Well the cheeky answer is to make a Barbarian with the Criminal or Urchin background.

(which is a totally viable and recommended way to get some Thiefish prowess for those who wish to focus on some other stat than Dex) And I would like to point out that one player in my group managed to get a Str based HalfOrc Assassin working well enough without modification.
But I'm going to help you out here, mostly because I really hated it when people told me to make a Ranger in 4e when I wanted a Fighter with decent ranged options. Or you can just go with what [MENTION=6788536]JamesTheLion[/MENTION] linked.
Keeping in mind the advice from Modifying Classes:
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ROGUE
- Rogues rely chiefly on two features for both the class’s feel and its strength in combat: Sneak Attack and Cunning Action. These are fundamental to the rogue, and Uncanny Dodge at 5th level is almost their equal in importance to the class. Leave these features as is, unless you have a powerful reason for changing anything.
- The class features granted by the roguish archetypes at 3rd level should fundamentally alter the way the class plays, just as the cleric’s Divine Domain features do.
- Rogues are the masters of skills, and the class already pushes the boundaries of what we (and our playtesters) consider to be acceptable in terms of game balance. Giving them more skill potency could push rogues over the line.
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And also keeping in mind that Dexterity is basically the best stat to have in the game, lets look into stuff.
So lets start with Sneak Attack.
It's meant to go with Dex weapons and ranged weapons. The quick fix is to extend that bonus damage out to all one handed melee weapons. A damage bump from 1d6 to 1d8 isn't much (it's like 1 damage average), but it "feels" more visceral to wail on someone with a warhammer or battleaxe.
Cunning Action is essential to the Roguish play style. To intertwine it with the STR rogue, let the STR Rogue make STR checks with Cunning Action. Which is basically just Athletics checks and bashing or lifting stuff. If you want to get dangerous, allow this bonus action to shove/grapple/trip, but only after level 3.
Jumping into skills, there isn't much you can do here. Most of the Rogues good skills are Dex based, but more than enough of them are not, and even the ones that are can be covered with a minor investment. Athletics is going to have to do most of the heavy lifting for this Dwarf in terms of physical interaction. It is important to note, that tools can be used with any stat, as long as it is believable. Using the Thieves Tools to smash up traps instead of gingerly disabling them should be something you have plans for.
Now for class features.
There are two level 3 features: One for combat and one for interaction.
That's covered by letting sneak attack work on one-handed weapons, and using cunning action for STR checks. Adding in medium armor proficiency covers a bit for the AC loss due to lack of Dex. But now you are "Combat heavy." That's mostly ok, because Dex is really that good.
The level 9 feature basically gives advantage in some situations. This is for a non-combat pillar of play unless you didn't get a combat feature at level 3.
If you really want to lay on the muscle work, give them some bonus carrying capacity. Call it "Hoarder" maybe. Or you could give some bonuses to Intimidate.
The level 13 ability gives you some freaky rules exception. Like using bonus actions to grant advantage or total mastery of some non-combat situations. This is where you want to insert negating disadvantage when using medium armor. Or advantage on Str checks in some fashion.
And level 17 is the trump card. It grants a massive bonus to combat. This would be something like auto-passing a shove, trip, or grapple check once a combat/rest.