TEXT: The Modern Dispatch
  The Watchers 
  Page 1
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  com/d20.
  #90
  The Watchers
  By Curtis Owings
  “When men began to increase on earth and daughters were born to them, the divine 
  beings saw how beautiful the daughters of men were and took wives from among those 
  that pleased them. The LORD said, ‘My breath shall not abide in man forever, since he 
  too is ﬂesh; let the days allowed him be one hundred and twenty years.’ It was then, and 
  later too, that the Nephilim appeared on earth - when the divine beings cohabited with 
  the daughters of men, who bore them offspring. They were the heroes of old, the men of 
  renown.” - Genesis 6:1-4
  In the beginning when men were new to the Earth the 
  battle between Light and Darkness took many forms.  
  The hosts of Light fought constantly the hordes of 
  Darkness.  But there was a time of dissension among 
  the Angels.  The war between good and evil is often 
  desperate--the temptation to win at all costs was 
  high.  Some fell to temptation and tampered with 
  men in order to bolster the ranks of Heaven.  These 
  unfortunate few fell from grace and yet could not join 
  the demons.  They roam now outside the Light, but 
  will not bow to the Darkness. 
  What follows is a description of how to create PC’s 
  with angelic heritage for your d20 campaign.  The 
  focus is Modern, but virtually any d20 campaign 
  could support the concept.  When a PC creates their 
  celestial character they must select Celestial as their 
  “occupation.”  This grants the player access to the 
  list of celestial feats, the Watcher racial class and 
  Nephilim prestige class.  The player can select freely 
  from any other d20 Modern compatible class.  There 
  is no “level adjustment” and no long list of celestial 
  classes.  Just a wide array of feats that can be selected 
  anytime the character qualiﬁes for a new feat or a 
  bonus feat.
  Choosing this path should be more than a set of 
  abilities for the player.  The character is forever 
  caught between good and evil with neither side 
  fully supporting them.  They will often be hunted by 
  demons since as half breeds they do not have support 
  from Heaven.  True angels are embarrassed by their 
  existence and prefer to ignore them altogether.  But 
  the same innate desire to serve found in true angelic 
  hosts still burns inside a celestial.  Unfettered by the 
  rules of either side they possess unique views of how 
  to ﬁght the grand struggle between Good and Evil.
  New Occupation: 
  Celestial
  The character is of celestial heritage from the age 
  of giants.  This heritage may have skipped many 
  generations or been passed down through the ages.  
  Characters touched by celestial ancestry are often 
  drawn to religious and philosophical pursuits.  
  Prerequisite: None
  
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  The Watchers 
  Page 2
  Skills: Choose three of the following skills as 
  permanent class skills. If a skill the character selects 
  is already a class skill, he or she receives a +1 
  competence bonus on checks using that skill.  Bluff, 
  Decipher Script, Intimidate, Knowledge (arcane 
  lore, art, behavioral sciences, history, streetwise, or 
  theology and philosophy), Listen, Sense Motive, 
  Spot.
  Special: The character now has access to any 
  celestial feat for which they have the prerequisites.  
  These feats can be selected anytime the character 
  qualiﬁes for a feat or a bonus feat.  Celestials have 
  a -4 Charisma modiﬁer when dealing with any NPC 
  possessing an allegiance to a lower or higher power.
  Wealth Bonus Increase: +2.
  Celestial Feats
  Aspect of the Watcher 
  While holding still the character can go unnoticed 
  even in plain sight--surrounding observers simply 
  stop paying attention to the character.  The PC 
  doesn’t actually become invisible, just ignored.
  Beneﬁt: The player can make a Hide check using 
  the character’s Wisdom modiﬁer + ½ his character 
  level to go undetected.
  Special: Since this skill has nothing to do with 
  actually hiding in shadows, the player can not add 
  any ranks in Hide he may possess to the roll.  This 
  ability can not be used in combat.
  Prerequisite: 1 level in the Watcher racial class
  Aura 
  The character radiates an aura that has impact on 
  allies and/or foes.
  Beneﬁt:  The player selects one of the following 
  effects for her aura.  The type of aura must be 
  selected when the feat is chosen.  
  Calm: In a 15’ radius all allies gain +2 morale 
  bonus to Will saves.  This aura radiates a mild green 
  light that does not provide enough illumination for 
  normal sight but does facilitate low-light vision.
