I thought that I'd try adding something new. Without further Adeu, the first Blasphemous Preacher PrC

Harbinger

“What hope do you have once my master appears. My service ensures my swift death. You can not even hope for this.”
-Barron Goltaff, Harbinger

There are certain beings in our world that are inimical to all of existence. These beings, collectively known as elder evils, have destroyed entire worlds on their never ending campaign of existence. Some of these beings have originated from the Far Realms. Although these monstrosities are truly something to fear, the true fear we should hold are the countless such beings that have yet to escape and the mortals who would bow before such terrible powers.
Although mere mortals cannot hope to bring their displaced master into the world, they can still serve its ends and channel a shard of its apocalyptic might. Through these actions, these horrific cultists create great destruction in their wake, ravaging the world. Unlike most worshippers of Elder Evils, a mortal is under no specific compulsion to free their master. So long as they continue spreading chaos and destruction, their master is content to bide its time.
Hit Die: d6

Prerequisites:
The following are prerequisites for becoming a Harbinger.
Skills: Knowledge (the Planes) 10 ranks, Spellcraft 10 ranks
Feats: Chosen of Evil, Slave to Evil
Special: Blasphemous Secrets class feature
Special: Must have dedicated oneself to an elder evil (as described in Elder Evils, page 10).

Class Skills:
A Harbinger’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Intimidate, Knowledge (all skills, taken individually) (Int), Spellcraft (Int), Use Magic Device (Cha).
Skill Points at Each Level: 2 + Int modifier


