BelGareth
2011-10-10, 01:45 PM
Abjurant Champion
Class skills (4 + Int Modifier per level): The Abjurant Champion's class skills (and the key ability for each skill) are Bluff (Cha), Diplomacy (Cha), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis) and Swim (Str).
4 * (4 + Int Modifier) for first level
Alignment: Any
Starting Age: As Fighter
Starting Wealth: As Fighter
Hit Dice: d10
LevelBABFort SaveRef SaveWill SaveSpecial0-1st2nd3rd4th5th6th
1st +1 +2 +0 +2 Armored Mage (Light), Combat casting, Martial Arcanist 41-----
2nd +2 +3 +0 +3 Abjurant Armor42-----
3rd +3 +3 +1 +3 Swift Abjuration43-----
4th +4 +4 +1 +4 Armored Mage (Medium)431----
5th +5 +4 +1 +4 Arcane Strike442----
6th +6/+1 +5 +2 +5 Arcane Boost, Elemental Shielding443----
7th +7/+2 +5 +2 +5 Improved Abjurant Armor, Dispelling strike4431---
8th +8/+3 +6 +2 +6 Arcane Boost, Entropic Shielding4442---
9th +9/+4 +6 +3 +6 Extended Abjuration4443---
10th +10/+5 +7 +3 +7 Arcane Boost, Hardened Abjurations +1 44431--
11th +11/+6/+1 +7 +3 +7 Shared Arcane Boost44442--
12th +12/+7/+2 +8 +4 +8 Arcane Boost44443--
13th +13/+8/+3 +8 +4 +8 Wall of Shields 1/day444431-
14th +14/+9/+4 +9 +4 +9 Arcane Boost444442-
15th +15/+10/+5 +9 +5 +9 Anchoring Shield, Hardened Abjurations +2444443-
16th +16/+11/+6/+1 +10 +5 +10 Improved Dispelling strike4444431
17th +17/+12/+7/+2 +10 +5 +10 Shield Mastery4444442
18th +18/+13/+8/+3 +11 +6 +11 Wall of Colorful Shields4444443
19th +19/+14/+9/+4 +11 +6 +11 Abjurant Incarnation4444443
20th +20/+15/+10/+5 +12 +6 +12 Abjuration Mastery, Hardened Abjurations +3 4444444
Proficiencies: Abjurant Champions are proficient with all simple and martial weapons, with light and medium armor, and with light shields.
Spellcasting: Abjurant Champions cast arcane spells, which are drawn from the Abjurant Champion spell list (see below). An Abjurant Champion knows all spells of a level she is able to cast, she may cast a certain amount of spells per day as given on the table, like a Sorcerer. Like a Sorcerer, an Abjurant Champion receives bonus spells per day for having a high Charisma score.
In order to cast spells or regain used spells, the Abjurant Champion must rest for at least eight hours. To cast a spell, the Abjurant Champion must have a Charisma score of 10 + the level of the spell. The Difficulty Class of a save (if any) against an Abjurant Champion's spell is 10 + spell level + the Abjurant Champion's Charisma modifier.
Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause spells to fail if those spells have a somatic component. An Abjurant Champion's limited focus and specialized training, however, allows her to avoid arcane spell failure so long as she wears only light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields. This ability does not apply to spells gained from a different spellcasting class.
At 4th level, the Abjurant Champion learns to use medium armor with no chance of arcane spell failure.
Martial Arcanist (Ex): An Abjurant Champion learns to weave her spells and martial prowess as one; as such beginning at 1st level the Abjurant Champion uses her Base Attack Bonus as her caster level. This means the Abjurant Champion continues to gain caster levels even if she is multi-classing in another class, as long as she gains an improvement to her base attack bonus.
Combat Casting: At 1st Level an Abjurant Champion gains Combat Casting as a bonus feat, even if she does not meet the prerequisites. If she already possesses this feat, she instead gains a Fighter bonus feat for which she meets the prerequisites.
