I'm A Banana
Potassium-Rich
Now that we've done the outer planar critters, let's not forget our inner planar buddies, eh? 
It's time for the Air Genasi!
"Air-Touched" Template
For those who can trace some ancestry to the lords of the air, or who have been exposed to powerful energies of wind. For these creatures, this template was made. Apply this to the base race, and only change the following:
* Type changes to Outsider (Air, Native). Their old type and subtypes are removed. This grants them Darkvision with a range of 60 ft.
* +2 Dexterity, +2 Intelligence, -2 Wisdom, -2 Charisma. Air-touched creatures are agile both physically and mentally but tend to rush in and have trouble relating to fleshy beasts.
* Racial bonus on saves vs. Air: +1/5 lvs. Air-touched creatures resist the aerial attacks of their foes much better.
* The spell-like ability of Levitate once per day, as a sorcerer of their hit dice, +1 level.
* Breathless. Air-touched creatures need not breathe.
* Level Adjustment +2. This is in addition to the level adjustment of the base creature.
* Fighter class favored. Air-touched creatures tend to be Dexterity based fighters.
"High" Air Genasi
Those closer to the windlords who spawned them have correspondingly stronger bloodlines. They are sometimes referred to as the "High Dukes."
* Medium Sized. Base speed 30.
* Outsider (Air, Native). This grants them darkvision with a 60 ft. range.
* +2 Dexterity, +2 Intelligence, -2 Wisdom, +2 Charisma. Alluring, exotic, agile, and clever, the High Dukes suffer only from an impetuous nature.
* Racial save bonus of +1/5 levels against Air effects. High dukes can overcome their own element easily.
* The ability to cast Fly once per day as a sorcerer of their hit dice, on themselves only. They revel in the unfettered life.
* Level Adjustment +2
* Breathless. Air Genasi need not breathe.
* Favored class: Sorcerer. Most High Air Genasi specialize in wind-related effects and transportations.
"Low" Air Genasi
More distant, the low air genasi are those who have only remedial showings of their elemental blood. They are sometimes referred to as the "Lesser Dukes."
* Medium Sized. Base speed 30.
* Outsider (Air, Native). This grants them darkvision with a 60 ft. range.
* +2 Dexterity, -2 Wisdom, -2 Charisma. The low dukes suffer the emotionlessness and overeagerness of other air genasi, but still have the typical agility.
* Racial save bonus of +1/5 levels against Air effects. Air genasi can overcome their own element easily.
* The ability to cast Feather Fall once per day as a sorcerer of their hit dice, on themselves only. Lesser dukes can still drift in the currents.
* Level Adjustment +0
* Breathless. Air Genasi need not breathe.
* Favored class: Fighter. Low genasi frequently prefer ranged attacks such as thrown weapons and projectiles.
"Sonic" Air Genasi
These air genasi are strong in the way that air carries the wafting waves of sound, descended from the musical birds and other creatures of song. They are sometimes referred to as the "Sound Dukes."
* Medium Sized. Base speed 30.
* Outsider (Air, Native). This grants them darkvision with a 60 ft. range.
* +2 Dexterity, -2 Intelligence, -2 Wisdom, +2 Charisma. Lyrical and agile, sonic genasi suffer from an absent mind and an overeagerness that often leads them into trouble.
* Racial save bonus of +1/5 levels against Air and Sonic effects. Song dukes are masters of their own elements.
* The ability to cast Sound Burst once per day as a sorcerer of their hit dice, on themselves only. They can evoke a cacophony at will.
* Level Adjustment +1
* Breathless. Air Genasi need not breathe.
* Favored class: Bard. Sound dukes have an ear for the natural music in the world.
"Void" Air Genasi
Something of a perversion amongst the air genasi, these black sheep of the family (called "Vacuum Dukes") are intimidating creatures of blackness, silence, and negation.
* Medium Sized. Base speed 30.
* Outsider (Air, Native). This grants them darkvision with a 60 ft. range.
* +2 Constitution, +2 Intelligence, -2 Wisdom, -2 Charisma. Dark and absentminded, vacuum dukes still benefit from the mental agility of their kin, and also have amazing resilience in comparison.
* Racial save bonus of +1/5 levels against Air effects. Vacuum dukes negate the energetic breeze.
* The ability to cast Silence once per day as a sorcerer of their hit dice. They can still the air with their very presence.
