Looking much better!
The TK thing as depicted in the SW movies and elsewhere, doesn't start off at full strength. Early on, even light objects are difficult to move with TK. Only with time and practice are Jedi and other TKs able to lift their own natural strength or possibly even more.
I'd make that TK thing available at a low level- possibly even 1st- and assign it a Str...say, Str 5. Then every level that TK's Str goes up +2 points. By 20th level, that's a 45 Str TK. Too strong? Make it +1Str point/level, or perhaps +1 pt on even levels, +2 on odd.
Then build refinements over the power...controlled flight, tossing people around, TK punches and even TK versions of martial arts maneuvers have been used in comics, books and movies. Other possible refinements (based on the PC's control):
1)...reaching within a creature's body and grasping its heart, or perhaps just pinching off the carotid & jugular for a while.
2)...using certain skills at range, like disable device or UMD
3)...wielding weapons at range as a bizzare variant of "reach" that lets them conduct melee without being in melee.
4)...doing special combat maneuvers at range- trips, disarms, bull rushes.
These could be based off of Concentration checks with appropriate DCs.
Another thought- you might want to give them fewer powers on their list (and possibly PP) taking the best & most appropriate ones and make them into Psi-like abilities.
OR...Grabbing a mechanic from Ari Marmell's (aka Mousferatu) Shadowmancer (Tome of Magic), as the PC advances in the class, they learn from a small set of powers. At the point the PC gains 4th level powers, the lower 3 become psi-like powers with limited uses. When the PC starts learning 7th level powers, the 4-6th ones become psi like powers with limited uses, and the 3rd and lower ones become at will abilities. Going this route, the PC would need fewer overall PP. As a manifester, they could still use the Feat Extra Power, but that "declining cost" class feature would only apply to TK/Telepathy based powers.
That said, I'm a little confused by some of the power selections on your list.
Concussion seems like a natural but seems to be missing, and I really don't see how Psionic Etherealness or Reality Revision fit your concept at all.
The TK thing as depicted in the SW movies and elsewhere, doesn't start off at full strength. Early on, even light objects are difficult to move with TK. Only with time and practice are Jedi and other TKs able to lift their own natural strength or possibly even more.
I'd make that TK thing available at a low level- possibly even 1st- and assign it a Str...say, Str 5. Then every level that TK's Str goes up +2 points. By 20th level, that's a 45 Str TK. Too strong? Make it +1Str point/level, or perhaps +1 pt on even levels, +2 on odd.
Then build refinements over the power...controlled flight, tossing people around, TK punches and even TK versions of martial arts maneuvers have been used in comics, books and movies. Other possible refinements (based on the PC's control):
1)...reaching within a creature's body and grasping its heart, or perhaps just pinching off the carotid & jugular for a while.
2)...using certain skills at range, like disable device or UMD
3)...wielding weapons at range as a bizzare variant of "reach" that lets them conduct melee without being in melee.
4)...doing special combat maneuvers at range- trips, disarms, bull rushes.
These could be based off of Concentration checks with appropriate DCs.
Another thought- you might want to give them fewer powers on their list (and possibly PP) taking the best & most appropriate ones and make them into Psi-like abilities.
OR...Grabbing a mechanic from Ari Marmell's (aka Mousferatu) Shadowmancer (Tome of Magic), as the PC advances in the class, they learn from a small set of powers. At the point the PC gains 4th level powers, the lower 3 become psi-like powers with limited uses. When the PC starts learning 7th level powers, the 4-6th ones become psi like powers with limited uses, and the 3rd and lower ones become at will abilities. Going this route, the PC would need fewer overall PP. As a manifester, they could still use the Feat Extra Power, but that "declining cost" class feature would only apply to TK/Telepathy based powers.
That said, I'm a little confused by some of the power selections on your list.
Concussion seems like a natural but seems to be missing, and I really don't see how Psionic Etherealness or Reality Revision fit your concept at all.