Hmmm...
Since these seems to be the 1001 Possible House Rule varients for Toughness (I say that in jest), I'll add some possibilities...
(Think we're on varient number 7 now, but feel free to ignore my numbering if we're on some other number)
Toughness varient 7
Benefit: For the purposes of determining hit points, your Constitution score is considered to be increased by 1. No other benefits from an increased constitution are derived from this feat.
Weaker than the +1 per level (since only odd-numbered Con folks would benefit) and the wording (that it gives a static effect to Con rather than a dynamic effect to hit points) makes it circumvent the issue about how feats are (supposedly) supposed to be static gained abilities. But still more useful than the PHB version since it will scale with level.
Toughness varient 8
Benefit: For the purposes of determining hit points, your Constitution score is considered to be increased by 2. No other benefits from an increased constitution are derived from this feat.
The net effect of this would be a +1 hp per level but the wording helps by-pass the rule bending of feat definition that would be bent by explicitly saying +1hp/level.
Toughness varient 9
Benefit: You are unnaturally tough. You are considered to have a +1 natural armor bonus to represent the toughness.
Hmm - adding a bonus to AC is more powerful than adding hitpoints. But it's just one AC ... dunno. Better than dodge, but (which may be a little lacking but is a prerequ. t a whole lot of feat chains which keeps dodge as valuable if not more valuable depending on how much you value those various feat chains). It does loose some appeal at higher levels when people may get magic items, or other, that allows then a natural armor bonus thus, by those levels since the bonuses would not stack, the feat goes by the way side ( -- though, that leads to possibility 10, below)
Toughness varient 10
Benefit: You are unnaturally tough. Your body's natural armor is considered one higher than normal. Thus, if you have a +0 natural armor, you now have +1. If you have a +1 natural armor, you now have a +2, etc.
This sort of follows the idea for familiars that have their natural armor increased over levels. Overall though, I don't think I like this. It takes all the goodness of 9 and then makes it even better.. seems like too much to me, but am mentioning it none the less.
I think each of these would be equally valuable to any character class combination and each remains (more or less) just as valuable at any given level (though 9 does loose some appeal at higher levels, see above).
Mind you, I am on cold medicine right now and only _just_ thought of these. I have yet to actually think about any of them -- so consider the above just random ramblings of someone on medication ;-)
Oh, and I'm not saying any other mentioned suggestions are good or bad.. just know with the cold medicine I wouldn't be comprehending them as well as I could otherwise.
