Level 1
ST 5 PE 5 EN 4 CH 5 IN 9 AG 7 LK 5
Small Guns, Sneak, and Science
Level 2
Sneak +6 (40), Small Guns +6 (45), Lockpick +5 (20), Science +2 (40)
Gun Nut
Bobblehead (Intelligence)
Level 3
Sneak +5 (45), Small Guns +5 (55), Lockpick +7 (27), Science +3 (45)
Gun Nut
Level 4
Sneak +5 (50), Lockpick +9 (36), Repair +1 (36), Science +5 (50)
Educated
Level 5
Sneak +5 (55), Small Guns +5 (60), Lockpick +4 (40), Repair +4 (40), Science +5 (55)
Intense Training (EN)
Level 6
Sneak +5 (60), Small Guns +5 (70), Lockpick +5 (45), Repair +3 (48), Science +5 (60)
Gun Nut
Level 7
Sneak +5 (65), Energy Weapons +6 (21), Lockpick +5 (50), Repair +2 (50), Science +5 (65)
Gunslinger
Level 8
Energy Weapons +13 (34), Lockpick +10 (60)
Commando
Level 9
Sneak +5 (70), Small Guns +3 (73), Lockpick +10 (70), Science +5 (70)
Strong Back
Level 10
Small Guns +7 (80), Energy Weapons +11 (45), Repair +5 (55)
Mister Sandman
Level 11
Energy Weapons +5 (50), Repair +5 (60), Melee Weapons +13 (28)
Scrounger
Level 12
Energy Weapons +8 (60), Lockpick +3 (75), Repair +10 (70), Melee Weapons +2 (30)
Intense Training (PE)
Level 13
Speech +18 (33), Melee Weapons +5 (35)
Sniper
Level 14
Sneak +5 (75), Speech +17 (50), Explosives +1 (18)
Light Step
Level 15
Sneak +5 (80), Small Guns +5 (85), Science +3 (73), Melee Weapons +10 (45)
Intense Training (LK)
Level 16
Sneak +5 (85), Lockpick +5 (80), Repair +1 (71), Science +7 (80), Melee Weapons +5 (50)
Better Criticals
Level 17
Energy Weapons +4 (79), Speech +9 (59), Melee Weapons +10 (60)
Tag! (Energy Weapons)
Level 18
Energy Weapons +6 (85), Speech +1 (60), Repair +9 (80), Barter +2 (17), Science +5 (85)
Concentrated Fire (Energy Weapons)
Level 19
Sneak +5 (90), Small Guns +5 (90), Energy Weapons +3 (90), Science +5 (90), Melee Weapons +5 (65)
Intense Training (PE)
Level 20
Sneak +5 (95), Small Guns +5 (95), Energy Weapons +5 (95), Repair +3 (83), Science +5 (95)
Infiltrator (Energy Weapons)
Level 21
Sneak +4 (99), Small Guns +4 (99), Energy Weapons +4 (99), Repair +2 (85), Science +4 (99), Melee Weapons +5 (70)
Computer Whiz (Energy Weapons)
Level 22
Lockpick +17 (99), Speech +1 (61), Melee Weapons +5 (75)
Grim Reaper's Sprint (Energy Weapons)
Level 23
Barter +8 (25), Medicine +15 (40)
Puppies! (Energy Weapons)
Bobblehead (Energy Weapons)
Bobblehead (Lockpick)
Bobblehead (Science)
Bobblehead (Small Guns)
Bobblehead (Sneak)
Level 24
Speech +9 (70), Repair +14 (99)
Finesse (Energy Weapons)
Level 25
Melee Weapons +23 (98)
Toughness (Energy Weapons)
Level 26
Speech +11 (81), Melee Weapons +1 (99), Medicine +11 (51)
Here and Now (Energy Weapons)
Level 27
Speech +18 (99), Medicine +5 (56)
Warmonger (Energy Weapons)
Level 28
Medicine +23 (79)
Silent Running (Energy Weapons)
Bobblehead (Melee Weapons)
Bobblehead (Repair)
Bobblehead (Speech)
Level 29
Barter +3 (28), Medicine +20 (99)
Night Person (Energy Weapons)
Level 30
Barter +23 (61)
Almost Perfect (Energy Weapons)
Bobblehead (Strength)
Bobblehead (Perception)
Bobblehead (Endurance)
Bobblehead (Charisma)
Bobblehead (Agility)
Bobblehead (Luck)
Bobblehead (Barter)
Bobblehead (Big Guns)
Bobblehead (Medicine)
Bobblehead (Explosives)
Bobblehead (Unarmed)
Big Book of Science => Science +1 (100)
Chinese Army: Special Ops Training Manual => Sneak +1 (100)
U.S. Army: 30 Handy Flamethrower Recipes => Big Guns +1 (38)
This is just a plan, so if anyone has any constructive comments to help me inprove his design, please give them.
Computer Whiz => **REPLACE** Just save the game before you attempt to hack a terminal or/and back out of the hack attempt when you have only one more try left (the count will reset on next attempt).
Educated => **REPLACE** You're already 'technically' wasting skill points (due to the number of books in the game and your 9 INT).
Gun Nut => **REPLACE** You'll be maxed out on Skills by the end of the game without wasting 3 Perks (due to books and 9 INT).
Here and Now => **REPLACE** No need to waste a Perk to level when there is a level cap in the game (30).
Infiltrator => **REPLACE** Just save the game before you attempt to pick a lock or/and back out of the pick attempt when you think the pick will break (usually around third bad turn).
Intense Training => **REPLACE** Why waste four Perks when you'll be taking Almost Perfect?
Light Step => **OPTIONAL** I personally don't take this Perk so I can make XP off of disarming traps (ex. Bear traps still go off but don't hurt you). Plus it only works on ground based traps (not all traps are).
Mister Sandman => **OPTIONAL** Good for farming XP and Items (by killing Rivet City Guards) but not so useful 'in the wild' as most MOBs won't be asleep.
Night Person => **REPLACE** Useless after you get Almost Perfect.
Puppies => **OPTIONAL** I personally don't use followers.
Scrounger => **OPTIONAL** I find it useful on some characters.
Strong Back => **OPTIONAL** I find it useful on some characters.
Tag! => **REPLACE** You're already 'technically' wasting skill points (due to the number of books in the game and your 9 INT).
Warmonger => **OPTIONAL** I find it useful on some characters. Especially if you want all of your items @ 125% and messed up a way to get a particular recipe.