions. So why take the chance? Also I am hoping it will be lighthearted. Having them be evil would likely make that much harder.

The level 5 starting point would be pretty good. I could work with that too. Not a bad idea...

I wanted to explore the idea for players playing undead characters. A few thoughts came to mind:

1. Not just slap the undead template onto them, but rather have them pick undead races and then appropriate classes to go along with them. Trying to ensure that nothing is OP, I want to see if there are enough flavors of undead to restrict them to CR1 or lower undead creatures. Of course, if they pick some with limitations (if it doesn't have a body, I'd give the still spell feat automatically applied to spells, etc).

2. Mostly for fun. Not to be taken TOO seriously. So I don't mind the idea of a zombie paladin (of course, "mindlessness" won't be a trait that sticks around). I'll make the lore of the world work for it.

3. Yes, there will still be evil undead. I'm still working out how other races might perceive "good" undead. Probably will vary a lot.

Thoughts are welcome. Especially on which undead types work best.

In 2nd edition, they eventually did provide examples of "good" Liches - elves that took on the curse in order to lead their people for centuries after they would have died. They were called Baelnorn liches.

The thing is, these types of things don't really exist directly in Pathfinder lore. They are purely a Forgotten Realms creation.

If *YOU* want to come up with a way within your world for a good person to become a lich, more power to you. Just be logical. Such an act would likely include:

1. Incredibly powerful magics
2. Sacrificing something (in the name of being a good Lich, probably powerful magical items)
3. Possibly some kind of artifact to quest for that is to large to carry with the players/NPC
4. A lost tome
5. Deal with a good-aligned diety to wander the realms, righting wrongs and such

The concept is that undeath is the antithesis to life. That makes the justification of ANY undead creatures being "good" or really even "neutral" hard to work in and maintain that core concept. It's not IMPOSSIBLE, because your world follows your rules. I would just make sure that you are consistent in that portrayal.

1. Can any intelligent undead be "good"? Can a vampire choose to only drink animal blood or blood from those volunteering to feed them? Can a zombie lord use his minions to build homes for orphans and only eat animal flesh? Etc, etc.
2. If they can, how do they view their evil "undead kin"?

Such concepts can be ripe for storytelling and fun gameplay, but should always make sure you know what you're getting into.

Incredibly flamboyant vampire bard.

Boost the heck out of all the charisma skills.

Each time they encounter the villain, have them question their sanity as everyone else around them loves them.

Also, they only ever drink blood from willing people. Still a villain, but not in the classic vampire sense. Make them into a jewel or art thief. Break the status quo.

Honestly? You're better off starting over. Tell them there's a book limitation. We typically play with just Core and APG, sometimes with the ACG as well and Ultimate Equipment. That's it.

Pathfinder's biggest issue is its size - the same things happened to AD&D 2nd and 3rd edition (and other systems, like Rifts). Each writer thinks up a new "thing" but no one has the time before the publication date to scour every possible combination.

Players, OTOH, are legion - and they WILL scour every conceivable combination. That's why limiting the books is in your best interest sometimes. Then, you can restrict even further. Don't like Summoners? Gone. Think the Alchemist is broken? Later.

I don't think you can fix that campaign. You will almost assuredly be homebrewing every monster they fight and that will likely just become exhausting.

At the moment for my hunter (low magic, bronze age, dice rolled stats game, allowed books are Core, APG, ACG). I have the following at 5th level:

Weapon: Glaive
Pet: Big Cat
Combat Expertise
Pack Flanking
Precise Strike
Combat Reflexes
(The feat that allows your companion to get a Shaman pet power)

My pet's feats are more defensive because, oddly enough, he ends up having to tank more than our fighter:
Improved Natural Armor

Even with the more defensive focus, my cat can still do 1d8 + 5d6 in dice, plus 3 to each attack in str damage with Aspect of the Tiger up. At 5th level, that's nothing to scoff at. Once he hits 7th, a couple more feats, pounce/rake and the boost in size will make him downright scary.

You can sort of do this with an Oracle with the Flame mystery.

They get fireball as their 3rd level bonus spell, and one of their mysteries:

Touch of Flame (Su): As a standard action, you can perform a melee touch attack that deals 1d6 points of fire damage +1 point for every two oracle levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier. At 11th level, any weapon that you wield is treated as a flaming weapon.

If you're goal is to be "fiery", this is also a good route to explore.

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Natural lycanthropy allows you to change at will (being born with it). The curse is specifically for those who get it from a bite:


Curse of Lycanthropy (Su)

A natural lycanthrope’s bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Fortitude DC 15 negates). If the victim’s size is not within one size category of the lycanthrope, this ability has no effect.

