Just found this thread... can't believe I missed commenting on all those anthropomorphic animals before... I really missed out on something cool.
Still, I noticed that Savage Species' Anthropomorphic Animal template tends to make anthros that are still very animalistic, hence the low charisma scores on many of them.
So, first of all, here's a Template I just made up for Monstrous Humanoids that's basically the reverse of the Wild Template from Dragon #306: Civilized (Urban-Dweller)
Not every Humanoid or Monstrous Humanoid dwells on the outskirts of civilisation or in the wild. Some have taken to living amongst civilized and peaceful humanoids, and over time, they have calmed down and become civilized creatures as well, at the expense of losing touch with some of their primal instincts.
Cultural Aspects
The following cultural attributes are common to most Civilized Races.
Personality: Urban-Dwellers tend to have personalities somewhere between the cool, civilized attitudes of humans or similar humanoids, and the instincts of their more wild cousins. They are generally as friendly and open as any other civilized human, and form strong bonds with some individuals who earn their trust.
Physical Description: An Urban-Dweller looks very much like a member of her ancestral race, except their appearance is smoother, cleaner, and often more human-like, at least along their bodies. For some reason, female Urban-Dwellers tend to develop human-like breasts, even if their original species lacks them. ( Sorry, couldn't resist

)
Relations: Members of Civilized races tend to mingle frequently with other races, often co-inhabiting with them.
Alignment: Urban-Dwellers can be of any alignment.
Lands: Urban-Dwellers live in civilized areas appropriate for the Climate/Terrain class of their ancestral cousins. Civilized Lizardfolks tend to live near temperate or warm marshlands, most especially in cities in those regions.
Religion: Members of Civilized races tend to follow local religions, or a variant of their ancestral patron deity worshipped along more civilized lines.
Adventurers: Urban-Dwellers might set out into the world for a variety of reasons, either to accompany friends on an outing, or as part of a deal made with someone else.
Racial Traits:
Civilized Races have the following traits.
Ability Adjustments: An urban-dweller retains all her ancestral race's ability adjustments. In addition, she recieves -2 Str, +2 Int and +2 Cha
Skills: An urban-dweller loses any racial modifiers her ancestral race had. She gains a racial +2 bonus to Bluff, Diplomacy and Sense Motive, due to a need to master social interaction more intensely to compensate for an alien appearance.
Favored Class: Rogue. An urban-dweller loses the favored class of her ancestral race and always favors Rogue instead.
Level Adjustment: +0
And now, an exemple:
Civilized Lizardfolk
Medium-Size Humanoid (Aquatic, Reptilian, Urban)
HD: 2d8+2 (11hp)
Initiative: +0
Speed: 30 ft
AC: 15 (+5 natural) or 17 (+5 natural, +2 large shield)
Attacks: 2 claws +1 melee (or greatclub +1 melee), bite +0 melee or javelin +1 ranged
Damage: Claw 1d4+1, greatclub 1d10+1, bite 1d4, or javelin 1d6+1
Face/Reach: 5ft by 5ft/5ft.
Saves: Fort +1, Ref +3, Will +0
Abilities: Str 11, Dex 10, Con 13, Int 11, Wis 10, Cha 12
Skills: +2 Bluff, +2 Diplomacy, +2 Sense Motive
Feats: Multiattack
Climate/Terrain: Temperate and warm marsh
Organisation: Same as Lizardfolks
CR: 1
Alignment: Usually Neutral
Advancement: by character class.
So, how's it look, guys?