Fallout 3 Character Mods

23.07.2019

Thankfully, with the installation of just a few mods - predominantly the Unofficial Fallout 3 Patch and the Fallout Stutter Remover - most of these issues disappear and the game runs beautifully. Honestly i messed around with it till i got it. But what i did i still remembered, i deleted all mods i had for charactrr overhaul, then redownloaded 2.0 again and 3.0 and everything that came with it, i installed 2.0 first then installed 3.0 once 3.0 was installed i unactivated 2.0, i unchecked russel esp.

This guide will help you maximize the potential of your character and gain access to some powerful weaponry early on in the game.

This will allow you to gain the maximum amount of skill points and hence maxing out more skills.

I will be covering – Special stats, Starting skills, Unique weaponry that can be used well into end-game and ways to earn extra caps.

S.P.E.C.I.A.L. Stats

These stats will maximise your potential if you follow along with the rest of the guide completely. I use these on every playthrough because they really help with leveling my skills and improving my effectiveness with guns, lockpicking etc:

  • Strength: 5 – Melee/unarmed may need more, Perk adds +50 to carry weight if you really need it.
  • Perception: 1 – Not important at all, unless you want to play as a sniper.
  • Endurance: 7 – Improves health.
  • Charisma: 3 – Many items add +5 barter, Reload on failed speech checks
  • Intelligence: 9 – Maximises skill points.
  • Agility: 9 – Increases AP.
  • Luck: 5 – Increases crit chance, Perk adds 5 points worth of crit chance.

The G.O.A.T.

It’s time for you to take the G.O.A.T. exam, this will decide your future in the vault, and your skills!

The three skills you should choose are:

  • Barter – Earn more caps from selling weapons you loot.
  • Repair – Repairing weapons to use or sell.
  • Small Guns/Melee/Unarmed – Higher damage early on, will help later on in the guide.

Perks

Here I will be outlining the first few perks that you should get and skills to upgrade

You should be focusing on upgrading Lockpicking, Repair, Small guns/energy weapons/Big guns/ melee/unarmed, speech and barter until lockpick is at 100, a combat skill is at 50, speech is at 50, barter is at 50 and repair is at 50. Then get science to 100 and continue your build.

Here is a list by level:

  • Level 2 – Intense Training Endurance – Helps maximize your health and resistance to poisons/radiation.
  • Level 3 – Intense Training Endurance – With an endurance of 9 now all that is needed to max it out is the bobblehead.
  • Level 4 – Educated – Increases skill points per level by 3 which maximises your skill potential.
  • Level 5 – Comprehension – Increases skill points from skill books by 1.
  • Level 6 – Gunslinger/Daddy’s Boy – Improves accuracy with 1 handed weapons in V.A.T.S./ Increases science and medicine by 5.
  • Level 7 – Daddy’s Boy – Increases science and medicine by 5.
  • Level 8 – Strong Back – Improves carrying capacity which in-turn increases the amount of items you can carry, great for earning caps.

Leaving the Vault

As soon as you leave the vault you should make a B-line towards rivet city to retrieve the Intelligence bobblehead, DO NOT LEVEL UP SO YOU MAXIMIZE YOUR SKILL POINTS.

Dodge any enemies and try to stick to the water and you should reach there with as little XP possible.

Once you get the intelligence bobblehead you are free to level up as your possible skill points are maximised.

The bobblehead is located on a table in Dr. Li’s science lab in rivet city.

Protectrons Gaze

A3-21’s Plasma Rifle

Earning extra caps WIP

I will add more locations and pictures to this section in the future

Method One: Landmines

For this method you must travel to megaton and speak with moira in craterside supply, start the wasteland survival guide quest, start with the minefield section.

Head to the minefield and disarm every single landmine and pick it up.

Then travel to the anchorage war memorial and on the bridge there will be a huge amount of landmines(20 or 30), disarm all of these. Now head back to Moira and sell all of these land mines.

Method Two: Raiders

Next start the super duper mart quest, head to the super duper mart and kill all the raiders, loot everything and repair it. Sell it to Moira. Next head to springvale school, kill all the raiders outside, loot them, repair and sell it. Head inside and do the same.

Original Link – Continuation of discussion

Forums:Index > Fallout 3 general discussion > Fallout 3 character builds
  • 1Builds by playstyle
  • 2Specific Character Builds
  • 15Character Build: Master1337cheeZ's Badass Merc (With DLCs)
  • 31Character Build: Sigan's Stealth 1st, Cheat 2nd
  • 35Character Build: DarkEternal's Death Dealer

Builds by playstyle[edit source]

'Near-Perfection'[edit source]

(Be aware that creating a 'Near-Perfection' character may be impossible for some people who started their character before Broken Steel came out, as it new perks and increased amount of skill points for distribution may make some of your earlier choices seem careless.)A near-perfect playstyle is one that maximizes all skills at 100 and all S.P.E.C.I.A.L. stats at 10 by the end of the game. This is not possible without the Broken Steeladd-on, which adds a new 'Almost Perfect' perk that instantly raises all S.P.E.C.I.A.L. stats to 9. If the player avoids acquiring any of the S.P.E.C.I.A.L. bobbleheads until after this perk is taken (which can be a significant handicap through most of the game), he or she can achieve perfect-10 stats by the end. Skills can be maximized even without Broken Steel by choosing the Comprehension perk, an initial intelligence of at least about 8 (there's a build that allows to maximize skills at lvl 20 starting with intel 2, but it was made for the original Fallout3 without expansions), and an approximately even distribution of skill points at each level-up.

There is however an alternate method to this. When choosing your S.P.E.C.I.A.L points raise intelligence to 9. Upon leaving the vault head straight for Rivet City to claim the Intelligence bobblehead, which raises intelligence to 10. It will be wasted after using the Broken Steel add-on perk, but guarantees max skills and S.P.E.C.I.A.L. After acquiring the bobblehead get the educated and comprehension perk. So by level 5 you will have 26 skill points, this will reduce the handicap of waiting till you're level 30 to get all of the S.P.E.C.I.A.L bobbleheads.

'Scavenger'[edit source]

A scavenger play style is someone who has a high repair skill and high small guns skill. Players using this build should have an affinity for exploring all the odd and out-of-the-way locations in the wasteland searching for things of high value and use. This play style is based on finding, repairing, and selling (or collecting) weapons and armor. Players using this style will find sneak, lockpick, and science skills particularly useful. This play style is defined by never accepting being overencumbered and constantly repairing or making short trips back to their housing.

'Warmonger'[edit source]

A warmonger is someone who maxes out all weapon skills (melee weapons is optional) and has high repair skill. The player may focus on their luck or agility skills for accuracy and critical chance. The perks this player will take will be mostly combat oriented (Pyromaniac, Mysterious stranger, etc). You also may want to put a few points into endurance and agility so you will have a high big/small guns skill.

'Casual'[edit source]

This playstyle is for someone who just occasionally plays or just wants to play the main quests. The S.P.E.C.I.A.L. attributes should be ordered by significantly lowering the Charisma and Luck attributes, as they are not necessary for being successful later in the game. This gives you a lot more S.P.E.C.I.A.L. points to add to Strength, Perception, Endurance, Intelligence, and Agility. It is recommended that you make Intelligence the highest since it controls how fast your skills increase, and skills have a significant impact on gameplay. Avoid decreasing any of Strength, Endurance, or Agility below 5, since doing so will adversely affect your ability to carry heavy items, your overall health level, and your ability to use V.A.T.S. in combat, respectively. Some notable perks for this playstyle are Strong Back, Action Boy, Commando and/or Gunslinger, Rad Resistance, and Toughness.

'First-Person Shooter'[edit source]

If you're a seasoned FPS gamer and you don't use V.A.T.S., you obviously won't want many points in Agility, though you should note that Light Step and Silent Running (which you may find useful for running and gunning) require six Agility. Luck will be the most useful attribute in combat, as it raises your critical effect chance with all weapons. You may want extra points in Strength so you can worry less about inventory management, and more points in Intelligence to raise your skills. Some players may want to pick up Fortune Finder and Scrounger, as shooting without V.A.T.S. is often less efficient.

'Sniper'[edit source]

The traditional Fallout sniper will want to make extensive use of V.A.T.S., and should have an appropriately high Agility attribute. However, with the sniper rifles, the percentage to hit is oddly low, so most will make use of manual-aiming coupled with sneak attacks until Concentrated Fire becomes available at level 18 (keep in mind that this perk requires a minimum of 60 in both small guns and energy weapons). This perk is easily the most useful for long range precision shooting in VATS, and its requirements are both useful to maximize and worth the stats for a weapons-heavy build. Since concentrated fire adds 5% chance to hit with each VATS attack queued on the same body part, players will want to move away from using a traditional sniper rifle (this is the sniper rifle section, why are you telling them not to use a sniper rifle?) and employ a weapon with low AP and moderate damage. The combination of concentrated fire and using a low AP weapon such as a Laser Rifle or the Wazer Wifle allows the PC to increase their chance to hit by upwards of 40% as opposed to the 10% to 15% gained by using a sniper rifle. With the focus on V.A.T.S., you'll want to plan for the following perks: Concentrated Fire, Action Boy/Girl, Sniper, Commando and/or Gunslinger, and Grim Reaper's Sprint. Mysterious Stranger can be useful, but due to its inherently random nature, it doesn't directly make the player more efficient at killing. Also, quest awarded perks such as Wired Reflexes and Ant Sight will help boost a player's efficiency using V.A.T.S. Players should also consider obtaining gear with AP bonuses such as Ranger Battle Armor, Tribal power armor (only available with The Pitt DLC) and Ledoux's Hockey Mask. This will further increase the number of attacks a player can queue in VATS and, coupled with concentrated fire, further increase the chance to hit the targeted part. Make sure to pick up repair to take care of your weapon (see the special notes about V.A.T.S. regarding condition loss).

'Stealth'[edit source]

A stealthy character build will allow the player to move through the environment undetected and bypass security measures such as locks and traps. They may also wish to use silent weapons; a list of these can be found further down this article. Players employing a sneaky style will take advantage of Sneak Attack Criticals and reverse-pickpocketing to gain the upper hand in combat. Also, they will likely make extensive use of the explosives skill to disarm and set mines. Due to the nature of the weapons and strategies being used, the player will probably use V.A.T.S. less than more combat-centric builds. In order to maximize the effectiveness of this playstyle, this build should have strong agility and perception stats and focus on the following skills: Sneak for moving undetected and pickpocketing, lockpick for obvious reasons, explosives for disarming mines and maximizing their damage, and repair for disarming traps. Science is important mainly for disabling turrets, so it's not necessary to increase past 75. It would be a good idea to select a weapon class such as small guns or melee weapons to fall back on if things get hairy, but keep in mind that it can be very satisfying to deal with a group of enemies without using a single bullet. Useful perks to use with a stealthy class are Demolition Expert, Thief, Silent Running, Better Criticals (requires luck and perception of 6), Light Step and Robotics Expert (because it is safer and easier to disable a sentry bot rather than fight it). It is worth noting that Finesse, which increases the chance to crit, is not that important to this build since the majority of attacks will be sneak attacks which automatically crit. Look to use gear which is lightweight and gives bonuses to relevant stats and skills. If you have Operation Anchorage, then the Chinese Stealth Armor is easily the best armor to use with this build. Also, combining Poplar's Hood, Lag-Bolt's Shades (Broken Steel) and Recon Armor gives 18 Sneak, 3 Lockpick, plus 1 Agility. Here is the list of silent weapons:

  • Dart Gun, an excellent choice as this cripples anything's legs in one shot (this includes Super Mutant Behemoths);
  • Perforator (a unique Infiltrator, this is arguably the best silent weapon on the game (you will need The Pitt DLC).
  • Silenced 10mm Pistol, this is a good weapon, it does not do much damage, but the 10mm ammo is very easy to find;
  • Grenades and mines, since they won't alert the enemy until they explode (throwing a grenade freehanded still alert them, though), making them good first strike weapons (plus reverse pickpocketing them will ensure that the target is killed instantly);
  • Melee weapons if you can back off quickly (remember, bumping into an enemy will alert them)
  • Microwave Emitter will also keep you in cover (Available in Point Lookout).

The best way to deal maximum amount of damage is to use a single shot from a silent weapon then relocate and wait until the enemy stops searching at which point shoot them again, ad infinitum: to take the Perforator as an example, you can take out more enemies with one magazine if every hit is a critical hit.

'Brawler'[edit source]

A brawler must choose at an early stage of the game whether he/she wants to be a melee or an unarmed 'brawler'. A melee brawler will want high Strength for your melee damage and Luck to get as high a crit-rate as possible, and of course a healthy amount of endurance for survival. An unarmed brawler should reach for high Endurance as this improves health, damage resistance and unarmed damage and some Luck to again increase the crit-chance. Perks like Ninja, Silent Running, Better Criticals, Adamantium Skeleton, Mister Sandman, Finesse, Toughness and Iron Fist are good for either melee or unarmed. An unarmed brawler should go for the weapon, Deathclaw Gauntlet and a melee brawler should go for the weapon, Shishkebab. In addition to high Unarmed / Melee Weapons skills, you'll want a high Medicine skill to get the most benefit from Stimpaks. Really, anything that increases your healing or smashing abilities will be useful. You may also find the Paralyzing Palm perk useful. The Shishkebab paired with the Pyromaniac perk does 60 damage and only uses 28 action points. The Ninja perk is very useful in that it raises your critical attack range even higher, though it must be noted that an 80 in Sneak is required for the perk, so plan accordingly. Going unarmed will leave a nice crit-rate in addition to armor-ignoring (if you have a deathclaw gauntlet), and going melee will raise your crit chance further still (and possibly maximize it to 100%) and instead of armor-negation, you will gain a fire debuff on the target per attack.

A brawler must remember that 'unarmed' and 'melee' are not the same thing.

'Diplomat'[edit source]

A diplomatic character will want high Charisma to give him/her access to extra special dialogue options. You'll want at least 6 points in Charisma to make sure you get access to the Animal Friend and Master Trader perks. And of course you'll want to dump lots of skill points into Speech to make sure your attempts at diplomacy are mostly successful. Be sure to grab Child at Heart, and Lady Killer (for the gents) or Black Widow (for the gals) as soon as you can. You can also use Impartial Mediation to raise your speech by 30 if your karma is neutral, which it should be since you're a diplomat!

You should also tag some form of combat skill if you run into any sticky situations..

'Mix-and-Match'[edit source]

Of course, you can combine any of the elements above to create your own unique style of play. You might want to explore some of the more esoteric perks like Cyborg or Cannibal for inspiration. A well-rounded style of play will probably want to focus more on skills, but a highly-specialized style of play (such as a Ninja) will probably want to focus on perk synergies that grant extra abilities. Feel free to explore!.

Specific Character Builds[edit source]

Character Build Format[edit source]

  • List your character from lvl 2-30 (as you can't choose a lvl 1 perk) and give as much detail per level as to which perks and skills to select
  • Please also list your initial, and end-game SPECIAL stats.

Character Build: Sam's Femme Fatal Xyiana.308(High Vats/Critical build)[edit source]

One Shot, One Kill/Multiple Hits (High V.A.T.S.)


Xyiana.308

full name:

Xyiana Fenix

S.P.E.C.I.A.L:

7 10 10 3 4 10 10

affiliation:

Classified

role:

Headshots/Backstabbing
Martial Art Expert
Silent Killer

favorite armor:

Ranger Battle Armor
Lucky Shades
Three Dog's Head Wrap

favorite weapons:

Yourself, your eyes and ears, controlling reflexes
Reservist's Rifle
Lincoln's Repeater
Deathclaw Gauntlet


  • Tip: if you’re going melee build, invest in perks like Ninja and Pyromaniac. These two perks make the Shishkebab your trump card. On the other hand, I chose Deathclaw Gauntlet as it ignores the opponent's total Damage resistance DR, making the Deathclaw Gauntlet a wicked weapon that does full damage even to the highest DR tesla armors!
  • Tip: Make good use of V.A.T.S. system, when using melee or unarmed, there's a trick whereby there's a ten-feet maximum range to do a 95% hit rate while in melee or unarmed, you dont have to wait for the enemy to be close to you, use V.A.T.S. when he's around 8-10feet away and it saves you time and makes you the one performing the teleport and hit em first move.
  • Tip: Its good to have a Fallout 3 followers by your side in battle in case situations get hairy, especially when being overwhelmed by multiple enemies, in this case its uncommon.
  • Tip: You can equip your companion with weapons and armors, for weapons, ammo must be provided and for armors anything goes. Remember, companion/follower will also receive stat bonuses from gears given by you. Note: Any armor you equipped your merc with, will never degrade so T-51 power armor is the best choice.
  • Tip: The great thing is, Bethesda studios designed followers/companions in a way that they'll use weapons of choice that is given by you for that particular range. For an example, if its from afar, Charon would lob a grenade or fire missiles using Missile Launcher. If its mid-close quarters, he'll use his custom shot gun or Shishkebab, as you noticed the weapons are given by players and sometimes your follower will use them depending on the situations.


  1. Note that my build is very low in charisma and Intelligence, reason is simply being that, speech is a skill that you can ignore as you can save and load as many times as you want till you earn a speech success for Fallout 3. Secondly, barter skill points only affect minimum change in prices, there are many ways to earn caps. Thirdly, science skill books have infinite spawns, I don’t see much reason to invest in these areas.
  2. For your SPECIAL, I advise not to invest too much in PE unless your character is meant for sniper built. FYI, This is a sniper/unarmed combat build. PE is invested as it gives unarmed bonuses and also an asset for sniping target as it acts as a “radar” Unless you’re going for Big Guns and melee build, then ST would be a better choice
  3. My build focus mainly on chances to do critical strikes as the damage boost upon critical can never be underestimated.
  4. If You researched the perks I chose and my weapons of choice, you’ll find out the bonuses given can make your character able to perform 60%-100% criticals depending on your LK and weapon condition thus achieving every hit critical.
  5. Refer to my weapons of choice and research on them , not to forget perks like Better Criticals, this gives whopping amount of damage boost that stacks upon criticals. There are times where you scored critical hits but the damage dealt isn’t high enough to kill the enemy, but this built is meant to prove that sentence wrong.
  6. As you can see I chose Grim Reaper's Sprint perk instead of Ninja perk. Why? Back to basics 101, if you’re focusing on Unarmed you don’t wanna waste your skill points investing into melee as Ninja perk requires 80 melee and 80 sneak! Unless you’re a melee build then you take ninja. The Shishkebab would therefore be an advantage with Ninja perk.
  7. The reason i invested 3 perks into Iron Fist is because in early game, unarmed weapon has a immediate +15 damage bonus! Great for starters, not only it saves you ammo, you have no problem facing tougher enemies too! 3 points to Iron Fist adds a whooping amount of damage, packs a punch! Not to mention Deathclaw Gauntlets with additional 15 damage.. OUCH!
  8. I'm using Deathclaw Gauntlet for unarmed and Lincoln's Repeater as primary weapon mainly V.A.T.S. style of playing. If in FPS mode I'll use Reservist's Rifle
  9. I hired Charon, equipped him with T-51b Power Armor, T-51b Power Helmet,Shishkebab for melee tactics and i gave him Missile Launcher, missiles and Frag Grenade, For his armor I prefer T-51b power armor is to make up for his lesser hp and DR. I chose Charon than other companions because of his long range yet deadly custom Charon shotgun arguably, its the overall best shotgun in Fallout 3 for its range and spread radius which makes up for its small magazine capacity.
  10. I kept The Terrible Shotgun just in case i met a super mutant behemoth, oh my they're the meanest, deadliest monster in fallout 3.
  11. I've found out my build perform instant kill when doing head shots regardless of sneak critical or not, which means I've achieved my goal in this build. When using Lincoln's Repeater, enclave soldiers, tesla armored enclaves and death claws cant stand a single hit from head shots. I'm satisfied with my build. Its my first build of the game too. Spent a week on studying, researching and planning for Xyiana.308.
  12. You can try out this build or make it better. Its really awesome. I'm playing Normal difficulty settings.


