Thermoregulation
By manipulating thermoregulation, a biohacker can protect creatures from extreme temperatures or cause them to overheat.
Booster: You protect a creature against extreme heat and cold. The target gains cold resistance 1 and fire resistance 1, and these resistances increase by 1 for every 4 biohacker levels you have. If the creature is burning, it can immediately attempt a Reflex save with a +2 bonus to end the burning effect. If the creature has the staggered condition from failing a saving throw against a cold effect, it can immediately attempt a new saving throw against the effect, ending it on a success.
Inhibitor: You impair a creature’s ability to regulate body temperature. If the target takes fire damage, it must succeed at a Fortitude save or gain the burning condition, taking 1d6 fire damage per turn. If the target takes cold damage, it must succeed at a Fortitude save or gain a special version of the burning condition that deals 1d6 cold damage per turn, which can be ended automatically by taking fire damage; the target can’t roll on the ground to gain a new saving throw, but instead it can wrap itself in insulating material and shiver as a full action to attempt a new saving throw with a +4 bonus. The damage per turn increases by 1d6 for every 6 biohacker levels you have.
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