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I'm not quite sure about the name, but I was wondering about an archetype for a class based in part on the bets with Devils, Angels and the games with the reaper, as well as being a Master of supernatural level luck. The class(or archetype) uses a special resource called luck to influence their odds in battle, perform better at skill tests, and do the impossible(like literally cheating death).
The gambler has a luck max equal to their charisma modifier+1/2 (or 1/4) their level. They generate luck by getting kills(as in landing the killing blow), getting critical hits(natural luck), pleasing their backers(more on that later), and other things to get fortune responding favourably.
Your backers are the beings/powers you gained your unnatural luck from. They will grant you luck if you do certain things for them, like put your self at risk for others, make a deal that will cause someone to suffer badly etc. these beings also give you acess to their paticular styles of luck and relative favours. While this is powerful, there are drawbacks. There is a mechanic called debt, where you can try to use a luck based ability for less than the normal luck amount, but you get some debt with your backer(who generally exist on the spectrum of dangerous people to cross). As your debt climbs, you start suffering perminant penalties, which get worse, until your body and soul are made forfit to the mercy of your backer.
Each point of debt can be cancelled out with luck though, so be careful with your debt and luck.
These are some basic ideas but I was wondering if anyone had any clue as to develop the idea further.

Ciaran Barnes |

Generally, a point pool with recharge ability is equal to an ability mod, and pools without rechange ability grow as the character gains levels. So, I would stick with one of those unless you think you have something good enough to break tradition.
I'm not a fan of calling the pool "luck". You could flavor the class in such a way that the character is lucky and things just work out well, but you're also saying that that due to a pact the character succeeds due to infernal/angelic/whatevs influence. Doesn't sound like luck to me. Sounds like intercession.
I have advice based on your third paragraph. So the character is supposed to pay for his or her abilities by furthering the benefactor's ends. Kind of open ended. My suggestion is also somewhat open ended, but here goes. Lets say that every even-numbered level, the character chooses a boon - similar to a rogue talent, rage powers, etc. However, much like a story feat, each boon has a story-based prerequisite. Some have lower requirements (kill a good creature) and grant a lesser benefit, while other are more difficult (cause a ruler to decide to wipe out all followers of a good deity) and grant a great benefit. It could be a lot of work to do it, depending on how your proceed.

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Okay. Rename the point pool and focus it more. your right that luck doesn't seem like the right term for the style of ability. Favor maybe might be better?
The point pool is tied directly to the charisma modifier, a +2 to limit the amount of debt locks in the early game.
Your 'Backers' do give you minor boons for reaching a level, and there are ways to have multiple backers. but with more backers comes more risk. Each Backer has certain things they cannot abide. Angelic backers for example are probably against the idea of manipulating events purely for self interest, while Demons cannot stand the idea of giving away everything you earned with no tangible benefit to your self. Acting against your backers will have consequences, like sudden debt or the loss of a boon until you earn back their Favor.
Where does Favor enable you to do. Well you could use a point of favour to re-roll a failed test or attack, give you a minor bonus on a test, or cast a lower level magic spell or ability within the realms of your Backers available spells. Spending 2 favor might unleash some higher tier effects, like stronger spells, negating a foes resistance to a paticular attack, throwing penalties to hit or wound on their attacks, boosting your own chances, or something else along those lines.
When you get to the 3-5 point costs abilities, you're goint to see some real crazy. UNNATURAL CRITS (treating a normal hit as a critical) Negating damage reduction entirely, removing ability or spell usage by a specific target, Cheating death, and higher level abilities of your backers abilities, including limited wish.
The Debt comes in here as well. By gaining a point of debt, you can reduce the cost of an ability by 1 favor point. Removing a point of debt costs 1 Favor. and you cannot gain more than 5 points of debt without losing control of your character for around 24 hours, during which time, you lose all you favor and reduce your debt by 2. you lose your boons for 24 hours as well, and then until you accumulate 3 favor with your backer.