I see exotic weapons much more often than picks. We need a couple of named picks (one light; one heavy) at 20th level and a couple more 21-25 to round things out.
20th level example:
CoalgorgerBound to Account
Light Pick (one-handed)
Equips to: Main Hand, Off HandMartial Weapon Proficiency
Binds on Equip
Base Damage Rating: (I don't know the math well enough)
Damage: 2[1d6]+6, Pierce, Adamantine, Magic
Critical Roll: (10%/32-72) 19-20 / x4
Attack Mod: STR
Damage Mod: STR
> +6 Enhancement Bonus: This item has been magically enhanced. Armor with this
quality gains a +6 enhancement bonus to AC. Weapons with this quality gain a
+6 enhancement bonus to attack and damage.
> Hemorrhaging: This weapon is viciously sharp and will do an additional 2d8 damage to
targets that are vulnerable to bleeding.
> Improved Destruction: Enemies struck by this weapon find it difficult to dodge blows.
Destruction reduces Armor Class by -2 and Fortification by 2% every time this effect hits an enemy,
up to a maximum of -8 Armor Class and -8% Fortification.
> Rock Shattering: When striking stone-like creatures (such as gargoyles and earth elementals)
or creatures that have been turned to stone, there is a chance this weapon will instantly shatter
and destroy the target.
Durability: 220 / 220
Adamantine: (Hardness 35)
A favorite weapon of a long dead Duregar prospector, this pick has changed hands many times throughout
its existence, and is valued for its ability to carve through stone as if it were clay.