Level 1
ST 9 PE 2 EN 1 CH 1 IN 9 AG 9 LK 9
Lockpick, Melee Weapons, and Small Guns
Bobblehead (Intelligence)
Bobblehead (Strength)
Bobblehead (Agility)
Bobblehead (Luck)
Bobblehead (Medicine)
Bobblehead (Melee Weapons)
Bobblehead (Speech)
Level 2
Sneak +4 (31), Small Guns +3 (45), Lockpick +3 (29), Speech +3 (22), Explosives +1 (12), Science +3 (30), Melee Weapons +3 (55)
Lady Killer/Black Widow
Bobblehead (Barter)
Bobblehead (Big Guns)
Bobblehead (Energy Weapons)
Bobblehead (Explosives)
Bobblehead (Lockpick)
Bobblehead (Small Guns)
Bobblehead (Science)
Bobblehead (Sneak)
Bobblehead (Unarmed)
Bobblehead (Repair)
Level 3
Sneak +4 (45), Small Guns +3 (58), Lockpick +3 (42), Speech +3 (25), Explosives +1 (23), Science +3 (43), Melee Weapons +3 (58)
Swift Learner
Level 4
Sneak +4 (49), Small Guns +3 (61), Lockpick +3 (45), Speech +3 (28), Explosives +1 (24), Science +3 (46), Melee Weapons +3 (61)
Educated
Level 5
Sneak +4 (53), Small Guns +3 (64), Lockpick +3 (48), Speech +3 (31), Repair +2 (39), Explosives +2 (26), Science +3 (49), Melee Weapons +3 (64)
Comprehension
Level 6
Sneak +4 (57), Small Guns +3 (67), Lockpick +3 (51), Speech +3 (34), Repair +2 (41), Explosives +2 (28), Science +3 (52), Melee Weapons +3 (67)
Gunslinger
Level 7
Sneak +4 (61), Small Guns +3 (70), Lockpick +3 (54), Speech +3 (37), Repair +2 (43), Explosives +2 (30), Science +3 (55), Melee Weapons +3 (70)
Entomologist
Level 8
Sneak +4 (65), Small Guns +3 (73), Lockpick +3 (57), Speech +3 (40), Repair +2 (45), Explosives +2 (32), Science +3 (58), Melee Weapons +3 (73)
Scrounger
Level 9
Sneak +4 (69), Small Guns +3 (76), Lockpick +3 (60), Speech +3 (43), Repair +2 (47), Explosives +2 (34), Science +3 (61), Melee Weapons +3 (76)
Commando
Level 10
Sneak +1 (70), Small Guns +3 (79), Lockpick +3 (63), Speech +3 (46), Repair +2 (49), Explosives +5 (39), Science +3 (64), Melee Weapons +3 (79)
Finesse
Level 11
Small Guns +1 (80), Lockpick +3 (66), Speech +3 (49), Repair +2 (51), Explosives +2 (41), Science +3 (67), Melee Weapons +1 (80), Medicine +8 (45)
Mister Sandman
Level 12
Lockpick +3 (69), Speech +3 (52), Repair +3 (54), Explosives +4 (45), Science +3 (70), Medicine +7 (52)
Silent Running
Level 13
Lockpick +3 (72), Speech +3 (55), Repair +3 (57), Explosives +5 (50), Science +3 (73), Medicine +6 (58)
Robotics Expert
Level 14
Lockpick +3 (75), Speech +5 (60), Repair +3 (60), Explosives +7 (57), Science +3 (76), Medicine +2 (60)
Cyborg
Barkskin
Level 15
Energy Weapons +4 (35), Lockpick +5 (80), Speech +4 (64), Repair +3 (63), Explosives +3 (60), Science +4 (80)
Pyromaniac
Level 16
Energy Weapons +5 (40), Unarmed +1 (20), Speech +3 (67), Repair +3 (66), Explosives +5 (65), Barter +6 (25)
Action Boy/Girl
Level 17
Energy Weapons +5 (45), Unarmed +3 (23), Speech +3 (70), Repair +4 (70), Explosives +5 (70), Barter +3 (28)
Demolition Expert
Level 18
Energy Weapons +5 (50), Unarmed +3 (26), Repair +3 (73), Explosives +5 (75), Barter +4 (32), Medicine +3 (63)
Demolition Expert
Level 19
Energy Weapons +9 (59), Unarmed +4 (30), Repair +2 (75), Explosives +5 (80), Barter +3 (35)
Cannibal
Level 20
Energy Weapons +8 (67), Unarmed +5 (35), Repair +5 (80), Barter +5 (40)
Ninja
Level 21
Energy Weapons +10 (77), Unarmed +5 (40), Barter +5 (45), Medicine +3 (66)
