Tuesday, April 28, 2009

The Games That I Play Only Have Twenty-Sided Dice

It's got more Trek and comic book references than gamer references, but I think readers of the RPGBN will get a kick out of this song:
Conventional Lover
Lyrics

Yay! My Rock Band 2 obsession provides material for my starving blog!

I would have posted this two months ago, but I wanted it to be surprise for a certain Trek fanatic friend of mine when we finally got up to his place with our Rock Band gear. Though the delay means I can submit it to this month's blog carnival.

Saturday, April 25, 2009

Why, that's an Emo Monkey!

The final comments are in from last week's "Weekly What the Heck". The result is the emo monkey, a creature that enjoys wearing its enemies down by depressing them.

I'd like to thank dicemonkey, greywulf and joeskythedungeonbrawler (with special thanks to greywulf for the name) for their ideas, all of which have been mashed together to create:
Emo Monkey
An emo monkey enjoys wearing its enemies down by depressing them and revels in the knowledge that "no one really understands" it.

Level 2 Controller
Emo Monkey
XP 125
Medium natural humanoid
Initiative +3 Senses Perception +4
HP 38; Bloodied 19
AC 16; Fortitude 14, Reflex 14, Will 15
Speed 6
mClaw (standard; at-will) * Psychic
+7 vs. AC; 1d4 + 1 plus 1d8 psychic damage.
CWave of Depression (standard; recharge 6) * Psychic
Close blast 3; targets enemies; +4 vs. Will; 1d8 + 3 psychic damage, and the target is weakened until the end of the emo monkey’s next turn.
No One Understands Me
Attacks with the psychic keyword made against the emo monkey take a –4 penalty to the attack roll.
Alignment Unaligned Languages Common
Skills Insight +9, Stealth +8
Str 12 (+2) Dex 14 (+3) Wis 17 (+4)
Con 14 (+3) Int 10 (+1) Cha 17 (+4)

Emo Monkey Tactics
Emo monkeys get in close and use wave of depression as often as possible.

Level 4 Controller
Goth Emo Monkey
XP 175
Medium natural humanoid
Initiative +4 Senses Perception +6
Depressing Murmurs aura 1; any enemy that starts its turn in the aura is dazed until the start of its next turn.
HP 55; Bloodied 27
AC 18; Fortitude 15, Reflex 15, Will 17
Speed 6
mClaw (standard; at-will) * Psychic
+9 vs. AC; 1d4 + 1 plus 1d8 psychic damage.
CWave of Depression (standard; recharge 6) * Psychic
Close blast 3; targets enemies; +6 vs. Will; 1d8 + 4 psychic damage, and the target is weakened until the end of the emo monkey’s next turn.
No One Understands Me
Attacks with the psychic keyword made against the goth emo monkey take a –4 penalty to the attack roll.
Alignment Unaligned Languages Common
Skills Insight +11, Stealth +9
Str 12 (+3) Dex 15 (+4) Wis 18 (+6)
Con 15 (+4) Int 10 (+2) Cha 18 (+6)

Goth Emo Monkey Tactics
Goth emo monkeys use the same tactics as emo monkeys.

Level 6 Brute
Emo Ghoul
XP 250
Medium natural humanoid (undead)
Initiative +7 Senses Perception +6; darkvision
HP 86; Bloodied 43
AC 18; Fortitude 18, Reflex 19, Will 18
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 6
mClaw (standard; at-will) * Psychic
+9 vs. AC; 1d8 + 2, and the target is dazed (save
ends).
MEmo Bite (standard; at-will) * Psychic
Target must be dazed, stunned, or unconscious; +7 vs. AC; 3d8 + 2 damage, and the target is stunned (save ends).
MDon't Muss the Hair (free, when first bloodied; encounter)
The emo ghoul makes a melee basic attack with a +4 bonus to the attack roll and deals an extra 1d6 damage on a hit.
No One Understands Me
Attacks with the psychic keyword made against the emo monkey take a –4 penalty to the attack roll.
Alignment Evil Languages Common
Skills Insight +11, Stealth +12
Str 14 (+5) Dex 19 (+7) Wis 16 (+6)
Con 16 (+6) Int 8 (+2) Cha 16 (+6)

Emo Ghoul Tactics
Emo ghouls charge into melee, clawing and using emo bite once a foe is dazed.