Class:

Sniper/Stealth/Unarmed

Attributes:

Critical/Silent/Deadly

Level

Perk

Requirements

Info

Level 1

ST 5 PE 8 EN 9 CH 1 IN 3 AG 9 LK 5
Tag Medicine, Repair, Lockpick

None

Level 2

Intense Training (IN)

None

One Point To Intelligence, needed for Educated at level 4.

Level 3

None

+10% damage to Males

Level 4

IN 4

additional 3 skill points to invest in skills every lvl up. Invest in this once your reach lvl 4! Its worth it!

Level 5

(ST) 4

Adds 5 damage boost to unarmed weapons

Level 6

(ST) 4

Adds 5 damage boost to unarmed weapons

Level 7

(ST) 4

Adds 5 damage boost to unarmed weapons

Level 8

LK 5

Higher Ammo Quantity loots in containers, Great early to late game perk, Saves you caps on ammo expenses.

Level 9

None

Higher chances of hitting in V.A.T.S. while rifles/two handed weapons equipped

Level 10

None

5% critical bonus

Level 11

Sneak 60

Killing Enemies in sleep, I use it to kill Rivet City Guards in sleep(infinite spawns) to keep my Ranger Battle Armor in good condition adding a bonus exp, killing 2 birds with one stone

Level 12

AG 6, Sneak 50

Adds 10 sneak, Negates Perception of enemies nearby while your character is running

Level 13

PE 6 AG 6

Higher chances of hitting head when using V.A.T.S.

Level 14

PE 6 AG 6

Ignores Triggering of Mines and Damage of floor based traps

Level 15

LK 6

When using V.A.T.S. sometimes a detective like ally will appear, 100% instant kill rate.

Level 16

LK 6, PE 6

Adds 50% bonus damage boost upon scoring critical

Level 17

AG 6

Adds 25 points to V.A.T.S. since at lvl 20 I’m going for Grim Reaper's Sprint perk rather than Ninja more points to perform more attacks in V.A.T.S.

Level 18

Unarmed 70

Like the Mysterious Stranger perk, at times when using unarmed with V.A.T.S., you'll immobilize targeted enemy for 30 seconds instead of damage.

Level 19

Science 50

Adds 25% damage bonus to robots, Instantly shut robot down upon activating it while undetected

Level 20

Instantly Replenish V.A.T.S. after using upon killing enemy in V.A.T.S.


Gear:


  • Reservist's Rifle

Lincoln's Repeater
Deathclaw Gauntlet

Important Quest Perks:


  • Ant Sight (+1 PE)
  • Survivor (+3% Crit)
  • Barkskin (+5% DR)
  • Wired Reflexes (+10% to hit in VATS)


Final Stats:

ST 7 PE 10 EN 10 CH 3 IN 4 AG 10 LK 10

From Gear:

+4 LK, +1 CH, +5 AP, +10 Small Guns, +10 Speech, +42 DR


Please Dont edit the names ThanksSign Off Tuskani :)

Character Build: Bloodwars' Non-VATS General-use[edit source]

Melee/Ranged General-use

  • In case there are questions about my builds having low intelligence, I've done some research into why 3 Intelligence is a good idea©.
  • Note: the 10 Agility in this build is for alternative AP use mods like Sprint Mod and Bullet Time. Agility also affects Sprint Mod run speed.
Class:Sniper/NinjaA good semi-stealth, non-VATS general use character
PerkRequirementsItems
Level 1ST 7 PE 4 EN 9 CH 3 IN 3 AG 9 LK 5NoneBobblehead - Medicine
Tag Explosives, Repair, LockpickNone
Level 2Lady Killer/Black WidowNoneIN / STBobblehead
Level 3Intense Training (ST)None
Level 4ComprehensionIN 4CH Bobblehead
Level 5Child at HeartCH 4
Level 6ToughnessEN 5
Level 7Bloody MessNone
Level 8ScroungerLK 5
Level 9Strong BackST 5, EN 5
Level 10FinesseNoneLK Bobblehead
Level 11Rad ResistanceEN 5
Ant SightThose! (Quest)
Level 12Silent RunningAG 6, Snk 50PE Bobblehead, Ant Sight
Level 13PyromaniacExp 60
Level 14CyborgMed 60, Sci 60
Level 15Adamantium SkeletonNone
Level 16Better CriticalsLK 6, PE 6
Level 17Life GiverEN 6
Level 18Intense Training (ST)None
Level 19Robotics ExpertSci 50
Level 20NinjaMeW 80, Snk 80
Gear:Important
Quest Perks:
  • Ant Sight (+1 PE)
  • Survivor (+3% Crit)
  • Barkskin (+5% DR)
  • Wired Reflexes (+10% to hit in VATS)

Notes: This is a purely non-VATS build that works well with mods like Mart's Mutant Mod,

and alternative AP use mods like Sprint Mod and Bullet Time.
Final Stats:ST 10 PE 6 EN 10 CH 5 IN 4 AG 10 LK 1059% Rad Resist, 25% Fire resist, 18% Crit, 67% DR, 115 AP
From Gear:+4 LK, +1 CH, +5 AP, +10 Small Guns

Character Build: Bloodwars' Ninja[edit source]

Ninja/Unarmed

  • In case there are questions about my builds having low intelligence, I've done some research into why 3 Intelligence is a good idea©.
Class:Ninja/UnarmedDeathclaw Gauntlet / Paralyzing Palm Specialist
PerkRequirementsItems
Level 1ST 7 PE 4 EN 9 CH 1 IN 3 AG 8 LK 8NoneBobblehead - Medicine
Tag Explosives, Lockpick, RepairNone
Level 2Intense Training(ST)NoneIN / STBobblehead
Level 3Intense Training(AG)None
Level 4ComprehensionIN 4CH Bobblehead
Level 5Iron FistST 3
Level 6Iron FistST 3
Level 7Iron FistST 3
Level 8ToughnessEN 5
Level 9Strong BackST 5, EN 5
Level 10Mister SandmanSnk 60LK Bobblehead
Level 11Mysterious StrangerLK 6
Ant SightThose! (Quest)
Level 12Silent RunningAG 6, Snk 50PE Bobblehead, Ant Sight
Level 13FinesseNone
Level 14CyborgMed 60, Sci 60
Level 15LawbringerNone
Level 16Better CriticalsLK 6, PE 6
Level 17Action Boy/GirlAG 6
Level 18Paralyzing PalmUa 70
Level 19Concentrated FireSmG 60, EnW 60
Level 20NinjaMeW 80, Snk 80
Gear:Important
Quest Perks:
  • Ant Sight (+1 PE)
  • Survivor (+3% Crit)
  • Barkskin (+5% DR)
  • Wired Reflexes (+10% to hit in VATS)


  • You lose out on Child at Heart, Robotics Expert, and Adamantium Skeleton for Rank 3 Iron Fist..
  • Paralyzing Palm Works best with Plunkett's Valid Points due to the VERY low AP, Unfortunately a
perk has to be thrown away to obtain them, but at least you get some caps for your trouble.
Final Stats:ST 9 PE 6 EN 10 CH 2 IN 4 AG 10 LK 1066% Rad Resist, 25% Fire resist, 33% Crit, 85% DR, 110 AP
From Gear:+1 LK, +1 CH, +32 Rad Resist


Character Build: Bloodwars' Tank[edit source]

Tank/Demolitions

  • In case there are questions about my builds having low intelligence, I've done some research into why 3 Intelligence is a good idea©.
Class:Tank/DemolitionsHigh DRMelee (Shishkebab) / Explosives Expert
PerkRequirementsItems
Level 1ST 9 PE 3 EN 9 CH 3 IN 3 AG 5 LK 8NoneBobblehead - Medicine
Tag Explosives, Lockpick, RepairNone
Level 2Intense Training(AG)NoneIN / STBobblehead
Level 3Intense Training(PE)None
Level 4ComprehensionIN 4CH Bobblehead
Level 5Child at HeartCH 4
Level 6ToughnessEN 5
Level 7Demolition Expert(1)Explosives 50
Level 8Demolition Expert(2)Explosives 50
Level 9Demolition Expert(3)Explosives 50
Level 10Mysterious StrangerLK 6LK Bobblehead
Level 11FinesseNone
Ant SightThose! (Quest)
Level 12PyromaniacExplosives 60PE Bobblehead, Ant Sight
Level 13Silent RunningAG 6, Snk 50
Level 14CyborgMed 60, Sci 60
Level 15Adamantium SkeletonNone
Level 16Better CriticalsLK 6, PE 6
Level 17Action Boy/GirlAG 6
Level 18Strong BackST 5, EN 5
Level 19Rad ResistanceEN 5
Level 20NinjaMeW 80, Snk 80
Gear:
  • Shishkebab / Explosives
Important
Quest Perks:
  • Ant Sight (+1 PE)
  • Dream Crusher (Suffer 50% fewer Critical Hits)
  • Barkskin (+5% DR)
  • Wired Reflexes (+10% to hit in VATS)
Final Stats:ST 10 PE 6 EN 10 CH 5 IN 4 AG 7 LK 1085% Rad Resist, 25% Fire resist, 15/30% Crit, 85% DR, 104 AP
From Gear:+1 LK, +1 CH, +32 Rad Resist


Character Build: Bloodwars' Sniper[edit source]

Stealth/Sniper

  • In case there are questions about my builds having low intelligence, I've done some research into why 3 Intelligence is a good idea©.
Class:Stealth/SniperLong range semi-stealth pistol (damage) or rifle (accuracy) class
PerkRequirementsItems
Level 1ST 7 PE 4 EN 9 CH 3 IN 3 AG 9 LK 5NoneBobblehead - Medicine
Tag Explosives, Repair, LockpickNone
Level 2Lady Killer/Black WidowNoneIN / STBobblehead
Level 3Intense Training (ST)None
Level 4ComprehensionIN 4CH Bobblehead
Level 5Child at HeartCH 4
Level 6ToughnessEN 5
Level 7Bloody MessNone
Level 8CommandoNone
Level 9Strong BackST 5, EN 5
Level 10FinesseNoneLK Bobblehead
Level 11Mysterious StrangerLK 6
Ant SightThose! (Quest)
Level 12Silent RunningAG 6, Snk 50PE Bobblehead, Ant Sight
Level 13SniperAG 6 PE 6
Level 14CyborgMed 60, Sci 60
Level 15Adamantium SkeletonNone
Level 16Better CriticalsLK 6, PE 6
Level 17Action Boy/GirlAG 6
Level 18Concentrated FireSmG 60, EnW 60
Level 19Robotics ExpertSci 50
Level 20Grim Reaper's SprintNone
Gear:Important
Quest Perks:
  • Ant Sight (+1 PE)
  • Survivor (+3% Crit)
  • Barkskin (+5% DR)
  • Wired Reflexes (+10% to hit in VATS)

Notes: You can switch Commando with Gunslinger and use Blackhawk, Dart Gun or unique energy pistols -

or stay with commando and use Lincoln's Repeater, The Terrible Shotgun, or a Scoped Gauss Rifle.
Final Stats:ST 9 PE 6 EN 10 CH 5 IN 4 AG 10 LK 1034% Rad Resist, 25% Fire resist, 18% Crit, 67% DR, 115 AP
From Gear:+4 LK, +1 CH, +5 AP, +10 Small Guns

Character Build: Stumpy's - Max Madden[edit source]

Max Madden
full name:Max Madden
S.P.E.C.I.A.L:3 10 10 2 10 10 8
affiliation:Vault 101
role:Resourceful Wastelander
favorite armor:T-51b Power Armor


T-51b Power Helmet

favorite weapons:Experimental MIRV


Jingwei's Shock Sword

Resourceful Wastelander & Loner



  1. --start--
  2. Swift Learner(2): IN 4
  3. Intense Training(2): +1ST
  4. Intense Training(2): +1AG
  5. Educated(4): IN 4
  6. Comprehension(4): IN 4
  7. Toughness(6): EN 5
  8. Commando(8)
  9. Swift Learner(2): IN 4
  10. Bloody Mess(6)
  11. Finesse(10)
  12. Sniper(12): AG 6, PE 6
  13. Silent Running(12): AG 6, Sneak 50%
  14. Intense Training(2): +1LK
  15. Cyborg(14): Medicine 60%, Science 60%
  16. Action Boy(16): AG 6
  17. Better Criticals(16): PE 6, LK 6
  18. Concentrated Fire(18): Sm Guns 60%, Enery Weapons 60%
  19. Intense Training(2): +1AG
  20. Grim Reaper's Sprint(20)


  • Beginning Stats: 1,8,9,1,9,7,5
  • Tagged Skills: Small Guns, Repair, Sneak
  • Skill Formula: +2(Stat*2)+Luck/2 (round up)


  • Bobbleheads:+1ST,+1PE,+1EN,+1CH,+1IN,+1AG,+1LK
  • Intense training: +1ST, +1AG, +1LK, +1AG
  • Lucky 8 Ball:+1LK
  • Ant sight:+1PE


  • Survival Guru:+3% crit / +6DR
  • Covert Ops:+3 Science, +3 Small Guns, +3 Lockpick
  • Hematophage:Bloodpack heals +20HP


Character Build: AshRandom's Rambo[edit source]

John Rambo (LINK)
full name:John J. Rambo
S.P.E.C.I.A.L:8 6 8 2 10 10 10
affiliation:Retired U.S. Army Officer
role:Special Forces, Green Beret
favorite armor:Ranger Battle Armor


Ledoux's Hockey Mask

favorite weapons:Frag Grenades


Xuanlong Assault Rifle

Grenadier, Sniper, & Bruiser



  1. --start--
  2. Intense Training(2):+1ST
  3. Intense Training(2):+1AG
  4. Comprehension(4), IN 4
  5. Intense Training(2):+1PE
  6. Gunslinger(6)
  7. Toughness(6), EN 5
  8. Commando(8)
  9. Demolition Expert-I(6), Explosives 50
  10. Demolition Expert-II(6), Explosives 50
  11. Demolition Expert-III(6), Explosives 50
  12. Silent Running(12), AG 6, Sneak 50
  13. Sniper(12), AG 6, PE 6
  14. Cyborg(14), Medicine 60, Science 60
  15. Finesse(10)
  16. Action Boy(16), AG 6
  17. Better Criticals(16), PE 6, LK 6
  18. Concentrated Fire(18), Small Guns 60%, Energy Weapons 60%
  19. Intense Training(2):+1LK
  20. Grim Reaper's Sprint(20)


  • Beginning Stats: 6,3,7,1,9,8,6 -- 81AP, 6% crit
  • Final Stats: 8,6,8,2,10,10,10 -- 140AP, 18% crit, +50% crit-dmg, +60% frag-dmg, +31DR
  • bobbleheads:+1ST,+1PE,+1EN,+1CH,+1IN,+1AG,+1LK
  • intense training: +1ST, +1PE, +1AG, +1LK
  • ant sight:+1PE
  • Ranger Battle Armor:+1LK
  • Lucky 8 Ball:+1LK
  • Ledoux's Hockey Mask:+25AP
  • Survival Guru:+3% crit / +6DR
  • Barkskin:+5DR


Character Build: AshRandom's Kenshiro[edit source]

Fist of the North Star (LINK)
full name:Kenshiro
S.P.E.C.I.A.L:8 6 8 2 10 10 10
affiliation:Bart, Lin, and other struggling wastelanders
role:Master of Hokuto Shinken style
favorite armor:Ranger Battle Armor


Ledoux's Hockey Mask

favorite weapons:Deathclaw Gauntlet


Reservist's Rifle

Ninja Warrior



  1. --start--
  2. Intense Training(2):+1PE
  3. Intense Training(2):+1AG
  4. Comprehension(4), IN 4
  5. Iron Fist-I(4)
  6. Iron Fist-II(4)
  7. Iron Fist-III(4)
  8. Gunslinger(6)
  9. Commando(8)
  10. Finesse(10)
  11. Toughness(6), EN 5
  12. Silent Running(12), AG 6, Sneak 50
  13. Sniper(12), AG 6, PE 6
  14. Cyborg(14), Medicine 60, Science 60
  15. Intense Training(2):+1ST
  16. Action Boy(16), AG 6
  17. Better Criticals(16), PE 6, LK 6
  18. Paralyzing Palm(18), Unarmed 70
  19. Intense Training(2):+1LK
  20. Ninja(20), Melee Weapons 80, Sneak 80


  • Beginning Stats: 6,3,7,1,9,8,6 -- 81AP, 6% crit
  • Final Stats: 8,6,8,2,10,10,10 -- 140AP, 18% crit, (33% hth-crit), +50% crit-dmg, +15 hth-dmg, +31DR
  • bobbleheads:+1ST,+1PE,+1EN,+1CH,+1IN,+1AG,+1LK
  • intense training: +1ST, +1PE, +1AG, +1LK
  • ant sight:+1PE
  • Ranger Battle Armor:+1LK
  • Lucky 8 Ball:+1LK
  • Ledoux's Hockey Mask:+25AP
  • Survival Guru:+3% crit / +6DR
  • Barkskin:+5DR


Character Build: Riff Raff's Sniper Bitch[edit source]

  • Gender: Female
  • Karma: Evil - Very Evil
  • SPECIAL Start Final
    • Strength 8 10
    • Perception 7 10
    • Endurance 5 6
    • Charisma 1 2 --> She's a bitch, remember.
    • Intelligence 8 9
    • Agility 6 8
    • Luck 5 9

Level. Perk

  1. NA
  2. Intense Training (+1 ST)
  3. Black Widow
  4. Educated
  5. Comprehension
  6. Toughness
  7. Intense Training (+1 AG)
  8. Strong Back
  9. Commando
  10. Finesse
  11. Intense Training (+1 LK)
  12. Silent Running
  13. Sniper
  14. Bloody Mess
  15. Cyborg
  16. Action Girl
  17. Better Criticals
  18. Demolition Expert
  19. Pyromaniac
  20. Grim Reaper's Sprint


  • Bobbleheads:+1ST,+1PE,+1EN,+1CH,+1IN,+1AG,+1LK
  • Intense Training: +1ST, +1AG, +1LK
  • Ant Sight:+1PE
  • Ranger Battle Armor:+1LK
  • Lucky 8 Ball:+1LK
  • Various Head Gear:+1PE
  • Survival Guru:+3% crit / +6DR OR Dream Crusher if you want to keep in character
  • Barkskin:+5DR



Character Build: Ashran's Gun Guy[edit source]

Gun Guy

Class:Gun GuyFlexible
PerkRequirementsItems
Level 1ST 6 PE 6 EN 6 CH 1 IN 6 AG 8 LK 7NoneBobblehead - Medicine
Tag Science, Repair, LockpickNone
Level 2Lady Killer/Black WidowNoneIN / STBobblehead
Level 3Intense Training (IN)None
Level 4EducatedIN 4CH Bobblehead
Level 5ComprehensionNone
Level 6GunslingerEN 5
Level 7Bloody MessNone
Level 8CommandoNone
Level 9ToughnessST 5, EN 5
Level 10Strong BackNoneLK Bobblehead
Level 11FinesseLK 6
Ant SightThose! (Quest)
Level 12Silent RunningAG 6, Snk 50PE Bobblehead, Ant Sight
Level 13Mysterious StrangerLK 6
Level 14SniperAG 6, PE 6
Level 15CyborgMedicine 60, Science 60
Level 16Action Boy/GirlAG 6
Level 17Better CriticalsAG 6
Level 18Concentrated FireSmG 60, EnW 60
Level 19Pyromaniac or Demolition Expert
Level 20Grim Reaper's SprintNone
Gear:
  • Shishkebab if Pyromaniac is chosen
Important
Quest Perks:
  • Ant Sight (+1 PE)
  • Survivor (+3% Crit)
  • Barkskin (+5% DR)
  • Wired Reflexes (+10% to hit in VATS)

Notes: This build uses higher intelligence to allow for more skill point early on, and makes it so finding ALL the books is unnecessary (Let's be honest, you'd rather be doing something else). You don't need to carry a lot of weapons because you're good at everything (Both rifles and pistols, energy and small guns). By level 14 you are incredibly powerful.