Abjurant Armor (Su): Beginning at 2nd level an Abjurant Champion can add her intimate knowledge of the Abjuration school to her protective spells. Whenever the Abjurant champion casts a spell that provides a bonus to AC (including spells of the other schools) she may increase the bonus by her Cha Modifier up to a maximum of half her level (+10 Maximum). At 1st level this only applies to spells that the Abjurant Champion casts on herself. (For example Shield)
At 7th level this bonus applies to spells that grant AC bonuses to allies (for example Haste) and to spells that allow her to cast them on another character (for example Protection from evil) as well.
Swift Abjuration (Su): Beginning at 3rd level an Abjurant Champion understands the need to get her defenses in place quickly; she gains the ability to cast her Abjuration spells with the speed of thought. An amount per day equal to 3 + Cha Modifier the Abjurant Champion can cast any Abjuration spell she knows as a swift action.
Arcane Strike: At 5th Level an Abjurant Champion gains Arcane Strike as a bonus feat, even if she does not meet the prerequisites. If she already possesses this feat, she instead gains a Fighter bonus feat for which she meets the prerequisites.
Elemental Shielding (Ex): Beginning at 6th level whenever an Abjurant Champion casts the Shield spell, it also acts as a Resist Energy spell.
Arcane Boost (Su): Beginning at 6th level the Abjurant Champion gains the ability to fuel her melee strikes with her arcane energy above and beyond most warrior mages. As a swift action, the Abjurant Champion can expend a spell slot to grant her a bonus for a number of rounds equal to her Charisma modifier.
6th Level – Bonus on attack rolls equal to the spell level
8th Level – Bonus on Damage rolls equal to 2 x the spells level
10th Level – Resistance to Acid, Cold, Electricity, Fire or Sonic equal to 5 x the level of the spell.
12th Level – Bonus to AC equal to the spell level
14th Level – Bonus on saving throws equal to the spell level
At 11th Level the Abjurant Champion can grant these benefits to her allies who are within 30 ft of her.
Dispelling strike (Ex): Beginning at 7th level an Abjurant Champion learns how to deliver strikes that unweave her opponents spells. As a standard action an Abjurant Champion can sacrifice a spell of 3rd level or higher to deliver a Dispelling strike. This acts just like the spell Dispel Magic. If the Abjurant Champion sacrifices a spell of 4th level or higher she gets a bonus on the level check equal to the spell level -3.
At 16th level the Abjurant Champion may sacrifice a 6th level spell to deliver a Greater Dispel Magic instead.
Entropic Shielding (Ex): Beginning at 8th level whenever an Abjurant Champion casts the Shield spell, it also acts as a circle of protection from Chaos/Evil/Good/Law (choose upon casting).
Extended Abjuration (Su): Beginning at 9th level an Abjurant Champion's expertise of the Abjuration school grants the Abjurant Champion’s spells increased duration. All Abjuration spells she casts are doubled in length as if affected by the Extend Spell feat (but without any change in level or casting time).
Hardened Abjurations (Ex): Beginning at 10th level your Abjuration affects are hard to dispel, all of your Abjuration spells gain a +1 DC for affects of dispelling and spell level checks.
This bonus increases to +2 at 15th level and +3 at 20th level.
Wall of Shields (Sp): Beginning at 13th level an experienced Abjurant Champion learns to weave spells to protect the people around them, 1/day the Abjurant Champion may create a wall of Force as the spell as an immediate action.
Anchoring Shield (Ex): Beginning at 15th level whenever an Abjurant Champion casts the Shield spell, she can if she wishes to also have it act as a Dimensional Lock centered on the Abjurant Champion, lasting as long as the shield spell.
Shield Mastery (Ex): Beginning at 17th level the Abjurant Champion has mastered the art of the shield spell, whenever an Abjurant Champion casts the shield spell it is considered to be an Extraordinary ability instead of a spell allowing it to work inside an anti-magic field and similar affects.
