You know, while we are talking about rules and attributes and whatnot I might as well take some load of Wander's shoulders. Most of what you have to decide for your character right now is just picking options from lists in the rulebook and I can quote them as well as Wander, I suppose. Gear:
You can carry 11 weight. You start with Dungeon Rations
(5 uses, 1 weight)
You also have a symbol of your deity
that you need to describe (weight 0)
You have already decided on a shield for your armor. A shield weighs 2 (chainmail only 1, in case you want to change your mind because of the load).Weapon:
Your choice of (1) Warhammer, (2) Mace, (3) Staff & Bandages (Staff needs two hands, bandages are a one-use item that heals 4 hit points, all the weapons have the same weight (1). When it comes to attacks or damage they are all the same.)Other equipment:
You get either (1) Adventuring Gear and 5 more Dungeon Rations, or (2) a Healing Potion. The extra rations and adventuring gear each weigh 1, the healing potion weighs nothing. A healing potion heals 10 hit points. Adventuring Gear is a collection of useful, mundane items like maybe some chalk, rope, a torch, and so on. Every time you need something like that you can pull it out of your adventuring gear. It has 5 uses, before it's used up and needs replacing.