That leads to the following:

An afflicted lycanthrope can assume animal or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted lycanthrope gains a +5 morale bonus to Constitution checks made to assume animal or hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. An afflicted lycanthrope reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first.


A creature that catches lycanthropy becomes an afflicted lycanthrope, but shows no symptoms (and does not gain any of the template’s adjustments or abilities) until the night of the next full moon, when the victim involuntarily assumes animal form and forgets his or her own identity. The character remains in animal form until the next dawn and remembers nothing about the entire episode (or subsequent episodes) unless he makes a DC 20 Will save, in which case he becomes aware of his condition.

I was using reach to actually mean threatening the same squares that I would with a reach weapon. Not specifically reach (if memory serves, a large creature with reach would threaten). Then remembered that even though the chart does not specify, the cat is clearly "long" and not "tall", meaning it doesn't get that extended threat range.

Thanks - yeah, I wasn't thinking on a few of those (especially the creature just taking a 5 foot adjust). Best to stick with your process and killing them with the action economy, or go a different route then.

I was wondering if I am interpreting this correctly.

Say you have a Hunter with Quick Draw and Pushing Assault.

You're adjacent to your large sized Animal Companion like so:

Monster Hunter

Guy with a standard (non-reach) weapon moves in to attack. You're wielding a reach weapon. As the guy moves in to attack you, both you and the companion get an AoO thanks leaving the threatened square like so:

Monster > Hunter
Animal Companion

With Quick Draw, the Hunter switches over to a Great Axe, Greatsword, etc - and then shoves the monster back. Then free action back to their reach weapon (or keep pushing the monster back with their reach weapon, forcing them to come back into the AC's reach, though that would take a bit more movement on the part of the AC.

Yeah, your build looks sick but I can't go that route sadly due to limited books. Broken Wing Gambit isn't in our book, and we aren't allowing Evolved Companion (because Summoners aren't in this world). Otherwise I would most assuredly take levels of fighter and Boon Companion.

For the sake of combat, my cat and I always have the same initiative as well as surprise checks. Lookout doesn't help.
Stealth Synergy and Shake It Off are in books we're not using.

I should also note that we do allow Ultimate Equipment for gear. Magic items are rare, but mundane items exist (bronze). Any weapons that aren't there we can't get, so no Butchering Axes or Fouchards (Which I would definitely go for).

I like using the reach aspect, and even if I don't go full AoO Hunter, that will help a lot once the cat is Large sized and creatures move in to attack me (and Paired Opportunists), but right now I'm aiming for that Pouncing Cat type of opening attack.

I also have thought about a falchion, get the increased crit range to generate more attacks for the cat.

I asked a few questions in a Hunter thread, but thought I would summarize my questions here.

In a game that's low magic, I'm a 5th level Hunter with a Big Cat (Tiger) as my Animal Companion.

We are sticking to just three books:

I have built my pet to be more tank-esque mostly because we're fairly crunchy as a party, and he's done a good job for that (feats include Dodge, Improved Natural Armor, and Toughness). I'm built more for damage (Combat Reflexes, WF: Glaive, Precise Strike, Overflank, Pack Flanking). I'm sure there's another feat here or there, but I'm working off memory.

Seeing how good at pouncing the cat gets in 2 levels (gets large, gains pounce, damage goes up a lot), are there any feats that build off of that tactic?

I figure distracting charge and paired opportunists. Power attack would also help in general (and the bonuses to hit should offset anything I'm burning for power attack). I figure I can charge in first, then the cat right behind me so that he gets the bonuses for flanking for all the attacks on his pounce. Anything else I should look at?

LordKailas wrote:

Honestly, you'll probably see more benefit grabbing broken wing gambit. It's much easier to make use of since it doesn't require messing with crits.

With broken wing gambit you and/or your animal companion can grant a specific enemy a +2 to hit and dmg on one attack as a free action. But when the enemy attacks they end up provoking an AoO from both you and your animal companion thanks to paired opportunists. It might even help take some of the heat off of your pet if enemies keep provoking everytime they attack it.

I should have clarified, we're only using 3 resource books:


I thought about Broken Wing Gambit, but as that is in Ultimate Combat it wasn't available. Of course lacking that meant that Wounded Paw Gambit (despite being in ACG) wasn't available, but I'm melee anyway so it was unlikely to be taken regardless.

Ederook wrote:
Skrayper wrote:

I think the key part is "just as if a normal hunter's companion were dead", so I would operate the focus as the Hunter class dictates.

So yes, you'd have an "always on" focus and a "minutes per day" focus that you can use to give yourself temporary boosts.

