Okay, here's what I got after 30 min of brain-storming:
Nomad (same name, but different style from the diii fan creation)
Throwing weapons (no bows/xbows sorry)
Earth Skills: Active: 5x IMPASSIBLE earth spikes shoot out from the ground, one after the other (200 ms inbetween each spike, so all 5x appear in 1 second). Then after ~2 seconds explode one after another, sending shards for AOE damage (in the order/timing that they appeared).
No cooldown, can be used in narrow hallways or doorways to continuously trap in monsters as you simoultaneously slay them.
seems cool but im not quite sure i understand the graphic
Q u o t e:
Active: Send out a 360 degree "wavelike" tremor (yes I want the ground to ripple) around your character, flinches enemies and slows their movement speed down slightly. Further enemies don't flinch and take minimal effect from the slow and less damage, closer enemies take more damge and slow, and flinch more greatly.
this seems more like a barbarian skill reminiscent of thunderclap from WoW, however i do like the idea, maybe he emits a cloud of dust around him that hamper his enemies, to continue with the dessert scheme?
Q u o t e:
Active: Tunnels underground to destination at high movement speeds. Invulnerable while underground. AOE damage occurs when he first strikes the ground/burrows, no damage on exit. Lots of dust and sand kicks out when he exits, almost like he's launched out. Main "movement" skill like leap or teleport. Cooldown may or may not be added (similar to leap, so depends if that has it).
pretty cool kind of like the burrowers from act , i like the diablo continuity
Q u o t e:
Active: Shoots out a small, sharp ball made of rock and iron. Small and slow moving, it gets bigger and stronger as it rolls as earth and iron chunks attack to it. Can grow to the size of a character tall boulder. It crumbles when it hits a target or if it reaches it's distance. Damage is higher when boulder is bigger.
this is a nice ability, plays on the fact that the class would be a ranged character and that the farther away he is the more deadly he is, the boulder effect reminds me of the druids molten boulder
Q u o t e:
Projectile Skills: Passive: Each of your throwing attacks has a % chance to split on contact with the enemy, each aimed at a new target (not like guided arrow, think lightning javs).
Active: Shoots out a saw-like metal disk. After reaching about a screen's length, acts like a boomerang and returns to the location it was fired from (not to your character, so will creat a staggered pattern if used while moving in between shots). Projectile speed is FAST. AOE damage for everything it hits, does not dissapear upon hit. Based off a fraction of weapon damage, adds weapon effects to skill.
Active: Shoots a slow moving saw-like metal disk (make a visual design change from above skill), the projectile is bigger and seeks the closest (or targetted) enemy for about 6 seconds before returning to your character. The saw can pass through the enemy and hit him multiple times (like 1.08 guided arrow), but only one saw can be out at one time. AOE damage for everything it hits, does not dissapear upon hit. Based off of weapon damage, adds weapon effects to skill.
i like the metal idea however too many of the similar types of moves can get boring. the second one seemse interesting having it be guided towrds the enemy chewing them up etc. the first one is pretty cool but maybe he could just throw his weapon and add a knocback skill for the price of damage seeing as how your main damaging abilities might be the sand boulder and the saw ability
its interesting, a nice ranged character that uses sand, an element we havent seen before in diablo other than the clay golem. Theres not much continuity to the skills, with diablo II i feel like blizzard is going in more of a direction where each skill can combine with one another to have multiple effects. Maybe if the saw would explode the spikes coming out of the ground giving you more control over them? Or if digging under the spikes could have some positive effect?