King (Human Aristocrat 10)

King CR 8

XP 4,800
Human Aristocrat 10
Medium humanoid (human) N
Init +0; Senses Perception +10


AC 18, touch 11, flat-footed 18 (+7 armor, +1 deflection)
hp 50 (10d8+5)
Fort +6, Ref +4, Will +10


Speed 20 ft.
Melee mwk longsword +8/+3 (1d8–1/19–20) or light mace +6/+1 (1d6–1)
Ranged mwk dagger +8/+3 (1d4–1/19–20)


During Combat No stranger to battle, the aristocrat fights with his longsword and orders all available guards and retainers to slay his attackers for the crime of attacking his royal person. He takes full tactical command of the battle, directing each subject, and avoids actions that put him at risk. If it looks like he would be killed or captured, he directs his guards to block pursuers and tries to flee.


Str 8, Dex 11, Con 10, Int 14, Wis 10, Cha 14
Base Atk +7; CMB +6; CMD 17
Feats Alertness, Great Fortitude, Iron Will, Persuasive, Vital Strike, Weapon Focus (longsword)
Skills Bluff +10, Diplomacy +19, Intimidate +12, Knowledge (geography, history) +10, Knowledge (local) +6, Knowledge (nobility) +15, Knowledge (religion) +8, Linguistics +9, Perception +10, Perform (dance) +6, Perform (oratory) +10, Ride +6, Sense Motive +17
Languages Common, Dwarven, Elven, Giant, Gnome, Halfling, Sylvan
Combat Gear potion of cure serious wounds, potion of delay poison; Other Gear +1 glamered breastplate, masterwork dagger, masterwork longsword, cloak of resistance +1, ring of protection +1, royal outfit, crown (worth 500 gp), royal scepter (worth 250 gp, as light mace in combat), royal seal (worth 150 gp), 233 gp


Though once an even-tempered and capable ruler, the king tires of the responsibilities of the crown and reflects fondly on his days as a questing noble knight, free of court intrigue and stifling castle walls. Petitioners who bore or offend him risk arousing his anger, as do sycophants and hangers-on. He admires soldiers, knights, and adventurers, though he doesn’t tolerate disrespect of himself, his family, or his country.

If the king has a suitable heir (and therefore can afford to take minor risks with his own life), he may sate his desire for fresh air and action by going on hunting trips, accompanied by a select group of nobles and trusted guards. Player characters who earn his goodwill may be invited to these outings, but should be wary of outshining the king’s skill at riding or hunting. The king giving unexpected attention to the PCs may anger other nobles and provide roleplaying and campaign plot opportunities.

Note that much of the king’s wealth is in the form of royal regalia, such as a crown and royal seal. These items are easily recognized as royal property and any non-noble caught with them is assumed to be a thief. The king also has access to other jewelry and clothing that belongs to the official regalia of his office (such as crown jewels), which may be worth thousands of gold pieces or more.

The above stat block can also be used for a queen, adventuring prince or princess, or a (non-spellcaster) ruler of a powerful religious institution (especially in lands where it is customary for younger sons or daughters to become clergy).

Section 15: Copyright Notice

Pathfinder Roleplaying Game NPC Codex © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.

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