  Strength: In a 10’ radius all allies gain +1 to attack 
  and damage rolls and +1 to all strength based skill 
  checks.  This aura radiates a mild red light that does 
  not provide enough illumination for normal sight but 
  does facilitate low-light vision.
  Inspiration: In a 20’ radius all allies gain +1 to 
  skill checks.  This aura radiates a mild golden light 
  that does not provide enough illumination for normal 
  sight but does facilitate low-light vision.
  Succor: In a 10’ radius all allies may choose to heal 
  a number of hit points equal to 1d4 + the character’s 
  Wis mod.  Each ally may only gain these hit points 
  once per day.  Hit point total can not be raised above 
  the target’s normal maximum.  This aura radiates 
  a mild white light that does not provide enough 
  illumination for normal sight but does facilitate low-
  light vision.
  Light: In a 60’ radius the character radiates a warm 
  golden light that illuminates the area adequately for 
  normal vision and for 120’ of low-light vision.  This 
  light also imposes a -1 penalty to attack rolls and 
  damage rolls to undead and demons.
  Special: This feat can be taken multiple times 
  with each selection gaining a different aura.  Auras 
  can only be used one at a time.  Changing auras is 
  a standard action that does not provoke an attack of 
  opportunity.  The player can choose who is affected 
  by the aura.
  Prerequisite: 1 level in the Watcher racial class
  Celestial Toughness 
  The character gains damage reduction.
  Beneﬁt: The player can add +1 DR/iron to any 
  other DR they may possess.  In order to qualify as 
  an “iron” item it must have be at least 50% solid 
  iron.  In general most items will have to be specially 
  constructed to possess this quality.  Taking this feat 
  imposes the iron weakness on all DR the character 
  may have.
  Special:  This feat can be taken multiple times, but 
  can never raise a character’s DR above the number of 
  Celestial racial class levels the character possesses.  
  So a PC with 3 Celestial racial class levels could take 
  the feat 3 times for a total of +3 DR/iron.  This feat 
  does stack with other DR bonuses.
  Prerequisite: 1 level in the Watcher racial class
  Divine Grace 
  The blood of angels ﬂows in your veins granting you 
  additional physical abilities.
  Beneﬁt:  The player can improve Strength, 
  Dexterity or Constitution by +2 as a racial modiﬁer.
  Special: This feat can not be selected multiple 
  times.
  Prerequisite: 3 levels in the Watcher racial class
  Divine Healing 
  Your touch heals the wounded.
  Beneﬁt:  As standard action that does provoke 
  attacks of opportunity, the character can heal one 
  target per day for 1d8  points of damage+ ½ her 
  character level.  The hero must be able to touch the 
  target.
  Prerequisite: 2 levels in the Watcher racial class
  Enhanced Aura 
  The area of effect of your Aura’s is extended.
  Beneﬁt:  All Aura effects possessed by the hero 
  now have their radius doubled and provide enough 
  light for characters with normal vision.  The hero can 
  chose to reduce this effect to normal levels as a free 
  action—this also lowers the radius affected.
  Prerequisite: The feat can only be selected as a 
  Nephilim bonus feat.
  
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  Free Fall 
  Angels appear to be remarkably resilient to impact 
  damage from falls or full body shocks.
  Beneﬁt:  The character can subtract 5’ per 
  character level when calculating falling distances.  
  Also, the character gains +4 to Reﬂex saves from 
  vehicle crashes.
  Heaven’s Wings 
  You ﬂy like an angel.
  Beneﬁt:  The duration of your Wings (see below) 
  are now 4 hours and you ﬂy at 60’.
  Prerequisite: Wings, you may only select this feat 
  as a Nephilim bonus feat.
  Keen Vision 
  Your vision is beyond that of normal humans.
  Beneﬁt:  The character gains Darkvision.  If the 
  character already possesses Darkvision, then the 
  range extends by 60 feet to a maximum range of 120 
  feet.  
  Languages of Babylon 
  You have knowledge of languages you never studied.
  Beneﬁt:  The player chooses 2 languages to speak, 
  read and write.
  Special: This feat can only be selected once.  
  These languages do not count against your skill point 
  total.
