Strength
9
 
Perception
9
 
Endurance
9
 
Charisma
9
 
Intelligence
10
 
Agility
10
 
Luck
9
 
Action Points
110
 
Carry Weight
290
 
Critical Chance
14%
 
Dmg Resist
28%
 
Hit Points
600
 
Melee Damage
4.5
 
Skill Points
23
 
Barter
85
 
Big Guns
90
 
Energy Weapons
99
 
Explosives
94
 
Lockpick
94
 
Medicine
90
 
Melee Weapons
93
 
Repair
90
 
Science
90
 
Small Guns
95
 
Sneak
94
 
Speech
90
 
Unarmed
91
 
Action Boy/Girl
Almost Perfect
Ant Sight
Auto Expert
Barkskin
Better Criticals
Bloody Mess
Booster Shot
Commando
Covert Ops
Cyborg
Demolition Expert (3)
Educated
Entomologist
Finesse
Ghoul Ecology
Grim Reaper's Sprint
Hematophage
Intense Training (2)
Lady Killer/Black Widow
Life Giver
Master Trader
Nerves of Steel
Ninja
No Weaknesses
Pitt Fighter
Power Armor Training
Punga Power!
Pyromaniac
Quantum Chemist
Rad Regeneration
Robotics Expert
Silent Running
Sniper
Strong Back
Superior Defender
Toughness
Warmonger
Wired Reflexes
Xenotech Expert
Level 1
ST 4 PE 5 EN 5 CH 1 IN 8 AG 9 LK 8
Speech, Small Guns, and Sneak
Bobblehead (Medicine)
Level 2
Sneak +1 (40), Small Guns +1 (40), Speech +7 (30), Explosives +9 (25)
Intense Training (IN)
Bobblehead (Intelligence)
Level 3
Lockpick +20 (36)
Lady Killer/Black Widow
Bobblehead (Strength)
Bobblehead (Perception)
Bobblehead (Charisma)
Bobblehead (Agility)
Bobblehead (Luck)
Bobblehead (Lockpick)
Bobblehead (Small Guns)
Bobblehead (Science)
Level 4
Lockpick +1 (50), Speech +17 (50), Explosives +2 (30)
Educated
Bobblehead (Endurance)
Bobblehead (Barter)
Bobblehead (Big Guns)
Bobblehead (Explosives)
Bobblehead (Melee Weapons)
Bobblehead (Repair)
Bobblehead (Sneak)
Bobblehead (Speech)
Bobblehead (Unarmed)
Level 5
Lockpick +10 (60), Speech +10 (70), Science +3 (40)
Entomologist
Ant Sight
Level 6
Lockpick +13 (75), Science +10 (50)
Toughness
Barkskin
Level 7
Energy Weapons +19 (40), Barter +4 (25)
Bloody Mess
Level 8
Sneak +7 (60), Small Guns +7 (60), Repair +1 (38), Medicine +8 (45)
Strong Back
Level 9
Repair +8 (46), Barter +15 (40)
Commando
Level 10
Repair +4 (50), Explosives +4 (46), Barter +10 (50), Medicine +5 (50)
Finesse
Covert Ops
Power Armor Training
Level 11
Energy Weapons +19 (59), Explosives +4 (50)
Demolition Expert
Level 12
Small Guns +7 (70), Energy Weapons +11 (70), Science +5 (58)
Silent Running
Bobblehead (Energy Weapons)
Level 13
Sneak +10 (80), Science +12 (70), Big Guns +1 (30)
Robotics Expert
Wired Reflexes
Rad Regeneration
Superior Defender
Ghoul Ecology
Level 14
Repair +8 (58), Science +5 (75), Medicine +10 (60)
Cyborg
Level 15
Small Guns +10 (80), Repair +13 (71)
Sniper
Pitt Fighter
Auto Expert
Booster Shot
Level 16
Repair +9 (80), Explosives +10 (60), Science +4 (79)
Better Criticals
Hematophage
Level 17
Lockpick +2 (80), Science +1 (80), Medicine +20 (80)
Action Boy/Girl
Level 18
Explosives +20 (80), Melee Weapons +3 (30)
Life Giver
Xenotech Expert
Level 19
Melee Weapons +23 (53)
Pyromaniac
Level 20
Melee Weapons +23 (76)
Grim Reaper's Sprint
Level 21
Melee Weapons +4 (80), Big Guns +19 (49)
Ninja
Punga Power!
Level 22
Unarmed +2 (31), Repair +10 (90), Big Guns +11 (60)
Quantum Chemist
Level 23
Sneak +10 (90), Small Guns +10 (90), Science +3 (83)
Demolition Expert
Level 24
Lockpick +10 (90), Unarmed +6 (37), Science +7 (90)
No Weaknesses
Level 25
Unarmed +15 (52), Speech +4 (82), Barter +4 (62)
Intense Training (CH)
Level 26
Medicine +10 (90), Big Guns +13 (73)
Nerves of Steel
Level 27
Unarmed +16 (68), Big Guns +7 (80)
Warmonger
Level 28
Unarmed +17 (85), Explosives +1 (81), Melee Weapons +5 (85)
Master Trader
Level 29
Sneak +4 (94), Small Guns +5 (95), Energy Weapons +5 (95), Explosives +9 (90)
Demolition Expert
Level 30
Speech +2 (90), Barter +17 (85), Big Guns +4 (90)
Almost Perfect
Maiwanglo, over 11 years ago:
A quick explanation of this build is in order. There are several SPOILERS in this.

