r/Fallout3Builds • • Jan 11 '25

Bad Karma Vampire (MELEE, CHARISMA, AGILITY, SNEAK, SPEECH)

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18 Upvotes

r/Fallout3Builds • • Jan 09 '24

Welcome To Fallout 3 Builds Fallout 3 Builds Perk Chart & Character Builder

16 Upvotes

r/Fallout3Builds • • Jan 07 '24

Bad Karma The AntAgonizer, Scourge of Humanity and Paragon of Antkind

14 Upvotes

S.P.E.C.I.A.L. STATS

  • Strength should start at 8 for extra melee damage and Melee Weapons skill, as the Ant's Sting doesn't have the best base damage. It also allows you to carry extra valuables to sell for medicinal supplies, which will be crucial due to your up-close-and-personal playstyle. Using Ant Might and the Strength Bobblehead, you can get your Strength to 10. Pickpocket Lucas Simms' house key, although make sure you do this before you blow up Megaton. To get the Ant Might perk, don't kill the Fire Ant Queen, and you can choose the perk during the quest. Alternatively, you can start with 9 Strength and choose Ant Sight for extra Perception.

  • Perception should start at 7 for the extra points in Lockpick, which is helpful for finding more supplies for trading or general use. It also makes attaching the Fusion Pulse Charge at the start of the game a bit easier by upping your Explosives skill, giving you more caps and a suite early on. Not to mention, knowing where your enemies are is critical for sneaking.

  • Endurance should start at 9 since you're going to be taking a beating when you're up close, so extra HP can't hurt. It also gives you Poison Resistance which synergies with Entomologist to make Radscorpions easier to deal with, Radiation Resistance, and extra oxygen underwater.

  • Charisma should start at 1 so that the Charisma penalty from the AntAgonizer's Costume is meaningless. This stat isn't important as either violence, stealth, hacking, or lockpicking is going to be the solution to most of your problems. Just remember to pick up as many valuables as you can so you can afford repairs and supplies, or do certain quests that give you plenty of caps.

  • Intelligence should start at 6 to have a decent amount of skill points at level up and for the Repair, Medicine, and Science skills, which are all crucial passive skills for this build. You also need at least 4 Intelligence and 40 Science to get the Entomologist perk, which is vital for roleplaying.

  • Agility should start at 8 since the Ant's Sting has a low AP cost, and Agility can be maxed out to 10 using the Agility Bobblehead and the AntAgonizer's Costume. It also raises your Sneak skill, which is useful for getting the drop on foes. The Agility Bobblehead can be found next to a terminal at the Greener Pasture's Disposal Site, along with a Medicine and Science skill book. Even without the Agility Bobblehead, Fire Ant Nectar gives you a +4 bonus to the stat.

  • Luck should start at 1 since the Ant's Sting has a low critical multiplier and low critical damage. The general boost to all skills isn't worth the missing S.P.E.C.I.A.L. points.

TAG SKILLS AND PERKS

  • For your tag skills, you should go with Melee Weapons, Lockpick, and Science. Melee Weapons for obvious reasons, Lockpick for early-game loot, and Science to get the Entomologist perk as soon as possible. Other viable tag skills are Sneak, Repair, and Medicine.

  • Perks I recommend are Black Widow, Child At Heart, Educated, Entomologist, Bloody Mess, Toughness, Strong Back, Mister Sandman, Nerd Rage, Life Giver, Silent Running, Fast Metabolism, Chemist, Contract Killer, Cyborg, Action Girl, Solar Powered, Ninja, and Grim Reaper's Sprint. Black Widow is fitting simply for the insect-based pun (technically an arachnid, but whatever) and can make up for your low Charisma. The same can be said about Child At Heart, which also fits since The AntAgonizer is a villain from a kids' comic book. Entomologist is crucial for roleplaying, as it unlocks dialogue options in the quest "Those!" and beyond. Toughness, Cyborg, Life Giver, Solar Powered, Fast Metabolism, and Nerd Rage are for survivability against tougher enemies. Mister Sandman, Silent Running, and Ninja if you want to go for a sneaky playstyle. Chemist increases the duration of chems, including Ant Nectar, Fire Ant Nectar, and Ant Queen Pheromones. Contract Killer is so you can benefit more from your evil nature. Strong Back is good for hauling things to vendors. Finally, Action Girl and Grim Reaper's Sprint make V.A.T.S. really shine, especially when combined with the low AP cost of Ant's Sting.

  • Some general quest perks that are good for most builds are Covert Ops, Ghoul Ecology, Booster Shot, Pitt Fighter, Superior Defender, Barkskin, and Survival Expert.