The Harbinger
Code:
Level    BAB     Fort    Ref     Will    Special
1        +0      +2      +2      +2      Aspect of Ending, Dark Dreams
2        +1      +3      +3      +3      Spurn Divinity
3        +1      +3      +3      +3      Aura of Dread
4        +2      +4      +4      +4      Aspect of Ending
5        +2      +4      +4      +4      Hidden Threat
6        +3      +5      +5      +5      Aura of Dread
7        +3      +5      +5      +5      Aspect of Ending
8        +4      +6      +6      +6      Divine Scourge
9        +4      +6      +6      +6      Aura of Dread
10       +5      +7      +7      +7      The End is Near
Class Features:
All of the following are class features of the Harbinger prestige class.
Weapon and Armor Proficiency: A Harbinger gains no new proficiencies with weapons or armor.
Aspect of Ending (Su): As a Harbinger, you work towards the destruction of all in existence. Through your dedication to an elder evil, you can wield a similar power. At 1st level, and again at 4th and 7th levels, you may choose from any of the aspects below. They act in many ways as signs of the apocalypse (Elder Evils, page 7). However, knowledge checks are insufficient to identify them. Each aspect of ending is a supernatural ability with a range equal to 400 feet + 40 feet/level. If any saving throw is allowed, its DC is equal to 10 + class level + Charisma modifier. You need not select the same sign that your elder evil would unleash upon the world.
At any time, you may only display one Aspect of Ending. You may switch between two known Aspects of Ending as a Full-Round Action. In addition, for up to 1 hour each day, you may suppress all known aspects simultaneously.
Blood Moon: All creatures within range become one step closer to hostile towards all other creatures. In addition, the first time another creature in the area is damaged, they must make a will save or fly into a blind rage, attacking the closest target available until they are dead or leave the area. They may also make a new saving throw each round to end the effect prematurely. If a creature leaves the area of this aspect of ending, reenters it, and is damaged, they must make a new saving throw.
Dead Sun: All light in the area is reduced to shadowy illumination, all mundane light sources such as torches and lanterns are automatically extinguished (no saving throw), and all spells of the light descriptor with a spell level equal to or less than your class level are suppressed while in the area. Furthermore, every 10 minutes that another creature remains in the area, they must make a fortitude save or take 1d6 cold damage.
Eerie Weather: The area around you is filled with unnatural precipitation. This precipitation may either be regular rain or snow or any nonmagical item no more than 6 inches in its largest dimension and weighing no more than 1 pound. Although the falling of items deals no damage (even flaming or freezing precipitation fails to deal damage to creatures or items), the range of sight within the area is halved and both listen checks and ranged attack rolls take –4 penalties. Any precipitation that leaves the area instantly unravels into nothing.
Infestation: Select one variety of diminutive or fine animal. That breed of animal follows you unerringly and in great numbers. To others it may seem that you walk upon a sea of creatures. At the beginning of each of your turns, all creatures within the area other than you must make a fortitude save or take 1d6 damage and be sickened for 1 round.
Restless Dead: Whenever a creature capable of being revived as a skeleton or zombie dies within the range of this ability, it rises as the more appropriate form of undead (according to the current state of its body) 1d4 rounds later. These undead treat you as being invisible and inaudible but attack other creatures normally.
Seal of Binding: Always floating a couple hundred feet above your head is a weakly glowing sigil. Within range of this ability, spells or abilities of the divination school or summoning subschool fail to function. However, you may use your call from beyond ability without penalty.
Twisted Life: All other living creatures within this ability gain fast healing 2 while all other undead within the area of this ability lose 2 health each round. Any creature may attempt a Fortitude Save each round to stave off these effects. On any round in which a creature is healed or damaged by this ability, they take a –2 penalty on all saving throws. Lastly, any creature healed through this ability takes 1d4 points of charisma damage. A creature dealt charisma damage in this way gains immunity to further charisma damage from your Twisted Life aspect of ending for 24 hours.
Dark Dreams (Su): Starting at 1st level, a Harbinger is contacted nightly by their patron. Their patron may give orders or cryptic clues, which the Harbinger is free to follow or ignore at their own discretion without punishment (at least before death…). Furthermore, each night functions as a contact other planes spell, allowing a single question to be asked as if you had asked the question of a greater deity on an outer plane. Lastly, contact with such a nihilistic being wears your body quickly, rendering your continuously exhausted.
Spurn Divinity (Ex): Starting at 2nd level, you can spurn the effects of divine magic with great impunity. You add your charisma modifier as a bonus to all saving throws made against divine spells. Furthermore, whenever you are subjected to a divine spell that does not normally allow for a saving throw, you may make a will save as if it did allow such a saving throw. If it is successful, the spell is negated.
Aura of Dread (Su): Starting at 3rd level, you develop an aura around you, representing the manner with which reality begins to break down around you. This aura extends out to a 1,000 foot-radius + 100 feet/level.
Starting at 3rd level, this aura projects only a sliver of what is to come, unleashing mass unease as creatures begin seeing and hearing the unnatural and impossible. Any creature to remain within the area of your aura for 24 hours or longer is fatigued. Furthermore, natural healing is halved in this area.
Starting at 6th level, this aura begins to break down the concept of space and distance within range. All speed in the aura is reduced by 5 feet. As such, 5-foot steps are no longer possible. Furthermore, no means of extradimensional travel with function within the area.
Starting at 9th level, this aura breaks down the very fabric of time, eliminating entire expanses of it. All other creatures within range except you may take neither swift nor immediate actions.
Hidden Threat (Ex): Starting at 5th level, the servants of deities have a much harder time discovering anything about you. All divine spells of the divination school automatically fails when used to ascertain information about you. Divination spells that are also arcane function if they are cast by a nondivine spellcaster.
Divine Scourge (Su): Starting at 8th level, you have mastered your defense against the divine. Once per day, as a swift action, you may unleash a deadly pulse similar to that produced by some elder evils. All divine spellcasters and extraplanar creatures within a 1 mile radius are sickened for 1d4 minutes and take 1 point of vile damage/class level.
The End is Near (Su): Starting at 10th level, you can go through your final apotheosis, learning how to bring forth a true sign of the apocalypse. In order to do so, you must spend a 24 hour period entering a special meditative state. In this state, you gain immunity to polymorphing, petrification, energy drain, ability drain, ability damage, death from massive damage, and mind-affecting spells and abilities. Furthermore, you gain resistance to cold 20 and fire 20, blindsight out to 500 feet, and can telepathically communicate with any creature within 1,000 feet that has a language. Lastly, you need not eat, drink, nor breathe while in this state.
When you enter this state, choose one sign of the apocalypse. You need not choose one for which you possess an aspect of ending or the one that your elder evil will unleash upon the land. You manifest that sign upon the world, albeit under faint intensity. If you remain in this state for at least one month, the intensity increases to moderate. The intensity never increases past this point.
Even while in this state, you may still manipulate what, if any, aspect of ending you have active. Furthermore, your aura of dread continues to function while in this meditative state, you may use your Divine Scourge ability, and you may use your call from beyond class feature. However, you may take no other action other than these or to leave the meditative trance. Leaving the meditative trance takes 1 minute of work, during which time you do not benefit from it and are considered helpless for all purposes.


I already have the ideas for 3 more PrCs, a preacher dedicated to breaching their way into the far realms and calling more powerful creatures from beyond; a warper obsessed with the corruption of all flesh; and a repetant doomsayer for the few good blasphemous preacher, dedicated to preventing damage caused by the far realm whenever possible.