Just toying with luck mechanics, with in mind characters like Longshot, of course, but also other (almost) supernaturally lucky guys like Mc Lane, dear Mr. Bond, Christopher Chance, etc.
Conditions: All In, Fortune Favors the Bold, Impress 6+ ranks
Class Skills: Acrobatics, Bluff, Impress, Notice, Prestidigitation, Ride, Sense Motive
Skill Points: 4 + Int modifier per Level
Vitality: 12 + Con modifier per Level
Push Your Luck: When in dire need of assistance, you can always count on your lucky star. The bonus granted by your Fortune Favors the Bold feat increases by 1/2 your class level (rounded up).
Luck Loaded: You just never fumble! At Levels 1, 3, 5, 7, and 9, you gain 1 additional Chance feat or you may take a Step along the Fortune Path.
Over The Edge I: At Level 2, once per check, you may re-roll any save, keeping the best result.
Over The Edge II: At Level 6, once per check, you may re-roll any save or skill check, keeping the best result.
Over The Edge III: At Level 10, once per check, you may re-roll any check, keeping the best result.
Taking Chances I: You can't be great without taking risks. At Level 4, you only need to spend 2 Edge to make use of your All In feat. Further, you gain 1 Edge when you score a natural 20 on an attack check against a special adversary.
Taking Chances II: At Level 8, you only need to spend 1 Edge to make use of your All In feat. Further, you gain 1 Edge when you succeed by 1 or less on an attack or skill check against a special adversary.
More Than Luck: At Level 4, your starting action dice increase by 1.
Triumphant: Your feats are such wonders that poets write anthems about them. At Level 7, once per session, when you achieve a result of 60 or better on any check, you score a triumph. Your Reputation increases by 2 and you recover vitality equal to your check result. Further, all witnesses but your allies are fascinated and baffled by you, and their Attitude towards you increases by 1 grade.
Proven Worth: You are a wellspring of good fortune for yourself and your allies. At Level 8, you and each teammate’s starting action dice increase by 1. No character’s starting action dice may increase by more than 3 as a result of this ability.