From Compendium of Worldly Lore
Abjurant Champions are an excellent subclass for people in a party where you need the protection of abjuration magic but a pocket martial just in case things turn south and your party wizard gets jumped. As a result, you need good stats and weapon proficiency to truly make this class effective, however it is well worth it especially in small parties.
Role: Spell DPS
Characteristics: A caster martial hybrid with empowered abjuration magic
Source: Complete Mage
Game Rule Information
The Abjurant Champion has the following game statistics.
Abilities: Strength for combat, Casting Stat for Abjuration shenanigans, Dexterity and Constitution for added surviability
Alignment: Any
Hit Die: d10
Starting Gold: N/A
Class Skills
The Abjurant Champion's class skills are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana)(Int), Ride (Dex), Spellcraft (Int), Swim (Str).
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier
Class Features
All of the following are class features of the Abjurant Champion.
Weapon and Armor Proficiency: A Abjurant Champion is proficient with whatever they were already proficient with.
Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming an abjurant champion, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Abjurant Armor Su: Any time you cast an abjuration spell that grants you an armor bonus or shield bonus to AC, you can increase the value of the bonus by your abjurant champion class level. Abjurant champions rely on shield and similar spells instead of actual armor.
Extended Abjuration Su: You depend on your abjuration spells to protect you in combat. Double the duration of abjuration spells you cast, as if you had applied the Extend Spell feat to them (but without any change in level or casting time).
Swift Abjuration Su: Beginning at 2nd level, you can cast abjuration spells as a swift action, as if you had applied the Quicken Spell feat to them (but without any change in level). The maximum level of spell you can quicken in this way is equal to 1/2 your class level (rounded up).
Arcane Boost Su: Beginning at 4th level, you gain the ability to burn arcane energy to empower your martial abilities. As a swift action, you can spend one of your uncast spells or spell slots to grant yourself one of the following insight bonuses for 1 round.
Bonus on attack rolls equal to the spell's level.
Bonus on weapon damage rolls equal to twice the spell's level.
Bonus to AC equal to the spell's level.
Bonus on saving throws equal to the spell's level.
Resistance to acid, cold, electricity, fire, and sonic equal to 5 × the spell's level.
Martial Arcanist Ex: At 5th level, you master the art of combining your militant and mystical training. From this point on, your caster level in a chosen arcane spellcasting class is equal to your base attack bonus (unless it would otherwise be higher). For example, a 7th-level fighter/1st-level wizard/5th-level abjurant champion has a base attack bonus of +12 (and thus a caster level of 12th). You can apply this benefit to only one arcane class to which you have added spellcasting levels by your advancement as an abjurant champion.