No temple or religious organization needs to give its formal approval for a character to become a saint. Rather, sainthood is a gift bestowed by the deities of good and the mightiest celestials to those exalted heroes who deserve it....
* Must be of good alignment.
* Must have at least three exalted feats.
* Must never have lost the benefit of exalted feats or class abilities because of committing an evil act, even if the character properly attoned.
* Must at all times behave in a way the DM considers to be exemplary of the exalted path described in this book.
* Must be at least 6th level.
* Must make an extraordinary sacrifice (not necessarily his life) for the good of another.
* [Plus whatever other requirements the DM sets.]
A character who meets these criteria... can acquire the saint template.
[You have to "buy back" your next two character levels in XP after becoming a saint, because the saint template is so frontloaded.]
"Saint" is an acquired template that can be added to any living creature that is not an outsider or an elemental.
* Type -> Outsider (native)
* insight bonus to AC equal to Wis modifier
* Holy Power (Su): save DCs for spells, Sp, Su, Ex increase by +2
* Holy Touch (Su): +1d6 holy damage with weapons (+1d8 against evil undead/outsiders)
* Spell-Like Abilities: At will--guidance, resistance, virtue, bless.
* DR based on HD, up to 10/evil at 12+
* Fast Healing (HD/2, max 10)
* immune to acid, cold, electricity, petrification; resist fire 10; +4 Fort saves against poison
* low-light vision, 60-ft. darkvision
* Protective Aura (Su) = double-strength magic circle against evil + lesser globe of invulnerability
* Tongues (Su) always active
* Con +2, Wis +2, Cha +4
CR +2
LA +2