He's been on the front line to shove potions down ally's throats and and utilize the sneak attack/flanking bonus damage that vivisectors get, out of necessity. (The damage works like a rogue's and replaces bombs.) At 3rd level, vivisectors use knowledge nature for all heal checks and related things. My group has horrid tactics and decided to all be "Squishy" classes. That in itself is not so bad, the Wizard dumping constitution is. The only other melee guy I can flank with is hyper all of the time and hard to talk to. Roleplay wise, I try to diplomacy my way out of most things, one guy is a quiet trickster who choses the most inoppertune times to prank. (Wizard with no Con.) Another guy who is close to being kicked out for being a jerk. (Undead Sorceror who charged a Barbarian and Fighter) A dude who wants to take over everything and aggro monsers that are stronger than us. (Missed a few sessions but otherwise kinda uses tactics) and finally, the other guy I can flank with. It is hard to get a word in at all. My character would prefer staying out of combat and researching new spells, but gets dragged along. My husband is a fair but brutal GM and splitting the party has lead to many humorous and swift TPKs. I personally have trouble playing Lawful alignments. Though I am having fun playing him, he is stressed from being around what he percieves as lessers. I have never lost a character by my own doing. It usually results from in-fighting, 80% caused by the guy we are about to boot. The memory thing is cool. I will discuss it with my husband. Thank you for your help. : )
That's kind of the typical table-top group, I recommend (maybe)
r/pathfinder or
r/DnD. r/DnD has a lot of Q&As where some players and GMs will ask how to deal with certain situations as what you're describing, you might be able to find browsing those in your spare time worth it, if desired.
Maybe have something like each person rolling a d20 for a round-robin of talking order, and the rest of the party has to at least shut up and listen?
See if the GM will give some breadcrumb XP out for when a player role-plays their character well (don't be a murderhobo and do everything they want just because they're Chaotic Neutral, there has to be a reason and rhyme as to why their characters do things that's at least a little more than "they're evil!") or they get a negative aura that follows their character for being bloodthirsty (attract a malevolent spirit a la Poltergeist, etc, or cause what would have been a quaint village to turn on them completely and burn them at the stake for murderhoboing some random NPC, farmer, or bad guy (who wasn't really a bad guy in their eyes a part from, oh, he just taxes them "too much").
It might make the rogue choose more wisely when to pickpocket, etc; and the others might follow suit as well. It's fun to murderhobo sometimes, but it's more rewarding to just kind of Pavlov people into getting more into their character besides their class (such as the Rogue pickpocketing, etc). Makes for a better session, and better story; they might get more involved beyond murderhoboing, and pay more attention to minor details and etc, and grow as players.
Would recommend to your group maybe trying some crazy ideas, like rolling a sort of Kleptomaniac-Cleric who has Pickpocket and Forgery; he pickpockets people who are well off for his Church/charity to the poor, idk, something fun like that. It's not game breaking or violating much in the way of rules or standards, but the Cleric having Pickpocket provides enough sort of different-ness or uniqueness that opens up to his whole kleptomania problem (like his home/monastery is filled with nothing but a certain kind of perfume set or just piles and piles of the same color of silk from the same weaver/tailor, because he's waiting for the price to go up to sell it off for a restoration of a centuries-old church, etc).
Klepto-Cleric's not really evil, not really entirely super-duper-robo-cop good, he's just a person trying to make and find his way in the world/scheme of things.