I typed one of those up for my newbies (I have 2 in my campaign, both first-time role players). I've got it in .DOC form, which nobody in their right mind would donwload from an untrusted source, so I'll repost the text here instead:
Combat Skill Checks
Arcana: You can use an arcana check as a Standard action to Detect Magic, to learn Monster Knowledge about monsters with an arcane origin, or to use Arcana Knowledge to recognize a magic-related clue or to recall a useful bit of magic-related information. You can also use an arcana check as a Minor action to Identify a Conjuration or Zone that has been cast in combat.
Bluff: Once per combat, you can use a bluff check as a Standard action to Gain Combat Advantage over a monster. Once per combat, you can use a bluff check as a Standard action to Create a Diversion which can help you to hide (see Stealth) or escape.
Heal: You can use a heal check as a Standard action to allow an adjacent character to Use Their Second Wind on your turn as a free action, to Stabilize the Dying, or to Grant a Saving Throw.
Insight: You can use an insight check as a Minor action to Sense Motives, Sense Attitudes, Sense Outside Influence, or to Recognize an Illusion.
Intimidate: You can use an intimidate check as a Standard action to convince a Bloodied target to Surrender, though this is a very difficult check.
Nature: You can use a nature check as a Standard action to learn Monster Knowledge about monsters with a natural origin.
Perception: You can use a perception check as a Minor action to Find Traps, Detect Secret Doors, Notice a Clue, or Spot a Hidden Creature.
Religion: You can use an arcana check as a Standard Action to Detect Divine Magic, to learn Monster Knowledge about monsters with an divine or undead origin, or to use Religion Knowledge to recognize a religion-related clue or to recall a useful bit of religion-related information.
Stealth: If your Move action ends with you having Superior Cover, Total Concealment, or a blocked Line of Sight to an enemy, you can use a stealth check to Hide.
Thievery: You can use a thievery check as a standard action to Open a Lock, Disable a Trap, Pick a Pocket, or to Palm an Object
... (Reposting it, though, its clearly incomplete, as it doesn't include either Acrobatics or Athletics; now that I notice that, I remember writing it up only for their strengths, as I figured the party sorcerer wasn't likely to be getting in any acrobatic tumbling. I'm sure its missing others, but at least its a start... if you'd care to finish it up with the other skills or book page numbers, etc., that'd be awesome.)