Welcome to your next campaign binder!
Overview on Creating
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Footnotes
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<div class='footnote'>Part 1 | Introduction</div>
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Mermaids
Mermaids are a fairly happy go lucky race, living fairly simple lives hunting and gathering in the ocean. They tend to have a strong oral tradition due to the difficulty of obtaining writing materials underwater.
They mostly make their homes in atoll reefs, though occasionally, there will be groups that choose to settle close to land in barrier reefs, occasionally trading with fishermen and sailors who live in a nearby port. There are also some vague rumors that speak of mermaids living deep in the darkest ravines and the bottom of the abyssal shelf, nobody knows the truth of the matter, not even other mermaid colonies.
Occasionally a mermaid will venture up to the surface out of curiosity, and venture out to meet the local people. However, due to their naivety and ignorance of the world on land, they tend to find themselves targeted by criminals more often than not.
Str Dex Con Int Cha 1 1 1 -1 3
Aging
Mermaids tend to live for about 200 years and reach physical maturity at age 15.
Alignment
Due to their curious nature, Mermaids tend towards chaotic alignments, though there are plenty of exceptions.
Size
Mermaids are medium creatures From Head to tail, they tend to be 7-9 feet, when the leg transformation is active, they tend to be from the upper end of 4 feet to the lower end of 6 feet. (7'-9'/4'8"-6'5") Their Size class is medium.
Speed
Mermaids have an unencumbered movement speed of:
- 40 feet in water
- 5 on land normally
- 25 on land if they have their Leg Transformation active
Resting
Mermaids require 6 hours of sleep to gain the benefits of a complete rest.
Fins and Scales
Mermaids have small fins on their ears as well as scales on various patches of their body and tail. These can be a variety of colors, from red to violet to anything in between.
Water breathing
Mermaids can breath water as if they are constantly under the effects of Water Breathing
Leg Transformation
Mermaids can magically create legs to replace their tails while on land. Can be dispelled by Dispel Magic or an Anti-Magic Field.
Charming Voice
Mermaids have expertise in Persuasion checks when targeting any creature besides another mermaid.
Darkvision
Mermaids have developed more light sensitive eyes from centuries of living underwater where less light shines down from above. If an area is obscured due to darkness, mermaids can see as though the level of obscurity was reduced by one. For example, a heavily obscured area would only count as moderately obscured, assuming the obscurity is due to darkness
Language
Mermaids can learn the written and spoken portions of Leviathanian without it counting against their number of known languages
Melusine
Melusine are an all female race that live in tribes, lead by a matriarch. They have fins instead of ears which pick up sounds just as well as ears do. They have scales covering their hands and feet, which also end in claws, as well as specific spots all across their body.
Melusine tend to live next to freshwater lakes and rivers, though some are known to live by the sea, and hunt in said bodies of water. Melusine will often trade fish and wild game with passing traders for various supplies such as weapons, armor, and other tools.
When hunting in water, to not alert prey, they speak a sort of specialized form of lithic that is adapted for use in water. when compared to regular lithic however, most fluent speakers will say they have a strange accent.
Str Dex Con Int Cha 2 1 1 0 1
Aging
Melusine tend to live for about 100 years maximum and reach physical maturity at age 10, however they are not considered adults until they are 15.
Alignment
Melusine tend towards lawful alignments due to their rigid tribal society, however there are many lone melusine with neutral alignments
Size
Melusine can be anywhere from 4 and a half feet to 6 feet tall. Their tails tend to be about 3 feet long. Their size class is medium.
Speed
The unencumbered movement speed of Melusine is 30, and their swimming speed is 40.
Resting
Melusine need 8 hours to sleep to gain the benefits of a complete rest.
Aquatic Hunters
Melusine gain expertise in Survival checks, and can go fishing without the need for a fishing kit.
Natural Hunters
Melusine gain expertise in 1 weapon category of their choice.
Water Breathing
Melusine can breath water as if they are constantly under the effects of Water Breathing.