Final Stats:ST 7 PE 8 EN 7 CH 2 IN 8 AG 9 LK 9 (If you include the lucky 8 ball)
From Gear:+2 LK, +30 AP, +10 Small Guns

Character Build: Some Sort's Swashbuckler[edit source]

Swords, stealth, and pistols

Class:SwashbucklerShishkebab / Gunslinger Specialist
PerkRequirementsItems
Level 1ST 9 PE 4 EN 6 CH 1 IN 9 AG 5 LK 6NoneBobblehead - Medicine
Tag Speech, Repair, LockpickNone
Level 2Intense Training(EN)NoneIN / STBobblehead
Level 3Intense Training(EN)None
Level 4EducatedIN 4CH Bobblehead
Level 5ComprehensionIN 4
Level 6ToughnessEN 5
Level 7Gunslingernone
Level 8ScroungerLK 5
Level 9Strong BackST 5, EN 5
Level 10FinessenoneLK Bobblehead
Level 11Mysterious StrangerLK 6
Ant SightThose! (Quest)
Level 12PyromaniacExp 60PE Bobblehead, Ant Sight
Level 13Silent RunningAG 6, Snk 50
Level 14CyborgMed 60, Sci 60
Level 15SniperAG 6, PE 6
Level 16Better CriticalsLK 6, PE 6
Level 17Action Boy/GirlAG 6
Level 18LifegiverEN 6
Level 19Intense Training(EN)none
Level 20NinjaMeW 80, Snk 80
Gear:Important
Quest Perks:
  • Ant Sight (+1 PE)
  • Survivor (+6% DR)
  • Barkskin (+5% DR)
  • Wired Reflexes (+10% to hit in VATS)


Fallout 3 Nmc

  • I love overpowering characters, but despise the tedium of min/maxing and book hunting- this build is designed to achieve the former without resorting the latter. Divide your skills into primary, secondary, and tertiary categories. Your primary skills are your bread and butter- either Small Guns, Energy Weapons, or Melee (pick one of the three), Sneak, Lockpick, and Speech. Your secondary skills are nice skills you use a lot, but not quite as frequently as your primaries- whichever two damage skills you didn't choose for your primary, Big Guns, repair, medicine, explosives. Tertiary skills are the skills you couldn't possibly care less about- Barter, Science, and Unarmed.
  • The goal is to get all of your primary skills to 70 without bobbleheads or books and all of your tertiary skills to 40. This will enable you to max out your primaries with very little effort (1 bobblehead and 10 books), while still allowing you to max out your tertiaries if you decide it's suddenly important to you (1 bobblehead and 25 books).
  • For your secondary skills, season to taste. The more you use it, the closer to 70 you should develop it. The less you use it, the closer to 40 you should leave it.
  • There is a lot of flexibility in perks at levels 2, 3, 8, 9, 18, and 19. There simply aren't any standout perks at those levels that are a must for the class. I posted what my personal preferences are, but there's nothing wrong with getting perks like Ladykiller/Black Widow, Child at Heart, Bloody Mess, Demolition Expert 1-3, Animal Friend, Mr. Sandman, or really anything else that floats your boat.
  • If you're really the impatient type, take Swift Learner at levels 2 and 3 and take Here and Now at level 19.
  • The level 20 perk is also up for discussion. If you're having more fun with the Shishkebab than your guns, go with Ninja. If you prefer your guns, go with Grim Reaper's Sprint.
  • Just because I never take Commando doesn't mean I never use 2-handed guns. I just never use them in VATS. The flamethrower/Burnmaster and Eugene provide awesome crowd control, Xuanlang's Assault Rifle chews through enemies, and The Reservist/Victory Rifle give a crushing advantage on the open plains of the wasteland. And best of all, they all shine outside of VATS as much or more than they shine in VATS.

Final Stats:ST 10 PE 6 EN 10 CH 2 IN 10 AG 6 LK 9
520 HP, 107 AP, 77% DR

Character Build: Dcruze's Pacifist[edit source]

Class:PacifistDovish / Kills only one creature in the entire game
PerkRequirementsItems
Level 1ST 1 PE 1 EN 9 CH 9 IN 9 AG 1 LK 10NoneBobblehead - Medicine
Tag Barter, Medicine, ScienceNone
Level 2Daddy's BoyNone
Level 3Swift LearnerIN 4IN Bobblehead
Level 4Child at HeartCH 4
Level 5Intense Training(EN)None
Level 6ToughnessEN 5
Level 7Intense Training(CH)None
Level 8Swift Learner IIIN 4

The point of this character is to get through the game without killing anything except the one Radroach you have to kill at age 10. The only important parts are to get Barter and Science up to 50% and to pick the Child at Heart perk, the rest is arbitrary. On my user page I have a walkthrough on what I did, which I didn't post here due to extensive spoilers.

Final Stats:ST 1 PE 1 EN 10 CH 10 IN 10 AG 1 LK 10


Character Build: Master1337cheeZ's Badass Merc (With DLCs)[edit source]

Rick
full name:Rick 'Badass' Johnson
S.P.E.C.I.A.L:10 10 10 10 10 10 10
favorite armor:Lag-Bolt's Combat Armor


Lucky Shades
Three Dog's Head Wrap

favorite weapons:Lincoln's Repeater


Metal Blaster
Heavy Incinerator



This character build is for those who are looking for a FPS/Sniper playstyle that fits with characters that are self-dependant.Feel free to fix something ONLY if it is added incorrectly, or to fix a typo.

LevelPerkRequirementsItems
Level 1ST 6 PE 6 EN 7 CH 4 IN 4 AG 7 LK 6Tag Small Guns/Energy Weapons, Repair, ScienceBobblehead - Medicine
Level 2Lady KillerNoneNone
Level 3Intense Training(CH)NoneNone
Level 4Entomologist(Comprehension)(IN 4), Sci 40None
Level 5Child at HeartCH 4None
Level 6ToughnessEN 5None
Level 7Bloody MessNoneNone
Level 8CommandoNoneNone
Level 9Strong BackST 5, EN 5None
Level 10FinesseNoneNone
Level 11ScroungerLK 5None
Level 12Silent RunningAG 6, Snk 50None
Level 13SniperAG 6 PE 6None!
Level 14CyborgMed 60, Sci 60None
Level 15Adamantium SkeletonNoneNone
Level 16Better CriticalsLK 6, PE 6None
Level 17Action Boy/GirlAG 6None
Level 18Concentrated FireSmG 60, EnW 60None
Level 19Robotics ExpertSci 50None
Level 20Grim Reaper's SprintNoneAll remaining skill Bobbleheads
Level 21Light StepPE & AG 6None
Level 22Quantum ChemistSci 70None
Level 23Puppies!NoneNone
Level 24ChemistMed 60None
Level 25Mister SandmanSnk 60None
Level 26Nerves of SteelAG 7None
Level 27PyromaniacExpl 60None
Level 28Chem ResistantMed 60None
Level 29GunslingerNoneNone
Level 30Almost PerfectNoneSPECIAL Bobbleheads after 30.


Other[edit source]

SkillSkill Level¹
Barter30-50
Big Guns100
Energy Weapons100
Explosives100
Lockpick100
Medicine100
Melee Weapons40-65
Repair100
Science100
Small Guns100
Sneak100
Speech40-60
Unarmed50-60
Weapons(SmG)
  • Lincoln's Repeater/Backwater Rifle
  • Callahan's Magnum/Blackhawk
Weapons(EnW)
  • Gauss Rifle (Sim Version)
Final S.P.E.C.I.A.L.10 10 10 10 10 10 10
Important
Quest Perks:

¹ Skills should be at these levels. Brtr, Spch, MlWp, and Unmd will vary by priority.

Notes & Tips[edit source]

  • Other quest perks are useful as well, and recommended.
  • Barely any Broken Steel perks are used in my build, as only the long term ones are. Many of the new perks are worthless in my opinion. As with The Pitt, you can become very rad resistant. Not to mention Warmonger is rather worthless unless you cannot live without custom weapons.
  • Also advisable to get Bottlecap Mine and Nuka Grenade Schematics to the third version; Nuka-Grenades for combat, and Bottlecap Mines for reverse pick-pocketing as well as standard use.
  • If you take Comprehension perk in place of Entomologist, be sure to take advantage of the respawning U.S. Army: 30 Handy Flamethrower Recipes, as you will not need to add skill points to Big Guns. The same goes for Science, as the Big Book of Science will respawn similarily to the Big Guns book.
  • This build works very well on Very Hard difficulty
  • Equipment is only a recomendation, you do not need to use all of this.
  • Try this build with different playstyles, it's fun.
Discussion

See discussion tab or my Talk Page

Character Build: Harry Callahan's Dirty Harry[edit source]

Harry
full name:Harry Callahan
S.P.E.C.I.A.L:6 6 7 4 4 7 6
favorite armor:Lucky Shades

Shady Hat
Vance's Longcoat Outfit

favorite weapons:Lincoln's Repeater

Callahan's Magnum
Occam's Razor
Paulson's Revolver

LevelPerkRequirementsItems
Level 1ST 6 PE 6 EN 7 CH 4 IN 4 AG 7 LK 6Tag Small Guns, Repair, SpeechBobblehead - Medicine
Level 2Gun Nut (1)AG 4, IN 4None
Level 3Gun Nut (2)AG 4, IN 4None
Level 4ComprehensionIN 4None
Level 5EntomologistIN 4 Sci 40None
Level 6ToughnessEN 5None
Level 7Bloody MessNoneNone
Level 8GunslingerNoneNone
Level 9Strong BackST 5, EN 5None
Level 10FinesseNoneNone
Level 11ScroungerLK 5None
Level 12Silent RunningAG 6, Snk 50None
Level 13SniperAG 6 PE 6None!
Level 14CyborgMed 60, Sci 60None
Level 15Adamantium SkeletonNoneNone
Level 16Better CriticalsLK 6, PE 6None
Level 17Action Boy/GirlAG 6None
Level 18Concentrated FireSmG 60, EnW 60None
Level 19Robotics ExpertSci 50None
Level 20Grim Reaper's SprintNoneAll remaining skill Bobbleheads
Level 21Light StepPE & AG 6None
Level 22Quantum ChemistSci 70None
Level 23Puppies!NoneNone
Level 24Tag! LockpickNoneNone
Level 25ExplorerNoneNone
Level 26Nerves of SteelAG 7None
Level 27Mysterious StrangerLK 6None
Level 28CommandoNoneNone
Level 29LawbringerNoneNone
Level 30Almost PerfectNoneSPECIAL Bobbleheads after 30.


  • Harry likes to collect things so don't be surprised if every unique variant of armor and weapons in his closet
  • 'I know what you're thinking. 'Did he fire six shots or only five?' Well, to tell you the truth, in all this excitement I kind of lost track myself. But being as this is a .44 Magnum, the most powerful handgun in the world, and would blow your head clean off, you've got to ask yourself one question: Do I feel lucky? Well, do ya, punk?'
  • 'Go ahead, make my day'
  • 'You're all outta bullets, and you know what that means, your shit outta luck'

Character Build: Panzer89's Jack of all Trades[edit source]

Why be limited to just one play style?

Class:Jack of all TradesAwesome with anythingAdept
PerkRequirementsItems
Level 1ST 6 PE 5 EN 6 CH 5 IN 8 AG 5 LK 6NoneBobblehead - Medicine
Tag Speech, Repair, Small Guns
Level 2Lady KillerNoneIN Bobblehead
Level 3Gun NutIN 4, AG 4ST Bobblehead
Level 4EducatedIN 4Repair Bobblehead
Level 5ComprehensionIN 4Unarmed Bobblehead
Level 6Fortune FinderLK 5LK Bobblehead
Level 7ToughnessEN 5Science Bobblehead
Level 8CommandoNoneLockpick Bobblehead
Level 9Strong BackST 5, EN 5Speech Bobblehead
Level 10FinesseNonePE Bobblehead
Level 11ScroungerLK 5AG Bobblehead
Level 12Fast MetabolismNoneCH Bobblehead
Level 13SniperAG 6, PE 6Explosives Bobblehead
Level 14LawbringerNoneMelee Weapons Bobblehead
Level 15CyborgMedicine 60, Science 60Barter Bobblehead
Level 16Action BoyAG 6Big Guns Bobblehead
Level 17Better CriticalsPE 6, LK 6Small Guns Bobblehead
Level 18Tag!NoneSneak Bobblehead
Level 19Demolition ExpertExplosives 50EN Bobblehead
Level 20Grim Reaper's SprintNoneEnergy Weapons Bobblehead
Armor and Weapons:
Quest Perks:
  • Ant Sight (+1 PE)
  • Survival Guru (6 Medicine/Science)
  • Barkskin (5% DR)
  • Covert Ops (3 Small Guns/Science/Lockpick)

I like every aspect of Fallout 3. It's not fair to you, the player, to need to stick to one play style. This build allows you to switch between big guns, small guns, energy weapons, explosives, and even even melee or unarmed if you want. You also gain the benefit of having a high repair, science, lockpick, speech, medicine, and sneak. The only thing that suffers is barter, but come on, you didn't play this game to be a master trader.

  • The Bobbleheads are placed one on each level for a reason; obtain that one at that level.
  • Yes it is possible to get to Rivet City to obtain the IN Bobblehead at level 2.
  • You will need to find some books, but you won't need to go hunting for them.
  • Even though I'm not a huge fan of unarmed or melee weapons (as shown by the perks I've choose) it is possible to change that around.
  • The perks listed for 18, 19, and 20 are really your choice, but those are I ones I have.
  • The reason behind the high IN, educated, comprehension, and getting the IN bobblehead as early as possible is to get the max amount of skill points at each level.
Ending Stats:ST 7 PE 7 EN 7 CH 7 IN 9 AG 6 LK 9
From armor:+2 LK, +1 CH, +25 Rad Resistance


Character Build: KarmaDog214's V.A.T.S. Montage Mayhem (All 30 Levels) -- Revised thanks to Chrsghoyt[edit source]

Class:SniperI'm The Janitor and I'm here to wipe the floor with mops.
PerkRequirementsItems
Level 1ST 4 PE 6 EN 7 CH 1 IN 9 AG 7 LK 6NoneBobblehead - Medicine
Tag Small Guns, Repair, SneakNone
Level 2Intense Training (ST)
or
Swift Learner + Bobblehead - Strength (before bombing Megaton) + Ant Might (at Level 30)
NoneBobblehead - Explosives, Bobblehead - Intelligence
Level 3Black Widow/Lady KillerNone
Level 4EntomologistIN 4, Science 40%Bobblehead - Lockpick
Level 5Iron FistST 4
Level 6Iron FistST 4
Level 7Iron FistST 4
Level 8Bloody MessNone
Level 9GunslingerNone
Level 10ToughnessEN 5
Level 11CommandoNone
Level 12Rad Resistance or Lawbringer or Contract Killer or Puppies!EN 5
Level 13Strong BackST 5
Level 14FinesseNoneBobblehead - Science
Level 15Mysterious StrangerLK 6
Level 16Life GiverEN 6
Level 17SniperPE 6, AG 6Bobblehead - Repair
Level 18Adamantium Skeleton or ScroungerNone
Level 19Action Boy/GirlAG 6Bobblehead - Melee Weapons
Level 20Better CriticalsPE 6, LK 6Bobblehead - Big Guns
Level 21Grim Reaper's SprintNone
Level 22PyromaniacExplosives 60%Bobblehead - Unarmed
Level 23Robotics ExpertScience 50%
Level 24Silent RunningAG 6, Sneak 50%Bobblehead - Sneak
Level 25CyborgMedicine 60%, Science 60%Bobblehead - Speech, Bobblehead - Barter
Level 26Concentrated FireSmall Guns 60%, Energy Weapons 60%
Level 27Paralyzing PalmUnarmed 70%Bobblehead - Small Guns
Level 28NinjaSneak 80%, Melee Weapons 80%
Level 29Quantum ChemistAG 7
Level 30Almost PerfectNoneBobblehead - Strength/Ant Might (Should you choose to nuke Megaton), Bobblehead - Charisma, Bobblehead - Agility,
Bobblehead - Perception, Bobblehead - Endurance, Bobblehead - Luck, Bobblehead - Energy Weapons
Gear:
  • T-51b Power Armor and T-51b Power Helmet
  • Tribal Power Armor and Ledoux's Hockey Mask
  • Firelance or Sydney's 10mm 'Ultra' SMG or Blackhawk
  • Experimental MIRV or Fatman
  • Fisto! or Deathclaw Gauntlet
  • The Terrible Shotgun or Xuanlong Assault Rifle
  • Gauss Rifle or Victory Rifle
  • Jack or Man Opener
  • Use your imagnination.
Important
Quest Perks:
  • Ant Might (+1 ST)
  • Auto Axpert (+25% Damage when using the Auto Axe)
  • Barkskin (+5% DR)
  • Booster Shot (Radiation Resistance +10%)
  • Covert Ops (+3 Science, +3 Small Guns, +3 Lockpick)
  • Pitt Fighter (Radiation Resistance 3%, Damage Resistance 3%)
  • Survival Guru (+3% Crit)
  • Wired Reflexes (+10% to hit in VATS)
  • Superior Defender (+10 Damage Resistance, +5 Damage)
  • Ghoul Ecology (+5 Damage)
Final Stats:ST 10 PE 10 EN 10 CH 10 IN 10 AG 10 LK 10
From Gear:(+33 AP, +5 Melee Weapons, +1 LK, +1 ST, -1 AG), (- 1 AG, 28% Rad Resistance) or (+15 Sneak, +5 Stealth Field)
Fallout 3 mod sites


--Please, feel free to ask questions--

  • Why would you not take Iron Fist at all even though you took Ninja and Paralyzing Palm?

Planned on it, but didn't have enough space for all three ranks of these perks. AND I don't have enough Strength for this perk.

  • Why do you need Comprehension at all since it is so easy to max out all skills with Broken Steel?

It's good to have in case all skills don't reach 100. But I'll see to it that my character build will work without the need for it.

  • Do you really find Fast Metabolism to be that useful? I usually have plenty of stims.

The thing is: I DON'T USE ANY. But this is good for people who do use a lot of Stimpaks. To have plenty of them ready for you on Very Hard and to use the least amount is effective, and it's likely that when people are facing against Super Mutant Overlords, Feral Ghoul Reavers, and Enclave Hellfire Troopers, players will use a lot. Though to be honest, I'd choose Chemist over this perk.

