Any skills changed in a significant way have explanations if you click on them. The rest are either self explanatory or the same as they were in 3.5
Acrobatics* (Dex), Arcana (Int), Athletics* (Str), Bluff (Cha), Concentration (Wis), Craft (Int), Disable Device (Dex), Divinity (Wis), Dungeoneering (Int), Endurance* (Con), Engineering (Int), Financial (Int), Geography (Int), History (Int), Insight (Wis), Intimidate (Cha), Linguistics (Int), Medicine (Int), Perception (Wis), Perform (Cha), Persuasion (Cha), Profession (Wis), Religion (Int), Search (Int), Slight of Hand* (Dex), Stealth* (Dex), Streetwise (Int), Subterfuge (Cha), Survival (Wis)
*Armor check penalty applies
Some people just have a knack for certain skills, and PCs are no different. Specilization allows you to use skills in ways you normally would not be able to, or simply expand their uses.
Able Assistant: If you have 10 ranks or more in a skill you give +4 instead of +2 on your aid another checks.
Acute senses: You may roll twice on perception checks to notice a hidden or invisible creature. If you succeed against an invisible creature you negate any bonuses that creature gains against you for being invisible. Requires: perception 9
Animal lover: You can use social skills on an animal as if they were an intelligent creature. You gain a +2 bonus when doing so.
Attractive: You may roll two dice on persuasion, bluff, and insight if a character is attracted to your race and gender. This ability cannot be used if the target is unfriendly or hostile.
Cloud minds: You may use arcana in place of stealth checks. Requires: Arcane powers
Crafting specialist: Choose one craft skill, you double your modifier when using that skill.
Favored prey: Choose a creature type from the following: Aberration, Humanoid (reptilian), Animal, Magical beast, Construct, Monstrous Humanoid, Dragon, Ooze, Elemental, Outsider (air), Fey, Outsider (chaotic), Giant Outsider (earth), Humanoid (aquatic), Outsider (evil), Humanoid (dwarf), Outsider (fire), Humanoid (elf), Outsider (good), Humanoid (goblinoid), Outsider (lawful), Humanoid (gnoll), Outsider (native), Humanoid (gnome), Outsider (water), Humanoid (halfling), Plant Humanoid (human), Undead, Humanoid (orc), Vermin. You gain +4 on Bluff, Perception, Sense Motive, Subterfuge, and Survival checks against these creatures and may reroll one skill failure against that creature (or group of creatures) per encounter.
Follow the Leader: If you succeed at a skill check until next turn any ally who attempts the same skill or a skill pursuing the same goal check gets a +1 to that skill.
Example: You successfully bluff a guard, other PCs would gain a +1 bonus to bluff the guard as well, or to sneak by him, intimidate him, ect.
Force acceleration: You may use arcana in place of athletics or acrobatics checks. Requires: Arcane powers
Guardian Angel: Once per encounter if you fail a skill check by 5or more instead you fail by 4. Requires: Divine powers
Jack of all trades: +1 to all untrained skills
Magical theorist: You may use arcana at -2 on divinity checks, you may use divinity checks at -2 on arcana checks.
Mind trick: You may use arcana in place of bluff in social encounters. Requires: Arcane powers
Skill focus: +4 to a skill.
Star Athlete: When you make a jump check increase the distance you travel by 10 feet, when you make a swim check you may move up toyour speed instead of 1/2, when making a climb check you may move at 1/2 your speed instead of 1/4.
Suddenly Skilled: You treat your intelligence as though it were one point higher than it is for determining the number of skill points you gain per level. You may gain these skill points retroactively.
Telekinetic tools: You may use arcana in place of disable device checks. You may make such checks without physically contacting the device, or any physical tools, but you must be within one foot of the device. * Requires: Arcane powers*
Trapfinder: +1 to all skill checks and defenses vs. traps. You may reroll one failed skill check against a particular trap. Requires: disable device 5
Trackless step: You leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired. Due to an understanding of how not to leave a trace you gain a +2 bonus when tracking other creatures.
Trustworthy: If a creature is not hostile it has its attitude improved by 1 upon meeting you. Requires: Persuasion 10, or Bluff 10
Unrestrained: Determine what your endurance score divided by 5 is (round down). Reduce your armor check penalty by that amount. Requires: +3 con