Karrak!
The dwarf's name is Karrak (like when his hammer hits someone in the head *Ka-Rack!*).
I really like the Utility power Nature Sense, perfect for planning the ambush
[MENTION=84167]HolyMan[/MENTION] - perhaps Karrak is a childhood friend of your PC? Your guy is the brains, mine is the muscle, you were drawn into the banditry life from your father, my PC was drawn in to help protect you (and of course for the loot, dwarves are full of avarice

)
[sblock=Summary]
====== Created Using Wizards of the Coast D&D Character Builder ======
Karrak, level 5
Dwarf, Warden
Guardian Might Option: Wildblood
Muscle (+2 to Athletics)
Theme: Guardian
FINAL ABILITY SCORES
STR 19, CON 14, DEX 12, INT 8, WIS 17, CHA 10
STARTING ABILITY SCORES
STR 16, CON 12, DEX 12, INT 8, WIS 16, CHA 10
AC: 20 Fort: 18 Ref: 14 Will: 17
HP: 59 Surges: 11 Surge Value: 14
TRAINED SKILLS
Athletics +12, Endurance +10, Nature +10, Perception +12
UNTRAINED SKILLS
Acrobatics +2, Arcana +1, Bluff +2, Diplomacy +2, Dungeoneering +7, Heal +5, History +1, Insight +7, Intimidate +2, Religion +1, Stealth +2, Streetwise +2, Thievery +2
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Guardian Attack: Guardian's Counter
Dwarf Racial Power: Dwarven Resilience
Warden Feature: Warden's Fury
Warden Feature: Warden's Grasp
Warden Attack 1: Weight of Earth
Warden Attack 1: Thorn Strike
Warden Attack 1: Wildblood Frenzy
Warden Attack 1: Form of Winter's Herald
Nature Utility 2: Nature Sense
Warden Attack 3: Rough Strike
Warden Attack 5: Boiling Cloud
FEATS
Level 1: Crippling Crush
Level 2: Dwarven Weapon Training
Level 4: World Serpent's Grasp
ITEMS
Summoned Hide Armor +2 x1
Avalanche Hammer Mordenkrad +1 x1
Amulet of Protection +1 x1
Parry Gauntlets x1
====== End ======[/sblock]