I will say that the drawback is that feats like "Favored Animal Focus" won't work, as the "Prerequisite(s): Animal companion class feature, animal focus class feature" would imply that the loss of your animal companion class feature would negate that.

So no "+4 to strength" at 1st level :)

That was my thought, too, but I just wanted to make sure. We don't often play with companions due to having a larger group, so I was thinking this archetype would be super beneficial.

I can see that. I seriously considered this initially, but the idea of having that animal companion (especially when my wife painted the miniature for it) was too much to pass up. It's still a very strong archetype IMHO. Especially from a stealth aspect.

LordKailas wrote:
Skrayper wrote:
Am I missing a tactic that will generate additional AoOs? It just feels like the 5-foot adjust makes it difficult to pull it off, unless you and your animal companion both have reach or setup in a way that negates the benefits of Pack Flanking? What am I missing? :(

Outflank makes it so that when you score a critical hit on an enemy they provoke and AoO from your animal companion, so long as it's flanking with you.

So, assuming the setup is like the following


E = Enemy
A = Animal Companion
Y = You

You and your animal companion are considered flanking thanks to the feat pack flanking. You then score a crit against the enemy. This causes the enemy to provoke an AoO from your animal companion. Paired Opportuntists says that any time an ally with this feat get an AoO against a target you threaten you also get an AoO.

So, both you and a your animal companion get an AoO every time you or your animal companion score a critical hit.

I didn't think to check that. Unfortunately I didn't catch that during my initial build, and wanted to keep the pet protected (we're in a low magic world) so I ended up with things like Improved Natural Armor and Toughness (the cat ends up being the target of attacks along with me due to our damage output and most of the party being ranged or stealth based). I can get Combat Reflexes for the cat at 8th, and get Paired Opportunists for myself at 6th (we're 5th currently). It's not like my damage output is bad, but limited weapon options have me with a Glaive (which I do like the reach aspect and my Hunter already has Combat Reflexes), but the best crit range for a reach weapon if memory serves is 19-20 (without burning a feat) with a Bardiche. If I'm willing to forgo the reach, I could see if a Falchion is available in the low-tech world (bronze age).

Right now the feats I have are Overflank (obviously) with Combat Reflexes, Pack Flanking, Precise Strike, Weapon Focus: Glaive. (Doing it from memory, so I might be missing one). Human Hunter. We used dice stats, so 16 str and 17 dex. In combat I usually boost my STR with the animal focus. Big Cat is my companion. Improved Natural Armor and Toughness are the feats I can recall.

I can see if my DM wouldn't mind me swapping around some feats (like the WF) because they haven't played much of a role and I misread some of my other feats, not seeing that synergy originally. Wish I could remember my pet's other feat. Maybe it is Combat Reflexes... unsure.

I think the key part is "just as if a normal hunter's companion were dead", so I would operate the focus as the Hunter class dictates.

So yes, you'd have an "always on" focus and a "minutes per day" focus that you can use to give yourself temporary boosts.

I will say that the drawback is that feats like "Favored Animal Focus" won't work, as the "Prerequisite(s): Animal companion class feature, animal focus class feature" would imply that the loss of your animal companion class feature would negate that.

So no "+4 to strength" at 1st level :)

Am I missing a tactic that will generate additional AoOs? It just feels like the 5-foot adjust makes it difficult to pull it off, unless you and your animal companion both have reach or setup in a way that negates the benefits of Pack Flanking? What am I missing? :(

Something that allowed for more uniqueness to Hunters.

Chell Raighn wrote:

The big cat also had the grab special ability granting you a free grapple attempt on the indicated attack, normally a bite or a claw... but since the big cat entry doesn’t specify it’s unclear if it gets the grab on both or if it was supposed to be on one specifically...

Anyways, this is important to take note of because if it succeeds on its grab, then it can continue to use its rake attacks on subsequent rounds after its initial pounce.

Also not quite sure how your coming to +42 on your cats total damage.

5 attacks with +7 Str, and I see no other flat bonuses to damage in there, comes out to +35 if all hit since all are primary. Unless your cat has an extra attack in there that Ism not seeing its impossible to get they +42 total.

You're right, I guess I saw all the time I was writing out d6 and immediately thought "6 attacks" instead of the 5.

Aside from that, yes - I didn't add the free grapple because it wasn't damage inducing that round, but assuming whatever I charge survives then the cat is likely to grapple whomever it attacks.

I also didn't include my hunter's damage (she won't have the precise strike or flank bonus) but she swings with a 19 str (when animal focus STR boost is active) and a 2-handed weapon (either glaive or greataxe - just haven't acquired a greatsword yet, it's a low money campaign as well). So she'll hit pretty hard, and anytime the cat crits on its attack, she'll get a free swing.

