Found it! It was never finished, as I said, so a lot of this is trying to remember my thought process while writing it out. I had the table done, but the class features weren't all described or anything.
Prerequisites:
BAB: +5 (+7?)
Feats: Mage Slayer, Combat Reflexes (Iron Will?)
Skills: Knowledge (religion) 8(10) ranks (Knowledge (arcana) 4(5) ranks? Spellcraft 4(5) ranks? Concentration?)
Special: Must be inducted into the [insert name here] Order, and have antimagic tattoos engraved into their flesh. In order to gain the benefits of their class abilities after leveling up, they(or the Order) must spend 1000 gp times the level of Manavoid Templar they just reached, in a process that takes 1d4+3 days to complete, with eight-hour continuous sessions each day.
Hit Die: d10
Class Skills: Climb, Craft (all), Heal, Intimidate, Jump, Knowledge (arcana, nobility & royalty, the planes, religion), Spellcraft (Concentration? Ride? Others?)
Skill Points per level: 4 + Int modifier(would be 2 but for the specific rules of this campaign and such)
Proficiencies: No proficiencies gained.
BAB: Good
Fort: Good
Ref: Poor
Will: Poor
Level - Class Features
1 - Detect Magic, Magic Resistance
2 - Dispel Magic 1/day, Disrupt Casting
3 - Null Mana, Fast Healing Pierce Magical Protection,
4 - Dispel Magic 2/day, Magic Evasion (?)
5 - Improved Magic Resistance, Mettle, Drain Mana
6 - Greater Dispel Magic 3/day, Manavoid Body, Improved Fast Healing, Pierce Magical Concealment
7 - Spellbane Sight,
8 - Greater Dispel Magic 4/day, Absorb Mana
9 - Greater Magic Resistance, Manavoid Soul, Greater Fast Healing
10 - Supreme Dispel Magic 5/day, Antimagic Aura
Detect Magic (Sp): A Manavoid Templar may use Detect Magic at will, as the spell.
Magic Resistance (Su): The Manavoid Templar receives a bonus on saves against magic or magical effects(this includes most supernatural abilities) equal to one-half their class level+their Charisma bonus(if any), rounded up. At level 5, they gain Spell Resistance equal to 14+their class level+their Charisma bonus(if any). If the Manavoid Templar already has Spell Resistance from another class or ability, their class level stacks, and they add their Charisma bonus(if any), unless the Spell Resistance uses HD or character level, or already adds their Charisma bonus. At level 9, the Manavoid Templar is so resistant to magic that [Work in progress: For one thing, a way to continue increasing their Spell Resistance after they max out their level would be pretty good. Originally, they just became immune to spells below a certain level, period, but I scrapped back when I was first making the class since that seemed a bit much.]
Dispel Magic (Sp): Starting at level 2, the Manavoid Templar may use Dispel Magic as the spell, once per day, with a bonus to their dispel check equal to their class level+5+their Charisma bonus(if any). Every additional two class levels gives them another use of Dispel Magic per day. At level 6, their skill at dismissing magic improves, and they may instead use Greater Dispel Magic as the spell, an equal number of times per day. At level 10, they become so proficient at breaking through magical protections that they [Work in progress: Suggestions welcome! Maybe a little watered down version of Mordenkainen's Disjunction, with additional bonuses to the Dispel Check?]
Pierce Magical Protection: At level 2, the Manavoid Templar gains Pierce Magical Protection as a bonus
Disrupt Casting (Ex): At level 2, the Manavoid Templar becomes more proficient at harassing magic-users and breaking their concentration; as a result, they may choose to attempt to disrupt a spellcaster they threaten as they are casting, effectively counterspelling it, instead of making an attack of opportunity. [The Templar makes an attack roll against the caster, who makes a Concentration check using the attack roll as the DC.] In addition, they may take one five-foot step as an immediate action once per round when an enemy within thirty feet attempts to cast a spell.
~I'm not sure I like the way this works right now; it's either this, or they make an attack roll against the caster and if it hits, the spell is disrupted. They've got about equal weight in my mind right now.
Null Mana (Ex): At level 3, the tattoos covering the Templar's body have become intricate enough that the Templar's body is devoid of much of it's natural magic. They take a -10 to any Use Magic Device check they attempt, and are undetectable by Detect spells. They must also make a save against any magic that allows one, though they may take a -10 to their roll if they wish. Finally, they take a caster level penalty equal to their class level when attempting to cast any spell or use a spell-like ability outside of their class features from this class. ((also, it shouldn't affect Detect Evil, but I'm not sure if caster level makes a difference there)).
