More Elemental weapons (inspired by the above post, itself inspired by a post above it) :

385 : Air Scimitar
This +2 Throwing Dancing scimitar is constantly surrounded by powerful supporting winds. When thrown at an opponent, it automatically starts dancing, but stays in the targeted opponent's space rather than in its wielder and keeps attacking them until called back to the wielder's hand (a standard action) or until one minute has passed. If the target moves, the Air Scimitar follows them at a speed of 100ft per round, but not further than 300ft from the wielder. The powerful winds surrounding the scimitar prevent anybody except its wielder from grabbing it while it's dancing, but it can be attacked (40HP, Hardness 14, AC 24 (10 +2 size +2 Dex +4 natural armor +6 deflection) ). When it comes back to its wielder (be it because it is called back, because one minute has passed or because the target went further than 300ft from them), the Air Scimitar creates an overwhelming wind trying to push the target back towards the wielder. Treat it as a Gust of Wind starting in the target's space going towards the wielder. The Scimitar's target is considered two sizes smaller for the purpose of this Gust of Wind.
Strong Evocation and Transmutation, CL 20th, Craft Magical Arms and Armors, gust of wind, animate object, magic stone, 120,000gp

386 : Earth Tower Shield
This +2 Anchoring and Retaliation tower shield affects the earth all around its wielder. When the shield is used for cover, it still grants its AC bonus, as well as modulating the ground in a 50ft radius around its wielder, making it difficult terrain and granting the benefits of the Roots of the Mountain stance from the Stone Dragon discipline. Creatures in the area are attacked each round by a CL 20 Stony Grasp effect (if they are already grappled, new stone arms appear each round anyway and secure the grapple or pin further).
Strong Transmutation, CL 20th, Craft Magical Arms and Armors, stony grasp, bull's strength, symbol of pain, move earth, 90,000gp

387 : Fire Halberd
This +2 Flaming Explosive halberd of Wrathful Healing both warms its user with the regenerative fire of the phoenix and burns its foes in hellfire. Once per day, the wielder of the halberd may unleash its full potential for one minute. During that time, the wielder may use its own life force to power the fire inside, taking up to 20 points of damage to increase the halberd's Explosive damage by that much (this additional damage does not heal the wielder as per Wrathful Healing), and any fire damage dealt by the halberd bypasses any fire resistance (any fire immunity only halves the fire damage rather than suppressing it completely). If the user dies during the halberd's activation, they explode in a searing blast of golden fire that deals 10d6 points of damage in a 20-foot radius (Reflex half, DC 19 + key spellcasting ability modifier), leaving only a pile of ash. 1d6 minutes later, they reappear at the same place with 1 HP, and all their equipment intact including the Fire Halberd.
Strong Evocation and Conjuration, CL 20th, Craft Magical Arms and Armors, greater fireburst, resurrection, death throes, 135,000gp

388 : Water Trident
This +2 Waterborn and Sending trident was used by darfellan matriarchs to turn the fight against invaders in their favor. The wielder can only use the trident's Sending ability to teleport the target to an underwater location, and can choose to be transported with them. In that case, they are brought back to their original location (or the closest free space) after 1 minute. Once per day, the user may either engulf the hemispheric area in a 100ft radius in water (if outside of water) or prevent any number creatures in a 100ft radius from holding their breath (in underwater), acting as a Drown spell on creatures unable to breathe underwater.
Strong Conjuration and Transmutation, CL20th, Craft Magical Arms and Armors, flash flood, drown, teleportation circle, lesser planar binding, 110,000gp