LUCKBRINGER
Instead of being plagued by unluck, some malefactors attract the attention of beneficial spirits.
Spirit-Blessed (Su):
As long as she has at least one point of Strife, the luckbringer gains a +1 luck bonus to all of her saves. This increases by 1 at 5th level and every five levels thereafter (to a maximum of +5 at 20th level). This replaces aura of misfortune.
Narrow Escape (Ex):
By spending a point of Strife as an immediate action, the luckbringer can attempt to avoid a confirmed critical hit. Avoiding the hit requires a successful Reflex save (DC 10 + 1/2 the attack bonus). This ability replaces harrowing strike.
Evasion (Ex):
At 2nd level, a luckbringer can avoid even magical attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a luckbringer is wearing light armor or no armor. A helpless luckbringer does not gain the benefit of evasion.
Uncanny Dodge (Ex):
At 4th level, a luckbringer can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A luckbringer with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her. This ability replaces cursebreaker.
Divergent Fate (Su):
At 5th level, when a purely random roll (critical hit/fumble chart, rod of wonder, confusion, prismatic effect etc.) or card (deck of many things, critical/fumble card, plot card etc.) is drawn in relation to the luckbringer, she rolls twice or draws two cards, selecting the roll or card of her choice that actually affects her.
Stalwart (Ex):
At 6th level, a luckbringer can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the luckbringer is wearing light armor or no armor. A helpless luckbringer does not gain the benefit of stalwart. This ability replaces schadenfreude.
Improved Evasion (Ex):
At 11th level, a luckbringer gains improved evasion. This works like evasion, except while the luckbringer still takes no damage on a successful Reflex saving throw against an attack, she also takes only half damage on a failed save. A helpless luckbringer does not gain the benefit of improved evasion.
Improved Uncanny Dodge (Ex):
At 12th level, a luckbringer can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. This ability replaces bleak prophecy.
Fortune's Favor (Ex):
At 16th level, a luckbringer always seems to gain the advantages of concealment and other random protections, while her opponents never do. When miss chances are rolled, she and her opponent must use two d10s, and the luckbringer chooses which of the two die rolls are the ‘tens’ digit after the result is known. This replaces curse sense.
Better Lucky than Good (Ex):
At 17th level, the luckbringer can manipulate probabilities to have what would be a disastrous outcome result in a fortuitous one and vice versa: Any natural 1 on a d20 roll as the result of an action that occurs within 100′ of the luckbringer is treated as a natural 20. Any natural 20 on a d20 as the result of an action that occurs within 100′ of the luckbringer can be treated as a natural 1. If the luckbringer attempts to inflict a natural 1 on an unwilling subject that creature receives a Will saving throw (DC 10 + 1/2 the luckbringer’s class level + her Charisma modifier) to negate the effect. This ability can be used three times per day. This replaces dark and stormy night.
Another Day (Ex):
At 19th level, when the luckbringer would be reduced to 0 or fewer hit points by a melee attack, she can spend two points of Strife to take a 5-foot step as an immediate action. If the movement takes her out of the reach of the attack, she takes no damage from the attack. The luckbringer is then staggered for 1 round on her next turn. This replaces lingering misfortune.
Betting Pool (Ex):
At 20th level, the luckbringer can gather up a lucky streak, and release it how she designates for her own use. In game terms, this gives the luckbringer a total luck bonus equal her class level that she can add, in partial increments, to her AC, CMD or to any die roll including attack and damage rolls, combat maneuvers, saving throws, skill checks and ability checks even after determining the initial outcome (excluding rolls for hit points). Whenever she applies this luck bonus under any of the preceding circumstances, she subtracts that amount from her remaining luck bonus until it is exhausted. A luck bonus added to her AC only applies to one attack made against her. The luckbringer's betting pool is restored to its maximum amount every 24 hours. This ability replaces ruinous ascension.