I'm going to be blunt, because you're asking for advice; because you have invented a problem of power inequity, and are looking to solve the problem; when it's not the problem you're making it out to be. You're attached to the idea, that's a red flag. In my GMing experience at least. Being attached to an idea, very rigidly limits a game.
I was going to post this earlier, and so I'll put it here.
Xand:
would it be worth attempting or should it just be scrapped?
No, and yes. Frankly, it makes for a great story, and crappy game with that rigid of guidelines. There are really only a few exceptions. If you can find any of these scenarios, then, yeah your idea could really work! If not, scrap[ it, find the themes that you like and make it more pathfinder with Dragon's Dogma feel; not strictly adherent. Think about what you really like, deep down, not the trappings.
Here are the scenarios I see the Arisen being player and having the four pawns.
- You have a group of players that know each other. There are cliques like this on RPoL. I am in correspondence with one in D&D 3.5. which is close to PF. In my case, they know each other IRL. If you can find this grouping, then power inequity won't be an issue, they can negotiate that roles; they know each other.
- You have two groups. You're able to partition the scenes from Arisen and pawns, and be filter from one to the other. You can edit and repost from one group to another, mirroring in many cases the whole post. This allows the pawns to be cohesive, and the Arisen to be a forceful direction. It also doesn't disrupt the post flow, which is going to be an issue.
- You abandon the system of Pathfinder, which is very much leveling up game, and choose system that values power on point by point. Pawns could have access to certain perks, powers, charm, backgrounds, flaws, talents, attributes, you name it, and the Arisen would have others. It wouldn't be 2d6 vs 10d6, but one at 50 pts vs four 20 pts but with special permissions. This helps soothe power inequity. In PF, sorry to say, a character much lower level or undergeared just isn't fun to play. They are largely ineffectual. This is just the way d20 works. Much as people say it isn't, it is. It's mathematical problem, that's systemic.
- You find out WHY you want only one Arisen, what ABOUT the lore makes that compelling, and do that through another method. An example I give was when I wanted to limit resurrection in a D&D game. But why? My answer was that death was supposed to be facet of the Deathlords. Okay, I thought, could the Deathlords ressurect poeple? Yes! they could. Would they do so for the PCs? of course not! Okay, so why do the Deathlords have to be the sole users or ressurection? I really had to think about this. Because...it just makes sense? no, it didn't. Not in this case. Slay living, other death magic yes. Not resurrection though. My motivation was I wanted the deathlords to feel like the masters of death. If I had stuck to the idea I had, and not had other clerics be able to resurrect the character; the game would have died, as soon as the first deathlord succeeded. My players would see it frivilous to be able to make brand new character with no penalty, than be allowed to raise their valued one. So ask yourself the question of what you're after. Not the method, but the product. Once you know that, you might be able to sell the group on that basis. if the pitch is well thought out, and articulates a meaningful investment, players might overlook the inequity.
Power inequity at the very least is willful volition. The pawns, after all, aren't the same kind of characters. You say "I like role play but acknowledge role playing a pawn might be difficult" you need to solve that problem yourself, or take the advice to budge your adherence to lore.
Star Wars d20 (I forget the name of the system) is a great example of how NOT to do it. It's predicated on critical hits going to wounds, yet...every...single...freakin...god...damn...major character...is immune to criticals. Every one! Utterly poor way to incorporate lore into system.
In essence, I'd say, it's good story (at best) bad for rigid game plot and theme. An inspiration sure, but yeah, I think scrap the rigid idea. Be willing to deviate from the canon. Or, and this is a valid alternative! or Just sit with these posts and think about what you're wanting to justify, focus on why THIS and THAT are important and internally contemplate and articulate that. Having sounding board is good. Sometimes you get good advice. Sometimes, however, you get the wrong advice, but it makes you defend the idea and that gives you the right idea.
Best of luck! It doesn't sound like game for me, so I played the devils advocate well. I do hope you find some way to make this interest into a game. Cheers!