Heroes created with custom classes are at least as powerful as regular heroes, but may be more specialised. Check with your GM before making a custom class hero.
Just like before, each class has a core rules (the Base Attack Bonus, Hit Die, and Spell Progression for Casters).
However, with custom classes, you pick and choose your own selection of skills and feats.
You will select which of their Saving Throws is or are “Good” and which is or are “Poor”, and must select a number of skills, as indicated in the class description, as class skills. You may select any feat your hero qualifies for, as indicated on the class tables.
This number is added to all attack & defence rolls. These rules are unchanged from regular classes.
This is the type of die you roll to determine your Vitality Points. These rules are unchanged from regular classes.
Each custom class has one or two good saves and one or two poor saves. At 1st level, the character designates which saves are good or poor. If the character later gains a level in a different class, he designates which saves are good or poor for that class.
For example, Alex is creating a 1st-level warrior, a class with one good save and two poor saves. He wants to create a swashbuckling-type character, so he designates his good save as Reflex and his poor saves as Fortitude and Will.
Later, Alex's warrior gains a level of Adventurer, a class with two good saves and one poor save. He wants to keep his Reflex save high, so he designates that as a good save. He also decides that he wants his character to become better at resisting enchantments, so he designates Will as his other good save, and Fortitude is left as his poor save.
Each custom class has a specific number of class skills, as given in the class description - but what these skills are is up to you. When a character takes his first level in a class, he chooses which skills to designate as class skills. Once these are selected, the character can't change his choice of class skills (though if he gains a level in another class, he can choose different skills as class skills for that class).
For example, a warrior has six class skills, plus Craft. Alex wants to play an agile, crafty warrior who uses his high Dexterity and Charisma scores to good effect. At 1st level, the player designates his class skills as Acrobatics (Dex), Bluff (Cha), Craft (Int), Intimidate (Cha), Jump (Str), Profession (Wis), and Stealth (Dex).
When Alex's warrior gains a level of Adventurer (see Multiclassing, below), a class with twelve class skills plus Craft and Profession, he must choose a new set of class skills. Alex can expand his character’s class skills to include some that are appropriate. Since his character has taken up life as a thief and second story artist, he adds Balance (Dex), Climb (Str), Diplomacy (Cha), Disable Device (Int), Knowledge (local) (Int), and Perception (Wis) to his list of class skills, plus six more as he sees fit.
Each class gains a bonus feat at 1st level, and additional bonus feats at specific levels throughout the character's career. Each time the character gains a bonus feat, he may select any feat for which he meets the prerequisites. There is no list of bonus feats to select from.
Instead of gaining the abilities granted by the next level in your character's current class, he can instead gain the 1st-level abilities of a new class, adding all of those abilities to his existing ones. This is known as “multiclassing.” For example, let's say a 5th-level warrior decides to dabble in the arcane arts, and adds one level of spellcaster when he advances to 6th level. Such a character would have the powers and abilities of both a 5th-level warrior and a 1st-level spellcaster, but would still be considered a 6th-level character. (His class levels would be 5th and 1st, but his total character level is 6th.) He keeps all of his bonus feats gained from 5 levels of warrior, but can now also cast 1st-level spells. He adds all of the hit points, base attack bonuses, and saving throw bonuses from a 1st-level spellcaster on top of those gained from being a 5th-level warrior. Note that there are a number of effects and prerequisites that rely on a character's level or Hit Dice. Such effects are always based on the total number of levels or Hit Dice a character possesses, not just those from one class. The exception to this is class abilities, most of which are based on the total number of class levels that a character possesses of that particular class.
Each character begins play with a single favoured class of his choosing —typically, this is the same class as the one he chooses at 1st level. Whenever a character gains a level in his favoured class, he receives either + 1 Vitality point or + 1 skill rank. The choice of favoured class cannot be changed once the character is created, and the choice of gaining a hit point or a skill rank each time a character gains a level (including his first level) cannot be changed once made for a particular level.