Shemeska said:
Because of skill points there's the assumption that nobody can be an effective ruler/diplomat/horse pooper scooper without umpteen ranks in profession (king), diplomacy, and profession (pooper scooper). Therefore, all those important people must be [booming voice]EPIC[/booming voice] level if they have any high skill or social standing because by a strict use of numbers they'd have to be.
I generally feel that's a lack of creativity on their part.
While it's non-trivial, you can build characters with a select set of surprisingly high skills at fairly low levels by stacking synergy bonuses. Most rulers can get by on decent sense motive, bluff, and diplomacy skills, with the rest being the "liberal arts" education required to understand their advisors at mediocre skill levels. So at 2nd level you have 5s in SM, bluff, Diplomacy, intimidate and a couple of knowledges relevant to your function. I'm assuming a human with 5+ total skill points/level (class+race+int) and +2 stat mods. Feats are Negotiator and Persuasive for +2 to bluff, diplomacy, SM, & intimidate.
skill..........rank+stat+feat+synergies = total
Bluff.........5 + 2 + 2 = 9
diplomacy: 5 + 2 + 2 + 4 (or 6) = 13 (or 15 if appropriate Knowledge skill)
Sense Motive: 5 + 2 + 2 = 9
Intimidate : 5 + 2 + 2 + 2 = 11
Poof, an instant 2nd level leader who can fast talk someone when the sewage is about to hit the fan, convert Hostile people to merely indifferent ones or bring Unfriendlies over to seeing things your way, and when faced with bullies they can generally intimidate hardened killers (~8HD) by sheer force of personality. Depending on what class or int is involved, they may have additional useful skills as well.
Those will go up +1 each level, not counting magic gear that a leader might acquire (luckstones, stat buffs, competence items, etc), and stat increases due to level and age.