Emo Monkey Lore
A character knows the following information with a successful skill check.
Nature DC 15: The most depressed of the emo monkeys become goth emo monkeys, who are all black with pale faces and hang around outside taverns looking really awkward.
Religion DC 20: Since emo monkeys like to hang around graveyards they are often killed by ghouls and rise as depressed but dangerous emo ghouls.

Encounter Groups
Emo monkeys are sometimes duped into aiding shadowy creatures. Emo ghouls are typically found around other ghouls.

Level 5 Encounter (XP 1,050)
* 1 goth emo monkey (level 4 controller)
* 3 emo monkeys (level 2 controller)
* 2 dark creepers (level 4 skirmisher)
* 1 shadowhunter bat (level 3 lurker)

Level 6 Encounter (XP 1,300)
* 2 emo ghouls (level 6 brute)
* 2 ghouls (level 5 soldier)
* 1 boneshard skeleton (level 5 brute)
* 1 wraith (level 5 lurker)
I hope wave of depression and depressing murmurs aren't too powerful for such low level controllers. I tried to minimize their damage since the effects are pretty nasty. I wanted these guys really low level since there are no controllers below level three in the Monster Manual and also because I wanted the emo ghoul at a level comparable to the stock ghoul and the monkeys lower than that.

Weekly What the Heck

Welcome to the twenty-eighth installment of my regular feature here at the Near TPK. With continuing apologies to one of my favorite blogs, the Daily WTF, I present... The Weekly What The Heck.

Each Saturday at 10 AM Central Time I'll post one of Jen's drawings of some kind of whacked-out creature, and ask my readers: "What the heck IS that?"

I hope my readers will approach the challenge in the spirit of "Yes, and ..." - building on previous responses so everyone's ideas can be used in the final writeup. Comments are now closed on last week's entry, and I hope to have the final writeup posted tonight. Comments will be accepted on this week's entry until I post next week's entry.

So... What the heck is that? What should it do? Does that smile make you nervous, too?

Charles G. Wilbur (the "Proprietor") does not claim ownership of information, data, text, comments, graphics, messages or other materials ("Content") you submit or make available for inclusion on The Art of the Near TPK (the "Service"). However, with respect to Content you submit or make available for inclusion on the Service, including without limitation comments you post to the Service, you grant the Proprietor world-wide, perpetual, irrevocable, royalty free, non-exclusive, fully sub-licensable license(s) to use, distribute, reproduce, modify, adapt, publish, translate, publicly perform and publicly display such Content (in whole or in part) and to incorporate such Content into other works in any format or medium now known or later developed.

Saturday, April 18, 2009

Why, that's a Quizacoatl!

The final comments are in from last week's "Weekly What the Heck". The result is the quizacoatl, the gameshow hosts of the astral plane.

I'd like to thank jermwar and benpop (with special thanks to jermwar for the name) for their ideas, all of which have been mashed together to create:
Quizacoatl
A quizacoatl is a manifestation of the universal concept of the Riddle extending into the Astral Plane.

