
Midnight Anarch |

The necromancer in my campaign came to the table with this recently, and it seems more than a little overcooked.
11 construction points, huge necrocraft.
Extra Attack (Ex, 1 CP): (x3 bite)
Bone Armor (Ex, 1 CP): (x3)
Extra Strength (Ex, 1 CP): (x3)
Faster (Ex, 1 CP): (base)
Additional Movement (Ex, 1 CP): (Burrow)
3 Bite attacks +18 atk, 2d6+13 damage
2 claws +18 atk, 1d8+13 damage
AC 21, 10 HD, 75 HP
STR 35, DEX 5, CON -, INT -, WIS 10, CHA 13
The necromancer is Wizard 5/Agent of the Grave 3, has a Varisian tattoo giving +1 CL and I undoubtedly has something else granting +1 CL to reach the requirement for creating a huge necrocraft.
If I'm not mistaken, however, the resulting creature should be limited to 4 construction points unless somehow given flaws to "buy" more.(I'm basing this off my admittedly limited knowledge of how construct/animated objects are manufactured.)
With 11 CP, it becomes a CR 11 creature. All this seem legit? What should this thing cost to create? Just the base 50/HD?

Midnight Anarch |

As far as I can tell, there's no way for a player to increase the CP of their necrocraft. The additional CP for a higher CR is for the GM to create more challenging encounters, not for a player to create a more powerful necrocraft.
That was (and largely is) my impression too, though Haunting of Harrowstone has a section that lists flaws to add to animated objects in order to "buy" more CP. There doesn't seem to be a comparable list for Necrocraft or even constructs, though it may exist hypothetically and I'm just not aware of it. I'm also not sure if it's possible to just pay more money, or in this case onyx, to obtain more CP.

Coidzor |
Necrocraft and CP is a huge question mark that the GM has to rule on.
Here's one proposal for handling it being a thing that is possible without going too crazy.