Wall of colorful Shields (Sp): Beginning at 18th level an Abjurant Champion learns to weave spells to protect the people around them with more effect, the Abjurant Champion can now make a Prismatic Wall as the spell in addition to a Wall of Force, in addition she may use this ability 2/day.
Abjurant Incarnation (Su): The Abjurant Champion’s very body becomes infused with spells of the Abjuration school, hardening it and reinforcing her mind. Beginning at 19th level the Abjurant Champion is under a constant Mindblank effect. This can be lowered/raised as a free action. The DC for this is 18 + Abjurant Champions Cha Modifier(this benefits from the Hardened abjurations ability).
Abjurant Mastery (Ex): The Abjurant Champion has mastered her art; she no longer has a limit to the amount of Abjuration spells she can cast as a swift action per day. She may cast the Shield spell as an immediate action, she may use her Wall of shields ability 3/day and add Prismatic Sphere to the list of options.
SPELLS
Spell List:
O Level –
Daze, Detect Magic, Light, Read Magic, Cure Minor wounds
1st Level –
Alarm, Cure Light wounds, Endure Elements, Hold Portal, Protection from Evil/Chaos/Good/Law, Shield, Mage Armor, Obscuring mist, Silent Image, Feather Fall
2nd Level –
Arcane Lock, Cure Moderate Wounds, Obscure Object, Protection from Arrows, Resist Energy, Fog cloud, See invisibility, Gust of wind, Blur, Invisibility, Bears Endurance, Whispering wind, Scintillating scales
3rd Level –
Anticipate Teleport, Cure Serious Wounds, Dispel Magic, Explosive Runes, Magic Circle of protection Evil/Chaos/Good/Law, Nondetection, Greater MAge Armor, Protection from Energy, Sleet storm, Phantom Steed, Wind Wall, Displacement, Blink, Fly, Haste
4th Level –
Dimensional Anchor, Cure Critical Wounds, Fire Trap, Lesser Globe of Invulnerability, Remove Curse, Stoneskin, Black Tentacles, Dimension door, Solid Fog, Fire Shield, Ice Storm, Wall of Ice, Ray Deflection, Greater Invisibility
5th Level –
Break Enchantment, Mass Cure Light Wounds, Dismissal, Heroes Feast, Mages Private Sanctum, Teleport, Wall of Stone, Interposing Hand, Wall of Force, Duelward, Energy Immunity, Globe of Invulnerability, Mass Bears Endurance
6ht Level –
Antimagic Field, Antimagic Ray, Mass Cure Moderate Wounds, Greater Dispel Magic, Guards and wards, Heal, Repulsion, Wall of Iron, True Seeing, Freezing Sphere, Sequester, Spell Turning, Greater Teleport, Forcecage, Mass Invisibility
EPIC Progression
LevelSpecial
21-
22Spell Resistance
23Bonus Feat
24-
25Hardened Abjurations +4, Fortified Soul
26Bonus Feat
27-
28Inured Soul
29Bonus Feat
30Indomitable Soul, Hardened Abjurations +5
Spellcasting: The Abjurant Champion’s caster level is equal to her class level. The Abjurant champion’s number of spells per day does not increase after 20th level.
Spell Resistance (Su): The Abjurant Champions becomes so infused with the protective energy of abjurations that his very being becomes resistant to spells of all kind. The Abjurant Champion gains SR 12 + ECL.
Bonus Feats: The epic Abjurant Champion gains a bonus feat (selected from the list of epic bonus feats) every three levels after 20th. An Abjurant Champion may ignore the prerequisites for 9th level spells.
Epic Bonus Feat List: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Energy Resistance, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Familiar Spell, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Master Staff, Master Wand, Multispell, Permanent Emanation, Spell Knowledge, Spell Stowaway, Spell Opportunity.
Hardened Abjurations (Ex): The Abjurant Champion continues to advance his knowledge of the Abjuration school, his abjuration spells gain a bonus +1 DC for affects of dispelling and spell level checks for every 5 levels above 20th.
