You don't technically have to subtract one for it to work correctly: because naturally the lowest you can roll is 1 and the highest is 6, 6-1=5. I just felt it put the player in the right mindset.
You can in fact get abilities before stat 5s. But to do so, you must have that skill. But if you have 5, then your character could have no knowledge of how to properly swing a sword, but they're just such a natural that they can use abilities. That was the idea behind it.
The character sheet correctly lists all skills. If in doubt, look to the character sheet and let me know where the problem is in the rulebook.
Shields are actually treated as a weapons, where they can be used to bash enemies. However, they also provide a bonus to blocking. So you can block with a scimitar, but you can block more effectively with a shield. I'll get into that more later.
The special attack types are varied from normal attacks. Normal attacks are the point of reference for percentages. Not all weapons have access to all attack types, which is why I listed weapon types. You can switch freely during combat.
Now then, stats:
Scimitar (5 Dam, 5 AP, 3 Crit, 5 Pierce, 10 Weight, 35 GP)
For the record, this is a rather expensive (and effective)sword. Quality craftsmanship and all that.
Chainmail Tunic(5 physical resistance, 0 magical resistance, 15 Weight, 15GP)
For the sake of simplicity, not going to worry about gloves, boots, or helmet.
Armor works exponentially, by the way. Each point of physical resistance is a .95 multiplier for damage. So your natural armor is 77%. Piercing reduces resistance by that amount.
Actually, I'm going to reduce racial physical resistance. Your total is now 4 instead of 5. All other races have had their physical resistance reduced to 0, except for elves who have -1.