Level 12 Skirmisher
Quizacoatl Contestant
XP 700
Medium immortal magical beast
Initiative +12 Senses Perception +12; darkvision
HP 121; Bloodied 60
AC 26; Fortitude 23, Reflex 23, Will 25
Speed 6, fly 8 (clumsy)
mBite (standard; at-will)
+17 vs. AC; 2d6 + 4 damage.
RThe Joker's Wild (standard; recharge 5 6) * Teleportation
Ranged sight; +15 vs. Will; the target teleports to swap spaces with the quizacoatl.
RThe Price Is Right (minor; recharge 6)
Ranged 5; +14 vs. Will; the next melee attack made against the target gains a +5 power bonus to the attack roll and, if it hits, it is automatically a critical hit.
Lightning Round (move; encounter)
The quizacoatl contestant shifts up to 6 squares.
Jeopardy!
The quizacoatl contestant deals an extra 2d6 damage on attacks against any target it has combat advantage against.
Let's Make a Deal
The quizacoatl poses a riddle out of combat (see the sphinx sidebar in the Monster Manual). If the challenged creatures refuse to answer or fail to answer correctly, the quizacoatl gains the following benefits: use of the joker's wild as a free action as soon as initiative is rolled with an immediate recharge on its turn, and a +4 bonus to all defenses until the end of the encounter.
Alignment Unaligned Languages Common, Supernal
Skills Arcana +15, History +15, Insight +17
Str 19 (+10) Dex 19 (+10) Wis 22 (+12)
Con 17 (+9) Int 19 (+10) Cha 22 (+12)

Quizacoatl Contestant Tactics
A quizacoatl contestant poses a riddle with its let's make a deal before combat begins. Once combat begins, it tries to get in an advantageous position for its jeopardy! ability.

Level 15 Controller
Quizacoatl Host
XP 1,200
Large immortal magical beast
Initiative +11 Senses Perception +13; darkvision
HP 146; Bloodied 73
AC 29; Fortitude 27, Reflex 27, Will 28
Speed 6, fly 8 (clumsy)
mBite (standard; at-will)
+20 vs. AC; 2d8 + 5 damage.
RWheel of Fortune (standard; at-will)
Ranged 5; +19 vs. Will; the next melee attack made against the target gains a +2 power bonus to the attack roll and, if it hits, it is a critical hit on a natural 18 or higher. Miss: the target gains a +2 power bonus to its next melee attack roll.
RThe Price Is Right (minor; recharge 6)
Ranged 5; +19 vs. Will; the next melee attack made against the target gains a +5 power bonus to the attack roll and, if it hits, it is automatically a critical hit.
AThe Joker's Wild (standard; recharge 5 6) * Teleportation
Area burst 1 within sight; up to 4 Medium or smaller adjacent targets; +19 vs. Will; the targets teleport to swap spaces with the quizacoatl.
Double Dare (free, when first bloodied; encounter)
A bucket of green goo appears over the creature whose attack bloodied the quizacoatl and drops on it. +19 vs. Reflex; the target is blinded (save ends).
Let's Make a Deal
The quizacoatl poses a riddle out of combat (see the sphinx sidebar in the Monster Manual). If the challenged creatures refuse to answer or fail to answer correctly, the quizacoatl gains the following benefits: use of the joker's wild as a free action as soon as initiative is rolled with an immediate recharge on its turn, and a +4 bonus to all defenses until the end of the encounter.
Alignment Unaligned Languages Common, Supernal
Skills Arcana +18, History +18, Insight +19
Str 20 (+12) Dex 18 (+11) Wis 23 (+13)
Con 18 (+11) Int 20 (+12) Cha 23 (+13)

Quizacoatl Host Tactics
A quizacoatl host poses a riddle with its let's make a deal before combat begins. Once combat begins, it prefers to stay out of melee, using its ranged powers to help its allies hit. If pressed it will try to use the joker's wild to teleport away.

Quizacoatl Lore
A character knows the following information with a successful Religion check.
DC 20: Travelers who encounter a quizacoatl are asked a riddle. Answered correctly, the quizacoatl will provide a minor boon or other beneficial assistance. Answered incorrectly, the Quizacoatl will instead cause a minor embarrassment (summoning a bucket to pour green goop over the traveler's head) or curse of bad luck.
DC 25: Some ancient quizacoatls have access to ancient riddles otherwise lost. Because of this, rituals for summoning a quizacoatl are detailed in ancient tomes such as Loremaster's Bargain. The summoning can be hazardous, at least to one's pride, but the reward may be great if the summoner piques the Quizacoatl's fancy and cleverly solves their riddle.

