I am sorry, I guess I used the wrong words. I didn't mean just anything that improves your strength, I also meant anything that improves your
strength checks.
For example Third Eye Surge from MIC (swift action gives +2, +3, or +4 to strength checks depending on charges), and armbands of might from MIC (continous no action +2 to strength checks and power attack bonus damage).
Also Factotum 3 brain over brawn from dungeonscape. Add your Int Modifier to your Strength and Dex Checks (int bonus and grapple bonus).
Marshal 1 gets motivate strength which adds cha to your strength based checks.
Savage Progression Ghost 2/Factotum 3/Marshal 1/Factotum 1/Master of Unseen Hand 5/Finish with Factotum
or
Savage Progression Ghost 2/Factotum 3/Marshal 1/Totemist 1/Master of Unseen Hand 5/Finish with Totemist
Both builds allow you to use telekinesis via ghost lesser telekinesis abilities. As long as you do not use violent thrust until Master of the Unseen Hand level 4, you are really don't see the downside of you can't use telekinesis again for 1d4 rounds because you are still using telekiensis since the duration is 12 rounds or ghost hd whichever is higher as long as you concentrate.
Use telekinesis to grapple, disarm, trip, bullrush. All these abilities that are strength check based get Int modifier added to them as well as the Marshall minor aura that adds cha to these checks. Use nearby items to full attack to your hearts delight, it is only a standard action to do so.
The first build gets multiple standard actions due to cunning surge of factotum 8 (thus multiple telekinesis per round). The second build gets stronger grapple, bull rush, disarm, etc due to totemist soulmelds.
Finally remember you can do this all from 880ft away due to telekinesis being long range and thus has a range of 400ft +40*12=880ft. That and you are incoporeal
(and once the enemy comes up close you become etheral and you run away
)