2nd

PFS StandardInvisibility  [two-actions] Spell 2

Illusion Manipulate Subtle 
Source Player Core pg. 339
Range touch; Targets 1 creature
Duration 10 minutes
Illusions bend light around the target, rendering it invisible. This makes it undetected to all creatures, though the creatures can attempt to find the target, making it hidden to them instead. If the target uses a hostile action, the spell ends after that hostile action is completed.
Paizo ClarificationInvisibility follows the rules of the invisible condition. The second sentence summarizes them but doesn't cover every instance, such as you being hidden to creatures observing you when you become invisible instead of being undetected to them.

Heightened (4th) The spell lasts 1 minute, but it doesn't end if the target uses a hostile action.

1st

PFS StandardSure Strike  [one-action] Spell 1

Concentrate Fortune 
Source Player Core pg. 361
Duration until the end of your turn
The next time you make an attack roll before the end of your turn, roll it twice and use the better result. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being concealed or hidden. You are then temporarily immune to sure strike for 10 minutes.

Cantrips

PFS StandardGouging Claw  [two-actions] Cantrip 1

Attack Cantrip Concentrate Manipulate Morph 
Source Player Core pg. 333
Range touch; Targets 1 creature
Defense AC
You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target's AC. If you hit, you deal your choice of 2d6 slashing damage or 2d6 piercing damage, plus 2 persistent bleed damage. On a critical success, you deal double damage and double bleed damage.
Heightened (+1) The damage increases by 1d6 and the persistent bleed damage increases by 1.

PFS StandardIgnition  [two-actions] Cantrip 1

Attack Cantrip Concentrate Fire Manipulate 
Source Player Core pg. 336
Range 30 feet; Targets 1 creature
Defense AC
You snap your fingers and point at a target, which begins to smolder. Make a spell attack roll against the target's AC, dealing 2d4 fire damage on a hit. If the target is within your melee reach, you can choose to make a melee spell attack with the flame instead of a ranged spell attack, which increases all the spell's damage dice to d6s.

Critical Success The target takes double damage and 1d4 persistent fire damage.
Success The target takes full damage.
Heightened (+1) The initial damage increases by 1d4 and the persistent fire damage on a critical hit increases by 1d4.