
RaizielDragon |
So, I got inspired to plan a build based on the War Boys, from Mad Max: Fury road, but not sure how to even start going about it.
I'm pretty sure incorporating the cars would be pretty impossible; I considered emulating the effect by using a mounted build, but not sure if that's the direction I want to take the character.
Anyway, here are some elements that I would like to be worked in, somehow; the more, the better:
1) Shiny and Chrome: Some form of raging/berserking; preferably initiated by ingesting something like a potion, mutagen, extract, etc.
2) Weapons: Spears, Pistols, and/or explosives.
3) Immortan Joe: Would be nice if there was some divine aspect to the character, to represent the War Boys reverence of Immortan Joe, though could be as simple as a custom deity for flavor.
4) Bare-chested; preferably unarmored if possible. I know "no wearing armor" is totally possible, but it would be nice if there was some AC bonus associated with it.
I'm thinking maybe a Alchemist would be a decent way to do it; Mutagen and extracts of Rage would cover 1, Bombs and Spears would be covered, so that's most of 2. Other classes with a Mutagen archetype could also cover this, though, such as a Mutagenic Mauler Brawler, and using alchemical items for explosives. I was thinking maybe a Warpriest or a Bloodrager could also work, but haven't been able to put anything together that quite seems to work just yet.
Anyway, looking for any ideas, including other elements I could include.

Goth Guru |

So, I got inspired to plan a build based on the War Boys, from Mad Max: Fury road, but not sure how to even start going about it.
I'm pretty sure incorporating the cars would be pretty impossible; I considered emulating the effect by using a mounted build, but not sure if that's the direction I want to take the character.
Anyway, here are some elements that I would like to be worked in, somehow; the more, the better:
1) Shiny and Chrome: Some form of raging/berserking; preferably initiated by ingesting something like a potion, mutagen, extract, etc.
2) Weapons: Spears, Pistols, and/or explosives.
3) Immortan Joe: Would be nice if there was some divine aspect to the character, to represent the War Boys reverence of Immortan Joe, though could be as simple as a custom deity for flavor.
4) Bare-chested; preferably unarmored if possible. I know "no wearing armor" is totally possible, but it would be nice if there was some AC bonus associated with it.
I'm thinking maybe a Alchemist would be a decent way to do it; Mutagen and extracts of Rage would cover 1, Bombs and Spears would be covered, so that's most of 2. Other classes with a Mutagen archetype could also cover this, though, such as a Mutagenic Mauler Brawler, and using alchemical items for explosives. I was thinking maybe a Warpriest or a Bloodrager could also work, but haven't been able to put anything together that quite seems to work just yet.
Anyway, looking for any ideas, including other elements I could include.
1: Heart of a chrome golem. When they touch over their hearts, they transform into chrome golems. I have a ritual for that.
Ritual 17: Golem Heart. A piece of a golem ripped(or picked out of the pieces) from the construct's heart is merged with a living recipient's heart. Their chest then looks like the golem over their heart.
If successful, the recipient can touch their chest to transform. They change into the golem for 10 minutes per level(or hit die) with an equal cool down time. While they still have all their skills and mental stats, they can rage as the golem, ending when they change back.
Failure: They are changed completely into that type of golem, berserk, and are dead. Any clones activate. Only a wish can change them back from that body and the golem heart is lost.
Modifiers: Knowledge Arcana + Spellcraft + craft. DC 10 + 3 per Golem hit dice.
Cost: One fourth again the golem's build cost and the piece of the golem.
Usually the target number is 25, and the recipient rolls the D20.
For Golem Heart, add the DC of the golem, after adjusting for the size of the recipient.
A gnome with the heart of a stone golem might pose as a lawn gnome, turning to stone when suspects are around.
Go to Rituals.
2: One would be a fighter with a longspear, one a gunfighter, and one an alchemist.
3: Reflavor Gorum to make Immortan Joe.
4: They would have to be bare chested to transform.

