ClassesThis chapter starts off by explaining classes and how they work, as well as level dependant benefits like free feats and ability increases. Standard stuff. The chapter does introduce something new: Base Dodge Bonus and Base Parry Bonus. That's right - scaling defense features sadly missing in most other campaign settings and in basic D&D.
The classes are Barbarian, Borderer, Noble, Nomad, Pirate, Scholar, Soldier, and Thief.
Overall, they're all good classes and none of them seem to be weak or underpowered. But it is also important to remember that the classes are not balanced primarily with combat in mind. A noble is better in social situations than he is at combat, plain and simple. And he isn't given arbitrary combat abilities to make up for that fact. You'll also note that there's only one spellcasting class - the Scholar. And he's only a spellcaster if you want him to be. That's right, you can choose to just be a scholar, without ever touching a spell.
The names may seem unfamiliar in a few cases here, but don't be fooled: The soldier is just a Fighter with slight modifications, the Thief is a modified Rogue, the Borderer is a modified Ranger. The Barbarian is quite changed from the one in the 3rd Edition Player's Handbook, and the Noble, Nomad, Scholar, and Pirate are all good classes, if not tied to any particular 3rd Edition Core Class.
It's also worth noting that some classes begin automatically having the Two-Weapon Fighting feat for free. A nice change, I feel.
This chapter also covers things like Fate Points (excellent idea for keeping a character from premature death), starting money and equipment, codes of honour, allegiances, and reputation (and aliases). Allegiances, Code of Honour, and even Reputation replace alignment. That's right - this game is blessedly free of the restrictive and nonsensical 'alignment.' Code of Honour is an awesome idea - allowing any character to decide they abide by a certain code, which offers certain benefits. Although explicitly choosing not to have a Code of Honour can also provide benefits.
SkillsThe skills chapter is standard for anyone versed in the d20 system. They're reprinted here, as was mentioned elsewhere, because this book does not require the use of the 3rd Edition Core Books. Nothing mindblowing to mention here. For those not versed in the d20 system: This chapter explains how to use skills, how you attain skills, how you better your skills, what you can do with your skills, etc.
FeatsLike any OGL/d20 product, this book has Feats -- special talents for your character to learn, or to help them progress along certain paths. There are a lot of feats in this chapter, so I'll only explicitly mention a few that are worth noting.
Carouser: This feat allows you to stay focused while getting drunk, and grants social skill bonuses to you against your drinking buddies.
No Honour: Extra bonuses from not having a Code of Honour.
Ritual Sacrifice: Killing people for extra magical energy.
Spawn of Dagoth Hill: You get to apply a template and become an Outsider, having a parent that's a Demonic entity.
Of course, this chapter still features the normal necessary feats like Improved Critical, Track, and all those other goodies we're all fond of.