
Cydrius |

My group is currently playing a gestalt take on Skull & Shackles, and I'm hitting a bit of a knot with my build.
My character is a Ratfolk Unchained Rogue/Shaman 4 and uses the Sharpclaw feat and a Tailblade to deliver three attacks per turn, often pumping a touch spell such as Frostbite into the claws.
It's ambiguous whether or not the tailblade could be used for delivering a touch spell as well, because the item's wording is rather unclear about it being a natural attack or not. My group has opted to rule against this, as it is technically a weapon.
Currently, the build holds up fine, but a fellow player has alerted me to a potential issue at higher level:
A rogue's bread and butter is using multiple attacks to deliver multiple sneak attack damage each turn. However, my current build more or less caps out at two claws and a tail attack, which will be rather underwhelming at higher level.
Can anyone recommend feats or other abilities my character could take to make up for this? Is there some way to get iterative with claw attacks, or more attacks in general with my current setup?
The 'obvious' solution here would be to instead use weapons, but I've grown quite fond of the idea of delivering multiple touches of Frostbite per turn.

My Self |
TWF, and drop the claws from the attack sequence. There are some appropriately claw-like weapons, really. You'll still get to keep the tail blade. See if you can find an ability that lets you toss in a bite or slam. This is valid unless your GM allows you to use your claw attacks with your feet.
It's too bad you didn't have a natural-attack heavier class. You might be able to steal a spell from the Cleric list that lets you use a bite attack.
If you could multiclass into Unchained Monk and pick up Feral Combat Training, it might work. It would be tough to pull off without preparing for it beforehand, though.

Movin |
Well assuming that there are others in your party who are proficient at smashing face you might consider going another route.
A rod of Rime spell would add the entangle effect to what your Frostbite already does.
When you upgrade your tailblade you could gun for a +1 cruel weapon and Nab the enforcer feat at L5.
This would mean your first touch lands (entangle,fatigue) enforcer triggers from non-lethal damage (intimidate check for shaken condition) then you land a tail blade attack and cruel activated making the shaken target sickened as well.
then you just blast them with a save or die spell.
Baleful polymorph is always amusing.
This entire build relys on Frostbite working on your foes though. Non-lethal cold damage isn't exactly a magic bullet when it comes to the types of creatures it can work on. You'd want to prepare for the times it won't work. Might also talk with your GM to concoct some manner of keeping that spell relevant (spell research for a higher level version perhaps)
Ultimately though your fellow player is correct, the potency of natural attacks trails off as your level increases. In order to catch up you'd need to get more natural attacks.
Even then as levels increase DR becomes more and more of a problem, eventually natural attacks will become a sub-par option but you are also a spell caster so what on earth do you care abut that for?
Which is entirely possible, Bite attacks are not hard to find. Traits feats and spells abound. There is a helmet that can give you a gore attack. The Tentacle cloak can give you two tentacles for a minute each day, enough to wreck one combat at least.
Assuming you picked your tailblade for the Un-rogues dex-damage ability I'd say you could gun for an Amulet of mighty fists with the Agile weapon quality to get the same ability with any other natural attacks you manage to get.

Cydrius |

Thanks for the suggestion, guys!
A followup for anyone who might happen on this thread with a similar issue:
In the end, I traded in Sharpclaw for Two-Weapon Fighting, and picked up a pair of Cestuses, which basically bring me the same spell-punching utility without the awkwardness of natural weapons.