Psychic Scimitar

Psychometabolism
Level: Psion/wilder 2
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. +10 ft./level)
Effect: One psychic blade
Duration: 1 min./level (D)
Saving Throw: None
Power Resistance: No
Power Points: 3

A wraithlike, glowing scimitar shaped from your psychic might materializes and moves as you desire.

You can create an immaterial scimitar that allows you to attack enemies or deliver low-level touch powers at a distance. When you manifest the power, you lose 2 Intelligence points (and any associated bonus power points) that return when the power ends (even if it is negated), but not if the scimitar is destroyed. In this latter case, treat the lost Intelligence points as ability damage. The scimitar appears in your hand when first manifested.

Directing the scimitar takes a standard action. Once directed to attack an enemy within range, it disappears and then reappears in melee with that creature; thus, you can use a psychic scimitar to attack enemies at a distance. Attacks with a psychic scimitar are melee touch attacks. The power gives you a +2 bonus on your melee touch attack roll. Attacking with a psychic scimitar counts normally as an attack. You can choose to redirect the scimitar to attack a new opponent; doing so requires an additional standard action.

The blade deals 1d6 points of damage. Since the blade is immaterial, your Strength modifier does not apply to the damage even if you wield the blade in your hand. If you wield the scimitar in your hand, you are treated as proficient even if you lack proficiency with the scimitar. Other creatures cannot wield your psychic scimitar.

A psychic scimitar always strikes from your direction. The blade cannot flank targets as a creature can. The blade is incorporeal and thus cannot be harmed by normal weapons. It has improved evasion, your save bonuses, and a base Armor Class of 22. Your Intelligence modifier applies to the blade's Armor Class as if it were the scimitar's Dexterity modifier. A psychic scimitar has 4 hit points.

You can also use your scimitar to deliver the effect of any power of 4th level or lower with a range of touch that you can manifest. If you make a successful attack with the blade, the power is manifested on the target as if you had manifested it yourself. After it delivers a power, or if the blade goes beyond range or moves out of your sight, the blade returns to you and hovers until given further direction.

Augment: For every 2 additional power points you spend, the psychic scimitar deals 1 additional point of damage.