Re: Pathguy, Awesomeness!!
Since I know PF best, I'll be mentioning tank archetype's I've seen my players use in that system:
Low AC, High HP Barbarian, Easy to hit, and a general lack of mobility tends to make this character a popular target for swarms of weaker enemies who might not have the mobility to reach the damage dealers. In addition his very high single target damage, and high accuracy, while not as good as a true DPS (mostly due to the logistics of melee), still makes him a threat to larger enemies.
Zone of Control Fighter, using a reach weapon, and likely enlarge person, this tank specializes in using AOO's to trip enemies. "Oh, you wanted to charge the mage?" "Well too bad you're on the floor, better luck next time." They have high armor, and ok damage, but a very high accuracy to ensure even larger creatures are vulnerable to their maneuvers.
The Crane Style Monk, what they lack in control or damage, they make up for in sheer defense and mobility. The most effective way to play these guys involves throwing yourself in the enemies face. If there is a large enemy, force them to go around you as much as possible, while beating on them. Against squishier enemies, jump in their face and force them to retreat instead of attacking. Thankfully you have decent damage, if not so great accuracy. If the enemy is particularly determined, a grapple will surely slow them down.
I've also already mentioned the Witch Doctor in a previous post.
The Paladin, High Armor Class, Ok Damage, Can heal Self very easily, Brutally, Utterly damaging against single targets of certain types.
The Cavraleer (Mounted), High armor class, High mobility, med-high base HP, cannot heal, but Brutally, Utterly damaging with charges that deal a ton of damage in one hit. a high priority to limit their mobility fast as that limits their damage.
The Cavraleer (No Horse), High Armor class, Low Mobility, High damage vs single targets, usually has a few extra tricks to make up for a lack of the Mobility and Charge damage. Usually Very high dps, if left alone to full attack, but vulnerable enough that it doesn't feel like boring a hole in a wall with a spoon.
In League of Legends there are tanks. They contribute to a team with crowd control and utility, their tankyness allowed them greater freedom in positioning. However the strategy does not translate well to tabletop, as CC and overly high defenses are actually rather unfun when turns can take 15 minues (half of a league game).
I have found many of the successful tanks in Tabletop take after Bruisers in league. They use their defense to allow them to
Poop, S.O. is back for the first time in forever, sorry I have to cut this short. Many apologies!