🎶 Battle Music: Swing Me Another 6🎵

Dryad
HP: 60/143
Dice: 3
Innate: Dryad resists poison
Condition:
(gotta do another fast update 'cause im doing pathfinder 2e in an hour)
Knight does 1 damage then puts everything in Iron Bow for 5 damage.
Dragon does 3 damage, illuminates Robot and reduces Toxic Ink CD to 3. Takes 2 Poison damage (dragon resists poison).
Cawtomancer does 9 damage and recovers 2 HP.
Robot does 4 damage, 1 burn and 1 dodge.
Illusionist does 11 damage, 1 blind, gets 1 reduce and recovers 1 HP.
The Dryad rolls [2], [4] and [4].
VS. Robot: 2 is burning. Nudges [4] to [3] for +1 Shield, uses [4] and [3] in Ancient Slingshot to inflict 4 Poison.
VS. Illusionist: Acorn Shield is blinded [CD 4]. Uses [4] in Acorn Shield to return a [3] and get +1 Shield, then uses [4] and [3] in Ancient Slingshot to inflict nothing (reduce is good), then [2] for another +1 Shield.
VS. Knight: Uses [4] in Acorn Shield to return a [3] and get +1 Shield, then uses [4] and [3] in Ancient Slingshot to inflict 4 Poison, then [2] for another +1 Shield.
VS. Trainer: takes 1 more damage from psy wave lol. Acorn Shield is Poisoned (CD 1). Uses [2] to remove poison, then [4] in Acorn Shield to get [3] and +1 Shield, then [4] and [3] in Ancient Slingshot to inflict 4 Poison.
VS. Cawtomancer: Uses [4] in Acorn Shield to return a [3] and get +1 Shield, then uses [4] and [3] in Ancient Slingshot to inflict 4 Poison, then [2] for another +1 Shield.
Also recovers 10 hp from Shield?
Robot's Colour Charge is poisoned? (R-CD 4)
Knight's Bumpblade is poisoned? [CD 4]
Dragon's Antitoxins are poisoned? [CD 7]
Cawtomancer's Peck is poisoned? [CD 4]
The next 2 dice rolled by cawtomancer will be windy.
Robot gets a (BT) from illuminate.
Party Condition:
Cartomancy
The Robot uses CPU to flip coins during a turn. If he goes over his CPU with the value of rolled dice, all equipment is poofed away until the end of the turn - but hitting CPU exactly causes a Jackpot! Then he can use one random ability.
The Illusionist is a powerful spellcaster who can call fourth all kinds of illusions in combat, using Mana and the emotions of the Brawler to manifest them.
The Knight's Equipment breaks from use, meaning the act of using it can be a tough decision. But that doesn't need to be a setback. All equipment can be reused until it breaks - no use limits! And she's followed by a supply convoy that will give her a free piece of equipment each battle, as well as reforge two pieces of broken equipment material into new equipment.
The Trainer is a dice who commands two powerful Dice Monsters (copyright NOT infringed). Each can only know four moves, but they can be swapped between during a turn and they share Dice and Limit with each other. If one's HP hits zero, the other is automatically switched in and the Fainted one can't use moves! On the bright side, if only one is Fainted at the end of the battle, they'll come back with 1 HP. Outside of battle, the Lead Dice Monster can be swapped (that's which one is sent into battle first).
The Cawtomancer is a feathery dice who has mastered the art of cartomancy, fighting with a deck of cards. While the Cawtomancer can only ever have one dice, every time it's used, it's rolled again. However, the number of cards drawn each turn are limited, so they and the deck must be managed carefully.
Summons
Convoy Bag

Dryad
HP: 60/143
Dice: 3
Innate: Dryad resists poison
Condition:
Vs. Robot | Vs. Illusonist | Vs. Knight | Vs. Trainer | Vs. Cawtomancer |
1 Shield? | 2 Shield? | 2 Shield? | 1 Shield?, 1 Poison? | 2 Shield? |
(gotta do another fast update 'cause im doing pathfinder 2e in an hour)
Knight does 1 damage then puts everything in Iron Bow for 5 damage.
Dragon does 3 damage, illuminates Robot and reduces Toxic Ink CD to 3. Takes 2 Poison damage (dragon resists poison).
