I was rethinking the idea about his slam damage – base damage doesn’t need to be as high as 10d10, as he gets his Strength bonus (+19) plus whatever feats we add to enhance that. I think I’ll bump his Str up to 50 (+20 bonus), make the base damage 8d10, and give him the weapon specialization plus the greater and epic versions (+8 bonus total), making the total damage range 36-108.
Unlimited Strength (Su): While on the Material Plane, Atlas can perform seeming impossible feats of lifting, bending, breaking, and any other physical feats. His strength score is effectively infinite to perform such feats. This ability cannot be used during combat. (although maybe a Concentration roll to lift a building or smash something??)
Modified Strength Domain ability: “Atlas can perform a feat of strength as a supernatural ability. He gains an enhancement bonus to Strength equal to (X). Activating the power is a free action, the power lasts 1 round, and it is usable X per day.” Alternatively, that first sentence can simply be replaced with: “Feat of Strength (Su):”
Well, before we go too far into making a monk(ey) out of Atlas (thankfully, none of the other titans had monk levels), why not examine what a 10th level monk had in 1E?
“With respect to combat, monks attack on the same table as thieves. However, they add one-half of a hit point per level of experience to the amount of damage they score when they successfully attack an opponent with a weapon. This simulates their study and knowledge of weapons and anatomy. A 1st level monk scores x + % HP of damage, where x equals the damage done by the weapon used and HP equals the number of hit points of damage. A 2nd level monk does x + 1 when he or she scores a hit, a 3rd level x + 1 %, and so on all the way to Grand Master of Flowers who scores x + 8% HP damage. Monks of median level and above actually fight better without weapons, using their open hands, despite the weapon damage bonus they receive.”
and
“Monks make saving throws on the table used by thieves, but they gain certain advantages: Non-magical missiles (arrows, bolts, bullets, thrown daggers, thrown javelins, thrown spears, etc.) which would normally hit can be dodged are knocked aside if the monk is able to make his or her saving throw against petrification for each such potential hit. In other respects, if a monk makes his or her saving throw against an attack form, the monk will sustain no damage from the attack, even if the attack form was a fireball, for instance. At 9th level (Master of the North Wind) or higher, a monk who fails to make his or her saving throw will still sustain but one-half the total potential damage which the attack form could deliver, if possible. That is, a fireball would do 50% of total damage, but the gaze of a basilisk would still petrify the monk.
At 1st level of experience, a monk is as likely to be surprised as any other character, i.e. 33 1/3%. This chance goes down to 32% at 2nd level, and it thereafter goes down 2% per level, so there is only a 30% chance of surprising a 3rd level monk, 28% chance at 4th level, 26% chance at 5th level, etc.”
Monks also had the thief abilities of Open Locks, Find/Remove Traps, Move Silently, Hide in Shadows, Hear Noise, and Climb Walls as a thief of the same level.
“At 6th level (Master), a monk can fall up to 30' if he or she is within 4' of a wall.
The monk must have an opportunity to periodically make contact with the wall during the descent. The wall is used by the monk to slow the fall so that no hit points of damage are sustained from the fall. Note that when reference to a wall is made, any similar surface, such as a tree trunk, cliff face, and the like, are equally useful to the monk.”
A level 10 monk had the following attributes. AC of 3 (mimicked by insight bonus now), movement rate of 24 (60 feet now), 2 open hand melee attacks per round at 3-13 damage each, and the following special abilities:
“A. The ability to speak with animals as druids do which begins at 3rd level of experience.
B. The ability to mask the mind so that ESP has only a 30% chance of success. This power begins at 4th level, and with each level
of experience which the monk gains thereafter, the chance for success of ESPing the monk's thoughts drops by 2%, i.e. 28% chance of success on a 5th level monk, 26% on a 6th level, etc.
C. At 5th experience level a monk is not subject to diseases of any sort, nor is he ever affected by haste or slow spells.
D. The ability to use self-induced catalepsy to appear dead. This can be done perfectly, as the 6th (or higher) level monk is able to lower his or her body temperature and heart rate. The monk is able to maintain this state for twice the number of turns (10 minute periods) which equal his level, i.e. 12 turns at 6th level, 14 at 7th, etc.
E. At 7th level the monk gains the ability to heal damage on his or her body. The amount of damage which can be healed is 2-5 hit points (d4 + l), and this amount increases by 1 hit point with each experience level gained thereafter, i.e. 3-6 HP at 8th level, 4-7 at 9th, etc. This may be done once per day.
F. The ability to speak with plants as druids do. This power is attained at 8th level.
G. Beguiling, charms, hypnosis, and suggestion spells have only a 50% chance of affecting a monk of the 9th level of experience. That is, the monk is 50% resistant to such magic. This resistance increases 5% per level thereafter, so that at 10th level such spells have but a 45% chance of affecting the monk, 40% at 11th level, and so on. Saving throws apply if resistance fails.
H. Telepathic and mind blast attacks (see ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL, Mind Flayer) upon a monk of 10th or higher level are made as if the character had an 18 intelligence, due to the monk's mental discipline.”
Now, I don’t think it’s necessary to give Atlas all, or even most of this. We can pick and choose from the above abilities (or even better, their analogies from 3E) to give him what makes the most sense.