This is a sample of the skill abilities available in the Tome of Prowess, compressed into summary form and hidden in spoiler blocks to try to mitigate tl;dr responses. It's not a complete list of the skills, because this is already long enough. The full summary list can be found here
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Acrobatics
Acrobatics is a movement skill. It allows you to land a fall more gracefully, maneuver around opponents, and move over terrain that would otherwise block or simply not support you. Those really skilled in acrobatics can even walk on the air itself or catch a ride on bolts of lightning.
Key Attribute: Dexterity
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Untrained Uses
Run Over Difficult Surface
Slippery or obstructed surfaces don’t lend themselves to heroic charges, since heroic slipping isn’t awesome. You must succeed at an acrobatics check to run or charge over obstructed or uneven surfaces, though you may take double moves without making this check.
Rank 1 Uses
Cross Narrow Surface
Once in a while you need to stick to a narrow ledge on a crumbly cliff or walk across a tight rope across a gap between buildings. As a move action, you can make an acrobatics check to cross narrow, precarious surfaces.
Reduced Impact
Sometimes there’s just no avoiding a fall, so it’s a good thing you know how to roll with them. If you succeed on a DC 15 acrobatics check, you treat your fall as if it were shorter than it was.
Rank 4 Uses
Tumble Around Opponents
Opponents with weapons generally stab you when you try to move around them. This ability allows you to move through threatened spaces, both occupied and unoccupied, without provoking attacks of opportunity, though you may not use this ability in liquid that rises above your knee.
Rank 6 Uses
Competent Balancer
You are no longer flatfooted when balancing on a narrow surface. You must still make a check when you take damage while crossing a perilous surface, but you suffer much less from these interruptions.
Rank 8 Uses
Tumble Into The Wind
If you know how to orient yourself, you can ride the air to the ground from nearly any height. With an acrobatics check, you may function as if under a variant of the feather fall spell, significantly reducing the damage you suffer from the fall.
Rank 10 Uses
Light As A Feather
You can balance on an object that shouldn’t really be able to support your weight, like the top of a tree, your opponent’s outstretched sword, or an arrow that someone shot at you. While you are defying gravity like this, you treat the object supporting you as solid ground. This allows you to leap from treetop to treetop, stab your opponent in the face while standing on his blade, surf a ballista bolt right into the enemy lines, etc.
Run on Water
Moving across things that you normally fall into requires a keen sense of balance and a bit of momentum. You can move across liquids without sinking into them, but unlike a narrow ledge it is easiest to do this while running.
Rank 12 Uses
Dance on Clouds
Once you can run on water, dancing on clouds is the next step. With an acrobatics check you can run on clouds, smoke, exhaust, snowflakes, etc.; if you can see it in the air you can use it as a floor.
Rank 14 Uses
Skip on air
After you can dance on clouds, it’s not really a stretch to skip on the air between them. With an acrobatics check you can balance on the air itself, no longer needing to see it to make things work.
Rank 16 Uses
Ride the Rays
Even lightning will hold you up for a time. In addition to the physical objects that you can stand atop with your Light as a Feather ability, you can also balance upon rays and bolts of energy.
Affability
Affability is a social skill. It allows you to influence how people feel about you, and use their fondness for you to push them a bit farther than they would go for others. Those with exceptional skill in affability can talk others out of blinding rages or into potentially suicidal actions.
Key Attribute: Charisma
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Rank 1 Uses
Push an Agreement
Sometimes you can present an agreement, and the other party remains hesitant to accept it. Maybe you have to talk people into going along with a crazy plan or otherwise helping you out when they don’t really want to, or maybe they’re just being indecisive. You’re able to push them a bit, getting people to agree when they otherwise might not, just because you’re a nice likeable guy.
Rank 4 Uses
Let’s Not Be Hasty
Sometimes people try to stab you before you can give them a reason not to. With just a moment, a smile, and a well turned phrase you can delay a hostile creature from attacking you and your allies. Delay is the key word here, as you can not hold an opponent back from attacking you if he has already started doing it, or if he knows that you’ve already started attacking him.
Rank 6 Uses
Seriously Likeable
A smile and kind word from you can melt even the coldest heart. With 10 minutes of interaction and an affability check, you can positively change the attitude of your target towards yourself or another person or group. This shift is a natural shift in attitude, and is not enforced by anything. If you mistreat or disappoint a person while their attitude has been changed, they are likely to respond more negatively than before. Even if you don’t mistreat the person, their attitude will likely revert back to its original level unless you spend time earning it.
