Strength
10
 
Perception
10
 
Endurance
10
 
Charisma
10
 
Intelligence
10
 
Agility
10
 
Luck
9
 
Action Points
110
 
Carry Weight
250
 
Critical Chance
14%
 
Dmg Resist
28%
 
Hit Points
620
 
Melee Damage
5.0
 
Skill Points
23
 
Barter
97
 
Big Guns
97
 
Energy Weapons
97
 
Explosives
97
 
Lockpick
97
 
Medicine
95
 
Melee Weapons
97
 
Repair
96
 
Science
96
 
Small Guns
97
 
Sneak
97
 
Speech
97
 
Unarmed
97
 
Action Boy/Girl
Almost Perfect
Ant Sight
Auto Expert
Barkskin
Better Criticals
Bloody Mess
Booster Shot
Child at Heart
Commando
Covert Ops
Cyborg
Demolition Expert (3)
Educated
Explorer
Finesse
Ghoul Ecology
Grim Reaper's Sprint
Hematophage
Intense Training (3)
Life Giver
Nerves of Steel
Paralyzing Palm
Pitt Fighter
Power Armor Training
Punga Power!
Pyromaniac
Quantum Chemist
Rad Regeneration
Silent Running
Size Matters (3)
Sniper
Superior Defender
Toughness
Warmonger
Wired Reflexes
Xenotech Expert
Level 1
ST 4 PE 5 EN 5 CH 3 IN 9 AG 6 LK 8
Lockpick, Science, and Repair
Bobblehead (Medicine)
Level 2
Lockpick +9 (40), Speech +1 (15), Explosives +9 (25)
Intense Training (CH)
Bobblehead (Intelligence)
Bobblehead (Luck)
Level 3
Sneak +1 (20), Small Guns +1 (20), Speech +4 (20), Explosives +14 (40)
Intense Training (EN)
Bobblehead (Lockpick)
Bobblehead (Science)
Bobblehead (Repair)
Rad Regeneration
Level 4
Lockpick +20 (71)
Educated
Ant Sight
Level 5
Lockpick +2 (75), Speech +18 (38), Medicine +3 (40)
Child at Heart
Barkskin
Wired Reflexes
Bobblehead (Speech)
Bobblehead (Small Guns)
Level 6
Sneak +15 (35), Small Guns +5 (35), Energy Weapons +1 (20), Speech +2 (50)
Toughness
Hematophage
Bobblehead (Big Guns)
Bobblehead (Explosives)
Bobblehead (Unarmed)
Level 7
Sneak +10 (45), Small Guns +10 (45), Science +3 (55)
Bloody Mess
Bobblehead (Sneak)
Bobblehead (Barter)
Bobblehead (Melee Weapons)
Level 8
Small Guns +10 (55), Repair +8 (60), Medicine +5 (45)
Commando
Covert Ops
Power Armor Training
Level 9
Sneak +15 (70), Small Guns +8 (66)
Size Matters
Superior Defender
Ghoul Ecology
Punga Power!
Level 10
Sneak +5 (75), Small Guns +9 (75), Science +9 (67)
Finesse
Level 11
Explosives +15 (67), Science +8 (75)
Size Matters
Bobblehead (Energy Weapons)
Level 12
Small Guns +10 (85), Unarmed +4 (33), Explosives +8 (75), Big Guns +1 (60)
Silent Running
Auto Expert
Booster Shot
Pitt Fighter
Level 13
Speech +23 (73)
Sniper
Level 14
Unarmed +1 (34), Speech +2 (75), Medicine +20 (65)
Cyborg
Xenotech Expert
Level 15
Energy Weapons +8 (48), Repair +15 (75)
Size Matters
Level 16
Unarmed +23 (57)
Better Criticals
Level 17
Unarmed +23 (80)
Action Boy/Girl
Level 18
Melee Weapons +23 (48)
Paralyzing Palm
Level 19
Melee Weapons +23 (71)
Life Giver
Level 20
Energy Weapons +14 (62), Melee Weapons +9 (80)
Grim Reaper's Sprint
Level 21
Energy Weapons +23 (85)
Demolition Expert
Level 22
Lockpick +3 (81), Repair +10 (85), Science +10 (85)
Quantum Chemist
Level 23
Barter +23 (48)
Demolition Expert
Level 24
Barter +23 (71)
Demolition Expert
Level 25
Sneak +2 (87), Small Guns +2 (87), Speech +8 (83), Repair +2 (87), Barter +7 (78), Science +2 (87)
Pyromaniac
Level 26
Unarmed +7 (87), Barter +5 (83), Big Guns +11 (86)
Warmonger
Level 27
Medicine +22 (87), Big Guns +1 (87)
Intense Training (AG)
Level 28
Lockpick +4 (85), Repair +3 (90), Explosives +10 (85), Science +3 (90), Medicine +3 (90)
Nerves of Steel
Level 29
Energy Weapons +2 (87), Lockpick +2 (87), Speech +1 (84), Repair +5 (95), Explosives +2 (87), Barter +1 (84), Science +5 (95), Medicine +5 (95)
Explorer
Level 30
Sneak +2 (95), Small Guns +2 (95), Energy Weapons +2 (95), Lockpick +2 (95), Unarmed +2 (95), Speech +1 (95), Repair +1 (96), Explosives +2 (95), Barter +1 (95), Science +1 (96), Melee Weapons +5 (95), Big Guns +2 (95)
Almost Perfect
Bobblehead (Strength)
Bobblehead (Perception)
Bobblehead (Endurance)
Bobblehead (Charisma)
Bobblehead (Agility)
Nintova, over 11 years ago:
This is a playable perfection build. Otherwise what's the point.

With the magic 8 Ball Luck is a 10.

43 total books makes this 100's in every skill as listed. Actually it's 33 because Yew's charm eliminates the need for 10 speech books.

Concessions had to be made with speech. It takes a while to become truly useful. The way around this, of course, is to avoid the speech checks until your able to pass them. Energy weapons blossoms late when the weapons and ammo are more plentiful.

In the mean time for needs beyond Small Guns you have Big Guns ( the flamer specifically as it is the single best dealer of damage across a broad spectrum of mob types. Don't believe me? Use anything on a Mirelurk then use a flamer. You are now a believer )

Would you like to comment? Sign up for new account, or sign in if you are already a member.