Some things that we have to take into consideration:
What has the merchant told the character about these swords? Has he been appropriately vague about their majesty and grace, the keenness of their blades and the like, or has he been specific about what they're capable of?
If the former, and you've plenty of wiggle room, you've opened up an avenue to really explore with that character and his player.
Don't indicate what manner of bonuses or benefits apply. Then, give the swords personality. Have them sing in his hand when he's using them against a particular type of enemy. Have them glow enigmatically in the presence of a liar - or a holy man. Etch them with arcane writings that no one has yet translated. Have him dream about them, and about things that matter to them.
He's been unlucky on defense - the next time he's being bold, but still manages to get thwacked, have one of them turn in his hand and parry the blow anyway - no set percentage bonus, no number of times a day, no magic point cost laid out - and at the end of the battle assess an additional point of MP against him.
Over time, have the sword teach him, through dreams, how to attune himself to it, or them. Use the Pact rules to have him form a sort of pact with the blades, and once they're so attuned, the bonuses improve, or become more consistent, but still vague and unpredictable. They become your means of guiding the outcome of the battle, and every time the character is brazen and bold, and they turn what should have been a mortal blow, the characters-by way of the players-gain greater awe about the blades.
Whatever you do, don't squander the opportunity to make these magic scimitars truly magical...
What has the merchant told the character about these swords? Has he been appropriately vague about their majesty and grace, the keenness of their blades and the like, or has he been specific about what they're capable of?
If the former, and you've plenty of wiggle room, you've opened up an avenue to really explore with that character and his player.
Don't indicate what manner of bonuses or benefits apply. Then, give the swords personality. Have them sing in his hand when he's using them against a particular type of enemy. Have them glow enigmatically in the presence of a liar - or a holy man. Etch them with arcane writings that no one has yet translated. Have him dream about them, and about things that matter to them.
He's been unlucky on defense - the next time he's being bold, but still manages to get thwacked, have one of them turn in his hand and parry the blow anyway - no set percentage bonus, no number of times a day, no magic point cost laid out - and at the end of the battle assess an additional point of MP against him.
Over time, have the sword teach him, through dreams, how to attune himself to it, or them. Use the Pact rules to have him form a sort of pact with the blades, and once they're so attuned, the bonuses improve, or become more consistent, but still vague and unpredictable. They become your means of guiding the outcome of the battle, and every time the character is brazen and bold, and they turn what should have been a mortal blow, the characters-by way of the players-gain greater awe about the blades.
Whatever you do, don't squander the opportunity to make these magic scimitars truly magical...