Just add a vector displacement shader to warp function input (warper) and add a PF to vdisp shader. If you don't want to have your SSS move off its center, set offset to -0.5 in X and Z and set Y to 0. Play with sizes, color roughness and noise type, etc of PF (just color is used, but you can also use a negative black color, and even unclamped) and amount of displacement in vdisp shader. I also often stretch Y of the PF to make sure the warp is kind of the same at different altitudes, for certain uses (like wanting to use a displ to shader for foam around coasts, etc).