Strength
5
 
Perception
7
 
Endurance
5
 
Charisma
7
 
Intelligence
9
 
Agility
8
 
Luck
7
 
Action Points
106
 
Carry Weight
200
 
Critical Chance
12%
 
Dmg Resist
10%
 
Hit Points
490
 
Melee Damage
2.5
 
Skill Points
19
 
Barter
100
 
Big Guns
16
 
Energy Weapons
100
 
Explosives
100
 
Lockpick
100
 
Medicine
100
 
Melee Weapons
16
 
Repair
100
 
Science
100
 
Small Guns
22
 
Sneak
70
 
Speech
20
 
Unarmed
16
 
Action Boy/Girl
Animal Friend (2)
Better Criticals
Bloody Mess
Chem Resistant
Chemist
Child at Heart
Computer Whiz
Cyborg
Daddy's Boy/Girl (3)
Demolition Expert (3)
Entomologist
Explorer
Fast Metabolism
Finesse
Fortune Finder
Intense Training
Lawbringer
Master Trader
Nerd Rage!
Nerves of Steel
Nuclear Anomaly
Robotics Expert
Scrounger
Level 1
ST 4 PE 6 EN 4 CH 5 IN 8 AG 7 LK 6
Science, Medicine, and Barter
Bobblehead (Medicine)
Level 2
Science +9 (50), Medicine +9 (60)
Daddy's Boy/Girl
Level 3
Energy Weapons +8 (25), Lockpick +8 (25), Medicine +2 (67)
Daddy's Boy/Girl
Level 4
Energy Weapons +5 (30), Science +10 (70), Medicine +3 (75)
Daddy's Boy/Girl
Level 5
Energy Weapons +5 (35), Lockpick +3 (28), Science +5 (75), Medicine +5 (80)
Entomologist
Level 6
Energy Weapons +5 (40), Lockpick +2 (30), Barter +1 (31), Medicine +10 (90)
Fortune Finder
Level 7
Explosives +9 (26), Barter +9 (40)
Child at Heart
Level 8
Repair +4 (25), Explosives +14 (40)
Scrounger
Level 9
Energy Weapons +8 (48), Explosives +10 (50)
Demolition Expert
Level 10
Energy Weapons +2 (50), Barter +16 (56)
Nerd Rage!
Level 11
Barter +3 (59), Science +15 (90)
Demolition Expert
Level 12
Energy Weapons +2 (52), Repair +15 (40), Barter +1 (60)
Fast Metabolism
Level 13
Energy Weapons +3 (55), Barter +15 (75)
Robotics Expert
Level 14
Lockpick +15 (45), Explosives +3 (53)
Cyborg
Level 15
Energy Weapons +5 (70), Lockpick +5 (50), Explosives +3 (56), Barter +5 (80)
Chemist
Level 16
Energy Weapons +4 (74), Explosives +14 (70)
Chem Resistant
Level 17
Energy Weapons +3 (77), Repair +10 (50), Explosives +5 (75)
Demolition Expert
Level 18
Energy Weapons +3 (80), Lockpick +5 (55), Repair +10 (60)
Computer Whiz
Level 19
Lockpick +18 (73)
Finesse
Level 20
Lockpick +2 (75), Repair +10 (70), Barter +6 (86)
Better Criticals
Level 21
Energy Weapons +9 (89), Repair +5 (75), Barter +4 (92)
Intense Training (CH)
Level 22
Energy Weapons +2 (91), Lockpick +8 (83), Explosives +5 (80), Medicine +3 (93)
Master Trader
Level 23
Lockpick +13 (96), Medicine +5 (98)
Action Boy/Girl
Level 24
Energy Weapons +2 (93), Lockpick +4 (100), Science +10 (100), Medicine +2 (100)
Animal Friend
Level 25
Energy Weapons +7 (100), Explosives +3 (83), Barter +8 (100)
Animal Friend
Level 26
Repair +15 (90), Explosives +3 (86)
Nerves of Steel
Level 27
Repair +10 (100), Explosives +8 (94)
Explorer
Level 28
Sneak +12 (31), Explosives +6 (100)
Lawbringer
Level 29
Sneak +18 (49)
Bloody Mess
Level 30
Sneak +18 (67)
Nuclear Anomaly
Bobblehead (Strength)
Bobblehead (Perception)
Bobblehead (Endurance)
Bobblehead (Charisma)
Bobblehead (Intelligence)
Bobblehead (Agility)
Bobblehead (Luck)
Bobblehead (Barter)
Bobblehead (Science)
glibglobb, 2 months ago:
Idea is basically to focus on stims instead of combat so maximizes Medicine and Barter early. Medicine for stim effectiveness and Barter to buy more. Science also for RP purposes and because its easy with Daddys Girl. Specials can be moderate since stims lets you kill things at your liesure. Endurance is kept low because stim regen removes the need to tank with raw health or resistance. For combat gradually raise Energy weapons (optional small arms) and Explosives for versatility and quest completion (megaton). Chemist perks are taken since drugs are more useful for low carry weight build. Also for RP purposes (shes a doctor after all).

Stimpacks are underrated. Playing this build, I tanked the Behemoth at GNC by merely spamming stims in between hits while I gradually wore him down with a basic laser pistol. It's deceptively powerful because eventually youll have effectively infinite stims. Hotkey them, make sure your armor is good enough that you dont get one hit and it turns everything but very hard diff into a cake walk. Maybe a little boring, but a unique playstyle for someone like me who often ignored Medicince in favor of combat skills.
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