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This isn't a "build" persay, so much as it is a smaller combo that opens up possibilities and advantages for the character using it.
Core:
The core of the combo is the interaction between the Foresight Subschool (Wizard) power Prescience (Su) (and other powers that are similar to it), and the Luck of Heroes feat.
Mechanics:
Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Luck of Heroes: Whenever you spend a hero point, roll a d20. If the result is greater than 15, the hero point is not spent. You cannot use this Feat when you use the cheat death Hero Point option.
(Given that the last sentence of the feat exists, and the first two sentences appear redundant, I am going with the first sentence referring to an earlier revision of hero points, whereby hero points could *only* be used for the first two; otherwise specifying you cannot use it to Cheat Death would be irrelevant as the usage would have already be restricted to the uses which are permitted, negating the need to call out uses that were not permitted)
Luck of Heroes can be obtained one of two ways. The more expensive (but more reliable/earlier) version involves taking Blood of Heroes (a prerequisite, which expands your Hero Point reservoir to 5 and gives you a hero point immediately) and then Luck of Heroes. This is available at level 3 (or 1 for Humans*), and opens up several tricks.
Ideally, we prefer Elves, Half-Elves (using their Elf-ness for favored class bonus) or Tieflings (or any other race with the same favored class bonus) for maximum usage of this combination. You should generally have between 6 and 12 uses depending on stat, level and race. Well-optimized builds can have in excess of 15 by mid levels, enabling you to reliably capitalize on what is essentially random chance.
Usage:
On the start of your turn, you use Prescience. If you roll a 15 or better, use a hero point on your turn. If you roll a 15 or better on the Luck of Heroes roll, keep it and use the Prescience roll for something else useful. If not, substitute the 15. This allows for recovering spells for free a la Magus, but using a much more widely available (and more versatile) resevoir of plot coupons, or alternately letting you cast multiple spells in a round with no comeuppance through the use of extra actions.
Prescience is decent enough on it's own, as whenever you roll a natural critical threat, it will tend to shape your turn as it allows you to guarantee a particularly effective course of action, and any class feature that not only opens up options but encourages effective play (or increases the effectiveness of a character) generally gets my approval.
Note: This isn't limited to offensive uses. You can preserve the roll (or the hero point!) for things like immediate-action interrupting (with a guaranteed kept hero point) or a possibly crucial saving throw.
As a GM, I've played against this, and let me tell you, it's fantastic. Frustrating, but fantastic. I once had a fight in Jade Regent (the burning boat, to avoid spoilers) and the party's wizard started his round with a '20'. He pulled out his wand of Scorching ray, and rolled on one enemy, and naturally crit (confirming normally), killing him. He then spent a hero point, and naturally rolled a 16, using his second standard action to crit (using the Prescience die) and then convert on another enemy. Without this class feature, rather than remove 2 opponents from the combat completely, the wizard would have instead cast Haste and been done. Ultimately, the haste would have proven wasteful as the combat was over quickly, but the Wizard's ability to both go first, and alpha strike to remove two enemies saved at least one party member from the devastating opening attacks of the invisible enemies.