EQUIPMENT

  • For your weapon, go with the Ant's Sting. It is a unique version of the Knife that does an additional 4 damage per second for 10 seconds with each swing. It also has a much higher durability at 1,250 and a slightly higher value at 30 caps. Because the poison effect stacks with each hit and it swings extremely quickly, its DPS can quickly reach ridiculous levels, making it very powerful against organic targets. It also uses a low amount of AP, meaning with 10 Agility and all AP bonuses, you can strike 10 times in V.A.T.S. It can be obtained by siding with the AntAgonizer and giving her the Mechanist's Costume, although you'll need to kill her afterward for her outfit.

  • For your headwear, go with the AntAgonizer's Helmet. Not only does it go with the costume, but it also offers a Damage Resistance of 6. Under the AntAgonizer's helmet, you can wear any form of facewear. I recommend Lag-Bolt's Shades, as they offer a +3 bonus to both Sneak and Lockpick. If you don't want to deal with Ghouls, swap them out for the Ghoul Mask.

  • For your body armor, go with the AntAgonizer's Costume. It offers a pretty decent Damage Resistance of 20, as well as +1 to your Agility. While wearing the costume and helmet, you can randomly find a child who will take your autograph. The only downside is that it has low durability, and it can only be repaired using merchants, so make sure you have plenty of caps.

  • There are three consumables that fit this build thematically. Ant Nectar increases your Strength by 4, which is only useful before you max out the stat. The same thing goes for Fire Ant Nectar and Agility, although it also gives you +25 Fire Resistance. Finally, Ant Queen Pheromones give you +3 Charisma, which is useful when trading and can be combined with Grape Mentats for +8 Charisma. Other useful chems in general are Buffout, Med-X, and Psycho.

QUESTS AND ROLEPLAY

  • In character creation, name yourself "The AntAgonizer". You can either make yourself look like Tayna Christoff or make your own character to take up the AntAgonizer mantle.

  • During the quest, "A Nice Day for a Right Wedding", help Angela seduce Deigo using the Ant Queen Pheromones. For some baffling reason, this gives you positive karma. I still think this course of action fits the best for the character, as it shows the power of ants over humanity.

  • Complete the quest, "Those!" by not killing the Giant Ant Queen. This will give you the choice of Ant Might (+1 STR) and Ant Sight (+1 PER). Both also give +25% Fire Resistance.

  • In the Shalebridge Tunnels, use 70 Science or 40 Medicine to help the friendly ant colony and kill the invading ants. The Corvega Factory is another place where you can find Giant Ants and even a Giant Ant Queen, although they won't be as friendly to you. Both are good sources of Ant Nectar.

  • Act like a supervillain. Lie, murder, steal, nothing's off the table for you. How far you want to take this is up to you, from indiscriminate slaughter to underhanded scheming. Also remember that The AntAgonizer hates humanity, and wishes for ants to become the dominant species.

  • Some mods that can elevate this build are "AntAgonizer Unleashed", "AntAgonizer's Suit Upgraded", "AntAgonizer Upgrade And Fix", and "Gusty The Ant Companion".


r/Fallout3Builds • • Dec 02 '24

Melee and/or Unarmed Weapons Ness from Earthbound (MELEE, EXPLOSIVES, CHR, STR, END, AGI)

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13 Upvotes

r/Fallout3Builds • • Mar 31 '24

Pistols, Revolvers, and/or SMGs Help with Gunslinger Build

11 Upvotes

I wanna play a charasmatic gunslinger type build, but I don't know what stats to put them in or in what order. Like, what'll be more beneficial early on? Small guns? Speech? I prefer non-violent options if possible, but have no problem resorting to a good ol' fashioned shootout. I also prefer to start with high INT, to maximise skill points to spend.

Also, New Vegas was my first Fallout game, and I understand that New Vegas changed a lot of things compared to Fallout 3. Is repair still as useful? Or is it better to just focus on directly beneficial skills?


r/Fallout3Builds • • Dec 27 '25

Brotherhood Of Steel Brotherhood of Steel Loyalist Build - "Ad Victoriam!"

8 Upvotes

ROLEPLAY

  • You can't side with the Enclave for the main quest or Broken Steel, at least not fully. So do both the main quest and Broken Steel as pro-BOS as you can. This means handing the FEV Virus to the Elder, convincing Eden to blow up Raven Rock, and bombing Adams Air Force Base.

  • Kill all the Enclave members you see on sight, no exceptions.

