Tailspin:
the HPs are incorrect. You should have 8+1(Con) = 9hps
You cannot use a shield if you use a Longspear.
I would go with Studded Leather to start out with.
Skills:
I would choose the following knowledge skills at level 1:
Local, Nature, Arcana
At level 2 choose the following knowledge skills:
Dungeoneering, Planes, Religion
At level 3 put the same skills you put in at level 1. At level 4 put the same skills as level 2. Keep alternating like that.
For the 4 remaining knowledge skills each level put a rank in one of the following (that you have not yet put a rank in): History, Engineering, Geography, Nobility.
Example: 1st level History, 2nd level Engineering, 3rd level Geography, 4th level Nobility.
After you have a rank in each of the 4 remaining knowledge skills you can either put ranks in some other skill or rotate which of the 4 remaining knowledge skills gets a point. I would put ranks in other skills.
Looks good. At level 2 choose which Perform skill (Oratory or Comedy) you are going to be Versatile with. I suggest Oratory first.
You still have a skill point to spend (6+2int+1human =9). I would spend it on the skill Spellcraft. Spellcraft is used for a great many things.
You still have a favored class point to spend. Either Human or Skill point is good.
Equipment: You are WAY overweight. Lose some weight.
You need 1 net, 2sacks (1/2 lb each, not 1lb each), you do not need rope, leave that to someone else. You do not need a pole, you have a longspear, you do not need 60arrows. 20 is fine.
Spells:
You need to list how many spells of each level you currently know. It should be 4 zeros and 2 firsts.
You need to list your spell DCs and your spells per day. Currently your DCs are 13 (zero level) and 14 (first level). Your spells per day are: unlimited for zero and 1 + 1 bonus for first.
Spell selection:
Read Magic is needed early on in order to read scrolls (when your spellcraft skill is not high enough to do so reliably).
Detect magic should be on your list. This spell is used all the time, it also helps identify magic items.
Open/Close is a VERY useful spell if the door is not locked or stuck (or too heavy). You open the door saves the fighter an action.
Light should be a gimme also. It saves you from having to carry a torch.
Cure Light Wounds is a good first level.
Grease is a VERY awesome spell. Things it can do: help an ally from being grappled or to get out of a grapple. Control a 10x10 foot square by making it too slippery to walk through, make an enemies' weapon too greasy to hold. This spell should be in your spell list. It has usefulness for your entire adventuring career. Even at level 20 a level 1 Grease spell is useful.
Some other good spells:
Sleep (great early on in campaigns against humanoids)
Silent image (depends on how GMs run illusions, check with your GM)
Hideous Laughter (good early spell, gets weak later)
Expeditious Retreat (who wouldnt want to move faster?)
Disguise Self (good social spell)
- Gauss