Battlegolf Club (3.5e Equipment)

When the sport of golf spread to the orc territories, they adapted it into their own culture. They were not too keen on the slow driving around, soft clapping, and dull narration, so they added a few upgrades of their own. Namely transforming it into a game about getting your ball from point A to point B through hostile enemy terrain while other golfers were also completing and you had to fight off monsters and other players while also trying to get your ball across, and keeping enemy players from knocking them back. The first hole, or the last one standing, wins!

Who said orcs don't know how to sports.

In any case, their golf clubs ended up being battle worthy beasts. They may be used as simple weapons, but those with martial weapon proficiency can unlock its unique ability of launching small handheld items long distances. Diminutive and smaller objects on the ground can be "thrown" with a range increment of 100 ft, at a -4 penalty to the attack roll. Even fragile items like alchemist fire can be launched, though you must succeed on a DC 15 Reflex save or Balance check to avoid breaking the item. You launch in an arc and can fire over walls and into places you can't see (though you still take a 50% miss chance).

In addition, those with martial weapon proficiency who get a critical hit may make a free bull rush attempt against any creature their size or smaller, without provoking attacks of opportunity.