
Bodzilla |

My group just started Mummy's Mask and I wanted to play a spider themed character. I need some help making him cool and functional at the same time. So far he's a halfling sorcerer (envenomed bloodline) who plans on using the natural poison he gets on his throwing daggers. I'm on mobile so I can't post the exact details but, he has to fill the rogue role and I plan on taking the Mummy's Mask Trap Finder campaign trait to help. I have two other traits at start, 25 point buy, and 120 starting gold. Level 2 also.
If anyone has ideas or questions, I welcome them all. Thanks guys.

AndIMustMask |

consider scout ninja instead of plain rogue--the ki powers for mobility and such would likely be of great help to you--there's also some cheap slippers for spider-stepping on the go.
tack on the charging hurler feat and you can throw on the go. vanishing trick and (later) invisible blade let you SA with some regularity.
you could also consider either vivisectionist alchemist or archaeologist bard: they can fill the 'rogue' slot very well--especially with the trap finder trait (though the archaeologist doesn't need it). they are comparable in the skill area, competent in combat without relying on SA's restrictive mechanics, and have spells.
there's also the ACG playtest classes the investigator and slayer: the former is an int-focused skillmonkey (rogue skills/level with an int-focus built in = WAAAY more skill points than a rogue) with much better accuracy and can still do 'spike' damage with studied strike at the end of their powerup, and the latter is a full BAB class with the best of both worlds from the ranger and rogue. tack the trap finder trait on and they're ready to go.
trapper ranger is worth considering as well.
really though, any class with trap finder trait and an investment in perception and disable device can handle the job fine. for example you could play a magus (invested in perception/DD with the trait) who loves using force hook charge to 'web-sling' around the battlefield.

Bodzilla |

Ok, here's what I made last week and all the gear he has accrued since. Any further help, comments, critique or questions would be appreciated.
Fard The Spider
Male Halfling Sorcerer (Wildblooded) 2 (Pathfinder RPG Ultimate Magic 0)
CN Small humanoid (halfling)
Hero Points 1
Init +3; Senses Perception +10
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Defense
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AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 17 (2d6+5)
Fort +3, Ref +4, Will +6; +2 vs. fear
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Offense
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Speed 20 ft.
Melee bite +2 (1d3) and
dagger +2 (1d3/19-20)
Special Attacks serpent's fangs
Sorcerer (Wildblooded) Spells Known (CL 2nd; concentration +4):
1st (5/day)—poison weapon (DC 14), web bolt (DC 14)
0 (at will)—deepen shadow, detect poison, inky ray (DC 13), spider's thread (DC 13), trip line (DC 12)
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Statistics
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Str 11, Dex 16, Con 14, Int 14, Wis 14, Cha 14
Base Atk +1; CMB +0; CMD 13
Feats Eschew Materials, Spell Focus (conjuration)
Traits seasoned climber, seeker, trap finder
Skills Acrobatics +5, Bluff +6, Climb +8, Disable Device +9, Perception +10, Sleight of Hand +4, Stealth +10; Racial Modifiers +2 Perception, swift as shadows
Languages Common, Halfling, Osiriani, Undercommon
SQ hero points, loner, mutated bloodlines (envenomed)
Combat Gear potion of darkvision (2), black adder venom, chill cream, medium spider venom (2), oil (5); Other Gear dagger (5), bag of holding i, backpack, bedroll, belt pouch, hammer, piton (3), thieves' tools, trail rations (14), waterskin, 22 pp, 651 gp, 16 sp, 2 cp
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Special Abilities
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Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fearless +2 racial bonus vs Fear saves.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Loner -1 to AC and attack when adjacent to ally or using aid another.
Serpent's Fang + Poison (1 CON, 5 rounds/day, DC 13) (Ex) Bite attack deals 1d4 damage + Poison (Bite-injury; DC 13; frequency 1/round for 6 rounds; effect 1 Con damage; cure 1 save)
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Swift as Shadows Reduce the penalty for Stealth while moving by 5 and reduce the penalty for sniping by 10.
Trap Finder Use Disable Device to disarm magic traps, like a rogue.

AndIMustMask |

ah, just realized: if you're going the poison route, i give a +1 to my alchemist suggestion--they get to craft the stuff on the cheap, and (iirc) can change poisons from one type to another (like say, an inhaled poison to an injury one). drow knockout poison is a fav of mine for that. and poison bombs are fun too.

Arachnofiend |

First off, I strongly recommend you name this character Boris. Because reasons.
I'd also like to second the Alchemist suggestion. They're the best poisoners in the game (only ones who can make it viable really) and you can pick up the Tumor Familiar discovery to have a little spider crawling around with you.