  • I'm assuming you took Nerd Rage mostly for the DR bonus since you grab Almost Perfect later. Can't you max out DR pretty easily even wearing light armor?

Yes it's easy and I suppose it did prove its uselessness..but what the hay? I guess I'll put it up there in case someone takes Nuclear Anomaly. Having Nerd Rage! is like having a back up counter-measure in case your armor wears down and doesn't provide the sufficient damage resistance of 85%.

  • I'll admit this is being a bit picky and will not matter in the end anyways but ever thought about delaying Lady Killer/Black Widow until level 3 so that you can take Swift Learner at level 2 and gain the XP bonus one level sooner?

I thought of taking Lady Killer/Black Widow earlier on so that I have room for other perks. Swift Learner becomes useless after level 30 and so, having 2 ranks of it is also pointless (no offense). I think having just one rank of this is fine enough (and there's nothing useful to take besides Swift Learner at Level 3). The point in taking Swift Learner is so that players can level up quicker. I for one prefer to take my time and enjoy the scenery.

  • I didn't mean take a second level of swift learner. I meant just swap the order of your first 2 perks so you take your level 2 perk at level 3 and your level 3 perk at level 2. All this accomplishes is getting 10% extra XP when going from level 2 to level 3 and everything else would be the same. In the end it is going to be the same but I was just trying to suggest a minor efficiency improvement. For my build the only reason I have 2 levels of it is because I don't really care about child at heart or iron fist.

Whoops. My bad. I re-read the whole thing and I just noticed that my reading was off. Yeah, that sounds like a plan. Changing it once more.

  • I'm a little bit confused on the equipment section. Do the slashes mean either/or?

I'm sorry if the slashes are a little unclear. Here, I wanted players to feel they had choices for a wide selection of useful firearms and melee weapons, as well as unarmed weapons, and not be geared to one thing. So, yes, the slashes are intended to mean either/or, but..really I want players who to use whatever they want, or at least a variety of weapons at their disposal. These are my personal weapons of choice and they're cool in my opinion.I'll give you an example:
Firelance/Sydney's 10 mm 'Ultra' SMG/Blackhawk
These are just a few of my favorite weapons that are one-handed small guns. These weapons come in handy on three separate occasions. Firelance is very powerful, ESPECIALLY when combined with the Pyromaniac, Better Criticals, Concentrated Fire, Wired Reflexes, Gunslinger, and Sniper perks. STMUSMG with Robotics Expert and all of the perks mentioned previously (w/ exception of Pyromaniac) makes this baby a powerful small arm against machines, such as Sentry Bots and Mr. Gutsys. And the Blackhawk? Well, if you're just not into the Firelance and love Magnums, then this is your weapon of choice OR Callahan's Magnum should you choose to bomb the Citadel.

  • I'am can ask you a thing? Why going Iron Fist by 3, when you can just take Tag! perk? Or Comprehension? And take Quantum Chemist and/or Lawbringer and/or Child At Heart(for man, instead of Lady Killer)(sorry for bad eng, I am from Russia)

Iron Fist does not increase skill points for Unarmed (like the Tag perk); however, it raises the damage you do with Unarmed. Some players tend to misunderstand this perk's capability and function, and I'm here to explain how it works. Say for instance you equip yourself with a Deathclaw Gauntlet. You have 100 skill in Unarmed and you do 28 damage with this baby. If you have 3 Iron Fist perks, the damage of the guantlet is raised by 15 points. So the 28 points of damage the gauntlet used to do is now raised to 43 points of damage, which is useful because, with the gauntlet's piercing damage, the claw will do more damage and last longer.

And no worries about your English. Your English is perfectly fine. I'm the one who should be learning the Russian language. ;)

--Notices and Updates--

  • UPDATE1: I removed Nerves of Steel from this build and replaced it with Quantum Chemist on the account that NoS doesn't live up to its reputation on the Xbox 360 console. With Quantum Chemist, you can virtually have limitless Nuka Cola Quantums for creating Nuka Grenades by gathering Nuka Colas from traders and gathering components from Crazy Wolfgang. Nuka Grenades are not affected by Pyromaniac or Demolition Expert; but that's what makes it perfect for this build since you wont have to worry about acquiring 3 ranks of Demolition Expert. Nuka Grenades are practically the ideal explosives for anyone using this build or a build without Demolition Expert as they're the most potent.
  • UPDATE2: Also, Swift Learner has been taken from the build and replaced with Intense Training. For evil characters, Swift Learner can be taken if you prefer collecting the Strength Bobblehead to increase Strength to 5 in order to meet the requirement for Strong Back, blowing up Megaton, and acquiring the Ant Might perk after reaching level 30 and selecting Almost Perfect Perk. I removed Swift Learner for convenience; so that I have the bobblehead available to me for achieving 10 Strength after acquiring Almost Perfect.
  • UPDATE3: You do not have to choose Rad Resistance. I chose Lawbringer; however, for your convenience, I've listed possible perks you can choose that will add a lot to your play style.

NOTE *work in progress*: If you're looking for a build with perks that add more benefits and options during and outside of combat, then 'KarmaDog214's V.A.T.S. Montage Mayhem' is right for you. This build does get you 100 in each skill and 10 SPECIAL. You just have to be very careful when investing points into certain skills and do a lot of book grinding. The main focus of this build is to use stealth and the unarmed skill to save you as much ammunition as possible. This would be the reason why Scrounger was not included in this build. Also, it's effectiveness goes as far as collecting extra ammunition from containers. Ammunition cases don't spawn new ammunition. It's a waste selecting a perk with such limited use. For this reason, Iron Fist (3), Silent Running, Paralyzing Palm, and Ninja play an essential role for this build. Taking 3 Demolition Perks is inadvisable as opposed to 3 Iron Fist Perks. While an explosive that packs a lot of punch sounds nice, Nuka Grenades are more damaging. Also, there is no point in taking Demolition Expert when it doesn't improve the amount of damage that the Nuka Grenade does. With the Quantum Chemist Perk you can virtually craft infinite Nuka Grenades so long as you're able to scrounge for Nuka Cola and parts from traders and scavengers. Remember to have Nuka Grenade Schematic v3 (or v3 of any schematic and 100 repair for that matter) so that you aren't wasting Nuka-Cola Quantums. Another advantage your fists have over grenades are that they never run out and hardly weigh a thing (lol). Unarmed skill is practically the best way to horde ammunition. When you're using this build, firearms are strictly reserved for landing Sneak Criticals on enemies or fighting multiple hostiles. Earlier during the game, being obligated to this kind of code is a rather difficult obstacle to overcome as you have neither the skills or perks that grant the outcome in your favor, forcing you to use ranged weapons to hasten the deaths of your enemy. The best way to strike your enemy then would not be to rely on your guile alone, but by concealing yourself in the darkness. By taking the right precautions, you can turn nighttime into your own playground of amusement and torture to lower the chances of being detected and get closer to your enemies for either better accuracy in V.A.T.S., or landing a fist or two in their face. With this as your advantage, you have a greater chance of taxing less ammunition on your expidentures. However, if you need the Scrounger perk, by all means, there is nothing wrong with choosing it over Adamantium Skeleton. This is if you use a lot of ammunition and feel the need for it. Otherwise, there's no need for Scrounger. Be sure you take it as soon as it's available, so that take advantage of extra ammunition from containers. Another aspect of this build is that luck plays a vital role in your chances of survival should you get caught in the fray. With Survival Guru (snide), Finesse, 6-10 Luck, and Mysterious Stranger, you have a chance of escaping certain doom should fortune smile upon you. By being given greater odds to dish out Critical HIts and/or the Mysterious Stranger, there is always that chance you may overcome even the most narrow circumstances. The only downside to having the Mysterious Stranger is that you risk gaining 0 experience points and that you don't recieve a finger/ear with the Lawbringer/Contract Killer respectively. With this build there is no point in having Puppies! and acquiring all followers in the game. Your character will be powerful as is and with the Broken Steel Add-on, Dogmeat and Fawkes will be sufficient followers to have due to their large health pool. If you want the Puppies! perk for this build despite this, you can choose it over Rad Resistance/Lawbringer/Contract Killer. Even though there's no point Lawbringer/Contract Killer, it's there for people who want more caps. Rad Resistance is practically uneeded as you gain a lot of Rad Resistance from Endurance and The Pitt Add-on. Puppies! can gain you additional followers; however they are just not necessary. Along with that you are looking at suffering from some framerate issues and the possibility of your game freezing, which ruins the overall experience of the game (well, at least on the Xbox 360 console). Perks such as Entomologist, Robotics Expert, Pyromaniac, and Better Criticals are intended to add an offensive edge to the player. Entomologist can help you take out insects, such as the Albino Radscorpions (well..arachnids if you're technical), quicker. Robotics Expert, while it gives you additional damage boost to robots, gives you the option to manually shut them down while undetected. Works extremely well when your followers are distracting robotic enemies. While your followers are distracting robotic enemies, you can shut them down even when detected. After you shut them down, you can crouch down and nail them with your fist to land Sneak Criticals, netting you XP. Pyromaniac allows you to deal a lot of damage with particularly one of the most powerful weapons in Fallout 3, the Firelance. It, under any circumstance, does not allow you to deal more damage with the Burnmaster; however, other unique variants of the Flamer recieves extra damage bonus. Also, this perk doesn't disappoint with the Shiskebab. Better Criticals adds more to your Critical Hits, which makes it a must with luck being one of this build's aspects. Gunslinger, Commando, Sniper, Concentrated Fire, and Wired Reflexes makes your Lone Wanderer more accurate with guns during V.A.T.S., saving you a lot more ammunition from missing.

Character Build: Chrsghoyt's Ranged Build (with Broken Steel)[edit source]

Class:RangedDoes not use Melee Weapons or Unarmed.
PerkRequirements
Level 1ST 5 PE 5 EN 6 CH 2 IN 9 AG 7 LK 6Tag: Small Guns, Lockpick, Repair
Level 2Swift LearnerNone
Level 3Swift LearnerNone
Level 4Black WidowNone
Level 5EntomologistIN 4, Science 40
Level 6ToughnessEN 5
Level 7GunslingerNone
Level 8ScroungerLK 5
Level 9Strong BackEN 5, ST 5
Level 10FinesseNone
Level 11CommandoNone
Level 12Robotics ExpertScience 50
Level 13SniperPE 6, AG 6 (Need Ant Sight before this level.)
Level 14CyborgMedicine 60, Science 60
Level 15Bloody MessNone
Level 16Action GirlAG 6
Level 17Better CriticalsPE 6, LK 6
Level 18Concentrated FireSmall Guns 60, Energy Weapons 60
Level 19Silent RunningAG 6, Sneak 50
Level 20Grim Reaper's SprintNone
Level 21PyromaniacExplosives 60
Level 22Quantum ChemistScience 70
Level 23Demolitions ExpertExplosives 50
Level 24Demolitions ExpertExplosives 50
Level 25Demolitions ExpertExplosives 50
Level 26Nerves of SteelAG 7
Level 27Rad ResistanceEN 5
Level 28Life GiverEN 6
Level 29Adamantium SkeletonNone
Level 30Almost PerfectNone
Gear:
  • Fat Man (Experimental MIRV wastes too many Mini Nukes)
Important
Quest Perks:
  • Ant Sight (+1 PE)
  • Auto Axpert (+25% Damage when using the Auto Axe)
  • Barkskin (+5% DR)
  • Booster Shot (Radiation Resistance +10%)
  • Covert Ops (+3 Science, +3 Small Guns, +3 Lockpick)
  • Pitt Fighter (Radiation Resistance 3%, Damage Resistance 3%)
  • Survival Guru (+3% Crit)
  • Wired Reflexes (+10% to hit in V.A.T.S.)
Final Stats:ST 10 PE 10 EN 10 CH 10 IN 10 AG 10 LK 10


Please feel free to comment on this build. I'm always looking for suggestions to improve it.

Character Build: KripTiC's SPECIAL Spaz[edit source]

Class:SpazSPECIAL Maximization
PerkRequirementsItems
Level 1ST 9 PE 5 EN 6 CH 7 IN 3 AG 5 LK 5NoneBobblehead - Medicine
Tag Small Guns, Repair, SneakNone
Level 2Intense Training (AG)
Level 3Intense Training (AG)None
Level 4ComprehensionIN 4
Level 5Intense Training (AG)
Level 6Bloody MessNone
Level 7Intense Training (AG)
Level 8CommandoNone
Level 9Intense Training (LK)
Level 10Finesse
Level 11Mysterious StrangerLK 6
Level 12SniperPE 6, AG 6
Level 13Silent RunningAG 6, Sneak 50%Bobblehead - Sneak
Level 14Intense Training (PE)
Level 15Intense Training (PE)
Level 16Better CriticalsPE 6 LK 6
Level 17Intense Training (EN)
Level 18Intense Training (EN)
Level 19Intense Training (EN)
Level 20Grim Reaper's SprintNoneCollect and read skill books.
Gear:
  • Basically any gun
Important
Quest Perks:
  • Ant Sight (+1 PE)
  • Barkskin (+5% DR)
  • Survival Guru (+3% Crit)
  • Wired Reflexes (+10% to hit in VATS)

Note: While wearing the above equipment, every stat will be raised to 10, excluding Intelligence. With this, you will be a SPECIAL Spaz and will be good all around. Collect all the Bobbleheads whenever and collect all the skill books whenever. Remember that the science and Big Guns book respawn every 72/73 hours, so you don't need to waste skill points on those two. Luck will be shown as 9 in the SPECIAL menu due to the lucky 8 ball not showing the + symbol, but you WILL have 10 luck. Also, do not forget to have at least 50 sneak by the time you reach the Silent runner Perk.

Final Stats:ST 10 PE 10 EN 10 CH 10 IN 4 AG 10 LK 10
From Gear:+3 LK, +2 CH, +1 PE


Character Build: Modifer Hog[edit source]

  • This build is designed to max out all the important stats and get as many modifiers (from Perks) as possible. It also aims to max out the most important SPECIAL stats. The bonuses that come with Intelligence, Charisma and Perception are not that powerful, so I have not tried to maximize these.
  • I have not attempted to increase Charisma as the advantages it brings are not substantial enough to justify it (Increased disposition is not worth it with 100 speech)
  • This build is aimed towards those who use VATS, if you never use VATS then some perks can be swapped out (Gunslinger and Commando etc) for other perks such as Scrounger (you will need more ammo if you don't ever use VATS) or you could invest more points into SPECIAL (though I believe it is not worth it)
  • If you go for a melee character you could get the Ninja and Paralyzing Palm Perks

Also note that The Pitt expansion allows you to have an extra 3% DR, which I have not included

Class:Maximum BuildHigh Everything!
LevelPerkRequirementsItems
Level 1ST 7 PE 7 EN 8 CH 1 IN 3 AG 7 LK 7
Tag Medicine, Repair, Science
None
Level 2Intense Training (ST)NoneINBobblehead Begin collecting other Bobbleheads
Level 3Intense Training (EN)None
Level 4ComprehensionIN 4Read all books that you have collected at this point/Begin collection of all other books
Level 5Black Widow * (Female)/Intense Training (AG) (For Male Characters)None
Level 6GunslingerNone
Level 7ToughnessEN 5
Level 8CommandoNone
Level 9Strong BackST 5 EN 5
Level 10FinesseNone
Level 11Intense Training (AG)None
Level 12Life GiverEN 6
Level 13SniperPE 6 AG 6
Level 14CyborgMedicine 60 Science 60
Level 15Intense Training (AG) (Female) / Intense Training (LK) (Male)None
Level 16Better CriticalsLK 6, PE 6
Level 17Action Boy/GirlAG 6
Level 18Intense Training (LK)None
Level 19Intense Training (AG) (Female) / Your Choice (Perhaps Intense Training in Perception) (Male)None
Level 20Grim Reaper's SprintNone
Gear:
  • Any Weapon you like
  • Any Armour you like
Important Quest Perks:
  • Ant Might (+1 ST)
  • Survival Expert Choice between: Normal (+15 HP -least beneficial), Tough (+6 DR) and Snide (+3% Critical Chance)
  • Barkskin (+5% DR)
  • Wired Reflexes (+10% to hit in VATS)
Final Stats:ST 10 PE 8 EN 10 CH 2 IN 4 AG 10 LK 10HP 330(345 w/Survival) Carry Capacity 300 AP 110 DR 25(31 w/Survival) (w/o Armour) Poison Resistance 61 Critical Chance 14(17 w/Survival)
From Gear:+1 LK

(*) This is only advantageous with Female Characters


Character Build: Gemini’s True Assassin (Stealthy, One-shot Killer)[edit source]

Build Notes:

A few of these aren’t really AK-47s, or even AK-74s, in the conventional sense. They’re simply firearms that are chambered in 7.62x39mm, they’re cool guns and that was good enough for me.When it comes to modern day assault rifles and pistols, you want the full range. Ak 47 for sale.

  • The build is dependent upon the DLC Operation: Anchorage & The Pitt for armor and weapons.
  • The build concentrates on a few special items; Chinese Stealth Armor, Jingwei's Shock Sword, Silenced 10mm Pistol, the Perforator, Dart Gun, & Sniper Rifle. The complimentary weaponry is; Protectron's Gaze/Metal Blaster (prior/after The Pitt), the Alien Blaster, & the Gauss Rifle.
  • The primary perks for this build are Silent Running & Better Criticals.
  • The primary skills are; Sneak & Small Guns. The secondary skill is Repair (have to keep our tools in good working order). Tertiary skills, and in general for gameplay, could be considered as necessary, are; Lockpick, Science, Melee, Energy Weapons, & Speech (to reduce number of reloads and dialogue run-throughs to make Speech checks).
  • Level 20 attributes (with gear on) should be; ST 7 PE 10 EN 6 CH 2 IN 9 AG 10 LK 8. This takes into account acquiring all of the SPECIAL bobbleheads, the Lucky 8-ball (+1L), Ant Sight (+1P), Intense Training (+1L), and wearing the Shady Hat (+1P, +5Sneak) & Lucky Shades (+1L). Note that at the time of this writing, the Chinese Stealth Armor has a glitch that allows the player to wear multiple headgear (example; Lincoln's Hat, Shady Hat, Button's Wig, Red's Bandana, Sheriff's Hat, etc.) giving the player multiple benefits.
  • This build is a beginning-to-end build, that takes into account all the tools and skills necessary to play the game through each level. As such, it is not dependent upon finding all of the Skill Books in the game to maximize your skills, although I do depend upon equipment, which I obtain early on.
  • Build up your skills as needed when leveling. The beginning of the build concentrates upon obtaining the gear and will level you. So, don't worry too much about putting too many points into a skill, you don't need to have 100 in a bunch of skills to maximize this character. I would recommend getting to 65-70 in the most important skills (Small Guns & Sneak) by 12th level, making sure you make your requirements for perks (especially Cyborg) and the ability to picklock or hack your way into what you need to. Repairing your gear in the field is important, so I also like to build upon Repair, but it isn't essential. The books and bobbleheads will come, so be patient and enjoy playing.

