Well I thought someone was going to propose a build with the classes i've exposed. That didn't happen, but heres what I've been collecting, and my idea:
The data:
Dragons of Eberron LOREDRAKE(Page 31)
Magic flows through every dragon’s
blood. The loredrake devotes her life
to harnessing this power and
understanding the mysteries of magic.
The most accomplished priests of the
Dragon Gods and students of the
draconic Prophecy are typically
loredrakes, and it is the dragons of
this path that uncovered the greatest
mysteries of arcane magic. Most
dragons have great respect for
loredrakes, but not all loredrakes are
noble creatures. Darkness abides in
magic along with light, and a
loredrake must decide whether he
answers the call of the Shadow.
Sovereigns: Aureon, The Shadow.
Benefit: Spellcraft is added to the
list of class skills. Once the dragon
has the ability to cast spells, his
effective sorcerer level is increased
by two. For example, an adult gold
loredrake cast spells as a 9th-level
sorcerer. In exchange, the dragon’s
racial Hit Dice are reduced to d10s.
Kobolds: Playing to Their Strengths -
Web Enhacement
Kobold Ritual
The Draconic Rite of Passage (see page 43
of Races of the Dragon) is a ritual
that grants any kobold who completes
the rite a 1st-level sorcerer
spell-like ability of their choice,
usable once per day. To recharge this
ability, a kobold must complete the
Searching for the Dragon meditation
each day, which equates to same amount
of time a sorcerer must spend
concentrating to replenish their
spells. The following ritual (and
associated feat) are extensions of the
Draconic Rite of Passage. Greater
Draconic Rite of Passage The Greater
Draconic Rite of Passage is a powerful
ritual handed down from dragons to
kobolds as a reward for their undying
loyalty. In the same way that
chromatic and metallic dragons gain
integrated levels of sorcerer
spellcasting as they age, this ritual
allows kobolds to awaken a small
amount of their own arcane might.
Prerequisites: Only kobolds of 6 Hit
Dice or more, sorcerer level 1st, who
have successfully completed the
Draconic Rite of Passage, and taken
Draconic Reservoir (1) can undergo the
Greater Draconic Rite of Passage. A
kobold requires no one else to perform
the rite; it is a solitary activity.
(1) See below for feat description.
Benefit: Upon completing this rite, a
kobold gains new spells per day and an
increase in caster level (and spells
known) as if also gaining one level in
the sorcerer class. The kobold does
not, however, gain any other benefit a
sorcerer would have gained (familiar
abilities, and so on). The benefit of
this ritual is automatically factored
into the 15 minutes that a kobold
sorcerer spends concentrating to ready
their daily allotment of spells. No
kobold can benefit from this rite more
than once. Time: A kobold who
undergoes this rite must first endure
nine days of fasting (the equivalent
of three days for a kobold in a region
above 40 degrees F). Immediately
thereafter, the kobold must succeed on
a DC 20 Concentration check to enter a
deep trance that lasts for 24 hours.
If the check fails, the rite must
begin a new. Cost: This rite requires
sacrificing a gem of at least 1,000 gp
in value. The kobold also permanently
loses 3 hit points upon completion of
the rite, the price of unlocking
latent draconic energy within their
soul.
Slight Build: The physical stature of
kobolds lets them function in many
ways as if they were one size category
smaller. Whenever a kobold is subject
to a size modifier or special size
modifier for an opposed check (such as
Hide), the kobold is treated as one
size smaller if doing so is
advantageous to the character. A
kobold is also considered to be one
size smaller when "squeezing" through
a restrictive space. A kobold can use
weapons designed for a creature one
size smaller without penalty. However,
the space and reach of a kobold remain
those of a creature of their actual
size. The benefits of this racial
trait stack with the effects of
powers, abilities, and spells that
change the subject's size category.
