As a DM who runs D&D campains with some clerics and a few PC paladins, I liked this product. This book is divided in Four chapter and one appendix, each of them with its own interest:
-the first chapter gives you tips to play clerics and paladins, plus new rules for them (and it will be hard to choose betwen a large spider mount and a silver dragon mount for your paladin!) including new feats using channeling power (with those, vade retro can be used to boost yourself or your ally!)
-the second chapter gives you information on the running of churches in your campaigns and some ready to use church (with floor plans) and organizations.
-the third chapter is full of new prestige classes, so now, will your paladin becomes an holy liberator (chaotic good paladin-like) or a consecrated harrier (church bounty hunter)?
-the fourth chapter presents new spells for clerics, paladins, druids, rangers and even wizards, plus you get new domains exclusive to some prestige class.
-the appendix gives stats for the gods of monsters much like what appeared in the Player Handbook for human's gods (Bahamut and Tiamat come back!)
And if you liked Sword and Fist, this second book in the guidebook collection from Wizards of the Coast, is much better!