Starting Out

  • Upon exiting Vault 101, you should first make your way to the Alien Crash Site and pick up the Alien Blaster. Make sure you get all of the ammo (12 cells, 10 in the magazine and 110 charges remaining), and then fast travel back to Vault 101.
  • Place a marker on the Red Racer Factory and run there. When you get near Greyditch, be sure to QuickSave because Brian Wilks will be running up to you there and you will want to make the Speech challenge. Once you've agreed to help find Brian's dad, head along the road heading South. Stay on the West side of the road (the upper part) since there will be a raider up ahead that is taken out by an Enclave Radio transmitter, until your marker is East of you. Cross the road and start sneaking. When you reach the Red Racer Factory, there will be a few Raiders in the area, just sneak directly East to the entrance to the Bailey's Crossroads metro.
  • Complete the Operation: Anchorage simulation and you should be around level 7 or 8. Upon exiting the simulator head to the armory and immediately grab the W-T1b armor and Chinese Stealth Armor. Put on the stealth armor and W-T1b helm. Arm the Alien Blaster, head out into the hallway and crouch in a place where you can see the 4 targets and then listen to the conversation. Afterwards, you will have your end-game armor, melee weapon and a sniper weapon.
  • I recommend fast traveling to Megaton and acquiring a house (Megaton or Tenpenny, whichever flavor you decide upon) at this point for the storage of your goods. Note that after you get the mission from the Sheriff, if you head to Moriarty's and speak to Mr. Burke there (use your Black Widow selection to make him give you more money and then the device/proof), you can then return to the Sheriff to report Burke's plan. Head back up to the bar and watch the exchange between Burke and the Sheriff, afterwards Burke will shoot the Sheriff in the back and you can then kill Burke and loot both bodies (gaining the Sheriff's house key). Speak to the Sheriff's son to get your reward after disarming the bomb and then go into the Sheriff's house to grab the Strength bobblehead.
  • Shortly thereafter, select The Pitt quest and head North. The most important part of the mission is to obtain 90 Steel Ingots so that you can acquire the Perforator, which will also net you the Metal Blaster although you could just kill the gate guards and grab an Infiltrator from their corpse(s) and then leave, but the Perforator is much better IMHO. Upon leaving The Pitt, you are probably level 10-12 and ready to get on with the rest of your travels, and you are fully equipped with all of your end-game weapons and armor for this build.
  • Tip: Crouching with the stealth armor gives you a Stealth Field just like with a Stealth Boy. Prior to getting Silent Running, you will only attract attention when you make sounds from walking/running. Kicking around carts, tin cans or even playing your radio will not attract their attention, although the glow from your Pip-Boy light or the sword (Jingwei's and Shishkabab both have a glow) will. As long as the HUD is not flashing Danger, you can sit still for awhile and you'll eventually go back to Hidden.
  • Tip: Jingwei's Shock Sword, the Silenced 10mm Pistol, Perforator, & the Dart Gun are all silent weapons. Using them will not notify nearby foes of your location. In fact, it will not notify the target of your location either as long as you are stealthed. This means that you can walk into a large group of foes and attack them directly with these weapons and they are unlikely to ever detect your presence. In fact, I found it especially enjoyable at the end of The Pitt to walk through Uptown while it was infested with Trogs and kill each of them with the sword (one swing, one kill) while dozens were surrounding me. With a high Sneak and Silent Running, most foes can actually run into you and bump you around and you will still be in Caution mode.
  • Tip: The use of the Sniper Rifle is useful for long range engagements, but even if you one-shot the target, the surrounding foes may be notified of your position. Hiding and sitting still will oftentimes lead the foes to revert to Caution and eventually Hidden again.
  • Tip: The use of the Alien Blaster, Protectron's Gaze/Metal Blaster and Gauss Rifle should be limited because they alert the enemies to your location based upon the sound emitted from the weapons. I typically will only use these in situations where using the other weapons are impractical or a one-shot kill is necessary. Note that the Alien Blaster has limited ammo and that the Gauss rifle has no corresponding weapon to repair it with so it must be repaired by a merchant, preferrably Crazy Wolfgang.
  • Tip: The Protectron's Gaze and Metal Blaster are both shotgun-like laser weapons. Protectron's Gaze emits 5 beams and Metal Blaster emits 9, each beam is capable of a critical hit making these weapons capable of surpassing the Terrible Shotgun in terms of damage and their range is better due to less spread. Note that you should not use either of these weapons in VATS, since they seem to be less effective and accurate.
  • Tip: The Chinese Stealth Armor can be repaired by Recon Armor to a max of 28DR.
  • Note on Perk selections: At levels 11 and 19, there is some freedom in selecting what you like best. I've left some notes below on my thoughts about particular perks at these points.
    • Gunslinger (6): Useful for when you're using the Alien Blaster so that you don't waste ammo, but by the end game, the silenced 10mm is more of a toy for finishing targets off (or taunting them) and the Dart Gun is silent and darts are abundant so you shouldn't have to worry about wasting that ammo.
    • Radiation Resistance (8): 25% additional rad. res. is nice in general, but might have limited usefulness with the number of Rad-X and Radaway available.
    • Night Person (10): +2 to Per and Int at night sounds great, but we're going to get to 10 on both anyways and the other attributes aren't that valuable that we should commit to playing only during dark hours.
    • Demo Expert (6): There are a few instances in the game where scripted assaults will be facilitated by having more damage from mines or grenades, but in general I pick up way more mines than I'll ever use. However, there is something to be said for Exploding Pants..
    • Intensive Training (2): +1 to SPECIAL could be useful if you need to make requirement for another perk, but that seems silly. This build works perfectly throughout the levels without need for more SPECIAL points.
    • Pyromaniac (12): If you want to use the Shishkabab instead of Jingwei's, this would be something to consider, otherwise why?
    • Mysterious Stranger (10): First of all, it happens too infrequently, and secondly I don't need his help, I kill stuff just fine, thank you.
    • Light Step (14): I actually have found this to be quite useful for those duh! moments when you forget to pay attention and mistep on a bear trap or land mine. When you consider that you will probably reload to your last save and have to retrace all of your steps up until that point, this is more of a personal timesaver for people like me that never want to take damage and hate having to reload because of a stupid mine under a caution cone (yeah, I'm looking at you The Pitt).
Class:AssassinAttributes:Stealth
LevelPerkRequirementsComments
Level 1ST 6 PE 7 EN 5 CH 1 IN 8 AG 9 LK 4
Tag Small Guns, Speech, Lockpick
NoneCharism is low, so tagging Speech gives it a decent starting place. Several parts of the early game you will want to win speech challenges without having to reload numerous times.
Level 2Intense Training (LK)NoneNone
Level 3Black WidowFemale character+10% damage to Males, dialogue choices that bypass difficult speech challenges
Level 4EducatedIN 4Three extra skill points per level.
Level 5ComprehensionIN 4Doubles the skill points from books.
Level 6ToughnessEN 510% DR, although you won't be taking much soon.
Level 7Bloody MessNoneMostly for the +5% dmg. But the explosions are amusing and can let you loot difficult to reach corpses.
Level 8Strong BackST 5, EN 5One of the worst things is not being able to lug back all of your loot, this makes life easier on you.
Level 9CommandoNoneIncreases your chances of hitting in V.A.T.S. with rifles.
Level 10FinesseNone+5% to critical chance.
Level 11Your Choice - Rad ResistanceEN 5I would suggest one of three here; Demo Expert, Rad Resist, or Intense Training.
Level 12Silent RunningAG 6, Sneak 50Mandatory perk for this build!
Level 13SniperPE 6 AG 6Increases your chances of hitting head-shots in V.A.T.S.
Level 14CyborgMedicine 60, Science 60+10% DR, Poison Res, Rad Res, and +10 to Energy Weapons, what's not to love? Requirements are steep, so prepare early!
Level 15Robotics ExpertScience 50Robots were the only weakness for this build, not anymore. Sneak up, disable, kill, & loot. Can be used on turrets too.
Level 16Better CriticalsLK 6, PE 6+50% damage on criticals, and by now they are all criticals. Must have!
Level 17Action Boy/GirlAG 6Adds 25 Action Points, allows more shots while in VATS. Good to have in combination with the level 20 perk Grim Reaper's Sprint
Level 18Concentrated FireSmall Guns 60, Energy Weapons 60Increases your chances of hitting the same body part on subsequent shots in VATS. If it takes more than one head-shot to kill something, then you want to make sure every shot hits (and counts), so take this perk.
Level 19Your Choice - Light StepPE 6, AG 6Foils mines and traps, giving you a respite from those duh! moments. You could just as easily pick Demolitions Expert or whatever you feel you're missing here, just don't pick something that adds skill points, because those will come on their own.
Level 20Grim Reaper's SprintNoneIf you kill an enemy in VATS, this will immediately refill your Action Points upon exiting out of VATS, allowing you to target and fire on another foe in VATS with full AP.


Gear/Items:
  • Shady Hat / Lincoln's Hat
  • Jingwei's Shock Sword
    Silenced 10mm Pistol
    Perforator
    Dart Gun
    Sniper Rifle
    Metal Blaster
    Alien Blaster
    Gauss Rifle
Main Quest Perks:
  • Ant Sight (+1 PE)
  • Survivor (+3% Crit)
  • Barkskin (+5% DR)
  • Wired Reflexes (+10% to hit in VATS)
Final Stats:ST 7 PE 10 EN 6 CH 2 IN 9/10 AG 10 LK 8Don't worry too much about these, you do your job well.
From Gear/Items:+5 Stealth Field, +20 Sneak, +2 LK, +1 PE, +10 Speech


Final Notes:This build is a lot of fun to play because it skirts a lot of issues which frustrate players. The build makes a super-powerful character that one-shot kills just about everything, and almost never takes damage. Death Claws, Enclave, Giant Radscorpians, and Sentry Bots are not issues for this build and I typically like to reload encounters with them to get more enjoyment out of tormenting them and killing them in more creative ways. At level 20, I only ever took damage from traps/mines, which is why I went back and rebuilt using Light Step. Just about any fetch or kill quest is quickly completed because I can go anywhere and do anything without fear. The only particular weakness of this build would be tough bots prior to getting Robotics Expert (even then, I still easily kill everything but Sentry Bots) and areas that are highly Radioactive. Thus, I took Rad Resistance at level 11 to aid with Radioactive areas for just that reason. Also, while you are able to obtain any of the unique weapons and armor that you want/enjoy, I built this character with a specific weapon list because I didn't like having to make a choice about which toys to play with, I set out guidelines for the Assassin build and stuck to them, which makes life a lot easier when you have to decide what to keep or disgard when lugging around all of your loot deep in a mission/quest. Lastly, the Chinese Stealth Armor is beautiful to look at, unlike some of the other big name armor in the game and even close up, the armor looks great. Have fun!

Character build: Mikkelmunk's build (without Broken Steel)[edit source]

Perks:

  • 2: Gun Nut
  • 3: Thief
  • 4: Educated
  • 5: Intense TrainingEndurance
  • 6: Toughness
  • 7: Gunslinger
  • 8: Commando
  • 9: Strong Back
  • 10: Finesse
  • 11: Intense TrainingEndurance
  • 12: Sniper
  • 13: Silent Running
  • 14: Cyborg
  • 15: Life Giver
  • 16: Better Criticals
  • 17: Action Boy
  • 18: Intense TrainingAgility
  • 19: Intense TrainingStrength
  • 20: Grim Reaper's Sprint

SPECIAL:At level 1:

  • Strength:..7
  • Perception:.5
  • Endurance:.7
  • Charisma:..1
  • Intelligence:...6
  • Agility:....8
  • Luck:.....6
  • Bobbleheads will increase them all by 1.

Intense Training will increase Endurance by 2 and Strength and Agility by 1.The Ant Might perk will increase Strength by 1.Shady Hat will increase Perception by 1.The Lucky 8 Ball, Ranger Battle Armor and Lucky Shades will each increase Luck by 1.

At level 20:

  • Strength:..10
  • Perception:.7
  • Endurance:.10
  • Charisma:..2
  • Intelligence:...7
  • Agility:....10
  • Luck:.....10

SkillsThis is build for Small GunsVATS combat. Max Small Guns and do whatever you want with all the other skills.

Armor:

Character Build OROC/Nano5002's Biker Build/ 'Chester'[edit source]

Here is a link to it on the 106 character creator: http://vault106.com/characters/ChesterNo Broken Steel thus far.

Chester
[[File: 250px center]]
full name:Chester Randy
S.P.E.C.I.A.L:7 7 7 7 4 6 6
affiliation:The Wasteland Animal Whisperer Society
role:Animal Whisperer
Persuasion
Close Combat
Shotgun Warrior
favorite armor:Combat Armor


Lucky Shades
Combat Helmet

favorite weapons:The Shocker


Combat Shotgun
Excalibat
Combat Knife

Note, Excalibat is only available through Console Commands.Am working on getting a picture for you all. Chester is supposed to be a neutral, cool looking character. He's got the bad boy motorcycle gang look.

Companions: Sticky, Sergeant RL-3

Equipped Sticky with: Stimpaks,duh. Sniper Rifle, BoS Power Armor, and BoS Power Armor Helmet. He's weak, but even he can't screw that up too bad. You'll need to provide the trigger happy child with ammo, of course.

When I get bored I use the combat knife to make things harder. That's why I have it.


Character Build: Werewolfhell's Jack Of All Trades(Davidus)[edit source]

This my attempt to make a basic all rounder character for basically anything See the results [[1]]

Character Build: TheMagnus's Android/Gynoid Survivor[edit source]

Description: Survive in battle for along time, Dealing alot of damage while resisting damage, then when you're about to die, run into an enemy to explode and keep fighting.

Focus: CRITs, DR, Damage Increase

SPECIAL:

  • ST - 5 --> 8
  • PE - 8 --> 10
  • EN - 5 --> 8
  • CH - 1 --> 2
  • IN - 6 --> 7
  • AG - 9 --> 10
  • LK - 6 --> 7

(Items Worn May Change S.P.E.C.I.A.L. Stats I.E. My LK is at 10)

Tag Skills: Energy Weapons, Medicine, Science

Quest Perks:Ant's Sight

Dream Crusher or Survival Expert (Junior Survivor / Survival Guru)

Barkskin

Wired Reflexes

Booster Shot

Pitt Fighter

Level Perks: (Requirement/Choice)

  • 2 Intense Training 1 (ST5->6)
  • 3 Intense Training 2 (ST6->7)
  • 4 Educated
  • 5 Intense Training 3 (EN5->6)
  • 6 Toughness (EN5)
  • 7 Bloody Mess
  • 8 Strong Back (ST5,EN5)
  • 9 Scrounger (LK5)
  • 10 Commando
  • 11 Finesse
  • 12 Nerd Rage! (SCIENCE50,IN5)
  • 13 Silent Running (AG6,SNEAK50)
  • 14 Sniper (AG6,PE6)
  • 15 Cyborg (MEDICINE60,SCIENCE60)
  • 16 Adamantium Skeleton
  • 17 Better Criticals (PE6,LK6)
  • 18 Action Boy/Girl (AG6)
  • 19 Concentrated Fire (SMALLGUNS60,ENERGYWEAPONS60)
  • 20 Robotic Expert (SCIENCE50)
  • 21 Grim Reaper's Sprint
  • 22 Intense Training 4 (EN6->7)
  • 23 Puppies!
  • 24 Strong Back (ST5,EN5)
  • 25 Explorer
  • 26 Warmonger (IN7)
  • 27 Solar-Powered (EN7)
  • 28 Intense Training or Whatever you want
  • 29 Intense Training or Whatever you want
  • 30 Nuclear Anomaly

Story: ~COMING SOON~


I really enjoy seeing a build that doesn't use Almost Perfect. Are you enjoying Nuclear Anomaly?

--TheMagnus 08:57, 15 July 2009 (UTC)Yeah its mainly for my build's background story which ill add once im finished..

HELL YES!!! It's good to see a build with Nuclear Anomaly.

--TheMagnus 08:57, 15 July 2009 (UTC)Yeah im proud to be the first and only one that finds it great -_-

--KarmaDog214Not really you need to be to close to death in my view for it to activate

--TheMagnus 08:57, 15 July 2009 (UTC)As i stated above, its for the background story of the build mainly..use the build with Almost Perfect if you want..

and ive lost plenty of dogmeats that way--Silverwolf009

--TheMagnus 08:57, 15 July 2009 (UTC)Let me direct you to Level 23's Perk and the reason for it..BOOM! thats why..


--TheMagnus 08:57, 15 July 2009 (UTC)Nuclear is nice with all the other Perks.. with it kills everything around me..plus its mainly for the fact that when im about to die it activates, kills anything nearby, and gives me health..

--TheMagnus 08:57, 15 July 2009 (UTC)I changed this to my new and improved build..which is like the only build with a story..which i haven't completed yet..

Character Build: Dordledum's Ultimate Sniper Build (lvl 30)[edit source]

Maybe not the most original build, but IMHO, it is the strongest combination of perks out there. Just wanted to share:


LVLSPECIALItemsPerkRequirements
15671975BH: MedT: Snk, Spch, Locks
210BH: IBlack Widow
3Swift LearnerIN 4
4ComprehensionIN 4
5EntomologistIN 4, Science 40
6Gunslinger
7ToughnessEN 5
8ScroungerLK 5
9Strong BackST 5, EN 5
10Commando
11Finesse
12Silent RunningAG 6, Sneak 50
13SniperAG 6, PE 6
14Adamantium Skeleton
1568-BallRobotics ExpertScience 50
16Action GirlAG 6
17Better CriticalsPE 6, LK 6
18Concentrated FireSG 60, EW 60
19CyborgScience 60
20Grim Reaper's Sprint
21Explorer
22Mysterious StrangerLK 6
23Life GiverEN 6
24ChemistMedicine 60
25Fast Metabolism
26Nerves of SteelAG 7
27Rad ToleranceEN 7
28Rad AbsorptionEN 7
29Light StepPE 6, AG 6
3099991099Almost Perfect
Final10101010101010All BHAnt Might/Sight
Barkskin
Hematophage
Power Armor Training
Rad Regeneration
Survival Guru
Wired Reflexes
Covert Ops
Auto Axpert
Booster Shot
Pitt Fighter

Character Build: [Torpedo Reno's] Slaver Enforcer[edit source]

Veteran Slaver and Mercenary. Leads a crew of Jericho and Charon.

