I dont know much about Jaguar-men, but I remember seeing Panthers that can transform into humans in the old comics - The Children of Bast. I made stats for them a while ago, but a forgot about it. It was a simple conversion (if you dont count doing all the sanity-rotting chargen). I took the Temptress from the 2ed ed book, and made her Zamorian. I then applied the Panther to the Were-beast template. Any other alterations are simple enough. This it what I did:
Human form: Str -1, Dex +2, Con -1, Int +0, Wis +1, Cha +2
Panther form: Str +2, Dex +6, Con +3, Int +0, Wis +1, Cha +2
(s=skill, b=background skill, p=panther bonus, r=race bonus, y=synergy bonus, c=class bonus, final bonus is: +[in Human form]/+[in Panther form])
balance +8p = +10/+14
bluff +6s (+2 appearance) = +8 (+10)
climb +8p (+1 urban) = +7 (+8 )/+10 (+11)
craft (any) +1r = +1
diplomacy +6s +2y +1c (+2 appearance) = +11 (+13)
disable device +2r +2b = +6/nil
gather information +6s +1c (+2 roguish activity) (+2 appearance) = +9 (+11)
hide +2s +4p +1r (+1 urban) = +9 (+10)/+13 (+14)
intimidate +4s +2y +1c (+2 appearance) = +9 (+11)
jump +8p = +7/+10
knowledge (local) +2b = +2
knowledge (rumours) +2b = +2
listen +2s +2f (+1 urban) = +4 (+5)
move silently +2s +4p +1r (+1 urban) = +9 (+10)/+13 (+14)
open locks +2r +2b = +6/nil
perform +6s +1c (+2 appearance) = +9 (+11)
sense motive +2r +2b +1c = +6
slight-of-hand +4s +2y = +6/nil
spot +2s +2f (+1 urban) = +4 (+5)
Because d20 chargen is a bitch - my ability and skill adjustment notes:Children of Bast
The Children of Bast's natural forms were that of large, powerful black panthers. In panther form they behaved much like the predatory creatures that they resembled, and only in human form could they think and behave logically and rationally. Via the power of the Eye of Bast, the Children learned to transform into human form. They established a kingdom and an ornate city called Bastet. Like many cats, the Children of Bast avoid large bodies of water. The true origins of the Children of Bast are unknown.
The Children of Bast are a race of Zamorians, using the Panther were-creature template.
Size and Type: The base creature's size and type dose not change but the creature gains the shapechanger subtype.
Hit Dice and Hit Points: Same as the base creature, plus a Hit Dice of 3d8.
Speed: Base creature gets a base land speed of 40 ft.
Dodge Defence: Base creature gets a natural +2 to Dodge.
Damage Reduction: Base creature gets a natural DR of 4.
Base Attack/Grapple: Base creature gets a +2 to BAB
Attacks: The creature gets a Bite (natural finesse) and 2 claws (natural finesse at -5 BAB) in panther form.
Damage: Bit is 1d8+Str, and claws are 1d4+Str.
Special Attacks: In feline form, a Child of Bast can Pounce like a panther.
Improved Grab (Ex): To use this ability, a Child of Bast in panther form must hit with a claw or bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Pounce (Ex): If a Child of Bast in panther form charges an opponent, it can make a full attack, including two rake attacks.
Rake (Ex): Natural finesse Attack at full melee bonus, damage 1d4+Str.
Special Qualities:
Alternate Form (Su): The natural from of a Child of Bast is a large, powerful black panther, but exposure to the Eye of Bast allows them to take human form. In their animal form, they can not speak in any human tongue, and their paws have no fine-motor ability (they cant hold objects effectively).
Feline Empathy (Ex): Communicate with all types of felines, and +4 racial bonus on Charisma-based checks against felines.
Low-light Vision (Ex): A Child of Bast has low-light vision in any form.
Scent (Ex): A Child of Bast has the scent ability in any form.
Base Save Bonuses: Fort +3, Ref, +3, Will +1.
Abilities Bonuses: +6 Str, +8 Dex, +8 Con, +2 Wis.
Skill Bonuses: +4 Hide and Move Silently. +8 racial bonus to Jump, [/b]Balance and Climb checks.
Bonus Feats: Alertness, Track
Environment: Highest mountains in the eastern section of the nation of Zamora.