  Prerequisite: 1 level in the Watcher racial class
  Resistance of the Light 
  You gain resistance to certain types of damage.
  Beneﬁt:  Gain resistance 10 from one of the 
  following energy types: Fire, Cold, Electricity, Acid.
  Special:  This feat can only be selected once.
  Prerequisite: 1 level in the Watcher racial class
  Sustaining Spirit 
  You absorb sustenance from positive energy.
  Beneﬁt:  Meditating one hour per day satisﬁes 
  the character’s needs for food and water.  Each 
  week sustained this way imposes another hour of 
  meditation per day.  The character never needs food 
  or water while on holy ground.  The character can not 
  use this feat on deﬁled ground.
   
  The Touch 
  You can bestow the blessing of Heaven on one target 
  with a touch.
  Beneﬁt:  The hero can chose one effect to bestow 
  on touch once a day: +2 to all attack rolls, +2 to all 
  damage rolls, +2 on all save rolls, +2 on all skill 
  checks
  Special:  The character can bestow a blessing on 
  himself.
  Prerequisite: This feat can only be selected as a 
  Nephilim bonus feat.
  The Truth 
  You can discern truth from lies.
  Beneﬁt:  Once activated (a free action), the hero 
  can hear lies told to her for a number of hours equal 
  to ½ of her character level.  This feat can only be 
  activated once a day.  Lies told by targets 2 levels 
  higher than the hero can not be detected.  Using 
  this ability requires a degree of concentration.  If 
  distracted the hero must make a Concentration check 
  DC 15 each round distractions exist (loud streets, 
  crowded bar, combat).  This ability can not be used 
  in a round the hero took damage.  The hero can only 
  concentrate (hear lies from) a number of targets equal 
  to her Int mod (minimum 1).
  Special:  The character must be able to both hear 
  and understand the target.  
  Prerequisite: Languages of Babylon; This feat can 
  only be selected as a Nephilim bonus feat.
  The Will 
  The power of the Light inﬂuences your words.
  Beneﬁt:  The hero adds +4 to all charisma-based 
  skill checks for a number of minutes equal to ½ his 
  character level.
  Special:  The ability does not work on other 
  Nephilim.
  Prerequisite: This feat can only be selected as a 
  Nephilim bonus feat.
  Tongue of Angels 
  You can spontaneously speak and understand any 
  language.
  Beneﬁt:  The character can spontaneously speak 
  and understand any language for 20 minutes once 
  a day.  This feat imparts no ability to read or write 
  languages.
  Special:  For each Watcher racial level the 
  character can use this feat one additional time per 
  day.
  Prerequisite: Languages of Babylon feat
  Chuck’s Note about racial classes
  Racial classes are those who seek to become paragons of their race and have become a popular addition 
  to d20 fantasy games. In modern games the Watcher class thus serves as a sort of Basic Class that any 
  Celestial PC can take to become more in tune with his heritage.
  
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  The Watchers 
  Page 4
  Wings 
  You grow ethereal wings of light that allow you the 
  gift of ﬂight.
  Beneﬁt:  The character can sprout forth wing 
  of brilliant light that allow 40’ ﬂying with average 
  maneuverability for 1 round per character level.  This 
  ability can only be used once a day.
  Prerequisite:  3 levels in the Watcher racial class
  New Classes
  Watcher 
  The Watchers have resided on Earth for thousands of 
  years always observing and reporting on mankind.  
  During the early days the Watchers chose to mingle 
  with humans and produce offspring.  These acts were 
  condemned by the higher powers and the children 
  left (as were the Watchers) to roam Earth until the 
  last day.  Players choosing levels in this class have 
  uncovered some portion of this heritage in them.  
  Despite their origin, Watchers are not fully accepted 
  by the higher powers, but are generally tolerated.  
  However, they are still reviled by lower powers.  
  Choosing levels in this class does not actually change 
  your race—it just represents that your heritage is 
  mixed and now emerging.
  Requirements
  Selection of the Celestial occupation at 1st level.
  Class Information
  The following information pertains to the Watcher 
  racial class.
  Hit Die: 1d6 
  Action Points: Watchers gain a number of action 
  points equal to 5 plus one-half their character level, 
  rounded down, every time they advance a level in this 
  class.
