InEffect: Well lets count sage sorc18/Vivisectionist2 cloud DC.
10base+9level
24int base+8hat+2ring+2bokken+4staff+4mutagen=44int/+17
+1ring
+2Foci
+2class
=41 fort DC max. Most things have little to no chance at all. And that thing forces a lot of checks every round, has larger AoE and stacks witg itself. And he has stormbolts and other goodies on top of that. Bonus points for using quicken wands to cast 2 clouds every round if need be. Also has mirror images to not die all the time.
andvaare: grenadier20
10base+1/2*20cl=20
24int base+8hat+2ring+2bokken+4staff+8mutagen+2awakened=50int/+20
+1ring of circumstance
+2 (Bombthrovers gloves)
= 43 fort DC max at 4 bombs/round (5 with haste) with rapid shot (hits in small AoE around target).
Please correct me if I´m wrong
Edit: I´m getting 44 fort dc with 1 point I can´t account for. So 44 fort DC. Bug maybe
+ comes online sooner than sorcerer
- small aoe compared to sorcerer
+ stronger single target control (scales of #attacks) (for fast lockdown)
- have to be constantly attacking
+ has lockdown to fort immune with tanglefoot
+ has damage aplently
I have been running unfair on a 5 man party recently and have a sage sorc and pure alchemist (jubi) as mainstays in my party for exactly these purposes.
before act 4 (barbarians) the alchemist is mvp of the group in terms of bursting and debilitating enemies down before they do too much bad stuff to your frontliners.
after level 13 or so the sorc is even and probably caught up in effectiveness and power (this is also delays as I do want some damage from the sorc so I splash in arcane trickster)
once you hit level 15 on the sorc toon and have AT at level 10 and aoe dps sneaks it is game over for the alch in terms of power, especially considering all those metamagic rods you get throughout the game. you have better flecible control with heightened spell whatever and sick burst damage with the trickster sneak levels. conjuration school which gives you cc and stuff like level 6 acid ray spell and that rod with +4dc conjuration dc just synergizes too well.
of course having both on the party synergizes extremely well because the alch can focus on bombs and effects like knockdown/blind while the sorc does the nauseated stuff and they complement each other and when the alch takes a slight backseat in the later part of the game the sorc picks it up.
also a side note "pit" spells are gimmicks but they have been for some reason pretty consistent in terms of having enemies fall into them....I did not have much problems as most enemies don't seem to beat my dc on them and fall in. of course the most dangerous enemies do resist them and that is where the alchemist blinding bombs come in to increase the chance of the frontliners and not dropping.