Organization: Single or pack (party or seraglio) (3-12)
Typical Child of Bast (human form)
Medium Humanoid (shapechanger, 2nd level Zamorian temptress)
Climate/Terrain: Zamorian mountains/City of Bastet
Organization: Single or seraglio (3-12)
Initiative: +8 (+2 Dex, +6 Ref)
Senses: listen & spot +4 (+5 in urban or underground), low-light vision, scent
Languages: Zamorian
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Dodge Defence: 16 (+2 dex, +2 level +2 natural), 20 vs AoO
Parry Defence: 5 (-1 Str, -4 unarmed)
Hit Points: 15 (2d6-2 plus 3d8-3) DR: 4 (natural)
Fort +2, Ref, +8, Will +5.
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Speed: 40 ft.
Melee: Stiletto +2 finessse (1d4-1, x4 crit.)
Base Atk: +3 Grp: +2
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Abilities: Str 8, Dex 15, Con 8, Int 10, Wis 13, Cha 14
Special Qualities: Alternate Form, Zamorian qualities, feline empathy, low-light vision, scent, comeliness, savoirfaire, seductive art
Feats: Alertness, Track, Dodge, Mobility
Skills: balance +10, bluff +8 (+10 appearance), climb +7 (+8 in urban), craft (any) +1, diplomacy +11 (+13 appearance), disable device +6, gather information +9 (+11 roguish activity & appearance), hide +9 (+10 in urban), intimidate +9 (+11 appearance), jump +7, knowledge (local) +2, knowledge (rumors) +2, listen +4 (+5 in urban), move silently +9 (+10 in urban), open locks +6, perform +9 (+11 appearance), sense motive +6, slight-of-hand +6, spot +4 (+5 in urban)
Possessions: Wisp of silk, bodice, stiletto dagger.
Advancement: By character class (probably temptress)
Typical Child of Bast (panther form)
Medium Humanoid (shapechanger, 2nd level Zamorian temptress)
Climate/Terrain: Zamorian mountains/City of Bastet
Organization: Single or pack (3-12)
Initiative: +12 (+6 Dex +6 Ref)
Senses: listen & spot +4 (+5 in urban or underground), low-light vision, scent
Languages: Zamorian (cant speak)
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Dodge Defence: 20 (+6 dex, +2 level +2 natural), 24 vs AoO
Hit Points: 35 (2d6+6 plus 3d8+9) DR: 4 (natural)
Fort +6, Ref, +12, Will +5.
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Speed: 40 ft., climb 20 ft.
Melee: bite +7 finesse (1d8+2) and 2 claws +2 finesse (1d4+2)
Base Atk: +3 Grp: +5
Special Attacks: Improved grab, pounce, rake (1d4+2)
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Abilities: Str 14, Dex 23, Con 16, Int 10, Wis 13, Cha 14
Special Qualities: Alternate Form, Zamorian qualities, feline empathy, low-light vision, scent, comeliness, savoirfaire, seductive art
Feats: Alertness, Track, Dodge, Mobility
Skills: balance +14, climb +10 (+11 in urban), hide +13 (+14 in urban), intimidate +9 (+11 appearance), jump +10, knowledge (local) +2, knowledge (rumors) +2, listen +4 (+5 in urban), move silently +13 (+14 in urban), perform +9 (+11 appearance), sense motive +6, spot +4 (+5 in urban)
Possessions: cant carry anything.
Human form: Str -1, Dex +2, Con -1, Int +0, Wis +1, Cha +2
Panther form: Str +2, Dex +6, Con +3, Int +0, Wis +1, Cha +2
(s=skill, b=background skill, p=panther bonus, r=race bonus, y=synergy bonus, c=class bonus, final bonus is: +[in Human form]/+[in Panther form])
balance +8p = +10/+14
bluff +6s (+2 appearance) = +8 (+10)
climb +8p (+1 urban) = +7 (+8 )/+10 (+11)
craft (any) +1r = +1
diplomacy +6s +2y +1c (+2 appearance) = +11 (+13)
disable device +2r +2b = +6/nil
gather information +6s +1c (+2 roguish activity) (+2 appearance) = +9 (+11)
hide +2s +4p +1r (+1 urban) = +9 (+10)/+13 (+14)
intimidate +4s +2y +1c (+2 appearance) = +9 (+11)
jump +8p = +7/+10
knowledge (local) +2b = +2
knowledge (rumours) +2b = +2
listen +2s +2f (+1 urban) = +4 (+5)
move silently +2s +4p +1r (+1 urban) = +9 (+10)/+13 (+14)
open locks +2r +2b = +6/nil
perform +6s +1c (+2 appearance) = +9 (+11)
sense motive +2r +2b +1c = +6
slight-of-hand +4s +2y = +6/nil
spot +2s +2f (+1 urban) = +4 (+5)