* Level Adjustment +1
* Breathless. Air Genasi need not breathe.
* Favored class: Fighter. Vacuum dukes specialize in defensive and negation as a fighting art.
"Ice" Air Genasi
Cold creatures of white and blue, touched by the frosty wind and blown snow, these "Frost Dukes" are creatures born of hardship, epitomizing the harsh and uncaring nature of winter itself.
* Medium Sized. Base speed 30.
* Outsider (Air, Native). This grants them darkvision with a 60 ft. range.
* +2 Constitution, +2 Intelligence, -2 Wisdom, -2 Charisma. Brutish and jumpy, frost dukes are amazingly resilient and still quit mentally agile.
* Racial save bonus of +1/5 levels against Air and Cold effects. Frost dukes can resist their own elements well.
* The ability to cast Icy Arrow once per day as a sorcerer of their hit dice. This works exactly like Acid Arrow except that it deals cold damage instead of acid damage.
* Level Adjustment +1
* Breathless. Air Genasi need not breathe.
* Favored class: Barbarian. Just below the crisp exterior is a blizzard waiting to be unleashed.
"Lighting" Air Genasi
Hyperactive and desensitized, these "Bolt Dukes," descended from creatures of pure electrical energy, and show it in their quick actions, their flickering eyes, and their constant static buildup.
* Medium Sized. Base speed 30.
* Outsider (Air, Native). This grants them darkvision with a 60 ft. range.
* +2 Dexterity, -2 Intelligence, +2 Wisdom, -2 Charisma. As distant, blank, and agile as most genasi, bolt dukes also suffer from a constantly agitated mind that increases their perception, though it decreases their retention.
* Racial save bonus of +1/5 levels against Air and Electricity effects. Bolt dukes are hard to harm with their own being.
* The ability to cast Shocking Arrow once per day as a sorcerer of their hit dice. This is just like Acid Arrow, except it deals electricity damage instead of acid damage.
* Level Adjustment +1
* Breathless. Air Genasi need not breathe.
* Favored class: Monk. Liberating themselves from flesh and channeling their speed, bolt dukes are attracted to the rigors of monastic life like lightning to a rod.
"Windy" Air Genasi
Whereas most air genasi have the breeze and the cloud, these "Windstorm Dukes" have pure tornadic energy ripping through them at all times. They usually have gray skin, faraway looks, and move with a singleminded determination.
* Medium Sized. Base speed 30.
* Outsider (Air, Native). This grants them darkvision with a 60 ft. range.
* +2 Dexterity, -2 Intelligence, -2 Wisdom, -2 Charisma. Windstorm dukes are agile, but are savage, single-minded, and quite unable to relate to petty fleshy concerns.
* Racial save bonus of +1/5 levels against Air effects. What does a zephyr do to the hurricane?
* The ability to cast Gust of Wind once per day as a sorcerer of their hit dice. When they wish, their storm flies from their own flesh.
* Level Adjustment +1
* Breathless. Air Genasi need not breathe.
* Favored class: Fighter. The spinning dance of whirlwind attacks are the prefered style of the windstorm dukes.
"Vaporous" Air Genasi
Creatures of the mist and morning dew, "Cloud Dukes" are more concerned with nimbus, cumulous, and cirrus than with gusts and blusters. They are pale white to deep gray or blue, and are often slightly damp to the touch.
* Medium Sized. Base speed 30.
* Outsider (Air, Native). This grants them darkvision with a 60 ft. range.
* +2 Dexterity, -2 Intelligence, +2 Wisdom, -2 Charisma. Though often airheaded and emotionally distant, cloud dukes are perceptive and very fluid.
* Racial save bonus of +1/5 levels against Air effects. They can drift and move with the stirring winds.
* The ability to cast Fog Cloud once per day as a sorcerer of their hit dice. They can ooze with their very substance, if needed.
* Level Adjustment +1
* Breathless. Air Genasi need not breathe.
* Favored class: Rogue. Cloud dukes enjoy versatility and manipulation.
"Solar" Air Genasi
Of sunlight and radience, "bright dukes" shimmer with a radience that discloses the sky and all in it. They are often yellow, golden, or pink in color, with calm demeanors.
* Medium Sized. Base speed 30.
* Outsider (Air, Native). This grants them darkvision with a 60 ft. range.
