Level 1
ST 4 PE 6 EN 5 CH 1 IN 9 AG 7 LK 8
Speech, Sneak, and Lockpick
Bobblehead (Medicine)
Level 2
Lockpick +4 (37), Speech +5 (28), Explosives +7 (25), Medicine +3 (37)
Intense Training (AG)
Bobblehead (Perception)
Bobblehead (Charisma)
Bobblehead (Intelligence)
Bobblehead (Agility)
Bobblehead (Luck)
Bobblehead (Lockpick)
Bobblehead (Repair)
Bobblehead (Science)
Bobblehead (Small Guns)
Rad Regeneration
Level 3
Speech +19 (50), Science +1 (38)
Intense Training (AG)
Bobblehead (Strength)
Bobblehead (Endurance)
Bobblehead (Big Guns)
Bobblehead (Explosives)
Bobblehead (Unarmed)
Bobblehead (Speech)
Ant Sight
Wired Reflexes
Level 4
Small Guns +3 (40), Lockpick +2 (54), Speech +10 (70), Repair +3 (40), Science +2 (40)
Educated
Barkskin
Level 5
Small Guns +1 (41), Lockpick +14 (70), Explosives +8 (50)
Intense Training (PE)
Bobblehead (Barter)
Bobblehead (Melee Weapons)
Bobblehead (Sneak)
Hematophage
Level 6
Small Guns +8 (49), Lockpick +5 (75), Speech +10 (80)
Toughness
Level 7
Small Guns +13 (62), Science +10 (50)
Bloody Mess
Level 8
Small Guns +8 (70), Science +15 (65)
Strong Back
Covert Ops
Power Armor Training
Level 9
Small Guns +7 (80), Lockpick +2 (80), Repair +2 (42), Science +12 (80)
Commando
Level 10
Repair +23 (65)
Finesse
Level 11
Energy Weapons +8 (35), Repair +15 (80)
Intense Training (PE)
Bobblehead (Energy Weapons)
Level 12
Sneak +18 (80), Energy Weapons +5 (50)
Silent Running
Level 13
Explosives +3 (55), Medicine +20 (60)
Robotics Expert
Superior Defender
Ghoul Ecology
Level 14
Energy Weapons +18 (78), Explosives +5 (60)
Cyborg
Level 15
Energy Weapons +2 (80), Unarmed +21 (50)
Sniper
Punga Power!
Level 16
Unarmed +20 (70), Melee Weapons +3 (30)
Better Criticals
Level 17
Melee Weapons +23 (53)
Action Boy/Girl
Auto Expert
Booster Shot
Pitt Fighter
Level 18
Melee Weapons +23 (76)
Paralyzing Palm
Level 19
Lockpick +8 (90), Repair +10 (90), Melee Weapons +4 (80), Big Guns +1 (30)
Lawbringer
Level 20
Sneak +10 (90), Energy Weapons +10 (90), Big Guns +3 (33)
Grim Reaper's Sprint
Level 21
Small Guns +10 (90), Science +10 (90), Big Guns +3 (36)
Ninja
Level 22
Medicine +23 (83)
Entomologist
Level 23
Medicine +7 (90), Big Guns +16 (52)
Life Giver
Level 24
Big Guns +23 (75)
Puppies!
Level 25
Explosives +23 (83)
Pyromaniac
Level 26
Unarmed +10 (80), Explosives +2 (85), Barter +6 (27), Big Guns +5 (80)
Nerves of Steel
Level 27
Barter +23 (50)
Warmonger
Level 28
Unarmed +5 (85), Barter +8 (58), Melee Weapons +5 (85), Big Guns +5 (85)
Mysterious Stranger
Xenotech Expert
Level 29
Energy Weapons +1 (91), Barter +22 (80)
Explorer
Level 30
Sneak +3 (93), Small Guns +3 (93), Lockpick +3 (93), Repair +3 (93), Explosives +6 (91), Science +2 (92), Medicine +3 (93)
Almost Perfect
Armor: Winterized T51b Helmet / Enclave Hellfire Armor ~ Ghoul Mask ~ Chinese Stealth Armor
Clothes: Lesko's Lab Coat (+10 Science +20 Rad Resist) Naughty Nightwear (+1 LCK +10 Speech) Workman's Coveralls (+10 Repair)
Weapons: Victory Rifle - The Terrible Shotgun - Dart Gun - Flamer - Ripper
The armor gives +1 CHA +1 STR +30 Fire Res +15 Rad Res and +60 DR
I love the Victory Rifle because it knocks down on a critical. Since I have such a high crit chance built into this build it's often if it doesn't kill them outright. It takes a 100 lockpick skill to get it yourself or just have Dogmeat get it for you ;) The Terrible Shotgun does fantastic damage, has ammo that is plentiful and is easily repaired as well. The Dart gun makes the end game supermutants, albino radscorpians and the deathclaws easily dispatched. Dart 'em and then kite backwards with your weapon of choice until they are dead. The flamer makes Mirelurks easily dealt with. The Ripper is for radroaches and mole rats. No need to waste ammo on them.
Not listed but something I love as well is a glitched gauss gun from Operation Anchorage. It knocks down/back 100% of the time and does insane damage. All the glitched items never need repairing and as much ammo as you care to build up can be glitched as well. Since it is only available if you glitch I leave it to you to figure out how to do that.
With the Hellfire Armor and the Lucky 8 Ball you have 4 stats at 10 with the rest being a 9.
At 28 of this build I had found 94 books. Obviously that means every skill will be 100 without comprehension or the wasteful perks like Daddy's Boy/Girl. There is no need to use skill adders or Tag! perks ever. I achieved a 90+ in every skill without a single one being used in this build. I've used this build on all difficulty settings with much success.
I'm so OCD I have my house sectioned for items. The locker by the door is for all the crafting items I find. It's right next to the workbench. The other locker is for all the weapons I find and spares for repairing my main items. The fridge is for "aid" items like Nuka/Quantum, Buffout ( for turn ins ) Stealthboys ( I keep 4 on me and store the rest ) Sugar Bombs ( for turn ins ) and Purified water ( I keep 1 on me for the wandering fella that asks for it; the rest go in the fridge ) The desk upstairs is for misc turn in items like scrap metal, teddy bears, cameras, books and quest items I no longer need ( the ones that can be that is... some remain with you forever sadly . . . ) The file cabinet by the bed is for Armor. This keeps my traveling weight low and I'm always gathering. It takes little time to fast travel back to the house and drop stuff off. While I'm in town I make sure to sell all the drugs I gather to Doc, Moira and Jenny. Money is not a problem in this game.