Cawtomancer does 9 damage and recovers 2 HP.
Robot does 4 damage, 1 burn and 1 dodge.
Illusionist does 11 damage, 1 blind, gets 1 reduce and recovers 1 HP.
The Dryad rolls [2], [4] and [4].
VS. Robot: 2 is burning. Nudges [4] to [3] for +1 Shield, uses [4] and [3] in Ancient Slingshot to inflict 4 Poison.
VS. Illusionist: Acorn Shield is blinded [CD 4]. Uses [4] in Acorn Shield to return a [3] and get +1 Shield, then uses [4] and [3] in Ancient Slingshot to inflict nothing (reduce is good), then [2] for another +1 Shield.
VS. Knight: Uses [4] in Acorn Shield to return a [3] and get +1 Shield, then uses [4] and [3] in Ancient Slingshot to inflict 4 Poison, then [2] for another +1 Shield.
VS. Trainer: takes 1 more damage from psy wave lol. Acorn Shield is Poisoned (CD 1). Uses [2] to remove poison, then [4] in Acorn Shield to get [3] and +1 Shield, then [4] and [3] in Ancient Slingshot to inflict 4 Poison.
VS. Cawtomancer: Uses [4] in Acorn Shield to return a [3] and get +1 Shield, then uses [4] and [3] in Ancient Slingshot to inflict 4 Poison, then [2] for another +1 Shield.
Also recovers 10 hp from Shield?
Robot's Colour Charge is poisoned? (R-CD 4)
Knight's Bumpblade is poisoned? [CD 4]
Dragon's Antitoxins are poisoned? [CD 7]
Cawtomancer's Peck is poisoned? [CD 4]
The next 2 dice rolled by cawtomancer will be windy.
Robot gets a (BT) from illuminate.
Party Condition:
Robot | Illusionist | Knight | Trainer (Fox) | Cawtomancer |
| CPU 5 | | (RH) (YH) (BH)| | (RT) (YT) | Flip a coin to get coins from CPU Bonus Coin: (BT) |
[4] [2] [6] | [2] [1] [3] | [6] [5] [4], | [W] |
4 Poison? | 4 Poison? | 7 Poison? | Layton's Hat, 3 Windy, 4 Poison? |
Cartomancy
The Robot uses CPU to flip coins during a turn. If he goes over his CPU with the value of rolled dice, all equipment is poofed away until the end of the turn - but hitting CPU exactly causes a Jackpot! Then he can use one random ability.
Robot | HP | 18/28 | Limit | 9/9 | CPU | 5 |
The Illusionist is a powerful spellcaster who can call fourth all kinds of illusions in combat, using Mana and the emotions of the Brawler to manifest them.
Illusionist | HP | 20/28 | Limit | 0/9 | Dice | 3 |
The Knight's Equipment breaks from use, meaning the act of using it can be a tough decision. But that doesn't need to be a setback. All equipment can be reused until it breaks - no use limits! And she's followed by a supply convoy that will give her a free piece of equipment each battle, as well as reforge two pieces of broken equipment material into new equipment.
Knight | HP | 19/28 | Limit | 0/9 | Dice | 3 |
The Trainer is a dice who commands two powerful Dice Monsters (copyright NOT infringed). Each can only know four moves, but they can be swapped between during a turn and they share Dice and Limit with each other. If one's HP hits zero, the other is automatically switched in and the Fainted one can't use moves! On the bright side, if only one is Fainted at the end of the battle, they'll come back with 1 HP. Outside of battle, the Lead Dice Monster can be swapped (that's which one is sent into battle first).
Trainer | Limit | 2/9 | Dice | 3 |
Dragon | HP: | 7/9 | ||
Tyrant | HP: | 2/10 | ||
Fox | HP: | 6/9 |
The Cawtomancer is a feathery dice who has mastered the art of cartomancy, fighting with a deck of cards. While the Cawtomancer can only ever have one dice, every time it's used, it's rolled again. However, the number of cards drawn each turn are limited, so they and the deck must be managed carefully.
Cawtomancer | HP | 20/29 | Limit | 7/9 | Draw | 3 |
Summons
Convoy Bag