I got tired of the whole cleric as medic a long time ago. My solution was to build the diversity into the setting to ensure that players don't assume all clerics to be medics. In my campaign:
1. All clerics have their own deity specific lists and, therefore, share a much more limited set of spells than in RAW. Examples of the spells that all clerics share are:
a) divination spells (e.g. augury and commune) that allow one to commune with his or her deity
b) spells like aid, bless, etc. to bestow the favor of their deity
3) spells like bane, bestow curse, mark of justice, etc. to punish those who offend their deity
4) atonement
5) various planar ally (creature set by deity)
6) Miracle (the miracle must be related to the deity's domains)
2. With respect to cure/healing spells
a) Healing spells are not the product of channeling positive energy, but bestowed upon from the deities of healing, life, and the dead.
b)Access to healing spells is determined by the the deity they worship and that deity's relation with those deities that cast spells.
-Clerics of the Healing deity can cast healing spells of any level and are the only clerics that can spontaneously convert healing spells. (Note: These cleric also have no starting proficiency in armor and have a poor BAB).
- Clerics of the deities of life or the dead can cast up to fifth level spells that heal damage, they do not grant spells such as cure blindness/deafness nor can they convert healing spells.
- Clerics of good deities other than the goddess of healing can cast any cure spell of third level or less.
- Clerics of neutral deities can cast cure spells of second level or less (note: there are two neutral deities in my campaign whose clerics that can cast up to fifth level)
- Clerics of evil deities can only cast 1st level cure spells. This ensures that evil clerics will pay some acknowledgment to those deities capable of granting healing spells. The one exception is the clerics of the god of murder and undead. They have no access to any heal spells as they directly oppose those deities capable of giving granting healing.
1. All clerics have their own deity specific lists and, therefore, share a much more limited set of spells than in RAW. Examples of the spells that all clerics share are:
a) divination spells (e.g. augury and commune) that allow one to commune with his or her deity
b) spells like aid, bless, etc. to bestow the favor of their deity
3) spells like bane, bestow curse, mark of justice, etc. to punish those who offend their deity
4) atonement
5) various planar ally (creature set by deity)
6) Miracle (the miracle must be related to the deity's domains)
2. With respect to cure/healing spells
a) Healing spells are not the product of channeling positive energy, but bestowed upon from the deities of healing, life, and the dead.
b)Access to healing spells is determined by the the deity they worship and that deity's relation with those deities that cast spells.
-Clerics of the Healing deity can cast healing spells of any level and are the only clerics that can spontaneously convert healing spells. (Note: These cleric also have no starting proficiency in armor and have a poor BAB).
- Clerics of the deities of life or the dead can cast up to fifth level spells that heal damage, they do not grant spells such as cure blindness/deafness nor can they convert healing spells.
- Clerics of good deities other than the goddess of healing can cast any cure spell of third level or less.
- Clerics of neutral deities can cast cure spells of second level or less (note: there are two neutral deities in my campaign whose clerics that can cast up to fifth level)
- Clerics of evil deities can only cast 1st level cure spells. This ensures that evil clerics will pay some acknowledgment to those deities capable of granting healing spells. The one exception is the clerics of the god of murder and undead. They have no access to any heal spells as they directly oppose those deities capable of giving granting healing.