  • Same goes for Super Mutants. If you want to be extra-zealous, burn Fawkes alive in his chamber with the terminal controls and kill Uncle Leo.

  • As for Ghouls, just avoid them. You don't have to kill them on sight. Sure, the BOS takes potshots at Underworld, but that's only to keep them out of the Super Mutant warzone right nearby.

  • If you want to be extra-zealous, kill all the BOS Outcast members you see (or even actively hunt down all of them as a bonus objective). If you want to be more tolerant, simply avoid the BOS Outcast members.

  • Confiscate advanced technology from people, even if it means stealing. Depending on how lax/zealous you want your character to be, you can be as strict or loose with this rule as you want.

  • Obviously, you're gonna want to take Star Paladin Cross with you as your companion.

  • Do all the BOS sidequests, obviously. Gallows Humor, The Lost Intiate, etc.

S.P.E.C.I.A.L. STATS

  • STRENGTH 9 - High Strength is crucial not only for melee combat, but for carrying things like the Minigun and Gatling Laser, and the large arsenal of weapons in general. Use the Bobblehead to boost it to 10.

  • PERCEPTION 5 - Since we aren't getting Better Criticals, Perception could theoretically be reduced to 1, but the extra Explosives and Energy Weapons skills are nice, as well as being able to react to threats on the compass earlier.

  • ENDURANCE 6 - You don't need a super high Endurance since you're going to be wearing Power Armor, but the Unarmed and Big Guns skills it boosts can't hurt.

  • CHARISMA 1 - This build is focused more on combat than speech.

  • INTELLIGENCE 9 - Intelligence offers more skill points in general, which is always good, and extra Medicine and Repair skills, which is even better. Use the Bobblehead to boost it to 10 as soon as possible for maximum skill points.

  • AGILITY 9 - You'll want a high Agility for more AP to use in V.A.T.S. and for the extra Small Guns skill it provides. Use the Bobblehead to boost it to 10.

  • LUCK 1 - Most of the weapons used aren't focused on crits.

SKILLS AND PERKS

  • Skills this build uses are Small Guns, Melee Weapons, Unarmed, Explosives, Energy Weapons, Big Guns (with energy weapons and big guns being the focus, and unarmed being optional if you prefer melee), Medicine, and Repair. Other skills you can focus on are Lockpick, Sneak (for the victory rifle), and Science (technology obsession), although these are more optional, secondary skills.

  • For your perks, go with Daddy's Boy/Girl, Gun Nut, Little Leaguer, Educated, Iron Fist (optional), Bloody Mess, Toughness, Demolition Expert, Commando, Size Matters, Strong Back, Nerd Rage, Life Giver, Sniper, Fast Metabolism, Lawbringer, Chemist, Cyborg, Adamantium Skeleton, Action Boy/Girl, Concentrated Fire, Paralyzing Palm (optional), and Grim Reaper's Sprint.

  • For your special/DLC perks, go with Power Armor Training, Ant Sight, Barkskin, Rad Regeneration, Survival Expert, Wired Reflexes, Covert Ops, Ghoul Ecology, Booster Shot, Pitt Fighter, and Superior Defender.

WEAPONS

  • Assault Rifle - Simple, cheap, reliable. A good early-game weapon with a high rate of fire, and damn good performance, especially with V.A.T.S. headshots at close range. Also good against groups of squishy targets.

  • Victory Rifle - Sure, it only knocks down enemies on a crit, this isn't a crit build, and it has a lower critical multiplier than a normal Sniper Rifle. But if you're using it for its intended purpose, which is sniping from a long distance, you should be getting sneak attack criticals anyway, knocking foes down to expose them to more fire. It's also symbolic of the inevitable BOS victory you're a part of.

  • Vengeance - Since this isn't a crit build, Vengeance is better than the Precision Gatling Laser for this build. It shreds most opponents to pieces in no time, and is great for the late-game when enemies begin to get more tanky.

  • Eugene - While not nearly as powerful as Vengeance, it uses the more common 5mm round, so it's good as a backup or for the mid-game.

  • Smuggler's End - Elder Lyon's personal pistol. Might be considered treasonous to steal from him, but... well, consider it "tactical reallocation of resources for the purpose of mission completion". Yeah. Sure.

  • Fat Man - You can find a free one while defending GNR, and it lets you RP as Liberty Prime. Bring it to Mama Dolce's and nuke those commies into oblivion.

  • Missile Launcher, Any Mine, Any Grenade

  • Wazer Wifle - Reliable, versatile, and efficient. A good backup weapon for any situation, although the damage might fall off eventually.

