1. Okay Spell-like Abilities are straightforward (thanks for the help with the Labour portfolio guys).
No problem; I'm sure we're all glad to contribute.
2. (Divination) The base idea here is that a deity has either clairaudience (single port) or clairvoyance (double) from a certain source (e.g. fire, someone disease ridden).
Problem Portfolios: Arts, Charity, Entropy, Fertility, Peace, Science
Arts: Tough one.
Charity: Hmm...
Entropy: ?
Fertility: Voyeurism anyone?
Peace: ?
Science: ?
3. (Abjuration) Base idea is for immunity (single) and reflection (double).
Problem Portfolios: Destruction, Fear, Fertility, Good, Healing, Labour, Revenge, Time
Destruction: Immune/reflects disintegration-, destruction-, and inflict/harm-based* spells
*or cure/heal if undead.
Fear: Immune to fear effects; Reflects the fear DC. Is that too straight forward?
Good: Immune to/reflects unholy damage.
Healing: Immune to/reflects inflict and harm spells.
Labour: Immune to/reflects paralysis and hold spells.
Gotta keep working!
Revenge: Immune to/reflects charms that would deter the entity from the course of revenge; i.e. convince the enchanter that they ought to help in the pursuit of revenge.
Time: Immune to/reflects temporal stasis-based spells, has Spell Stowaway (timestop) within divine aura.
4. (Competence) Base idea is for an Attack, Damage and AC bonus under certain conditions.
Problem Portfolios: Arts, Disease, Entropy, Knowledge, Labour, Love, Madness, Peace
Arts: When defending the arts/artists, or when attacking forces of entropy/destruction.
Disease: When... hmm...
Entropy: Opposite of Arts, above.
Knowledge: When pursuing knowledge, or when attacking forces of secrecy?
Labour: When defending the laity/working class.
Love: When defending or promoting lovers, or when attacking hate mongers (specifically those who prey on others 'weakened' or disarmed by love).
Madness: Make a small table. They roll each time they want to get the bonuses and only if it comes up on something close to what they're doing at the time?
Peace: Only when defending the weak or promoting peace.
5. (Summoning) Base ideas: +50%/+200% Hit Dice for acertain creature type, or + DvR x 2/+ DvR x4 Ability Score Bonus, or a few other bonuses.
Problem Portfolios: Peace, Science, Thievery.
Peace: When summoning Good entities.
Science: When summoning constructs.
Thievery: I like Sneaky Bastards. Keep it, I say!
6. (Trumping) Base idea: the deity has either a 50% chance (single) or 100% chance (double) of overcoming an immunity.
Problem Portfolios: Charity, Darkness, Evil, Fertility, Labour, Science, Skill, Sky, Stoicism, Time
Charity:
Darkness: Foils blindsense 50%/100% of the time.
Evil:
Fertility: Overcomes immunity to suggestions (i.e. the impregnation of ideas). This could help impregnation of another kind.
Labour: Overcomes immunity to fatigue 50% of the time, or 100% of the time with double port.
Science:
Skill: Overcomes 50%/100% of enemy's luck bonuses.
Sky: Overcomes immunity to cold, electricity, or fire (deity's choice, chosen once).
Stoicism:
Time:
7. (Evocation) Base idea is to use one of the [Effect] abilities.
All these abilities are finished, although I am not sure about the Community Portfolio having the Axiomatic [Effect] since the Community Portfolio only needs you to be non-chaotic.
Community could just give Divine [Effect] instead.
8. (Healing). Base ideas: Some element will heal the deity, or within a certain place they will heal or regenerate faster.
Problem Portfolios: Crafts, Death, Knowledge, Labour, Love, Elf, Science, Secrets, Skill, Stoicism, Strength, Thievery, Travel, Wealth, Wisdom
Crafts: Healed by divine damage (all artifice is creation, and creation is 'divine', right?).
Death: Healed in graveyards, or by negative energy.
Knowledge: Healed by karmic effects, or in institutions of learning.
Labour: ?
Love: Healed by divine damage (sappy, but hey...)
Elf: Healed in forests.
Science: ?
Skill: ?
Stoicism/Strength:
Thievery: Healed by stealing? Per GP value?
Travel: Healed per mile traveled?
Wealth: Healed by basking in trove. Think divine dragons.
Wisdom: Healed by still water (ponds and wells).
Hope some of that helps.