Pathfinder Reference Document
Pathfinder Reference Document

Aristocrats

Page CR 1/3

XP 135

Halfling aristocrat 1

N Small humanoid (halfling)

Init +2; Senses Perception +6

Defense

AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)

hp 3 (1d8–1)

Fort +0, Ref +3, Will +3; +2 vs. fear

Offense

Speed 25 ft.

Melee dagger –1 (1d3–2/19–20)

Tactics

During Combat The aristocrat fights as best he can with his dagger, but flees as soon as possible to find a guard.

Statistics

Str 6, Dex 15, Con 9, Int 12, Wis 10, Cha 12

Base Atk +0; CMB –3; CMD 9

Feats Fleet

Skills Acrobatics +4, Climb +0, Diplomacy +5, Escape Artist +3, Knowledge (local, nobility) +5, Perception +6, Stealth +7

Languages Common, Halfling

Gear dagger, courtier's outfit, 228 gp

This nervous young page alternates between avoiding unwanted attention and desperately trying to impress any nobles who send him on errands. His duties involve carrying messages (whether on parchment or memorized) within the palace grounds or a city, delivering packages, escorting the retainers of visiting officials, and so on.

Sometimes a package carried by a page contains something quite valuable, though if that is the case, the page is usually accompanied by one or more guards (warriors 3). The additional wealth in the page's stat block may account for such items, though in most cases the page only carries a few silver coins for his own personal use plus a few gold pieces for his employer's expenses.

Princess CR 1/2

XP 200

Human aristocrat 2

N Medium humanoid (human)

Init +1; Senses Perception +0

Defense

AC 12, touch 12, flat-footed 10 (+1 Dex, +1 dodge)

hp 7 (2d8–2)

Fort –1, Ref +1, Will +3

Offense

Speed 30 ft.

Melee unarmed strike +0 (1d3–1) or

light mace +0 (1d6–1) or

short sword +0 (1d6–1/19–20)

Tactics

During Combat If forced into a fight, the aristocrat borrows, improvises, or steals a weapon such as a light mace or short sword (as an aristocrat, she is proficient with all simple and martial weapons). If she has no allies and believes her life is in danger, she flees.

Statistics

Str 8, Dex 13, Con 9, Int 11, Wis 10, Cha 14

Base Atk +1; CMB +0; CMD 12

Feats Dodge, Skill Focus (Diplomacy)

Skills Bluff +6, Diplomacy +10, Knowledge (nobility) +5, Knowledge (religion) +4, Perform (dance) +7, Perform (sing, string instruments) +6, Ride +5, Sense Motive +4

Languages Common

Gear noble's outfit, signet ring, 310 gp

Well-rounded in her training, the princess is a demure lady of the court who handles herself quite well in a fight. She has a stubborn streak and a taste for adventure, and doesn't like commoners telling her what she can and can't do.

Most of her remaining wealth is in the form of fine jewelry, such as rings, necklaces, a tiara, or a scepter. These items are quite recognizable as belonging to the royal family and sure to cause suspicion if they are found in the hands of anyone else.

Squire CR 1

XP 400

Human aristocrat 3

N Medium humanoid (human)

Init +1; Senses Perception +5

Defense

AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)

hp 19 (3d8+6)

Fort +1, Ref +2, Will +2

Offense

Speed 20 ft.

Melee mwk longsword +4 (1d8+1/19–20) or dagger +3 (1d4+1/19–20)

Ranged composite shortbow +3 (1d6+1/×3)

Tactics

During Combat If serving a knight, the aristocrat fights near his master, making frequent use of flanking and aid another. He stays mounted to take advantage of his horse's attacks.

Statistics

Str 13, Dex 12, Con 10, Int 8, Wis 9, Cha 11

Base Atk +2; CMB +3; CMD 14

Feats Mounted Combat, Power Attack, Toughness

Languages Common

Skills Diplomacy +4, Handle Animal +6, Intimidate +4, Knowledge (nobility) +3, Perception +5, Ride +2

Combat Gear holy water; Other Gear chainmail, composite shortbow (+1 Str) with 20 arrows, dagger, masterwork longsword, bit and bridle, light horse (combat trained), riding saddle, saddlebags, 11 gp

This squire has begun his knightly training, but not yet earned his spurs. He aspires to match the valor and chivalry of the finest knights. Most of his duties involve caring for his knight's armor, weapons, and horse, holding prisoners taken by the knight, and giving the knight an honorable burial if he is killed.

