The Knights of Crush
These are the stats for the Knights of Crush, starting with 'typical' knights and followed by knights of quality (shades of 1e DDG, eh?) such as Sir Breaker (next update in the story hour, you'll get to meet him!)
Typical Knight of Crush: Male human fighter 8/cavalier 4; CR 12; AL LE.
HD 12d10+36; hp 106; Spd 20' (40' mounted); Init +4; AC 22 (+10 masterwork fullplate, +2 masterwork large shield); BAB +12; Grapple +17; Atk +19 melee (masterwork razor-sharp bastard sword 1d10+7/18-20) or +19 melee (masterwork heavy lance 1d8+7/x3) or +15 ranged (masterwork heavy crossbow with masterwork bolt 1d10/19-20); FA +19/14/9 (sword) or +19/14/9 (lance); SA Deadly Charge 2/day (x3 damage, x4 with lance); SQ Burst of speed (doubles charge distance), tall in the saddle +1; SV Fort +13, Ref +3, Will +7; Str 20, Dex 10, Con 16, Int 11, Wis 12, Cha 13.
Skills & Feats: Handle Animal +12, Intimidate +9, Knowledge (nobility and royalty) +4, Ride +19, Spot +2 1/2; Exotic Weapon Prof (bastard sword), Improved Initiative, Mounted Combat, Quickdraw, Ride-By Attack, Spirited Charge, Trample, Weapon Focus (bastard sword, heavy lance), Weapon Specialization (bastard sword, heavy lance).
Gear: Masterwork full plate, masterwork large steel shield, masterwork razor-sharp bastard sword, masterwork heavy lance, masterwork heavy crossbow, masterwork bolts (30), heavy warhorse.
Quality Knight of Crush (including Sir Breaker, Sir Heavyfist, Lord Tonguehammer, Sir Kelledus, Sir Tyran and others), male human fighter 10/cavalier 6; CR 16; AL LE or NE.
HD 16d10+48; hp 140; Spd 20' (40' mounted); Init +4; AC 22 (as above); BAB +16; Grapple +22; Atk +24 melee (masterwork razor-sharp bastard sword 1d10+10/18-20) or +24 melee (masterwork heavy lance 1d8+10/x3) or +18 ranged (masterwork heavy crossbow with masterwork bolt 1d10/19-20); FA +24/19/14/9 sword or lance, +18 crossbow; SA Deadly Charge 3/day, Full Mounted Attack; SQ Burst of Speed, Tall in the Saddle +3; Str 22, Dex 10, Con 17, Int 11, Wis 12, Cha 13.
Skills & Feats: Handle Animal +12, Intimidate +9, Knowledge (nobility and royalty) +4, Ride +23, Spot +6 1/2; Exotic Weapon Prof (bastard sword), Improved Initiative, Mounted Combat, Quickdraw, Ride-By Attack, Spirited Charge, Trample, Weapon Focus (bastard sword, heavy lance), Weapon Master (bastard sword, heavy lance), Weapon Specialization (bastard sword, heavy lance).
Gear: Masterwork full plate, masterwork large steel shield, masterwork razor-sharp bastard sword, masterwork heavy lance, masterwork heavy crossbow, masterwork bolts (30), heavy warhorse.
A few notes: the 'razor-sharp' quality requires a special combo of master smith and special metals. It's a nonmagical property that adds one to the weapon's threat range.
The Weapon Mastery feat I'll reproduce below (it's one of my custom feats and is essentially the next step up from specialization, though I may revise it what with Greater Wpn Focus and GWS in the 3.5 PH):
WEAPON MASTERY (Fighter)
You are a master of a specific weapon.
Prerequisites: 10th-level fighter, Weapon Focus, Weapon Specialization
Benefit: Choose one weapon you already have specialization in. Before each attack roll with you mastered weapon you may allocate a total of +2 to attack and damage rolls. For example, you could declare a +2 to attack, a +2 damage bonus, or a +1 on each. You may change your mastery bonus around with each attack roll. Unlike specialization, a damage bonus from mastery applies even past 30’ with a ranged weapon.