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Best fallout3 character build

Updated: 4/28/2022
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14y ago

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There is no such thing as the "best" character build in Fallout 3. There are some really good ones, don't get me wrong, but, in the long run, it all comes down to personal preference. Below are three completely different character builds (two made up, one used by yours truly). For explanations on skills or other concepts of the game (if needed), visit the Fallout 3 wiki, "The Vault". "John" Focuses: stealth, physical backstabbing, verbal backstabbing SPECIAL: ST 6 PE 5 EN 4 CH 4 IN 7 AG 7 LK 7 Tag Skills: Sneak, Melee Weapons, and Speech Notable Perks: Life Giver (Level 12-+30 Hit Points) Ninja (Level 20-15% Critical Chance per strike, Sneak Attack Criticals to 25% more damage to foes) Silent Running (+10 Sneak and running does not affect sneak attempt. Toughness (Level 6-+10 permanent Damage Resistance) Finesse (Level 10- higher chance to score Critical Hits) Tag! (Level 16- Tag a fourth Skill) Better Criticals- (Level 16- 50% Critical Hit damage bonus) Action Boy/Girl (Level 16- Additional 25 AP to use in VATS) Grim Reaper's Sprint (Level 20- When enemy killed in VATS, AP refills instantly) Educated (Level 4-+3 additional level-up Skill Points permanently) Intense Training- (Level 2- Add one point to your SPECIALS per rank [PE 5-6]) Light Step (Level 14- Never set off mines or traps) Notable Items and Apparel: Chinese Stealth Armor-+15 Sneak, +5 stealth field when crouching (Operation: Anchorage DLC "Operation: Anchorage!) Shady Hat-+5 Sneak, +1 Perception (The Wasteland Survival Guide-possible reward) Stealth Boy- +100 Sneak, +75 Stealth Field for one in-game hour. (found throughout the Wasteland) The reasoning behind the 4 Endurance is the fact that stealthy characters should be sneaking though a lot of huge firefights, instead picking off his targets one by one until the area is clear. The 4 points gives "John" enough HP to get by, but not the 250-something points granted at 7 or 8. If really necessary, "John" can grab the Life Giver perk at Level 12, yielding another 30 Hit Points permanently, bringing the total up to 210 HP. The Endurance Bobblehead and many types of Power Armor can also contribute to up to 6 Endurance if used together correctly. "Susie" Focuses: repairman, efficient healer, big gunslinger SPECIAL: ST 8 PE 1 EN 8 CH 1 IN 7 AG 7 LK 8 Tag Skills- Big Guns, Medicine, Repair Notable Perks: Size Matters (Level 8+15 Big Guns skill per rank) Tag! (Level 16-Tag one extra skill) Scrounger (Level 8-more ammo in containers) Strong Back (Level 8- 50 more pounds to carry weight) Toughness (Level 6- 10% added to Damage Resistance) Solar Powered (Level 20-+2 Strength and regenerating HP when in direct sunlight) Adamantium Skeleton (Level 14-limbs take 50% less damage) Educated (Level 4-+3 additional level-up Skill Points permanently) Grim Reaper's Sprint (Level 20- When enemy killed in VATS, AP refills instantly) Notable Items and Apparel: Eugene (Minigun)- (Reilly's Rangers- possible reward) Access to Pitt Ammo Press- Make 5mm rounds (The Pitt DLC "Free Labor") Fat Man- (9 launchers, 80-something Mini-Nukes found throughout Wasteland) Flamer-(Found thoughout Wasteland) Missile Launcher- (Found throughout Wasteland) Enclave Power Armor- (ST +1- Found on all dead Enclave Soldiers) Experimental MIRV- (Keller Family Refuge, National Guard Bunker, 8 Mini-Nukes per clip) The reasoning behind the 1 Perception is pretty straightforward. The Perception skill affects the Lockpick, Energy Weapons, and Explosives skills. Since Lockpick should probably be 50 by Level 10 anyway, and Energy Weapons only affects the Gatling Laser and Tesla Cannon big guns, both which can be substituted with the Minigun and Missile Launcher, there is really no use for the skill. Also, the four SPECIAL points added from bringing Perception down to one, can be used to add points to skills like Strength, Endurance, and Luck, which are much more useful than Perception for this specific build. "Tom" Focuses: gunslinger, verbal backstabber, repairman SPECIAL: ST 5 PE 1 EN 7 CH 7 IN 7 AG 6 LK 7 Tag Skills: Small Guns, Speech, Repair Notable Perks: Educated (Level 4-+3 additional level-up Skill Points permanently) Scrounger (Level 8-more ammo in containers) Solar Powered (Level 20-+2 Strength and regenerating HP when in direct sunlight) Grim Reaper's Sprint (Level 20-When enemy killed in VATS, AP refills instantly) Explorer (Level 20- All locations marked on map) Life Giver (Level 12-+30 Hit Points) Action Boy/Girl (Level 16-Additional 25 AP to use in VATS) Gunslinger (Level 6-Pistol VATS accuracy increase) Commando (Level 8-Rifle VATS accuracy increase) Notable Items and Apparel: Sydney's 10mm "Ultra SMG" (Little Moonbeam's Father quest reward, also used by [or found on the body of] Sydney in the National Archives.) Ranger Battle Armor (Reilly's Rangers quest-possible reward) Gauss Rifle (Operation: Anchorage DLC "Operation: Anchorage!") Jingwei's Shocksword (Operation: Anchorage DLC "Operation, Anchorage!") Ol' Painless (Found in the safe or on the body of Dave from the Republic of Dave.) Reservist's Rifle (Found on the body of the Oasis sniper in the Dickerson Tabernacle Chapel) The reasoning behind the 5 Strength in mainly the fact that the minute "Tom" gets out of the Vault, he can take the Intense Training perk and add 1 point to Strength, and then grab the Strength Bobblehead from Lucas Simms' house in the town of Megaton. That brings Tom up from 5 Strength to 7 Strength in just a couple of minutes. Otherwise, everything makes at least enough sense to be accepted without an explanation. Anyway, that's about it. Sorry for giving you a lecture, dude. Im just trying to prove that there is no such freakin' thing as the best Fallout 3 character build. Hope it takes you a shorter time to read it than it took for me to write this. Peace out... Tom Dills XBL Gamertag: t0mt0m4ever

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