Echolocation
The ear fins of melusine are quite sensitive, and they make heavy use of this fact while underwater. While in the water, everything within 10 feet of a melusine counts as unobscured. This is true regardless of obscurity due light, invisibility, or similar factors. For every 10 feet an area is away from a melusine, it's level of obscurity is increased by 1. Obscurity may increase due to obstacles between locations. While on land, the ear fins of a melusine are not able to utilize echolocation.
Language
Melusine can learn the spoken portion of Lithic without it counting against their number of known languages.
Sepiida
Sepiida were created by leviathans of long ago to serve as servants and to go onto land to procure items they wanted from mortal realms. Designed by the leviathans to be able to transform into humanoids, a strong telekinetic ability to compensate for no limbs in their natural form, and were designed to be immensely loyal to their creators. Long ago some of the sepiida rebelled against their leviathan overlords and created their own cultures. They tend toward a lawful society and like to settle down in colonies and settlements for protection and because of the loyalty and companionship that was engineered into them. They even made a kind of paper out of kelp and seaweed to preserve their history.
Sepiida live tend to make their homes in ocean caves and reefs, though a brave few make their homes in the deep sea. Rumors have it that there are even a couple settlements on land. There are still unlucky Sepiida that are slaves to leviathans and only rumors can give hints where those might lie.
Sepiida look like large cuttlefish with longer tentacles protruding from their mouth to manipulate tools more efficiently
Sepiida often travel onto land to interact with humanoids to trade and learn about their culture.
Credit to Vampiric#8220 from the Apotheosis Discord
Str Dex Con Int Cha 0 2 0 2 1
Aging
Sepiida tend to live for about 60 years and reach physical maturity at 10
Alignment
Due to the loyalty that is prevalent in sepiida society, most sepiida are lawful.
Size
Sepiida are around 4 feet long from head to but with transformation active 5 feet tall
Fins
Sepiida have fins the length of their body that wave in constant motion
Speed
30 in water 0 on land 25 When Humanoid Transformation is active
Water Breathing
Sepiida can breath water as if they are constantly under the effects of Water Breathing
Transformation
Sepiida can magically transform their bodies into a humanoid shape to walk on land. This transformation can be dispelled by an anti-magic field or dispel magic
Telekinetic
Sepiida manifest a telekinetic ability to compensate for their lack of arms all sepiida learn the 0 cost spell minor telekinesis, but can lift up to 50 pounds and can propel thrown objects with their mind using Intelligence for the roll instead of Strength
Chromatophores
Sepiida can change the pigment of their skin in a moments notice to blend in with humanoids or to camouflage themselves. Sepiida can press themselves against a surface and change their color to blend in, while doing so they gain a +3 to stealth checks.
Darkvision
Sepiida have developed more light sensitive eyes from centuries of living underwater where less light shines down from above. If an area is obscured due to darkness, sepiida can see as though the level of obscurity was reduced by one. For example, a heavily obscured area would only count as moderately obscured, assuming the obscurity is due to darkness
Animal Player Races
A Literal Frog
Str Dex Con Int Cha 0 2 0 1 1
Aging
Frogs live 10 years on average. As a multi stage lifeform, frogs are considered mature once their tail fully recedes into their body.
Alignment
Only the top percentage of frogs have alignments.
Size
Most frogs are between 2-4 inches, though most frogs referred to here are about 1 foot long. A frogs size class is tiny.
Speed
An unencumbered frog's speed is 10 feet.
Resting
Frogs require 6 hours of sleep to gain the benefits of a complete rest.
Croak
Frogs cannot vocalize the way humanoids can, and thus they cannot utilize the spoken component of any language that requires the use of vocal cords.
A Literal Frog
Unless specially made for a frog to use, frogs cannot use weapons, armor, or tools of any kind.
Bubble Blower
Somehow frogs can blow bubbles strong enough to hurt people with a major action. On a true strike, these bubbles deal 1d4 + Strength bludgeoning damage.It has a reach of 20 feet, and frogs have expertise in this attack.