Grim Reaper's Sprint
Level 22
Energy Weapons +3 (80), Unarmed +6 (46), Barter +5 (50), Medicine +9 (75)
Quantum Chemist
Level 23
Unarmed +9 (55), Barter +9 (59), Medicine +5 (80)
Demolition Expert
Level 24
Unarmed +10 (73), Barter +13 (80)
No Weaknesses
Bobblehead (Perception)
Bobblehead (Endurance)
Bobblehead (Charisma)
Ant Sight
Level 25
Unarmed +5 (80), Big Guns +18 (47)
Better Criticals
Level 26
Big Guns +23 (70)
Toughness
Level 27
Sneak +4 (84), Small Guns +3 (83), Science +3 (83), Melee Weapons +3 (83), Big Guns +10 (80)
Strong Back
Level 28
Sneak +4 (88), Small Guns +3 (86), Repair +3 (83), Barter +4 (86), Science +3 (86), Melee Weapons +3 (86), Medicine +3 (83)
Sniper
Level 29
Sneak +2 (90), Small Guns +4 (90), Repair +5 (88), Science +4 (90), Melee Weapons +4 (90), Medicine +4 (87)
Life Giver
Level 30
Unarmed +10 (90), Repair +2 (90), Barter +4 (90), Medicine +3 (90), Big Guns +4 (84)
Light Step
Booster Shot
Auto Expert
Pitt Fighter
Covert Ops
Power Armor Training
Wired Reflexes
Hematophage
Rad Regeneration
Superior Defender
Ghoul Ecology
Punga Power!
Big Book of Science => Science +2 (95)
Big Book of Science => Science +2 (97)
Big Book of Science => Science +2 (99)
Big Book of Science => Science +2 (100)
Chinese Army: Special Ops Training Manual => Sneak +2 (92)
Chinese Army: Special Ops Training Manual => Sneak +2 (94)
Chinese Army: Special Ops Training Manual => Sneak +2 (96)
Chinese Army: Special Ops Training Manual => Sneak +2 (98)
Chinese Army: Special Ops Training Manual => Sneak +2 (100)
D.C. Journal of Internal Medicine => Medicine +2 (92)
D.C. Journal of Internal Medicine => Medicine +2 (94)
D.C. Journal of Internal Medicine => Medicine +2 (96)
D.C. Journal of Internal Medicine => Medicine +2 (98)
D.C. Journal of Internal Medicine => Medicine +2 (100)
Dean's Electronics => Repair +2 (92)
Dean's Electronics => Repair +2 (94)
Dean's Electronics => Repair +2 (96)
Dean's Electronics => Repair +2 (98)
Dean's Electronics => Repair +2 (100)
Duck and Cover! => Explosives +2 (92)
Duck and Cover! => Explosives +2 (94)
Duck and Cover! => Explosives +2 (96)
Duck and Cover! => Explosives +2 (98)
Dean's Electronics => Repair +2 (100)
Duck and Cover! => Explosives +2 (100)
Grognak the Barbarian => Melee Weapons +2 (92)
Duck and Cover! => Explosives +2 (100)
Guns and Bullets => Small Guns +2 (95)
Grognak the Barbarian => Melee Weapons +2 (94)
Grognak the Barbarian => Melee Weapons +2 (96)
Grognak the Barbarian => Melee Weapons +2 (98)
Grognak the Barbarian => Melee Weapons +2 (100)
Guns and Bullets => Small Guns +2 (97)
Guns and Bullets => Small Guns +2 (99)
Guns and Bullets => Small Guns +2 (100)
Nikola Tesla and You => Energy Weapons +2 (92)
Nikola Tesla and You => Energy Weapons +2 (94)
Nikola Tesla and You => Energy Weapons +2 (96)
Nikola Tesla and You => Energy Weapons +2 (98)
Nikola Tesla and You => Energy Weapons +2 (100)
Pugilism Illustrated => Unarmed +2 (92)
U.S. Army: 30 Handy Flamethrower Recipes => Big Guns +2 (86)
U.S. Army: 30 Handy Flamethrower Recipes => Big Guns +2 (88)
U.S. Army: 30 Handy Flamethrower Recipes => Big Guns +2 (90)
U.S. Army: 30 Handy Flamethrower Recipes => Big Guns +2 (92)
Tumblers Today => Lockpick +2 (95)
