I thought i'd copy-n-paste my solution here from the other thread in case you didn't see it.
From My House Rules:
Cleric
Religion plays a big part in the lives of many people of nearly every race. However, merely saying you worship a diety is not enough. Clerics are those who have essentially given themselves over to their deity, offering a life of service in exchange for power in which he may further his and his deity’s goals, and a promise eternal rewards in the afterlife.
Each major religion has a body of devoted clerics. However, clerics make up a very small minority of its worshippers. Clerics train for the next great battle. They know that one day their god will come to them and ask that they lay down their life for their faith. Cleric train and study to make sure they can take as many servant of evil down with them as possible.
Most of the major religions teach that one day, the creatures of the surface world will get their chance to strike at the heart of evil, into the Core to bring the battle to evil’s doorstep. In the end, it is this great battle for which most clerics train.
Clerics must always select a god to worship. Clerics of Cyrillia gain no benefit from worshipping a concept.
Class Variant – Cloistered Cleric: This variant of the cleric focuses less on combat and more on the gathering of knowledge. It may be taken as a variant cleric class. Details regarding the cloistered cleric can be found in Unearthed Arcana starting on page 50.
Spontaneous Domain Casting: The ability to channel positive energy into healing magic, or negative energy into harming magic, is seen as a special gift from the gods as a way to protect the faithful or smite the unfaithful. However, some clerics claim furthering the influence of their god’s chosen domains is of greater importance than the saving or taking the lives of a few.
Upon first taking a level of Cleric, you may choose the Spontaneous Domain Casting special ability instead of the ability to spontaneously cast healing or harming spells. See PHB2 pg. 33 for details.
Turning Undead – some gods do not have any strong feeling either way towards undead. Clerics of these gods have their ability to turn undead replaced with another ability. These abilities still rely on channeling positive or negative energy, and may only be performed the same number of times per day that they would normally be able to turn undead. The Extra turning feat grants extra uses of this ability. Clerics of gods not mentioned here grant undead turning as normal.
Bahamut – Clerics of Bahamut may breathe a cone of silver divine fire 10’ long per level. Those caught within the cone take 1d4 points of damage per cleric level, and may make a Reflex save (DC 10 + Cleric Level + Cha) for half damage. This damage is sacred and is not affected by immunity or protection from fire.
Boccob – Clerics of Boccob may select one arcane spell of a level he is capable of casting each time he gains a level of cleric. He may prepare this spell as a divine spell as if the spell were on his domain list. The total number of arcane spells he can prepare in this manner is equal to the number of turning attempts he would have in a day if he were a standard cleric.
Correllon Larethian – The cleric gains the Smite Evil special ability. This is exactly like the paladin ability of the same name and may be used a number of times per day equal to the number of turning attempts he would have in a day if he were a standard cleric.
Ehlonna – Clerics of Ehlonna gain the Animal domain for free. This is a third domain from which he may draw spells. In addition, the cleric may spontaneously cast spells from the Animal domain a number of times per day equal to the number of turning attempts he would have in a day if he were a standard cleric.
Erythnul – The cleric gains the Smite Lawful special ability. This is exactly like the paladin ability of Smite Evil, except that it can only target lawful creatures, and may be used a number of times per day equal to the number of turning attempts he would have in a day if he were a standard cleric.
Fharlanghn – You may cast Dimension Door as a spell-like ability. The maximum number of feet you can move with each use of this ability is equal to your level x 10.
Garl Glittergold – You may cast Charm Person as a spell-like ability. Targeted creatures may make a Will save (DC: 10 + cleric level + Cha) to negate its effects.
Gruumsh– You may use a gaze attack on one good aligned creature to deal 1d6 points of damage per cleric. Targeted creatures may make a Fortitude save (DC: 10 + cleric level + Cha) to suffer half damage.
Heironeous – The cleric gains the Smite Evil special ability. This is exactly like the paladin ability of the same name and may be used a number of times per day equal to the number of turning attempts he would have in a day if he were a standard cleric.
Hextor – The cleric gains the Smite Good special ability. This is exactly like the paladin ability of Smite Evil, except that it can only target good creatures, and may be used a number of times per day equal to the number of turning attempts he would have in a day if he were a standard cleric.
