I made something up along these lines a few years ago that might help.
If I can manage to dig it out and polish it a little I'll post it.
I'd love that
In the meantime, here's mine. Its pretty simple and withstands to a reasonable degree (but doesn't defeat) even the worst TO wizards:
Bab=full, Good saves=fort,refl. There is an SLA progression every other level starting at 2 (Cure light, auto empower, Scry, Revivify, True Seeing, Heal, Word of Recall, Mind Blank, auto maximize, auto quicken) Its a "tanking" idea with mostly party-friend fluff. Its mainly based off the warlock, but has lesser forms of levels from other classes. You will see that the first seven class levels look like degenerate versions (slower progressions, etc) of the shaman, monk, shaman, scout, paladin, hexblade, and again paladin classes. It then gets a delayed version of the silly monk's greater flurry at 12th level.
Specials:[spoiler]Animal Companion, Unarmed Strike
Bonus feat, evasion
Turn or Rebuke Undead
Skirmish (+1d6, +1 AC)
Divine Grace
Mettle
Special Mount
Increased Weapon Damage
Pseudo-Magical Detection
AC bonus (heavy armor)
Magical Detection
Greater Flurry
Cover
Sacrificial Ability Completion
Saves Boost
Soul Corruption
Magical Detection, Greater
Stat Gain
HD increase (d20s)
Deny Magic[/spoiler]
Notes on Special abilities:[spoiler]Domains: At level one, choose two domains. You gain their granted powers, but not their spells.
At 8th level for one weapon of your choice any boosts to unarmed damage instead boost your weapon damage. Precision damage is likewise no longer such and now adds to your weapon damage directly.
At 9th level you gain the ability to know whenever a non-spell ability would trigger an effect that emulates a spell if its action takes place within 10' per class level.
Any abilities that directly reproduce the effects of a spell count for your Pseudo-Magical Detection, including effects that function 'as' a certain spell.
Most all spell-like abilities will fall under this class ability - though a few like a paladin calling his mount do not count, since it doesn't have a specific spell that it emulates.
Most (Ex) abilities will not emulate a spell directly enough to count for this, since they rarely reference a spell. (Su) abilities vary.
At 10th level as long as you are wearing heavy armor each different piece of masterwork or above armor or shield adds a stacking bonus to your AC equal to your Wisdom modifier but doubles armor check penalties.
At 11th level you gain the ability to know what every spell cast (including through items) within a 100' radius is and its affect as if you had succeeded on a spellcraft check. This includes activating contingencies.
You also know the location and identity of the caster. This is a passive, non-divination ability and requires no action. This is not limited to arcane and divine magic (applies to psionics, shadow casting, etc)
At 12th level you may greater flurry as a monk with your previously damage-boosted chosen weapon or while unarmed
At 13th level your Cover ability works like the Share Pain power except your target must be willing and within your reach at the time of damage to work, and you take 100% damage, not 50%.
Taking damage for your target is a free action as is designating your cover target, though it does require an opposed wisdom check with the enemy damage-dealer if attempted in a surprise round or while you are flat-footed.
At 14th level any spell or ability within 1000' x you HD that would trigger your Pseduo-Magical Detection or Magical detection abilities but fails to take effect for any reason (arcane spell failure, counter-spelling, etc)
may be completed under your control if you spend the spell's level x its caster level (the the cast spell or emulated spell) in HP damage. The effect still originates from the failing caster, not you.
This damage cannot be redirected, lessened, or negated. If reduced to 0 or less hp by this damage, you are dying and cannot reuse this ability again until healed.
At 15th level each of your HD is given a “Good” base saves progression, over a “Poor” one.
At 16th level whenever you defeat (via lethal or non-lethal damage) a creature you may attempt to rend the magic from its body. A successful magic rend precludes any form of resurrection, even by a wish spell.
Your percentage chance to succeed is the sum all spell levels the creature possesses for both used and unused spells or spell emulating abilities including open spell slots
If you succeed by more than 100%, you may 'store' this for the immediately following use of this ability only. If it is not used then, it is lost, nor does it roll-over to future uses.
If this ability is used on a member of the same base class, the SLAs are counted as being of minimal level. Note this may be used to protect the innocent as well as punish the guilty.
At 17th level your Pseudo-Magic Detection and Magical Detection abilities work at any range and across planes.
At 18th level you gain 1 * your class level as an unnamed bonus in the physical stat of your choice. Gaining the next two levels continue to add stats meaning you would have +25 in the stat of your choice at class level 20
At 20th level you may choose as a free action to negate any spell or replicated spell known from the your Greater Magical Detection by taking the spell's level x its caster level in HP damage.
This damage cannot be redirected, lessened, or negated. If reduced to 0 or less hp by this damage, you are dying and cannot reuse this ability again until healed.
Creatures that may sharespells are considered spell-countered when the original caster is thwarted.
Code of Conduct: If you break any part of the following restrictions you lose all class abilities. Alignment LG.
You may never act before any enemy in an encounter; you must delay until all enemies have had a chance to act.[/spoiler]
Everything has, I hope, a logical order to the capstone.