Fallout Wiki
Fallout Wiki
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*IN - 7
 
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Perk Picks
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Perk Picks:
 
*2 Swift Learner
 
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*3 Swift Learner
 
*3 Swift Learner
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*29 Adamantium Skeleton
 
*29 Adamantium Skeleton
 
*30 Almost Perfect
 
*30 Almost Perfect
After getting level 30 Perk get SPECIAL bobbleheads.
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After getting level 30 Perk get SPECIAL bobbleheads,
Ending Skills = MAXED
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Ending Skills = MAXED,
 
Ending SPECIAL = MAXED
 
Ending SPECIAL = MAXED
   

Revision as of 23:49, 12 May 2009

 
Gametitle-FO3
Gametitle-FO3
FO3 Armored Vault Suit

What kind of wanderer will you turn out to be?

A character build is any one of thousands of possible Fallout 3 maxed level (30) characters. Strategic planning on the part of the player to develop a set of traits to their fullest potential, creates a "type" of build. Its hard to quantify a character build as they all have their own merits and sacrifices. In this list the only judgments are playstyles: Diplomat, Sniper, Brawler, Thief, etc.

Commentary

The attributes you select are arguably more than relevant to your playstyle than your character. If you enjoy using V.A.T.S., for instance, you'll want a high Agility, since Agility provides action points for V.A.T.S. If you like melee, you'll want high Strength to increase your melee damage. If you want to play a stealthy character, you'll probably want a high perception. Also your SPECIAL stats determine which Perks you can choose, so if you want Mysterious Stranger then you must have a high Luck.

It may seem counter-intuitive based on conventions established in prior Fallout games and other RPGs, but the primary function of attributes (aside from determining perk eligibility) is controlling specific aspects of the game that are not really related to your character, such as the user-interface (V.A.T.S. and compass detection, for instance). To approach the issue from another angle, to improve one's ability to persuade NPCs or avoid detection, one will be much better off improving the relevant skill directly (Speech and Sneak respectively), rather than an the associated attribute.

Considering this, you may find these attributes appropriate (or not) for varying styles of play:

First-Person Shooter Playstyle

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 less effective.

Sniper Playstyle

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 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 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 / Thief Playstyle

A stealthy character build will allow the player to move through the environment undetected and bypass security measures such as locks and traps. 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 a luck 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.

Brawler Playstyle

The brawler will want high strength and endurance to prevail in melee combat. Tasty perks include Ninja, Iron Fist, and Toughness, to name a few. In addition to high Unarmed and Melee Weapons skills, you'll want a high Medicine skill to get the most benefit from various chems (particularly stimpaks). Really, anything that increases your healing or smashing abilities will be useful.You may also find the Paralyzing Palm perk useful.

Diplomat Playstyle

A diplomatic character will want high Intelligence 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, if you are a diplomat, it should be. Right?

Mix-and-Match Playstyle

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!

Character Build Format

  • List your character from lvl 2-20 (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.
  • Users can take advantage of the specialized character template: Template:FO3 user generated character build.

Opinions

  • Note that the character builds listed here are various people's opinions of what makes a good character.
  • Please don't edit them, just add your own.

Character Build: Sam’s Femme Fatal Xyiana.308(High Vats/Critical built)

One Shot, One Kill/Multiple Hits (High V.A.T.S) Template:FO3 user generated character build

