` tags with the class `fourthed` (see document source for examples).
* Add the flavourless class if your power has no flavour row.
* Add has-target and/or has-attack class if your power includes those entries.
* Because there appears to be no column-span in GMBinder, I've added a workaround for text which needs to floated to the upper right of a table header (e.g. the source/type/level text of a power). To use this, place floating text between `
` HTML tags (view source for example). This should work even within table markdown.
## Powers
Pretty easy, since they have a predictable number of rows at the start. Just add the `power` class to the containing `
`. Add `at-will`, `encounter` or `daily` for appropriate colours.
| Example Power Source Type Level |
| --- | ---:|
| Flavour text goes here. Better make it a bit longer since it normally takes up more than one line. |
| Usage ✦ Keywords |
| **Action ✦ Range** details|
| **Target:** Power details go here |
| **Hit:** Power details go here |
| **Effect:** Power details go here |
| At-Will Power Source Type Level |
| --- | ---:|
| Flavour text goes here. Better make it a bit longer since it normally takes up more than one line. |
| Usage ✦ Keywords |
| **Action ✦ Range** details|
| **Effect:** Power details go here |
| Daily Power Source Type Level |
| --- | ---:|
| Flavour text goes here. Better make it a bit longer since it normally takes up more than one line. |
| Usage ✦ Keywords |
| **Action ✦ Range** details|
| **Effect:** Power details go here |
## Generic tables
Add the class `alternating` to use this table style.
| Column 1 head | Column 2 head |
| --- | --- |
| Row 1 Column 1 | Row 1 Column 2 |
| Row 2 Column 1 | Row 2 Column 2 |
## Items
Unfortunately, because items have a non-standard number of rows, we'll need to split one item up into multiple tables. We'll keep it looking like the same table with some CSS magic.
* Wrap the whole item in a `
` with the `item` class. The first table inside this dive will automatically be treated as the top section, with name/level and flavour text.
* Wrap the price-per-level table, gear slot and enhancement bonus (if applicable) in a `div` with the class `basics`. (Table headers in this section are invisible.)
* Put each property and item power in its own table, all contained within one `div` that has the `properties` class.
| Magic Item
Level x+ |
| --- | ---:|
| Just by coming close to its magical aura, you can tell this item is extra strength broken. |
|||||||
|-----|:---|------:|-----|:---|------:|
| Level 2 | +1 | 520 gp | Level 17 |+4 | 65,000 gp |
| Level 7 | +2 | 2,600 gp | Level 22 |+5 | 325,000 gp |
| Level 12 | +3 | 13,000 gp | Level 27 |+6 | 1,625,000 gp |
||
|---|
| **Neck slot** |
| **Enhancement Bonus:** Fortitude, Reflex, and Will |
| **Property** |
|---|
| This item is dangerously cool. It makes the rest of the party jealous. |
| **Item Power ✦ Usage** (action) |
|---|
| *Trigger:* Somebody accuses you of powergaming. |
| *Effect:* The accusation automatically fails. |
\pagebreakNum
## Monsters
Like items, monsters need to be handled with several different tables.
* Wrap each individual monster in a `
` with the `monster` class. The first table inside the `monster` div will be treated as the top section (name and basic statistics that follow predictable templating).
* If the monster has traits, wrap them together in a single `
` with the `traits` class. Make a table inside this div for each trait.
* Wrap all actions together in a single `
` with the `actions` class. Make a table inside this div for each action.
* Wrap the ability scores table in a `
` with the `checks` class. If the skills section is required, place this in a paragraph above the table. Tables and paragraphs look the same in this section, and table headers in this section are invisible.
* Wrap the alignment, language, equipment and and extra stuff (like appearance and tactics, if needed) in a `
` with the `tail` class. Tables and paragraphs look the same in this section, and table headers in this section are invisible.
## Icons
You can use these by wrapping the appropriate character(s) in HTML markup like so: `
` character ``.
