I'll homerule that you'll have light armor proficiency if you want to go with GW's suggestion Mu. Usually, both GW and Chu both give good advice and I've taken it many a time myself... They've helped me create a fairly nasty swashbuckler... if only I could get him into play! ;)<br/><br/>To answer your question about weapon attunement, It's not the weapon that's magical, it's more<em>you</em>that's giving the weapon the +1 enchantment via some yet undescribed ability. You can change the weapon (or armor) in which you're attuning once a day, so if you have, say a rapier attuned and you need a hammer, you can switch the attunement to a hammer for the rest of that day. It actually gives you a bit more versatility in weapon use than just having a +1 enchanted weapon. At level 8, you can attune 2 weapons at the same time; I usually attune a melee and a ranged weapon at that point, but you can attune 2 daggers, a long and short blade or whatever combination that you like. Again, you can change one, or both weapons once a day.<br/><br/>At 9th level, you can either attune two weapons with a +1, or one weapon with a +2, and it continues to improve as you level. It's the same with Armor, so if you have a shield, at 8th, you have +1 for studded leather, and a +1 for a shield. At 9th, it's +2 for one piece.<br/><br/>Further enchantments requires you to have a masterworked item, but the reduced cost is nice. You can't give it a further general bonus, but you can, for example, and with enough gold, create a +3 rapier of answering Icy Blast, as an example. It'll cost 27,000 GP, but that's a bit better than 64,000, right? But, that doesn't lock the attunement into that particular weapon, so you can still have the versatility.<br/><br/>Did that help any?