Clerical House Rules
One of my home game players has been kind enough to remind me of two house rules that would be very important to clerics.
The first is not a feat that need be purchased, but is instead a "class feature" of clerics and paladins in the Land of the Seven Realms.
Divine Channeling:
If a cleric or paladin possesses a metamagic feat, such as Still Spell, Empower Spell, etc, he or she may use that feat spontaneously, in much the same way sorcerors do.
To do so, the cleric must expend turning attempts equal to the added spell levels the feat requires, and make a concentration roll. (DC 15 + 2 for each turning attempt expended)
If the roll is failed, the spell, and the turning attempts, are lost. Further, the cleric must make a Will Save (DC 15 + 2 per turning attempt expended) or be stunned for one round per turning attempt used.
Unlike sorcerors, the spell casting time remains as listed. The cleric must be capable of preparing the enhanced spell normally, to be able to apply this ability.
Example: Cyrus Dane, cleric of St. Cuthbert, wishes to cast an Empowered Searing Light spell at a troublesome vampire. He is 9th level, and is capable of preparing an Empowered Searing Light (a 5th level spell slot) so he expends two turning attempts. He then rolls a DC 19 Concentration check.
If he succeeds, he can unleash a 9d8 blast of light at the undead horror, and multiply the result by 1.5, just as if he'd used a prepared Empowered Searing Light.
If he fails, the prepared Searing Light is lost, the two turning attempts are lost, and he must make a DC 19 Will save or be stunned for two rounds.
Modified Healing/Inflicting
Secondly, healing, and inflicting, spells, take effect in a somewhat different way. Basically, wherever 1d8 would be rolled for such a spell, 1d4+4 is actually rolled. So a Cure Light Wounds cast by a 5th level caster would heal 1d4 + 9, a Cure Moderate Wounds would heal 2d4 + 18, etc.