  • 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 Gaunlet a wicked weapon that do 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, ammos 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’s 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 built. 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 on 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% critcals 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 Gaunlets 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 headshots 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 headshots. 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 (ST) None One Point To Strength
Level 3 Black Widow None +10% damage to Males
Level 4 Educated IN 4 additional 3 skill points to invest in skills every lvl up. Tnvest in this once your reach lvl 4! Its worth it!
Level 5 Iron Fist (ST) 4 Adds 5 damage boost to unarmed weapons
Level 6 Iron Fist (ST) 4 Adds 5 damage boost to unarmed weapons
Level 7 Iron Fist (ST) 4 Adds 5 damage boost to unarmed weapons
Level 8 Scrounger LK 5 Higher Ammo Quantity loots in containers, Great early to late game perk, Saves you caps on ammo expenses.
Level 9 Commando None Higher chances of hitting in V.A.T.S while rifles/two handed weapons equipped
Level 10 Finesse None 5% critical bonus
Level 11 Mister Sandman 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 Silent Running AG 6, Sneak 50 Adds 10 sneak, Negates Perception of enemies nearby while your character is running
Level 13 Sniper PE 6 AG 6 Higher chances of hitting head when using V.A.T.S
Level 14 Light Step PE 6 AG 6 Ignores Triggering of Mines and Damage of floor based traps
Level 15 Mysterious Stranger LK 6 When using V.A.T.S sometimes a detective like ally will appear, 100% instant kill rate.
Level 16 Better Criticals LK 6, PE 6 Adds 50% bonus damage boost upon scoring critical
Level 17 Action Boy/Girl 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 Paralyzing Palm 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 Robotics Expert Science 50 Adds 25% damage bonus to robots, Instantly shut robot down upon activating it while undetected
Level 20 Grim Reaper's Sprint Instantly Replenish V.A.T.S after using upon killing enemy in V.A.T.S
Gear:
  • Ranger Battle Armor
  • Lucky Shades
  • Three Dog's Head Wrap
  • Bobbleheads
  • Books
  • Lucky 8 Ball
  • Yew's Bear Charm
  • Reservist's Rifle
    Lincoln's Repeater
    Deathclaw Gauntlet
Important Quest Perks:
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

Character Build: Bloodwars' Non-VATS General-use

Melee/Ranged General-use

Class: Sniper/Ninja A good semi-stealth, non-VATS general use character
Perk Requirements Items
Level 1 ST 7 PE 4 EN 9 CH 3 IN 3 AG 9 LK 5 None Bobblehead - Medicine
Tag Explosives, Repair, Lockpick None
Level 2 Lady Killer/Black Widow None IN / ST Bobblehead
Level 3 Intense Training (ST) None
Level 4 Comprehension IN 4 CH Bobblehead
Level 5 Child at Heart CH 4
Level 6 Toughness EN 5
Level 7 Bloody Mess None
Level 8 Scrounger LK 5
Level 9 Strong Back ST 5, EN 5
Level 10 Finesse None LK Bobblehead
Level 11 Rad Resistance EN 5
Ant Sight Those! (Quest)
Level 12 Silent Running AG 6, Snk 50 PE Bobblehead, Ant Sight
Level 13 Pyromaniac Exp 60
Level 14 Cyborg Med 60, Sci 60
Level 15 Adamantium Skeleton None
Level 16 Better Criticals LK 6, PE 6
Level 17 Life Giver EN 6
Level 18 Intense Training (ST) None
Level 19 Robotics Expert Sci 50
Level 20 Ninja MeW 80, Snk 80
Gear:
  • Ranger Battle Armor
  • Three Dog's Head Wrap
  • Lucky Shades
  • Bobbleheads
  • Lucky 8 Ball
  • Scoped Gauss Rifle
  • Shishkebab
Important
Quest Perks:

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 10 59% 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

Ninja/Unarmed

Class: Ninja/Unarmed Deathclaw Gauntlet / Paralyzing Palm Specialist
Perk Requirements Items
Level 1 ST 7 PE 4 EN 9 CH 1 IN 3 AG 8 LK 8 None Bobblehead - Medicine
Tag Explosives, Lockpick, Repair None
Level 2 Intense Training(ST) None IN / ST Bobblehead
Level 3 Intense Training(AG) None
Level 4 Comprehension IN 4 CH Bobblehead
Level 5 Iron Fist ST 3
Level 6 Iron Fist ST 3
Level 7 Iron Fist ST 3
Level 8 Toughness EN 5
Level 9 Strong Back ST 5, EN 5
Level 10 Mister Sandman Snk 60 LK Bobblehead
Level 11 Mysterious Stranger LK 6
Ant Sight Those! (Quest)
Level 12 Silent Running AG 6, Snk 50 PE Bobblehead, Ant Sight
Level 13 Finesse None
Level 14 Cyborg Med 60, Sci 60
Level 15 Lawbringer None
Level 16 Better Criticals LK 6, PE 6
Level 17 Action Boy/Girl AG 6
Level 18 Paralyzing Palm Ua 70
Level 19 Concentrated Fire SmG 60, EnW 60
Level 20 Ninja MeW 80, Snk 80
Gear:
  • T-51b Power Armor
  • T-51b Power Helmet
  • Bobbleheads
  • Lucky 8 Ball
  • Deathclaw Gauntlet
Important
Quest Perks:
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 10 66% Rad Resist, 25% Fire resist, 33% Crit, 85% DR, 110 AP
From Gear: +1 LK, +1 CH, +32 Rad Resist


