Greetings, before I delve into the "meat" of my post I would like to state that I've been playing Dungeons and Dragons since first edition and have always been dissappointed with the way these two classes played out.
Also, I would like to commend Paizo for its work with these, and the other 9 featured classes. They have done a phenomenal job in regards to addressing many balance issues. Because of their somewhat similar roles, I felt it necessary to address my balance concerns in a single thread. Plus, after detailing my paladin changes, I'll need to post suggested fighter changes to help the class maintain its original flavor.
Without further exposition: my suggestion.
Paladin- I've always found this class somewhat lacking as a defensive martial class. Also, it's damage output (even against evil creatures) is pitiful at best. With the release of 3.0 some of these concerns were addressed, but they carried a hidden defect: in order to be an adequate paladin, a character had to have exceptional stats in almost all areas. My following suggestions will address these concerns.
Basics- Bump hit die up to d12 and gain a good will save. These changes bear a similarity to the Knight class in the PH2 and reflect the intended, defensive nature of the class.
Proficiencies- Add tower shield proficiency. See previous rationale.
Smite Evil- This is what many consider to be the signature feature of the class. But, many feel that it lacks the offensive punch. First, I would recommend that when smiting evil that the attack be considered good-aligned. Second, I would increase the extra damage from 1x paladin level to 2x.
Lay on Hands- This ability is easy to fix: increase the amount of HP restored with each use to 2x the paladin's class level. Before you begin thinking that this will overshadow the cleric's role as the primary healer, continue to read on.
Divine Health- Why not add an immunity to poisons as well? Monks receive something similar.
Spellcasting- Now, this will be by far the most controversial part of this post. With the paladin's many immunities, ability to heal HP and adverse effects with lay on hands, ability to channel energy, and the ability to deal significant damage to evil creatures why have spells at all? Of the 11 base classes listed, 7 are spellcasters. If the previous changes I've suggested are made then the paladin has little use for spellcasting. I feel that this will not only emphasize the martial element of the class, but will prevent encroachment on the territory of clerics and druids.
Mettle- I never understood why paladins didn't get this class feature.
Now for the fighter changes-
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Fighter- Though most players have optimized their PC fighters by investing solely in Strength, Dexterity, and Constitution, this class was not meant to be the feral warrior. That role falls to barbarian.
What (ideally) separates the fighter and barbarian is that the fighter's combat prowess is the result of discipline and training, where as (as I mentioned earlier) the barbarian is a fierce, feral savage. The following changes will emphasize the fighter as the master of the battlefield, increase the number of attributes the class will benefit from, and re-establish its tactical flavor:
Proficiencies- Same, except as noted below.
"At 1st level, a fighter may choose one exotic weapon proficiency per point of Intelligence bonus he has (if any). Once these choices have been made they cannot be changed. If the fighter’s Intelligence bonus increases at a later time, it does not entitle him to an additional choice."
New Class features:
Combat Initiative (Ex): At 1th level, the fighter receives a +1 competence bonus to all initiative checks. This bonus increases by +1 at 5th level, and by an additional +1 every five levels thereafter (10, 15, 20).
Combat Tactician (Ex): A fighter’s knowledge of battle tactics is unmatched, perfected through years of practice. Beginning at 4th level, the fighter adds his Intelligence bonus (if any) to bull-rush, disarm, grapple and trip attempts and to all rolls made to resist those maneuvers.
Veteran’s Eye (Ex): Countless battles have taught the fighter how to better strike his enemies’ weak points. Starting at 8th level, a fighter adds his Intelligence bonus to rolls made to confirm critical hits and also adds this bonus to the damage dealt by critical hits. This bonus damage is not multiplied. Creatures with no discernable weak points (abberations, constructs, and some undead) are not effected by this ability.
Critical Opportunity (Ex): At 12th level, a fighter can employ a quick maneuver to gain the upper hand in an engagement after dealing a powerful blow. After dealing a successful critical hit to an opponent, the fighter can make a free disarm or trip attempt. Regardless of the choice made, this action does not provoke an attack of opportunity. This ability may not be used against the same opponent more than once per encounter.
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Please evaluate these suggestions and give any constructive feedback.