Of particular note...
Alchemical Zombie (Su): The alchemist gains the ability to animate a relatively complete corpse as an alchemy-powered zombie. This process takes 1 hour and costs 100 gp in alchemical reagents per HD of the corpse being animated; the dead creature gains the zombie template. Zombies that are created in this manner count as undead created by animate dead for the purposes of determining how many undead the alchemist can control. An alchemist must be at least 8th level before selecting this discovery. The created zombie is a creature, not a supernatural effect.
Doppelganger Simulacrum (Su): The alchemist learns how to create a soulless duplicate of his body, into which he can project his consciousness. As a full-round action, he may shift his consciousness from his current body to any one of his available doppelganger simulacra, which must be on the same plane as the alchemist. If killed in a simulacrum, he transfers to his own body automatically; if killed in his own body, he is dead. Unused simulacra (including his abandoned original body) appear to be lifeless corpses, though they do not decay. Creating a duplicate costs 1,000 gp in alchemical materials and requires 1 week to grow. An alchemist must be at least 10th level and must have the alchemical simulacrum discovery before selecting this discovery. The created simulacrum is a creature, not a supernatural effect.
Mummification (Ex): The alchemist has mastered preserving flesh and applied this knowledge to his own body, turning himself into an undeadlike creature. After learning this discovery, the alchemist must perform a 30-day regimen of a special diet, rigorous exercise, and drinking a mildly poisonous alchemical tea. At the end of this regimen, he falls unconscious for 24 hours, then awakens as a “living mummy.” The alchemist’s type does not change, but he becomes immune to cold, nonlethal damage, paralysis, and sleep. An alchemist must be at least 10th level and must have the preserve organs discovery before selecting this discovery.
Plague Bomb (Su)*: The effects of the smoke created by an alchemist’s bomb duplicates the effects of contagion instead of fog cloud, filling an area equal to twice the bomb’s splash area for 1 round per level. An alchemist must be at least 8th level and must have the smoke bomb discovery before selecting this discovery.
Preserve Organs (Ex): The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. This does not stack with similar abilities that negate critical hits and sneak attacks (such as fortification armor). An alchemist can take this discovery up to three times; the effects stack, increasing this chance to 50% and then 75%.
Tentacle (Ex): The alchemist gains a prehensile, arm-length tentacle on his body. The tentacle is fully under his control and cannot be concealed except with magic or bulky clothing. The tentacle does not give the alchemist any extra attacks or actions per round, though he can use it to make a tentacle attack (1d4 damage for a Medium alchemist, 1d3 damage for a Small one) with the grab ability. The tentacle can manipulate or hold items as well as the alchemist’s original arms can (for example, allowing the alchemist to use one hand to wield a weapon, the tentacle to hold a potion, and the third hand to throw a bomb). Unlike an arm, the tentacle has no magic item slots.
Vestigial Arm (Ex): The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can wield a weapon and make attacks as part of the alchemist’s attack routine (using two-weapon fighting). The arm can manipulate or hold items as well as the alchemist’s original arms (for example, allowing the alchemist to use one hand to wield a weapon, another hand to hold a potion, and the third hand to throw a bomb). The arm has its own “hand” and “ring” magic item slots (though the alchemist can still only wear two rings and two hand magic items at a time). An alchemist may take this discovery up to two times.
Parasitic Twin (Ex): The alchemist’s vestigial limbs are part of a parasitic twin on his torso, consisting of a head, a torso, and two arms (from the vestigial limb discovery). Normally, the twin is mostly recessed within the alchemist’s body, with the visible arms acting like the vestigial arm discovery, though the alchemist can manifest or hide the twin as a standard action. The twin is helpless, fully subservient to the alchemist, and cannot be targeted or harmed. Once per day, if the alchemist succumbs to a mental effect that would make him unconscious, helpless, or not in control of his own actions (such as charm person, feeblemind, or hold person), he can reroll his saving throw; success means the twin absorbs the effect and the alchemist can ignore it. Using this ability sickens the alchemist for the duration of the absorbed effect (removing the effect from the twin ends the sickened condition), and he cannot use the twin’s limbs during that time, though passive effects (such as from rings worn on the vestigial limbs) continue normally. The alchemist must have selected the vestigial limb discovery twice before selecting this discovery.