So I'm working on a build idea for a new campaign... The two main concepts I want to build around are alchemy and using the Fling spell. Before anyone wastes their time commenting on how alchemy and Fling are both "bad," don't bother - I know it's not going to be breaking any records. We're going to be playing in a heavily homebrewed setting and most of the other players are new to tabletop rpgs in general; I'm usually the number-cruncher, but with this particular group I'd like to explore something a bit more niche.
So, the idea basically is to rely on stealth, flinging spell-imbued or toxin-laden (or both) needles at my opponents. I'll omit some of the generic "good stuff" to save space. Is there anything on-theme I'm missing, or do you have any ideas for things I might try out with the build? Things I'm eventually going to want, if not necessarily at char-gen (in no particular order):
Skills:
Spellcasting, Alchemy, and Stealth
Specializations:
Manipulation, Exotic Ranged Weapon (Sprayer)
Spells:
Fling (Probably Fetish?), Catch
Enabler (Alchemical Preparation, Fetish)
Recharge Potency
Improved Invisibility
Qualities:
Black Market Pipeline
Prototype Transhuman
Restricted Gear
Practice, Practice, Practice
Poisoner
Sharpshooter
Strive for Perfection
Magic Mastery:
Alchemical Bomb Maker
Apt Pupil
Archivist
Chakra Interrupter
Durable Preparations
Mystic Pitcher
Potion Maker
Practiced Alchemist
Initiation:
Fixation, Advanced Alchemy
Gear:
Manipulation Fetish, Alchemy Focus
Enchanting Gloves, Bio-fiber Pocket
Throwing Syringes, Toxins
Vault of Ages
Bioware:
Chemical Glands, Exhalation Spray
Pain Editor
Mentor:
Fire-bringer
Martial Arts:
Dim Mak
Called Shot (Pin)
Soaring Shackles