Wanted to give some input so have tried to organize this a bit and credit those who provided the initial idea.
Name for XR sub-races:
I liked wollstonecraft’s idea of Ultra Beyond Ultra Rare or Ultimate Beyond Ultra Rare (UBUR) it is catchy and will likely wind up being called that anyway as it has been the current reference to these races in game and tends to convey the power and rarity of these sub-races.
Derivation of XR sub-races:
I liked Tyran’s derivation idea as this gives a nice tie in with the current HG/Faerun Pantheon and reasons for the power and special abilities behind these races.
Here is a list of some that come to mind right away:
• Lord Ao is the overgod of Abeir-Toril, who only answers to a superior entity known only as a "being of light."[3] All deities of Toril are subject to him
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• Asmodeus:God of sin, King of the Nine Hells. Lawful evil.[5][6]
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• Cyric (possibly also called N'asr[10]): God of murder, lies, intrigue, strife, deception, illusion. Chaotic Evil.
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• Grumbar: God of elemental earth, solidity, changelessness, oaths. True Neutral.
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• Kossuth: God of elemental fire, purification through fire. True Neutral.
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• Lathander: God of spring, dawn, birth, youth, vitality, athletics. Neutral Good.
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• Mystra (also called Hidden One[9]): Goddess of magic, spells, the Weave. Neutral Good. (Post-spellplague a dead power.)
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• Oghma (also called Curna[17]): God of knowledge, invention, inspiration, bards. True Neutral.
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• Shar: Goddess of dark, night, loss, forgetfulness, unrevealed secrets, caverns, dungeons, the Underdark. Neutral Evil.
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• Silvanus: God of wild nature, druids. True Neutral.
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• Sune: Goddess of beauty, love, passion
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• Talos (also called Bhaelros and Kozah[10]): God of storms, destruction, rebellion, conflagrations, earthquakes, vortices. Chaotic Evil. aspect of Gruumsh
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• Tempus (also called Tempos): God of war, battle, warriors. Chaotic Neutral.
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• Torm: God of duty, loyalty, obedience, paladins
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• Tyr: God of justice. Lawful Good. (now a dead power)
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"Tymora" redirects here. For the genus of moths, see Timora.
• Bahamut (also called Xymor[19]): God of good dragons, wind, wisdom, justice[20]
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• Gond (also called Zionel[17]): God of artifice, craft, construction, smithwork
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• Helm: God of guardians, protectors, protection. (now a dead power)
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• Lolth: Goddess of Drow, spiders, darkness, chaos , evil, assassination. Chaotic Evil.
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• Loviatar: Goddess of pain, hurt, agony, torment, suffering, torture
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• Mask: God of thieves, thievery, shadows. (now a dead power)
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• Mielikki: Goddess of forests, forest creatures, rangers, dryads, autumn
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• Tiamat: Goddess of evil dragons, evil reptiles, greed, Chessenta
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• Tymora: Goddess of good fortune, skill, victory, adventurers
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• Umberlee: Goddess of oceans, currents, waves, sea winds
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• Waukeen, also known as "The Merchant's Friend", is the goddess of trade, money, and wealth.
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• Orcus
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• Graz’tz
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• Demogorgon
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• Obox-ob
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• Jubilex
Requirements for XR sub-races:
Level 80 as a requirement makes sense.
The XP cost should be different for upgrading a character to that sub-race versus using it in a new build.
I can see the cost for upgrading a level 80 to these new sub-races somewhere between 6-12 million xp (Somewhat in line with a maximum reincarnation penalty for the character.)
To use the sub-race for a new build should be attractive so as to encourage more play 3-6 million xp?
Demographics of XR Sub races (Werehound's table):
Race Open/ Secret/ UR/ BUR/ XR
Dwarf 8 0 2 3 1
Elf 9 2 1 4 1-2
Gnome 5 0 2 2 1
Half-Elf 6 1 3 4 1-2
Halfling 4 1 1 2 1
Half-Orc 3 1 1 2 1
Human 18 7 3 5 2
ANY 0 7 4 13 2-3
Total 53 19 17 35 10-13
Drop Rates for XR sub-races:
I cannot see anyone running EE every night, but I will calculate this based on Abo 1 & 2 as a highly sought after run with some very good set loot as a bench mark.
Thus I feel that 2 completed EE runs per week would be on the extreme side of the spectrum of our player base.
If an XR sub-race has a 50% chance of dropping then the calculations would go as follows:
10 players to a party gives a 10% chance of acquiring a sub-race on a successful run thus a player would acquire their first XR after running EE 20 times or in 10 weeks, but given that there are 10-13 sub-races and that they would really be interested in 2-3 of the sub-races as builds or upgrades, then the chance of getting one of these is around 20-27% and would thus require roughly 40 weeks or 80 EE runs to get one of these 3 or 200 runs and thus 2 years to be assured of acquiring the one sub-race they want most organically.
Given the above a drop rate of 1 sub-race per run seems more workable.
Ability Bonuses for XR sub-races:
The chart below seems to be what several have posted here and makes sense from a desirability and progression stand point.
(KE, Anar and other)
+8 +6
+8 +4 +4
+8 +4 +2 +2 +2
+6 +4 +4 +2 +2
Skills and other abilities of XR sub-races:
Some skill and abilities that have not been mentioned (Some of these can very well be OPed)
Quicken Spell 1,2,3 = the effect of a Temporal Auto Caster
Reduced Area penalties on their home plane (Based on their background but increased penalties on a plane opposed to their ethos. (Thus Spawn of Asmodeus would receive -2 layers pens in Hell but have +1 layer pens in Elysium?)
Innate base conceal 5-20%
Innate Base damage reduction 10-15% B,P,S
Exotic elemental immunities 10-20%
Esoteric immunities 5-10% internal, vile, etc
2 survival abilities
Extra free channel thus channel 2 free.
Spell Bonus maybe 3-5 spells per level for non-spontaneous casters.
Bard XR Sub-Race to have inner circle UUU
SR 20 plus 1 /per level
Immune to Physical Domination
Immune to Mental Domination
Immune to 6th or 7th level spells and below
Immune to a School of Magic including its epics.
Innate regeneration of 15-25 hp per round
Innate +1 DC or level bonus (Similar to a built in ego)
2-4 Added instances of Rage
Elemental Affinity Meta Magic feats (Thus BFM could cast
Cold, Acid, Elec, Sonic brands at a cost of using spell slots that are 3 higher than fire brand.
+1 attack per round
5-10 added points exotic damage
3-5 added points of esoteric damage
Innate extended GR 1-3 times per day
Improved Favored Enemy +1 dc on 1-3 enemy types.
True KD immunity
True Fear Immunity
Innate Lesser Restoration every 4-6 rounds
Other ideas:
Possibly the final EE could have a 25% chance of dropping a unique sub-race (Abilities to be randomized) in a range from 6-10 for each ability score scaled down if there is an 8 or 10 ability score generated. Powers also randomized.
No race restriction, would look like the base race chosen but have unusual glow or other random property.
Only 1 such sub-race per CD key may not be used to upgrade an existing character.