Quote Originally Posted by DerTollUdo View Post
I stick with keeping BAB as it is.
Hrmmm, fair enough. The idea of dropping to average or poor for the remaining ACFs is reasonable I guess. My idea was to use a poor BAB for the Pure TK, but give them faaaaar better direct TK damage and more hands. I also thought that just making you count as using twice as many hands as you are, essentially doubling the effective power and/or utility per hand, instead of doubling the actual number (we can make them gain Con SCORE extra hands instead of con bonus at a certain level) so the ACF wouldn't need to double all the numbers and they'd potentially GAIN utility over the current model....
We could also use average BAB for the ACF I made, I do realise you're not a fan...
Quote Originally Posted by DerTollUdo View Post
I am not a fan of the telepathy at all. It isn't the feel of a Telekineticist. Psycoportation could be something I could see.
...but others will be, and this is meant to be a class with options. I'm thinking I'll re-word it though, and give something akin to a psionic domain for this ACF, listing a granted power/ability augmentation and a list of powers gained for each of the psionic disciplines. That way you can choose to specialise in ANY of them, not just telepathy. I'll put that together for now, and post all discipline domains together in a day or two.

Quote Originally Posted by DerTollUdo View Post
The options that are here could also be reworked so that you get 1 ability every other level and they kept their normal progressions...I say let's add more abilities. Or take what we have and improve it while adding more abilities.
Yes, yes and yes. Thinking we should leave the domains seperate for now though. They feel more ACF than class option, and there's lots of other things we can do for class features. I'll see if I can compile a shortlist of the suggestions I've been given by my group, all of whom are kinda useless and refuse to come on here to help directly Bloody players...ruin all my fun...kill my npcs on a whim...fail to help brew stuff for their own benefit...grumble mumble groan...

Quote Originally Posted by DerTollUdo View Post
Improve the Focused shield. Add shapeability, more area, add more damage, add some kind of other function perhaps...mess with sound waves for sonic damage and stuff or increase/decrease the molecules movement speed for fire/cold damage. Maybe add that to the wall...I really feel that we can do so much with the wall...
This was a thought I had too, adding various elemental descriptors and add-on effects to the Focused Shield ability. I feel the basis of the Focused Shield is a core class ability, but all the upgrades and enhancements should be presented as options. That way everyone can make one, but no two Telekineticist shields are neccessarily entirely alike. Nice flavour to that, I like it at least.

Quote Originally Posted by DerTollUdo View Post
Add something that manipulates gravity/air density. For example create singularities or repulsion fields. Or create the ability to increase the air density around you to simulate that of water (lots of fun penalties to through at people lol).
This is all to do with battlefield control abilities, we can brainstorm some ideas on such and figure out progressions, sure. We need to aim for at least 3 options per level though, and of course allow people to take a bunch of early options instead if they should so wish.

Quote Originally Posted by DerTollUdo View Post
EDIT: Thoughts on capstone change?
I think the capstone should wait for the re-working. We can have a 'Capstone Enhancement' section for each ability tree, which comes into effect at level 20 as long as you took the whole ability tree (or enough to reach the Capstone Enhancement), that way each ability option lists the capstone, and negates the need to keep rewording/fiddling the capstone as we go. Also avoids marginalising any one option, anything can get better as long as you focused enough.