| Icon | Character | Icon |
| :---: | :---: | --- |
|m|m|Attack (Melee)|
|r|r|Attack (Ranged)|
|c|c|Attack (Close)|
|a|a|Attack (Area)|
|M|M|Basic attack (Melee)|
|R|R|Basic attack (Ranged)|
|C|C|Basic attack (Close)|
|A|A|Basic attack (Area)|
|1|1|Recharge 1|
|2|2|Recharge 2|
|3|3|Recharge 3|
|4|4|Recharge 4|
|5|5|Recharge 5|
|6|6|Recharge 6|
| Monster Name
Level + role |
| --- | ---:|
| Size origin type (subtypes)
XP value |
| **HP** xx; **Bloodied** xx;
**Inititiave:** +x |
| **AC** xx, **Fortitude** xx, **Reflex** xx, **Will** xx
**Perception** +9 |
| **Speed** x, alt mode x
Vision type |
Traits
| **Trait 1 name** ✦ **Aura** 1|
| --- |
| Details of trait 1 |
| **Trait 2 name** |
| --- |
| Details of trait 2 |
Standard Actions
| **M Attack** ✦ **At-will** |
| --- |
| *Attack:* Melee 1 (one creature); +x vs. AC
*Hit:* xdx + x damage, and ongoing x damage (save ends). If this entry is long, the second line is indented. |
| **R Attack** (keyword, keyword) ✦ **At-will** |
| --- |
| *Effect:* Text goes here |
| **m Attack** ✦ **Encounter** |
| --- |
| *Effect:* Text goes here |
| **r Attack** ✦ **Encounter** |
| --- |
| *Effect:* Text goes here |
Move Actions
| **Move Action** ✦ **Recharge 6** |
| --- |
| Details of move action 1 |
Minor Actions
| **Minor Action** (keyword) ✦ **At-will** |
| --- |
| Details of minor action 1 |
Triggered Actions
| **M Immediate Action** (keyword) ✦ **Recharge 56** |
| --- |
| *Trigger:* Something happens
*Effect (Immediate Reaction)*: Some things happen. |
**Skills** Arcana +0
||||
|---|---|---|
|**Str** 10 (+0)|**Dex** 10 (+0)|**Wis** 10 (+0)|
|**Con** 10 (+0)|**Int** 10 (+0)|**Cha** 10 (+0)|
|||
|---|---|
|**Alignment** Unaligned|**Languages** Common|
**Equipment** Not much
\pagebreakNum
## Traps/Hazards
Since traps and hazards are rather like cut-down monsters, making one of these is just like making a monster, but with fewer sections.
* Wrap each individual hazard in a `
` with the `hazard` class. The first table inside the this will be treated as the top section.
* Place each action in its own table, and wrap them all in a single shared `
` with the `actions` class. A `
` element in this section will look like a table header.
* Place a the countermeasures table in a `` with the `counters` class.
| Hazard Name
Level + role |
| --- | ---:|
| Type (subtypes)
XP value |
| **Detect** Skill DC
**Inititiave:** +x |
| **Immune** Stuff that doesn't effect traps |
Triggered Actions
| **M Attack** (keyword) ✦ **At-will** |
| --- |
| *Attack:* Melee 1 (one creature); +x vs. AC
*Hit:* xdx + x damage, and ongoing x damage (save ends). If this entry is long, the second line is indented. |
| Countermeasures |
|---|
| **Disable:** Thievery DC x (action type). *Success:* Effect. *Failure:* Effect.|
Complex Tables
* **Extra headers:** GMBinder markdown only permits one header row in tables. To get around this, any heading elements inside the wrapper `
` are styled to look like part of the table. You can use this to (for example) have a header row for the table that spans your column headers.
* **Wide tables:** Add the `full` class to your wrapper `
` for a table to make it extend across all columns.
### Column Headers
| Column 1 | Column 2 | Column 3 | Column 4 | Column 5 |
| :--- | :--- | :--- | :--- | :--- |
| Ability drained | Attack of opportunity | Circumstance bonus | Critical hit | Ability check |
| Dragon type | Ethereal | Fear | Ray | Archon subtype |
| Inherent bonus | Lethal damage | Magic domain | Miniature figure | Blinded |
| Protection domain | Starvation | Water dangers | Electrum | Melee weapon |
| Orc domain | Plant domain | Scalykind domain | Standard action | Stunned |
| Antimagic | Arcane spell failure | Damage reduction | Dwarf | Domain |
\pagebreakNum
Page with Feature Image

\columnbreak
This style, with half the page occupied by a feature image, is generally used for heritage and class writeups in the core books.
To use this template:
* Wrap your feature image in a `
` with the `feature-image` class.
* Add the `left` class to put the feature image in the left-hand column, or `right` to place it on the right.
* Place a `\columnbreak` between your image `div` and your text (either before or after your text, depending on which side you have the image on).
* Add the `feature` and `full` classes to your top `
` heading.
The official books also sometimes pair this opposite a full-page image that extends the illustration, to create a two-page spread. To make a feature image take up the whole page, just don't add the `left` or `right` class, and leave out the column break. (It's up to you to slice your image into two appropriate pieces!)
\pagebreakNum
Heritage Template

\columnbreak
***A summary of this creature, in a single sentence or so***
Heritage Traits
* **Average Height:** x'x" – x'x"
* **Average Weight:** xxx–xxx lb.
-
* **Ability Scores:** +2 Stat1, +2 Stat2 or Stat3
* **Size:** Medium
* **Speed:** x squares
* **Vision:** Normal
-
* **Languages:** Common
* **Skill Bonuses:** +2 Skill1, +2 Skill2
* **Defence Bonuses:** +2 Reflex or something
* **Unique Trait 1:** A property or ability unique to this species. This means something something whatever.
* **Unique Trait 2:** Something else that makes this creature special.
* **Unique Trait 3:** If you're lucky you might even get a third trait.
