things like 30 Ref, For, Will and 17 Spell Resist make it just meh
On behalf of Owlcats as one of shill triumvirate I apologize that it's second game, and they are incompetent lazy morons, and there are still no list of debuffs and conditions neither in Encyclopedia, or inside hyperlink system of spellbooks themselves.
So read this
https://www.d20pfsrd.com/gamemastering/conditions/
Flat footed is just if character loses Initiative even, although some abilities can protec
Anyone can do Shaken by just clicking on Intimidate button
Trip chars and pets can do Prone, so do spells that, well, prone, also entangled and exhausted (boneshatter, waves of exhaustion)
Blinded, paralyze, stun, all quite winning tricks,
Rogues can debuff enemy ac
Let's just look at Level 1 spells.
Grease makes them easier to hit in melee, but they get +ac against ranged attacks. So does clereks Command > Prone and Hideous Laughter
Color spray stuns, and it doesn't matter what their HD is, although a lot of enemies can be immune
Snowball staggers, meaning they lose attax
Ear Piercing Scream dazes, like cantrip, but no HD limit
Cause Fear while limited to HD6, it's high enough for early, and they run proc aoo
Ray of Sickening, I usually don't use it but on lower difficulty might try
Shaken, just click button. Entangled, Cam has it.
And Evil Eye.
That's just some of day1 things, but they repeat in next levels (slow is mass stagger).
And then there is unique shit like bestow curse, enervation, whatever.
Read ur spellbook.
-10 or better should be within limits of a single round of action economy of basic party; that's if we're not going into stuff like quickened maximized enervations AND mythic abilities (evil eye, shaken, sickened, archons aura (extend shit like this and stop standing behind healbotting), prayer); these can just dump enemy saves into 0 (although owlcat designers like to give bosses immuns). Shit from special classes (like incense alchie) I don't even remember all of it, you setup your party yourself.
17 SR is something you'll sneeze at midgame and it will break (spell pens, potentially racial bonuses, relic of iomedae & other lootz, mythic pen, don't even need maneuvre, but maybe some class can have enough free feats to share one)
Early game tough, wizards go melee or cast hurricane arrowz (and stack persuasion > intimidate > cc; you need it to pass all these persuasion checks anyway). Clereks/druids/shamans/alchies etc. just smash, they have a lot less problems, especially riders/petomancers ez start.
This one is even more sick with Sadistic Russian DM syndrome but usually monsters have some weakness (their armor is great, but saves shit; great saves, but no SR; massive SR, but lack of immunity to X, etc.)
Haplostick usually works on everything though, when properly enchanted;
cause designer is a PUSSY and did't add jellies, adamantine golems, and physical immuns except a bunch of swarmz. Oh right, golemz and jellies are also... ugh, nevermind, you know what I want.
YOU HEAR ME RATNOOK HILL MAN? Make Haplo suffer plz! You fucking wizard hater.