GENERAL DESCRIPTION
"Rogues share little in common with each other. Some are stealthy thieves. Others are silver-tongued tricksters. Still others are scouts, infiltrators, spies, diplomats, or thugs. What they share is versatility, adaptability, and resourcefulness. In general, rogues are skilled at getting what others don't want them to get: entrance into a locked treasure vault, safe passage past a deadly trap, secret battle plans, a guard's trust, or some random person's pocket money." - D&D Player's Handbook

Original Art by J. Foster, D&D Player's Handbook
ADVENTURES
"Rogues adventure for the same reason they do most things: to get what they can get. Some are after loot, others experience. Some crave fame, others infamy. Quite a few also enjoy a challenge. Figuring out how to thwart a trap or avoid an alarm is great fun for many rogues." - D&D Player's Handbook
CHARACTERISTICS
"Rogues are highly skilled, and they can concentrate in any of several types of skills. While not equal to members of many other classes in combat, a rogue knows how to hit where it hurts, and a rogue who can hit an opponent with a sneak attack can dish out a lot of damage. Rogues have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, rogues can "fake it" well enough to cast spells from scrolls, activate wands, and use just about any other magic item." - D&D Player's Handbook
ABILITIES
Primary: Dexterity (required for many Rogue skills and provides excellent added AC protection)
Secondary: Intelligence (more skill points), Wisdom (helps with many of their skills)
ALIGNMENT
While Rogues are mostly Chaotic in nature, there are no technical restrictions on this class (they can even be Lawful Good if they so choose). Keep in mind that in DDO there are no Evil Alignments, but you can still be Lawful, Chaotic, Neutral, and Good (and all combinations).
RACES
All Races of DDO can be rogues - Human, Dwarf, Warforged, Elf, or Halfling
HIT DIE: d6
WEAPON & ARMOR PROFICIENCIES: Crossbow (hand or light), Dagger (any type), Dart, Light Mace, Sap, Shortbow (normal and composite), and Short Sword. Medium Sized Races can also use Club, Heavy Crossbow, Heavy Mace, Morningstar, Quarterstaff, and Rapier. The only Armor available is LIGHT, with NO Shield proficiency at all.
CLASS SKILLS:
Skill Points @ 1st Level: (8 + INT Mod) x 4
Skill Points @ Each New Level: 8 + INT Mod
Automatic Skills: Appraise, Balance, Bluff, Climb, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Innuendo, Intimidate, Intuit Direction, Jump, Listen, Move Silently, Open Lock, Perform, Pick Pocket, Profession, Read Lips, Search, Sense Motive, Spot, Swim, Tumble, Use Magic Device, Use Rope (note that not all of these skills may be available in DDO, and some new ones may be added)
FEATS:
Available Feats (in addition to those available to all classes): N/A - All Standard Feats Available
(note that not all feats may be available in DDO, and some new ones may be added)
ROGUES OF EBERRON:
"Rogues are found in every city, town, and village in Eberron, though most common criminals are experts or warriors. Rogues often head criminal organizations, work as spies, or serve as diplomats. Other rogues work to solve crimes either as freelance inquisitives or inquisitive agents of church or crown. A few put their skills to work hunting for treasure in ancient ruins." - Eberron Campaign Setting Book
Additional Feats of Eberron: Action Boost, Action Surge, Urban Tracking (not all feats may be available in DDO at release)