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Telekinesis Based Class -- Force Master
|1st||+0||+0||+0||+2||Force Strike, Force Push|
Force Strike (Su): A force master can strike his opponents with a burst of telekinesis that impacts almost like a punch in the face. If he succeeds against a ranged touch attack against a target in short range, he deals 1d4 force damage per force master level.
Force Push (Su): A force master can forgo 1d4 force damage when making a force strike to push the target 10ft away from him (this must be a straight line). He can choose to forgo any number of additional 1d4 force damage dice to add another 5 ft. to this distance per damage die lost. The target is entitled to a fortitude save DC (DC 10 + 1/2 class level + Charisma Modifier) to avoid being pushed.
 Other ability ideas
- Move them towards you
- Use the telekinesis to propel yourself around for a time
- Hold a person using telekinesis
Wall of Force
- Use it in conjunction with force push to deal lots of damage.
- If the target hits a wall, it is as if they had flown at least X ft. for determining damage (so if they are standing beside a wall, you can smash them into the wall without them needing to fly through the air.
- You can use one quarter of your push distance to move the target in a vertical direction. If you push them against the ground, you can make a trip attempt (TODO) and it counts as if they had moved one quarter your push distance for the purposes of triggering damage. So if you have a 20 ft. push and you push the target 10 ft. away from you and 5 ft. down, it is as if you pushed them 5 ft. for the purposes of dealing damage (you would deal 2d6 damage).
Improved Force Push
- Increase the push damage from 2d6 to 3d6
Greater Force Push
- Increase the push damage from 3d6 to 4d6 -- at 20th level this ends up dealing 40d6 damage.
- Lose 5 ft. of push power to be able to target another creature within 10 ft. of your original target
Improved Multi Push
- You can use multi push on 2 extra creatures, expending an extra 5ft. each time. Use a 30ft. radius instead.