Gold plating shouldn't affect the weight at all, assuming that when you say "gold plating" you mean the same thing that means in the real world (a very thin sheet of gold to add aesthetics to something).

If you mean plate like full plate, and you gold PLATES over your armor, then yeah - it's going to alter the weight.

I would say, if it were my campaign, that it wouldn't be cheap - not just the gold, but also the skill of a jeweler or smith to make something like that.

I hate to say it this way, but it sounds like any player who does this is playing for the wrong reasons.

Fully bound, but they should be treated the same way that wishes were treated by GMs back in the old days. Looking for every loophole in said wording to screw over the person with said contract while technically fulfilling it.

Only in this case, it is less of a "the GM is against you" but rather an actual, malevolent devil who is actively working against you.

Also, the devil has been doing it for centuries longer than any character. They should be REALLY good at screwing people over.

We're playing in a low magic, jungle-centric world. I have a Hunter who is presently 5th level, with a Big Cat (Sabre Toothed Tiger) as her animal companion.

My teamwork feats include Overflank, Pack Flanking, and Precise Strike.

In two levels, when my cat turns large, I was looking at some of the numbers and can someone verify if I'm reading everything correctly?

Our DM, for simplification, has the cat and I act at the same time during initiative.

So if there's someone to engage, I can move first and attack. I use both a glaive and a greataxe, so I have some choices on positioning.

Then the cat charges. Presuming I activate the Str boost on the cat as a swift action, then the cat has:

Charge +2 to hit
Str 24 (22+2) - +7 to hit
Flank - +4 to hit
BAB - +4

So they have +17 to hit

They get their bite, two claws, and rake - two more claws.

Base attacks - Bite d8, Claw d6, Claw d6, Rake d6, Rake d6
Precise strike +d6 each successful melee attack
Str Bonus - +7 to damage

So, on a potential first attack, the cat could do 1d8 + 9d6 + 42? An average of 64 damage, without factoring in crits.

That also doesn't factor in my character, potentially hitting for d12+6 greataxe damage. Or crits from the cat generating both additional damage from the cat and offering my character a free swing.

Am I looking at it correctly?

BlueCherryFizz wrote:
Shock and surprise, my Antipaladin has been a bit clashy with the rest of the party.

This is basically why a lot of DMs just don't allow for evil characters - at some point they're going to try and betray the party. Then the players are likely to hate that whole scenario.

I was looking at the rules for negative levels and saw this:

A creature whose permanent negative levels equal its Hit Dice cannot be brought back to life through spells like raise dead and resurrection without also receiving a restoration spell, cast the round after it is restored to life.

Link - nd-Negative-Levels

But Restoration has a 3 round casting time.

Casting Time 3 rounds

Link -

Now, I know the likelihood of a character dying with more levels drained than they possess is low, but this does seem to imply you would need at least a 9th level Cleric/10th level Oracle and a 7th level Cleric/9th level Oracle (considering potions cap at level 3 and wands do not shorten the spell casting, plus you cannot use Quicken Spell on spells that take longer than a full round to cast)

Am I reading it correctly that you essentially have to have two casters, one of which starts casting Restoration two rounds before the Raise Dead/Resurrection spell finishes? (Not to mention that this would be a fairly expensive "Raise Dead" compared to someone who died normally)

Mysterious Stranger wrote:

With a Inquisitor, Paladin and a witch in the party you should be fairly well covered for healing.

Paladins have access to restoration and a fair number of other condition removal spells. They also get mercies that can be used to cover things not on their spell list. The nice thing about mercies is that when a paladin uses lay on hands the target gets the benefit from all the mercies the paladin has.

The witch has both raise dead and resurrection on her spell list so should be able to deal with bringing characters back to life. She also has Heal which will take care of almost all other conditions except negative levels or permanent ability damage, but the paladin as I mentioned does get restoration so can deal with those.

The inquisitor also has a lot of these spells on his spell list. He may not have them as spells know but they are on his list. He does not have spells to raise the dead, but he does have both heal and restoration on his list. The smart thing to do is to get a couple of scrolls with these spells so if one of the other casters are incapacitated he can use a scrolls to bring get them up.

This means that if you play an oracle you don’t need to use all your spells for healing. As an oracle you will get all of the cure spells automatically without having to cut into your spells know. Take the blackened curse to get some blasting spells. Work with the other party members to balance out the rest of the healing. Chose a decent number of offensive spells as well as the basic buff spells the wizard does not have.

