Poison Immunity
The character attempts to become immune to a poison with a DC no higher than (his endurance * 5) - So for an endurance of 3, DC 15.
When taking this ability, he makes a check against a DC of 20, adding his endurance and intelligence scores to the roll. If he rolls a 25 or higher, he immediately becomes immune to the poison and suffers no adverse effects. For a roll of 20 to 24, he can choose to either take 1d2 points of permanent ability drain from the same category as the poison's initial damage and become immune, or to fail to become immune and take no adverse affects, and only use 2 UP.
Any roll lower than a 12 causes him to immediately take the poison's initial damage, and then be affected by the poison as normal, and only lose 2 UP.
If a character fails to become immune to a poison and then attempts to take this ability for the same poison again, they gain a +2 bonus on the roll to determine immunity.
This feat can be taken multiple times, for either brand-new poisons or to retry a poison that the character failed to become immune to before.