Encounter Groups
Quizacoatls are usually encountered with immortal or construct allies who can (like them) survive the passage of long centuries.
Level 11 Encounter (XP 3,100)
* 1 quizacoatl contestant (level 12 skirmisher)
* 3 helmed horrors (level 13 soldier)
Level 15 Encounter (XP 6,400)
* 1 quizacoatl host (level 15 controller)
* 1 angel of battle (level 15 skirmisher)
* 4 angels of protection (level 14 soldier)
I wasn't sure where to work the First Riddle into a 4e stat block...

Weekly What the Heck

Welcome to the twenty-seventh installment of my regular feature here at the Near TPK. With continuing apologies to one of my favorite blogs, the Daily WTF, I present... The Weekly What The Heck.

Each Saturday at 10 AM Central Time I'll post one of Jen's drawings of some kind of whacked-out creature, and ask my readers: "What the heck IS that?"

I hope my readers will approach the challenge in the spirit of "Yes, and ..." - building on previous responses so everyone's ideas can be used in the final writeup. Comments are now closed on last week's entry, and I hope to have the final writeup posted tonight. Comments will be accepted on this week's entry until I post next week's entry.

So... What the heck is that? What should it do? Will it ever find its precious?

Charles G. Wilbur (the "Proprietor") does not claim ownership of information, data, text, comments, graphics, messages or other materials ("Content") you submit or make available for inclusion on The Art of the Near TPK (the "Service"). However, with respect to Content you submit or make available for inclusion on the Service, including without limitation comments you post to the Service, you grant the Proprietor world-wide, perpetual, irrevocable, royalty free, non-exclusive, fully sub-licensable license(s) to use, distribute, reproduce, modify, adapt, publish, translate, publicly perform and publicly display such Content (in whole or in part) and to incorporate such Content into other works in any format or medium now known or later developed.

Saturday, April 11, 2009

Why, that's a Speed Demon!

The final comments are in from last week's "Weekly What the Heck". The result is the jamuzavdu or speed demon, a creature that moves very fast, in short bursts.

I'd like to thank Ripper, mthomas768 and Scott for their ideas, all of which have been mashed together to create:
Jamuzavdu
Jamuzavdus delight in spreading misery and confusion across all the planes and worlds they come in contact with.

Level 7 Skirmisher
Jamuzavdu (Speed Demon)
XP 300
Medium elemental magical beast (demon)
Initiative +9 Senses Perception +5
Contagious Speed aura 10; allies that start their turns in the aura gain a +4 bonus to speed and can make a single basic attack as a free action during their turn.
HP 80; Bloodied 40
AC 21 (25 against opportunity attacks); Fortitude 19, Reflex 20, Will 18
Speed 10; see also quick lick and short burst
mNasty Lick (standard; at-will)
+12 vs. AC; 1d8 + 4 damage, and the target is dazed until the end of the jamuzavdu's next turn.
MQuick Lick (standard; recharge 6)
The jamuzavdu moves its speed + 4. At any two points during its move, the jamuzavdu makes a melee basic attack at a –4 penalty. The jamuzavdu cannot use this power while immobilized or slowed.
Short Burst (move; encounter)
The jamuzavdu shifts 6 squares.
Need for Speed (immediate reaction, when an enemy ends its move in the jamuzavdu's contagious speed aura; at-will)
+7 vs. Will; the target slides 4 squares in the same direction it was moving. If it passes through any squares containing difficult terrain or other creatures, it must make a saving throw at the end of the movement or fall prone.
Alignment Chaotic evil Languages Abyssal
Str 16 (+6) Dex 19 (+7) Wis 14 (+5)
Con 16 (+6) Int 7 (+1) Cha 9 (+2)

Jamuzavdu Tactics
A jamuzavdu races around the battlefield, letting its contagious speed aid its allies and hinder its enemies.

