Base Damage Rating: 24.73
Damage: 4.2[1d6] + 7 Pierce, Magic, Adamantine
Critical Roll: (5%) 20-20 / x4
+7 Enhancement Bonus: Weapons and Shields: +7 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +7 enhancement bonus to Armor Class.
Greater Construct Bane: A bane weapon excels at attacking one type or subtype of creature. Against constructs, this weapon's effective enhancement bonus is +4 better than its normal enhancement bonus. It deals an extra 3 to 18 points of damage against the foe.
Adamantine: Found only in meteorites and the rarest of veins in magical areas, this ultrahard metal adds to the quality of a weapon or suit of armor. Weapons made of adamantine have the ability to bypass the protective damage reduction of certain monsters.
Epic Telekinetic: Targets that suffer a critical hit from a Telekinetic weapon must make a DC 35 Strength or Dexterity check or be knocked down. The target will then be forced to make DC 16 Balance checks to recover from this effect.
Greater Flaming Blast: A flaming blast weapon is sheathed in fire. Critical hits with this weapon deal an additional 4 to 40 fire damage for weapons with a x2 critical multiplier, 6 to 60 for a x3 critical multiplier, and 8 to 80 for a x4 multiplier. Additionally, if you roll a 20 when attacking and confirm the critical hit, the weapon blasts your target, doing 6 to 36 more fire damage.
Augments:
Purple Augment Slot: Empty
Durability: 325 / 325
Adamantine (Hardness: 46)