Get to that in a second, sure(except use rope. Combine that with escape artist instead), and yes.
It's eberron-ensue, but more feudal, less optimistic and steampunky. Lots of magic in the world, but magic is dangerous, so it's very...scaling. Blessings and wards are common, bound elementals or demons making your wagon go? Less common. Background is really quite European, though other cultures are where you wouldn't expect them, this being fantasy. And the races? If you're interested in being a race you find underpowered(humans are not underpowered. I think.) just ask me, and I'll try to balance it. I gave kobolds natural trap sense, lesser stone cunning, a bonus to charisma and dexterity, a natural armor bonus, and a penalty to con and strength, once. I think it worked out.
There's a change to magic, by the way. You have to make an ability roll in order to cast a spell, up to three for spells with long casting times. The DC is 5 plus twice the spell level. Yes, an ability roll. DC 23 for ninth level spells. There can of course be feats to help with this, and the aid another action does work. That what rituals ar, partially. Higher for some spells. Concentration checks are made before this.
And as warning? Failing said heck by five or more prompts Happy Fun Stuff. So go ahead wizard. Try to cast Gate. You have a one in two chance with your 36 Int to fail, and lose the spell. Mwahaha! Really, it's a pretty simple change, doesn't make it so low level spells are difficult, but being an ability check, it scales well with levels. I think.
I do like the combined skills. Decipher Script will be part of forgery, Jump and Swim are the same(climbing is different though), craft and appraise, etc. As well, the ability modifiers should be though of as 'usual' abilities. If you're discussing Histaclopathian ethics with someone, that's probably a knowledge check but using your charisma, or a diplomacy check but using you intelligence.