For something a bit more standard, try:
Str 14
Dex 11
Con 14
Int 10
Wis 17
Cha 14
Wisdom is your first priority since it's your spellcasting stat. Charisma is also a priority to enable turning, etc. Con should always get as much as you can afford in a point buy system--14 unless you have a compelling reason to do something else. And, since you're on 36 points, you can afford to have enough strength that you can step up and hit things with your mace if you need to.
A less offensively minded cleric could go with strength 10, dex 10 and wisdom 18, int 12. That would give you more skill points and better save DCs at the cost of the ability to make a contribution in melee with your mace.
Race: Human--it's simple and the extra feat gives you a lot of options. If you would prefer a more melee centric cleric, half-orc (Str 16, Dex 12, Con 14, Int 10, Wis 16, Cha 12 or even Str 18, Dex 10, Con 14, Int 10, Wis 16, Cha 10) has a bit more hitting power, and dwarf (Str 14, Dex 11, Con 16, Int 10, Wis 17, Cha 12) has a bit more staying power.
Now, the next selection is going to be deity and domains.
A cleric of Pelor is a good, standard cleric. Since you have access to Complete Divine, you can pick Sun and Glory domains. Other possibilities: Sticking with a cleric of Pelor and choosing Strength instead of glory gives you a better combat capability. Taking the healing domain instead of glory gives you the ability to use your domain spells for healing--I chose to forgo it in the initial recommendation because it's not really a good trade until you pick up the Radiant Servant of Pelor prestige class and the glory domain power is best at low levels when turning undead is a frequent occurance and an effective tactic.
Other possibilities: Cleric of Heironeous--courage (Complete Warrior) and war domains. This is more of an in your face melee cleric choice, but at third level, you won't have enough spells for the support/healing role to be satisfying.
Cleric of St Cuthbert--Destruction, Strength--this is another melee domain combination. It gives you two ways to dish out the damage (which may actually be more effective than simply getting weapon focus and a martial weapon--which is only better than a mace in crit range anyway).
Now we come to your feats. This is the place where you really choose your cleric's path.
Healing/Support:
1. Augment Healing is possibly your number 1 pick. It makes your healing more effective and always works without any expending of turn attempts or fancy manuevering.
2. Extra Turning: It's a prerequisite for Radiant Servant of Pelor so if you go the cleric of Pelor route, you want to take it. It's also nice to have extra turnings if you run up against undead.
3. Divine Spellpower: It's not so useful at 3rd level since you don't have many long-duration spells yet, but you could pump your shields of faith to +3 a little early and you can't really argue with extra duration and damage on a spiritual weapon spell. Mostly, however, it will be useful when you hit level 5+ to boost your bonus and/or duration on longer duration spells like magic vestment and magic circle vs. evil and to boost damage dealing spells like Holy smite (glory domain) and searing light.
Other possibilities: Domain substitution: Glory (eventually searing light and holy smite); domain susbstitution: Sun (eventually searing light, flame strike, sunbeam, etc).; Craft Wondrous Item; Tower Shield proficiency (if you won't be attacking much, you can at least make sure you won't be hit much either).
If you feel like taking a more martial bent while retaining healing and support as your primary role, the cleric of St. Cuthbert build would benefit from Power Attack, Extra Smiting, Augment Healing to enable him to switch from beater to healer or simply Power Attack, Divine Might, Extra Smiting to be a beater who heals. The cleric of Heironeous suggested above might make use of Power Attack, Divine Might, Augment Healing.
Equipment: The one big decision you have to make is what kind of armor you want and how much you spend on it. Now, 60% of your available total is 1630gp--not quite enough for masterwork fullplate at 1650 but your DM will most likely be flexible enough to let you have it. The question is whether or not you want it.
If you are going to be pure healing and support, you don't really need the heavy armor and may find the extra speed you gain by using a chain shirt to be more advantageous. If, on the other hand, you want to mix more melee capability into the character, you will probably want the fullplate. (And, if your DM is not flexible, get banded mail and buy fullplate at your earliest opportunity).
Your next investment should be your primary weapon. If you dumped your strength, this will just be an ordinary weapon--probably a longspear since you can contribute from behind the lines with one. On the other hand, if you have any melee capability at all--even if a 14 strength is your only recommendation--buy yourself a masterwork cold iron weapon. Now you have a choice to make--what weapon will you use. Here are the main options:
1. Longspear. Since it's a reach weapon, you can contribute to the fight from behind the fighters and be ready to heal them when they are injured. As a two-handed weapon, it's also easy to take one hand off the weapon in order to cast a spell and then put it back on the weapon in order to threaten with it. (The worst case scenario here is that your DM considers putting the hand back on the weapon like drawing a weapon and charges you a move action (which can be combined with a move) for it).
It's a two-handed weapon so Power Attack works well with it as well.
2. Heavy Mace/Morning Star: d8 damage, bludgeoning, and difficult to sunder; what more could you ask for? These are the standard weapons for clerics--and for good reason. You could wield one with a heavy shield if you're willing to pay close attention to what's in your hand and drop your weapon/sling your shield when it's time to cast a spell. However, you're probably better off just using a buckler on your off hand and always having that hand free to cast spells.
3. Longsword/etc. If you pick up a deity with the war domain, you may end up with a martial weapon proficiency. If you do, use it. If not, don't bother. And use a buckler with it for the same reasons it's good with the heavy mace.
So, if you can get the fullplate, that's about 2000 of your equipment. Now you're just rounding out the edges. You'll want backup weapons. A dagger and, if you have any melee capability, a spiked gauntlet are good for backup melee. You'll also want a crossbow (or maybe a sling) for when you have to engage in a ranged fight. You'll also want standard adventuring gear--rations, a waterskin, rope, pitons, bedroll, etc and some holy water, alchemist's fire, sunrods, a tanglefoot bag, a lantern, and some lamp oil (for the lantern or for using as a weapon--toss the oil first then toss the alchemist's fire).
That will probably leave you with 550gp or so. You'll want some cash for expenses and you should put the rest in scrolls and potions. A potion of cure light wounds is a necessity. Sure you can cast it, but if you're in the dark or if you've gone down and someone else is reviving you, a scroll won't get the job done. You'll also want a couple scrolls of magic weapon (for dealing with DR/magic), a scroll of obscuring mist (to cover a retreat or to prevent missile fire), and a bunch of scrolls of lesser vigor and cure light wounds. When you can, you should also get scrolls of lesser restoration, remove paralysis, and invisibility purge. If your DM didn't let you buy the masterwork fullplate or if you opted for the chain shirt, you'll have a lot of gold left over. Use it to buy a pearl of power I and a wand of lesser vigor (or cure light wounds).
Spell selection:
You don't have many spells so you want to prepare them well:
0. Detect Magic, Light, Guidance
1. Good spells: Bless (unless there's a bard in the party), Protection From Evil, Shield of Faith (if you have Divine Spellpower or fight a reasonable number of neutral foes), Command, Cause Fear
2. Bull's Strength, Sound Burst (if you have rogues in the party), Calm Emotions, Remove Paralysis, spiritual weapon, deific vengeance (though only if you have divine spellpower).