Alright - I think I have all the details that could be needed for play at this point fleshed out.
The character Talmon Daellus.
[sblock=Talmon Daellus, Elf Wizard (Conjurer) Long Format]
Talmon Daellus
NG Male Elf Wizard (Conjurer); Level 1
Favored Class wizard; XP 0
Age 158, Height 5'11", Weight 121 lbs
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Init +4;
Senses Perception +4
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Defense
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 5 (1d6-1 [Con -1] )
Fort -1, Ref +2, Will +4
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Offense
Melee
Dagger -2 (1d4 -2) [19-20x2]
Quarterstaff -2 (1d6-2) [x2]
Ranged
Dagger +2 (1d4 -2) [19-20x2]
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Statistics
Str 7, Dex 15, Con 9, Int 17, Wis 14, Cha 13
Base Atk 0;
CMB -2 ;
CMD 10
Speed 30 ft. (30 ft. unarmored)
Space 5 ft.; Reach 5 ft.
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Feats
(Scribe Scroll), Spell Focus (Conjuration)
Skills(Ranks)
Appraise +7 (1), Craft(Alchemy) +7 (1), Knowledge Arcana +7 (1), Knowledge History +7 (1), Linguistics +7 (1), Spellcraft +9 (1)
Armor Check Penalty 0
Languages
Common,
Elven,
Celestial,
Draconic,
Dwarven,
Sylvan.
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Traits
Magical Knack: Talmon was raised by a magical creature as his parents often left him in the care of a magical minion. This constant exposure to magic has made its mysteries easy for him to understand, even when he turns his mind to other devotions and tasks. This trait affects wizard — Talmon's caster level in that class gains a +2 trait bonus as long as this bonus doesn’t increase his caster level higher than his current Hit Dice.
Reactionary: Talmon was bullied often as a child, but never quite developed an offensive response. Instead, he became adept at anticipating sudden attacks and reacting to danger quickly. He gains a +2 trait bonus on Initiative checks.
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Racial Traits & Class Features
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
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Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard’s skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.
Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table 3–16 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots.
Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.
Spellbooks: A wizard must study his spellbook eachday to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.
Conjuration School
The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Summoner’s Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1).
Acid Dart (Sp): As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess.
You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.
Items/Wealth
Equipment: Spellbook (3lbs), Dagger (1lb), Quarterstaff (4lbs), Light Horse (bit & bridle, Riding saddle, 5 days feed)
Magic: "Talisman of Daellus" - Signet Ring (Arcane Bond object)
Monies:
Gold 42,
Silver 5,
Copper 2
Baggage: Backpack (2lbs), Belt Pouch (1/2lb), Flask (1.5lb), Scholar's Outfit (6lbs), Spell component pouch (2lbs), Sealing Wax (1lb), Chalk 10 pieces, Ink 2 vials, Inkpen, Paper 20 sheets,
Total Weight (Carried):
21 lbs (6lbs from clothing, 4lbs from quarterstaff)
(Lt. 23lbs/Med. 46lbs/Hvy. 70lbs)
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Spells Known/Spells Prepared
Wizard (Conjurer) - Banned Schools Evocation/Necromany
Prepared spells per day : 3+1/2+1
0 -(Acid Splash), Read Magic, Mage Hand, Message
1 - (Grease), Enlarge Person, Hypotisim
Spells Known (ALL/6)
1st - Grease, Enlarge Person, Hold Portal, Hypotisim, Mage Armor, Shield.
Character Concept/Description
An orphaned Elf taught magic by a dissatisfied master now wanders the world in hopes of becoming strong enough in the art of Conjuration to earn his master's love.
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[sblock= Talmon Daellus – Elf Wizard (Conjurer) NG 1st Brief Format (Statblock)]
Talmon Daellus, male elf Wiz1: CR 1; Size M (5 ft., 11 in. tall); AL NG; HD 1d6-1;
hp 5; Init +4 (+2 Dex, +2 Trait); Spd 30 ft.;
AC 12, TA 12, FF 10 (+2 Dex);
Attack -2 (+0 Base, -2 Str) melee, or +2 (+0 Base, +2 Dex) ranged;
CMB -2 (+0 Base, -2 Str);
CMD 10 (+0 Base, -2 Str, +2 Dex)
Fort -1 (+0 Base, -1 Con),
Ref +2 (+0 Base, +2 Dex),
Will +4 (+2 Base, +2 Wis);
Str 7 (-2),
Dex 15(+2),
Con 9 (-1),
Int 17 (+3),
Wis 14 (+2),
Cha 13 (+1).
Melee
Dagger -2 (1d4 -2) [19-20x2]
Quarterstaff -2 (1d6-2) [x2]
Ranged
Dagger +2 (1d4 -2) [19-20x2]
Languages Spoken: Common, Elven, Celestial, Draconic, Dwarven, Sylvan.
Skills and feats:
Appraise +7 (1 Rank, +3 Int, +3 Class),
Craft(Alchemy) +7 (1 Rank, +3 Int, +3 Class),
Knowledge Arcana +7 (1 Rank, +3 Int, +3 Class),
Knowledge History +7 (1 Rank, +3 Int, +3 Class),
Linguistics +7 (1 Rank, +3 Int, +3 Class),
Spellcraft +9 (1 Rank, +3 Int, +3 Class, +2 Race)
[Scribe Scroll], Spell Focus (Conjuration).
Wizard Spells Known (3+1/2+1) : DC: 13-14 (prepared spells bold)
0th -- Resistance,
Acid Splash, Detect Magic, Detect Poison,
Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sounds, Bleed, Disrupt Undead, Touch of Fatigue,
Mage Hand, Mending,
Message, Open/Close, Arcane Mark, Prestidigitation.
1st --
Grease,
Enlarge Person, Hold Portal,
Hypotisim, Mage Armor, Shield.
Possessions: Spellbook (3lbs), Dagger (1lb), Quarterstaff (4lbs), Light Horse (Nilune) (bit & bridle, Riding saddle, 5 days feed),
"Talisman of Daellus" - Signet Ring (Arcane Bond object), Backpack (2lbs), Belt Pouch (1/2lb), Flask (1.5lb), Scholar's Outfit (6lbs), Spell component pouch (2lbs), Sealing Wax (1lb), Chalk 10 pieces, Ink 2 vials, Inkpen, Paper 20 sheets,
42 gold,
5 silver,
2 copper.
Total Weight (Carried):
21 lbs (6lbs from clothing, 4lbs from quarterstaff)
(Lt. 23lbs/Med. 46lbs/Hvy. 70lbs)
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