Sphynx is NOT attempting to Move Silently.
Robed Figure Listen Skill vs. DC 10 = 16.
Robed Figure hears Sphynx approaching.
Robed Figure Bluff skill = [+9] = 18+9 = 27 total.
Sphynx Sense Motive skill = [+6] = 14+6 = 20 total.
Sphynx is fooled! Sphynx does NOT get a bonus to his initiative.
Robed Figure Initiative w/ +5 bonus for fooling Sphynx = (5+5) = 10.
Sphynx's Initiative (no bonus, no penalty) = 10. [Tied.]
Robed Figure's Dex = 15; Sphynx's Dex = 19. Sphynx wins the tie.
Sphynx's lightning reflexes have saved him once again!
Hawke Sense Motive = 13 (Fails; Hawke is fooled. No bonus to initiative.)
Nimbar Sense Motive = 27 (Tie; Medusa's Wis = 13, Nimbar's Wis = 18; Nimbar wins the tie! Nimbar gets a +5 to his initiative!)
Anyone who beats the Medusa's initiative has the option to avert their eyes. Anyone who doesn't is SURPRISED, and will not avert their eyes. Those who beat the Medusa's initiative by 5 or more during the initial round may attack her normally, and THEN avert their eyes, because that is enough time to beat the activation of her gaze power.
Those who don't avert their eyes must make a Fortitude save, DC 15, at the beginning of the Medusa's turn, if they are within 30 feet.
Every round thereafter, the party can choose to avert their eyes. If they do so, they may NOT target the Medusa with spells, and will take a -2 penalty to their AC, And suffer a 50% miss chance on both ranged and melee attacks, as if they were blind. The player also suffers -4 on all Strength and Dexterity based skill checks, as well as a -4 penalty to Search. However, averting one's eyes means that the Medusa cannot use her gaze, unless she closes with an opponent and grapples him. (Successful grapple = the Medusa can force her gaze upon her opponent.)
Initiative Count:
Nimbar = 17
Hawke = 16
Sphynx = 10a
Quixt = 10b
Medusa = 10c