Table 6–9: Kobold Fighter Racial Substitution Levels
lvl bab f r w Special
1st +1 +2 +0 +0 Spear focus, Dodge
2nd +2 +3 +0 +0 Constitution boost (Con +2)
4th +4 +4 +1 +1 Strength boost (Str +2)
Kobold Paragon (rotd)
Now my idea:
Sorcerer 1(+2 paragon)(+1 rite)(+2 Loredrake)/
Paragon 3/
Warrior 4/
SoulEater 2/
Haply Warrior 5
CL: 6
BaB: 2+4+2+4 = 12/7/2
TSBase:FRV=(002+133+411+333+144)= 9-11-13
Race: Earth Kobold(-2 Str, +2 Dex, -2 Con)
Warrior Replace: +2 Str, +2 Con)
Great Wyrm Add (+3 Int, +3 Wis, +3 Cha)
Paragon Add (+2 Cha)
Characteristics:
Str+0 Dex+2 Con+0 Int+3 Wis+3 Cha+5
Feats: Dragonwrought, Alertness, Weapon Focus(Claw), Draconic reservoir
So, this way I would be using Soul Eater (BoVD) abilities as "luck stealing" in a necromantic kind of way
Still don't know how to resolve the "unluck aura" though...
Oracle is a spontaneous, divine spellcasting class. She has a greater number of spells per day than a Cleric, and can cast without preparing in advance; but, she has a narrower list of spells that she can choose from. She is the divine equivalent of a Sorcerer (whereas a Cleric is comparable to a divine Wizard).
Be mindful that Oracle isn't especially tuned for making ranged attacks (though she isn't terrible); as you level up, if you find that ranged attacks are your focus more than spells, you may want to consider multi-classing into a prestige class that gives you a higher Base Attack Bonus while continuing your spell progression (Eldritch Knight is a good example). On the other hand, you may decide that you want the Oracle's neat higher-level class abilities (Revelations, etc) more than you want a couple points of extra attack bonus.
Abilities:
Key ability: Cha.
Your key Ability score is Charisma, since Cha gives your spells a higher save DC, limits the highest level of spells you can cast, and grants you bonus spells per day.
For ranged combat, you also need a high Dex. Dex also improves your ability to dodge attacks, and increases your Reflex save (resist fireballs, traps, etc).
Con gets you more hit points, and a higher Fortitude save (resist poison, being turned to stone, etc).
Str won't be very important to your character, except to carry gear.
Int grants you more skill points.
Wis gives you a higher Will save (resist mind-affecting spells, etc).
Skills:
Look through the class skills to figure out what interests you. You should have max ranks in the Spellcraft skill. You can also choose cross-class skills without a big penalty in Pathfinder, so you should skim through the entire skill list to see what's available.
As a rule of thumb, I usually pick a number of skills equal to the number of skill ranks I get per level. For example, if you get 8 skill points per level, you could put max ranks in 8 different skills. If you decide you want more skills than that, you can split up one "ranked skill" into two "half-ranked" skills, and put a half-point in each every level. This isn't a hard-and-fast rule, just a way that I've found of making the decisions and the math much easier.
Feats:
The Extra Revelation feat is an Oracle-specific feat lets you choose an additional optional ability from the list for your chosen Mystery.
Since your character is heavily involved with ghosts, I think the Ectoplasmic Spell metamagic feat from Advanced Players' Guide would be appropriate.
Beyond that, feats which enhance your spellcasting will be the most effective for your character; since you are doing ranged combat, you will have to split your feats between ranged and spellcasting. I would recommend reading through the table at the beginning of the Feats chapter (both in the core rulebook and the Advanced Players' Guide) to get a brief description of what each feat does; there are a lot to choose from.
If your group is more familiar with 3.5 than with Pathfinder, remind them that you get a feat every 2 levels, not every 3 (so you should have 3 character-level feats at level 5).
Best Answer
Find and Refluff a Class or Ability
The inflict line looks like a handy set if you just want 'damaging blood'. The Dread Necromancer (3.5) class gets an ability called Charnel Touch that does small amounts of negative energy damage, why not.
Pick something that you can fluff similarly, preferably with a spell list (spell lists are great, pick the stuff you can refluff as blood-related, take eschew materials, ignore the rest).
Play a Black Blade Magus and fluff the black blade as being made out of your blood.
Write A Class
It's really not hard to write a class. Keep in mind the basics (level x 2 = overall attack bonus, level x 5 = overall damage per round, level x 10 hp for melee, half those numbers for spellcasters, 3/4 those numbers for half-casters), and just invent some thematic abilities in the style you want. You want to be a melee blood-user, right? So this class should a) give you a magical weapon that scales with level (blood slash, or whatever), b) give you some blood-based means of defense that scales with level (blood armour? fast healing?), c) some wildcard ability(s) (blood teleport? sanguine fury? rip blood out of someone and save vs death? burning blood defense?) at appropriate levels d) something unique and out of combat, like blood healing or blood scrying or assimilating people's memories by drinking their blood or something.
