Here is my second stab at a divine Abjurant Champion I have reevaluated some of the requirements and tied the class to Conjuration instead of abjuration
The general flavor of the class is meant to be a divine templar-esque kind of fighter, a protector of the weak or shield of the innocent type. It is intended to be a prestige class for Fighter with a dip of Cleric or Paladin, combining all the martial prowess of a fighter with a clerics or paladin's religious pious nature. Basically a cleric/paladin without the alignment straitjacket.
Is this homebrewed prestige class better balanced now?
The divine champion focuses his divine abilities both to augment his personal defense and to hinder enemy spellcasters. Perfectly suited for martial stalwarts who dabble in magic, this class offers characters the ability to improve their combat skills in ways neither soldiers nor spellcasters can.
Alignment: Any non-evil
Spellcasting: Must be able to cast 1st-level divine spells, at least one of which is Conjuration(healing).
Special: Must be proficient with at least one martial weapon.
Base Attack Bonus: Full progression to +5 over 5 levels
Base Saves: Good Will, Poor Reflex and Poor Fortitude
Hit die: d10
Skill points: 2 + Int
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 a divine 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 divine spellcasting class before becoming an stalwart protector, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Divine Grace (Su): Stalwart Protectors are a boon to the downtrodden and heal others more effectively than themselves. Any time you cast a conjuration spell that heals hp of another player you can increase the amount healed by your stalwart protector class level.
Swift Cure (Su): Beginning at 2nd level, you can cast Cure 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 your class level.
Augmented Summons (Su): Beginning at 3rd level, any creatures summoned by you have the celestial template applied to them.
Divine Boost (Su): Beginning at 4th level, you gain the ability to burn Turn/rebuke uses to empower your martial abilities. As a swift action, you can spend one or more of your Turn/ Rebuke uses to grant yourself one of the following insight bonuses for 1 round.
- Bonus on attack rolls equal to the number of uses spent.
- Bonus on weapon damage rolls equal to twice the number of uses spent.
- Bonus to AC equal to the number of uses spent.
- Bonus on saving throws equal to the number of uses spent.
- Resistance to acid, cold, electricity, fire, and sonic equal to 5 × the number of uses spent.
Divine Fury (Ex): At 5th level, you master the art of combining your militant and divine training. From this point on, your caster level in a chosen Divine spellcasting class is equal to your base attack bonus (unless it would otherwise be higher). For example, a 7th-level fighter/1st-level cleric/5th-level stalwart protector has a base attack bonus of +12 (and thus a caster level of 12th). You can apply this benefit to only one divine class to which you have added spellcasting levels by your advancement as an stalwart protector.
Errata: Remove requirement "at least one of which is Conjuration(Healing)" replace with "and must have access to the Healing Domain"