Olaf the Stout said:I disagree that he is better than a Rogue at dealing with traps. Rogues get 8+ Int bonus skill points per level. The Beguiler gets 6+ Int bonus. Yes, the Beguiler will generally have a good Int, giving him bonuses to skill points. However I think that Int is one of the most important Stats for Rogues. A high Int gives them more skill points, making them an even better skill monkey than they already are. The Beguiler also has to spend skill points maxing out Concentration since it is a very important skill for his class. This leaves less points available for other skills like Disable Device. I would call this even in regards to points available to spend on trap finding and disabling skills.
However Rogues get Trapsense. Beguilers do not. Trapsense makes it easier for Rogues to avoid traps that they accidentally set off while trying to disable them (or didn't spot at all). Rogues also have good Reflex saves, while Beguilers have good Will Saves. Most traps generally have Reflex saves to avoid their effects. Even if they do fail their Reflex save they have Evasion to help them limit the damage they take.
Of course, I have not played a Beguiler on been in a game where someone has played one so take my thoughts with a grain of salt.
In our party, we split it up. My Beguiler maxes out Search, and the party Factotum takes Disable Device.
Of course, in my experience traps aren't a big deal anyway. If someone triggers a trap, we sigh and break out the cure wand to pump them back up to full hitpoints, then tiredly continue on our way. Traps are boring hitpoint drains, and that's all.
I don't really think of "Trapspringer" as all that essential a role, though I suppose a Beguiler could fill it alone if they had to. I would have just maxed out Disable Device instead of Sleight of Hand, is all.