Blade Catch (Combat)
When an enemy catches you off guard and is about to damage you, your hand can take the blow instead.
Prerequisites: BaB +5, Dex 15, Improved Unarmed Strike
Benefit: You must have a hand free (holding nothing) to use this feat. Once per round when you would normally take damage from a melee weapon, you may deflect it so that you take less damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a melee attack doesn’t count as an action. A weapon wielded by a creature three or more size categories larger than you can’t be caught. When you’ve been hit by an enemy’s melee attack and after the damage has been rolled and declared to you, but before you have noted the damage on your character sheet, you may declare that you are performing a blade catch. If you do, your enemy must reroll his damage using a single d4 instead of the weapon’s normal damage dice. You can use this feat a maximum number of times per day equal to 1+ your dexterity modifier.
Special: Add this feat to the bonus feats available to monks at 6th level.
A feat for monks that an enterprising fighter or other warrior could pick up. Intended to play upon the monk’s excellent strength in defense, this feat has a martial arts flavor that presents the character as a tough-as-nails kung-fu badass. Depending on the enemy, the reduction in damage could make all the difference in the world, so choose what attacks to catch very carefully.