The mind thrust power doesn't require an attack roll
The typical manifester takes a standard action to manifest the 1st-level psion/wilder power mind thrust [telepathy] (Expanded Psionics Handbook 120) and a subject within close range to whom the manifester has both line of sight and line of effect makes a Will saving throw. Failure means that the victim is dealt 1d10 points of damage (or more if the power's augmented or otherwise modified). Success means that the victim is unaffected.
Keep in mind that "[t]he maximum number of [power] points you can spend on a power (for any reason) is equal to your manifester level" (63 and here). This tends to keep the mind thrust power's potential damage reasonable. (And the lack of an attack roll means no scoring critical hits with the power, so there's that.)
Also remember that the power mind thrust possesses the descriptor mind-affecting, making it useless against, for example, a typical creature that possesses the type construct, ooze, or undead.
Finally, the binary nature of the power (i.e. either the subject is dealt damage or the subject is unaffected) makes the power, at low levels, pretty much comparable to owning a bow except that once the power is taken, using it costs power points instead of copper pieces… and cp are usually easier for an adventurer to come by. (In a campaign I ran, the psychic rogue PC took the power mind thrust. Over the course of, like, four levels that took 6 real-world months of once-a-week 4-hour sessions to play, the PC used the power—I think—but once. There were just always better options.)