Fast Healing (Su): At third level, the tattoos covering the Templar also enhance his vitality, absorbing the background magic in their surroundings to enhance the Templar's healing. The Manavoid Templar heals twice as quickly from natural means. This improves to three times as quickly at sixth level, and four times as quickly at ninth level.
Magic Evasion (Ex?): Work in Progress: I have no idea what I meant for this to be when I had written it; Evasion that only works for magical effects? I really don't remember, sorry.
Mettle (Ex): Beginning at 5th level, if you succeed on a Fortitude or Will save against an attack that would normally produce a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), you instead negate the effect. (Manavoid Templars still gain the benefit of mettle while unconscious or sleeping.?)
Drain Mana (Su): Work in Progress: I sorta remember what this was supposed to be. You could drain spell levels from casters and use them to heal yourself or something.)
Manavoid Body (Ex): Work in Progress: I definitely remember what this was supposed to be, I just need to remember how to word it and how it was split between Null Mana, Manavoid Body, and Manavoid Soul. I think this one made you undetectable by an even larger range of spells and some supernatural abilities, making it so you couldn't take a penalty when saving against magic, that you couldn't lower your spell resistance to allow friendly spells to go through, made it so magical equipment was either non-magical in your hands, or just a little less effective, while enemy magical items were similarly affected when being used against you, you cannot cast spells or use activated magical items, you don't set off Contingency spells, Explosive Runes, Alarms, Symbols(though you can be affected by them, if you fail saves and they get past SR), Zones,(or at least against all of those things they either have to overcome your SR or you get a save for them to just think you(and your gear) don't exist), etc.
Pierce Magical Concealment: At level 6, the Manavoid Templar gains Pierce Magical Concealment as a bonus feat(a bit underwhelming at this point, I know; originally they got it, and Pierce Magical Protection, a few levels sooner).
Spellbane Sight (Ex?): At level 7, the Manavoid Templar is so skilled at breaking magic user's concentration that they can do so with a glance; they may now disrupt the casting of a spell by any caster within 30 feet as an immediate action by making an [Intimidate check? Attack roll? I dunno.] opposed by the caster's Concentration check. Additionally, any caster within 30 feet of the Manavoid Templar takes a penalty to all Concentration checks equal to the Manavoid Templar's class level(+their Charisma bonus(if any)?).
Absorb Mana (Su): At level 8, the tattoos covering every inch of the Manavoid Templar's body eat magic from whatever source they can. Any spell that fails to penetrate the Manavoid Templar's Spell Resistance is absorbed, and the Manavoid Templar gains (temporary?) hp equal to (3)? times the spell's level.
Manavoid Soul (Ex): Work in Progress: Again, I remember what this was meant to be, I just need to remember what exactly it was meant to have, and how to word it. Magical item abilities are cursed while used against, for, or by the character, that much is for sure(yes, this includes cursed items, but I dunno about Artifacts and intelligent items). Undetectable by any magic from the Divination school and such, immune to scrying, etc. that sort of thing. Oh, and effectively permanent True Seeing against magical effects and the like.
Antimagic Aura (Su): At level 10, the Manavoid Templar has mastery over his tattoos, which have become unfathomably complex and powerful. The Manavoid Templar can exert an Antimagic Field as a free action, which lasts until he chooses to drop it(also a free action). It remains in place even if the Manavoid Templar is knocked unconscious or falls asleep. It functions as the spell, except that it is a supernatural ability(, and can have a radius of either 10 feet, or 30 feet, at the the Manavoid Templar's choice.? Either a variable range, or just one of the two, period, I think. Probably 10 feet, in all likelihood.)
I made it to be an actually effective counter to spellcasters, designed for the Paladin, and better at not being shit than the Suel Arcanamach. I think it's pretty good at that. It suffers pretty heavily against giant creatures and the like without some major support/building(I should find a way to make it so they don't become completely useless against dragons or something...speaking of which, I think they need a way to deal with summoned creatures more easily/at all) at the higher levels, and the sneaky classes, particularly rogues, become EXTREMELY dangerous to them, since they can't get the bonuses of Fortification and such. And dropping a really big rock on them still works.