Jamuzavdu Lore
A character knows the following information with a successful Arcana check.
DC 20: A jamuzavdu moves very fast, in short bursts. That sort of movement superimposes the creature's blur on top of itself, creating an image of a creature with three eyes, a fiendish grin, and 10 legs. This creature also has the ability to share its speed with an ally or enemy.

Encounter Groups
Jamuzavdus are sometimes found in packs of demons or backed by the demonic cultists that summoned them into the world.
Level 7 Encounter (XP 1,600)
* 2 jamuzavdu demons (level 7 skirmisher)
* 3 evistro demons (level 6 brute)
* 1 harpy (level 6 controller)
For the first time in months, no one provided even the seed of a name in the comments. Everyone can thank my wife and I for the silly one we got.

Weekly What the Heck

Welcome to the twenty-sixth installment of my regular feature here at the Near TPK. With continuing apologies to one of my favorite blogs, the Daily WTF, I present... The Weekly What The Heck.

Each Saturday at 10 AM Central Time I'll post one of Jen's drawings of some kind of whacked-out creature, and ask my readers: "What the heck IS that?"

I hope my readers will approach the challenge in the spirit of "Yes, and ..." - building on previous responses so everyone's ideas can be used in the final writeup. Comments are now closed on last week's entry, and I hope to have the final writeup posted tonight. Comments will be accepted on this week's entry until I post next week's entry.

So... What the heck is that? What should it do? Can you tell it's supposed to be wearing a bikini top?

Charles G. Wilbur (the "Proprietor") does not claim ownership of information, data, text, comments, graphics, messages or other materials ("Content") you submit or make available for inclusion on The Art of the Near TPK (the "Service"). However, with respect to Content you submit or make available for inclusion on the Service, including without limitation comments you post to the Service, you grant the Proprietor world-wide, perpetual, irrevocable, royalty free, non-exclusive, fully sub-licensable license(s) to use, distribute, reproduce, modify, adapt, publish, translate, publicly perform and publicly display such Content (in whole or in part) and to incorporate such Content into other works in any format or medium now known or later developed.

Saturday, April 4, 2009

Why, that's a Monkicore!

The final comments are in from last week's "Weekly What the Heck". The result is the monkicore, a creature that emits a soothing and appealing fragrance which, along with its child-like face, lulls adventurers into coming closer.

After only getting one comment on the "Weekly What the Heck" two weeks ago, I was pleasantly surprised to get five comments this week. I'd like to thank mthomas768, Ameron, Ravyn, Scott and Ripper (with special thanks to mthomas768 for the name) for their ideas, all of which have been mashed together to create:
Monkicore
A monkicore is a mischievous fey creature that lures victims close with its innocent looks and beguiling scent. Its victims are then grabbed and thrust against the creature's poisonous spines.

Level 7 Controller
Monkicore
XP 300
Medium fey magical beast
Initiative +6 Senses Perception +5
Beguiling Scent aura 3; at the start of the monkicore’s turn, enemies in the aura are pulled 1 square.
HP 83; Bloodied 41
AC 21; Fortitude 20, Reflex 19, Will 19
Speed 6
mBite (standard; at-will)
+12 vs. AC; 2d6 + 4 damage.
MTail Lash (standard; at-will)
Reach 2; +11 vs. Reflex; 1d8 + 4 damage, and the target is grabbed (until escape). The monkicore can grab only one creature at a time.
MSpinal Crush (standard; at-will)
If a monkicore begins its turn with a target grabbed with its tail, it makes an attack against the grabbed creature: +11 vs. Fortitude; 2d8 + 4 damage, and the target is dazed (save ends). First Failed Save: The target is stunned instead of dazed (save ends). Miss: Half damage, and the target is dazed until the end of the monkicore's next turn.
RAlluring Look (standard; at-will) * Charm
Ranged 10; blind creatures are immune; +11 vs. Will; the target is pulled 3 squares and immobilized until the end of the monkicore's next turn.
Alignment Unaligned Languages -
Str 19 (+7) Dex 16 (+6) Wis 14 (+5)
Con 19 (+7) Int 7 (+1) Cha 16 (+6)

Monkicore Tactics
A monkicore uses alluring look and beguiling scent to bring a target close enough to be grabbed, then uses tail lash and spinal crush.

