Ok, I've cleaned up a few things.

I figured out that I can add the bitmap to the character, and then just turn off the visibility of the bit map and it'll still hitTest properly. Nice to know!

I'd still like to clean this code up better - but for the life of me, can't figure that out.

Here's my official hitTest statement.

Code:
if (lemmingGuy.lemmingChar.bitmapData.hitTest(new Point(lemmingGuy.x,lemmingGuy.y ),255,b.bitmapData,new Point(b.x,b.y))) {
		if (endFall == -1) {
			endFall = lemmingGuy.y;
			fallDistance = endFall - startFall;
			fallDeath(fallDistance);
		}
		lemmingActivity("walk");
		if(lemmingGuy.lemmingAction != "stopper"){
		lemmingGuy.lemmingAction = "walking";
		} else if(lemmingGuy.lemmingAction == "stopper"){
			lemmingGuy.lemmingAction = "stopper";
		}
		// will I walk up this slope?
		if (lemmingGuy.lemmingChar.bitmapData.hitTest(new Point(lemmingGuy.x + 2,lemmingShins),255,b.bitmapData,new Point(b.x,b.y))) {
			lemmingGuy.lemmingAction = "slope";
			// did I bumpt into a wall?
			if ((lemmingGuy.lemmingChar.bitmapData.hitTest(new Point(lemmingGuy.x + 2,lemmingGut),255,b.bitmapData,new Point(b.x,b.y))) ||(lemmingGuy.bitmapData.hitTest(new Point(lemmingGuy.x -  50,lemmingGut),255,b.bitmapData,new Point(b.x,b.y)))) {
				if((lemmingGuy.lemmingAction == "slope") || (lemmingGuy.lemmingAction == "walk")){
				lemmingGuy.scaleX *= -1;
				lemmingGuy.lemmingAction = "reverse";
				}
					// Did I bump my head?
					if (lemmingGuy.lemmingChar.bitmapData.hitTest(new Point(lemmingFeet,lemmingGuy.y - 32),255,b.bitmapData,new Point(b.x,b.y))) {
						lemmingGuy.lemmingAction = "reverse";
				}
			}
		}
	} else {
		// we must be falling...
		if (startFall == -1) {
			endFall = -1;
			startFall = lemmingGuy.y;
			lemmingActivity("fall");
		}
.. yeah