Barrington witnesses the standoff, and makes his move. Traveling through the jungle is difficult, but he thinks they are oblivious to him, and so he wants to stay quiet if he can.
He moves through the jungle* and attempts to get the drop on the pirate assistant first. (The rifleman's gun is in the nook of a tree, and he's more distracted.) When he gets there, he attacks with his rapier, hoping to knock him out.**
With his other hand, he points his pistol at the head of the marksman, and whispers, "Drop it, now". If that gets instant compliance, he does not fire. But if the man hesitates or makes a hostile action, Barrington is willing to lose the comparative silence and fire.***
He doesn't want to kill these men, but ideally he can spoil their ambush without alerting the proud D'Avard.
[sblock=OOC]
* I'm assuming that it will take a double move to make it the 20' and that he won't be able to attack with his sword in the first round. If that's not the case, then, yay, another attack with the sword:
[roll0]
for [roll1] damage if successful.
** start of round 2? knocking out as per PHB p. 198
[roll2]
for [roll3] damage if successful.
If that's a hit, and the pirate's still standing, he'll add a superiority die [roll4] to the damage, requiring a wis save vs. DC 13 to frighten him until the end of my next turn. (quieter than the alternatives?).
*** Bonus from feat:
[roll5]
[for [roll6] damage.
If that's a hit, and the rifleman's still standing, he'll add a superiority die [roll7] to the damage, requiring a str save vs. DC 13 to disarm him. If he does, Barrington will kick the rifle into the jungle, or similarly remove it from play, even if it means picking it up with his pistol hand.
Observation: playing a fighter, at least online, is much more finicky than before; maybe the champion is easier than the battle master, but there's a lot of knobs to turn here (and it's harder when IC is down and I don't know the outcome of the rolls before I write what will happen!)[/sblock]
He moves through the jungle* and attempts to get the drop on the pirate assistant first. (The rifleman's gun is in the nook of a tree, and he's more distracted.) When he gets there, he attacks with his rapier, hoping to knock him out.**
With his other hand, he points his pistol at the head of the marksman, and whispers, "Drop it, now". If that gets instant compliance, he does not fire. But if the man hesitates or makes a hostile action, Barrington is willing to lose the comparative silence and fire.***
He doesn't want to kill these men, but ideally he can spoil their ambush without alerting the proud D'Avard.
[sblock=OOC]
* I'm assuming that it will take a double move to make it the 20' and that he won't be able to attack with his sword in the first round. If that's not the case, then, yay, another attack with the sword:
[roll0]
for [roll1] damage if successful.
** start of round 2? knocking out as per PHB p. 198
[roll2]
for [roll3] damage if successful.
If that's a hit, and the pirate's still standing, he'll add a superiority die [roll4] to the damage, requiring a wis save vs. DC 13 to frighten him until the end of my next turn. (quieter than the alternatives?).
*** Bonus from feat:
[roll5]
[for [roll6] damage.
If that's a hit, and the rifleman's still standing, he'll add a superiority die [roll7] to the damage, requiring a str save vs. DC 13 to disarm him. If he does, Barrington will kick the rifle into the jungle, or similarly remove it from play, even if it means picking it up with his pistol hand.
Observation: playing a fighter, at least online, is much more finicky than before; maybe the champion is easier than the battle master, but there's a lot of knobs to turn here (and it's harder when IC is down and I don't know the outcome of the rolls before I write what will happen!)[/sblock]