You may, at some point in the past, have seen one of my previous articles with feats for fighting with a specific weapon, with the intention of providing options to make fighting with a rapier feel special and distinct from fighting with an axe or a hammer or even a longsword. So far, I’ve stuck to relatively “big name” weapons: the rapier and the quarterstaff, but today I want to turn that kind of attention on a weapon that just doesn’t get as much love, in the hopes that I might inspire someone to play with one. So, without further ado, meet the feats of the throwing axe.
Opportune  Throw (Combat)
              You watch for your  opponents to make a mistake, and hurl an unforgiving axe in their face the  second they do.
              Prerequisites: Weapon  Focus (throwing axe), base attack bonus +11.
              Benefit: As long  as you are wielding a throwing axe, you threaten all squares within one range  increment of the throwing axe (typically 10 feet). If a creature within melee  range provokes an attack of opportunity, you may choose whether to make a melee  attack or a ranged attack with the axe (or, if you are also wielding another  weapon, to attack with it). If a creature outside of melee range provokes an  attack of opportunity, you may only choose to make that attack as a ranged  attack with the throwing axe, if you choose to make it at all. You may not make  more ranged attacks of opportunity in this way than the number of throwing axes  you were wielding at the end of your last turn, even if you possess the ability  to make more attacks of opportunity and to replace thrown axes before your next  turn.
Stab and Throw (Combat)
              You are a master of  fighting with two throwing weapons at a time, fending off an attacker with one  while throwing the other at a further foe.
              Prerequisites: Two-Weapon  Fighting, Weapon Focus (light hammer, starknife, or throwing axe).
              Benefit: Whenever  you make a ranged attack with a light hammer, starknife, or throwing axe, if  you are also wielding a melee weapon in your other hand, you do not provoke  attacks of opportunity for making a ranged attack.
Throwing  Axe Specialist (Combat)
              You know how to make a  throwing axe especially deadly.
              Prerequisite: Weapon  Focus (throwing axe), fighter level 4th.
              Benefit: The  critical multiplier of any throwing axe you wield is increased by 1 (typically  from x2 to x3), and the range increment is increased by 5 feet (typically from  10 feet to 15 feet).
              Special: Throwing  Axe Specialist counts as Weapon Specialization (throwing axe) for the purpose  of qualifying for feats or other abilities (you can still take both Throwing  Axe Specialist and Weapon Specialization [throwing axe], if desired).
Twin Axe  Specialist (Combat)
              You are able to slice  and dice your foes in a whirlwind of axe attacks.
              Prerequisites: Double  Slice, Two-Weapon Fighting, Weapon Focus (throwing axe).
              Benefit: Whenever  you use the full attack action to make at least one melee attack each with two  different throwing axes, if you successfully hit the opponent once with each  axe, you deal an extra 2d6 points of slashing damage. This extra damage occurs  only once per round, even if you successfully hit an opponent twice with each  axe.
Wild Throw (Combat)
              You have learned how  to throw your weapons so they spin in unpredictable ways, making them difficult  to avoid.
              Prerequisite: Weapon  Focus (light hammer, starknife, or throwing axe).
              Benefit: Whenever  you make a ranged attack with a light hammer, starknife, or throwing axe, you  may choose to take a -2 penalty on the attack roll in order to make it a wild  throw. If you do, the target adds only half of any Dexterity, dodge, insight,  or shield bonuses to AC that they may possess, for the purposes of that attack.  The target does not count as being denied his Dexterity bonus to AC as a result  of this ability, and it is impossible to deal precision-based damage (such as a  rogue’s sneak attack) with a wild throw.