For ensuring hurled weapons land on their mark.
Ability Score(s): Precision
Usage: This is similar to the Aim skill but used for thrown weapons instead of ranged weapons. All of the abilities below only function with thrown weapons (melee weapons which possess a thrown range) unless otherwise specified.
Attacking
Hurl can be used in place of a Weapon skill roll for attacking if your Hurl would be higher in proficiency level. When used in this way, Hurl cannot be used to serve its other functions.
Called Shots
Determining where you want to hit an enemy with your thrown weapon without the defender receiving a choice in the matter is much easier with Hurl. First you roll your Hurl as a separate roll, determining DC by the target's distance and size. Base DC for doing this is 15, and increases by +2 for every 2 squares away from the opponent you are, and the enemy adds their Size Bonus to Physical Defense to this DC (effectively making larger creatures easier to score called shots on, and smaller creatures harder).
Exchange
Hurl, unlike other combat skills, is capable of being used as an exchange. However, it can only be used as an exchange on thrown weapons.
Axe Throwing (Sport)
In a case where engaging in "axe throwing", Hurl can be utilized by taking your time rather than doing so in a hurry. When attacking outside of your weapon's listed range, roll a Hurl check with the DC being equal to 20 + the total penalty being taken by range (converting the negative into a positive for this DC). If the Hurl check beats the DC, you ignore all range penalties imposed by range. You are still, however, limited by the maximum distance your weapon's range can extend to.