| Rhys Grey |
Gnome hooked hammer?
Hammer, Gnome Hooked: A gnome hooked hammer is a double weapon—an ingenious tool with a hammer head at one end of its haft and a long, curved pick at the other. The hammer's blunt head is a bludgeoning weapon that deals 1d6 points of damage (crit ×3). Its hook is a piercing weapon that deals 1d4 points of damage (crit ×4). You can use either head as the primary weapon. Gnomes treat hooked hammers as martial weapons.
| A highly regarded expert |
According to 2e:
Short swords, hammers, and spears are favorite melee weapons, with short bows, crossbows, slings, and darts coming into play when distance weapons are called for; virtually every gnome will also carry a sharp knife somewhere on his or her person as a final line of defense.
This was before the changes for weapon size, so longswords and warhammers, now. Spears make sense, and the crossbows compensate for low strength.
The 3.x gnome warriors had longswords and crossbows in the MM.
TClifford
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Per the Gnomes of Golarion PDF [which I recommend, not that expensive and great stuff for gnome players]:
The Realities of Combat
Gnomes live in a world of creatures that are generally
larger, stronger, and faster than they are. Fighting such
towering foes on a basis of strength versus strength is
typically a losing proposition, but for all of a gnome's
quirks, a defeatist attitude is not among them. Therefore,
out of necessity, gnomes tend to make combat a two-step
procedure: inconvenience and distract a stronger opponent,
and then exploit that distraction.
One primary tool gnomes use to enact this procedure is
the polearm, as keeping a Medium or Large foe at a healthy
distance is just good sense. Gnomes of nearly any class can
use a longspear, and with a little practice, glaives, guisarmes,
lances, and ranseurs are even better choices. Tanglefoot
bags are also part of a wealthy gnome’s arsenal.
Gnomes, however, are rarely satisfied with just one
good idea. In addition to keeping enemies at a distance,
gnomes prefer weapons that can help them disarm or
trip. The ranseur and guisarme are particularly favored
for these abilities, as are specialized gnome weapons like
the flailpole and the battle ladder. These weapons offset
gnomes’ racial combat deficiencies while retaining their
slight Armor Class advantage.
Furthermore, gnomes love double weapons. (If triple
weapons were feasible, they’d love those even more.) Any
weapon with multiple uses is sure to gain a gnome’s
admiration; a wielder proficient with both dire flails and
whips is considered a high artist.
Gnomes are especially skilled at fighting humanoids
of the goblinoids and reptilian subtypes. Gnome rangers
almost always gravitate toward these categories for their
favored enemies. Since these creatures often travel in
packs, gnomes prefer to use splash weapons and area of
effect spells on them—weapons which require no fine
aim and hurt several enemies with one blow.
Fancy equipment tends to take a back seat in combat with
Huge or larger foes. Gnomes use their size (and Armor Class
bonus) to their advantage, practicing hit-and-run tactics from
behind cover and wearing these much larger foes down by
inches. Groups of gnomes circle their quarry, firing repeating
crossbows from alternating directions while confusing foes
with riddles and taunts. Some giants confronted by these
milling tactics have been known to fall over from dizziness.