Ah, right, a kukri is a good idea.
Well, a morningstar does piercing damage, and the "pantherpaw" sounds like it should bludgeon too. We could just add some slashing somehow if you really want. Or just boost the damage.
I'm inclined to give it all three damage types and a slightly better damage. Either 2d4 or 1d10, I'm not that bothered which.
Hmmm. Some sort of special scourge training?
Well I'd avoid the word "training". Its a special ability they gain just by virtue of their transformation, there's no indicating it's due to them learning a new weapon skill.
It'd seem easiest to list them all together in a "Panther Weapons" section.
Here's a rough draft.
Panther Weapons (Ex): Werepanthers gain proficiency in three weapons which they wield with extraordinary expertise. This expertise makes these special weapons more effective in a werepanther's hands, as described below.
Pantherpaw: Carved from jet black stone, this weapon resembles a mace with its head carved into a panther's paw with its claws extended. When wielded by a werepanther, this is a bludgeoning, piercing and slashing weapon that does 2d4 [
?] damage. A werepanther can make trip attacks with a pantherpaw. If they are tripped during their trip attempt, the werepanther can drop the pantherpaw to avoid being tripped. It functions as a morningstar when used by other creatures. Weight 6 lb.
Pantherclaw: A curved dagger carved from obsidian. When wielded by a werepanther, it is a piercing and slashing weapon with the damage and critical threat range of a kukri (1d4/18-20) that can be thrown with a 10 ft. range increment. It functions as a normal dagger when used by other creatures. Weight 1 lb.
Pantherscourge: Resembling a short whip set with barbs of black stone, this light exotic weapon does 1d3 slashing damage and has a 19-20 critical range. It grants a +2 bonus on opposed attack rolls when attempting to disarm an opponent (including the roll to keep from being disarmed if the attack fails). A pantherscourge can be used to make trip attacks. If the attacker is tripped during the trip attempt, they can drop the pantherscourge to avoid being tripped. If a werepanther rolls a critical hit with a pantherscourge, the target must succeed at a DC X Reflex save or lose the sight in one eye, becoming permanently dazzled (or blinded if they lose the use of all its eyes). If the save succeeds they are merely dazzled by the wound for Y rounds. A
remove blindness/deafness can heal the injury. Weight 1 lb. Price 12 gp.