Build 02 • Weapon Bruiser

THE SLEDGEMELEE WEAPONS BRUISER • Gifted + Finesse

TRAITS: Gifted + Finesse
STATS: ST 6 • PE 6 • EN 7 • CH 2 • IN 8 • AG 10 • LK 8
SKILLS: Melee Weapons, Speech, Doctor

Concept

A tougher, weapon-swinging alternative that drops Small Frame for Finesse. You wield the Super Sledge, Ripper and Wakizashi Blade instead of fists. Finesse adds +10% critical chance on every swing, and the extra Endurance point gives you more HP to stand and trade blows.

Strength plan: identical logic — ST 6 start covers Bonus HtH Damage; Power Armor → ST 9 later. Super Sledge itself has generous ST requirements, so you're never under-strength.

SPECIAL Radar

SPECIAL — final values (after traits)

Total = 47 points (base 35 + 5 creation + 7 Gifted). No Small Frame, so AG 10 comes from a base-9 investment.

StatValWhy
ST6Bonus HtH Damage; →9 in Power Armor
PE6Awareness + Better Criticals
EN7Extra HP to brawl toe-to-toe
CH2Dump; Mentats to recruit
IN8All quest dialogue; 16 skill pts/lvl
AG10Max AP/AC; melee perk gate
LK8Crit synergy with Finesse
Finesse — read the fine print. +10% crit chance is excellent with More/Better Criticals, but Finesse makes fights against very high Damage-Threshold enemies (deathclaws, power-armored Enclave) a bit slower because more hits become low-roll crits instead of big raw hits. On a Super Sledge (Weapon Knockback) build it's still a net win. If you dislike that, swap Finesse for Bloody Mess (pure cosmetic, no downside).

Derived stats @ Level 1

35
Hit Points
10
Action Pts
10
Armor Class
18%
Base Crit*
16
Skill Pts/Lvl
175
Carry (lbs)

*8% Luck + 10% Finesse. Note the fat 175 lb carry — no Small Frame penalty, so you haul your own gear.

Traits

Gifted +1 to all stats (−10% skills, −5 skill pts/lvl). Same great deal as Build 1.

Finesse +10% critical hit chance on all attacks. Turns your Super Sledge into a crit cannon; downside is slower kills on ultra-armored foes.

Tag skills

Melee Weapons worth tagging — unlike Unarmed, Melee has few free trainers (John L. Sullivan +10% and Jordan +10% in Arroyo) and a lower base (20 + 2×(ST+AG) = 52% at AG 10 / ST 6). Tag it and pump toward 100%.

Speech most quest XP, and talks Cameron down for 600 XP in the Temple.

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

Going for Slayer? Still don't tag Unarmed — its 62% base plus the Unarmed trainers (Sullivan, Sierra bags, Prizefighter, Lo Pan) reach 80% for free.

Weapon shortlist

WeaponNotes
RipperEarly powerhouse, low AP cost, great crit rate
Wakizashi BladeCheap AP, strong criticals, easy to find
Super SledgeLate-game king — Weapon Knockback, big raw damage
"Little Jesus"Unique combat knife, huge crit multiplier

Perk progression (perks every 3 levels)

LvlPerkReqPayoff
3Bonus HtH DamageST 6, AG 6+2 melee dmg/rank (x3)
6More CriticalsLK 6+5% crit/rank — stacks with Finesse
9Better CriticalsPE 6, AG 4, LK 6+20% crit table
12Living AnatomyDoctor 60%+5 dmg vs living
15Bonus HtH AttacksAG 6−1 AP per swing
18Action BoyAG 5+1 AP (x2)
21ToughnessEN 6, LK 6+10% DR/rank — you'll want this
24+Lifegiver / Dodger / Slayer*Survivability or crit apex
Slayer is optional here. It needs Unarmed 80%, not Melee Weapons. If you want it, pump Unarmed as a secondary late-game; otherwise skip it — Super Sledge + Better Criticals already crits constantly, so this build stays strong without it.

How it plays

Sturdier than The Fist — 35 HP, 175 lb carry, and Toughness make you a genuine front-liner rather than a flanker. You wade in, knock enemies back with the Super Sledge, and Finesse ensures a steady stream of criticals. Slightly lower ceiling than a Slayer fist build, but far more forgiving to pilot in the open.

⚔ 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.