
Twig |

I am at a loss;
1. when i grapple/trip/charge someone i trigger a AoO from that person (without feats) but what happens with that AoO.
a. does he get to roll a normal attack on me and do damage to me, just before i grapple him?
b. does het get to add this damage to his CMD, but still damaging me (thus making it harder for me to grapple him)
c. does het get to add this damage to his CMD, but not damaging me?
2. when i feint (standard action without the feats) the person i attack is denied his dex bonus to his AC for my next attack.
a. does this mean i get to attack him that very same round? (i already did a standard action, as far as i know i only have a move action left)
b. does this mean i get to attack him because i have multiple attacks (as in BA >6) and forfeit my first attack with full BA but can use my second attack)
also,
3. when an opponents jumps over a table to get away from me, he rolls Acrobatics.
a. does this mean he gets to jump over the table AND jump out of my threated area in one roll
b. does he need to make two rolls; one to jump the table, one to deny me my AoO (it's two actions)
i was unable to find the text in the corebook which explains this. The book tells me my opponents gets an AoO, but not what that means... or am i just thinking way to difficult.....

Hexcaliber |

AoO's deal damage AND give that damage as a penalty to the CMB check.
If you look in the combat section under feint you will see that the attack must be made before the end of your next turn.
As for the acrobatics thing that depends on the GM. You're right, it is two checks, unless the table counts as difficult terrain instead of something you have jump/climb over. I would allow it since "tumbling" away implies flips, spins and rolls. Which you could incorporate into escaping over (or under) a table. Again, GM's call on what tumbling means, but get that definition now before you have to tumble away.

The Grandfather |

1. when i grapple/trip/charge someone i trigger a AoO from that person (without feats) but what happens with that AoO.
a. does he get to roll a normal attack on me and do damage to me, just before i grapple him?
b. does het get to add this damage to his CMD, but still damaging me (thus making it harder for me to grapple him)
c. does het get to add this damage to his CMD, but not damaging me?
b
2. when i feint (standard action without the feats) the person i attack is denied his dex bonus to his AC for my next attack.
a. does this mean i get to attack him that very same round? (i already did a standard action, as far as i know i only have a move action left)
b. does this mean i get to attack him because i have multiple attacks (as in BA >6) and forfeit my first attack with full BA but can use my second attack)
Neither.
Normally feint is a standard action (move action with the Improved Feint feat).Since you already spent your Standard action you will normally need to wait until your next turn to exploit the feint.
Since reiterative attacks are only given on full-attack actions it cannot be combined with feint.
3. when an opponents jumps over a table to get away from me, he rolls Acrobatics.
a. does this mean he gets to jump over the table AND jump out of my threated area in one roll
b. does he need to make two rolls; one to jump the table, one to deny me my AoO (it's two actions)
b. The action you describe is actually two actions in game terms.

Watcher |

I am at a loss;
1. when i grapple/trip/charge someone i trigger a AoO from that person (without feats) but what happens with that AoO.
a. does he get to roll a normal attack on me and do damage to me, just before i grapple him?
Yes, check out your Core Rules, Page 180, left column, under Making an Attack of Opportunity or here Pathfinder PRD- scroll down to Making an Attack of Opportunity
An attack of opportunity “interrupts” the normal flow of actions in the round. If an attack of opportunity is provoked, immediately resolve the attack of opportunity, then continue with the next character's turn (or complete the current turn, if the attack of opportunity was provoked in the midst of a character's turn).
b. does het get to add this damage to his CMD, but still damaging me (thus making it harder for me to grapple him)
c. does het get to add this damage to his CMD, but not damaging me?
Yes..sort of.. but I think you're approaching it from the wrong direction. He doesn't add anything to his defense, but you suffer a penalty on your roll. Just to keep your head clear when discussing this with others, I would go straight by what the rules say (page 199 left column, first paragraph):
Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver.
So yes, you do take the damage.. and you take a penalty (equal to that damage) to YOUR maneuver roll to equal or exceed his CMD.
It amounts to the same thing that you said, but you want to stick to the syntax of the rules.
This is why the Improved Maneuver feats are so nice, because they not only give you a bonus to perform the feat, but you don't suffer an AOO, and therefore no penalty to perform the maneuver as well.
2. when i feint (standard action without the feats) the person i attack is denied his dex bonus to his AC for my next attack.
a. does this mean i get to attack him that very same round? (i already did a standard action, as far as i know i only have a move action left)
b. does this mean i get to attack him because i have multiple attacks (as in BA >6) and forfeit my first attack with full BA but can use my second attack)
No.. The reason is that Feint is not just an attack action, it is also a standard action. Check page 201, under Feint, first sentence.
You'll notice that Trip and Sunder are attack actions, so in their case they CAN be used in place of one of your attacks.
However, the specific description of Feint (with no feats), says that it is a standard action (like grapple). So without a feat or specific ability you must wait until the next round; and you can not use one of your iterative attacks.
Now Hexclaiber is right. It does say the attack must be made on or before your next turn. However, most of the time it will be on your next turn. If you have a feat like Improved Feint, it's possible to make it before your next turn. See what I'm saying? That sentence is saying "no later than your next turn in any case". Without a feat, it should still almost always be on your next turn.
(Its hard to be exact with exception based rules, if I sound like I'm speaking in generalities, it's because there's always some exception to something somewhere!)
3. when an opponents jumps over a table to get away from me, he rolls Acrobatics.
a. does this mean he gets to jump over the table AND jump out of my threated area in one roll
b. does he need to make two rolls; one to jump the table, one to deny me my AoO (it's two actions)
This scenario is a little more subjective. Meaning there is no absolute correct answer, and this is why we need thinking GMs.
I'd approach this by considering what is fair.
Personally I would handle this in one of two ways.
1.) Resolve the moving out of the threatened square first, then deal with the jumping over the table separately. Because as you pointed out, they would normally be separate actions. If the Player failed at one of those rolls, I would probably say they failed at both.
OR..
2.) Make it one roll, but modify the DC to make it more difficult. (Personally I favor this method over the other). Likely I would make it the standard check to escape that specific opponent (i.e. their CMD) and add +10. Jumping over a 3 foot table is about DC 12, so I cut them a break of 2 on the DC.
The logic for making it so difficult is that the enemy is just trying to hit you. They can hit you just fine while going over the table, if they're adjacent when you make your jump.
I hope this helps!

Mynameisjake |

I prefer simplicity and fewer rolls, so personally I would make it one roll against both DC's.
If the roll is lower than both DC's, then both actions fail.
If the roll meets or beats both DC's, then both actions, avoiding the AoO and making the jump, succeed.
If the roll makes one DC but fails the other, then one is successful, but the other is not.
Doing it this way is quick, easy, and gets on with the game.