Call it the Cursed Blood Scion and you're cookin' with gas.
Cursed Blood Scion
BAB: Good HD: D10 Fort: Good Ref: Poor Will: Poor Skills: 4+Int
Cursed Blood Scion
1 Cursed Blood, Bloody Frenzy
2 Tainted Blood, Fearsome Bloody Body
3 Murderous Blood, Blood Armour
4 Ancient Prophecy, Taste Taint
5 Know Blood, Terrifying Mien
Cursed Blood - Your blood can be used as a weapon. Striking someone with your blood, or a weapon formed from your blood, does 1d8 + half your class level as an enhancement bonus + 1.5 your str. Attacking someone with your blood is an attack action, and you add half your class level as an enhancement bonus to that roll.
Bloody Frenzy - If a creature dies or is disabled by lethal damage within 5' of you, you can cover yourself in their blood and go into a frenzy. You immediately may strike out at another foe within range with your Cursed Blood attack. This ability triggers even if it isn't your turn and you didn't kill or disable the creature. The creature may be an ally or an enemy.
Tainted Blood - Half the damage from your Cursed Blood ability is now Negative Energy damage. In addition, creatures must make a fortitude save to avoid being Shaken for the duration of the encounter when struck by your Cursed Blood ability. Once they make this save, they do not have to make another for 24 hours.
Fearsome Bloody Body - Whenever you use your Bloody Frenzy ability, you may immediately make an intimidate check with a +5 bonus vs any enemy with a clear line of sight. Whenever you succeed on an intimidate check by 10 or more, that foe is Frightened instead of Shaken.
Murderous Blood - When loosed from your body, your blood does it's best to kill people. Whenever you suffer a blow that deals hp damage, your opponent takes an amount of damage equal to half your class level, half slashing, half acid. If you should be knocked unconscious or killed, your blood forms into a small ooze-like creature and attacks enemies to the best of it's ability (see: Minor Blood Ooze creature entry). Should you be revived, it immediately returns to your body.
Blood Armour - You can form your blood into a protective armour that covers your entire body. This is a Full-Round Action, and counts as Full Plate Armour with an enhancement bonus equal to half your class level. It also looks fantastically badass, and gives you a +2 morale bonus to intimidate checks. You are fatigued as normal for heavy armour if you wear your Blood Armour while running, traveling, or sleeping.
Ancient Prophecy - An ancient prophecy sleeps within your veins, doom hidden in the curse that writhes within your blood. This allows you to tell the future by how cursed and doomed you feel. Once per day, you may use Divination with a 90% success chance but only to determine the likelihood of bloodshed in any specific circumstance.
Taste Taint - If you taste someone's blood, you can tell if they are Evil, Vile, Cursed (as if by Bestow Cursed), a Black Blood Oracle, or otherwise 'cursed' or 'tainted'. No spell can disguise this, but all you can tell is they are 'tainted' or not - not which specific source of 'taint' it might be. Tasting spilled blood in combat is a move action if you are the one who spilled it - standard otherwise.
Know Blood - If someone whose blood you have tasted is within your class level x 5' of you, you know which square they are in, and which person it is. You never forget the taste of someone's blood.
Terrifying Mien - If you are covered in someone else's blood, you can make a Demoralize intimidate check as a move action, instead of a standard. If you instead perform it was a full round action, you can attempt to Demoralize every enemy within 30'.
Walk The Red Road(8th, paimon blade dance), The Blood Remembers(long distance travel through blood), Sanguine Frenzy(murder things), Call of Blood(make it hard for foes to retreat), Bloody Allure(intimidate as diplomacy), That Red, Red Wine(better living through blood ingestion), Cleanse and Purify(disease removal), Bloody Grin (intimidate as will save, 12th), Blood Shield, Birthed In Carnage, Hemophage, Swim the Red River, Smell Blood, Evil for Evil, Blood for Blood, Death is a Metaphor, Blood-Drenched Heritage, Your Blood is My Blood, Crimson Vampire Knight, Flow In A Million Veins, Walk A Thousand Battlefields