Dark Psion said:Many of these Skill Tricks have a prerequsite of 12 ranks (+2 more for the Trick), and with 14 ranks in a skill, shouldn't you be able to Stand up immediately (Tumble), notice an Invisible enemy (Spot), Quickly escape from bonds (Escape Arist) or Pick a lock as a Swift action (Open Locks)?
Complete Adventurer offers up a lot of options for using skills faster in exchange for a substantial penalty. But a 6th level character can get a lot of use out of skills using skill tricks that he wouldn't get out of a skill check that requires a DC 25, 30, or higher check that he probably will fail.
With skill tricks, he still pays a price, but he can get around that catch-22 where doing something cool requires waiting to attain a level that, let's face it, many characters never attain. Even more of a catch-22, even when they do attain it, the skill check in question is largely moot, or at least very unimpressive. A DC 35 Tumble check will plant you back on your feet as a free action, but big deal! So can that 1st-level stand spell from the PHB II. There are no high-level D&D characters making Climb or Jump checks unless they just never got around to picking up a magic item that grants flight, teleportation, spiderclimb, etc.