"What will we do with a drunken sailor... / What will we do with a drunken sailor..."
Any druid can tell you that the depths of the seas hold things far stranger than an Outer Plane. Most of the time, these things are content to drift through the pitch black abyss that is their home. Except when they have visitors. Like any good host, these things like to make their guests feel at home...
BECOMING A WAKELESS TITAN
No one becomes a Wakeless Titan on purpose. It requires a particular affinity for the sea and aquatic combat coupled with the bone-crushing strength and endurance exemplified by the Stone Dragon discipline. And, of course, it requires the kind of intimacy with the Depths one can only get by having their corpse rest there for its inhabitants to play with.
Aquatic Shot (Stormwrack
), Exotic Weapon Proficiency: Harpoon (Stormwrack
Intimidate 8 Ranks, Swim 4 Ranks.
Must know at least one Stone Dragon maneuver and one Stone Dragon stance.
Must have been resurrected, after either dying from drowning or having your corpse disposed of in water deeper than a lake.
The Wakeless Titan's class skills are Balance, Climb, Concentration, Craft, Intimidate, Jump, Knowledge (geography), Martial Lore, Profession, Swim, Use Rope.
Skills Points at Each Level:
4 + int
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Maneuvers Known||Maneuvers Readied||Stances Known||Special|
|Deep Shell, Watery Grave|
|Blackwater Blood, Blackwater Body|
|Dredge Line, Nautical Lights|
|Bring Them Down|
|Reel Them In|
|One With the Depths|
: Wakeless Titans gain proficiency with all armor, but not with shields.
At each odd-numbered level, you gain a new maneuver known from the Devoted Spirit, Diamond Mind, Iron Heart, or Stone Dragon Discipline. You must meet a maneuver's prerequisite to learn it. You add your full wakeless titan levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At 3rd level, 6th level, and 9th level, you gain an additional maneuver readied per day.
At 5th level, you learn a new martial stance from the Devoted Spirit, Diamond Mind, Iron Heart, or Stone Dragon Discipline. You must meet a stance's prerequisite to learn it.
Deep Shell (Ex):
Your armor doesn't impact your diving abilities in the least. At 1st level, you do not suffer armor check penalties to Swim checks. Any armor you wear also doesn't count towards your encumbrance as long as you are underwater.
Watery Grave (Ex):
Even though you've risen from the dead at least once, the Depths left their mark on you. From 1st level on you can breathe water as well as air. You gain a natural swim speed equal to half your base land speed. This gives you a +8 racial bonus on Swim checks to perform special actions or avoid hazards. You may always choose to take 10 on Swim checks even if distracted or in danger. You may "run" while swimming, provided you move in a straight line. You also gain the Water subtype, although it doesn't really do anything. You can use Stone Dragon maneuvers even when not touching the ground (in case anyone actually uses that rule).
Blackwater Blood (Ex):
The Depths have invested in you at this point and don't want to lose their investment. At 2nd level you gain fast healing equal to half your class level.
Blackwater Body (Ex):
Your form further adapts to the deep ocean. Starting at 2nd level you no longer suffer ill effects of any kind from the pressure of the ocean or low temperatures.
Dredge Line (Ex):
Your ability to wield a harpoon in combat is unmatched. Starting at 3rd level, you can will any harpoon you throw to return to your hands as a free action. This allows you to make full attacks with one thrown harpoon at your full number of attacks. If the harpoon is currently lodged in a target when you activate this ability, it returns to you without further harming the target.
Nautical Lights (Ex):
At 3rd level, you are finally at home in the blackwater Depths. You gain Darkvision out to 30 feet, or add 30 feet to your existing Darkvision range.
Wounding Strikes (Ex):
You continue to develop your combat abilities with the harpoon. At 4th level, any harpoon you wield gains the Wounding property at no cost, meaning it inflicts 1 point of Constitution damage per attack. This ability does not function if anyone except you attempts to use the harpoon, or against creatures without blood (DM's discretion). Also, whenever you use a harpoon in melee (and ONLY melee) to attack a creature, you deal an extra 2d6 damage as the barbs tear their flesh.
Bring Them Down (Ex):
Some of your opponents no doubt think staying away from you will keep them safe. They're wrong. Starting at 5th level you can initiate any martial strike you know that targets 1 creature through a ranged harpoon attack.
Frozen Abyss (Ex):
With the amount of time you've spent in the Depths, cold simply doesn't bite anymore. From 6th level on you gain the Cold subtype, making you immune to cold damage but vulnerable to fire damage.
Reel Them In (Ex):
Your ranged combat ability is pretty terrifying for a martial adept, but nothing beats stabbing someone in the face. At 7th level, whenever your harpoon embeds in a target, you may attempt to forcibly drag them towards your space. Make an opposed Strength check as a move action. If you succeed, your opponent must move 1 square towards you for each point you exceeded their check by. This movement does not provoke attacks of opportunity nor allow them to attack anyone they pass. If they end their turn adjacent to your square from this movement, they fall prone. Your opponent may NOT attempt to remove the embedded harpoon on any turn they have been moved by this ability, although their allies can.
Brutal Impalement (Ex):
The greatest weakness of the harpoon is that your opponents can tear it from themselves. At 8th level, you learn how to fix that. You may add your Wakeless Titan class level and your Strength modifier to all harpoon-based DCs including: the Reflex save to avoid it embedding, the Concentration check to cast a spell while impaled, and the Heal check to remove it without inflicting damage. Any impaled creature that attempts to remove the harpoon themselves now suffers twice the initial damage.
