As more information becomes available on this subject I will try and get it added.Barbarian MightPrereqs: Level 20 BarbarianCost: 2 APBenefit: Your biceps are frequently mistaken for slabs of ham. Your strength is increased by 2, and when wielding two handed weapons you have increased glancing blow damage and an increased chance of applying weapon special effects on glancing blows.
Bard Musical Prodigy, Level 20 BardCost: 2 APBenefit: 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 ClericCost: 2 APBenefit: 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.Fighter Weapon AlacrityPrereqs: Fighter level 20Cost: 2 Action PointsBenefit: Your mastery with all weapons is such that you are able to attack faster than normal. Grants a 10% Competence bonus to attack speed with all combat styles.Serenity, Level 20 Monk Cost: 2 Action PointsBenefit: 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 PaladinCost: 2 APBenefit: 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.Ranger Master of ArcheryPrereqs: Level 20 RangerCost: 2 Action PointsBenefit: The speed at which you can fire any ranged weapon is legendary. Gain a 25% competence bonus to ranged attack speed.Cheat Death, Level 20 RogueCost: 2 APBenefit: 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 SorcererCost: 2 APBenefit: 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 WizardCost: 2 APBenefit: 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.)
Searry "under the sea"