Quote Originally Posted by Re'ozul View Post
Well, the big reason I asked about multiple abilities per action was that the Telekineticist is otherwise somewhat sad when confronted with few enemies.
You actually make a reasonable point with this, I'm so very wary of allowing multiple ability actions, but then again there's the duskblade...we're never gonna be that bad so maybe a change could happen...

Quote Originally Posted by Re'ozul View Post
Of course, in the vein of the other abilities, you could impose yet another penalty if you use multiple abilities at once (the customary -2 on all rolls of all abilities for any ability more than one that you use with the same action).
Hrmmm...so Hands needs an adendum:
Whenever you take an action with your hands, as a full round action you may elect to use any other hand ability with an equal or shorter action time at a cumulative -2 penalty per extra action. For instance, Jimmy is a 12th level Telekineticist with 7 Hands, he chooses to use 3 of those hands to pick up weapons to aid in flanking with his friends (a standard action) and uses another 3 Hands to bullrush a closing pack of enemies (another standard action). He would have to make all attack and opposed rolls for each of these actions at an additional -2, because his attention is split between 2 different abilities. If he also wished to use his last hand to make a focused shield in this time, the penalties for multiple actions would increase to -4 to all rolls.

Something like that yeah? Made it a full round action because otherwise you'll have people using TK fighting, force blast and far trick in one standard action, then putting up focused shields and shifting weapon positions as a move action. That just seems like too much. Thinking about introducing a feat to drop far trick to a move action and focused shield to a swift action maybe con mod/day uses? We need a few feats to give a TK some options, otherwise they have only fighting style feats to chose from if they want any obvious effect on the class.