Sandman
full name:Sandman Rook
S.P.E.C.I.A.L:ST 7, PE 4, EN 7, CH 6, IN 4, AG 6, LK 6
race:Human
affiliation:Paradise Falls
role:Enforcer
favorite armor:Metal Armor


Metal Helmet

favorite weapons:Super Sledge


The Shocker
Mesmetron

Class:Slaver EnforcerAttributes:Strength and Endurance
LevelPerkRequirementsInfo
Level 1ST 7 PE4 EN 7 CH 6 IN 4 AG 6 LK 6
Tag Melee Weapons, Unarmed, Speech
None
Level 2Lady KillerNoneUsed for the slight damage bonus against the opposite gender. Also unlocks some dialogue choices with select females.
Level 3Intense TrainingNoneIntelligence.
Level 4EducatedIN 4More Skill Points per level.
Level 5Comprehension(IN) 4Always be sure to hold off on reading books you've collected until you have this perk.
Level 6Iron Fist(ST) 4More damage per Unarmed strike.
Level 7Toughness(EN) 5+10 to Damage Resistance.
Level 8Strong Back(ST) 5 (EN) 5You can carry 50 more pounds of equipment.
Level 9Iron Fist(ST) 4More damage per Unarmed strike.
Level 10FinesseNone5% critical bonus
Level 11Nerd Rage(IN)) 5, Science 50Go ahead. Kill people while they're asleep. Asshole.
Level 12Life GiverEN 6More health.
Level 13Iron Fist(ST) 4More damage per Unarmed strike.
Level 14Adamantium SkeletonNoneTotal Wolverine rip-off, man. Not cool.
Level 15Contract KillerNoneWhen you kill a goody-two-shoes, you cut off their ear and sell it to some weird fuck at the Scrapyard for 15 cap an ear..
Level 16Action BoyAG 6Adds 25 points to V.A.T.S.
Level 17Mister SandmanStealth 60Kill people when they're in their sleep, silently, quickly, and efficiently. Oh yeah, more XP per kill.
Level 18[Intense Training]]NonePerception.
Level 19Paralyzing PalmUnarmed 60You have a 30% chance to paralyze whenever you use an Unarmed attack.
Level 20Grim Reaper's SpiritNoneInstantly replenish V.A.T.S. after using upon killing enemy in V.A.T.S.
Level 21Intense TrainingNonePerception.
Level 22Better Criticals(PE) 6 (LK) 6Your critical hits do 50% more damage.
Level 23NinjaSneak 60, Melee Weapons 80Ninja goodness.
Level 24Bloody MessNoneEwwww.
Level 25Tag!NoneAllows the tagging of a fourth skill.
Level 26Nerves of Steel(AG) 7Action Points regenerate faster.
Level 27Puppies!NoneWhen Dogmeat dies *again*, he shits out a bastard child from heaven that lands in front of Vault 101. Or hell, if you have Bad Karma.
Level 28ExplorerNoneYeah.
Level 29WarmongernoneReady for your new toys? Well, it requires some assembly first.
Level 30Almost PerfectNoneAll main SPECIAL stats are raised to 9. Now go and collect those bobbleheads!
Gear:
  • Ol' Painless
    Scoped .44 Magnum
    Fisto!
    The Kneecapper
Important Quest Perks/DLC Perks:
  • Survival Guru (tough)
Final Stats:ST 10, PE 8, EN 9, CH 3, IN 7, AG 7, LK 10
Final Stats (level 30):ST 10, PE 9, EN 9, CH 9, IN 9, AG 9, LK 10




Character Build: Hawx's Leon (Levels 2-30)[edit source]


  1. Starting Level
  2. Intense Training (+1 Endurance)
  3. Lady killer
  4. Educated
  5. Child at Heart
  6. Toughness
  7. Bloody Mess
  8. Strong Back
  9. Rad Resistance
  10. Scrounger
  11. Entemologist
  12. Life Giver
  13. Fast Metabolism
  14. Adamantium Skeleton
  15. Cyborg
  16. Action Boy
  17. Better Criticals
  18. Concentrated Fire
  19. Law Bringer
  20. Explorer
  21. Grim Reapers Sprint
  22. Puppies
  23. Solar Power
  24. Robotics Expert
  25. Tag
  26. Silent Running
  27. Commando
  28. Rad Absorption
  29. Finesse
  30. Almost Perfect

Character Build:teckel's Maxed Out Character[edit source]

LevelPerkRequirementsInfo
Level 1ST 5 PE5 EN 5 CH 5 IN 9 AG 5 LK 6
Tag Small Guns, Repair, Speech
None
Level 2Intense Training?Strength-- Head straight to Rivet City and get the IN bobblehead.
Level 3Gun Nut?None
Level 4EducatedIN 43 more skill points per level
Level 5Intense Training?Luck
Level 6Intense Training?Strength
Level 7Intense Training?Luck
Level 8Intense Training?Strength
Level 9Comprehension?Start Collecting those books
Level 10FinesseNone5% critical bonus
Level 11Strong Back?Carry more weight
Level 12Scrounger?Find more ammo in Containers.
Level 13fortune Finder?Find more Bottle Caps.
Level 14Adamantium SkeletonNoneTotal Wolverine rip-off, man. Not cool.
Level 15Contract KillerNoneWhen you kill a good guy or bad guy, you cut off their ear/finger and sell it to some weird fuck at the Scrapyard for 15 cap an ear..
Level 16Action BoyAG 6Adds 25 points to V.A.T.S.
Level 17Better Criticals?Crits do more damage
Level 18Concentrated Fire??
Level 19Pyromaniac?More damage with fire
Level 20Grim Reaper's SpiritNoneInstantly replenish V.A.T.S. after using upon killing enemy in V.A.T.S.
Level 21ExplorerNoneAll locations Revealed
Level 22Puppies!(?Get to have dogmeats puppies
Level 23Intense Training?Charisma
Level 24Intense Training?Agility
Level 25Intense Training?Agility
Level 26Nerves of Steel(AG) 7Action Points regenerate faster.
Level 27Rad Tolerance?More tolerance to radiation.
Level 28Rad Absorption?Radiation goes down over time.
Level 29Here and Now?gain a level.
Level 30Almost PerfectNoneAll main SPECIAL stats are raised to 9. Now go and collect those bobbleheads!
Gear:


Character Build: Sigan's Stealth 1st, Cheat 2nd[edit source]

Class:Tank AssassinStarts with stealth crits, cleans up whatever's left. Some book hunting recommended, Perfect at 30.
LevelPerkRequirementsNotes
1

ST 5 PE 6 EN 5 CH 4 IN 7
AG 6 LK 7

NoneBobblehead - Medicine
Tag Small Guns, Sneak, LockpickNone
2Black WidowNoneIf making a male, you shouldn't take this perk. Pick something else instead. Though, you miss out on the advantages of this perk - 10% damage to males, along with some funny/useful dialog options. Check the perk's 'Notes' section for more information.
3Intense Training(AG)None
4EducatedIN 4
5ComprehensionIN 4
6ToughnessEN 5
7Bloody MessNoneFun and 5% bonus damage. Makes looting easier, just find a body part.
8CommandoNoneOr Gunslinger if you prefer, we'll have both by level 11 though.
9Strong BackST 5, EN 5Required for kleptomaniacs
10FinesseNoneSomewhat critical to the build.
11GunslingerNoneYou notice we're picking a low level perk. This one is optional, pick any perk you want.
12Silent RunningAG 6, Snk 50The game's cake after taking this one.
13SniperPE 6, AG 6Gotta love 100% stealth crits from long range to the head!
14CyborgMed 60, Sci 60The bonus to Energy Weapons really helps out here.
15Light StepPE 6, AG 6Last thing you want is a mine giving away your position while losing a limb as well.
16Action GirlAG 6If male, take the alternative.
17Better CriticalsPE 6, LK 6Makes more weapons capable of 1-hit kills. Remember to aim for the head!
18Concentrated FireEnergy Weapons 60, Small Guns 60Useful at long ranges.
19Tag! (Melee)NoneTag whatever you want, this just makes future perks easier to take.
20Grim Reaper's SprintNoneAwesome in crowds. Always target the weakest enemy first, and aim to kill through V.A.T.S.
21NinjaMelee Weapons 80, Sneak 80
22PuppiesNoneMakes it possible to start an army.
23Quantum ChemistNoneNice for those that like Nuka-Grenades.
24Paralyzing PalmUnarmed 70Fun for pickpocketing.
25Size MattersEN 5I didn't actually take this perk once. It's not necessary with high IN so pick something worthwhile. I chose Demolition Expert because in the off chance that I do use some Nuka-Grenades, I want them to be as devastating as possible. Plus, I couldn't really see a better perk.
26Nerves of SteelAG 7Critical to a High V.A.T.S. Build character.
27-29Demolition Expert/Size Matters/Pyromaniac/Robotics ExpertVariesSuggestions. All perks required for the build are already taken, These perks facilitate things even further. Though, by level 29 you'll probably want to have taken Robotics Expert to keep you from having any weaknesses. I ended up foregoing Size Matters for a second rank of Demolition Expert and was still able to get Big Guns to 100, so this perk isn't actually necessary.
30Almost PerfectNoneCritical for the build, wait to collect S.P.E.C.I.A.L.bobbleheads until after this.

Doing the Math

  • Through leveling up alone you get a total of 835 points out of 1300. You don't need many books after this. The Comprehension perk makes it so that you need half the books to make the total books necessary around 233 or so. Maybe that sounds a little intimidating, but there are 324 skill books to collect, and none of these numbers take into account your bonuses for the clothing you wear, or bobbleheads. Bobbleheads give you approximately 156 or 157 skill points, and clothing could make a major difference too. For instance, if you wear the Chinese Stealth Armor you get +15 to Sneak. From those that's 87 less books you need to collect to get a maxed out character (Coming to a grand total of 146). Make sure you distribute skill points nice and evenly and by the end of the game you will be lacking nothing. This makes for a nice casual gameplay that doesn't require skill book hunting for every skill book. That's what I prefer :)
    • I just recently used the Infinite Scrap Metal bug to level my character up from about 24 to 30. I've noticed that through the skill books I'd found on my own so far, and my skill points I've been able to get all of my skills to 90 or above (including skill bobbleheads as well). There is seriously zero worrying about skill points with this build, and playing a lower IN character is feasable, and probably more beneficial if using that glitch. 14:29, 22 July 2009 (UTC)

Skill Point Distribution[edit source]

Make sure to have these skills at or above the values listed in order to be able to take the corresponding perks. As long as you follow the perk suggestions every level, you'll never have to worry about your S.P.E.C.I.A.L. attributes at all regarding perk requirements. As I level up I look at the next perk I'm going to take in this table and decide how to spread my skill points out accordingly. For instance, I try to get to 50 Sneak right away for Silent Running and then I prepare for Cyborg by pumping some points into Medicine and Science. If you follow this discipline, you should fulfill all your perk requirements well before you get the chance to take them.

PerkLevelRequirementsNotes
Silent Running12Sneak >= 50By this level, it should be very easy to achieve this. Still should be somewhat of a priority.
Cyborg14Medicine and
Science >= 60
A little bit challenging, since you don't really need Medicine for anything else really.
Concentrated Fire18Energy Weapons and Small Guns >= 5050 of each shouldn't be a big deal, I suggest switching to primarily Energy Weapons after O:A so you can use the Gauss Rifle more efficiently. Also, prior to level 14 you only need 50 points in Energy Weapons due to the fact that Cyborg will give you 10 when you take it.
Pyromaniac19-29Explosives >= 60This perk makes the Shishkebab more desireable. When you get Ninja it'll make this perk a must have for those one-strike sneak-crit kills.
Ninja21-29Sneak and Melee Weapons >= 80Sneak above 80 should be a goal for you relatively early on, so that's no big deal. Melee Weapons though, is probably going to cause you to hesitate. Keep in mind that you'll have PLENTY of skill points to max out all your skills as long as you're reading books, and collecting bobbleheads.
Quantum Chemist23Science >= 70You'll have Science this high anyway, and you'll end up taking Demolition Expert so why not have plenty of Nuka Cola Quantums to create some awesome Nuka Grenades with? Can you find a better perk to take at this point? Then take it..
Demolition Expert24-29Explosives >= 50If you already took Pyromaniac then your requirements are already covered.
Paralyzing Palm24-29Unarmed >= 70This is another perk to take for fun. It encourages you spending skill points evenly, while giving you a goal and something entertaining to look forward to. Easier to pickpocket things with this as well!
Robotics Expert27-29Science >= 50Both Cyborg and Quantum Chemist have higher requirements than this so it should already be fulfilled. If it isn't though, you should really consider doing so as soon as possible. Science and Lockpick are severly crippling to do without!


  • Remember to collect books as necessary, wait until after level 30 to get S.P.E.C.I.A.L.bobbleheads (except for maybe IN because it gives you more skill points), and use Chinese Stealth Armor to do the Beneficial Glitch - Infinite Headwear. Cheating is awesome.
  • The quest Those! can be done at any time, and either quest reward can be taken. As long as you wait to collect those bobbleheads you'll still be able to have a perfect character at the end. If you would rather collect one of the bobbleheads first, that's fine, just wait until later to do that quest.

Final Notes

  • Do Operation: Anchorage at about level 2 or 3. This should bring you up to level 8 or so, without having to worry about skills like Repair, Barter (You really shouldn't ever worry about this skill), or Speech, allowing you to - for the first few levels - focus on Small Guns, Lockpick, Sneak, and Science, while near the end putting some points into Repair for use when you come out of the sim.
  • I suggest collecting the INbobblehead early (lvl 2-8), and depend on hats for an IN bonus to bring you to 10. If you cheat a little with the Chinese Stealth Armor it's no big deal, but if you don't want to cheat, and still want a perfect character, wait until after level 30. You won't really get any benefits of having IN at 10 after level 30, but some people are perfectionists :)
  • Don't forget to get Wired Reflexes as well as A3 21's Plasma Rifle in Rivet City. I messed this up and just took the rifle once, and felt like I was gimped and had to redo things. The character is more than capable without this, but I like using V.A.T.S. to target limbs sometimes - so this is completely optional. You might as well get both though, since it's so easy..
  • Work on the Wasteland Survival Guide early as well. I like to complete this first for the 3% Crit bonus, but it's a very good source for easy XP in the beginning levels.
  • Another goal for you as soon as you feel up to completing it, is to collect all the skill bobbleheads. Don't wait until you're level 30 to get these, it'll just make your life harder. Do that while keeping in mind NOT to collect the S.P.E.C.I.A.L.bobbleheads until after 30.
  • I'm one of those people that likes to exploit whatever I can. I make sure to drag Gary 23's body onto the Sim chair in O:A so I can bring back unbreakable equipment. It's challenging to strip a Chinese Assault Rifle from a soldier, but it's possible and highly suggested if you don't mind cheating a bit. For those that don't know, all you have to do is pickpocket the ammo from a soldier or person, leave and come back (usually you have to enter and exit through a door or into another cell), or sleep/wait, or save and reload the game. When the person is reloaded, it will not have any ammo for that weapon, so he/she will unequip it into their inventory and voila! It's now able to be stolen.
  • Again, these are just preferences, and not necessary for the build. No equipment makes or breaks this build. The build can thrive naked and unarmed if necessary - though not recommended :) - but I prefer to play it using a combination of stealth, sniping, and just general torture. You play it how you like :)

Character Build: window's easy near perfect ninja/grenadier[edit source]

Class:ninja/grendaieri rule you
Perk
Level 1ST 9 PE 5 EN 4 CH 1 IN 9 AG 8 LK 4
Tag Repair, Explosives, Sneak
Level 2Black Widow
Level 3Intense Training (AG)
Level 4Educated
Level 5Comprehension
Level 6Toughness
Level 7Bloody Mess
Level 8Strong Back
Level 9Scrounger
Level 10Finesse
Level 11Commando
Level 12Silent Running
Level 13Robotics Expert
Level 14Cyborg
Level 15Pyromaniac
Level 16Better Criticals
Level 17Action Girl
Level 18Concentrated Fire
Level 19Sniper
Level 20Ninja
Level 21Grim Reaper's Sprint
Level 22Chemist
Level 23Paralyzing Palm
Level 24Iron Fist
Level 25Quantum Chemist
Level 26Warmonger
Level 27Nerves of Steel
Level 28Iron Fist
Level 29Iron Fist
Level 30Almost Perfect
Gear:
Final Stats:ST 10 PE 10 EN 9 CH 10 IN 10 AG 10 LK 10


Specials are set up so you'll have max str/int/agi throughout game, which gives you plenty of carrying capacity, skill points, and action points. To get perks you'll need luck and endurance bobbleheads, Lucky 8 Ball, and ant sight. At level 30, with almost perfect, lucky 8 ball, winterized helmet, and perception bobblehead you'll max all SPECIAL except endurance.Basic strat: Complete operation anchorage early. Sneak around with shishkebab, or at 25+ deathclaw gauntlet. Save up every nuka cola you find, make only as many nuka grenades as you use until level 26 when you can make a ton via Warmonger.

Character Build: Rookie's build[edit source]

Class:Unique*Still in progress*Name:Jared Fischer
Perk
Level 1ST 7 PE 4 EN 7 CH 1 IN 9 AG 7 LK 5
Tag Lockpick, Small Guns, Repair
Level 2Gun Nut
Level 3Intense Training (PE)
Level 4Educated
Level 5Comprehension
Level 6Toughness
Level 7Lead Belly
Level 8Commando
Level 9Scrounger
Level 10Finesse
Level 11Fortune Finder
Level 12Pyromaniac
Level 13Life Giver
Level 14Lawbringer
Level 15Fast Metabolism
Level 16Better Criticals
Level 17Action Boy
Level 18Tag! (Energy Weapons)
Level 19Sniper
Level 20Grim Reaper's Sprint
Level 21Silent Running
Level 22Ninja
Level 23Quantum Chemist
Level 24Cyborg
Level 25Solar Powered
Level 26Warmonger
Level 27Nerves of Steel
Level 28Rad Absorption
Level 29Strong Back
Level 30Almost Perfect
Gear:
Final Stats:ST 10 PE 10 EN 10 CH 10 IN 10 AG 10 LK 10


Reasoning: I really like playing in an FPS style. I use the Gauss Rifle in place of a sniper weapon, as it does 2.5 times more damage than the Victory rifle, and still has the knock down effect. Not to mention the ammo can be found on Outcast patrols or Enclave soldiers. I chose Lincoln's Repeater because it is easy to repair, has a decent damage, looks cool as hell, and I can easily make ammo for it by exploiting the ammo glitch from Opperation: Anchorage. The Shishkebab is my favorite melee weapon in the game, and it is even better thanks to the Pyromaniac perk. As you can guess, I enjoy lighting things on fire, so I chose the Rapid Torch Flamer for it's increased damage over the normal Flamer.

Character Build: JasonBreen's Weapon Alpha[edit source]

Class:Lone WolfName:John Logan
Perk
Level 1ST 6 PE 6 EN 6 CH 6 IN 7 AG 6 LK 5
Tag Energy Weapons, Science, Melee Weapons
Level 2Lady Killer
Level 3Daddy's Boy (1)
Level 4Educated
Level 5Daddy's Boy (2)
Level 6Strong Back
Level 7Lead Belly
Level 8Commando
Level 9Scrounger
Level 10Finesse
Level 11Fortune Finder
Level 12Pyromaniac
Level 13Gunslinger
Level 14Lawbringer
Level 15Adamantium Skeleton
Level 16Better Criticals
Level 17Action Boy
Level 18Tag! (Energy Weapons)
Level 19Sniper
Level 20Grim Reaper's Sprint
Level 21Silent Running
Level 22Ninja
Level 23Quantum Chemist
Level 24Cyborg
Level 25Solar Powered
Level 26Warmonger
Level 27Nerves of Steel
Level 28Rad Absorption
Level 29Mister Sandman
Level 30Nuclear Anomaly
Gear:


Basic Story:

(Events of the story happen, blah, blah, blah) John Logan had offered to create a new Brotherhood Covert Operation, Weapon Sigma Organization. John had voluteered himself for the program, due to his radioactivley accelerated healing factor (Rad Regeneration), his hieghtened senses of smell and sight (Any of the Fire Ant Perks), and his nerve implants (see The Replicated Man). His skeleton was bonded with the metal Adamantium ( Adamantium Skeleton perk).

·Your SPECIAL stats are impossible. Mention the fact that Ant Sight/Might and the 8 Ball are required. Also, you tag energy weapons twice.