Fortified Soul (Ex): The very soul of the Abjurant Champion becomes fortified from all the abjuration spells he casts, beginning at 24th level the Abjurant champion becomes immune to any abjurant spell and can choose whether or not to be affected by the spell. This does not affect Antimagic spells/zones/rays and Disjunctions.
Inured Soul (Ex): The protection granted from the Abjurant Champions fortified soul grows stronger, the Abjurant champion is immune to the affects of any spell that recreates an antimagic zone (but not a natural phenomenon i.e wild zones or the like)
Indomitable Soul (Ex): The Abjurant Champion reaches his pinnacle of power and is now immune to disjunctions of any kind, this ability protects any and all items on the Abjurant Champions person and all active spells.
NOTES
Admittedly I'm having problems with 4th level (and 5th?), as of right now its rather bland.
Abjurant Armor stacks apply the bonus to the spell and therefore adds it to the according bonus type.
For example Protection from evil is a deflection bonus, you would be able to cast a Protection from evil and a Shield to benefit from the ability twice.
A 4th Abjurant Champion would gain the following benefits from the above mentioned spells:
Shield 4 + 2 (Shield bonus)
Protection from Evil 2 + 2 (Deflection bonus)
EPIC Notes
Abjurant armor caps @ +10 (added text to reflect that) if this were to continue advancing into epic it would get out of hand, very quickly.
Gave the ability to ignore the 9th level caster requirement for epic feats.
EDITS
10/10/11 Added Spontaneous Shield to 4th level.
10/10/11 Changed spellcasting to Charisma based and at will from spell list. Also added cure spells to spell list.
10/12/11 Removed spontaneous casting, changed swift casting to Cha based
10/17/11 Changed Anchoring shield to Dimensional Lock from Dimensional Anchor, changed it to level 15th. Changed Arcane Boost to rounds/Cha mod from 1 round.
12/3/11 Added Epic progression
Inspiration from Jarian and her Swiftblade (http://www.giantitp.com/forums/showthread.php?t=192259) class.
Class skills (4 + Int Modifier per level): The Abjurant Champion's class skills (and the key ability for each skill) are Bluff (Cha), Diplomacy (Cha), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis) and Swim (Str).
4 * (4 + Int Modifier) for first level
Alignment: Any
Starting Age: As Fighter
Starting Wealth: As Fighter
Hit Dice: d10
LevelBABFort SaveRef SaveWill SaveSpecial0-1st2nd3rd4th5th6th
1st +1 +2 +0 +2 Armored Mage (Light), Combat casting, Martial Arcanist 41-----
2nd +2 +3 +0 +3 Abjurant Armor42-----
3rd +3 +3 +1 +3 Swift Abjuration43-----
4th +4 +4 +1 +4 Armored Mage (Medium)431----
5th +5 +4 +1 +4 Arcane Strike442----
6th +6/+1 +5 +2 +5 Arcane Boost, Elemental Shielding443----
7th +7/+2 +5 +2 +5 Improved Abjurant Armor, Dispelling strike4431---
8th +8/+3 +6 +2 +6 Arcane Boost, Entropic Shielding4442---
9th +9/+4 +6 +3 +6 Extended Abjuration4443---
10th +10/+5 +7 +3 +7 Arcane Boost, Hardened Abjurations +1 44431--
11th +11/+6/+1 +7 +3 +7 Shared Arcane Boost44442--
12th +12/+7/+2 +8 +4 +8 Arcane Boost44443--
13th +13/+8/+3 +8 +4 +8 Wall of Shields 1/day444431-
14th +14/+9/+4 +9 +4 +9 Arcane Boost444442-
15th +15/+10/+5 +9 +5 +9 Anchoring Shield, Hardened Abjurations +2444443-
16th +16/+11/+6/+1 +10 +5 +10 Improved Dispelling strike4444431
17th +17/+12/+7/+2 +10 +5 +10 Shield Mastery4444442
18th +18/+13/+8/+3 +11 +6 +11 Wall of Colorful Shields4444443
19th +19/+14/+9/+4 +11 +6 +11 Abjurant Incarnation4444443
20th +20/+15/+10/+5 +12 +6 +12 Abjuration Mastery, Hardened Abjurations +3 4444444
Proficiencies: Abjurant Champions are proficient with all simple and martial weapons, with light and medium armor, and with light shields.
