oldmanpaco said:
Awareness
Bonus move
Better Criticals
Action Boy
Bonus HtH Attack
Action Boy II
What do you suggest instead?
Lvl 3 - awareness is crap. I mean, you've played that stuff twice already so you should know who has what and whatnot, and it's totally useless in other departments. Take either earlier sequence (because going first is a must for close combat fighter, it allows you to either hit first or run like hell) or toughness (10% of dmg resistance can be really useful when ironmanning it).
Lvl 6 - bonus move is the best you can have, 2 ap is a lot.
Lvl 9 - also optimal.
lvl 12 - Lifegiver. Period. the only way of dealing with 150 hp criticals is having 151 hp (and preferably much, much more), so +4 hp per level is really helpful here.
lvl 15 - bonus hth attacks are teh best.
lvl 18 - I, personally, never go for the action boys, preferring to use an hth-evade+tag unarmed combo under the jinxed trait, but that's really not as effective, to be honest. So yeah, you can try to gain those +2 ap while grinding up to the 24th slayer.
As for the build... Currently I'm ironmanning f2 myself with an unarmed fighter (inspired by your LP, no less, 21 level already though the game has just gave me an unpleasant surprise by killing both Goris and Sulik in the same combat; goris took a 141 hp bullet spray from smg and Sulik had 441 hps of love from a tommygun) and I use S 3 (and that's even too much, should've taken 2), P 8 (all for the sake of going first) E 8 (hps are important) C 4 (playing with controlled NPCs which makes the game much more fun and tactical; like, paired with Sulic, I've managed to slaughter the slaver's guild at lvl 7 which says a lot) I 10 (obvious, though it can be 9 or even 8) A 8 (thing is, with unarmed fighter you don't really want to pay through your nose to get 10 AP since, until you get 2 action boy perks, you can use only 9 effectively) L 6 (just for moar criticals). Traits are gifted and jinxed. I guess that if you don't go for the jinxed combo, you can take kamikaze - allows you to take just 6 Pe, putting saved points elsewhere. And the armor loss is really negligible. Finesse can also work, though for it you want a S of 6, gaininh access to all those flashy special unarmed attacks which also heighten your critical chance, so aimed at the eyes you can autocrit even without a slayer perk.