selant: Sorry I forgot to help you with the skin shader. Here you go.
Diffuse: Level should be around 0,6-0,8. A texture in the color slot. You can also try to desature the texture a bit.
Translucency: Level. 0,7-0,9. Don't go any higher than 0,9 or the skin will look like paper thin wax. You can also create an additional texture for the level value so that the scattering isn't uniform. I experimented with AO bake + diffuse for that, but I didn't find it that to be that useful. I didn't use it for the renders above. Also you could create a very high contrast image to simulate dry, dead skin particles in the cheek and forehead area if you aim for super realistic skin. I would use a CoronaBlendMtl + mask for that though.
IOR: Around 1,2-1,33. Higher values give you too metallic reflections. If you want to have a peach fuzz type shading you can go even lower values, but I'd just create a hair layer for that effect.
Glossiness: Optimally you should have 2 specular layers. Use CoronaMaterialBlend for that. The broad spec value should be around 0,4 and the narrow about 0,6. Use a texture map for the values. If you want exact values you can use a CoronaMix + CoronaColor and multiply / screen your texture on top of it.
Absorption: Color. A neutral value around 125,125,125. If you want a stronger deep back scattering on the ears use reddish color 73,13,13 Distance: 0,15cm~ make sure that your head is in real world scale.
Scattering: Color. Put your diffuse texture here.
I've used these values with the Emily head except I only have 1 specular layer, because I'm getting weird dark spots from the normal map. I'm not sure what's wrong, but I'm sure it will be sorted out.
Try to experiment and have fun. :)
edit. typos + updated absorption values