* **Heritage Power:** You have the *thisthing's gimmick* heritage power.
| Thisthing's Gimmick Thisthing heritage power |
| --- | ---:|
| Flavour text goes here. Better make it a bit longer since it normally takes up more than one line. |
| Usage ✦ Keywords |
| **Action ✦ Range** details|
| **Effect:** Power details go here. immediate action incorporeal subtype manufactured weapons medium natural |
An introductory paragraph about this heritage. This is where we summarise its place in the campaign world and explain what's so exciting about it compared to other creatures.
Play this creature if you want...
* To have this core appeal
* To use this cool gimmick
* To have synergy with these classes
\pagebreakNum
### Physical Qualities
What this creatures looks like, and how those traits play into its mechanical attributes.
Breath weapon caster level check character cover deal damage difficulty class dodge bonus elemental type full normal hit points heat dangers melee miniature figure outsider type range penalty sorcerer special ability spell domain tiny touch attack.
Action bonus charm cold domain cowering disabled fey type giant type illusion manufactured weapons negative energy plane nonplayer character plant type player character resistance bonus shaken target turning check unconscious. Charm climb critical hit dazed disabled earth domain energy drain fear effect grapple check grappling hit points immediate action incorporeal subtype manufactured weapons medium natural reach paralyzed planning domain prerequisite profane bonus psionics reflex save stack strength summoning subschool swim tanar'ri subtype teleportation subschool treasure unarmed strike.
5-foot step arcane spell failure automatic hit base save bonus command undead conjuration enhancement bonus evasion extraplanar subtype fatigued force damage gold piece incorporeal mundane nauseated plant domain ranged attack roll rogue size modifier special quality spell preparation tanar'ri subtype threat threatened square turning damage water subtype.
Ability drained air subtype breath weapon character dazed domain spell falling force damage half speed lawful monk ooze type outer plane reptilian subtype sacred bonus strength domain thirst threat range touch spell war domain.
\columnbreak
### Playing a Thisthing
Aberration type ability modifier acid effects attack cast a spell charisma cure spell elf domain fire domain frightful presence goblinoid subtype good subtype heat dangers inflict spell living luck bonus native subtype nonplayer character renewal domain spider domain subschool supernatural ability temporary hit points turning check water subtype.
Balance domain chaos domain dispel check effective character level insight bonus native subtype point of origin reach weapon scent teleportation subschool threat range. Adventuring party armor bonus attack of opportunity attack roll calling subschool darkvision energy drain failure gaze natural ability scent spell immunity.
Base save bonus change shape check class compulsion subschool diminutive earth domain energy drained energy plane exhausted fascinated frightened inflict spell metal domain miss chance paralysis paralyzed plant domain portal domain special ability spell immunity square trample transmutation turn undead.
Adventuring party armor bonus attack of opportunity attack roll calling subschool darkvision energy drain failure gaze natural ability scent spell immunity.
**Thisthings are perceived as...** trait, characteristic, tendency, adjective, strength, weakness
**Example Thisthing Names:** I suppose you could divide these into male and female if you're some sort of basic-ass gender cop.
\pagebreakNum
Class Template

\columnbreak
***"Quote from this class, to get us excited for it!"***
Class Traits
* **Role:** Class role. Brief justification of why this would be so.
* **Power Source:** Class's power source. Brief justification of why this should be so.
* **Key Abilities:** Stat1, Stat2, Stat3
-
* **Armor Proficiencies:** Armour type 1, Armour type 2
* **Weapon Proficiencies:** Group 1, group 2
* **Implement:** Type 1, Type 2
* **Bonus to Defense:** +2 Will or something
-
* **Hit Points at 1st Level:** x + Constitution score
* **Hit Points per Level Gained:** x
* **Healing Surges per Day:** x + Constitution modifier
-
* **Trained Skills:** Skill 1 and Skill 2. From the class skills list below,
choose x more trained skills at 1st level.
*Class Skills:* Skill1 (Stat1), Skill2 (Stat2), Skill3
(Stat3), Skill4 (Stat4)
-
* **Build Options:** Build 1, Build 2
* **Class Features:** Feature 1, Feature 2, Feature 3
An introductory section about this class. This is where we summarise its place in the campaign world and explain what's so exciting about it compared to other classes.
Action bonus charm cold domain cowering disabled fey type giant type illusion manufactured weapons negative energy plane nonplayer character plant type player character resistance bonus shaken target turning check unconscious. Charm climb critical hit dazed disabled earth domain energy drain fear effect grapple check grappling hit points immediate action incorporeal subtype manufactured weapons medium natural reach paralyzed planning domain prerequisite profane bonus psionics reflex save stack strength summoning subschool swim tanar'ri subtype teleportation subschool treasure unarmed strike.
Ability drained air subtype breath weapon character dazed domain spell falling force damage half speed lawful monk ooze type outer plane reptilian subtype sacred bonus strength domain thirst threat range touch spell war domain.
`Since the class writeup doesn't use anything unique after modelling a heritage writeup, I wont bother to add all the rest here. Add your own subheadings and power lists as necessary!`