Level 9 Artillery
Fireblooded Monkicore
XP 400
Large fey magical beast
Initiative +7 Senses Perception +6
HP 80; Bloodied 40
AC 21; Fortitude 22, Reflex 21, Will 21
Speed 6
mBite (standard; at-will)
+14 vs. AC; 1d8 + 5 damage.
MTail Lash (standard; at-will)
Reach 2; +14 vs. Reflex; 1d8 + 5 damage, and the target is grabbed (until escape). The monkicore can grab only one creature at a time.
MSpinal Crush (standard; at-will)
If a monkicore begins its turn with a target grabbed with its tail, it makes an attack against the grabbed creature: +14 vs. Fortitude; 2d8 + 5 damage, and the target is dazed (save ends). First Failed Save: The target is stunned instead of dazed (save ends). Miss: Half damage, and the target is dazed until the end of the monkicore's next turn.
RFireblood Glare (standard; at-will)
Ranged 10; +14 vs. Fortitude; 2d6 + 5 damage, and the target takes ongoing 5 fire damage (save ends).
CMane Flare (standard; recharge 6)
Close burst 5; +12 vs. Reflex; 3d8 + 5 fire damage, and the target takes ongoing 5 fire damage (save ends). Miss: Half damage.
Alignment Unaligned Languages -
Str 20 (+9) Dex 17 (+7) Wis 15 (+6)
Con 20 (+9) Int 7 (+2) Cha 17 (+7)

Fireblooded Monkicore Tactics
A fireblooded monkicore prefers to stay back and use fireblood glare. If surrounded it uses mane flare, and if pressed into melee, it resorts to tail lash and spinal crush.

Monkicore Lore
A character knows the following information with a successful Nature check.
DC 20: A monkicore emits a soothing and appealing fragrance which, along with its child-like face, lulls victims into coming closer. When victims are close enough, it lashes out with its tail, grappling them.
DC 25: A fireblooded monkicore can cause its mane to flare up, immolating nearby enemies.

Encounter Groups
Monkicores are sometimes found allied with other fey creatures.
Level 7 Encounter (XP 1,500)
* 2 monkicores (level 7 controller)
* 3 satyr rakes (level 7 skirmisher)
Level 9 Encounter (XP 2,000)
* 2 fireblooded monkicores (level 9 artillery)
* 3 bloodfire harpies (level 9 soldier)
I think the power crunch took inspiration from about ten different Monster Manual monsters (including such disparate sources as the Earthrage Battlebriar and the Astral Stalker). That might be a record.

Weekly What the Heck

Welcome to the twenty-fifth installment of my regular feature here at the Near TPK. With continuing apologies to one of my favorite blogs, the Daily WTF, I present... The Weekly What The Heck.

Each Saturday at 10 AM Central Time I'll post one of Jen's drawings of some kind of whacked-out creature, and ask my readers: "What the heck IS that?"

I hope my readers will approach the challenge in the spirit of "Yes, and ..." - building on previous responses so everyone's ideas can be used in the final writeup. Comments are now closed on last week's entry, and I hope to have the final writeup posted tonight. Comments will be accepted on this week's entry until I post next week's entry.

So... What the heck is that? What should it do? How does it keep from tripping over its own feet?

