My favorite is the daggermark poisoner from Inner Sea NPC Codex:
Daggermark Poisoner
gnome rogue (Poisoner) 5 / daggermark poisoner 3
Small humanoid (gnome) Lawful Evil
Init +7; Senses low-light vision; Perception +12
Defense
AC 21, touch 15, flat-footed 17 (+5 armor, +3 Dex, +1 dodge, +1 shield, +1 size); +4 dodge vs. giants
hp 60 (8 HD; 5d8+3d8+21)
Fort +6, Ref +9, Will +2; +2 vs. illusions, +2 vs. poison
Defensive Abilities evasion, poison resistance +2, uncanny dodge
Offense
Speed 20 ft.
Melee +1 rapier +11 (1d4+2/18–20 plus poison)
Ranged dagger +9 (1d3+1/19–20 plus poison)
Special Attacks +1 on attack rolls against goblinoid and
reptilian humanoids, poison use, sneak attack +3d6
Daggermark Poisoner Spell-Like Abilities (CL 3rd)
At will—detect poison (range 5 feet, swift action)
Gnome Spell-Like Abilities (CL 8th)
1/day—dancing lights, ghost sound (DC 11),
prestidigitation, speak with animals
Statistics
Str 12, Dex 16, Con 14, Int 14, Wis 8, Cha 12
Base Atk +5; CMB +5; CMD 19
Feats Combat Expertise, Dodge, Improved Feint, Improved Initiative, Weapon Finesse, Weapon Focus (rapier)
Skills Acrobatics +14 (+10 when jumping), Bluff +12, Craft (alchemy) +15 (+19 when dealing with poison), Craft (traps) +10 (+13 with poisonous traps), Disable Device +9 (+12 with poisonous traps), Disguise +7, Heal +3 (+4 when dealing with poison), Knowledge (local) +10, Perception +12 (+15 to locate traps), Sense Motive +7, Sleight of Hand +14, Stealth +18
Languages Common, Elven, Gnome, Hallit, Sylvan
SQ combine poison 3/day, master poisoner, quick poisoning, rogue talents (combat trick, finesse rogue), toxic apothecary +1, toxic manufactory, trapster
Combat Gear potions of invisibility (2), antitoxin (2), bloodroot (1 dose), drow poison (4 doses), Large scorpion venom (2 doses), Medium spider venom (2 doses), purple worm poison (1 dose), sassone leaf residue (2 doses), shadow essence (2 doses)
Other Gear +1 mithral chain shirt, mwk buckler, +1 rapier, daggers (12), cloak of resistance +1, alchemist’s lab, mwk thieves’ tools, 224 gp
Special Abilities
Combine Poison (Ex) Three times per day, the Daggermark
poisoner can combine two different poisons without
reducing their efficacy, and apply them to the same weapon,
object, or trap. A creature exposed to the poisons must save
against both.
Master Poisoner (Ex) The Daggermark poisoner’s levels in the
Daggermark poisoner prestige class stack with her rogue
levels when determining her bonus on Craft (alchemy)
checks dealing with poison granted by this ability.
Quick Poisoning (Ex) The Daggermark poisoner can poison a
weapon as a move action. She can create poisons with the
Craft (alchemy) skill in half the normal amount of time.
Toxic Apothecary (Ex and Sp) The Daggermark poisoner can
use detect poison at will (range 5 feet) as a swift action.
She gains a bonus equal to half her Daggermark poisoner
level on Heal checks dealing with poison, and on a successful
check she adds this bonus to the saving throw bonus she
provides her patient against the treated poison.
Toxic Manufactory (Ex) When creating poisons or antitoxins,
the Daggermark poisoner can create a number of doses equal
to her Intelligence modifier at one time (minimum 1). These
additional doses do not increase the time required, but do
increase the raw material cost accordingly. In addition, she
uses the item’s gp value as its sp value when determining
progress made with her Craft (alchemy) checks.
Trapster (Ex) The Daggermark poisoner adds her
class level on Perception skill checks made to locate
traps and on Craft and Disable Device checks
regarding poisonous traps. She also adds a
+1 bonus on attack rolls, save DCs, and
Perception and Disable Device DCs for
poisoned traps she creates.
Sources
Daggermark Poisoner Pathfinder
Campaign Setting: Paths of
Prestige 18; Poisoner
Pathfinder RPG Advanced
Player’s Guide 134