If you want to get anything from the Survival Ace page, you must pass the Barrier Of Entry for the Survivor Archetype. this means you need:
Survival Skills or At Least 1 Path Of Survivor Ability
Unleashed Skills
Ace Path Upgrade
Your Path Of Survival Custom Moves now gain a +2 to their total rolls and their DC increases by 2
When you perform your Path Of Survival Custom Moves in your Home Advantage, then you add +2 to your custom move rolls and increase your DC by 2
Requires Guerilla Warfare
Determined Methods
Special Ace Path Upgrade
When you choose to improvise a Path Of Survival Custom Move, you don’t have a -5 debuff to your rolls and characters 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 Ferocious Skills or Unleashed Skills if you choose to improvise a custom move
Requires Improvised Methods
Greer Amps
Special Ace Path Upgrade
You are now able to add bonuses to your custom move rolls or DC from Ferocious Skills or Unleashed Skills if you choose to improvise a custom move
When you perform your Path Of Survival Custom Moves in your Home Advantage, then you add +3 to your custom move rolls and increase your DC by 3
Require Unleashed Skills and Determined Methods
Learning Buddy
Ace Ability
Whenever you command your Hunting Buddy, on their action they can use one of your Path Of Survival Custom Moves, they also benefit from the current Path Upgrades you have.
Requires Hunting Buddy
Tillage
Ace Ability
When you travel, you can choose to either leave behind no trail or a misleading trail that gives characters three levels of disadvantage if they try to figure out who created the trail.
Requires Covert and Stable Footing
Sanctuary
Ace Ability
If you use the Stealth Special Action or a similar effect while in your Home Advantage, then you gain the invisible condition
Requires Covert and Be Somewhat Magical
Healing Person
Ace Ability
When you use the Remedy Special Action, you can use it on damage that isn’t physically shown or explainable.
Up to the DM’s discretion, use of the Remedy Special Action can even remove or prevent certain conditions or diseases if you either roll high enough or the DM believes that it could work
Requires Remedy
Best Buddies
Ace Perk
Star Advantage
Ace Perk
4 Points | 1 Max
You can command your Hunting Buddy as a free action instead of a quick action once per turn
Requires Hunting Buddy
4 Points | No Max
For every instance of this perk you gain, you add another environment as your Home Advantage
Requires Home Advantage
4 Points | 5 Max
Increase the dice you roll for healing someone when you successfully use the Remedy Special Action
D4 -> D6 -> D8 -> D10 -> D12 -> D20
Requires Healing Person
4 Points | 1 Max
When calculating your Passive Perception and Investigation after using the Instinct Special Action, double your base stat in the calculation
Requires Instinct
4 Points | No Max
You no longer inflict Grievous Wounds on repeated use of the Remedy Special Action
Once per long rest, if your Remedy Special Action medicine skill check totals above a 20, you can remove a Grievous Wound off the character you're using it on
Requires Healing Person
4 Points | 1 Max
When you use the Stealth Special Action or a similar effect, you can choose to not emit sound or smell.
This means that characters can only locate you based off of sight, touch, or different types of sensing skills
Requires Covert
Pseudo Medic
Ace Perk
Keen Intuition
Ace Perk
Reiki
Ace Perk
Nature’s Veil
Ace Perk
Well Educated
Ace Perk
4 Points | 1 Max
When you roll a saving throw against a character you’re informed on, double your base stat
Requires Well Informed