Charles G. Wilbur (the "Proprietor") does not claim ownership of information, data, text, comments, graphics, messages or other materials ("Content") you submit or make available for inclusion on The Art of the Near TPK (the "Service"). However, with respect to Content you submit or make available for inclusion on the Service, including without limitation comments you post to the Service, you grant the Proprietor world-wide, perpetual, irrevocable, royalty free, non-exclusive, fully sub-licensable license(s) to use, distribute, reproduce, modify, adapt, publish, translate, publicly perform and publicly display such Content (in whole or in part) and to incorporate such Content into other works in any format or medium now known or later developed.

Wednesday, April 1, 2009

Race/Class Synergy in 4e: PHB2 Races

Following up last week's analysis of synergy between the Player's Handbook 1 races and the Player's Handbook 2 classes, this week I have analysis of the PHB2 races and all the core classes. Again I'm using the definitions posted at Incredible Vehicle for top, second and bottom tiers.

What I call a top tier combination is where a race’s bonus attributes map directly to a class’ primary and secondary. ... A second tier combo is one where a race has one attribute that maps to a primary or secondary. ... When a race has no attributes, or only a tertiary attribute, it’s third tier.

As before, top tier combinations are green, second tier white and third tier red.



Deva
Gnome
Goliath
Half-Orc
Longtooth
Shifter
Razorclaw
Shifter


Int, Wis
Int, Cha
Str, Con
Str, Dex
Str, Wis
Dex, Wis
Cleric
Str, Wis
1
0
1
1
2
1

Wis, Cha
1
1
0
0
1
1
Fighter
Str, Con
0
0
2
1
1
0

Str, Dex or Wis*
1
0
1
2
2
1
Paladin
Str, Wis
1
0
1
1
2
1

Cha, Wis
1
1
0
0
1
1
Ranger
Dex, Wis
1
0
0
1
1
2

Str, Wis
1
0
1
1
2
1
Rogue
Dex, Str
0
0
1
2
1
1

Dex, Cha
0
1
0
1
0
1
Warlock
Cha, Int
1
2
0
0
0
0

Con, Int
1
1
1
0
0
0
Warlord
Str, Cha
0
1
1
1
1
0

Str, Int
1
1
1
1
1
0
Wizard
Int, Wis
2
1
0
0
1
1

Int, Dex
1
1
0
1
0
1
Avenger
Wis, Int
2
1
0
0
1
1

Wis, Dex
1
0
0
1
1
2
Barbarian
Str, Con
0
0
2
1
1
0

Str,Cha
0
1
1
1
1
0
Bard
Cha,Int
1
2
0
0
0
0

Cha, Con
0
1
1
0
0
0
Druid
Wis, Con
1
0
1
0
1
1

Wis, Dex
1
0
0
1
1
2
Invoker
Wis, Int
2
1
0
0
1
1

Wis, Con
1
0
1
0
1
1
Shaman
Wis, Con
1
0
1
0
1
1

Wis, Int
2
1
0
0
1
1
Sorcerer
Cha, Dex
0
1
0
1
0
1

Cha, Str
0
1
1
1
1
0
Warden
Str, Con
0
0
2
1
1
0

Str, Wis
1
0
1
1
2
1

Synergy "score"
25
19
21
21
30
24

Finally, a top tier race (deva) for the control wizard... in the same book with more controller classes. Ah well, better late than never. Longtooth shifters take the most-top-tier-builds title with five, followed by devas with four. Note that out of all the PHB1 races the maximum is three. You could build a well rounded party with nothing but shifters - the only role the longtooths (longteeth?) don't cover as a top tier build is controller, and the razorclaws have that covered with one of the druid builds.

Three of the new races get a Strength boost. Along with the dragonborn that means by choosing the right race you can get a Strength boost along with any other ability... except Intelligence. So there's still no top tier race for the tactical warlord (though all the PHB2 races are second tier for the build). Also, there's still no top tier race for the laser cleric and pretty paladin (Wis, Cha) builds or the scourge warlock (Con, Int) build. Interestingly, all the PHB2 class builds are a top tier build for one or more races.