Mul's Stats

Angerland

First Post
Hey all,

In our campaign world we have an area that is very heavily populated by Humans and Dwarves in an integrated type society. I was wondering if anyone could help me with the racial ability bonuses that Muls had from Dark Sun. Thanks in advance for help, and I apologize if this is a copywrite violating question in which case please tell me and I wll withdraw my question.
 

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In 2e, mul got +2 Str, +1 Con, -1 Int and -2 Cha. Their only racial abilities was resisting exhaustion (could perform "heavy labor" for up to 24+Con hours, longer for less exhausting activities) and being able to be considered human for the purposes of class/level limits and dual-classing (which I intepreted as either being able to multiclass and use the mul level limits, or nor multiclassing and instead taking any class to any level).
 


Staffan said:
In 2e, mul got +2 Str, +1 Con, -1 Int and -2 Cha. Their only racial abilities was resisting exhaustion (could perform "heavy labor" for up to 24+Con hours, longer for less exhausting activities) and being able to be considered human for the purposes of class/level limits and dual-classing (which I intepreted as either being able to multiclass and use the mul level limits, or nor multiclassing and instead taking any class to any level).

:D Lets not forget 2E Dark sun characters also rolled 4d4+4 or 5d4 for their stats, not 3d6.
 

Angerland said:
Staffan,
what were the 2e half giant stats out of curiosity?
From memory (meaning they might be slightly incorrect):
+4 Str
+2 Con
-2 Int/Wis/Cha
Large size
Double the base HD roll (so a half-giant fighter with Con 16 (=+2 hp/die) would get d10x2+2 hp/level)
Have a fixed alignment on one axis, and can change the other on a daily basis.
Pay double for stuff on account of there not being many things sized for them.

I don't remember their level limits or multiclass stuff, but I think they did great as fighters and gladiators, and a bit worse as rangers, clerics and maybe druids. They could not be wizards, and I'm pretty sure they couldn't be thieves, bards, traders, or templars either.
 

Thanks a bunch. Could manage that as a +1 El character I think, maybe even without modifying it at all. Will have to bring it up to the group and see. Mul's are definetly workable htough. Thank you. I went to Athas.org and their stats for the Mul's and half giants were way overblown. These, I think will be much more suitable to our group.
 


Creeping Death said:
Half-Giants are stated in the Expanded Psionics Handbook. Good race, playing one right now. Love it.
The XPH half-giants are not anywhere near the half-giants of the Dark Sun setting, though. For one thing, DS half-giants were firmly in the Large size category (IIRC, something like 10' tall or more) rather than being Medium with Powerful Build. For another, DS halfgiants weren't particularly psionic - well, Athas is a high-psi setting, so all PCs and many NPCs had wild talents, but nothing like a racial psi-like ability.

Now, looking at things and trying to detach myself from my love of the Dark Sun setting, I can see that the XPH half-giants are quite possibly more suited for being PCs, especially with 3e's greater emphasis on balance. Still, they're not really anywhere near the engines of destruction 2e half-giants were.

Oh, and another thing: given the way the 2e Strength chart was set up, the +4 bonus half-giants gained to Strength was WAY bigger than it looks to someone familiar with only 3e. See, in 2e they had this stupid thing called Exceptional Strength, where a fighter-type character with Str 18 got to roll an additional d100, so he might have Str "18/73". These percentiles created an additional five steps "within" Str 18 (01-50, 51-75, 76-90, 91-99, and 00). This in turn lead to Str 19+ being WAY better than a plain 18 (IIRC, a plain 18 was +1 to hit and +2 damage, with 19 being +3/+7). Combine this with halfgiants having a minimum Str, pre-modification, of 17 (for a total minimum of 21), and you can see where they became total terrors.
 

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