Rank 8 Uses
Campaigner
Crowds love listening to you, and tend to like you better afterwards. While addressing a crowd of any size, you can try to make them friendlier to yourself or another individual. The effect of this is similar to the Seriously Likeable ability, but on a wider and less personal scale.
Voice of Serenity
When you turn on the charm, marshals find it hard to inspire either courage or ire against you and even berserkers find you difficult to hate. You can counter morale effects and rage and anger effects just by talking to your foes.
Rank 12 Uses
Do it for Me, Please
Sometimes people walk off buildings, just because you asked nicely. This is similar to your Push an Agreement ability, except that you can convince people to do things against their natures or that are suicidal.
Appraisal
Appraisal is an analysis skill. It signifies an attention to detail that allows you to recognize forgeries, doctored goods, or knockoffs as well as price and identify goods and even share your insights with those suffering from a lack of logic. Those with attention to detail are also those who make good adulterers and forgers of work, so this skill is also used to make objects appear to be worth more than they are. Those with substantial skill in appraisal can even determine the functions of magical objects simply by examination.
Key Attribute: Intelligence
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Untrained Uses
Appraise Common Items
When you’re out shopping, it’s nice to not be ripped off by the merchants. You can appraise common or familiar goods and objects. You cannot appraise uncommon, rare, or exotic items untrained. You also use appraise to see past knockoffs and forgeries.
Detect Forged Documents
Forged documents are as good a liar as any silver tongued devil, but they sit in front of you and let you examine them for a longer time. You can spot forged documents, and deal with those who would pass them off on you appropriately.
Rank 1 Uses
Appraise Anything Mundane
You know what you’re looking for, and have a fair guess of what most things are worth. In addition to common items, you can also appraise uncommon, rare, exotic, and one-of-a-kind mundane items. This includes artwork, gems and jewelry, and all of the other pieces of loot that adventures often find themselves saddled with. Some items, like artifacts or poorly made jewelry pieces with high emotional value to wealthy kings, are fundamentally un–appraisable and likely to return a completely wrong objective measure of their worth. These should be rare; otherwise this ability is worth considerably less and you should complain loudly to your GM about it.
Notice Disguise
Your eye for detail and ability to spot forgeries extends beyond goods, but to people as well. You are able to pierce disguises with your appraisal abilities, finding the critical flaws that ruin the entire disguise.
Rank 4 Uses
Forgery
Attention to detail can go both ways, allowing you to find or create forgeries and knockoffs. Anything that you can create, you can create in ways that make it look like something official or more expensive. You can create fake documents for example, make a normal sword appear to be a masterwork one, or remove the signs from a barrel of fish that would indicate its low quality.
Rank 6 Uses
Eye for Magic
You can tell if an object is magical just by handling it. You may appraise magical items as easily as mundane ones, though you may still not know what it does afterwards. This ability may work on artifacts, but only on ones that you would have a reasonable chance of recognizing from stories or research.
Rank 8 Uses
Identify Magic Items
You’ve learned enough about items that you can identify them fairly accurately. You can determine the properties of any item you know to be magical, or you may attempt this check on an item you simply believe to be magical.
Think It Through
Your ability to appraise a situation also lets you talk others through them. You can counter confusion and fascination effects just by talking to those suffering under them. You can not affect yourself with this ability, however, as those conditions detract from your ability to analyze a situation.
Arcana
The Arcana skill represents dedicated study into the workings of arcane magic. While that study manifests itself most strongly as the ability to better understand and recognize arcane magics, those who study Arcana also learn the underpinnings of creatures created and maintained with those magics, constructs and the undead. Characters with substantial training in Arcana can even use arcane spell completion items containing spells not normally accessible within their class and ignore attribute requirements on magical items.
Key Attribute: Intelligence
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Rank 1 Uses
Creature Insight
While learning more about how arcane magic functions, you've also learned more about what makes some of the most common arcane creations and allies, constructs and the undead, "tick". Constructs are creatures built of material that have been animated by magic bound to their frames. The undead are the remains of once living creatures, animated to continue walking and working even after their bodies have given out. As an immediate action, you can attempt to identify a creature you are facing.
Identify Magic
When you run across magic, it’s nice to know if it’s magic that will help you or flay you alive. The Arcana skill primarily deals with the esoteric magic of wizards, though it can be used to identify spells or effects from any source.
