I don't have the book the Oracle is listed in. I took a fast peak at their Class Features and the Mystery the dude said to look at and that's it. Like I said in my OP I'm very new to PF. So forgive me for not knowing a class casting my favourite low level ARCANE spell wasn't an arcane caster. Color spray isn't on the Divine Spell list. Toss in the somatic component to casting it and you get the question: Does ASF apply.
@Mortal: Instead of giving us the blanket PFS restrictions, tell us what books you
do have. You can't use something in PFS if you don't own the books anyways, so it'll be much easier to give you suggestions based on what you have.
Also, I think a bunch of us have missed that you did narrow down your tanking definition: Avoiding hits. You're concerned primarily with survivability, rather than drawing fire. (This isn't actually a bad tactic in PFS, as the scenarios aren't particularly hard, and you can't depend on various support roles being available in a transient party).
I'm going to suggest a dex-focused Magus, as well as a dip into Sohei (the monk archetype). The core of the build comes out of Ultimate Magic, Ultimate Combat, and the Inner Sea World Guide (You mentioned Goz Masks, so I'm assuming you have ISWG).
You should be able to find scimitar dervish Magus builds all over. Magus gives you access to mirror image, blur, vanish, invisibility, greater invisibility, obscuring mist, fog cloud, solid fog, shield, stoneskin and others. It also lets you cast each spells while full attacking.
Even without a shield, your high dex makes it fairly easy to boost your AC into the stratosphere - in PFS plan on having your endgame armor be Celestial Armor, even at 20k gp you aught to be able to afford it by level 7-8; +1 Studded Leather will probably do a decent job on AC until then.
Get your initiative as high as possible. Take an initiative boosting trait (+2), improved initiative (+4), and that cracked ioun stone that gives you +1. Assuming you don't take blackblade (which I usually recommend, as it gives you a level appropriate magic weapon for free, which opens up a lot of cash for other equipment), you can also pick up a familiar for another +4. You should have +12-16 initiative by level 6.
Dip one level of sohei - this gives you +2 to all your saves (which is nice), a bonus feat (I typically take combat reflexes, though deflect arrows can feel tempting) and some other irrelevant monk stuff. The key here, though, is that you will now always act in any surprise round. With that initiative bonus, you should be going first a large percentage of the time. (Note that even if you are not 'aware' of a particular enemy because you went first in the surprise round, you do know that hostility is about to break out and get one of your short-duration buff spells off). One level of this dip is worth the lost caster level, it really is. A second level may be worthwhile - you get another bonus feat, another +1 to saves, and evasion; it's that immunity to surprise rounds that makes it worthwhile in my opinion, though.
Max out dex (Seriously, this should be at 20 after your racial bonus), dump cha, and put str & wis as low as you dare (they matter primarily for your carry capacity and will save, respectively). You can get by with 12 in Int (a +2 headband will allow you to cast all the spells available to you), but 14-16 is worthwhile for bonus spells, arcane pool, and skill points.
Sample Array (before racial modifiers): str 10, Dex 18, Con 12, Int 14, Wis 10, Cha 7
Swap Con and Int for a bit better survivability, though it does affect your flexibility.
Sample Progression:
Traits: Reactionary, Magical Lineage
Magus 1: Weapon Finesse
Magus 2:
Magus 3: Dervish Dance
Sohei 1: Improved Unarmed Strike, Combat Reflexes
Magus 4: Improved Initiative
Magus 5: Bonus Feat: Intensify Spell
Magus 6: Extra Arcane Pool
Magus 7:
Magus 8: Extra Arcana
Magus 9:
Magus 10: Extra Arcana
Magus 11:
Humans take Improve Initiative at level 1, move Extra Arcane pool to level 4 and pick up another extra arcana. Consider grabbing Arcane Strike instead of one of the Extra Arcanas.
Walter's Magus guide gives a good overview of spells & arcana. However, I'm going to add Flamboyant Arcana and Arcane Deed (from Advanced Class Guide) to the list of worthwhile arcana - getting your level in damage and the opportunity to parry/riposte (though expensive in arcane points) is worth two feats. Also, I disagree with his evaluation of the lingering pain arcana, at least for PFS. PFS loves their NPC spellcasters for BBEGs, and if you can land an intensified shocking grasp and activate Lingering Pain, he will
not be casting any spells for a round, or at all, because you went first. And in PFS you usually can't trust your party to throw down enough damage to reliably kill a caster in a single round.
Also, again, I'm going to recommend going with a Bladebound magus. Sure, he loses some of his arcane pool to it, and it costs an arcana and prevents you from picking up a familiar; it comes with a level appropriate weapon that can do a number of cool things. At level nine it frees up 18k gp from your cash, that's almost a quarter of your WBL, which doesn't account for the advantages that come with its other abilities (Energy Attunement makes DR, Hardness, and even incorporeality much easier to deal with).