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Honestly, the warboys weren't awesome because of their ability, but because of their mindless devotion. I would say that your average warboy would be no more than a warrior with setting appropriate weapon proficiencies and mandatory ranks in Craft (Automobile) or Drive (ride).

From my own Mad Max research, the warboys have some beliefs that make the behave in the over the top manor that makes them so appealing.

1) Belief that entry into the afterlife is dependent on the glory you bring with your death. Dieing in combat is only a small part of that, the iconic "Witness me!" cry is not only a warcry, but a plea for the gods (Immortan Joe) to see the glory in their death and grant them entry to the afterlife. As we see with Slit when fighting the Buzzards, he attempts to downplay the death of Morsov in an attempt to lower the standards his own death will require to achieve entry to Valhalla. This could be represented in Pathfinder by a cult who believes that a bloody glorious death will let them bypass standing in line in the Boneyard and grant them entry to an afterlife that is one glorious immortal war.

2) "Shiny and chrome" doesn't necessarily mean that chrome in itself is something powerful, in a post apocalyptic world most things are reused and dirty, so having something "Shiny and chrome" would be reserved for those either smart enough to produce new goods, or powerful enough to keep other from taking them. So "Shiny and chrome" is a status symbol. The warboys chromed their teeth in preparation for the afterlife to boost their apparent status (perhaps to fool the gods who would be judging them) and also to get high from the paint fumes which would dull pain and remove fear of death. This aspect could be represented in Pathfinder with your cult venerating enchanted items (Things that normal people could never afford). In preparation for a suicide death, they might drink a potion that would give their body a magic aura.

3) The Immortan Joe. Joe was originally a soldier and commander before the gas war and water wars, he is old and is probably one of quite a few people left in the world that remembers things before the nukes fell. The Bullet Farmer is a fellow soldier that was under Joe's command during the wars, and the People Eater was a tribal that helped Joe take the Citadel originally. Joe uses pre-war knowledge to keep the Citadel running and takes advantage of the resources that brings to keep a willing population at his doorstep from which he can recruit the strong for his warboy cult. He cultivates ideas such as the glorious death and viewing the other warboys as family, with himself as a psudo-diety and father from a young age, making sure his warboys are raised viewing him as the absolute authority and a divine being. In Pathfinder, The Immortan would most likely be a spellcaster of moderately high level, perhaps even with mythic tiers. This spellcaster should control a sizable source of a scarce natural resource that is needed in the area. It could be water in a desert, or it could be something more mystical in nature, perhaps the area of the world this is in has some sort of spellblight over the land and this Immortan holds the key to staving off the effects but only temporarily, meaning he would have a sizable population at his doorstep begging for their weekly drop of the elixir.

4) White body paint. Much like the Stormtroopers in Star Wars, removing individuality from your troops serves two purposes. It serves to strike despair in the heart of your foes, no matter how many they kill, the hoard never thins. This type of psychological demoralization introduces the idea to the enemy that their attacks are ineffective since the warboy they just killed is replaced with one that looks identical. The second goal is to promote loyalty among your own troops by non-verbally letting them know they are replaceable.

I could very easily see this type of cult popping up with the awakening of a powerful servant of a Runelord, probably Wrath. White painted, unarmored, suicidal and possibly drug fueled hoards on monstrous chariots, raiding towns across a spellblighted land without fear because they know for a fact, that if they die with glory, they will be part of an eternal battle along side the leader they view as a god.


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If you are planning on doing overland travel and need to make it interesting there should be at least one encounter per day. Now encounter doesn't need to be combat, they can be social situations, unusually intelligent animals interacting with the party, or even comedy.

As you cross the bridge, you can see that someone has recently built a rather haphazard looking wooden building on the other side. A sign above a green painted door reads "Muggywort's Bar" with a smaller piece of wood nailed to the bottom with "Longshanks welcome". (Replace Muggywort with Gogmort or any other named Goblin from Thistletop if any of them escaped) Inside a hand full of goblins along with a single kobold (acting as the cook) are attempting to run a legitimate business. Exploring the area outside reveals a second smaller building where two goblins are working with a new shiny still attempting to alter a traditional goblin liquor recipe to appeal to races with more distinguished tastes. The party should be the first "customers" to visit since the bar was built and are offered free samples from the first batch of "Gobby burnjuice". These goblins (and one kobold) have recently been civilized and educated by an Imp who had put on a ring cursed to shift his alignment from LE to LN. The goblins will happily talk about their new leader who is teaching how to be more than just raiders, however they don't like bathing every week.
The menu offerings should be a cross between goblin grossness and fine inn food. Things like a whole rotisserie roasted frog stuffed with herbs, literally, the mouth was opened and crammed full of herbs before being roasted.