Spellcasting: Abjurant Champions cast arcane spells, which are drawn from the Abjurant Champion spell list (see below). An Abjurant Champion knows all spells of a level she is able to cast, she may cast a certain amount of spells per day as given on the table, like a Sorcerer. Like a Sorcerer, an Abjurant Champion receives bonus spells per day for having a high Charisma score.
In order to cast spells or regain used spells, the Abjurant Champion must rest for at least eight hours. To cast a spell, the Abjurant Champion must have a Charisma score of 10 + the level of the spell. The Difficulty Class of a save (if any) against an Abjurant Champion's spell is 10 + spell level + the Abjurant Champion's Charisma modifier.
Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause spells to fail if those spells have a somatic component. An Abjurant Champion's limited focus and specialized training, however, allows her to avoid arcane spell failure so long as she wears only light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields. This ability does not apply to spells gained from a different spellcasting class.
At 4th level, the Abjurant Champion learns to use medium armor with no chance of arcane spell failure.
Martial Arcanist (Ex): An Abjurant Champion learns to weave her spells and martial prowess as one; as such beginning at 1st level the Abjurant Champion uses her Base Attack Bonus as her caster level. This means the Abjurant Champion continues to gain caster levels even if she is multi-classing in another class, as long as she gains an improvement to her base attack bonus.
Combat Casting: At 1st Level an Abjurant Champion gains Combat Casting as a bonus feat, even if she does not meet the prerequisites. If she already possesses this feat, she instead gains a Fighter bonus feat for which she meets the prerequisites.
Abjurant Armor (Su): Beginning at 2nd level an Abjurant Champion can add her intimate knowledge of the Abjuration school to her protective spells. Whenever the Abjurant champion casts a spell that provides a bonus to AC (including spells of the other schools) she may increase the bonus by her Cha Modifier up to a maximum of half her level (+10 Maximum). At 1st level this only applies to spells that the Abjurant Champion casts on herself. (For example Shield)
At 7th level this bonus applies to spells that grant AC bonuses to allies (for example Haste) and to spells that allow her to cast them on another character (for example Protection from evil) as well.
Swift Abjuration (Su): Beginning at 3rd level an Abjurant Champion understands the need to get her defenses in place quickly; she gains the ability to cast her Abjuration spells with the speed of thought. An amount per day equal to 3 + Cha Modifier the Abjurant Champion can cast any Abjuration spell she knows as a swift action.
Arcane Strike: At 5th Level an Abjurant Champion gains Arcane Strike as a bonus feat, even if she does not meet the prerequisites. If she already possesses this feat, she instead gains a Fighter bonus feat for which she meets the prerequisites.
Elemental Shielding (Ex): Beginning at 6th level whenever an Abjurant Champion casts the Shield spell, it also acts as a Resist Energy spell.
Arcane Boost (Su): Beginning at 6th level the Abjurant Champion gains the ability to fuel her melee strikes with her arcane energy above and beyond most warrior mages. As a swift action, the Abjurant Champion can expend a spell slot to grant her a bonus for a number of rounds equal to her Charisma modifier.
6th Level – Bonus on attack rolls equal to the spell level
8th Level – Bonus on Damage rolls equal to 2 x the spells level
10th Level – Resistance to Acid, Cold, Electricity, Fire or Sonic equal to 5 x the level of the spell.
12th Level – Bonus to AC equal to the spell level
14th Level – Bonus on saving throws equal to the spell level
At 11th Level the Abjurant Champion can grant these benefits to her allies who are within 30 ft of her.
