
Charender |

what are the rules for throwing a melee weapon, how far can you throw it, what options are there to improve your ability to throw melee weapons?
This feat is the first thing that comes to mind.
Throw Anything (Combat)
You are used to throwing things you have on hand.
Benefit: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Normal: You take a –4 penalty on attack rolls made with an improvised weapon.
and from the weapons section
Improvised Weapons
Sometimes objects not crafted to be weapons nonetheless see use in combat. Because such objects are not designed for this use, any creature that uses an improvised weapon in combat is considered to be nonproficient with it and takes a –4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match. An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet.
So the weapon does its normal damage, is a -4 non-profiency penalty to hit, threats on a 20, and has a range increment of 10.
With the throw anything feat, you drop the -4 penalty for a +1 bonus.

Crovox |

The rules for thrown weapons:
So some melee weapons can be thrown without penalty, while the others have a -4 penalty as well as the rest of what it said.