Rank 4 Uses
Ignore Attribute Requirement
Arcane magic is based on tricking the world into doing what you wanted it to do all along, and some of those tricks work to coax magic items into working for you even when you lack the prerequisite attributes. If a magic item requires a certain ability score to function, you can try to ignore that requirement.
There's A Trick To It
A little knowledge about obscure magical theory goes a long way. In this case, it allows you to attempt to utilize arcane spell trigger items.
Athletics
The athletics skill is a movement skill. It allows you to ascend surfaces, swim through waters, or swing through a jungle on vines that would otherwise block you. Those with a lot of skill in athletics can even climb walls of force or swim against tsunamis and in other conditions that have no terrestrial analogue.
Key Attribute: Constitution
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Untrained Uses
Climb and Hang
Walls and barriers are meant to be overcome, and it’s often easier to climb over, along, or around it than it would be to smash it down. You can move up, down, across, or even just cling desperately to a wall or slope. A slope is an inclined surface between 45 and 60 degrees, a wall is an inclined surface of 60 degrees or greater.
Pull Up
Sometimes you don't quite make the jump, and find yourself hanging on to the edge. You can pull yourself up over the edge after a jump, or over the ledge of that smooth wall.
Swim
Sometimes the moat is too wide or you’ve walked the plank, and water is just one more obstacle to overcome. The swim ability is used to traverse liquids you can’t generally walk on, like water, acid, lava, and other fun things.
Rank 4 Uses
Brachiation
There are lots of places where it’s easier to swing around instead of walk. Swinging by your arms and occasional leg, you can move through tree branches, jungle vines, banquet hall chandeliers, complex monkey bars, etc. at half of your base land speed.
Rank 6 Uses
Combat Athlete
You’re getting the hang of moving in different ways while people try to fill you with arrows or spears or whatever. You are no longer flatfooted while climbing or swimming.
Fleet of Arm and Leg
You are quite proficient at dragging and kicking yourself through liquids. You may swim in any conditions with a base DC of 30 or less.
Touch of a Spider
Your fingers are amazing at finding things for you to grip. You may climb any surface with a base DC of 30 or less.
Rank 8 Uses
Arms of a Monkey
You’ve got some nice coordination and muscle strength. Your brachiation speed is now equal to your land speed. You may also brachiate with one hand occupied at half your base speed.
Ein Hander
You only need one hand free to climb walls or swim, and freeing up a hand comes with a few perks.
Zwei Hander
Just because you only need one hand free to climb or swim, doesn’t mean you should only keep one hand free. You can make quite a bit of progress if you dedicate both hands to the job.
Rank 10 Uses
Touch of a Gecko
Your fingers are amazing at finding things for you to grip. You may climb a surface of any DC; there really isn’t much that stops you.
Torpedo
You swim better than most fish. You can swim in any conditions regardless of DC.
Rank 12 Uses
Like a Fish to Water
You’re extremely comfortable in the water now. You suffer no DC adjustments for swimming with both of your hands full. You also suffer no penalties for fighting underwater. You gain all the benefits of Ein Hander even when no hands are free, and you gain the benefits of Zwei Hander if you dedicate one hand to swimming. You still have to manage breathing normally though.
Look, No Hands
Your toes, feet, and legs are very strong. You don’t need any hands free to climb walls, and can progress up a surface even while swinging a greatsword. You do not need any free hands to catch yourself if you begin falling. You gain all the benefits of Ein Hander even when no hands are free, and you gain the benefits of Zwei Hander if you dedicate one hand to climbing.
Bluff
The bluff skill is a social skill involving the art of trickery. With it you can convincingly lie, hurt the image of others, and take on the identity of another individual. Those with advanced training in Bluff can even implant false thoughts in their own heads and lie to divination sensors.
Key Attribute: Intelligence
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Untrained Uses
Combat Distraction
If you just need to buy yourself a moment to escape, it’s hard to beat the old “Hey, what’s that behind you!” You can attempt a similar distraction, buying yourself a bit of time to start on your escape.
Innuendo
Words can mean different things to different people, and you can use that to pass secret messages to others during public conversations.
Poker Face
You generally want people to believe what you tell them, especially if it isn’t the truth. You know how to craft lies well, so that they are more likely to be believed by those you are telling them to.
