Level 1
ST 5 PE 5 EN 6 CH 1 IN 9 AG 6 LK 8
Barter, Unarmed, and Lockpick
Bobblehead (Medicine)
Level 2
Energy Weapons +11 (27), Lockpick +3 (34), Explosives +5 (21)
Gun Nut
Bobblehead (Intelligence)
Level 3
Explosives +16 (37), Medicine +4 (40)
Lady Killer/Black Widow
Level 4
Melee Weapons +11 (27), Medicine +9 (49)
Comprehension
Wired Reflexes
Level 5
Repair +8 (39), Science +6 (32), Melee Weapons +6 (33)
Entomologist
Rad Regeneration
Level 6
Sneak +3 (21), Small Guns +11 (34), Science +6 (38)
Toughness
Level 7
Sneak +14 (35), Speech +6 (14)
Gunslinger
Ant Sight
Level 8
Sneak +8 (43), Repair +4 (43), Science +4 (42), Medicine +4 (53)
Commando
Level 9
Sneak +4 (47), Energy Weapons +8 (37), Lockpick +8 (44)
Bloody Mess
Bobblehead (Repair)
Big Book of Science => Science +2 (44)
Big Book of Science => Science +2 (46)
Big Book of Science => Science +2 (48)
Big Book of Science => Science +2 (50)
Big Book of Science => Science +2 (52)
Level 10
Small Guns +12 (46), Explosives +8 (47)
Finesse
Level 11
Small Guns +10 (56), Speech +2 (16), Melee Weapons +8 (41)
Iron Fist
Level 12
Unarmed +5 (38), Speech +15 (31)
Silent Running
Covert Ops
Power Armor Training
Level 13
Unarmed +2 (40), Barter +18 (41)
Sniper
Hematophage
Bobblehead (Speech)
Level 14
Unarmed +20 (60)
Cyborg
Level 15
Unarmed +20 (80)
Robotics Expert
Barkskin
Bobblehead (Barter)
Level 16
Unarmed +20 (100)
Better Criticals
Bobblehead (Sneak)
Bobblehead (Melee Weapons)
Bobblehead (Unarmed)
Bobblehead (Science)
Bobblehead (Lockpick)
Level 17
Big Guns +20 (38)
Action Boy/Girl
Level 18
Sneak +13 (80), Lockpick +4 (61), Big Guns +3 (41)
Paralyzing Palm
Level 19
Lockpick +10 (71), Science +10 (75)
Concentrated Fire
Level 20
Lockpick +4 (75), Repair +7 (60), Melee Weapons +9 (60)
Grim Reaper's Sprint
Bobblehead (Small Guns)
Bobblehead (Explosives)
Bobblehead (Big Guns)
Level 21
Lockpick +20 (95)
Ninja
Level 22
Lockpick +5 (100), Repair +10 (70), Science +5 (80)
Quantum Chemist
Level 23
Science +20 (100)
Demolition Expert
Level 24
Repair +20 (90)
Life Giver
Bobblehead (Luck)
Bobblehead (Energy Weapons)
Level 25
Small Guns +11 (81), Energy Weapons +3 (61), Repair +3 (94), Explosives +3 (61)
Pyromaniac
2 - Gun Nut
3 - Black Widow
4 - Comprehension (Int 4)
5 - Entomologist (Int 4, Sci 40)
6 - Toughness (End 5)
7 - Gunslinger
8 - Commando
9 - Bloody Mess
10 - Finesse
11 - Iron Fist I (Str 4)
12 - Silent Running (Agi 6, Sne 50)
13 - Sniper (Per 6, Agi 6)
14 - Cyborg (Med 60, Sci 60)
15 - Robotics Expert (Sci 50)
16 - Better Criticals (Per 6, Luck 6)
17 - Action Girl (Agi 6)
18 - Concentrated Fire (S. Guns 60, NRG 60)
19 - Paralyzing Palm (UnA 70)
20 - Grim Reapers Sprint
21 - Ninja (Melee 80, Sne 80)
22 - Quantum Chemist (Sci 70)
23 - Life Giver (End 6)
24 - Demolitions Expert 1 (Expl 50)
25 - Demolitions Expert 2 (Expl 50)
26 - Demolitions Expert 3 (Expl 50)
27 - Pyromaniac (Expl 60)
28 - Iron Fist 2 (Str 4)
29 - Iron Fist 3 (Str 4)
30 - Almost Perfect
Barter - 23
Big Guns - 37
NRG - 27
Lockpick - 34
Medicine - 39
Melee - 33
Repair - 39
Science - 38
S. Guns - 34
Sneak - 25
Speech - 14
Unarmed - 100
This is if you collect ALL skill-books, Bobble-heads, and get Silent Running, Cyborg, and the Yew Bear Charm with the current Special and taking Almost Perfect at 30.
Also it is designed to account for Negative Special modifiers like Rad Poisoning, and Cripple. But doesn't include addictions, or gear with negative modifiers. (Like Power Armor with -2 Agi)
With 10 Int this is easily achievable before serious perk requirements complicate things. You'll have a lot of extra skill points to spend frivolously while leveling for ease of use.
To account for ALL addictions, rad poisioning, cripple, and all gear combinations with negative attributes, this would be your minimum skills needed with the proposed special:
Barter - 41
B. Guns - 41
NRG - 35
Explosives - 45
Lockpick - 42
Medicine - 41
Melee - 41
Repair - 41
Science - 40
S. Guns - 56
Sneak - 47
Speech - 31
Unarmed - 100
A little harder to get for sure, but since the first option is so easy to achieve you can get that first and then fill this option out, assuming you either keep track of your books, or do not read any until you reach these minimums.
One note is to get Unarmed up to 100 BEFORE collecting Bobbleheads, or skillbooks because you can increase unarmed damage over the soft cap of 100, so try to get as close as possible to the hard cap.... which is like ... 175...
(100 skills + 50 books + 10 bobblehead + 15 TAG Perk) = 175. I forego the 15 extra skill from TAG because I believe other perks offer more overall ability. So aiming for 165.
This is pretty much the only reason to take Comprehension from an optimal standpoint. It's just fortuitous that it also makes a lot of other things easier and convenient, and also allows for us to mitigate skill loss due to negative effects.
The only thing you give up for that is Strong Back.
Some may prefer Adamantium Skeleton, or Strong Back over Life Giver for example. It barely effects the overall usefulness of the build, and is much more just a matter of flavour or preference.
I will try to hit the skill minimums to negate ALL negative modifiers.
Calculating the math if I JUST focus on reaching my minimums without consideration to perk requirements it would take 11 levels to hit my minimum skill requirements, and 19 levels to hit my minimum to suffer no skill loss.
So totally doable!
That changes skill minimums to:
NRG - 27/37
Expl - 37/47
Lock - 36/44
Med - 41/43
Rep - 41/43
Sci - 40/42
Where the first column is skill minimums equalizing common negative modifiers, and the second column is skill minimums equalizing all negative modifiers.
Even if it had happened in game, the Lucky 8-Ball would balance it out, just remember to stash it somewhere before hitting level 30 and selecting the Almost Perfect perk.