My tale of a dragoon:
Build: Kalashtar, Stalwart, Battle Sorceror 4. Go all the way with Battle Sorceror. Stop off in Abjurant Champion and Barbarian (for pounce), but otherwise all you do is lose caster levels and HP. Nets BAB 16 in the end. Full final build: Stalwart Battle Sorceror 14/Abjurant Champion 5/Barbarian1
With Stalwart Battle Sorceror and average hitpoints, you get the same effective hit die as a barbarian, with a whopping 6.5 hitpoints every level +con. Take the Quick trait, for +10ft speed and +4 to jump. Take 2 flaws, of any kind. Feats at first level should look like: Battle Jump, Power Attack, Up The Walls. If flaws aren't allowed, well good luck, but you could always dip fighter and still get Battle Jump/Up The Walls at level one and start maiming straight away. This is also a good idea if your DM enforces class skills and such (I don't), because it allows you to hit Leap of the Heavens at level 3.
Stat spread should look like, given the elite array: 14 12 13 10 8 15. Boost Charisma every level. You need the 10 int so that you can purchase max ranks in jump (cross classed), while having enough to purchase ranks in tumble to get the synergy (every bit helps, and tumble is awesome anyway). Eventually you'll be moving so god damn fast your actual ranks in jump are trivial, but every little bit helps at early levels.
Your first spells are Expeditious Retreat and Jump. These together will, for one to 3 battles per day, give you a jump modifier high enough to jump 8 feet on a regular basis. Straight Up. Enjoy these, because you don't learn any new ones until level 5.
You really don't care, though, because you qualify for UP THE WALLS. Kalashtar get power points! YAY. NO DIPPING PSYWAR NEEDED. Though you could still if you wanted.
Eventually you'll get all the way to level 20 and you will have cool stuff like Wraithstrike and Shapechange. Also note that the Wrath (IIRC) domain has Rhino Rush at level 1, so if you like the idea of doing more damage than already done, hit up Arcane Disciple.
Some basic attack math: Assume level 4, power attack 1, battle jump: 1d8+5 x2. Not bad at all. Level 6 gets leap attack, and possibly pounce. Level 6, power attack 3: 1d8+12, x2, 2 attacks. You could obviously start stacking in stuff now, like a valorous weapon or Arcane Disciple'd Rhino Rush.
In other news: Travel Devotion is still a good idea, in which case a cleric dip is cool as hell. Other than that, though, no real need to go outside sorceror. Really, you could even go for Sacred Exorcist, in which case you'd need a higher INT.
EDIT: Whoops, forgot the jump math.
Level 4, Jump, Expeditious retreat. Total Jump bonus: 3.5 ranks + 2 Strength + 16 (land speed 70 feet) + 10 Jump = 31. Get a running start and you can already start battle jumping right there, about 50% of the time. At level 5 Jump's bonus increases by 10, making the rest of this a piece of cake. You really don't even need Up the Walls in this build at all, though it's still cool to run straight up a building at 80 MPH. You can do this like 4 times per day. Or you could ration them out if you have walls to run up, and go for 8 (don't forget at level 4 you get 3 2nd level spells per day and 0 spells known).