Tanks in D&D have never really worked out, but it's still fun to try.
Crusader 1/Fighter 2/Paladin 2/Hellreaver 5/Binder 1/Exemplar 4/Hellreaver +3
Feats
1: PA, Combat Expertise, Martial Study, 2 flaws
2: Improved Trip
3: Knockback, Improved Bull Rush
6:Shock Trooper
9:Skill Focus (concentration)
12: Shape Soulmeld
14: Blind-fight
15: Endurance
16: Track
18: Mage Slayer
Be a dwarf.
+enlarge person
By level 6 you have a decent lock down build going on.
Martial study feat and 2 Diamond Mind rings: Mind Over Body, Moment of Perfect Mind, and Action Before Thought.
This build has Con and Cha applying to all saves and AC, so defenses will be pretty high.
Every round you can self heal yourself or an ally for 10 (ECL7), 20 (ECL10), 30 (ECL 20) points of damage as a swift action. By around 11-12, this healing, furious strikes, and divine shield can be used as often as you like without having to worry about Holy Fury Points.
Decent, constant healing, high AC and saves and a basic lock-down strategy that kicks in by level 6.
Thoughts?