The Surprizingly Good Lizardman Rogue 3 (highlights):
- CR 4
- HD 2d8 +3d6 +5 (24 hp)
- Only including racial stat boosts (+2 Str, +2 Con, -2 Int)
- Base Saves: Fort +2, Ref +6 (+Evasion), Will +1
- Base Attacks: +3/+3 (Claw 1d4 +1 +2d6 SA), +1 (Bite 1d4 +2d6 SA)
- +5 Natural Armor -- makes that leather armor look like the icing that it is. For flavor, the leather is actually human skins -- reptiles don't wear other reptile skin.
The Interesting Lizardfolk Fighter 4 (highlights):
- CR 5
- HD 2d8 +4d10 +6 (37 hp)
- Base Saves: Fort +5, Ref +4, Will +1
- Base Attacks: +6/+6 (Claw 1d6 +3), +4 (Bite 1d4)
- Feats:
L1: Multiattack
L3: Weapon Focus (Claw)
F1: Power Attack
F2: Improved Overrun
F4: Weapon Spec (Claw)
L6: Improved Natural Attack (Claw)
(Future:
- F6: Cleave
- L9: Improved Sunder
- F8: Greater Weapon Focus (Claw)
- F10: Improved Critical (Claw)
- L12: Combat Reflexes
- F12: Greater Weapon Spec (Claw)
... and that's up to CR 13.)
For equipment, either find him a nice Druid who casts Greater Magic Fang on his claws every day, or give him an Amulet of Mighty Fists. Consider allowing him access to a swamp psion (call her "the Mind Witch" if you wish) who gives him tattoos of Claw of Energy, which turns his claws into flame/frost/shocking (pick one) burst weapons for 1 round/level, or make it a custom 4th level Druid spell for Lizardfolk who are gifted with both Druidic talents and natural claws.
I realize that there's some contention about whether Improved Natural Attack can stack. Hopefully the 3.5e MM Errata will clear that up.
EDIT: D'oh, it does not stack. Fixing feats now... done.
-- N