Can I make an unarmed strike while holding a two handed weapon?

My barbarian Gus uses a Greataxe, a two handed weapon. While raging in combat against harpies, a round passed without Gus taking damage. On his turn, all harpies were out of his melee range, and he had used all his javelins. To maintain his rage, he slapped the fighter with an unarmed strike. The DM ruled that Gus could not make a unarmed strike, as he was wielding a 2 handed weapon. I argued that he was not wielding the 2 handed weapon, just holding it; my DM didn’t see the difference, and as long as Gus held a 2 handed weapon his weapon attacks must be made with that weapon. In the end I dropped the weapon, slap the fighter, then pick up the weapon as a free object interaction. Then he reminded me that rage is only maintained by attacking a hostile opponent, but that’s not important here.

I understand that a 2 handed weapon only requires 2 hands when you attack with it, and my DM agrees with that. The only debate is whether you can, while holding the weapon with 1 hand, make an unarmed strike with your other hand. The description for unarmed strikes seems to imply that you could make an unarmed strike with full hands:

Instead of using a weapon to make a melee weapon Attack, you can use an Unarmed Strike: a punch, kick, head-butt, or similar forceful blow.

Even if I did have full hands, could I have head butted the fighter here? enter link description hereWas my DM correct in this ruling, or was I?

How does Shadow Sneek Attack Progress? Will it work with Strategic Strike?

Two question here. I am currently playing an Investigator in a Pathfinder 2e game. Thinking about going Shadowdancer.

A. How does Shadow Sneak Attack Progress? Is it just 1d6 forever, or does it progress on 11th and 15th levels?

B. Can it stack with Strategic Strike as Strategic Strike is not Sneak Attack?

How does *Steel Wind Strike* interact with *Heated Body* special trait?

Eddy the mage is facing 3 Azors, which are 15, 25 and 10 ft far away from him. Azors have the special trait Heated Body (emphasis mine):

Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.

Eddy casts Steel Wind Strike (emphasis mine):

You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.

You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

hits all of them, and he does not teleport from his current position.

Since a melee spell attack is a melee attack, does Eddy take the fire damage given by the Heated Body trait? Is he considered to be within 5 feet during each attack?

3.5 Monk Ki Strike and Damage Resistance

Does a Level 4 Monk deal full damage against a creature with DR 5/Slashing?

From the D20 SRD regarding Damage Reduction: “The creature takes normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and supernatural abilities. A certain kind of weapon can sometimes damage the creature normally, as noted below.”

At Level 4, the Monk gains Ki Strike as a supernatural ability, allowing the strikes to be treated as magical for the purposes of damage reduction.

However, does the bit about being treated as Magic matter? The strikes are now a supernatural ability, and supernatural abilities bypass damage reduction. This interpretation would seem to make Ki Strike very broad, and the addition of the Lawful characteristic at level 10 superfluous.

I would expect that a monk would not be able to bypass DR 5/Slashing, but Rules As Written seems to be murky.

Does Molten Silver Strike or Steady hand allow Whirlpool strike to have higher range?

Molten Silver Strike allows to add Solar Wind boosts to Mithral Current attacks and adds +5ft/4init level to their range. Whirlpool strike allows you to attack every enemy in your weapons reach. Steady Hand (Solar) adds 30 ft range to your attack. Do they work together to allow you to attack everyone in 35+ range?

Can I use Zephyr Strike outside of combat to increase my running speed?

The spell Zephyr Strike, from XGE, has the following text:

You move like the wind. Until the spell ends, your movement doesn’t provoke opportunity attacks. Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

Clearly this spell was written with combat in mind. I’m curious what support, if any, exists for using it outside of combat for the purpose of increasing a character’s movement speed, for instance in a foot chase.

What I would like to happen: I cast Zephyr Strike, waive the attack, and immediately trigger the bonus 30 feet of speed (say, to 60 ft). Since Zephyr Strike’s casting time is a bonus action, I then take the dash action, doubling my speed to 120 feet. I have this speed for 6 seconds.

My interpretation of the spell as written: The bonus to speed requires the player to take the attack action. The extra speed only lasts until the end of the turn. So to gain the speed benefit, a player must attack something, which uses their action and prevents the use of the dash action while under the effect of the spell.

Obviously the DM can rule however they want, but I’m curious what support the rules might have for my preferred outcome.

Can I use two feats affecting unarmed strike at the same time?

Is there anything preventing a character from using, for example, Stunning Fist on the same attack as he uses Befuddling Strike, Perfect Strike (with a Ki Focus weapon), Scorpion Style, or similar feats?

As far as I can tell from the descriptions the only limit on them is that you can only use each once per round, or in the case of Scorpion Style, as a standard action.