Level 1
ST 4 PE 4 EN 5 CH 3 IN 9 AG 7 LK 8
Explosives, Lockpick, and Repair
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)
Grognak the Barbarian => Melee Weapons +1 (28)
Level 2
Lockpick +10 (52), Explosives +10 (52)
Intense Training (CH)
Rad Regeneration
Level 3
Lockpick +8 (60), Speech +1 (30), Explosives +8 (60), Medicine +3 (40)
Intense Training (CH)
Level 4
Lockpick +15 (75), Speech +5 (35)
Educated
Ant Sight
Level 5
Speech +15 (50), Explosives +3 (65), Science +3 (40), Medicine +2 (42)
Child at Heart
Wired Reflexes
Level 6
Speech +5 (55), Science +10 (50), Medicine +8 (50)
Bloody Mess
Barkskin
Hematophage
Level 7
Speech +20 (75), Repair +3 (55)
Toughness
Level 8
Sneak +11 (44), Small Guns +11 (44), Barter +1 (30)
Size Matters
Covert Ops
Power Armor Training
Level 9
Sneak +13 (57), Small Guns +10 (57)
Commando
Superior Defender
Ghoul Ecology
Level 10
Sneak +10 (67), Small Guns +10 (67), Medicine +3 (53)
Finesse
Punga Power!
Level 11
Sneak +8 (75), Small Guns +8 (75), Energy Weapons +1 (30), Unarmed +1 (30), Science +2 (55), Medicine +2 (55), Big Guns +1 (45)
Animal Friend
Level 12
Barter +13 (43), Science +5 (60), Medicine +5 (60)
Silent Running
Auto Expert
Pitt Fighter
Level 13
Repair +6 (61), Barter +17 (60)
Sniper
Booster Shot
Level 14
Energy Weapons +20 (60), Repair +3 (64)
Cyborg
Level 15
Repair +8 (72), Science +15 (75)
Master Trader
Level 16
Energy Weapons +15 (75), Unarmed +5 (35), Repair +3 (75)
Better Criticals
Level 17
Unarmed +23 (58)
Action Boy/Girl
Xenotech Expert
Level 18
Unarmed +12 (70), Melee Weapons +11 (39)
Paralyzing Palm
Level 19
Melee Weapons +23 (62)
Life Giver
Level 20
Melee Weapons +18 (80), Medicine +5 (65)
Grim Reaper's Sprint
Level 21
Small Guns +10 (85), Repair +5 (80), Science +5 (80), Medicine +3 (68)
Size Matters
Level 22
Unarmed +1 (71), Explosives +10 (75), Medicine +7 (75), Big Guns +5 (65)
Quantum Chemist
Level 23
Energy Weapons +5 (80), Unarmed +8 (79), Explosives +5 (80), Medicine +5 (80)
Size Matters
Level 24
Sneak +1 (86), Small Guns +1 (86), Unarmed +3 (82), Speech +7 (82), Repair +5 (85), Science +5 (85), Medicine +1 (81)
Entomologist
Level 25
Energy Weapons +2 (82), Repair +5 (90), Explosives +2 (82), Science +5 (90), Medicine +9 (90)
Ninja
Level 26
Lockpick +2 (82), Barter +19 (79), Big Guns +2 (82)
Nerves of Steel
Level 27
Sneak +5 (91), Small Guns +5 (91), Energy Weapons +5 (87), Repair +5 (95), Barter +3 (82)
Warmonger
Level 28
Sneak +2 (93), Small Guns +2 (93), Energy Weapons +2 (89), Lockpick +2 (84), Unarmed +2 (84), Speech +4 (86), Explosives +2 (84), Barter +3 (85), Melee Weapons +2 (82), Big Guns +2 (84)
Pyromaniac
Level 29
Lockpick +5 (89), Unarmed +3 (87), Explosives +5 (89), Melee Weapons +5 (87), Big Guns +5 (89)
Explorer
Level 30
Sneak +1 (96), Small Guns +1 (96), Energy Weapons +1 (96), Unarmed +2 (95), Speech +3 (95), Repair +1 (96), Barter +4 (95), Science +5 (95), Medicine +5 (95)
Almost Perfect
Highlights:
At level 4 traps, explosives and locks are trivial and a means of gaining exp and caps quickly.
Child at Heart makes dealing with the kids easier and unlocks unique access to items and dialog.
Animal Friendship is simply "ok" unless you have the DC Interiors mod ( I HIGHLY recommend this mod ), then you will come to appreciate it. 2 words... mole rats. Wasting ammo on them sucks. Having them stand there while you use a melee weapon on them is much better.
Master Trader assures you will have the best prices at all times and get he best bang out of selling as well. Having the Rich Vendors mod really makes this shine. A true min/max build wouldn't have bothered taking the Barter skill past 60 but I have so many extra points I figured what the heck.
VATS is nearly optimized, missing only 1 point in Agility to have that realized by end game.
By level 7 Speech is at 85 (with Sapling Yews Charm)
By level 12 this is an full on stealth/snipe build.
Quantum Chemist and Warmonger = unparalleled mass destruction with rank 3 nuka grenades. I've used these with ranks in Demolition Expert and while it is great fun it isn't necessary. The mobs die with 1 grenade with or without ranks in DE.
Entomologist is taken late to deal with the albino rad scorps. Early on this just isn't needed as the regular scorps are a non issue and the ants always have been.
Pyromaniac is wicked effective with a flamer and bad intentions. Burn it with fire indeed!
Ninja is bugged but I don't care. I'm a post apocalyptic slayer. The Slayer walks the earth... yeah, that's me!
Explorer helps you tie up any loose ends if you're not familiar with all the places to visit or if you're a geezer like ma and forgets things from time ti time.
TL;DR this build has good things in it and is meant to make this great game more enjoyable by taking out the guesswork.
Just play.