Craft check for non-magical weapons, mending spells for magical weapons, unless Nicci wants to run it off of craft checks? Another option to still make it run off of craft checks is to maybe look at acquiring a 'magic repair kit' read this as a potion for weapons maybe with the mending spell in it, as per brew potion, or perhaps at later levels snag a limited user per day 'gun repair tool' providing mending only to guns 2/day? but then again that's up to Nicci, I'm just tossing out ideas.<br/><br/>Per gun misfire rules:<br/>Misfires: If the natural result of your attack roll falls<br/>within a firearm’s misfire value, that shot misses, even if<br/>you would have otherwise hit the target. When a firearm<br/>misfires, it gains the broken condition. While it has the<br/>broken condition, it suffers the normal disadvantages that<br/>broken weapons do, and its misfire value increases by 4<br/>unless the wielder has gun training in the particular type<br/>of firearm (see the gunslinger class on page 9). In that case,<br/>the misfire value increases by 2 instead of 4.<br/><br/>Per Core rulebook:<br/>Broken: Items that have taken damage in excess of half<br/>their total hit points gain the broken<br/>condition, meaning<br/>they are less effective at their designated<br/>task. The<br/>broken condition has the following effects, depending<br/>upon the item.<br/>• If the item is a weapon, any attacks made with the item<br/>suffer a –2 penalty on attack and damage rolls. Such<br/>566<br/>weapons only score a critical hit on a natural 20 and<br/>only deal ×2 damage on a confirmed critical hit.<br/>• If the item is a suit of armor or a shield, the bonus it<br/>grants to AC is halved, rounding down. Broken armor<br/>doubles its armor check penalty on skills.<br/>• If the item is a tool needed for a skill, any skill check<br/>made with the item takes a –2 penalty.<br/>• If the item is a wand or staff, it uses up twice as many<br/>charges when used.<br/>• If the item does not fit into any of these categories, the<br/>broken condition has no effect on its use. Items with<br/>the broken condition, regardless of type, are worth 75%<br/>of their normal value. If the item is magical, it can only<br/>be repaired with a mending or make whole spell cast by<br/>a character<br/>with a caster level equal to or higher than<br/>the item’s. Items lose the broken condition if the spell<br/>restores the object to half its original hit points or higher.<br/>Non-magical items can be repaired in a similar fashion,<br/>or through the Craft skill used to create it. Generally<br/>speaking, this requires a DC 20 Craft check and 1 hour of<br/>work per point of damage to be repaired. Most craftsmen<br/>charge one-tenth the item’s total<br/>cost to repair such<br/>damage (more if the item is badly damaged or ruined).<br/>Confused: A confused creature is mentally befuddled