(Starting gold = 3,000)
Gear: Sling, 20 sling bullets, 4 Javelins, MW backpack, MW Fauchard, Breastplate, Quick Runner's Shirt, Chirurgeon's Kit[a leather pouch, a healer's kit, a bottle of strong brandy, a potion of cure light wounds, a vial of smelling salts, and 2 doses each of alchemist's kindness, antiplague, antitoxin, bloodblock, and soothe syrup.], Oracle's Kit (a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, mess kit, rope, soap, torches (10), trail rations (20 days), and a waterskin.]
Oracle Curse: Tongues (Abyssal)- Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.
At 5th level, pick an additional language to speak in combat and add it to your list of known languages.
At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat.
At 15th level, you can speak and understand any language, but your speech is still restricted during combat.
Haunted (non-scaling)- Retrieving any stored item from your gear requires astandard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.
Channel (Elven Favored Class Bonus adds +1.5 levels)- 1+Cha mod/day (4/day) as a cleric (level 4.5 current) 2d6+1trait
Life Link (Su): (3 creatures) As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).
Benefit: Whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).
Deny the Reaper- Benefit: You gain a +2 bonus on Heal checks. If you have 10 or more ranks in Heal, this bonus increases to +4. You can apply first aid as a move action and don't take a penalty when treating deadly wounds without a healing kit. Goal: Bring an ally back from the dead, including by using breath of life or reincarnate. Completion Benefit: You and each ally within 10 feet of you gain a +2 bonus on saves against death effects. In addition, once per day you can spontaneously convert any 5th-level or higher conjuration (healing) spell into breath of life.