Dispelling strike (Ex): Beginning at 7th level an Abjurant Champion learns how to deliver strikes that unweave her opponents spells. As a standard action an Abjurant Champion can sacrifice a spell of 3rd level or higher to deliver a Dispelling strike. This acts just like the spell Dispel Magic. If the Abjurant Champion sacrifices a spell of 4th level or higher she gets a bonus on the level check equal to the spell level -3.
At 16th level the Abjurant Champion may sacrifice a 6th level spell to deliver a Greater Dispel Magic instead.
Entropic Shielding (Ex): Beginning at 8th level whenever an Abjurant Champion casts the Shield spell, it also acts as a circle of protection from Chaos/Evil/Good/Law (choose upon casting).
Extended Abjuration (Su): Beginning at 9th level an Abjurant Champion's expertise of the Abjuration school grants the Abjurant Champion’s spells increased duration. All Abjuration spells she casts are doubled in length as if affected by the Extend Spell feat (but without any change in level or casting time).
Hardened Abjurations (Ex): Beginning at 10th level your Abjuration affects are hard to dispel, all of your Abjuration spells gain a +1 DC for affects of dispelling and spell level checks.
This bonus increases to +2 at 15th level and +3 at 20th level.
Wall of Shields (Sp): Beginning at 13th level an experienced Abjurant Champion learns to weave spells to protect the people around them, 1/day the Abjurant Champion may create a wall of Force as the spell as an immediate action.
Anchoring Shield (Ex): Beginning at 15th level whenever an Abjurant Champion casts the Shield spell, she can if she wishes to also have it act as a Dimensional Lock centered on the Abjurant Champion, lasting as long as the shield spell.
Shield Mastery (Ex): Beginning at 17th level the Abjurant Champion has mastered the art of the shield spell, whenever an Abjurant Champion casts the shield spell it is considered to be an Extraordinary ability instead of a spell allowing it to work inside an anti-magic field and similar affects.
Wall of colorful Shields (Sp): Beginning at 18th level an Abjurant Champion learns to weave spells to protect the people around them with more effect, the Abjurant Champion can now make a Prismatic Wall as the spell in addition to a Wall of Force, in addition she may use this ability 2/day.
Abjurant Incarnation (Su): The Abjurant Champion’s very body becomes infused with spells of the Abjuration school, hardening it and reinforcing her mind. Beginning at 19th level the Abjurant Champion is under a constant Mindblank effect. This can be lowered/raised as a free action. The DC for this is 18 + Abjurant Champions Cha Modifier(this benefits from the Hardened abjurations ability).
Abjurant Mastery (Ex): The Abjurant Champion has mastered her art; she no longer has a limit to the amount of Abjuration spells she can cast as a swift action per day. She may cast the Shield spell as an immediate action, she may use her Wall of shields ability 3/day and add Prismatic Sphere to the list of options.
SPELLS
Spell List:
O Level –
Daze, Detect Magic, Light, Read Magic, Cure Minor wounds
1st Level –
Alarm, Cure Light wounds, Endure Elements, Hold Portal, Protection from Evil/Chaos/Good/Law, Shield, Mage Armor, Obscuring mist, Silent Image, Feather Fall
2nd Level –
Arcane Lock, Cure Moderate Wounds, Obscure Object, Protection from Arrows, Resist Energy, Fog cloud, See invisibility, Gust of wind, Blur, Invisibility, Bears Endurance, Whispering wind, Scintillating scales
3rd Level –
Anticipate Teleport, Cure Serious Wounds, Dispel Magic, Explosive Runes, Magic Circle of protection Evil/Chaos/Good/Law, Nondetection, Greater MAge Armor, Protection from Energy, Sleet storm, Phantom Steed, Wind Wall, Displacement, Blink, Fly, Haste
4th Level –
Dimensional Anchor, Cure Critical Wounds, Fire Trap, Lesser Globe of Invulnerability, Remove Curse, Stoneskin, Black Tentacles, Dimension door, Solid Fog, Fire Shield, Ice Storm, Wall of Ice, Ray Deflection, Greater Invisibility
5th Level –
Break Enchantment, Mass Cure Light Wounds, Dismissal, Heroes Feast, Mages Private Sanctum, Teleport, Wall of Stone, Interposing Hand, Wall of Force, Duelward, Energy Immunity, Globe of Invulnerability, Mass Bears Endurance
6ht Level –
Antimagic Field, Antimagic Ray, Mass Cure Moderate Wounds, Greater Dispel Magic, Guards and wards, Heal, Repulsion, Wall of Iron, True Seeing, Freezing Sphere, Sequester, Spell Turning, Greater Teleport, Forcecage, Mass Invisibility
EPIC Progression
LevelSpecial
21-
22Spell Resistance
23Bonus Feat
24-
25Hardened Abjurations +4, Fortified Soul
26Bonus Feat
27-
28Inured Soul
29Bonus Feat
30Indomitable Soul, Hardened Abjurations +5
Spellcasting: The Abjurant Champion’s caster level is equal to her class level. The Abjurant champion’s number of spells per day does not increase after 20th level.
