Taking
Solar Bloodline with Eldritch Heritage on a
Phoenix bloodline sorcerer actually has a surprising level of synergy. The ability to remove "1d6 points of ability damage, blinded, confused, dazzled, deafened, diseased, exhausted, fatigued, nauseated, poisoned, or sickened." actually fixes the problem of lacking the Cleric's next-day condition removal that makes phoenix bloodline sorcerer a medicore healer.me for the first). Paralysis (I can't think of a source that lasts for hours), curse, and petrification (both on Sorcerer list) are the only major problems I can think of
Edit: Kingmaker VG made me remember the Thug archetype (trade trapfinding for the ability to stack intimidate if you intimidate well) for Rogue was a thing. This totally slipped by since it's a Rogue archetype that replaced trapfinding (AKA the only reason Rogue was ever needed), the Rogue lacked ways to boost intimidate and predated the Unchained Rogue (which made the rogue otherwise useful). With current stuff, you can actually make a useful build out of this by making a strength focused Slayer with a dip (or 4 levels) in Rogue. Take the trait that replaces Intimidate's ability score with Strength, Dazzling Display and Violent Display.
Now when you hit an enemy and get sneak attack, you inflict a bunch of debilitations. Violent Display+Thug's Brutal Beating+Unchained Rogue's Debilitating Injury+whatever Sneak Attack modifying talent you picked up. This works out to –2 penalty on attack rolls, saving throws, skill checks (and runs away if you get high enough duration) for every enemy, a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks, -2 penalty to AC (or attack rolls. -4 vs you) and 1 point of strength or dex damage which stacks. All of this is on a full BAB-1 melee character in medium armor with two good saves and 6+int skill points (and you can spend a talent on trapfinding if you want it)
This is especially good in Kingmaker due to how it handles flanking. Anyone with two targets attacking them at once in melee, regardless of angle, is considered flanked and (for archers) you don't have to be a flanker. I think I'll put one of these on my team for one or both of the DLC quests.
edit 2: In PnP you can use Disheartening Display to increase fear further. Thug is hurt by this existing, though the above build comes on earlier.
edit 3:
Ferenginar Druma book is out. Only two mechanical bits, one interesting, the other a candidate for worst feat ever unless you use it in ways it wasn't intended for. (actually there's some stuff about the mundane animals as ACs and familiars, but they're not that interesting)
Golem's Conviction requires Improved Iron will and BAB +8 and lets you ignore mind control commands for half your level in rounds, but you're limited to doing nothing or attacking something nearby. Interestingly explicitly works on mind-effecting abilities that just inflict a condition (Hideous Laughter being given as an example) on top of dominate effects. Shame the requirements are a bit steep.
Unspoken Bond is a teamwork feat that lets you gesture to make basic conversation. It has steepish requirements for what it does (4 ranks in two skills) given it can be replicated with a language slot. The interesting use is with any class that gains the ability to share teamwork feats and has an animal companion gives you a talking animal companion.
Tyrant's Grasp part 5 has Soul Sight goggles. 15,000 GP for always on Arcane Sight (normally 7,500 GP just for the permanency, and that has a visible side effect, so they actually cost the same+eye slot if you have CWI), make all your magic weapons 100% effective ghost touch (and non-magic ones 50%, as though you're using any by the time you can afford these) and once per day can for one hour gain Spiritsense ("A psychopomp notices, locates, and can distinguish between living and undead creatures within 60 feet, just as if it possessed the blindsight ability.", specific monsters of the type clarify they have blindsight but can't see objects with it)
Keyhole is a level 1 spell that creates a keyhole in doors that don't have one, letting you peer through them and Disable Device doors without locks (DC=Break Check+10 though, so rather high), though how that works when locked without a key generally means "physically barred" or (less confusingly given the spell's text) Arcane Locked isn't clear. Dead Roads is essentially a Cleric version of Shadow Walk that lets you go to shadow, etheral, astral or boneyard planes if you spend 10 hours in exchange for not seeing things.
Next issue section notes it will include a 28 page article section that will include "New class archetypes, a new prestige class, Iblydan hero‑gods, advice for GMs, and much, much more!" among other things.