The knight may instruct the squire to follow him into battle. If the squire proves himself loyal, skilled, and reliable in combat, his knight may choose to elevate him to full knight status (though in some lands this ceremony may only be performed by the ruler). A knight may have many squires, but a squire serves only one knight.

Heir Apparent CR 2

XP 600

Human aristocrat 4

LG Medium humanoid (human)

Init +1; Senses Perception +3

Defense

AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)

hp 22 (4d8+4)

Fort +1, Ref +2, Will +3

Offense

Speed 20 ft.

Melee mwk longsword +4 (1d8/19–20)

Ranged dagger +4 (1d4/19–20)

Tactics

During Combat The aristocrat fights with skill and caution, as suits one whose duty is to the throne. If in the company of others, she suggests clever tactics even if she is not actually in command of the group.

Statistics

Str 10, Dex 12, Con 10, Int 11, Wis 8, Cha 13

Base Atk +3; CMB +3; CMD 14

Feats Lightning Reflexes, Skill Focus (Diplomacy), Toughness

Skills Diplomacy +11, Knowledge (engineering, religion) +4, Knowledge (history) +5, Knowledge (nobility) +7, Linguistics +4, Perception +3, Perform (dance) +5, Ride +5, Sense Motive +4, Survival +5

Languages Common, Elven

Combat Gear oil of bless weapon, potion of cure moderate wounds, potion of spider climb; Other Gear masterwork breastplate, dagger, masterwork longsword, noble's outfit, signet ring, 253 gp

The heir apparent has been groomed to rule since birth, yet aspires to an even greater destiny. She welcomes the obligations of a ruling queen, and hopes to accomplish deeds of great heroism, justice, and mercy during her time on the throne. She is normally accompanied by guards (warriors 3) or officers (aristocrats 6).

Some of her remaining wealth is in the form of royal regalia, such as a circlet, and is easily recognized as royal property.

Falconer CR 3

XP 800

Human aristocrat 5

CG Medium humanoid (human)

Init +1; Senses Perception +10

Defense

AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)

hp 17 (5d8–5)

Fort +0, Ref +4, Will +3

Offense

Speed 30 ft.

Melee mwk short sword +4 (1d6/19–20)

Ranged mwk light crossbow +5 (1d8/19–20)

Tactics

During Combat The aristocrat mounts his horse and flees while shooting his crossbow. He orders his falcon to attack only if his foes seem weak or he is in mortal peril.

Statistics

Str 10, Dex 12, Con 9, Int 11, Wis 8, Cha 14

Base Atk +3; CMB +3; CMD 14

Feats Lightning Reflexes, Mounted Combat, Skill Focus (Handle Animal, Perception)

Skills Climb +5, Diplomacy +9, Handle Animal +13, Knowledge (nobility) +7, Perception +10, Profession (falconer) +7, Ride +3, Survival +3

Languages Common

Combat Gear potion of cure light wounds, tanglefoot bag; Other Gear mithral chain shirt, masterwork light crossbow with 20 bolts, masterwork short sword, signal whistle, silver holy symbol, trained hawk (Pathfinder RPG Bestiary 131, worth 40 gp), bit and bridle, light horse (combat trained), riding saddle, saddlebags, 360 gp

The falconer has dedicated his life to training birds of prey—his raptors are his dearest friends. He cares little about courtly life and prefers the company of his noble birds.

Officer CR 4

XP 1,200

Elf aristocrat 6

N Medium humanoid (elf)

Init +0; Senses low-light vision; Perception +8

Defense

AC 16, touch 10, flat-footed 16 (+6 armor)

hp 36 (6d8+9)

Fort +2, Ref +2, Will +7; +2 vs. enchantments

Immune sleep

Offense

Speed 20 ft.

