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