Nightshade Rogue (Inspired by Dark Age of Camelot): While not as physically imposing as other stealthy classes, they use their skills, wit, and talents with poison and a bit of magic to devastate their enemies.
Hitdice becomes d4's, lose Trapsense, do not gain a special ability at level 13 or 19, 10 skill points per level. Gains poison use at lvl 1. Artifice Toxin: May use Use Magic Device skill to improve a poison they craft, increasing the save DC by 1 per 5 points of a successful check past the poison's craft DC to a maximum enhancement equal to half the Nightshade's level; any prestige classes that grant Poison Use stack with your Nightshade levels for this ability. Nightshades also get a small number of infusions they can use. They advance as an Artificer of equivalent level in infusions per day but their infusions are limited to a mostly offensive repertoire.
Nightshade Infusion List:
1st lvl:
Magic Weapon
Weapon Augmentation, Personal
Identify
Light
Energy Alteration
Skill Enhancement
2nd lvl:
Weapon Augmentation, Lesser
Align Weapon
3rd lvl:
Magic Weapon, Greater
4th lvl:
Weapon Augmentation
5th lvl:
Disrupting Weapon
6th lvl:
Weapon Augmentation, Greater
This isn't meant to replace the Assassin, thus why it doesn't get Assassin spells, but it helps poisoners also pick up the slack. This is meant to be the maximum of High-Risk, High-Reward play without being a pure caster.