Rank 4 Uses
Assume Identity
Whether you look like someone else or not, once you decide to pretend to be someone else it’s important to remain in character. You know how to keep in character, even when things around you might make that problematic.
Rank 6 Uses
Mock and Deride
Anyone can heckle a speaker or slander a public figure, but you can do it with style. When others speak and attempt to garner favor for themselves, you can twist their words and otherwise cause them to err. This allows you to counter the Seriously Likeable and Campaigner abilities in the affability skill, blunting the goodwill they would gain or even causing them to lose it entirely.
Rank 8 Uses
Liar’s Aura
There are many situations where you don’t want people to be able to detect your ethical leanings, because they would probably put your head on a spike. With a short amount of time to prepare, you can select which alignment you appear to have.
Rank 10 Uses
False Thoughts
It is generally bad for your health to show the thought police what you actually think of them. You constantly create a false mental persona to present to the thought police, or whoever else might be listening in on your mental life, and can create custom ones when the need arises.
Rank 12 Uses
Not the One You’re Looking For
You can already lie about most things that would give you away, and now you can even lie about being ‘you’ in a deep, fundamental sense. You can trick scry sensors and location divinations into ignoring you.
Ciphers
Ciphers is an analysis skill. With it you can piece together patterns in written work, translating ancient languages, cracking codes that hide meaning, and even determining what is missing from a scroll to release its power. Those with a great deal of skill in Ciphers can even become fluent in dead languages or avoid triggering written trap effects.
Key Attribute: Intelligence
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Rank 1 Uses
Decipher Script
You’ve seen a few dusty tomes and can make sense of unfamiliar languages in them. You can decipher writing in languages you don’t read, as well as piece together messages in incomplete or archaic forms.
Rank 4 Uses
Decryption
Words can be hidden in symbols, numbers, or even other words if you’re worried about someone else finding them. You can analyze these hidden or coded messages. This is similar to deciphering script in another language, and can actually be done at the same time as you are deciphering a work.
Encryption
Aside from analyzing them, you can also create codes on your own or compose messages in codes that you understand.
The Finishing Stroke
Your ability to analyze magical scripts also lets you guess at the missing stroke or word that will release their stored power. You may attempt to activate any scroll or other spell completion item that you have already deciphered.
Translate Scroll
Magic users often have ridiculous notation and idiosyncrasies in writing that make others cringe. You can read through that nonsense to find the magic stored beneath.
Rank 8 Uses
Rosetta Stone
You know your way around a text, even when it’s written in an obscure, insane, dead language. If you read enough of a dead language, you can eventually become fluent in it.
Rank 10 Uses
If Books Could Kill
You’re familiarity with writing, hidden messages, and symbols has made you familiar with their magical variants. Spells such as Explosive Runes, Sepia Snake Sigil, Secret Page, and the various Symbols can be triggered during reading, and you are prepared for them.
Concentration
Concentration is a purely mental skill. Those trained in it can ignore distractions and focus on a complicated task and perfectly memorize complicated things. Those with a great deal of skill in concentration can even focus their way past spell effects that would paralyze or alter their minds.
Key Attribute: Wisdom
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Rank 1 Uses
Ignore Distraction
It’s tough to pick a lock while you’re being melted with acid, pick a pocket while you’re bleeding out of your ears, or cast a spell while you’re being molested by plants. If you focus hard enough though, you can block these distractions out.
Rank 4 Uses
Get Out of my Head!
When someone else gets a hold in your mind, it can be difficult to block their influence. You can focus your mind on the task of fighting them off, and push back or eliminate any lingering effects from a failed Will save.
Photographic Memorization
Once you’ve seen something, you can pretty easily recall it. You can attempt to memorize a written string of numbers, a long passage of verse, a street scene, or some other particularly difficult piece of information.
Creature Handling
Creature handling is a social skill, where you spend a lot of your time talking to creatures unlikely to talk back. It allows you to make a creature perform a trick (even those it hasn't been trained for), influence how creatures feel about you, train creatures to perform tasks, and even keep rabid beasts at bay without drawing blood. It is also the default skill used in riding, though there are alternative methods of acquiring the ability to ride well. Those with exceptional skill in animal handling can even train animals almost instantly, a skill prized among those who would teach their creature friends to defend their territory against invaders.
Key Attribute: Wisdom
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Untrained Uses
Perform Trick
Many creatures regard the tricks they have been taught as "work" and, like people, may not want to do them without some pushing. You can get animals to do things that they already know how to do.
