Since I'm working a lot with hierarchies in character rigs I often time face , like the 12th parent of an object (such as the root of the hand that's holding the prefab weapon), and having 12 get parent actions in a row is just such a bother... so here I added an int called repetitions. 0 means it works just like before, 1 means it gets the parent of the parent of the object . The code might be a bit crude, but still, here it is:
// (c) Copyright HutongGames, LLC 2010-2011. All rights reserved.
namespace HutongGames.PlayMaker.Actions
{
	[ActionCategory(ActionCategory.GameObject)]
	[Tooltip("Gets the Parent of a Game Object.")]
	public class GetParent : FsmStateAction
	{
		[RequiredField]
		public FsmOwnerDefault gameObject;
		[UIHint(UIHint.Variable)]
		public FsmGameObject storeResult;
		public int repetitions;
		public override void Reset()
		{
			gameObject = null;
			storeResult = null;
			repetitions = 0;
		}
		public override void OnEnter()
		{
				var go = Fsm.GetOwnerDefaultTarget(gameObject);
				if (go != null)
				{
					storeResult.Value = go.transform.parent == null ? null : go.transform.parent.gameObject;
					while (repetitions > 0 ) 
					{
						var go2 = storeResult.Value;
						repetitions = repetitions - 1;	
						storeResult.Value = go2.transform.parent == null ? null : go2.transform.parent.gameObject;
					}
			    }	
			
				else
				{
					storeResult.Value = null;
				}
				
				
			Finish();
		}
	}
}Hope you can use it too  
