Create a new ClassName.lsx file within CharacterCreation/ClassPresets/ folder of the mod based of layout one of vanilla presets
(Note that the .lsx file is just a normal xml file that can be opened by Programmer's Notepad
or any preferred txt editor)(Replace ClassName with name of new class)
(Game will Randomly place class preset in class menu)
Heres an example layout for the lsx file:
Code
<?xml version="1.0" encoding="UTF-8" ?>
<save>
    <header version="2" time="1387205254" />
    <version major="1" minor="3" revision="0" build="0" />
    <region id="CharacterCreationClass">
        <node id="root">
            <attribute id="Armour" value="ARM_SourceHunterClothAmor" type="22" />
			<attribute id="Leggings" value="ARM_Garment_Sourcehunter" type="22" />
            <attribute id="Boots" value="ARM_SourceHunter_Boots" type="22" />
            <attribute id="ClassDescription" value="Air/Fire/Source/Warrior-skill Spellblade" handle="hcacf5429g0c27g40b4ga41bgf1e46a309d32" type="28" />
			<attribute id="ClassLongDescription" value="When the Sourcerer went mad, only those who could flee were spared a terrible death. The fleet-footed Shadowblade escaped, but the rest of the village did not. <br><br>As a wandering orphan, thieves, beggars, pirates, and murderers taught the Shadowblade that man was no more than a beast, and the laws of nature were simple: Kill or be killed; eat or go hungry. <br><br>But a survivor among survivors needed an advantage. Posing as the child of nobleman, it was almost easy to gain access to the Academy of the Source Hunters. Here the most elite secrets of magic were offered freely, and the Shadowblade perfected them all.<br><br>By the time the ruse was discovered, it was too late. The academy had a prized pupil, and the Shadowblade had found that hunting Sourcerers satisfied the soul better than picking pockets. Usually." handle="h84a28459g9f0cg4aacgbb71gbf2f2baa67f3" type="28" />
            <attribute id="ClassName" value="ClassName" handle="" type="28" />
            <attribute id="ClassType" value="Shadowblade" type="22" /><!--Here is the base ClassType (not sure exactly how game uses this info)-->
            <attribute id="ExtraEquipmentSet" value="Class_Shadowblade" type="22" /><!--Here is the starting inv gear-->
            <attribute id="Gloves" value="ARM_SourceHunter_Bracers" type="22" />
            <attribute id="SkillSet" value="BlazesChaosbladeClass" type="22" /><!--Class presets are defined in the public/ModName/Stats/Generated/SkillSet.txt of your mod-->
            <attribute id="Voice" value="0" type="5" />
            <children>
                <node id="AbilityChanges">
                    <children>
						<!--Ensure that you have abilities here equal in total cost to NumStartingAbilityPoints attribute inside the properties.lsx file(default is 5 total cost unless modded)-->
                        <node id="AbilityChange">
                            <attribute id="Ability" value="AirSpecialist" type="23" />
                            <attribute id="AmountIncreased" value="1" type="4" />
                        </node>
                        <node id="AbilityChange">
                            <attribute id="Ability" value="Sourcery" type="23" />
                            <attribute id="AmountIncreased" value="1" type="4" />
                        </node>
                        <node id="AbilityChange">
                            <attribute id="Ability" value="WarriorLore" type="23" />
                            <attribute id="AmountIncreased" value="1" type="4" />
                        </node>
                        <node id="AbilityChange">
                            <attribute id="Ability" value="FireSpecialist" type="23" />
                            <attribute id="AmountIncreased" value="1" type="4" />
                        </node>
                        <node id="AbilityChange">
                            <attribute id="Ability" value="BodyBuilding" type="23" />
                            <attribute id="AmountIncreased" value="1" type="4" />
                        </node>
                    </children>
                </node>
                <node id="AttributeChanges">
                    <children>
						<!--Ensure that you have abilities here equal in total cost to NumStartingAttributePoints attribute inside the properties.lsx file(default is 5 total cost unless modded)-->
                        <node id="AttributeChange">
                            <attribute id="AmountIncreased" value="3" type="4" />
                            <attribute id="Attribute" value="INT" type="23" />
                        </node>
                        <node id="AttributeChange">
                            <attribute id="AmountIncreased" value="2" type="4" />
                            <attribute id="Attribute" value="SPD" type="23" />
                        </node>
                    </children>
                </node>
                <node id="TalentsAdded">
                    <children>
						<!--Ensure that you have abilities here equal in total cost to NumStartingTalentPoints attribute inside the properties.lsx file(default is 2 talents in preset unless modded)-->
                        <node id="TalentAdded">
                            <attribute id="Talent" value="AttackOfOpportunity" type="23" />
                        </node>
                        <node id="TalentAdded">
                            <attribute id="Talent" value="Leech" type="23" />
                        </node>
						<!--Note how you can comment out txt from file -->
<!--                         <node id="TalentAdded">
                            <attribute id="Talent" value="Carry" type="23" />
                        </node>
                        <node id="TalentAdded">
                            <attribute id="Talent" value="Durability" type="23" />
                        </node> -->
                    </children>
                </node>
            </children>
        </node>
    </region>
</save>

You can add some starting traits to players via the editing the public/ModName/Stats/Generated/Character.txt of your mod.
Add
Code
 
data "Talents" "AnimalEmpathy"

below the easyplayer/normalplayer/hardplayer entries to add Pet Pal as a default added trait to all players.
You could also add default talents or stats or such to all npcs by editing the EasyNpc/NormalNPC/HardNpc entries.