User:Sirrah91

THIS IS A WORK IN PROGRESS
I am using this page to draft Eve, my maxed-out character build. If you have any questions or would like to contribute, please visit my user talk page.

Overview
The data needed to plan and create a maxed-out character (one with 100 Skill Points in each category) is scattered, and existing guides leave much calculation and planning to the reader. For my own benefit and yours, I created Eve, whose development showcases how to create such a character from start to finish. Eve had no specialty, as she is an expert in everything, although some of the Perks I picked favor two-handed weapons. I don't have the Broken Steel DLC pack, so Eve cannot reach a maxed-out S.P.E.C.I.A.L. under my guide, but such a high S.P.E.C.I.A.L. is arguably useless, and she still ends with a higher S.P.E.C.I.A.L. than necessary for the Perks I picked: 10 7 6 5 5 7 8 (after Ant Might and all Skill Bobbleheads).

Data Used
Countless thanks to Bloodwars, who did 90% of the stat-aggregation work before I even knew what "Character Build" meant. My base plan mainly differs from his in that I don't depend on apparel and items that must be worn or carried to use for stat bonuses, because I consider constantly changing clothes during battles or right before conversations jarringly unrealistic. I use an extra Intelligence point than he recommends to make up for Eve's lack of stat-boosting gear.
 * Speech can get a perment 10-point increase from the quest item Yew's Bear Charm.
 * Each Skill can receive a 10-point bonus from Skill Bobbleheads.
 * Each Skill can get a 50-point bonus from Skill Books as long as you don't read any books before getting Comprehension at Level 4, with the following exceptions:
 * Barter is missing one Skill Book, and one is usually difficult or impossible to get due to a bug, so you should only rely on a 46-point Barter bonus from Skill Books; see Tales of a Junktown Jerky Vendor for details.
 * Big Guns and Science each have a Skill Book with unlimited respawns, so they can be maxed out any time after leaving Vault 101 given some patience and dedication on your part; see U.S. Army: 30 Handy Flamethrower Recipes and Big Book of Science for details.
 * Speech can get a 52-point bonus from Skill Books, as there is an extra book available; see Paradise Lost for details.

Important Notes
Keep the following in mind while playing:
 * Do not read any Skill Books until Level 4, when you will pick the Comprehension Perk, which doubles their effect.
 * If you have the Broken Steel DLC pack and plan to have a perfect S.P.E.C.I.A.L., do not collect any S.P.E.C.I.A.L. Bobbleheads until Level 30, because you can get Almost Perfect and then collect the Bobbleheads to get all 10s.
 * If you do not have or plan to get Broken Steel, collect the S.P.E.C.I.A.L. Bobbleheads at your leisure.

Perks and Skills
This table shows what Perks and Skills you should have at the beginning of each Level. The numbers in parentheses indicates Skill Points you should distribute upon reaching that Level.
 * During Level 1 in Vault 101, tag Melee Weapons, Repair, and Small Guns to get a good head start on survival once you exit the vault. Get a copy of Grognak the Barbarian from Amata at your birthday party.  Get the Medicine Bobblehead from Dad's office before taking the G.O.A.T.
 * Begin collecting Skill Bobbleheads and get Yew's Bear Charm as soon as you are out of Vault 101 at Level 2. This will take a long time, but for simplicity I will assume completion of this task.  The Energy Weapons Bobblehead can only be taken during the quest The American Dream, and the Strength Bobblehead must be taken before destroying Megaton.
 * Read all Skill Books as soon as you reach Level 4. Again, for simplicity I will assume completion of this task.
 * You have an extra 73 points, so if you haven't collected all of the Skill Bobbleheads or Yew's Bear Charm, use your extra points to make up for it.

Rationale for Perks TOTALLY UNFINISHED I KNOW
My Perk selection process was mostly a case of elimination of unwanted Perks, with deference to personal preference occuring rarely.