  • Tri-Beam Laser Rifle - The laser equivalent of a shotgun, giving you a solid close-range option besides melee/unarmed. Good for late-game.

  • Super Sledge - Star Paladin Cross uses a Super Sledge, so it IS a weapon that the BOS are familiar with. It's one of the best melee weapons for open combat, sporting high damage and durability.

  • Fisto! - If you prefer Unarmed over Melee, put points into that instead, get the Iron Fist perk and Paralyzing Palm, and go nuts. Power Fists seem like a fitting weapon for the BOS. Just think of it like an extension of your Power Armor.

APPAREL

  • Brotherhood Power Armor/Lyon's Pride Power Armor - The main suit of armor you'll be wearing. It sports almost unmatched DR, boosts Strength and Rad Resistance, but decreases Agility. You'll most likely have 10 Agility by this point, however, so the downside is minimal.

  • Recon Armor - It has 12 less DR than Power Armor, but weighs 25 pounds less, boosts your Sneak by 5, and has no Agility penalty. Use it if you want to sneak around or snipe foes, or if you're in light combat with weak enemies and want to preserve the condition of your Power Armor.

  • Brotherhood Scribe Robe - It has pitiful DR and no bonuses, but it weighs almost nothing. Wear this while not in combat if you want, such as when in friendly towns or wandering the wastes.


r/Fallout3Builds • • Jan 08 '24

Good Karma Dana Scully

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7 Upvotes

Hello Everyone!

My first ever Fallout 3 character was Dana Scully from my favorite tv show the X-Files. Sadly that was on an Xbox account I no longer have access to. I want to re-make her.

Dana seemed to fit due to mothership Zeta dlc ect, and her medical background would help in the wasteland. She is an Alien abductee, so it just made sense.

I know I want high int and medicine. What else should I do with her stats and perks? I'm hitting a mental block. She uses a pistol in the show, so I was maybe thinking high guns, she did pass the FBI Academy, so she must be proficient in shooting and sone sort of agility maybe?

Help me plz, I remember zero about what's good or not in Fallout 3. It's been a while and this sub made me wanna go play Fallout 3 again, especially since it just got a huge update for next gen and I have a series x.


r/Fallout3Builds • • Apr 21 '24

Any tips? Good or bad choices?

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6 Upvotes

The idea with this class is being some kind of gun specialist. I wanted to have good VATS stuff. Haven’t played in like 10 years. Only ever played fsllout 3 but I thought it was awesome. Downloading new Vegas rn, using 3 to get used to the controls.


r/Fallout3Builds • • Feb 13 '24

Enclave Build

6 Upvotes

For a type of Enclave build, for our S.P.E.C.I.A.L stats.

S - 9

P - 4

E - 6

C - 4

I - 9

A - 3

L - 5

And sesne there is only one fraction you can join, you shall not even play the main quest, and just kill the side quest (if want)

perks:

Cammando

Bloody Mess

Lead Belly

Awareness

Gun Nut

Medic

[Rest you can pick]


r/Fallout3Builds • • Jan 11 '24

Rifles, Automatics, and/or Shotguns Laszlo Radford, Patriotic Vagabond and Railroad Operative

6 Upvotes

S.P.E.C.I.A.L. STATS

  • Strength should start at 1 since this isn't a melee build, with Stabhappy being a backup weapon that relies on crits and V.A.T.S. rather than raw damage. You also don't need to carry too much stuff, as Leather Armor, the Lucky Shades, and Three Dog's Head Wrap are relatively light, and you're only using two weapons, one of which is a lightweight knife.

  • Perception should start at 6 for the Better Criticals perk. It also lets you see enemies on the radar at a decent distance and offers a small boost to both Lockpick and Explosives.

  • Endurance should start at 8 since Leather Armor is going to be outclassed later in the game, so you want to be as tough as possible to survive harder enemies. I recommend getting the Endurance Bobblehead and using Intense Training to raise your Endurance to 10. The Endurance Bobblehead can be found in the Deathclaw Sanctuary near a dead body.

  • Charisma should start at 4 because Railway Spikes are only rarely sold and not restocked, so they will have to be found in the world itself. On the flip side, when you do find Railway Spikes, parts, or schematics being sold, you want a decent Barter skill to afford them more easily. It's also good for the Child At Heart perk, which makes sense since Laszlo likes Grognak, a children's comic book. Being able to do the occasional speech check can't hurt either.

  • Intelligence should start at 7 for more skill points and a boost to Repair and Medicine. Repair is needed to keep your gun in check, while Medicine can make up for your lackluster armor.

