Dungeons and Dragons is a cooperative game. At least that is how it was initially designed. Mutations to the base game over 40 years has spawned a few players who believe the game should be competitive. They believe the DM and the other players are obstacles on their road to victory. Keep those players away from the Secrets of Tactical Archetypes II, a great series of archetypes for players who want to institute a teamwork feel into their PC.
The first Tactical Archetypes was pretty good, Obviously good enough for Rite Publishing to spawn a bigger sequel. Archetypes II delivers an even stronger product. Whereas the first book used many non corebook classes, Archetypes II is more grounded with corebook classes. In 28 pages, there 13 archetypes to replace special abilities in other classes. These special abilities usually provide a bonus for working with other players. Though some call for teamwork feats, many do not, which is a plus considering teamwork feats require other party members to have them, an inconvenience for a party where players still want some individuality in their character.
This is Rite Publishing. The writing is short and crip. The Layout looks nice and is easy to read.
For the Player
Savage Tactician feels like Conan the Barbarian. It allows barbarians to use Charisma based abilities to grant their team mates rage powers.
For the Dungeon Master
The Elementalurgist is a divergent take on Druids, focusing on a power of nature that few associate with nature, despite it being a vital part of mother Gaea. It makes for a great pissed off Druid to run a storyline off.
The Iron Word
If you are a player or a Dungeon Master who loves cohesion and synergy between clerics, and don’t want to play a piccolo, The Secrets of Tactical Archetypes II is a great answer.
[5 of 5 Stars!]