YOU are, once you pick up some of the options from Player Companion: Weapon Master's Handbook!
In all seriousness, my working title for this product when outline it was "nice things for martials," and a note with that phrase sat on my monitor as a guiding principle through the project's development. Weapon-focused characters don't generally need help hitting foes or dealing damage, but they can find themselves with fewer options to just be interesting in new and unexpected ways. Given the breadth of history in Golarion there are lots of opportunities for sword-swingers and axe-hurlers to learn surprising techniques not available to run-of-the-mill warriors, and this book highlights the ones we thought were the most exciting.
Of course all the things you've come to expect from a Player Companion are here—archetypes representing weapon masters from throughout the Inner Sea, traits tied to specific fighting groups in Golarion, and new magic items appropriate to the weapon master theme. But we've also presented lots of new options, including an expansion of the stamina and combat trick rules first presented in Pathfinder Unchained (to cover the combat feats from Inner Sea Combat, Inner Sea Gods, and Inner Sea World Guide), advanced weapon training (allowing fighters more options that just gaining a reduced bonus to new weapon groups), weapon-based style feats, weapon trick feats (broken into categories for one-handed weapons, polearms, ranged weapons, two-handed weapons, two-weapon tricks, and weapon and shield tricks), magic item mastery (ways to force magic items to do new things), and much more!
Golarion is a big place, so we've only scratched the surface on the kinds of weapon mastery practiced in its many schools, temples, war colleges, and armies. But this book does open doors to whole new kinds of options for character who truly dedicate themselves to being masters of weaponry.
Owen K.C. Stephens