Ride
Ride is really less of a singular ability, and more a collection of abilities you can use while sitting or standing on another creature that you nominally direct. A ride check is made each round you sit atop a mount. The results of your check are further explained in the revised riding rules section; it is included here to indicate that this skill is used for the check unless you have taken the Mounted Combat feat.
Rank 1 Uses
Push Creature
Creatures, even the mindless ones, have instincts that are hard to overcome. Sometimes, these instincts get in the way of a creature performing a trick or task that it has been trained to do. You can get creatures to do things even when an instinct makes them really not want to do.
Rank 4 Uses
Creature Insight
When you spend enough time and effort training creatures, you learn to recognize similar traits in other creatures even if you've never heard of them before. Animals are the most common of your trainees, and you can make inferences about rare, exotic, and even dire varieties. Magical beasts are those animals who have been enhanced by magic, but generally have the same base motivations as normal animals. Vermin are giant insects and bugs, possibly created eons past, that most others ignore but are well suited to repetitive tasks and certain styles of training.
Perform Unknown Trick
After working with creatures for a while, you start to learn how to guide them to do things they wouldn't otherwise consider doing. You can get animals to do things that they haven't been taught to do.
Train Creature
You can train animals, magical beasts, and vermin to perform specific tricks and prepare them for a specific task.
Rear Creature
If you have a creature from birth, you can make it more accepting of training. You can rear wild creatures of these types so that they become slightly domesticated, and take on a more trusting attitude to people.
Quick Mount & Dismount
Leaping into the saddle requires a knowledge of creatures and mutual trust that you can engender. You can leap atop your mount, transitioning into or away from them as if they were a natural extension of yourself.
Rank 6 Uses
I’m A Friend
Creatures of all types like you, and you know how to treat them to build trust and good feelings.
Rank 8 Uses
Whoa There
A hungry, rabid animal is just as likely to see you as a meal or a target as something to be avoided. You know how to soothe hostile beasts and can delay them from attacking you.
Rank 10 Uses
Through The Hoop
Animals like doing what you ask of them, and they get the hang of things quickly. You gain new, extraordinarily fast methods of training creatures.
Cultures
The cultures skill represents your dedication to the studies of the peoples of the world, their languages, and cultures. Those who spend time learning about others learn their language and can better recognize them when they meet, in peace time or war. Those who learn a great deal about others can also use that knowledge to try to activate magic items, even when they have no idea what the item would do. They can also pick up new languages just by being exposed to them.
Key Attribute: Charisma
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Special
Speak Language
Each rank, up to 5, that you put into cultures allows you to speak and write one additional language. You must receive approval from your DM before learning any secret or planar languages with these ranks.
Untrained Uses
Culture and Creature Insight
Your worldly knowledge of places and the people who live in them has also given you some understanding of the strengths and weakness of various humanoids. For example, you may recognize the difference between the goblins of the Frostmire and the goblins that plague the Forests of Durmalin. Or know the differences between a hill giant and a cyclops. You have a bit of knowledge about all of the humanoids, monstrous and otherwise, as well as the giants who inhabit your world.
Rank 4 Uses
Blindly Activate Item
Magic items, like other crafted objects, are a product of their time and culture. You know enough random bits about magic and devices from assorted cultures and traditions that you can try to activate magic items even when you have no idea what they do or how they work.Activating it doesn’t mean that you necessarily control it, however, and there is a chance that you may not actually get the item to do what you want it to when activating it in this way.
Rank 6 Uses
Acquire Tongue
Your knowledge of languages makes it easy for you to pick new ones up. You no longer select new languages after you gain 6 ranks in this skill. Instead, anytime you are exposed to a language you do not speak, you receive a check to see if you learn it after 1 minute. There is no limit to the number of languages you can learn to speak in this way.
Devices
The devices skill is an applied skill that helps you bypass dangers. With it you can disarm mechanical traps, disable waiting magics, open secured locks, and sabotage complex devices. Those with advanced training in devices can even trap magical items, lay false traps to slow pursuit, and even disable spell effects like arcane lock or wall of fire.
Key Attribute: Intelligence
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Untrained Uses
Smash Simple Devices
While anyone can point a spike into an arrow trap they've found to prevent it from coming out or dip a lock in acid to get it to open, it takes a check to disable simple things with less brute force. This ability allows you to find and disable obvious, relatively simple stuff without triggering it, like trip wires. This also includes simple bits of sabotage, suck as jamming a lock so it is unusable rather than smashing it into bits. With this level of training you may disable any device or perform an act of sabotage with a base DC of 10 or less.
