Blender has a paint mesh deformer modifier?... dont know the real term.
now for teh critque...
for teh body, granted work in progress but here are teh pointers. The upper chest (pecks? i dont know muscle group names) is to flat curve it some same with the edge along those muscles that link to teh collar bone and the under edge that links tot eh ribs and the diaphrame arch... teh horse shoe depression at teh base of teh sternum.
the abs should be wider id make them 150% wider, and humans have 8 abdominal muscles, six that are usualy visable then teh often undeveloped pair that are longer that go right down to top of teh groin. also you will want to S curve the back of that torso some and enlarge the upper backs mass, that part of teh body is one of teh main defining forms of teh male body large shoulders, neck and upper body in general. along the sides running from the under arm down to teh pelvis are a set of long strong muscles.
also remember that the entire shoulder yoke of the upper body muscle group is one sortta unit. your chest muscles are linked to teh muscles of the shouder. best thing you can do is to find either a medical journal that has a diagramme of all teh muscle groups of teh body (they dont have to be all visable, infact its best not to have olympian style people since that just looks so impossable it aint funny :] ).
teh face aint to bad, only jsut started however make sure to work on only hal a face then mirror clone it and weld teh 2 halves together saves alot of time. im assuming your modeling it by moveing verts around?... can get tricky if blender has a soft selection feature that will help alot. best way to model any organics is with subdivision modeling, basicly you make a low poly mesh made up of quads with the edges following a constant flow and contour pattern similar to the way teh muscles lay under neath teh skin, where by after wards you apply a meshsmooth or its similar and get a higher more refined mesh afterwards for alot less work.
heres a good if littel technical over view of it...
http://maxrovat.sns.hu/subdiv/ and this guys work is realy good ^^
http://maxrovat.sns.hu/subdiv/ and dont forget to check out his animated gif section...
the halaberd aint bad however it doesnt give an impression of strength, imagine it as a real object and pretend to swing it... chances are it would snap from its first blow. Design and make your models as though they could be of use in there intended role in reality no matter how fansifull you want them.
the tower(?) err ill pass on that one
over all not a bad start.