All skill tricks cost 2 skillpoints for the equivalent of a mini-feat.
You may have no more skill tricks than half your character level, rounded up.
ANY class can qualify for Skill tricks, but because they cost skill points, classes and characters with skillpoints to spend are more likely to pick up skill tricks.
Skill tricks are broken into 4 large categories:
Interaction- trick based on social skills (Bluff, Diplomacy, Sense Motive, etc.)
Example-Never Outnumbered
You can demoralize multiple enemies.
Prerequisite: Intimidate 8 ranks.
Benefit: When you use Intimidate to demoralize an opponent, you can affect all enemies within 10 feet that can see you, rather than only a single enemy you threaten. Each enemy rolls a separate modified level check to oppose your Intimidate check, but the skill check otherwise works as normal.
Manipulation- trick based on sneaky use of hands (Disable Device, Open Lock, Sleight of Hand, etc.)
Example-Conceal Spellcasting
You can cast spells without others noticing.
Prerequisite: Concentration 1 rank, Sleight of Hand 5 ranks, Spellcraft 1 rank.
Benefit: You can cast a spell without revealing that you are doing so. Make a Sleight of Hand check as part of the action used to cast the spell, opposed by the Spot checks of onlookers. If you are successful, an observer can’t tell that you’re casting a spell. That observer cannot make an attack of opportunity against you
Mental- trick based on your mind and senses (Concentration, Knowledge, Spot, etc.)
Example-Collect or of Stories
You’ve heard so many tales of legendary monsters that you remember all sorts of gory details.
Prerequisite: Knowledge (any) 5 ranks.
Benefit: When you attempt a trained Knowledge check to identify a creature or to learn its special powers or vulnerabilities, you gain a +5 competence bonus on the check.
Movement- trick based on moving around (Balance, Jump, Move
Silently, Tumble, etc.)
Example-Acrobatic Backstab
You dart past your opponent’s attacks, ending up perfectly positioned for a devastating counterattack.
Prerequisite: Tumble 12 ranks.
Benefit: If you succeed on a Tumble check to move through an enemy’s space, you can treat that enemy as flat-footed against the next melee attack you make against it on your current turn. Your enemy must be standing on the ground or floor in order for you to use this trick.