There is a Legacy version
here.
Poison Weapon [one-action] Feat 6*Manipulate Rogue Source Player Core pg. 171 2.0Archetypes Assassin,
Assassin,
Drow Shootist,
Poisoner,
PoisonerRequirements You are wielding a weapon.
* This version of the Poison Weapon feat is intended for use with an Archetype and has a different level for access than the
original feat.
You apply a contact poison or injury poison to the required weapon; if you have a free hand, you can Interact to draw a poison as part of this action. This poison can be one of the simple injury poisons you can create due to this feat (see Special), or another contact or injury poison you’ve acquired (such as those in GM Core).
Special During your daily preparations, you can prepare a number of simple injury poisons equal to your rogue level. These follow the rules for injury poisons (GM Core, page 248), except that they deal 1d4 poison damage with no saving throw. Only you can apply these poisons properly, and they expire the next time you prepare.
Archetype Use
This feat can be used for one or more Archetypes in addition to the listed Classes. When selected this way, the feat is not considered to have its class traits.
Poison Weapon Leads To...
Improved Poison WeaponTraits
Manipulate: You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.