Instead of that, just use a SaveGame slot called “Characters” that stores an array of all created characters. That way, you don’t have to check for each slot individually, and you can have as many characters as you want. Once the player selects a character, load the slot of that character. If the player makes a new character, add it to the character array and make a new SaveGame slot for the character.
If you mean you’re splitting your save game up into multiple SaveGame classes/slots, that’s good. A SaveGame is not a literal “save game,” it’s just a class with variables that can be saved & loaded from disk. You don’t have to put your entire game in one class/slot, you can use it however you like.
Here’s documentation for it. You just get (read) or set (write) variables in it like any other class. When you want to save it, you just save it to a slot. If you need a character-specific example, I can post a simple one.