  Class Skills: The Watcher’s class skills are as 
  follows: Concentration (Con), Craft (chemical, 
  pharmaceutical, visual arts) (Int), Gather Information 
  (Cha), Knowledge (art, behavioral sciences, earth and 
  life sciences, theology and philosophy) (Int), Perform 
  (act, dance, sing, stand-up) (Cha), Profession (Wis), 
  Read/Write Language (none), Sense Motive (Wis), 
  Sleight of Hand (Dex), Speak Language (none), Spot 
  (Wis), Treat Injury (Wis).
  Skill Points at Each Level: 5 + Intelligence 
  modiﬁer.
  Class Features
  The following features pertain to the anomaly 
  advanced class. 
  Natural Armor:  At ﬁrst level the hero gains the 
  beneﬁt of Natural Armor +1.  This bonus improves to 
  +2 at 3rd level.
  Resist 5:  The hero gains Resistance 5 to Fire, 
  Cold, Electricity or Acid.
  Bonus Feat:  Bonus feats may be selected from 
  any the Celestial Feats for which the hero meets 
  the minimum requirements and the following feats 
  Focused, Trustworthy, Alertness and Conﬁdent.
  Immunity:  The hero’s resistance to the energy 
  selected at 1st level improves to 10 and the hero gains 
  +6 to saves against that type of energy (Fire, Cold, 
  Electricity or Acid).
  Blood & Relics Option:  Add the following feats 
  to the Bonus Feats list if you choose to use it: Sacred 
  Ritual, Conviction and Antithesis.
  Nephilim
  The truly devoted Watchers managed to atone for 
  the transgressions of their race and were allowed 
  to rejoin the ranks of Nephilim.  Players taking this 
  prestige class have earned the right to ﬁght with the 
  hosts of Light as fully accepted agents of the higher 
  power.  They are not full angels, but often act on their 
  behalf on Earth.
  Requirements
  To qualify to become an Nephilim, a character must 
  meet the following criteria
  Special: Selection of the Celestial occupation at 1st 
  level, 3 levels in the Watcher racial class. Allegiance 
  to a Higher Power.
  Feats: Tongue of Angels, Aura
  Skills: 8 ranks in Knowledge (Theology).
  Class Information
  The following information pertains to the Nephilim 
  prestige class.
  Hit Die: 1d6.
  Action Points: Watchers gain a number of action 
  points equal to 6 plus one-half their character level, 
  rounded down, every time they advance a level in this 
  class.
  Class Skills: The Nephilim’s class skills are 
  as follows: Bluff (Cha), Concentration (Con), 
  Diplomacy (Cha), Gather Information (Cha), 
  Knowledge (arcane, art, behavioral sciences, earth 
  and life sciences, theology and philosophy) (Int), 
  Table 1: The Watcher
  Level
  Base Attack 
  Bonus
  Fort Save
  Ref Save
  Will Save
  Special
  Defense Bonus Reputation 
  Bonus
  1st
  +0
  +2
  +1
  +1
  Natural Armor +1
  +1
  +2
  2nd
  +1
  +3
  +2
  +2
  Resist 5, Bonus Feat
  +1
  +2
  3rd
  +1
  +3
  +2
  +2
  Natural Armor +2, Immunity
  +2
  +2
  
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  The Watchers 
  Page 5
  Listen (Wis), Navigate (Int), Perform (act, dance, 
  sing) (Cha), Pilot (Dex), Profession (Wis), Read/
  Write Language (none), Sense Motive (Wis), Speak 
  Language (none), Spot (Wis), Treat Injury (Wis).
  Skill Points at Each Level: 7 + Intelligence 
  modiﬁer.
  Class Features
  The following features pertain to the Nephilim 
  prestige class. 
  Divine Presence:  An aspect of awe and 
  captivation surrounds the hero.  Targets entering or 
  already inside an active Aura must save or do nothing 
  for 1 round.  Each round they remain inside the effect 
  of the hero’s Aura the target can make a new save.  
  Once the target makes a save she is no longer affected 
  by this power for 24 hours.  In order to avoid effects 
  the target must make a Will save equal to 10 + the 
  hero’s Cha mod + ½ of the character’s total levels.  
  Activating Divine Presence is a standard action that 
  does not provoke attacks of opportunity.  The player 
  chooses what targets are affected.  Other Nephilim 
  are immune to this effect.