* +2 Constitution, -2 Intelligence, -2 Wisdom, +2 Charisma. Brilliant with radience, and with the durability of a desert day, bright dukes are still open to suggestion, and rarely think things through.
* Racial save bonus of +1/5 levels against Air effects. Bright dukes are not subject to weather.
* The ability to cast Daylight once per day as a sorcerer of their hit dice. Their inner radience shimmers forth.
* Level Adjustment +1
* Breathless. Air Genasi need not breathe.
* Favored class: Fighter. Bright dukes prefer big metal weapons that catch the glint of the sunlight when they strike.
"Airy" Air Genasi
As invisible as the hand of an autumn gust through the falling leaves, these "unseen dukes" are nearly transparent, with extreme calmness but a stubtle stirring of air around them at all times.
* Medium Sized. Base speed 30.
* Outsider (Air, Native). This grants them darkvision with a 60 ft. range.
* +2 Dexterity, +2 Intelligence, -2 Wisdom, -2 Charisma. Unseen dukes have the graze of a zephyr, and miraculous mental agility to match, but are slightly absentminded and throughly alien.
* Racial save bonus of +1/5 levels against Air effects. Unseen dukes are of the very same thing.
* The ability to cast Invisibility once per day as a sorcerer of their hit dice. At once, they can become like air itself.
* Level Adjustment +1
* Breathless. Air Genasi need not breathe.
* Favored class: Rogue. Unseen dukes enjoy being unnoticed, until they choose to be.
"Feathered" Air Genasi
Creatures of the residents of the air, the birds, these "plumed dukes" are less of the air itself, and more of the masters of the air, with brilliant feathers of all shades and elongated fingers.
* Medium Sized. Base speed 30.
* Outsider (Air, Native). This grants them darkvision with a 60 ft. range.
* +2 Dexterity, -2 Constitution, +2 Charisma. Beautiful and agile, plumed dukes are nonetheless quite fragile, due to hollow bones.
* Racial save bonus of +1/5 levels against Air effects. Plumed dukes ride the wind, and dominate it.
* The ability to cast Animal Friendship once per day as a sorcerer of their hit dice. This only affects avian creatures (birds and bird-like animals).
* Level Adjustment +1
* Breathless. Air Genasi need not breathe.
* Favored class: Bard. Plumed dukes may take up dance and whistling as their artform of choice.

It's time for the Air Genasi!
"Air-Touched" Template
For those who can trace some ancestry to the lords of the air, or who have been exposed to powerful energies of wind. For these creatures, this template was made. Apply this to the base race, and only change the following:
* Type changes to Outsider (Air, Native). Their old type and subtypes are removed. This grants them Darkvision with a range of 60 ft.
* +2 Dexterity, +2 Intelligence, -2 Wisdom, -2 Charisma. Air-touched creatures are agile both physically and mentally but tend to rush in and have trouble relating to fleshy beasts.
* Racial bonus on saves vs. Air: +1/5 lvs. Air-touched creatures resist the aerial attacks of their foes much better.
* The spell-like ability of Levitate once per day, as a sorcerer of their hit dice, +1 level.
* Breathless. Air-touched creatures need not breathe.
* Level Adjustment +2. This is in addition to the level adjustment of the base creature.
* Fighter class favored. Air-touched creatures tend to be Dexterity based fighters.
"High" Air Genasi
Those closer to the windlords who spawned them have correspondingly stronger bloodlines. They are sometimes referred to as the "High Dukes."
* Medium Sized. Base speed 30.
* Outsider (Air, Native). This grants them darkvision with a 60 ft. range.
* +2 Dexterity, +2 Intelligence, -2 Wisdom, +2 Charisma. Alluring, exotic, agile, and clever, the High Dukes suffer only from an impetuous nature.
* Racial save bonus of +1/5 levels against Air effects. High dukes can overcome their own element easily.
* The ability to cast Fly once per day as a sorcerer of their hit dice, on themselves only. They revel in the unfettered life.
* Level Adjustment +2
* Breathless. Air Genasi need not breathe.
* Favored class: Sorcerer. Most High Air Genasi specialize in wind-related effects and transportations.
"Low" Air Genasi
More distant, the low air genasi are those who have only remedial showings of their elemental blood. They are sometimes referred to as the "Lesser Dukes."
* Medium Sized. Base speed 30.
* Outsider (Air, Native). This grants them darkvision with a 60 ft. range.
