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
90
 
Big Guns
90
 
Energy Weapons
98
 
Explosives
98
 
Lockpick
98
 
Medicine
98
 
Melee Weapons
90
 
Repair
98
 
Science
98
 
Small Guns
98
 
Sneak
98
 
Speech
97
 
Unarmed
90
 
Action Boy/Girl
Almost Perfect
Animal Friend
Ant Sight
Auto Expert
Barkskin
Better Criticals
Bloody Mess
Booster Shot
Commando
Covert Ops
Cyborg
Educated
Entomologist
Explorer
Finesse
Ghoul Ecology
Grim Reaper's Sprint
Hematophage
Intense Training (2)
Lawbringer
Life Giver
Nerves of Steel
Ninja
No Weaknesses
Paralyzing Palm
Pitt Fighter
Power Armor Training
Punga Power!
Pyromaniac
Rad Regeneration
Robotics Expert
Silent Running
Size Matters (3)
Sniper
Strong Back
Superior Defender
Toughness
Wired Reflexes
Xenotech Expert
Level 1
ST 4 PE 5 EN 5 CH 1 IN 9 AG 8 LK 8
Speech, Small Guns, and Lockpick
Bobblehead (Medicine)
Level 2
Lockpick +6 (37), Speech +4 (27), Explosives +6 (22), Medicine +3 (37)
Intense Training (AG)
Rad Regeneration
Bobblehead (Perception)
Bobblehead (Intelligence)
Bobblehead (Agility)
Bobblehead (Luck)
Level 3
Small Guns +8 (50), Speech +12 (40)
Intense Training (EN)
Bobblehead (Small Guns)
Bobblehead (Strength)
Bobblehead (Lockpick)
Level 4
Speech +10 (50), Repair +10 (37)
Educated
Bobblehead (Repair)
Bobblehead (Science)
Level 5
Lockpick +20 (70), Science +3 (40)
Entomologist
Ant Sight
Bobblehead (Speech)
Level 6
Sneak +13 (40), Speech +10 (70)
Toughness
Wired Reflexes
Level 7
Sneak +10 (50), Small Guns +10 (70), Repair +3 (50)
Bloody Mess
Bobblehead (Endurance)
Bobblehead (Big Guns)
Bobblehead (Explosives)
Level 8
Sneak +10 (60), Lockpick +3 (75), Explosives +10 (47)
Strong Back
Barkskin
Level 9
Repair +10 (60), Explosives +3 (50), Science +10 (50)
Commando
Bobblehead (Barter)
Level 10
Sneak +10 (70), Energy Weapons +3 (24), Medicine +10 (50)
Finesse
Bobblehead (Unarmed)
Bobblehead (Melee Weapons)
Bobblehead (Sneak)
Level 11
Small Guns +10 (80), Energy Weapons +3 (27), Medicine +10 (60)
Size Matters
Hematophage
Level 12
Energy Weapons +3 (30), Science +20 (70)
Silent Running
Level 13
Small Guns +10 (90), Repair +3 (63), Science +10 (80)
Robotics Expert
Bobblehead (Energy Weapons)
Level 14
Energy Weapons +13 (63), Explosives +10 (60)
Cyborg
Level 15
Energy Weapons +22 (85), Repair +1 (64)
Lawbringer
Level 16
Energy Weapons +5 (90), Unarmed +2 (33), Repair +16 (80)
Better Criticals
Level 17
Unarmed +3 (36), Speech +10 (80), Repair +10 (90)
Action Boy/Girl
Level 18
Unarmed +23 (59)
Sniper
Level 19
Lockpick +5 (80), Unarmed +11 (70), Science +7 (87)
Paralyzing Palm
Level 20
Science +3 (90), Medicine +20 (80)
Grim Reaper's Sprint
Level 21
Explosives +13 (73), Medicine +10 (90)
Life Giver
Level 22
Lockpick +2 (82), Explosives +17 (90), Big Guns +4 (65)
Size Matters
Covert Ops
Power Armor Training
Level 23
Sneak +4 (94), Small Guns +1 (94), Lockpick +5 (90), Unarmed +10 (80), Science +1 (94), Melee Weapons +2 (29)
Size Matters
Level 24
Melee Weapons +19 (48), Medicine +4 (94)
No Weaknesses
Bobblehead (Charisma)
Superior Defender
Pitt Fighter
Ghoul Ecology
Level 25
Barter +1 (30), Melee Weapons +22 (70)
Pyromaniac
Level 26
Barter +13 (43), Melee Weapons +10 (80)
Nerves of Steel
Level 27
Small Guns +2 (96), Barter +17 (60), Science +2 (96), Medicine +2 (96)
Animal Friend
Auto Expert
Booster Shot
Punga Power!
Level 28
Sneak +2 (96), Repair +6 (96), Barter +15 (75)
Ninja
Level 29
Sneak +2 (98), Small Guns +2 (98), Energy Weapons +4 (94), Lockpick +4 (94), Repair +2 (98), Explosives +4 (94), Barter +1 (76), Science +2 (98), Medicine +2 (98)
Explorer
Xenotech Expert
Level 30
Unarmed +6 (90), Speech +1 (97), Barter +8 (90), Melee Weapons +2 (90), Big Guns +6 (90)
Almost Perfect
Grizlee, over 12 years ago:
Just as the name implies this is a Lone Wolf build. No followers are used.

This is a level 20 build that also moves on into the DLC content after level 20.

The focus is on small guns early and then some big guns mid game thrown in finally finishing with energy weapons by end game. Paralyzing palm was taken if things get tricky. Sometimes making something not hit back is useful, especially if they have a ton of hit points. It also has nefarious tactical use if you chose to be evil.

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