Here's my take on the Scoundrel (or Rogue if you prefer):
Hit Dice: d6 + 2 HP per level after 9th
Advance As: Cleric
Attack: As Cleric
Save: As Fighter
Armor Permitted: Any
Weapons Permitted Any
Prime Attribute (5% xp bonus) Dex 13+
The Scoundrel, by necessity, is adept at moving quietly and staying hidden. The base chance for success is 4 + level + Dex bonus on a d20. A first level Scoundrel with a 13 Dex has a base chance of 6 in 20 to succeed. The same Scoundrel at 10th level has a base chance of 15 in 20 to succeed. This roll can be modified by the DM for circumstances such as heavy or light cover, darkness, camouflage, etc.
This is the skill of the Scoundrel to perform feats of fine manipulation with small items – coins, playing cards, the pea-under-the-goblet, pocket picking and similar tricks of manual dexterity. The base chance for success is 5 + level + Dex bonus on a d20.
Scoundrels are adept at getting into places they shouldn’t be in and opening boxes and chests that belong to other people. The base chance for success is 6 + level + Dex bonus on a d20.
As long as he attacks from behind or by surprise, the Scoundrel can score double damage on any target he hits in melee using a dagger or a club.