Poison

When you are exposed to poison, you are required to make a saving throw (usually fortitude) vs. the poison's difficulty class. Your character will have a modifier to this saving throw that is derived from your class levels, and your race- and is potentially modified by what enhancements and feats you have taken, as well as whatever buffs have been cast on you, and what equipment you are wearing.

Poisons are either natural, magical, or supernatural.

Sources of inflicting poison

 * Poison (spell)
 * Special attacks of certain creatures
 * Poison weapons

Sources of resistance/immunity to poison

 * Dwarf race (+2 bonus and enhancements to increase it)
 * Warforged race (immune to natural poisons, except those that specifically affect wood or metal; +10 Racial bonus to saves against magical poisons and do not automatically fail on a natural 1)
 * Proof Against Poison item enhancement (immunity to natural poisons; bonus to save against magical poison and do not automatically fail on a natural 1)
 * Poison save item enhancement
 * Neutralize Poison spell (dispels poison; existing damage is not healed; grants immunity against natural and magical poisons for a duration)

Natural Poisons

 * Hulrak Slime Mold: You have been poisoned by a mind-altering toxin and may soon suffer additional Wisdom, Intelligence, and Charisma damage.
 * Dealt by: Clambie, Hambie