Character Build: Bloodwars' Tank

Tank/Demolitions

Class: Tank/Demolitions High DR Melee (Shishkebab) / Explosives Expert
Perk Requirements Items
Level 1 ST 9 PE 3 EN 9 CH 3 IN 3 AG 5 LK 8 None Bobblehead - Medicine
Tag Explosives, Lockpick, Repair None
Level 2 Intense Training(AG) None IN / ST Bobblehead
Level 3 Intense Training(PE) None
Level 4 Comprehension IN 4 CH Bobblehead
Level 5 Child at Heart CH 4
Level 6 Toughness EN 5
Level 7 Demolition Expert(1) Explosives 50
Level 8 Demolition Expert(2) Explosives 50
Level 9 Demolition Expert(3) Explosives 50
Level 10 Mysterious Stranger LK 6 LK Bobblehead
Level 11 Finesse None
Ant Sight Those! (Quest)
Level 12 Pyromaniac Explosives 60 PE Bobblehead, Ant Sight
Level 13 Silent Running AG 6, Snk 50
Level 14 Cyborg Med 60, Sci 60
Level 15 Adamantium Skeleton None
Level 16 Better Criticals LK 6, PE 6
Level 17 Action Boy/Girl AG 6
Level 18 Strong Back ST 5, EN 5
Level 19 Rad Resistance EN 5
Level 20 Ninja MeW 80, Snk 80
Gear: Important
Quest Perks:
Final Stats: ST 10 PE 6 EN 10 CH 5 IN 4 AG 7 LK 10 85% 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

Stealth/Sniper

Class: Stealth/Sniper Long range semi-stealth pistol (damage) or rifle (accuracy) class
Perk Requirements Items
Level 1 ST 7 PE 4 EN 9 CH 3 IN 3 AG 9 LK 5 None Bobblehead - Medicine
Tag Explosives, Repair, Lockpick None
Level 2 Lady Killer/Black Widow None IN / ST Bobblehead
Level 3 Intense Training (ST) None
Level 4 Comprehension IN 4 CH Bobblehead
Level 5 Child at Heart CH 4
Level 6 Toughness EN 5
Level 7 Bloody Mess None
Level 8 Commando None
Level 9 Strong Back ST 5, EN 5
Level 10 Finesse None LK Bobblehead
Level 11 Mysterious Stranger LK 6
Ant Sight Those! (Quest)
Level 12 Silent Running AG 6, Snk 50 PE Bobblehead, Ant Sight
Level 13 Sniper AG 6 PE 6
Level 14 Cyborg Med 60, Sci 60
Level 15 Adamantium Skeleton None
Level 16 Better Criticals LK 6, PE 6
Level 17 Action Boy/Girl AG 6
Level 18 Concentrated Fire SmG 60, EnW 60
Level 19 Robotics Expert Sci 50
Level 20 Grim Reaper's Sprint None
Gear:
  • Ranger Battle Armor
  • Three Dog's Head Wrap
  • Lucky Shades
  • Bobbleheads
  • Lucky 8 Ball
Important
Quest Perks:

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 10 34% 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

Template:FO3 user generated character build 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)




Character Build: AshRandom's Rambo

Template:FO3 user generated character build 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

Template:FO3 user generated character build 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

