Coppermen are a race of mechanical humanoids created for the purpose of servitude, given sentience by their creator, a Human named Vomais, and powered by the strange substance known as Raystone. Coppermen come in many varying shapes, sizes, and appearances, but all are created with an in-depth knowledge of social norms and a strong physical form capable of lifting large weights and resisting quite a bit of damage.
Coppermen have a unique democratic culture of their own, but it is hidden from the Humans they live near. Information is continually sent from each individual Copperman to an enormous supercomputer hidden underneath a Human city, and it is this supercomputer (made up of all the experiences of every Copperman to have ever existed) that makes decisions for the Coppermen culture as a whole. Coppermen tend to live only in cities, and hide their true selves under a guise of servitude and general helpfulness.
Many Coppermen have secretly deified Vomais, their creator. It is this hidden religion that keeps most Coppermen perfectly satisfied with serving the race that their “god” was a part of. The Church of Vomais espouses the importance of the search for truth above all else, and emphasizes the need for all Coppermen to remain secretive in their pursuit of truth, for the other races rarely understand their calling.
Coppermen adventurers are rare, for the race was built specifically for urban life. Those Coppermen who do take up the mantle of the adventurer often have the slightest of programming errors, and find themselves no longer wishing to serve (or appearing to serve) the races around them. Coppermen tend to be fighters.
Coppermen Racial Traits
+2 Strength, +2 Charisma, -2 Dexterity: Coppermen are designed for service, not for speed.
Living Construct: Coppermen are constructs.
Medium: Coppermen are Medium creatures and receive no bonuses or penalties due to their size.
Slow and Steady: Coppermen have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Coppermen can see in the dark up to 60 feet.
Copper Body: Coppermen gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue. In addition, they cannot be raised or resurrected. Coppermen do not need to breath, eat, or sleep, unless they want to gain some beneficial effect from doing so.
Silver Tongue: Coppermen gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can do so up to three steps up rather than just two.
Language: Coppermen begin play speaking Common and Coppertongue. Coppermen with high Intelligence scores can choose any languages they want (except for secret languages, such as Druidic).
Traveler’s Aid: You once had a master who was a world traveler, and upon his death you found yourself in a strange place you were not intended to survive in. You had to learn to make use of the resources around you to keep yourself running. You gain a +1 trait bonus on all Survival checks, and Survival becomes a class skill for you.
Programming Error: You have a slight programming error that makes you uncomfortable with the idea of servitude. This fact worries just about everybody you meet, but you’ve learned to use this uncomfort that you cause to your advantage. You gain a +1 trait bonus on all Intimidate checks, and Intimidate becomes a class skill for you.