Some thoughts and suggestions in no particular order:
Consider the Dual
Cursed archetype for Oracle. It would give you a few extra revelations
to pick from as well as extra revelations known: the Misfortune revelation is
literally one of the most powerful abilities in the game and is incredibly
versatile as it can be used on both enemies and allies.
Going this route also helps with your spells as the
archetype replaces your bonus 1st, 2nd, and 3rd
spells and two of those you wanted anyway (Bestow Curse and Oracle’s Burden).
Ill Omen, the 1st level, is also stupid good. Also that means you
have more open spell slots for other things you may want.
A second curse would also increase the effectiveness of the
Oracle’s Burden spell as you now have more negatives to give. If you want to
optimize the meanness of that spell go with Blackened. With Wrecker that would
give the enemy a grand total of -6 to hit with manufactured weapons and those
weapons would only crit on 20 for x2. For some low impact curses that won’t
really inhibit you at all due to them not growing, look at Lame or Legalistic.
Revelations: Spray
of Shooting Stars is pretty bad as the damage is so bleh and the effect so
limited in uses. Interstellar Void is a bit bleh too, but the level 15 upgrade
on it is cool. Look at Star Chart; you know that spell that let us ask gods yes
or no questions that we used to binary search the location of a lost relic?
That spell is Commune and costs 1,000 gold to cast and Star Chart gives it to
you once a day for free. It’s pretty sweet.
Race: Get
the Scion of Humanity alternate racial. You lose practically nothing, but can
now count as human and can use their racial options. Look at the special
favored class option humans have for Oracle:
“Add one spell known from the oracle spell
list. This spell must be at least one level below the highest spell level the oracle can
cast.”
You want it. It lets you turn those 15 extra skill or hit
points into more spells known.
Feats: The
necro feat really doesn’t have much synergy with your build; it is something
that only really shines if you have a lot of other things supporting it, but
you don’t. Instead consider:
1. Divine Intervention (http://www.d20pfsrd.com/feats/general-feats/divine-interference)
= burn low level spells slots you don’t care about to force the enemy to reroll
attacks vs us
2. Battle Cry (http://www.d20pfsrd.com/feats/combat-feats/battle-cry-combat)
= swift action, we all get a minor buff but more importantly we can end that
buff to reroll a saving throw. That is incredibly powerful and you would be
able to do this Charisma mod times per day.
3. Quicken Spell = you never know when you need to the extra
action economy. If you go Dual Cursed you will get the 1st level
spell Ill Omen which would help your save or die/suck spells stick a lot
better, especially if combined with the Misfortune revelation.
Gear:
Otherworldly Kimono should be considered. For 67k you are looking at +4 versus
SR, +4 saves (does not stack with the cloak, so you could ditch the cloak to
help with the cost and having one less on your saves won’t hurt with how high
they are), and 1/day Maze. It is probably the best in slot body item for a
caster.
Spells: If
you go with the Scion of Humanity racial you will have many more to pick from,
so just going to mention a few I always consider.
2nd: Silence = the target only gets a save vs the
spell if you cast it on them, so cast it on me or Jessiah and we can close on
them and they won’t be able to cast.
3rd: Dispel Magic = always useful
4th: Dismissal = you had this but it is an iffy
spell in my opinion. All outsiders have a good will save so they are likely to
make it and those that aren’t likely to make it are probably easy to kill
anyway so why bother using it on them?
6th: Anti-life shell = stops living things from
getting within 10 feet of you. Super useful; it’s what I used when I ran the evil
mirror party against you guys to keep my evil Jessiah alive and being an
asshole for so long.
Word of Recall = great for quick escapes or for making
suicidal charges into tactical charges instead.
Greater Dispel = again, always useful
7th: Greater Restoration = permanent negative
levels are a bitch and this gets rid of them quickly though expensively. We may
never use need it, but you never know. We could probably just get NPCs to fix
us in our down time though but still worth considering.
Waves of Ecstasy = lots of things are unaffected by mind
affecting, but it is a super powerful debuff that does something even on a
successful save and targets multiple enemies. It’s solid all around.
Destruction = Not really a bad spell against a caster, but
most non-humanoid enemies we will fight at this level will have a good fort
save and thus likely to make the save. 10d6 is a nice consolation prize, but
it’s a single target 7th level spell. If you go Dual Cursed and get
Misfortune you could it more likely to stick.