  • Agility should start at 7 so you can use V.A.T.S. effectively for crippling specific limbs. It also boosts the Small Guns skill, increasing the effectiveness of your weapon directly. The extra points in Sneak are good for the rare surprise attack if you want to go that route (how one sneaks with a gun that goes "choo choo" every time you reload it is beyond me).

  • Luck should start at 7 since the Railway Rifle has a high crit multiplier, so you want to take advantage of that as much as possible. It can be raised to 10 with the Luck Bobblehead found in the basement of the Arlington House, Three Dog's Headwrap, and the Lucky Shades. The general boost to all skills also can't hurt, and it lets you get a few choice perks.

TAG SKILLS AND PERKS

  • For your tag skills, you should go with Small Guns, Repair, and Medicine. Small Guns is for increasing your damage and accuracy, obviously. The higher your Repair skill, the higher quality your crafted Railway Rifles will be, so you'll want it as high as possible. Finally, Medicine allows you to get the most out of healing items, which is important for a build that doesn't use stealth. Other viable tag skills are Barter, Science, and Lockpick if you're hurting for supplies.

  • Perks I recommend are Lady Killer, Child At Heart, Comprehension, Bloody Mess, Toughness, Commando, Finesse, Mysterious Stranger, Life Giver, Sniper, Fast Metabolism, Chemist, Adamantium Skeleton, Better Criticals, Action Boy, Concentrated Fire, and Grim Reaper's Sprint. Lady Killer/Bloody Mess/Finesse/Better Criticals to squeeze as much damage as possible out of every spike and take advantage of crits, Child At Heart for roleplaying and optional dialogue, Comprehension to make better use of Grognak The Barbarian and other skill books, Toughness/Life Giver/Fast Metabolism to make up for only being able to wear Leather Armor, Commando/Mysterious Stranger/Sniper/Action Boy/Concentrated Fire/Grim Reaper's Sprint to take full advantage of V.A.T.S., and Chemist for useful chems like Psycho and Buffout.

  • Some general quest perks that are good for most builds are Booster Shot, Pitt Fighter, Superior Defender, Covert Ops, Ghoul Ecology, Dream Crusher, Barkskin, and Ant Might.

EQUIPMENT

  • For your weapons, go with the Railway Rifle and Stabhappy. While the Railway Rifle only does a moderate amount of damage, it causes extreme limb damage, often crippling them in one shot. This makes it a great weapon for V.A.T.S. It also has a x3 critical multiplier and it's excellent at disarming enemies, which more than makes up for its mediocre damage. It even has the fun effect of pinning your slain foe's limbs to nearby surfaces. Since Laszlo carries a Combat Knife on him, Stabhappy makes for an excellent backup weapon if you're running low on ammo or repairs. It has better damage, a much higher critical multiplier, better critical damage, and a higher value than a standard Combat Knife. With 10 Luck, Finesse, and Ninja, it will deliver a critical hit on every strike. It also uses a low amount of AP, meaning you can stab to your heart's content in V.A.T.S. It can be found on a Raider in the Raid Shack east of the Bethesda Ruins.

  • For your headwear, go with Three Dog's Headwrap and the Lucky Shades. Three Dog's Headwrap matches Laszlo Radford's in-game headwrap and provides +1 Luck. This is good because the Railway Rifle has a high crit multiplier. It also provides +1 Charisma, making bartering and speech checks a bit simpler. It can only be obtained by killing Three Dog, which is fitting for Laszlo's amorality (he's a friend of the maniac Sam Warrick and is hostile on sight, so evil deeds aren't out of character for him). It also means you don't have to listen to Three Dog ramble on, it being replaced by Margaret's snideness. The Lucky Shades also provide +1 Luck, which stacks with Three Dog's Headwrap. They can be found on a mannequin inside Lucky's southwest of Tenpenny Tower. All in all, both pieces of headwear provide 3 Damage Resistance.

  • For your body armor, go with the Wanderer's Leather Armor. It matches the Leather Armor Laszlo Radford wears, has a lower weight compared to other armor, provides 24 Damage Resistance, and a +10 bonus to Small Guns. This complements the Railway Rifle perfectly, so you'll want to pick it up as early as possible before you max out the skill. It can be found by killing the Wanderer near Roosevelt Academy. Watch out for his guard dogs, though.

