It depends on what type of build and/or play style you are going for, so a little more information may help. Even if you are interested in pure DPS, the build would help in regards to a two handed versus two weapons style. In addition, are you open to multi-class or hybrids? The main reason is a paladin does have lay on hands (healing) and a good AC.
Assuming you are using the standard rules for having items for higher level characters, you should end up with the following:
1 Level 14 item
1 Level 15 item
1 Level 16 item
21,000 gp to spend
Some decent choices:
-A Badge of the Berserker +3 (13,000 gp) would take a decent chunk of your spending cash, but is quite useful - you don't provoke Opportunity Attacks while charging. Given how Barbarian's tend to charge back and forth across the battlefield, this can be quite handy.
-For your level 16 item, a simple +4 magic weapon or armor is always useful, of course. Or, if looking for something else, you could consider the Horned Helm, which gives +2d6 damage when charging.
-If you have a good Constitution, you might consider +3 Bloodcut Hide Armor as a level 14 item. As a minor action, while bloodied, it gives you Resist 15 to damage until the end of your next turn. Quite useful if about to charge into the thick of things. Even better, you can recharge the power by spending a healing surge (as a standard action). Trading a surge in-between combats in return for a round of near-invulnerability can often be a very good deal.
-A barbarian specific item might be Twice-Clawed Gauntlets, a level 14 item that boosts your damage while raging, and let's you land a very accurate Rage Strike.
-Another level 14 item would be a Feral Glory Tattoo - whenever you are crit (other than by a minion), you regain your core barbarian power (Swift Charge, Roar of Triumph, etc).
Hmm. Given that is the case, charging will probably be important (as a Rageblood, especially if you take Howling Strike), and survival will be built around lots of hp/surges, temporary hitpoints, and resisting damage.
My advice on items:
Level 16 Item: Horned Helm (PHB pg249, bonuses when charging)
Level 15 Item: Berserker Weapon +3 (PHB pg232, reduce defenses to boost attacks and resist damage)
Level 14 Item: Bloodcut Hide Armor +3 (PHB pg227, gain big resistance to damage while bloodied)
Badge of the Berserker +2 (2,600 gp; AV2 pg64, avoid provoking when charging)
Crown of the Goliath Champion (13,000 gp; Dragon Magazine 386, pg57, gain resist Thunder, and encounter power to resist all damage based on surges spent)
Belt of Feral Might (680 gp; Dragon Magazine 380, pg32, gain more temps from Rageblood Vigor)
Iron Armbands of Power (1,800 gp; AV1 pg117, gain bonus damage on melee attacks)
Boots of Adept Charging (520 gp; AV1 pg 126, shift away from enemies after you charge - very useful with your juggernaut powers to knock them prone.)
Rampaging Slayer's Gloves (1,800 gp; Dragon Magazine 80, pg32, do extra damage when your Rampage ability is triggered)
And that leaves a bit left over to invest in Potions of Healing (or probably more useful for you, Potions of Regeneration) or the like.
Overall, this would give pretty decent boosts to damage, and give you lots of ways to get temps/resistances to help stay alive.
Alot of the sword mage weapons have throw ability, but another option is a weapon that extends up 5 squares, like a eldritch blade. There is also another option with some belts and armor that allow you to perform a running jump (without having to move into another square). I have list of additional barbarians items, but I will have to respond later.
Actually, any magic thrown weapon returns to the wielder after the attack is made.
There are also, as Uchawi notes, a number of melee weapons that can be used to make some form of ranged attack out of the weapon.
Is there somewhere that this is stated? I have looked and could not see anything.
Never mind I found where it was stated. Thanks for all the help.