So just an SQ that cursed wereleopards cannot use Control Shape checks? Sure.
As for the humanoid form of the cursed wereleopards, they don't sound truly animalistic. But maybe an Int penalty would work.
Maybe -6 Int, no change to Wisdom, for the animalistic cursed wereleopards?
That seems good to me.
Hamstring seems kind of like a +2 bonus on attack rolls for AoOs plus maybe an additional +2 Dex damage on a crit or something.
Here's the Hamstring feat, FWIW...
Hamstring Attack [General]
When you strike a vulnerable foe, you instictively attack in ways that can significantly slow your enemies.
Prerequisites: Str 13, Dex 15, base attack bonus +4.
Benefit: When you use a natural weapon to make a successful attack while flanking, attack of opportunity, or attack against an opponent who is stunned or prone, you may choose to deal Dexterity damage instead of normal damage. Roll the damage for the attack normally; the result is the DC for the target's Fortitude save against the effect. A creature that fails the Fortitude save takes 1d4 points of Dexterity damage. Success negates the damage. You must indicate your intention to use this feat before you roll damage.
Source: Dragon #313, page 30.
Visceraith said:Shatter Bone (Su): Four times a day, a visceraith can try to shatter a limb-bone or jaw-bone of a single opponent within 60 feet. Shatter bone cannot affect boneless creatures, but can harm creatures whose skeletons are made of chitin rather than bone, such as most vermin. The opponent must succeed on a DC 16 Fortitude save or suffer compound fractures in the targeted bone, which inflicts 2d6+4 damage. Whenever a creature with shattered bones makes a move or standard action, it must succeed on a DC 16 Fortitude save or take an additional 1d4 points of damage. The Fort DC and damage increases by +1 for each extra limb or jaw bone that is shattered (e.g. DC 18 and 1d4+2 for three shattered bones). A DC 15 Heal check can immobilize a victim's shattered bones and prevent this additional damage. The save DCs are Charisma-based.
In addition to the damage, a shattered bone imposes the following penalties: a body part with a shattered bone lacks the Strength to hold and carry objects or make attacks, held items are dropped, but worn items are not dropped; if a shattered limb is used for locomotion (for example, a leg), the target's speed drops by three-quarters and Dexterity suffers a -8 circumstance penalty; if a shattered limb is used for manipulation (for example, an arm), the target's Dexterity suffers a -8 circumstance penalty and all spells with somatic components require a Concentration check (minimum DC 15); a target with a shattered jaw bone suffers a -8 circumstance penalty on skills checks requiring speech and all spells with verbal components require a Concentration check (minimum DC 15).
A shattered bone normally takes 2d4+4 weeks to heal naturally (half that time if DC 15 Heal checks are used to provide long-term care), but can be instantly cured with a restoration or higher-level healing spell.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.