U.S. Army: 30 Handy Flamethrower Recipes => Big Guns +2 (94)
U.S. Army: 30 Handy Flamethrower Recipes => Big Guns +2 (96)
Tumblers Today => Lockpick +2 (97)
Tumblers Today => Lockpick +2 (99)
Tumblers Today => Lockpick +2 (100)
U.S. Army: 30 Handy Flamethrower Recipes => Big Guns +2 (98)
U.S. Army: 30 Handy Flamethrower Recipes => Big Guns +2 (100)
Tales of a Junktown Jerky Vendor => Barter +2 (92)
Tales of a Junktown Jerky Vendor => Barter +2 (94)
Tales of a Junktown Jerky Vendor => Barter +2 (96)
Tales of a Junktown Jerky Vendor => Barter +2 (98)
Guns and Bullets => Small Guns +2 (100)
Nikola Tesla and You => Energy Weapons +2 (100)
Tales of a Junktown Jerky Vendor => Barter +2 (100)
Paradise Lost => Speech +2 (82)
Pugilism Illustrated => Unarmed +2 (94)
Pugilism Illustrated => Unarmed +2 (96)
Pugilism Illustrated => Unarmed +2 (98)
Pugilism Illustrated => Unarmed +2 (100)
Lying, Congressional Style => Speech +2 (84)
Lying, Congressional Style => Speech +2 (86)
Lying, Congressional Style => Speech +2 (88)
Lying, Congressional Style => Speech +2 (90)
Essentially what I did is pretty much what I always do in this game. Start with an INT of 9, get the Intelligence Bottlehead at level 2, get educated and comprehension at level 4 & 5 respectively. Then, raise all skills to 70, including perks, not counting bobbleheads and skill books. While this is very excessive(you'll usually max all skills by 26ish if you pick up every bobblehead and every skill book you come across).
This build is somewhat hampered by the low Endurance and Perception. With 80 HP less than the average, and not qualifying for perks like Toughness, Better Criticals and Strong Back until after level 24, this build is more of a stealth build, using a mix of Small Guns and Melee Weapons. This build can be adapted to Energy Weapons quite easily, but requires heavier investment since Perception starts at 2 instead of 9. While this specific problem would be solved by raising Perception to 9, while lowering Agility to 2, it would be at the cost of Perks like Silent Running(which is invaluable to stealth characters) and Action Girl(or Boy), and subsequently makes you lose 33 action points in total (25 for the perk, 8 for lower Agility). Also, Perception can be raised twice without using Perks, while Agility can only be raised once.
Perks by level:
Black Widow: Far more useful for female characters, a +10% damage boost against half the enemies in the game is nothing to scoff at. As for Ladykiller, +10% against 5-10% of the enemies in the game isn't quite as impressive.
Swift Learner: Aside from Black Widow, all level 2 perks would be completely useless at level 30 with this build, so why not get there a little faster?
Educated: Perhaps not entirely necessary, but I like me some skill points.
Comprehension: There are 324 skill books in the game, and even if you only find half for each skill, that's more than +10 skill points per skill in the game. This is a very powerful Perk.
Gunslinger: Essentially takes your V.A.T.S. accuracy and multiplies it by 1,25.
Entomologist: Really helps against Albino Radscorpions
Scrounger: I use a lot of ammo. Of course, by Level 30 I'll have more ammo than I know what to do with, so it's somewhat wasted.