* +2 Dexterity, -2 Wisdom, -2 Charisma. The low dukes suffer the emotionlessness and overeagerness of other air genasi, but still have the typical agility.
* Racial save bonus of +1/5 levels against Air effects. Air genasi can overcome their own element easily.
* The ability to cast Feather Fall once per day as a sorcerer of their hit dice, on themselves only. Lesser dukes can still drift in the currents.
* Level Adjustment +0
* Breathless. Air Genasi need not breathe.
* Favored class: Fighter. Low genasi frequently prefer ranged attacks such as thrown weapons and projectiles.
"Sonic" Air Genasi
These air genasi are strong in the way that air carries the wafting waves of sound, descended from the musical birds and other creatures of song. They are sometimes referred to as the "Sound Dukes."
* Medium Sized. Base speed 30.
* Outsider (Air, Native). This grants them darkvision with a 60 ft. range.
* +2 Dexterity, -2 Intelligence, -2 Wisdom, +2 Charisma. Lyrical and agile, sonic genasi suffer from an absent mind and an overeagerness that often leads them into trouble.
* Racial save bonus of +1/5 levels against Air and Sonic effects. Song dukes are masters of their own elements.
* The ability to cast Sound Burst once per day as a sorcerer of their hit dice, on themselves only. They can evoke a cacophony at will.
* Level Adjustment +1
* Breathless. Air Genasi need not breathe.
* Favored class: Bard. Sound dukes have an ear for the natural music in the world.
"Void" Air Genasi
Something of a perversion amongst the air genasi, these black sheep of the family (called "Vacuum Dukes") are intimidating creatures of blackness, silence, and negation.
* Medium Sized. Base speed 30.
* Outsider (Air, Native). This grants them darkvision with a 60 ft. range.
* +2 Constitution, +2 Intelligence, -2 Wisdom, -2 Charisma. Dark and absentminded, vacuum dukes still benefit from the mental agility of their kin, and also have amazing resilience in comparison.
* Racial save bonus of +1/5 levels against Air effects. Vacuum dukes negate the energetic breeze.
* The ability to cast Silence once per day as a sorcerer of their hit dice. They can still the air with their very presence.
* Level Adjustment +1
* Breathless. Air Genasi need not breathe.
* Favored class: Fighter. Vacuum dukes specialize in defensive and negation as a fighting art.
"Ice" Air Genasi
Cold creatures of white and blue, touched by the frosty wind and blown snow, these "Frost Dukes" are creatures born of hardship, epitomizing the harsh and uncaring nature of winter itself.
* Medium Sized. Base speed 30.
* Outsider (Air, Native). This grants them darkvision with a 60 ft. range.
* +2 Constitution, +2 Intelligence, -2 Wisdom, -2 Charisma. Brutish and jumpy, frost dukes are amazingly resilient and still quit mentally agile.
* Racial save bonus of +1/5 levels against Air and Cold effects. Frost dukes can resist their own elements well.
* The ability to cast Icy Arrow once per day as a sorcerer of their hit dice. This works exactly like Acid Arrow except that it deals cold damage instead of acid damage.
* Level Adjustment +1
* Breathless. Air Genasi need not breathe.
* Favored class: Barbarian. Just below the crisp exterior is a blizzard waiting to be unleashed.
"Lighting" Air Genasi
Hyperactive and desensitized, these "Bolt Dukes," descended from creatures of pure electrical energy, and show it in their quick actions, their flickering eyes, and their constant static buildup.
* Medium Sized. Base speed 30.
* Outsider (Air, Native). This grants them darkvision with a 60 ft. range.
* +2 Dexterity, -2 Intelligence, +2 Wisdom, -2 Charisma. As distant, blank, and agile as most genasi, bolt dukes also suffer from a constantly agitated mind that increases their perception, though it decreases their retention.
* Racial save bonus of +1/5 levels against Air and Electricity effects. Bolt dukes are hard to harm with their own being.
* The ability to cast Shocking Arrow once per day as a sorcerer of their hit dice. This is just like Acid Arrow, except it deals electricity damage instead of acid damage.
* Level Adjustment +1
* Breathless. Air Genasi need not breathe.
* Favored class: Monk. Liberating themselves from flesh and channeling their speed, bolt dukes are attracted to the rigors of monastic life like lightning to a rod.
"Windy" Air Genasi
Whereas most air genasi have the breeze and the cloud, these "Windstorm Dukes" have pure tornadic energy ripping through them at all times. They usually have gray skin, faraway looks, and move with a singleminded determination.
