
VoodistMonk |

Disciple of the Pike Cavalier gets Weapon Training specifically in polearms and spears.
Arsenal Chaplain Warpriest gets Weapon Training and bonus feats and spells.
And, my favorite, the Arcane Duelist Bard with a +1 Impervious Whipwood Longspear, Combat Reflexes, Flagbearer, the Banner of Ancient Kings, a Dervish Sikke, and the Gloves of Arcane Striking.

Derklord |

Shield Brace takes two feats, and you'll want Power Attack and Combat Expertise. You'll want proficiency with shields (to not delay the build further), and martial weapon prof or prof with deity's favored weapon (as there is no simple polearm). A bonus feat would be nice, but isn't essential.
There's a lot of classes and archetypes that fit the above mentioned. Your desired playstyle doesn't demand something specific, so you can fairly freely pick. And even something without proficiency, like Investigator, would easily be made to work with a single level dip into Fighter.

Mightypion |
Shield Brace takes two feats, and you'll want Power Attack and Combat Expertise. You'll want proficiency with shields (to not delay the build further), and martial weapon prof or prof with deity's favored weapon (as there is no simple polearm). A bonus feat would be nice, but isn't essential.
There's a lot of classes and archetypes that fit the above mentioned. Your desired playstyle doesn't demand something specific, so you can fairly freely pick. And even something without proficiency, like Investigator, would easily be made to work with a single level dip into Fighter.
Quick tip to add on this: Your first bigger purchase should be a a darkwood shield. 107 GP for an effective +3 to AC for no AB cost. It is cheaper and more effective at a masterworked buckler for you, since you paid the feat tax for shield brace.
Depending on where your GM stands regarding spikes and threatening melee, either spiked armor, a spiked gauntlett or spikes on the shields are a next reasonable investment.
Your "must have" feats after the shield brace tree are combat reflexes and power attack. Rest of the build, including your actual class, is up to you.
One word of caution:
Using a non Buckler shield and a Reach weapon likely means that you cant easily cast spells with somatic components, keep this in mind when decided on your actual class.

VoodistMonk |

Oh yeah, you want to use a shield, too... well then, Phalanx Soldier Fighter (or at least 3 levels of it) might be worth it. I know you didn't want a Fighter, but...
Phalanx Fighting (Ex)
At 3rd level, when a phalanx soldier wields a shield, he can use any polearm or spear of his size as a one-handed weapon.
This ability replaces armor training 1.

VoodistMonk |

Sohei Monk also gets Weapon Training with polearms being a choice... they can Flurry with anything they have Weapon Training in, too. Unhindering Shield would allow a buckler to not interfere with your Monk stuffs.
Gorum has a trait [Shield Trained] that makes heavy shields count as light weapons... if you want some crazy TWF shenanigans to go with using a polearm as a one-handed weapon.

MrCharisma |

Occultist. Probably Trappings of the Warrior, but you don't actually Need full BAB to be a great front-line fighter as an Occultist.
As others have said, Shield Brace and Combat Reflexes are your mandatory feats. You can actually skip Power Attack until later since the damage boost from Legacy Weapon (xxx-Bane weapon) is often way more potent than Power Attack, and the penalty to hit isn't worth it until the damage bonus is bigger. Since you're using Psychic magic you also don't have to worry about Somatic Components.

Derklord |

I'm more looking for classes or more so archetype that grant bonuses or fun ability for using a Pole-arm and can use a shield
You don't need to. Apart from Magus, every class suited for melee works, although some require additional investment (e.g. a dip or an extra feat two for Monk).
Seriously, you shouldn't limit yourself to archetypes that explicitly mention polearms. Polearm Master is worse than regular Fighter, and while Disciple of the Pike isn't a bad archetype, the class itself is bad.
Don't focus on whether or not an archetype contains the word "polearm", but rather think about what you want. What do you want your character be able to do?
One word of caution:
Using a non Buckler shield and a Reach weapon likely means that you cant easily cast spells with somatic components, keep this in mind when decided on your actual class.
Nah, you can ungrip the other hand from the weapon, use it to cast a spell or drink an extract, and then regrab the weapon with that hand.

MrCharisma |

Oh one more feat for any reach-weapon user - LUNGE.
Enemies who move to you provoke AoOs (which is the main benefit of a reach weapon), but if you move to an enemy and attack them then they're free to 5-foot-step in and full attack you. With Lunge you can attack them from 15 feet away, which means if they want to return fire they have to move in and provoke (and don't get their full attack).
You can get around the need for this feat with good positioning and readied actions, and it's less necessary for casting classes (who can use ranged spells in place of an attack), but honestly even then you'll still find it useful.

