Lizardfolk Least Ranger (3.5e NPC)

Amphibious (Ex): Despite being aquatic, lizardfolk are able to survive indefinitely on land.

 (Ex): At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

 (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Houserule Traits: The lizardfolk is using the Tome of Prowess, New Level-Dependent Benefits, and Better Hit Points rules. They also get an extra feat at first level.

Item Notes: The following are specific notes about items.
 * The Masterwork Potion Belt holds 6 potions, which may be drawn as a free action.
 * Mithril Shirt can negate the first 5 points of extra damage inflicted on you by a critical hit or sneak attack.