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you mean chance to hit? they increase as you level up, and there should be a couple of buffs your clerics and casters have or can get that can increase the attack roll value, both directly and indirectly (by increasing your main stat, be that dexterity or strenghth, yes that modifier also affects your attack rolls)
Competence: bard song bonus type, many items give this type of bonus mostly range bracer.
Morale: heroism or good hope
Luck: Prayer
Sacred: Tristian's blessing
Enhancement: weapon +x
Size: reduce person or enlarge
Strength item or spell
That's pretty much it...
how many of those buffs stack ?
Except for heroism and good hope that are both morale bonus. Good hope win since it's the strongest of the two.
Get a level 8+ cleric with high wisdom and Community domain...
(sacred bonus, should be +8 at level 8, can get it up to +12 at high level, also gives the same bonus to saves.)
Tactical Leader(Inquisitor) can give a smaller sacred bonus to hit (or to a bunch of other things) several times/day.
Sensei can mass True Strike for 1 Ki at level 10+ (which gives +20 insight to hit for 1 attack)
Sunder Armor feat can remove armor AC from a target for a bit (not useful on all targets, huge/greater earth elementals spam this if you don't have a character who can do it)
For single characters:
Greater Invisibility gives +2 to hit and lets you ignore dex/dodge AC if the target can't see invisible (and doesn't have blind fight).
True Strike gives +20 insight for 1 attack
Magus can give themselves insight bonus to hit, or ignore enemy dex/dodge AC, or do touch attacks with class feats
Paladin can add brilliant weapon to ignore armor/shield AC
Shatter Defense feat = can ignore dex/dodge AC if target is shaken
Arcane Trickster can ignore dex/dodge AC a couple times/day
unarmed/natural weapons can stack magic fang+greater magic fang+agile/mighty fist amulet (also monk robes for unarmed)
There are a ton of ways to lower enemy AC and/or increase to hit...