  Celestial Boon:  The player adds an additional +2 
  racial bonus to Cha, Int, or Wis.
  Beguile:  Through the power of her voice the hero 
  may command one creature to do what ever she will 
  for a number of rounds equal to ½ her Nephilim 
  level plus her Char mod.  The target must be able to 
  hear the hero and be within 20 feet.  The commands 
  can be anything the player wishes.  Targets that are 
  lower level than the hero receive no save unless 
  the command is damaging to the target or its allies, 
  in which case it receive a normal save described 
  below.  Targets the same level or higher receive a 
  Will save equal to 10 + the hero’s Cha mod + ½ of 
  the character’s total levels.  Targets asked perform 
  physically damage acts or acts against one of its 
  allegiances (if any) receive +4 to the roll.  Targets 
  asked to perform outright acts of suicide or the 
  murder of an ally receives +8 to the roll.
  Bonus Feats:  In addition to all of the Celestial 
  feats, the Nephilim gain special access to the 
  following feats: Enhanced Aura, Heaven’s Wings, 
  The Truth, The Will, The Touch
  NPC’s
  Natalie Ademovic
  From casual observation, Natalie appears to be an 
  attractive woman of Slavic decent.  Her English is 
  excellent, but she will often use a thick accent and act 
  as if she does not understand the language well.  She 
  has pale, clear blue eyes and an unnatural grace.  The 
  skilled observer will notice both the undercover vest 
  she almost always wears and the concealed sidearm.
  Natalie is a spy for the Vatican.  She is stationed in 
  the US and provides regular recon information about 
  forces of the dark powers at work in America.  She 
  keeps tabs on a variety of organized crime targets as 
  well as any supernatural phenomena she encounters.  
  She operates alone and communicates her ﬁndings to 
  anonymous email accounts from a local coffee shop.
  Using Natalie in a game:  Introducing Natalie 
  to a campaign should be pretty easy.  The PC’s can 
  encounter Natalie actively tracking an evil creature 
  in the area.  The PC’s can help or simply hang back 
  and observe.  If your players have supernatural 
  powers themselves, perhaps the PCs’ have attracted 
  the attention of a Vatican-based secret society 
  (such as the Frater Torquemada, the Doctrine or the 
  Seers of Fatima) and Natalie is reporting on them.  
  Natalie has too few contacts to be a real inﬂuence 
  in Rome, but she can tell her handler about the PC’s 
  which could spark a different meeting.  Natalie will 
  know something about the local organized crime 
  environment and the black market, but she’s is really 
  a behind the scenes observer possessing few contacts 
  of her own.
  Natalie Ademovic - Watcher Initiate (Watcher 1 
  / Fast Hero 2) CR 3; Medium-size Humanoid; HD 
  1d6+1 plus 2d6+2; HP 16; Mas 12; Init +4; Spd 30 
  ft; Defense 23, touch 14, ﬂatfooted 18 (+4 Dex, +5 
  class, +3 equipment); BAB +1; Grap +1; Atk +1 
  melee (1d6, gun butt), or +6 ranged (2d6, Glock 
  17); FS 5 ft by 5 ft; Reach 5 ft; SQ Darkvision 60’, 
  Natural Armor +1, -4 to Charisma based checks vs. 
  targets with allegiances to higher or lower powers; 
  AL Higher Power, Vatican; SV Fort +3, Ref +7, Will 
  +3; AP 5; Rep +2; Str 11, Dex 18, Con 12, Int 13, 
  Wis 14, Cha 15.
  Occupation: Celestial (Sense Motive, Bluff, 
  Listen).
  Skills: Bluff (Cha) +8, Gather Info (Cha) +4, 
  Listen (Wis) +8, Read/Write (Bosnian, English, 
  Russian), Sense Motive (Wis) +9, Sleight of Hand 
  (Dex) +10, Speak Language (Bosnian, English, 
  Russian) Spot (Wis) +8.
  Feats: Personal Firearms Proﬁciency, Divine Grace 
  (+2 Dex), Keen Vision, Light Armor
  Talents (Fast Hero): Evasion.
