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I've been having some issues lately with misfires on my Mysterious Stranger Gunslinger, since he doesn't have the Quick Clear deed. This means I always need an hour to fix a gun after a misfire. So, I've been looking into other options (as well as carrying a spare...)
Misfire says 'When a firearm misfires, it gains the broken condition.'
Mending says 'This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points.'
Make Whole says 'This spell functions as mending, except that it repairs 1d6 points of damage per level'
So, am I correct in believing that when a firearm misfires, it actually still has full hit points, even though it has the broken condition? If this is true, then does this mean that ANY application of Mending/Make Whole will actually remove the broken condition, since it will always be above half hit points?

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Oooh, missed the weight restriction - thanks! Make Whole is generally the better option then, since a musket weights 9lbs. Ironically, a Mithral musket is easier to fix with Make Whole, since it only weighs 4.5lbs...
Nefreet - That assumes I am taking more than a level in MS (which is unlikely in this case). Also, in PFS, you cannot buy higher caster level scrolls/wands without a certed item.
I've also ignored here that Make Whole/Mending require a higher caster level for magic items - in my specific case, my main musket would actually require an 8th level caster.

Cranky Dog |

Just as reminder, Mending and Make Whole have a 10 min. casting time.
So if any party member does have the spell, it won't be used in the heat of battle.
Though the wand idea is perfectly suitable (level adjusted as required). Or you could rule that a 1st level wand would need to be used four times on a 4lb item to remove the broken condition.