Intimidating Glare Feat 1
General Skill
Prerequisites trained in Intimidation
You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don't take a penalty if the creature doesn't understand your language.
Animal Order
You have a strong connection to beasts, and you are allied with a beast companion. You are trained in Athletics. You also gain the Animal Companion druid feat. You gain the heal animal order spell. Committing wanton cruelty to animals or killing animals unnecessarily is anathema to your order. (This doesn't prevent you from defending yourself against animals or killing them cleanly for food.)
Animal Companion Feat 1
Druid
Prerequisites animal order
You gain the service of a young animal companion that travels with you on your adventures and obeys any simple commands you give it to the best of its abilities.
Wild Empathy
You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. In most cases, wild animals will give you time to make your case.
Flexible Spellcaster Dedication Feat 2
Archetype Class Dedication
Prerequisites flexible spell preparation
You now have four cantrips per day instead of three. At 4th level, you have five cantrips per day instead of four.
Toughness Feat 1
General
You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1.