str:4 +1 +1
per:5 +1
end:6 +1
cha:1
int:10
agi:5 +1
luc:9 +1
(+4 DT)
---
-WEAPONS/REQUIREMENTS-
all american - str:4
anti-materiel rifle - str:8
hunting rifle - str:6
---
-PERKS/REQUIREMENTS-
built to destroy
good natured
1. intense training: strength
2. educated - int:4
3. bloody mess
4. commando
5. toughness - end:5
6. toughness - end:5
7. finesse
8. silent running - agi6, sneak 50
9. sniper - per:6, agi:6
10. jurry rigging - repair 90
11. action boy - agi:6
12. action boy - agi:6
13 better criticals - per:6, luc:6
14. hand loader - repair 70
15. weapon handling - str<10
so i've been updating this guide over time. this is my newest version and i think it's one i'm going to stick with.
you max out guns and distribute points to the rest of the skills excluding unarmed, melee, explosives and energy weapons.
barter and speech get just enough points to pass speech checks for whatever you need (followers) and have points put into them last.
the end result leaves you with an all-american that has 5 shots in vats with relatively good aim, and the ability to use the anti-materiel rifle and hunting rifle well for long range sniping. you also have a lot of bonus dt (+10). you also have superior ammo and the ability to tell what an opponents dt/life is, letting you adjust accordingly.
thoughts/comments welcomed.