Secret Wizard |

1, 2 and 4: Savage Technologist Barbarian. No divine flavor but you do get STR to Diplomacy with tribes.
1, 2: Grenadier Alchemist. You'd probably be better off with heavy armor though.
1, 4: Kyton Bloodline Bloodrager. No pistols or bombs, but you could totally get some fire-based spells and flavor them to be that.
2, 3: Gunpowder Inquisition Inquisitor. You still probably want SOME armor. Judgement and Bane can be flavored to be like a rage.

CCCXLII |

My suggestion is a reflavored Drunken Master Monk, a Far Strike Monk, or a Gun Mystic Monk, each with reflavored Monk Vows.
"Shiny and Chrome" is done with reflavored 'alcohol' in Drunken Master, alternatively done with some sort of potion.
"Weapons", you've got unarmed and spear, and firearms with Gun Mystic, you can throw bombs and spears with Far Strike, alternatively pick up Weapon Proficiencies.
"Immortan Joe" is done with Monk Vow, perhaps one to keep the character shaven and with his War Boy markings always on (reflavored Vow of Cleanliness?).
"Bare Chested", obviously works very well with Monk.

Diven |
3 people marked this as a favorite. |
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.

Diven |
Don't see why the Immortan needs to be a caster of any sorts.
You are right, the Immortan doesn't need to be a caster. However being a caster does give him access to a wider variety of effects to reinforce his image of divinity. Effects like Overwhelming Presence from the viewpoint of... well... probably anybody under 10th level would be hard to distinguish from actual divinity. Various illusion and enchantment magic from lower levels would simply make the lie of being more than mortal that much easier to believe.

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I can tell you that I already have a PFS character I've built out for a war boys concept, based off of an amazing skald build I saw.
Race: Half-Orc with the alt trait for Endurance (as well as the luck bonus stuff)
Feats: Skalds Vigor, Diehard, Amplified Rage
Levels: Skald (Fated Champion); 1 level dip bloodrager @ level 2 (get a familiar with the valet archtype)
Skalds Vigor gives you fast healing while you rage equal to your STR bonus. You can use your bloodrager rage in place of your song bonus while you sing, giving you fast healing 4 at level 2. At level 5 you take Amplified Rage, which, when your familiar takes your rage bonus, means your rage bonus jumps to +8/+8 and fast healing 8. It's total cheese, makes you very effective at low levels, and perfect for a warboy.
I LIVE, I DIE, I LIVE AGAIN!

Secret Wizard |
1 person marked this as a favorite. |

Secret Wizard, he's referring to the Str Bonus from Raging Song. Raging Song lets you use the +4 Str bonus from Bloodrager, and Amplified Rage increases the Str bonus to +8.
Read my post. I'm talking about the Skald's Vigor cheese he's doing, it's not even an exploit, it's just purposely misinterpreting the feat.
While maintaining a raging song, you gain fast healing equal to the Strength bonus your song provides
It clearly grants only Fast Healing restricted to the amount of STR bonus the Raging Song provides, not the other types of rage people may using during the song.

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Take Summoner, and reflavor your eidolon as a sick ride.
This right here. I've got a halfling Summoner in PFS who rides a mount eidolon and it's fun as hell. Casting spells in the middle of combat is sort of like Black-Thumbing your rig to make it perform better, you have access to the Rage spell if you're so inclined, and the Longspear is a great workhorse weapon that fits the theme and can last until you get a Lance. Flaming burst lance, perhaps? Both fit, if you ask me.
Mage Armor means you can go bare chested, but eventually you'll want a mithril chain shirt. If nothing else, wear a leather jacket over it and you'll be fine.

