Grappling and Flying

Slobber Monster said:
I might just go with the improved grab rule.

That'd be my preference, mostly because it takes advantage of already-existing mechanics, and doesn't really introduce any new rules.

The only problem you might run into is that, for the situation you outlined, the gargoyle will be at a significant disadvantage when trying it against the halfling:

Gargoyle: Str (+2) + BAB (+2) + Size (+0) = +6
Halfing Commoner: Str (-1) + BAB (+0) + Size (-4) = -5

So, normally, he'd win a grapple check ~90% of the time.

When trying to grapple and fly away, he'd only be able to pull it off ~17% of the time.

Against even a relatively weak PC (say, a Rogue 3, Str 10), it'd be doable less than one time in 10.

This may not be a high enough success rate for what you're trying to accomplish.
 

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The biggest problem I still have with it, is that it's tied much more to maneuverability than it is to size and strength. A Pixie with a potion of Bull's Strength would have a much easier time (~ %50) getting a halfling into the air than would a gargoyle with the same potion. Maybe the -20 grapple penalty is a little steep. I'm not going to worry about it though - it just makes more sense for the gargoyle to full attack until the hafling stops moving.
 

Keep in mind that creatures can only fly with a light load.

Move: You can move half your speed (bringing all others engaged in the grapple with you) by winning an opposed grapple check. This requires a standard action, and you must beat all the other individual check results to move the grapple.
Note: You get a +4 bonus on your grapple check to move a pinned opponent, but only if no one else is involved in the grapple.
 

Slobber Monster said:
I might just go with the improved grab rule. I don't mind if it's hard to fly away with a struggling opponent, it just shouldn't be impossible based solely on maneuverability.

Personally I think it does make sense to be based on maneuverability - the gargoyle is is trying to keep hold of a struggling halfling which means he is using muscles to keep hold of the halfling that would otherwise be used for flying.
If the Gargoyle was a more effecient flyer it wouldn't be a problem - but its not an effecient flyer its an average one designed for average flight not the aerial gymnastic required to keep hold of a struggling body.
 

kjenks said:
Keep in mind that creatures can only fly with a light load.

I think that's been accounted for everywhere so far ...except, woops, a size Small Pixie has 3/4 carrying capacity so it would need a Strength of 15 to lift a hafling.
 

Slobber Monster said:
The biggest problem I still have with it, is that it's tied much more to maneuverability than it is to size and strength. A Pixie with a potion of Bull's Strength would have a much easier time (~ %50) getting a halfling into the air than would a gargoyle with the same potion. Maybe the -20 grapple penalty is a little steep. I'm not going to worry about it though - it just makes more sense for the gargoyle to full attack until the hafling stops moving.

Of course, a pixie is a small fey with a much lower Strength score than the gargoyle. As such, it wouldn't even be able to pick up the halfling, let alone fly with it! Therefore, its maneuverability won't even enter the picture.

I don't see that as much of a problem, therefore.
 

However, you're not attempting to grapple the halfling. You're trying to grab him. If you grappled him you'd be restricting him from using weapons that are one- or two-handed, you'd be keeping him from casting spells with somatic components, and you'd be denying him his Dexterity bonus. All you want to do is move him. That sounds more like a Bull Rush.

So resolve it like a combined bull rush/grapple check. You make a touch attack, provoking an attack of opportunity. Then make an opposed grapple check to grab onto the target. If you succeed, make an opposed Strength check with a +4 bonus per size category of difference. If you succeed, you've picked up the creature. A creature the same size category as you is a two-handed object, one a size category smaller is a one-handed object, and one two or more size categories smaller is a light object. This will encumber as would anything you carry, and you'd be denied your Dexterity bonus against the creature you're carrying, but you could otherwise act normally.

Once you have hold, you keep hold unless the creature struggles free with an opposed Strength check (made as an attack action).
 

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