Tailspin's turn:
Ability Scores:
Str10 (0pts)
Dex10 (0pts)
Con13 (3pts)
Int15 (7pts)
Wis17-2(human) = 15 (7pts)
Cha13 (3pts)
Total: 20pts
Good, I would suggest rearranging some of it. Drop Intelligence to 14 and put the 2 points you save to Constitution or Charisma (bumping either up to 14). Alternately, increase dexterity.
I also suggest rearranging your scores wholesale. Here is why: Druids are a mix of spellcasting and melee combat. Eventually they get into shapechanging via the Wild Shape ability. Unfortunately, that is based on your physical stats such as strength and dexterity. Poor starting stats, poor Wild Shape.
Here are two possible point buys for the different Roles a Druid has. You do not need to adopt one of them, I am just demonstrating.
Spellcasting Druid stats (Wild Shape for defense primarily):
Str12, Dex14, Con12, Int12, Wis15+2(human), Cha12 = 20pts
Combat Druid stats (Wild Shape for offense primarily):
Str15+2(human), Dex14, Con14, Int10, Wis14, Cha8 = 20pts
With magic items the Combat Druid will eventually reach wisdom 20 but will never really be as good of a spellcaster as others.
HP: Good, max+con = 9 for you. :)
Armor: I would purchase Hide Armor but, if you are planning on staying out of combat you don't have to. I would also purchase a Heavy Wooden Shield. The gold increase is 5 for the hide and 4 for the shield.
Saves: Excellent
Weapons: you need your attack bonuses.
Armor/Shield: weights need to be listed.
Feats:
Skill focus is on Handle Animal is nice. But what are you going to do with it? To be honest, there isnt much call for Handle Animal in the game. Other than pushing your Animal Companion to do things beyond 'attack' it really doesn't do much in most games.
Defensive Combat Training is a great feat for poor BAB classes like Sorcerers and Wizards who plan on getting into melee regularly. But, a moderate BAB class like a Druid does not usually need it. I would choose something else.
Some suggested feats for a Druid: If you are going for a spellcasting Build the feats Improved Initative and Combat Casting are very good feats. Improved Initative allows you to get a spell off first. Combat Casting allows you to cast spells while in melee combat without provoking an attack of opportunity.
If you are going for a summoner build (one version of a spellcasting build) then Spell Focus: Conjuration and Augment Summoning are must have feats. Note: this can be a bit complicated so I do not recommend it at this time.
If you are going for a Wild Shape combat build, Toughness is a very good feat. I would also suggest Improved Initative or Combat Casting for a Wild Shape build.
Special Abilities:
You need to decide the following: Do you want a domain (extra spell, some powers), or do you want an animal companion? Either can be good choices.
If domain you need to select the domain from the druid list.
If animal companion you need to select your companion. Put its stats on your sheet somewhere. Put its AC, attacks, and hitpoints down somewhere you can easily find them.
Also, you need to list your other special abilities: Nature Sense (+2 on Knowledge Nature and Survival checks) and Wild Empathy.
Skills: Good, except you need to put a +2 bonus in the misc column for Knowledge Nature and Survival (due to Nature Sense).
Spells: You have a number of spells you can memorize and cast. At your level you can memorize 3 zero level spells per day and 1+1(bonus) first level spells per day. If you have a domain you gain another first level domain spell per day.
Select your spells from the druid list on the page below.
<a href="http://paizo.com/pathfinderRPG/prd/spellLists.html" rel="nofollow">http://paizo.com/pathfinderRPG/prd/spellLists.html</a>
Your spell saves are 10+wisdom modifier (+3)+ spell level. In this case, 13 for zero level spells, 14 for first level spells.
Equipment: I would drop one of the hemp ropes. 1 50' rope is usually sufficient. I would also drop the Iron Pots. They serve no real purpose. Buying a few torches is a good idea. Maybe a Lantern with some oil.
- Gauss