Rather than having magical weapons and armour of +1 or whatever, it should use the Dwarf Fortress quality adjectives, with +5 being masterwork and anything beyond that being an Artifact made by a dwarf in a mood. Mithril gets replaced with steel, but Adamantium is the same and works the same.
Swordsman, Spearman, Maceman, Crossbowman, Axeman, Lasher, Bowman, Crossbowman, Blowgunner, Wrestler, Hammerman, etc. should be prestige classes. In fact, here they are:
Elite Swordsman
Reqs:
BaB 5+
Weapon Focus (sword)
Weapon Specialization (sword)
Effects:
Full BaB
Good Fort. and Ref. saves
Poor Will save.
2+Int skills, using Fighter skill list.
1. Favoured of Armok
2. Fighter Bonus Feat
3. Snickersnap
4. Fighter Bonus Feat
5. Legendary Champion
Elite Spearsman
Reqs:
BaB 5+
Weapon Focus (spear)
Weapon Specialization (spear)
Effects:
Full BaB
Good Fort. and Ref. saves
Poor Will save.
2+Int skills, using Fighter skill list.
1. Favoured of Armok
2. Fighter Bonus Feat
3. Impaled
4. Fighter Bonus Feat
5. Legendary Champion
Elite Axesman
Reqs:
BaB 5+
Weapon Focus (axe)
Weapon Specialization (axe)
Effects:
Full BaB
Good Fort. and Ref. saves
Poor Will save.
2+Int skills, using Fighter skill list.
1. Favoured of Armok
2. Fighter Bonus Feat
3. Gruesome
4. Fighter Bonus Feat
5. Legendary Champion
Elite Macesman
Reqs:
BaB 5+
Weapon Focus (mace)
Weapon Specialization (mace)
Effects:
Full BaB
Good Fort. and Ref. saves
Poor Will save.
2+Int skills, using Fighter skill list.
1. Favoured of Armok
2. Fighter Bonus Feat
3. Sent Flying
4. Fighter Bonus Feat
5. Legendary Champion
Elite Lasher
Reqs:
BaB 5+
Weapon Focus (whip)
Weapon Specialization (whip)
Effects:
Full BaB
Good Fort. and Ref. saves
Poor Will save.
2+Int skills, using Fighter skill list.
1. Favoured of Armok
2. Fighter Bonus Feat
3. Flogging
4. Fighter Bonus Feat
5. Legendary Champion
Elite Wrestler
Reqs:
BaB 5+
Weapon Focus (grapple)
Improved Unarmed Strike
Effects:
Full BaB
Good Fort. and Ref. saves
Poor Will save.
2+Int skills, using Fighter skill list.
1. Favoured of Armok
2. Fighter Bonus Feat
3. Gouging
4. Fighter Bonus Feat
5. Legendary Champion
Elite Hammerman
Reqs:
BaB 5+
Weapon Focus (hammer)
Weapon Specialization (hammer)
Effects:
Full BaB
Good Fort. and Ref. saves
Poor Will save.
2+Int skills, using Fighter skill list.
1. Favoured of Armok
2. Fighter Bonus Feat
3. Can't Touch This
4. Fighter Bonus Feat
5. Legendary Champion
Elite Bowman
Reqs:
BaB 5+
Weapon Focus (bow)
Rapid Reload (bow)
Effects:
Full BaB
Good Fort. and Ref. saves
Poor Will save.
2+Int skills, using Fighter skill list.
1. Favoured of Armok
2. Fighter Bonus Feat
3. Rapider Reload
4. Fighter Bonus Feat
5. Legendary Champion
Elite Crossbowman
Reqs:
BaB 5+
Weapon Focus (crossbow)
Rapid Reload (crossbow)
Effects:
Full BaB
Good Fort. and Ref. saves
Poor Will save.
2+Int skills, using Fighter skill list.
1. Favoured of Armok
2. Fighter Bonus Feat
3. Rapider Reload
4. Fighter Bonus Feat
5. Legendary Champion
Elite Blowgunner
Reqs:
BaB 5+
Weapon Focus (blowgun)
Point Blank Shot
Effects:
Full BaB
Good Fort. and Ref. saves
Poor Will save.
2+Int skills, using Fighter skill list.
1. Favoured of Armok
2. Fighter Bonus Feat
3. Poison of Armok
4. Fighter Bonus Feat
5. Legendary Champion
Favoured of Armok: You've caught the attention of Armok, God of Blood. As such, fate will contrive to have you receive suitable weapons and armour. Weapons will have an enhancement bonus of 1/3rd your character level, rounded up. Armour will have a bonus of 1/4th your character level, rounded up. They might have a magical effect, rather than having just bonuses. If you ever loose or break your weapons or armour, you'll find some new ones of worthy of you within 1d4 days. Your old weapons have a nasty habit of going missing or breaking, though, so it's not smart to give them away and wait for new ones.
Legendary Champion: You're a legend. You have been, or soon will be, given at least 1 artifact weapon or other artifact item with powerful and unusual properties made up by you and the DM, and whereever you go, you're given as much food, drink, ammunition and other sunderies as you can carry.
Snickersnap: Once per day per level of Elite Swordsman, you can treat your weapon as being vorpal for a single hit. This is declared after you roll the natural 20, but before you roll to confirm. Also, you're known for killing some improbably creature, and get a +4 bonus on any skill check made to convince people that you can do something.
Gruesome: Every time you kill something with an axe, you do it in a very messy, gory and downright horrifying way. Enemies that can see you killing something are effected by fear as the spell, with a caster level equal to your BaB.
Flogging: You are very good at giving people just the right amount of whipping. You can treat your whip as being merciful, vicious or both whenever hitting someone with them and can change this as a free action.
Sent Flying: You can, at your option, choose to send enemies flying in a direction of your choice by trading 5 points of damage dealt for 1 square moved. You can move them in any direction you want, even straight up, as long as there is room.
Impaled: Whenever you get a critical hit, your enemy becomes unable to move until one of you pulls the spear out as a standard action for them or an attack action for you, dealing 6d6 damage to the unfortunate fellow who has the spear in them. While your spear is inside someone, you can't use it, but you can pull out a different spear, and use that.
Gouging: You fight dirty. While you have you have somone in a grapple, you can, with a grapple check, blind them, as per the spell, on a successful grapple check as a standard action. Caster level for this effect is equal to your BaB. Carpe Occulum!
Can't Though This: It's Hammertime. While wielding a hammer, you are treated as if you were under the effects of a Freedom of Movement spell and have a deflection bonus to AC equal to your weapon's enhancement bonus.
Rapider Reload: You are really, really, really fast at reloading weapons. You can reload anything short of seige weapons as a free action, as long as you have the rapid reload feat for that weapon.
Poison of Armok: Armok finds it sufficently amusing to see you use poision that he makes sure that you get a much as you need. Whenever you don't have any poison left for your blowdarts, you soon find a vial of exactly the sort of poison you wanted, even if it is highly unusual or rare. Also, you have absolutely no chance of failing to properly apply the poison and somehow poisoning yourself.