All right, here's what I have so far. Not sure how to make the table so I'm not.

Bards get d7 hit points per level. They choose paths by alignment similar to Thieves: Lawful = Path of the Orator, Neutral = Path of the Poet, Chaotic = Path of the Minstrel. Weapons training as Thief.
All parties with a Bard heal at double the normal rate when resting overnight, but they must be together (i.e., not across town at a different inn, etc).
They get a +1 to attack at level 2, increases +1/level to max of +9 at level 10.
Crit on Table 2, d10 at level 1, up to d24 at level 6, then +2/level starting at level 7 (at level 10, d24+8).
They get the following Thief skills: Pick Pocket, Disguise Self, Forge Document (each of those at +1/level), Read Languages (+1/2 levels until 7, then +1/level for 8-10; max +7 at level 10), and Cast Spell from Scroll (d10 1-2, d12 3-4, d14 5-7, d16 8-10).
Action dice: d20, d20+d14 at 5-6, d20+d16 at 7-8, d20+d16+d14 at 9-10.
Saves: +1 to all at level 1, +1 R/W at 2, +1 F at 3, +1 R/W at 4, +1 to all at 5, +1 F at 6, nothing at 7, +1 to all at 8, nothing at 9, +1 to all at 10.
Bards have a special skill called Performance. What it does depends on their Path (alignment) and the skill check (d20 + level + personality modifier). Affected targets may receive a will save to resist (DC = skill check-10).
Lawful - Path of the Orator
1 Anger d12 listeners (not PCs or henchmen, etc)
2 Anger d6 listeners
3 Anger d3 listeners
4-9 no effect
10-12 Calm d12 listeners
13-15 Calm d16 listeners
16-18 Charm d3 listeners, Calm d14 listeners
19-21 Charm d6 listeners, Calm d16 listeners
22-24 Geas 1 listeners, Charm d8 listeners, Calm d20 listeners
25-27 Geas d3 listeners, Charm d10 listeners, Calm d24 listeners
28-30 Geas d5 listeners, Charm d14 listeners, Calm d30 listeners
31-33 Geas d7 listeners, Charm d16 listeners, Calm 2d30 listeners
34+ Geas d12 listeners, Charm d20 listeners, Calm 3d30 listeners
Neutral - Path of the Poet
1 Attract d7 wandering monsters of suitable type
2 Awaken d5 plants as angry monsters
3 Awaken d3 animals as angry monsters
4-9 no effect
10-12 Calm elements (allows party to ignore first d6 of damage from elemental sources while the Bard continues to wax poetic)
13-15 As above, +d3 hit points are healed when the bard stops speaking.
16-18 As above, +d6 hit points are healed when the bard stops speaking.
19-21 As above, and the bard may speak with d3 animals and ask up to d3 questions per animal.
22-24 As above, +2d4 hit points are healed when the bard stops speaking.
25-27 As above, and the bard may speak with d3 plants and ask up to d3 questions per plant.
28-30 As above, +d12 hit points are healed when the bard stops speaking.
31-33 As above, and the bard may speak with d3 large stones and ask up to d3 questions per stone.
34+ As above, and the entire party is healed fully when resting overnight.
Chaotic - Path of the Minstrel
1 frenzy d3 opponents (as below; frenzy lasts for d3 rounds per bard level), excite d8 opponents (as below; same duration)
2 frenzy 1 opponent, excite d5 opponents
3 excite d4 opponents
4-9 no effect
10-12 excite d7 creatures (+1 to hit/damage for melee attacks)
13-15 excite d10 creatures
16-18 frenzy 1 creature (while bard sings/drums, and target can still hear/understand, target fights at +3 to hit/damage in melee, ignores first 3 hit points of damage each round, receives +3 bonus on all saves, is immune to morale checks of any kind and will not flee voluntarily), excite d14
19-21 frenzy d3, excite d16
22-24 frenzy d5, excite d20
25-27 frenzy d7, excite d24
28-30 charm 2d3 (charm lasts d3 days per bard level; target automatically frenzies when bard performs ["groupies!"]), frenzy d10, excite d30
31-33 charm 2d5, frenzy d14, excite 2d30
34+ charm 2d7, frenzy d16, excite 3d30