How about these ability scores:
Brawn (As baseline Str and Con, except HP change below)
Dexterity (As baseline, except initiative)
Knowledge (As baseline Int)
Wisdom (As baseline Wis)
Panache (everything Cha, also used for initiative checks)
Luck (New)
AC is 8+Proficiency+Dex bonus
Shields add +2 AC
At level 1, you have 1d8 HD (5 HP), your class HD (not maximized HP) + Brawn bonus + Luck bonus
Even levels add Brawn HP bonus
Odd levels add Luck HP bonus.
Medium Armor (breastplate) grants Proficiency temporary HP at the start of your turn, but caps Dex bonus to AC at 2
Heavy Armor (insane to use on ship) grants DR equal to your Proficiency bonus. No Dex bonus to AC.
Death saving throws are luck saving throws. You make a death saving throw when damaged (no auto-fail). If you roll a 20+ you get up at the start of your next turn with 1 HP. 3 fails still kill you, and a crit is a save against 2 failures.
You can use your Luck up to your proficiency bonus per short rest. There are two basic uses of luck; you can use it to reroll a failed saving throw as a luck saving throw, or an ability check as a luck ability check. You can't reroll the luck roll again. If it result in a better value, some random bit of seemingly external fortune caused it to work.
Fighters get proficiency in Brawn and Luck, Barbarians in Brawn and Willpower.
Direct luck ability checks occur when chance would determine the result; gambling, who gets hit by an arrow, etc.