Spell Resistance (Su): The Abjurant Champions becomes so infused with the protective energy of abjurations that his very being becomes resistant to spells of all kind. The Abjurant Champion gains SR 12 + ECL.
Bonus Feats: The epic Abjurant Champion gains a bonus feat (selected from the list of epic bonus feats) every three levels after 20th. An Abjurant Champion may ignore the prerequisites for 9th level spells.
Epic Bonus Feat List: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Energy Resistance, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Familiar Spell, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Master Staff, Master Wand, Multispell, Permanent Emanation, Spell Knowledge, Spell Stowaway, Spell Opportunity.
Hardened Abjurations (Ex): The Abjurant Champion continues to advance his knowledge of the Abjuration school, his abjuration spells gain a bonus +1 DC for affects of dispelling and spell level checks for every 5 levels above 20th.
Fortified Soul (Ex): The very soul of the Abjurant Champion becomes fortified from all the abjuration spells he casts, beginning at 24th level the Abjurant champion becomes immune to any abjurant spell and can choose whether or not to be affected by the spell. This does not affect Antimagic spells/zones/rays and Disjunctions.
Inured Soul (Ex): The protection granted from the Abjurant Champions fortified soul grows stronger, the Abjurant champion is immune to the affects of any spell that recreates an antimagic zone (but not a natural phenomenon i.e wild zones or the like)
Indomitable Soul (Ex): The Abjurant Champion reaches his pinnacle of power and is now immune to disjunctions of any kind, this ability protects any and all items on the Abjurant Champions person and all active spells.
NOTES
Admittedly I'm having problems with 4th level (and 5th?), as of right now its rather bland.
Abjurant Armor stacks apply the bonus to the spell and therefore adds it to the according bonus type.
For example Protection from evil is a deflection bonus, you would be able to cast a Protection from evil and a Shield to benefit from the ability twice.
A 4th Abjurant Champion would gain the following benefits from the above mentioned spells:
Shield 4 + 2 (Shield bonus)
Protection from Evil 2 + 2 (Deflection bonus)
EPIC Notes
Abjurant armor caps @ +10 (added text to reflect that) if this were to continue advancing into epic it would get out of hand, very quickly.
Gave the ability to ignore the 9th level caster requirement for epic feats.
EDITS
10/10/11 Added Spontaneous Shield to 4th level.
10/10/11 Changed spellcasting to Charisma based and at will from spell list. Also added cure spells to spell list.
10/12/11 Removed spontaneous casting, changed swift casting to Cha based
10/17/11 Changed Anchoring shield to Dimensional Lock from Dimensional Anchor, changed it to level 15th. Changed Arcane Boost to rounds/Cha mod from 1 round.
12/3/11 Added Epic progression
Inspiration from Jarian and her Swiftblade (http://www.giantitp.com/forums/showthread.php?t=192259) class.