The Dazed condition is a lesser version of Stunned. Anything immune to stun effects is immune to daze, and effects that remove the stunned condition also remove dazed.
Immediate actions may be taken even while flat footed. (Otherwise feather fall only works from 600 feet up, among other issues.)
Magical Traps may be disarmed by any class. (Treat all characters as if they had the “trapfinding” class feature.)
Double-barreled/double-strung weapons provide an additional weapon die on damage, rather than an entirely separate attack. This additional die is multiplied on a critical hit. (E.g. a double-barreled musket is a 2d12 weapon, not 2 separate 1d12 weapons.) To two-weapon fight, both weapons must be wielded at the same time. No double-barrel pistol reload juggling cheese. An exception is made for thrown weapons (e.g. knives or alchemist’s bombs).
Spell-Like Abilities do not qualify as being able to cast spells for purposes of satisfying prerequisites.
Alchemist: Alchemists are considered to be Arcane Casters and use their alchemist level as their caster level for qualifying for magical crafting feats, arcane strike, and the like.
Bard: If you have skill points invested in a skill that Versatile Performance overwrites, you may instantly retrain those skills.
Brawler: Subsequent uses Martial Versatility allow you to chose which feats get replaced, rather than “overwriting” the buff. (If you pick up dodge, combat expertise, and power attack, then use an immediate action to take deflect arrows, you can chose which of the three feats gets turned off)
Druid: Wildshape DCs are set by 10 + Emulated Spell Level + WIS.
Paladin: A paladin does not need a hand free to Lay on Hands themselves.
Ninja: Extra Ninja Trick is a feat that exists.
Oracle: Oracles may take revelations from other mysteries, so long as they exceed the revelation level requirement by 10. The revelation still uses the Oracle’s full class level for purposes of determining effect. (For too many mysteries, the revelations dry the hell up after you’ve picked the three or four that are worthwhile.)
Skald: The skald may use Spell Kenning an additional time per day for each three Skald levels they have.
Sorcerer: Your bloodline arcana affects sorcerer spells only. No “dipping a level of crossblooded” cheese.
Sorcerer: Upon gaining a level with a bloodline spell, if you already know your bloodline spell, you may instead pick any valid spell of that level.
Swashbuckler: Swashbucklers have good Fortitude and Reflex saves.
Wizard: Wizards have the option of picking either Spell Focus or Scribe Scroll as a free feat at level 1. (PFS Option)
Wizard: A wizard does not need to roll to overcome the spell resistance of his familiar.
A prestige class counts as the original class for purposes of favored class bonuses upon level up. For example, a Human sorcerer going into the Pathfinder Savant prestige class may continue to gain an additional skill point, hit point, or spell known lower. A half-elf with two favored classes going into Arcane Trickster from ninja/arcanist can pick either of the favored class bonuses from her previous classes.
In general, I’m willing to be pretty flexible with Prestige Class entry requirements. Stuff like making Arclords of Nex work for Arcanists or waiving roleplay entry requirements for the Daivrat class.
In general, archetypes that are restricted by race may be taken by any character. Run it by me just in case.
In general, archetypes that almost stack, but don’t because they both modify some esoteric portion of the class (such as both modifying the 20th level capstone ability) can stack - get with me and we’ll figure out precisely what gets traded out.
Ancestral Scorn, Dazing Spell, Dirty Trick Master, Leadership, other feats emulating leadership, and Sacred Geometry are banned.
Ability Focus (on other “Bestiary” feats) are typically allowed. Ask first.
Monk Martial Arts styles only work with Monk weapons and Unarmed Strike. Weapon Styles work with an appropriate weapon.
Deadly Aim works on touch attacks, just not splash type weapons. (Alchemist’s bombs, acid flasks, etc…: no. Scorching ray, Disintegrate, etc…: yes.)
Slashing Grace has a twin feat called Piercing Grace. Yes, this makes Fencing Grace obsolete.
Quickdraw also allows for storing a weapon-like item as a swift action. Quickdraw allows for weapon-like items (wands, alchemist’s fires, etc…) to be drawn as a free action.
Simulacrum and Blood Money are banned.
Contingency only allows spells that target you or have a range of personal.
Wayang Spell Hunter and Magical Lineage don’t stack.
The returning weapon property returns the weapon to your hand immediately after throwing the weapon. (You can make a full attack with a single thrown weapon.)
The Fauchard is considered a martial weapon.
If the item isn’t legal in PFS, ask about it before assuming you can acquire it. Bracers of Falcon’s Aim, Quick Runner’s Shirt, and those boots for 5,000 that give Fast Healing 1 are right out.