* Medium Sized. Base speed 30.
* Outsider (Air, Native). This grants them darkvision with a 60 ft. range.
* +2 Dexterity, -2 Intelligence, -2 Wisdom, -2 Charisma. Windstorm dukes are agile, but are savage, single-minded, and quite unable to relate to petty fleshy concerns.
* Racial save bonus of +1/5 levels against Air effects. What does a zephyr do to the hurricane?
* The ability to cast Gust of Wind once per day as a sorcerer of their hit dice. When they wish, their storm flies from their own flesh.
* Level Adjustment +1
* Breathless. Air Genasi need not breathe.
* Favored class: Fighter. The spinning dance of whirlwind attacks are the prefered style of the windstorm dukes.
"Vaporous" Air Genasi
Creatures of the mist and morning dew, "Cloud Dukes" are more concerned with nimbus, cumulous, and cirrus than with gusts and blusters. They are pale white to deep gray or blue, and are often slightly damp to the touch.
* Medium Sized. Base speed 30.
* Outsider (Air, Native). This grants them darkvision with a 60 ft. range.
* +2 Dexterity, -2 Intelligence, +2 Wisdom, -2 Charisma. Though often airheaded and emotionally distant, cloud dukes are perceptive and very fluid.
* Racial save bonus of +1/5 levels against Air effects. They can drift and move with the stirring winds.
* The ability to cast Fog Cloud once per day as a sorcerer of their hit dice. They can ooze with their very substance, if needed.
* Level Adjustment +1
* Breathless. Air Genasi need not breathe.
* Favored class: Rogue. Cloud dukes enjoy versatility and manipulation.
"Solar" Air Genasi
Of sunlight and radience, "bright dukes" shimmer with a radience that discloses the sky and all in it. They are often yellow, golden, or pink in color, with calm demeanors.
* Medium Sized. Base speed 30.
* Outsider (Air, Native). This grants them darkvision with a 60 ft. range.
* +2 Constitution, -2 Intelligence, -2 Wisdom, +2 Charisma. Brilliant with radience, and with the durability of a desert day, bright dukes are still open to suggestion, and rarely think things through.
* Racial save bonus of +1/5 levels against Air effects. Bright dukes are not subject to weather.
* The ability to cast Daylight once per day as a sorcerer of their hit dice. Their inner radience shimmers forth.
* Level Adjustment +1
* Breathless. Air Genasi need not breathe.
* Favored class: Fighter. Bright dukes prefer big metal weapons that catch the glint of the sunlight when they strike.
"Airy" Air Genasi
As invisible as the hand of an autumn gust through the falling leaves, these "unseen dukes" are nearly transparent, with extreme calmness but a stubtle stirring of air around them at all times.
* Medium Sized. Base speed 30.
* Outsider (Air, Native). This grants them darkvision with a 60 ft. range.
* +2 Dexterity, +2 Intelligence, -2 Wisdom, -2 Charisma. Unseen dukes have the graze of a zephyr, and miraculous mental agility to match, but are slightly absentminded and throughly alien.
* Racial save bonus of +1/5 levels against Air effects. Unseen dukes are of the very same thing.
* The ability to cast Invisibility once per day as a sorcerer of their hit dice. At once, they can become like air itself.
* Level Adjustment +1
* Breathless. Air Genasi need not breathe.
* Favored class: Rogue. Unseen dukes enjoy being unnoticed, until they choose to be.
"Feathered" Air Genasi
Creatures of the residents of the air, the birds, these "plumed dukes" are less of the air itself, and more of the masters of the air, with brilliant feathers of all shades and elongated fingers.
* Medium Sized. Base speed 30.
* Outsider (Air, Native). This grants them darkvision with a 60 ft. range.
* +2 Dexterity, -2 Constitution, +2 Charisma. Beautiful and agile, plumed dukes are nonetheless quite fragile, due to hollow bones.
* Racial save bonus of +1/5 levels against Air effects. Plumed dukes ride the wind, and dominate it.
* The ability to cast Animal Friendship once per day as a sorcerer of their hit dice. This only affects avian creatures (birds and bird-like animals).
* Level Adjustment +1
* Breathless. Air Genasi need not breathe.
* Favored class: Bard. Plumed dukes may take up dance and whistling as their artform of choice.