Setup: You need a new weapon, and the market just doesn't have one fit for enchanting. You'll have to take it upon yourself to make a weapon capable of holding the magic you plan to imbue into it.
Level: Equal to the level of the character.
Complexity: 3 (requires 8 successes before 4 failures).
Primary Skills: Endurance, Dexterity, Strength.
Secondary Skill: History, Perception.
Endurance (moderate DCs): You shrug off the effects of numerous hours hammering metal in the heat of the forge.
Dexterity (moderate DCs): Implementing more style than brute force, you are able to form the metal to a more usable shape.
Strength (moderate DCs): You bring your hammer down in a wide arc, flattening and folding the metal into something more resembling the picture in your mind.
Perception (easy DCs): You quickly recognize a flaw in the metal before it cools, or you realize that the forge is too hot/cold, and you adjust accordingly. (max. 2 successes)
History (easy DC): You remember reading an old book about a technique used in the last great empire that both strengthened and lightened their blades. (max. 1 success, and next Strength or Dexterity check gains a +5 insight bonus)
Success: You emerge from the smithy with a masterwork weapon, suitable for any enchantment that you might want.
Failure: Your efforts at the forge have resulted in a fine weapon. Any soldier in the king's army would be proud to have it at his side, yet it remains unsuitable for enchantments.