Fallout 3 Build: Dashing Gunman

S.P.E.C.I.A.L. Stats, Skills and Perk Selection

Dec 10, 2008 Gerry Kuhn

Here's a fun build for those looking for a little more roleplaying in their Fallout 3 game. The Dashing Gunman is combat ready and good for those speech challenges.

We've all seen them in the movies, the smooth talking ladies man with a gun hand as quick as his mouth. Fallout 3's character creation system, especially the perks, can make this Fallout 3 build happen. But not only is it fun to play, it still remains functional. It will still be powerful gun character and getting those extra bonuses from speech challenges.

S.P.E.C.I.A.L. Stats: Agility and Charisma in Fallout 3

This is the ground floor of character creation, the S.P.E.C.I.A.L. stats. Two stats are the main focus of the Dashing Gunman, Agility and Charisma. Both will determine the starting levels of important skills such as Small Gun and Speech. But also the Agility boost will grant higher V.A.T.S points.

From there, Luck is the next choice in stats to increase. It will increase critical strike chances as well as giving a small boost to all skills. Perception and Intelligence could do with a small boost, but only if there are a few remaining points.

Skills: Character Guide

Small guns and Speech, these two skills will already be high from the increased Agility and Charisma, but they'll also want to be two tagged at the start of the game. Medicine is always helpful and with a lower endurance, it will be necessary to stay alive. As with most classes, it is best to stick to one weapon skill, spreading out often just wastes skill points. From their the more roguish types might gravitate towards sneak, lockpick or science. Any of these three will come in handy at later points in the game.

Perks: Lady Killer, The Meat of a Gun Build

Now it's time to truly flesh out that Gunman.

LADY KILLER! This is a must have for the lower levels. Not only does it increase damage, perfect for that small arms fire but there will be more speech options when talking with the women of the wastes. Intense Training works well for upping either Agility, Charisma or Luck. Gun Nut might be good, but in the end after skill increases from levels, books and clothing it might turn out a wasted perk in the long run.

Scoundrel at level four follows the same as Gun Nut, when purchased it is helpful but in the end a wasted point. It'd be better to get Intense Training a few more times. Up next would be Bloody Mess and Gunslinger. A little extra damage and higher accuracy in V.A.T.S not much else one could ask for.

Best bet on Commando and Scrounger at level eight. Impartial Mediation can be an excellent choice, never again will Speech need to be increased. But it'll be a difficult road maintaining the Neutral Karma to keep the bonus. It is purely a choice of preference.

Finesse should be the first choice at level ten. Mysterious Stranger can be that sidekick always seen in the movies. At twelve, grab Sniper. With the perks chosen up to this point, you'll almost always hit those headshots.

Depending on where the character falls on the Karma scale, Lawbringer and Contract Killer are the good options to pick up. But once their taken, don't fall out of your alignment otherwise it's just a wasted spot. Master Trader is another good one for those looking to make some money.

Better Criticals and Action Boy will go well with high V.A.T.S use and a high luck, more damage to more targets. Concentrated Fire is excellent for enemies that simply cannot be brought down by one headshot alone. Finally, what Dashing Gunman doesn't wander the cities, never staying in one place for long. Explorer at level twenty will help keep him moving.

The copyright of the article Fallout 3 Build: Dashing Gunman in Video & Online Games is owned by Gerry Kuhn. Permission to republish Fallout 3 Build: Dashing Gunman in print or online must be granted by the author in writing.
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