Now of course, if you want this kit for your PC, you can't actually "die" (because that ends the game) but I suppose the quest could give him the appearance of dying. Obviously, a quest is a lot more to code than a simple kit though (usually).
Perhaps if it was scripted that when a quest (i.e. this is a hidden kit) is completed an effect comes into . . . effect, the PC can't die, able to only reduce the CHARNAME to 1hp, like the Imoen belt. And then have it so that when CHARNAME reaches 1hp dialog is triggered, like certain lovetalks, that produces the necessary changes to the character. (At this time the immunity to death is removed) However this may interrupt the flow of the battle, so CHARNAME could be immobilized and prone at 1hp with the immunity and with a timer, so the dialogue is triggered later (and presumably AFTER the battle and before another one (seriously, who is going to leave WITHOUT CHARNAME?)(Is there a way to detect enemies present like the rest interruption, to prevent ANY interruption of battle ). A way to "die" without dieing, without a big (usually inescapable, which bugs me) lead up to the PC's death.
Sorry if that was confusing, I tried to give existing examples and don't know how easy/hard it is, thats just what came to mind as I read the page.
The "immunity" to healing is a pretty cool idea, especially if you can implement the healing by Neg. Energy (you'd then need to have to include more access to neg. energy things rather then other types of damage, like elemental).
In any case :thumbs: I like the idea.
Oh and as for "I have an old issue of Dragon here"
I have access to a few issues . . . which one , just for ideas.
EDIT: As for
realitively new to these fourms I relise my opinions dont count for as much but i hope they help
I see no reason why your opinions would count any less, as long as they are offered in a constructive manner. (which it was). And you may have a point, but the game is populated with over-powered characters.