
| DefaultResponse | 
 
	
 
                
                
              
            
            Greetings! I'm a long time lurker and first time poster.
I'm looking for some advice creating an Elf Wizard (Conjurer) for my first PFS character.
My stats are looking like this after racial modifers so far:
Str 8
Dex 14
Con 12
Int 20
Wis 10
Cha 8
I'm trying to stack initiative without going Diviner.
My plan so far is: 
+4 from Familiar
+2 Reactionary trait
+2 fleet-footed elven racial variant 
+2 Dex
for a +10 total
My question is, at level 1, how bad is it to go without toughness with only 7 HP so I can take improved initiative (also assuming all of those bonuses stack)?
Any other advice related to playing Wizards in PFS is welcome as well. :)

|  Charon's Little Helper | 
 
	
 
                
                
              
            
            Wizards don't really need toughness. If something closes with you, you might go down, but unless they crit with a x3 weapon, you'll probably just go into negative HP. (And that extra 3hp probably wouldn't help anyway! :P)
Are you going the teleport conjuration wizard? Their spell like ability isn't quite as handy at level 1, but it stays relevant as a great way to get out of grapples etc.
Finally of note - the general consensus is that 2 of the best 1st level Pathfinder spells are Sleep & Color Spray. Color spray probably more devastating - and works on slightly more stuff (Heck yeah the swarm is stunned for multiple rounds! Everybody do the torch poke dance!), but more dangerous since you have to get close.

|  Quadstriker | 
 
	
 
                
                
              
            
            Welcome to the wizarding world. I'm playing a conjurer in PFS as well.
Having 7 hp at level 1 is no fun. You're just walking around clenching your sphincter the entire time. Put a little more survivability in your build for the first level. PFS allows you to change anything you want about your character before you play once at level 2.
Think of it this way:
What ability that you have is so important at level 1 that you just NEED to have a million different bonuses to your initiative to get it off before anyone can blink?
Answer: Nothing.
Take your toughness at level 1 and retrain out of it before level 2.
Also, imho you don't need 20 int as a conjurer. 18 is more than fine. You aren't scrounging for every point of DC you can muster. Use those points and put your CON at 14. With that and toughness, you're sitting fine and can loosen up a little. You won't go down just from failing a reflex save or some random crap. (But still stay in the back!)

| Create Mr. Pitt | 
You just have to be really careful until you get mirror image and invisibility. Take the teleportation subschool. That extra five ft. step with shift is actually a really helpful defensive power in the early levels; and remains super useful throughout. But either way initiative is as useful as HP. Getting off a grease or color spray first is better defense than anything else a first level. This is a solid build.

| DefaultResponse | 
 
	
 
                
                
              
            
            Wizards don't really need toughness. If something closes with you, you might go down, but unless they crit with a x3 weapon, you'll probably just go into negative HP. (And that extra 3hp probably wouldn't help anyway! :P)
Are you going the teleport conjuration wizard? Their spell like ability isn't quite as handy at level 1, but it stays relevant as a great way to get out of grapples etc.
Finally of note - the general consensus is that 2 of the best 1st level Pathfinder spells are Sleep & Color Spray. Color spray probably more devastating - and works on slightly more stuff (Heck yeah the swarm is stunned for multiple rounds! Everybody do the torch poke dance!), but more dangerous since you have to get close.
Yea I like the teleportation sub school much better. I'm not really into blasting so I was probably going to Oppose Evocation and Necromancy but I'm not sure just yet.
Color spray definently is on my must have list! Since summon monster I is sort of a waste at level 1, my conjuration spell will probably end up being grease most of the time.

| RumpinRufus | 
 
	
 
                
                
              
            
            Anticipate Peril will eventually be a great use of a 1st-level spell slot, but at this level, it's a tiny bonus and you don't have the slots to spare. But, it will stack with Heightened Awareness.
Cracked Dusty Rose Prism Ioun Stone is another +1 for 500 gp.
sidenote: if you go Teleportation subschool, make sure you understand how it works. Once you Shift, your turn is over. And until your next turn, you can't even take immediate actions. It's useful, but make sure you use it after your standard and move actions.
 
	
 
     
    