Reasonably priesthood-specific clerics (although, for my new IH campaign, there ARE no clerics; "clerics" are just arcanists with Initiate feats that allow them access to deity-specific spells). My cleric may bear suspicious resemblance to another d20 class of your acquaintance...
Da basics for D&D:
HD: d6
Skills (4 + Int modifier points/level): Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (the planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), Speak Language (none), and Spellcraft (Int).
Patron Deities and Class Skills: A cleric who chooses a particular patron deity may add a skill or skill to the cleric class skills listed above. See Deities for more information.
BAB: Poor
Saves: Good Fort & Will, Poor Ref
Spells: As normal but with no "+1" bonus domain spells
Class Features
1st: Channel energy (1d8+level), divine feat pool, granted power
2nd: Divine gift (lesser)
3rd: -
4th: Channel energy (2d8+level)
5th: Granted power
6th: -
7th: Channel energy (3d8+level)
8th: -
9th: -
10th: Channel energy (4d8+level), granted power
11th:-
12th: Divine gift (greater)
13th: Channel energy (6d8+level)
14th: -
15th: Granted power
16th: Channel energy (8d8+level)
17th: -
18th: -
19th: Channel energy (10d8+level)
20th: Granted power
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, with their deity's favored weapon, and with light armor.
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).
Spells: A cleric has access to all spells with the universal descriptor [AE/AU simple spells: assume these are the basic sorts of spells], and all spells with the descriptors corresponding to the domains listed for his patron deity. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below.
Additionally, good clerics (and neutral clerics of good deities) treat complex spells with the positive energy descriptor as if they were simple spells, and evil clerics (and neutral clerics of evil deities) treat complex spells with the negative energy descriptor as if they were simple spells. A cleric who is neither good nor evil and whose deity is neither good nor evil must choose whether to gain this preferential access to spells with the positive energy descriptor, or those with the negative energy descriptor. Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see below).
A cleric’s spells have only mental and verbal components, which imposes no spell failure chance due to armor. To ready or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell slot allotment is given on Table: The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score.
Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spell slots. Time spent resting has no effect on whether a cleric can regain spell slots. A cleric may only change his allotment of readied spells during his daily meditation.
Chaotic, Evil, Good, and Lawful Spells: In order to cast a spell with an alignment descriptor (chaos, evil, good, or law), a cleric or his deity must have the alignment component associated with the spell in question.
Channel Energy (Sp): A cleric can call upon either positive energy or negative energy and bestow that energy upon himself or another creature. With a touch, a good cleric can heal 1d8 hit points + his level a number of times per day equal to his Wisdom bonus; clerics with no Wisdom bonus can use this ability once per week. Likewise, an evil cleric can inflict the same amount of damage.
At 4th level, the amount of healing (or damage) increases to 2d8 points + the cleric’s level and continues to increase every three levels thereafter: 7th level 3d8 + level, 10th level 4d8 + level, 13th level 6d8 +level, 16th level 8d8 + level, and 19th level 10d8 + level. These changes increase the amount of healing, not the number of times used. For example, if a cleric has a Wisdom bonus of +3, when he is 1st level, he can infuse someone with life three times per day, each time healing 1d8+1 points. At 4th level, he can still heal only three times per day, but each time now heals 2d8+4 points of damage.
Divine Feat Pool: At 1st level, a cleric gets a divine feat pool, which he can use to power various abilities granted by taking the appropriate feats. The pool contains a number of divine tokens equal to 3 + the cleric's Charisma modifier. This number of tokens can be increased by taking the Extra Divine Tokens feat. A cleric's token pool refreshes after a night's rest and meditation.
Granted Power: At 1st, 5th, 10th, 15th, 20th, and 25th level, the cleric gains a special power granted by his deity. These powers depend on the cleric's choice of patron deity.
Divine Gift (Su): Once per day, a 2nd-level or higher cleric can use his connection with the divine to draw on the power of his deity and infuse it within himself. He must be touching his holy symbol or something associated with his deity's portfolio to activate this ability. He gains a divine bonus equal to half his level. The cleric can add this bonus to any d20 roll he makes in the following round. He can impart this gift to an ally he touches during the following round (the ally must use the bonus in that round). He can even divide the bonus among up to five allies that he can reach during the round, giving each a portion of the bonus as he decides. Thus, a 10th-level cleric could grant a +2 bonus to two allies and a +1 bonus to another.
Starting at 12th level, the gift’s divine bonus lasts 1 round per four cleric levels (maximum 5 rounds). Thus, an 18th-level cleric could grant a 4-round divine bonus of +9 to one ally (or himself), or +3 to three allies, or +5 to one ally and +1 to four others. Each round, those granted the gift can use the bonus on any one d20 roll of their choosing.
Bonus Languages: A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.
Ex-Clerics
A cleric who grossly violates the code of conduct required by his god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as a cleric of that god until he atones (see the atonement spell description).
A Sample Deity: Bane, the Black Lord (FR)
Cleric Title: Dreadmaster
Domains: Charm, Destruction, Evil, Law, Strength, Suffering
Additional Skills: Gather Information
Favored Weapon: Morningstar
Granted Powers:
* 1st level: Insidious Insight (Ex). Dreadmasters gain +2 to Gather Information and Sense Motive checks.
* 5th level: Dominating Aura (Su). A dreadmaster is immune to fear effects (magical or otherwise). Enemies within 20 feet + 10 feet/5 levels of a dreadmaster suffer a -4 morale penalty on saving throws against fear effects.
* 10th level: Enhanced Leadership. Free Leadership feat or +4 bonus to Leadership score. A dreadmaster does not suffer the -2 cumulative Leadership penalty for causing the death of a cohort for one cohort per each dreadmaster level above 10th (up to a total of five dead cohorts at 10th level).
* 15th level: Fanatical Loyalty. Followers and cohorts of the dreadmaster become fanatically loyal to the dreadmaster; only Bane himself can inspire greater loyalty in them. They will not balk at life-threatening actions or actions that would normally lie outside their moral compunctions and normal behavior if the dreadmaster asks them to perform such actions. Spells that the dreadmaster has cast upon his cohorts that normally grant a saving throw or saving throw bonus if the subject is asked to take a life-threatening actions or actions contrary to her nature do not do so if the subject is fanatically loyal to the dreadmaster.
* 20th level: Additional Cohort. The dreadmaster attracts a special cohort in addition to any cohort already gained. If a leader loses this special cohort, he can generally replace it, according to his current Leadership score. It takes time (1d4 months) to recruit a replacement. Because of the lawful nature of Bane, special cohorts who are mutually inimical by type, alignment, or nature will not be attracted to the same dreadmaster. Dungeon Masters can use the "Example Dreadmaster Special Cohorts" table to select special cohorts gained through this ability, or select cohorts of their own choosing or crafting.
Creature Alignment Cohort Level Equivalent
Doppleganger Neutral 6th
Helmed horror Neutral 13th
Gouger (beholderkin) Neutral Evil 14th
Death kiss (beholder kin) Neutral Evil 16th
Baneguard Lawful Evil 5th
Banedead Lawful Evil 6th
Hell hound Lawful Evil 6th
Displacer beast Lawful Evil 7th
Imp Lawful Evil 7th
Banelar Lawful Evil 9th