Mightypion |
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Lunge can get pretty fun. Although I argue that normal 2 handed users benefits more from it then a reach weapon user does.
Bloodrager (Abyssal, Black Blood or Abberant) have inbuild reach increases, and since the ones from the bloodlines are untyped, and the long arm spell also doesnt mention a type, they should stack, with lunge and each other. They also have innate access to the longarm spell (level 1, min/caster level, +5 foot reach).
If you want even moar reach:
--There is both a bracer and a glove slot, but both of these cost AB, are short term and require a swift to activate.
As such, you could get:
10 feet reach weapon
15 feet lunge
20 feet enlarge person
25 feet long arm spell
30 feet Abberrant Bloodline bonus
35 feet Long arm bracers or pliant gloves (its fairly impractical but probably possible to have both on the same turn).
This is particularly fun if you get into Whirlwind attack, also, iirc nothign stops you from certain combat maneuvers during whirlwind attack.
In my experience, settling for a 25 foot reach and using a greatsword/greataxe/Butchering axe/Falchion (you still get 20 foot range with it realtively easily).
I would recommend any of the 19-20 crit weapons as polearms in general.

MrCharisma |

The main benefit of a reach weapon is the ability to generate AoOs as enemies move around/toward you. The benefit of Lunge for a reach user is that you can attack enemies on your turn without giving up that benefit.
Yes if you go all in with archetypes, spells and feats you can give yourself 30 foot reach and a bajillion attacks, but Lunge is a single feat that gives a large return for such a small investment for a reach user.
12 DEX, Combat Reflexes and Lunge will see you through 90% of the encounters you face. Don't feel you need more than that.

Mightypion |
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Giga long reach gets a lot better if you also have some combat maneuvers to do as AoOs, or grab stand still
Stand still does not have the "does not work vs X" issues that some combat maneuvers have, and can shut down melee opponents completely.
Dex 12 has the issue that you only have 2 AoOs. Depending on point buy, and assuming that you will self enlarge at some point, you probably want more.
Another bloodrager specific trick is the Ring of vengefull Blood magic. This allows you to cast spells, 3 times per day, as AoO, as soon as someone triggers an attack.
Check with your GM if you can cast and use Blade Lash with it
Blade Lash, you can probably also cast barbed chains and trip not only the provoker but his friends as well.

MrCharisma |

I currently play 2 characters who use reach tactics: a 13th level Aberrant Bloodrager and an 8th level Occultist with a reach weapon. Both characters are the only front-line character in the party, and my main tactic with both is to stand between the enemy and the casters and make life difficult for charging enemies.
Until a couple of weeks ago I could count on 1 hand the number of encounters where having more than 2 AoOs available would have made a difference (I'm up to 7 now, we had 2 big encountrrs recently).
It looks good on paper to have 30 feet of reach and 12 AoOs per turn, but you absolutely don't need it. I personally prefer 14 DEX because sometimes that extra AoO is clutch, but my Bloodrager has never had more than 2/round and he's been a Very effective protector for the party.

Mightypion |
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Reach attacks
Interesting. The campaigns I am in pretty frequently start at knife fighting range. (Negotitations break down, enemies teleporting etc.).
I make use of 3 reach attacks per turn fairly frequently, and my Abyssal Bloodrager (who started with Dex 14, which gets reduced to 12 when he bloodragers due to size increase) actually prioritizes a Dex over a STR boost for his first stat item, and is insanely happy about getting cats graced. There was a fight against organized enemies where he had to hold a doorway, and oh boy, the corpses were piling up high enough to count as difficult terrain and provide him cover. They did get through, by casting grease on the giant pile of corpses he made, casting pit under him and then burying him under shoving the pile of corpses into the pit (he was giga pissed when he got out).
A homebrew where I am level 17 has a hard rule that limits AoO to 3 per turn (although you can use excess AoOs for other stuff if you have feats or equipment for it). And I fairly regularly make use of all 3.
All of these campaigns are supposed to have 6 players though, and the GM has upped the number of enemies due to this. I think that greatly affects the "optimal number of AoOs".

MrCharisma |

Honestly, I feel like we're derailing the thread at this point.
I guess the OP has two examples of how necessary they are, and can (hopefully) use our experience to help them work out what they need.
As far as house-ruling Combat Reflexes to limit the number of AoOs, I've thought about it. I think it would probably be balanced if you limited the extra attacks to HALF your DEX bonus (minimum 1). This would mean your 20 DEX character with an Elven Branched Spear would only get 3 AoOs (instead of 6), but the "minimum 1" would make it a more useful feat for everyone.
Also I personally don't think any nerf is really needed (as I said in my last post) but I think it'd still be a good feat with those rules and any GM who's having trouble with it would be able to manage it more easily.