  Possessions: Wealth +3, Glock 17 (9 mm 
  Table 2: The Nephilim
  Level
  Base Attack 
  Bonus
  Fort Save
  Ref Save
  Will Save
  Special
  Defense Bonus
  Reputation 
  Bonus
  1st
  +0
  +1
  +1
  +2
  Divine Presence
  +1
  +2
  2nd
  +1
  +2
  +2
  +3
  Bonus Feat
  +1
  +2
  3rd
  +1
  +2
  +2
  +3
  Celestial Boon
  +2
  +3
  4th
  +2
  +3
  +2
  +4
  Bonus Feat
  +2
  +3
  5th
  +2
  +4
  +3
  +4
  Beguile
  +3
  +4
  
  The Modern Dispatch
  The Watchers 
  Page 6
  Autoloader), concealed holster, 2 boxes 9mm 
  ammunition, 1 box 9mm silver-tip ammunition, 
  undercover vest.
  Atif Sajid
  Atif is of Arabic ancestry and has lived for four 
  centuries.  He guards a tome in its protected temple 
  hidden in a deep ravine of the desert.  He is devoted 
  to the higher powers spending many hours each day 
  in meditation and prayer.  The rest of his time is 
  spent foraging in the desert for survival.  There is a 
  small spring near by and enough small game to eek 
  out sustenance.  Over the centuries, Atif has been 
  visited occasionally by those seeking wisdom.  His 
  kit is entirely made up from gifts brought to him.  He 
  keeps an odd collection of other minor treasures in 
  the temple.
  Using Atif in a campaign:  Atif guards The Book 
  of Gader’el.  Each day he reads from the book 
  prevents him from aging.  The temple he guards is 
  warded from surveillance.  Gader’el was one of the 
  fallen angels in the last war between the higher and 
  dark powers.  This book is written in Arabic and was 
  ﬁnished well before his fall and contains a great deal 
  of curative knowledge.  This knowledge was later 
  used to teach men how to make weapons and thus the 
  work was hidden by the Light.  It is all but forgotten 
  now.  
  The players could learn of the book as a last ditch 
  means to heal a friend or NPC.  They could be hired 
  to recover the tome by occult researchers hoping to 
  discover new power in its pages.  If the PC’s already 
  have angelic patrons they could be tapped to go 
  re-supply Atif or help him defend the tome from 
  an imminent attack.  Regardless, Atif will treat the 
  PC’s with respectful indifference until they prove 
  themselves devout followers of the higher powers.  
  He will not let the PC’s read from the book unless 
  they prove themselves or he is physically restrained.  
  He will die defending the book from being stolen.
  Atif Sajid - Watcher (Tough Hero 3/Watcher 
  3) CR 6; Medium-size Humanoid; HD 3d10+9 plus 
  3d6+9; HP 52; Mas 16; Init +0; Spd 30 ft; Defense 
  19, touch 14, ﬂatfooted 13 (+0 Dex, +4 class, +3 
  equipment); BAB +3; Grap +5; Atk +6 melee 
  (1d10+3, great sword), or +4 ranged (2d8+1d4, S&W 
  M29 .44 revolver); FS 5 ft by 5 ft; Reach 5 ft; SQ 
  Damage Reduction 3/iron, Resist Fire 10, Resist 
  Electricity 5, +6 saves vs. Fire, Natural Armor +2; AL 
  Higher Power; SV Fort +8, Ref +3, Will +4; AP 5; 
  Rep +2; Str 14, Dex 11, Con 16, Int 12, Wis 13, Cha 
  12.
  Occupation: Celestial (Intimidate, Spot, Bluff).
  Skills: Intimidate (Cha) +10, Knowledge: 
  Theology (Int) +10, Spot (Wis) +10, Survival: Arid 
  (Wis) +7, Bluff (Cha) +10 Speak Language (English, 
  Arabic), Read/Write (English, Arabic).
  Feats: Archaic Weapons, Celestial Toughness, 
  Resistance of the Light, Aura: Strength, Wings.
  Talents (Tough Hero): Damage Reduction 1, 
  Damage Reduction 2
  Possessions: Wealth +2, mastercraft great sword 
  (+1 to hit), mastercraft S&W M29 (.44 Revolver, +1 
  to attack rolls), 2 boxes .44 ammunition, mastercraft 
  studded leather armor (+3 equip bonus).
