Pretty much ditto what others have said. You've actually taken a track that many people would find underpowered, sacrificing offensive power in favor of improved defensive capability.
Like others, I'd suggest that you improve your offensive power a bit, and that you politely suggest to your DM that your inability to die does not make you overpowered -- it has come, obviously, at a price. You are completely balanced. Your character will always be the last man standing -- he just won't have a pile of corpses around him at the end of the fight.
In terms of offensive power, you could benefit from some mobility feats or class abilities -- or even just ranks in tumbling (unless you're in heavy armor). Your abilities, ironically, are closest to the Monk in terms of party role -- you are offensively decent but by no means the strongest, and you survive without items better than most. You should be spending as much money as everyone else, and you should be buying admantine arrows, as many poisons and alchemist weapons as you can carry, and other stuff that gives you some punch with a bow and arrow. Your goal should be, like the monk, to take out enemy spellcasters. Once you break through the lines with an overrun or some help from your teammates, you charge the enemy wizard and make yourself his first priority, while any friendly mages in your party stop him from evading you via Flight or illusion.
Once you start doing that, the spellcasters will start paying attention to you a lot more often, and at that point, you're really helping the group.
You should also note to your DM that you have to save against healing magic, so you'd BETTER NOT be getting down & dying all that often. It's much more dangerous for you than it is for other classes.
Also: Stay away from Wraiths. Wraiths are not the Forsaker's friends. (Incorporeal touch attack + Permanent Con drain + Can't use magic to remove = Con6 Forsaker.)