Ancestry Feats:
Natural Ambition - Gain a 1st-level class feat for your class
Skill Feats:
Battle Medicine - 1 action attempt a DC 15 Medicine check to regain 2d8 HP, DC 20 Medicine regains 2d8+20 HP
Continual Recovery - Patient becomes immune to Treat Wounds for 10 minutes instead of 1 hr
Class Features:
Flurry of Blows - Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally.
Powerful Fist - You don't take the -2 penalty when making a lethal attack with a nonlethal unarmed attack
Class Feats:
Stumbling Stance - You enter a seemingly unfocused stance that mimics the movements of the inebriated—bobbing, weaving, leaving false openings, and distracting your enemies from your true movements. While in this stance, you gain a +1 circumstance bonus to Deception checks to Feint. The only Strikes you can make are stumbling swing unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the agile, backstabber, finesse, nonlethal, and unarmed traits. If an enemy hits you with a melee Strike while in this stance, it becomes flat-footed against the next stumbling swing Strike you make against it before the end of your next turn.
Medic Dedication - You become an expert in Medicine. When you succeed with Battle Medicine or Treat Wounds, the target regains 5 additional HP at DC 20, 10 HP at DC 30, or 15 HP at DC 40. Once per day, you can use Battle Medicine on a creature that's temporarily immune. If you're a master in Medicine, you can do so once per hour
Natural Ambition:
Monastic Archer Stance - While in this stance, you can use monk abilities and feats with bows within half of their first range increment (50')
General Feats:
Assurance (Medicine) - Forgo rolling a Medicine check to instead use a result of 16.