For that matter, you did pretty well with the Monks -- just because I disagree doesn't mean I don't appreciate the fine structure you've built.
I'd be happy to hear out any corrections you might want to make. I've filled out the Rogues fairly substantially now, along with the Noctatl (...yeah, I decided to rename the adepts.)
As regards immortality- you don't really have to wait for spontaneous proton decay for individual elves to run short of luck, since, if nothing else, random bolts of lightning will get them sooner or later.
What I was imagining would be genuinely immortal are the Elementals, such as Rock Golems, (which in-game help mentions can never be truly destroyed,) since they really
aren't subject to the conventional laws of physics as we know them. And when I say immortal, I mean
literally invulnerable. The flip side is, they have to stick to regions with an abundance of their native element (such as on their home plane, volcanoes, oceans, etc.) and are incapable of reproduction.
Well, back to brainstorming...
I was thinking that the
wizard could have the following sub/prestige classes: The Daemonologist, Disciple, Geomancer, and Mage Artifex, followed by the Illuminatus, Diviner and Teratogenitor. The first 4 are concerned with obtaining a
source of power, and the last 3 with it's application, in terms of what areas of obscure knowledge you want to access and develop.
The Daemonologist draws power from a pact with otherworldly beings- specifically, the Elementals. This doesn't mean just 'demons' in the conventional fire-and-brimstone sense, but rather 'spirits'- any genuinely immortal extraplanar conscious-entity not subject to the conventional laws of physical metabolism. This includes Baalr and Succubi, Seraphs and Djinni, Rock Golems and Naka, etc. etc. In addition to allowing the Daemonologist to summon, bind or dismiss beings similar to their speciality (Fire/Earth/Ice/Air) and familiarity with related elemental magic, the Daemonologist's bond with a chosen familiar of this form confers special resistances and longevity.
The Disciple draws power from intensive study into the works, writing and other research of a great Mage of ages past. e.g, Disciple of Tholar, Disciple of Korumkok, Disciple of Baras Nar, Disciple of Fand'Aal, Disciple of Morcanna...
The Geomancer draws power from the ambient energies of the landscape- the aether winds, ley lines and dimensional nexi that course through the material plane. They are particularly adept at projecting their spells over long distances, large areas, and vast timeframes, and much stronger in certain regions of the map than others. They also share an affinity with the inherent magiks of Fey, a plane constructed originally be similar techniques, and have been known to summon it's inhabitants for alliance or discussion.
The Mage Artifex draws power from his/her understanding of material artifacts and the ability to condense, store and channel mana. Their crystal staves can be customised in many respects to permit preparation of additional spells, automate casting, boost enchantment, or draw power from their guilds in a fashion similar to wizard towers, etc. etc... They also have a subtle understanding of kinetic golems, which they may construct according to their own demands.
The following can only be adopted at
very high levels, and their effects stack with the previous classes'.
The Illuminati are based on the wizards of Tolkien, trading raw offensive power for nigh-supernatural stamina and other mystic powers, being devoted to the stewardship and preservation of civilisation. They are particularly skilled at wards, abjurations, and counterspells.
The Teratogenitors, (or Shapers) are based on Fal's concept of the monster-maker, skilled in spawning or amalgamating new breeds of life to serve their own purposes, and suborning Aberrations to their will. Whether misguided idealists or soulless nihilists, all are dangerous.
The Diviners are based on the wizards of Earthsea, capable of respectfully tapping 'divine' magic and seeing the weave of the future. Concerned with maintaining a delicate balance between the wilds and humanity, present and future, most are fearful of rash intervention.