At 2nd level, and every even level afterwards, the Chemist breaks a barrier in their research. They select one breakthrough, and cannot select the same breakthrough more than once unless specifically noted. Breakthroughs with a single asterisk(*) affect or require the use of the chemist's Bomb class feature. Breakthroughs with two asterisks(**) affect or require the chemist's Mix class feature. Breakthroughs with a single ^ mark work with either the Bomb or Mix class features.

Some Breakthroughs change Bomb or Mix damage types based on "if it doesn't set a damage type already," these Breakthroughs override the base Bludgeoning, Slashing, Piercing physical damage of the Bomb feature as if it was not a damage type.

Breakthrough Prerequisite(s) Benefits
Bacchus Wine(Ex)** Chemist 6 As their study of the wine industry thickens, so too are its chemical applications. The chemist gains a new Reactant they can learn; Bacchus Wine. When this reactant is mixed with a potion or splash weapon, affected targets gain a sudden and sharp buzz. Creatures affected by a potion or splash weapon with Bacchus Wine must make a Fortitude saving throw or gain the Berserk condition. While Berserked in this way, creatures gain a +4 bonus to damage rolls.
Fire Bombs^ None The Chemist can choose to deal Fire damage with his bombs or mixes that use his Bomb damage, if the mix doesn’t set a damage type already.
Frost Bombs^ None The Chemist can choose to deal Ice damage with his bombs or mixes that use his bomb damage, if the mix doesn’t set a damage type already.
Shock Bombs^ None The Chemist can choose to deal Lightning damage with his bombs or mixes that use his bomb damage, if the mix doesn’t set a damage type already.
Rock Bombs^ None The Chemist can choose to deal Earth damage with his bombs or mixes that use his bomb damage, if the mix doesn’t set a damage type already.
Bubble Bombs^ None The Chemist can choose to deal Water damage with his bombs or mixes that use his bomb damage, if the mix doesn’t set a damage type already.
Wind Bombs^ None The Chemist can choose to deal Wind damage with his bombs or mixes that use his bomb damage, if the mix doesn’t set a damage type already.
Garlean Fire Bombs^ Chemist 8, Fire Bomb Whenever the chemist deals Fire damage with a bomb or mixes that use his bomb damage, the primary target also suffers 1d6 + the chemist’s Intelligence modifier in Fire damage for a number of rounds equal to the number of damage dice from the original bomb. (E.G. 5 rounds if the original bomb deals 5d6). Putting out the fire takes a standard action that does not provoke an attack of opportunity.
Creeping Frost Bomb^ Chemist 8, Frost Bomb Whenever the chemist deals Ice damage with a bomb or mixes that use his bomb damage, the primary target and any adjacent enemies suffer a 5 foot penalty to their move speed. In addition, anyone adjacent to a target affected by the speed reduction takes 1d6+Intelligence modifier Ice damage, as the frost spreads from living creature to living creature.
Chain Shock Bombs^ Chemist 8, Shock Bombs Whenever the chemist deals Lightning damage with a bomb or mixes that use his bomb damage, all targets within the area of effect take an additional 2 points of Lightning damage for each target within the area of effect. Chain Shock Bombs cannot discriminate between friend and foe, even if used in conjunction with other breakthroughs.
Boulder Bombs^ Chemist 8, Rock Bombs Whenever the chemist deals Earth damage with a bomb or mixes that use his bomb damage, the primary target is subject to a bull rush as if the chemist has used the bull rush combat maneuver, except he uses his chemist level for their Base Attack Bonus and Intelligence modifier in place of Strength modifier for the maneuver. If there is a target behind the primary target, they take the damage dealt by the bomb or mix as if hit directly.
Breathless Bubble Bombs^ Chemist 8, Bubble Bombs Whenever the chemist deals Water damage with a bomb or mixes that use his bomb damage, the primary target must make a fortitude save or be forced to hold its breath for a number of rounds equal to the chemist’s Intelligence modifier. An ally can remove this effect as a standard action, removing the bubble around the target’s breathing methods.
Shredding Winds Bomb^ Chemist 8, Wind Bombs Whenever the chemist deals Wind damage with a bomb or mixes that uses his bomb damage, the primary target suffers a penalty to it’s natural armor equal to ½ the bomb’s number of damage dice. If a creature does not have natural armor, it instead acts as if it had been targeted by a sunder combat maneuver, using the chemist’s level for their Base Attack Bonus and Intelligence modifier in place of their Strength modifier for the maneuver.