RaizielDragon |
A Barbarian with variant multiclass Alchemist would get bombs. Would I then need to find a way to become proficient with bombs?
I like the grenadier alchemist, just for alchemical weapon, but couldn't combine that with VMC alchemist, so if I just dipped for alchemical weapon, I'd be stuck at a move action and 1d6 bomb damage.
Alchemist with Master Chymist could also work; I'm focused on Mutagen, gain reliable ways to gain its effects multiple times throughout the day, still progress bombs, and gain a bump to BAB. Also, Mutagen grants a natural armor bonus, which can help make up for light/no armor. Alchemists can also create alchemical explosives cheaply.
Last thing I've considered is a Kineticist; this would mainly be a way to represent the various weapons by using Kinetic Blade as my "spear" the normal blast as my "gun" and/or explosives. Kineticists are also lightly armored. The Burn would also be good flavor to represent the half-life of the war boys; if I push myself too hard, I get tired and lethargic until I can rest.
Would there be a way to represent the blood transfusions that the war boys regularly underwent? Something that I inject/ingest regularly to sustain me? I suppose this could be represented by a drug addiction of some sort, though I'd like it if I could somehow create the drug from the bodies/blood of living and/or recently dead opponents. This could be another reason to be an alchemist, as it sounds like something that would be in their skill set.
EDIT: Alchemists can also get a tumor familiar, which could be like the tumors that Nux shows off :D

Kobold Commando |

I'm just here to second the idea of chariots, possibly in combination with animate objects.
They definitely have a muscle car aspect to them, as they're big, ostentatious, expensive, and impractical.
You'd need to discuss using the rules for rams but with a sideways facing to represent scythes or the like, which are a must for crazy chariot antics. The downside is you'd need a driver most of the time,so either hiring on an npc warrior or two or taking the squire feat would be a must, as moving the thing around burns through standard actions like crazy under the pathfinder rules making it hugely inferior to just riding a horse in that regard. The upside to this is that warboys travel in groups anyways, so you were probably already considering the feat.

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Read my post. I'm talking about the Skald's Vigor cheese he's doing, it's not even an exploit, it's just purposely misinterpreting the feat.
Quote:While maintaining a raging song, you gain fast healing equal to the Strength bonus your song providesIt clearly grants only Fast Healing restricted to the amount of STR bonus the Raging Song provides, not the other types of rage people may using during the song.
Man, you make it sound like I'm trying to deliberately ignore rules. The mechanics that allow for this are in the song ability.
...If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward).
i.e. The raging song is still providing the bonus, but if you have a rage ability, you can use those numbers instead of those indicated by the song for the benefits you get from the song.
If it said you can rage as per another class ability instead of taking the skald song bonus, I'd agree with you entirely. However, it isn't stating that it's triggering allies rage powers, but that the rage powers are modifying the stats of the bonus granted by the song for those characters.
I absolute do not deny it's crazy cheese, but it's all legal (until they decide to errata it away).

Goth Guru |

You could use a discovery that adds an energy type to your bomb damage. I'm not sure weather that already exists. If not, it should. It should have a discovery for making alchemical fire that gets hotter and more damaging as they go up levels.
The skald looks interesting.
http://www.d20pfsrd.com/classes/hybrid-classes/skald

RaizielDragon |
I think I'm fairly settled on a Barbarian VMCed into Alchemist. It gives me some bombs with scaling damage, and makes me efficient at crafting alchemical weapons, like Fuse Grenades and Pellet Grenades, as well as simpler stuff like alchemists fire. I can't find anything to make alchemical items cheaper than the base 1/3 price, so if anyone has any recommendations for how to do so, I'd appreciate it.
For archetypes, I think I'm going to go with just Savage Barbarian, as well as a 3pp archetype called Mutagenic Rager that basically replaces Rage with an alchemists Mutagen. It also gives Greater, Grand, and True Mutagen in exchange for Greater, Tireless, and Mighty Rage. It also gains the ability to end a Mutagen early and preserve the remaining rounds for later, which is something I always liked about Rage over Mutagen (being able to use it a round at a time as opposed to 1 use that lasts several minutes), though that isn't until level 14. You still get Rage Powers too, which take effect during your Mutagen, and there are a handful of Discoveries to choose from though none that are very appealing.
I like Savage Barbarian for the bare-chested-ness. It sucks giving up DR, but the AC bonus should help make up for that, getting hit less often by weapons, and the AC bonuses from the archetype will stack nicely with the increasingly high AC bonus from the Mutagen, so I should still be hard to hit, even without armor. The total, all added together is +16 to AC at 20th, if I'm doing my math correctly.
Because of VMC, I'm getting only 5 feats, so I wouldn't mind suggestions for what feats to pick there. Also wouldn't mind suggestions for Rage Powers.