  • 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



Character Build: Nux's Maximum Build

Maximum SPECIAL/Skills Template:FO3 user generated character build

  • This is my attempt to build a Fallout 3 Character that has maxed out Skills and nearly maxed out SPECIAL based on the research done in Talk:Fallout 3 SPECIAL#Maximum build
  • Once your skills are maxed out, you can play this character in nearly every play style, but the equipment and perks lend itself to rifles or Big Guns. Any "two handed Weapon" used in vats will be phenomenally successful.
  • The crucial thing to remember with this build is that it relies of collecting all the skill books in the game, and read them all after getting the Comprehension perk at level 4
  • If you collect every book and bobblehead in the game, you only need to allocate 40 points to each of your skills.
  • After reading User:Bloodwars#Skill Points & The Case For Stupidity I've reduced the builds Intelligence to 4, which is the bare minimum, in favor of some more Endurance
  • I've been debating switching out Scrounger for Bloody Mess. Having extra ammo is always useful, especially if you're playing on a higher difficulty level. Also, the wording behind Bloody Mess is a bit unclear. If it is simply a base 5% damage modifer, then it's worth having, but if it is actually a +5 to all weapon skills (Big Guns, Energy Weapons, Explosives, Melee Weapons, Small Guns and Unarmed), it's not worth taking.
  • In future Fallout 3 downloadable content, the level cap may be raised. In that case, this build will become even more powerful, allowing for more perks, and possible maximization of SPECIAL
  • This build is a work in progress. Any help improving it would be much appreciated.


Class: Maximum Build High AP, High Critical
Level Perk Requirements Items
Level 1 ST 8 PE 6 EN 8 CH 5 IN 3 AG 5 LK 5
Tag Medicine, Repair, Science
None Bobblehead - Medicine Pick up Grognak the Barbarian but do not read it.
Level 2 Intense Training (ST) None IN / ST Bobblehead
Level 3 Intense Training (PE) None
Level 4 Comprehension IN 4 Read all books that you have collected at this point
Level 5 Intense Training (PE) None Begin collection of all other books and Bobbleheads
Level 6 Intense Training (EN) None
Level 7 Intense Training (CH) None
Level 8 Scrounger LK 5
Level 9 Commando None
Level 10 Finesse None
Level 11 Intense Training (CH) None
Level 12 Intense Training (AG) None
Level 13 Sniper PE 6 AG 6
Level 14 Intense Training (AG) None
Level 15 Intense Training (AG) None
Level 16 Better Criticals LK 6, PE 6
Level 17 Action Boy/Girl AG 6
Level 18 Concentrated Fire SmG 60, EnW 60
Level 19 Intense Training (AG) None
Level 20 Grim Reaper's Sprint None
Gear:
  • Ranger Battle Armor
  • Lucky Shades
  • Three Dog's Head Wrap
  • Bobbleheads
  • Books
  • Lucky 8 Ball
  • Yew's Bear Charm
  • Any Weapon you like
Important Quest Perks:
Final Stats: ST 10 PE 10 EN 10 CH 9 IN 4 AG 10 LK 10 Bonuses yet to be calculated
From Gear: +4 LK, +1 CH, +5 AP, +10 Small Guns, +10 Speech


Here's the boring math behind the build

Skill Original Bobblehead Equipment Books Skill points total
Barter 13 10 0 46 31 100
Big Guns 21 10 0 50 19 100
Energy Weapons 19 10 0 50 21 100
Explosives 19 10 0 50 21 100
Lockpick 19 10 0 50 21 100
Medicine 26 10 0 50 14 100
Melee Weapons 21 10 0 50 19 100
Repair 26 10 0 50 14 100
Science 26 10 0 50 14 100
Small Guns 15 10 10 50 15 100
Sneak 15 10 0 50 25 100
Speech 13 10 10 50 17 100
Unarmed 21 10 0 50 19 100
total 254 130 20 646 250 1300


Skill point Calcucation:

Level Points
1 13
2-20 17
Total 310

Points Need: 250

Excess Points: 60

Goal Reached by level 14

Character Build: Ashran's Gun Guy

Gun Guy

Class: Gun Guy Flexible
Perk Requirements Items
Level 1 ST 6 PE 6 EN 6 CH 1 IN 6 AG 8 LK 7 None Bobblehead - Medicine
Tag Science, Repair, Lockpick None
Level 2 Lady Killer/Black Widow None IN / ST Bobblehead
Level 3 Intense Training (IN) None
Level 4 Educated IN 4 CH Bobblehead
Level 5 Comprehension None
Level 6 Gunslinger EN 5
Level 7 Bloody Mess None
Level 8 Commando None
Level 9 Toughness ST 5, EN 5
Level 10 Strong Back None LK Bobblehead
Level 11 Finesse LK 6
Ant Sight Those! (Quest)
Level 12 Silent Running AG 6, Snk 50 PE Bobblehead, Ant Sight
Level 13 Mysterious Stranger LK 6
Level 14 Sniper AG 6, PE 6
Level 15 Cyborg Medicine 60, Science 60
Level 16 Action Boy/Girl AG 6
Level 17 Better Criticals AG 6
Level 18 Concentrated Fire SmG 60, EnW 60
Level 19 Pyromaniac or Demolition Expert
Level 20 Grim Reaper's Sprint None
Gear: Important
Quest Perks:

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

Swords, stealth, and pistols

Class: Swashbuckler Shishkebab / Gunslinger Specialist
Perk Requirements Items
Level 1 ST 9 PE 4 EN 6 CH 1 IN 9 AG 5 LK 6 None Bobblehead - Medicine
Tag Speech, Repair, Lockpick None
Level 2 Intense Training(EN) None IN / ST Bobblehead
Level 3 Intense Training(EN) None
Level 4 Educated IN 4 CH Bobblehead
Level 5 Comprehension IN 4
Level 6 Toughness EN 5
Level 7 Gunslinger none
Level 8 Scrounger LK 5
Level 9 Strong Back ST 5, EN 5
Level 10 Finesse none LK Bobblehead
Level 11 Mysterious Stranger LK 6
Ant Sight Those! (Quest)
Level 12 Pyromaniac Exp 60 PE Bobblehead, Ant Sight
Level 13 Silent Running AG 6, Snk 50
Level 14 Cyborg Med 60, Sci 60
Level 15 Sniper AG 6, PE 6
Level 16 Better Criticals LK 6, PE 6
Level 17 Action Boy/Girl AG 6
Level 18 Lifegiver EN 6
Level 19 Intense Training(EN) none
Level 20 Ninja MeW 80, Snk 80
Gear: Important
Quest Perks:
  • 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

Class: Pacifist Dovish / Kills only one creature in the entire game
Perk Requirements Items
Level 1 ST 1 PE 1 EN 9 CH 9 IN 9 AG 1 LK 10 None Bobblehead - Medicine
Tag Barter, Medicine, Science None
Level 2 Daddy's Boy None
Level 3 Swift Learner IN 4 IN Bobblehead
Level 4 Child at Heart CH 4
Level 5 Intense Training(EN) None
Level 6 Toughness EN 5
Level 7 Intense Training(CH) None
Level 8 Swift Learner II IN 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: Panzer89's Jack of all Trades

Why be limited to just one play style?

Class: Jack of all Trades Awesome with anything
Perk Requirements Items
Level 1 ST 6 PE 5 EN 6 CH 5 IN 8 AG 5 LK 6 None Bobblehead - Medicine
Tag Speech, Repair, Small Guns
Level 2 Lady Killer None IN Bobblehead
Level 3 Gun Nut IN 4, AG 4 ST Bobblehead
Level 4 Educated IN 4 Repair Bobblehead
Level 5 Comprehension IN 4 Unarmed Bobblehead
Level 6 Fortune Finder LK 5 LK Bobblehead
Level 7 Toughness EN 5 Science Bobblehead
Level 8 Commando None Lockpick Bobblehead
Level 9 Strong Back ST 5, EN 5 Speech Bobblehead
Level 10 Finesse None PE Bobblehead
Level 11 Scrounger LK 5 AG Bobblehead
Level 12 Fast Metabolism None CH Bobblehead
Level 13 Sniper AG 6, PE 6 Explosives Bobblehead
Level 14 Lawbringer None Melee Weapons Bobblehead
Level 15 Cyborg Medicine 60, Science 60 Barter Bobblehead
Level 16 Action Boy AG 6 Big Guns Bobblehead
Level 17 Better Criticals PE 6, LK 6 Small Guns Bobblehead
Level 18 Tag! None Sneak Bobblehead
Level 19 Demolition Expert Explosives 50 EN Bobblehead
Level 20 Grim Reaper's Sprint None Energy Weapons Bobblehead
Armor and Weapons:
Quest Perks:

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 Alternative Versatile Wanderer

