Here's roughly a quick implementation of what has been said: Two blinn layers, topmost transparent bumpy and highly specular. Bottom one somewhat fakes subsurface scatter using incadescence maped via ramp shader. Bump maps of both layers are different giving it more visual complexity. I used procedural texures which is kinda lame because you can get much better result with painted ones ( or painted-procedural combination ). It'd aslo be good to apply a hdr reflection map for transparent layer giving it nicer specularity
I've uploaded ma in shader section. You can get it here
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