but your write up is a bit of a mess and hard to understand
yep, that's why it's .5 and I didn't even include most the powers, The basics need refinement.
A1,2: yeah I had been think about that issue. It even goes further than that. Dragon jump is messy that way too.
I'm thinking of ditching the leap keyword for a charge keyword. It would be a loss of fluff, but I think it would be cleaner rules wise.
A3: Movement only provokes OAs if you leave threatened space.
A4: yes, many of the Impale key word attacks can be used with thrown javelins. As too why you would bother, there are higher level power that require impaled targets.
A5: He shoves the spear further into the target. I'll try to specify that. He can continue to attack the impaled target with the spear he's holding the target with. He can't use that spear on other targets. FYI spears and javelins are one handed and long spears are two handed.
A6: As I mentioned in A4, it's used for other dragoon powers (twisting it in the wound, pulling it out, grabbing onto it etc..). Though I have been thinking of doing more with it.
A7: The idea is the he'll use a high jump.
When you use it that way, it's a ranged attack with your move speed as the range.
It's on the strong side, but it's the class specialty, it should be on the strong side.
It's more powerful than sure strike, but that's balanced against it not having any synergy with the class features. Fighters get +1 to hit and rangers get quarry damage.
All the dragoons class features go to waste when they jab.
That and sure strike is considered to be a very weak at will so hmm. I might drop it down to +1 to hit.