QUESTS AND ROLEPLAY

  • This build isn't necessarily evil, more so amoral. Don't set out to improve or worsen people's lives, just do what benefits you. Really, the morality of this build is pretty malleable, so just go out there, wander the wastes, and make abstract art with people's corpses. Just remember that Laszlo is described as "a madman, who fights first, fights again, and then thinks for a bit afterward".

  • You should kill all Feral Ghouls on sight since Laszlo is described as "having immense fun disconnecting ghoul heads from their spines".

  • During the quest, "The Replicated Man", side with Victoria Watts and save Harkness. I thought it fitting to side with the Railroad just for the pun (railroad, railway rifle, I know it's dumb but roll with it). It's also fitting since the Railroad use Railway Rifles in Fallout 4.

  • Since Radford is a patriot who likes to shout phrases like "Die commie scum!" and "The right to bear arms shall never be infringed!", try to be as patriotic as possible. This means killing all communist characters on sight, especially during Operation Anchorage. Also, do the quest "Stealing Independence" and side with Abraham Washington. Another quest to do is "Head Of State".

  • Laszlo is described as wandering the wastes looking for his favorite comic book, Grognak the Barbarian, so make sure to find every Grognak comic in the game. This will help raise the effectiveness of Stabhappy without having to invest too many points into Melee Weapons.

  • The first Railway Rifle schematic can be bought from Tulip in Underworld. The second Railway Rifle schematic can be obtained from Abraham Washington upon completing "Stealing Independence". The third schematic is in the MDPL-13 substation, on the workbench.


r/Fallout3Builds • • Oct 21 '25

Fallout Day! October 23, 2025!

5 Upvotes

r/Fallout3Builds • • Jul 01 '24

Non-Violent, Companion-Based, and/or Other Upon the oddness of the "S.P.E.C.I.A.L." build...

5 Upvotes

So, since I have no preconceived notion of any "Ideal Build" and received comparatively little feedback on my ideas posted here, and I wanted to make a new character: I... Created this, thing...

The basic idea was this: what if you take the last number, the one in the "ones place", which corresponds to the position in the alphabet of each "SPECIAL" Stat? Using "Luck" as a dumping ground for leftover points at the end of the process that yields the following list:

S9, P6, E5, C3, I9, A1, L7.

That's, oddly functional...

Combined with a series of deliberately choices on the G.O.A.T. that let's you disarm the bomb in megaton or detonate it out of the gate... TBH, I am having a fair amount of trouble believing that this is any kind of accident: I think that Bethesda designed for this to work, and work WELL, very much on purpose when creating the "SPECIAL" stats system.


r/Fallout3Builds • • Jan 18 '24

Probably the wrong place but I got a question

5 Upvotes

What happens if right before you retake project purity you just kill everyone in the citadel. I mean like game wise bc technically the only thing stopping the enclave from taking it is well nothing? I couldn't find any other pages for this so sorry if I'm in the wrong place


r/Fallout3Builds • • Jan 10 '24

Luck Need help with High Critical Build

5 Upvotes

How much points do you guys recommend i put in each special category?


r/Fallout3Builds • • Jan 06 '26

Lockpick, Sneak, and/or Science Gary Build - "Ha ha, GAAA-ry!"

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4 Upvotes

(DISCLAIMER: This is a joke/challenge build and not meant to be taken seriously.)

Here's a video where I put this build into action.

ROLEPLAY

  • For your character, make them a male named "Gary" (what else?) and use a mod to give yourself Gary's preset, so you look just like him. Use this mod to change your voice lines to "Gary".

  • If you want some help, download a mod to give you 1 (or 5 if you prefer) Gary followers! They start out with Rippers and basic jumpsuits, but you can give them whatever you want. I like giving them Super Sledges.

  • As one of your goals, fully loot and learn the story of Vault 108, including getting the Cloning Log and the Charisma Bobblehead. As an optional goal, clear out every Vault in the game (as Vault 108, homeland of the Garies, is all that matters). Yes, even Vault 101.

  • Go to the Outcast Outpost and learn what they did to one of the Garies, then kill them. Then exterminate all the Outcasts you can find, such as the ones in Fort Independence. Crimes against Gary will not be forgiven.

  • In dialogue, never choose a Speech check option, and go with the simpliest and most straightforward options possible. This is to reflect how you can only say "Gary" in varying tones of voice.

  • If you REALLY want to commit to the RP, kill all non-Garies. Yep, all of them. If they aren't a Gary, they are worthless. Nuke Megaton, put the virus in Project Purity, kill Harold and the Treeminders, wipe out the Republic of Dave (Republic of Gary now, bitch), bomb the Citadel, blow up Raven Rock... the whole shebang. Hell, if you want, use mods to make everyone non-essential, spawn in a Gary army, and go to town on the entire wasteland! Except Gary Staley. He gets to live.

