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Gromph Baenre

tempus

  • RaceElf
  • ClassWizard 38
  • Level38
  • AlignmentLawful Evil

Biography

Gromph Baenre was a drow and the Archmage of Menzoberranzan, as well as a very capable diviner. He was also the Master of Sorcere, the arcane school, and the eldest son of Matron Mother Yvonnel Baenre, which made him the most powerful male in the city.

Description

Gromph was austere yet handsome. He had amber eyes, like his daughter Liriel. Despite his old age (he was old even by elven standards), Gromph appeared eternally youthful due to the effects of a magical amulet in his possession, that contained a piece of a unicorn's horn. As a powerful spellcaster and the archmage of the city, Gromph almost always wore the Robe of the Archmage of Menzoberranzan, a ceremonial garment that was heavily enchanted. He also displayed the badge of House Baenre at all times.
Interestingly, by 1361 DR, Gromph had not been able to enter elven Reverie for many decades, nor sleep; presumably, only the power of his brooch of perpetual youth kept him alive.

Personality

Gromph was arrogant, surly, and temperamental, with the occasional tendency to focus on petty disputes. He was cautious when his actions might affect his standing or involve the ruling matriarchy of Menzoberranzan, although he always kept an eye out for ways in which he might strengthen his power and influence. He was no fan of Lolth himself, but he understood her capriciousness.
Although Gromph was always looking for ways to expand his power, he was generally conservative in his approach to the status quo. He had several opportunities to potentially bring down the matriarchy, but he decided to play it safe and not become a revolutionary. This was both in fear of the matriarchy and in fear of Lolth herself.
Gromph viewed himself as the greatest wizard in the world. Some consider Gromph the greatest archmage in all the Realms; Elminster, however, was more than eleven centuries old and Khelben a few centuries younger than that (both may have been greater mages than Gromph, as they had more time to study and perfect their mastery of the Art); as such, it may be more accurate to list him as a rival in power to the other archmages of the Realms.

History-Background

Gromph wandered for some time and adventured before becoming the "leashed" Archmage of the Council of Eight (the eight ruling houses), according to a decree by Lolth. It was only logical for the Council to keep close watch on the male wizards, who are their only real challengers for power; Gromph especially so, as he has many responsibilities in the City of Spiders. Foremost, he had to energize Narbondel, the huge "clock" pillar of Menzoberannzan. For most it seemed to be a ceremony of power and therefore an honorable task, but in truth it was a short chain that tethered Gromph to the city itself. He was also tasked with minimizing the in-fighting of the potential students of Sorcere. After the failed invasion of Menzoberranzan by the duergar and the tanarukks, wizardly powers were in short supply.

Statistics

  • 12STR
  • 8DEX
  • 16CON
  • 35INT
  • 8WIS
  • 8CHA
  • 25AC
  • 266HP
  • 19BAB

Ability scores are the character sheet values, without item bonuses. AC, HP and BAB are as last saved, gear included.

Skills ranks assigned

Points spent, not the total bonus: in game the ability modifier, item bonuses and feats are added on top.

  • Concentration41
  • Spellcraft41
  • Lore30
  • Tumble20
  • Heal6

Feats 38

  • Associates Control L1
  • Collectibles Menu L1
  • Empower Spell L20
  • Epic Character L21
  • Epic Spell Focus (Evocation) L24
  • Epic Spell Penetration L23
  • Epic Spell: Epic Warding L32
  • Epic Spell: Mummy Dust L21
  • Epic Wizard L21
  • Expertise L3
  • Great Intelligence I L26
  • Great Intelligence II L27
  • Great Intelligence III L29
  • Great Intelligence IV L30
  • Great Intelligence V L33
  • Great Intelligence VI L35
  • Great Intelligence VII L36
  • Great Intelligence VIII L38
  • Greater Spell Focus (Conjuration) L15
  • Greater Spell Focus (Evocation) L10
  • Greater Spell Penetration L5
  • Hardiness vs. Enchantments L1
  • Immunity To Sleep L1
  • Improved Expertise L6
  • Keen Sense L1
  • Low-light Vision L1
  • Maximize Spell L15
  • Scribe Scroll L1
  • Silent Spell L18
  • Skill Affinity (Listen) L1
  • Skill Affinity (Search) L1
  • Skill Affinity (Spot) L1
  • Spell Focus (Conjuration) L12
  • Spell Focus (Evocation) L9
  • Spell Penetration L1
  • Summon Familiar L1
  • Weapon Proficiency (Elf) L1
  • Weapon Proficiency (wizard) L1

Equipment

  • Head Helm of Darkness
    • Cast Spell Darkness (3) 1 Use/Day
    • Damage Resistance Cold Resist 20 / -
    • Darkvision
    • Immunity: Miscellaneous Death Magic
    • Immunity: Miscellaneous Fear
    • Immunity: Specific Spell Darkness
  • Chest Robe of Vecna
    • AC Bonus +1
    • Bonus Feat Spell Focus (Abjuration)
    • Bonus Feat Spell Focus (Conjuration)
    • Bonus Feat Spell Focus (Enchantment)
    • Bonus Feat Spell Focus (Evocation)
    • Bonus Feat Spell Focus (Illusion)
    • Bonus Feat Spell Focus (Necromancy)
    • Spell Resistance 10
    • Use Limitation: Class Sorcerer
    • Use Limitation: Class Wizard
  • Boots Boots of Speed
    • Haste
  • Arms Wizard Bracer's
    • Base Item Weight Reduction 80% of Weight
    • Bonus Spell Slot of Level Wizard Level 6
    • Bonus Spell Slot of Level Wizard Level 7
    • Bonus Spell Slot of Level Wizard Level 7
    • Bonus Spell Slot of Level Wizard Level 8
    • Bonus Spell Slot of Level Wizard Level 8
    • Bonus Spell Slot of Level Wizard Level 9
  • Right Hand Arcane Staff of High Wizardry
    • Cast Spell War Cry (7) 3 Uses/Day
    • Base Item Weight Reduction 80% of Weight
    • Bonus Feat Spell Focus (Evocation)
    • Bonus Feat Spell Focus (Necromancy)
    • Immunity: Miscellaneous Mind-Affecting Spells
    • Regeneration +2
    • Skill Bonus Concentration +6
    • Use Limitation: Class Wizard
  • Cloak Wizard's Cloak
    • Cast Spell Greater Stoneskin (11) 1 Use/Day
    • Ability Bonus Constitution +2
    • Ability Bonus Intelligence +4
    • Regeneration +2
    • Use Limitation: Class Wizard
  • Left Ring Nasher's Ring of Strength
    • Ability Bonus Strength +3
    • Light Bright (20m)
  • Right Ring Ring of Clear Thought +5
    • Ability Bonus Intelligence +5
  • Amulet Exceptionally Crafted Gold Ideal Diamond Amulet
    • Ability Bonus Intelligence +4
    • AC Bonus +4
    • AC Bonus vs. Racial Group Undead +5
    • Damage Resistance Electrical Resist 10 / -
    • Saving Throw Bonus Universal +3
  • Belt Belt of the Lion
    • Cast Spell Cat's Grace (10) 1 Use/Day
    • Ability Bonus Dexterity +5
    • Freedom of Movement
  • Arrows Acid Arrow
    • Damage Bonus Acid 1d6 Damage
  • Bullets Bullet +1
    • Damage Bonus Bludgeoning 1 Damage
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Last played 2026-08-04