just to confirm -
Martial damage dice – so I would roll this and add to standard weapon damage. IE, if a had 1d6 martial damage dice and was using a longsword, I would cause 1d8+1d6 damage?
What are the usages of this? Per attack/round/turn etc?
Your Martial Damage Dice (MDD) refresh at the start of every creature's turn, including obviously your own. So, if you spend all your MDD on your turn, you get them all back as soon as the next player begins his turn, and as soon a monster begins its own turn (even if all monsters act in the same Initiative).
Maneuvers – when you ‘spend’ a martial damage dice, is it only spent for that maneuver? Can you perform 1 maneuver and another the following round?
You can perform as many maneuvers as you want, as long as you have enough MDD to fuel them. You can even apply multiple maneuvers as part of the same attack, e.g. spend an MDD to Trip, and another to Shove Away (assuming you knew these two maneuvers and had at least 2 MDD in your pool).
Maneuvers are like at-will abilities; you are not limited in any way with regard to how many maneuvers you use during a turn, or even to how many times you use the same maneuver.
Disarm - you make a standard attack roll on a d20. If you hit, and you spent 1 martial damage die, they would take normal damage plus drop their weapon, and then 2 martial damage dice if they were holding a 2 handed weapon.
This strikes me as strange. Going on the assumption that your martial damage dice refresh next round, the only thing you are doing here is sacrificing the extra weapon damage in favour of the maneuver? Is that correct?
Indeed, you are sacrificing 1d6 worth of damage and get an unarmed enemy in return. If the minotaur's greataxe deals 2d12+4 damage, diarming it of the axe might actually be a good idea, even if you deal 1d6 less damage.
The to hit roll
The ‘weapon attack’ to hit bonuses seem really low. I am assuming that the number in the column is what you would have at that level, and that you do not add each level together.
You assume correctly.
This seems weak. A level 4 Gnoll has a +5 to hit. A level 1 goblin has a +4 to hit.
Up until the previous packet, monsters had +4 maximum to hit. Guess what - the characters rarely got hit, especially since the characters getting attacked the most were the chainmail-wearing cleric and fighter, and the *cough*broken*cough* monk. Most monsters have been buffed with ad hoc values, and it's hard to tell exactly where a monster's attack bonus is coming from, besides its ability modifier (usually Strength).
In addition, in the Pre gen characters – the Halfling rogue has a -1 strength, yet weilds a shortsword at +4. How so?
The halfling is using Dexterity for the attack roll, as the short sword is classified as a finesse weapon.
Edit: That was already answered... my bad.