... heh
then let's ante it up to
4 feats, to do what a 1st level caster does.
feat pre-reqs = no casting at all ; each has previous feats as pre-reqs
Bind Wounds, Lesser (ex) ... 5 minutes of downtime, heal 2 hp of any type damage
Bind Wounds, Improved ... d6+1 rounds, heal 4 hp of any type damage, (overlaps lesser)
Bind Wounds, Greater ... 1 full round, otherwise as Cure Light Wounds*, auto-lose on any drawn concentration check
Bind Wounds, Superior ... 1 move action, otherwise as CLW*, no concentration checks necessary
* functions as CLW but is not in fact magic at all
** can count as any classes bonus feat at 1st level only
*** each only heals, non of this injure undead meanness
Fluff ... the fighter appears to slap a "band-aid" on an injury, while the party makes a free action Dc10 untrained Knowledge(Far Realms) check, to determine wtf a "band-aid" is.
So that'd need 2 flaws, 1st level slot, and 1 more via Human or class, totally subverting any build to healy nonsense. No flaws means a Human has to be 3rd level, most races have to wait til level 6. And if you've made it this far, infer how much healing you get. About on par with Leadership, yes?