This book spotlights the champions of deities in the D&D game, clerics and paladins. It's packed with ways to customize cleric and paladin characters, including: New feats, prestige classes, weapons, and equipment. More uses for turning checks, and new magic items and spells designed specially for clerics and paladins. Information about special organizations such as the Laughing Knives and the Stargazers. Detailed maps of temples that players and Dungeon Masters can use as bases of operation or as enemy structures that must be brought down. Indispensable to both players and Dungeon Masters, this book adds excitement to any campaign.
When I played 3rd edition (for it's short life) I seem to have purchased most of the books available for that edition. I was involved in 2 games one as player (where I played a Ranger) and one I was DMing.
I bought this series of books aimed at building different types of character. I thought it would come in handy as a DM for my players and for me if I chose to try different player classes. There was a book for several "sets" of characters, Wizards and Sorcerers, Fighters and Monks, or this one on Paladins and Clerics. In the past (in 2nd edition) I most often had played a Paladin. There were significant changes in this edition.
If you chose to continue using this volume, I believe it would be possible to adapt this to other editions, but I don't plan to. I have gone back to 2nd edition, and I like that version of the character. This one will lead to 9if the DM allows) a character (Paladin or Cleric) that gets very powerful very quickly. Not one I plan to use, but you may.
A typical 3rd edition sourcebook - a little bit of everything, but each not quite there. There's new prestige classes, new feats (focused on using turning), new items, and new spells. There's also a small section on how temples behave depending on alignment. While interesting, they were rather simplistic. It would've great if that section was expanded more to include more of a cleric's role in a temple. There's very little that expands on role-playing; they're mainly focused on expanding clerics (already overpowered) mechanically.
Basic Premise: A supplement for D&D 3.0 for religious-type characters.
Much like all of the books of this type, it gives new feats, spells, abilities, and sundry details to add to the game. It's a combination of mostly crunch and a little fluff to make things interesting. The book is useful to players, but not indispensible.