Melee mwk greatsword +8 (2d6+3/19–20) or mwk warhammer +7 (1d8+2/×3)

Ranged mwk composite longbow +5 (1d8+2/×3)

Tactics

During Combat The aristocrat directs her troops from horseback, saving her personal attention for the toughest foes. She uses potions of cure light wounds to save her most wounded subordinates from death.

Statistics

Str 14, Dex 10, Con 10, Int 11, Wis 10, Cha 11

Base Atk +4; CMB +6; CMD 16

Feats Iron Will, Toughness, Weapon Focus (greatsword)

Skills Diplomacy +9, Intimidate +5, Knowledge (nobility) +5, Perception +8, Profession (soldier) +9, Ride +6, Sense Motive +5

Languages Common, Elven

SQ elven magic, weapon familiarity

Combat Gear potions of cure light wounds (3), potion of cure moderate wounds; Other Gear masterwork breastplate, masterwork composite longbow (+2 Str) with 20 arrows, masterwork greatsword, masterwork warhammer, courtier's outfit, bit and bridle, light horse (combat trained), military saddle, saddlebags, studded leather barding, 1,121 gp

The officer is a capable and seasoned commander, and has earned the loyalty of her troops.

Mayor CR 5

XP 1,600

Human aristocrat 7

N Medium humanoid (human)

Init +0; Senses Perception +2

Defense

AC 15, touch 10, flat-footed 15 (+5 armor)

hp 31 (7d8)

Fort +4, Ref +4, Will +9

Offense

Speed 35 ft.

Melee mwk rapier +7 (1d6–1/18–20)

Ranged dagger +5 (1d4–1/19–20)

Tactics

Before Combat The aristocrat drinks his potion of heroism. He then calls rat swarms with his pipes of the sewers.

During Combat The aristocrat sends his rats forward and hides behind allies. If alone, he uses Combat Expertise to prolong the fight in the hope that help will arrive in time to save him.

Base Statistics Without heroism, the aristocrat's statistics are Perception +0; Fort +2, Ref +2; Will +7; Melee mwk rapier +5 (1d6–1/18–20); Skills –2 on all skills.

Statistics

Str 8, Dex 11, Con 10, Int 13, Wis 10, Cha 14

Base Atk +5; CMB +4; CMD 14

Feats Combat Expertise, Fleet, Iron Will, Persuasive, Skill Focus (Knowledge [local])

Skills Appraise +10, Bluff +14, Diplomacy +16, Intimidate +14, Knowledge (history) +9, Knowledge (local) +16, Knowledge (nobility) +11, Knowledge (religion) +7, Perception +2, Perform (wind) +8, Sense Motive +12

Languages Common, Halfling

Combat Gear potion of cure moderate wounds, potion of heroism; Other Gear +1 chain shirt, dagger, masterwork rapier, pipes of the sewers, antitoxin (2), courtier's outfit, staff of office (worth 200 gp), everburning torch, 430 gp

The mayor has taken to wearing a chain shirt beneath his clothing in the event that illicit lenders come calling to collect the money he owes.

Diplomat CR 6

XP 2,400

Half-elf aristocrat 8

N Medium humanoid (elf, human)

Init +1; Senses low-light vision; Perception +12

Defense

AC 11, touch 11, flat-footed 10 (+1 Dex)

hp 28 (8d8–8)

Fort +2, Ref +4, Will +9

Offense

Speed 30 ft.

Melee mwk rapier +6/+1 (1d6–1/18–20)

Ranged dagger +7 (1d4–1/19–20)

Tactics

During Combat The diplomat prefers to fence with words rather than blades, but handles a rapier competently. She tries to talk her opponents out of fighting, emphasizing the legal and political trouble caused by harming an official diplomat.

Statistics

Str 9, Dex 12, Con 8, Int 12, Wis 10, Cha 16

Base Atk +6; CMB +5; CMD 16

Feats Alertness, Iron Will, Persuasive, Skill Focus (Diplomacy, Knowledge [history])

Skills Bluff +14, Diplomacy +19, Intimidate +10, Knowledge (geography, religion) +5, Knowledge (history) +14, Knowledge (nobility) +8, Linguistics +6, Perception +12, Perform (dance) +7, Ride +5, Sense Motive +13

Languages Common, Dwarven, Elven, Giant, Goblin

SQ elf blood

Combat Gear potion of cure moderate wounds; Other Gear dagger, masterwork rapier, cloak of resistance +1, figurine of wondrous power (silver raven), antitoxin (4), noble's outfit, signet ring, 298 gp

Exposed since birth to the contentious relationships between disparate races and nationalities, the diplomat found her calling in resolving the differences of others. Her half-elven lifespan means she has dealt with three or more generations of human nobility in various countries and is well versed in evolving etiquette. Slow-burning feuds and several attempts on her life have made her cautious and patient in her work.

