You're able to spread your influence far and wide, using your religious rhetoric in order to bring others to your sect.
Prerequisite(s): Must be a Priest of a heretical religion
Infallible Religious Rhetoric: On all Social skill checks relating to your religion, you gain a +5 bonus.
Sense Heretic: So long as you have at least 1 MP, you are able to detect whether anyone within 4 squares of you is not of your faith, or is of an off-shoot of your faith. This does not reveal who they are or what their religion is.
Seed of Doubt: On a failed Trickery check to lie, once per day you can cause the opponent to believe they may be wrong and begin second-guessing themselves. For the next 1d4 rounds, you will be able to continue making Trickery checks without taking any actions/needing to speak to them as the individual's self-doubt eats away at them.
Congregation: Your influence spreads, gaining valuable followers who will do as you command. These followers are weak, not combat ready, but follow your every command (even to their dying breath). These followers are destined to lose when entering combat however; their attacks deal little to no damage and one hit is all it takes to kill/incapacitate them.
Die For Me: Once per day you can command a follower from the Congregation talent to take their life for you. This follower will do so without second guessing themselves, and upon their death you absorb some of their soul to help yourself. This heals you for 2d6 HP, recovers 2d10 MP, and 1d8 points of Resolve and Sanity.