  Liliana Monroe
  Liliana is the sole heiress to the Monroe trust.  The 
  problem is, she can only claim the trust when she 
  turns 30.  Her parents wanted to her to live by her 
  own means before coming in to her wealth.  All the 
  same, she has been taught in the best schools and 
  knows the right people.  She has a real gift with 
  languages and human nature.
  Liliana discovered her faith and her heritage 
  after the death of her parents.  Since that time she 
  has devoted herself to rooting out evil and seeing it 
  destroyed.  She is tenacious and suspicious by nature.  
  She feels that those who have nothing to hide will 
  have nothing to fear from a little rough questioning.  
  Ofﬁcially, Ms. Monroe works as a “researcher/
  investigator” for a non-proﬁt religious organization.  
  This is merely a front for organization dedicated to 
  destroying evil.  The organization itself is funded by 
  the Monroe Trust, although Liliana has little inﬂuence 
  over how the trustee’s use it.  Of course that all 
  changes when she comes of age…
  Using Liliana in a campaign: Liliana receives 
  direct inspiration from above.  If she is called it 
  generally means something needs smiting.  It is 
  her job to ﬁnd it.  Perhaps she is investigating the 
  PC’s or perhaps she needs their help ferreting out 
  the next target.  She is extremely knowledgeable 
  about ancient religions and mystical servants of the 
  higher and lower powers (including ﬁends and the 
  Caeder).  Other hooks to consider would be helping 
  Liliana unseat evil in her own organization, recover 
  artifacts for her or even a rescue of Liliana herself.  
  Ofﬁcially working with Liliana can potentially pay 
  well (GM discretion) and eventually, she will become 
  a powerful ally or nemesis.
  Options with Blood & Relics:  Swap out Liliana’s 
  Free Fall, Light Armor feats for Sacred Ritual and 
  Consecrate Item.
  Liliana Monroe - Nephilim (Smart Hero 3/
  Watcher 3/Nephilim 3) CR 9; Medium-size 
  Humanoid; HD 3d6+6 plus 3d6+6 plus 3d6+6; HP 
  44; Mas 14; Init +2; Spd 30 ft; Defense 22, touch 17, 
  ﬂatfooted 18(+2 Dex, +5 class, +3 equipment); BAB 
  +3; Grap +5; Atk +3 melee (1d4, pistol butt), or +6 
  ranged (2d6+1, Beretta 9mm w/ blessed ammo); FS 5 
  ft by 5 ft; Reach 5 ft; SQ Divine Presence, Resist Fire 
  10, +6 saves vs. Fire, Natural Armor +2; AL Higher 
  Power; SV Fort +8, Ref +7, Will +8; AP 10; Rep +6; 
  Str 10, Dex 14, Con 14, Int 16, Wis 13, Cha 12.
  Occupation: Celestial (Knowledge: Theology, 
  Spot, Sense Motive).
  Skills: Computer Use (Int) +18, Decipher Script 
  (Int) +17, Disable Device (Int) +15, Know: Tech (Int) 
  
  The Modern Dispatch
  The Watchers 
  Page 7
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  Modern System Reference Document Copyright 2002, Wizards of the Coast, 
  Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based 
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  Modern Dispatch #90 2004, RPGObjects; Author Charles Rice
  open gaming content
  Designation of Product Identity: The following terms are designated as 
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  +15, Know: Theology (Int) +16, Listen (Wis) +13, 
  Read/Write Lang (English, Hebrew, Latin) , Research 
  (Int) +19, Search (Int) +15, Sense Motive (Wis) +13, 
  Speak Lang (English, Hebrew, Latin) , Spot (Wis) 
  +13
  Feats: Personal Firearms Proﬁciency, Free Fall, 
  Studious, Light Armor, Languages of Babylon, 
  Tongue of Angels, Aura: Succor, The Truth, Divine 
  Healing
  Talents (Smart Hero): Savant (Computer Use), 
  Linguist
  Possessions: Wealth +4, Beretta Model 92 compact 
  (9mm auto) with reﬂex site (+1 to attacks w/in 30’), 
  2 boxes 9mm ammunition, undercover vest (+3 equip 
  bonus), laptop with wireless internet.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/d20 Modern/3rd Party/RPG Objects/Modern Dispatch/Modern Dispatch 090 - The Watchers.pdf