Crafting Expertise Chemist 5 The chemist gains an item creation feat as a bonus feat. This discovery can be taken once per 5 levels of chemist.
Pharmaceutical Contacts None The chemist gains access to an impressive network of marketing and production associates, allowing him to purchase alchemical items and use them as a standard action in combat. Doing so increases the price of the item by 1.5x. Using an alchemical item in this way still provokes as normal, and must be paid with gil for the desired item. This ability can only be used to gain alchemical items; not other types of gear. A Chemist may use this ability up to 3 times per day.
Hard Sell Pharmaceutical Contacts The chemist can, as a full round action, make an attempt to sell a fake alchemical item to a foe. Doing so requires the chemist to make a Diplomacy check, against a DC 10 + the target’s sense motive modifier. If they do not have sense motive, then use their wisdom modifier instead. If the chemist succeeds, he may place a bomb or mix in the target’s hand, acting as if the target had been struck by the bomb or mix, at one higher than the target’s AC. This also allows a chemist to disguise alchemical items, bombs, and mixes as other alchemical items with a +4 bonus to the Disguise check.
Concentrate Poisons None The chemist can combine two doses of the same poison to increase their effects. This requires two doses of the poison and 1 minute of concentration. When completed, the alchemist has one dose of poison. The poison’s frequency is extended by 50% and the save DC increases by +2. This poison must be used within 1 hour of its creation or it is ruined. This benefit cannot be used to enhance poisonous reagents.
Eskir Berries None The chemist gains a new reactant. A strange fruit that tends to grow at high altitudes. Normally these berries gives off a scent that seems to disorient avian creatures. When mixed into a gaseous base, eskir berries induce a -2 penalty to attack rolls and DCs induced by creatures from the Animal category within its area. When imbibed as a potion, the creature that consumed it gains the stench monster ability out to 5ft for 5 rounds.
I'm Going To Try Science! None At a cost of two mixes, the chemist can choose to forgo choosing the result and instead determine his ingredients randomly. He still selects which container to use, and must choose the target for the mix before determining the effects. While using I'm Going To Try Science! the chemist always rolls the maximum number of reagents he can (So, at 5th level, he rolls twice on the reagents table). He can roll mix ingredients that he is not actually a high enough level to use. (Click here for details.)
Bomb Tosser 3d6 Bomb Damage The Chemist can create a Bomb Tosser as part of gaining this discovery. Using a Bomb Tosser requires 2 hands, but increases the bomb's throwing increment from 20 to 40. This can be used with both the Bomb and Mix class feature. The Bomb Tosser weighs 2 pounds.
Alchemical Bullet Firearm Proficiency The Chemist gains access to a new container called the Alchemical Bullet. Using the alchemical bullet allows the Chemist to apply the effects of the mix as a shot, through a firearm. This deals the firearms normal damage, and applies the mix to the target hit, requiring saves as normal
Thesis Recollection I'm Going To Try Science! When using I'm Going To Try Science!, the Chemist can record the exact makeup of the mix. Once within the next 24 hours, he can spend two uses of Mix to replicate that same Mix. The Chemist can replace his old record with a new one as often as he likes within a single 24 hour period, but he can only replicate his most recently recorded mix. After replicating a Mix, he loses his notes and must wait until he stumbles across that mix again.
Wait, That's No Moon! Chemist Level 9 The chemist gains access to a new container called the Moon Beacon. A moon beacon calls down a pillar of energy with a 10 foot radius, which persists for a number of rounds equal to your chemist modifier. As a swift action, the Chemist can guide the beam 30 feet in any cardinal direction, and anyone making contact with the beam, or starting their round in it, takes the Chemist's bomb damage, halved on a successful reflex save.
Shrivel Cap Chemist 6 The chemist theorizes that size matters; a lot. The chemist gains a new reagent, the Shrivel Cap. A special fungi that grows in forests filled with rampant magic. When imbibed, used with a splash weapon, or sprayed, affected creatures must make a Fortitude saving throw. On failure, that creature gain the Miniaturized condition for a number of minutes equal to the Chemist's Intelligence modifier.
Improved Shrivel Cap Shrivel Cap The chemist improves upon their miniature mixtures. The duration of Shrivel cap is increased from minutes to hours. While this is in effect, you cannot regain any mixes used with shrivel cap until the duration expires. In addition, the chemist gains a +2 bonus to saves against polymorph effects.