Alright, made those changes so far. Have a look and see if they flow smoothly:

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If an ability that uses Hands requires a save, it has a DC of 10 + 1/2 class levels + charisma modifier. If they require a physical ability score (such as an opposed strength checks for a trip attempt), use the Charisma modifier instead. You may invest additional Hands in any such ability check to gain a +2/Hand bonus to the roll. To use his Hands he must be psionically focused, although he does not expend his focus by doing so.


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The Singularity may be used in one of two ways, attraction or repulsion, but not both ways at once (these are detailed separately below). Regardless of which way this is used, any creature killed by damage from a Singularity is instantly reduced to a fine paste which can only be brought back to life by a True Resurrection, miracle, wish, or other similar effect. Any equipment carried by a destroyed target is unharmed. When a target gets destroyed by a Singularity, any Hands invested in that specific target become immediately available to the Telekineticist to invest or use.


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Every round at the start of their turn, affected creatures get a new Fortitude save to escape the effect. Until they succeed on a saving throw to break free any creature caught in a Singularity is only able to take purely mental actions. The save DC increases by +2 for every other target caught in the singularity (so if four creatures were caught inside, the DC would be at +6). For every round they fail this save, the target will take 5d6 crushing damage as the force holding them applies pressure. You may invest more Hands in the Singularity, to increase the damage they take by an additional 5d6/Hand.


I made it so that they can only take purely mental actions since they get an automatic save each round anyway. Unless we remove the auto save and make it something they must expend an action resisting...that actually sounds better. Thoughts on that?