Kord – You gain the Challenge Opponent ability. As a swift action, you may issue a challenge to any creature with an Intelligence of 5 or more. You need not speak its language. The opponent must have hit dice equal to no more than your level +1, and must succeed on a Will save (DC: 10 + cleric level + Cha). If the target fails, it must accept any challenge you put forth in which the two of you can compete. The competition can be something as important as a fight to the death, or something as simple as a foot race or arm wrestling match. You gain a +2 Strength bonus when rolling ability checks or making attacks against a successfully challenged opponent.
Moradin – Clerics of Moradin gain the Earth domain for free. This is a third domain from which he may draw spells. In addition, the cleric may spontaneously cast spells from the Earth domain a number of times per day equal to the number of turning attempts he would have in a day if he were a standard cleric.
Obad-Hai – Clerics of Obad-Hai gain the Plant domain for free. This is a third domain from which he may draw spells. In addition, the cleric may spontaneously cast spells from the Plant domain a number of times per day equal to the number of turning attempts he would have in a day if he were a standard cleric.
Olidammara – Clerics of Olidammara add Move Silently, Hide, and Bluff to their list of class skills. In addition, they can gain a +4 bonus for one skill check using any of these three skills a number of times per day equal to the number of turning attempts he would have in a day if he were a standard cleric. This bonus must be declared before the skill check is rolled.
St. Cuthbert – The cleric gains the Smite Chaotic special ability. This is exactly like the paladin ability of Smite Evil, except that it can only target chaotic creatures, and may be used a number of times per day equal to the number of turning attempts he would have in a day if he were a standard cleric.
Tiamat – Clerics of Tiamat may breathe a cone of black divine fire 10’ long per level. Those caught within the cone take 1d4 points of damage per cleric level, and may make a Reflex save (DC 10 + Cleric Level + Cha) for half damage. This damage is sacred and is not affected by immunity or protection from fire.
Yondalla – Clerics of Yondalla add Gather Information and Sense Motive to their list of class skills. In addition, they can gain a +4 bonus on any saving throw a number of times per day equal to the number of turning attempts he would have in a day if he were a standard cleric. This bonus must be declared before the saving throw is rolled.
Turning Variant – Destruction of the Undead: Clerics use the variant turning rules found on page 87 of the Complete Divine.
Paladin
While clerics usually tend to a religion’s temples and its immediate area, paladins travel the countryside spreading their deity’s dogma, and enforcing its will. The paladin is at once a healer of the sick, and an enemy of the wicked.
Paladins serve as the martial arm of several churches, and while not all deity’s are served by paladins, all paladins serve a deity. The churches that have paladins, and the changes they each make to the paladin class, are listed below:
Bahamut – Instead of turning undead at 4th level, paladins of Bahamut may breathe a cone of silver divine fire 10’ long per level. Those caught within the cone take 1d4 points of damage per paladin level -1, and may make a Reflex save (DC 10 + Paladin Level + Cha) for half damage. This damage is sacred and is not affected by immunity or protection from fire.
Correllon Larethian – Instead of turning undead at 4th level, the paladin gains the Extra Smiting feat. In addition, he is considered 2 levels higher for the purposes of determining the extra damage gained when smiting.
Heironeous – Instead of turning undead at 4th level, the paladin gains the Extra Smiting feat. In addition, he is considered 2 levels higher for the purposes of determining the extra damage gained when smiting.
Moradin – Instead of turning undead at 4th level, paladins of Moradin add the spells from the Earth domain to the paladins list of spells. In addition, the cleric may spontaneously cast spells from the Earth domain a number of times per day equal to the number of turning attempts he would have in a day if he were a standard paladin.
St. Cuthbert – The paladin gains the Smite Chaotic special ability instead of Smite Evil. This is exactly like the paladin ability of Smite Evil, except that it can only target chaotic creatures. Also, instead of turning undead at 4th level, the paladin gains the Extra Smiting feat. In addition, he is considered 2 levels higher for the purposes of determining the extra damage gained when smiting.
Knight Training: Paladins get this feat from the Eberron Campaign Setting for free at 1st level.
Non-spellcasting Paladin: Instead of learning to cast spells at 4th level, you may select a version of the paladin base class that does not cast spells. This choice must be made the first time the character takes a level in the paladin class. Details regarding non-spellcasting paladins can be found in the Complete Warrior starting on page 13. This option is not available to paladins of Moridan.
Charging Smite: Upon becoming a 5th level Paladin, you may choose the Charging Smite special ability instead of the Special Mount ability. See PHB2 pg. 53 for details.
I'd really like to get some feedback on this since I haven't started the campaign yet.