If you want to get anything from the Combat Ace page, you must pass the Barrier Of Entry for the Combat Archetype. this means you need:

Battle Tactics or At Least 1 Combat Ability

Master Of War

Ace Path Upgrade

You can perform three Path Of Combat Custom Moves at the same time instead of one on your actions and reactions. If more than 1 Custom Move involves a saving throw, creatures only need to roll 1 to combat them.

Your Path Of Combat Custom Moves now gain a +3 to their total rolls and their DC increases by 3.

Requires The Art Of War

Determined Methods

Special Ace Path Upgrade

When you choose to improvise a Path Of Combat Custom Move, you don’t have a -5 debuff to your rolls and creatures don’t have a +5 bonus to saving throws against your custom moves

However, you don’t get to add bonuses to your Custom Move rolls or DC from The Art Of War or Master Of War if you choose to improvise a Custom Move

Requires Improvised Wits

The Great

Special Ace Path Upgrade

You are now able to add bonuses to your Custom Move rolls or DC from the Master Of War if you choose to improvise a Custom Move

Your Path Of Combat Custom Moves now gain a +4 to their total rolls and their DC increases by 4.

Require Master Of War and Determined Wits

Weapon Master

Ace Ability

Depending on the type of Weapon Expert you chose, you now have a +5 bonus with those weapons. The Weapon Adept perk can now be used to increase your bonus with those weapons up to a 10.

Requires Weapon Expert (Any)

Armor Master

Ace Ability

Depending on the type of Armor Expert you chose, you add an additional +3 to your AC when wearing the armor instead of +1

Requires Armor Expert (Any)

Champion Surge

Ace Ability

Once per combat, you gain an additional action that you can only use to make attack with a weapon or use a Path Of Combat Custom Move

Requires Superior Tactics

Battle Prowess

Ace Perk

Master Instincts

Ace Perk

2 Points | 3 Max

Depending on the type of Weapon Expert you chose, once per long rest you can reroll a weapon or firearm attack roll that missed

Requires Weapon Expert (Any)

4 Points | 1 Max

You now have true sight with range equal to the maximum range of the weapon you’re currently holding, meaning you can see through stealth and invisibility

Requires Protective Style or Defensive Style

Dangerous

Ace Perk

Combat Expert

Ace Perk

Defense Master

Ace Perk

Instant Equip

Ace Perk

Black Belt

Ace Perk

Opportunist

Ace Perk

Superior Crit

Ace Perk

Flurried Blows

Ace Perk

4 Points | 1 Max

After the first time you roll to break a creature’s armor class, the DM must state what that creature’s current armor class is

Requires Weapon Expert (Any)

4 Points | 1 Max

If you get a 1 on a weapon damage roll. Reroll it until you get a higher number.

No Requirement

4 Points | 1 Max

You can equip or unequip a weapon as a free action as many times as you want per turn

Requires Quick Equip (2)

4 Points | 1 Max

You can now perform the Block Special Action as a quick action

Requires Defensive Style

Quick Gear

Ace Perk

Protect Master

Ace Perk

4 Points | 1 Max

Instead of needing to be within melee range, you can use you reaction to take an attack for someone else as long as your maximum walking speed is far enough

Requires Protective Style

4 Points | 1 Max

You can fully equip or unequip an armor as either an action or quick action

Requires Quick Equip (2)

4 Points | 2 Max

When you use your reaction to make an Attack Of Opportunity, you can make an additional attack on the same reaction

Requires Opportunity Attack (Any)

4 Points | 4 Max

Increase the damage die of your martial arts attack every time you get this perk:

D6 -> D8 -> D10 -> D12 -> D20

Requires Unarmed Style

4 Points | 2 Max

You can now perform Flurried Strike more than once per combat

Requires Flurried Strike

4 Points | 1 Max

You now need to roll either a natural 18, 19, or 20 in order to get a critical strike on an attack or a critical save on a saving throw.

Requires Improved Crit