Rank 1 Uses
Disarm Tricky Devices
You know a bit about how mechanical traps, locks, and other devices work, and can successfully disable more difficult devices. This means you can disarm tricky devices, mechanical traps with DCs between 11 and 20. You can also complete more complicated acts of sabotage. Straightforward sabotage of mechanical devices like weapon handles or wagon wheels rests in the DC 11-15 range, while more delicate sabotage like bowstrings that snap on first use are between 16 and 20.
Rank 4 Uses
Disable Fiendish Devices
You’ve got all the basics down and can attempt to disable anything you run across, mundane or magical. You can attempt to disarm any mechanical trap with a DC of 21 or higher, as well as perform complicated, precision sabotage. You can also disarm magical traps, which makes you fun to take into wizard tombs.
Rank 6 Uses
Item Feedback
While arming your foe tends to not be an optimal strategy, it is significantly improved if you have rigged things in advance. You can use your knowledge of magical traps and items to rig magic items to backfire when next used.
Rank 8 Uses
Pick Arcane Locks
Nothing is more annoying than a lock you can’t pick. You have learned how to disable the binding created from an Arcane Lock and similar spells in addition to regular locks.
Look, A Trap!
Sometimes you need to buy some time, and people who are looking for and dealing with traps are people who are moving slowly. With a bit of work, you can make it look like an object or location is trapped.
Rank 10 Uses
Disable Active Spell
Spells waiting in traps are really just practice for active spells that are less forgiving. You are able to dispel magic that is active on objects or in an area, but you are unable to dispel magic that is active upon specific creatures. This would allow you to disable invisibility on an object, a wall of fire, or even an Antipathy effect (since it affects an area) but not to remove a charm monster or sleep effect (which affects specific creatures in an area at the time of casting).
Disguise
The disguise skill is an applied skill that allows you to change appearances and form. With it you can change your features, change the appearance of others, and even change your weight or height. Those with substantial skill in disguise can craft elaborate costumes to appear as more fantastic creatures, emulating their abilities and even operating in places they normally couldn’t.
Key Attribute: Charisma
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Untrained Uses
None. Sorry, you actually can’t do real disguise stuff without a bit of training. You can cut your hair, put on a wig, change your clothes, and do other extremely superficial changes, but these generally do not hold up to close scrutiny unless you’re also a very good actor.
Rank 1 Uses
Craft Disguise
With a bit of putty and some makeup, you can hide or alter physical features. You may disguise yourself or otherwise alter your appearance such that you do not appear to be yourself, but you can not disguise yourself as a particular person with this level of skill.
Rank 4 Uses
Cunning Disguise
Putty and makeup are quite familiar to you, and you can work them into many forms. You can even use them to imitate the appearance of a specific person, though people who are familiar with the individual will have an easier time finding your flaws.
Rank 6 Uses
Masterful Disguise
You are truly a master of humanoid imitation, and have learned skills that let you imitate a wider variety of people. When crafting a disguise, you may incorporate elements to exceed the general height and weight alterations limit.
Rank 8 Uses
Fire Retardant Face Paint
Some people look very similar to you, but live in the frozen north and are blue. You can disguise yourself as one of them now as well, even gaining minor resistances to help you pull it off.
Extraordinary Costumes
The best sahuagin disguise in the world won’t fool anyone if you can’t also breathe under water. Similarly, some roles may require that you brave temperatures or climates you couldn’t normally survive in, be taller or smaller than normal members of your species, or even fly. You can craft and operate costumes that incorporate technical elements and allow you to overcome these obstacles.
Rank 10 Uses
Fantastic Costumes
You can imitate a bulette adolescent if you want, but there are probably more useful things out there. You gain additional costume ability selections, and may ignore the first 2 selections when determining your check penalty.
Rank 14 Uses
Mythic Costumes
You could probably imitate a Cornugon if you felt like it. You gain additional costume ability selections, and may ignore the first 6 selections when determining your check penalty.
[hr]
Skills without a complete summary appear below. As I get around to fixing that, the line will be moved down.
Dowsing
Endurance
Escape Artistry
Geomancy
Healing
Intimidation
Jump
Legerdemain
Perception
Psychology
Stealth
Survival
Thaumaturgy
The full summary list can be found here.