Build ideas for a good charisma-heavy, non divine front liner/tank?

If you want a really stupid build...Try the following.

OP TANK Required Materials - Ability to use Advanced Race guide and allow you to make a full undead race or allow you to take an undead race in the first place. 1 level of Oracle, Rest Anti-Paladin.

Basic ideas of the build. For your one level of oracle, take the Lore Mystery for Sidestep Secret.

Sidestep Secret (Su): Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor's maximum Dexterity bonus applies to your Charisma instead of your Dexterity.

Next you're going to take anti-paladin and get these abilities.

Unholy Resilience (Su): At 2nd level, an antipaladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.

Smite Good (Su): Once per day, an antipaladin can call out to the dark powers to crush the forces of good. As a swift action, the antipaladin chooses one target within sight to smite. If this target is good, the antipaladin adds his Charisma bonus (if any) on his attack rolls and adds his antipaladin level on all damage rolls made against the target of his smite. If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to 2 points of damage per level the antipaladin possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess.

In addition, while smite good is in effect, the antipaladin gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the antipaladin targets a creature that is not good, the smite is wasted with no effect.

The smite good effect remains until the target of the smite is dead or the next time the antipaladin rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the antipaladin may smite good one additional time per day, as indicated on Table 2–13, to a maximum of seven times per day at 19th level.

Now you get Cha as a bonus on Saves (Dexterity twice), Hit Points, Armor Class, and against good characters

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