There is a Legacy version
here.

Petrified Skin Feat 12Rare Aftermath Magical Source Dark Archives (Remastered) pg. 56Prerequisites You have been
petrified by an enemy.
It might have been a medusa, basilisk, or even a paleohemoth; regardless of the source, you were the target of some petrifying effect, and an element of that stony gaze has remained with you, both protecting and slowly consuming you. Your limbs are coated with a layer of stone that rests atop your skin and covers more of your body as you lose health. You gain a stone fist
unarmed attack that deals 1d8 bludgeoning damage, has the
shove trait, and is in the
brawling weapon group (unlike a normal fist, it doesn't have the
agile or
finesse traits).
Additionally, you become more petrified as your life force ebbs. When you have fewer than half your maximum Hit Points, you increase the damage die size of your stone fist from 1d8 to 1d10 and gain resistance to physical damage (except adamantine) equal to your Constitution modifier.
If you would gain the
dying condition, you can choose to instead be permanently
petrified and avoid the risk of death. When you do, you enter your petrified form with your full maximum Hit Points instead of the normal number. If you become unpetrified, you return to 0 Hit Points, as normal. You can't voluntarily end this petrification. An effect that suppresses,
counteracts, or otherwise ends petrification (such as sure footing) functions against this petrification, but has no effect against the petrification unless the effect has a counteract rank equal to half your level or higher and the effect's creator succeeds at a counteract check against the hard DC for your level. Each time you recover from this petrification, you gain a new scar on your skin in the shape of a long, thin crack.
Traits
Rare: This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
Aftermath: This trait describes feats that represent special abilities gained after exposure to the weird and deadly.
Magical: Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.