Ukyo said:Evil clerics have their lack of moral restraints working in their favors, and these same moral restraints are against the good clerics.
"Lack of moral restraint" is not really that much of a bonus unless you're at the top of the heirarchy in your evil church. Otherwise you'll probably eventually be on the wrong side of the line on "Give up your magic items" day or "human sacrifice" day, or whatever other unholidays exist. As other folks are saying, good churches probably support their followers more consitently. Good clerics can sleep soundly on nights before it's time to divide treasure. If you've ever DMed an evil campaign before, you might find (like I did) that being an evil cleric is no picnic. The rest of your party is as scary a dungeon as the one you're questing through.
The next time your PC cleric of good loses all his possessions, have his temple scrounge together a donation for him. The next time he and his party are captured and you don't have an escape scenario planned, have his temple ranson him. Free sanctuary if he's being chased by evil monsters. Free holy water (quantities are limited, so act fast). Advice. Etc.
Many of the powers exclusive to evil clerics are countered by a good cleric of appropriate level anyway. Turning undead, neutralizing poison etc. I wouldn't think good clerics would need any more help.