Also, here are a couple of examples of the custom magic items. They're all rings in this campaign, as I built them in as a feature rather than as something I came up with a quarter of the way into development this time around.
The way they work is you get one point per level to apply to any skill you're eligible for. Once you hit level 5, 10, 15, and 20, a new skill unlocks. Basically, all they do is enhance skills until level 5. Then they get cool. I've been toying with the idea of having two level 5 abilities so that the item isn't linear all the way to level 10. Let me know what you think

Barbarian
Level 1: ATHLETICS! _ _ _ _ _ _ _ _ _ _
For each rank in this ability, the wearer gains +1 to jump, climb, and swim checks. This is an enhancement bonus.
Level 5: BRAWLING! _ _ _ _ _ _ _ _ _ _
The wearer gains the ability to summon a mob of relatives (barbarians) once a week. For each rank in this ability beyond the first, roll on the chart below and apply the modifier shown. If a 14-20 is rolled and max level is already met, simply add an additional barbarian to the summoning.
Roll 1d20
1-7: +1 barbarian
8-13: +2 rounds duration
14-18: +1 level of barbarians (max level 6)
19-20: +1 barbarian, +1 level of barbarians (max level 6)
Base summoning stats:
1d3 barbarians _ _ _ _ _ _ _ _
level 1 _ _ _ _ _
duration of 3 rounds _ _ _ _ _ _ _ _ _ _
Level 10: …It’s a greeting! _ _ _ _ _ _ _ _ _
For each rank in this ability, the wearer does an additional point of melee damage to any foe who is caught flat-footed.
Level 15: FOOTBALL! _ _ _ _ _
For each rank in this ability, the bearer does an additional point of damage when charging.
Level 20: Super Professional Advanced Amateur Arm Wrestler _
The wearer gains 4 fighter bonus feats, chosen and listed below.
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Druid
Level 1: The Great Outdoors _ _ _ _ _ _ _ _ _
For each rank in this ability, the wearer gains +1 to survival, knowledge (nature), and listen checks. This is an enhancement bonus.
Level 5: The Fury of the Furry _ _ _ _ _ _ _ _ _
_ _ _ _
This ability enhances the statistics of any animal the wearer turns into. Whenever a rank is invested in this ability, roll on the chart below and add that modifier to all wild shape animals.
Roll 1d10
1-2: +5 movement speed (including swim, fly, burrow, etc.) _ _ _ _ _
3-4: +1 dodge AC _ _ _ _ _
5-6: +1 Str _ _ _ _ _
7-8: +1 Dex _ _ _ _ _
9-10: +1 Con _ _ _ _ _
Level 10: Snakes on a Plane (of Existence) _ _ _ _ _ _ _ _
Once a rank has been invested in this ability, the wearer may have a small viper as a second animal companion. The wearer’s druid level for the determination of any bonus hit dice and abilities for this second animal is considered to be equal to the number of ranks invested in this ability.
Level 15: Natural Selection _ _ _ _ _
For each rank in this ability, all spells castable only by druids gain +1 caster level when cast by the wearer.
Level 20: Motha****ing Snakes on this Motha****ing Plane! _
All snake animal companions gain +5 to hit and +5 to damage. Whenever the wearer’s form is serpentine in nature, this benefit is also conferred upon the wearer. This is an enhancement bonus.
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Cleric of Carellian La... the elf god, who wanted plate armor that dropped, but the barbarian wanted it. I made this to resolve it in the funniest possible way.
Level 1: Float Like a Butterfly, Book Like a Worm _ _ _ _ _ _ _
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For each rank in this ability, the wearer gains +1 to Knowledge (religion) checks and a +1 bonus to initiative checks. The Knowledge (religion) bonus is an enhancement bonus, while the initiative bonus does not stack with the improved initiative feat.
Level 5: Form of the Turtle _ _ _ _ _ _ _ _ _
The first rank in this ability allows the wearer to retract his head and limbs into his armor, protecting him from harm. While in such a state, the wearer’s Dex is set to 0, is immobile, automatically fails all reflex saves, and cannot see. The upshot, however, is that the wearer gains resistance 3 to fire, cold, acid, electricity, and sonic damage that stacks with other forms of resistance, 100% fortification, and DR 3/- that stacks with adamantine armor. This state can only be held for a maximum of 1 minute, else the wearer begins to suffocate. The second rank in this ability confers awareness of that which goes on around the wearer, at least to some extent. Anything within 30 feet of the wearer will have its position known, as well as friend or foe status. Furthermore, the wearer can cast touch range spells upon entities that touch the turtle, whether this is a prepared spell against a foe that swung at the turtle or perhaps healing an ally who holds his hand on the turtle. The third rank in this ability allows the wearer to “clip” a wand into his armor. This wand can then be activated as a standard action that does not provoke attacks of opportunity, but only while “turtled”. This wand takes 1 minute to remove or 1 minute to clip in. The fourth rank in this ability gives the turtle form a 10 ft move speed, essentially making it a tank.
Rather than follow the rank progression shown above, any rank beyond the first put into this ability may simply add +1 to the DR/- and resistance conferred by the Form of the Turtle. A maximum of five ranks can be invested in this secondary benefit. Simply put, the four above abilities pop up in sequential order, but the wearer can take a break in the progression to increase defenses.
Switching to and from turtling is a standard action that provokes attacks of opportunity. This ability can only be used if the wearer is using full plate.
Ability to Turtle (0 dex, 0 movement, fail reflex, resist 3, 100% fortification, DR 3/-, 1 minute duration) _
Ability to Sense and Cast (30 ft. radius “sight”, cast touch spells on things that touches you) _
Ability to Use a Wand (1 min slot in or remove, std action to use) _
Ability to Move (10 ft.; logically, you can move and touch things now) _
+1 DR/- and +1 resistances _ _ _ _ _
Level 10: My God Can Beat Up Your God! _ _ _ _ _ _ _
For each rank in this ability, the bearer gains +1 CL when casting a spell targeting a cleric of the opposite alignment.
Level 15: Live By the Sword… _ _ _ _ _
The wearer gains the ability to cast an inflict wounds spell as a swift action immediately following a successful hit with your deity’s favored weapon. You must have this spell memorized unless you can spontaneously cast inflict spells. The highest level inflict spell you can cast in this way is equal to the number of ranks in this ability minus one.
Level 20: Live a Good, Long Time! _
The wearer gains the War domain granted ability, as well as all War domain spells, as bonuses. If the War domain was one of the two domains the wearer has been using, the wearer must nominate a third domain used by his god. Select between this new domain and the wearer’s old non-War domain for domain ability and domain spells as normal.