Some of her remaining wealth is in the form of jewelry appropriate to her station (worth approximately 50 gp).

Knight CR 7

XP 3,200

Human aristocrat 9

LE Medium humanoid (human)

Init +1; Senses Perception +5

Defense

AC 22, touch 11, flat-footed 21 (+9 armor, +1 Dex, +2 shield)

hp 76 (9d8+36)

Fort +6, Ref +4, Will +5

Offense

Speed 20 ft.

Melee mwk lance +12/+7 (1d8+5/×3) or

+1 longsword +12/+7 (1d8+6/19–20)

Ranged mwk composite shortbow +8/+3 (1d6+3/×3)

Space 5 ft.; Reach 5 ft. (10 ft. with lance)

Tactics

Before Combat Before a fight or joust, the aristocrat drinks his potions of bear's endurance and bull's strength.

During Combat The aristocrat opens with a charge. When confronting foes on foot, he stows his lance, then attacks with his longsword. Against mounted foes, he wheels about and charges so he can use Unseat, repeating this until all his opponents are dismounted. If he is unable to hit a well-armored rider, he is not above attacking the mount instead.

Base Statistics Without bear's endurance and bull's strength, the aristocrat's statistics are hp 58; Fort +4; Melee mwk lance +10/+5 (1d8+3/×3) or +1 longsword +10/+5 (1d8+4/19–20); Str 16, Con 12; CMB +9; CMD 20.

Statistics

Str 20, Dex 12, Con 16, Int 10, Wis 8, Cha 9

Base Atk +6; CMB +11; CMD 22

Feats Improved Bull Rush, Power Attack, Ride-By Attack, Skill Focus (Ride), Spirited Charge, Unseat

Skills Diplomacy +11, Handle Animal +5, Intimidate +11, Knowledge (nobility) +12, Perception +5, Ride +10, Sense Motive +5

Languages Common

Combat Gear +1 human-bane arrows (2), potion of bear's endurance, potion of bull's strength, potion of cure moderate wounds; Other Gear masterwork full plate, masterwork heavy steel shield, +1 longsword, dagger, masterwork composite shortbow (+3 Str) with 40 arrows, masterwork lance, noble's outfit, signet ring, bit and bridle, heavy horse (combat trained), masterwork breastplate barding, military saddle, saddlebags, 163 gp

Although this tarnished knight considers his honor beyond reproach, he covets personal glory and seeks the humiliation of his enemies. Whether commanding a host of knights to rout tribes of hobgoblins or orcs or touring the land in search of jousting competitions, the knight is a tall, towering figure, striking fear into the hearts of his opponents.

The knight does not fear battle and refuses to cheat or use underhanded methods to achieve victory. He does not believe that using magic is cheating, though he prefers spells and items that enhance natural prowess rather than ones that directly harm or afflict enemies, and frowns on knights, warlords, and monsters that use such cowardly tactics. His word is his bond, and he will negotiate an enemy's surrender to spare the lives of common troops from pointless slaughter.

The above stat block may be used for a military commander such as a general. It can also be used for a lesser scion of a noble or royal house—one who has little or no chance of inheriting the throne and is instead trained for war. Such a scion may be loyal to the crown or may attempt to gain support among the nobility to stage a coup and usurp the throne for himself or a foreign power.

King CR 8

XP 4,800

Human aristocrat 10

N Medium humanoid (human)

Init +0; Senses Perception +10

Defense

AC 18, touch 11, flat-footed 18 (+7 armor, +1 deflection)

hp 50 (10d8+5)

Fort +6, Ref +4, Will +10

Offense

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)

Tactics

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.

Statistics

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).