You've endured so much by this point that there's basically nothing that can do more than slow you down. At 9th level your fast healing upgrades to regeneration, bypassed by dessication damage (Sandstorm
One With the Depths (Ex):
The beings of the blackwater abyss smile upon you, for you're finally one of them. Your type changes to Elemental [Augmented Whatever]. You keep the Cold and Water subtypes you already have, but lose your fire vulnerability. Your Darkvision increases by another 30 feet, you become immune to poison, sleep, paralysis, and stunning, and can no longer be critically hit or flanked. You no longer need to eat, sleep, or breathe. Unlike most elementals, you maintain your soul and can be resurrected normally.
PLAYING A WAKELESS TITAN
You're an extremely tanky martial adept with a more limited selection of maneuvers but more combat utility.
Start by assessing the battlefield. If there are spellcasters or ranged combatants, throw your harpoon at them. Drag them towards you if you have that ability or charge at them if you don't. Once you're in melee range, they won't last long. Although you have a lot more ranged presence than most martial adepts you're still a melee combatant at heart. Your harpoon has some fairly great options to lock people down: it can make spellcasters fail their spells or force flying or ranged characters to stay closer than they'd like. Wield your harpoon two-handed and power attack with it; you're hard enough to kill between your armor and fast healing that you don't really need a shield.
The best idea is probably going back and finishing up Warblade or Crusader. You could grab another martial prestige class but this would limit your maneuver selection even more than it already is.
Your harpoon is the only resource you really need. You might be able to join up with an aquatic organization if any exist in your campaign; if not, ask your DM if the beings of the blackwater Depths would lend you a tentacle...
WAKELESS TITANS IN THE WORLD
Aquatic soldiers in full metal armor empowered by dark sea monsters? I don't believe it for a second. -Many sailors, most now deceased
Nobody really knows about Wakeless Titans unless they have specific experience with the Depths or the Titans themselves.
"Steady" is the best way to describe a Titan's life post-entry: they mostly continue doing whatever they did before with a noticeable improvement to endurance. Some rare few serve the Deeps directly but scholars note those mysterious beings rarely ever seem to make any actual demands on their self-proclaimed agents.
Titans are mostly anonymous, covered as they are by heavy armor and water, but a few of them develop almost-mythlike reputations among coastal communities. Of particular note is Captain Cutler, a mercenary drowned in a magical storm. He lives to serve the indecipherable agenda of his deep patrons, stopping only to avenge himself on any druids he encounters.
There are no formal organizations composed entirely of Wakeless Titans. They can be found among aquatic organizations like the Wavekeepers (especially the Black Circle), adventuring parties and mercenary groups, or as lone wanderers. They tend to recognize each other on sight fairly well but, interestingly, seem to have no qualms about fighting at all.
Most people aren't going to see a difference between a Wakeless Titan and any other heavily-armored combatant. The harpoon may perk the curiosities of other melee fighters but they're common enough in coastal settings no one else is going to care. Thus, most people react as they would towards any other mercenary adventurer...at first. It's when they see said adventurer instantly regenerate from an axe blow or stroll out of the sea unfazed that they become hostile or, more likely, terrified. The only beings they can count on to be friendly or even helpful are the Things that dwell in the darkest Depths...
WAKELESS TITANS IN THE GAME
Wakeless Titans are formidable warriors skilled at both melee and ranged combat, but they don't have any super insane abilities.
The easiest change would probably be removing the martial maneuver prerequisites and advancement, making it open to regular physical classes. Flavor-wise, the blackwater Depths and their inhabitants are left deliberately vague. You could make them more of an active presence in the Titan's life or tie the class to something else like Dagon or the Sahaugin.
Encounters with Wakeless Titans tend to be the end or penultimate encounter in an adventure: they make poor generic thugs due to how tactical their abilities are. Play-up their inhuman toughness and unusual fighting style.
Captain Cutler was a mercenary who signed-on to an expedition to a faraway continent. When a massive thunderstorm conjured by an irate druid sank the expedition he drowned and sank to the Depths. Given new life and purpose by the creatures there, he roams the world advancing their inscrutable agenda.
This encounter assumes the PCs manage to confront Cutler on land and away from backup: he usually has several minions (preferring casters or archers) in tow. He will target obvious spellcasters with ranged harpoon attacks first, aiming at any with an obvious animal companion above all (he still has a grudge against druids for killing him).
Male human Warblade 5/Wakeless Titan 3
LN Medium humanoid (Water)
: Listen +3, Spot +3, Darkvision 30 ft.
Common, Aquan, Sahuagin
18, touch 10, flat-footed 18 (+8 armor)
63 (8 HD); Fast Healing
Low temperatures, pressure
20 ft. (4 squares), Swim 15 ft. (3 squares)
Harpoon +12/+7 (1d10+4;x2)
Harpoon +9/+4 (1d10+4;x2)
Power Attack, Dredge Line
Maneuvers and Stances Known
- Punishing Stance, Hunter's Stance
- Steel Wind, Mountain Hammer, Battle Leader's Charge, Foehammer, Divine Surge
- Sudden Leap, Iron Heart Surge
- Moment of Perfect Mind
Devoted Spirit, Diamond Mind, White Raven, Stone Dragon, Tiger Claw
Str 18, Dex 10, Con 14, Int 14, Wis 12, Cha 8
Battle clarity (reflex saves), weapon aptitude, uncanny dodge, battle ardor (crit confirmation), deep shell, watery grave, blackwater blood, blackwater body, nautical lights
Aquatic Shot, Exotic Weapon Proficiency: Harpoon(B), Improved Initiative(B), Point Blank Shot, Power Attack
Balance +11, Climb +14, Concentration +13, Intimidate +10, Jump +8, Swim +22
+1 full plate armor, +1 harpoon, gauntlets of ogre power
, 435 gp.