1st - I'm good -
Choose your Bluff or Sense Motive - you can add your tier to checks with that skill.
You can add a +3 luck bonus to any saving throw or skill check before you know the outcome; you can apply this as many times as you want, but if you fail the saving throw or skill check you cannot use this power until the next day.
4th - It's me -
You add your tier as a luck bonus to your initiative.
When you lose or reduce your luck bonus you can take a move action.
7th - Get faster kid -
When you roll initiative if you have the highest you can do one of the following as a free action, if this is a surprise round you can choose two:
Move half your based speed without provoking.
Make an attack with a bonus to damage equal to 3x your tier.
You can dodge the next attack against you even if you are unware of the source.
10th - I'm great -
You are immune to fear effects for as long as you have your Luck bonus.
When you fail a saving throw or skill check instead of losing your bonus it is reduced by 1 until the next day.