Class: Versatility The Janitor
Perk Requirements Items
Level 1 ST 1 PE 8 EN 9 CH 1 IN 5 AG 7 LK 9 None Bobblehead - Medicine
Tag Small Guns, Repair, Sneak None
Level 2 Intense Training (AG) None Bobblehead - Intelligence, Bobblehead - Explosives, Bobblehead - Endurance
Level 3 Intense Training (AG) None Bobblehead - Strength, Bobblehead - Perception, Bobblehead - Agility
Level 4 Educated IN 4 Bobblehead - Lockpick
Level 5 Comprehension IN 4
Level 6 Bloody Mess None Bobblehead - Charisma
Level 7 Toughness EN 5
Level 8 Commando None
Level 9 Entomologist IN 4, Science 40%
Level 10 Finesse None Bobblehead - Science
Level 11 Mysterious Stranger LK 6 Bobblehead - Luck
Level 12 Sniper PE 6, AG 6 Bobblehead - Repair
Level 13 Silent Running AG 6, Sneak 50% Bobblehead - Sneak
Level 14 Robotics Expert Science 50%
Level 15 Cyborg Medicine 60%, Science 60% Bobblehead - Speech, Bobblehead - Barter
Level 16 Action Boy/Girl AG 6 Bobblehead - Melee Weapons
Level 17 Better Criticals PE 6, LK 6 Bobblehead - Big Guns
Level 18 Pyromaniac Explosives 60% Bobblehead - Unarmed
Level 19 Paralyzing Palm Unarmed 70% Bobblehead - Small Guns, Bobblehead - Energy Weapons
Level 20 Grim Reaper's Sprint None Collect and read skill books.
Gear:
  • Prototype Medic Power Armor
  • Power Helmet
  • T-51b Power Armor
  • T-51b Power Helmet
  • Chinese Stealth Suit
  • Lucky 8 Ball
  • Firelance
  • Shishkebab
Important
Quest Perks:

Note: Balance every skill to 60 and increase Speech skill to 50 as you reach the level 20 cap (in a month or so the cap should be raised to level 30). Then gather 15 skill books for each skill and 20 for Speech. Collect all 13 skill bobbleheads and your skills should be at 100.

Final Stats: ST 2 PE 10 EN 10 CH 2 IN 6 AG 10 LK 10
From Gear: +1 LK, (+ 1 CH, 33% Rad Resistance) or (-1 AG, +28% Rad Resistance) or (+15 Sneak, +5 Stealth Field)



Character Build: KarmaDog214's Versatile Wanderer

Class: Versatility The Janitor
Perk Requirements Items
Level 1 ST 1 PE 8 EN 9 CH 1 IN 9 AG 7 LK 5 None Bobblehead - Medicine
Tag Small Guns, Repair, Sneak None
Level 2 Intense Training (AG) None Bobblehead - Intelligence, Bobblehead - Explosives, Bobblehead - Endurance
Level 3 Intense Training (AG) None Bobblehead - Strength, Bobblehead - Perception, Bobblehead - Agility
Level 4 Educated IN 4 Bobblehead - Lockpick
Level 5 Comprehension IN 4
Level 6 Bloody Mess None Bobblehead - Charisma
Level 7 Toughness EN 5
Level 8 Commando None
Level 9 Entomologist IN 4, Science 40%
Level 10 Nerd Rage! IN 5,Science 50% Bobblehead - Science
Level 11 Mysterious Stranger LK 6 Bobblehead - Luck
Level 12 Sniper PE 6, AG 6 Bobblehead - Repair
Level 13 Silent Running AG 6, Sneak 50% Bobblehead - Sneak
Level 14 Robotics Expert Science 50%
Level 15 Cyborg Medicine 60%, Science 60% Bobblehead - Speech, Bobblehead - Barter
Level 16 Action Boy/Girl AG 6 Bobblehead - Melee Weapons
Level 17 Better Criticals PE 6, LK 6 Bobblehead - Big Guns
Level 18 Pyromaniac Explosives 60% Bobblehead - Unarmed
Level 19 Paralyzing Palm Unarmed 70% Bobblehead - Small Guns, Bobblehead - Energy Weapons
Level 20 Grim Reaper's Sprint None Collect and read skill books.
Gear:
  • Prototype Medic Power Armor
  • Power Helmet
  • T-51b Power Armor
  • T-51b Power Helmet
  • Chinese Stealth Suit
  • Lucky 8 Ball
  • Firelance
  • Shishkebab
Important
Quest Perks:

Note: Balance every skill to 60 and increase Speech skill to 50 as you reach the level 20 cap (in a month or so the cap should be raised to level 30). Then gather 15 skill books for each skill and 20 for Speech. Collect all 13 skill bobbleheads and your skills should be at 100.

