The SCNNode take a rotation using a SCNVector4, which has an angle (w) and a magnitude how that angle applies to each axis (x, y, z). For example, to rotate 45
You'll need to generate an SCNVector4 for each of the rotations, and then multiply them. Note that the order of operations matters!
http://www.cprogramming.com/tutorial/3d/rotationMatrices.html has a pretty good writeup of the math. Any OpenGL reference that deals with rotation matrices is worth a look too.