Alright. Mythic infopost updated. Thanks for the heads up!
My suggestion for Viserys' Mythic-up?
He gets +2 Cha (ridiculous
), a Surge increase (whatever), no Mythic Feat, one more Path Ability, and one more Mythic spell known.
I suggest taking Mythic Antimagic Field (it lets us allow certain spell subschools while suppressing all other magic!) and a Mythic Path ability that actually grants some new abilities instead of just pumping our high numbers even higher. I agree that having even more stuff to remember in combat is inconvenient, so how about new, powerful passive abilities that entirely negate certain avenues of attack?
Beyond Morality (Ex): You have no alignment. You can become a member of any class, even one with an alignment requirement, and can never lose your membership because of a change in alignment. If you violate the code of ethics of any of your classes, you might still lose access to certain features of such classes, subject to GM discretion. Attempts to detect your alignment don't return any results. If a class restricts you from casting spells with an alignment descriptor, you can cast such spells without restrictions or repercussions. If you're the target of a spell or effect that is based on alignment, you're treated as the most favorable alignment when determining the spell's effect on you. Any effects that alter alignment have no effect on you. If you lose this effect, you revert to your previous alignment.
This, for example, is an amazing defense that we couldn't replicate previously. IMO it fits his established characterisation - he isn't one to accept being judged by others (Companions & family excepted) and he's not really bothered by cosmic Good vs Evil cosmology stuff. On the other hand he did viscerally hate Hellven, so IDK.
As for abilities that we'll need to remember to use?
Tangible Illusion (Su): You can temporarily transform an illusory object into a real one. As a full-round action, you can expend one use of mythic power to temporarily transform a single object created by an illusion spell that you cast into a physical, nonmagical version of that object. The object lasts for 10 minutes per tier, after which it reverts to being an illusion (or vanishes, if the duration of the original illusion has expired). During that time, the illusion gains all the physical properties of the depicted illusory object. You must touch the illusion to use this ability, and the object can be no larger than 5 cubic feet per tier. For example, if you create an illusory stone door, you transform it into an actual nonmagical stone door.
Mythic Spellpower (Sp): You have a pool of magical power you can draw upon for casting mythic spells. Up to twice per day, you can use this power to cast a mythic spell without expending any uses of mythic power. You can select this ability up to three times; each time you do, you gain two additional uses of this ability per day.
I also considered "Fearless", just because of how IC it is. It's not very necessary though...