Strength
10
 
Perception
10
 
Endurance
9
 
Charisma
9
 
Intelligence
10
 
Agility
10
 
Luck
9
 
Action Points
110
 
Carry Weight
300
 
Critical Chance
14%
 
Dmg Resist
25%
 
Hit Points
600
 
Melee Damage
5.0
 
Skill Points
23
 
Barter
61
 
Big Guns
96
 
Energy Weapons
90
 
Explosives
90
 
Lockpick
100
 
Medicine
100
 
Melee Weapons
96
 
Repair
100
 
Science
96
 
Small Guns
100
 
Sneak
100
 
Speech
64
 
Unarmed
96
 
Action Boy/Girl
Adamantium Skeleton
Almost Perfect
Ant Might
Barkskin
Better Criticals
Bloody Mess
Commando
Covert Ops
Cyborg
Educated
Finesse
Grim Reaper's Sprint
Gunslinger
Intense Training (10)
Life Giver
Nerves of Steel
Ninja
Paralyzing Palm
Rad Regeneration
Silent Running
Sniper
Strong Back
Superior Defender
Toughness
Wired Reflexes
Level 1
ST 1 PE 9 EN 3 CH 1 IN 9 AG 9 LK 8
Lockpick, Repair, and Small Guns
Bobblehead (Strength)
Bobblehead (Perception)
Bobblehead (Endurance)
Bobblehead (Charisma)
Bobblehead (Intelligence)
Bobblehead (Agility)
Bobblehead (Luck)
Bobblehead (Barter)
Bobblehead (Big Guns)
Bobblehead (Energy Weapons)
Bobblehead (Explosives)
Bobblehead (Lockpick)
Bobblehead (Medicine)
Bobblehead (Melee Weapons)
Bobblehead (Repair)
Bobblehead (Science)
Bobblehead (Small Guns)
Bobblehead (Sneak)
Bobblehead (Speech)
Bobblehead (Unarmed)
Level 2
Repair +20 (72)
Intense Training (EN)
Level 3
Repair +20 (92)
Intense Training (EN)
Level 4
Small Guns +12 (64), Repair +8 (100)
Educated
Level 5
Small Guns +23 (87)
Intense Training (ST)
Level 6
Sneak +10 (47), Small Guns +13 (100)
Toughness
Level 7
Sneak +10 (57), Science +13 (50)
Bloody Mess
Level 8
Sneak +23 (80)
Commando
Level 9
Sneak +20 (100), Medicine +3 (40)
Intense Training (ST)
Level 10
Lockpick +3 (55), Science +5 (55), Medicine +15 (55)
Finesse
Level 11
Lockpick +8 (63), Science +7 (62), Medicine +8 (63)
Intense Training (ST)
Level 12
Lockpick +7 (70), Science +8 (70), Medicine +8 (71)
Sniper
Level 13
Lockpick +8 (78), Science +8 (78), Medicine +7 (78)
Strong Back
Level 14
Lockpick +7 (85), Science +8 (86), Medicine +8 (86)
Cyborg
Level 15
Lockpick +5 (90), Explosives +10 (47), Science +4 (90), Medicine +4 (90)
Silent Running
Level 16
Explosives +23 (70)
Better Criticals
Level 17
Explosives +20 (90), Big Guns +3 (32)
Action Boy/Girl
Level 18
Energy Weapons +23 (70)
Gunslinger
Level 19
Energy Weapons +20 (90), Big Guns +3 (35)
Life Giver
Level 20
Big Guns +23 (58)
Grim Reaper's Sprint
Level 21
Melee Weapons +23 (52)
Intense Training (ST)
Level 22
Melee Weapons +23 (77)
Intense Training (ST)
Level 23
Unarmed +20 (49), Melee Weapons +3 (80)
Ninja
Level 24
Unarmed +23 (72)
Paralyzing Palm
Level 25
Unarmed +18 (90), Melee Weapons +5 (85)
Adamantium Skeleton
Level 26
Melee Weapons +5 (90), Big Guns +18 (76)
Nerves of Steel
Level 27
Barter +9 (30), Big Guns +14 (92)
Intense Training (EN)
Level 28
Speech +16 (37), Barter +7 (37)
Intense Training (ST)
Level 29
Speech +13 (50), Barter +10 (47)
Intense Training (ST)
Level 30
Lockpick +10 (100), Science +3 (93), Medicine +10 (100)
Almost Perfect
Ant Might
Barkskin
Wired Reflexes
Superior Defender
Rad Regeneration
Covert Ops
brocksilver, over 14 years ago:
Creator of this build here. Pretty much ignore the order stuff was added in. Just look at the perks and play styles, and choose to level skill points and intense training to make the perks available once you reach the level req. This was basically so I had a quick reference on where to put skills.
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