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==Mul Crunch== In [[Advanced Dungeons & Dragons]], muls had minimum Strength scores of 10 and Constitution scores of 8 (bumped up to min Con 10 in the Revised version) and maximums of 20 , paired with +2 Str, +1 Con, -1 Int and -2 Cha as racial modifiers. They also had a really weird focus for racially specific abilities, in the form of... Work. No really, due to their mix of human and dwarf parentage that was one of their special gifts. The ability to work for literally days at a time before needing to stop and rest. Generally speaking, this had zero practical use campaign-wise as there aren't many GMs who are going to feature a campaign where you have to dig a ditch in a hurry. They make good tanks and in particular they made excellent choices for [[Gladiator]]s, otherwise known as "[[Fighter]]s better than all other fighters." The damage a Mul gladiator with a strength of 20 could inflict with Cahulaks (a type of weaponized grappling hooks tied together by rope) was a beautiful thing to behold. In 3rd edition, they appeared in [[Dragon Magazine]] #319, where they had +2 Strength, +4 Constitution, the "Hardy" racial trait (requires only half the normal amount of sleep to eliminate fatigue & exhaustion), the Faster Natural Healing racial trait (recover 2 hitpoints per day, gain Fast Healing 1 at 10th level, increase to Fast Healing 3 at 15th level), and an Inborn Power trait that gave them 3 psionic power points and the innate ability to use ''Offensive Prescience'' with them, which just got added to their class-based psionic power pool and powers if they took one of the psionic classes. They had a [[Favored Class]] of [[Fighter]] (although you could argue that [[Psychic Warrior]] was just as fitting) and a [[Level Adjustment]] of +1. For the 3.5 rules revision, Mul Racial Traits were semi-officially published by Athas.org, whose conversion of all 2e Dark Sun materials were considered "officially approved" by WotC. In Dark Sun 3 (revision 7), the stats given deviate heavily from the stats given by Dragon Magazine for 3e. Mul gain +4 Strength, +2 Constitution, -2 Charisma. They count as Medium-sized Humanoids with the Dwarf subtype, and have Darkvision. They have regained the 2e bonuses to hard work with "Tireless", granting a +4 racial bonus to checks for performing physical activity over an extended period of time and +4 saving throws against spells that cause any form of weakness (fatigue, exhaustion, enfeeblement, etc.), as well as "Extended Activity", allowing them to engage in up to 12 hours of hard labour without becoming fatigued. They also count as a dwarf for all effects related to race and have a Damage Resistance of 1 vs. Nonlethal damage. Their favored class is Gladiator, their automatic language is common, and they have a level-adjustment of +1. 4th edition, being somewhat more mainstream, instead gave them a static race bonus of +2 Con and then their choice of either +2 Str or +2 Wis, a bonus healing surge, the ability to count 6 hours of sleep out of every 72 as a long rest, and the ability to automatically end any ongoing damage/dazed/slowed/stunned/weakened effect once per encounter due to being so goddamned tough they could just shrug it off.
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