So, what do you think? The capstones are listed below so you don't have to jump all over the place to compare.
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???, Level 20 Barbarian
Cost: ??? AP
Benefit: ???
Bard Musical Prodigy, Level 20 Bard
Cost: 2 AP
Benefit: You gain +2 Charisma, two additional uses of Bardic Music, as well as +2 to Spell Penetration checks and the DC's of your Enchantment spells. Your beneficial songs last 20% longer.
Divine Intervention, Level 20 Cleric
Cost: 2 AP
Benefit: You are a strong conduit of positive energy, and can expend a turn attempt to ward your target for five minutes against mortal damage - hit point damage will not lower their hit point total below -9. If the target is knocked unconscious, this effect will heal the target after a few seconds and then fade.
???, Level 20 Fighter
Cost: ??? AP
Benefit: ???
Serenity, Level 20 Monk
Cost: 2 Action Points
Benefit: You are a paragon of understanding and serenity. Your Concentration is increased by 10 and your centered ki generation is increased by 1.
Paladin Weapons of Good, Level 20 Paladin
Cost: 2 AP
Benefit: Any weapon you wield is considered Good aligned for purposes of bypassing damage reduction, deal 1d6 additional holy damage against all evil opponents and an additional 2d6 light damage against evil undead or evil outsiders.
???, Level 20 Ranger
Cost: ??? AP
Benefit: ???
Cheat Death, Level 20 Rogue
Cost: 2 AP
Benefit: A master rogue can defy even death if their luck holds out. You have a chance of self-resurrection should you die, but this chance drops each time you die between rests. Maruts have a particular dislike for you.
Sorcerer Power Surge, Level 20 Sorcerer
Cost: 2 AP
Benefit: All of your damage dealing spells deal 10% more damage, have their critical chance increased by 3%, and their critical multipliers increased by an additional 0.25.
Master of Magic, Level 20 Wizard
Cost: 2 AP
Benefit: Grants +2 Intelligence and all metamagics you possess cost 1 fewer spell point to use. (Heighten Spell costs 1 fewer spell point per level of heightening.)