Commando: Same as Gunslinger, for two-handed firearms.
Finesse: +5% critical strike chance? Yes, please.
Mr. Sandman: Murdering people in their sleep is just less problematic. Also, there's an infinite XP glitch associated with this, I think (never tried it).
Silent Running: Running no longer factors into sneak checks. Invaluable to stealthy characters.
Robotics Expert: While Robots aren't much trouble at higher levels, the ability to turn them off makes even the Sentries pretty much harmless.
Cyborg: More Damage Resistance, more Poison Resistance, more Rad Resistance, more Energy Weapon skill points. What's not to like, except the 60 Medicine requirement?
Pyromaniac: Strangely, this Perk is best for melee fighters, since it doesn't work for half of the fire weapons in the game. This makes Shishkebab one of the most damaging weapons in the game and perhaps the best close range weapon.
Action Girl: 110 AP, with this perk and maxed out Agility. 135 with Ledoux's Hockey Mask, 148 with Ledoux's Hockey Mask and Tribal Power Armor. That's 5 hits or more in V.A.T.S. with most weapons. It's an incredible 12 hits with the Ritual Knife.
Demolition Expert: Bottlecap mines. While most players would be content with 501 damage, as it kills most enemies in the game, this is an excellent way to deal with Super Mutant Overlords. Demolition Expert raises the normal damage to 601. Sadly, it doesn't work on Nuka-grenades(nor do Pyromaniac, despite it being both an explosive and a fire weapon).
Demolition Expert: Why settle for 601, when you can have 701?
Cannibal: Flavor, and nothing more. It gives a few dialogue options, but the health you gain from eating people does nothing to replace stimpacks.
Ninja: +15% critical strike chance with melee and unarmed weapons, and +25% sneak attack damage. That's pretty good for someone who's using melee weapons.
Grim Reaper's Sprint: With the large number of Action Points already in this build, this Perk practically lets you keep using V.A.T.S. forever. The only exception is the new enemies added in Broken Steel, who are far more resilient and usually take 7-10 hits to take down, with max skill and good weapons.
Quantum Chemist: Really, the only reason to take this, is if you regularly use Nuka-Grenades, in which case you need all the Quantums you come across for making grenades.
Demolition Expert: 801 Damage is approaching the damage of the Fat man. Sadly, this is the last rank...
No Weaknesses: Raises all skills below 5 to 5. In this case, Perception, Endurance and Charisma. Collecting bobbleheads will raise them further to 6, and Ant Sight will raise Perception to 7.
Better Criticals: +50% critical damage. If possible, this would've been taken sooner, but it has a Perception requirement.
Toughness: +10% damage resistance. More resilience is always good. As with the last perk, this would've been taken around level 6, when it became available if not for the Endurance requirement.
Strong Back: I usually carry several weapons I use, usually a close range weapon, a sniper rifle, a pistol and a shotgun or assault rifle(possibly plasma if I play with Energy weapons), and with armor, that uses up half of my carrying weight. Getting 50 extra is more about convenience than power.
Sniper: Why aim for something other than the head? If you want to impede movement, use a mine or the dart gun. This multiplies the chance of hitting the head by 1,1, and since 98% of the times I use V.A.T.S., I go for the head, it's only natural to take this perk.
Life Giver: +30 hit points... not really sure about this one. Another 30 hit points make little to no difference at higher levels, it's half a shot with a Tri-beam Laser. Perhaps there are better options.
Light Step: This perk fixes a problem that can also be solved by caution. I don't think this benefit extends to companions, so even if you don't set them off, they will.
Just on a side note, Almost Perfect would perhaps benefit the build more. Taking Light Step instead of Life Giver at level 29 and taking Almost Perfect at Level 30. By collecting the Endurance and Charisma Bobbleheads at level 30, as well as Ant Sight(or the Perception Bobblehead, but one must be collected at level 24), one can achieve perfect stats, with 100 on all skills, and 10 on all SPECIAL attributes. This would also raise HP to 590, rather than the 540 with Life Giver, give much better Rad and Poison Resistance, and possibly some dialogue options based on higher stats.