Crossblooded +2 damage per Die
1d4 damage per Cl.
Human, Spell Focus - Spell Specialization (which is not a dumb pick because you can move the Specialization to a new spell on even levels... Aka, the levels Sorcerers get new spell levels)
That's Caster Level 3 for an average of 3 x 4.5 (the average 1d4+2) That's 13.5 damage, which is enough to kill any non boss in a level one module on a failed save, and still enough to kill most low HP grunts that are likely to be in swarms at level one (kobolds, goblins, so forth, generally have 5 HP or less) on a succeeded save.
And, just for fun, if it's a one off or you expect you need a boost, drop a trait for another CL (aka, another 4.5 damage) on it. You now make the Wizard look like an inept moron when he casts he save or sucks to disable half the enemies, and you cast your save and still die to disable all the enemies.
If you're worried about your long term viability, don't, because you're a caster. By the time this little gimmick loses its charm at the mid levels, you're a caster with multiple spell levels. You can cast haste on your party at the beginning of 90% of your fights and that will literally be all your team needs*. Then have fun rolling a flaming sphere around or something.
*Assuming the party has a competently built Gunslinger, Two handed Barbarian, or Bow user to chunk out massive damage with that haste. The other 10% are when you need to cast glitterdust to reveal invisible enemies or fireball to kill a weapon immune swarm.
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In final comment, Wizards are awesome. Sorcerers are not as good, but they still have a few fun gimmicks, and I have yet to meet a single GM who has ever required more strategy out of his casters than "did you cast haste in a normal fight/glitterdust vs invisibles/fireballs vs swarms".
Which is why Summoners WRECK both wizards and sorcerers because of early haste, combined with creature summoning and better defense.
Generally, after a certain point of party power is reached (do we have a good martial character and a haster? Add in a healer if we're expected to marathon.), all the extra cool things, say, wizards can do that sorcerers can't, while cool and I love to see all the tricks they come up with, it generally isn't needed.
Thus, my choice of Monk. Will I ever be as strong as a two handed weapon barbarian? No. Will I be strong enough to hold my own and play a few fun tricks given that the party's main needs are already accounted for? Yes.