Unusually Formed Body (3.5e Flaw)
From D&D Wiki
There are parts of your body that are different from most other humanoids.
Effect: Choose six of the twelve magic item body slots. You cannot wear magic items designed for those six slots - your body in those locations are such an unusual shape that such objects will not adjust to fit you. In addition, your general clothing, outfits and armor must be custom-made. Unless you are wearing rags, you pay x2 the normal cost. Apparel specific to one of your unusual body slots costs x4 the normal cost (e.g. a pair of boots for unusual feet).
Special: Here are some of the common unusual body parts and the item slot they usually correspond with: Horns, snout: Head. Snout: Eyes (hard to wear glasses when the bridge of your nose is above your eyes instead of between them). Wings, bony spikes, nonhumanoid bodily proportions: Torso/Body. Claws, unusual number of fingers: Hands. Tail, unusually formed legs: Legs. Hooves, unusually formed feet: Feet. Note: Absence of body parts should also be taken into account. For example, if you have tentacles instead of hands, you can't wear most gloves.
Roleplaying Ideas: The blacksmith shook his head. He had just finished an odd discussion with an elven wizard. The elf had ordered a set of fullplate with strange specifications. The helmet had to have a couple holes at the top, about a good 6 inches apart, and the armor for the legs and feet had to be strangely shaped. On top of all that, it was supposed to be big enough to fit an ogre! The blacksmith shook his head again. "If I didn't know any better, I'd say he was try'n to arm a minotaur," he thought. "Oh well. Ain't nobody can understand wizards."