Giant Tortoise
Str Dex Con Int Cha 0 -1 4 0 0
Aging
Giant Tortoises can live up to 500 years. Giant Tortoises reach maturity at around 50 years of age.
Alignment
Most Giant Tortoises are unaligned.
Size
Giant Tortoises grow to be about 4-5 feet long, and 2-3 feet tall. They are size class medium.
Speed
Giant Tortoises, when unencumbered, have a speed of 5.
Resting
Giant Tortoises require 4 hours of sleep to gain the benefits of a complete rest.
Big Shell
The Unarmored Defense of Giant Tortoises is equal to 10 + Constitution. In addition, damage received is decreased by 2.
Hunker Down
As a major action, giant tortoises can withdraw into their shells, increasing their Defense by 5 for one round.
Slow and Steady
When encumbered, your movement speed is only reduced by 1 per 10 pounds over your encumbrance that you carry instead of 1 per 5 pounds.
What Does a Turtle Say?
Giant Tortoises do not have vocal cords, and thus they cannot utilize the spoken component of any language that requires the use of vocal cords.
An Actual Turtle
Unless specially made for a giant tortoise to use, giant tortoises cannot use weapons, armor, or tools of any kind.
The Ş̷͚̂̉e̴͈̎a̵̤̋b̶̬̈́ǒ̷͔̀r̸̘̦̕͝ṅ̶̹̜̑
The First to Talk
A mysterious being that claims to be a creature from the abyssal depths of the sea, where the law is to hunt, kill, and consume. The first of their kind to be able to communicate with the surface, they have no sense of human morals or sensibilities.
Attributes
EP: 51
Defense: 19
Str Dex Con Int Cha 8 5 5 2 3
Attacks (2 per turn)
Claw: +12 to hit. 1d8 + 8 (12) slashing damage. Reach: 5 feet.
Corrosive Water: +12 to hit. 1d6 + 8 (11) necrotic damage. Range: 60 feet.
Special Actions
Abyssal Rain: Once every 3 Turns The First to talk will launch corrosive water into the air covering a 15 foot radius. Creatures within range must make a DC 20 reflex check or be wounded for 1d4 necrotic damage. Creatures who fail the save must also make an additional DC 15 endurance check or be dazed for 1 turn.
Size class: Medium
Movement Speed: 40 ft.
Language: Standard, Leviathanian, Ș̳e͐̾ͣȁͪ̂b̸ͭ́ȍ͇̃ř̖̐ņ͓̪
Alignment: Unaligned
the Corrupted Heart
A scarlet witch enthralled by the very beings she once hunted. Once upon a time her blade was feared by all. Now it lays abandoned, and merely her voice wreaks havoc upon her enemies.
EP: 68
Defense: 18
Str Dex Con Int Cha 10 4 8 3 8 Special Actions
The Tide Surges, The Tide Recedes: When The Corrupted Heart sings, all creatures that can hear her, including The Corrupted Heart herself, lose 1d12 EP at the end of The Corrupted Heart's turn. if a creature has 0 EP, and would lose EP at the end of The Corrupted Heart's turn, They take 1d6 damage.
Burial Beyond the Light: Once The Corrupted Heart's EP reaches 0, her form is transmuted to water, and she is transported to- h̶̲̩̃̇̍͜e̶̩͊̐͘r̵̭̭̅ ̴͇̀t̴̛̘͎͈̕r̷̫̼̎ṳ̴̩́̈͐e̵͉̍̃̐ ̷̨̫͉̎́̎b̸͕̣̘͂̀i̸̙͔͊ṙ̵̰̹t̵̢͈̖͒̓h̸͈́́̕p̷̻̅l̴̻͑͋̈ạ̸͎͉̑c̶͚̐̆̎ẻ̶͉́ͅ -a safe location wher she will recover, and return to the surface world another time.
Size class: Medium
Movement Speed: 30 ft.
Language: Standard, Leviathanian, Ș̳e͐̾ͣȁͪ̂b̸ͭ́ȍ͇̃ř̖̐ņ͓̪
Alignment: Unaligned