Your understanding of heightened spell is wrong. What heightened spell does is allow the spell to be cast in a higher level slot and count as a higher level spell. So in order for it to be counted as a 9th level spell you need to use a 9th level slot. You can use any slot as long as it is higher than the level of the spell. So if you used a 5th level slot to cast color spray it would be considered a 5th level spell . Usually you use heightened spell...

Lelomenia covered what I was thinking about, regarding Heightened Spell - that you could use Spell Perfection to implement Heighten Spell without using higher level slots. From Heighten Spell:


Benefit: A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level.

Level Increase: The heightened spell is as difficult to prepare and cast as a spell of its effective level.

Spell Perfection:


Prerequisites: Spellcraft 15 ranks, at least three metamagic feats.

Benefit: Pick one spell which you have the ability to cast. Whenever you cast that spell you may apply any one metamagic feat you have to that spell without affecting its level or casting time, as long as the total modified level of the spell does not use a spell slot above 9th level. In addition, if you have other feats which allow you to apply a set numerical bonus to any aspect of this spell (such as Spell Focus, Spell Penetration, Weapon Focus [ray], and so on), double the bonus granted by that feat when applied to this spell.

That's where I was originally thinking. Trying to find more info about it online has led to more and more people disagreeing on the interpretation if the two can be used together; so honestly I am leaning away from it.

With the books limited to the Core RPG and APG, I am not sure the Oracle will be nearly as effective in our current environment as it would otherwise be (Dungeon crawl that has had us encounter high-level undead, demons and/or devils, constructs, and a lot of campaign-unique creatures). It feels like a lot of the recommendations for Oracles (spell list especially) come from books we're not utilizing. It makes me wonder if Oracle is the best fit for what I'm wanting to do. Save DCs for a lot of the crowd control spells don't seem to keep pace.

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I am in a game that has us at 17th level (tail end of a campaign), and was looking at Oracle builds (currently playing a Mystic Theurge in that game, but getting a sensation of spell overload - I don't remember, but I think I'm prepping about 70 or spells a day. It can be maddening trying to manage).

So, we really need the healing (aside from my Theurge, the only other true healing is a Witch and a Paladin, so high level Restoration and "Get out of death" spells are limited).

Trying to make an interesting concept, I was noting the Heavens Oracle (we're limited to Core RPG and APG only), and the Awesome Display power.

If I'm reading everything correctly, then an Oracle with the following build:

Relevant stats:
CHA 32 (18 base +2 human + 4 from leveling + 6 headband + 2 from tome)

Relevant feats:
Spell Focus: Illusion
Greater Spell Focus: Illusion
Spell Penetration
Heighten Spell
(Insert 2 more metamagic feats)
Spell Perfection: Color Spray

Relevant Equipment:
Headband of Charisma +6
Metamagic Rod Lesser - Quicken
Metamagic Rod Lesser - Widen
Metamagic Rod Lesser - Persistent

(I understand that the Heighten effect may cause the spell to count as 9th level for this purpose and therefor would require a Greater Metamagic Rod, in which case I would probably only go with Widen or Persistent)

If I am understanding the numbers correctly, then in theory you could Heighten the Color Spray to 9th level while using a 1st level slot, then the spell's effective stats are:

Save DC: 34 Will = 10 + 9 (spell level) + 11 (ability modifier) + 1 (Spell Focus: Illusion) + 1 (Greater Spell Focus: Illusion) + 2 (Spell Perfection: Color Spray)

HDs affected:
13 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)

14 or 15 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.

16 or more HD: The creature is stunned for 1 round.

All of this coupled with using either the Persistent (forcing two saving throw rolls) or Widen (getting a larger number of targets), but with the number of 1st level spells an Oracle can cast (and not many other uses for slots that low), it seems like it would be a pretty effective crowd control. A human could also take Spell Perfection: Rainbow Pattern, to keep the Save DC incredibly high.

This also feels like it makes the Dweller in the Darkness Revelation more worth it, as the Weird effect (9th level spell) would have a Save DC of 32.

I'm not interested in trying to out damage the Fighter, Inquisitor, and Paladin in our party. We're pretty large for a group:
Wizard (Conjuration/Summoning Build)

My character, the Mystic Theurge, is Cleric 4/Wizard 3/Theurge 10 (I wanted to see what the build was like). I end up handling a lot of the bigger heals (Heal, Breath of Life, Restoration, Greater Restoration), but my arcane side is almost purely buffs at this stage.

I considered going Life Oracle and just make the healing absurdly powerful, but worry that would leave me a bit bored in combat. Maybe not, but still.

I'm open to other builds and suggestions as well.