Character Build: DarkEternal's Death Dealer[edit source]

Maxed everything. Death to all!All DLC packs are required to properly complete this character build

Death Dealer
Full Name:Dark Eternal
S.P.E.C.I.A.L:10 10 10 10 10 10 10
Affiliation:The Grim Reaper
Role:Headshots
Explosives Expert
Silent Killer
Favorite Armor:Winterized T-51b Power Armor

Winterized T-51b Power Helmet
Chinese Stealth Armor (I always carry this or change into it to steal stuff or when I need a sneak attack)

Favorite Weapons:Anything you wish to deal death with! But here‘s my favorites!
Reservist's Rifle
Destabilizer
Experimental MIRV


LevelPerkRequirementsInfo
Level 1ST 5 PE5 EN 5 CH 5 IN 9 AG 5 LK 6
Tag Small Guns, Repair, Speech
None
Level 2Lady Killer/Black WidowNoneGo to Rivet City and get the INT Bobblehead to raise your IN to 10.
Level 3Swift LearnerIN 410% Bonus Experience per kill will help you level a bit faster. You'll be raising your stats to max with books.
Level 4EducatedIN 43 more skill points per level. You will now have 23 points to distribute per level.
Level 5ComprehensionIN 4Books will give 2 points instead of 1. Read them as you collect them.
Level 6GunslingerNoneImproved accuracy in V.A.T.S. with one handed weapons such as pistols.
Level 7ToughnessEN 5More Damage Resistance is always a good thing!
Level 8Strong BackST 5 EN 5Able to carry 50lbs more equipment.
Level 9ScroungerLK 5Find more ammo in containers than normal.
Level 10FinesseNoneAn added 5% chance of a critical hit.
Level 11CommandoNoneImproved accuracy in V.A.T.S. with two handed weapons such as rifles.
Level 12Intense TrainingNoneRaise your Agility to prepare for the next perk. Complete Those! and take the Ant Sight to increase PE to 6.
Level 13SniperAG 6 PE 6Increase chance to hit opponents head in V.A.T.S. by 25%
Level 14Adamantium SkeletonNoneLimbs only receive 50% of the damage they normally would.
Level 15Contract Killer or LawbringerNoneAre you good or evil? Evil players should pick Contract Killer, good players should pick Lawbringer. Of course, you can pick the opposite and become good or evil…either way you make caps!
Level 16Action Boy/Action GirlAG 6Adds 25 points to V.A.T.S.
Level 17Better CriticalsPE 6 LK 650% more damage when you land a critical hit on your opponent.
Level 18Concentrated FireEnergy Weapons 60, Small Guns 60Your accuracy to hit any body part while in V.A.T.S. increases with each subsequent hit.
Level 19Mister SandmanSneak 60Option to kill sleeping humans or ghouls while in Sneak Mode for bonus EXP.
Level 20Grim Reaper's SpiritNoneInstantly replenish V.A.T.S. after killing an enemy in V.A.T.S.
Level 21CyborgMedicine 60, Science 60Added 10% Damage, poison and radiation resistance. Adds 10 points to the Energy Weapons skill.
Level 22PyromaniacExplosives 60Do an additional 50% damage with fire based weapons like the Flamer and Shishkebab.
Level 23Tag!NoneSelect a 4th skill to be a Tag Skill, instantly raising it 15 points. Do this for your lowest skill.
Level 24NinjaMelee Weapons 80, Sneak 80When attacking with Melee or Unarmed, you gain a +15% critical chance on every strike. Sneak attack criticals do 25% more damage than normal.
Level 25Intense TrainingNoneRaise your Agility to 7 so you can get the next perk.
Level 26Nerves of SteelAG 7Action Points regenerate faster.
Level 27Bloody MessNoneCharacters and creatures you kill will often explode into a red, gut-ridden, eyeball strewn paste. And you’ll do an extra 5% damage with all weapons!
Level 28Robotics ExpertScience 50Do an added 25% damage to robots. If you sneak up on a hostile robot undetected, you can put it in a shutdown state.
Level 29EntomologistIN 4, Science 50Do an added 50% damage every time you attack a mutated insect.
Level 30Almost PerfectNoneSPECIAL stats raised to 9. Collect the remaining Bobbleheads.
Gear:
  • Any weapon or Unarmed
Important Quest Perks/DLC Perks:


Notes[edit source]

You will need VERY FEW books with this build. My advice is to start reading every book you come across as soon as you acquire the Comprehension perk. I never actually went looking for any books and only had to distribute 9 points at level 30 to max all my skills.
It is entirely possible to reach Level 30 before starting the Following in His Footsteps quest. I have all the DLC's and was able to achieve Level 30 before I completed all the DLC's.
If you wish to get the +6% Damage Resistance for Survival Guru take a Buffout before speaking to Moira.
Make sure you complete the quest Those! prior to reaching level 13. Why? Well you'll need the Ant Sight perk to raise your Perception to 6 so you can get the Sniper perk.
Note that I left Fortune Finder out. I did this for a very good reason. If you are a hoarder like myself, you will collect everything you can from dead enemies and steal everything possible (cracking safes, registers, etc.) and sell them for TONS of Caps. You won't need to find extra caps, and can take another perk instead.
I also left out Rad Absorption. Why? Well, you should have a nice supply of Rad Away from stealing and buying it when you have the chance. Plus with your high Medicine, you can use a few and take it down. Add to that your Rad Resistance from your T-51b Power Armor and the Cyborg perk, and you're sitting pretty as far as Rad Resistance goes.
I added Robotics Expert and Entomologist late due to a few reasons. For one, other than a few Side and Unmarked Quests, completing Operation: Anchorage, Point Lookout, Mothership Zeta and The Pitt should allow you to reach Level 30 before you really get into the main storyline. Meaning, you won't have much occasion to come across robots or insects. Once you start doing the main, side and unmarked quests, you'll find yourself roaming the wastes and running into those pesky Albino Radscorpions and Sentry Bots! The added damage from taking those 2 perks will help tremendously..especially on harder difficulties.
Bloody Mess, however, is just a fun perk to have! I mean, who doesn't enjoy seeing their enemies explode into a mixture of limbs, guts and eyeballs? If you don't, then heck, you're playing the wrong game! The added 5% damage with all weapons is just a bonus..and who doesn't like doing a bit more damage in those hairy situations you always seem to get into?
Basically, this build incorporates every perk necessary to use any weapon you desire for maximum damage and lethality. Fallout 3 doesn't get much more fun than that!
I'll fill in some more info as I progress in the game using this pwnage build!
Edit - Oct. 20, 2009: I'm happy to relay that this build is the best I've made or used to date. I decimated everything in my path even on Very Hard difficulty. Seeing how this is a high Intelligence build, I'll start working on a high Strength build as an alternative!


Review - 23/05/2010: A great build, one of the best around imo. I followed this pretty much to the letter (aside from changing one or two perks here and there for personal taste), and found myself being practically immortal out on the wastes.


Question: Great build, but just one problem with it. Why take Sandman instead of Silent Running? Thanks for your help!

Answer: I take the Sandman perk for a personal reason. Basically it's fun to wear the Chinese Stealth Suit, sneak into houses and kill people for the experience and to loot them. I don't see any issues substituting Silent Running for Sandman if you prefer.

Character Build: [Antily3fs] Gunslinger[edit source]

Old Weathered Gunslinger come to cleanse the world of Evil, Leads Typically Charon in a Regulator Duster with the Reservist Rifle at a Distance or Close and Dogmeat or Dogmeat's Puppy

Roland
http://i304.photobucket.com/albums/nn170/freekittin2000/DEC062284_hi_DARK_TOWER_GUNSLING-1.jpg
full name:Roland Deschian
S.P.E.C.I.A.L:ST 4, PE 7, EN 4, CH 7, IN 4, AG 8, LK 6
race:Human
affiliation:Regulators, Temple of the Union, The Railroad
role:Regulator, Gunslinger, and Diplomat
favorite armor:Regulator Duster


Shady Hat

favorite weapons:Blackhawk


Jingwei's Shock Sword
Railway Rifle
Victory Rifle
Terrible Shotgun

Class:Regulator/DiplomatAttributes:Agility, Perception, and Charisma
LevelPerkRequirementsInfo
Level 1ST 4, PE 7, EN 4, CH 7, IN 4, AG 8, LK 6
NoneTag Repair, Small Guns, Speech
Level 2Gun NutNone+ 5 to Small Guns and Repair.
Level 3Intense TrainingNoneEndurance.
Level 4EducatedIN 4More Skill Points per level.
Level 5Scoundrel CH 4Remember you’re a Diplomat and a Slayer of Evil, + 5 to Barter and Speech
Level 6GunslingerNoneBetter aim in VATS with Pistols
Level 7ToughnessEN 5+10 to Damage Resistance.
Level 8Strong BackST 5 EN 5You can carry 50 more pounds of equipment.
Level 9ScoundrelCH 4+ 5 to Barter and Speech
Level 10Animal FriendCH 6No more unprovoked Animal Attacks
Level 11Animal Friend (2)CH 6Animals assist you in battle against non-animals when their around
Level 12SniperPE 6, AG 6Improved Accuracy with head shots in VATS
Level 13FinesseNoneMore luck
Level 14LawbringerNoneCaps and Good Karma for evil Fingers Perfect
Level 15Light StepPE 6, AG 6No More worrying about Land mines blasting you to pieces
Level 16Action BoyAG 6Adds 25 points to V.A.T.S.
Level 17Tag!NoneRaise Your Barter make it cheaper to get Charon
Level 18Intense TrainingNoneEndurance.
Level 19Life GiverEN 6+30 HP
Level 20Grim Reaper's SpiritNoneInstantly replenish V.A.T.S. after using upon killing enemy in V.A.T.S.
Level 21Intense TrainingNoneAgility.
Level 22Puppies!NoneYour going to want Dogmeat with you at all times
Level 23ScoundrelCH 4+ 5 to Barter and Speech
Level 24Deep SleepNone+ 10% Xp bonus in any bed
Level 25Night PersonNone+ 2 to Intelligence and Perception
Level 26Nerves of SteelAG 7Action Points regenerate faster.
Level 27Intense TrainingNoneEndurance
Level 28Solar PoweredEN 7+ 2 Strength when in Sunlight, and Health Regeneration (Slow)
Level 29ExplorerNoneTime To Roam the Evil Wastes and Obliterate Evil.
Level 30Almost PerfectNoneAll SPECIAL stats are raised to 9.
Gear:
  • Blackhawk
    Jingwei's Shock Sword
    Railway Rifle
    Lincoln's Hat
Important Quest Perks/DLC Perks:
Final Stats (level 30):ST 9, PE 9, EN 9, CH 9, IN 9, AG 9, LK 9

Antily3f 05:27, September 9, 2009 (UTC)

Character Build: [Antily3fs] Project 06[edit source]

Super-Soldier, results of a U.S. government project. He was the only success and when the Enclave discovered him they activated him and sent him out to infiltrate and eradicate the BoS. Obeys President Eden’s Command to use the Mutated FEV in Project Purity

Six
http://i576.photobucket.com/albums/ss205/waffles036/terminator.jpg
full name:James Gunner III
S.P.E.C.I.A.L:ST 7, PE 7, EN 7, CH 7, IN 4, AG 5, LK 3
race:Cyborg
affiliation:Enclave
role:Infiltrator, Terminating Unit, Spy
favorite armor:Enclave Hellfire Armor


Enclave Hellfire Helmet

favorite weapons:Fisto!


Gauss Rifle
Vengeance
Eugene
Jack

Class:AndroidAttributes:Strength and Endurance
LevelPerkRequirementsInfo
Level 1ST 7, PE 7, EN 7, CH 4, IN 6, AG 5, LK 4
NoneTag Unarmed, Big Guns, Energy Weapons
Level 2Intense TrainingNoneIntelligence
Level 3Intense TrainingNoneStrength
Level 4EducatedIN 4More Skill Points per level.
Level 5Iron Fist ST 4+ 5 to Unarmed
Level 6Lead BellyEN 6Drink Water with Less Rads.
Level 7ToughnessEN 5+10 to Damage Resistance.
Level 8Strong BackST 5 EN 5You can carry 50 more pounds of equipment.
Level 9Size MattersEN 5Big Guns are your Friend
Level 10Size MattersEN 5Big Guns are your Friend
Level 11FinesseNoneBetter Luck
Level 12CannibalNoneEat the Living to regain your Life
Level 13Life GiverEN 6+ 30 Health You will be mighty
Level 14Contract KillerNoneCaps and Bad Karma for the Ear of the Weak and Good Perfect
Level 15CyborgMedicine 60, Science 60Become more efficient with Energy Weapons and dehumanize your self
Level 16Adamantium SkeletonNoneLess Limb Damage
Level 17Tag!NoneRaise Your Science, Melee or Medicine/ or Small Guns if less than 60
Level 18Concentrated FireEnergy Weapons 60 Small Guns 60Vats Aim with you Smaller Weapons
Level 19Paralyzing PalmUnarmed 70Paralyze your Enemies when fighting unarmed
Level 20Grim Reaper's SpiritNoneInstantly replenish V.A.T.S after using upon killing enemy in V.A.T.S
Level 21Solar PoweredEN 7Extra Strength in the Sun and Slow Health Regen
Level 22Fast MetabolismNone+ 20% Health From Stim-Packs
Level 23Iron FistST 4Time to Crush your Enemies like Conan
Level 24Deep SleepNone+ 10% Xp bonus in any bed
Level 25Bloody MessNoneGore Gore Gore + 5% Damage
Level 26Rad ToleranceEN 7No Effects From your Constant Rad Poisoning
Level 27Intense TrainingNoneEndurance
Level 28Little LeaguerST 4+ 5 to Melee and Explosives
Level 29ExplorerNoneTime To Roam the Wastes Killing Everything that pisses you off for being nice
Level 30Nuclear AnomalyNoneBecome a walking Bomb
Gear:
  • Eugene
    Fawkes' super sledge
    Railway Rifle
    Metal Blaster
Important Quest Perks/DLC Perks:
  • Survival Guru (tough)
Final Stats (level 30):ST8, PE 7, EN 8, CH 4, IN 7, AG 5, LK 4

Antily3f 03:52, November 13, 2009 (UTC)

Character Build: Ultimate Character[edit source]

This character is designed to have 100 in all skills, and 10 in all attributes, along with perks that will genuinely make your character stronger in combat. In this character construction only one perk is not put towards end game perfection, and the genuine reason for that is it is necessary since a filler is needed. Remember DO NOT get any attribute bobbleheads before taking almost perfect.

LevelPerkRequirementsInfo
Level 1ST 6 PE6 EN 6 CH 1 IN 8 AG 7 LK 6
Tag Explosives, Repair, Speech
None
Level 2Lady Killer/Black WidowNone+10% damage against opposite sex, more useful if your character is a girl but still this perk isn't too bad.
Level 3Swift LearnerIN 4Filler
Level 4ComprehensionIN 4Books will give 2 points instead of 1. Read them as you collect them. This will allow for 100 in all skills.
Level 5EntomologistIN 4 Science 40+50% damage against all insects. More useful a perk than it first sounds. Especially with albino radscorpions from BS.
Level 6ToughnessEN 5More damage resistance, you don't even have to think about this one peeps.
Level 7Bloody MessNoneNow before you go and judge this perk, I have chosen it not for aesthetics, the +5% damage boost is its sole purpose.
Level 8Strong BackST 5 EN 5Able to carry 50lbs more equipment. A useful perk.
Level 9CommandoNoneImproved accuracy in V.A.T.S. with two handed weapons such as rifles.
Level 10FinesseNoneAn added 5% chance of a critical hit. This is another no brainer.
Level 11Rad ResistanceEN 5+25% radiation resistance
Level 12Life GiverEN 5+30 Health, what possible reason could anyone have for not choosing this?
Level 13SniperAG 6 PE 6Increase chance to hit opponents head in V.A.T.S. by 25%
Level 14Adamantium SkeletonNoneLimbs only receive 50% of the damage they normally would.
Level 15Pyromaniac Explosives 60+50% damage with any weapon using fire. So thats increased damage with Heavy incinerator, Flamer, Shishkebab...
Level 16Action Boy/Action GirlAG 6Adds 25 points to V.A.T.S.
Level 17Better CriticalsPE 6 LK 650% more damage when you land a critical hit on your opponent.
Level 18CyborgMedicine 60, Science 60Added 10% Damage, poison and radiation resistance. Adds 10 points to the Energy Weapons skill. One of the best.
Level 19Robotics ExpertScience 50+25% damage to robots, plus you can sneak up to a robot and deactivate it, personally I picked it for the damage.
Level 20Grim Reaper's SpiritNoneInstantly replenish V.A.T.S. after killing an enemy in V.A.T.S.
Level 21Silent RunningAgility 6, Sneak 50With the Silent Running perk, you gain an additional 10 points to Sneak, and running no longer factors into a successful sneak attempt. The second bit is the reason its here. Pretty handy for getting those sneak attack criticals we all love.
Level 22Light StepPE 6, AG 6Never set off a floor based trap, pretty handy.
Level 23Paralyzing PalmUnarmed 70Chance to paralyze in VATS when you're unarmed (power fists work)
Level 24NinjaMelee Weapons 80, Sneak 80When attacking with Melee or Unarmed, you gain a +15% critical chance on every strike. Sneak attack criticals do 25% more damage than normal.
Level 25PuppiesNoneUnlimited dogmeats. Plus ups his health to 1000, Dogmeat is like a tank pretty much, attracting all the attention while you annihilate, this perk means you don't have to keep worrying about him dying. Plus he is an amazingly convenient companion.
Level 26Iron FistST 4+5 unarmed damage
Level 27Iron FistST 4+5 unarmed damage
Level 28Iron FistST 4+5 unarmed damage
Level 29Nerves of SteelAG 7Action Points regenerate faster.
Level 30Almost PerfectNoneSPECIAL stats raised to 9. Collect all attribute bobbleheads now.
Gear:
  • Any weapon or Unarmed
Important Quest Perks/DLC Perks:
  • Survival Guru (+3% Critical Chance)


At end game this character will have 100 in all skills and 10 in all attributes, along with 85% damage and radiation resistance. All of the perks save one are aimed at making him the strongest combatant, in all fields. The perk demolition expert has been missed out, and if you are heavily reliant on explosives then feel free to customize this character to fit your needs. Also I would like to point out that this is not the order I chose these perks in, so feel free to do things in whatever order you want. But the filler perk (+10% exp) is best taken as early as possible. Feel free to make suggestions.PeaceComments/Suggestions:If you're playing on very easy,I highly recommend you don't take Life Giver, because on very easy it's pretty much impossible to get killed-Weevil100

KatamariLovesSpock's Ghosty Diplomat[edit source]

This build is only a rough guideline obviously, and only covers levels 1-20. But this build does expect you to have Operation Anchorage as well as The Pitt DLC's. With this build It's meant to focus on four major things really.. Small Guns, Sneak, Barter, and Speech. Going to LV 30 will allow you to get higher Lockpick and other vital skills, this is based on getting to LV 20, ,mainly because I don't have the time to put into this. I may update it to LV 30 when I get a chance.

S.P.E.C.I.A.L.3 6 3 6 8 8 6

Tag Skills: Lockpick, Repair, Sneak

LV1 Start

LV2 Gun Nut (1) Start out with the Gun Nut Perk's to get a nice base of Repair and Small Guns considering you will spend a lot of time repairing things such as armour and weapons to sell.

LV3 Gun Nut (2)

LV4 Gun Nut (3)

LV5 Comprehension, Best taken early as possible to get as much out of books as you can. I would suggest not reading books until this perk is taken.

LV6 Educated, Everyone loves extra skill points!

LV7 Fortune Finder, A nice perk to have to get some extra caps.LV8 Bloody Mess, Increased damage of 5% with all weapons, I'll take it.

LV9 Commando, Considering this build is based on two handed silent weapons It's a nice perk to have for those V.A.T.S users.

LV10 Scrounger, Everybody loves ammo!

LV11 Finesse, I love any higher chance of getting a nice critical!

LV12 Sniper, Gotta love a beautiful headshot.