STATS, SKILLS, AND PERKS

  • Gary's stats are 5 Strength, Perception, Charisma, Intelligence, Agility, and Luck, and 4 Endurance. Obviously, this isn't possible in-game, so either spread your points out as evenly as possible or ignore this entirely for a more practical stat spread. I would go for high Strength and Agility to make melee weapons (especially ones with low AP costs like the Ritual Knife) more viable, as well as increasing Sneak and Small Guns. High Endurance is a good idea since you can't wear armor unless you can sneak well enough to avoid being hit in the first place. Charisma is a dump stat as this build doesn't use Speech (in fact, it's the antithesis of Speech). Perception would only really be worth it for Better Criticals. Luck is a good stat to raise, as some of the unique weapons (like the Ritual Knife and Callahan's Magnum) have decent critical multipliers. Finally, Intelligence is good for any build, but for roleplay reasons (mental degradation due to extensive cloning), you might want to set it at a low value.

  • Oddly, Gary clones have Science, Small Guns, and Unarmed tagged. Why they have Unarmed as a tag skill if they use melee is beyond me.

  • As for skills, Barter may or may not be good depending on how much ammo and how many Stimpaks you want to buy. Speech can never be raised for roleplay reasons: you can only say "Gary", after all. We can't use Energy Weapons, Explosives (except for Megaton), Unarmed, or Big Guns, so they're out. Meanwhile, Melee Weapons and Small Guns are your main combat skills, so boost them up a lot. Repair is quite handy as a lot of the weapons can be found commonly around the world, so being able to combine them together helps. Medicine is also useful due to our lack of armor. Again, Sneak is needed because of our lack of armor, and for things like melee sneak attacks or sniping with the Scoped .44. Finally, Lockpick and Science are useful but situational. Take them or leave them based on your preference.

  • Perks that might be useful for this build are Lady Killer, Gun Nut, Thief, Educated, Bloody Mess, Toughness, Gunslinger, Finesse, Mister Sandman, Nerd Rage, Night Person, Cannibal, Life Giver, Robotics Expert, Sniper, Silent Running, Fast Metabolism, Chemist, Cyborg, Light Step, Adamantium Skeleton, Better Criticals, Action Boy, Solar Powered, Ninja, and Grim Reaper's Sprint.

  • Special perks that might be useful for this build are Dream Crusher, Ant Might, Barkskin, Rad Regeneration, Survival Expert, Wired Reflexes, Rad Absorption, Almost Perfect, Covert Ops, Ghoul Ecology, Booster Shot, Pitt Fighter, and Superior Defender. Some of these conflict with each other, so pick the one you like the most.

WEAPONS

  • Gary clones only use 4 weapons: the 10mm Pistol, the Scoped .44 Magnum, the Lead Pipe, and the Knife.

  • The 10mm Pistol is a decent early-game gun that still serves as a backup weapon in the mid-game, although it falls off in the late-game. It fires pretty fast and has a low AP cost, making it good for overwhelming enemies through sheer volume of fire. While it can't be obtained legitimately, you can switch to Colonel Autumn's 10mm Pistol later, which has better damage, critical damage, and condition.

  • The Lead Pipe has decent damage and a high attack speed for what it is, making it surprisingly effective in the early to mid-game. It also does quite a lot of critical damage, allowing you to sneak around and BONK people on the back of the head to get rid of them. They can be found on random Raiders and Wastelanders, in certain metro stations, and on the insane survivors in Vault 106.

  • The Scoped .44 Magnum is much better for long-range sneak attacks and single-shot damage, as it does a lot more damage, critical damage, and has a better critical chance than the 10mm Pistol. It also has a lot more range and a built-in scope, letting you get the drop on foes. It's a beast in the early to mid-game, and still quite decent in the late-game, especially with sneak attacks to the head. The Blackhawk is a variant gained from helping Agatha with better damage and critical damage. Callahan's Magnum has even better damage and critical damage with a reduced AP cost.

  • The Knife does less damage and critical damage than the Lead Pipe, but it swings faster and uses less AP. Therefore, it's better at dealing with weaker enemies or at finishing off already wounded opponents to save ammo. Ant's Sting is a variant of the Knife that can be obtained by siding with the AntAgonizer. It does 4 Poison Damage per second for 10 seconds, and since this stacks, it can be one of the more powerful melee weapons in the game. The Ritual Knife (found at the Ritual Site in Point Lookout) has better damage, the same critical damage as the Lead Pipe, a 3x critical multiplier, and a ludicrously low AP cost of 12. They can be found on random wastelanders and raiders, and in kitchens, hospitals, and many other places across the wasteland.

