The quasi-original post follows below, but I encourage people to look at the one further down (the updated one)
Telekinetic
Alignment: any
Hit Die: d4
Base Attack Bonus: as Wizard
Saves: as Wizard
Class Skills: Bluff, Concentration, Craft, Decipher Script, Diplomacy, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge, Listen, Move Silently, Profession, Sleight of Hand, Speak Language, Spellcraft, Spot, Tumble, Use Magic Device
Skill Points: 4+(Int Mod)
Weapon and Armor Proficiency: Telekinetics are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and light armor.
1 - Telekinetic Bolts, TK1, Lifetime Pursuit
2 - Telekinetic Knife, Augmented Skills
3 - TK2, Dampening Field
4 - Maelstrom
5 - Immune to Bullets (TK1-immediate)
6 - TK3
7 - Improved TK3
8 - Telekinetic Blade
9 - Stop the Rush (TK2 - immediate)
10 - Telekinetic Knife Wielder
11 - Improved TK1
12 - Telekinetic Shield
13 - Telekinetic Ally
14 - Telekinetic Knife Master
15 - God of Force (TK3 - immediate)
Telekinetic Bolts - As a standard action, a magical energy darts forth from the Telekinetic and strikes its target, dealing 1d4 points of force damage. The telekinetic may fire up to his class level in number of these bolts.
The missiles strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell.
This action does not provoke attacks of opportunity.
TK1 - The Telekinetic may use the "Sustained Force" version of Telekinesis at will with a caster level equal to his class level. This effect can be used on any willing creatures. The save for this effect is Intelligence-based.
Lifetime Pursuit - The Telekinetic may use his class levels from any class to determine class level for the TK1, TK2, and TK3 abilities.
Telekinetic Knife - The Telekinetic may use Telekinesis to create a Telekinetic knife as a free action. This weapon may only be used by the telekinetic, and must be held in order to attack. It may be attacked with as a touch attack and does d4/class level in damage with a x3 critical modifier. This improved to the Telekinetic Blade at level 7. You are always considered armed.
Augmented Skills - The Telekinetic gains his Int modifier as a bonus to all physical skills (Jump, Swim, Climb, Tumble, Slight of Hand), and may use any skill at close range.
TK2 - The Telekinetic may use the "Combat Maneuver" version of Telekinesis at will with a caster level equal to his class level. The save for this affect is Intelligence-based.
Dampening Field The Telekinetic gains DR equal to your class level. This effect is preserved provided the Telekinetic is not denied his Dexterity bonus to AC.
Maelstrom - The Telekinetic may split his "Sustained Force" version of telekinesis up among various objects up to twice his class level.
Immune to Bullets The Telekinetic may use his "Sustained Force" version of Telekinesis as an immediate or swift action.
TK3 - The Telekinetic may use the "Violent Thrust" version of Telekinesis at will with a caster level equal to his class level. The save for this affect is Intelligence-based.
Improved TK3 - Just to be clear, you may use the "Violent Thrust" version of TK in order to hurl a creature within your weight limit into the air, into a wall (doing d6/level in falling or bludgeoning damage), or into another creature (d6/level in damage to both creatures, which doubles as a trip attempt).
Telekinetic Blade - The Telekinetic Knife now does d10/class level in damage with a critical modifier of x4. You are considered to have a 10' reach with this weapon.
Stop The Rush - The Telekinetic may use his "Combat Maneuver" version of Telekinesis as an immediate or swift action.
Telekinetic Knife Wielder - You may wield a Telekinetic Knife with the "Combat Maneuver" version of telekinesis. Knives wielded in this manner do d4 points of damage for every two class levels. This ability improved to d4/class level at level 14. This ability is limited to close range. Designer Note: This can be up to 4 knives in a short period via Standard, Move (to concentrate), Swift, and a following Immediate action.
Improved TK1 - your weight limit for Telekinesis 1 doubles, bringing it to 50 pounds of weight per caster level.
Telekinetic Shield - The Telekinetic may use 100 pounds of "Sustained Force" Telekinesis in order to grant himself or another +1 deflection modification to AC. This is not an action.
Telekinetic Ally - The Telekinetic may use up 100 pounds of "Sustained Force" Telekinesis in order to grant himself or an ally +2 on any attack roll. This is not an action.
Telekinetic Knife Master - You may wield a Telekinetic Knife with the "Combat Maneuver" version of telekinesis. Knives wielded in this manner do d4 points of damage for every class levels.
God of Force - The Telekinetic may use the "Violent Thrust" version of Telekinesis at will as a Swift or Immediate Action. The save for this affect is Intelligence-based. When TK3 is used in this manner, the Telekinetic may additionally use TK1 or TK2.
At level 15, you get TK3 as a swift action, TK1(or 2) as a free, TK1(or 2 or 3) as a Standard action, and a concentration on one of them as a move action. It is intented that this character will take "Murderous Intent" early enough in his adventuring in order to survive. The Force Bolts and Knife are given to provide enough survival to level 3, where the character can simply concentrate on pinning an enemy before walking up and coup de gracing him with a Knife/Pick.
Things fly around this character. As an interesting side note, this character will not be rooted to the ground often (move action to concentrate on ongoing TK1, but may use TK1 to move himself 20 in any direction).
Thoughts are appreciated. My biggest fear is that it hits too much power around level 5, when the character can simply levitate himself above the enemy, be immune to one ranged attack/round, and rain down force damage.