Yeah getting pounce on a charge build is pretty nice.
It'd be really nice to have a list of which weapon modifiers work how. Living Ram and Devastating Blow from Above are OP because despite being a 1d6, they count as a separate attack for everything. Meaning an extra 3d6 from mythic charge (atm, up to 10d6 obviously) along with 2d6 from crusader's edge. Living Ram even works on my 2 bite and 1 gore attacks. Yet obviously most weapons don't work this way. I'd guess its unintended but then Jinx still exists so who knows.
Also, follow up to my experimenting with the incense synthesizer, and I gotta say its not that bad in terms of its # of uses per day. By mid game you're only spending 1 or 2 real turns of fighting per battle, rest is cleanup, and the alchemical nauseation/sickness actually works for like 18-24 seconds. So when I asked for the class to have a lingering performance ability, it kinda does built in, it just works the other way where you use a free action to turn it off on turn 1 or 2. It's actually... sick... how easily you can alchemically sicken hordes of demons. Not great odds on the strong stuff but trash might as well not even show up to the fight. Only annoyance is its a standard action to activate in battle so you have to turn it on pre-battle. It's obviously a totally different focus than Vivi but I think its a top-tier now.
EDIT:
Works with melee touch attacks (incl dimension strike) as a separate attack. So now I proc Mythic Charge and Crusader's Edge 4x per hit and first hit still triples everything from charge. Looking at 4 normal attacks (4 procs each + 3x for first attack), 1 gore (3 procs), 2 bites (3 procs each). Total of 33x Mythic Charges and Crusader's Edges being procced in a round. Weeeeeeeeeee