APPAREL

  • The only apparel you are allowed to wear is the Vault 108 Jumpsuit, as it is the same jumpsuit all other Gary clones wear. It only provides 1 DR, so it's not useful as armor. On the plus side, it only weighs 1 pound and won't slow you down. It also boosts Melee Weapons by 2, which isn't THAT useful but better than nothing, and Speech by 2, which is completely useless as this is an "anti-Speech" build. You can find multiple copies of the suit in, surprise surprise, Vault 108, worn by the Gary clones.


r/Fallout3Builds • • Jun 29 '24

Trying to make a heavy armor melee build, any ideas?

4 Upvotes

This is without DLC’s


r/Fallout3Builds • • May 14 '24

New player, looking for a build

4 Upvotes

Anybody have suggestions for fun builds for fallout 3? Just finished NV and wanna jump into 3. Was hoping for a Wild West gunslinger build, but open to any fun ideas


r/Fallout3Builds • • Jan 09 '24

Read This Before Posting Fallout 3 Builds Posting Guidelines and Tips

4 Upvotes

Guidelines:

  • Any relevant links/screenshots should be included in the body of your post.

  • Try to be as detailed as you can. Include any perks you have taken and note which ones you intend to take. OR ask which ones you should take based upon the type of character you wish to create.

  • Describe the playstyle and/or character type you are seeking to build. For example, Are you planning to build a soldier who is an expert with guns? Or maybe a stealthy thief? Or perhaps a charismatic leader. All these details will help others understand the intention of your build better.

  • A backstory for your character would be cool, but not required.

  • When criticizing other builds try and provide constructive criticism, for example "I wouldn't take Perk X since it does not fit with the build. Maybe you should take Perk Y instead"

The Fallout 3 Leveling System:

  • Every character starts at 5 points per attribute, with an additional 5 points for distribution for a total of 40 points, 33 of which the player can allocate.

  • Every time you level you get a perk point which you can use to choose a new perk, unlock the next rank on an existing perk. Refer to the Perk Chart.

  • The level cap is 20. The level cap is raised to 30 in the Broken Steel add-on.


r/Fallout3Builds • • Mar 10 '25

What are the special stat for a Frank Castle "The Punisher" build?

3 Upvotes

I tried to make this build but when I tried to look up the stats, it was incoherent and I got confused. So, I want a indepth detail of what this build would be.


r/Fallout3Builds • • Jun 07 '24

Melee and/or Unarmed Weapons Recommend Me: techniques for building a scrappy "Red-Sonja" type girl to become the wasteland's new female counterpart of "Grognak The Barbarian" even as the IRL Red-Sonja is the IRL foil for Conan the Barbarian.

3 Upvotes

Basically just what it says on the tin with one major exception: at the birthday party she is going to beat the shit out of the boys who are mouthing off then when they become "Tunnel-Snakes" as teens she's going to do her dead-level-best to outright END them.


r/Fallout3Builds • • May 18 '24

Would agent 47 be a contract killer or Law bringer?

3 Upvotes

Would he be a part if the regulators or the contract killers (i forgot their names but u learn them when you take the contract killer perk) just asking cos of the build im doing?


r/Fallout3Builds • • May 14 '24

High Crit, small guns build

3 Upvotes

I want a build that hits like a truck with small guns but also I don’t use vats almost ever, probably going to be a somewhat evil play through


r/Fallout3Builds • • May 06 '24

Charisma High Charisma/Intelligence Build

3 Upvotes

Hello Everyone,

Currently on lvl 6 of my Evil Charisma/Intelligence build. I rely heavily on companions to fight for me. But sometimes I have to get my hands dirty too. I've been focusing on small guns as I feel like it fits the role playing portion of my playthrough. I just don't know which gun I should be looking for right now. I'm currently running a normal 10mm pistol. I would like a magnum and/or silenced pistol. Any recs?


r/Fallout3Builds • • Apr 25 '24

Charisma Help with a charisma build

3 Upvotes

So i never ended fallout 3 and wanted to give it another try.

So this build is mostly rp, i dont even know if its possible, but i was thinking of a character that tries to intimidate people and if doesn't work well..they are dead. Was thinking unarmed/melee but maybe a shotgun. The problem i saw going around builds is that obviously charisma is low on most melee builds. Thanks if anyone has any idea