Final Stats: ST 2 PE 10 EN 10 CH 2 IN 10 AG 10 LK 6
From Gear: +1 LK, (+ 1 CH, 33% Rad Resistance) or (-1 AG, +28% Rad Resistance) or (+15 Sneak, +5 Stealth Field)




Character Build: KripTiC's SPECIAL Spaz

Class: Spaz SPECIAL Maximization
Perk Requirements Items
Level 1 ST 9 PE 5 EN 6 CH 7 IN 3 AG 5 LK 5 None Bobblehead - Medicine
Tag Small Guns, Repair, Sneak None
Level 2 Intense Training (AG)
Level 3 Intense Training (AG) None
Level 4 Comprehension IN 4
Level 5 Intense Training (AG)
Level 6 Bloody Mess None
Level 7 Intense Training (AG)
Level 8 Commando None
Level 9 Intense Training (LK)
Level 10 Finesse
Level 11 Mysterious Stranger LK 6
Level 12 Sniper PE 6, AG 6
Level 13 Silent Running AG 6, Sneak 50% Bobblehead - Sneak
Level 14 Intense Training (PE)
Level 15 Intense Training (PE)
Level 16 Better Criticals PE 6 LK 6
Level 17 Intense Training (EN)
Level 18 Intense Training (EN)
Level 19 Intense Training (EN)
Level 20 Grim Reaper's Sprint None Collect and read skill books.
Gear:
  • Vance's Longcoat Outfit
  • Three Dog's Head Wrap
  • Lucky Shades
  • Lucky 8 Ball
Important
Quest Perks:

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

  • 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 Build High Everything!
Level Perk Requirements Items
Level 1 ST 7 PE 7 EN 8 CH 1 IN 3 AG 7 LK 7
Tag Medicine, Repair, Science
None
Level 2 Intense Training (ST) None IN Bobblehead Begin collecting other Bobbleheads
Level 3 Intense Training (EN) None
Level 4 Comprehension IN 4 Read all books that you have collected at this point/Begin collection of all other books
Level 5 Black Widow * (Female)/Intense Training (AG) (For Male Characters) None
Level 6 Gunslinger None
Level 7 Toughness EN 5
Level 8 Commando None
Level 9 Strong Back ST 5 EN 5
Level 10 Finesse None
Level 11 Intense Training (AG) None
Level 12 Life Giver EN 6
Level 13 Sniper PE 6 AG 6
Level 14 Cyborg Medicine 60 Science 60
Level 15 Intense Training (AG) (Female) / Intense Training (LK) (Male) None
Level 16 Better Criticals LK 6, PE 6
Level 17 Action Boy/Girl AG 6
Level 18 Intense Training (LK) None
Level 19 Intense Training (AG) (Female) / Your Choice (Perhaps Intense Training in Perception) (Male) None
Level 20 Grim Reaper's Sprint None
Gear:
  • Bobbleheads
  • Books
  • Lucky 8 Ball
  • Yew's Bear Charm
  • Any Weapon you like
  • Any Armour you like
Important Quest Perks:
Final Stats: ST 10 PE 8 EN 10 CH 2 IN 4 AG 10 LK 10 HP 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

Hitman

Hitmen use a mix of sniper and stealth styles as well as some cunning so they can get close to the target or blow it away from afar. the perks youll need should raise close quarters weapons and attack points and also any perk that increasesd stealth and speech. you need to be able to pick lock and hack as well. for special, you need to evenly distribute skills to charisma (a hitman has to be able to get close to the target , if you can convince the guards, then youve saved some fighting.) , agility , and strength as wll as perception. it is a good idea to pack weapons like the dart gun and rifles, as well as knives and daggers for when you get close and they are silent (silent pistol and switchblades work) ,a great rifle is the perforator, as it cover close and long range needs as well as the need for silence. take chinese stealth armor if you want to sneak or some charisma raising tuxedos to get close without the worry of being caught, take power armor if you arent very good in case youu mess up but hope you wont have to use it .


