What would happen to my Intelligence score if I am affected by Feeblemind and attuned to a Headband of Intellect

The Headband of Intellect says, my Intelligence score is 19 while I wear it, except when my Intelligence is already 19 or higher.

Headband of Intellect

Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher.

Feeblemind says, my Intelligence score becomes 1.

Feeblemind

[…] the creature’s Intelligence and Charisma scores become 1. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. […]

Would this lead to an Intelligence score of 19 or 1?

Also how about the other effects like not being able to cast, activate magic items, understand languages or communicate in any way. Those seem Intelligence related, but are mentioned additionally to the reduction.

If the Intelligence score becomes 19, are the other effects still active?

How can I reskin the Headband of the Ninjitsu for a steampunk campaign? [on hold]

My DM is running a steampunk Pathfinder campaign, and he’s banned strictly magical objects and weapons. However, he has said that if we can reskin it to fit within the world (i.e. a wand is more akin to a blaster weapon, weapon enchantments are things like batteries and small jars of acid strapped to weapons, that sort of thing), then he will allow them.

He has very recently given us a large wad of cash after we captured a terrorist alive and presented him to the local military. I would like to purchase a Headband of the Ninjitsu for my rogue character, as it gives bonuses to stealth and sneak attack rolls. I’m not certain how I would reskin it to fit within the world, or how it would give me those bonuses.

How can I reskin the Headband of the Ninjitsu to fit in a steampunk campaign?