Build 01 • Min-Max Meta

THE FISTUNARMED CRIT-SLAYER • Gifted + Small Frame

TRAITS: Gifted + Small Frame
STATS: ST 6 • PE 6 • EN 6 • CH 3 • IN 8 • AG 10 • LK 9
SKILLS: Speech, Doctor, Lockpick — leave Unarmed untagged (it trains free)

Concept

The textbook Fallout 2 melee monster. Gifted pumps every stat, Small Frame maxes Agility for 10 Action Points at level 1. You punch things to death with the Power Fist / Mega Power Fist, stacking criticals until Slayer turns every hit into a critical.

Strength plan: start ST 6 (unlocks Bonus HtH Damage at L3 with no drugs) → Power Armor's +3 ST takes you to 9, which clears Slayer's ST 8 gate for free. No Buffout micro-management needed.

SPECIAL Radar

SPECIAL — final values (after traits)

Total = 48 points (base 35 + 5 creation + 7 Gifted + 1 Small Frame). Each stat capped at 10.

StatValWhy
ST6Bonus HtH Damage gate; →9 in Power Armor
PE6Awareness + Better Criticals
EN6Toughness + Faster Healing + HP
CH3Dump stat; use Mentats to recruit
IN8Clears every quest dialogue; 16 skill pts/lvl
AG10Max AP, AC; gates every melee perk
LK9Crit engine + special encounters
IN 8 vs IN 9? IN 8 clears every quest and dialogue check in the game — nothing story-critical needs 9. IN 9 would only add +2 skill points per level. On this crit build that point is better spent on Luck 9. If you're a skill-point hoarder, swap to IN 9 / LK 8.

Derived stats @ Level 1

33
Hit Points
10
Action Pts
10
Armor Class
9%
Base Crit
16
Skill Pts/Lvl
115
Carry (lbs)

Traits

Gifted +1 to ALL seven stats. Downside: −10% to all skills and −5 skill points/level. Worth it — the raw stat gain dwarfs the skill cost, and books/use cover the rest.

Small Frame +1 Agility (this is what buys AG 10). Downside: lower carry weight. Irrelevant — your companions haul the loot.

Tag skills — and why NOT Unarmed

Don't tag Unarmed. Its base is already high — 30 + 2×(ST+AG) = 62% at AG 10 / ST 6 — and free trainers carry it past Slayer's 80% with zero skill points: John L. Sullivan in Klamath (+10%), the Sierra Army Depot punching bags (+10%), New Reno Prizefighter (+5%) and Lo Pan / the Dragon in San Francisco (+20%). Tagging it even wastes that free training (fixed-target trainers stop helping once it's tagged). Spend all three tags on things you can't get free:

Speech the real "talking" skill in FO2 — gates the most quest XP, and talks Cameron down for 600 XP in the Temple.

Doctor unlocks Living Anatomy (+5 dmg vs living) and Vault City training.

Lockpick pure utility you can't train for free — opens the Temple's chapel door and endless containers.

Unarmed: leave it untagged; the base + trainers do the work. Nudge it with a few level-up points only if you're impatient for the 80% Slayer gate.

Perk progression (perks every 3 levels)

Do NOT take the Skilled trait — it pushes perks to every 4 levels. Gifted keeps you at every 3.

LvlPerkReqPayoff
3Bonus HtH DamageST 6, AG 6+2 melee dmg/rank (take x3 over time)
6More CriticalsLK 6+5% crit chance/rank
9Better CriticalsPE 6, AG 4, LK 6+20% on the crit table — huge
12Living AnatomyDoctor 60%+5 dmg per hit vs living creatures
15Bonus HtH AttacksAG 6−1 AP per attack — build-defining
18Action BoyAG 5+1 AP (take x2)
21ToughnessEN 6, LK 6+10% damage resist/rank
24SlayerST 8*, AG 8, Unarmed 80%EVERY melee hit is a critical
27+HtH Evade / Lifegiver / DodgerDefense & survivability filler

*Slayer's ST 8 is met by wearing Power Armor (ST 6 base + 3 = 9). The armor bonus counts toward perk requirements.

How it plays

Early game you're fragile (33 HP) — lean on Sulik and companions as your front line while you flank. By mid-game Better Criticals + high Luck means most hits crit for big numbers; Mega Power Fist one-shots most humans. Endgame with Slayer + Bonus HtH Attacks you take 5 critical punches per turn and delete anything, including Enclave troopers and deathclaws.

Glass-cannon warning: lowest HP of the three builds. Prioritize Power Armor, Toughness ranks, and never fight in the open before level 10.

⚔ Temple of Trials — clearing the opener

Every build starts here in Arroyo. A melee character breezes through it — save often.

StepWhat to do
Don't hit KlintNever attack Klint at the entrance (or any Arroyo tribal) — it can turn the village hostile later.
Chapel — fightKill the giant ants & radscorpions with your starting Spear (good early XP). Trick: attack once, then use leftover AP to run 3 hexes — they can't reach you.
Locked door outOpen it with Lockpick — any value works, just retry.
Passage trapsDisarm the spear/dart plates with Traps for 25 XP each (save first — a crit-fail locks that trap), or hug the right-hand wall to avoid them.
Sanctuary doorOnly plastic explosives (in a nearby pot) open it. "Use" one, set the 10-second timer, place it, run.
Cameron (final test)Talk him down (needs IN 4+ and Speech tagged) = 600 XP; steal his key (Steal) = 600 XP; or fight unarmed = 300 XP (drop then re-grab your weapon; he yields after ~20 damage but can still kill you — save).
ExitLeave via the top grid: +15 Karma, and you step into Arroyo with the Pip-Boy 2000.
Cameron's training — why you skip it: he also offers +10% Unarmed / +10% Melee training, but only to characters with Agility ≤ 6 AND no combat skill tagged. This build runs AG 10, so it doesn't qualify (and doesn't need to). Critical hits are disabled for the first in-game day, so don't bother aiming here.