Broken Steel Ranged Build

Starting SPECIAL:

  • EN - 7
  • AG - 7
  • PE - 5 (get Ant Sight for perk requirements)
  • LK - 5 (get Lucky 8-ball for perk requirements)
  • ST - 5
  • CH - 4
  • IN - 7

Perk Picks:

  • 2 Swift Learner
  • 3 Swift Learner
  • 4 Black Widow (you tend to fight against more males so a female character is best)
  • 5 Entomologist
  • 6 Toughness
  • 7 Gunslinger
  • 8 Scrounger
  • 9 Strong Back
  • 10 Finesse
  • 11 Commando
  • 12 Robotics Expert
  • 13 Sniper
  • 14 Cyborg
  • 15 Bloody Mess
  • 16 Action Girl
  • 17 Better Criticals
  • 18 Concentrated Fire
  • 19 Silent Running
  • 20 Grim Reaper's Sprint
  • 21 Pyromaniac
  • 22 Quantum Chemist
  • 23 Demolitions Expert
  • 24 Demolitions Expert
  • 25 Demolitions Expert
  • 26 Nerves of Steel
  • 27 Rad Resistance
  • 28 Life Giver
  • 29 Adamantium Skeleton
  • 30 Almost Perfect

After getting level 30 Perk get SPECIAL bobbleheads, Ending Skills = MAXED, Ending SPECIAL = MAXED

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

Build Notes:

  • 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: Assassin Attributes: Stealth
Level Perk Requirements Comments
Level 1 ST 6 PE 7 EN 5 CH 1 IN 8 AG 9 LK 4
Tag Small Guns, Speech, Lockpick
None Charism 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 2 Intense Training (LK) None None
Level 3 Black Widow Female character +10% damage to Males, dialogue choices that bypass difficult speech challenges
Level 4 Educated IN 4 Three extra skill points per level.
Level 5 Comprehension IN 4 Doubles the skill points from books.
Level 6 Toughness EN 5 10% DR, although you won't be taking much soon.
Level 7 Bloody Mess None Mostly for the +5% dmg. But the explosions are amusing and can let you loot difficult to reach corpses.
Level 8 Strong Back ST 5, EN 5 One of the worst things is not being able to lug back all of your loot, this makes life easier on you.
Level 9 Commando None Increases your chances of hitting in V.A.T.S with rifles.
Level 10 Finesse None +5% to critical chance.
Level 11 Your Choice - Rad Resistance EN 5 I would suggest one of three here; Demo Expert, Rad Resist, or Intense Training.
Level 12 Silent Running AG 6, Sneak 50 Mandatory perk for this build!
Level 13 Sniper PE 6 AG 6 Increases your chances of hitting head-shots in V.A.T.S
Level 14 Cyborg Medicine 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 15 Robotics Expert Science 50 Robots were the only weakness for this build, not anymore. Sneak up, disable, kill, & loot. Can be used on turrets too.
Level 16 Better Criticals LK 6, PE 6 +50% damage on criticals, and by now they are all criticals. Must have!
Level 17 Action Boy/Girl AG 6 Adds 25 Action Points, allows more shots while in VATS. Good to have in combination with the level 20 perk Grim Reaper's Sprint
Level 18 Concentrated Fire Small Guns 60, Energy Weapons 60 Increases 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 19 Your Choice - Light Step PE 6, AG 6 Foils 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 20 Grim Reaper's Sprint None If 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: Main Quest Perks:
Final Stats: ST 7 PE 10 EN 6 CH 2 IN 9/10 AG 10 LK 8 Don'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)

Perks:

SPECIAL: At level 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:

Skills This is build for Small Guns VATS combat. Max Small Guns and do whatever you want with all the other skills.

Armor:

  • Ranger Battle Armor
  • Shady Hat
  • Lucky Shades

See Also

  • Bloodwars page with EXTENSIVE notes on character planning (Min/Maxing) and condensed information on useful perks and items.

T3h Merc's VATS Sniper Villanous Bitch Here is a link to the character on Vault 106 Creator: http://vault106.com/characters/ErinCrit hhfsh