I gave little consideration to balance in this post.
Upper_Krust said:
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).
Arts: You can speak to works of art.
Charity: You can speak to things that you have given away.
Entropy: You can speak to vacuums.
Fertility: You can speak to children (of any age or species, even the unborn).
Peace: You can speak to those who have never killed anyone.
Science: You can speak to anything more advanced than usual for the campaign setting. In a normal setting this would be rennaisance+.
3. (Abjuration) Base idea is for immunity (single) and reflection (double).
Destruction: Typeless damage/first attack per round?
Revenge: Attacks made in anger.
4. (Competence) Base idea is for an Attack, Damage and AC bonus under certain conditions.
Arts: Perform check bonuses, and craft checks to make something more aesthetically appealing.
Entropy: When at low hp.
Knowledge: All Knowledge checks/Int-based skill checks?
Love: Diplomacy & Bluff.
Madness: When suffering from
confusion or
insanity effects.
Peace: When you have taken no offensive action that day.
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.
Peace: Creatures with no offensive special abilities.
Science: Creatures with no supernatural powers of any kind.
6. (Trumping) Base idea: the deity has either a 50% chance (single) or 100% chance (double) of overcoming an immunity.
Evil: Poison
Fertility: Anything you wouldn't normally be able to have children with, you can anyway. This includes death gods, people of the same gender, golems, etc.
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.
The Community portfolio gains Bane vs. a type of their choice? I don't really have any better ideas than what you already have.
8. (Healing). Base ideas: Some element will heal the deity, or within a certain place they will heal or regenerate faster.
Crafts: Heal faster in workshops.
Death: Negative energy (inc. energy drain) heals you.
Knowledge: Heal faster in libraries.
Labour: Heal when engaged in strenuous physical labour.
Love: Healing via coitus.
Elf: Heal faster in the presence of elves.
Science: Heal faster in anti/dead magic.
Secrets: Heal faster when nobody (of comparable or lesser power) knows where you are.
Thievery: Heal when you sneak attack/steal something.
Travel: Transportation spells heal you.
Wealth: Heal faster when carrying extra wealth.