It is purpose built to get all the bobbleheads except Energy Weapons by level 4. I do this for several reasons; 1) It makes the game, which I have played many many times all the way through, more enjoyable and more difficult. It's like a game within a game, and 2) it makes the perks much easier to plan for when the prerequisites are nearly complete by level 6 for every perk in the game. It puts the focus on game play for most of the builds life and not resource managing.

The gist of the play style to achieve this is easy. At 2 after leveling up and getting Megaton as a way point and talk to Moira so I can start the Wasteland Survival Guide questline, I take Minefield as the first part so I can home in on the Scrapyard where Dogmeat is at. I head to Rivet City to get the Intelligence Bobblehead. I avoid fighting and make sure to avoid discovering areas as much as possible except for the Flooded Metro (we are coming right back there soon to get the Luck bobblehead).

After I get that and talk to Zimmer and Abraham Washington for the Replicated Man and Stealing Independence quest lines respectively I roll on out and get Dogmeat, again avoiding unwanted experience. I really enjoy this part of the game play as it is harder than you might imagine. It's not for the impatient that's for sure.

When I have Dogmeat I let him tank everything. He is very tough but you will need to watch him (stand back from him a bit and you can watch his Hit points and the mobs. If he gets dangerously low compared to what he is fighting talk to him and give him a stim pack. At that level 1 stim pack completely heals him) I watch the mob and will put one bullet in them to finish them off, but be careful not to do more damage than Dogmeat. You will inadvertently ( I do ) but being conscious of it is mandatory for this to be successful.

No matter how hard I try I cannot seem to get all the bobbleheads by 3. The discovery points and accidentally exp from kills pushes me to 4. Knowing that I wait until 4 to get the Repair bobblehead since that takes a 50 lockpick skill. I loot everything and fast travel to Megaton to sell or sell to caravaners as I encounter them. This gives a fair amount of caps quickly and is important as you'll need 500 to get the Speech bobblehead from Paradise Falls. I used to kill them all but now I like to bribe my way in so that I have all the options open to me. Saving the kids and the poor SOB in solitary or becoming a slaver.

You find enough stealthboys to make getting the Endurance bobblehead in the Deathclaw Sanctuary and the Stealth bobblehead in the Yauguai Tunnels pretty easy ( but still quite nerve wracking! ) The trick is to tell Dogmeat to stay just inside the entrance of both places so he wont blow your cover and get himself killed. And he WILL die ( along with you ) if they spot you or him.

After I have all the bobbleheads I do Those! for the Antsight quest perk and do the quest in Oasis ( stop by the tabernacle and kill the sniper for his excellent gun and the location to Oasis ) for the Barkskin quest perk and Sapling Yews Charm for the permanent +10 to Speech if you make a successful speech challenge with her BEFORE you kill Harold. Talk to her again after Harold is dead for the charm. I then head to Big Town to help them with their problem, healing Timebomb so that he rewards me with the Lucky 8 Ball (+1 to luck, giving us a 10 as long as it is in your inventory) after the town is safe.

If you let Dogmeat tank for all of that you will be level 7 and ready to rock. If you have all the DLC I would go and do Anchorage for the Power Armor quest perk and Co Op perk. From then on just play how ya like. That will take you to 10-12 depending on how much you let your subordinates tank for you ;). If you don't have the DLC I would go get the Ghoul Mask in one of the two ways possible depending on your Karma goals.
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