Elder-Basilisk
First Post
A knight of Thay (generally evil and Forgotten Realms) and a Radiant Servant of Pelor (must be neutral good, Greyhawk) in the same party, what kind of game are you running here?
Without knowing more about the characters, it's hard to tell what they would want--a Thayan Knight with Combat Reflexes, Combat Expertise, and Improved Trip will want very different weapons than a knight with Hold the Line, Power Attack, Improved Sunder, Improved Bullrush, Combat Brute, Shock Trooper, and Powerful Charge.
However, I'll take a stab at it:
For the cleric: +1 adamantine, holy, undead bane, flaming heavy mace of spell storing. Greater Magic Weapon it up as high as you can every day and you're good to go. If your DM lets you replace the haft without damaging the enchantment on hafted weapons (making sundering less painful), make that a glaive. Otherwise, try to get Greater Masterwork (In Paradigm Concept's Arcanis setting this costs 600gp and gives +1 to hit and damage (doesn't stack with magic but it's not the important bit) and +10 hardness) on the glaive or go with a longsword or greatsword. (There are lots of factors in the choice of the specific weapon).
For the minotaur barbarian: +1 vicious, ghost touch, shocking, thundering, frost, adamantine Falchion.
For the Rogue: +1 holy, wounding, undead bane adamantine rapier. (Undead are one of a rogue's greatest weaknesses so taking an undead bane weapon allows the rogue to contribute more effectively when s/he would otherwise be useless).
For the Knight of Thay: +1 Shocking, Parrying (X PsiHB), adamantine bastard sword of wounding and a +1 ghost touch undead bane adamantine bastard sword.
For the gnome: You're a gnome druid, what are you doing with a weapon?
Without knowing more about the characters, it's hard to tell what they would want--a Thayan Knight with Combat Reflexes, Combat Expertise, and Improved Trip will want very different weapons than a knight with Hold the Line, Power Attack, Improved Sunder, Improved Bullrush, Combat Brute, Shock Trooper, and Powerful Charge.
However, I'll take a stab at it:
For the cleric: +1 adamantine, holy, undead bane, flaming heavy mace of spell storing. Greater Magic Weapon it up as high as you can every day and you're good to go. If your DM lets you replace the haft without damaging the enchantment on hafted weapons (making sundering less painful), make that a glaive. Otherwise, try to get Greater Masterwork (In Paradigm Concept's Arcanis setting this costs 600gp and gives +1 to hit and damage (doesn't stack with magic but it's not the important bit) and +10 hardness) on the glaive or go with a longsword or greatsword. (There are lots of factors in the choice of the specific weapon).
For the minotaur barbarian: +1 vicious, ghost touch, shocking, thundering, frost, adamantine Falchion.
For the Rogue: +1 holy, wounding, undead bane adamantine rapier. (Undead are one of a rogue's greatest weaknesses so taking an undead bane weapon allows the rogue to contribute more effectively when s/he would otherwise be useless).
For the Knight of Thay: +1 Shocking, Parrying (X PsiHB), adamantine bastard sword of wounding and a +1 ghost touch undead bane adamantine bastard sword.
For the gnome: You're a gnome druid, what are you doing with a weapon?