Ok, I have now spent some time playing the character, and I have to say it's great fun. :-)
The second level of Paladin was a complete game-changer, as was level 9 with Blur and Displacement. All of a sudden the toon went from squishy to god-mode. Also the Life Shield + Invulnerability has made a huge difference. I ended up making another Robe with Fearsome + Invulnerability, and it makes most quests with humanoids and animals a breeze, even on Elite. Especially quests with lots of Dogs, Worgs or Wolves (knocked down doesn't matter if the enemies run ;-) )
What I still am not sure of, is my spell list... There are more than 4 spells I would want for most levels, especially before I get better ones for the purpose later on. I have had to make some very painful compromises, like dropping Web (I know it's almost vital, but I feel I need other spells even more). All in all, I have had to leave all crowd control out, and rely on the Fear from my Robe instead. That doesn't work against Undead though.
If I could get opinions and comments on my spell list, I would appreciate it greatly.
Here's what I have so far at Sorcerer 7 / Paladin 2:
Then the list of spells I have been thinking about, with some notes on the reasons:
Niac's Cold Ray
Melf's Acid Arrow
Scorching Ray (switched in to replace Web, as needed even more single-target damage against Undead, and wasn't really using/needing Web)
Displacement (haven't used a single time yet... haven't had a need. will be great later anyway)
Level 1, 4 slots:
?Charm 1 Doesn't work on everything
?Detect Secret Doors 1 Can Wand
?Hypnotism 1 Doesn't work on everything
?Protection From Evil 1 Have Clickies and Trinket
*Burning Hands 1 Could switch out, but very nice still at 9
Niac's Cold Ray 1** Switched out at 13
?Ray of Enfeeblement 1 Should be very useful against Beholders at least, and maybe melees later on?
Level 2, 4 slots:
Resist Energy 2 Can Wand, and have most resistances in gear. Should take at 13 or 19
Knock 2 Can Scroll, Wand at 10, but might need later?
?Gust of Wind 2 For clearing out AOE:s?
*Melf's Acid Arrow 2** Switched out at 14
Scorching Ray 2
?Scorch 2 Would replace Burning Hands?
?Web 2 No room, but would be very nice
Level 3, 4 slots:
?Hold Person 3
*Acid Blast 3** Switched out at 20
*Fireball 3** Switched out at 16
Protection From Energ. 3** Switched out at 19 for Mass Protection From Elements?
Level 4, 4 slots:
*Wall of Fire 4
Stoneskin 4 Can Scroll, but much weaker
?Solid Fog 4 Have already Blur and Displacement, so not sure if viable at all
Fire Shield 4 Can Scroll
Acid Rain 4
*Dimension Door 4
Phantasmal Killer 4** Switched out at 17 for Finger of Death / Can Wand, but very weak esp. later on
Level 5, 4 slots:
?Hold Monster 5?
*Niac's Biting Cold 5 Replaces Niac's Cold Ray
?Cone of Cold 5 Would be replaced by Otiluke's Freezing Sphere
Dismissal 5 Required if not taking Banishment
Level 6, 3 slots:
?Acid Fog 6 Worse than Cloudkill?
*Greater Heroism 6
Otiluke's Freez. Sphere 6
Level 7, 3 slots:
?Banishment 7 Required if not taking Dismissal
Mass Prot Elements 7 Replaces Protection From energy?
*Delayed Blast Fireball 7 Replaces Fireball
*Finger of Death 7 Replaces Phantasmal Killer
Level 8, 2 slots:
*Black Dragon Bolt 8
?Polar Ray 8 Would replace Niac's Biting Cold?
?Sunburst 8 Against Undead, but already have DB Fireball and Wall of Fire
Otto's Irresist. Dance 8
Greater Shout 8
Level 9, 1 slots:
*Meteor Swarm 9
?SpellName Nice, but not mandatory
#** Switched out later
So some levels are easy, but some have way too many good sounding spells, for which I need some opinions and knowledge as why some would be better than some others. :-)
What bothers me the most is the lack of CC, but after the spells I really want to include, I don't see where to get it from. Still, if some spells would help me more than what I have thought as mandatory, I really am open for suggestions.
Thank you in advance on any knowledge you might be able to share. :-)