I'm trying to make charisma worth taking. What do you guys thing of these, in terms of power/balance/abuseability:
Fool’s Luck [General]
You always seem to stumble out of harm’s way.
Prerequisite: Cha 15, Lucky
As long as one of your uses of Lucky remains, you receive a +1 luck bonus to your armor class.
In addition, you gain one additional use of Lucky each day.
Lucky [General]
Things just seem to always go your way.
Prerequisite: Cha 13
Once per day you may reroll one roll that you have just made before the game master declares whether the roll results in success. You must take the result of the reroll, even if it’s worse than the original roll.
Perverse Luck [General]
Bad luck is a form of luck too, and your enemies seem to have more than their share.
Prerequisite: Cha 15, Lucky
You may expend a use of Lucky to force the game master to reroll one roll he has just made, after he announces the outcome.
In addition, you gain one additional use of Lucky each day.
Survivor’s Luck [General]
Your luck has seen you through more dire situations than most men ever face.
Prerequisite: Cha 15, Lucky
As long as one of your uses of Lucky remains, you receive a +2 luck bonus on whichever of your saves has the lowest base bonus. If two or more of your saves tie for the lowest bonus, choose which save it applies to when you take this feat. If your base save bonuses change, the bonus changes accordingly.
In addition, you gain one additional use of Lucky each day.
Unfortunate Aura [General]
Whenever you’re around, it seems like everything goes wrong.
Prerequisite: Cha 17, Perverse Luck
Once per day, you may expend a use of Lucky in order to gain an aura that imposes a -2 luck penalty to everyone within 30 feet of you (not including you). This is a supernatural ability and lasts for 1 minute.