LV13 Silent Running, What a sneaky snake.

LV14 Master Trader, Considering I spend a lot of time repairing and selling things as well as buying what I need this seems like a proper perk.

LV15 Lawbringer, I generally play as a good character, but thats just me. Can obviously be replaced by Contract Killer.

LV16 Better Criticals, Gotta love 'em!

LV17 Action Boy, Extra AP, YES PLEASE!

LV18 Scoundrel (1) I tend to take these just to get some more Speech and Barter, hints the whole ghosty diplomat.LV19 Scoundrel (2)

LV20 Grim Reaper's Spirit, Replenishing that vital V.A.T.S

Vital Quest Perks..

Ant Sight (Those!)

Hematophage (Blood Ties), Over time you find quite a few Blood Packs so this perk seems like a healthy alternative to Stimpak perk's since you don't get it through leveling up.

Rad Regeneration (Wasteland Survival Guide), Just make sure you have more than 400 rads at all times to makes sure this works.

Wired Reflexes (The Replicated Man)

Covert Ops (Operation Anchorage)

Vital Gear..

Chinese Stealth Armour, Perforator (Gun), Victory Rifle (Gun)



NOT PART OF MY BUILD


_____________________________________________________________________________________________________

LevelPerkRequirementsInfo
Level 1ST 5 PE5 EN 5 CH 5 IN 9 AG 5 LK 6
Tag Small Guns, Repair, Speech
None
Level 2Intense Training?Strength-- Head straight to Rivet City and get the IN bobblehead.
Level 3Gun Nut?None
Level 4EducatedIN 43 more skill points per level
Level 5Intense Training?Luck
Level 6Intense Training?Strength
Level 7Intense Training?Luck
Level 8Intense Training?Strength
Level 9Comprehension?Start Collecting those books
Level 10FinesseNone5% critical bonus
Level 11Strong Back?Carry more weight
Level 12Scrounger?Find more ammo in Containers.
Level 13fortune Finder?Find more Bottle Caps.
Level 14Adamantium SkeletonNoneTotal Wolverine rip-off, man. Not cool.
Level 15Contract KillerNoneWhen you kill a good guy or bad guy, you cut off their ear/finger and sell it to some weird fuck at the Scrapyard for 15 cap an ear..
Level 16Action BoyAG 6Adds 25 points to V.A.T.S.
Level 17Better Criticals?Crits do more damage
Level 18Concentrated Fire??
Level 19Pyromaniac?More damage with fire
Level 20Grim Reaper's SpiritNoneInstantly replenish V.A.T.S. after using upon killing enemy in V.A.T.S.
Level 21ExplorerNoneAll locations Revealed
Level 22Puppies!(?Get to have dogmeats puppies
Level 23Intense Training?Charisma
Level 24Intense Training?Agility
Level 25Intense Training?Agility
Level 26Nerves of Steel(AG) 7Action Points regenerate faster.
Level 27Rad Tolerance?More tolerance to radiation.
Level 28Rad Absorption?Radiation goes down over time.
Level 29Here and Now?gain a level.
Level 30Almost PerfectNoneAll main SPECIAL stats are raised to 9. Now go and collect those bobbleheads!


mario4356's Perfect Character[edit source]

mario4356's Perfect Character

After plenty of days of straight playing seeing how I can make the best of the best character for PS3/Xbox360 (I did it on the xbox360) It has come to my attention that I should share it ,because the calculations are just boring…. Really you just wanna go in with a fatman blasting people don’t you?Yeah… its written all over your face J. now in order to get the perfect character you will need a SPECIAL of :Strength 6Perception 1Endurance 6Charisma 6Intelligence 10Agility 6Luck 5Tag skills being:

Barter:(because theres only 23 Tales of a Junk town Jerky Vendor that and you’ll need it to get stimpaks in the beginning for the lack of perception.)

Lockpick:(As most of the people who played through Vault 108, theres a book that’s under the stepladder that’s unreachable unless you blow it up that and lock pick is probably the best skill out of all of them in my opinion)

Speech: ( There is 23 books ,but through glitching you can get 25 including paradise falls which ill never use. I leave it sitting in my house for looks if you ask me because there’s only 1. You’ll also want speech for the xp glitch with pappy at big town)

When your at the door to the wasteland (DO NOT LEAVE) save and make sure your skills are set to the following

Barter:32Big Guns:17Energy Weapons:7Explosives:7Lockpick:22Medicine:25Melee weapons:17Repair:25Science:25Small guns:17Sneak:17Speech:32Unarmed:17

vvvvv 3 IMPORTANT NOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!! vvvvv(FROM THIS POINT ON NEVER GIVE A SKILL POINT TO “BIG GUNS” or “SCIENCE” as theres a way to get infinite.) (DO NOT GO ANYWHERE NEAR “BETHESDA RUINS” OR “SHALEBRIDGE”)The main reasons you shouldn’t go to these places are:

1.)Bethesda ruins is the best place to obtain the firelance from a random event and you may accidently set off the wrong random event erasing your best chance at getting the alien gun firelance.Also in the east office building here has a raider with a flamer that carrys US Army 30 handy flamethrower recipes that respawn on her every 73 hours.

2.)shalebridge is one of the most glitchy places ever and the only place to get infinite copys of big books of science from an ant researcher.The only way to get infinite books is enter shalebridge tunnels with a laer pistol and sneak attack all the ants. At the end of the tunnel theres some big ants that are hostile kill them but DON’T search their bodys as the glitch wont work. There should be a dead guy in that room so search him get the book leave and go back to megaton wait 73 hours repeat for another book(the ants don’t respawn but the hostile ant researcher with the book does)Theres a guide on this site use it if you must.

3.)NEVER collect ANY bobbleheads or speak to Colin moriarty or attempt to advance the main quest/story line.(Meaning you cant go to GNR or fix the radio tower!)


When you leave vault 101 you may level up if not go kill a few things ,but as soon as you level up to level 2 pick the black widow/lady killer perk because honestly gun nut and swift learner is a waste right now and black widow lady/killer(depending on gender of your character)have funny options.

At this point you should go to megaton and talk to Mr. Burke to get the fusion pulse charge, but don’t rig it to explode instead disarm the bomb and get your caps from Lucas Sims. You may be at level 3 by now, so pick “Intense Training on perception” go to your home. From here on is your own choice of where to go ,but ill tell you what to pick for perks. You can get power armor training and star paladin cross EARLY so that may help.

I mainly do it for a follower who can carry my crap ;)

Heres a list of the perks you should have when you reach level 20 w/o broken steel.

Level2:lady killer

Level3:Intense Training on perception

Level4:Educated

Level5:ComprehensionBest do the shalebridge big book of science glitch to get the Entomologist perk.Level6:child at heart

Level7:Entomologist

Level8:Intense Training on strengthQuest:Ant might perk from those!

Level9:Intense Training on enduranceStart “Big Trouble in Big Town” save red and shorty and raise medicine to level 40 and heal time bomb to get the lucky 8 ball for the Mysterious Stranger PerkLevel10:ScroungerRaise you sneak to 60 during the next few level ups for the mister sandman perk.Level11:Mysterious Stranger

Level12:Animal Friend 1

Level13:Animal Friend 2

Level14:Mister Sandman

Level15:Fast Metabolism

Level16:Law Bringer

Level17:Cotract Killer

Level18:Adamantium Skeleton

Level19:Intense training on agility

Level20:Grim Reaper’s Sprint



By level 20 your SEPCIAL and Skills should be the following:


Strength 8Perception 2Endurance 7Charisma 6Intelligence 10Agility 7Luck 6(With lucky 8 ball)

Barter: 60Big Guns: (depends on how many skill books you farmed from the raider with the flamer in Bethesda ruins)Energy Weapons: 60Explosives: 60Lockpick: 60Medicine: 60Melee weapons: 60Repair: 60Science: (depends on how many skill books you farmed from the ant researcher in shale bridge tunnels)Small guns: 60Sneak: 62Speech: 60Unarmed: 60

Just make sure these are your stats when you reach 20 and you should be fine.NOW FOR BROKEN STEEL! To tell you the truth I don’t have any add-ons so I don’t know any of the quests but I know the perks to pick from here because I did all the calculations to perfect people oh yeah did I forget no bobblehead collecting? No I didn’t so you better not have collected any bobbleheads.Becareful not to start trouble on the home front on accident although you can’t anyway just don’t forget the medicine bobblehead in the near future.You probably want me to shut the hell up and give you the perk list so here you go:

Level21:strong back

Level22:Puppies!

Level23:Quantum Chemist

Level24:Action boy/girl

Level25:Cannibal


Level26:paralyzing palm

Level27:night person

Level28:Solar powered

Level29:Chemist

Level30:almost perfect.


Once you have the almost perfect perk you can collect all the bobbleheads and become king of fallout3.Only things left to do are some quests, collecting items, and finding bug exploits. If you have a way to improve this character build or need help with anything leave a comment or private message me on my youtube channel:

OU2F's Vault Hero[edit source]

S - 5 P - 5E - 7C - 5I - 9A - 5L - 5

  • NOTE* Right after leaving Vault 101 you must run to Rivet City, this is located at the South-East corner of the map, just remember to not level be you do so. Once at Rivet City go to the science lab and grab the Intelligence BH. This is so you have 10 Intelligence at level 2, allowing you to gain the maximum amount of skill points.
  • ANOTHER NOTE * This is not another 'Perfect Character' guide. There is no such thing as a perfect character in Fallout 3 due to the wide amount of play styles.
  • SERIOUSLY ANOTHER NOTE * Collect all the Bobbleheads ASAP. Some of the Perks require higher Special Stats then the initial ones. So yeah.

Tag Skills

Combat Skill - Small Guns ( This is because small guns are the most common weapons in the game, therefore it becomes a great starting skill. )Secondary Skill - Repair ( Just like Three Dog claims, repairing your weapon is vital, with this skill you can keep your gun in tip top shape, perfect for killing. )Other Skill - Science ( This can really be anything, I usually choose Lockpick, or a secondary combat skill, like explosives or big guns, however I have been working on the Hack 50 Terminals achievement so Science was my best bet. )

PERK LIST

Fallout 3 character mods

Level 2: Lady Killer. An important perk that is often overlooked. The extra 10% Damage against Females can come in handy during any point of the game, there are also no other perks that are vital at level 2 and 3, unless you use Intense Training.

Level 3: Intense Training. This can be used on any skill, however I usually put it towards Agility, due to the perks you can get at level 6 agility, however feel free to do whatever

Level 4: EDUCATED. THIS IS A MUST. The extra 3 skill points are vital, get this perk right when you reach level 4, no later then that.

Level 5: Comprehension. At level 5 you may have collected several skill books. Read them now, don't read any books before level 5, 2 skill points are better then 1.

Level 6: Toughness. Free Damage Resistance is always nice. Take advantage of it.

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Level 7: Gun Slinger. Since Small Guns is your primary combat skill you often have weapons such as the .44 Magnum or the 10mm Pistol, this adds to their V.A.T.S. accuracy.

Level 8: Strong Back. After wandering through the wastes you find things you want to pick up and store in your inventory, this allows you to pick up an extra 50 pounds in items.

Level 9: Commando. Like said before this is based off the Small Guns combat skill, this gives 25% chance more to hit in V.A.T.S with rifles. How nice.

Level 10: Finesse. An extra 5% for critical hits may not seem like much, but its a nice bonus to have.

Level 11: Scrounger. Having ammo is awesome, and at level 11 I honestly see no major perks you need, unless you really want Animal Friend.

Level 12: Life Giver. 30 + Hp, take it.

Level 13: Sniper. 25% more chance to hit a targets head in V.A.T.S. BOOM HEADSHOT!

Level 14: Adamantium Skeleton. Your limbs take half the normal damage. Whenever a perk reduces damage done to you take it.

Level 15: Cyborg. This is another one of those Damage Resistance perks. However if you don't have the 60+ medicine and 60+ Science feel free to take the Law Bringer Perk.

Level 16: Action Boy/Girl. 25+ more AP points = more time in V.A.T.S. = more people killed = Take this perk.

Level 17: Better Critical's. Your critical's do 50% more damage now. Go kill some people.

Level 18: Your choice. If you didn't take the cyborg perk at level 15 take it now, if you did then take the Law Bringer Perk or take Concentrated Fire.

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Level 19: Paralyzing Palm or Concentrated Fire. If at level 18 you took Law Bringer then now is the time to take CF, however if the Law Bringer perk is useless to you then take PP. Hah I said PP.

Level 20: Grim Reapers Sprint. This is pretty much a V.A.T.S. Build. This is just common sense now.

Level 21: Explorer. Why in gods name would you actually look for every location. Don't waste your time, take this perk.

Level 22: Quantum Chemist. Normal Nuka Colas are bland and not fun to place around your house, turn them into Quantums and make some more Nuka Grenades.

Level 23: Silent Running. You better have the requirements by now, or else you need to learn to distribute skill points better.

Level 24: Your choice. I would suggest Child at Heart or Entomologist.

Level 25: Cannibal. Honesty, why not. Just go eat some people now.

Level 26: Warmonger. You know you don't want to find the schematics, just take this perk.

Level 27: Master Trader. There are no Major Perks you need at this level anyway, nothing game changing.

Level 28: Tag? Um. Did you forget to level up a skill, take this if you did. If not then IDK what in gods name you need.

Level 29: Robotics expert? I'm just naming perks now.

Level 30: Almost perfect. Just take it. I'm telling you, take it.

I hope this helps. Like, I really do.

Character build: Schredas' Gun Nut[edit source]

Name: Patrick Washington

S.P.E.C.I.A.L.: 5 5 5 5 9 5 6 (all 10 with Almost Perfect)

Affiliation: Enclave (former), Fawkes

Role: Retired Enclave officer

Favorite armor: Chinese stealth armor, Confederate hat, Ledoux's hockey mask

Favorite weapons: Vengeance, Victory rifle, Trench knife

PERKS COME HERE LATER, THE AUTHOR IS TOO TIRED TO LIST THEM


Character Build: James Ocogner's Specialist[edit source]

Affiliation- Vault 101Megaton the United States Armed Forces and Commonwealth

Tag skills- Energy weapons(pew pew!), Lockpick (SNAP.. Aww crap!), Small guns (POP POP POP!!), and with Tag! skill Stealth (Wait, what was that noise?!)

Perks- I will not reveal all of my perks but here are what you need for this class(Not in any order just so you know except for Here and Now which is lvl 29) Puppies!Intense Training6x divided amongst all except Charisma NinjaBlack Widow or Lady KillerInfiltrator (perk) all special perks A.K.A. perks like Cannibal or Mysterious Stranger and perks that increase your tag skills like Gun Nut or Cyborg especially also no Almost Perfect use Nuclear Anomaly instead to make the rest of the game WAY better if you haven't gotten to the end of the whole game a.k.a. 100% done got it!

Equipment= Weapons- Infiltrator (weapon)Deathclaw gauntletPlasma Grenade and Pulse Grenade Armor- I use the Regulator Duster or unique variants and the Oasis Druid Hood when roaming around, I use the Enclave Hellfire Armor and T51b helm when in heavy conflict,and lastly the Chinese Stealth Armor

Made By- AN ANONYMOUS USER (that is my profile name so ha!

Character Build: Perfect Lone Wanderer[edit source]

Perfect SPECIAL, Perfect Skills, Killing Machine


Lone Wanderer

[[File: 250px center]]

S.P.E.C.I.A.L:

10 10 10 10 10 10 10

affiliation:

None

role:

Murdering Everything
Well Rounded Fighter

favorite armor:

Ranger Battle Armor
Desmond's Eyeglasses
Pre-War Baseball Cap

favorite weapons:

A3-21's Plasma Rifle
Lincoln's Repeater
Xuanlong Assault Rifle


  • Tip: Make sure to take advantage of the skill books that re-spawn Big Book of Science and U.S. Army: 30 Handy Flamethrower Recipes which appear on an Ant Researcher in Shalebridge and on a Raider in Bethesda Ruins respectively. These people re-spawn every 73 game hours, so you could leave the area and wait 73 hours in-game and then return to get another book. Rinse, lather and repeat. WARNING: Doing this may cause your game to freeze upon re-entering Shalebridge. There are ways to work around this, just check the Shalebridge page under bugs.
  • Tip: You MUST get the Ant Sight perk prior to reaching Level 12 as you need the +1 to Perception to get some of the perks listed below.
  • Tip: You MUST get the Lucky 8-ball perk prior to reaching Level 11 and keep it in your inventory as you need the +1 to Luck to get some of the perks listed below.
  • Tip: Do NOT get any SPECIALBobbleheads prior to reaching Level 30 as you will then be unable to have a permanent 10 in each SPECIAL. Get any skill (Medicine, Science, etc.) Bobbleheads ASAP.
  • Tip: Do not use any skill books prior to getting the Comprehension perk.
  • Tip: Plan your skill points accordingly upon leveling up to get the requirement for the perks listed below.


Class:

Well-Rounded Killing Machine

Attributes:

Powerful/Invincible

Level

Perk

Requirements

Info

Level 1

ST 5 PE 5 EN 6 CH 6 IN 7 AG 6 LK 5
Tag Small Guns, Unarmed, Lockpick

None

Level 2

None

+10% damage to Female enemies. Useful since early on most enemies faced are Raiders (which will occasionally be female).

Level 3

Any Available Perks

Do NOT take Intense Training or Swift Learner. I would recommend Gun NutLittle Leaguer or Thief

Level 4

ST 4

+5 damage to Unarmed attacks.

Level 5

IN 4

Must have to help reach 100 in all skills.

Level 6

LK 5

Probably my favorite perk, I've found 300+ caps in containers

Level 7

ST 4

Level 8

LK 5

Also one of my favorites, I've found 10+ missiles in containers.

Level 9

None

Must have, higher accuracy in V.A.T.S. with 2 handed weapons (Hunting Rifle, Assault Rifle, etc.)

Level 10

ST 5, EN 5

+50 pounds of carry weight. Extremely useful.

Big Town

+1 Luck as you as you have it in your inventory.

Level 11

LK 6

Must have. Randomly appears and instantly kills any enemy not killed after exiting V.A.T.S.

Those!

+1 Perception permanantly, +25% Fire Resistance

Level 12

AG 6, PE 6

Must Have. Higher chances of hitting head when using V.A.T.S.

Level 13

None

Higher critical chance

Level 14

None

Can sell fingers for caps and good karma. Fingers are always found on Raiders and you can steal from people and counteract the bad karma.

Level 15

EN 6

+30 Hit Points

Level 16

LK 6, PE 6

Adds 50% bonus damage boost upon scoring critical

Level 17

AG 6

+10 to Sneak, footsteps do not affect your sneak.

Level 18

Unarmed 70

By far the BEST perk. Using an unarmed attack in VATS will make the enemy immobile for 30 seconds. I've taken out a Behemoth single handedly after paralyzing him and going to town on his head with the Terrible Shotgun

Level 19

Energy Weapons 60, Small Guns 60

Level 20

Instantly Replenish V.A.T.S. after using upon killing enemy in V.A.T.S.

Level 21

Science 60, Medicine 60

Level 22

Science 70

Level 23

None

Level 24

Medicine 60

Chems last twice as long.

Level 25

Explosives 50

Adds 20% damage to explosives.

Level 26

Barter 60, CH 6

Level 27

Explosives 60

Adds 25% damage bonus to robots, Instantly shut robot down upon activating it while undetected

Level 28

Level 29

Melee Weapons 80, Sneak 80

Level 30

All SPECIAL stats raised to 9

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