Strength
5
 
Perception
9
 
Endurance
5
 
Charisma
1
 
Intelligence
9
 
Agility
5
 
Luck
6
 
Action Points
75
 
Carry Weight
200
 
Critical Chance
6%
 
Dmg Resist
0%
 
Hit Points
200
 
Melee Damage
2.5
 
Skill Points
19
 
Barter
7
 
Big Guns
15
 
Energy Weapons
38
 
Explosives
23
 
Lockpick
23
 
Medicine
33
 
Melee Weapons
15
 
Repair
38
 
Science
38
 
Small Guns
15
 
Sneak
15
 
Speech
7
 
Unarmed
15
 
Level 1
ST 5 PE 9 EN 5 CH 1 IN 9 AG 5 LK 6
Energy Weapons, Science, and Repair
Bobblehead (Medicine)
Reznik, over 13 years ago:
I havent tested this one out yet, but im sure it will be fine, it is intended for use with 'Fallout New Vegas' but you can however use it on 'Fallout 3' and it may even be more effective that way. Seeing as its intended for new vegas, you may find repair abit useless and you might decide to swap it for a second weapon skill pheraps and thats ok, but im pretty sure energy weapons degrade abit faster and there not as abundant as in fallout 3, most importantly you have to consider implants, there is a perk later on that lowers the strength requierments for weapons by 2 points which will lower the heaviest ones down to a requierment of 6, so all you have to do is get the strength implant at some point in the game :) anyway, hope this is useful.
Reznik, over 13 years ago:
Any feedback would be great, i wont be using this build for awhile as i will be playing my sniper so if anyone trys it and loves it or has issues i wouldnt mind hearing them :)
Reznik, over 13 years ago:
when using it on fallout 3, take a point away from strength and put it in agility, because you will get the strength bobblehead from lucas simms house anyway, bringing it back up to 5
QPbmCRVM, 1 day ago:
555
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