You may like what my DM did a couple of campaigns ago. He created organizations our characters could join. Then, by spending experience, we could learn different abilities from these organizations. Some of the abilities were just like feats while others were made up specifically for the organization. Only one or two abilities were available per character level, they had to be taken in a particular order, and each organization had around 8 to 12 abilities total. Experience costs increased for each successive ability, though I don't remember exactly what the progression was. That way, our characters could continue progressing in their respective classes, but could also gain abilities not granted by the class by spending experience (and time for training, of course).
For example, one trick my Stalker (Soverign Stone) learned was called Parry: at the beginning of a round of combat, he could sacrifice one attack at his highest BAB; if he did so, he would roll an opposed check against the first melee attack that hit him that round; success meant that he parried the blow and it dealt no damage. I don't know if that's analogous to any particular feat, but I've never heard of one like it. As I recall, that ability cost about 1,100 XP, and I got it around character level 10. It saved my butt a few times, too.
Another ability he got (don't remember the name) allowed him to spend a full-round action to make one attack against a foe. A hit would deal no damage (I think, but maybe it did) but blinded the foe for 1d4 rounds. It didn't work against anyone wearing any serious headgear (a helm, mask, faceplate or such). The idea was that he had cut their head in such a way that blood ran into their eyes, making it difficult to see.
One of the first abilities he got was Quick Draw (as the feat). I think that only cost about 300 XP.
You could change any of the details, such as doing away with the progressive path of abilities or dedication to a particular group. The main idea is being able to purchase special abilities by spending experience.
For example, one trick my Stalker (Soverign Stone) learned was called Parry: at the beginning of a round of combat, he could sacrifice one attack at his highest BAB; if he did so, he would roll an opposed check against the first melee attack that hit him that round; success meant that he parried the blow and it dealt no damage. I don't know if that's analogous to any particular feat, but I've never heard of one like it. As I recall, that ability cost about 1,100 XP, and I got it around character level 10. It saved my butt a few times, too.
Another ability he got (don't remember the name) allowed him to spend a full-round action to make one attack against a foe. A hit would deal no damage (I think, but maybe it did) but blinded the foe for 1d4 rounds. It didn't work against anyone wearing any serious headgear (a helm, mask, faceplate or such). The idea was that he had cut their head in such a way that blood ran into their eyes, making it difficult to see.
One of the first abilities he got was Quick Draw (as the feat). I think that only cost about 300 XP.
You could change any of the details, such as doing away with the progressive path of abilities or dedication to a particular group. The main idea is being able to purchase special abilities by spending experience.